Opening post ZIP updated
I spent a lot of time and effort today, getting one of the big items on my To-Do List ready for the public release.
Specifically, I have redone a lot of code related to buy/sell prices for shipyards, item traders and merchants.
This is to bring some more logic into it and link it to the various play styles we now have.
You can find that and several other improvements now in a ZIP attached to the opening post.
New game not enforced. Most of this should take effect on a savegame just fine.
This is the complete list of changes:
- Fixes to quest characters tavern seating by @pedrwyth
- Fixed reloading in fightmode with a musket not charged could mean firing from shoulder mode in the next location by @Jack Rackham
- Correction for Strange Character Types for random NPCs
- Delete Smuggling Coastguard ships upon escaping to worldmap
- Remove potential huge relation hit when caught smuggling ashore
Corrections to Ship Upgrade Prices (seemed to be double in some spots):
- GetCostTun modified to differentiate between buy and sell prices
- ApplyTun modified to exclude pricing (is always handled outside that function)
Ship's Log Updated:
- Include ships sunk by your companions
- Include note about the flag you were flying for the attack
- Include note on whether it was considered a legal attack or not
Improved Privateer/Navy Officer effect on prices modified:
. If shipyard functionality AND in the service of a nation, bypass skill check
. If NOT shipyard functionality, but in the service of a nation, bypass skill check and pay 50% commission (store)
Improved Merchant License Functionality:
- If NOT shipyard functionality and having a Merchant License, bypass skill check (overrides the above)
- Lose Merchant License on first unrespectable act after initial warning
- If receiving that warning and you have a Merchant License, you'll get an extra warning about it
- Governor and WIC Officer dialogs update to reflect the above
Redone Shipyard Buy/Sell Prices:
- Pirated/Captured status for ships set depending on nation relations and flags (this matches with the notes about this in the Ship's Log)
- Rename "Sell" button to indicate how the ship was acquired
- Redone "sell multiplier" for different ways you acquired a ship
- Apply this "sell multiplier" to ship upgrades and cannons as well
- Removed double effect from privateer/navy gameplay on ship sale price
- Removed double skill modifier for ship upgrades from shipyard buy/sell prices
- Getting back money from selling a ship upgrade is handled inside the function itself (no longer double)
I spent a lot of time and effort today, getting one of the big items on my To-Do List ready for the public release.
Specifically, I have redone a lot of code related to buy/sell prices for shipyards, item traders and merchants.
This is to bring some more logic into it and link it to the various play styles we now have.
You can find that and several other improvements now in a ZIP attached to the opening post.
New game not enforced. Most of this should take effect on a savegame just fine.
This is the complete list of changes:
- Fixes to quest characters tavern seating by @pedrwyth
- Fixed reloading in fightmode with a musket not charged could mean firing from shoulder mode in the next location by @Jack Rackham
- Correction for Strange Character Types for random NPCs
- Delete Smuggling Coastguard ships upon escaping to worldmap
- Remove potential huge relation hit when caught smuggling ashore
Corrections to Ship Upgrade Prices (seemed to be double in some spots):
- GetCostTun modified to differentiate between buy and sell prices
- ApplyTun modified to exclude pricing (is always handled outside that function)
Ship's Log Updated:
- Include ships sunk by your companions
- Include note about the flag you were flying for the attack
- Include note on whether it was considered a legal attack or not
Improved Privateer/Navy Officer effect on prices modified:
. If shipyard functionality AND in the service of a nation, bypass skill check
. If NOT shipyard functionality, but in the service of a nation, bypass skill check and pay 50% commission (store)
Improved Merchant License Functionality:
- If NOT shipyard functionality and having a Merchant License, bypass skill check (overrides the above)
- Lose Merchant License on first unrespectable act after initial warning
- If receiving that warning and you have a Merchant License, you'll get an extra warning about it
- Governor and WIC Officer dialogs update to reflect the above
Redone Shipyard Buy/Sell Prices:
- Pirated/Captured status for ships set depending on nation relations and flags (this matches with the notes about this in the Ship's Log)
- Rename "Sell" button to indicate how the ship was acquired
- Redone "sell multiplier" for different ways you acquired a ship
- Apply this "sell multiplier" to ship upgrades and cannons as well
- Removed double effect from privateer/navy gameplay on ship sale price
- Removed double skill modifier for ship upgrades from shipyard buy/sell prices
- Getting back money from selling a ship upgrade is handled inside the function itself (no longer double)