• New Horizons on Maelstrom
    Maelstrom New Horizons


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Pre Build 13 Modpack

<!--quoteo(post=150927:date=Jun 12 2006, 06:32 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 12 2006, 06:32 PM) [snapback]150927[/snapback]</div><div class='quotemain'><!--quotec-->
To SilverHawk: I don't know if you need to start a new game. I always recommend people to start a new game so we know for sure that their bugs are not caused by incompatible savegames. But you can try loading a savegame, pressing "I", then continue playing and see how it goes. With a bit of luck, it works. And if it doesn't, start a new game after all. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

Too late I deleted old save's now and started new game lolz, but ty.

<!--quoteo(post=150950:date=Jun 12 2006, 10:55 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Jun 12 2006, 10:55 PM) [snapback]150950[/snapback]</div><div class='quotemain'><!--quotec-->
<img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Pieter I'm not really sure, but pretty sure that after talking to you earlier today I came to fix the Thomas Riley dialogs....and I found at least two other places where the use of <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->if(!ENABLE_AMMOMOD)<!--QuoteEnd--></div><!--QuoteEEnd--> has been used.....do they all need to be changed from the "!" ???

The funny thing is as of this moment I still haven't found the one in your example....yet!
<!--QuoteEnd--></div><!--QuoteEEnd-->

I found what Pieter said and change as told. lolz
 
<!--quoteo(post=150927:date=Jun 12 2006, 07:32 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 12 2006, 07:32 PM) [snapback]150927[/snapback]</div><div class='quotemain'><!--quotec-->

To giuliootto: What fort do you mean? The one seen from 3D sailing mode? Or the one seen when walking around the town? If it is the second, run English.bat; that migth fix it.

<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter,

I referenced to the one seen when walking around the town, I still didn't try your workaround (just read) I will try.

Yesterday I tried the last fix, just two think to report:

1) I try stormy start and when return to Oxbay the new building on the beach are expired.

2) Still some problem with surrender captain dialog: after win a boarding, in one case (of three) I wasn't able to complete the boarding after take the surrender captain as companion (the cabin remains lock and I have to kill the game).

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye,bye,
Giuliootto
 
<!--quoteo(post=150950:date=Jun 12 2006, 04:55 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Jun 12 2006, 04:55 PM) [snapback]150950[/snapback]</div><div class='quotemain'><!--quotec-->
<img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Pieter I'm not really sure, but pretty sure that after talking to you earlier today I came to fix the Thomas Riley dialogs....and I found at least two other places where the use of <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->if(!ENABLE_AMMOMOD)<!--QuoteEnd--></div><!--QuoteEEnd--> has been used.....do they all need to be changed from the "!" ???

The funny thing is as of this moment I still haven't found the one in your example....yet!
<!--QuoteEnd--></div><!--QuoteEEnd-->
Only change the one that Pieter said to change. The others are to keep code from being executed if the ammo mod is not enabled.

Hook
 
<!--quoteo(post=150950:date=Jun 12 2006, 11:55 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Jun 12 2006, 11:55 PM) [snapback]150950[/snapback]</div><div class='quotemain'><!--quotec-->
Pieter I'm not really sure, but pretty sure that after talking to you earlier today I came to fix the Thomas Riley dialogs....and I found at least two other places where the use of <i>if(!ENABLE_AMMOMOD)</i> has been used.....do they all need to be changed from the "!" ???
<!--QuoteEnd--></div><!--QuoteEEnd-->
You should only change that one and not the other two. There should be three references. The first you should change. It's near the top of the file. If you have a problem, wait a couple of days and I'll upload a fixed version. I can't today or the next days, because I have Basic Safety Training at the moment (including firefighting and stuff).

<!--quoteo(post=150954:date=Jun 13 2006, 01:08 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jun 13 2006, 01:08 AM) [snapback]150954[/snapback]</div><div class='quotemain'><!--quotec-->
Too late I deleted old save's now and started new game lolz, but ty.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Starting a new game can never hurt. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<!--quoteo(post=150973:date=Jun 13 2006, 09:35 AM:name=giuliootto)--><div class='quotetop'>QUOTE(giuliootto @ Jun 13 2006, 09:35 AM) [snapback]150973[/snapback]</div><div class='quotemain'><!--quotec-->
I referenced to the one seen when walking around the town, I still didn't try your workaround (just read) I will try.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Then running English.bat should fix it. It's not a workaround; it's required. It copies some textures to the ammo folder where they are needed for the BuildingSet models.

<!--quoteo(post=150973:date=Jun 13 2006, 09:35 AM:name=giuliootto)--><div class='quotetop'>QUOTE(giuliootto @ Jun 13 2006, 09:35 AM) [snapback]150973[/snapback]</div><div class='quotemain'><!--quotec-->
1) I try stormy start and when return to Oxbay the new building on the beach are expired.
<!--QuoteEnd--></div><!--QuoteEEnd-->
That's not a bug. It's very much intentional. The buildings are removed as soon as you leave Oxbay the first time during the tutorial. This is to prevent other bugs from occurring, such as being shot at when Oxbay is French and you have to escape. The new buildings in Oxbay port are only a showcase for the BuildingSet mod and are removed after the first time you saw them.

<!--quoteo(post=150973:date=Jun 13 2006, 09:35 AM:name=giuliootto)--><div class='quotetop'>QUOTE(giuliootto @ Jun 13 2006, 09:35 AM) [snapback]150973[/snapback]</div><div class='quotemain'><!--quotec-->
2) Still some problem with surrender captain dialog: after win a boarding, in one case (of three) I wasn't able to complete the boarding after take the surrender captain as companion (the cabin remains lock and I have to kill the game).
<!--QuoteEnd--></div><!--QuoteEEnd-->
You sure? Usually, when I press <i>space</i>, I can continue. Never had that myself, but I didn't test many times. But I did board about four vessels myself and it worked fine. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=150995:date=Jun 13 2006, 07:48 PM:name=Pieter Boele)--><div class='quotetop'>QUOTE(Pieter Boele @ Jun 13 2006, 07:48 PM) [snapback]150995[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=150973:date=Jun 13 2006, 09:35 AM:name=giulietto)--><div class='quotetop'>QUOTE(giulietto @ Jun 13 2006, 09:35 AM) [snapback]150973[/snapback]</div><div class='quotemain'><!--quotec-->
2) Still some problem with surrender captain dialog: after win a boarding, in one case (of three) I wasn't able to complete the boarding after take the surrender captain as companion (the cabin remains lock and I have to kill the game).
<!--QuoteEnd--></div><!--QuoteEEnd-->
You sure? Usually, when I press <i>space</i>, I can continue. Never had that myself, but I didn't test many times. But I did board about four vessels myself and it worked fine. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter,

Sure <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Sometime the problem occurs if you choose to hire the enemy captain as your officer <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Bye,bye,
giuliotto
 
In the side quest where you meet Toff Oremans in Douwesen Tavern and have to save his kidnapped girl.
I get to the ship and with the help of Corentin Lucay, I kill the bad guy, then I talk to Tanneken Oremans and yet I am still on ship and cant get off.
This is with Latest modpack update: 11 June 2006.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

Pieter: Sal'right now, I found it and changed the file for the "<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->if(!ENABLE_AMMOMOD)<!--QuoteEnd--></div><!--QuoteEEnd-->", I had blown right by it the first time, and scanned through it again, saw the two others later and missed that first one twice. then of course reported it here.

Also may not be a probem, but trying it again may suck or at least testing it takes awhile, but when I returned to Oxbay again for the "spying for information" quest the Tailor is still missing in Oxbay. This was reported earlier by people, but was it fixed???? or was it forgotten as a bug???? Or is it still going on, which ever, he is still missing when you return to Oxbay after French invasion movie

Also went all through Oxbay Dungeons looking for Treasure that some clown sold me, and never found it........Question: Am I allowed to go back to where ever I bought the Map from and either a) get my money back, or b) Gut Him Like A Large Trout? Your input appreciated

P.S. Sharpening Blade Drill Tomorrow Morning 5:30 A.M. for entire crew, so it doesn't matter either way
 
<!--quoteo(post=151017:date=Jun 13 2006, 11:05 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Jun 13 2006, 11:05 PM) [snapback]151017[/snapback]</div><div class='quotemain'><!--quotec-->
Also may not be a probem, but trying it again may suck or at least testing it takes awhile, but when I returned to Oxbay again for the "spying for information" quest the Tailor is still missing in Oxbay. This was reported earlier by people, but was it fixed???? or was it forgotten as a bug???? Or is it still going on, which ever, he is still missing when you return to Oxbay after French invasion movie
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Not fixed yet. Nobody tried fixing it yet either. We should though. Is it already reported in my Build 13 to-do list?

<!--quoteo(post=151017:date=Jun 13 2006, 11:05 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Jun 13 2006, 11:05 PM) [snapback]151017[/snapback]</div><div class='quotemain'><!--quotec-->
Also went all through Oxbay Dungeons looking for Treasure that some clown sold me, and never found it........Question: Am I allowed to go back to where ever I bought the Map from and either a) get my money back, or b) Gut Him Like A Large Trout? Your input appreciated
<!--QuoteEnd--></div><!--QuoteEEnd-->
Nope; Not possible. Would be a nice feature to add though.
Did you find the treasure spot and it was empty or couldn't you find the treasure spot? I once did find an empty treasure spot in the Oxbay dungeon and I hadn't even bought a treasure map then. It was at the spot where usually there was an item. Strangely enough, there WAS an item, but I couldn't pick it up, because when I'd press F3, the treasure spot would open and I wouldn't pick up the item. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> everyone!

After lubbering on land for quite a long time, I finally found time again to go to sea.

Great things happened in between <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

But unfortunately, I also encountered some major bugs:

- Crew losses on boarding, as mentioned. Me seems, they depend on how good your Character is, and your ship. I didn't encounter it with a class 5 vessel. Now that I got a Warship, boarding a Tartane leaves me with about 10 Crewmembers.

- Escorting a merchant can get u stuck, especially at Greenford or Conceicao. Seems that to many people are created at those Harbors, leaving no locator for the Merchant. So he doesn't appear and PChar waits endlessly for him.

- Toff Oremans daughter quest: I killed the pirate with help of his 1st mate, afterwards: game stuck. Didn't happen with previous update.

- Claire Larrouse: After killing the soldiers at Oxbay canyon: Game stuck. She doesn't talk to me.

<!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro-->Edit:<!--colorc--></span><!--/colorc-->

<i>I think, what's going worng there: whenever in a quest there's a fight, there's a call to a function LAi_group_SetCheck(EnemiesGroup, NextQuestStation). Seems, that should take one to the next stage of the quest, but doesn't under certain, unknown circumstances.

I think, that applies also to the reported bug in the main quest, when people get stuck at Oxbay shore, after fighting the french soldiers. I made a "correction" for the Larrouse quest already, setting win conditions explicitly</i>

- Douwesen dungeon: what happened there? Entrance only open during daytime, if you enter, you can't move. Have I missed some new quest?

I apologise, if I mention known issues. I surely missed a lot things in between. And unfortunately I don't think, I will find time to try much bugfixing myself <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo(post=151094:date=Jun 14 2006, 09:18 PM:name=Swindler)--><div class='quotetop'>QUOTE(Swindler @ Jun 14 2006, 09:18 PM) [snapback]151094[/snapback]</div><div class='quotemain'><!--quotec-->
- Crew losses on boarding, as mentioned. Me seems, they depend on how good your Character is, and your ship. I didn't encounter it with a class 5 vessel. Now that I got a Warship, boarding a Tartane leaves me with about 10 Crewmembers.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ya I got that a lot and put it down to my skill but when I boarded a 2nd ship found I had a lot more then it showed me after 1st ship I boarded.

<!--quoteo(post=151094:date=Jun 14 2006, 09:18 PM:name=Swindler)--><div class='quotetop'>QUOTE(Swindler @ Jun 14 2006, 09:18 PM) [snapback]151094[/snapback]</div><div class='quotemain'><!--quotec-->
- Toff Oremans daughter quest: I killed the pirate with help of his 1st mate, afterwards: game stuck. Didn't happen with previous update.<!--QuoteEnd--></div><!--QuoteEEnd-->
Same here read up, I got stuck in not being able to find a way off, no trigger.
 
<!--quoteo(post=151168:date=Jun 15 2006, 09:31 PM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jun 15 2006, 09:31 PM) [snapback]151168[/snapback]</div><div class='quotemain'><!--quotec-->
Ya I got that a lot and put it down to my skill but when I boarded a 2nd ship found I had a lot more then it showed me after 1st ship I boarded.
<!--QuoteEnd--></div><!--QuoteEEnd-->

I did a fix for this crewlosses today and sent it to Pieter. BTW: I've been absent so long, I haven't got recent connection data for public FTP.

<!--quoteo(post=151168:date=Jun 15 2006, 09:31 PM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jun 15 2006, 09:31 PM) [snapback]151168[/snapback]</div><div class='quotemain'><!--quotec-->
Same here read up, I got stuck in not being able to find a way off, no trigger.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Happens at my my game with every quest, where's fighting after the fight. So far encountered:
- Toff Oreman's daughter
- Claire Larrouse
- Estrella and Armand

Got a workaround fix, but don't know why it suddenly happens.
 
sry i dont have time to read all.
Bugs i have encountered:
1) double-ing(actualy is x6) weapons in weapons locker if i have turned on the option to put weapons back.
R: i got the feeling that boarding crew actualy takes weapons from locker. i suggest that when option to put them back is activated just create boarders with the weapons, not take them and then put back.(also a nice way to make oney is to put default blade27 and at first board u got 30 bosuns choice in weaponlocker and 33 pistols)
2) boarding a frigate in cabin(i have minimized the surrender mod chance 0.01) has a location bug.
3)Cant board white flag ships(can u put no nation to be hostile??)
4)ammo mod, i did put tons of ammo in weapons locker and it give me the message of no bullets or no gunpowder.(maibe it will be a wise idea to split the ammo bettwen the boarding crew, i supose that first few boarders take all ammo). if a weapon can't reload durring a fight, so there is no need for extra ammo. take the ammo according to the gun.
5)i disabled the real gun mod cuz it suks. no need to mess with the targeting ffrom the deck. u can put whatever type of guns u want but dont mess with the one of the best code the game has.
6)127 is the number of my crew with an frigatemm after i board. Also crew morale, it has tons of stupid drops. It should drop only when ship is hit, or party ship is hit(sunk), in to the rest they should trust their captain. IF i dont decide to fire cannons, maibe i want my prize ship to be intact why in the hell's name my morale is droping if enemy present and no shots fired? Also morale should raise when i hit an enemy cannon for example.
7)Not bug, pirate flag. i hoisted the jolly roger and pirates still have -73, i sunk 10-20 british ships and still -73 why?(also i did put jolly roger from relations)
<img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> the barbossa merchant in oxbey has higger prices that the rest of merchants there(with 10%); The way i play pirates is to raise luck first to 7, buy the luck items, now is 10:) and search the tavern for a +10 commerce. And with barbosa we have an exploit:p
9) Merchant quality is random, when u first talk to them they set the quality(actualy when u entered the area. )
10)special ability skills are not active if they are on the officeer. ALso sametimes the officers cant command a ship even if they can be selected.
11) the new ransom realy suck. can u ransom someone at the governor? or put him in prison?? Please do an explicit readme for all the mods u put in the game.
12) Sometimes when my officer hits and i hit the game crushes when the enemy dies.(dunno if is cuz of that or cuz of shared exp. or automated loot, my bet is on shared exp)

great work so far, have fun!
 
<b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->New update<!--sizec--></span><!--/sizec--></b>
Hello all,

I made a new update available <a href="http://pieter.piratesahoy.org/downloads/post_b12_upd_17-6-06_small.zip" target="_blank">here</a>. Please note: This is supposed to be installed on the previous update.

Included are some more bugfixes. If everything is correct, Fast Reload icons are now also working for Saint Martin. And an attempted fix for the crew losses bug was fixed.

I'm getting a bit fed up with the work on Build 13. Once next week's Marcom A training is over, I'll try to make a finalized Build 13 as soon as I can. Then I'll make a Build 13.1 update with all new features that work (almost) entirely correct. So shortly after Build 13 is released, another update will be released with some new stuff.

Important: Can somebody please make a list of the important bugs to fix before I can release Build 13?

I will look at the reputation loss during boardings because of the bladedamage mod not working right later.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter,

I have a list of things I noticed on the previous update. I will list them here for you perusal. Then download the new. start a new will try to complie a new list.

<b>Previous Update Bugs</b>

Boarding: I have noticed three things

Inappropriate crew loss occurs only when you board a ship using the the F3 key and there is no fight on deck.

Sometimes your officers don't board with you. This seems to occur in the second or third boarding of a muliti-ship engagement.

Sometimes a ship will strike it colors and when you board there is a fight on deck as if they hadn't surrendered. This happened with the English friage off FDF.

Language Problems

People are still speaking Russian when attacked with thrown objects like the the poisoned knife.

There are too many cryllic spellings in ship names and Concieaco is showing up as Conci3aco. If at all possible we should get these language issues resolved before we release build 13.

Cargo Problems

Occasionally ship cargo loads exeed their capacity.
 
Pieter, When I install the most recent update, and start the game I get a runtime error before the game loads.
 
Well, I guess now would be a good time to propose the Build Mod Bug Tracker:
<a href="http://swankyplace.com/potcbugs" target="_blank">http://swankyplace.com/potcbugs</a>

I set this up as a grounds for properly reporting and tracking bugs, a lot easier than massive forum reads. Try reporting bugs there and see how it goes. If you all like the system, then we could make one of those 'redirector stickies' here in the Build Mod forum for people to report their bugs and see the update of stuff...

Let me know of anyone who needs special privs increases on that (developers, bug tracking volunteers etc). I can try to help out with "how do I use this?" questions. It is REALLY easy to use.
 
<!--quoteo(post=151378:date=Jun 18 2006, 12:34 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Jun 18 2006, 12:34 AM) [snapback]151378[/snapback]</div><div class='quotemain'><!--quotec-->
Pieter, When I install the most recent update, and start the game I get a runtime error before the game loads.
<!--QuoteEnd--></div><!--QuoteEEnd-->
You are quite right. I made some stupid mistakes. I should've tested it before I released it, but I didn't have time anymore. I'm working on a <i>working</i> version now; should be ready in a couple of hours.
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>New update</b><!--sizec--></span><!--/sizec-->
Hello all,

I released a new update yet again, which is available <a href="http://pieter.piratesahoy.org/downloads/post_b12_upd_18-6-06_small.zip" target="_blank">here</a>. Install it on top of the 11 June 2006 update or on top of yesterday's update. Unlike yesterday's update, though, this one DOES run. It has yesterday's mistakes fixed and also contains some more bugfixes. Please test boardings. Maximus made some fixes there and it should all work properly now. He made some changes to crew losses, to being stuck on the enemy ship, on officers not following and to ransoming prisoners. Please check it all. To ransom/release a prisoner, sail into the port of the right island, then go onto your deck and talk to the prisoner. You should be able to ransom or release him then.
 
Ok morale when boarding is fixed but i still have 127 crew after boarding(when taking ship)
I use light frigate and light frigate 2.

Btw. the enemy ships got smarter..after each figh i have 40-50% sails lefts.(of course stupid me tryes to board all the ship in large ships, that is if my party 76 guns line ship does not sunks them.)
 
<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> Pieter,

Here is my first report on the new update. Playing at level 35, adventurer, stromy start Cuba.

The crew loss bug weems fixed, the baording and ransom seems to be working fine.

You cannot land at Santiago. the anchor shows up, you get the sound but nothing happens.

You can land at Havana and the fast travel is working there. There is no one in the shipyard and no tavern keeper shows up. You can occaisionaly find officers there though. Those thinks need to be looked at.

The strore seems to be working fine altough once when I went back there it wouldn't let me buy anything in the cargo interface.

In one of the houses Brea Roca could not load his dialouge each of the three times I was there.

That is it so far.
 
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