Oo, I forgot. One thing that really impressed me in New Horizons... I visited a lighthouse from the sea, not sure which one, but when I left I noticed the island 3D model matched the lighthouse location model. They have the same lighthouse area many places in TEHO, but nowhere does the 3D island model match the lighthouse. Most of the time, they don't even have a lighthouse in the island model!
I really mean it. I'd never seen the lighthouse from the sea before.
That lighthouse was part of the stock game. I think it's been in the appropriate spot on Barbados (formerly Oxbay) ever since then.
It was relevant even back then, since that lighthouse serves an important role in the Standard Storyline of course.
I do believe that, apart from the rushed release, the developers put in a lot more effort to get things "right" on PotC than they did on any of the subsequent games.
Because they started pretty much from scratch and didn't copy any existing content from Sea Dogs at all.
On the other hand, every game after PotC has been based on what used to be the PotC code and, some more than others, have reused PotC resources as well.
So in a way, you could argue that every game released after PotC has been more a mod than a true, genuine new game.
Of course there is nothing wrong with that. In fact, I dare say it is quite efficient! And we know very well just how much of a great base the original PotC truly is!
The TEHO lighthouse keeper has a lot of normal trade goods, he'll take orders for amulets (with a 2 month wait for delivery!), he buys bottles of rum at 10 times the normal price, and as for the washed ashore goods, how does a price of 40 for mahogany sound? Rum can occasionally be found at a street merchant who sells various medications.
What does rum DO in TEHO? Or is it just a regular "cargo good" and not a "rum item"?
A fifth is a monk who deals in some specialty items.
Seriously? That sounds VERY PotC Build Mod inspired!
In general though, I really like what you describe with the different types of item traders.
PotC could do much better in that respect.
You can only find officers sitting in taverns, one or two at a time and they're not usually there, so it can take forever to find a purser (quartermaster) to give you the price breaks needed for trading. They're often at a better level than the early officers we get in PotC. Without a purser, there are no profitable trades.
Indeed stock PotC also just had the "officers sitting in taverns". The mod added a lot of different ways to get them.
One of those ways being "talking to the tavern owner to ask for a certain type", which is specifically intended to prevent you the trouble from searching longer than you want to.
In TEHO, do officers "regenerate" between you leaving and entering the tavern on the same day?
Officer loyalty is affected by reputations, and if you're a good guy hiring a bad guy, he won't stay around long, and vice versa.
I want that in PotC too, dammit! I've had a great idea on how to make that work for well over a year now. And we've got most of the necessary underlying code already in place.
But because of all the bugs (and recently really busy real life), I still haven't gotten around to actually making that new feature a reality.
I've heard that if one of your officers leaves and you don't treat him well, he'll sign on to another ship which will come looking for you...
Really? Sounds cool!
You have to have some officer turnover, as there's a maximum you can have and eventually you'll end up with a full ship of quest officers.
Is the maximum that low?
The only officers who can accompany you on shore are boarder type officers.
Interesting!
In PotC, as it is now, you CAN take other types of officers ashore with you.
Whether that is
wise though, is up for debate. It might be a bit pointless to do so.
But hey, who are we stop the player from doing it?
One thing I like is that you can find sailors looking for work walking the streets, and they always have skills (sailing, cannons or boarding) which are tracked by the game. They're more expensive than sailors hired in the taverns, but do not affect your crew's morale. You can only hire the full group, and there are about 7 to 15 in a group. Oh, and you can overload your ship by 25% of the max crew size with some penalty to morale. Loading and unloading cargo doesn't take days, but hours.
Cool!
The PotC Build Mod does have hireable sailors in the street, but ONLY if you tell some of your own sailors on your deck to follow you ashore.
That enabled the "Crewmembers on Shore" mod, which triggers some extra encounters.
Of course PotC considers any and all sailors as "just a number", so there's no difference between "good" and "bad" sailors.
Overloading your ship is cool too! I once was very close to allowing that in PotC with number of crew, plus cargo and cannon weight.
But that brought to light some new bugs that we couldn't quickly fix at the time, so that particular modification is disabled by default (though it IS still in the mod, ready for future use).
There are a lot of good side quests. The harbormaster will ask you to haul mail, and after he trusts you he pays a lot for new missions, but those missions involve getting chased by ships or attacked on land. I had a few land fights where every citizen in 100 yards decided walking through the middle of the fight was a good idea. I had a few choice words for that one.
The church might have you deliver mail, find prayer books, and occasionally track down robbers. Some of these only pay a single cheap amulet, not even a rare one, others pay very well. Retrieving church manuscripts involved chasing some guy all over the Caribbean, but paid 4 chests of doubloons (60,000 gold). All of these gave a good reputation boost.
So a lot of variety in RANDOM sidequests, then? That's definitely cool, that is!
Didn't we used to be able to get a weather report, possibly from the harbormaster? I can't find it now.
In PotC? No, we never had such a feature.
Would be nice for sure! Probably not so easy to add, though.
Or do you just mean "a log of the current weather"?
The storekeeper has cargo to be delivered, but you don't have a map with the location marked... you either accept or decline.
Just like stock PotC. That map is a mod-added feature. (And one I like very much!)
Oh yeah, weather is randomized when you go to your ship from the dock, not when you enter and exit a building.
PotC doesn't (usually) do that, right?
You might consider moving the TEHO discussion to its own thread as we're pretty far off topic.
I'm not too fussed. I think the original purposes has been served, but this is very interesting all the same!
I've always been curious about what TEHO offers that is different from earlier games.
There's been a lot of "urban myths" surrounding it (plus some incredible amount of trolling!) and a bit of very generic negative feedback.
But I like to know specifics!
