
> This means, if you don't want to rebind custom controls everytime, you best edit the default_controls.h in PROGRAM/CONTROLS only one! W and S for sail status sometimes hangs in 3D sailing - to fix this, simply hit "Restore Default buttons" in the options menu a Pirate King version of the Soleil Royal (we are currently debating if we should use those two in a side quest some time ) improved / new paint variants for the vanilla battleship (battleship1) new paint variants for the swedish Indiaman new paint variants for the vanilla Pinnaces
#Maelstrom game best ship full#
added missing GraphPoints for some islands, which lead to the confused AI ships ramming into rocks / islands at full speed updated Maelstrom engine for support of long questbook texts in NH fixed bugged sail locators on all ships we spotted implemented GOF weather for now (we are still working on implementing a new version of the immersive NH weather, without missing out graphical quality) added lights to ship models that were missing (still a WIP, a lot of models don't have lights yet, but we will get there) forts functioning again (the function very very good and are scaring me even with my Pirate Lord Couronne) certain weathers can now be triggered by quest-scripts again, making Storylines like Woodes Rodger completely compatible again also ported almost all character models to the Storm 2.8 bone system (there might still be some models that look janky, but most of the time, those are just models with armor variants)

full implementation of the Storm 2.8 melee system, including energy (we don't have an interface for the new controls yet)

#Maelstrom game best ship update#
We released a new major stable update for the Maelstrom New Horizons! Direct sailing is really working great right now. Of course, I also kept the amazing random encounter generator. Islands like Cuba are no longer a problem either because while you sail around them your two reference points tend to stay in Cuba keeping you anchored to the island until you get close enough to one of the neighboring islands. Now direct sailing is very robust and works even if you jump to open sea in the world map. I switched us to a two point calculation that uses locations within islands, and the simple and robust conditionals of GOF. Part of the problem is a also a forced circular approximation to the island radii that makes the area around Hispaniola, Isla Mona, and Cuba impossible to navigate. NH uses a tree point calculation that uses locations within islands, but it is finicky and doesn't work in open sea.

That is problematic because islands like Cuba are huge and have shapes that don't reflect radial distance. GOF uses a two point calculation that is simpler and thus more robust, but uses island centers to calculate distances.
