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Author Topic: Bay12 Privateering - Let's Play Horizon's Gate  (Read 14541 times)

delphonso

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Bay12 Privateering - Let's Play Horizon's Gate
« on: July 26, 2020, 08:25:45 am »

It's time for some piracy privateering!
Spoiler (click to show/hide)

Horizon's Gate is a Final Fantasy Tactics-like squad-based game. You run a crew of pirates/privateers seeking treasure and power in a quest for revenge. I'm currently obsessed with this game, so I figured I could try doing a Let's Play since I haven't in a few years and never on Bay12.

Some info on the game itself:
FF Tactics is basically the game.
There's a simple tactical sea-battle map, but mostly I just get close, board, then go to FF Tactics style combat.
There are 2 pre-made NPCs that join your crew and aren't customizable. One is optional, the other, will be me, I guess. All other crew are customizable.
I will end up with about 20 pirates by the end, so if you want a toon, just chime in below. 5 are active in combat at any time.

Notes for this play through:
I'll be playing Ironman style - the LP will end if the party is wiped. (Ships being sunk ignored...)

So, about this game. You play as a fully customizable character who is The Commodore in the Dominio Navy. Your options are as follows:

Spoiler: Races (click to show/hide)

This game is very class-flexible, but give me a direction to start in. As you might expect, the base class is Sailor, then the three focuses are Fighter, Scout, and Scholar.

Spoiler: Classes (click to show/hide)

This game also allows you to side with a faction, for various boons (such as better ships, military escorts, and cheaper prices.)

Spoiler: Factions (click to show/hide)

-------

So! What should The Commodore be, ye scallywag? Who should we side with, or should we strike it alone?

Also, if you want a sailor named after you, just list a race and what type of character class you'd like. I'll do my best to find the land-lubber in the game!
« Last Edit: August 02, 2020, 01:23:01 am by delphonso »
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King Zultan

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Re: Bay12 Privateering - Let's Play Horizon's Gate
« Reply #1 on: July 27, 2020, 09:19:47 am »

I've never played Final Fantasy Tactics so I have no idea what that's like.

I have no clue what the commode Commodore should be, but I do think if this is a game about pirates than we should bow to no faction and do our own thing.

Also I want a sailor and for it to be one of those Ferren things with a gun.
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delphonso

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Re: Bay12 Privateering - Let's Play Horizon's Gate
« Reply #2 on: July 29, 2020, 02:37:13 am »

Ah right. I recommend FF Tactics Advance heartily, but grid-based tactics games are some of my favorites (Fire Emblem, XCom, Disgaea) Basically it works like this:

Combat is on a grid, much like XCom. Unlike XCom, chance to hit is basically 100% until abilities come into play (dodge chance, more damage for less accuracy, etc).

Abilities in this game are tied to a class. For example, a Warrior gets an ability called Shove which hits someone for less damage, but pushes them a square. (There are about 6 active abilities per class). Defeating enemies earns you XP in your current class, which can be spent to get and improve these abilities.

You can have 2 classes' abilities at any time, so that means you can be a spellcaster with a set of melee attack abilities or an archer who knows some monk unarmed strikes. So if you picked up Shove, you can use that while being a different class until you find something better to replace it with. The customization is the premise of these style of tactics game. Inventing new combinations to do the most you can do.

In my last game, there was a healer who also broke people's equipment with a big hammer. Fun stuff.

The rest of this game is exploration. There's a large map (mostly the same every time). You get money for uncovering the map and seeing new things. Trading is impossible to lose money in, encouraging you to keep picking stuff up and sailing to the next port. This is where it differs from those other tactics games and looks a bit more like Sid Meyer's Pirates.

I'll probably get started soon. I'll chuck KingFerren in the crew.

lukerules117

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Re: Bay12 Privateering - Let's Play Horizon's Gate
« Reply #3 on: July 29, 2020, 11:15:10 am »

Lets go with a snakeman battlemage for our commodore. sounds like it should at least be a solid start.
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delphonso

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Re: Bay12 Privateering - Let's Play Horizon's Gate
« Reply #4 on: July 30, 2020, 01:59:06 am »

Part 1: Snake? Snake! SNAAAAAAAKKKKKEEEEEEE


Pull up a stool, why don't ya, and listen to an old Falpa tell you a tale. No worries, the beer's on me. Name's Reeve, but you might have known me by some other names. Lieutenant Reeve “the Dragon Tamer”, Reeve the Revenant, Wavebreak Reeve? If not, well... you're too young.



Let me tell you the story of an old pirate – the real eyepatch and cannon type. His name was Iroquis Pliskin, you might know him as Captain Pliskin the Snake, the scourge of the Southern Sea. I was there, at the start of his story – all those years ago. We were aboard the Windjammer, sailing out from Dominio in search of wealth and glory.



Then, one night, a storm started brewing. An unnatural storm, it turned out. Lightning struck the ship and I darted below deck to put out a fire. Not seconds later, Barr, our Pilot, shouted out “Black sails on the horizon!” Pirates, with the ability to summon storms and shoot lightning. Well-paid pirates, I'd guess.



I could hear the boarding party arrive, but the fire was near the powder, and needed my attention.  Better to put it out than to win the fight only to be blown sky high. Pliskin filled me in later – Lagan, the captain of the Stormcutter, made allusions to being paid. We found out by who later.



The fighting on the deck started to slow. I knew that was either very good or very bad for me. Vang ran up to join the melee either way. Next thing I knew, the fire wasn't a problem as the sea started to swallow the ship. I managed to swim to shore, dragging Barr and Vang with me. I lost Mirra in the waves, didn't even see Pliskin, Shanks, or Dar.

I met up with Pliskin and Barr later. The lucky snake washed up on a beach not far from Barr and gave him a hand with some “negotiations.” I was about to come to an “agreement” of my own when the two of them spotted me on a bridge.



I was happy to teach them some lessons. Pliskin was a great sailor and captain, but he was new to the ways of blood – the way of the pirate. Rule number 1, kill the mage first.

Spoiler: combat gif (click to show/hide)

The three of us found a cove – the real classic piratey type. Snooping around, we saw that rat Lagan talking with the Admiral of the Dominio Navy – which meant something bad. Someone – probably someone in charge of us - either wanted us dead, or cared so little about us, that they were willing to throw away our lives for their goals. Doesn't due us nicely.



We caught up with Lagan, but found no real evidence that we could use in court. Barr got it right – there's no going back to Dominio for us. Oh right, that's also when I died.

Spoiler: tragic gif (click to show/hide)

A few shattered bones, ripped muscles, and considerable brain damage later, I was still walking. It takes a lot to put down Ol' Reeve. Not sure what happened with Lagan, but by the end of it, Vang was back and we were looking at three sailboats full of food and gold. We split paths, Vang setting off as a merchant, Barr to find a quiet life, and Pliskin and I – out for revenge. Pliskin was newly promoted, but I'd put in 35 years in the Navy. I wasn't going to let this pass. But I needed time to heal, and Pliskin needed to find a crew, and some better ships before we set out for blood.



Yo ho, yo ho, a pirate's life for me...

-=-=-=-

Some commentary on gameplay:

This first part is a pretty long tutorial, though you can breeze through it if you've done it before. Most of it is inventory management - since there's a lot of things you can pick up, but not much space in your inventory. You control your character and Barr, Reeve is an uncontrollable NPC (Also, an astronomical level fighter. Reeve has over 100 HP, when you finish this game, you have about 40.) Her "death" de-levels her to 1, and gives her a rusty appearance. She's a unique crew-member and has specific dialogue, including some recommendations on quests.

Exploration is a driving motivator in this game. Specifically, the examine function pays dividends. Let's look at Pliskin here. Using the 'L'ook key, you can examine the rubble, the plank, myself, and the crab here.



Everything you examine has a little journal entry. That star on the top right shows its rarity (-, *, **, ***...). Some NPCs called researchers will pay you for the information in your journal – more for more rare things, but still something for common things. These payments are a one-time deal, so it's worth examining everything all the time.



The game will also directly reward exploration by giving you rewards for figuring out ways around problems.



I used planks to build a quick bridge, but you could also use a dash/jump ability to get across here, or some magic teleportation.



-=-=-=-

Reeve's nickname in the game is Dragon Tamer, which I was certain was a reference to an old game. I guess I was thinking of Dragon Warrior/Dragon Quest. You decide.

« Last Edit: August 02, 2020, 01:31:37 am by delphonso »
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King Zultan

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Re: Bay12 Privateering - Let's Play Horizon's Gate
« Reply #5 on: July 30, 2020, 05:32:01 am »

I guess its time to get a crew together and go out and do pirate stuff.
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Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
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delphonso

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Re: Bay12 Privateering - Let's Play Horizon's Gate
« Reply #6 on: July 31, 2020, 01:35:56 am »

Part 2: At least I always fought for what I believed in...

Now the real piracy starts – here's a sea shanty for you.

-=-=-=-

You ever been to deep sea, sailor? Been out to Dominio, or what's left of it? All sorts of beasts come up from the sea-floor, tired of chewing on Alvora's bones. Us Dominio dogs, well, we sail around on the damn things. We're used to 'em. In the Great Sea, there's only a few Megarays – nothing more than gunnery practice, if you ask me.



Unless you're in a sailboat, slow as sand and unarmed, that is. That's where Pliskin and I were as we pushed Northwest looking for shelter, ship, and crew. We lucked upon Port Midos, a Jasce town. The Megaray didn't manage to keep up with us, and sunk back into the deep blue.



I was a bit more cautious in those days. I pushed Pliskin toward a Cog or a Caravel. Something either with a lot of cargo space, or quick enough to dodge any pirate pursuers. Pliskin's blood was still hot, though, and wanted to take it out on the world. He purchased a Pinnacle, spent the rest of our gold on cannons, and named it the Ocelot.



As we headed back to the dock, a haggard old sailor got our attention – he was looking for a ship, and fast. We were lacking enough men to get the Ocelot running at full speed, so an agreement was struck. Hagger joined the crew.

Back in those days, everyone was itching to get on a ship. Cafes were packed with travellers and sailors looking for a captain who'd take them on board. We met a Rasmen named Jack, but Pliskin just called him Luke and he didn't seem to mind. We got him aboard. We'd doubled our crew, loaded up on guns and food, and were effectively out of money.



As we left harbor, Hagger pointed out a neutral trading ship in the distance. He seemed very familiar with it, and I got the suspicion that he was running from someone on board. Now an unaffiliated ship is safe from the other nations, as they don't care enough about them to hassle them. But for pirates, it's ripe fruit just hanging from the branches. Sink it, steal it, nobody chases you up on the crime.





The Ocelot pursued with all fury, we caught up with the grey sails and moved to engage. Two Cogs, should be full of goods. We rolled up next to the bigger of the two and boarded, weapons flashing as we jumped from deck to deck.



They held out as long as they could, but eventually fell. Hagger and Luke tipped the balance in our favor. They unloaded a swivel gun into our broadside, though, and Pliskin saw reason when I suggested to let the other Cog flee and focus on patching up our hull instead. We sailed away with another gun, some equipment, and half a cog worth of trade goods.



We limped the captured Cog back to port, passed another neutral ship, flipped the Cog, repaired the hull and checked the cafe for more crew. Five is a good fighting force, six is enough to run two ships at full speed. We found another Rasmen named Krea-wren, putting us at 5.



We chased down the other trader, sank one and the other got away. Wraele, a small port, was just around the corner. Worth visiting for crew, work, and for selling our ill-gotten goods. This was the first bit of real piracy I'd been involved with. Pliskin took to it like a fish in water, and the rest of the crew had no restraints. Can't say I was the same, at the beginning. I was looking at things more cautiously than Pliskin. It'd take some time for me to get used to the real pirate's life.

It doesn't take long to get used to having a crew again, though. Luke looks like a madman with a crossbow in one hand and a machete in the other.



Yo ho, yo ho, a pirate's life for me...

-=-=-=-

Some commentary on gameplay:

Two neutral ships was incredibly lucky – the game WANTS me to be a pirate. Normally these non-aligned ships are few and far between. Maybe encountering one every couple of days.

Ship combat is rather simple in this game. Move, shoot, etc. You have to be aware of the wind a little, but mostly you're just focused on whether your broad-sides are facing the enemy. Later, there are much more insane weapons you can get, but for now, we're just using simple cannons.

To board, you need boarding equipment on your ship and need to close the distance. You have a limited time to kill all the crew in order to claim the ship. Midton's crew took three boardings to kill, meaning they got 3 shots on me with their guns. If they had serious weapons, this would have been a problem.

Combat includes a Divinity-esque elemental interaction system. Check out this combat gif and I'll explain what's going on here.

Spoiler: scurvy dogs (click to show/hide)

Luke uses a crossbow and pops a water barrel, spreading the “wet” condition to Mior and pouring puddles all over the ground. Mior takes 3 points of damage for being in the blast.
Hagger moves to stand in the water, and lashes at Mior with a whip.
Mior dodges, as she took an action earlier in this combat to have higher evasion.
The initiative order at the top shows that combat will be ending soon (time limit on boarding). All damage and conditions persist between boardings, so Reeve gets a light hit in then moves back so she doesn't get hit twice before the end of the fight.
Pliskin moves beside Mior and hits her with a lightning spell, doing normal damage, bonus damage because of the wet condition, then additional damage for standing in water – note, the electricity runs through all the wet tiles, so Hagger takes some damage too.

These can get exceptionally complicated later on. This is just the first actual fight the crew gets into.


Crew and Experience:

Crew cost 10 to recruit, then 1 gold every day, plus they require food (3 gold every day + cargo space). Hagger doesn't require pay, so he's just working for food. He's a unique uneditable crew member like Reeve. He has extra dialogue, but not as much as Reeve. I'll keep bumping him down the list as we get more named crew, since he basically is the same just runs at 75% cost.

Crew are completely customizable within their race. So "Luke" was Jack when we recruited him, with that goofy mask. I changed his name and appearance to something more reasonable.

Experience comes from combat, and is in short supply in this game. Dungeons, sites, and encounters are pre-made. There are a few randomly generated combats that come from quests at the guild (next update.) That means there is a limit to how much XP you'll get easily, and so prioritizing who gets experience when is a bit of an issue. Otherwise, ships give experience and can be ground into infinity, I believe. There is also a way to get XP-giving items infinitely, as long as you have the cash, which is pretty easy.

Each ship has a minimum number of crew to move at full speed. Most ships are 3, but some are much higher, and a couple are just 2. So I'm aiming to gather 6 men, then surf at that for a while until I can get another ship. Your overworld speed is determined by your slowest ship.

-=-=-=-

Krea-wren is up for grabs if somebody wants him, otherwise I'll just name him after a Metal Gear character. KingZultan, I ran around the map with my other save and couldn't find any Ferren recruits. I'm not sure how common they are for picking up. Rasmen, Scurio, and Humans are far and away the most common, Fareen and Falpa show up sometimes, too. I can either mod one in or cheat to change the appearance of someone, though – I'll try to get you in as the 6th crew member.
« Last Edit: August 02, 2020, 01:31:14 am by delphonso »
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King Zultan

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Re: Bay12 Privateering - Let's Play Horizon's Gate
« Reply #7 on: July 31, 2020, 04:21:40 am »

No need to cheat on my account, I'll take one whenever it shows up.
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Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
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Can I have the sword when you’re done?

mightymushroom

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Re: Bay12 Privateering - Let's Play Horizon's Gate
« Reply #8 on: July 31, 2020, 07:55:09 am »

Similarly, I would like a Wilderi please but no need to force it artificially.
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lukerules117

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Re: Bay12 Privateering - Let's Play Horizon's Gate
« Reply #9 on: July 31, 2020, 08:32:57 am »

Do some exploring I suppose.
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delphonso

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Re: Bay12 Privateering - Let's Play Horizon's Gate
« Reply #10 on: July 31, 2020, 10:24:14 am »

The gameplay cycle is a bit more repetitive for this part, so I'll be able to do more "off camera". I spent a bit of time grinding up some experience, and will put together another update pretty soon before slowing down as the game does.

Wilderi should be easy, mightymushroom.

delphonso

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Re: Bay12 Privateering - Let's Play Horizon's Gate
« Reply #11 on: July 31, 2020, 11:51:54 pm »

Part 3: We've managed to avoid drowning! Good job!

Back to work, ya scurvy dogs!


Ya ever had Moss Malt? It's a rare brew, rarer than an honest man and worth more than a Jascian pearl. Now Eral's beer is fine, but Moss Malt, well, they say it awakens something in your mind – expands it somehow, and that effect don't wear off. Pliskin had a taste for the stuff, rare as it was, but we found it at times. Usually hidden behind some Cleevers or other nasty business.

We'd spent a month around Wraele, ravaging trade routes, fighting Cleevers from the deep. We were scrounging together some funds for better equipment. A stronger cannon here, a better weapon there. All the while, throwing ourselves at every ship that wanted to fight, and any neutral traders who didn't. The combat practice did well for the new crew, and started me recovering.

On one of those runs out of Wraele, we found an old abandoned house on an island. Pliskin said it was worth checking out, as we sailed up, the shambling mounds of spikes that are Cleevers could be seen digging through the scraps of the place.



Now Cleevers aren't the most dangerous of creatures, but their weapons are as sharp as any others. They're known to give merchants a run for their money if sail too close to deep sea. We'd been taking them on whenever their Shellships floated up from the deep, so I was confident we could take them out. One of them lashed out and shattered my axe at the beginning of combat, though. A change I took to nicely, as I shoved my fist through his shell.

In the ruins of this place, we found a bottle of that fabled Moss Malt, a few beers, and a left behind keg. We all rose a bottle in victory, the best went to our Captain – after a month of successful pirating, we were all a bit stronger and richer. I guess the Malt did its thing, because Pliskin had much bigger plans from there on out.

Wraele had been our base of operation. It was a small, unnoticed port, good for dipping in and out. They had plenty of food, and didn't ask any questions about our trade goods being covered in blood or why we were selling cogs with holes in the side. Pliskin took a mind to do them some service in exchange for those questions never being asked. There'd been rumor of monsters in the mine, which we cleared out without a problem.



The townsfolk gave us a little gold for the trouble. We approached a local trainer, who told us about the art of Breaking – the same thing that Cleever had done to my axe. I was interested right away.



Finally, we took some work from the Guild. A word to the wise, son, you make the Guild happy, you could spit in the God-king's face and walk away from it. They control the money and the trade, which means they control everyone. We started doing them favors, in exchange for gold and future favors in case our piracy rubbed anyone the wrong way.



They sent us north to kill a few Spides. Nothing for this crew now.




With a few favors done, we loaded the Ocelot with bullion and pushed off toward Jascias. Pliskin was looking for better ships and a bigger crew. We managed to capture all three cogs of a trader just outside of Jascias. The last big city Pliskin and I had been was Dominio. The golden streets of Jascias were a refreshing sight.

Spoiler: warning: framerate (click to show/hide)

Hagger told us that they had another special brew here – Blood Wine. With the profits from the bullion, Pliskin treated the crew to a round of drinks. One of the patrons at the tavern mentioned good ships for sale in Runewald.



We loaded up with Jascian pearls and set sail Northeast, toward Runewald. The Ocelot sailed across the waves at ease, and we made the trip in record time. The shipwrights here can make Drekkar, a proper combat ship. It'll take 6 men to run it, though. We convinced one of the local Wilderi to join the crew bringing us to 6. Seems like a quiet, sleepy fellow.



The Drekkar's price tag is a bit steep. Even with our plundering, it's unlikely we could afford one without starving ourselves out immediately afterward. I recommended to the captain to find a researcher and cartographer. We'd seen plenty in the last month to sell the info, and cartographers are always looking for updated maps. Perhaps set sail for Searth and finish our tour of the main cities. It was either that, or we bought another Pinnacle and started trying to take down bigger fish.



Either way, I knew the gold would keep flowing, and that path was paved with battles which needed fighting.



Yo ho, yo ho, a pirate's life for me...

-=-=-=-

Some commentary on gameplay:

Morale:

Morale is by far the worst system in the game, as it is particularly punishing for the player, but not the characters. The premise is that poor morale will lead to worse performance in combat, and a good captain needs to keep tabs on morale.

In this image, you can see the enemy crew was at low morale as we boarded. Makes sense, since they're merchants and we're heavily armed pirates. Morale effects combat scores, and there are several abilities to raise or lower morale in combat. Bad morale is effectively a -1 to attack, defense, and dodge. Good morale is a +1. (There are two or three levels of both good and bad morale).

Spoiler (click to show/hide)

The issue is that the game naturally depletes morale constantly from your crew. Keeping them fed and alive isn't enough. They don't seem to gain morale from combat victories, either. They will gain morale from treats at the cafes (like the Blood Wine) – which gives about 10% morale and costs around 20 gold per crew-member. That adds up to a lot, but the real issue is that it is just busy-work. It's easy to forget, and then suddenly you board and your crew have a static debuff to all of them. Enemy AI don't need to worry about this upkeep.

Luckily, there is a setting for the morale decay in the options. I set it to slightly easier – which means morale should stay good as long as everyone is fed, which can become a problem in long trips.



Classes, cont.:

Classes in this game are locked behind two walls:

First, you have to get the appropriate experience in another class or classes. This is usually pretty easy, but it does require some decision making on which class abilities are active at any time. I dislike the Sorceror class, but I'll need to get experience in it to move to further classes – so right now, Pliskin is staying in Scholar to unlock several abilities which I'll use until I unlock two classes that I want to specialize in later. I have to make this decision now, since I need experience in Sorceror, but won't want to have it be my active class for long, because the abilities aren't my favorite.
These are specific to each character – so unlocking classes as Reeve won't unlock them for Pliskin.

Second, you need to find a trainer to unlock the class. These are in towns or ports, sometimes blocked. This one, the Breaker trainer, was blocked by a pillar which required a hammer to break. Luckily, you could buy a wooden hammer at the shop in town. The price for unlocking a class can vary – usually gold between 150 and 250. Sometimes it requires exploration experience, or significant amounts of gold. Depends on the place and the class. I think some even require quests.

Spoiler: breaker trainer, again (click to show/hide)

Reeve will eventually take the Breaker class, so I paid the price now. The Breaker can disable opponents' equipment, helping to neutralize threats. These classes are unlocked for all other characters, as long as they meet the experience requirements.



Guild quests:

Guild quests will give reputation with a faction if you're allied with that faction which controls that town. Otherwise, they're just a nice source of money and randomly generated quests. There are basically 4 types of quests:

Supply trade goods (they'll ask for a random trade good, and will pay extremely well for it. If you're lucky, it's just the trade good from one town over.)
Hunt Ship-sized critter (Such as kill a Megaray or take out a pirate fleet. This is very easy to basically impossible and pays accordingly.)
Deliver letter (To a guild hall of another town. This is tough at the beginning, since they don't tell you where the town is.)
Deal with some monsters (Randomly generates a 1-room dungeon with a single monster encounter and sometimes a little treasure.)

I think there are others, but the pay for the jobs isn't much so I usually don't bother with them. However, the experience - especially from monsters - is a nice addition.
« Last Edit: August 02, 2020, 01:35:26 am by delphonso »
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King Zultan

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Re: Bay12 Privateering - Let's Play Horizon's Gate
« Reply #12 on: August 01, 2020, 06:57:53 am »

Does anyone ever go after you for blowing up all the random unaffiliated ships, or does no one care what you do as long as you leave their stuff alone?
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

delphonso

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Re: Bay12 Privateering - Let's Play Horizon's Gate
« Reply #13 on: August 01, 2020, 07:22:13 am »

As far as I understand it, neutral ships are free pickings. Other nations will sometimes back them up if you pick on them pretty close to their ship.

There are several consequences for fighting the ships of the three nations, but I haven't gotten into that part much, and am unequiped to do so right now. Eventually, though, I'd like to. An NPC told me they'll send battleships to hunt you down if you piss them off enough.

There is a wealth/prosperity system which determines ships and items for sale. Attacking neutral ships might be screwing that over. I think there may also be some AI adjustments, as neutral ships have basically disappeared for me, and the last two I encountered were a bit bigger (one had a pinnacle leading the way, which I ended up running away from).

delphonso

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Re: Bay12 Privateering - Let's Play Horizon's Gate
« Reply #14 on: August 02, 2020, 08:57:28 am »

Part 4: La Li Lu Le Lo??

Setting aimless sail after this.


Here's the thing about revenge, lad, often ya become the one you're out to kill. Same happened with Pliskin and I. Lagan's crew became what we drank and breathed – boiling with hate for those scallywags. It kept our wounds fresh, kept the wind in our sails, and the blood on our knuckles. But in so doing, we sent plenty of men to the deep... Far too many. Just like Lagan.

The times weren't all bad, though. When you're fighting a lot, you learn to like it. You only regret it when you're an old salt like me. The crew and I rolled up and down Rumane waterways looking for opportunity to better our skills. Found ourselves another seadog looking for a ship to take them far away from their troubles.



In those days, Rumane was willing to block up rivers for tactical advantage. I mused about the possibility of a quick escape route, should we need it. Krea-wren, who had picked up the name Fatman after taking an interest in the Bombardier class, thought he'd have a way through them, if we entered from the far side. Believe it or not, it was The Ocelot that opened the old water-ways again.



We tried our luck in Redens a few times – did well, for first timers, but you know the competition is fierce there. Then we turned tail and headed back to more populated waters. The cold and I don't get along anyway.




Old Iroquois Pliskin was obsessed with Lagan and Storm Cove. He was young and bloodmad, I don't blame him, but as the days wore on, my better judgment got the best of us. Let's scout it out, get an idea of what we're up against, then work toward that, I told him. Build a fleet, train a crew, but have something more than murder in mind. He saw the reason and the “all hand hoy” went up. We rolled back to Storm Cove on choppy seas.



Lagan we could probably take one on one on a deck battle. But with Dominio backing, he'd outfitted two monsters of deadly ships. The Ocelot couldn't take a hit from even the furthest range of these. We thought on how to either out gun, out run, or insulate our ships.



With that in mind, we started roving wild – looking for new tech, new gear. It became about the crew. Making ourselves the best we could be. That revenge started to wear off, but the violence...well, the violence never stops on the sea.

Yo ho, yo ho, a pirate's life for me...

-=-=-=-

Commentary on game design:

I'm going to do less Reeve point of view for a while now – as this has basically revealed the entire game, and writing as Reeve takes more time that I'd fancy.
Here's the premise of Horizon's Gate: “This is the boss battle – you can do it at any time. It is very difficult, but it's basically the end of the game.”

Personally, I'm a big fan of this - but there are a few steam reviews that complain about the game being very short - which it can be.

There are multiple ways to go up against this fight – the easiest is to ally with a nation, earn favor, then basically ask them to do it for you. What we'll be doing is making our own pirate fleet capable of taking them on. To do that, I'll need money, lots of it. And some weird ships... Exploration is the best way.

Commentary on gameplay:

To clear those two blockades, you need to approach them from the other side – which means hugging the shore around the continent and finding the river through. This is the main way the game asks you to explore the map. Ones on the east and ones on the west. Outside this main thoroughfare, there are not many ports, but the ports that are there are much more interesting (well, except the ones that aren't). The lack of ports means lack of resupply, so The Ocelot simply can't do it – we don't have enough cargo space to hold the food to get us there. I've got enough money to buy a merchant vessel or three, so this is what I'll be doing next – uncovering most of the map. I'll share images of the interesting ports and monster lairs, most of which I haven't personally seen yet. There are quite a few.


The Redens Arena:

The Redens arena has a cool gimmick – you enter two combatants from your team, who face two AI enemies. If you win, you pick one of those enemies to join your team, then face 3 opponents. You earn more money depending on how many rounds you can go and the grand prize is simply game-breaking (an upgrade that allows a character to have abilities from 3 or 4 classes rather than 2.)

It's good fun, and you can participate every week – it helps to think of good synergies between two classes.


Dojos:

Spoiler (click to show/hide)

Redens also has the Fist Dojo – a place where you can fight some incredibly hard opponents who wield fist weapons. There are several Dojos around, each dedicated to a different weapon, but they're beyond boss fights. They're like tutorial Reeve – 60+ health and knock out your dudes in two or three hits. I don't even know what reward you get from them, I guess it's something very very good. I'll see what I can do about challenging these guys. I'd love to beat one, but I never have (to be fair, I also gave up real early.)


Research and Cartography:

The way these work, you find an associated NPC and enter a contract with them – the contract means you won't sell info to anyone else but them. They'll let you leave the contract, at the cost of 300 gold, which isn't much for what they pay you, but still effects profits. I chose a researcher and cartographer in Port Otype and Port Alphe – since they're close to each other.


Spoiler (click to show/hide)


Classes continued:

Classes range from “normal” (like Sharpshooter or Warrior) to wacky (this guy.)



Bat Handler is actually one of my favorite classes because it offers a bunch of weird buff and debuffs (static damage to all enemies, increase dodge or decrease dodge to allies/enemies, summon Zoarbat, etc.)

Each class generally fill a niche, and their abilities can combine into some pretty cool combinations. All new recruits simply have the “Sailor” class. The sailor class is awful for dungeons and places like the Arena – but is excellent in ship combat. When you fight on a ship, you can push people overboard. The Sailor class has a passive ability you can unlock which just pushes anyone who hits them 3 squares (often enough to throw them off the edge, or put them right next to it for the other ability Heave (jump forward and push some squares).

For those interested, I took another video of combat and will explain how some class combinations benefit each other. I'll also explain initiative as far as I understand it...

So, in ground combat, the enemies always win initiative (you always win it in naval combat) but you get the arrange your guys within some limitations before the fight starts. Initiative is related to your class and marching order (as far as I can tell...a bit mysterious for me too.) Actions cost time units, so if you don't move or act, you regain some initiative. This doesn't matter much because there is an 8-15 point gap between you and the enemies almost always, so the enemies will still go before you even if you did nothing on your turn – you're just likely to go before the rest of your team in that situation.

Some spells and abilities take time to trigger. Frost, for example, a 5-square cold attack, takes 8 time units to trigger after your turn. That means it is likely to go off after all your guys move but before the enemies move, but not always (if they didn't move, or initiative has been scrambled for another reason.) The game gives you some visualization on this before you confirm the spell, though, so it's simpler than it is to explain (the red arrow on the initiative bar).

Spoiler: Brutality (click to show/hide)

Let's look at the video. These guys already took a turn trying to hurt me and buffing themselves. They made a poor choice fighting me.
Reeve goes first, positioning herself at the far end of these two dudes. She is currently a “Brawler” who use their fists to do damage. She has steel knuckles in both hands. One of the steel knuckles has an ice-trigger augment (doing additional damage on a hit).
She uses the Warrior ability “Bash” which pushes the enemy three squares as well as doing 90% damage. Reeve has the “Thousand Fists” passive ability equipped, meaning if she makes an attack with her main hand, and has a fist weapon in the other hand, she'll make a second attack automatically.
The attack hits, dealing 90% normal damage, extra from the augment, a second hit from the off-hand, then pushes this beetle boy into his companion, dealing 3/square of push (so, 9) points of damage to each. This turns the beetle into a fine mist and harms his ally.

Luke goes up next, using only abilities from the Sharpshooter class. Luke has the passive ability “Shrapnel” equipped, which does additional damage to adjacent targets. Luke attacks with Multi-shot, aiming at one enemy and the square next to them. The first shot hits, dealing some damage, then the second shot hits the ground, causing minor damage to both enemies and also extinguishing the bonfire. Multi-shot eventually gets up to 4 arrows, and boy... that's just a bunch of fun.

Krea-wren goes next (this is before he takes Bombardier and gets renamed.) He's currently enjoying the Rogue class and uses the ability “Poison Tip” to deal half damage, but apply the poison condition. This can be used with any melee weapon, as he is using a spear here. He does minor damage, gives the poison and ends his turn. Poison deals around 5 points of damage at the start of the enemy's turn.

Mushroom takes his first action in combat ever by invalidating Krea-wren's choice by dealing a whopping 15 points of damage with a big hammer. Mushroom is just really strong (partially from being a Wilderi). He has two cheap abilities (push 1 and pull 3), as he is a freshly recruited sailor at the time of recording.

Pliskin moves forward, drops a Frost spell, which will go off in 8 time units, before the enemies go, so it triggers immediately, dealing damage to the last standing enemies.

Humorously, the enemy uses the ability “Brave” after this.

Here is a link to a list of all the classes and their abilities, though I guess some of it won't make sense if you're not playing the game.

Luke, I'll probably go spell-mixed archer for you. Mushroom is going to be our healer/buffer, since we need one, and you can hold your own in combat. KingZultan will get two guns and eventually take that Batman class.
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