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Changelogs
Version 1.1
Encounters now only trigger over large bodies of water ( No rivers, Only the ocean)
Pirates get reinforcements (so you dont have to dive into the water to kill the last remaining ones that fell off the ship)
Fixed loading saves deloading pirate ships during attack.
Set sail into danger with Warm Ashes: High Seas, a new expansion to the Warm Ashes encounter system, bringing randomized naval threats to Daggerfall Unity. Whether you're a merchant, adventurer, or rogue sailing the Iliac Bay, you’re never truly safe. At the end of fast travel by ship, you may find yourself caught in the middle of an ambush, a raid, or a desperate battle for survival. Encounters can happen whether you own a ship or not, ensuring every voyage is unpredictable.
This is a proof of concept release. For right now, the player will have only humanoid encounters and basic changes. I plan for much more but I wanted this to be put out here so I can fix any issues before I get too deep into development. If you are curious, I do plan on expanding piracy/smuggling into a possible crimes the player has full choice in partaking it. Future include Quest expansions, More Encounters, and I may even look into making an official Pirates Guild. Fifteen men will be appointed to you for these encounters in this version.
A big thanks is to RedRoryOTheGlen as if it wasn't for him, I wouldn't have released this as fast as I did with his idea and means of ship encounters. Otherwise it would have taken longer and honestly probably more of a mess.
What to Expect: - Pirate Raids – Ruthless corsairs looking for plunder. - Orcish Warbands – Marauders striking from the waves. - Barbarian Skirmishers – Savage warriors boarding your vessel. - Dynamic Location Changes - The player ship will find themselves surrounded with enemy ships. - More to Come...