P&T V0.249

Haven’t had time to write any new blog posts, as I’m trying to keep up the “once per week” update schedule that I’ve been going with for the past few weeks.

The latest update revamps the story view in the same manner as the status views (i.e., with a back button, a menu button, and a “button” row at the bottom allowing you to access your player character, your companions (if any), and your ship/forces. The back button has been made operational “again” (i.e., like in the old game), and automatically selects the “last” option in a narrative segment. Be careful – this option will usually take you back, but not all scenes have that option. I also added a game setting that allows you to remove the narrative illustration – I know this is useful for those who have more compact phones (and possibly also in landscape mode).

I also added a new mode in the ship status view – if you toggle the select button, you can now deselect the ship on the “right”, which allows you to dump cargo into the sea, if that should be your wish.

Still working on the battle system. Progress is a little slow since I’m dividing my time between that work and updating the core game, but I think that is preferable to putting the latter on ice for several weeks. The next update, I plan to start adding character to character interactions into the game – this will first be implemented for the saloon, and if it works as intended, I plan to start adding more of these into the port gameplay (i.e., finally, the residences).

I’m also considering “leapfrogging” the battle system development, and adding the auto-resolve of port attacks into the game first. This is something I was planning to add anyway, and basically it would allow players to do port assaults, even if everything involved in doing so would be “automatic” (i.e., it would be much simpler than the old system). However, I know many, many players are waiting for the opportunity to go out on conquests, so it’s definitely something I’m considering. Let me know what you think.


  • Marcellus Prince

    Hey can you tell me where I can find an updated list of all the ships in p&t2? Right now I have a large frigate as my flagship after using a treasure galleon which was so slow that I could not catch my prey. But even the large frigate is pretty slow. So i was wondering if there was any ships faster than a frigate but with the same armament & troop quarters. Any response is appreciated. Love your game. I still have the gold version of the original. Anyway keep up the good work. Cant wait for this one to be finished.

  • Eddie Grizelda

    Large Frigate is an appropriate flagship imo. As far a list goes, I do believe P&T ships are used in sequel.

  • Marcellus Prince

    So rigging determines my ability to close distance in combat? So the speed stat only determines how fast my ship moves outside of combat?

  • Eddie Grizelda

    Yes (and yes), as it is a representation of how effective you are at maintaining speed in battle. Rigging are the ropes and pullies that controls your sails. When rigging is dmg’d you lose that effectiveness and speed decreases. Speed it used for both PvNPC and traveling

  • Marcellus Prince

    Oic. Ok also how does the training work? I choose a skill to increase by long pressing on it but the stat never increases.

  • Eddie Grizelda

    This is something only Micabytes knows fully about atm. I haven’t gotten to pestering him about it, yet.

    Before .249 (and those leading to it until a certain point) it was undecided as to whether or not training worked properly. With it’s release it still doesn’t seem to function correctly but there is evidence of skill progression taking place, just not where you want.

  • Speed determines how fast the ship sails (both on the main map and in combat). Handling determines how well it fights; a ship with high handling will tend to get more full broadsides against their opponent than one with low handling, and will also find it easier to board and close for combat during broadside actions.

    Rigging is now simply the “hit points” of the ship wrt speed/handling. This is different from P&T, where the sails/rigging stats reflected speed/handling.

    I’ll try to start adding some documentation to the website soon. It’s past time, I know. :-/

  • Eddie Grizelda

    To sum it all up. Your seamanship skill will determine how well you can command your ship to it’s full capability during combat.

  • I shall try to write some docs for this soon.

  • Andrew Fox

    I think it would be cool if you could invade a tribal village and make them work for you.

  • Apologies for the late reply (busy 2017 – hopefully this year will be better).

    Land combat has to be finished first.

  • Richard Nance

    How can I sell my ships? I capture ships then I’m forced to sink them. Even for a few dollars the ships would be worth something, no? Maybe it is more realistic to need to sink them. Just harder on the money making