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No speed potions or slow-fall potions?


V-Man339

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I think I just now realized that half the potions from Thief are missing...

Forgive me if this has been discussed before.

I like to record difficult stealth games, and right now you wonderful people are the only ones delivering on that front.

Click here for the crappy channel where that happens.

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http://forums.thedarkmod.com/topic/17367-custom-items/

http://forums.thedarkmod.com/topic/17370-beta-testers-sought-speed-potion-slow-fall-potion/

 

I haven't been told of any remaining script bugs since posting the last version, but as things stand the slow-fall potion has no assets (and the speed potion has no inventory icon).

Edited by VanishedOne

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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We never intended to include invisibility potions or slowfall potions, but speed potions were planned on at the beginning (we even have a model for them somewhere).

 

A moss arrow reduces fall damage.

 

 

Does it already?

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c0mputer-fr0d was planning to make an invisibility potion at one point; I don't know whether he started work on it.

 

Whoever ripped out Doom 3's powerups left this in Player.cpp...

// TDM: leave this in for speed potions or something
	speed *= PowerUpModifier(SPEED);
/*
===============
idPlayer::PowerUpModifier
===============
*/
float idPlayer::PowerUpModifier( int type ) {
	// greebo: Unused at the moment, maybe in the future
	return 1.0f;
}

...but obviously my speed potion implementation is a drop-in script instead.

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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It's supposed to, but I'm not sure it actually does. Weren't we looking in to material-based damage modifiers?

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A potion for not making noise while you walk is an interesting concept. "Potion Of Silence".

 

I would figure the invisibility potion would only grant lack of sight, but foot steps can still be heard.

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Yes, but moss arrows only cover a small portion of ground. With a Footstep Silence potion you'd be able to make running dashes for a small amount of time (around 20 seconds) so it could be used differently.

 

Just ideas...

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I never used speed potions, slow fall potions or invisibility potions in Thief. I always liked the idea of being able to outwit my oponents with my stealth skills and my stealth skills alone.

 

I consider water, gas and moss arrows different because that is something that could in theory be physically crafted therefore could be an extension of my skills.

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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Speed and slow-fall potions are also mobility tools. Speed potions extend jumping distance to make bigger jumps between rooftops possible, e.g. to get a piece of loot near the start of Sepulchre of the Sinistral. Slow-fall potions let you survive huge drops, slightly extend drifting distance (one way to infiltrate a Mechanist base in Exile - which gives you infinite slow-fall potions on Normal - is to leap off a tall building and drift to a balcony) and can boost you up to ledges if consumed underwater.

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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Speed potions could work the same as in Jedi Academy, it simply slows down everything else, the world goes into slow motion. It is great to escape a room when you are surrounded, or hack a bunch of guards before they can react.

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I never used speed potions, slow fall potions or invisibility potions in Thief. I always liked the idea of being able to outwit my oponents with my stealth skills and my stealth skills alone.

 

I consider water, gas and moss arrows different because that is something that could in theory be physically crafted therefore could be an extension of my skills.

I very much respect that style of game play. however, I love my gixmos and gadgets and am one who is proponent of additional tools.

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Speed potions could work the same as in Jedi Academy, it simply slows down everything else, the world goes into slow motion. It is great to escape a room when you are surrounded, or hack a bunch of guards before they can react.

Okay, I have to admit, this is actually something I'd like to see, albeit as an option in the menus.

"What style of fast" is something you never see these days.

 

I very much respect that style of game play. however, I love my gixmos and gadgets and am one who is proponent of additional tools.

Yeah, I'll be the first to say I absolutely adore "basic" stealth, but I don't mind in the least when a well balanced level requires the player to use a tool either found or brought into the level to get a particularly difficult piece of loot.

I like to record difficult stealth games, and right now you wonderful people are the only ones delivering on that front.

Click here for the crappy channel where that happens.

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Not only that, average players rely on those exotic knock mine or gas for those who needs those tools to make the game fun sn completable a mission to progress (although in a messy way ).

 

When I first started playing TDP if I needed all the tools I could get by the levels and as I got better I rely solely on stealth and played on the expert skills.

 

I think it's unfair to not offer the option to beginner TDM player is as they get their skills better to play the game as more experienced players here on the board can and not use potions. But to not give the author the option to offer them is bad gane design choice.

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It can also be linked to partnership (secret or not) between the inventors guild and the pagans and the fruits and flowers used to distill invisibility and slow fall off and breathing underwater and such that the potions were made.

 

Ideas...

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It can also be linked to partnership (secret or not) between the inventors guild and the pagans and the fruits and flowers used to distill invisibility

 

 

I'm all in favour of people adding more details to our setting, but please read up on the wiki so that it fits with what has already been established.

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