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Hidden Hands: Initiation (27/12/2018)

fan mission dark mod mission

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#1 JackFarmer

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Posted 27 December 2018 - 02:01 PM

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Hidden Hands: Initiation

 

Attached File  Sewers.jpg   97.56KB   0 downloads

 

 

Download via the ingame downloader. Latest update is version 2.

 

 

Explore Blackstone Island to become a full-fledged member of the “Hidden Hands”!

 

General:

 

TDM version: 2.06

EFX: yes

Play time: ca. 5 – 7 hours (depending on play style and difficulty settings)

Type: island with several sections (manor, sewers, cabin, bank, graveyard, church and crypts)

Enemies: guards, thieves, spiders, mages and extra-natural entities

 

 

Known problems:

 

1. The noblewoman sitting in the pavilion can sometimes not be knocked out without failing the mission in general; decent thieves should leave her alone anyway. (version 1 and version 2)

 

2. If combination locks do not work when using correct codes, then please go to Settings - Gameplay - and change the option "Open doors on unlock" to the value "yes". (version 1)

 

 

Gameplay differences (apart from changes in the objectives list):

 

Easy: Less enemies, less lights, many light switches

Medium: More enemies, alternative AI routes, more lights, some light switches

Hard: Even more enemies, alternative AI routes, even more lights, less light switches

 

 

Development:

 

Build time: November 2017 – November 2018

Beta testing: November/December 2018

 

 

Beta testers:

 

Boiler’s_hiss (aka “The Architect’s Darling”)

s.urfer (aka “The Punisher”)

Cambridge Spy

Abusimplea

 

 

Performance checks:

 

Duzenko

 

 

Contributors:

 

- ERH+ arranged/created the setup for the puzzle in Adrian's Crypt - I don't understand what he did exactly (alchemy?), but it works as it should.

- Destined provided a custom skin for an interior module and wrote a new definition for the spider bots, enabling those beasts to move through tunnels.

- Joebarnin provided a fix to make the combination locks work.

- Amadeus revised and edited all in-game readables, maps, and signs. He created the final mission title "Hidden Hands: Initiation" as well as gave some special items heroic names, such as "Axe of Fury" or "Orb of Will".

- Grayman fixed the frobbing problems with the hidden wall safe and combination lock.

 

 

Pilfered items:

 

- Floating boat setup and thief's message box re-created from maps originally developed by Bikerdude.

- Patch section with rocks and vegetation surrounding the graveyard originally developed and arranged by Sotha for one of his missions.

- Frobbox booster re-created from a map originally developed by Grayman.

 

 

Special thanks to:

 

- Springheel, Sotha, and Fidcal for the tutorials. Great work from all of you!

- Destined, Grayman, ERH+, and Springheel for patiently answering my questions via PM.

- Boiler’s_hiss for the hint how to change the church roof section

- nbohr1more for moral support during a critical phase of the map development

- Duzenko for improvement tips

- all others not mentioned here who answered my questions in the Newbie thread or via PM.

 

All new ambient music and sound effects written, performed and mixed by Jack Farmer.

"S.urfer's Lament" (.ogg filename: "easyexit") featuring MC Deickler on the drums.

 

 

 

More pictures:

 

 

Attached File  Halfrids_Cabin.jpg   73.63KB   0 downloads

 

Attached File  Harrington_Manor.jpg   92.09KB   1 downloads

 

Attached File  Master_Thief.jpg   77.1KB   3 downloads

 

Attached File  Pagan_crypt.jpg   98.22KB   2 downloads


Edited by JackFarmer, 02 January 2019 - 08:19 AM.

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#2 id3839315

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Posted 27 December 2018 - 02:13 PM

thanx.gif for another Christmas present. Congrats on the release.


Edited by id3839315, 27 December 2018 - 05:45 PM.

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#3 nbohr1more

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Posted 27 December 2018 - 03:02 PM

Added to mission database. :)


Please visit TDM's IndieDB site and help promote the mod:

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#4 Fieldmedic

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Posted 27 December 2018 - 03:06 PM

Downloading this after a LONG abscense from the mod besides from some sporadic mapping...!


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#5 Bienie

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Posted 27 December 2018 - 08:01 PM

Oh my, I had no idea that this was such a magnum opus! I will look forward to playing this in the coming days. Looks great by the screenshots!



#6 GUFF

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Posted 27 December 2018 - 10:02 PM

Am I missing something about the wall safe?

 

Spoiler



#7 JackFarmer

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Posted 27 December 2018 - 10:40 PM

Hello GUFF,

 

Spoiler

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#8 GUFF

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Posted 27 December 2018 - 10:58 PM

I am using 2.06.

 

Edit: I also tried 2.07 beta and the same issue is present. Tried on Easy and Hard difficulties, same problem.

 

Spoiler


Edited by GUFF, 28 December 2018 - 12:46 AM.


#9 Amadeus

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Posted 28 December 2018 - 12:48 AM

Woohoo! Congrats on the release:) looking forward to playing this

#10 JackFarmer

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Posted 28 December 2018 - 04:50 AM

Hello GUFF,

 

Spoiler

Edited by JackFarmer, 28 December 2018 - 04:53 AM.

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#11 grayman

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Posted 28 December 2018 - 07:11 AM

Congratulations!



#12 GUFF

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Posted 28 December 2018 - 01:47 PM

Hello GUFF,

 

Spoiler

 

 

 

 

 

Don't know if this helps, but I played the other parts of the mission and it's also an issue with the other combo locks...

 

Spoiler
.


Edited by GUFF, 28 December 2018 - 01:48 PM.


#13 JackFarmer

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Posted 28 December 2018 - 03:04 PM

Hello GUFF,

 

Spoiler

 

Regards,

 

JF


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#14 Destined

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Posted 28 December 2018 - 04:22 PM

Congrats on tbe release! I will play it in the new year, when I get home again. Looking forward to it

#15 Kerry000

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Posted 29 December 2018 - 09:45 AM

Hi Jack,

 

I have the same problem as GUFF. Neither the coded safes in the bank nor the one in the manor will open for me. Entered the correct code(s), unlocking sound happens, but access is denied. Can't get into any of them.

 

I was able to "noclip" into the bank safes, but that doesn't work in the manor (can't frob the chalice). Can't finish the mission. 

 

Playing on v2.06, Win x64 


Edited by Kerry000, 29 December 2018 - 09:45 AM.


#16 JackFarmer

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Posted 29 December 2018 - 11:20 AM

Hello Kerry000,

 

I have just PMed team members for help. I will get back to you asap.


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#17 Springheel

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Posted 29 December 2018 - 01:32 PM

For the people experiencing problems, can you post what your "open doors by unlocking" setting is in the Gameplay menu?


TDM Missions:   A Score to Settle   *   A Reputation to Uphold   *   A New Job   *    A Matter of Hours
 
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#18 GUFF

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Posted 29 December 2018 - 05:31 PM

For the people experiencing problems, can you post what your "open doors by unlocking" setting is in the Gameplay menu?

It was off. And this is the issue, actually. I loaded up my game, turned it on and the automatically opening combo locks work now.



#19 Mechs Delight

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Posted 29 December 2018 - 05:36 PM

     I cannot start this mission at all; it just freezes and crashes to the desktop after the objective screen. 



#20 Bienie

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Posted 29 December 2018 - 07:17 PM

Hi Jack,

 

I have the same problem as GUFF. Neither the coded safes in the bank nor the one in the manor will open for me. Entered the correct code(s), unlocking sound happens, but access is denied. Can't get into any of them.

 

I was able to "noclip" into the bank safes, but that doesn't work in the manor (can't frob the chalice). Can't finish the mission. 

 

Playing on v2.06, Win x64 

 

Could it be that

Spoiler
. If that doesn't work I would try Springheel's suggestion.


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#21 grayman

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Posted 29 December 2018 - 07:30 PM

The code says that if the menus open on unlock is yes and the door is marked open on unlock, then the door will open after unlocking.

If either setting is no then the door wont open.

The number wheel script needs to provide a path around this problem, so that players can use either yes or no in the menu

#22 peispud

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Posted 29 December 2018 - 09:45 PM

Excellent :-)



#23 Shadow

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Posted 29 December 2018 - 11:42 PM

Ooooo looking forward to trying this mission. Thanks for the release ahead of time!



#24 GUFF

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Posted 30 December 2018 - 01:27 AM

Ok, was able to finish. A few hundred loot from max. Pretty good. It's like several small missions pieced together with a lot of largely empty space between them. A few patrols could have been more interesting there. In general the play area was probably too big, and that includes most of the indoors stuff.



#25 Kerry000

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Posted 30 December 2018 - 04:54 AM

@JackFarmer

@Springheel

 

Setting "open doors on unlock" to ON allowed the safes to open when the correct codes were entered. Thank you for the workaround. I prefer to keep that setting off during normal gameplay, but it did allow me to finish this mission. 

 

Thank you for the help :)







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