My new mission, A Night in Altham, is available.
We are already up to version 2! @Dave the Tafferfound an problem that deserves a fix, so here is version 2:
https://www.dropbox.com/scl/fi/y4r1dmziuq6clh2im3qz1/altham2.pk4?rlkey=m3cv5v6v70lxbc9xha61nuxoj&dl=1. I will ask @nbohr1more to update the databases.
Thanks to JackFarmer (alpha testing and custom ambient music) and the many beta testers (jaxa, Shadow, wesp5, Cambridge Spy, thebigh, datiswous, Mezla, MirceaKitsune, Melchior, Acolytesix, TheUnbeholden, prjames, Bergante).
Thanks to @peter_spy for his beautiful Builder Compound assets.
This is a large mission, so be ready to take some time. I recommend that you do named saves occasionally (I actually implemented auto-saves for this mission, but it was causing crashes on Linux, so I removed it).
This mission has a lot of keys, so it implements a key management mechanism. Keys are removed from the game when no longer needed. This includes when you use a key to open a door, or if you pick a door/lock that also uses a key. Most keys are automatically removed, but there are a couple that aren't (for example, if they open up more than one door).
In a certain area, this mission uses the Keyhole Peek feature of TDM. Typically, this is when you lean forward (F key) into a door keyhole and you can see into the next room. But in this case you don't lean into a keyhole. It's a hole of another kind. It's an unconventional use of something that isn't used a lot in TDM; hopefully the mission context will make it clear when to use it. The mission does not use Keyhole Peek for regular doors. Be aware, there is a known problem on Linux, where the peek feature can cause a crash. Peeking is not required for mission completion.
This has been tested on TDM 2.11a and the current dev build of 2.12 (dev16854-10518).
Scary things warning:
Difficulty settings make a difference. Things that are affected by the difficulty level:
Enjoy!