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Amadeus

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Posts posted by Amadeus

  1. Oh man, you're gonna make me want to rewatch the show now. I've been rewatching the show Legion lately and Jeff Russo does an excellent job with the score in that show as well, strongly recommend.

    • Thanks 1
  2. Yep. First episode aired October 20, 2019.

    EDIT: And I guess since we are talking about music here, I absolutely loved Trent Reznor's score that he did for the show. Just masterclass work all around

  3. Hey, thank you for playing. Also, thank you very much for the feedback! I agree with you that the loot count on expert should be a little less draconian, so I will look into that when I update it next. In the future, I think I am going to drop mandatory loot counts all together and try to focus on just making more interesting objectives to make up for it.

    As for the bugs, that last one you listed is not a bug. 

    Spoiler

    The mage has a charm on him making him invulnerable. This is hinted at in a few readables. You steal the charm from him, he is no longer invulnerable :)

     

    • Like 1
  4. Ha, well welcome back! Thank you for playing, I'm glad you enjoyed it :).  As far as your notes go, 

    Spoiler

    there will definitely be no backstory given other than what you can conjure up in your brain about the clues I've given. 2) I was thinking about that, but thought a hidden objective might be more fun to reward the thorough player. I don't like the idea of everything being FED to you on an objective list. 3) Yeah, that readable was problematic, I'll consider changes if/when i get around to updating it

     

    • Like 1
  5. Thanks for playing!

    Spoiler

    As for the hatch, there are several switches you need to activate in order in order for that door to open. Semi-vague instructions can be found in the mechanist's journal.

    Also, glad you liked the supernatural elements, but you didn't miss anything with the basement. Originally I had wanted to spawn in a monster, but that complicated things quite a bit, so you just get creepy ambience ;) 

     

  6. Three water arrows to permanently disable a camera seems a little high. Also, it might be a tough thing for the player to learn/intuit because if they shoot a second water arrow and the camera still isn't broken, they aren't going to want to waste another one (unless there is some clue hinting at the camera becoming progressively more damaged with each shot). Also, I really like the idea of using broadheads to land a precise shot at the lens, and if that does become the way to kill cameras, we probably don't need the water arrows to kill them, only temporarily disable them

  7. 23 minutes ago, greebo said:

    I have no idea why this doesn't have the same effect in Windows, but I guess the wxDataViewModel::Cleared() implementation in wxMSW is not really doing anything.

    So I did actually experience this bug last night while working in DR (I'm using Windows 10), but it only happened once and now I CANNOT recreate this bug using the steps you posted in the bugtracker.

  8. 6 minutes ago, Springheel said:

    I guess I'm not clear on what "a feature like this" refers to.  If you just want to see the prefab and nothing else, can't that be accomplished by putting the prefab on a separate layer?

    It totally can. I'm personally bad at remembering to use layers and need to get better at using them throughout the process. I just thought this was a neat idea, but now I see it might be a bit unnecessary.

    3 minutes ago, peter_spy said:

    Also, if that's the case, a small hint:

    H – hide selected

    Shift+H – unhide all

    Ctrl+Shift+H – hide everything but selected

    Ha, the one saving grace that I did use a lot. But this convo has made me realize that I just need to get better at making layers and using that feature throughout the process so I don't have to keep selecting every little thing to hide everything but selected

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