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I am playing this using TDM 2.14 #11132, on Difficult. In the Forest mission, I cannot take a key in a drawer in the bureau in the Governor's bedroom. The key highlights but attempting to frob it simply closes the drawer. I had a similar issue using the same version of TDM in one place in Displacement, as did other players.
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Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
Marbrien replied to Wellingtoncrab's topic in Fan Missions
I take it Curio's is the place with the special paw, and glasses. I suppose you can't achieve -
Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
Marbrien replied to Wellingtoncrab's topic in Fan Missions
Thank you for this excellent mission. I have tried to spoiler the scrrenshot, but it doesn't seem to be working, so I removed it. -
I also have 15 bags of mandrasola on Difficult setting, TDM 1.13 on Windows 11, but that objective does not check off. I have all other objectives complete, but because that one is mandatory, I can't finish.
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No, you can't do anything with them - you can't drop them, attach them or use them. That's why, as I said, you won't be able to complete the mission. It's a great mission, so it's a shame if you find yourself unable to finish it.
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If you are playing version 3, it is possible that when you encounter the survivor (whose announcements you have been hearing) you may find some explosives are within your reach and are frobbable. DO NOT TAKE THEM. You will be given them automatically later during your dialogue with the survivor. If you take then by frobbing them you will probably find that you end up with 2 sets of explosives and that the explosives do not work later, which means you will not be able to finish the mission. The author intends to make it impossible to frob the explosives in the next version.
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I can see from previous posts I had the same issue in Sept 2023, presumably using an earlier version of TDM. If I remember correctly, in my latest run through, when I descended the ladder to the place where the guy is holed up, the explosives highlighted straightaway, so I took them immediately, before the guy had finished his speech. Presumably I was automatically given them a second time at the end of his speech. I'm wondering if this double acquisition of the explosives has somehow caused the problem.
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I have messaged you with a link.
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I just replayed this on TDM 2.13, and got the 2 explosves, neither of which you can plant, bug again.
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I didn't use noclip or notarget or anything other than normal gameplay. BTW, the objective to rescue Lucy is of course unchecked, so the misssion cannot be completed. I just restarted the mission and used noclip to get to her room. This time she is unconscious on the bed. Other than that, I don't know how to try to replicate the issue. UPDATE: I just reloaded the first save game from the runthrough that has the issue, a save I took a few moments after Andreas spoke to me at the table on the pub balcony. I noclipped straight to Lucy's room, and she is standing on the bed. Perhaps the action of taking that first save disrupted the knock-out script?
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I'm playing v1.2 on TDM 2.13, on Expert. I have entered Lily's room, and she does nothing. I've tried leaving the room to see if she follows, she does not. She can't be knocked out. I've met the loot target and all the other main objectives. I entered the room earlier, and decided not to free her as I wanted to clear the streets of opponents and explore further. Perhaps by doing that I have messed up a script. Is this a bug, or have I failed to do something?
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I finished this on Expert. I wanted to like it, and it’s close to being a classic, but in my opinion it falls short in its present state. I don’t know if you are considering a new version, if so here are my thoughts. 1. Firstly, there is the serious framerate issue which I and a number of other players experienced. I had to abandon the FM on the laptop on which I normally play TDM FMs with no problem, and use instead a new high spec music PC on which it worked OK. 2. I think there are way too many AIs. Reducing the number may help with problem 1. 3. The exteriors look good, but some interiors need to be more spacious and less cluttered, so AIs do not block the player’s passage and do not climb on tables, walk off ledges etc. 4. It was sometimes difficult to tell who I could blackjack and who I couldn't. I would prefer less or no restrictions on blackjacking, and more opportunities to disable security cameras and external lights. This aids exploration and reduces reloads. 5. If someone sees you doing something illegal, and they go hostile, fine. But making all AI of a certain type hostile by collective telepathy just because you entered a building is implausible, and so is having them all forget by collective amnesia as soon as you step outside again (although that is rather amusing). 6. Having some secrets only available at a time in the game when everyone is hostile and charging around the streets can be frustrating. BTW, I didn’t find my new friends were much use to me at that late stage, apart from the one by the north gate they all seemed to have been killed. 7. Some readables were too long. 8. A couple of times I had the mission fail screen, but none of the objectives had a red X, and on at least one occasion I was able to continue. Some people like some of the above (eg the large number of AIs), and have said it is already a masterpiece, but I think this really is an example of when less could be more.
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Fan Mission: Volta III - Gemcutter [15th Anniversary Contest]
Marbrien replied to kingsal's topic in Fan Missions
You need to