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Marbrien

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Marbrien last won the day on July 31 2020

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  1. For me, when I went back to the lava area, the freed "prisoner" had already eliminated the water elementals, but it had stayed there and not gone in pursuit of its captor. So there wasn't anything much to see.
  2. I'm playing on Expert, very enjoyable. I've completed all the main objectives, but can't seem to leave the lava area. Near where I teleported into the area, there's a metal hatch with a lock box and a lamp on the floor. I can't pick open the lock box and I don't have a key for it. How do I proceed? OK, I needed to use a different teleport, and have now found a key for that hatch.
  3. I'm using 2.09/64, and the chest was a problem with the patched and the unpatched versions of the mission.
  4. Enjoying this very much so far, I've done the main objective with the abductor and now (on hard) just trying to find more loot and secrets. One small problem I had was the i picked it but could only get the contents by frobbing through the closed lid, with the lid open I could not reach them. (Can we expect an Abbath reunion any time soon?)
  5. I played this on Expert and really enjoyed it. I got all 5 secrets but even so, and despite checking round the map again, I could only get 4,941 loot so could not achieve the optional 5,000 loot objective. The total loot is only 5,081, so maybe the loot objective is set a little too high. That aside, I'm looking forward to the sequel(s)!
  6. I have just played version 1.31 on Hard. I can now take the lion statuette and made the loot objective, without finding all of it. I still cannot access the canal area - presumably that is deliberate.
  7. I'm playing the version posted by kingsal above, on Hard. I can't make the loot total. In the plague quarter, there's a which I can get close to, but cannot frob. There's also talk in this thread about loot in but I can't access that part of the map. There's an unfrobbable iron gate to the east of the Market Place, and I haven't found another way through.
  8. The objectives direct me to certain individuals' houses, but the map doesn't say where they are. Where is Franklin's apartment please, and is it readily accessible?
  9. I managed to finish this, on Expert. Apart from some frustrations circumventing the undead, it was great. I have a couple of questions. 1. Is there a use for the 2. I found I could get rid of the "red headlight" undead in the Quarters Thanks!
  10. Just to pick up on some points here: I have seen the BJ video before, the one reposted by AluminiumHaste, quite some time ago. It improved my success rate, but only to a degree. I think I also played an in-game tutorial, again a long time ago. I have my AI settings at Nearly Blind and Nearly Deaf, and Combat Difficulty at Normal (which seems to be the easiest setting). Knocking out non-elite helmeted guards when they are standing or walking on an incline seems a lot harder than when they are on the level. And if you don't want to avoid the undead but dispose of them, other than by fire or holy water arrows, you have another problem altogether.
  11. Perhaps I am in a minority in having these difficulties (which weren't solely about the BJ, incidentally). I wonder how big or small that minority might be, and whether any survey has been attempted on what players like and dislike about TDM, whether they be TDM authors or solely players, and whether they have come to TDM via Thief or not. If the minority is a sizeable one, it could be the appeal of TDM is being unnecessarily limited.
  12. I’m sure this will have been discussed before, and I admit I haven’t checked through the other 82 pages of this thread. But I believe, and have done for some time, that the biggest problem with the game is the combat system. I acknowledge that some regard Thief as too easy, and I know TDM has different difficulty settings. But the easiest TDM setting is still too difficult, and in no way comparable with Thief. I’m currently using TDM 2.08, 64 bit, but have also used previous versions. Here specifically is what I don’t like. 1. The blackjack is too erratic. I realise that, just as with Thief, some AI cannot be blackjacked but, with those that can, success or failure can sometimes seem to depend on miniscule difference of proximity or timing. Some of us don’t like ghosting, we prefer to clear the AI out the way as much as possible so we can admire and explore the wonderful map the author has created, and get to work on any puzzles they have set us, at our leisure. But all too often frustrating multiple reloads are required because an AI won’t go down. And once they are alerted by an unsuccessful BJ attempt, the following additional problems arise. 2. AIs have elastic arms. They can cause you damage at what seems like 8 or 9 feet from their bodies, and can do so through walls. This is even true of weaponless zombies, their swiping arms balloon out and catch you from way off. By contrast the player can only seem to cause damage when they are within 2 or 3 feet of their target, using the blunt knitting needle that is the short sword, a weapon which is particularly ineffective against the undead. 3. And when you’re hit, you put away any weapon you’ve drawn. It’s right that you take damage, and possibly have to pause, but not put away your weapon. What, so you can shake their hand? Many of us have come to TDM from Thief and continue to play Thief FMs as well as TDM. Can’t we have a combat difficulty setting in TDM that mirrors Thief’s gameplay more closely?
  13. I had already opened all the doors in the main hallway, and been to the Library, my query was how to open the doors specifically for the Quarters and Prison. For anyone else stuck on the Prison key, on Expert:
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