Title: The Siege Shop
Short Description: Obtain the secret weapon plans from a small fortress run by a rogue-faction.
Author: PranQster & lowenz
Required TDM Version: 2.08
Version 5 beta testers: lowenz, wesp5, thebigh
Download: The Siege Shop
Please read the "framerate disclaimer", below.
East of town, by a pass in the mountains, lies a small fortress. The Builders once used it as a training camp for their archers. Their needs outgrew the small outpost years ago and it was sold to an independent buyer. It is now occupied by a gang of thugs and former city watch. Raids on supply carts near that pass are likely being diverted there.
The fort houses a weapons factory, with sounds of hammering, sawing and smithing happening 'round the clock.
I need to pay this fortress a visit tonight, to retrieve something another guild member failed to secure.
The front gate is not a good way in, but a small cave leads to the rear entrance...so I'm told.
A few weeks ago, the local thieves guild was able to get a man into the place, hired as a cook. There were rumors of large siege weapons being built inside the fort, and he was to acquire the plans to any of the weapons he could.
He is now more than a week late in returning. The guild fears he has either been caught, or has taken the plans to sell to a more lucrative market.
The guild has hired me for an old-fashioned break-in job. If anyone can pull this off, it's me...
This mission is the fifth release of The Siege Shop. It originated as a tutorial map when I first started working with DarkRadiant. The first release was very rough and gradually improved with subsequent releases. This has been a big learning curve for me and I apologize to all for repeatedly whipping a dead horse. I feel that this version is a vast improvement upon the previous releases, so hopefully players will find it worth a re-play.
+Outdoor lightning effects
+New mission start
+Goodbye to the elevators; hello to the stairs
+Darker/dirtier with lots of texture changes
+Lots of lights were changed
+AI doing more stuff (and some do less)
+Some things long since broken were fixed (textures, z-fighting, AI relations, the list goes on)
+Re-designed front gate and workshop cavern
+Equal Opportunity Employment
+More fun things to see and do
+Four-legged creatures here and there
+Eight-legged creatures might make an appearance
+Several more things moving around on splines
+There's a Floater (no, not the one in the bucket!)
+New splash screen and loading GUI
+New & changed readables
Due to new lightning effects, the frame rate will drop noticeably when these effects are triggered. There is no way around that. It is brief when it happens & hope it doesn't ruin the gameplay for too many people.
Lightning flashing inside the building: This will happen while the roof door is open. Just pretend the light came in through the windows. The same goes for the inventor's spectacles, due to the open front gate.
Ugly Spider Web Disclaimer:
Please ignore the ugly spider webs if you see them. Just use your imagination. Some day I will get proper webs in place of the ugly ones. First I will need to rig something up to prevent lightning flashes on them while the player is in the cave.
Regarding AI killing each other: Yes, unfortunately this can happen when two AI decide to use the same path node at the archery range. If that node is occupied, the second archer simply lines up behind the first and lets the arrows fly. This should happen infrequently, but due to randomness, who knows. I suggest a quick-save before going to the roof. That should allow enough time for different path-finding decisions to be made by the AI. Sometimes these guys share a toilet bucket too.