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Wallace

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Posts posted by Wallace

  1. Not a big deal but it would be nice to remove these missions, as it stands any time I download a mission I get something like this—

    *mission
    *mission
    mission
    *mission
    mission
    *mission
    *mission
    mission

    It frankly just looks ugly and is just an annoyance. If I'm to assume "translation" means that mission is available in another language then that's probably not relevant for 99% of players who have already done that mission in their native language. Unless of course I have mistook the meaning of translation??

  2. @wesp

    Does your / can your patch remove the asterisk before translated mods in the DL'able missions list? I don't want missions I've done / possess to be visible in the non-DL'ed missions.

    Alternatively, is there another way of simply removing these annoying "translated" missions?

  3. 3 hours ago, chakkman said:

    5) They are instakill.

    For the rest of the suggestions: I don't think they are good ideas.

    This is true if the enemy is not alerted, but when alert they will often survive direct head/face shots with a broadhead arrow.

    2 hours ago, wesp5 said:

    I don't even know what you mean by 7. You don't want to know when new missions are available for download or you don't want to know about new mission objectives?

    As datiswous screenshot shows, that popup is both redundant and pointless by virtue of the fact that—

    a) Unless the player is an idiot they'll know what mission they just selected to DL and thus do not need a popup reminder.

    b) New missions will not have the green tick next and are easily seeable.

     

  4. 1) Visible body when looking down

    2) Lot's of weapons in maps like axes, daggers etc, why not let the player wield them rather than them be mere objects?

    3) Ability to go prone

    4) Text readability to depend on external light source.

    5) Headshots / direct face shots should be instakill, whether player or NPC.

    6) Option to adjust objectives brightness.

    7) Option to disable "a new mission is available" popup.  

    • Like 1
  5. Have to confess, I almost bailed on this map as I found the prologue too slow and imagined the map would be a series of puzzles in the monastery, but I stuck with it, and am halfway through the manor, and man this is immersive sim at its finest. The manor is very well designed and feels uncannily like the mansion from the first Resident Evil game. I've solved 2 of the mysteries so far and I can't imagine the work that went into this, coding alone, but the writing and storytelling are top notch. Not one but numerous lengthy books. Simply excellent and I'm not even finished.

    • Like 2
  6. Great mission, though can anyone help me out with the Soul Jar puzzle? I read the note and activated the lamps in what I believed were the right order, but the jar remains locked in its cage. It pains me to ask for help, but I'm out of ideas.

    Edit - nvm, I found an earlier comment. Playing on low res and couldn't make out the symbols of the plinth. Just finished this outstanding mission. Well done to the creators, know that people are still enjoying work you made years ago.

    • Like 1
  7. Of all the FM I've played this ranks as one of the most difficult. From the visibility of the guards, and to their density. I usually like to ghost but couldn't help but kill a bunch of people just to traverse effectively. Then when I complete the main objective, I'm still a good 800 gold down in loot requirements. Ended up manually editing the missions file as I simply could not beat it.

  8. Would you be able to decrease the intensity of the objectives + readables screen? Opening objectives in a dark area is like shining a bright torch directly into your eyes and causes headaches after a while. Can you make the paper background darker or more subdued?

    • Like 1
  9. - A way to hide missions in mission list.

    - Mission complete music is far too loud, either reduce volume or option to remove it completely.

    - Mouse wheel scrolls objectives when accessed in game but not when access from main menu.

    - Use WASD or arrow keys to scroll briefing text screens.

  10. For example, holding shift on a word processor will form a capital letter. Could something similar be added to TDM like a secondary function key? For example, instead of having dedicated lean keys, holding "alt" while pressing A / D will make the character lean rather than strafe. This would free up the lean keys and many other keys. The enormous amount of keybinds that are possible in TDM means lots of finicky finger movements, and something like this could help.

    I got the idea because while raising my volume in game via Fn and uparrow, I equip my spyglass for some reason. Pushing uparrow without Fn does not equip it, so the functionality is there it seems for something like this. If Fn and uparrow equips the spyglass, which was a shortcut I was not aware of, what other shortcuts are there, and how can I unbind/rebind them, because I don't want to keep equipping my spyglass when I adjust the speaker volume while in game.

  11. I'm playing the Terrible Old Man and ran into an issue -

    Spoiler

    I got back to the carriage to find the horse gone, and the scripted cutscene. The cutscene played out, then I got a black screen of death which I had to force Task Manager close.

    I don't want to repeat the mission and AFAIK I did everything, so can I use a command to force complete the mission so the fms/missions file is updated?

  12. 1) Only need 1 hand icon when carrying a body, 2 on either side of screen is redundant.

    2) Why are NPC names visible when carrying their body? How would the PC know? This is quite unimmersive.

    3) When adjusting HUD in options, slider to far left should make HUD element dissapear, rather than merely very small.

    4) Option to disable "bling" sound when picking up loot, as well as mission complete screen jingle.

     

  13. Suggestion—remove noise arrows entirely and simply have enemy NPC react to any arrow that hits a surface near them. Logically any arrow hitting a nearby wall would make a sound notworthy enough to investigate. The actual noise that noise arrows make is fairly arbitrary.

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