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Klatremus

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Everything posted by Klatremus

  1. I have loot lists for 8 TDM missions. Check my website here, then click on 'FMs' in the top right corner and scroll to the bottom.
  2. I had a similar experience with 2.09b. Any version above 2.08 has not even wanted to enter the main menu on my desktop computer. 2.09b finally did and I thought everything was fixed, but when I loaded the mission it got through the loading screen, but before the 'click attack to start' screen, it crashed to desktop. I never thought it could be due to the stealth stat tool but it could've been.
  3. It is definitely bending the engine's capabilities somewhat, but not enough to call it an exploit. That would be doing things that are physically impossible, like what is mentioned in the rules as examples: pushing through banners or doors, moving enemies across a room, blocking enemies with boxes, etc. Using soft items like potions or fruits to cushion drops have been done in Thief by ghosters for years. Glad you liked the discussion thread.
  4. I agree that these loot items were frustrating to skip, especially when TDM normally does let you take candle holders without putting out the light. Removing lights even for briefing moment, despite not using it in order to gain a stealth advantage is a bust and has been discussed at length before. This thread in the first 30 posts goes through a long discussion where it was suggested to change the rule to allow taking loot that emits light when not used for concealment purposes. We agreed to keep the rule as it has always been.
  5. I haven't played Painter's Wife but I think marbleman said he had gotten a perfect 0 quite easily. Perhaps I am mistaken; he might weigh in.
  6. I have Supreme Ghosted missions since 2003, so I have probably built up some patience over time. Plus we have 3 little (and loud) kids running around at home, so that probably plays a part too, haha. Saving/reloading isn't a part of any of the ghost rules, so I definitely won't add that requirement.
  7. Leys Supreme Ghost The Dark Mod - Thief's Den 2
  8. Thanks. If I have savegames from 2.08 will they work on 2.09b?
  9. I have ATI Radeon 6970 2GB and it doesnt start on anything after 2.08. I've tried all 2.09, 2.10 and developer versions. I dont know what terascale is but from quick research I think it's at least terascale 2. OS is Win 10 64-bit. I'll try 2.09b tomorrow.
  10. That explains it then. Those footlockers were meant to be unlockable by both Ruths' key and the master footlocker key, but the latter was incorrectly attributed to the body and not the lid. They can also be picked open, but this is a situation where I wouldn't visit that room until I have obtained the master footlocker key for Supreme because I don't want to pick up Ruth's key. As it happens, my route will prioritize getting to
  11. Wow thank you, Bienie! I was thinking perhaps there was the rear hall key on lower difficulties, but most probably the doors were chosen to just be pickable instead. Perhaps that note was meant to be removed, as it seems like a red herring without a key. I have all the keys you listed, but also a few extra keys you didn't mention: - Second copy of Cellar Yard Key - on wall in basement close to courtyard hatch - Third copy of Garden Key - in kitchen windowsill next to vase Furthermore, I haven't found a use for Ruth's Footlocker key. It seems logical it should work on one of the two footlockers in the room where this key is found, but it doesn't... Also, you have a (?) next to the chapel key and the spiral stair key. I assume you know what they operate.
  12. I have a question: Is there a key that operates the double doors from the rear hall on the upper floor to the E hallway where all the guest rooms are found? There is a readable in the rear hall where an officer Staunton asks Stimble if he has a spare key. It isn't in the pot like the readable says, but is Stimble carrying the key on him, or perhaps is it in the barracks? It would be great if someone could provide a list of all the keys present on the highest difficulty. For Supreme you are required to relock all doors, even those that are picked open, plus not pick up unnecessary keys (especially when they can't be returned), so this will impact the route I'm planning on taking. Thanks
  13. Just finished this gem of a mission! I know I'm late to the party. Congrats on a fantastic achievement Fidcal, Baddcog and Bikerdude. This was massive, well-balanced, challenging, good story (but twisted), with lots of secrets and places to search. It's gonna be a tough cookie to ghost this one, let alone supreme it.
  14. Supreme allows the use of some tools, but not moss arrows to soften landings. You can knock loot around as long as you are not heard in the process. I have done that a few times in Thief. Didn't think of that to be honest, but I want to avoid using consumables if possible. Plus I assume that would've been just as loud as hopping on that pipe, or no? Thank you for your kind words about the video. Many years of Supreme ghosting has definitely made me more patient yes, so thanks for noticing lol. Here is another one:
  15. Not sure if people already know, but marbleman and I have recently made some narrated playthroughs of TDM missions where we use the Ghost/Supreme rules. Here are the ones we've done recently: Enjoy!
  16. I have 3 requests for the post mission statistics: 1. List of objectives. This seems like an obvious recap of what you did and what you missed (optional/bonus objectives). 2. Number of locks picked! 3. Total number of pickpockets available in the mission (ex: 1 out of 3; currently it just says 1).
  17. Yes, we are still in the process of finalizing the "official" TDM ghost rules, but zero stealth score regardless of alert 1 count is successful Ghost. Zero stealth score with no alert 1 is required for Supreme Ghost (the challenging version). If you use Dragofer's stealth statistic tool, you can track the progress during the mission and learn what triggers alert 1, which can take a bit to detect. Use of potions for Ghost is called a chemical success yes, but is still a success. It's not allowed for Supreme, so that stat would be useful for the record, but those who write reports are always honest and good about including such uses. Tools are allowed as long as it doesn't harm or alert anyone, but for Supreme its more restricted, but even there it can be allowed. But i go back to requesting that a total pickpocket count would be very informative in the stats. The load times one is great for ironman.
  18. @geegee: Ghosting is principally not getting seen or heard, and not dealing damage to enemies or property. So yes, blackjacking would not be allowed. There are other smaller rules too, but they only rarely come into play. Supreme Ghosting is a lot more restrictive, where you add no 1st alerts, no removal of light sources, no mossing of surfaces, no triggering of traps, no use of potions, etc. However, FM makers dont have to do anything to make the game more fun for ghosters. Honestly, its the missions where the creator has not even considered ghosting at all that is the most fun to ghost, since you have to think completely outside the box to be successful. And if you cant, well so be it. You dont have to get a full success to have fun ghosting. I Supreme Ghost and I'm more often than not unsuccessful.
  19. Oh I also like to minimize pickpockets, but I'd always like to know how many there are in total. It just seems like lost information not having it in the stats.
  20. Any way to also list pickpockets as 'x out of y', like loot?
  21. Sorry if there is a general thread for config questions. Feel free to move this there if so. Is there a way to bind 'hold crouch' and 'toggle crouch' to two different keys? AFAIK you have to set either one or the other in the menu, but you can't have both. I prefer hold crouch, but in some cases I would like toggle crouch available, without losing the hold crouch possibility.
  22. That is so funny. I literally played that mission last night, and I made note of that exact remark. There is a similar guard in the training mission behind a window that can't see to his left.
  23. Hey guys, I am also coming from Thief and working with marbleman to specify the ghost rules for TDM. I played it a bit some years back, but have recently picked it up again. I agree alert levels are more difficult to detect, and guards are much tougher to fool up close. Probably due to settings needing to be on hardcore. The biggest problem I found so far is enemy reactions aren't consistent. They pivot their heads randomly and when they do, it actually changes their viewing angle. So you could be lucky sneaking through a room if the guard doesnt turn his head. This never happens in Thief. A good example is if you're crouched behind a counter and stand up visible in a guard's periphery. Suddenly after 2 seconds he alerts, then you reload and next time it might take 6 seconds. In Thief it's always instant or not at all. It will take a bit to get used to, but I dont think it will be difficult to specify in the rules. As for the question about keys made and dropped off for you, these could probably be brought along and not returned for Supreme. If you make a key in a foundry or something, then you are not supposed to drop it back, because this will actually leave evidence instead of removing it. A key left for you by an accomplice would be a similar situation.
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