Gerberox
-
Posts
72 -
Joined
-
Last visited
Posts posted by Gerberox
-
-
It's quite impressive for a first mission, especially the placement of the guards and their routes.
The mission didn't end when I got back to the boat. I suppose because I didn't read the very first message that gives an objective, I only read it at the very end when coming back. All my visible objectives are finished. Version 2.12
A few notes:
The stone gate is a silly concept.
A bit more objects would have been better next to the forest path. The edges of the map wouldn't be visible that way. I mean in the background, a bit further from the path.
-
It was a weird mission, that's for sure. And you put a lot of original ideas into it. I appreciate that.
The machines were very convincing. I don't know if you made them or if they're part of the new edition, but they are excellent quality.
The game needs dirty water texture for its canals. And dirty building blocks.
It's very cool that the doors consume the keys.
The floor textures look strange on walls and ceilings.
It took me a little bit more than 9 hours to finish it.
- 1
-
8 minutes ago, Zerg Rush said:
The knockout of helmet guards are consistent, but need more precision than in guards without helmet, nearly impossible only in heavy blinded guards (these only with boxes from above, gas arrows, fire arrows or mines), and also a bit more difficult in alerted guards. You can also blackjack from behind the steam spider bots in most of the misions.
More precision? Really? I never missed a single knockout for a long time, and I played about 12 missions in a row recently. Whatever.
I know alerted guards are harder to KO.
-
I think the damage versus undeads should be consistent in the entire game, because it's part of the lore. Even the damage versus people should be the same.
It was cool that when I started playing TDM, I couldn't knock out the guards in helmets. I believed this was an universal rule and didn't even try to KO them in other missions. It added some difficulty to an otherwise easy game. I liked that approach because it was consistent and games need consistency in the technical part, i.e. how things work. Unfortunately, such rules can no longer be introduced, because it would break existing missions.
- 1
-
Poor people slept on ropes, in coffins or sitting while leaning on a rope. Some would require new animation.
If you would use this in a mission, you should add some explanation to the player like a signboard or whatever.
https://www.familytree.com/blog/sleeping-over-strung-out-rope/
-
This was a nice mission. There is a very sharp difference in difficulty between the map in general and the Burke mansion. I don't remember any graphic glitches. The locations are very good.
The wording of the first objective should be more precise. At the start I didn't know if I missed something in the briefing or not. I don't pay much attention to briefings in general, I care more about the options I have in a mission. So I checked the forum and I didn't find any relevant info. It would be better to literally mention to 'find and KO the abductor'.
Lights in closed businesses, sewers, attics, flats, and other places aren't good for immersion. They don't even increase the difficulty.
It seems you are from a country where couriers can leave valuables before doors. I'm from a country where it would lead to catastrophic results, so I can assure you, this cannot be a practice in the world of TDM either if we consider the penniless people all around. Leaving goods in open stands for nights seems similarly bad idea, but it's for the gameplay, I know.
I think optional challenges are better to start with. Especially the no KO requirement (Ghost?), because the mission is too easy without this. No big deal anyway.- 1
-
Good job, thanks. I liked the no knockout requirement, but honestly it didn't add to the difficulty. The spacious areas and the arrangement of light sources made it easy to avoid everybody. If you plan to change anything, you could increase the brightness of the lamps, and you might add a few more.
SpoilerMaybe I missed something, but the lute thief part didn't make any sense storywise. The location was cool anyway.
-
The story and the map was good, but it's too hard to find certain things.
I didn't find the second puzzle book and the key to the door from the kitchen, so I needed to check the forum.
But I found a black box in a room instead.
Spoiler[img]https://i.ibb.co/jfqC154/black-box.jpg[/img]
Sometimes there was a clicking sound when I aimed roughly on the lying book on the bottom of the shelf, I don't know if the two are related.
I keep the save for a while if needed.
-
The mission was cool so far, but now
SpoilerI can't find anything to write down the elixir receipt in a whole library. Any hints?
- 1
-
This was a very long mission. The glasses and the number codes were cool. I found out the one on the other area before getting the solution. I'm not a big fan of city labyrinths, because I have no idea where I am, so the notes about my location were useful.
- 1
-
I liked this mission. I found only 716 gold, that's few for the hardest difficulty, but I don't care searching more.
SpoilerThe puzzle is cool, one of the bests in TDM, but the clue is too difficult. The lights are too pale, I saw only the green, and I thought for a moment it might be part of the solution but I misjudged the yellow one to be green, too, from a distance, and only saw the others have a color at all after reading the hint on the forum. Maybe adding a switch to the colored lamps would be more helpful with brighter lamp settings. The switch could start in off state. And/or you may color the middle ones to orange and purple or white, or whatever, so the clue isn't too obvious. Or put different colored vases on the top of the bookshelves.
- 2
-
On 2/4/2022 at 3:04 PM, Petike the Taffer said:
Why would you need a pistol, if skilled FM makers or the dev team could add something like this ?
Perfectly realistic from a historical standpoint, fast to reload, but not too powerful or with too great a range. If anything, these would be faster to reload and shoot than an 18th or 19th century pistol.
That's rather a toy.
-
19 minutes ago, Destined said:
Not sure about this. That guards continue looking makes sense. If fighting other AI contributes to the stealth score, this would be bad, but I have no idea if this is really tha case. Maybe someone else can confirm already...
But they killed the spider already. It makes sense if they continue the search for 20-30 sec for more animals but not further.
It's a rare issue, I admit, maybe the level designers can change this anyway. If this option exists it would be possible for designers to use random monsters more easily without changing the difficulty of the level.
20 minutes ago, Destined said:This is a question of style and nothing that was intended for the steampunk setting in this mod. This is an issue that mainly depends on map authors. There is always a chance that someone will like the idea and realise it for individual missions. However, it will not happen as a general thing for the mod. Please also keep in mind that this requires a lot of work: creating models for the weapons, create new definitions for these weapons and projectiles, create animations for AI (and/or the player) that use the weapons, and balancing the weapons. All stuff that many would consider not being worth the effort, given that the steampunk setting is what was intended for the mod.
I especially thought it because of the steampunk setting.
But anyway it's your leisure time and your choice.
-
If you still improving the game, please consider these:
-Turning off music during the menu. There is an option to turn it off but it only works on the main menu. When I press escape, that menu still has music. When I hit escape, I want to do something, an IRL thing for example, and I need to mute the speakers separately. Such a little QoL thing would make the game experience better. The music is loud, thus disturbing. When I just open my browser to see a video of my current campaign I don't hear its sounds. So I need to mute the game, see the video, unmute the game. It's annoying.
-When guards or locals meet spiders and they kill them they start searching me. Maybe it even adds to my stealth score, I don't know. It would be long and boring to test it. So I think even if they are alerted, they should revert to their normal behavior after a while, sheathing their weapons. And this definitely shouldn't raise the stealth score. You might even record separate voice lines regarding to the animal attack.
-Working pistols. 18th or 19th century ones. They would fit many stories better than bows. Maybe only for NPCs, maybe for the player, too.
-The starting page of the site doesn't tell anything what is this game about. The quote from PC Gamer doesn't help new players who never heard about the Thief series.
Thank you for this cool game.
- 2
-
Ah, thx. I didn't think that door can be opened for some reason. My bad.
SpoilerHow do we know Jacob is alive anyway? Was there something in the dialogs?
-
The story is well written. I liked the thing the story doesn't explain everything and there are some unsolved mysteries for the sequel.
I found loot worth about 4600 and 4 secrets. What I didn't find it's the exit door. It would be too tedious to search everything again so it's okay.
- 2
-
It's a really hard mission, I like it.
Unlike in many other missions, the dark parts are really dark, and that's cool.
Thanks.
-
Very good story, thanks. I liked the fact the mission wasn't a breeze, I really needed to investigate things and read everything thoroughly.
Some sounds are extremely loud compared to the rest. For example the starting dialog, the woman, Clayton's whistling.
The cemetery is too bright in general.
SpoilerOpening the painting case with the books don't require such a detailed instructions. There are only 6 combinations. Mentioning the 3 books would be enough.
- 1
-
Good mission with abundant creepy details. It has the right amount of challenges. Thanks.
A hint for those who search a secret opener for a certain door after getting a message you need to find another way: that's not a door.
SpoilerThe haunted house was better than I expected. The game desperately needs ghost models because there are many similar scenes where they would fit better than zombies and skeletons. However turning the dead thief to a zombie with his original model is cool and I don't remember seeing this in dark mod yet.
There is no need for a warning to find another way around the kitchen area. We learned in dark mod, doors without handles don't work. The message is rather confusing because the player might waste his time to find secret switches. I thought the dowry is behind that door and the one next to the closed tresure cabin. But I think it was in the chest under the floor what I found far earlier. If this is true, the hint the dowry might be close is deceptive because it's not close to the player who doesn't know the exact floor map and has to go around. I searched secret switches in that area a lot as well.
I didn't understand why there is a red light source from the hidden chest.
- 1
-
Short and too easy mission. The house is well designed. The storytelling is confused and unfinished at the end. The central book contains pages like '(here comes a plot twist)'.
Spoilera sewer opening in a kitchen is strange
-
Short and not hard mission with spooky theme, it was 70 mins for me. Rating: average.
SpoilerI liked the traps. There should be more traps in thief style missions.
It is not possible to collect 1200 coins, the missions statistics shows there are only loot worth 1150 on the entire level.
-
This was quite good with original ideas.
The tree and "bush" models around the stables were terrible even for Dark Mod.
SpoilerI wasn't able to do the warming up quest with the fire arrows because I shot them long ago at the spiders. I thought they meant for that. Whatever.
-
A 10 cm object on a rope prevents me to reach the deck of the another ship.
Not good.
-
It was a cool mission, thanks. Surprizingly I found all 5 secrets.
SpoilerI didn't understand what to do with hatch 3 and where is it actually but I read here in this topic it's nothing.
There was a secret room with footstep noises. It was promising but nothing happened, nobody appeared.
I liked the supernatural motifs and the fact not all of them were explained.
- 1
Fan Mission: The Spider and the Finch, by grodenglaive
in Fan Missions
Posted
What reviving? The body is not interactable.