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  1. It does exist; but its RARE. out of 20 maps I've played, mabey 2 or 3 used it - and only then for a 'Guard Captain' type character. Even barked "This Door shouldn't be open...", ect.
  2. Some kind of 'Attack' effectiveness hud icon / crosshair. E.g.: the default white one turns red if its a Blackjack target that can't be knocked out ( Zombie / Heavy-helm guard), yellow if its dicey or unlikely, green for 100% effective. Same idea for the Sword - as some Undead are invincible, but others can at least be chopped down (eventually).
  3. Old Habits II (the redo); Its a far better level than the 1st one. Actually worth playing - very much a old school(ish) Thief type map updated to TDM's standards.
  4. The Chu-ko-nu: "DO you FEEL Lucky, Taffer?"... Seems like a good Shop-keep emergency arm / Assassin type projectile weapon. Also VERY Asiatic. Poisoned Bolts might make up for its being under-powered, and - I suppose Antidotes doses would be purchasable too?
  5. Yeah; I'd almost expect an optional 'soft-sole' boots purchasable special equipment option...as the default boots are SUPER-LOUD ON COBBLE. Probably realistic - as rubber soles won't be common (guild Electrical Technician boots?).
  6. I only hit that "random" startup crash when I moved/used the lantern immediately - map runs fine once you save past that part... Good to see its fully solved for everyone.
  7. In terms of levels of perfection - its only 3rd best because the others are so darn good. Fine Architecture - Clever Plot, Maaabey a twist or two...heheh. Classic Good stuff. Also: Thank Goodness its not a Chase/Shadow mission again. I'm not quite finished yet, having done what I was tasked to do - but that seems like only 1/3 of whats possible....replay factor is HIGH. In short; If you've already Finished: Iris, Hazard Pay, 1st Lieutenant, and Volta's and the W.S. Series - play this next. The sense of connection - to the 1st mission is there too, I hope a 3rd part will be in the works too.
  8. I've never noticed much. If its working at all - I can't see it because usually IN NEAR TOTAL DARKNESS. So, useless - and its really been a slog to B/J those Pointy-Helmet guards in 'The Lieutenant II'...been Quick-saving/reloadin' more than any mission in a while.
  9. Dis-armament... So Armed foes drop their main weapon when downed - what if...They could be Dis-Armed in combat? Perhaps as an optional challenge this applied to players too? As to how it happens / what kind of combat technique, poor-block or random bad-luck...I'd leave that up to playtesting. This leaves another 'gap'; Unarmed/Melee fighters - whom might still be willing to fight on... implies the need for some kind of 'unarmed' stance / animation set for this to work.
  10. S.L.L.: ... what a ride! Still I did not; Also... Yeah, chock-full-o-loot and still probably secrets left - poast moar!
  11. Better Armed Guards & Mythos Creatures? I don't think the existing guards provide enough of a (apparent) threat or challenge, individually. They need to be better armed - could brandish; Halberds / Pikes / Spears, Double-headed Battle Axes, Latchet Crossbows... (Enemy-only weapons that arn't usable by the player.) 16th century latchet crossbow (example) YT Video of Tod's #1 YT Video of Tod's #2 TDM is still missing the following T/T2/T3+ type 'Dark' Mythos creatures: Burrick (Belcher) Tree-Shambler / Treant Cray-men Bug-Beast Any chances of seeing these? I miss chopping Burricks into cut-rate dino meat.
  12. Having played one too many plain boring ol' rob-a-mansion mission, I didn't expect much. However 'The Lady' has exquisite exterior architecture - more Castle/Fort like than most, the canal area surrounding it seems alive with its own nefarious sub-plots... Much to see and liberate - I'm only about 2/3 (?) of the way thru but I have the feeling there is STILL more in-store... But like a certain ornate cursed box, once you open it - Entertainment ensues My Rating: Stop whatever you are doing now and play it. (Unless its Iris...)
  13. Annother thing; A.I. Predictability - why not have an occasional Coward Guard, or Mad-Maid? A Berzerk Butler, attacking with whatever throwables are handy - or impromptu weapons like pots/pans/plates, an angered workman employing his tools against a most unwelcome burglar. Can NPC's carry items even?
  14. If its meant for TDM-stock inclusion; perhaps a more 'antique' digital display technology. you need to down-grade it a little. What about EDGE-LIT Digital displays? Just etched glass, small incandescent lamps and excessive craftmanship... See: https://industrialalchemy.org/articleview.php?item=1080 https://industrialalchemy.org/tubepage.php?item=10 https://hackaday.com/2017/03/23/before-there-were-nixie-tubes-there-were-edge-lit-displays/
  15. Arrow / Weapon BIND STACKING: AKA old Quake mod style re-use of Impulse 1,2,3,4,5....plus tool-variations But; built around General Type/Intended Use: Blackjack / Club / Heavy-Vase / Hammer / Ether & Rag, ect... {Knockout weapons/tools} Short-Sword / Dagger / Stiletto, Blow-darts, ect... {Killing weapons/tools} Water (arrows) / Extinguisher (manual water pump) / Soot (arrows)... {Light Dousing tools} Fire; 'Explosive' (arrows) / Concussion (arrow) / Incendiary (arrow)... {Explosive weapon/tools} Rope (arrows) / Vine (arrows) / Grappling-Hook (hook & chain)... {Vertical movement tools} 'Ether' Gas (arrows) / 'Tear' Gas (arrows) / 'Mustard' Gas (arrows)... {Mixed use gas/vapour tools} Moss (arrows) / Paint (arrows) ...{Sound-impact / light absorbing tools} Glue (arrows) / Flash (arrows) / Noisemaker (arrows) / Fire-crackers... {Distracting / disabling tools} Noting the following are new; Heavy-Vase: used double-handed; a loud single use blackjack that leaves a mess... Dagger, Stilleto: Short range, Can't block - the latter CAN penetrate armour if attacking a weak-point... Blow-Darts: Specialized tool of assassins - useful dealing with multiple guards...or special people (its deadly). Ether-vial & Rag: Used from behind its very effective at disabling. It will evaporate in moments, limited uses. Extinguisher: Ever wanted to just spray some water on a torch? This, does that. That's it. Only close up. Paint Arrows: Permanently covers electric light sources & blinds optical sensors [which WILL trigger them!]. Glue Arrows: So, you need to stop charging guards?; Loosing one of these creates a puddle of Ultra-Adhesive capable of binding anything together for a little while. Works against Bi-pedal AND Quadrupedal foes! I think TDM; needs more puzzle-ish odd tools and places to use 'em! (and not having more re-bind things for every darn map)
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