-
Posts
43 -
Joined
-
Last visited
Posts posted by Melchior
-
-
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).
-
-
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?
-
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?).
-
1
-
-
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.
-
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.
-
1
-
-
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.
-
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.
-
S.L.L.: ... what a ride!
Still I did not;
SpoilerFind the darned combo to the BIG safe in the Astral-plane... its probably in some book or note I missed or skipped reading; any hints?
Also...
SpoilerSo the well burns everything in eternal flame....Uhm I'm "helping" the Lady but not quite sure that was what she'd want...Oh whelp.
Yeah, chock-full-o-loot and still probably secrets left - poast moar!-
1
-
-
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 #2TDM 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.
-
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...)
-
1
-
1
-
-
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?
-
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/ -
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)
-
This current lack of maps has me strongly considering asking about beta-testing...
-
I think the initial cost for mission setup/learning LEANS towards medium or large missions being released, than many smaller ones (of any quality level).
Seems this is a mission drought - probably because some big-masterworks arn't quite finished yet, and nobody made any mini-missions (this YEAR?!)
-
No Blackjack? No Problem; 'The Crate' works almost as well - so long as the taffer can hide in a shadow...
Yeah; I'd like to see more HARDCORE difficult missions forcing experts to use equipment (sparingly) than having a heap of 30 water-arrows at the end. (as you can't just sell unused equipment off to count towards a loot goal...)
-
I think so - some missions have NPC's detect 'missing' items...and react accordingly.
-
A Flash ARROW would be an inventive (and weird) way to do 'unseen' or semi-ghosting... after all the affected guards can't see ANYTHING for a moment once its used on them. (it should affect 'optical' sensors, but what about pure-motion sensors like the new sentry-cameras?)
I don't often use Flashers in TDM; they seem a little too useless...
-
Any chance of more Beasts, Creatures and Monsters ('common' or mythos) ?
E.g. The Common 'Burrick' AKA "Belcher", seems like every 3rd tavern is named after one...Really, yet I've never seen a live (or dead) one in TDM.
Let alone the old TDP 'mythos' creatures like the Bugbeast, Treant, ect... Yes the Elementals show up rarely and Ratmen in _1_ whole mission.
-
I look forward to adding these to my "collection"... exotic coinage from around the globe, for the places that aren't easy to visit.
P.S. SEQUEL TO "IRIS"?
, I want to hear more about that!
-
1
-
-
My Review;
I gotta admit, that first room has pretty janky polygon work (and the lighting!). Didn't expect much from this map - but I played on...
It got better, so the saying goes. Alot better, in fact - even to the point I'd call this one a true Hidden Gem. With most excellent, expected and UN-expected twists & turns. It does help to keep your eyes peeled for the vast assortment of hidden switches, levers, buttons and other over-used mechanisms the Builders seem fond of...(Some of these are needed to fullfill mission objectives!)
Good SFX as well, I think there was even some custom voice over work; always a nice touch to give each mission some personality.
Stop reading this Review, and download it now!
-
Its a mission, I really want to like; but has a great many flaws I can't overlook.
- Mega-Giant Architecture; for 3 Meter tall people. (everywhere, not just the giant sized mansion!)
- Out-of-Order objective completion (not a flaw; just mabey missing scripting?), before its issued!
- A little TOO much back-tracking (all those objectives, and optional ones)
There are good parts to it; its still certainly playable - and has unique pagan theme that IIRC hasn't been done anywhere else. I can't really fault having piles of readables - just any time a illegible handwriting font is used!
(especially for objective related stuff!)
Perhaps it could have been re-worked into 2 or 3 smaller maps, once a section is 'complete'?
Good ideas, I haven't seen done elsewhere:
- 3D map with paths (mabey use a grayscale filter on it next time? for a more hand-painted look...YMMV)
-
The whole
Spoiler
Pagan theme, with magic teleports & barriers, ect... nice for a change.
- Interesting distractions, implemented imperfectly; but still worth a look...
-
Revisiting old areas...
Spoiler
But with heaps of new guards, probably because the old ones were napping...hehe.
In short my rating: Play it if you've played everything else, its OK.
-
1
-
For a Guard shift change; it just makes it harder or forces alternate-path / technique use...
For a Time-Lock Bank Vault; its kinda baked in....or mabey have the tardy taffer "wait" a day (resetting / undoing all their 'work' ? but not a insta-mission-fail )
Opening and closing of doors
in The Dark Mod
Posted
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.