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tapewolf

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tapewolf last won the day on April 28 2021

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  1. Figured it was time I replayed this, with the latest version. For old time's sake, I ...and was very happy to see the readables change as a result. Thanks for doing that!
  2. Rough locations of the snails:
  3. Yeah, I was definitely thinking in terms of updating the text if you need to do an update for a larger reason - no point in re-releasing it just because of that! And
  4. This was fun. I spent far too long looking for a way out, and I could guess where things were going to go plot-wise, but the readables were well done and really added an extra dimension to the story. The water gushing down the stairs was excellent, though it might have been better to have had an actual pool of water at the bottom of them or something, otherwise the water just seems to vanish. I particularly liked With the newspaper there was a slight weirdness in that But yes, good work. EDIT: Oh yes, and the open music is great. Reminds me of Heretic or Hexen.
  5. I recognised the "difficulty level=different character" approach from "Not an Ordinary Guest", and it was nice to see a return of the tension meter from "Reap as you Sow" (which I love, partly because of the novelty of a daytime mission). I had a lot of fun with this, the large number of NPCs packed into a small space made life a lot more interesting in terms of avoiding detection. Challenging, but fun. I have a tenuous relationship with stealth anyway, so annoying the guards and locking them in the passenger cabins worked out quite well, although one or two of the rooms (Room 5 and one other) didn't seem to want to lock afterwards. Having played the thief it threw me for a bit when playing the saboteur because I was too used to being hunted on sight, and being treated as a regular passenger took a little getting used to. I only tried out one of the assassination targets and will have to play the other two at some later stage. I particularly liked the way the other playable characters were handled, e.g. the change of name on the manifest, the thief failing his mission etc.
  6. I forgot to mention, I played this all the way through and loved it. The last two missions in particular felt like a blend of System Shock and Soulforge Cathedral in Thief 2. Excellent stuff.
  7. I also discovered this. Carefully dropping a coconut on one of the display cases in the Terrarium caused it to keep fracturing indefinitely. I forgot about it and came back 10 minutes later to find the display case looking like the Demon Core and the RX7700XT rendering at 0.5 fps. Later on I did this deliberately, lighting up all four display cases and turning the Terrarrium into an impromptu nuclear research lab. That caused the savegame to grow to 150MB and the rendering engine to start dropping objects, such as rendering one of the ladies present without her head. Or rendering just her head, or a floating purse. Anyway, I've had a ridiculous amount of fun with this mission. I found all but one of the secrets, and all four Very, very well done.
  8. Just started this after replaying the entire series, so I'm still very much in the messing around and exploring stage of the first mission. However, I did already manage to break it, so I figured I should probably flag this as an issue. While exploring, I ran into two gents in a basement, one of whom had a storage room key, which I violently liberated from him. His companion got rather excitable about this and I used my new-found key to lock myself in the storage room, giving myself a chance to breathe and take down my pursuer with a gas arrow. Unfortunately, when I had done this, I realised that I no longer had the storage room key and was left trapped, since it's unpickable. The message 'Remove Storage Key' appears in the log. Repeating the experiment, it seems that the storage room key is destroyed when you pick up the ...which might be unwise if the player has, for any reason, locked the door behind them.
  9. Interesting. Probably user error then. Possibly I grabbed the loot through the chest while trying to open it? I can reload to an earlier slot from before entering the building and have another look - otherwise it's possible that I wasn't able to highlight it. Either way, if it's just loot that's less of a concern. I was more worried it was part of a puzzle I had missed. EDIT: Okay, with the stuff in the chest, I cannot frob the contents in my main savegame, it simply doesn't work. However, if I wind back to an earlier point from before I entered the building, it will work. Strange. I still can't find that key, though.
  10. That was fun! A very impressive, sprawling map with lots to do. Love it! I did get stuck with ...For whatever reason, my installation is one where you don't fit through the gap in the wall, and the peepholes don't work either. (Yes, it is Linux) I never did find But I did manage to figure out 3 of the 4 Good Deeds unaided.
  11. Nice, I enjoyed that. The death sequence is impressive, deceptively clever and impressively creepy. EDIT: As for the puzzle which has stumped some people, the readables do tell you exactly why and what you should be doing. Just not where. I didn't have an issue with that apart from lugging the thing from floor to floor to try and find the right spot. For people wondering about the secrets, since I haven't seen a list yet, I've now found 5 on easy difficulty - my default when playing a new mission. I've not tried the higher levels yet. These are: Hope that's useful!
  12. Ah, interesting. I was seeing something similar the other day. I was replaying Sotha's Thomas Porter series, and on "The Glenham Tower", I noticed that my fire-arrows tended to go through the haunts in the cellar and smack into the wall behind them. I would assume that this is a related issue.
  13. Nice! I look forward to it!
  14. Out of interest, are we likely to see another entry in the Hidden Hands series?
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