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tapewolf

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Posts posted by tapewolf

  1. 8 hours ago, joebarnin said:
      Hide contents

    I'm puzzled - there's a crate in the warehouse lift, but it's not empty. It actually has some loot.

     

    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.

  2. That was fun!  A very impressive, sprawling map with lots to do.  Love it!

    I did get stuck with

    Spoiler

    The cellar wall/leaking gas line business - had to look that up here to get further.  Likewise I completely missed the missing guy in part 4 - had to look that up too.

    ...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

    Spoiler

    A key to the underwater grates in the city.  Also, in the warehouse lift is a decorative crate.  It didn't seem to have anything in it, which made me think it was there to have something put in it, but I never figured out what, if anything.

    But I did manage to figure out 3 of the 4 Good Deeds unaided.

     

    • Like 1
  3. 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:

    Spoiler

    1. At the starting location, a pocket can be picked.  This will become impossible once all objectives are met since revisiting the location will end the mission.

    2. In the attic is a jewellery box

    3. The jewels in the grating basement, as others have mentioned

    4. In the dining room, there is a little something near the chimney

    5. In the front room, there is a hole in the ceiling.  I've not found any rope arrows so to get there you will have to ferry crates and suchlike from the attic to build a tower of babel.  This will not be easy if the lord has gone into murder mode, though it is possible to jam the doors with crates and trap him in the kitchen, which is what I did.

    Hope that's useful!

    • Like 1
  4. 11 hours ago, Frost_Salamander said:

    It's OK I'll have a look myself - I'm intrigued now 😂

    Listening to it again, it starts out fairly similar to other ambient music tracks, but then it adds a pulsing synth track, and eventually drums and guitars kick in.  So maybe it's just that I lingered in the house longer than anyone else for some reason.

     

    As for the hints:

    Spoiler

    Thanks, the pub and the Watch were locations I could see on the map, but assumed didn't exist because I couldn't find an entrance.  And this was after doing a lot of climbing around the balconies while exploring Lady Everly square. Burns is going to have a nasty surprise when he wakes up.

    With the church as a location, I may have read it in the briefing but forgot about it by the time it became relevant since I was playing it for most of a week.  Since there were several notes left by Mr. C saying that he may or may not be at such-and-such a place, I assumed I was missing one somewhere.

    Thanks again!

  5. 14 minutes ago, Frost_Salamander said:

    HI @tapewolf thanks for playing and glad you enjoyed it!

    The Hodgson house - that is mostly just as a thoroughfare:
     

    Yeah, the Hodgson house was playing some unexpectedly dynamic ambient music each time I entered it.  It's pretty good actually, it was just not what I was expecting to hear for a random house.

    If I have time I can record a clip or search through the ambient music library in Darkmod's resources to work out which one it is, but I won't be able to do that tonight.

    Thanks for the hints (and the mission too, of course).

  6. Just finished the mission.  It was amazing and I did not suffer the crashing bug under Linux which others have reported.  However there are a couple of loose ends (that I know of):
     

    Spoiler

    I accidentally found Mr. C in the church while investigating an open window.  However I never found the message suggesting he might be going there, unless it's supposed to be implied from the letter to Mr. S and the various shenanigans involving Brother G.

    I was never able to solve the Atkinson mystery.  At first I was afraid that by finding the body prematurely I'd upset matters, but scanning through other posts here, it looks like I need to find an incriminating letter but the map is so vast I may never find it without some kind of hint, narrowing it down to a building would help!  I have, however, found the letter sent to Burns in Mr. C's mansion, a letter from Burns in room 21 of the hotel, and Burns' journal.

    On that topic, the letter in room 21 is addressed to Johan (the ex-employee of Troutbeck from the previous mission?) while the other letters seem to be discussing 'Jonas'.  Is this a mistake or a misdirection (i.e. that both of them wrote to Burns)?

    Also, is there any way to deal with the Ella situation, e.g. dropping Mr. S' incriminating letter in room 43 for the detective?  That doesn't sound like it would fly without proof that the Captain is compromised, and I've not found that apart from the fact that he was by the pool in Mr. C's mansion.

    Oh - one other thing.  There was a house belonging to the Hodgesons which is roughly between the Safe House and Mr.C's place.  Inside it, exciting music plays which had me tearing the place apart looking for evidence of treason or something major, but it just seems to have a small amount of loot in an unpickable chest.  Is there something I'm missing or just an unusual choice of music cue for that building?


    All in all it was fantastic and I'm amazed that all this fit into a 34MB file, even with compression.

  7. On 4/3/2023 at 6:01 PM, Oleron said:

    Oblique, tangential hints are quite acceptable.

     

     

    If you still need it, I found
     

    Spoiler

    Two ways to enter and leave the Otherworld.  One is to simply use the room where the ritual took place.

    However, there is a second entrance/exit in the Grimoire shop.  Getting there from the Otherworld will take a bit of scrambling around however, as the hatchway used in the real world is shut.

    In both cases these can be used to go back to the Otherworld if you need it, it's not a one-way trip.

     

  8. I've been playing this for a couple of days now, it's fantastic, though the street sections did seem to be making the machine chug a little.

    It took me far too long to work out...

    Spoiler

    ...what to do with the ghostly items (recursive shovel etc) - I even tried to find matching equivalents in the real world.

    What I had to do with them finally clicked today and I wasn't honestly sure if it would even work.

    If other people read this wanting a hint:  You might want to go for a little ride.

    Thanks again, your efforts in making these things is greatly appreciated.

    • Like 2
  9. This was nice, but I would definitely like to see the original version retained - maybe that should also be available as a standalone when Quinn is updated?

    Having just played the two side-by-side, the updated version definitely looks nicer, and the smaller premises definitely match the "failing bank" motif better, there are a number of things which I like in the original that just don't come across in the new version.

    The wiring puzzle, the larger guard presence being more of a threat, and the idea of having fees deducted for knockouts is an interesting one.  In addition there's something incredibly satisfying about walking away with 25000 gold coins or more, compared to the pocket money you're usually walking away with.  I get that the lugging-the-loot around part can be a little tedious but in a way I found it made the payoff worth waiting for.

    Again, don't take this the wrong way, I love that you've updated it, I'm just giving feedback on why I prefer the original.

    • Like 1
    • Thanks 1
  10. I liked this.  It was surprisingly large and complex and there's probably a lot I've missed while following my target.  Mercifully I didn't encounter the segfault problem other people were seeing on this mission, though that happened quite a lot with "Adventures of Thomas" which I played afterwards.

    Thanks for providing so many mines as well, I spent far too much time setting traps for the courier.  Turns out six mines is not only enough to blow the corrupt official to pulp, but it can also blast you clean off the balcony into the bargain.

    • Like 1
    • Haha 1
  11. I've just completed the unpatched version last night.  None of the other NPCs seemed to display the T-pose issue suffered by the folks in the Belcher.

    The mission was impressively large and I particularly liked the whole portal business.  Good stuff, and a very enjoyable mission.

    I'm sure I'm missing a few keys, but the only thing I couldn't do which I think is probably a bug was:

    Spoiler

    Retrieving Bass' head from the display cabinet.  I was able to extinquish the magical floss with water arrows, and successfully grabbed the other two skulls, but Bass is unfrobbable so it looks like he's going to have to remain on display. 


    I've reloaded and tried a few times, but it seems to be a persistent issue.

    • Like 1
  12. 7 hours ago, Marbrien said:

    I was nearing the end of the original version, so I continued with it, finishing with

      Reveal hidden contents

    9268 out of 10,323

    loot. 

     

    Regarding the gargoyle,

    Spoiler

    It seems to switch off the defences for the walking stick.  This confused me at first since the note implied there was a key for it, and the switch accessed from below the stick didn't seem to do much.  However, pressing both button and gargoyle seemed to be required to get at the stick.

     

    • Like 1
  13. 7 minutes ago, thebigh said:

    If a guard finds an unarmed scullery wench knocked out in a corner he might start searching around for an intruder.

    If he finds the corpses of five slain watchmen in an alley it would make sense for him to panic, run to a flee point, and summon every other guard he can find.

    This is exactly what I mean.  There is clearly some mechanism for them to flee and get reinforcements, I figure that discovering multiple simultaneous bodies (say 3 or more) ought to trigger that.

  14. Has anyone considered altering guard behaviour if they find multiple bodies?  Particularly when playing Full Moon Fever I have a tendency to take out the guards one by one and stash them in a pile behind the greenhouse.

    When a guard sees a body they usually seem to examine the body and then go on alert and prowl.  That's fine for one, maybe two unconscious/dead folk - but when you come across, like six of them, or ten...  you're not dealing with an intruder anymore, you've got a dangerous maniac on your hands.

    Hence, I have been wondering if it would be worth making the guards, on discovering 3 bodies or more at once, scream or yell a custom retort ("By the Builder!",  "What the hell?!", "Oh my gods!") and then immediately run for reinforcements.

    I'm not sure how much of the I-found-a-body code is scripted and how much is internal to the engine so it might be harder to pull off than I'd expect, e.g. if a function is returning a single value for a discovered body and now needs to return a list.

    Still, I figured it's worth throwing out there.

    • Confused 1
  15. 20 hours ago, Wellingtoncrab said:

    @tapewolf

    Thanks for playing and I am glad to hear you enjoyed your time with it! Yeah I do see a few comments about the mission being a bit of a downer, so I imagine that must be the case. Not necessarily intentional however.

      Reveal hidden contents

    As hinted by the inquisitors note there is certainly something off about the chamber, but it doesn't necessarily seem to be the door itself. What ever (or whom ever) The Heretic was trying to reach it seems they were perhaps a bit off target. It sounds like if you discovered "The space in between" however, you have the means already

    To more explicitly peek behind the curtain:

      Reveal hidden contents

    As you might imagine I too thought it would rather cool to make the door into a portal - at one point I was doing this with a render to texture view and camera and using a teleportation script to move the player to and from a destination - this however never felt or looked as cool as it sounds. So there is still a secret to find there, you just move into the area in a bit more of a conventional manner. 

    Thanks!   As it happens, one of the first things I did when I got the
     

    Spoiler

    spectacles was to see if that would make the door function.  So I very quickly did find that other doorway.

    I also discovered at this point that you could make the inquisitors faceplant into the wall by quickly removing the spectacles after entering the other room.  Presumably you could trap them there too, but it definitely answers some questions I had about the effect of magic passages on NPCs.

     

  16. I don't think there has been another mission that kept me playing it for weeks on end.  And even right up to the end I kept getting lost.

    The scenario was a little morbid and depressing for my taste but the sheer amount of work that went into this was unbelievable and more than made up for it.  And I still haven't been able to get the alternate ending yet.  Hopefully one day.

    I do have a question:
     

    Spoiler

    The door which the Inquisition are investigating - can it be made to work?  I suspect not, but that would be really cool.  Either way, the "space in between" was awesome and is almost the same thing anyway.


    Anyway, fantastic work on this one.

    • Like 1
  17. 1 hour ago, thebigh said:

    Did you somehow manage to...

    ...If so that's something I need to patch in the next version.

    Yes, that's correct.  You probably do want to patch that.

    FYI I usually play missions on Easy first time around, and from what I'm reading that makes quite a big difference on this one.

    • Like 1
  18. This was a fun mission, finishing and releasing it was definitely the right decision.  That puzzle was definitely challenging, even with the hints.  I was trying to take the letter case into account.

    As it happened, I accidentally

    Spoiler

    frobbed the opening lever from inside the secret passage and got into the lab by sheer luck before even finding the secret door's user manual.  Hence getting it open by proper means was more of a completionist thing.

    That aside, I loved the writing - I think I've seen that poster in one of the other new missions and wondered at the time if it meant something like this, so well done indeed for tying that into the storyline.  Also the ominous music in the foyer was a good pick,one of my favourites from the Darkmod soundtrack.

    • Like 1
  19. That was nice and mind-bending.

    I had some fun

    Spoiler

    jumping back out the front door before the gas hit.  I also made a habit of sneaking into the variable maze before the door closed so I could watch the walls change, and managed to get myself stuck in one of the walls.


    I had to resort to hints for

    Spoiler

    The floor tile memory puzzle.  While the concept was pretty obvious, the implementation was not, for instance I was absolutely convinced that I had to traverse all the squares before the time stopped, not simply land on the next one in the sequence.  Given the prompt from my host I also tried standing in the appropriate position for the second playback of the sequence only to be disappointed again.   Not sure how best to improve that, it was the only part where I got really, really stuck.


    Impressive stuff.  I am still missing a secret, though.

    Spoiler

    I found the wine cellar, and the safe by the house, but there's something else that eludes me.

    Anyway, there's been a crop of great maps recently, and this is definitely one of them.

    • Thanks 1
  20. That was fun.  As others have said, having a female protagonist made an interesting change though the guard voices obviously assumed a male protagonist.

    The intro music is awesome.

    Now I don't think I've seen this mentioned, but I managed to
     

    Spoiler

    blackjack the gatekeeper guard through the door.  This did not impair his ability to open the gate given the appropriate credentials, but it was amusing to see the hatch slide open and nobody behind it.


     

    • Like 2
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