Jump to content
The Dark Mod Forums

tapewolf

Member
  • Posts

    49
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by tapewolf

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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.

  6. 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
  7. 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.

     

  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. Okay, that was absolutely amazing.

    I found it got off to a bit of a slow start, I got lost a lot in the early sections and had no idea where to go at first because the streets were all blocked off from one another.  A lot of FMs (and of course, Thief itself) will colour in the section of the map you're currently in - something like that would probably have made my life easier since I'd at least have a better idea of where I was.

    However, once I actually found where I was going, it got a lot more fluid and really engrossing.  That new special effect was put to an excellent use.  The writing was good too, just enough readables to paint a clear picture of what had gone wrong.

    This map also has the dubious honour of being the first one I've played that caused the Threadripper/Vega56 setup to jitter.  Some of Jack Farmer's missions have caused the fan to go into overdrive, but this one actually made it stutter in a way I haven't seen for many years.  I'm not sure how much of that is the map and how much is down to 2.10 being beta (since it may have been built with optimisations off for debugging etc).

    One question:

    Spoiler

    Did we find out what happened to the mage from the tower whose glasses I nicked?  Since they were still there I presume he was in bed or something, but I was half expecting to run into him or his remains in the Mage complex.

    Anyway, congratulations on making an awesome mission, I really enjoyed that.

    • Thanks 2
  14. Okay, that was awesome.  I loved the weird obsession with food - was that part of the original plan, or an addition of your own?

    The conversations were particularly good as well, and I particularly like it when a mission has a closing scene.

    The only thing I struggled with a bit was the volume level of some of the voices.  That's something I see a lot so it might be the way I have my sound system setup.  I had to restart the mission and crank up the volume to hear what the guys were saying in the opening scene.

    All in all, it was fantastic and you've done a brilliant job bringing this to completion.

  15. That was a lot of fun!  The plot twists worked very well.

    Calling the place 'Gatwick' felt a little jarring because I couldn't stop thinking about the airport, but hey, presumably there was a Gatwick long before that thing was built.

    Having the fish moveable but not actually able to be picked up was something I haven't seen done before.  Granted it made for some fun times where I was smacking them across the room with the sword to see how far they would go, but did mean that I couldn't do my usual trick of leaving them in plundered safes or the Queen's bed.

    Something that I'm not entirely sure was correct was

    Spoiler

    The key assignments.  The Zelmer and Braxton keys seemed to be fairly interchangeable which I suppose might make sense if Braxton was Lord Z's aide and was trusted to that degree, but it felt like a bug (not least because the last mission I played shipped with a skeleton key by mistake)

    If you do an update, it might be worth considering

    Spoiler

    An optional objective of dropping Lord Z's Evil Plan diary and the Archbishop's letter onto the Queen's bed so that she has the evidence needed to depose him


    Out of interest

    Spoiler

    Do we find out who has 'done' Lord Z and I missed the vital clue


    ...or is that for the followup mission?

    All in all, great stuff and I hope there is an episode 2 in due course!

     

    • Like 1
  16. I have noticed it is usually possible to bend the "no kill" rules by getting the guards to massacre each other.  "Sons of Baltona" for instance has a wonderful arrangement of boxes where you can hide but the guards can still see you and start throwing knives or rocks or whatever it is.  By this means you can get them to denounce each other as thieves and in the end you will be left with one guard and a heap of bodies, all without violating the mission parameters.  In some cases they will accuse the captain/lord/archbishop or other NPC of supreme importance of being a thief and cut them to ribbons as well.

    This seems to be the case for most missions with a no-kill rule, though there are one or two where this is so rigidly enforced that infighting is blamed on you as well.  This can be annoying since it may happen by accident and I have to separate the two of them (e.g. with a box or gas-arrow) to prevent their murdering each other and failing the mission.

  17. 11 minutes ago, Bienie said:
      Reveal hidden contents

    I think you are getting two desks mixed up. The desk in the manor doesn't have any secret documents. They are all in the small room you can access by scaling the wall on the south end of the Cobb St. tunnel. These are the same type of desk so I guess that can be confusing. You wouldn't be caught by any AI where the challenge documents are though, as it's a singe room way up off the ground.

    Glad to hear you were playing through the other CoS missions recently. Does this one measure up to the previous ones? :)

     

    Ah, thanks!  Yes, I spent enough time trying to figure that out that I clearly got extremely confused.

    Anyway, this has been very enjoyable and is a great addition to the series.  That wardrobe was a particularly awesome touch. 

    • Like 1
  18. Okay, I've completed the main and bonus objectives, but I'm stuck with

    Spoiler

    Finding the secret missions.  By coincidence I did a playthrough of all the other CoS missions the other week, so I know to expect a bunch of documents to enable each one.

    At one point while tearing around the level in desperation, I found that the study in the Manor had the top two drawers openable and the bottom drawer contained the secret mission documents.  Then the guy saw me and that was that.  When I went back to the Manor, the top two drawers were unfrobbable again and the bottom drawer has nothing usable inside it.

    What am I missing to get at those documents?  (This is the fixed version without the Master Key, by the way)

     

  19. 12 hours ago, MrMunkeepants said:

    It seems strange to me, having been everywhere else and read all I could, that there is no indication of the 

      Hide contents

    house portion required for the first half of the code.

    Unless I missed something?

    There is a note stating that he often complains about it being on the top row. 
     

    Spoiler

    It took me a while to realise that you need to combine an address and passcode into a larger number, but after a bit of experimenting I was able to work out which pair of numbers was which.

    Since the box is claimed to be at the top it was a matter of brute-forcing 50-59 and then 90-99 with the passcode as the last two digits until I found something.

    When I realised the number was symmetrical I kicked myself for not trying that first.

     

  20. I enjoyed that, burgling a casino made a fun change, though I do wonder if it could have done with a larger gambling hall because in the end there were only about 3 clients.  I particularly liked the concept of the girl creeping around and leaving secret messages in dark places.

    I think the hardest part was

    Spoiler

    finding the deposit box since I couldn't find anything that looked like deposit boxes, but I figured it out in the end.

    If you do a video cutscene like this in future it might be worth getting an external HDMI recorder - the sort you'd use for games consoles - so the PC only has to worry about the game and not the video capture as well.

  21. 36 minutes ago, JackFarmer said:

    then:

     

    Thanks, finally got it.  Yeah, I spent a long long time last night and today looking for something like that, hidden or invisible.  If you do a map revision it might be worth making it just a little more obvious somehow because it's very well hidden.  I was even starting to wonder if the map was corrupted and it had gone missing.

  22. 44 minutes ago, JackFarmer said:

    I'll correct the Korg mistake! :)

    As for the last scroll:

    Yeah, I did notice that

    Spoiler

    one of them had a key, and its resemblance to the freezer was noted.  However I've not been able to find a suitable lock for it.

     

×
×
  • Create New...