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Kopfrkingl

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Everything posted by Kopfrkingl

  1. The coin is a little joke in the mission end stats. It exists solely to mock you, similar to the newspaper stating it's missing. There is no actual coin in the mission. Because it's missing, just like the newspaper says. You can clearly see how TDM players do not believe much in thieving-free missions. There has to be loot, right? Rather than pack their belongings and leave, they chase after a coin that does not exist, only because the stat screen tells them there is a coin even though there is none. TDM is a game about stealing, after all. There's no room left for locking your apartment, stacking your furniture onto a cart, and leaving. But perhaps sometimes that's all you can do. Maybe that is what you should do. Ignore the coin. Ignore the ugly stain on the wall, it's no good. Don't even look at it. Pack your belongings and forget. Ignorance is bliss.
  2. That's a great reason to play the mission again! Now the difficulty names make sense, I wondered why they were named like that
  3. "Someone stole my pumpkin!" Siltstone should hand out free pumpkin pies at the festival to rub it in.
  4. That soup sounded delicious, I'll have to try it with one of Sven Mynell's steaks.
  5. Taffers hate him! Local thief solves neighborhood's sleeping problem with one secret trick! Great FM.
  6. The City claims another taffer! I hope he didn't forget a coin to pay for the trip.
  7. This is a great first mission and a neat adaptation of Lovecraft's short story. I especially loved the start - the streets after dark, the door that slams shut as you approach, and the house's silhouette against the starry sky as you walk up the road. The atmosphere was so thick one could practically cut it! Once inside the house, I kept expecting the inevitable, and my enjoyment of finding loot was matched by my paranoid dread of encountering the terrible old man. The end was not unexpected but definitely well done.
  8. Awesome mission. Very detailed. When I read it's small and your first FM, I did not expect a beast with verticality, secrets, and optional objectives. Perhaps it's smaller, but the verticality and level of detail make it look bigger. I had lots of fun exploring it and searching for all the secrets. Thanks!
  9. So the old system is still present in 2.12? Then I truly fail to see the issue some others perceive Can't agree with you there. The implementation would be very counter-intuitive as it would clash with picking up swords/crates/etc with a single short click. If short frob becomes the new special action and we assume some new players won't know about long frob, then they also won't know they can move objects around. I can think of several missions where moving crates or magic orbs or lamps is vital to progression. Hell, picking up loot is done with short frob while long frob automatically picks up everything without the need to keep clicking. Long frob already is special action, changing it would create an inconsistent mess. If the argument is that shouldering should be long frob after picking the body with short frob, then perhaps you want to look at shouldering from a new perspective; shouldering is the new default, it is the most common thing a taffer will do with a body, while ragdoll manipulation is the new special action for specific situations.
  10. As someone who has been playing TDM since it went standalone all those years ago, I was skeptical about the new frob until I gave it a try to see how it's handled in 2.12. It's really intuitive. Yeah, old time players are used to the old frob + use mechanic, and there was nothing wrong or confusing about it IMO, but the new frob is so easy to get into there should be no problem for old-timers. So, from my perspective, it's a good change. It takes away nothing from the players and gives them an easy-to-get-into mechanic that is simple to use. If such a small, simple change brings in more players, even better.
  11. 0.5 is alright. I voted for 1.0 mostly because I'm used to seeing it, but with the new mantling speed I'll probably change it to 0.75. Having the option to customize it is great, everyone can set their preferred value.
  12. A big mission, this one! I kept playing and it kept going. What a ride. It was something to look forward to since your missions always have creative and fun ideas in them. Imo the entire mission was really fun and packed with ideas, but it was the second half (once you reach the cathedral) where it really shined, and I enjoyed outsmarting the security systems and looking for clues/keys. The vision potion's effect was pretty neat! The forest section that followed was deliciously hostile, yet great at letting me make use of the arrows I had gathered earlier. At times I was stuck and it took me a bit to find a way forward (mainly the warehouse), but most of the time the path was clear. I have completed several good deeds and optional objectives, maybe except for one.
  13. Heh, when playing this mission, I thought it would be cool to feed Finch to the spider.
  14. Just finished it on Expert! I really, really loved the start. Sneaking through the wilderness was very atmospheric and there was lots of loot around, it's like every corner had something to find and there was no empty space. The manor after was also well crafted, with just enough guards, lots of loot to steal, and enough readables to flesh out the characters. After knocking everyone out, I took my time to explore the place. The plot was fun to follow - a simple premise that offers something more than merely robbing the rich guy, as the player has to assassinate someone as well as save their sibling. Thanks!
  15. Although I'm pretty used to the old controls, I'll definitely give this a try. Perhaps this way of frobbing will prove more convenient once I get used to it. Thanks! EDIT: Gave it a try and it's really intuitive, fantastic!
  16. Just finished it. Found only 3 secrets so I might give it another go! This is easily your best mission thus far. The haunted house is packed with details and thick with atmosphere. The lightning illuminating the corridors - I've got no words, that was really well done and added to the tension. Great job with the haunts, too. And you didn't rely on cheap screamers to make it scary!
  17. Congrats on releasing your first mission! You really nailed the atmosphere, I loved the foggy surroundings. The start of the mission in particular was top-notch, great visual treat. After I climbed my way up and started to stealth through the buildings, it gave me a very solid Thief-y experience. Multiple points of entry, several paths to choose from; level design like this is what makes Thief/TDM missions so much fun to play. There were many little touches and details to help with the environmental storytelling, too. The only real downside I encountered was the lag on the outside while playing on the highest detail on my old GeForce GTX 1660 Ti.
  18. When the time comes to review my life, with the Master Builder before me, I'll say I was a sneaky taffer who cared for the poor.
  19. Nice! I have enjoyed your previous missions a lot and this one certainly did not disappoint. The story had me hooked from the start and I greatly enjoyed finding new readables and piecing together what happened. Assassination missions are not that common in TDM, so I just had to replay the mission and see how things play out if the target appears in different locations. During my first playthrough, I tossed him down the hotel toilets, and in my second I sniped him from the church rafters. Really neat - and the sheer amount of places to explore really adds to the replayability, too. The map is fun to navigate, with plenty of verticality, and looks good, so it's definitely one I will return to from time to time.
  20. Found it. I strongly suspected it to be some sort of secret or easter egg during my first play but...
  21. And what a treat it was! Everything about the mission was most enjoyable from start to finish. I can tell lots of passion and care went into making this map. It shows. The mission is very atmospheric and impressive in all aspects I can think of. Verticality, several paths leading to your goals, extra objectives, hidden loot, impressive sound and visuals, tight stealth, and a gripping storyline. Instant classic. The craftsmanship is sensational, with many new assets to make the mission very appealing to the eyes. The visuals are particularly stunning once you do the thing. The story was engaging also, with lots of readables to help the player unveil what was happening. It starts as a possible murder mystery in the making and turns into a murder mystery with a twist. I've got to give props for the writing, really. The characters came to life through their notes and journals and I really liked finding out their motivations and hidden agendas. Completing the mission took me a bit over 4 hours, missed 1k loot, so there is another reason for me to replay. I did encounter a few small bugs, though all have been mentioned here already. The mission ran very well with all settings maxed on my old GeForce GTX 1660 Ti. No noticeable FPS drops or stuttering. You did a great job at optimizing it. Thank you!
  22. Congrats on the release. The names listed in the credits alone give away this will be a treat.
  23. Congratulations on the release and thank you for your hard work! I see some sweet performance improvements and visual improvements on top of that. The improved shadows look really neat and my PC can handle them much better than it used to. I'll raise a glass to Master Builder and TDM team for that, great job. Thus far I have only tried the new features very briefly. The auto-frobber is definitely a most welcome addition. The blackjack indicator, eh - I'll admit that after playing TDM on and off since it released standalone in 2013 or so, the new blackjack KO indicator is nice but I'll probably forget it exists as I already have my playstyle and this won't affect it. I can see how it can help new players though. Thank you once again!
  24. Fond of your first FM, I was quite eager to jump into this one. The story had me hooked right away. Pretty great idea on your part - putting the player in the shoes of an infiltrator tasked with unraveling a conspiracy and searching for a missing agent. You really managed to find a good reason to give the player the incentive to steal while playing a character who is not a thief by nature. The map is well designed, with plenty of paths one can take to reach another place. As I am fond of tight alleyways and verticality, this was a joy to explore, especially since there is plenty to discover, be it secrets or readables adding to the story. The rain was neat and added to the gloomy atmosphere, another thing I enjoy in FM's. The optional side objectives were a neat addition too. The only difficulty encountered was that at times I had to abandon my current path and hunt for a key to unlock the way forth, but nothing to seriously disturb the flow of the FM. Found 3/5 secrets, so there is still more for me to explore. The secrets are really well hidden and yield nice rewards, I'll get back on the weekend and hopefully find the remaining two. Thanks for another wonderful FM! Possible bug
  25. Nice! I like it when seemingly straightforward missions have a twist and mission authors do their own thing. This was as much a puzzle mission as a stealth mission, with the former being the focus. The outside part was decent and offered some nice sneaking around, a solid enough background for the meat of this FM. Once the plot took a turn and Michael found himself trapped like a rat in a maze, I was hooked. The puzzles were fun to figure out, not hard but enjoyable to get through. Good story too, I like the idea of the protagonist's victims getting their revenge. The secrets were a nice touch, as was the secret objective. Little things like that make exploration feel meaningful, thanks for that!
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