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darksilence

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Posts posted by darksilence

  1. Excluding, for obvious reasons, the first three Thief games, and my first couple of hours playing The Dark Mod, I'd say my game would be SOMA, which has one of the best psychological horror/sci fi/philosophical stories you'll see in a game, combined with the characteristic gameplay mechanics and atmosphere of works by Frictional Games, which borrow a lot from the original Thief games.

  2. 6 hours ago, Bienie said:

    Thanks for the praise and the feedback! I thought I had fixed that lever thing... I know it's related to "open on unlock", unfortunately I designed the map without knowing how that setting even works. I'll keep it in mind, maybe soon I will get around to making an update.

    Maybe there should be some kind of warning before the beginning of the mission so that the player enables "Open doors on unlock". 

    I also ran into this bug when I first played that mission (amazing nevertheless), and spent a significant amount of time trying different things because I --just like ate0ate-- thought that the note mentioning that the code could be changed was some sort of hint :D 

    • Like 1
  3. Great mission.

    The town is really fun to explore, and the towers are absolutely stunning, both from outside and inside!

    On 5/15/2019 at 12:07 AM, CountMorillonite said:

    I had to replay the mission when I "found" the identity of the killer and all hell broke loose. Seems everybody was alerted, from the killer himself, to the guards on the street. I couldn't pickpocket any loot from guards on high alert. On second try of the mission, I completed everything first and grabbed the evidence of the killer before heading for mission end. I don't know if this was the way it's supposed to play out or whether It was happenstance.

     

    This happened to me too, so I'm guessing it was intended? For me that was the only negative part of the mission. I'm not really a fan of "surprises" that create alerts, and just like you I didn't know if this was intended or if it was some kind of bug.

    Other than that, really great mission, and I'll probably replay it soon and leave the killer for the end.

  4.  

    1 hour ago, stgatilov said:

    Yes, you are right.
    I guess I thought I would catch something suspicious by looking at it.

    Well, I will inspect it --- maybe I'll have some clues about how it happens. Thank you!

    Speaking of savegame before getting stuck, I won't be surprised if the issue is not reproducible 😥

    Yeah, hope it helps!

    And regarding a savegame before getting stuck, as you mentioned, it's likely that it's not reproducible: somehow I think that the bug occurs while reading, and might not be related to the global state of the game, but I could be wrong.

    It also seems to happen after scrolling the mouse wheel to read a next or previous page, sometimes half-way through a book. I wonder if sometimes the next/previous page action can make a readable go to a non-existent page that then breaks the frob ability due to invalid xdata?

    But anyways, if I run into this again, hopefully I have a savegame before the problem or more information about this.

    Thanks!

  5. On 11/23/2020 at 8:16 PM, stgatilov said:

    I'm afraid I need a savegame before the problem happens.

    The attached savegame demonstrates that the problem can happen, but does not show how the game can get into such bad state.

    Just giving you what you asked for, 'a savegame which is already "stuck"':

     

    If I have additional information in the future I'll post it here.

    • Like 1
  6. Thoughts about this upcoming game? https://store.steampowered.com/app/739630/Phasmophobia/

    The concept is very interesting: it's a co-op horror game in which you are a member of a paranormal investigation team and enter haunted locations in order to gather evidence about the paranormal entity present. 

    It seems that the game is still very rough on the edges though (it's in early access phase), but the idea is unique and could result in a great game, or at least encourage similar ones.

  7. Thanks for this great mission. I really enjoyed it! 

    One question regarding the story:

    Spoiler

    When coming back to the present, everything changes according to the fact that "Now and Then" was never found. 

    However, the "Thief's journal" (written by that other guy that also wanted to steal the painting) doesn't change, and it still talks about stealing "Now and Then". Is this something you missed or is this part of the story? Are we (the MC) somehow connected to this thief?

     

    • Thanks 1
  8. Very interesting thread.

    Another idea could be that you are still a thief but another master thief breaks into your own house or mansion.

    In Requiem, there are enemies that become invisible in the shadows. If this was combined with an enemy that makes little/no noise and that also attempts to move in the shadows as much as possible (some scripting would be required, of course), finding them could be an interesting challenge.

    Furthermore, if the other thief fires broadhead arrows when they can do it from the shadows, or if they have the ability to place mines, the player would still be forced to move slowly and stay hidden as well, so running around the mansion wouldn't be an option, lest you end up with an arrow through the head.

    Replayability could be achieved by making the other thief or the valuable objects to protect spawn at random locations. Multiple thieves could also be present in the hardest difficulties.

    • Like 1
  9. On 9/1/2020 at 11:25 PM, vozka said:

    I just finished playing all five William Steele missions and I've got to say, what a brilliant series. 

    One of the few things I'm missing in TDM is an overarching story like in Thief games, so playing these missions back to back was a treat. Although the story is smaller in scope and not as strong as in T1/T2, it's obvious that a great deal of effort was put into it, there's a crapton of readables that are interesting and yet not too long and I love how one continuous story brings us to such different places. 

    I especially enjoyed WS2 because I just like rooftopping and verticality, something about the aesthetic makes traversing the city in heights really enjoyable even if the mission is not very challenging. And then the Warrens! Possibly the most unique mission I've played so far. I've seen some really cool gimmicks (...like the dream sequence in WS3), but what made the Warrens special was how the whole concept of the mission was kind of different in so many things - super non-linear map, not too many patrols, fantastically bleak atmosphere, the finale... - and all those things worked together to create a mission that was different and yet coherent. 

    There were of course some parts I thought were weaker (like the partols in sewers, I don't mind unpredictability, but when 3 guys suddenly patrol together and leave half of the sewers unattended, it doesn't make sense), but most parts were really strong and I recommend this series to everyone.

    I also really loved WS2, had an absolute blast playing it, and it was my favorite in the series, followed by the Warrens. The atmosphere in the Warrens is really amazing/unique, it made me feel like I was actually there, in a quarantined district. I remember I played it in one sitting of many hours :)

  10. 6 hours ago, Bienie said:

    Looks great so far! Maybe you want to link up with @Petike the Taffer who does most of the work on the wiki when it comes to making pages for individual FMs. Maybe there could be at least a link to the wiki page embedded in each FM entry.

    The only thing I noticed was that there seems to be a bit of inconsistency with some missions having the loading screen as the first screenshot and many others not having it at all. That and the Undead/Spiders/Ghosts spoilers seem to be wrong in many cases. I saw my mission Langhorne Lodge was listed as having neither, when in fact it has essentially nothing but ghosts and undead ;)

    Thanks @Bienie for checking this out and for pointing out those issues!

    Great catch about the screenshots by the way. These were automatically retrieved from thedarkmod.com, but with the order being ignored. I'll fix this in the next update.

    By the way, I just added undead and ghosts to Langhorne Lodge :) 

    Also, spoiler for Chronicles of Skulduggery 3: Sacricide:

    Spoiler

    For this mission you'll also see Undead = No, as the undead that appear in the catacombs are not too relevant, and the wiki also ignores them (only "guards" appear under "threats", here: https://wiki.thedarkmod.com/index.php?title=Chronicles_of_Skulduggery_3:_Sacricide_(FM))

    This made me think that maybe instead of Undead = Yes or No, in the future this could be something like Undead = Important or None/Irrelevant. Not the best wording, but something along those lines.

    And yes, linking up with @Petike the Taffer to connect the wiki and tdmdb.com sounds great too!

    At the moment, each FM entry displays links to its forum thread and to its page on thedarkmod.com, since those were easy to be automatically retrieved, based on the information on this wiki table: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod. This table doesn't include links to the wiki pages of each FM though, making that harder to automate (although such information may be somewhere else and I just missed it).

    • Like 1
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