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Lzocast last won the day on July 21 2020

Lzocast had the most liked content!


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About Lzocast

  • Birthday 12/01/1986

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    CBS, Newfoundland (Native Brit)
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    Hiking, cycling, videogames, drawing and PC assembly

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  1. Fantastic mod, plenty of unique ways to get around and the idea of unlocking, 'shortcuts' with the latch mechanic was a nice touch. I was curious if there was a reason for the ship rigging to be climable when there is nothing up in the crows nest or such though? Other questions:
  2. Playing this and 'Iris' back to back may have been a mistake. Content overload xD All enjoyable so far, though undead seem inconsistently knock-out-able. Shame as even with overt enemies I prefer knockouts over kills. Quick question:
  3. Hmm, never even considered that. Something worth looking in to even if just to see if it's there. For actual gameplay I'll keep using the mouse, less hand cramp that way haha.
  4. @cabalistic Testing on my dual boot Macbook (Ubuntu 20.04 LTS), default window manager etc. Runs a hell of a lot smoother than the previous install, correctly picked up my aspect ratio and resolution without needing adjustment and didn't fail to launch into fullscreen if set to over 1280x720 like the current 2.09 version for Linux on the DM downloads page does. Input wise, very smooth, same issue I have on other laptops (and other OS types) that the game doesn't like you trying to move with WASD and use the trackpad at the same time but plugging in a mouse solves that. Had to tweak the mouse sensitivity to practically zero (previous standard release version saw it having to be cranked up). Tabs out just fine, doesn't do anything odd when tabbing back in, no stutters or resolution oddities (doesn't occasionaly shunt the entire window to the right as if trying to display the activities bar like 2.09 sometimes does for example). Congrats, with Dark Mod running smoothly on my Linux partition I now have even less reason to boot up the WIN10 laptop or even to switch over to OSX on this machine xD
  5. If that is indeed possible I'd submit that as a new way to give the player options for play style. I know it would be an extra thing to have to account for when building missions, a dev could perhaps prevent the player locking the guards out of important areas by having them return to a central location once they fail to enter a locked area (key stolen) at which point a new one spawns on them (as if they've gone back to the boss and reported a lost key), you could even add in more difficulty by say once this event has occurred a certain number of times the guards all get a bump up in alert status.
  6. Like I say mate, not a criticism, it was a nice change of pace to have adversaries who weren't trying to justify their darker desirers or cover for a tragic past and so on. The counterweight to that is that they come off a bit moustache twirly. Honestly the existence of the Archive Key in and of itself wasn't a bad one, its noted several times as a very important room and makes sense it would be locked with a unique key. A little notice at the Front Desk reminding patrons not to loose their deposit box key as it also lets them into the room, throw in a bit of flavour text about how bank staff having no access or some such so folks don't go key hunting like I did and that'd work just fine yeah. Speaking of keys, would Dark Mod support a set up where guards you have stolen keys from could no longer open locked doors? Thinking back to T2 where I'd pickpocket all the guards keys then enter a locked room, re-lock it behind me with the key I'd just stolen then turn the place. Was a small immersive touch when Ghosting a level to re-lock all the doors behind me. Hard isn't the word I'd use, just wasn't a fan of the randomised nature of getting caught some placements added to room entry. Just to be clear building entry wasn't an issue, the less conspicuous routes into all the major locales avoiding direct line of sight with patrols and their illuminated main entrances worked just fine. It was some of the interiors. You can still get around it as a player by disabling the option to auto open a door after picking a lock and keeping an ear out for movement ahead though I suppose so only a minor grumble. I'm so used to there not being guides for these missions and needing to make my own I didn't even look xD Though I'll see if I can find everything myself for a while longer first. An Easter Egg list would be a great addition.
  7. Just finished first playthrough on 21/07/2020 Master Difficulty; 8678 loot found, all in game sidequests completed, hidden objective part done and challenge modes found but not yet attempted. So, before I start cataloguing the usual odds and ends lets actually talk about the experience overall. It was pretty damn fun. No ambiguity the bad guys were almost cartoon level evil which is refreshing once in a while though had to laugh at the number of times... I was also not prepared for meme-ing Builders either so well played mate. Good use of keys, very few instances of them being the only way to open something but rather a risk/reward grab from a guard to make moving through a floor quicker. Little less taken with the number of electric lights especially the frequency of them being over the top of doorways. Often led to situations where the notion of opening a door to cast shadow to observe a new room/corridor from was not possible. Lots of picking locks then crouch dashing into rooms towards the nearest patch of shadow and praying. Not usually a fan of lethal only missions but I think this worked for the reasons listed above and the bit of Indiana Jones-ing in the graveyard was fun. Thumbs up. Side Missions (Some started from notice boards in starting area North West near sewer entrance and North East near thief's hideout/back of Mercenaries Stables respectively, and others from reading unique journal entries in hidden houses etc. Even if you have the final item the objective must have been triggered by reading the appropriate note/book to complete) N/B: Since I'm a Brit I will list all floors in the British fashion first then American after ie: Ground Floor/1st (these are the same thing) Secret Loot 7/13 (This will be updated as more are found. Message me if you think you have something not on this list) Challenge Mode Phew and that does that for now I think. Loving the content, keep it up
  8. @Dragofer Certainly, I think that will round it out nicely, cheers mate
  9. @Amadeus Not a problem, it was a lot of fun and evoked a memories of playing T2 with a notepad and pencil on my lap documenting secrets then redoing the levels after the first pass to try and get any I missed.
  10. @grayman Cheers for the prompt, the final piece has now been documented in the page two Guide Post Phew, I think that documents everything to find and discover secret and quest wise, though I might add some extra stuff in about the different ways to deal with the Assassin rather than just how to find them. Hard to believe documenting this FM has consumed the better part of the past week or so of my life. Good work chaps.
  11. @MrMunkeepants @Dragofer @Tarhiel If you come across any not included in the post Dragofer linked please let me know so I can complete the list. Even flying around with noclip (after finding nothing further combing the map one street at a time normally) I cannot for the life of me find secret 13. The clocktower is basically on the corner of Bell Street and Hill Street, with the maintenance hatch referenced in the guide list I made being on the side of the tower that is on Bell Street. Looking at the Map I don't think bell street is actually written on there but the street placard does exist in game. I'll change the wording of the guide to make it easier to locate.
  12. @Dragofer I sort of figured there'd be a bit left to go on the usual embargo for Dev hints but never hurts to ask. I've decided to step back and take a break from the map for a few days after some frustrating hunting street by street with no luck for this last bit of Hidden Loot. I'll tidy up my compilation post on page 2 a bit more for the folks that seem to have found it useful to be a bit clearer on quest locations etc discovered.
  13. @Dragofer Oh? For some reason I had assumed the Loot up in the Clocktower was a trigger for the scavenger hunt not a part of the total so hadn't listed it. Having loaded an earlier save and picked up a different bit of Hidden Loot first, yeah it doesn't matter which you grab first, gotcha. I'll add the clocktower's loot to the list, still leaves only one to find. Care to share any hints? A street perhaps?
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