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Lzocast

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Everything posted by Lzocast

  1. 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.
  2. 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.
  3. 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
  4. @Dragofer Certainly, I think that will round it out nicely, cheers mate
  5. @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.
  6. @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.
  7. @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.
  8. @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.
  9. @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?
  10. @Celester Just been to check it out and that was not one of the secret locations I had found so congrats that puts the list at 12/13 (Updated total to reflect info from Devs) now with your contribution. Just one piece of hidden loot left to find folks. List updated.
  11. @Shaz No worries mate, yeah the keys are one of those things I personally find you have to take a risk of popping the lantern on for a second to get a clearer view of an area you think might be hiding them. Let me know how you get on with the Hidden Loot, there's a post little bit further up the chain where I'm compiling a list of all the locations I've found so far. Got 10/12 at time of this post so feel free to reference it and if you find any that aren't on there already let me know
  12. Finally completed my first full run through, highest difficulty, non-lethal ending to main quest and loot count 5535 04/07/2020 UPDATED 06/07/2020 with new bugs and Hidden Loot locations now found UPDATED 07/07/2020 with clearer instructions on how to discover and complete various side quest objectives and events UPDATED 14/07/2020 Hidden Loot List completed and map added, no further guide info to add Side Quests/Events found and Completed; 13 Hidden Loot Locations Hidden Loot Locations Marked on Map (Provided by Dragofer) Compiled bug list found so far; Phew, this has been a hell of a ride. I'll keep combing the streets for those elusive Hidden Loots and hopefully have a definitive guide to the events and secrets posted up here soon enough. Once again folks, sterling work.
  13. I just can't seem to stay off this too long so here we go for things found and bugs to report; Loot Locations found so far; Bugs;
  14. @Amadeus No problem mate, I've updated the original post a tad now, anything in bold is corrections or additions to my findings. Bug list has something that I feel is while cool potentially spoilery since I haven't actually discovered how to get to/trigger the thing I have now seen yet xD. Any hints on that?
  15. UPDATED 23:50 03/07/2020 TO THINGS RAISED IN THIS BELOW (BUG CATCHING UPDATED/LOCATION HUNT UPDATED/MAP MARKERS UPDATED) My first impressions on seeing the preview screenshots were "Bloody hell, that's a lot of verticality, this is going to be fun" as some of my favourite aspects of Thief 3 were the downtime exploring the hub city and the rooftops etc. Load in and hit M to get an idea what I'm looking at, expecting a few streets and some rooftops/windows/shops to peak inside on my way to the manor and ooooooooh boy. Whole city block and more to look go around. And that's where like one of the other folks mentioned I started to get overwhelmed in both the positive and negative sense of the word. Neither of the shops mentioned in the prologue are marked [they are, the font is just tiny and not hand written like the contact's apartment so playing on a tv across the room as I do could not see the shop labels without walking across the room and peering at the map more closely] which fine doesn't take a genius to figure out the weapons shop is going to be in or near the place marked as the manufacturing area, but the apothecary I only found after blindly wandering around the sewers for hours trying different passages trying to locate the that various notes and books keep referencing (which I still haven't been able to locate any sign of as of yet though there are several perma-blocked doors in the sewers and a ladder/gate near them I can't locate a key for as of yet) yet our contact's apartment which has nothing in it seemingly is marked? At this point I've only covered the upper portion of the map as far down as St Andrew's and Bridge St as like others have said there is just so much content to explore I would say that what I've done so far, several hours of exploration and side content does make the whole thing feel a bit... unfocused or more accurately the more I've thought about it like you chaps have created what honestly could be a hub world/location for a legitimate full game. I could easily see myself heading off to different areas with specific missions given and encountering all these hidden nooks and side objectives along the way with the drive of the main directive keeping me moving in one direction to prevent a cascade of discoveries or meandering that swallows the main goal. Wouldn't be anything to stop anyone that wanted to wander the entire city combing it for every optional challenge, story or goodie of course, just add a little structure for those of us that like that in their experience. This could be achieved with a tweak to the current objectives; Don't get me wrong this is an amazing piece of work, just my opinion on how it could be more digestible as I find I have to keep turning the game off to take a breather from the array of things all going on at once. Bug Catching; That's everything for now and I will definitely be finishing this and hopefully have more to add at a later date. Once again overall damn fine work gents.
  16. First off echoing what others have already said fantastic interior design very tasteful and organic feeling placement of furnishings and such. The secret chambers were all very well integrated into the design of the building to the extent I was genuinely surprised by the fact I hadn't noticed the route to the basement earlier. Completed in 54mins on master thief, stealth score of 4 and 6335 loot. Secrets/Hidden Loot wise I have to ask, was that metal panel above the metal chest in the display room anything or just a bit of flavour design to explain how the staircase was prevented from catching alight? Suggestions for improvements; - Replace lantern guards with standard guards; the area's you have them both in are very well lit already, sometimes redundantly so with multiple environmental light sources for the player to contend with (candles on the well right next to an active lamp post for example) - Consider the lock scaling; all items being locked at setting three seemed overkill. Spare change box as hard to get in to as a safe or display case for example. - Opening dialogue could do with a bit of a punch up, sentence structure was at times awkward and required re-reading to get the gist of what was intended. Didn't quite hook me which is a shame as the actual mission was tight and polished to a high standard. I'd also recommend switiching to a different font for Mrs Rowanson's diary as that was very difficult to read but that's more a personal preference. Other than those few niggles an excellent fan mission and look forward to what you do next.
  17. @AmadeusCheers for confirming that, was driving me nuts trying to find a way to get at the gem. The weird texture seems to have vanished upon reloading today so maybe just my install of Dark Mod being daft. 3206 loot (so still missing something somewhere) but all 5 secrets now and I see the other folks found them before me; Once again mate, tremendous fun looking forward to seeing more out of you in the future.
  18. A fun, compact mod. Good NPC variety though as the chap above mentioned they do all seem to have super senses. Got spotted a couple times while stood stock still in the dark but not too much of a problem to get around, just had to give NPCs more space than I would usually. Secrets wise spent past couple of days combing when work has allowed the time and have found three out of five only so far; I have a feeling that there is something I'm missing in the guy over the way's house from our character's place but other than the fun surprise with the chest can't find anything, though I have noticed that if you look up at the inside of the doorframe for the door that goes onto his balcony (with door open) there is a section that seems to be made of a different material. Is that something or just a texture mishap? I have to know as well, is the emerald inside the purple orb in the shop actually obtainable?
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