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Lzocast

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Posts posted by Lzocast

  1. 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:

    Spoiler

    The big crystal cave under the Library. Very pretty, but does it have an actual purpose? Spent past 15mins walking around it unable to see anything to actually do down here.

     

  2. 20 minutes ago, cabalistic said:

    That's usually an OS or even hardware feature - the trackpad gets temporarily disabled when you press a key so that you don't accidentally interact with the mouse when typing. Can probably be disabled, but is probably not what you'd want to do for regular usage :D

    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.

  3. @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

  4. 1 hour ago, Swedish Taffer said:
      Hide contents

    Tack för spelet Bienie :)

    Maybe i missed it in this thread. But i cannot for my life

      Hide contents

    find the secret in the library

    . Sometimes, i do not like secrets :)

    Spoiler

    With your back to the Library balcony you want the bookshelf on the right that is furthest from you and closest to the couch. Secret is behind that, you'll need to stand between that bookcase and the next one along the row and lean to see a statuette lain down on the floor behind.

     

  5. 5 hours ago, joebarnin said:

    I think it will work that way. There are two ways to allow a guard to pass through locked doors: if they have the key, or if they have the 'can_unlock' spawnarg. So if you attach the key to the guard but don't give them 'can_unlock', they can pass through the door if they have the key, but once you steal it from them they won't be able to open the door.

    At least, that's my understanding of how it works. I haven't actually tried this.

    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. 36 minutes ago, Bienie said:

    Thank you for the detailed feedback! I guess I can see how the villains are cartoonish, but the funny (or sad) thing is that it's really not that far from reality today either.

    It seems I forgot to delete the Archives key. I initially had several more keys in the bank for individual doors, but my beta team wisely advised me to simplify the setup. I should have probably also mentioned in the ledger in the foyer that only the deposit box keys can open the door to that room, I can see how that could be confusing.

    Surprised that you felt the electric lights were too hard, I toned down the difficulty a bit even on Master before release, and the lighting is far more forgiving on lower difficulties. Most doors have keys, or can be circumvented, which is something I kind of expect of the player on Master difficulty. Granted, there are very few light switches available on Master difficulty, which can make some interiors harder.

    You seem to have found a lot of the content littered across the map! I see you are summarizing some of your findings. I feel like I should point out though, that there is an FAQ section at the bottom of the OP that covers most of this. Though putting in other words is never a bad idea. It might be useful to you should you replay it to find what you missed and get all the secrets!

    I'm thinking though that maybe I should add a section to the FAQ pointing out all the easter eggs in the mission, since there are quite a few.

    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.

    • Like 2
  7. @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.

    • Thanks 3
  8. @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.

  9. @MrMunkeepants 

    Spoiler

    There's a note about needing to make arrangements to "take care" of your contact inside Marlow's Manor and some information about being surprised about the assassin's living conditions etc

    Spoiler

    To get into the Clocktower there are multiple routes possible; careful jumps and scaling from small assassin's balcony that overlooks Alderman Street south end to get to a thieves highway (boarded) route to clock tower. Alternatively start in the small back garden of the Apothecary and scale up the vines, balcony and rope to reach the thieves highway above Alderman Street that way. Head along it towards Bell Street and find your way up the tower via ledges and horizontal pipes to a maintenance hatch.

    There is also an upper floor Balcony in Marlow's Manor that opens directly onto the area you can start climbing the Clocktower from.

     

  10. @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.

  11. @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?

  12. @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 :)

  13. @Shaz

     

    49 minutes ago, Shaz said:

    I could really use hints for some things I am unable to find the key (or switch or what have you) to open:

      Hide contents

    1. Display in Harwoode's gallery

    2. Thief's stash (have what I assume is the key for the trunk inside, but I cannot open the door)

    3. Sewer door below Marlow's manor

    Thanks much for either nudges or blatant answers, because I can't figure out any of those for the life of me!

    Spoiler

    1. Assuming this is for the emerald, the keyhole you need to pick is on the stand the case sits on. Crouch and look to the right hand side

    2. Both key for door and chest are in the boss lady's bedroom

    3. Look for a power/tool room then a work bench in Marlow's basement. They key is hanging up on that work bench.

     

  14. I just can't seem to stay off this too long so here we go for things found and bugs to report;

    Spoiler

    Assassins to stop [Upper Bridge Street, look for mushrooms up high]

    Emerald to steal [out on jealous neighbour's balcony look directly forward and up for entrance OR look above building with broken elevator on upper bridge street]

    Spooky mage towers to pilfer for arcane artefacts [No use for mysterious stone yet found; located in top of large tower directly south of Factory area]

    Clock tower with some sort of secret [careful jumps and scaling from small assassin's balcony to get to route to clock tower: once inside starts a hunt for 12 bits of hidden loot around the map] 

    Chalice in Haunted Chapel [To find either hug right hand wall after exiting apothecary or go left up stairs after going through toilet vents in gambling den and look up]

    Time out of Space and also a Face [Look at the miniature on the upper level of the highest accessible balcony apartment on Wycombe Street]

    Dimension Door [Take the Mask found above to the wind chime apartments attic and USE on stand. Accessed from St Andrews window and then climbing a roof garden's drainpipe]

    Thieves Hideout [Accessible from multiple routes once you find the Cistern chamber in the sewers]

    Loot Locations found so far;

    Spoiler

    1. Wall Garden stained glass window sill

    2. Sloan Square via the Wall Garden Vents, look for a roof top nook to the left of the vent exit

    3. Wycombe Street via Wall Garden Vents, look at the rooftop to the right of the vent exit

    4. Inside the Secret Room accessed with the Death Mask (attic of Wind Chime Apartment Upper Street)

    5. St Alban's Scribe Room on top of bookcase (accessed by parkouring over the upper wall)

    Bugs;

    Spoiler

    When climbing wind chime apartment drainpipe the roof to the immediate right has no collision

     

  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

    Spoiler

    Hidden Chapel: NOW FOUND - TO FIND EITHER HUG RIGHT HAND WALL AFTER EXITING APOTHECARY OR GO LEFT UP STAIRS AFTER EXITING TOILET VENTS IN GAMBLING DEN AND LOOK UP

    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

    Spoiler

    Assassins to stop [Upper Bridge Street, look for mushrooms], emeralds to steal [out on jealous neighbour's balcony look directly forward and up for entrance OR look above building with broken elevator on upper bridge street], spooky mage towers to pilfer for arcane artefacts I have not found a use for yet and a clock tower with some sort of secret [careful jumps and scaling from small assassin's balcony to get to route to clock tower: once inside starts a hunt for 12 bits of hidden loot around the general area] in addition to the aforementioned hidden subterranean Chapel

    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;

    Spoiler

    -Gear up (with shops marked on map); this sets the player exploring the upper right portion of the map and everything in it
    -Check in at contact's apartment for a photo of Lily so I know who to look for (perhaps have a note/tip off from a friend of the contact in the apartment saying that they've overheard one of the alderman's men trying to set up a meeting with a known blade for hire in the underground gamblers den the Hammer's are trying to find); sets the player moving from top right to middle left of map, gives them chance to bump into info about the thieves hideout and hidden chapel.
    - Find the Den/Assassin (Sends player directly across the middle of the map); naturally presents option to access the sewers and so on while getting in to the Den

    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;

    Spoiler

    Left Pillar with note attached in Factory Area (one saying the house's furnishings etc are for sale) has no collision

    Above this along the ledge that goes over to where the Lion's Head Inn is (has a vent you can short cut through), that wall isn't entirely solid. If you sprint while looking towards the wall of the building the camera clips through

    Cistern under Thieve's Hideout, the tunnel you reach for a gold plate underwater the tunnel wall on the inside curve as you pass through the gap in the bars lets the camera through

    Inside maintenance shaft that goes up to inside the clock tower; stand up in bit of tunnel after the ladder and your head goes through the ceiling

    Apothecary shop, jump on to the top of the work bench, right onto space between ceiling and shelf, crouch turn to face the shop and walk backwards to get out of bounds. You can see the spooky magic area with the half a shipwreck etc from here and the full layout of the sewers.

    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.

    • Thanks 2
  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.

     

    Spoiler

    Never suspected that support pillar in the main display room was anything but just that. I also like the touch of putting pagan symbols next to each of the peep holes to explain why they aren't visible when looking at them from the other side. 

    Completed in 54mins on master thief, stealth score of 4 and 6335 loot.

    Secrets/Hidden Loot wise

    Spoiler

    1. Light Reading - Sceptre & coin bags in first room, accessed by switch hidden behind the cheese wheel lowest shelf on reception counter
    2. Cleanliness is Next to Godliness - Drain the bathtub on the 1st Floor (2nd to my American friends) for gems
    3. Out of Reach, Out of Mind - On top of the Wardrobe in the Master Bedroom 1st Floor
    4. Sleep Tight - Behind the Pillow in the Master Bedroom 1st Floor
    5. Emergency Funds - Under the hat in the Wardrobe of Master Bedroom 1st Floor
    6. Something Behind You - Parkour along the wall edging on the staircase to access a valuable painting
    7. An Old Favourite - Secret Switch on the Writing Desk in Rowanson's Office
    8. In the Eves - Lockbox in the rafters of the attic

    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;

    Spoiler

    I feel like I'm writing Mario64 Star names

    1. Deer-man's Dungeon (Shop Storeroom behind bookcase)
    2. Thief's Reward (above greenhouse behind pub)
    3. Gems in watertank (in flooded power plant basement)
    4. Windowbox tricky hops (above decrepit shrine)
    5. Paranoid Neighbour's Secret Stash (Press F to lean)

    Once again mate, tremendous fun looking forward to seeing more out of you in the future.

    • Thanks 1
  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;

    Spoiler

    1. The Deer-man's Dungeon behind the bookcase in the Shop storeroom
    2. The Thief's reward above the greenhouse at the back of the pub
    3. The gems in the water tank in the flooded powerplant basement

    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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