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Everything posted by snatcher
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[Resolved] Allow mantling while carrying a body
snatcher replied to Daft Mugi's topic in The Dark Mod
Allow mantling while carrying my lucky dice? No? -
Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
snatcher replied to Amadeus's topic in Fan Missions
I didn't get the asterisk this time around, luckily I stumbled upon your post. -
Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
snatcher replied to Amadeus's topic in Fan Missions
The point is that a number of players will be unknowingly stuck on a previous version for who knows how long but it's been acknowledged and assumed already, it seems. -
Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
snatcher replied to Amadeus's topic in Fan Missions
This is a little messed up, isn't it? Many players might never get to know a new version is available. If this was a known issue or limitation, how come this path was chosen? Previous updates worked just fine. -
Load order of mods is normally a thing. Try renaming "tdm_loot_stealth_stats.pk4" to "z_tdm_loot_stealth_stats.pk4" so that it "loads" after the Modpack (in some games relevant mods must load first, in other games last, and the latter is the case for TDM). EDIT: I just tried and it worked. F3 doesn't do anything though.
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Of course it is
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Thanks, wesp5! Same but over here Tools are both the basic starting gear of our protagonist (I get annoyed when I don't get the Spyglass right at the beginning) plus useful stuff found in a mission. I would like someday to remove Alchemy from the skills. I have an idea but we'll see. Hmm I've never checked how that is done but I believe there's a card deck model somewhere in the core pk4. In any case, isn't a little late into the game to have such a tool as optional? Even if the deck gets formally added to TDM it would feature in handful of missions but then, I guess it can be made available in the Buy Equipment screen? This screen isn't available in all missions, though. I don't know!
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TDM Modpack v3.0 released in the opening post Version 3.0 is a major revision of all mods so far included in the Modpack, the consolidation of all the work since the inception of the pack. There is nothing brand new but important changes and improvements. Let's have a look. The Shadowmark is now a Tool The Shadowmark (deck of cards) used to be a Skill but it now is a Tool and you will find it in the Tools category. No changes in its functionality. autocommands.cfg In v2.4 we reserved F1 and F2 for mods and in v3.0 we extend the support to F3 and F4. F1: Cycle through the Skills category F2: Cycle through the Tools category F3: Switch between Loot and Stats F4: Direct shortcut to "Penumbra" Quick access to Penumbra is something I always wanted to have and it is offered out of the box. The rest of the abilities can also have dedicated keys if you wish. Have a look to the autocommands.cfg file included in the pack and have it your way. You can, in example, set the "Alchemy" skill to your current "Broadhead" control key (normally number 3). Statistics update in real time I find myself trying to ghost more often than not nowadays. I normally give up at some point but at the beginning of a mission I try my scores to be zero for as long as I can. The statistics now update in real time meaning you can have the stats on screen for as long as you need them. Press F3 repeatedly to quickly access the Stats. Whistling There is a flaw in The Dark Mod: if you set AI Hearing to "Nearly Deaf" throwing objects or using tools such as the Noisemaker or skills such as the Whistle are useless. The problem I find is that setting AI Hearing to "Forgiving" can also have mixed results in this regard. The whistle receives an update and now the more you whistle, the more attention your whistle draws. If AI doesn't react to your whistle just insist a little... Alchemy - Dangerous Moonlight powder Flashbombs aren't reliable: AI must be looking in a certain direction and players can't tell where the Flashbomb will land. The Moonlight recipe gets a little update: A high concentration of the active Moonlight mixture causes a burning sensation to the eyes. This means if players want to purposely blind AI they will have to fire the arrow to their feet or directly to their body. All this regardless of whether the player has Flashbombs or not. This side effect is not intended to replace Flashbombs but to demonstrate Flashbombs could be fun if implemented properly. Warning: firing many Moonlight arrows to a same spot can decrease FPS temporally. Mantle while shouldering bodies This mod will eventually be decommissioned since community member @Daft Mugi is officially bringing the feature to TDM (yeah). In v3.0 of the Modapck I restored the ability to jump while carrying bodies to be inline with Daft Mugi's vision. What's more, the mod will automatically stop working if a 2.12 dev/beta/release is detected. ---------------------------------------------------------------------------- This should be all for some time. Thanks to everyone who contributed in some form or another. Here is the full changelog: ============================== v3.0 - New release ------------------------------ • The Shadowmark (deck of cards) is no longer a skill, it goes now into the Tools category. • STATS INVENTORY MOD v1.1: Statistics update in real time now. • autocommands.cfg update: - F1: Loot / Stats - F2: Tools category - F3: Skills category - F4: Direct shortcut to Penumbra • PLAYER SKILLS MOD - OBSERVATION v1.2: Improved "sliding door" detection and other minor changes. • PLAYER SKILLS MOD - DISTRACTION v1.3: The more the players whistles the larger the sound propagation. • PLAYER SKILLS MOD - MANIPULATION v1.7: - Support for some gas flames (can be ignited only). - Support for the candle sets found in "Seeking Lady Leicester" mission. • SHOULDERING BOOST MOD v1.1: Ability to jump restored to be inline with the forthcoming 2.12. • PLAYER SKILLS MOD - COMBINATION v1.1: "Moonlight" arrows now blind AI. Cheers!
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Difficult to guess with no access to the full code, me thinks.
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Thanks. Let's follow it up in the beta topic.
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Hi wesp5, No, I haven't. I have high expectations and don't want to be spoiled Besides, many signed up already, I believe. Do you mean a jewelery box cannot be operated or do you mean the bottom of a jewelery box remains frobable? The first is a big issue, the second is to be expected for ad-hoc assets I suppose. In any case, thanks for the heads up!
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In v3.0 we will be able to bind keys to the different abilities. This means that if you want to peek through a door you just have to press a key; or if you want to extinguish an oil lamp you just press a dedicated key, no need to pre-select any item. For this to happen (advanced) players must edit the included autocommands.cfg to their liking. It is entirely optional but I would like to offer something out of the box for casual players. Currently F1 and F2 are reserved for mods. I am thinking I can extend mod support to F3 and F4 but F3 by default is set to "_impulse17" (or "UB_READY"). What is this shortcut for?
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Great! Thank you.
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I made up my mind. In the next release the "Moonlight" recipe will blind AI if AI is close enough to the initial blast (think of gas arrows). Blindness isn't triggered by a bright light: a high concentration of the active Moonlight mixture causes a burning sensation to the eyes. This means if players want to purposely blind AI they will have to fire the arrow to their feet or directly to their body. All this regardless of whether the player has Flashbombs or not.
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[Resolved] Allow mantling while carrying a body
snatcher replied to Daft Mugi's topic in The Dark Mod
All considered, players get to keep the mantel rules intact carrying a body or not = consistency. The restrictions are the speed and jump height. -
[Resolved] Allow mantling while carrying a body
snatcher replied to Daft Mugi's topic in The Dark Mod
Forget it. We can still go up/down ladders (which is good), vines (which is necessary for backwards compatibility) and pipes (which is crazy but whatever). The feature is doomed to remain inconsistent unless you give players full freedom. -
[Resolved] Allow mantling while carrying a body
snatcher replied to Daft Mugi's topic in The Dark Mod
I've tested it in the latest dev build and it works very well. Good job! Can the use of rope arrows be restricted while carrying a body? -
[Resolved] Allow mantling while carrying a body
snatcher replied to Daft Mugi's topic in The Dark Mod
Many thanks for the details, @Daft Mugi -
[Resolved] Allow mantling while carrying a body
snatcher replied to Daft Mugi's topic in The Dark Mod
Is there a final decision on this matter? -
Sir Taffsalot's Sword. Is there a plan to fix this issue?