Popular Post Dragofer Posted September 10, 2019 Popular Post Report Share Posted September 10, 2019 There isn't much that draws an honest man to a place like Wrecker's Reach. Once a well-known port under a name no one remembers, it was a hub for lucrative trade in colonial wares and a warm shelter for those crossing the great oceans. Now it's just another stinking hole, like all the others I've been scratching out a living in. The ale is poor, a knife awaits you down every dark alley, and the rich folk have long since abandoned their crumbling residences to petty barons. Imagine my surprise, then, when I saw a grand merchant ship arriving in the dark of night. It's anyone's guess what brought it here, and more importantly what lies in its cargo hold, but I intend to be the first to find out. Not that this will be easy, though: a vessel like this will be sure to draw plenty of attention, and I've made something of a name for myself around here, so I'll have to be cautious the moment I step out into the open. Well then, it seems holing up at these wretched docks is finally paying off. Notes This is a standalone harbour mission set in Wrecker's Reach, taking a smaller section of a former Crucible campaign map as its starting point. My stated aim with this one was to create something a little simpler than what I did previously, with most of the weight on exploration and looting. Simply an unexpected nighttime excursion in a locale that hasn't been visited before. Changelog - v2.1 Spoiler - reimplemented scripting for the true dowry chest - dropped visual acuity for all outdoor AIs - added small steam particle to a certain food bowl in a secret area to show it's still warm - fixed grammar issue in one of the readables in the dilapidated house - one of the ship lamps was swinging around an incorrect pivot - added health potion to the apartment above the shop - black bottles in a warehouse chest - 2.08 set as requirement because of new undead assets employed in v2 Changelog - v2 Spoiler Overall, this update contains many adjustments to improve playability, ranging from light radius adjustments to physically extending the ship to give the AI an easier time maneuvering onboard. The mission also takes advantage of 2.08 changes, such as restoring the ability of projected lights (like moonlight through windows) to cast shadows and much better visportal diagnostics. There is also some new content to round off this update. If you've been to the dilapidated house in the previous version, you'll find that there is... more, which shall not be named in a changelog. In any case, here's the full changelog: General: - Light radius of many lamps, mainly oil lamps, has been reduced or adjusted - Shadowcasting for projected lights now re-enabled, thanks to an engine fix in 2.08 - Loot goals have been lowered on all levels, and total loot has been increased slightly. - Replaced fonts on several readables that showed up blurry ingame - Exchanged "noclipmodel 1" for "solid 0", to prevent AIs from seeing the player through objects - Used new visportal diagnostics to find & fix broken visportals for better performance - Briefing mentions the possibility of stealing from the houses - Decreased water fog density Ship: - The ship has grown in length, allowing almost all narrow ship stairs to be widened for better AI maneuvering - Ship's internal cargo stairs are now useable, replacing a narrow staircase nearby which has become a gallery - The player can now climb the first level of the ship's rigging - Both exterior ship doors are less brightly illuminated for easier entry to the ship - Ship's log shortened and with more emphasis on the clue for the dowry chest - Lady Anna is no longer aboard the ship at the time of this mission (non-combatant fleeing AIs have a hard time with getting out of cramped spaces) - Real dowry is unlocked and has more frob distance. Loot is only frobable when the lid is fully open - Real dowry's hiding location made a little more visible - The navigator didn't enter combat even though he was armed - Can now get closer to the wall when standing on the bottom bunks in the posh cabins, for full darkness - Put locks on the posh cabin doors - Moonlight glow in the captain's cabin has been dimmed down - Ship's surgeon now has enough space in case the door to his infirmary is open - Navigator now patrols the bottom deck instead of overlapping the captain's patrol - Stuff on crew mess table now casts shadows - Drawers in the captain's cabin move faster - Captain should no longer cycle between the same activities in his cabin - Nonfrobable purse replaced with lootable purse in captain's chest - Navigator log, which lies in a bright area, can now be put into the inv - Extinguished one of the lamps in the bottom cargo hold - Ship's food storage now lit by a candle instead of a ceiling-mounted oil lamp for easier escape Ruined House: - [New content] - No longer possible to glitch through the ruined house attic hatch by frobbing incessantly - Spooks' novel excerpts have been spread out across the ruined house - Ruined house top window now starts open - Missing pipe on a stove Other: - New rope connection between the main warehouse and an accessory storage house - Warehouse bouncer was standing at map start after 2.08's sitting changes ("too far from sit node") - Replaced covered furniture with my fixed version - Replaced bullseye lantern and brig models with updated versions - Fixed black skin on bullseye lantern - Could get stuck on the 3 sacks on the table in the warehouse ground floor - Player hideout door is no longer pickable, must now use the key hanging next to it - Pier ladders in the west half of the map didn't reach low enough to get out of the water - All mini-warehouses now have only unlit windows - Hard to walk onto the ladder leading to the hideout from above - Frank's shop front has received a facelift - Cliffs' texture scale slightly shaper - Collision issues behind the bouncer's chair in the warehouse Download Google Drive Simply place the mission archive in your darkmod/fms folder and start TDM. The new mission will appear. Credits Beta testers - Amadeus, Cambridge Spy, lowenz, VanishedOne, Boiler's_hiss, acolyte6 Harbour building exteriors - bikerdude as part of the Crucible Campaign Team Editorial consulting - Amadeus Custom environmental ambients - AugustSandberg, jimsin, deku, kangaroovindaloo, all of Freesound, dario Custom wooden floor texture - judith <firstname.lastname@example.org> Prescott Stahl's writings - Spooks Painting in splashscreen and briefing - John Atkinson Grimshaw Painting in briefing - Ivan Aivazovsky Boiling water sound - Kyyrma Improved animated flag - Arcturus Improved nautical models - Xendrox 15 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
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