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Fan Mission: The Hare in the Snare, Part 1


Frost_Salamander
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I got a chance to play this the last couple of days, so congrats on the mission. For the most part I enjoyed it and it turned out much bigger than I thought at first but after much searching (going through most area's twice, some more) for all the loot, I have to give up. :( 

Spoiler

I'm one who searches high & low for all the loot and once I know there are secrets I dig a little deeper and found them all. I  have found all but 20 in loot. I had difficulty getting the loot bag between the kegs in the kitchen to highlight and ended up no clipping to reach it.

So after giving up, I used show loot and they are located in a desk in the sleeping girls room (Ingleby house) I did find a stack of coins there originally but only one so the other two, I think have fallen into the desk. They aren't visible and can only be gotten using no clip.

Your story has left me curious and wanting more :) Thanks for all your hard work, looking forward to the 2nd installment.

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  • 1 month later...

Hi,

I re-played this mission between yesterday and today. I had already played it some time ago, but I didn't complete it to the end; this time I finished it with all side objectives completed except for the loot one, 4/5 secrets and about 4500 loot.

I enjoyed this mission very much, and I am really eager to play the sequel(s), which, to my understanding, is being worked on. I want to post here a couple of thoughts that came to my mind while playing it; obviously I know that what follows is my very humble opinion.

I loved so much almost everything, the story, the characters, the design, the readables, the little details and all the rest. But, both time I played this, I didn't like the overly sensitive light gem. From the literal start I've had the impression that I could do nothing to avoid making the guards suspicious, and even later I felt that playing though this without causing suspicion was difficult in an unfair way. As a consequence, I have lowered the AI's hearing and vision sensitivity to the very minimum, and I had never done that before. So I want to ask to the creators: please consider the option of using the normal light gem sensitivity in the (eventual) sequel(s), sequel(s) that I desire very much.

Another thing I felt was that the

Spoiler

hidden switches that opened the secret room and the secret passage in the two main houses

were too small.

Last thought: yes, the loot objective was very high, maybe too high, but it was optional, so I haven't felt that as a problem, I was okay with that.

For the rest, as I've already said I really loved this mission, and I really want to know how the story continues.

P.S. As I've already said in another thread, I am new to this forum, but not new to The Dark Mod, I usually play on the highest difficulty, sometimes even ghosting the missions. Sure, I'm not and I'll never be the best TDM player out there, but probably I don't completely suck either.

Anyway, excellent work! :)

Edited by Dave the Taffer
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  • 4 weeks later...
On 2/21/2022 at 4:48 AM, Dave the Taffer said:

I loved so much almost everything, the story, the characters, the design, the readables, the little details and all the rest. But, both time I played this, I didn't like the overly sensitive light gem. From the literal start I've had the impression that I could do nothing to avoid making the guards suspicious, and even later I felt that playing though this without causing suspicion was difficult in an unfair way. As a consequence, I have lowered the AI's hearing and vision sensitivity to the very minimum, and I had never done that before. So I want to ask to the creators: please consider the option of using the normal light gem sensitivity in the (eventual) sequel(s), sequel(s) that I desire very much.

You probably didn't notice it, but in the initial post of this thread there's a bit about how the 'Hard' and 'Expert' difficulty levels have the light gem sensitivity bumped up a notch higher than normal. You said you usually play on the higher difficulty (as do I), so that's what happened. It was a bit annoying at times but it just meant I wasn't reluctant to knock out as many enemies as I could.

Anyway, as for the mission itself it was pretty good, kept the mystery of what was going on for a long time and I do like a heavy dose of intrigue and mystery in missions. The only thing I needed help with was to work out how to deal with the Daltons (I had picked up a particular bottle that was clearly related but didn't know what to do until I checked this thread). Got 4555 loot which I thought was pretty good for me, and 4 out of 5 secrets. The last one I got was purely by chance - I was trying to frob a painting in case it was loot and accidentally hit a button. :)

Now all we need is part 2...

A word of warning, Agent Denton. This was a simulated experience; real LAMs will not be so forgiving.

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  • 2 weeks later...

Cool mission! I loved the mystery and getting to the bottom of it. I also liked how geographically small, but interconnected and intricate, the map was.

I didn't complete any of the optional objectives and only found 1 secret so there will be lots more for me to discover on my next playthrough.

Pros:

* Tight patrol routes that reward careful observation and advance planning

* Excellent story and readables. They really made the mission come alive

* Clever and convincing loot placement

 

Cons:

* Not a fan of the artificially bright light gem. I know it's just a matter of personal taste, but I prefer harder difficulties to increase the challenge by posing harder problems, making the guards more alert and numerous, not reducing the PC's capabilities.

* Quite a bit more Z fighting than I'd expect for a level that's otherwise so nicely polished.

 

 

Solid 7/10 for me.

{ 0 | 🞵 } = funk_tastic

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                                                                                  A House Call

                              

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  • 1 month later...
  • 3 months later...
4 hours ago, CountMorillonite said:

I'm confused with this Dalton objective. I've got the ingredient and I know where the bowl is.

  Reveal hidden contents

The bowl highlights but I can't place the poison in my inventory into the bowl.

What needs to be done here?

@CountMorillonite:

Spoiler

You need to 'use' the poison on the stew.  While the poison is selected in your inventory, frob highlight the stew and press whatever key you have bound to 'use' (for me it's Enter).

 

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omg....

Spoiler

I'm so used to selecting the inventory item and dropping it, in this case, into the bowl. I was hard wired to believe that was the procedure. When I couldn't select the poison, I thought I was missing something. Yet the bowl highlighted.

So I was using my "Drop inv item" key, instead of my "Use inv item key".

What a stupid mistake on my part.

Thanks for the help.

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Great mission, a lot bigger than I initially thought. I also forgot to investigate a number of rooms (which I explored only after reading this thread), although I found 2 or 3 secrets.

 

Spoiler

But de Gallowsgate Bridge hint in the Moor's room (which I only found after reading this thread) and the phrase 'Why am I not surprised...' leaves me questioning. How should I know what is special about Gallowsgate Bridge? Did I miss something in the intro or in a readable?

 

I also found a glitch. The bay window of T's manor on street level is placed a little bit too far from the wall. One can peek beside the window frame and see just a continuous wall. And some items fell through a shelf somewhere, once picked up and dropped down. But I can't recall where it was.

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