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TDM Design divergences in "Noble Affairs"


wesp5

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On 3/9/2022 at 1:12 PM, Goldwell said:

1) If someone wants to do that, they have my blessing but I don't have the time personally to do that.

2) You'll have players ask "well why can't I pick up food anymore? I wanted to throw it to distract a guard".

3) You would have to either change the script to support that, or go through and retroactively change every mission

4) Having two lockpicks doesn't add anything of value, it just makes it more annoying having to switch back and forth.

5) The player sees a source of water, they check to see if there are water arrows.

6) I personally love and prefer the new sounds along with the loot animation, I feel the two go together great.

I never figured out how to multi quote here, so I numbered your answers and will refer to them below:

1) Adding the female player assets to the core mod will be a lot of work then that could only be done by core members.

2) I don't believe that. Who is throwing food instead of junk? With your permission I would like to add this to my patch.

3) The latter is out of the question, do you think Obsttorte could fix the script to handle the issues? Should I ask him :)?

4) I basically agree with you, would this be easy to add to the core game or at least my patch? To make it consistent...

5) But why should there be a water arrow tip in some bathroom? At least some shafts should be added as suggested.

6) So how did you and Obsttorte like the new Thief 4? Because the animation and the sound are obviously similar ;)!

Edited by wesp5
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2 hours ago, Wellingtoncrab said:

This opens up resources to be collected in areas like bonfires, fountains, trees, etc where the fully assembled arrows would read as out of place. Yes there is abstraction involved - as there almost always is in games.

Ok, but I think it should be a recourse and the thief create a weapon from it, otherwise it makes no sense.

2 hours ago, wesp5 said:

4) I basically agree with you, would this be easy to add to the core game or at least my patch? To make it consistent...

I think it's fine to let the mapper decide how many lockpicks are used. I personally don't mind the 2 lockpicks, but it should be more interesting if the player can use both lockpicks in every instance, just only one of them will work and you have to find out which still by listening.

Edited by datiswous
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9 hours ago, Wellingtoncrab said:

The pickup animation and sound is great imo - evoked dishonored in my mind much more strongly than thief 4 - though perhaps my memory of that game is simply not as strong.

Yes you're spot on! Dishonored was the reference point for the pickup animation/sound.

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