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Posted
7 minutes ago, amunptah said:

Any hints on getting the last relic fragment?

Spoiler

The baker doesn’t have it but it is not far. Look for depictions of areas nearby in art and see if something is maybe missing somewhere

One step further if needed:

Spoiler

it involves a family reunion

 

-=  IRIS  =-    ♦     <( | )>    ♦    = SLL =

Posted (edited)

After roughly 5 hours and finding a bit over 5.8k loot, I finished the FM. What a time to get back into TDM.

What is there to say? Crazy level design. Lampfire Hills is... far from the usual experience. The map has this eerie, dream-like, surreal vibe to it. I love it. Amazing use of all those custom assets, too. Everything feels incredibly fresh, almost like a whole different game. And the sheer creativity; every scene oozes atmosphere.

Thank you for gifting the community with this FM!

Now I'm gonna replay this piece of art and see what I missed.

Spoiler

I reunited the cat family and found these special items. The special death scene is really cool too.

screen.thumb.jpg.f81c40303054822d41bdb1ee96673a43.jpg

 

Edited by Kopfrkingl
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Posted
15 minutes ago, Kopfrkingl said:

Now I'm gonna replay this piece of art and see what I missed.

Excellent work on this playthrough though! Glad to hear you enjoyed it, and thank you so much for playing :)

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Posted (edited)
6 hours ago, I.C.H.I. said:

This works great. I extracted mission.cfg into FM's root directory, replaced them like that and it doesn't mess up the global settings anymore.

No that doesn't work actually. Because when you start the mission those settings are ignored. you can only use setm by making it happen at mission start (not tdm start). So therefore a script could work.

Edited by datiswous
Posted
5 hours ago, DaffyTaffer said:

I have so many saves, I am definitely going to finish the game before having to start over. Am I missing much because of that?

I think it's possible to modify a material file to workaround that issue. Then I think you don't have to start over but can still drink the potion

Posted

This is great, high quality and immersive. Architecture is impressive and I can't believe how many times I returned to an area to find something new. Maybe someplace climbable that didn't look to be initially or

Spoiler

in one case, I climbed up into an area, found the ivy hidden passage but completely missed the nearby open window into the creepy room.

Getting up high and using the spyglass is very helpful in that regard.

Found

Spoiler

the back way into the curio shop and realized that once you open the door from either the front or the back, the proprietor bugs out, so I tried not to go into his area until I thought I found and sold all the relics, but got the sarcophagus last after I had already intruded into his haunt so I didn't get to sell that item. I saw the post of a screengrab with the completed search, though, so that was partially satisfying. Next time I'll try to get them all in and mounted.

From the Lieutenant series, I got used to the idea of unpickable doors, knowing there is an alternate way in and I like the fact that unlocking them then makes handy shortcuts for the rest of the mission. 

Many thanks for all the hard work that went in to this incredibly well done mission. 

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Posted
14 minutes ago, DaffyTaffer said:

Many thanks for all the hard work that went in to this incredibly well done mission. 

And thank you very much for playing! Glad you enjoyed yourself but I'm sorry to hear ...

Spoiler

you spooked the curio :D 

 

Posted

Completed in 2:35:03 with 4563 loot (+ some indeterminate more on top because I paid for some of my equipment like a chump), reunited the cats, got all 6 relics and 6 special loot items (of which I was only able to sell one because, again, like a chump, I KO'd my good plague doctor friend as soon as I was presented the opportunity - without realizing who he was when I opened the door behind him)

 

Holy shit what an absolute banger of a mission. 10/10 . Everything was on point . I loved the soundtrack, I loved the lighting and texture work, I loved the puzzles, I loved the layout, I loved the weird atmosphere and the writing, I loved the custom GUI work and replacement sound effects.

 

Everything else in this mission being as well considered as it was really drove home how dopey the stock TDM human NPCs look and sound. This mission was at once an incredible showcase of what can be accomplished with TDM and a lampshade hanging over the one feature where it falls short.

 

Found a couple technical nits that maybe could be fixed, but they barely affected how enthralled I was for the rest of my time with this mission:

First, the visual effect on the pause menu looked really great, but there seemed to be certain locations in the map where it glitched out and just rendered... I'm not sure, but probably the skybox? I took two screenshots in the same location, in the stairwell of the starting inn area. One shot has my viewpos, and the other shot has the pause menu glitch I was able to see at that exact viewpos (although it seemed like the whole stairwell was glitchy in this way). There were a few other locations where this happened.

Second, I found a cabinet that had the first moss arrow I found in the mission and what looked like a readable, but I was unable to interact with either object in the cabinet's drawers - the objects were highlighting correctly, but interacting with them closed the cabinet drawer they were inside of. Bad binding spawnargs maybe? I've attached a screenshot with viewpos of the offending cabinet as well.

 

Spoiler

weird_save_menu_1.jpg

 

weird_save_menu_2.jpg

 

Spoiler

unable_to_frob_dresser_contents.jpg

 

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Posted
15 minutes ago, chumbucket91 said:

Found a couple technical nits that maybe could be fixed, but they barely affected how enthralled I was for the rest of my time with this mission:

Thank you so much for the kind words and for playing! As for the skybox showing up in the main menu pause screen, yeah, that was a tough one to figure out. I never could nail down a cause. For a while in 2.13 it would just render as a pixelated black blob at times, so I think the sky box is a little bit better than that, lol.  As for the cabinet, I think that is actually a bug with the new frob code, which has since been solved, I believe.

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Posted (edited)

Congratulations on the release! 
This is a great mission, I couldn't start playing right away because I had to look at it first.

 

I only played on TDM 214 beta 2, which wasn't easy because sometimes the weapons worked and sometimes they didn't. I could also sometimes press the red switches and sometimes not, but I managed to get everything working, just the horn. Since TDM 214 is still in beta, I think everything will work soon. On TDM 213, everything works except when I drink a red bottle; I don't get any energy.

Edited by Heuli
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Posted
17 hours ago, datiswous said:

No that doesn't work actually. Because when you start the mission those settings are ignored. you can only use setm by making it happen at mission start (not tdm start). So therefore a script could work.

Oh, really? Good to know, because I only checked it from the main menu and I still don't have time to play this FM unfortunately.

Posted (edited)
3 hours ago, Heuli said:

everything works except when I drink a red bottle; I don't get any energy.

Isn't than an effect of the paw? When using the paw, by every single use health drops a significant step and it cannot be recovered by food or red bottles anymore. At least this happened to me in 2.13. But despite of that there is still a source of healing...

Edited by werner
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Posted

Does anybody know how to open this door on elevator floor zero?

And by the way, which one is the switch for the horn's cage? I didn't manage to find it in the first run, and after I go so frustrated that I started anew, where during playing I recognized that the cage is already open, but I couldn't remember which switch did the trick... 🥴

 

Spoiler

floor 0.jpg

 

Posted
14 minutes ago, werner said:

Does anybody know how to open this door on elevator floor zero?

And by the way, which one is the switch for the horn's cage? I didn't manage to find it in the first run, and after I go so frustrated that I started anew, where during playing I recognized that the cage is already open, but I couldn't remember which switch did the trick... 🥴

floor 0.jpg

Spoiler

In the elevator look up.

The horn cage only drops if you have set off the alarm.

At that point you will need to override the lockdown in the security office.

-=  IRIS  =-    ♦     <( | )>    ♦    = SLL =

Posted

Hello Werner that must be the switch in the elevator because when I took the horn was the alarm still

Posted

  

23 hours ago, Wellingtoncrab said:

There is. 

  Hide contents

The method is quite similar to how you still might enter a hotel room today.

that seems obvious, but in my defense I didn't think 

Spoiler

a key would work on a bolted door.

I found a few places where footsteps sounds didn't match the expectation from visual texture, mostly metal where it seemed to be stone (particularly around pools and fountains). There were also a couple areas where collision didn't match (the cavern waterfall and climbing the fallen tree in the atrium just past the doors).

 

On 2/1/2026 at 12:14 PM, Baal said:

It's very impressive so far, full of (beautiful) assets I have not seen before. I get a very strong Dishonored vibe.

I agree, I love Dishonored but Lampfire HIlls feels much more modern than even the setting of Dark Mod. IIRC the town was founded by engineers, so maybe they've been progressing without interference from state/religious authorities?

Posted
8 minutes ago, hightide said:

I agree, I love Dishonored but Lampfire HIlls feels much more modern than even the setting of Dark Mod. IIRC the town was founded by engineers, so maybe they've been progressing without interference from state/religious authorities?

It could simply be set in a different time period, if you need an explanation for this.

But the reason is, that people just build what they enjoy and what inspires them. It's more fun to build beautiful and extravagant things than the dark, grimy and more down to earth Bridgeport (at least for some).

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Posted
17 minutes ago, Baal said:

But the reason is, that people just build what they enjoy and what inspires them. It's more fun to build beautiful and extravagant things than the dark, grimy and more down to earth Bridgeport (at least for some).

With the exception of Written in Stone, I don't think I will ever make an FM that takes place in Bridgeport. It is well-trodden territory. And while exploring its dark and grimy streets can be fun, it's also really fun to explore new areas and see where else TDM can take place. Forests, ice tundras, moorish lands... possibilities are endless

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Posted (edited)
1 hour ago, hightide said:

I agree, I love Dishonored but Lampfire HIlls feels much more modern than even the setting of Dark Mod. IIRC the town was founded by engineers, so maybe they've been progressing without interference from state/religious authorities?

Frankly, I already thought that Iris wasn't set in the same universe as Dark Mod. Which is Ok, if you accept it for what it is (not really in line with the rest of the Dark Mod universe).

I get the same vibe with Kingsal's missions, TBH, especially with the last one (Gemcutter).

Just my opinion, but, I disagree that Bridgeport is "well-trodden territory". I think there's more than enough stories, areas, and settings which haven't been explored (e.g., not even the surface was scratched with the pagan folks), but, that's up to FM authors, of course. In my eyes, there's definitely something to a coherent universe, making use of the existing lore, but, if FM authors want to get away from that, and create their own universe, it surely has its charme as well. It's no coincidence that missions like these rather remind people of Dishonored though. No offence intended.

Edited by chakkman
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