AM16's Thief1 Fixed - Bugfixed Original Missions - Released 2020-09-20 - by AntiMatter_16
Gabe29 on 29/9/2020 at 22:20
Voodoo actually made some dml code for that which you can find at the end of the GoldToDark thread, it works completely fine but doesn't replaces or removes that one dead mage under the trap. :(
About the talismans, I would just keep it the way it is in gold, no reason to change that. Tho I do wonder if gold made any other changes to the map besides the mages and talismans.
TriangleTooth on 30/9/2020 at 12:32
Dunno if it's always been this way but you can now get The Sword by attacking the strange pedestal above it, making it stop levitating.
Nameless Voice on 30/9/2020 at 14:22
I believe that was always the case, though I'm not sure why you'd want to when you can just jump up and grab it.
Gabe29 on 30/9/2020 at 14:37
Quote Posted by AntiMatter_16
As far as not being able to frob the guard's key, do you mean that you couldn't pickpocket it? Or it doesn't highlight when centered on screen? If it highlights, it's probably because the guard is aware of you. You can't pickpocket him if he's seen you - you have to knock him out if he has.
On Voodoo's version you can pickpocket him regardless if he's seen you or not, which makes more sense since he's drunk as hell.
Voodoo also added a few unused voice lines in that part, the drunk guard commenting on Garret's getup was especially nice. Wish you could also add them in as well.
voodoo47 on 30/9/2020 at 22:29
those tweaks were actually added before I took over.
Grandmauden on 1/10/2020 at 00:50
Quote Posted by Gabe29
Tho I do wonder if gold made any other changes to the map besides the mages and talismans.
Just beyond the coliseum's arena is a side tunnel that leads back to the coliseum's top floor. I think this route was added in TG so players wouldn't be stuck if they jumped to the arena without extending the bridge.
Regarding the mages vs. craymen issue: I've always felt that it made more sense to have mages down in the Lost City instead of craymen, at least from a narrative standpoint. Craymen, based on their namesake and their habitats in The Haunted Cathedral and Song of the Caverns, are definitely water-based, and the Lost City with all its magma pockets seems like too hostile of an environment for them (aside from the waterfall cave at the start). The mages do remove that feeling of isolation, yes, but it's at least plausible to find them there since we learned in The Mage Towers that they're searching for the other talismans.
Just my two cents.
TriangleTooth on 1/10/2020 at 12:30
Another bug - Mage Towers, basement room just before the big open exit - the torture rack is now blocking the door. You can mantle over it but the patrolling guards get stuck on it and it becomes impossible to get by without alerting them.
Nice touches to the Towers though - Water is now slightly challenging, and I like the added magically sealed doorway on its outside.
Iceblade on 1/10/2020 at 20:50
Where's the like button, I need to press it a few hundred times. Fantastic work AM!
:thumb::thumb::thumb::thumb::thumb::thumb::thumb::thumb::thumb::thumb::thumb::thumb:
TriangleTooth on 3/10/2020 at 15:51
Don't know if this goes beyond what you want to do but I was wondering if for missions that share part of their area with another, could you add in the parts of the other mission that are visible from the shared areas? Best example being the two cathedral levels - add the steps going down beyond the gate to "Return" and the top of St. Jenel's to "Haunted Cathedral"?
AntiMatter_16 on 3/10/2020 at 23:03
@TriangleTooth
Seeing as it doesn't change gameplay, and it's quite unobtrusive, I'd be fine with adding in some details. You may have to remind me or point out specific suggestions.
As far as the torture rack, uh... I'm not seeing what you're talking about. Are you sure you didn't load an old save, instead of restarting the mission? Old saves are not compatible, as objects are terrain may have moved slightly. Please post a screenshot of the problem.
I'm intending to release fixed TDP versions, but it will take some doing to "deconvert" the missions. I don't want to do that at this time, as it will be a lot of work, and would also mean more missions to maintain. I'm planning to do that in a later phase. As it stand, the missions need a lot of work on room-brushing. Some have already been done. A lot of work was done on The Thieves Guild, for example, and a LOT of automap errors fixed. Honestly, I think half of the navigation problems people ran into with that mission was being misled by errors in the automap. But they should all be fixed now.
Also, I found the last fireplaces in assassins that didn't have wood in them. Hopefully that's the last of them.
The Mages in The Lost City could be removed via a DML, which could be included with the package and installed manually.