Cardia on 13/7/2019 at 17:57
Quote Posted by downwinder
i found fmsel runs thief 2 fm's the best
but it's not working with me, probably i´l have to install manually this mission.
Zontik on 22/7/2019 at 12:49
FM selector is a part of New Dark Engine, it should work. Probably you did something wrong.
Anyway, manual installation is not difficult at all if you have a spare folder copy of T2.
Cardia on 22/7/2019 at 14:25
Quote Posted by Zontik
FM selector is a part of New Dark Engine, it
should work. Probably you did something wrong.
Anyway, manual installation is not difficult at all if you have a spare folder copy of T2.
I installed the SND and movie folder apart, and removed them from the main Patriot zip file, that way my darkloader is able to read the file and install it. i´m already on the 3th mission and i´m loving it so far, but it's challenging :ebil:;)
Cheela on 25/8/2019 at 16:38
Hey, wow, that's great! Thank you :thumb:
HauntHunter on 17/10/2019 at 22:56
Just recently completed this campaign. Took my sweet time and enjoyed every moment. There were parts that didn't seem intuitive at first but once I started to understand Zontik's style then things came together.
Many thanks for the vast amount of work and effort it took to make this fantastic campaign. In my opinion, one of the very best I've ever played since I start Thieving back in '98. :thumb: Well done!! Your mastery of mission design, story arc, character movements, music, etc. are fantastic.
The only drawback to playing this lengthy campaign is I occasionally catch myself whistling that Menu music at random times after hearing it so much over the past several months. :weird:
optyk on 27/10/2019 at 11:18
You pay for the headache I have with gathering loot in mission 1 :( Got 1976 loot and no idea where to look further :/
Marmbo on 15/11/2019 at 03:03
Wow! What an adventure! Expert all the way through didn't make things easy, there's some hard areas and I did have to look up hints at times.
Total Time for ALL missions: 32h 10min
Total Loot collected = 15,414.
Kirgo on 17/11/2019 at 16:32
That was an excellent campaign, and a tough one.
Thank you Zontik for your huge effords, these missions had to be tons of work. All of the missions were great and I counld not actually tell wich one was weaker, because even if they are sometimes not exactly meeting my taste, they were well-designed and nearly bug-free. One innovative idea followed another, like the slow-fall-umbrella or the switching between Garrett and Victoria. The ingame cuscenes also worked fine and had new animations. The difficulty was high and some secrets were nearly impossible to find, but therefore we have ttlg.
The only things I have to put on the cons side is in some cases the plot. I really tried to find a workaround to not have to kill Shame, but you left us no choice. Because in my oppinion, and as Thief has teached us often enough, Garrett is a thief, not a cold blooded murderer. But I'm okay with it. In Some places, the pathfinding actually was very strange or did not work, for example when you tried to climb down the ladder to the 2nd armory in Mission 5. Maybe you cound fix that, if you update the mission some day.
But as I mentioned before, the missions contain many creative ideas and the kind of humor we already know from "KS" or "Upside Down". Thanks again for the efford you put in the missions and if you will release something in the future, I definitely will play it ;)
baeuchlein on 4/12/2019 at 16:13
Quote Posted by Kirgo
in my oppinion, and as Thief has teached us often enough, Garrett is a thief, not a cold blooded murderer.
That image is not consistent. The intro movies of
Thief 1 and
Thief 2 both show that a thief (most likely Garrett, although that is never confirmed in these movies) shoots and kills unalerted guards with just one arrow. This
is cold blooded murder, I believe.
A few days ago I also finished the campaign, which was great to look at and listen to, but also at several times a pain in the butt. Visuals and sounds were very good, and the author also shows that he can build large landscapes without the feel that they are empty and/or repetitive. Re-programming the game's menus also doesn't look trivial to me. Then there were several not exactly all-new things which were impressive nonetheless: The train ride and its conclusion, the lanterns for the dark mines, the views above the cityscape in mission 8 and above the monastery grounds in mission 7, the deadly swamp as well as the forest area in mission 6, the sword/dagger and its effect in mission 8, the unpleasantly loud (but realistic) factory environment in mission 5. There also were the conversations of Garrett with several other people. And, of course, the maps which were more than simple sheets, showing where Garrett had been during the mission. Last but not least there were numerous movies including several cutscenes. Not many missions or campaigns have all this together.
There is one big gripe, though. Many times, I was reduced ever and ever again to aimlessly searching the whole map/level for
anything that either brought
me forward, or the story. Usually, one does not know what this "anything" actually is, or where it might be. The player is repeatedly forced to stumble through the whole landscape again like a dumb ox, just to cause something that triggers the next part of the story. This was especially often the case in mission 9 ("Enemy"). I have seen such things in missions for some years now and really, really find that boring. Please, authors, give the player better guidance as to where he might go or what it might be that he shall look for!
There are also several instances where the player is forced to walk almost the longest path possible to get something. Once again in mission 9, there is the need to find fuel for
a generator. On easiest difficulty level, if one could go through a window (the one that is dirty when you first arrive at it), he would get from the generator to the fuel and back again in about a minute. But the player is instead forced to leave the house where the generator sits, forced to climb back over the wooden barrier (or make a difficult jump from a roof), forced to go around the mansion grounds for about 270 degrees, back into the mansion, into the room where the fuel is (and one door to that room is hidden behind large generators or turbines), pick up the fuel, and then all the way back once again. Is it really that difficult to find an "excuse" to place a door next to the dirty window and having an opening mechanism only on the other side? That way, all this long backtracking could have been significantly reduced.
I have mixed feelings about the story. On the one hand, the plot is far more than just a simple "there's the biggest badass of all time, and Garrett has to kill him to save himself, mankind, and the universe as well". On the other hand, I did not understand anymore who worked for which side, and why, when I finally reached the very end of the campaign.:confused:
And, once again mainly in mission 9, there were things to be found and deeds to be done that the player could only achieve if he found something several missions earlier. Technically impressive, but if someone didn't found the "trigger object" in a former mission, this only leads to confusion. This is especially unpleasant in the last mission, where the player obviously should remember something he might have read in mission 5, namely that readable mentioning
the Helm of Karras telling him how to deal with the two super-sized robots just before driving down with the elevator (and cooking and drinking at least one coffee during the long and not very interesting journey with the lift).By the way, compressing the sounds with Ogg Vorbis almost cut the size of this campaign's zip file in half
and made it playable with DarkLoader again - I played through almost the whole campaign with that old FM loader, then. As I repeatedly said, I am not a friend of this old loader anymore, but I won't force FMSel or any other new loader on any player either. If one fucks up his entiry Thief 2 directory with FartLoader, though, that's his problem then...:ebil: And for Ogg Vorbis, there are at least two tools available which can do the process almost automatically for complete directories.
I think the campaign could have profited a lot from better guiding the player around (without putting him on a leash), and squeezing the zip a lot wouldn't have hurt either.