Lord Taffer on 30/12/2024 at 17:28
Most likely we're not gonna add new readables for this 1.1 version (just these gameplay fixes). I think if we want to reveal more about story, like what's beyond the deep sewer systems and what is old Yorick's involvement in that place, we gotta make a sequel FM.
baeuchlein on 30/12/2024 at 18:01
"Sequel FM" definitely sounds like the better idea, at least for players.:cheeky:
john9818a on 2/1/2025 at 13:09
Quote Posted by Lord Taffer
I think I'm gonna make 1.1 version of the mission and fix reported things (add: deactive alarms button, fix a couple of places where guards got stuck etc.).
I think it would be beneficial to have a way to deactivate the alarms because guards tend to congregate around the alarm light (its the source of a loud noise) and makes it almost impossible to pass through any area with alarms and guards without being noticed. While I was playing,
four guards went to the upstairs where Barker was standing, but due to a pathfinding issue they could not get back out of that area. There seems to be a pathfinding issue near the bottom of the last set of stairs before Barker's room. I tried to get them to chase me but they wouldn't go past that point. Also the woman in blue was just standing around doing nothing unless I dropped a flash bomb in front of here.With the help of dromed I was able to make a short loot list of the remaining loot, and I discovered places I didn't know existed. :D This was a pretty fun mission, and it was nice to have a break from the typical mansion layout.
Lord Taffer on 2/1/2025 at 16:56
I'm glad you liked it john9818a! I'm working on the 1.1 version and we found some other fixes that needed to be done. So, 1.1 version should be ready soon (within a couple of days). In this newer version alarms will stop after some time.
Discendo Vox on 4/1/2025 at 11:10
I'm afraid I'm having trouble getting this to load at all- it shows up in FMsel (no mods running) after I unzip it into a dedicated folder in my FMs folder, but it just loads base T2.
edit: after some poking and prodding (thanks to several others for help!) it appears the DL version of the FM linked from thief's guild doesn't get processed, and noticeably has a different archive name than some others. Now I'm in and loving it!
john9818a on 4/1/2025 at 12:38
Quote Posted by Lord Taffer
I'm glad you liked it john9818a! I'm working on the 1.1 version and we found some other fixes that needed to be done. So, 1.1 version should be ready soon (within a couple of days). In this newer version alarms will stop after some time.
Ok sounds good! One more issue I found is that the
guards try to walk or run in between the two pillars on the left side of the mansion front door. I'm sure the same issue would occur on the right side as well.
szabikka on 4/1/2025 at 15:45
I saw this mission here on the forums when it came out, but I was away from home for the holidays and couldn't play it without my computer. It was totally worth waiting for it and looking up the forums everyday and reading people's comments. This mission is amazing. There are so many nooks and crannys with hidden loot. I thought I was doing a good job looking everywhere, but in the end I came up 1200 loot short to the maximum. Both the watch station and the manor has multiple entry and exit points that adds a lot of variety to the gameplay. And also lots of secrets (I only managed to find half of them) but it still was a lot. The snow also makes it really breathtaking. I like snowy missions, especially during winter.
Thank you Lord Taffer and Dave! It was a pleasure to play this FM.
Mattsolong on 4/1/2025 at 17:48
Thanks for that great mission, it was very nice and interesting.
I had recently find 12 of 13 secrets at my own, but with a spoiler from "Unkillable Cat" (much thanks for that), I now found the last secret Nr. 13
and that makes me happy :-). My loot is until now 5696 of 5846, 150 are still missing but I think that is ok for the moment ;-).
To the authors, keep up the good work !
Lord Taffer on 4/1/2025 at 20:34
1.1 version of the mission is ready. Fixes has been done that were reported here on ttlg and what beta testers found. Thanks for reporting bugs! Maybe the biggest fix is that the alarm system stops now after some time, so player can continue playing normally after that.
(https://drive.google.com/file/d/1-yoZxOEHmP3gMDLpMbTIcTVkpDpE_mqG/view?usp=sharing) DOWNLOAD 1.1 versionChangelog:
Quote:
- Made the manor button alarms so that they stop after some time.
- Added path blocker to railing, northeast inside 'balcony' where guard got stuck for some players.
- Added path blocker to chairs in the jail, guard was sometimes standing on top of them and was stuck there.
- Added path blocker to manor front door columns, so guards shouldn't get stuck there.
- A couple of minor fixes (bbox and visual things).
- Added two lights (cemetery area), for a bit better visibility in interiors.
- Tweaked the small hatch ladder that leads to manor food cellar because player could easily fall there.
- Emerald room vent grate switch fixed > no more double frob is needed to open the grate from inside.
- Emerald room door can't be bashed open anymore.
- Added shutter doors to prison WC.
- Built some structures on the high edges of the city to make it look a bit nicer.
* And thanks for the latest feedbacks!
Discendo Vox on 5/1/2025 at 01:33
I'm going to focus on critical feedback, but let me be clear that I think this is a fantastic FM and these are pretty much the only substantive points of critique that I have, regardless of whether this is a jam map. s'great.
1. This map places a heavy emphasis on the use of rope arrows; just about every area has multiple places they are useful or arguably necessary. For many of these positions, it's at least challenging to recover the arrows. This is fine, but might warrant the addition of more of them.
2. The switch to ring the bell has a problem I commonly encounter in some FMs, in that it's so recessed that it's very difficult to spot in a dark setting or a setting where the wall texture lacks internal variance that would show the "gap". I am assuming this wasn't intended to be hidden like this.
3. A number of areas have entire or almost entire rooms, entered from a point where the player can't see very much, with no cover. This is fine, but just worth noting that's deffo on the high end of tricky difficulty.
4. A couple guard behaviors increase player frustration without necessarily producing enjoyable challenge.
a) guards that move to a stationary position and immediately turn to look behind themselves.
b) guards whose stationary position behaviors produce major, random variance in how much safety a player has at that point in their patrol.
Neither of these are big deals on their own, but they get more frustrating in settings that are otherwise high difficulty.