AntiMatter_16 on 26/4/2015 at 15:55
The firepower is an easteregg item. It's appearance is triggered by something special you do. Trigger: Shooting an arrow at the target in the bar. It's not really designed to burn the note. If you want to do that, the furnace, or cauldrons in the Hammer Foundry or a lit fireplace is far more ideal. The gamesys I used was heavily modified for another project I'm working on called "The Perfect Web". The Firepowder was created to easily light torches, since T1 lacks flares. I thought I'd include it just for fun.
Spyrano on 26/4/2015 at 16:39
What a great mission, thanks!
Sagittal on 26/4/2015 at 17:16
Quote Posted by AntiMatter_16
The
firepower is an easteregg item. .....
Great - thanks AntiMatter_16! It's a cool effect - and more stylish than a flare. Thanks for giving us a preview and look forward to maybe seeing it in a future project!
Cardia on 27/4/2015 at 20:32
This was a good Mission, thank you AntiMatter_16 :thumb:
I´m looking forward for more
Melan on 27/4/2015 at 21:18
I find this mission fun but flawed. The way it looks is classic Thief, unless you count the coloured lights: some impressively realised, dark city environments and mansions, where finding your way in the darkness is one of the challenges. This kind of environmental challenge is well used through the mission. There is some decidedly entertaining vertical exploration, apartments to break into, and hidden connections to explore.
The action is nicely non-linear... or it would be, except for the fact that there is a sequence of objectives which only triggers in the correct order. This is a low blow, and undermines the FM, since it otherwise lets you go about your business as you please, and get into places which are not meant to be accessible. I explored the apartment and the mansion before I was supposed to, and didn't just have to backtrack, but also figure out which places to revisit for those critical objectives. As things go, even the expansive exploration segments feel smaller than at first. This is a pity, since otherwise, it looks good, sounds good and plays good.
For something built under a few weeks, it is certainly neat, but it could be even better with a few changes. Now I am really curious about that large mission you are working on.
Dahenjo on 28/4/2015 at 00:36
Thanks AM_16, this had a really nice classic feel and was fun playing through various ways, even if some weren't as expeditious. It's possible to finish with all loot using only one key (safe), also either District Exit (one is where you start) will work to end the FM. I usually shoot at targets just for practice, but also because there could be a secret or reward, ya just never know.;)
voodoo47 on 28/4/2015 at 20:45
with the risk of being wrong and looking dumb, I'm going to say that I think FireSource is missing "Sim" on Tweq/Delete/AnimC. this makes the FireSource stick around after being spawned by thrown FirePowder, causing evil stuff to happen (mostly relighting everything in range again and again).
goldwell on 28/4/2015 at 22:43
Anyone know where the signet is found?
klatremus on 29/4/2015 at 04:51
Under/behind a flower pot in one of the mansion bedrooms I think. Please correct me if I'm wrong.
Dev_Anj on 29/4/2015 at 05:30
It's behind a flowerpot in the apartment upper room. This apartment is very close to the mansion, and has an enemy patrolling it.