T2 Campaign - Keeper of Infinity 2: Mission 1 - Bad Venture (6 Jan 2016) - by Soul Tear
rustmite on 17/12/2016 at 13:59
Quote Posted by rastas
Can anyone tell me where the pickaxe is in Keeper mode. V1.3 installed.
I found it
just down the way from the sewer manhole, leaning against a barrel, not at the inn
Azaran on 17/12/2016 at 14:43
Thanks so much baeuchlein and Soul Tear! I'm going back later today, will reply back if I get stuck again
Azaran on 17/12/2016 at 20:53
I think my game might be broken. I got quite a bit further, all I need to do is hit the loot minimum,
get some rest, and drop the spider, but Cleman's door won't open. Here's my (
https://s30.postimg.org/8554wmmvl/dump013.png) objective screen
I didn't
reread Thereon's notes after the first time
EDIT: Ok, everything got sorted out after I got the loot.
By the way, is there some kind of huge loot stash somewhere? I'm short like 4000 of the total, and I swear I've checked every nook and cranny
(I tried opening it in Dromed to see if there's some ultra secret area I missed, but it crashes every time with this mission)
baeuchlein on 18/12/2016 at 13:37
Quote Posted by Azaran
I think my game might be broken. I got quite a bit further, all I need to do is hit the loot minimum,
get some rest, and drop the spider, but Cleman's door won't open. Here's my (
https://s30.postimg.org/8554wmmvl/dump013.png) objective screen
I didn't
reread Thereon's notes after the first time
EDIT: Ok, everything got sorted out after I got the loot.
By the way, is there some kind of huge loot stash somewhere? I'm short like 4000 of the total, and I swear I've checked every nook and cranny
(I tried opening it in Dromed to see if there's some ultra secret area I missed, but it crashes every time with this mission)
The only place I remember where quite a bit of loot is (partially) hidden is the cave where you meet Farage. There are several gemstones there (the exact amount
may vary among different difficulty levels, but I'm not sure) which should give about 1000. Many of these gems are easy to overlook.
Other areas of note are the wine depot (depending on difficulty level) and Lady Adaline's house. There are three floors to rob. Took me some time until I understood how that Hammerite elevator worked - before that, I only discovered two of the three floors.
Concerning
Cleman and the loot: Actually, his door should only open once you have all other required objectives fulfilled, because you can't get out of his room again once you
dropped the spider there.I also tried to open the mission in DromEd, but was only successful after using the "EnableLAA" utility in the "doc" folder of NewDark on "DromEd.exe".
Azaran on 18/12/2016 at 15:43
Ah ok, I guess there's limits to how much loot you can get depending on the difficulty. I got it working in Dromed (thanks!), and there's an area that's not accessible in this difficulty with some extra loot (the wine depot). Will have to replay this in another difficulty
Soul Tear on 19/12/2016 at 12:22
Quote Posted by Azaran
Ah ok, I guess there's limits to how much loot you can get depending on the difficulty. I got it working in Dromed (thanks!), and there's an area that's not accessible in this difficulty with some extra loot
(the wine depot). Will have to replay this in another difficulty
(
http://www.ttlg.com/forums/showthread.php?t=147316)
Johnny01 on 2/7/2017 at 21:03
I love the novel approach to difficulty where there's less forgiving shadowing and you can't just KO everyone and freeroam without challenge.
Actually I do have some personal criticisms.
Obviously this FM is quite an achievement in terms of graphical detail. But when it comes to gameplay I find that (at least from what I've gone through so far) the level design is very linear, mostly consisting of small areas (that are filled with unopenable doors *everywhere*) that are interconnected and kind of funnel you through a contrived, fairly constricted way to reach the next area. Sometimes with a little sidepath where you can grab some extra loot at the end of it. It does remind me a lot of modern game design and I just kind of hope that Thief FMs aren't headed in the direction of style over substance, what with a lot of people saying that the quality of FMs has gone up so much; I can't help but feel that this is often in a superficial, graphical or cinematic appeal, because I still thoroughly enjoy much older missions that I hadn't played yet (I'm a relatively recent, more casual player). From what I'm seeing in the few comments I've skimmed over so far though, a lot of problems that people are having with this mission do seem to stem from this approach of trying to create something that's overly pre-scripted and cinematic. I personally enjoy missions with an open design, that don't have to look like Thief 2014 in terms of graphics. But experimentation in all directions I think is still a great thing; although the world is already constantly being filled with cinematic linear adventure games.
Just throwing that out there; I may be completely paranoid in thinking that's what people are drifting towards now - from looking at some of the comments I wasn't the only one thinking in this direction - and I may be jumping the gun on my judgment of this mission (but I must say rudely but honestly that I didn't enjoy it much once I got into the castle) I also probably sound ungrateful. I'm not, though. I'm extremely thankful of this community which has already created more entertainment and engaging artistry than I'd ever deserve, especially for free. This mission was sometimes amazing in how it looked (and the readables so far are superb in providing some extra dimension, without too much exposition) but in the end it's making me feel kind of trapped in a way; like trapped on a movie-set or something. So I'm going to put it down for now.
Soul Tear on 4/7/2017 at 12:21
Thanks for the feedback. But I'm thinking about my career and future, and not about what an ideal mission should be for Thief.
Squadarofl on 4/7/2017 at 12:28
Quote Posted by Soul Tear
Thanks for the feedback. But I'm thinking about my career and future, and not about what an ideal mission should be for Thief.
What do you mean by that? Aiming at impress video game developers with yours FMs? :D
Soul Tear on 4/7/2017 at 12:42
What I mean is not your concern. ;)