Beleg Cúthalion on 16/9/2013 at 13:23
We do have an older one, but I'd like to fix a few things and get the remaining two maps ready before calling out a beta phase, especially since the second map isn't complete yet. This would require everyone to play it now and then again later when it's done.
Beleg Cúthalion on 17/10/2013 at 07:37
I don't want to promise too much, but Wieldstrom Museum has a new shiny corridor and stays beneath the assumed property limit (i.e. < 40,000) when built. I hope another guard won't crash it.
Edit: Looks like it works, with maybe some very minor detail the Museum can be considered finished.
snobel on 3/11/2013 at 09:38
Quote Posted by Beleg Cúthalion
saving names (LevelEnterText in Misc.sch) could be changed to the actual mission title or a shorter version (Bloodline, Cradle etc.)
That would definitely be a good idea. Savegames are not (always) compatible between the original and Gold versions, so it's useful to be able to tell them apart.
Copying in the mission titles from MapRooms.sch as you suggest is what I ended up doing during testing, after a few crashes. The upside of that solution is that the translations are already done... The downside is that they're maybe a bit long and cryptic.
It seems that the savegames are generally named after the location you're in, so maybe just use that - perhaps adding a "Gold" prefix to make it completely clear: "Gold: Blue Heron Inn", "Gold: Shalebridge Cradle" etc?
Beleg Cúthalion on 3/11/2013 at 10:49
I would leave out the Gold comment, especially if space is an issue, but also since we don't have to support the original maps IMHO. Or have you notuced that some older savegames work with the new maps? Looking at the original titles, location names would be good. In this case we'd have:
Blue Heron Inn
Rutherford Castle
Pagan Sanctuary
St Edgar's Church
Seaside Mansion
Kurshok Citadel
Clocktower
Keeper Compound (as opposed to Keeper Library)
Shalebridge Cradle
Wieldstrom Museum
Does that work or are they too long already? For shortened titles I'd suggest:
Checking In
End of a Bloodline
St. Edgar's Eve
Pagan Sanctuary
Widow Moira
Sunken Citadel
Killing Time
Brethren and Betrayer
Robbing the Cradle
Still Life
Not really satisfying. :erg:
snobel on 3/11/2013 at 17:25
Both those lists would do, I'd prefer the first one. Old saves may occasionally work, but more importantly some people will probably use existing city hub saves as starting points for playing individual Gold levels so the saves end up in the same savegames folder. But they're sorted by time, so adding "Gold" is probably overkill.
Beleg Cúthalion on 3/11/2013 at 19:31
I still have something in mind with the City sections. :sly:
snobel on 4/11/2013 at 09:16
That's cool, but you'd better rename city maps with changes too.
Can you give us a hint what you have in mind for the City? :)
Beleg Cúthalion on 13/11/2013 at 19:44
After some talking with snobel about the difficulty settings for the City sections and the Inn, we had the idea of allowing the choice of the difficulty level for the tutorial mission as well, which is not possible in vanilla TDS. When I first thought that this might be a chance to kick the blue footprints into the EASY mode without deleting them, I had not seen the mass of scripts yet which this mission has to keep track of not only footprints and readable prompts but also the multiple restart/try-again scenarios. Re-working these to play only on the lowest difficulty level is an hour-long script re-writing session and I wanted to ask those three guys who visit this sub-forum if this was wished for in the first place. One could turn the Inn mission into a proper thing but it's a lot of work to exclude the tutorial stuff without really deleting it. What do you think?
snobel on 14/11/2013 at 08:30
If it's too complex to preserve it on Easy then I'd say remove the tutorial elements completely on all levels. Newcomers can still play through the original Inn if they want, before switching to Gold.
gnartsch on 14/11/2013 at 10:01
I do not have a very strong opinion on that topic, so whatever you decide to do is fine with me.
And snobles suggestion makes sense to me as well.
Just to add another option:
I noticed that there are 3 types of blueish hints:
regular footsteps, circled footsteps and an arrow pointing at interesting items/spots.
From what I saw, only the circled footsteps seem to be tracked by the game.
So, I guess one might remove all those regular footsteps and the arrows without changing the gameplay in any way ?
On another note:
Would it be possible to display the hints that are given when you reach a circled footstep like regular text on the screen instead of showing that info dialog ? That modal dialog, indeed, feels pretty annoying on every replay.