The Pursuance Of An Inscrutable Reciprocity Post-Contest Version (Sept. 14, 2022) - by GORT
GORT on 15/9/2022 at 05:32
OK, everyone. This is a post-contest version of "The Pursuance Of An Inscrutable Reciprocity". Although the contest is over, I wanted to continue working on it.
In this version there are quite a few differences to each of the missions. I'm hoping that the players will have a better experience with this version.
Here's v.1.10 below...
This version has the following fixes:
1.) The issue when Mathew gets killed by the player.
2.) Inventory carrying over from mission 3 to the next.
3.) The French translation has been updated.
>>> (
https://www.dropbox.com/s/ujcahublgpwecjh/TPOAIR_Post_Contest_v.1.10.7z?dl=1) <<<
EDIT: There was an error in the latest link, but now it's fixed.
NOTICE:
1.) Please read what exactly the objectives state.
2.) I'm sure most of you already know this, but just in case. Please try not to make save/reload during a conversation.
3.) Since some of these missions are a bit large, be sure to have hard-saves in case the quicksave gets corrupted. I've seen quicksaves not work correctly in missions that have quite a bit to them.
Sagittal on 15/9/2022 at 08:29
Woot! Excellent! Thank you and congratulations on the new release GORT. Definitely be replaying this one and trying to spot the differences :cool:
<Username> on 15/9/2022 at 12:29
Fantastic! The original version had a lot of creative ideas and was pleasantly challenging. I hope you kept the possibility to end the mission early for Garrett after a rather uneventful night. I loved that when I first played the mission.
baeuchlein on 16/9/2022 at 00:32
The conversation between the two men about the second gem is still rather unstable. When I first tried it with this new version, I had already got the objective "it seems that there's a mystery about the mages in this city" when I approached the right spot for the conversation, but when I was still two corners away, there was an objective change: "it looks like you won't be able to get that treasure you were gathering information on". I still went towards the conversation spot, but there was no one there, and nothing could be heard. However, the subtitles for Samson were displayed one after another. Mathew's lines were neither heard nor displayed as subtitles. Garrett then said his "let's follow that guy" line, but just as he did that, a grey-haired bearded noble ran into the building entrance where the conversation should have taken place, and the mission ended as a succerss. There was only one objective still displayed: "Nab at least 500 in loot." After pressing "Continue", though, there was the "mission" reserved for those pressing CTRL-ALT-SHIFT-END. I felt p*ssed off, especially since I dimly remembered that something like that had already happened with one of the previous versions of this campaign.
Things did not really improve when I tried to do exactly the same in order to see whether the problem repeated. First time I tried again, everything worked, I could take the gem after the man stole it, and proceeded to mission 2. On subsequent tries from the same savegame as before, I got one repeat of the sequence leading to the CTRL-ALT-SHIFT-END accusation, and finally one where Garrett could indeed leave the city by the North gate and end the campaign in his bed.
Maybe it's time to strip the first mission of all that fancy but unstable scripting and try more traditional methods, like having a conversation Garrett can observe but not break.
By the way, I'm not impressed by mission 2. Non-functional "alarm" levers everywhere, turretts almost everywhere, but next to zero understandable hints as to what I was supposed to do. And several windows and grates where Garrett would get stuck. Finally, a Keeper standing above the arrow training room, who vanished into thin air after being shot, and several occasions where attacking someone with the sword did not make a sound. One noble did not even react in any way while he was standing before me, and being butchered with the sword.
No thanks.:nono:
GORT on 16/9/2022 at 00:57
First thing I have to ask just to get some of the simple stuff out of the way.
1.) What version of NewDark are you using?
2.) Did you make a save during a conversation taking place? (This problem can happen in OMs as well.)
GORT on 16/9/2022 at 01:34
Also:
3.) What do you mean as to the alarm levers being non-functional, and where are they located?
baeuchlein on 16/9/2022 at 01:37
1.) I use NewDark v1.27. It was made by applying T2Fix v1.27d to a Thief 2 v1.18 installation, and later updating that with T2Fix v1.27e. Selected components were:
NewDark 1.27
DromEd 1.27 with DromEd Basic Toolkit 1.14
Common Script modules
Dark Mod Manager
Mods: Thief2 Fixed 1.3b, T2FMDML
libmp3lame
Every other mod was deselected.
I did this kind of install/update for a german and an english version of Thief 2. There were no apparent differences when loading the same savegames. Would be the first time I had that anyway.
2.) No, I know about the problem of saving during conversations, and don't do that.
3.) There are several levers/switches marked with an "alarm" sign along corridor walls in the mansion, usually with a red light above them. When using these levers, no apparent change occurred. The light usually stayed off. When an alarm was sounding, turrets were active and cameras (Watchers) had detected Garrett, these three things remained active; when there was no alarm sound and no turret/camera active, using the levers also didn't do any change to that. I also never noticed any guards approaching after using a lever. There simply was no reaction to be seen when I was fiddling with the levers, thus I guess they were non-functional.
downwinder on 16/9/2022 at 02:53
downloading now :) congrats on release gort,i look very forward to your missions
ok i had the issue where when following guy to get red crystal he gets to guy and just turns around and goes back to guy he had conversation with,other guy just stands there
i don't think i did anything game breaking,i came up sewer to trigger conversation between 2 guys about red gem then ^
i did not want to knock out guy and end mission with just loot so i will wait for a fix,other wise wow i love it so far the lady who says kevels name first time i just went right up to her for a hug through window and wow she sure gave me a kiss lol
Galaer on 16/9/2022 at 06:17
Quote Posted by baeuchlein
3.) There are several levers/switches marked with an "alarm" sign along corridor walls in the mansion, usually with a red light above them. When using these levers, no apparent change occurred. The light usually stayed off. When an alarm was sounding, turrets were active and cameras (Watchers) had detected Garrett, these three things remained active; when there was no alarm sound and no turret/camera active, using the levers also didn't do any change to that. I also never noticed any guards approaching after using a lever. There simply was no reaction to be seen when I was fiddling with the levers, thus I guess they were non-functional.
Didn't play it yet, but maybe levers only disable active alarm.
baeuchlein on 16/9/2022 at 14:07
As I already wrote in what you cited, when an alarm was sounding etc. etc., it stayed on when I used the levers.