Thief 3 Gold - Public beta test (TDS Spoilers ahead, obviously!) - by Beleg Cúthalion
Beleg Cúthalion on 2/1/2016 at 15:01
No yet, maybe when I've finished fixing the other bugs.
snobel on 5/1/2016 at 21:19
Apparently, when playing the Cradle with Minimalist in the Assassin playstyle, (
http://www.gog.com/forum/thief_series/sneaky_upgrade_shalebridge_cradle_query_spoliers) bringing down a puppet doesn't count as a kill. Still, as far as I know, you can get them to a state where for all practical purposes they are dead?
I'd agree that it's confusing... While not a T3G issue, could it be changed in T3G, with a virtual guarantee of not breaking anything else? When playing T3G without the MP (no kill objective) I guess there'd be no difference in gameplay so if it's as simple as changing a flag somewhere, maybe it's feasible?
Beleg Cúthalion on 9/1/2016 at 09:23
They have a script that gives them 999 blunt stimuli (i. e. blackjack hits) when they receive the usual anti zombie measures. So that could be changed easily I guess. However... they are undead. And undead are counted differently in the game, they have their own statistics (you improve your relationship with Hammerites etc.) and if you are able to kill the staff members instead, I don't see that much of a justification. :erg:
snobel on 9/1/2016 at 20:55
It depends on how you understand "kill" I guess... The objective says "kill 4 opponents" and the puppets are the first opponents you meet. Well, next time hopefully Google will find that GOG thread and clear up the confusion. :)
Beleg Cúthalion on 9/1/2016 at 22:33
I would be interested to see if the zombies in St Edgar's count as opponents. I would assume that they don't but I couldn't clarify with T3Ed alone.
Svperstar on 14/7/2016 at 05:34
I'm not sure if this is the right thread. I have T3G installed and whenever I hit M and pull up my map then close it my mouse wigs out and my view jerks in odd ways. Its just like if I drag my mouse as fast as I can across the mousepad.
Beleg Cúthalion on 21/7/2016 at 19:58
Quote Posted by snobel
The guards in the street can be knocked out, but if you get close in order to carry them away, they'll wake up! :eek:
Just tried to fix this but even if I insert completely new guards, there is a bug with them remaining upright (or, after picking them up, in the over-the-shoulder posture) when I knock them out. I haven't found any volumes, though, which could intercept any AI inside of them and screw things up. :erg:
Beleg Cúthalion on 25/7/2016 at 19:59
Bump. I think I fixed the ambient sound overlap as well as the open grate to the inn. Lord Julian and Morris didn't stand on their chairs when I tested it but that can still happen I guess. What bugs me most, however, is the AI thing. Even adding new guard pawns (different archetypes from the original ones), knocking them out results only in them standing upright right after playing the collapsing animation. You can frob them and carry them around, but when you want to drop them they either remain airborne in the crooked posture or teleport back to where you knocked them out. I have seen this bug before but I have no idea how to fix it. I have tried moving the BSP but that didn't help (maybe not enough?). Scripts and links cannot be the case according to my knowledge. Anyone willing to (
http://www.jaybmusic.net/Eidos/Thief3Gold/Inn.unr) have a look at the map? I hope it'd run even without the custom scripts I had to write.
Beleg Cúthalion on 15/8/2016 at 21:27
Seems to work now, everyone willing to stress-test both the tutorial version (on EASY) and the de-tutorialed one (on other difficulty levels) may get the files here: (
http://www.jaybmusic.net/Eidos/Thief3Gold/T3G_Inn.7z) Clicky. They belong in Sneaky Upgrade's "Installed Mods" folder in Program Data, snobel can tell you where in case you don't find it. I deleted the outdated file in the post above.
snobel on 20/8/2016 at 10:57
Did a play-through on each difficulty setting. It's quite a solid experience. Here's a few observations:
* Easy: As the original, except for extra loot... (Tried failing some of the training tasks but not all. Those I tried would keep me from progressing as expected)
* The first cellar ambient will play depending on the open/closed state of the hatch, which feels a bit weird. Wouldn't it be better to have playback triggered by the position of the player?
* After stealing the pouch, when Lord J goes searching after summoning the guards, if you're far away from him and turn away briefly he'll disappear! (Stand at the foot of the stairs)
* Loot objectives (percentage and special loot) are not visible in the Goals/Objectives screen (except for when starting a new game from the menu)
* On Normal and up, maybe give the guard outside the Peony Suite a patrol to make it possible to ghost past him?
* Sometimes lockpicking the chest in the P Suite will cause you to fall out of the map and die when it opens. (We saw this in Abandoned Kingdom too - what causes it?)
* The fires in the kitchen can't be put out with water arrows
* Leaving and re-entering the Inn through the hatch still triggers the "End Mission?" pop-up twice
* The mission can be finished without fulfilling the special loot objective - I guess special loot is still WIP?