Thief 3 Gold - Public beta test (TDS Spoilers ahead, obviously!) - by Beleg Cúthalion
Beleg Cúthalion on 20/8/2016 at 19:39
Thanks for the feedback. Yes, special loot was just there as placeholders because I feared that the mission wouldn't be beatable otherwise. I will have a look at the other things soon. The ambient sound thing is something I noticed myself; however ambient sounds are zone-based and with the zone portal being in the cellar door, it should change exactly there and not by opening the grate. Well, let's see...
Beleg Cúthalion on 29/8/2016 at 20:23
Quote Posted by snobel
* 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)
* 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
These are fixed, although I probably need a second exit mission volume when the player is supposed to pass the first one right outside the Inn. To do: Preparing the objectives so the mission can be solved without reading all notes that lead to the final goals.
bikerdude on 5/9/2016 at 19:19
How close are you to getting the inn working without the tutorial..?
Beleg Cúthalion on 5/9/2016 at 21:26
Quote Posted by bikerdude
How close are you to getting the inn working without the tutorial..?
It already does. However, I plan to get all basic aspects of a proper mission to work before releasing another beta version. Primarily this means getting the secondary objectives (loot, special loot, don't kill innocents etc.) right which are not included yet.
I just introduced a Ramirez-style "back to start" objective for Normal and higher to fix this:
Quote Posted by snobel
* Leaving and re-entering the Inn through the hatch still triggers the "End Mission?" pop-up twice
Sounded like a nice idea, too, to spice up the non-tutorial playing experience. Haven't made the other goals fool-proof yet, though, but I'm on it.
snobel on 6/9/2016 at 05:49
Quote Posted by Beleg Cúthalion
I just introduced a Ramirez-style "back to start" objective for Normal and higher to fix this.
Good idea.
Beleg Cúthalion on 8/9/2016 at 19:50
Quote Posted by Beleg Cúthalion
Haven't made the other goals fool-proof yet, though, but I'm on it.
I
think I have done that just now.
Beleg Cúthalion on 2/10/2016 at 18:57
Are there still other experienced T3Edders around? I have a problem getting the secondary objectives (special loot, no killing of innocents etc.) to play in the Inn mission. They display fine during the briefing (it is now possible to select the difficulty for the Inn mission) but afterwards vanish. All difficulty actors, both in the Entry map and the Inn map have these secondary goals enabled by default, so theoretically I do not even need a change of the GameSys (in case it was necessary that also the object's archetype had the proper settings). Something seems to override the secondary goals. However, I had no problem introducing even a new primary objective to the mission, it plays well already via the SU. Any ideas?
chopin42 on 3/10/2016 at 08:53
Quote Posted by Beleg Cúthalion
Are there still other experienced T3Edders around? I have a problem getting the secondary objectives (special loot, no killing of innocents etc.) to play in the Inn mission. They display fine during the briefing (it is now possible to select the difficulty for the Inn mission) but afterwards vanish. All difficulty actors, both in the Entry map and the Inn map have these secondary goals enabled by default, so theoretically I do not even need a change of the GameSys (in case it was necessary that also the object's archetype had the proper settings). Something seems to override the secondary goals. However, I had no problem introducing even a new primary objective to the mission, it plays well already via the SU. Any ideas?
You have to enable the matching script, and assign it to the difficulty info (i think) (So if u enable the min kill stat, you have to assign the min kill script to the difficulty info)
Beleg Cúthalion on 3/10/2016 at 19:47
I haven't found these scripts in any of the original difficulty actors so this shouldn't work.... but it did. :p Thanks a lot!
Edit: Well... seems like they only appear but do not tick off when fulfilled. I've added all scripts from the ObjectivesInitialization folder. Do you know what else I need?
chopin42 on 5/10/2016 at 14:10
Quote Posted by Beleg Cúthalion
I haven't found these scripts in any of the original difficulty actors so this shouldn't work.... but it did. :p Thanks a lot!
Edit: Well... seems like they only appear but do not tick off when fulfilled. I've added all scripts from the ObjectivesInitialization folder. Do you know what else I need?
You should look around the difficulty scripts :) (global tracking, hierachy, obyectives initialization)
For example : You want to set the max kill to 0. You should add the maxkill0 from objectives initialization and MaximumKillsStat from global tracking to the difficulty info. Then you have to add the script called "beenkilled" from hierarchy to ALL OF the ai-s on the map, if u want to apply to all ai-s (if no, select the ai-s only that you want to be countered).
This method should work with the special loot stat, or every other secondary obyectives (set Specialloot and SpecialLootStat to difficulty actor, add the sript CurrentSpecialLoot loot to the item you want to be countered).
P.s: I havent tried it yet, but it should work.