Thief 3 Gold - Public beta test (TDS Spoilers ahead, obviously!) - by Beleg Cúthalion
Beleg Cúthalion on 16/6/2014 at 11:21
Fixed! Finally! Well, sort of. Both now have proper scripts to appear after you visited Drept and then they do their convo and start patrolling in front of the pub. If you move to another map first, then come back and approach them, they will have started patrolling for some reason but still do their convo in the middle of it. I wanted to make them disappear after their convo but that'd require adding a custom flag so I can store the information about them having finished it (so they won't disappear with the player nearby but only after changing maps). If I let them delete without querying if the convo had finished, their convo happens without them, quite a scary thing to witness.
The way I see it, I should maybe wrap up the City sections with the tweaked enforcers but otherwise all reported serious bugs should be fixed, am I right? I will post another suggestion in the T3D dev thread, though.
snobel on 16/6/2014 at 17:39
Good job! If there's going to be a custom Ints.txt file (for enforcer configurability) then using another custom int to keep track of the convo may be better than introducing a custom flag (and Flags.txt file) for that purpose?
Beleg Cúthalion on 17/6/2014 at 16:57
Did we plan a custom Ints.txt (or rather custom data in the Ints.txt)? :weird: Ah, yes, the Widow Moira fix. Well, in this case, I can go ahead. :)
How do we want to tweak the enforcers? I guess making them not attack civillians should be a "hard tweak", however it would be strange with they remained visible. Should all enforcer tweaks (i.e. no civilian hostility, invisibility, increased awareness and making them approach the player once any of the enforcers in a map has spotted the him) be linked to an option outside the game? Or only parts?
snobel on 17/6/2014 at 18:12
Right, it was introduced for the Moira loot thing - I forgot.
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How do we want to tweak the enforcers? I guess making them not attack civillians should be a "hard tweak", however it would be strange with they remained visible.
The enforcers are allegedly very stealthy and don't carry conventional weapons. So it's plausible that civilians would ignore them?
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Should all enforcer tweaks (i.e. no civilian hostility, invisibility, increased awareness and making them approach the player once any of the enforcers in a map has spotted the him) be linked to an option outside the game? Or only parts?
If it's not too hard to do then individual options should make everybody happy...
Beleg Cúthalion on 19/6/2014 at 19:58
Here we go, two new entries to the Ints.txt:
T3G_KeeperAssassinsInvis 0 1 0 -1
T3G_KeeperAssassinsTelepathy 0 1 0 -1
Standard value is zero, in this case only the following changes are applied: their body types changed to "monster" (which AFAIK makes other AIs go "WTF is that?" instead of "murder!" when they see their corpses), their health increased from 10 to 12 and a slight fire rate increase IIRC. Earlier I had their sensory awareness increased by 100%, that's probably why Yara found them so frustratingly overpowered.
If T3G_KeeperAssassinsInvis goes up to 1 and the difficulty level is HARD or EXPERT, the enforcers will turn invisible, won't have shadows, won't attack civilians and have a slight sensory awareness boost (1.3 instead of 1).
If T3G_KeeperAssassinsTelepathy goes up to 1 and the difficulty level is EXPERT, the enforcers will approach the player once any of them has spotted him. For logic reasons I think this tweak should only be allowed to be activated if the former already is.
Note to myself: Only OldQuarter1 wrapped up with this status.
snobel on 20/6/2014 at 05:41
Sounds good to me.
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For logic reasons I think this tweak should only be allowed to be activated if the former already is.
Are you going to do this in the scripts, or should the configuration tool handle it? (In the latter case it will be possible to get around it by manually editing the file, of course.)
Beleg Cúthalion on 20/6/2014 at 05:57
I had thought of something like in those annoying install routines where they ask you to install a new browser and if you click the check box, another one below gets enabled where you can choose to change the start page in said browser.
Beleg Cúthalion on 22/6/2014 at 20:14
Sorry for double post, I've just included the latest enforcer fixes in all remaining City maps (i.e. built them for export) and also fixed the navmesh in the Cradle's courtyard where the AIs supposedly thought they could walk through the bars. Hopefully this will help with some of the irrational running around.
Edit: I updated a couple of things in the first post.
lowenz on 5/7/2014 at 10:02
The map package was updated?
Beleg Cúthalion on 5/7/2014 at 16:58
On my hard drive, yes. :p If I find nothing wrong with some things I've tweaked lately (I'm doing a test myself at the moment), the map package can go 1.0 soon. It will be provided as an FMSel-ready FM until the big version of the Sneaky Upgrade is ready later this year hopefully to implement all the fancy stuff we have.