COSAS 2 Mission X - Available Now ... 8-15-08 | Updated Jun 22 2024 - by Digital Nightfall
R Soul on 28/5/2024 at 22:48
I've implemented a system of *s that appear if either of the last two chores are undone. There are 4 for each of them, which should be enough for the player to work out what's going on. If the chore gets done again, the * gets crossed out. After 4 times any further messing around shows no changes to the map but the player will still hear the 'note' sound and see the quill as a hint to check that page (unless carrying the guard of course).
Underneath the task list a footone will appear saying "* Do this again" to make it very clear what the other *s mean.
I've now found the bit that had the wrong sounds being played. The system didn't have a means to respond to the chores becoming undone, but I know a way to reset the sounds so the player and Rubber will have the right conversation.
Once done it could do with some testing but I've tried to be very surgical with what I've changed.
R Soul on 22/6/2024 at 15:49
New version ready to download.
Thanks to the following for testing things/making additional suggestions:
marsupial (Discord), Myles (Discord), MayheM (TTLG)
There are two versions, the first is with DIVX encoded videos:
(
https://www.mediafire.com/file/68dvg843e6h0r9t/CoSaS2_MissionX_v115_divx.zip/file)
These are said to be higher quality than the original videos. NewDark allows them to play in game (breifing, cutscene etc). Best to try this one first and only try the second one if there are video problems.
This is with the original videos:
(
https://www.mediafire.com/file/5diol1ii8qvbaju/CoSaS2_MissionX_v115.zip/file)
PATCHED ITEMS
Major Fixes
• Gameplay/hint tweaks added: some tasks are displayed on the map rather than as objectives due to limited space for the latter. The map now provides the player with up to 4 hints if either of these tasks becomes undone and redone.
Minor Fixes
• Some optional objectives were not being shown/hidden as originally intended due to a formatting issue and a change in one of the updated custom script (.osm) files. The formatting issue has been resolved so that the custom script can handle things as expected.
• Some objects have been edited to improve their lighting and overall appearance.
• The automap “notes/hints” pages have been redone to allow higher quality text (same goes for the keys list). NewDark's support for higher quality images makes this a lot easier to read.
• An unconscious drunk guard now has a unique inventory name.
• Some terrain brush tweaking to allow for better texture alignment.
• Some subtitles have been tweaked so they take up less width, which will help people who are using HUD/font scaling to make those elements easier to see.
• An alerted AI will now “inform” any others in the vicinity. The most noticeable change will probably be the ones you encounter while still in disguise. A failed pickpocket attempt will lead to a lot of hostility towards you.
• Fixed some issues with the fuse boxes in the basement: AI would sometimes open them while passing, and could get stuck in a couple of scenarios. Also, sound has been added when opening and closing them.
• Added a more immediate way to notify you if you fail the “elevator” goal (in one particular way). You still have to reload/restart etc, but you'll find out almost immediately. This will benefit players who follow the hints but happen to make a poor choice right at the end of the process. Seems fairer that way. A player who's just randomly trying things will still get into trouble much later.
Happy Thieving