ArthurWalden on 3/5/2023 at 22:01
When I played T2x, Mission 4: Shadowing the Enemy the pickpocket count at the end of the mission claimed I was missing most them. (It said something like 2 out of 9.) However, I replayed the mission, carefully checking every single human I could find and could find nothing else to pickpocket. I had to conclude that the pickpocket stats for the mission were in error and I had found all the actual pickpocket opportunities.
Now I've just completed Mission 11: The Grand Hotel. The endmission stats claim that I have 8 out of 16 pickpockets. Given how long the mission is, I really don't want to replay it. Is this another case of the game stats being wrong or are there actually many pickpocket opportunities I missed on the mission?
baeuchlein on 3/5/2023 at 22:29
A long time ago fortuni also noted in another forum that pickpocket counts in these two missions are incorrect. Whether there is a fix for this in progress or not I cannot say. Your count of 8 pickpockets for Mission 11 seems to be right at least for some difficulty levels. For mission four, the actual number of pickpockets is not clear, but four or five (depending on difficulty level) should be available.
Most other pickpockets of these two missions seem to be caused by some objects that are counted as pickpockets but cannot actually be stolen, like the muskets of the hotel guards.
fortuni on 4/5/2023 at 04:14
There are a number of missions awaiting dml's including the 2 missions mentioned above.
When I played this campaign I reported
Mission 4: Tracking the Enemy
Game reports 6, 7, 7 pockets available but the only pockets available are:-
1 x purse on Hammerite (H/E) + 3 keys. There is also a ticket held by a passenger
Dromed is reporting a bucket and a bottle carried by a Mech worker servant are pockets available, they're not.
So we need to reduce pockets available by two to 4, 5, 5
Having said that in theory the bucket and bottle are correctly reported as pockets by Dromed, that fact that you can not pick them in an anomaly of this game. This kind of anomaly occurs in other mission, eg an archer on a roof that carries an arrow in his quiver, but players can't get to him to pick it, servants sometimes also carry items which are non frobbable, but officially they hold the item in their hand (or more correctly attached to their belt) so are correctly recorded as pockets by Dromed even though they mess up the end game stats.
Mission 11: The Grand Hotel
Game shows 13, 15, 16 pockets available, but that is because Dromed counts all the pistols carried by the guards as pockets. As above Dromed does correctly report the correct number of pockets although preferably pockets available end game stats should show 6, 8, 8
EDIT: The dml's for this campaign have now been updated to fix the pocket counts in missions 4 + 11, please refer to (
https://www.ttlg.com/forums/showthread.php?t=144804&p=2424368&viewfull=1#post2424368) this thread for dml's