Retrieval of the Soul version 1.1 is available Jan. 22/04 - by Istvan Varga
Istvan Varga on 22/1/2004 at 14:53
I have a new version of this FM, with changes documented below. It has been already uploaded to the 'Cheap Thief Missions' site, but if you do not have the patience to wait
for the new version to appear on the site, I can also send a patch (~1.75 MB) in e-mail,
assuming that the file size is not a problem ... the update package contains all the
necessary instructions on applying the patch.
If you find any bugs in this version, please report it to <istvan_v@mailbox.hu>.
Changes in version 1.1
* turrets in attic should now open correctly even if player enters
the room by sneaking very slowly and sticking to the left wall;
still not sure if there are more ways of exploiting the engine
to bypass the trigger mechanism
Note: there may be a similar problem in the kitchen: when the player
enters the room, a dinner bell should sound, and one of the servants
should start patrolling, pick up the tray, and leave the kitchen;
if that does not happen, try leaving and entering the kitchen again
(moving faster may help, particularly on fast machines).
* another change to attic turrets: vision cones have been adjusted to
reduce the risk of shooting at player even with the visibility gem
being completely dark; they still shoot at very close range, but
this 'night vision' is now limited to a slightly shorter distance
* tweaked the vision and hearing of some guards for improved and more
challenging gameplay
* the guard in the NE corner of the game room has his purse on the
right side so that it is easier to notice now
* the goblets in dining room are now loot instead of junk; also
changed the value of some loot items in various places. The total
amount of loot is still 1400, but it is distributed differently.
* extended crypt areas in basement - more places to explore, and more
game play
* on Expert difficulty one of the wooden boards barring the entrance
to spider room is removed, so it is now possible to enter - by
crouching - without breaking boards. This improves support for
'ghost' playing style.
* in basement room under kitchen the material type of noisy junk
items (canister and pan) placed in footlockers has been changed
from metal to ceramic. Not as realistic, but makes it possible to
throw the items away without alerting the guard more than level 1,
and improves support for 'ghost' playing style.
* improved the hearing and vision of zombie in secret crypt - should
be more challenging to avoid now.
* tweaked patrol routes to reduce problems related to pathfinding and AIs
getting stuck on the top of objects. There are still a few places where
the AI can get confused, such as the double doors on the first and second
floor, where guards tend to unexpectedly turn back for a moment - following
them in bright light can be dangerous.
* made it possible to climb back to the courtyard from outside the outer walls
* misc. minor tweaks in various places
* gamesys fixes: skulls and ribcages no longer need to be 'used'
twice in order to throw them
* minor changes to voice schemas
epithumia on 22/1/2004 at 16:29
Umm, I got this patch but it seems to be messed up. Now, I'm not about to run a binary that someone uploads to my FTP site, and I have all Linux machines anyway so xdelta.exe doesn't help me.
However, I have xdelta (1.13) installed but it just says this:
xdelta: delta format is unsupported (too old)
Why go through all of this craziness? Why not just upload the new zip file, or a zip containing the files that should be patched? As it is, your .dif file is nearly half the size of the original zip, so it's almost pointless to patch.
Istvan Varga on 23/1/2004 at 15:09
That's really funny if you take into account that the patch was originally created under Linux, and xdelta.exe is actually an unix program cross-compiled for Windows so that
you can run it ... of course I did not know what type of system you are using. Do you have WINE (xdelta.exe should run perfectly with it) on any of your machines ? If not,
I can upload the complete zip file, though; that should solve the problem.
Istvan Varga on 23/1/2004 at 15:25
I will upload the complete zip file in a few minutes; you can expect to receive the whole file in about 20 minutes. Apologies for the trouble caused with the patch.
John D. on 24/1/2004 at 04:20
I just played the mission and had a blast, it seems to have a good T1/bafford flavor to it.:)
Sluggs on 24/1/2004 at 18:30
Thanx for updating your mission. :thumb:
Maybe i'll do the same with mine one day when my others are finished?
john9818a on 26/1/2004 at 03:18
I'm a little :confused: about something. Not really a spoiler, but [SPOILER] I have four keys, two of each kind. Two are basement keys, but all four open the same doors. [/SPOILER]
Also I need help. [SPOILER] I'm in the area behind a portculis and can see a haunt walking around in a crypt area. How do I open the portculis? [/SPOILER]
:D
John
Old Man on 26/1/2004 at 10:03
Quote:
Originally posted by john9818a[SPOILER] I'm in the area behind a portculis and can see a haunt walking around in a crypt area. How do I open the portculis? [/SPOILER]
[spoiler]There's a switch on the wall of the Haunt Crypt that opens that portculis. So, you'll have to come around the other way through the Zombie Crypt.[/spoiler]
john9818a on 27/1/2004 at 03:06
ok Thanks Old Man :D
Now I need to find out how to get in there, so I can get out again. :p
John