T1 FM - Autumn in Lampfire Hills - Newdark Re-release - Updated 2014-10-07 - by AntiMatter_16
Lord Buffet on 5/8/2018 at 12:09
I hope necroposting doesn't count here, so I'll just ask.
What is it with:
1. The hidden switch in the hammerite church.(
https://www.youtube.com/watch?v=qkyXzQAPwEk#t=6m50s) It is squeezed between the cupboard and the wall of the sleeping hammerite room. A conveniently placed lantern indicates you are supposed to find it. But it doesn't seem to do anything.
2. (
https://www.youtube.com/watch?v=N6RNEOzOM58#t=11m44s) The empty room above the tomb the ghost is roaming. You can reach it with a rope arrow. There seems to be a hidden metal door in the wall, but no switch to be found.
I already thought about those two being connected, but they aren't.
fortuni on 5/8/2018 at 12:43
The lever in the Priest's bedroom opens the sewer hatch, but if you climbed into the Hammerite church from the sewers the lever does not re-shut the sewer hatch IIRC.
Yes that is a hidden doorway, but it only opened from the other side, in the room at the top of the stairs where there are a couple of zombies, there's a lever high up on one of the pillars. It's meant as a sneaky way into the King's tomb, thus avoiding Sorrack.
<Username> on 2/10/2020 at 22:35
Autumn in Lampfire Hills by Purah has many of my favorite elements in Thief missions: a somewhat believable City district, a mystery to solve, cramped streets, buildings rich in architectural details, treasures to find, traps to evade, and an engaging plot that slowly unravels as you explore the environment. Secret rooms are not too hard to find, yet still feel rewarding. I can see why this is one of the most beloved fan missions of all time. Considering it was created as far back as 1999 makes it even more impressive. AntiMatter_16‘s update is a welcome fix for some issues.
This was my second time in Lampfire Hills. I completed a playthrough of the original release on January 14, 2008. Again, I needed a hint to complete all objectives. This time around, I missed the hidden switch in The Old Hammer Shrine. I had noticed the hint in one of the books, but missed it regardless when I explored the place.
I enjoyed how nonlinear the mission is. The whole mission is interconnected through narrow alleys and secret tunnels. To me, this is one of the most impressive aspects of the mission‘s design. I even found Sorrack's ghost before I found his body.
A visit Beak's Grocery is not only useful for stocking up on vegetables: You can later use stacks of cucumbers and bread to block two emitter traps in the catacombs below Lampfire Hills. Felt satisfying to deactivate the trap that way.
The architecture might not be that impressive nowadays, but it serves its purpose. The only areas I felt were somehwat lacking were the somewhat empty sewers, especially a large, empty, rectangular room filled with water. It took me a while to realize there is nothing noteworthy down there.
Finished on Normal in 1 hour and 36 minutes with 3406 of 3906 loot. Got both the bejeweled dagger and the bejeweled sword. Needed one hint to complete the mission.
mxleader on 27/6/2022 at 04:25
***Necromancy Alert!***
I finally finished this mission after many years of struggling with it. What a great mission!
baeuchlein on 27/6/2022 at 06:48
Necromancy is fully acceptable with undead missions.:cheeky:
fortuni on 27/9/2024 at 19:56
dml courtesy Glypher, so time to replay this classic, you know you want to so what better excuse. :p
Fixes:
- goal 4 is now irreversible (book of levetation)
- goal 5 is now irreversible (jeweled sword)
- the final goal is now irreversible
- new mantle issues
- doors (open angles, open positions, positions, protection, scaling, black screen, material)
- AIs
- fireplace
- invalid scaling
- minor fixes
(
https://drive.google.com/file/d/1c_dktgO08NPxoW96Ds09ccnHy_H3gNbf/view?usp=sharing) Download
mxleader on 27/9/2024 at 20:31
What was wrong with the AI's besides being nearly impossible to avoid detection from?
fortuni on 28/9/2024 at 18:11
Looks like a fair bit of minor issues such as alert response issues
Code:
//AIs
+ObjProp 626 "InvRendType"
{
"Type" Alternate Bitmap
"Resource" assaca
}
ObjProp 1001 "AI_InfRsp"
{
" Argument 1"[1] 1100
}
+ObjProp 1501 "InvRendType"
{
"Type" Alternate Bitmap
"Resource" hamgca
}
+ObjProp 1339 "FrobInfo"
{
"World Action" Script
}
+ObjProp 1339 "PickDist"
{
"" -2.00
}
+Link 1339 1355 "ControlDevice"
{
}
+ObjProp 1339 "Scripts"
{
"Script 0" TrigWorldFrob
}
ObjProp 1356 "AI_AlrtRsp"
{
" Argument 1"[3] 1339
}
ObjProp 1358 "AI_InfRsp"
{
" Argument 1" 1456
}
ObjProp 1358 "AI_AlrtRsp"
{
"Response: Step 1" Add/Remove Meta-property(Add/Remove,Mprop name,Target Objects)
" Argument 1" Remove
" Argument 2" M-Front Gate Guard
"Response: Step 2" Enable investigate()
" Argument 1"[1] ""
"Response: Step 3" Nothing()
" Argument 1"[2] ""
" Argument 2"[2] ""
"Response: Step 4" Nothing()
}
ObjProp 1415 "AI_AlrtRsp"
{
"Response: Step 3" Play sound/motion(Sound Concept,Sound Tags,Motion Tags)
" Argument 1"[2] ""
" Argument 3"[2] WorldFrob 0, AtWaist 0
"Response: Step 4" Frob object(Target Object,With Object)
" Argument 1"[3] 1339
"Response: Step 5" Goto object(Object,Speed,Motion Tags)
" Argument 1"[4] FleePt
"Response: Step 6" Face(Angle,Object(-1 for angle relative to self))
" Argument 1"[5] 90
"Response: Step 7" Wait(Time(ms),Motion Tags)
" Argument 1"[6] 60000
}
ObjProp 1463 "AI_AlrtRsp"
{
" Argument 1"[3] 1339
}
+ObjProp 1667 "NonPhysCreature"
{
"" true
}
gamophyte on 29/9/2024 at 15:39
Thanks guys! This was on my Halloween season play and replay list.