Purgator on 10/5/2013 at 15:03
Quote Posted by deathshadow
But that's the typical attitude in this day and age of "status quo FTMFW" -- GOD FORBID anyone dare to list bugs or complaints about ANYTHING -- "Oh they must have hated it, look at this hater, attack the hater and stuff words in their mouth" -- because yeah, that makes EVERYTHING better!
Perhaps if your criticism wasn't so disparaging and was delivered a little more, constructively? FM's take a lot of time and effort and those who dare to DromEd impart a little of themselves into each and every one they make (as with all creative processes). Constructive criticism is good, opinions are welcome, but you should refrain from being dismissive of other peoples work if things aren't going your way.
Marbrien on 10/5/2013 at 16:57
Quote Posted by Yandros
Interesting, I'll look into this tonight, but I'm pretty sure the prisoners are all set to be blind and deaf and neutral, meaning they won't fail the mission if they see a KO'd guard (which they can'tif they're blind). So to make sure I understand, all three guards in the cell block were KO'd, and two were under the stairs. Where was the third one? And as soon as you moved the two under the stairs, the mission didn't fail when you turned the power back on?
Yes, I knocked out all three guards in the cell area. The guard nearest the gate to the cell area was done first, when the power was on. I think I put him under the stairs that lead from the ground floors to the gate to the cell area. The other two guards I knocked out when the power was off, and I put them under the stairs between the two levels of cells. That left no conscious AI in that area apart from prisoners. When I put the power back on, the mission failed. Since they were the only two knockouts I made when the power was off, I deduced that I needed to move them before restoring the power. I did, and then the mission did not fail. Played on Hard (but you can probably guess that from the knockouts).
Independent Thief on 11/5/2013 at 08:41
The ghosts words were a little hard to hear, plus I had to make doubly sure the KO'd bodies were hidden properly other than that the mission worked great-some pretty freaky stuff in the story as well!:thumb:
deathshadow on 11/5/2013 at 14:38
As I suspected this is actually EASIER to ghost than to go around knocking out everyone... with ONE exception. The guard upstairs looping between the third floor staircase and elevator near the one female prisoner's cell -- he's ok with you being in "his hallway" right up until you pick any locks, then he's hostile 'on sight' whether he saw you do it or not.
Slipping past him and the other non-guard guy wandering the same area is tricky, especially with the direction The only cell door in the area opens
It's also a fun race to open Cell 6 before the mechanist flips the power back on - the trick being a leap of faith across the cell block on the second story
Yandros on 11/5/2013 at 15:41
Quote Posted by deathshadow
It's also a fun race to
open Cell 6 before the mechanist flips the power back on - the trick being a leap of faith across the cell block on the second storyIndeed! One tester actually
closed the cell door behind upon entering, and then
got locked in permanently when the power was restored by the repairman. The authors decided that was OK to leave in. I don't think the
cell door actually closes when power is restored, it just becomes unfrobbable, so if you leave it open while in there you're OK.
nickie on 11/5/2013 at 16:33
I thought an open cell door might be suspicious! First time for everything, you know. :o
nickie on 11/5/2013 at 17:25
Couldn't you find a bigger one? :p