<Username> on 30/1/2023 at 16:00
Two major changes in this version: One, what used to be Cooper's Manor in v1.0 is now Arman's Manor. Savar added a new area with a new Cooper's Manor in v3.0. Two, several smaller side-areas from v1.0 were removed, including the original location of the Pagan Crown. Since I could not find a changelog for v1.0 > v3.0, I wrote down further changes I noticed below.
I could not complete v3.0 without hints, even though I spent a considerable amount of time checking every corner of the mission for loot and secrets.
Stats:
* Expert difficulty
* 169 minutes
* 90% loot
* 3 hints needed
Hints needed:
* Cooper's Manor: Missed the hidden button in the wine cellar. I had searched the wine racks for hidden buttons, but unfortunately, this button can only be seen when you are either crouched or looking at it from a specific angle, which I did not happen to do.
* Pagan Crown: I thought it might be hidden up there. It is hidden in plain sight, but I guess my view was blocked by one of the pillars on the sides of the building, otherwise I would have seen the loot glint.
* Even after using two hints, I could not get more than 89% loot. I used a third hint on the location of piece of loot I had missed to achieve 90% loot.
Changes to existing areas during the update from v1.0 to v3.0:
* Several areas of the mission: The skybox was replaced by a higher.quality one.
* Several areas of the mission: New ambient music was added.
* Several areas of the mission: Frobbable victrolas in the mission now play music. In v1.0, none of the victrolas did play music when frobbed.
* House where you get the lockpicks: The sleeping woman on the bed was removed and replaced by a book about the recent history of the Shalebridge Cradle.
* Hotel: Moved to a new location closer to the starting location, near the gate to Stonemarket.
* Hotel: The interior was updated, including an overhaul of the textures.
* Hotel: In the pub, the barkeeper walks through the room instead of just standing behind the bar.
* Fort Ironwood: The Hammerite in the pews is sitting instead of standing.
* Cooper's Manor: Is now Arman's Manor. The interior of the building has been updated.
* Arman's Manor: The painting on the west side of the entrance hall does not count as loot anymore.
* Arman's Manor: I now had trouble getting off at the top of the ladder in the south corner of the garden, but I had an easier time getting off at the top of the tower where the telescope is.
* Arman's Manor: The teleporter door on the balcony to an upper floor corridor is now closed and feels a bit less awkward to use.
* Arman's Manor: Some rooms up the spiral staircase east of the hall with the round table were removed. In the corridor, an unfrobabble glass door was added through which the stairs to the creepy basement can be seen.
* Arman's Manor: The stairs leading down to the creepy basement are now connected to the rest of the house: A secret door that can be activated with a Keeper Glyph now leads from the stairs to the study.
* Arman's Manor: In the creepy basement where the dead Enforcer can be found, the living statue is not active immediately but becomes active if Garrett steals a valuable manuscript from the hands of a gargoyle statue in the area behind it.
Removed during the update from v1.0 to v3.0:
* Streets of Old Quarter: In the small guardhouse north of the starting location, an unusable mine which previously could be found there was removed.
* Streets of Old Quarter: The rooms in the small house a few steps south of what is now Arman's Manor have been removed. The door is not frobbable anymore and there is nothing behind it.
* Streets of Old Quarter: The unreachable guard above the gate to what is now Arman's Manor was removed.
* Fort Ironwood: The outside area with the Cataclym Memorial was removed.
* Fort Ironwood: Magister Kronos is not in his room anymore.
* Arman's Manor: The tiny sideroom in the room below the telescope on the roof, which previously had just enough space for the servant inside, was removed.
Added during the update from v1.0 to v3.0:
* Streets of Old Quarter: In the armory north of the starting location, there is now a full-body armor on display that wasn't there before.
* A large new area with a new Cooper's Manor was added.
* The west garden around what is now Arman's Manor has been slightly changed and a new gate with blue mist leading to the new Cooper's Manor was added.
Elements that I think should have been changed from v1.0 to v3.0, but weren't:
* The typo in the briefing remains: "Dunver dave me the address".
* The unintelligible last sentence in the English version of the briefing remains.
* In the small guardhouse north of the starting location, it is still not possible to open the safe without alerting the sitting guard next to it.
* You can still climb up to the ledge above the Pagan Shaman, creep along it to the tower in the south corner and peak inside to see the unfinished interior.
* There is still an unusable round object on the shelf of the bedroom with the stairs to the creepy basement in what is now Arman's Manor.
* The torches in the hands of the gargoyle statues in the creepy basement still cannot be extinguished with water arrows.
Issues introduced in v3.0:
* The mission now has even more locks that must be picked before the player can proceed. There are too many locked doors.
* When I frobbed the healing potion on a table on the upper floor of the pub of the hotel, Garrett gulped it down immediately. It did not go into the inventory.