Fidcal on 4/4/2010 at 16:10
piln: Thanks for feedback. I'll take these one by one:
As well as the inventory scroll there is an inventory type(category) scroll. Check your menu settings for the default keys. With these you can scroll directly to lockpicks, readables, keys, etc. Tip: As you scroll to the category it goes to the start of the list whereas you most frequently want the last thing selected, eg, a readable you just found. So scroll just past the one you want then scroll back the individual inventory items. This is to be corrected in the next update so the last is first so to speak.
You do not need to carry all those readables. To drop a readable (or anything in the inventory that is droppable) you select the item, press drop and if it goes into the carry position then you can press drop again to drop it.
Most doors that need a key to unlock are that way for a purpose to help the story unfold in order. In these examples, imagine doing any one of them within 5 minutes of entering the building which is perfectly possible...
Pump room. Straight in and find the central objective.
Housekeeper. Similar then above
Old storeroom. If you could pick that door then you could go down the elevator and follow a long path only to come up to an immovable stone.
Eleanor: no purpose in putting the more interesting route.
Eleanor's chest: Special case because of the clue.
Martha: Maybe this could be pickable but it was intended that anyone who found this bricked up door early would be intrigued and curious to find a way in.
Library: Maybe (you can get in here by KO'ing Wickish as he enters.) But this bypassess the more interesting route via Martha.
Chapel: Maybe. But since it was meant to be kept secret from Lord Edridge then it seems that finding it early would seem like 'huh big deal - it's obvious'.
Lord Edridge's bedroom: Maybe. But it gave the only reason to actually see Lord Edridge. Without it, you don't even need to see this central character.
Garden: Maybe. But the key is just before the door and the garden is unlocked from one direction.
Bathroom: Maybe. No need to go in Helena's room then.
Rear Hall: Maybe. But the window is open and is a much more interesting way in.
Basement: courtyard and portcullis. Maybe. But there are two other ways in that are not locked. The portcullis in particular gives a teasing view of some goodies so you have to find the way over.
I think all other doors are openable or pickable. And remember, this is a big mission and there are a huge number of doors that do not need keys. Compare with some of the very small FMs that were released previously; one with only a couple of keys but the FM is finished in 12 minutes. Note also that most players have not reported the need to find keys to be tedious; on the contrary many have found the gameplay to be ideal so there is a good reason to think some might have objected if everywhere was more open and easy.
On the other hand I take the point that the sequence of keys might be irritating to some. But what should I do instead? How would I make this FM story proceed without them? I only used keys where they seemed necessary to prevent something happening before it should. Alternatives are: 1. an FM with a long sequential route so you arrive at things in order. 2. A random access FM but with less sequence to the story so probably a weaker story. 3. Hide the doors so you are not annoyed trying to open them; they only come to your attention once you are ready for them and already have the key.
The pillars, supports, buttresses give extra cover and shadows especially in the corridors where you would seem to be more obvious if the corridors were straight. Plus I would definitely get criticised for straight boxes without any features. Plus the ceilings would fall in. ;)
The lack of visual variety I concede. I am just not knowledgeable enough about architecture. All those rooms and corridors were originally made as a test for speed building, copied and pasted and customised so somewhat boring and repetitive. Hopefully I can improve.
The lack of carpet sound I could not fix easily (I tried and got in a worse bug!) so did not want to hold back release of the FM.
The slow match I'll look at. I assume you mean just dragging it against a surface it's impact sound is the default doom beep.
Fidcal on 4/4/2010 at 16:13
xaussienanny: OK, then you have my permission to use noclip. ;)
BTW did you use the firearrow? Maybe it blasted the key away? (I always thought keys should not be moveables.)
clearing on 4/4/2010 at 16:14
Help. I can't find the key for the Housekeeper's room. :sweat:
Fidcal on 4/4/2010 at 16:28
clearing: It's in the same room as the research log.
jay pettitt on 4/4/2010 at 17:21
Thanks Fidcal (and baddcog) - that was an absolute monster of a mission. I completely failed to get anything useful done all weekend mind, but I'll let you off this once.
Fidcal on 4/4/2010 at 18:47
Quote Posted by jay pettitt
Thanks Fidcal (and baddcog) - that was an absolute monster of a mission. I completely failed to get anything useful done all weekend mind, but I'll let you off this once.
"The only value in useful things is in what they are useful for. Useful things have no value in themselves. Happiness is the only thing that is worthwhile for its own sake." - Obrennard, from the Book of Mage Philosophers, page 71.
canetoad on 4/4/2010 at 19:44
In a spot of bother.
I'm in the Heart Display Room (I think....the room accessed by removing bricks from the wall of the room though the Pump Room hatch). Been into the cage and lowered the Heart.
The problem is as the game has progressed, I can't load or save games without TDM crashing and I desperately want to finish this mission.
Is the spider in this room unkillable? The research notes say that the way to open the crystal holding the heart is a powder sealed in the display room. Please, where is it, exactly?
kittykat on 4/4/2010 at 19:51
About the library secret?
Quote Posted by Fidcal
Clearing: [spoiler]The clue is "reaching up for a book standing on a chair near the table in the library" so take one of the chairs from near the table and move it to a bookcase near the table and stand on it. Then examine the books for something. The other things should unfold from there.
[/spoiler]
I tried this and still can't find anything. A clearer hint please and keys to housekeeper or pump room, where?
Fidcal on 4/4/2010 at 20:16
Kittycat: Check your compass and stand at the north side of the table. Looking north to the bookcases turn slightly to your right and you see the bookshelves are in shadow. Move the chair there and stand on it. Facing the books at about eyelevel but looking up slightly, look at the books. One is sticking out slightly and will highlight as you look at it. Frob it and it opens a secret door further along to the right. It times out and closes again after half a minute so if it is closed before you get to it then frob the book again. If you still cannot see it then I will have to play the game and take a screenshot or count the exact book and shelf.
canetoad: Very sorry to hear about the problems. It will be difficult to finish in one go without saving but not impossible.
Look above the Heart cabinet and you should see a very large lens shape with an open lantern above it. The powder is in there. Climb up on the tree and along the branch and use the match in your inventory to light the powder. Then get the Heart and just below it, the key and the scroll. Good luck!
RailGun15 on 4/4/2010 at 20:31
A truly amazing mission, thanks Fidcal and Baddcog :thumb:
Great gameplay, story and architecture. The layout of the mansion was simple but effective, every room made sense. The best part of the mission was using the heart to escape from the hole, that was great twist
I don't know if this is a mission bug or a darkmod bug but: I found the book that incriminates Edridge before i actually got the objective, i was looking everywhere for it because i thought that if i had the book the objective would complete itself. No luck, i had to drop the book and pick it up again to complete the objective