Nightwalker on 20/3/2013 at 01:31
Somehow I missed playing this when it was released and I just discovered it today. It's a really nice small TG mission and I enjoyed playing it. I wish the loot requirement had been just a little bit lower but, thanks to the loot list, I managed to find it all so I could complete it. I hope there will be more to come as this is a very good first release. Thanks! :thumb:
zajazd on 26/1/2020 at 12:17
Nice classic museum mission, but for me it glitched at the end when I snatched the Blue Star, the objective wasn't checked and I couldn't complete the mission, but I did a nice boundary break at the end in the starting area.
<Username> on 23/6/2020 at 17:03
My attempt at a blind ironman run failed after 15 minutes when a camera in the room with the Burrick exhibit got me. The mission failed immediately and I had to restart from the beginning. On the second playthrough, I played with saves.
Stats:
Normal difficulty
35 minutes
1190 of 1250 loot
no hints needed
Things I liked:
Good placement of light and shadow. The author placed small niches without light where the player can hide and observe guard patrol patterns.
The lost ring was a nice bit of harder to find loot: It is easily missed, but a journal contains a hint that it is there.
Nice bit of foreshadowing with the Haunt laughter in the sewers.
Enemies appearing out of nowhere when you grab an important item is a bit of a clichè, but here I felt it was handled well: The Haunts made getting back to the starting location a challenge.
Things that could be improved:
The issue with the maps not displaying correctly surely could have been fixed before release.
I wish more exhibit plaques had readable descriptions.
The journals were rather mundane, except maybe for the one of the museum employee plotting to steal The Blue Star himself.
NewDark issues:
At the starting location, you can mantle up the bushes. An invisible barrier prevents access to the streets below the wall, but there is a gap between buildings you can drop down into: This is a dead end and you will be stuck there.
fortuni on 25/6/2020 at 06:17
dml from Glypher
Fixes:
- goal 4 is now set up and working correctly
- goal 5 is now final and irreversible
- new mantle issues
- doors (open positions, positions, blockfrobs, protection, scaling, physdims, material)
- AIs (behaviour, phystypes, keys)
- misplaced objects (barrels)
- invalid scaling
- minor fixes
Note 1: Some of the readables needed fixing as well but they can't be fixed with a dml but you can download a fixed zip with correct readables, dml included and fixed miss20 file from Darkfate (
https://darkfate.org/view/details/files/fan-missions/thief1/blue_star) here.
Note 2 The dml is sensitive to spaces which can easily be altered when pasting the code, so best for players to download the dml directly from (
https://drive.google.com/file/d/1lhtUrhr_t_rmmLQFVCYQXHyjos_k-1yj/view) here (or d/l fixed zip from Darkfate above).
<Username> on 27/6/2020 at 08:05
Pretty cool to get a fix for these few small issues in the mission. :thumb: