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Thread: Played Thief for years before discovering...

  1. #51
    Member
    Registered: Oct 2013
    Thanks, I'll give that a try next time I'm there.

    Discovered yesterday that you can unlock doors by bashing them with your sword. Or at least there is one door that this works with, a door in Blackmail. You even get the unlocking sound as if you had used a key. Not yet tested it on other doors.

    About Haunts, why do they have swords? They are meant to be resurrected Hammers so why wouldn't they have hammers?

    I actually vaguely remember them having hammers in my first playthrough of the unpatched version of DP; then when I played a 2nd playthrough a year later, this time with Gold, they had swords and I wondered whether these swords had been patched in? Or am I just misremembering that they had hammers initially.

    Also, why no Mechanist Haunts?

  2. #52
    Member
    Registered: Apr 2016
    Haunts have swords in TDP and TG but they have hammers in T2. Mechanist haunts are theoretically possible and are even present in some FMs. Actually, anybody can become a haunt, I think.

  3. #53
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Olde Castle
    By default you can bash down most wooden doors, unless they have been specifically set to be unbashable.

  4. #54
    Member
    Registered: Apr 2011
    Location: Montpellier, France
    My guess for Haunts to have swords is because hammers are blessed symbols. But of course they use hammers in T2, so... There is a Hammerite mesh in T1/G that uses a sword too and has less armor than a regular Hammer guard.

  5. #55
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    I read through the sourcecode and figured out things you'd almost never think to check (or know how to check) in game, although now I'm already forgetting them.

    I think one was that sword damage is a function of your angle to the bad guy, so a shot where you're head on facing the guy hurts more than if you're facing their side and the shot still connects, which I think I'd already suspected, but it was confirmed.

  6. #56
    Member
    Registered: Jun 2009
    Location: Argentina
    Similarly to AIs, doors have hit points. Wooden doors can either be opened by bashing then with the sword or using explosives. Most metal doors can only be opened with explosives.

  7. #57
    Member
    Registered: Sep 2002
    Location: College Place, WA
    You can blackjack alerted guards through doors if you stand in front of the door. This is assuming the door blocks AI vision. Door with windows do not.
    You can also blackjack alerted guards around corners.

  8. #58
    Member
    Registered: Oct 2013
    It seems a bit weird though that bashing a door would cause it to unlock, complete with unlocking sound, rather than it just crashing open.

    So the T2 Haunts have hammers. Maybe that it why I remembered them that way and so was confused by my 2nd T1 playthrough by the swords.

  9. #59
    Member
    Registered: Jun 2009
    Location: Argentina
    My theory is that Haunts in Thief Gold use swords because they are ghosts of Hammerites from older times, which is why you find them in the Old Quarter and the Bonehoard only and probably some (if not all) of the Hammerites used to wield swords back in those years. In Thief 2 they carry hammers because you find them in not-so-forgotten places (Truart's estate crypt and the Mechanist Seminary) and that proves that those ghosts are not as old. You can spot the difference in the age of the Haunts just by looking at their outfit, too.

  10. #60
    Member
    Registered: Oct 2013
    DarkMax, could be.

    In Thieves Guild a searching enemy may say something like "You better hope I find you before the guards do". What guards? Aren't they the guards? Or are these guards not actually in the mission (like the non-existent dogs, who you are also threatened with).

  11. #61
    Member
    Registered: Oct 2013
    Only recently discovered a useful tip for Expert: using frogbeast eggs against guards is allowed. This does not count as your kill and won't fail the mission.

    Useful for some awkward Mechanists on the rooftops in LotP.
    Last edited by Cigam; 27th Mar 2017 at 11:41.

  12. #62
    Member
    Registered: Apr 2016
    Quote Originally Posted by Cigam View Post
    Useful for some awkward Mechanists on the rooftops in LotP.
    If you don't raise the alarm in Angelwatch, there won't be any awkward mechanists on the rooftops

  13. #63
    Member
    Registered: Oct 2013
    Then that is another thing I did not know - you can open the safe without triggering the alarm?

    Let me guess, it involves some exploit rather than being an official possibility?

  14. #64
    Member
    Registered: Apr 2016
    No, there is a switch to deactivate the alarm It's on the same floor, hidden in one small room.

  15. #65
    Member
    Registered: May 2002
    Location: Texas
    Quote Originally Posted by Cigam View Post
    DarkMax, could be.

    In Thieves Guild a searching enemy may say something like "You better hope I find you before the guards do". What guards? Aren't they the guards? Or are these guards not actually in the mission (like the non-existent dogs, who you are also threatened with).
    That's actually one of the thieves lines.

    Btw you can grab the plans scroll in Karras' safe without opening it. Stand at the left side and move your focus around until the safe isn't highlighted but the scroll is. You'll know if the scroll is highlighted if the safe should be highlighted but isn't.

  16. #66
    Member
    Registered: Sep 2002
    Location: Pennsylvania
    Does everyone know that you can shoot arrows (including rope arrows) into grass and dirt? I designed a contest mission that took advantage of this fact and some people thought I had added in the capability. I just assumed it was common knowledge!

  17. #67
    Member
    Registered: Sep 1999
    Location: Portland
    Quote Originally Posted by Weasel View Post
    Does everyone know that you can shoot arrows (including rope arrows) into grass and dirt? I designed a contest mission that took advantage of this fact and some people thought I had added in the capability. I just assumed it was common knowledge!
    I would often take advantage of this in cave systems.

  18. #68
    Member
    Registered: Jan 2012
    Location: Gèrmany
    This reverts way back but:

    ...that there are fan missions.

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