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Thread: New T2 Campaign: Death's Cold Embrace (Oct 25, 2017)

  1. #151
    Member
    Registered: Nov 2003
    Location: Sheffield, UK
    Couldn't wait for Christmas, damn that was good, the Wailing Keep beat me though and I had to drop the difficulty, I kept running into bad guys & could not find a path through, I shall have to try again.

    That was what I'd call in reading terms a 'page turner', I loved the story Romeo & Juliet meet Frankenstein plus lots of twists, I have to admit I was waiting for another twist at the end & saw the guy run out from behind the truck, that made me smile

    And this gem nearly ended up in the bin

    Definitely one for the replay list

    Thank you and your team for a decade of hard work, that was amazing

  2. #152
    Member
    Registered: Mar 2007
    Location: Krull Island, in the pub

    I have a few missions that I replay regularly - even for the 5th time. For example, I always do Seven Sisters in the company of some fine red wine between christmas and new year's eve. And right now, I have a new replayable gem - this one.

    After finishing the whole campaign, I just could not decide what mission to play next, because it's so freaking well done and unique.

    Thank you for a nice game, everyone involved!

  3. #153
    Member
    Registered: May 2005
    Location: Full on Kevel's mom
    Thanks, folks. We're quite pleased that you enjoyed it.

  4. #154
    Member
    Registered: Sep 2003
    Location: Frederikssund, Denmark
    Yandros (and all your little helpers),
    Thanks for this incredible campaign. Great work!
    Great story, gameplay og textures!

  5. #155
    Member
    Registered: Aug 2014
    Location: Poland
    Congratulations on the release!
    I'm back to playing fan missions with this campaign. First mission was nice. I hope there will be tombs or other catacomb later, zombies too.
    I always liked Yandros' missions thanks to unusual scripts, idea, custom resources and attachment to details.
    Last edited by Kurhhan; 19th Nov 2017 at 13:35.

  6. #156
    Member
    Registered: Jan 2004
    This was a ton of fun, and I really appreciate the work from everyone involved. Excellent use of music throughout, and the creature implementation towards the end was surprising and very well done.

  7. #157
    New Member
    Registered: Nov 2017
    Thanks to everyone involved in the creation of this wonderful campaign. Playing a quality campaign/FM always brings some of the feelings I had when I first played Thief.

    I liked the atmosphere a lot, it has very good music, great missions. The overall story was not quite my cup of tee, but the missions kept me engaged. The cutscenes were interesting as I did not see much in the FMs and custom campaigns I played before and what I saw there was not very well implemented. The hub-like area, which changes a bit each time you visit, was also a nice touch.

    Unfortunately I found out I did not have the latest version of Thief 2 when I reached the fading screen of the penultimate mission. I did not succeed with patching the game and I did not reach the last mission, but if I got it right it is a sort of an epilogue, so hopefully I did not miss a lot.

  8. #158
    Member
    Registered: Jan 2004
    Quote Originally Posted by vaultdweller13 View Post
    Unfortunately I found out I did not have the latest version of Thief 2 when I reached the fading screen of the penultimate mission. I did not succeed with patching the game and I did not reach the last mission, but if I got it right it is a sort of an epilogue, so hopefully I did not miss a lot.
    The same thing happened to me, but it was just missing squirrel.osm - copying that into my main directory allowed it to work.

    If you want to see beyond that, you can always use the CTRL+ALT+SHIFT+Escape combo to auto-end the mission.

  9. #159
    Member
    Registered: Oct 2013
    In order to disable all mods and upgrades as per the suggestion in the OP, is it enough to just comment out the modpath line in cammod.ini? I know it gives instructions for disabling things in FMSel, but I do not wish to do that. Thanks.

  10. #160
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    I'm not familiar enough with FMSel to be able to answer that, sorry. Hopefully someone else can.

  11. #161
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    Commenting out 'mod_path' will work fine.

  12. #162
    Member
    Registered: Sep 1999
    Location: Portland, OR
    HAHAHA the end creeped me out, not because of the guy running out but the fact that I spend years trying to get out of Jacksonville and the damn movie theatre was in Jacksonville. Even more freaky, is that is the viewpoint of where I worked at on the river.

    Well worth the weight. Glad I could contribute in some way. I didn't see the other two objects I made for this campaign; the cherub lamp and skull lantern. However I now saw the importance of needing a better antenna. I love the miniature too!

    Cheers!

    Edit: Oh I was going to say, the way you did the particles in the hammer sleeping quarters in the basement reminded me of the floating spores in Stranger Things. Hmmm...
    Last edited by gamophyte; 25th Nov 2017 at 19:50.

  13. #163
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    The skull lantern was carried by the haunt lord in mission 7, you must have missed him. It looks awesome in game! And I'm pretty sure I did use the lamp somewhere, but not sure where. Thanks for all three objects you made for it! And I've not seen Stranger Things so any similarities are coincidental.

  14. #164
    Member
    Registered: Sep 1999
    Location: Portland, OR
    Quote Originally Posted by Yandros View Post
    The skull lantern was carried by the haunt lord in mission 7, you must have missed him. It looks awesome in game! And I'm pretty sure I did use the lamp somewhere, but not sure where. Thanks for all three objects you made for it! And I've not seen Stranger Things so any similarities are coincidental.
    Haunt lord? I never saw a stand-out haunt, maybe he was taken out by a priest; I didn't knock out any hammers. I will keep an eye open though for DCE Gold

  15. #165
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    He patrols the graveyard area near Julia's grave on Expert (and maybe Hard). Can't miss him, his uniform is black with gold trim.

  16. #166
    Member
    Registered: Sep 1999
    Location: Portland, OR
    Quote Originally Posted by Yandros View Post
    He patrols the graveyard area near Julia's grave on Expert (and maybe Hard). Can't miss him, his uniform is black with gold trim.
    Ahhh I banished them all just before seeing what that haunt looked like. I can't take up much room on this work PC so the saved games are gone. Will wait on a later revision to replay it. Btw let me know if you need any help if you ever do a remaster/gold.

  17. #167
    Member
    Registered: Jun 2004
    Location: Heidelberg
    When going back to Highwater's, there is a readable mentioning the break-in from mission 2 and the fact that none noticed anything. This would have made sense if the mission 2 had had an objective to avoid being seen altogether, like in OM "Framed". At least on expert... I also feel that the revisit should have something similar as well - R. would be more willing to listen to a "well-behaving" G. than to a "violent" G.

    Having said that, kudos to the team for this masterpiece! Stunning visuals, immersive soundtrack, excellent voice acting! I know what I'll be during the next weekends until February or so...

    PS: I am still at the beginning, so I still can play with my kids watching, for later missions I might have to wait for them to go to bed. Last weekend I did the mistake to allow them around on sensut's "Nosferatu" and my daughter kept telling me the whole week that she doesn't want to sleep alone because she "was afraid of Dracula"
    Last edited by ultravioletu; 26th Nov 2017 at 16:43.

  18. #168
    New Member
    Registered: Nov 2017

    Loving this campaign

    Awesome campaign, really enjoying it and thankfully no zombies yet! Love the music, ambience and theatrical theme.

    Just noticed a small issue at the end of "Rendezvous": after the cut-scene, you can break open the unfrobbable door with your sword and Lord Fairbank is there, so you can actually kill him, with no adverse effects on your objectives! Very satisfying actually, he's such an annoying character... Unfortunately he's then alive again in the next cut-scene!

    Hilarious voice-over by FenPhoenix as Brother Thaddeus, that guy just cracks me up!!

  19. #169
    New Member
    Registered: Dec 2014
    Thanks for giving us this masterpiece! It's good to know that there are so many people out there who still enjoy this game after such a long time. I knew I wasn't the only taffer

    The thing that impresses me the most is the music and ambient stuff in this campaign. It adds SO much to the feeling. The first time I entered the chapel I just had to stop and listen to the incredible ambience music that began to play. Same in the cathedral.

    So my question now is: How did you create them or where did you get them? And where that comes from, is there more?

    Greetings from Germany!

  20. #170
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    All of the sound sources are listed in the readme as well as the in-game credits in the final mission.

  21. #171
    Member
    Registered: Mar 2005
    Location: The Inverted Manse
    This, I will have to play!
    Time to set Thief up...

  22. #172
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    Thank you, Ali! Good to see you!

  23. #173
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    I just received word from GoG.com that their default installation of NewDark v1.25 puts the squirrel.osm file (which is required by this campaign) in the /doc folder rather than the root Thief2 folder. If you installed via GoG, please move or copy the file "squirrel.osm" from your doc folder to the root Thief2 folder. This file will be included in a future update to the campaign.

  24. #174
    Member
    Registered: Jan 2014
    Location: Texas
    I have not yet finished the campaign, but I'm ready to go on record proclaiming this as one of the milestone achievements in Thief fan mod history.

    The ways in which the intended game play and overall design mesh are seamless. The game play is really excellent. The architecture and interior designs are hyper realistic and logical. The attention to detail is astounding.
    One of my particular favorites is the small sailing ship in one of the bedrooms. It is complete with perfectly formed sails, rigging, and even a tiny ship's wheel in perfect detail. The care with which this one, easily overlooked noncritical item is rendered is a testament to the overall care which has been lavished on every aspect of the design.
    I love the way secrets are not necessarily about loot, but about...well...secrets.
    The denizen of Miller's underground area is a really chilling addition which reminds me of System Shock.

    I would like to heap particular praise on how the cut scenes are in game and not movies. I think this adds to the immersion immensely and they are done with quite a cinematic flourish.

    I look forward to proceeding onward and discovering new delights.

    Kudos.

  25. #175
    Member
    Registered: Oct 2012
    Location: Velenje, Slovenia
    Hey!
    Are there any changes in difficulty levels besides loot requirement?
    Perhaps less guards? Anything?

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