TTLG|Thief|Bioshock|System Shock|Deus Ex|Mobile
Results 1 to 19 of 19

Thread: Retrieval of the Soul version 1.1 is available Jan. 22/04

  1. #1

    Retrieval of the Soul version 1.1 is available Jan. 22/04

    I have a new version of this FM, with changes documented below. It has been already uploaded to the 'Cheap Thief Missions' site, but if you do not have the patience to wait
    for the new version to appear on the site, I can also send a patch (~1.75 MB) in e-mail,
    assuming that the file size is not a problem ... the update package contains all the
    necessary instructions on applying the patch.
    If you find any bugs in this version, please report it to .

    Changes in version 1.1

    * turrets in attic should now open correctly even if player enters
    the room by sneaking very slowly and sticking to the left wall;
    still not sure if there are more ways of exploiting the engine
    to bypass the trigger mechanism
    Note: there may be a similar problem in the kitchen: when the player
    enters the room, a dinner bell should sound, and one of the servants
    should start patrolling, pick up the tray, and leave the kitchen;
    if that does not happen, try leaving and entering the kitchen again
    (moving faster may help, particularly on fast machines).
    * another change to attic turrets: vision cones have been adjusted to
    reduce the risk of shooting at player even with the visibility gem
    being completely dark; they still shoot at very close range, but
    this 'night vision' is now limited to a slightly shorter distance
    * tweaked the vision and hearing of some guards for improved and more
    challenging gameplay
    * the guard in the NE corner of the game room has his purse on the
    right side so that it is easier to notice now
    * the goblets in dining room are now loot instead of junk; also
    changed the value of some loot items in various places. The total
    amount of loot is still 1400, but it is distributed differently.
    * extended crypt areas in basement - more places to explore, and more
    game play
    * on Expert difficulty one of the wooden boards barring the entrance
    to spider room is removed, so it is now possible to enter - by
    crouching - without breaking boards. This improves support for
    'ghost' playing style.
    * in basement room under kitchen the material type of noisy junk
    items (canister and pan) placed in footlockers has been changed
    from metal to ceramic. Not as realistic, but makes it possible to
    throw the items away without alerting the guard more than level 1,
    and improves support for 'ghost' playing style.
    * improved the hearing and vision of zombie in secret crypt - should
    be more challenging to avoid now.
    * tweaked patrol routes to reduce problems related to pathfinding and AIs
    getting stuck on the top of objects. There are still a few places where
    the AI can get confused, such as the double doors on the first and second
    floor, where guards tend to unexpectedly turn back for a moment - following
    them in bright light can be dangerous.
    * made it possible to climb back to the courtyard from outside the outer walls
    * misc. minor tweaks in various places
    * gamesys fixes: skulls and ribcages no longer need to be 'used'
    twice in order to throw them
    * minor changes to voice schemas

  2. #2
    Thiefmissions.com
    Moderator

    Registered: Mar 2001
    Location: Houston, Tx., USA
    Umm, I got this patch but it seems to be messed up. Now, I'm not about to run a binary that someone uploads to my FTP site, and I have all Linux machines anyway so xdelta.exe doesn't help me.

    However, I have xdelta (1.13) installed but it just says this:
    xdelta: delta format is unsupported (too old)

    Why go through all of this craziness? Why not just upload the new zip file, or a zip containing the files that should be patched? As it is, your .dif file is nearly half the size of the original zip, so it's almost pointless to patch.

  3. #3
    That's really funny if you take into account that the patch was originally created under Linux, and xdelta.exe is actually an unix program cross-compiled for Windows so that
    you can run it ... of course I did not know what type of system you are using. Do you have WINE (xdelta.exe should run perfectly with it) on any of your machines ? If not,
    I can upload the complete zip file, though; that should solve the problem.

  4. #4
    I will upload the complete zip file in a few minutes; you can expect to receive the whole file in about 20 minutes. Apologies for the trouble caused with the patch.

  5. #5
    Thiefmissions.com
    Moderator

    Registered: Mar 2001
    Location: Houston, Tx., USA
    The updated version is at http://thiefmissions.com/info.cgi?m=rsoulv11 and is already getting plenty of hits.

  6. #6
    Taking a break
    Registered: Apr 2002
    Location: Rampart Range
    I just played the mission and had a blast, it seems to have a good T1/bafford flavor to it.

  7. #7
    Member
    Registered: Jul 2003
    Location: United Kingdom
    Thanx for updating your mission.

    Maybe i'll do the same with mine one day when my others are finished?

  8. #8
    Member
    Registered: May 2002
    Location: Texas
    I'm a little about something. Not really a spoiler, but
    spoiler:
    I have four keys, two of each kind. Two are basement keys, but all four open the same doors.


    Also I need help.
    spoiler:
    I'm in the area behind a portculis and can see a haunt walking around in a crypt area. How do I open the portculis?




    John

  9. #9
    Member
    Registered: Dec 2000
    Location: London, Ontario, Canada
    Originally posted by john9818a
    spoiler:
    I'm in the area behind a portculis and can see a haunt walking around in a crypt area. How do I open the portculis?
    spoiler:
    There's a switch on the wall of the Haunt Crypt that opens that portculis. So, you'll have to come around the other way through the Zombie Crypt.

  10. #10
    Member
    Registered: May 2002
    Location: Texas
    ok Thanks Old Man

    Now I need to find out how to get in there, so I can get out again.

    John

  11. #11
    If you are playing on Hard or Expert, then you should have a closer look at the bottom of the water where you have found those water arrows. There may be an item that is difficult to see.

    Originally posted by john9818a
    ok Thanks Old Man

    Now I need to find out how to get in there, so I can get out again.

    John

  12. #12
    spoiler:

    There are a total of seven keys:

    3 blue basement keys, which open most of the doors in the basement, with the exception of those that lead to the crypt areas and the storage room under the kitchen.
    These keys can be found: in the greenhouse, on patrol in barracks, and on cook in kitchen.

    3 grey basement "master" keys which also open the metal door that leads to the storage room under kitchen.
    These are located at: belt of old guard ("Benny") in basement, bed in storage room, and corpse (the fresh one, not those webbed guys) in spider room.

    1 red crypts key, that opens only the metal doors leading to the secret crypt areas.
    Available: somewhere in the SW storage room (the one with the pick and flare on the floor), or the water under that room, depending on difficulty.


    Originally posted by john9818a
    I'm a little about something. Not really a spoiler, but
    spoiler:
    I have four keys, two of each kind. Two are basement keys, but all four open the same doors.


    Also I need help.
    spoiler:
    I'm in the area behind a portculis and can see a haunt walking around in a crypt area. How do I open the portculis?




    John

  13. #13
    You mean you do not like this type of mission (I am a bit confused about "had a blast") ?
    Though, this is a matter of personal preferences, I like the story background and atmosphere of Thief I more than that of Thief II, though the latter has missions that are both larger and better designed for stealth.

    Originally posted by John D.
    I just played the mission and had a blast, it seems to have a good T1/bafford flavor to it.

  14. #14
    Member
    Registered: May 2002
    Location: Texas
    He means it was lots of fun. It's one of those strange expressions.

    John

  15. #15
    Member
    Registered: May 2002
    Location: Texas
    Istvan Varga

    Thanks for the help. I finished last night and found it to be very challenging. I'm not used to a 5 KO limit, but it was fun.

    spoiler:
    I found several slide switches and one blade switch in the hallways, but I didn't notice what they did. No doors opened and no lights turned on or off.


    John

  16. #16
    All the on/off switches control lights, but sometimes in a different area of the building.
    Anyway, having them in the off state is usually to your benefit. Beware that the jumper switch is already off, so flipping it can have unwanted effects

    Originally posted by john9818a
    Istvan Varga

    Thanks for the help. I finished last night and found it to be very challenging. I'm not used to a 5 KO limit, but it was fun.

    spoiler:
    I found several slide switches and one blade switch in the hallways, but I didn't notice what they did. No doors opened and no lights turned on or off.


    John

  17. #17
    Member
    Registered: Jan 2002
    Location: Sculptured highway
    I'm not finding these
    spoiler:
    crypts
    . Where are they (
    spoiler:
    zombie crypt specifically
    )? Maybe I need to load up version 2 of this fm.

  18. #18
    Member
    Registered: Jan 2003
    Location: North Carolina, USA
    Nice necro, G.

  19. #19
    Moderator
    Registered: May 2000
    Location: Thunder Bay, On., Canada
    There's nothing wrong with bumping up an old thread like this to ask a question on this particular forum. I prefer it to having umpteen little threads, all with one or two questions in them.

    The crypt is below the basement. You drop down through a hole in the floor of one room into a room occupied by a big spider. Walk through a hole in the SW corner that has some vines growing over it. At the end, you'll need the crypt key to unlock a small metal door.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •