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Thread: Announcing: The Broken Goddess, an upcoming T2 campaign (7 Oct 2019)

  1. #26
    New Member
    Registered: Dec 2017
    Location: Russia
    Well, I've started playing and realized that I've already been in mission 1. I guess it had been released as a standalone, because I don't remember the cutscenes or mission 2 (unless I never managed to complete mission 1).

    Also, one of the parts I remember the most vividly is the janky climbing. Hoping that's something that could be addressed in the update.

  2. #27
    Member
    Registered: May 2016
    I look forward to playing in 2030.


  3. #28
    Member
    Registered: May 2005
    Location: Full on Kevel's mom
    It was never released as a standalone. The climbing in mission 1 isn't actually difficult at all, it's just probably different than you're used to. Rope arrows are provided on lower difficulties. The betatesters liked the "elite" challenge of not using them on expert.

  4. #29
    Member
    Registered: Apr 2001
    Location: Chicago, IL
    If you have issues with "janky climbing," make sure you have new_mantle turned on. It's a setting in some file in the Thief directory (maybe someone else can provide the name of the file to be adjusted?).

  5. #30
    Member
    Registered: Aug 2009
    Location: thiefgold.com

  6. #31
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    That's ambitious, but I hope it comes to fruition. Best of luck getting it finished!

  7. #32
    New Member
    Registered: Dec 2017
    Location: Russia
    Quote Originally Posted by Random_Taffer View Post
    It was never released as a standalone. The climbing in mission 1 isn't actually difficult at all, it's just probably different than you're used to. Rope arrows are provided on lower difficulties. The betatesters liked the "elite" challenge of not using them on expert.
    Quote Originally Posted by Krush View Post
    If you have issues with "janky climbing," make sure you have new_mantle turned on. It's a setting in some file in the Thief directory (maybe someone else can provide the name of the file to be adjusted?).
    To be more clear, I didn't mean "climbing up onto things" (although there are issues with that, too, like trying to get into a certain window off a slanted roof). It's more about the many times I slid off a ledge or a beam while continuing to climb. I mean, new_mantle or not, the Dark Engine really seems to be a poor fit for challenges like that.

  8. #33
    Member
    Registered: May 2005
    Location: Full on Kevel's mom
    Quote Originally Posted by supermikhail View Post
    To be more clear, I didn't mean "climbing up onto things" (although there are issues with that, too, like trying to get into a certain window off a slanted roof). It's more about the many times I slid off a ledge or a beam while continuing to climb. I mean, new_mantle or not, the Dark Engine really seems to be a poor fit for challenges like that.
    I know the exact window you're referencing. I was very shocked that it never occurred to some people to merely crouch when opening the window so it doesn't smack into you. I guess I could put a chimney there or something to make it easier. Most of the other beams and pipes that are relatively close together can merely be ran across without any jumping at all. It's honestly easier than it looks.

    In any case, as famous as the Russians are for having difficult FMs, I'm surprised you had much difficulty with it!

  9. #34
    New Member
    Registered: Dec 2017
    Location: Russia
    The ledge I had the most trouble with is the one off which you jump onto the balcony over the fenced garden. Thinking about it, maybe you're not supposed to get onto the ledge, but jump out of the window.

    And then there's a window up above which you get into off... but it's in a slanted niche, and it's a whole ordeal to get in and then get out.

    I mean, don't get me wrong, the mission is fun and interesting, but some design decisions... Like, if you're just supposed to run across the beams, why not make it a runnable surface, instead of making it look like a jumping challenge?

  10. #35
    Member
    Registered: May 2005
    Location: Full on Kevel's mom
    Quote Originally Posted by supermikhail View Post
    I mean, don't get me wrong, the mission is fun and interesting, but some design decisions... Like, if you're just supposed to run across the beams, why not make it a runnable surface, instead of making it look like a jumping challenge?
    Ah, I don't know if I'd say "supposed" to run across it, just that you can. I think I opted for the beams because it looked cooler and more organic than just having a ledge clearly intended for a thief to get around on every building. (Very considerate city architects!)

  11. #36
    Member
    Registered: Feb 2006
    Location: Nulli Secundi
    Looking forward to relishing every moment of a multi-level campaign!!!

  12. #37
    Please tell me that Sean Connery will be available to reprise his role as Conall.

  13. #38
    Member
    Registered: Mar 2007
    Location: Krull Island, in the pub
    When I saw Hong Kong's night skyline from the Victoria Peak, that was the last time when I lost my breath, in 2017. And since then, reading this was the first time.

    GREAT GREAT NEWS!

    Maybe I was living under a rock, but this is completely new and unexpected for me. A sequel to Gobreaker is one of the best ideas - it was top top quality mission.

    CANNOT WAIT, keep up the good work, guys!!!

    My only concern is time... 2-4 years sounds really ambitious, hope we will play this before 2025!
    Last edited by ticky; 11th Oct 2019 at 17:21.

  14. #39
    Member
    Registered: Sep 2011
    Quote Originally Posted by Relayer2112 View Post
    Please tell me that Sean Connery will be available to reprise his role as Conall.
    We'll shee.

  15. #40
    New Member
    Registered: Jan 2019
    Fantastic news!! I only started playing Thief FMs a year or so ago so a bit late to the party but loving the effort made by all you developers!
    Hope it comes out soon....

  16. #41
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Thanks for the posts, everyone! It is a very ambitious project, but one reason we went ahead and announced it publicly was to invite other folks to join the team, and we have in fact already added a builder, a modeler and a texture artist since posting this thread, so that part was successful. DCE took so long because it was literally just me and Rob for the last 7 years, but this time although the scope is even larger, we already have 11 people on the team and we hope that with some luck things will progress pretty steadily once the T2 Contest is over and some folks complete their commitments to that.

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