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Thief fan missions and campaigns

Random_Taffer

Educated
Joined
Mar 11, 2015
Messages
88
Well, there is a reason. I mean, you may not think it's a good reason, but there is one.
The intention was to create a super intense and desperate atmosphere. And to feel like an accomplishment when complete.
I kept it short, though- because I didn't want it to be too much. And I stuffed a bunch of healing things on the bottom floor to make it easier.
The coughing does sometimes alert guards, but not reliably, adding an element of randomness. (For instance, I've stood directly behind one of the upper hall guards and coughed many, many times and they almost never alerted) Even if you do alert a guard, it's not game over necessarily. I've been able to successfully hide and get the necklace with time to spare.
I meant to create a very memorable sequence of the mission and, believe it or not, I've gotten feedback that it did precisely that. A lot of people loved it.
Now, you may not agree that it did that, but obviously that's rather subjective.
I understand you can't please everyone, however. Especially if they've already have a bad attitude because of dreaded story. (hey at least it's not a checkpoint game and you can save so you don't have to repeat the conversation if you hated it that much)
Perhaps I should have put a note in there that expert is expert and you can decrease the difficulty without missing any content. (For instance, on lower difficulties, there are less guards in the manor)

I'm not telling you what you should and shouldn't enjoy, but the fact remains that many have enjoyed that small section.

You do, as usual, make a very valid point, skacky.
 
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JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
34,386
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
Aaand I'm in mission 4. Gotta agree about one with with the Cat: too many conversations that take too long with exposition. :P

Now I'll see how the "you go blind occasionally" mechanic will go. Or, well, tomorrow since that's enough Thief for today.
Mission 2 was really good, btw. I don't usually like missions heavy on swamp and cave action, but this one ended up being amazing thanks to all the little hidden details and additional objectives.

I liked getting a bonus objective for genociding the crayman kids :D
 

Tannar

Novice
Joined
Jul 12, 2015
Messages
12
Unkillable Cat's reasons are perhaps different but I find your last statement a bit dishonest, to be honest (hah). Thief excels at stealth because you are always, in all circumstances, in control of your character.
Okay, that's a valid point. I'll grant you that one, certainly. I was speaking primarily of the need to sneak through that first section and not really taking into account the added difficulty of coughing fits. I didn't find that the coughing presented much of a problem once I realized what was happening, so from a strictly personal standpoint I found that extra challenge to be welcome, but I agree that it isn't fair to compare that circumstance to what is required for standard Thief stealth.
 

Unkillable Cat

LEST WE FORGET
Patron
Joined
May 13, 2009
Messages
28,583
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Just to clear up a few things:

# I did not make that post in a fit of rage. I actually waited more than a day to make it, but I gave Mission 4 one last try before making that post.

# I've skipped out on FMs before, and I'll do it again. (Hello Soul_Tear. Goodbye Soul_Tear.)

# I recognize that untold hours have gone into making these FMs, but at the same time I know that not every FM author is looking for the same feedback from the players, and that not all FM makers are equal.

What hurts me the most about "Godbreaker" is that Random_Taffer has said that this is his love letter to Thief. And I almost feel that after having played Godbreaker up to this point. There is real effort put into things here, an attention to detail that puts many almost every other FM to shame. The readme file alone is testament to this! And then I start playing it and the feel I get for the first mission is "This mission has artificial difficulty imposed upon the player from the get-go" and my heart begins to sink because Thief isn't about being hard, it's about making the player think. Fortunately Mission 1 is short and small, and then Mission 2 does exactly what Thief should do. I slogged back and forth through that swamp and realized that I still haven't found Sir Eldin's tomb, so I brought up the map and stared at it for five minutes straight while trying to piece together the game map in my head. And that's when I realized I hadn't used my compass at all! So I whipped that taffer out and started moving about, and realized that everything portrayed in the map is accurate in relevant positions to one another. "That thing is west of the other thing", and so on. And by using that I managed to see where I needed to go, and from that I found the one path I had missed that led me to Sir Eldin's tomb. I was delighted over having finally figured out something that was right in front of me the whole time. That challenge didn't feel artificial, I wasn't being restrained or hampered because *reasons*. This is but one of many reasons why "Impeous Pilgrimage" is an awesome mission - it truly feels like it's part of a love letter written to Thief. The first mission doesn't feel so... the third mission doesn't feel so, and the opening act of Mission 4 most definitely doesn't feel so. But Mission 2 NAILS IT. Maybe the rest of Mission 4 feels so and is so, but regrettably I have to say that it doesn't matter to me. Having to go through a "rough start" to get to the good stuff ONCE is bad enough for a FM campaign (Mission 1 followed by Mission 2)... but having to do so twice is too much.

If I was to offer a quick fix to Mission 4, I would drop the blindness part of the poison. Leave a visual indicator (like just having the vision dim, but not go out completely) to show that the poison is about to play its part, and that the coughing can and will attract attention (maybe even jack that aspect up, I like the sound of it even though I never experienced it first-hand). But at the same time I read the readme... Random_Taffer claims to have been working on Mission 4 on/off for 8 years. And yet, the opening of it is as terrible as it is. WTF, mate?

The worst part about "Godbreaker" is that even though it's clearly a carefully designed FM campaign, the last mission has a glaring problem that should have been caught in testing and addressed. And yet, here we are. :/

Fortunately Random_Taffer is taking my words in stride. He knows I'm just one voice among many. I am more than familiar with the problem of the "I'm good at what I do, therefore my word is law"-syndrome that plagues too many people, despite my own efforts to downplay it as I'm just saying what I feel. This thread is testament to several special snowflakes that thought my word was gospel and therefore GRR! RAGE! HATE! at me because I stroked them the wrong way or something, to the point that issues I raised about Thief FMs have been used in new Thief FMs in a feeble effort to try and mock me. At the end of the day I'm just offering an opinion, with one foot in facts and the other in feelings. Take it as you will.
 

Random_Taffer

Educated
Joined
Mar 11, 2015
Messages
88
If you like, you can send me your save and I'll get you past the opening part.
I really think you'll like the rest of the mission as it's wide open.
If you'd rather not bother with that, here is a save I did real quick at the end- all you have to do is give the guard the necklace in your inventory and the mission will continue on. (you didn't miss anything really) I didn't collect any loot.

https://drive.google.com/file/d/0BwICnGCuzF1AcVhuMkhMSEFuTDQ/view?usp=sharing

If not, it's cool. No hard feelings. Thanks for trying anyway.

It's very likely I'll be doing a version 2 at some point and will take many of your critiques into consideration.


It is true that I've been working on it off and on for that long, but the opening sequence wasn't created until a few months ago. Initially this last map wasn't intended for Godbreaker, but was supposed to be MM3.


EDIT: Fixed link.
 
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Tannar

Novice
Joined
Jul 12, 2015
Messages
12
I'm glad you took the time to clarify things, Unkillable Cat. I completely get where you're coming from, though apparently we differ in some likes and dislikes. But it's something I'll consider as I work on my own mission. My experience in Godbreaker was different from yours, but that's at least partly down to taste. I still have no issues with the Mission 4 intro for myself as a player, but it's good to keep a clear perspective of what other players experience.
 

Yandros

Savant
Joined
Jan 24, 2015
Messages
186
Location
Fields of blue grass
Several people mentioned finding it at TTLG as I recall.

UnkaCat, I get and respect where you're coming from even if I don't quite agree with it, but to each his own. You, skacky, JarlFrank and others have voiced some legitimate complaints about Godbreaker which our testers didn't raise. As Rob mentioned, perhaps we will incorporate some of those into a v2 release. I may as well mention now, not just to you but to everyone else too of course, that DCE is 10 missions full of exposition-driven storytelling, so if that really isn't your thing, don't get your hopes up very high. Don't get me wrong, there's plenty of (hopefully) well-designed gameplay as well, and a balance of tension and humor, but the gameplay only serves as the vehicle to telling the story of the campaign, more than an end in and of itself - more so than in most other missions.
 

cowking

Scholar
Joined
Oct 18, 2016
Messages
115
My biggest gripe with the first mission besides the already mentioned is the lighting. Red + purple + blue color scheme just looks really ugly.

Second mission was fantastic but goes equally much in reverse once you reach the tomb. I mean that was such a horrible ending to an otherwise great fm. It didn't help that afterwards I had to spend like 2-3 hours looking to fill loot requirement. About 45 minutes of this was with 2985 gold. I went through the map back and forth about seven times and it just really left a bad taste in my mouth.

Did the pagan side missions give extra loot? I kinda botched that part as I blackjacked the front guard and had the map update in the village before releasing the pagan guy, and when I eventually went back, they were all hostile.

I quit fourth mission instantly when my screen went black. Yet to decide if I continue.

Has anyone else found the bonus hidden objective in mission 2? :)

This gave me a (badly needed) chuckle when I discovered it by accident. I was so desperate to find my missing loot.

As for the whole exposition thing, I don't even mind as long as the writing is top notch and it's not there for the sake of being there. The problem in godbreaker...

- tomb dialogue not only makes the player go yawn due to fedex quest, but the whole thing was corny and cliche. Helping a ghost put his friends to rest yada yada so they can ride to sunset and fuck off. That's double damage in one go. It's even worse because it's in contrast with the rest of the mission which had good readables and dark tone.
- mission four makes you do a menial bidding (a love story no less) after you just went through mission 2. I mean that's such a low blow, you start to feel like a little angel helping the holy and impoverished (suprisingly not the only fm that suffers from this problem). Player motivation is like yawn... followed by even more yawn when your screen goes black.
 

Random_Taffer

Educated
Joined
Mar 11, 2015
Messages
88
I figured it was pretty clear that the player motivation was to get the antidote. I do find it heartwarming that you focused on the love story, though.
Good for you, man.

Oh, I guess you can use the save I posted too if you want to skip the first part. You might at least enjoy loot hunting through a large city.

Eh, up to you. I don't want to waste your time further.
 

Melan

Arcane
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Oct 20, 2012
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6,976
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Civitas Quinque Ecclesiae, Hungary
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. I helped put crap in Monomyth
Sooo... Mission Two is great. I despise swamp missions, but this is the second one that was worth the slog (the other one is Relic: Left for Dead). Good puzzle design, some seriously moody setpieces (Nilbog, music+lighting in the crystal caverns, tomb area), about the right level of sneaking - minus the snakes. The lengthy exposition is a definite problem, and the caverns are a bit artificial, but all that can be forgiven, for the rest is excellent. Barely above the loot requirement (3300 or so), one secret
pair of golden dice in the chimney. Also found the location of two secret panels in the temple, but couldn't get them to open.

Mission Four started with a long exposition after a mission that was long exposition after a cutscene that was long exposition. If that happens in a campaign, you have done something wrong. With that out of the way, I didn't find the initial segment particularly frustrating - especially after finding a bowl's worth of healing fruits. The blindness/retching mechanic, the timed hp loss and the whole tight quarters sneaking were appropriate, in the dose the mission gave them to you. It throws you into the deep water, but it lets you get out relatively soon. It's a difficulty spike I can live with. Can't vouch for the rest of the mission since I went to bed after I was out of the mansion, but wanted to add this to the discussion.
 

JarlFrank

I like Thief THIS much
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Joined
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Messages
34,386
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
So, I haven't played Mission 4 yet but I can offer up a more detailed impression of missions 1 and 2 now. 3 is obviously just a mildly interactive (drink; pick up money; that's two entire interactions!) cutscene, so no review needed there.

Mission 1:
- It's pretty tiny, but there's a lot to do for its size. What it lacks in the X and Y axis, it makes up for in the Z. Nice vertical exploration without rope arrows, which isn't seen often these days as most rooftop missions make copious use of the rope. Here, every location is accessible through jumping and climbing. There are even multiple ways to access the rooftop roads, which is cool. Some good exploration there.
- That dancing drunk guy. He was fun! :D
- I liked the dropoff point map you get from one of the thieves in your apartment. While I found half of these loot items before getting the map, it adds a cool little treasure hunt element to the mission about halfway through.
- Varied mission objectives that encourage exploration. The "get 10 items of food" objective was pretty cool, and while I originally thought you had to get ALL food items, after watching Fen's LP I realized that's not true, there are more than 10 food items to find. I thought it was just 10 because I only found 10. This goal makes you scrounge every location in search of one more apple, but the food isn't hidden so well that you'd become frustrated searching for it.
- Contrary to that, the "get your stash" goal has one huge issue: it's your own fucking stash so you should know where the switch is. But you don't. There's not a single hint about its location, you essentially have to blindly search your own apartment for a switch whose location your character should know. I blindly frobbed around for several minutes before asking for the switch's location over on TTLG. This creates an unnecessary divide between player knowledge and character knowledge and breaks the immersion.
- Apparently there's a bug that gets the Hammer priest stuck at the top floor window, where his desk is. It made it appear like the right way to access that window was from the outside, but there's no way to reach it from there. Instead, you have to go through the Hammer priest's apartment and access a part of the rooftop area through that window. A slight change in his patrol route that would prevent him from getting stuck might help.
- Some of the jumps are unfair. That one window above the pub is horribly difficult to get into (it took me 3 tries; it took Fen even more tries in his LP and for a moment even made him wonder if you can get inside at all) and it's just as difficult to get out of without falling down and potentially dying. I didn't have any problems with other windows (the Hammer priest's window was fine for me, for example, but some others found it to be hard to get into), but I really hated the jump across from the roof area accessed through the Hammer's upper floor window over to the tower with the patrolling archer. I had to try jumping from the slanted roof to the tower's battlements about 10 times before I managed. Ugh.
- Final rating of this mission would be about a 7/10. If some of the most annoying aspects were fixed (less ridiculous jumps, more hints on the location of YOUR OWN FUCKING secret switch) I'd rate it a 7.5.

Mission 2:
- Initially, I wasn't too keen on it because I'm not too keen on swamps and even less keen on caves. It really grew on me over the two-and-three-quarters hours I played it, though, and I'd rate it a good 8/10 or maybe even an 8.5 (note: 9 and 10 are reserved for my absolute top favorite missions so an 8 means it's pretty high up there).
- The atmosphere here is amazing... or should I say the atmospheres, because there is so much variation in the locales and every place has a slightly different feel to it. The swamp is dark and oppressive, the temple ruins are very Lost City-ish, the moth hive is one of the creepiest "organic" places I've ever seen in a Thief FM thanks to the textures and the unfamiliar custom enemies.
- The custom enemies. They're a mixed bag, but overall I have to say that I'm impressed. Putting the snakes into murky waters where you have no chance of spotting them is nasty and even unfair, but it's effective at creating a certain paranoia in the player. Luckily, they don't do enough damage to discourage exploration of the murky waters. Then there's the creepy new bugbeasts (which are apparently female moths, as one readable says) and the moths which give the hive such a creepy and tense atmosphere. Seriously, when I first spotted these moths I was out of my element because they're an entirely new enemy type. They might function similarly to other enemy types in mechanics (they shoot webs like red spiders, and some of them - you can detect them by the glimmering trail they have around them - hurt you when you get too close, like the aforementioned snakes) but they look so very different to anything seen before. When you're as intimately familiar with the engine as I am, seeing a new enemy type like that hits you unprepared because it's something you did not expect, and pushing something entirely unexpected on a veteran of Thief FMs is really a great feat. Even the scariest custom creatures of other FMs used existing AI meshes and animations as a base, but these moths are new. On the other hand, I found the venomous moths to be incredibly annoying as I explored the hive before getting the poison resistance potion, and getting out was a pain in the ass. The optional quest that gets you the poison resistance potion is pretty great as it helps make this hive much, much easier. So, overall I liked the moths, they're probably the most unique enemy I've seen in a FM yet. These animated lamps that are, as you later find out, the lost souls of Hammerite brothers, are rather annoying. They have a glow of light around them, they will follow you if they see you and running away is the only option since you can't kill them, and they kill you if you get too close - and unlike the moths it's an instakill rather than just heavy damage. But hey, at least thanks to their glow you can spot them easily and avoid them, so they were okay. Then there are the new eye-plants, which are a grade A troll job when you first come across them. "Oh it's an eye plant, haha cute. Ok I'll just walk past it cause these things are harmless and... FFFFFFUUUUUUUUU" They're not a big problem once you know that they're dangerous, as they die to a single broadhead when they're not aware of you, but BOI, that is some top quality trolling there.
Okay, so overall I liked the new custom enemies. They're mildly annoying but they make up for it with their unique traits and sheer coolness factor. But... the moving fly swarms. THE MOVING GODDAMN FLY SWARMS. Fuck them. I said it before and I'll say it again, I'll be fucking grateful if nobody ever uses them in an FM again in the next 100 fucking years because holy shit fuck these things they're horrible. Not easy to spot in the dark, will follow you around when they're aware of you, and are almost impossible to get rid of; yes, you can disperse them with a water arrow but you have to hit the ground or wall right next to them which is almost impossible since they're constantly moving, and arrows just pass through them if you aim at them directly. Fuck these fly swarms I hate them.
- The exploration and the huge amount of sidequests. There was so much to do and so much to find. The jar of bugs you can collect, the crystal ball in the witch's hut which makes you wonder what you see through it, the small lake with a chest at the bottom, the crayman that isn't actually a crayman who drops an awesome item which allows for fun shenangians, the ruined temple with its many different things to do, the pagan village with its sidequests, the moth hive, the three books you can sell to the Hammerite... so much to do, so much to do. You never run out of things to do. I spent almost 3 hours on this mission, and it's not just because of its sheer size, it's because there's just so much to do, and the majority of it is optional.
- Having mentioned all the sidequests, there is one negative aspect about them that might be a rather major issue depending on whether you find one thing or don't find it. The pagan village has a huge amount of sidequests available for you, and one of these rewards you with so much gold, it's almost necessary to do it for achieving the loot goal. But... if you go to the village before rescuing the imprisoned pagan in Nilbog, it's hostile to you and you have no clue about there being a way to make it not hostile. So you go in, knock out everyone, and lose some of the most rewarding sidequests in this mission. One sidequest - the one that has you rescue a pagan girl from the moth hive - rewards you with so much loot, it's almost essential for people who have finished all the main goals but are struggling to make the loot goal. And, of course, the girl only spawns when you get the quest, if you explore the moth hive before getting that quest you won't find her there, which initially led me to believe there was a SECOND moth nest somewhere. Oh, and there is another sidequest that has you blow up that very same moth nest. The place where you put the bomb is right next to the place where the unconscious girl spawns. I don't know if you can even do that quest if you bomb the hive before talking to the girl's father. So: one of the best loot rewards in the mission depends on finding the right things in the correct order. First: find the prisoner and free him; second: talk to the girl's father to get the quest; third: now the girl spawns and you can rescue her. I loved the sidequests you can get in the village, but the fact that you can lock yourself out of all of them by missing the prisoner in Nilbog kinda sucks. Some players might lock themselves out of some cool content without even knowing that it was there.
- One smaller issue with one of the pagan village quests: when you have to "eliminate" all enemies in the temple, it doesn't explicitly state that you have to kill them. I consider blackjacked eliminated enough. Maybe re-phrase it so it's more clear - otherwise you're sitting around with a bunch of knocked out craymen and wonder why the objective doesn't tick off.
- I loved the craymen-related bonus objective. I discovered it by accident when I well on one of the eggs. Hah!
- I really appreciated the textures used in the ruined temple. I just have a hardon for ancient Mesopotamia. I might steal those textures for one of my own FMs one day. I can even tell which archaeological object each one is from. Me being a Mesopotamia fanboy doesn't have anything to do with the quality of this FM, though, and the mere fact that you're using these textures is neither good nor bad from an objective point of view, but still... I like these textures.
- That bug jar. Whoa. When you thought you've already seen everything this mission has to offer, and then this weird shit happens. Great stuff! That was probably the eeriest place in the entire mission.
- The crayman mask. It's so much fun cause it's so exploitable. Knock out a cray. All the other crays go crazy and chase you. Put on the mask. They immediately stop chasing you. Take it off again. They immediately become alert and go back to chasing you. Put it on again. They stop chasing you and walk their patrol routes as if nothing happened. THIS IS SO MUCH FUN
- While I loved the content in the village and really liked doing all the sidequests, I thought there was a little bit too much dialogue and the conversations took way too long. Meeting that pagan shaman and having her give you her quest? WOW that was a long conversation! The voice acting is top notch for a fan mission, and I appreciate the fact that you can talk to people and get sidequests from them, but some of these conversations are just a tad too long and filled with exposition. "Go do this. [insert 2 minutes of detailed explanation why you should do it and the entire backstory behind it]". Ehh. I feel these conversations would've benefitted from some cutting.
- On the other hand, the writing was solid and I liked how you were thrown into this unfamiliar place, discovered new locations bit by bit, and found out new details about them through both conversations and readables. You find a place and wonder wtf it is and through conversations and readables you find out bit by bit what the history behind each place is. That was well done. There is also some good environmental storytelling that supports the story, like a dead pagan warrior lying next to the lava pools at the temple entrance, which supports the story the pagan shaman tells you. This is good, and there are many examples of this throughout the mission.
- The caves were confusing as fuck to navigate but as Unkillable Cat already mentioned above, using the map and your compass is a huge help in finding your way. It took me a very long time to find the tomb... but I did find it once I consulted my map and my compass. That's really well done and I wouldn't mind of more FMs tried to do this - combining a relatively confusing layout with a relatively vague map but making it work anyway because the map is surprisingly accurate and you can use your compass to find the right way.

So yeah, overall it was a very enjoyable mission that did a lot of things right, but also did quite a few things wrong. It's definitely a huge achievement of dromeding, and I haven't even looked into it with Dromed yet. The new custom enemies, the sidequests (and the scripts involved), it's all excellent work that coaxes more from the old dark engine than anyone would have expected. This mission has the potential to become one of the great classics due to its atmosphere and the huge amount of things that you can do.

I'm really looking forward to playing the fourth mission once I get home from work.
 

Random_Taffer

Educated
Joined
Mar 11, 2015
Messages
88
Thank you for the fair reviews thus far.
In truth I began to worry about all the exposition. Especially what Melan mentioned in that there's a cutscene, long conversation, then another conversation.
I figured I was mostly bored because I'd seen it all hundreds of times from testing.
I had figured that if was just too much dialogue, then I'd hear something from the testers and the reason that I was sick of it was because I had to sit through it so many times.
None of my testers seemed to mind all the exposition, so I didn't overly concern myself with it.

In any case, I'm glad you seem to be enjoying it at least. Fear not, the intro to m4 is the last bit of long exposition you have to deal with.
 

Dev_Anj

Learned
Joined
Jan 14, 2015
Messages
468
Location
Auldale, near the great river
Village sidequest stuff, particularly missing them...

Having got to that village myself without having discovered the prisoner at Nilbhog and knocking out the populace there, I must say that I completely agree with this. At the same time, this is hard to solve in a non linear level, especially since the village sidequests are technically optional stuff. I guess what can be done for situations like this is to subtly hint to the player that they're missing something, and possibly make the prisoner more visible.

While I do like what I've played of mission 2 so far, I must say that there are times when it feels like I have to pixel hunt stuff in an area. The most notable example of this is the fire cauldron ritual setup in the ruined temple. While I figured out how to do it, I've not found anything that would let me set the ashes on fire in the temple, and I've searched it reasonably well. Cutting down on stuff like that would be helpful for the pacing, I think. Again, just a suggestion I'm throwing out there.
 

Random_Taffer

Educated
Joined
Mar 11, 2015
Messages
88
There's a ton of loot in the mission, but yeah- it's all pretty well hid. I'm fairly certain you do not have to get the side quests to complete the loot goal, but it will take some scrounging.
 

Tannar

Novice
Joined
Jul 12, 2015
Messages
12
There's a ton of loot in the mission, but yeah- it's all pretty well hid. I'm fairly certain you do not have to get the side quests to complete the loot goal, but it will take some scrounging.
You don't need to do the side quests or find any secrets to meet the loot goal. In fact, without any of that there is still almost 700 more than the loot goal available on Expert.
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
34,386
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
Started mission 4. Knew what was coming based on the thread here. Didn't know where the necklace was, so I went in blind... I didn't have to reload once, even though my cough alerted a guard (but he quickly went back to his patrol again). 9 minutes into the mission I had the necklace found, delivered, and received the antidote. Substact conversation cutscene time from that and it was about 5 minutes of actual game time spent on recovering the amulet on first try.

Yeah, that wasn't too bad.
 

JarlFrank

I like Thief THIS much
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KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
Yeah seriously, Unkillable Cat you're doing a disservice to yourself by not playing it, just download the savegame R_T posted here and play it from there if the first part annoys you that much. The city mission looks amazing, you get 2 rope arrows when you bring the dude the necklace, and I've already spotted several high-up places that can very likely be accessed.
 

Mechs Delight

Educated
Joined
Nov 10, 2015
Messages
81
Location
Sioux Falls, SD USA
Playing through the first mission, and there are too many problems with jumping and mantling, especially (as JarlFrank mentioned) the jump to the guard tower from the priest's roof. One shouldn't have to try five times or more to accomplish such a simple-looking jump. But also, there are too many places where the player can try to crouch down while dropping down, but makes the maximum noise on hitting bottom anyway. That's one of my biggest pet peeves in Thief.

Too bad, as it's a nice-looking, very nice-sounding mission (if a tad predictable). As it is so far, though, I can only give this first mission a 6 or so out of 10.

Nevertheless, I'm going to try to finish it eventually, because I'm looking forward to mission 2 that everyone keeps raving about and the city in mission 4.

- David
 

Random_Taffer

Educated
Joined
Mar 11, 2015
Messages
88
Hey, Mechs delight, would you mind shooting me an email with the places you can't help but clack when dropping down while crouched? I tried to eliminate this and thought I had.

Randomtaffer@Gmail
 

Max_b5

Augur
Joined
Feb 8, 2015
Messages
217
Location
Argentina
I replayed mission 1 & 2 and found all the loot in both. Started mission 4 and despite what was written here I didn't find it that annoying. Besides, what comes after the first segment is worth the effort. I haven't finished it yet but I can already tell I'll enjoy this one. Is there any secret or hidden loot I should know about? I don't wanna finish it without all the valuables 'cause I'm a greedy taffer.
 

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