21-02-22, 14:36 | #1121 |
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According to the TR Discord , someone got stuck since they couldn't kill the bats in the non-lethal version due to missing the Louvre Vectors and never finding any MV9 Ammo.
They managed to spam medpacks to get through but I guess maybe place an MV9 clip or two next to the MV9? |
21-02-22, 15:04 | #1122 | |
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Honestly, I was expecting people to pay some attention to what has been changed in this mod rather than just downloading and playing directly but I guess many people don't do that. I will probably move the vectors to an extremely obvious place on the main path so that they aren't missed. |
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21-02-22, 16:23 | #1123 | |
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21-02-22, 16:39 | #1124 |
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Frankly I think many people consciously don't do that exactly because they don't want to know. They want to find out the differences by themselves. That's what I do anyway lmao.
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21-02-22, 16:57 | #1125 | |
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However, there's some pretty drastic changes from vanilla in regards to item placements and even some level differences like the Serpent Rouge stage entrance. People also need to be aware of those things going in, especially if they've actually played the game before. Otherwise, they just end up confused or think the mod is broken when it's working as designed. |
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21-02-22, 17:42 | #1126 | ||
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I remember that if you missed a weapon in TR1-5, you'd get a chance to collect it in a different level. If you already had the weapon, it would be replaced by ammo. I'm not sure if that is the case in AOD but that could be a solution? This is probably a hardcoded thing so forgive me if I'm wrong here.
Speaking of the changelog, I saw this just now: Quote:
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Last edited by KIKO; 21-02-22 at 18:13. |
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21-02-22, 18:09 | #1127 |
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Okay, so if it helps, when Restoration 1.2.0 comes out, it's getting bundled into Rescued. What I'm going to do from that point is include a bunch of changes pre-baked into an EXE. I want to help streamline the process as much as possible, so both Reborn and Nakamichi's patchers are going to be used. I will be applying "no control locks" from Nakamichi's patcher into this EXE.
Just hold tight and we'll get everything out in an orderly fashion. Everybody is getting ahead of themselves before anything's even been finalized for feedback. We have a ton of ideas and proposed changes that haven't even made it into the current release. Just be patient and put a tiny bit of faith into us. I know we're not Core Design but we have a lot of love and respect for AoD. Last edited by LateRaider; 21-02-22 at 20:16. |
21-02-22, 19:39 | #1128 | |
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21-02-22, 20:20 | #1129 | ||
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People are missing basic things in a Tomb Raider game, which is all about seeking out items in the environment, because they're playing it like all their previous AoD playthroughs. That's not what this mod is about--that's never what it's been about, even before Jathom and I signed on. "Forget everything you knew about Lara Croft Tomb Raider: The Angel of Darkness." |
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21-02-22, 21:19 | #1130 |
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That's understandable, although I didn't even adjust the position of the vector pickup in Louvre Galleries so this is a weird situation lol. It's already in a room that you must visit (unless you remember the code from previous playthroughs), so I'm not really sure how I can make it more obvious. I was thinking the one in Monstrum Crime Scene was the problematic one because people can easily miss it if they don't read what's been changed with this mod.
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