"A bug fix in 1.0.3, designed to fix crashing when quickly escaping out of the computer after running trestkonsucks.exe or delthreads.exe, makes the game crash if you do NOT do that. So once the program is running, frantically press escape, hopefully exiting before the second line ("good job/guess you do not suck that much"), preventing the game from crashing." -From the TNM Walkthrough
The Nameless Mod 1.0.3 Patch
The 1.0.3 patch is compatible with all previous versions of TNM. Thanks goes to Hassat Hunter for testing the patcher. Here are the patch notes for version 1.0.3.
As usual, be warned that these notes do contain spoilers.
1.0.3 is likely to be the last patch for now. We're not ruling out more updates down the line, but it's pretty unlikely that we'll put much more work into this game. There are still a few known bugs left, but we're quite happy with the current state of the mod.- Fixed the Patrolling state so it doesn't crash the game when it enters an infinite loop. The spiderbot and the attack dogs in ABI should no longer cause problems.
- As part of ongoing attempts to make the OSC level 2 suck less post-nerf, we've locked the hatches in the old turret hallway, removed the spider bots, and added some goodies down there.
- We've also increased the damage of the electricity emitters and moved all the goodies in that trap to the center of the room.
- Added another hole between the elevator shaft and maintenance shaft in the ATC between the two bottom ones so you can jump out if you fall down onto the elevator.
- Changed all instances of Midas_Dead in the mission scripts to Midashand_Dead so it'll actually account properly for killing him.
- Prevented the player from getting stuck in a couple of places in the ATC.
- Rearranged the items on the table in the ATC recreation room to look more natural.
- Made the big elevator in the initial storage room in the WC sublevel crush on encroach.
- Made sure Ryan's hitmen don't show up in the denouement if you kill either of them in ABI.
- Changed the tag on the store room door in Books & Stuff to make sure it was bound right to the security computer.
- Removed Thomas Barnes's body from the WCID cells post-DXI so there's no oddness if the player kills or "saves" him before DXI.
- Made the PDX and WC endgame sequences disable the elevator door button as the very first thing, to make sure you can't leave the level and screw yourself over.
- Made the door to the llama temple open automatically after you save/kill silver Dragon if Abom is dead.
- Changed SD's unfamiliarname to Silver Dragon in the Llama temple since you have to meet him before you can even enter that area.
- For the same reason, set A2's unfamiliarname in ABI to "A2".
- Tired of hearing about that newspaper texture in DXI, so replaced it with the open version that uses the old DX skin.
- Re-fixed the exploit where you could kill somebody in PDX from outside one of the doors and then leave the building.
- Filtered one of the security guards on the 2nd floor of the PDX HQ out on the two lowest enemy difficulty settings.
- Implemented more thorough difficulty filtering in the ABI official part (exterior and offices).
- Made the "Invert security bot IFF" option on the APG security console work as intended.
- Removed the option to turn the LEET turrets to your side since it was only working for one of them and I couldn't think of a better solution.
- Made the LEET fans not collide with anything so you can't destroy them through the force fields - unfortunately it also means projectiles pass right through them.
- Made the heavy water in the LEET room actually deal constant radiation damage as it should - also made it blue for aesthetic reasons.
- The four-piece doors on the space station now never close once open (so they don't crush you).
- Added login info for all plot-critical computers in the space station so you can complete the game without upgrading your Computers skill.
- Added a few e-mails for those terminals too, for flavour.
- Disabled the option to overheat the LEETs if you've banned Ryan. Unmotivated, I know, but better than an ending cutscene that makes no sense.
- Added a door button to the central elevator on the space station. Memory-impaired players: rejoice!
- Corrected "Deactivate pyramid room lasers" to "Toggle pyramid room lasers" in case you bypass them first.
- Fixed the key to the sublevel sewer hatch not working after DXI.
- One of the thugs that attack you in Raving's if you killed Raving or Andreus was carrying 10 pistols. Lowered it to 2; we reckon he likes to carry a spare. Raving only had one 10mm clip on him, so we gave him 7 more.
- Fixed a duplicate of Andreus showing up to fight you if you knock him out on Day 2 and then return to the shop. It's now possible to end up fighting both Andreus and Raving in the shop if you play your cards really poorly.
- Changed Abom's security console to use the PDX node as it should and replaced the console in the tunnels with a TNM one.
- Fixed the name of the Slums metro maintenance key on day 2 (it said East Residence, the correct name is West Residence).
- Fixed the mission script not removing Chris the Cynic's and/or Walton's bodies when it closes the shop if you kill or knock them out (the zone was named wrong).
- Put bars on some of the painted-on doors in the Downtown and Corporate sectors to make it clear that they're unopenable.
- Changed the colour of the water in the slum sewers to a sickly yellow.
- It is no longer advisable to go swimming in the slum sewers unless you have Environmental Resistance
- Replaced two normal gun turrets in the slum sewers and post-DXI DXO with flame turrets because they need to be used more.
- Added a couple of flame turrets to the augmentation chamber in DXI MCR.
- Made the elevator for the corporate sewers surveillance room crush the player instead of returning, so it can't get stuck.
- Made the door from the bio labs to WCID openable from the other side by hacking the security computer overlooking the test cells.
- Made the NSC Executive Offices security bot (added on higher difficulties) patrol properly.
- Moved the gas mask in the PDX armoury into the nearby supply crate.
- Made the chandelier in TRM's office invincible.
- Fixed the door to Sluggo's apartment showing the wrong number on the inside.
- AJ's team in the slums and Slicer in the sublevel now never turn hostile - ever. Go on, shoot them in the face, they don't care. Fucking DX AI.
- Prevented the goal update for the APG puzzle in the PDX storyline.
- Fixed Dark Templar not dropping the items you don't have room for on the ground when he tells you he will.
- Made the trench-coated templar at the top of the inner sanctum stairs patrol as he should.
- Moved the LAMs in Yardbomb's medical clinic closer to the walls.
- Removed the collision from a trigger in the ABI labs that should not collide with the player.
- Fixed the game forgetting if you'd killed DDL for the denouement.
- Fixed the physics properties on some napalm canisters that UEd2 had fucked up (same old same old).
- Fixed the subsequents for the Goat inner templae guard before DXI.
- Made sure Wolfy's mission is closed if you kill him or knock him out and that you don't get any messages or goal updates from him.
- Fixed Wolfy sending you a mission failed message if you go back into DXE and kill somebody after getting your reward.
- Fixed Evil Invasion sending you a PM if you place Pimp-Jojo's spyware device on the WC server in the WC storyline (what the fuck, you guys?)
- Removed the "Press ESC to skip" notice during the slums chopper cutscene because I can't make the skipping work.
- Made Beeblequix's cat black in the game as it should be.
- Removed Beeblequix's cat from the denouement.
- Fixed the voodoo portal destination from the Corporate sector to the shop.
- Fixed the A2/Jonas conversation playing twice because the goddamn convo triggers were overruling the Only Play Once property >_<
- Fixed the vent exit from WC floor 2 to the corporate district so it doesn't crash the game or put you in the wrong map.
- Fixed the damage thresholds on the lockers in WC floor 1, the cabinet in the WC surveillance tech lab, the door to the Partyzone basement, and the door to Phasmatis's basement.
- Fixed some mindamagethresholds in (deep breath) 20_LlamaTemple, 22_LlamaTemple, 22_GoatTemplae, 22_SolsBar, 22_VoodooShop, 23_ABIInterior, 23_ABILabs, and 24_SpaceStation01. NOW SHUT UP ABOUT IT ;D
- Added an option to disable the laser grid to the security computer in the Llama tunnels, replaced the old fire extinguishers in the TNT room with TNM ones, and moved the TNT a bit so the aug container doesn't detonate it upon opening.
- Disabled the skill award and goal update for destroying the Llama tablets if you haven't got the mission.
- Retextured the ROFL console to look as close to what it was meant to look like as possible without having any custom textures.
- Added the TNM Soundtrack as a CD in Grub's stall in the Partyzone and one of the offices in ABI.
- Removed the shine on the stairs to Capt. Apollo's because DX's shitty renderer was messing it up.
- Fixed some more of those shine-related rendering issues in the NSC.
- Made the ladder into the WorldCorp vents visible (god damnit, UEd!)
- Removed an infinite skill point exploit in the Ryan ending mission.
- Fixed a conversation exploit that let you get infinite aug upgrades or biocells from Jonas because the game can't store flag names starting with an underscore.
- Fixed an email in OShenkel's account in WC that had the wrong text.
- Fixed some missing apostrophes in a series of WC emails.
- Fixed two emails in ASeel's and KTeller's accounts that had been switched around.
- Fixed Gwog's happy denouement getting played if you spook him to make him run away into the wall after being nice to him in the conversation.
- Added a new mini-branch of conversation for the DT/Athena convos post-DXI in case you've killed Beefman before you get the mission to. You'll miss out on a few hundred skill points though.
- Goatified a bunch of words in DT's and Athena's conversations. Probably still missing a ton of them but we don't care.
- The firestaff now accepts no weapon mods - sorry folks, no modding the legendary relics.
- Made Beeble face you in all his subsequents after you give him the staff.
- Fixed the DXI MCR code Beeble gives you not getting added to your notes.
- Fixed a misspelled tag in the script messing up the object persistence for the AOM skill award in the Goat Templae.
- Fixed not being able to talk to Winquman about the PHAT rifle (and get his subsequents) if you kill the bombers before talking to him.
- Made the slum hostages subsequents account for knocking out Madmax or Fender (or both).
- Removed the mail about Kevo from TRM's account before DXI.
- Fixed OiNutter having no subsequents if you decline his offer to join.
- Made fist damage dependent on Fists skill.
- Fixed some typos and syntax errors in the glove descriptions.
- Closed the goal for Yardbomb's mission if you kill him or knock him out after getting it.
- Made sure the micro-quest to save Ricemanu doesn't poke its head out if you kill Rice yourself.
- Fixed the PHAT-rifle spawning shell casings.
- Fixed silenced sniper rifles appearing unsilenced when you drop them and unsilenced sniper rifles appearing silenced in the hands of NPCs.
- Made Gwog and That Guy not respond to gas etc.
- Fixed being able to talk to A2 in the Quick Stop or in ABI after disabling him.
- Fixed the Llama hostage goal updating when you found the hostage even after the quest was removed if you ignored it.
- Fixed Winquman giving you a pacifist reward and the Firewall Agent giving you 500 credits for the N00Bz mission if you never completed it.
- Increased the reach of the fireblade to 112 units, which is about a feet farther than the nanosword (which in turn reaches a feet farther than the katanas, which reach a feet father than the normal sword).
- Fixed Kunio Kun giving you two augs when you bought one if you'd haggled the price down to 1000 credits.
- Made a bunch of guards and some commandos in the ABI Ruins not restore their orders after getting distracted to prevent weirdness if they fall down.
- Made NPCs react negatively to disabled bots only if they are friendly.
- Made Slicer not get angry at you if he picks up an alarm somewhere in the facility.
- Set all alarm properties for all fighters in the Corporate sector to False, maybe that'll stabilise them slightly.
- Fixed the ABI robots not going friendly when the troops do.
- Fixed ZeroPresence sending you PMs and shooting people for you if you knock him out or kill him after accepting his help in the WC storyline.
- Fixed the HitOther sounds for the hammer and the wrench which previously failed to play.
- Fixed the typo "layity" in one of Chris the Cynic's convos post-DXI.
- Fixed never being able to pick up the napalm launcher if you had no room when you bought it.
- Fixed the bindname on Kevo's chopper so you can't talk to Kevo if you've killed him or knocked him out.
- Fixed Trestkon's pistols losing their silencers in ABI.
- Made sure you can't get That Guy's password conversation a second time after DXI.
- Fixed the LOD on the fire extinguisher pickup model to prevent rendering weirdness at a distance.
- Disabled Kylie's phone call to ZP if she's dead.
- Prevented AlphaGreetings and AlphaUpdate from playing if you kill the bombers before you even talk to him.
- Fixed another logic bug in Alpha's post-DXI conversations as well.
- Changed the poster tube's item name to Sheep Poster.
- Made sure Jim's side mission goal is properly closed if you kill him before it's completed.
- Fixed the weapon names for the snow wolves and the flamer bot.
- Made it so the DXO cameras are activated if you cause trouble in the PDX storyline.
- Added Ronin's katana and the blow pipe to the persistent item array so they're not duplicated after DXI if you bought them.
- Fixed the inventory belt names of the katanas.
- Fixed a bunch of bugs in Chris the Cynic's post-DXI conversations.
- Fixed some editing problems and missing apostrophes in Twist.
- Fixed the big-ass note entry with all the WC logins getting cut off when you change levels. Turns out it couldn't handle the line breaks.
- Removed the 500 pt. skill award from Evil's convo so you only get it upon mission completion.
- Fixed the Phasrox menu summoning the old fire extinguisher.
- Fixed some dates and a typo in the LLAMA FALSEHOODS Arcadia article.
- Fixed a reference to NVShacker's datacube, which has in fact been a laptop since back in beta.
- Fixed an inventory problem occurring when looting stacked items from corpses.
- Fixed a bug whereby a Quest Completed flag for the WC storyline would be set if you used meta-knowledge to talk to Despot in the PDX storyline.
- Fixed the audio paths on Despot's first conversation so the audio will match the subtitles.
- Replaced a vortex grenade in an ABI guard inventory with a gas grenade.
- Prevented corpses from spawning a random amount of grenades in their inventories like they do with ammo.
- Forced Athena to spawn even if something is blocking her spawn by progressively attempting to spawn her higher up.
- Fixed a crash that would occur if you set Athena on fire after her first respawn and the flames died out before she was killed.
- Stopped athena from dropping items when gibbed to avoid an infinite inventory exploit.
- Fixed molotovs still working if thrown into water.
- Did a collision reset for set carried decorations when you chuck them aside, mercilessly, leaving them to fend for themselves in this cold, virtual forum fan fiction world.
- Made extra special sure you can't knock Silver Dragon out.
- Fixed a bug whereby Abom would think you'd saved SD under some circumstances when you'd killed him.
- Manual: Removed the duplicate Mike Arthur entry, added Seishiro17, and updated a few of the troubleshooting tips.
- Fixed a crash when attempting to quit the DXI minigame too fast after completing it.
- Fixed a couple of subtitle mismatches in the hidden ending cutscene.
- Made sure you can't get the Kevo interrogation cutscene if he's dead.
- Gave Wolfy a bite weapon and added proper itemnames to dog bites and cat scratches.
- Made sure the ZeroPresence mission in the WC storyline accounts for knocking out or killing ZP.
- Made carcii immune to headstun and teargas damage to prevent accidental murders.
- Disabled saving in the platform game.
- Fixed the typos "foilage" in the poetry book and "loose" in The Pulse.
- People don't seem to like the new movement penalty for the fireblade, so we've decreased its mass to 30.
- Halved the inventory size of the quad launcher and the napalm launcher to 1x4 slots.
- Re-implemented Narcissus's PM if you knock Raving out.
- Prevented the blow pipe from accepting laser mods (again?)
- Fixed the typo "aerodymanic" in the throwing spork and foon descriptions.
- Fixed accuracy bonuses from weapon mods on Trestkon's pistols being lost when you switch between firing modes.
- Fixed the apostrophes in the description of Trestkon's pistols.
- Fixed the typo "patended" in the EMP pistol description.
- Fixed the silenced fire sound on Kylie's SMG.
- Fixed the description of the ordinary katana (which doesn't actually appear in the game).
- Raised the damage of Slicer's katana from 15 to 25 to make it less underpowered.
- Changed the pickup message of Digital Ronin's katana to better suit the circumstances under which you acquire it.
- Added console command for forcing small conversations fonts: type "toggleconvofonts" into the console.
- Made Scara, Kylie, and Midashand immune to rice bags.
- Added three new hints.
Over the next few days, we will be updating the .exe and .iso on the site and elsewhere to version 1.0.3. We will also be releasing all our source files at some point in the near future, and we got a release of the official soundtrack coming up pretty much as soon as we finish the cover art.
As before, I've locked the previous patch thread; feel free to continue your bug reporting here, when you've made sure your bug hasn't already been addressed.