Marked.
Anonymous said:
Can you draw all the character’s who have the mark in a comparison-y way?
Not sure if that’s what You had in mind, Anon, but that’s what I had in mind XD
Cheers <3
Marked.
Anonymous said:
Can you draw all the character’s who have the mark in a comparison-y way?
Not sure if that’s what You had in mind, Anon, but that’s what I had in mind XD
Cheers <3
NYC AU corvo 🐀 🐀 🐀 🐀 🐀 🐀 🐀 🐀
Late night view of the clocktower
Remember the glowing rectangle under Daud's house? Turns out the devs actually gave each section of the rectangle a name. Three of the sections are called "Send them here to DIE" (this is where Whalers who aren't needed anymore are sent), "Temp Holding Bin" and "Green Room" (this is where the Whaler who reports on Corvo's status to Daud is stored before he gets teleported up to the base as Corvo comes near as well as where the Whalers who Daud summons during the fight hang out before the get summoned in)
But you want to know the best one?
The section where the copy of Daud that does his post-fight monologue is stored
is called
art i did for the dunwall days half of @10yearsofdishonoredzine 🐀 leftover sales are still happening until the end of the month!
her.
art by @ferretrix commissioned for the contract
At some point in development, we could've faced Martin in a duel on Kingsparrow Island. Here how this scene would've gone, had it not been cut from the game.
Note that these lines are definitely in part out of order inside of each conversation. Quick primer on why that is in the small text below if you're interested.
Little intro to how the game sorts individual lines into scenes: on the broadest level, there are DisDialogOneShot_[number]s, which are individual scenes (ie the entire Martin-Pendleton argument is one OneShot). All of the lines below come from the scene "DisDialogOneShot_7". Each OneShot contains one or more DisConversation_[number]s, which are individual conversations in that scene (ie Martin insulting Pendleton until that scene ends or is interrupted by the arrival of Corvo is one Conversation). Inside of that container are individual DisConv_Blurb_[number]s, which are the individual lines (ie Pendleton saying "Is that the best you can do? You disappoint me, Martin!" is one Blurb). The Blurbs aren't always in the actual order they're spoken in in the final game so some of the lines end up being out of order inside their individual conversations. Nothing I could do about that, unfortunately. I did attempt to sort some of the lines myself but without even deeper digging, as in figuring out which conversation is which double byte address and in what order they get called (which is not fun and not something I'm planning on doing rn) that's all just guesswork. All Conversations below have individual descriptions, which just describe what the content is in broad terms (often written before the actual lines were fleshed out and written). They also have labels, which are also short summaries that get used in the code. I included the labels just for that tiny smidgeon more of extra content.
DisConversation_1: "If the player waits too long or if he get close enought to Martin, "[sic]. Labelled "MartinFiring".
Captain: "Primed and ready, sir." Martin: "Ha! Good shot, captain. We should install a pair of these at the Abbey. Reload and fire again." Martin: "My Lord Pendleton, this is your last chance! Surrender now and I'll let you live. Outcast from the City, but you'll live." Martin: "Very well. Time to join your brothers." Martin: "I'm done with this ponce, Captain. Ready the cannon." Captain: "Aye aye, sir." Captain: "I can't, sir. That was the last of the canon shot on the island. I'm sorry, sir." Martin: "What?! Dammit!" Martin: "Fine."
DisConversation_2: "As soon as Martin detects Corvo, he will stop anything he was doing. He will walk toward the player. The 3 first blurbs are mandatory. Then, there are several optionnal blurbs that will cover the walk distance between Martin and the Player. The 2 last blurbs are mandatory too. Martin explains that he want a fair fight with sword only, no gun, no power or anything else is allowed.". Labelled "MartinAskDuel".
Martin: "Corvo! I suspected Samuel helped you get away somehow. Well, I'm glad you decided to show up." Martin: "Stand where you are. Or do you only stab old men in the back?" Martin: "Let him go, boys. I'll do this myself." Martin: "No interference! Give us room. " Martin: "I've waited a long time for this. I'm more than a man of words." Martin: "What do you say we settle this, like the soldier-poets of old, eh, Corvo? " Martin: "I want a proper duel, understand? Steel only. No pistols, none of your witchcraft." Martin: "Come on. Let's see what you're made of."
DisConversation_4: "If the player leaves the Duel area, Martin shouts at him, taunting him.". Labelled "PlayerLeavesDuelArea".
Martin: "Corvo! Come back here, you coward! I'm not done with you yet!"
DisConversation_5: "Player has left the Duel area for too long, the Duel is interrupted and all guards are enemies again.". Labelled "AbortDuelByLeaving".
Martin: "To the Void with you, Corvo! Guards, find and kill him!"
DisConversation_6: "If Player attacks a guard during the Duel, Martin insults him and aborts the Duel.". Labelled "AbortDuelByAttackingGuard".
Martin: "Is it that hard for you to show some honor? Die, you despicable bastard!"
DisConversation_7: "If Player uses his Powers during the Duel, Martin insults him and aborts the Duel.". Labelled "AbortDuelByUsingPower".
Martin: "You damn witch! I told you not to use magic! Guards, kill him!"
Looks like they originally intended for you to be able to witness Martin and his men using a cannon to blast a hole in the Gatehouse. That sounds like a technical nightmare and I def understand why they ended up cutting that part. They actually kept the later part of that scene intact - DisDialogOneShot_9, which is mostly still in the game and in the final game consists of Martin trading insults with Pendleton when the player enters the area, originally started with this first cannon blast and that event is still referenced in the files. One description of a conversation inside that scene is "Player is busted by Martin and his men, who orders them to attack the Player. If the cannon already made a hole in theGatehouse, then Pendleton, deadly injured from the cannon blast, appears and says something". Another is "Once a whole[sic] has been blown in the Gatehouse, Pendleton, deadly injured from the blast, appears and taunts Martin. Thus starting this dialog between them". In the end, they removed the cannon firing and just kept the immediate aftermath.
What about the duel? I can def see that it would've been harder to implement than the final version of the scene. It looks like the realization that this scene wasn't worth completing came very late in development - all the files pointing to the conversation are still there, the voicelines have individual Blurbs attached to them and there are actually even voice banks that are labelled as containing the voicelines for this event in the final game! Both of those banks are, however, empty. (I did look up "duel", "cannon", "gatehouse" and similar terms in the NamesDump to see if anything came up and got nothing.)
The duel scene is also labelled as IslHC_Havelock_DlgData in some of the files, which may have just been a copy-paste job gone wrong or maybe (this is complete speculation) they first intended us to duel Havelock, then decided to push that scene onto Martin and finally cut it altogether.
h
he reason dishonored is such a good game is bc it fulfills all of humanity’s basic needs