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Assassin's Creed Trainer
PWizard  posted on Mar 04, 2008 4:27:55 PM - Report post

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we'll just have to see what the version number is and go from there
Zero  posted on Mar 05, 2008 4:13:10 AM - Report post

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lol ... thats the least of your worries ^__^
koan  posted on Mar 05, 2008 7:25:54 AM - Report post

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originally posted by Caliber

you use it just like you described. press numpad 3 where you are, walk somewhere else, press numpad 4 which should send you back to the position you were at when you pressed numpad 3. numpad 5 is for when you teleport, and then decide you want to go back to where you just teleported from (kind of like an undo).

why it isn't working for you is beyond me. we have had no other complaints regarding the telport in this game. are you using the promo? for dx9? for dx 10? are you hearing the sound when you press the buttons?

we need more info-


I'm using the latest DX10 version of the trainer (the one with unlimited throwing daggers) under Vista Ultimate with the Reloaded version of the game (waiting to buy the retail version as already told).
The other keys work well and I can hear the "activated" message on every single keypress from Numpad1 to 8... But the teleport simply doesn't work for me. It's not so useful to me atm, but anyway I wanted to tell you.

SecondLife  posted on Mar 05, 2008 8:56:25 AM - Report post

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Just to ask in advance for a later trainer: is it generally possible to give all combat skills at the beginning ? Or is that something which can't be trained ?
hdf13  posted on Mar 05, 2008 12:08:47 PM - Report post

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Hi, I have some notices, and a question...

The teleport is not perfect; it can’t teleport you trough walls.

The blend option has some problems too, for example, you can’t start "save citizen" type missions, while it is active, and sometimes special, like boss, or templar kills are not rewarded properly (no save) if it is active at the time of the kill.

What is "Super Jump" good for? Just getting me up doesn’t help in most cases... getting me up, and a bit forward would...

Caliber  posted on Mar 05, 2008 12:20:58 PM - Report post

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teleport will teleport you instantly from one location to another. it should not matter if you are within a walled building or not. i have not heard anyone else mention this, however i did not test it in every situation. if you are part of a scripted event or an area where you cannot normally 'do' anything, then it might not 'activate'. also, teleporting from one 'loaded' area of the game to another 'loaded' area of the game is likely going to not work or will have unintended results.

i never played any 'save citizen' type missions nor did i come across any. the blend option should have no effect on saving the game at all, and what boss mission are you referring to?

super jump indeed works to go forward if you are already going forward. i.e. you have momentum when you activate it (i.e. you are walking or running a direction when you activate it).

plz note that we did not put untold hours into this game at this stage because 1) we don't have access to the actual boxed retail yet 2) we cannot get to certain missions yet 3) we know that the final game will need us to revisit the code of the final game.

however, this type of feedback is helpful, especially if many people report the same problem(s)!


hdf13  posted on Mar 05, 2008 12:43:06 PM - Report post

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An example for the teleport bug: I save my position in the Bureau, than go somewhere, relatively far, but not outside of the loaded area. Then press the Teleport button, and instead of inside the Bureau I end up on top of a building (near the Bureau).

Under "boss" I mean one of the main assassination targets.

As for the Blend option, here is an example: I turn it on. Then, I go attack a templar, and I kill him. (He notices me despite being "invisible" but does not attack me.) It says I got credit for the kill, but does not save until I deactivate the option.

"Save citizen" type missions go like this: I select one of the city guard intimidating a citizen as target. On this, they attack me, once I killed them all, I target the "saved" citizen, and after a short speech, I get the credit and a save. However, if I activate the Blend option, the guards intimidating the citizen don’t spawn in the first place. If they are already spawned, they don’t do anything, and even if I kill them, I can’t target the "saved" citizen. If I go away, and deactivate the option, the guards spawn, and all works fine.

I don’t tell you these as a complaint, just as bug reports. I don’t ask you to repair them immediately, just to consider them when working on the trainer for the final version.

(I personally find the unlimited throwing knife option the most useful. That is done perfectly. )

[Edited by hdf13, 3/5/2008 12:51:54 PM]

koan  posted on Mar 05, 2008 2:14:02 PM - Report post

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The Blend mode work well for me and the Save Citizens missions work too even in Blend mode.
This option work, if I've correctly understood the info file, to let you pass through guards without being noticed (the alert icon never blink on yellow or red) but if you kill someone to save the citizens then you'll be noticed and have to find a way hide. When you're safe again, the blend mode restart working.
A sort of bug I can report about the Blend mode is that it doesn't work on archers or Templars but only on guards, both in open spaces and in towns.

This said, I really appreciate your great effort to work so good and so fast on a non-retail version. I hope our reports will help you.

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