link for download: https://drive.google.com/file/d/0B0jHTK ... sp=sharing
I tried it on nexus. I have no clue where to put it. Maybe some 1 can help me with that?
Yeah. I've re-uploaded it, it should work on mac, apple etc as well as on windows. ( Ipad = , you can try, I think it should work..?)
Its in the oldschool style like DM from the 80's.
It has not many hard puzzels as some want. The begin has some puzzles, later it requires your brain more. Its more of a game and get your party strong while feeling the power, wich you'll need at the end... if you'll find the end.
This is what I did:
Kathora's Quest: v 1.34 Final release. There is no way you can get stuck. If you do something to get stuck then you can only blame yourself. ( like lost an item/drop on a floor some where)
-Concept: Exploring and find a way out, like DM
- Fixed the sound. Should work on mac/linux/apple, it always did work on windows platforms. Ipad is not tested because I do not like Ipads or own them<3. Sorry.
- 13 big levels.
- Premade party. (fast level up)
- Added 1 extra handy spell.
- Added 2 recipies.
- Finding tresures has a purpose.
- Smart shortcuts preventing backtracing to much.
- Many secrets but not needed to end the game.
- Plenty of food but not to much.
- 3 songs added with some ambient sounds and a few custum sounds. ( Ofcrouse in mono now:( )
- Reconmented difficulty settings normal or hard. ( I playtested it on hard and I liked that best)
- Aprox 12 a 14 hour gametime.
- I know in the begin some monsters bug you, but just defeat them ok:?. That is game experience.
- I rushed the ending cinematics. Knowing all skips it.
- Its been playtested carefully. (about 35 times) It is balanced. No bugs or getting stuck. Ofcourse I could of mistype the English grammer.
- Note: 1 room has slightly FPS drops. No idea why but I will not fix that because I do not know how) The fps will reset once the player "fixed"the room.
- Begin levels start easy including the puzzels. As you advance things will get harder and will be more of a challenge, including the puzzels. (not to hard)
- Hint: Spellcraft is also needed.
- Hint 2: Use consumable items on portrait if RMB doesn't work. ( right click mouse, but i doub it)
Special thanks to:
- Almost Human.
-Fazzasx for being an awesome friend.
-Lark for his Led script. -- Sadly doesn't work in my mod.
- THom for usefull scripts on the fora.
-Isaac for his great help on the fora.
-Komag for his useful scripts on the fora.
-Minaway for his great help on the fora
, although sometimes he's a pain haha, luv ya anyhows.
-.Grimworld for his spellbook script. (helpt me alot)
-Daniv for the elemental pressure plates, the high and dark elf models and the Gaurdians.
- dr disastor. A true friend.
-Some others I might of forgot, sorry.
-All of the community! <3 luv ya all <3.
- 3 years to late to release. Doesn't mean its a fun adventure and use your brain like the classic DM.
Many Thanks to all on the forum. I hope you will enjoy it.
- A side note: I am reg'd to the nexus fora/site. I got no idea how to upload it there. Its like a maze:P Anyhows I hope this old grimrock 1 mod makes you happy.
kathzora's quest:
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trancelistic
- Posts: 275
- Joined: Sat Jun 16, 2012 5:32 am
kathzora's quest:
Last edited by trancelistic on Tue Dec 01, 2015 1:31 am, edited 1 time in total.
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: kathzora's quest:
This thread should help.trancelistic wrote:I tried it on nexus. I have no clue where to put it. Maybe some 1 can help me with that?
So far i've sunk 16 hours into your mod. Pretty much completed levels 2 to 5 with minor areas not accessed yet, opened the skeleton stairway for level 1 to 9 access and cleared the Zoo on 12.
Right now i've come into a problem on level 6 at "Sometimes your enemy is your friend". The amount of Dark Elfs in that room is way too much for the then lvl 11 default party. Them being fire/lightning/poison immune renders Rydia useless and the others struggle to kill them fast enough before being overwhelmed. Also teleporting the party out and then back(!) into that large pack is usually a party wipe.
It took me an hour(!) to discover the escape route after i managed to kill everything without activating the teleport (otherwise: party wipe) and i wonder how anyone would discover this in the middle of all those monster packs. IMO that's bad room design; at least very frustrating to play.
Further into level 6: the area with the Ice Lizards continues spawning them indefinitely after i solved the room. That's a bit over the top.
I made it to 7 with about half of 6 unsolved and now i'm stuck in a room called "Redemption". Reached a room by several invisible teleporters (btw: i HATE invisible teleporter riddles) which had three different locks: ornate, round, brass. With only 2 keys (ornate + round) there is nothing i can do and there is also no way back out. No button, no teleport, no door, no pit, nothing
I guess the needed brass key is inside the "Strafe&Stride Copy&Paste" room. While the name is pretty clear the room makes no sense. I can strafe along the four receptors but that's about it. Whenever i step forward i'm immediatly teleported backwards. Also catching all those blobs is as impossible as evading them, so .. wtf?
What i noticed: the large number on the wall (entrance to level 2) vanished while playing. Intended?
On level 2 i ran into this crash message:
Code: Select all
#script_entity_233:7: attempt to index global 'skull_1' (a nil value)
stack traceback:
#script_entity_233:7: in function <#script_entity_233:1>
[string "ScriptEntity.lua"]: in function 'onMessageReceived'
[string "MessageSystem.lua"]: in function 'sendMessageToEntity'
[string "MessageSystem.lua"]: in function 'broadcastMessage'
[string "TriggerEvents.lua"]: in function 'fire'
[string "ObjectContainer.lua"]: in function 'addItem'
[string "ObjectContainer.lua"]: in function 'onClick'
[string "GameMode.lua"]: in function 'mousePressed'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: kathzora's quest:
After some obviously not-ment-to-work solution i solved the blobb-room and continued for a bit. Solved the six alcove puzzle, got the treasure prolly because i had the journal with me i found earlier, fought myself out of the ambush but could not find a way to open the gate to that black uggardian.
So i went to level 8, opened all doors, killed all monsters, jumped in pretty much every pit, opened the regular ways to level 9 and checked out what was left of it. In the north-west of 9 remains a locked gate to a teleporter i can't open with any key i had left so i made my way up to 1.
Found a looked door labeled "Twilight" on level 1 which i can't open with any key i got left. Worked my way through the spiders there, noticed the Ancient Axe locked away but could no figure out how to open the gate; prolly some torch combo. Then went on to the teleport pressure plate pit part, got past that and found another invisible teleport maze, this time one with changing paths .. yeah, invisible changing teleporter mazes .. sooo much fun ...
Made my way through that, found a secret and two teleports at the end. Both of them port me back to the entrance, so wtf? Behind one of the teleporters i can see an empty(?!) alcove. In case there's supposed to be something like a key for that "Twilight" door: it's not there! Nothing is there!
Ventured on through the hourglass area, opened and killed everything there including all the areas on level 10 i got teleported to. All fine there except those ultra-buffed wardens and monsters spawned right beside the party which is just mean. Had to cheat my way out of there because the wardens trapped my party beside an invisible wall at the top of the "1".
Got me the Dismantler at the end of the hourglass, followed some stairs and teleports which also cleared some leftovers incl. the black uggardians and now i am stuck in a room on level 11 with 5x5 pressure plates. A message on the wall reads "MRLIN TH FIR MAG". Seems i have to draw an "E" on the floor which i try to figure out now; any direction i tried did not yield any result.
These i've not been able to figure out yet:
Level 1: locked door labeled "Twilight", a gate to Ancient Axe (torch combo puzzle?), a spot enclosed with four ornate doors trapping a cube (hint: throw something through the doors to wake it!)
Level 2: iron door "Here lies Merlin"; shooting a fireball into the receptor there makes it bounce but nothing else happens
Level 9: a locked gate in the north-west with a teleporter behind
Up to now i found 32 out of 34 secrets and 8 out of 7 treasures; it's prolly one more because one ambush leaves a treasure that works as key to exit the three lock room on level 7 i couldn't get out otherwise (see previous post).
Overall the dungeon gives me a rather mixed feeling. Some of the puzzles and events there are quite fun while others .. well .. better not be there. Nevertheless a nice map to play once.
So i went to level 8, opened all doors, killed all monsters, jumped in pretty much every pit, opened the regular ways to level 9 and checked out what was left of it. In the north-west of 9 remains a locked gate to a teleporter i can't open with any key i had left so i made my way up to 1.
Found a looked door labeled "Twilight" on level 1 which i can't open with any key i got left. Worked my way through the spiders there, noticed the Ancient Axe locked away but could no figure out how to open the gate; prolly some torch combo. Then went on to the teleport pressure plate pit part, got past that and found another invisible teleport maze, this time one with changing paths .. yeah, invisible changing teleporter mazes .. sooo much fun ...
Made my way through that, found a secret and two teleports at the end. Both of them port me back to the entrance, so wtf? Behind one of the teleporters i can see an empty(?!) alcove. In case there's supposed to be something like a key for that "Twilight" door: it's not there! Nothing is there!
Ventured on through the hourglass area, opened and killed everything there including all the areas on level 10 i got teleported to. All fine there except those ultra-buffed wardens and monsters spawned right beside the party which is just mean. Had to cheat my way out of there because the wardens trapped my party beside an invisible wall at the top of the "1".
Got me the Dismantler at the end of the hourglass, followed some stairs and teleports which also cleared some leftovers incl. the black uggardians and now i am stuck in a room on level 11 with 5x5 pressure plates. A message on the wall reads "MRLIN TH FIR MAG". Seems i have to draw an "E" on the floor which i try to figure out now; any direction i tried did not yield any result.
These i've not been able to figure out yet:
Level 1: locked door labeled "Twilight", a gate to Ancient Axe (torch combo puzzle?), a spot enclosed with four ornate doors trapping a cube (hint: throw something through the doors to wake it!)
Level 2: iron door "Here lies Merlin"; shooting a fireball into the receptor there makes it bounce but nothing else happens
Level 9: a locked gate in the north-west with a teleporter behind
Up to now i found 32 out of 34 secrets and 8 out of 7 treasures; it's prolly one more because one ambush leaves a treasure that works as key to exit the three lock room on level 7 i couldn't get out otherwise (see previous post).
Overall the dungeon gives me a rather mixed feeling. Some of the puzzles and events there are quite fun while others .. well .. better not be there. Nevertheless a nice map to play once.
-
trancelistic
- Posts: 275
- Joined: Sat Jun 16, 2012 5:32 am
Re: kathzora's quest:
I though I fixed this. I even deleted 2 out of the 4 spawns ( set to lke 600 seconds) This was the bug I was talking about: They respawn while they should not. So I putted a door with a chain to close the room... its a bug and i can't fix it.Right now i've come into a problem on level 6 at "Sometimes your enemy is your friend". The amount of Dark Elfs in that room is way too much for the then lvl 11 default party. Them being fire/lightning/poison immune renders Rydia useless and the others struggle to kill them fast enough before being overwhelmed. Also teleporting the party out and then back(!) into that large pack is usually a party wipe.
It took me an hour(!) to discover the escape route after i managed to kill everything without activating the teleport (otherwise: party wipe) and i wonder how anyone would discover this in the middle of all those monster packs. IMO that's bad room design; at least very frustrating to play.
Further into level 6: the area with the Ice Lizards continues spawning them indefinitely after i solved the room. That's a bit over the top.
About the trap with all the skeletons, I will fix it. I guess you are right about that one. Its really evil... haha sorry.
That black UGG is for later. Its a tease and to show you,.. you need to go there..After some obviously not-ment-to-work solution i solved the blobb-room and continued for a bit. Solved the six alcove puzzle, got the treasure prolly because i had the journal with me i found earlier, fought myself out of the ambush but could not find a way to open the gate to that black uggardian.
That key you will find later also.( its a hint and teaser) Hint, thats what the shortcuts are for, to return later there. ( Note: I got a skeleton stairway you prolly found)So i went to level 8, opened all doors, killed all monsters, jumped in pretty much every pit, opened the regular ways to level 9 and checked out what was left of it. In the north-west of 9 remains a locked gate to a teleporter i can't open with any key i had left so i made my way up to 1.
-Twilight refers to the Twilight level. You must of done that else you won't get the key.Found a looked door labeled "Twilight" on level 1 which i can't open with any key i got left. Worked my way through the spiders there, noticed the Ancient Axe locked away but could no figure out how to open the gate; prolly some torch combo. Then went on to the teleport pressure plate pit part, got past that and found another invisible teleport maze, this time one with changing paths .. yeah, invisible changing teleporter mazes .. sooo much fun ...
To enter twilight, thats on level 9 north/west where the teleporter is. To get that key you need to have done level 2 completly "Here lies merlin"
- To awaken Merlin and get its key you most of traveled via level 1, all the way down to the level "the chambers" to acquire the "power weapon ( that will trigger lvl 2 receptor_ where Merlin lies). If you did not have the 2 keys to open it, You've missed a thing or 2.
-A hint is on level 2 in the begin: Remember the first pit you've encounterd with the wall text: "you are not yet strong enough mortals" (fall down and u die), (later changed to: Are you yet strong enough mortal?"
This hint means' that later on .. if you do are strong enough and can fall down with the increased levels and health you have gotten w/o dieing. The hint on level 6 tell the the same, ( the room where there is a constant explosion with the wall text: "Elevated and below. Then only 1 has a clean descented flow") (you need fire/ice/earth and water key to deactive that champer so the pit opens.. so yep you can fall from high to below that will lead to your next key once your party has leveld up a bit ( after obtaining al the elemantal keys and fixing the elemantel room so the pit opens:)."
I won't tell more now. I think You can manage it now.
P.s I told you I kinda made it like DM style hihi:)
p.p.s I'm glad my mod works on your pc. You're just kinda stuck thats all. ( still no idea why other players crashes..)...
I will uploaded my youtube within 1 month. Showing it all. At least you've prooved my Mod works. All you tell me makes sense.
I thank you for this Dr disaster<3
ps: My last ps to you: Even if you fixed the E: puzzle. You need the power weapon for the next room.
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- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: kathzora's quest:
Seems i'm ok by now; will try to play more but my spare time is rather short currently.trancelistic wrote:-Twilight refers to the Twilight level. You must of done that else you won't get the key.
To enter twilight, thats on level 9 north/west where the teleporter is. To get that key you need to have done level 2 completly "Here lies merlin"
- To awaken Merlin and get its key you most of traveled via level 1, all the way down to the level "the chambers" to acquire the "power weapon ( that will trigger lvl 2 receptor_ where Merlin lies). If you did not have the 2 keys to open it, You've missed a thing or 2.
I got the Weapon of Power. When i retrieved it the way in was blocked (the gate closed) and the only way i could go was to the "MRLIN TH FIR MAG" room. If that's how it's supposed to work all should be ok.