[WIP] Generations of Kings

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olavimuff.ee
Posts: 200
Joined: Thu Aug 08, 2019 12:17 pm

Re: [WIP] Generations of Kings

Post by olavimuff.ee »

In the dark castle idk what to do after this door with teleporters near walls. When I enter this room I see warning "invalid connector target: script_entity_192".

Is it bugged or any hint how to solve it? I saw another 6x6 room at west and tried to put items on floor like there were vases, but no luck.

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Slava
Posts: 63
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Re: [WIP] Generations of Kings

Post by Slava »

Hey! My bad! Use the command for the console:

Code: Select all

floor_trigger_299.floortrigger:addConnector("onActivate", "vampires", "telefrag")
My Generations of Kings mod
Link to Nexus mods
olavimuff.ee
Posts: 200
Joined: Thu Aug 08, 2019 12:17 pm

Re: [WIP] Generations of Kings

Post by olavimuff.ee »

I ended game, but some unsolved puzzles ...

a) Dark castle lvl1, cannot open gate under red marker. I think related with pressure plate under red marker, but no more blue undeads spawned. I think I lost one undead because he entered into red teleporter after previous undead used it (but not sure).

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b) Earth trial area. I solved EARTH puzzle in the SE area, but no idea for next gate with 5 alcoves (south one). I should put potions into 5 alcoves?

c) In the cave, there is gate for "better times". As I sneaked around, it wont open, right? :D

d) Light tower, I can use path of light only from 1 side - from stairs. "My cup is already filled" means that I cant put anything into the bowl? I tried empty water flask, sadly I have spent small empty flask to try it. Idk where I got it nor how to spawn it.
Another though I had was put something related with dark, but idk what.

e) What to do with golden deity figure and fancy skull?

f) Frozen dungeon - I pressed button under red marker as last button in this area, but I didnt find what it did. I searched all places and no more doors opened.

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g) Old tunnel - I got 5 torches under red marker. Should I do something with these?

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h) In the mine I got instructions how to make explosives and how useful these are in the mine, but cannot use these nowhere (at least not in the mine area). A bit confusing information. Maybe a suggestion to make some paths which can be opened with bombs (like in Adrageron's Last adventure mod).
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Slava
Posts: 63
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Re: [WIP] Generations of Kings

Post by Slava »

a) Yes, the first time you had to get the undead to move on a different path. I'll think about giving the option to summon undead again.
b) The solution is similar. Outside the gate lay
SpoilerShow
stone
SpoilerShow
you can only use gems or herbs.
c) Yes, this location is still in development
d) All correct. You can't give anything to the statue. This path only works one way.
The small empty flask is only used once at the water level.
e) the first one increases your “treasure found” statistic
the second one is for solo playthrough
f) this button opens the door in the middle in the room north east of the red marker.
g) no, it's just bandit supplies.
h) not quite right, it's the bomb making instructions and it's just information. But I will think about your suggestion.

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My Generations of Kings mod
Link to Nexus mods
olavimuff.ee
Posts: 200
Joined: Thu Aug 08, 2019 12:17 pm

Re: [WIP] Generations of Kings

Post by olavimuff.ee »

Thank you for answers.
Slava wrote: Sat Mar 01, 2025 3:47 pm a) Yes, the first time you had to get the undead to move on a different path. I'll think about giving the option to summon undead again.
Or teleporter disappears when any undead already used it.
RacerX
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Re: [WIP] Generations of Kings

Post by RacerX »

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Slava
Posts: 63
Joined: Sun Aug 30, 2015 2:10 pm

Re: [WIP] Generations of Kings

Post by Slava »

RacerX wrote: Sun Mar 30, 2025 9:24 pm I can't read the these titles
the first is a mad miner, the second is the drownings.
My Generations of Kings mod
Link to Nexus mods
Jos
Posts: 6
Joined: Sun Apr 30, 2023 11:22 pm

Re: [WIP] Generations of Kings

Post by Jos »

Hey there,

Wanted to let you know I really enjoyed playing your Mod. I still do. It's the most fun Magic system I have played, including the real good mods. Copycat and a wide variety of spells, including Healing and 'Follow Me' is just perfect. I'm often switching spells, but in the midst of battle I can just press Copycat, instead of swiping around the corner just to get a weapon in my face. I wish I could put Copycat into anything like Skyrim modding, but I just had to wait for a good Mod to come around and use that spell, and this was that mod for me.The length is just right, the puzzles are doable, but not always easy, adventurism really helps in finding the "annoying" little buttons we all love and hate, it has some nice boss fights, an Arena to test your skills and get rewards, a simple understandable but good story. Everything is done just right.

I hope that softened you up a bit, because I'm going to list a whole bunch of errors. It's in beta, right, that's what we are here for. Here goes:

* When I open up the secret place in the Tower Earth and then remove the object from the pressure plate, the game crashes.
* I can't put Potions in the Mortar, while this is needed for some recipes
* Casting Flash against a wall gives the console error: No Life resistance. Then kills the party.
* Cause Fear on enemies causes the game to crash.
* Enchanting has no relation with Crafting, while this is advertised
* When I enchant an item targeting the same Stat (Dex/Vit/Str/Wlp) twice, the game crashes.
* The wrist crossbow doesn't seem to be able to be dual wielded as advertised.
* Wizards don't have halved cooldown on spells cast, like advertised
* The cursed skull doesn't cause health loss, like advertised.
* A recipe scroll in the Anomalous Zone (secret near center north) has no name except for recipe scroll.
* The anti frozen herb works great, except for when you are frozen, because you can't use herbs then.
* The Air Mages do something weird, where it looks like they are preparing for the biggest spell in history, but they don't do anything. They just stand there.
* When I attack the enemy 'Rat Group' (in the Castle) with 'Shock' the game often crashes (on kill). Error: invalid stategetHit. Maybe the discharge tried to stun an already dead Rat, I don't know.
* After the fight with the Hands I often literally get stuck. I can't move, switch, open character menu, nothing. Only a reload works.
* Some Armor Sets seem incomplete. I don't know if this is intentional, or that I missed something (I found all the secrets, so don't think so), but a complete set of Air,(Boots, Hands missing) Fire (only hands) and Spirituality (no hat) would be nice.

And for my wish list I would name: Movement speed modifiers. I tried out your mod on different movement speeds, and I really enjoy your mod at 1.2, 1.3 speed. I'm content with it being a console option, but it being a feature is an opportunity.

I would gladly play the final version again. It's nice to still be able to play new interesting good mods, so thanks and good luck.
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Slava
Posts: 63
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Re: [WIP] Generations of Kings

Post by Slava »

Jos wrote: Thu Apr 17, 2025 4:50 pm Hi. Thank you for your review! It's really inspiring!

If you really want to help me fix all the bugs (which I am currently doing) could you please provide grimrock.log from the C:\Users\“your username”\Documents\Almost Human\Legend of Grimrock 2 folder. It's overwritten every time the game crashes. That would speed things up a lot.

* When I open up the secret place in the Tower Earth and then remove the object from the pressure plate, the game crashes.
- Could you please provide a description of the departure error. I'd also like to clarify the coordinates. Maybe a screenshot of the map?
* I can't put Potions in the Mortar, while this is needed for some recipes
- Oh, I know what the problem is. My bad, sorry about that.
* Casting Flash against a wall gives the console error: No Life resistance. Then kills the party.
- I should have thought of that. Light spells were designed to damage only the undead. It's not supposed to damage champions.
* Cause Fear on enemies causes the game to crash.
- Could you please provide a description of the departure error.
* Enchanting has no relation with Crafting, while this is advertised
- Weird, I'll check it out, but it should work. Maybe you need to increase the influence as the figure is rounded off a lot.
* When I enchant an item targeting the same Stat (Dex/Vit/Str/Wlp) twice, the game crashes.
- Could you please provide a description of the departure error.
* The wrist crossbow doesn't seem to be able to be dual wielded as advertised.
- Yes, it is. I've noticed it recently. Just need to remove the description.
* Wizards don't have halved cooldown on spells cast, like advertised
- It certainly works as intended. Compare the rollback time of a mage and a druid ;)
* The cursed skull doesn't cause health loss, like advertised.
- I don't remember if I did it on purpose or not. Probably just need to remove the description.
* A recipe scroll in the Anomalous Zone (secret near center north) has no name except for recipe scroll.
- I'd like to clarify the coordinates. Maybe a screenshot of the map?
* The anti frozen herb works great, except for when you are frozen, because you can't use herbs then.
- Honestly, I have no idea how to fix it.
* The Air Mages do something weird, where it looks like they are preparing for the biggest spell in history, but they don't do anything. They just stand there.
- I'm not the author of the Air Mages. And I didn't notice anything wrong with them during my tests.
* When I attack the enemy 'Rat Group' (in the Castle) with 'Shock' the game often crashes (on kill). Error: invalid stategetHit. Maybe the discharge tried to stun an already dead Rat, I don't know.
- Could you please provide a description of the departure error.
* After the fight with the Hands I often literally get stuck. I can't move, switch, open character menu, nothing. Only a reload works.
- I'll try to reproduce this error and figure it out.
* Some Armor Sets seem incomplete. I don't know if this is intentional, or that I missed something (I found all the secrets, so don't think so), but a complete set of Air,(Boots, Hands missing) Fire (only hands) and Spirituality (no hat) would be nice.
- Hmmm... I'll have to check again. Maybe I really did forget to put the set pieces in the dungeons.

And for my wish list I would name: Movement speed modifiers. I tried out your mod on different movement speeds, and I really enjoy your mod at 1.2, 1.3 speed. I'm content with it being a console option, but it being a feature is an opportunity.
- Previously (during the semi-open alpha test) these features were available. I will try to come up with an interface to control this feature.
My Generations of Kings mod
Link to Nexus mods
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Slava
Posts: 63
Joined: Sun Aug 30, 2015 2:10 pm

Re: [WIP] Generations of Kings

Post by Slava »

* Some Armor Sets seem incomplete. I don't know if this is intentional, or that I missed something (I found all the secrets, so don't think so), but a complete set of Air,(Boots, Hands missing) Fire (only hands) and Spirituality (no hat) would be nice.
Spirit helm is on the second level of the dark castle. In the chest in the north east. I really forgot about the other parts.
My Generations of Kings mod
Link to Nexus mods
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