English and Lore

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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juho
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Re: English and Lore

Post by juho »

Xanathar wrote:Thanks juho, a lot of answers! So it seems I have to do some find+replace in my dungeon.lua :lol:

But, honestly, what's your feeling on this ? I mean, are you (or AH) comfortable with (or even in favor of) mods being based on the Grimrock world, or do you prefer them to be based on their own lore/world so not to create conflicts and inconsistencies or unwanted details ? I'd love to have a mod part of that world, but I don't want to step on your toes.
I think it's a good thing to expand the Grimrock world and lore with the community. Just don't make a story that totally sinks and destroys the Northern Realms continent :D
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Diarmuid
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Re: English and Lore

Post by Diarmuid »

Thank you very much Juho, great help!
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Kuningas
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Re: English and Lore

Post by Kuningas »

Komag wrote:
Kuningas wrote:I assumed that Ranwyn is the capital or at least a major city in the kingdom of Conwyn, judging from the similarity in name. Then again, there is Congam, which sounds similar too, and judging from it's proximity to the trade route is a trading town of some kind.

That's the way I use them in my (still unfinished) mod, which actually takes place in Ranwyn.
It's possible you're looking at the old version of the map that used to have Conwyn as the name of the kingdom, but the updated official map has the name as Theraen, with Conwyn as just one of the cities, Ranwyn is another city, and Congam, and Nothampton is the capital. In the original game the description of the grim caps mentions the head cook at Nothampton palace likes to use them in his soups
There are multiple versions of the map?

Cool, I need to grab the newer one. Mine is pre-release. : D


EDIT: OOOooohhh, so you decided Kalevand was too obscure a reference and settled for plain Kalevala. I like it, I like it enough that it gives me adventuring ideas. : D Also clears the cities a bit generally, nice. Thanks for mentioning that there was another version of the map, I was seriously confused at first.
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Grimwold
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Re: English and Lore

Post by Grimwold »

Could somebody give me a clue as to where I can find this map (or even post a link). Thanks
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Komag
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Re: English and Lore

Post by Komag »

Finished Dungeons - complete mods to play
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Grimwold
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Re: English and Lore

Post by Grimwold »

Perfect! Thanks.
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juho
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Re: English and Lore

Post by juho »

There's some extras coming with the game if you haven't yet checked them out. Stuff like map, manual, music and concept art.

Default location with standalone version: C:\Program Files (x86)\Legend of Grimrock\extras

Default location with Steam version: C:\Program Files (x86)\Steam\steamapps\common\legend of grimrock\extras
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Grimwold
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Re: English and Lore

Post by Grimwold »

juho wrote:There's some extras coming with the game if you haven't yet checked them out. Stuff like map, manual, music and concept art.

Default location with standalone version: C:\Program Files (x86)\Legend of Grimrock\extras

Default location with Steam version: C:\Program Files (x86)\Steam\steamapps\common\legend of grimrock\extras
Ah hah! Thanks for that Juho. I never new I had them.
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thomson
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Re: English and Lore

Post by thomson »

Just some random thoughts about Grimrock lore.

One aspect that is somewhat ignored is technology. Yes, there is a cube and the prison theme, but not much besides it. Remember the intro and the way prisoners were delivered to the mountain top? By a zeppelin of a kind. That immediately brought back memories from Arcanum - a world full of magic that slowly approaches technological age, with devices and equipment equally likely to be powered by magic, steam or electricity. It was even possible to choose your development path as magician or technologist. It had many nuances, like some people used to the old ways of magic were strongly opposing or were afraid of technology and liked or hated you depending on your choices. I hope that in time, Grimrock lore will develop similar depth.

As for the lore, I miss dwarves a lot. Since the whole Grimrock is essentially a huge mine, dwarves would be at home here. As a dwarf lore fan, I strongly believe there every problem you encounter can be easily solved with a properly used double bladed dwarven axe. ;)
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Kuningas
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Re: English and Lore

Post by Kuningas »

thomson wrote:Just some random thoughts about Grimrock lore.

One aspect that is somewhat ignored is technology. Yes, there is a cube and the prison theme, but not much besides it. Remember the intro and the way prisoners were delivered to the mountain top? By a zeppelin of a kind. That immediately brought back memories from Arcanum - a world full of magic that slowly approaches technological age, with devices and equipment equally likely to be powered by magic, steam or electricity. It was even possible to choose your development path as magician or technologist. It had many nuances, like some people used to the old ways of magic were strongly opposing or were afraid of technology and liked or hated you depending on your choices. I hope that in time, Grimrock lore will develop similar depth.

As for the lore, I miss dwarves a lot. Since the whole Grimrock is essentially a huge mine, dwarves would be at home here. As a dwarf lore fan, I strongly believe there every problem you encounter can be easily solved with a properly used double bladed dwarven axe. ;)
As long as it's not like the "dwarves" in elder scrolls series... Another type of elf, dammit! Thankfully this game hasn't got elves either, so that's a plus. I doubt there are orcs either, but I'm not sure. I am one of those guys who believes a fantasy tavern just ain't cutting it without a grumpy orc sitting in the corner and inciting brawls.

I had forgotten about the zeppelin, now that I think of it.
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