Legend of Grimrock - Master Quest: BETA TEST

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Komag
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Legend of Grimrock - Master Quest: BETA TEST

Post by Komag »

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I've basically been working on this project a ton for like three or four months, and now I'm DONE! So I need a handful of Grimrock fans to test the living daylights out of the dungeon. :D

I've playtested it myself many times, clocking around 16 hours per run-through, and that's knowing exactly what I'm doing, so I would expect it to take longer for anyone new to it. I'm hoping to finish beta-testing in just one week, but if not enough people can, I'll just have to extend it a bit, we'll see.

A major feature of Master Quest is scalability. If you import a party, the dungeon will scale up in difficulty (and reward) to match, allowing you to earn enough XP to gain many more levels.

I've tested this by playing through with my original Grimrock party from last year, starting at level 14 and going up to level 24 by the end. I did it again by importing that same party for another run-through, starting at level 24 and going up to level 36 by the end (I've since scaled down the ultra-high level xp, so that might have "only" been around level 34 now). It's a pretty wild ride to be earning millions of XP left and right!

I'm asking for at least one of each of the following 5 beta-testers:
:) 1 - someone to play with a new party, either default party or with created characters, starting at level 1, no import
;) 2 - someone to play with an imported party of medium level, starting at level 5-10 or so
:D 3 - someone to play with an imported party that finished the original game, starting at level 12-15 or so
:mrgreen: 4 - someone to play with an imported party that is much stronger (level 18-25)(this beta-tester may be harder to find)
8-) 5 - someone to play with a new party, created characters, enter "Toorum" to test Toorum mode, starting at level 1

So I want to test the scalability. And of course I want to test all the usual stuff, graphics bugs, puzzle difficulty, whether the clues are good enough, is anything missing or broken, etc. Keep in mind that it is meant to be more challenging than the original game, hence "Master Quest", but I still want to avoid too much frustration or imbalance. And it would be good for one or two beta-testers to play on "easy" difficulty (so monster reaction times and aggressiveness are lowered) to see how that affects the mix.

If you think you're up for it, comment below or drop me a PM, and I'll PM you a link to the download.

I'd like to do all the beta-testing and fix any issues that come up within 10 days or so, then hopefully release the final public version in less than two weeks. 8-)
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Here is the current text of the description you see from the Custom Dungeon menu: (tag to shrink post, not actual spoilers)
SpoilerShow
Legend of Grimrock - Master Quest is a complete re-working of the entire original game with tons of new puzzles, dungeon designs, story elements, and more. It has been referred to as "Grimrock on Steroids".

- The overarching dungeon layout is similar, but there are lots of local changes to specific rooms, and some completely new areas have been added as well.
- For the most part original assets were used with a few notable exceptions such as some of Daniv's excellent wall set variations.
- Major item locations have all been changed.
- Puzzles have been generally "upgraded".
- The base difficulty level is increased:
* stronger monsters
* more monsters
* trickier puzzles (some with added clues)
- The difficulty (and XP awarded) scales up dramatically according to the average level of the champions at the start, so you can import your original Grimrock dungeon party and continue your adventure and advancement.
- There is increased replayability as high-level imported parties can expect to gain approximately 9 to 10 additional levels, and a variety of new skill tomes also add to the progression.
- The dungeon scaling is designed to work well for parties starting out from levels 1 to 25 or so, with the high end earning their way up to around level 35 by the end. This provides a unique chance to max-out multiple skills which really changes the strategy and approach to playing Grimrock.
- Spell scrolls now grant a small skill or stat bonus, so they are not totally worthless.
- An entirely new side storyline has been added (Lord Perel's failed expedition), and other lengthy writings have been expanded upon or added containing new lore and background fiction.
- A new hidden boss fight awaits discovery!
- The original 71 secrets have been greatly expanded to 115.
- There is an extended end-game denouement that takes place after the events of the original last battle, ultimately leading to a final frenetic escape from Mount Grimrock.

- Many other small changes, additions, improvements, etc, have been made to the original labyrinth.

----------

This project began as a precise re-creation of the original Legend of Grimrock dungeon with all its puzzles and scripting, largely as an exercise in mastering the editor. As I neared completion of that monumental task, I asked myself "Self, aren't people bored of the original game by now?". So I figured, why not pull a "Zelda" and create a changed-up re-imagined harder version and call it the Master Quest?

There are some known issues (mostly do with how dreams work and how the final boss interaction and battle works), but for the most part things will feel very familiar to the original game while offering a ton of fresh changes and cool extras to give you a revitalized Legend of Grimrock experience!

Feel free to contact me (official Grimrock forums) with any comments or bugs/problems you find, how you liked or didn't like the puzzles, clues, fights, story, etc, or anything else.

Enjoy!
Komag
----- EDIT -----
- Beta-Test deadline is Weds, March 13.
- Right now (Weds March 6) I still could make good use of a couple more testers:
* Another import party which finished the original game (lv 12-15 or so)
* Someone who would be willing to try playing as Toorum starting fresh or as a high-level import (imported Toorums retain "Thunderstruck" fast weapon cooldown but not fast movement speed)
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Marble Mouth
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Re: Legend of Grimrock - Master Quest: BETA TEST

Post by Marble Mouth »

Scaling the monsters and rewards to the imported party sounds brilliant! I do hate it when games punish me for levelling up, but it makes a lot of sense to use the level at import-time as a baseline for scaling a large mod. It means that much more replayability. I'm sorry to say that I definitely don't have 16+ hours in the next week to commit to beta testing this, but I'll be sure to play it when you release the public version. And congratulations on seeing this project through, Komag.
Grimfan
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Re: Legend of Grimrock - Master Quest: BETA TEST

Post by Grimfan »

You'll have to count me out. I haven't finished vanilla LoG yet. I keep on getting sidetracked by the other mods like the Mines of Malan Vael and Lord of Chaos, so am only up to the beginning of level six. :roll: :oops:
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Wanderer
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Re: Legend of Grimrock - Master Quest: BETA TEST

Post by Wanderer »

Hi Komag, congratulations for that you made it to the Test-phase.
I would be glad to be one of the testers of your mod.
The best choice for me is case 1. New party, no import. Because I like to play games/Mods with new created partys.

lg wanderer
My first LoG-Mod: Abandoned Places 2
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msyblade
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Re: Legend of Grimrock - Master Quest: BETA TEST

Post by msyblade »

Great job seeing this one all the way through, Komag!
Currently conspiring with many modders on the "Legends of the Northern Realms"project.

"You have been captured by a psychopathic diety who needs a new plaything to torture."
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Komag
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Re: Legend of Grimrock - Master Quest: BETA TEST

Post by Komag »

Wanderer wrote:Hi Komag, congratulations for that you made it to the Test-phase.
I would be glad to be one of the testers of your mod.
The best choice for me is case 1. New party, no import. Because I like to play games/Mods with new created parties.

lg wanderer
PM sent :)
Finished Dungeons - complete mods to play
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Dr.Disaster
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Re: Legend of Grimrock - Master Quest: BETA TEST

Post by Dr.Disaster »

Komag wrote: :mrgreen: 4 - someone to play with an imported party that is much stronger (level 18-25)(this beta-tester may be harder to find)
I can offer my four mages party (all lvl 20) to do that. In case you'd like even higher leveled characters or a totally different party just name it.
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Komag
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Re: Legend of Grimrock - Master Quest: BETA TEST

Post by Komag »

Dr.Disaster wrote:
Komag wrote: :mrgreen: 4 - someone to play with an imported party that is much stronger (level 18-25)(this beta-tester may be harder to find)
I can offer my four mages party (all lvl 20) to do that. In case you'd like even higher leveled characters or a totally different party just name it.
PM sent! :D
Finished Dungeons - complete mods to play
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Komag
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Re: Legend of Grimrock - Master Quest: BETA TEST

Post by Komag »

Hey guys, one thing I forgot to mention in the readme.txt was that you can pres X and Z together to turn off the console messages if they become too annoying or spoilerific. Then you can pres X and Z again to turn the console back on.

I have a few beta testers so far, I still could use a few more :)
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JohnWordsworth
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Re: Legend of Grimrock - Master Quest: BETA TEST

Post by JohnWordsworth »

Man, this sounds so awesome. I can't promise that I can make it all the way through in a week - but if that's okay, then I'd love to play through as much as I can in my spare time!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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