[MOD - Released] "The Missing Heir"

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Mal85
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Joined: Fri Nov 16, 2012 10:56 am

Re: [MOD - being tested currently] "The Missing Heir"

Post by Mal85 »

Ya, if I could get an updated version without the swapping bug that would be great, I havent gotten very far so I don't mind romping through level 1 and 2 again. But I feel that bug will get me more often than not due to my play style. Thanks!
Ryeath_Greystalk
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Location: Oregon

Re: [MOD - being tested currently] "The Missing Heir"

Post by Ryeath_Greystalk »

Mal85 - I will get you an updated file. I'm going to look at a few fixes for some items that Isaac brought up then I will export a fresh copy.

Isaac -

Those are some very astute observations. I really appreciate the time you are taking to test this.
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About the bomb puzzle the alcove should stop producing bombs after the pits are closed. There is a button on the wall which will return other thrown items such as rocks which don't allow the plate to deactivate. I'm thinking pushing that again may reactivate the alcoves. Do you recall if you pushed it after closing the plate? I will look into it.
That puzzle is one of my first attempts at scripting. For a little light reading here's a post I made about it explaining my thought process.
viewtopic.php?f=14&t=4913
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The dialog sound is a good idea. I have not done any work with sounds yet so I will need to look into that and see if I can figure it out.
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The archers not following you out is the results of a couple blockers in place that are not really needed anymore. I will remove them.
In that room the lighting is supposed to drive people mad. When the party takes the treasure, one of the party members tries to take it for themselves and the reat of the party has to restrain them by temporarily knocking them out. The blockers were there to keep the archers away until after the altercation took place. Since this version I have altered the layout and put a wall between the archers and the treasure alcove, with a door that opens afterwards.
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The room layout here is because I found t was possible for the party to be standing on the spawn point and then the boss herder would never spawn locking the party in the room for all eternity. So my solution was to put the spawn points behind bars. I will revisit that room and see if I can come up with a better plan. I was wanting to make that mushroom a bit tougher anyways.
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Isaac
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Re: [MOD - being tested currently] "The Missing Heir"

Post by Isaac »

Sounds have to be mono or they crash the engine IIRC.
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Your script checks for anything in the alcove ~not just bombs.

I recall tossing the nearby torch, after a rock. I pressed the button a few times; Once I pressed it four times because there were four rocks. But I figured it out eventually.

The first thing I found odd, was that I wondered if I'd not picked up the bomb ~because I looked back and another one was there. Next I noticed my thief couldn't move; then I examined the bomb's weight. Then I noticed that the party could move so long as the bombs were not in inventory ~~then I collected more than 20 or so in a stack; predicting (and confirmed) that the bombs stop appearing after the pits are closed. By then I had about 16 or so left, and used them to destroy the guards and scavengers.
Ryeath_Greystalk
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Location: Oregon

Re: [MOD - being tested currently] "The Missing Heir"

Post by Ryeath_Greystalk »

Isaac -
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About the bomb puzzle: Made bombs non stackable and slightly heavier so the most anyone can carry is one plus a cursor. That was completely empty (no armor or weapons, for etc). I also made the entry door close behind the party and once they cross the pits one will open, just in case someone wanted to leave a supply laying on the floor that they could run back and forth to get. Then added a secret hall back to the room before the door so the party could still return to previous areas, just not the bomb supply. That should take care of the exploit. I also added a plate that removes two blockers once the party crosses the pits.

I removed the the blocker from the archer trap area.

I had the herder trigger open the door as well as the two side grates so now the player can not hide from the herder. Also gave him more accuracy so he would hit more frequently.
Thanks for the input.
Still need to look into the sound idea.
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leewroy
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Re: [MOD - being tested currently] "The Missing Heir"

Post by leewroy »

Dude, this puzzle is really getting me crazy. I decided to make a map in a sheet of paper and try to figure it using pieces from the game "risk". After some tries, guess I´ve got the answer, if when I apply it to the real game it doesn't work, I'll send you my save. My solution requires 33 "steps" between moving statues and pressing buttons. Fingers crossed! :?

EDIT:

made it! And also the secret. :mrgreen:
If someone needs help with this puzzle, feel free to ask. It was one of the hardest no only in this module but in a matter of general grimrock modules. Nice one :)
Ryeath_Greystalk
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Location: Oregon

Re: [MOD - being tested currently] "The Missing Heir"

Post by Ryeath_Greystalk »

Glad you made through leewroy.
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leewroy
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Re: [MOD - being tested currently] "The Missing Heir"

Post by leewroy »

Hey, dude, found a problem.
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It's on the level 7, in the south - center section. It's a room full of holes, with an altar in the middle, from where you can get the axe norja. If you fall from the most south-east hole on this room you drop in a black screen, unable to move, tough you can see some furnitures. I hd to reload a previous save, thanks God it was near ;)

Side note: wonderful monsters at this floor, nver seen them in other modules!
Ryeath_Greystalk
Posts: 366
Joined: Tue Jan 15, 2013 3:26 am
Location: Oregon

Re: [MOD - being tested currently] "The Missing Heir"

Post by Ryeath_Greystalk »

leewroy wrote:Hey, dude, found a problem.
SpoilerShow
It's on the level 7, in the south - center section. It's a room full of holes, with an altar in the middle, from where you can get the axe norja. If you fall from the most south-east hole on this room you drop in a black screen, unable to move, tough you can see some furnitures. I hd to reload a previous save, thanks God it was near ;)

Side note: wonderful monsters at this floor, nver seen them in other modules!
Thanks for catching that leewroy. I will get that fixed.

You can thank Leki for the custom monsters, and Kuningas for a custom monster at the end.
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leewroy
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Re: [MOD - being tested currently] "The Missing Heir"

Post by leewroy »

Btw,
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I think I wrote it wrong. It's the most south WEST hole. Also, we can see a hiden button on the wall, but seems to be out of reach.
Also, the nort-east section of this room sems to be unreachable, unless I lost something.
Ryeath_Greystalk
Posts: 366
Joined: Tue Jan 15, 2013 3:26 am
Location: Oregon

Re: [MOD - being tested currently] "The Missing Heir"

Post by Ryeath_Greystalk »

leewroy wrote:Btw,
SpoilerShow
I think I wrote it wrong. It's the most south WEST hole. Also, we can see a hiden button on the wall, but seems to be out of reach.
Also, the nort-east section of this room sems to be unreachable, unless I lost something.
SpoilerShow
It can all be reached by using hidden wall buttons. I don't recall the exact order. I think it's start in the south east entry (through the locked door) wall button there, then the two west entrances, can't recall which one first, but one button one each side then you can get to the north west.
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