[MOD] The Curse of Gothmog

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
lexdr
Posts: 108
Joined: Thu Dec 26, 2013 3:29 pm
Location: France

Re: [MOD] The Curse of Gothmog

Post by lexdr »

Oh and have you tried the skull's challenges and the eye of magic?

And the secret might be on floor 11, the standalone door...
lexdr
Posts: 108
Joined: Thu Dec 26, 2013 3:29 pm
Location: France

Re: [MOD] The Curse of Gothmog

Post by lexdr »

lexdr wrote:
Dr.Disaster wrote:Oh that's easy, works in any mod with Germanny's tileset.

1st: get a wand with Spellcraft 0 requirement. Make sure it has no "Attack Power" stat. When it does it's a staff, not a wand.
2nd: drain the wand of all it's charges
3rd: place the drained wand in any non-mage character's hand and right-click.

Voila! You now got a non-mage spellcaster 8-)
:o ...
Ooooooooook...
I've just check...
It's so simple!

Damn it!
I have to fix that!!!!!
Well, the fix is quite simple in fact.
Thanks for information ;)
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: [MOD] The Curse of Gothmog

Post by Dr.Disaster »

Aye the new value's seem reasonable.
lexdr wrote:Oh and have you tried the skull's challenges and the eye of magic?
Aye, I did both.

Eye of Magic a.k.a. Mini-Nuke. Funny. 8-)

The critters in Skull's challenges took longer to down than anywhere else. Yet it was only one or one group per wave, so not a real challenge IMO. Now the trap on lvl 6 in south-west corner is far more a challenge, there it almost got my group .. almost ;)

lexdr wrote:And the secret might be on floor 11, the standalone door...
Yes a door in the middle of nowhere is strange but i was a bit too distracted to think about it. Perhaps if i tried to lure a critter to/through it ..
User avatar
germanny
Posts: 530
Joined: Sat Apr 07, 2012 10:52 pm
Location: Kiel, Germany

Re: [MOD] The Curse of Gothmog

Post by germanny »

Hi Lex, i just had a bit time to play.
Not so deep, i´m down to lvl 4 yet. I find it great so far!
Okay, maybe a bit noobish, but i missed some parts of lvl 2, want to go back.
But there are two invisible pits near the stairs from/to lvl 3 - one can closed by the lever, second?
And lvl 3, the second door in the circled gangway - opened by the pressure plates?

Thx for using my set, for me its fun to play with my own tileset in a foreign dungeon.
As Dr.Disaster wrotes, it is a good presentation dungeon for it, and - a bit more decos would be fine.
Dungeon Master Resource Pack worker and passionated Beer drinker
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: [MOD] The Curse of Gothmog

Post by Dr.Disaster »

germanny wrote:Okay, maybe a bit noobish, but i missed some parts of lvl 2, want to go back.
But there are two invisible pits near the stairs from/to lvl 3 - one can closed by the lever, second?
Not as far as i recall ..

When "missed some parts" stands for unfinished corridor then it's tough luck but if all are complete there is no reason to head back. The levels might seem a bit small at first but that's part of the dungeon design.
germanny wrote:And lvl 3, the second door in the circled gangway - opened by the pressure plates?
Yes .. and no .. and yes .. and no ..
SpoilerShow
Better get used to combination locks :D
germanny wrote:Thx for using my set, for me its fun to play with my own tileset in a foreign dungeon.
As Dr.Disaster wrotes, it is a good presentation dungeon for it, and - a bit more decos would be fine.
In parts there is decoration, just not everywhere. Since the levels get rather complex it's understandable that it's a bit spartan here and there.
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: [MOD] The Curse of Gothmog

Post by Dr.Disaster »

Err .. it seems you crippled Toorum and any other ranger people might want to add into their party; that's easy enough to do with "The Characterizer" mod.

When i try to teach a ranger the first spells i only get the usual "<name> cannot do anything with this scroll" message ment for non-spellcaster. Now we know that LoG rangers are spellcasters, so this is clearly a bug. Please fix.

Rangers are also the regular persons who make use of drained wands, so re-think the fix you mentioned earlier.

EDIT
During play I have not seen any kind of melee daggers. Plans to add any?

If you want to make sure people have at least one mage in the party you can add some in-game notes, warnings or party char talk like "if we only had a mage with us we might make it out of here .."

Maybe even add an option to convert a party member into a mage? You know i.e. level 13 has the perfect place to do just that ;)

EDIT 2
Recalled another minor bug with the Jewel Symal amulet: when the Jewel Symal is equipped and is swapped with any other amulet by right-clicking this amulet in the inventory the swap clones another Jewel Symal onto the mouse pointer. Repeat a few times and you invented mass production ;)

The Illumulet's light is rather jumpy while walking around. Any chance in smoothing that?
Also when the party moves sideways or backwards the Illumulet's light kinda "stays" behind on the square the party left.
lexdr
Posts: 108
Joined: Thu Dec 26, 2013 3:29 pm
Location: France

Re: [MOD] The Curse of Gothmog

Post by lexdr »

@Germanny:You're trapped! you cannot leave the dungeon by this way. ;)

@Dr.Disaster: Even if I decrease the amount of rewarded XP, this dungeon is designed for a new party. Importing a trained party will lead to the same result you identified previously: combats will be very boring.

So, I fixed the issue with empty staffs, improved skull's challenge difficulty, add two new secrets, add some assets (staff and melee daggers) and fix the intro.lua.

I've tried to reproduce the probe issue but I couldn't.

I also disable autodecorations and started to add deco manually, but my children do not leave me much time this weekend.

Regarding your Edit2, I've no fix so that I will probably remove the two amulets.

There is also a bug that I can't fix with Slayer arrows: when the monster is killed, 2D icon of a slayer arrow is changed to flamitt and when reused it is changed to simple arrow. Don't know how to fix (probably add a spawn in all monsters' onDie hook, but how to know if there are some arrows "in" the monster?).

I will continue a little bit decoration tonight and publish a 0.91 release to permit RMariano to play.
:)

Lex
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: [MOD] The Curse of Gothmog

Post by Dr.Disaster »

lexdr wrote:@Dr.Disaster: Even if I decrease the amount of rewarded XP, this dungeon is designed for a new party. Importing a trained party will lead to the same result you identified previously: combats will be very boring.
I guess you misunderstood me. I did not refer to the pre-made characters one can add with "The Characterizer" mod. Of course pretty much everything becomes a cakewalk with them but since i want to build my own chars I never use them.

The for me interesting features of the characterizer are:
- reduce the size of a party to less then 4 characters; that's how i make my solo char parties
- convert any fresh-made character into a ranger that is not Toorum

lexdr wrote:Regarding your Edit2, I've no fix so that I will probably remove the two amulets.
Nah i won't remove them, they are not that bad. Maybe Comscript comes up with a solution for this.
Then again it's always nice to have something to throw around when you're out of rocks or knifes ;)
lexdr wrote:There is also a bug that I can't fix with Slayer arrows: when the monster is killed, 2D icon of a slayer arrow is changed to flamitt and when reused it is changed to simple arrow. Don't know how to fix (probably add a spawn in all monsters' onDie hook, but how to know if there are some arrows "in" the monster?).
Aye i recall i've seen that too.

I think the problem with the Slayer arrows is that the game can't make sense in re-spawning them when the monster dies. My reason for this assumption: enchanting a Slayer arrow turns them into .. well see for yourself .. and enchanting the re-spawned morphed Slayer arrows turns them into regular enchanted arrows. Maybe the Slayer itself is some wrong coded kind of enchantment?

EDIT
Another idea how to solve the being-trapped-problem of a mage-less party: put a revivable dead mage's bones somewhere 8-)
lexdr
Posts: 108
Joined: Thu Dec 26, 2013 3:29 pm
Location: France

Re: [MOD] The Curse of Gothmog

Post by lexdr »

Dr.Disaster wrote:Maybe even add an option to convert a party member into a mage? You know i.e. level 13 has the perfect place to do just that ;)
Done! I've added two books of wizardry.
Dr.Disaster wrote:Another idea how to solve the being-trapped-problem of a mage-less party: put a revivable dead mage's bones somewhere 8-)
This is a great idea!! :D
But too many complexe to be added now.
lexdr
Posts: 108
Joined: Thu Dec 26, 2013 3:29 pm
Location: France

Re: [MOD] The Curse of Gothmog

Post by lexdr »

Version 0.91 uploaded.
- fix intro.lua
- rebalance of xp (secret reward from 25%/50%/100% to 6%/12%/25% and no more xp on onCast hook)
- reduce water consumption by 60%
- fixed issues with empty staffs
- improved skull's challenge difficulty
- add two new secrets
- add some assets (staff and melee daggers)
- add tomes of wizardry to convert non mage to mage

Floors 2 and 3 are fully decored.
Next floors for next release.
Post Reply