Testers wanted

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
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CainOrdamoth
Posts: 34
Joined: Sun Mar 08, 2015 1:45 am

Testers wanted

Post by CainOrdamoth »

Hi all. I'm currently working on a mod and its nearing a stage I feel I need other people to start beta testing it for me, both in terms of bugs etc. and general design feedback. I probably won't send out beta copies for a while yet (got a lot on my plate), but thought I'd throw this up now to see if I can get some people interested and compile a list of candidates. Ideally I want someone with extensive knowledge about Grimrock and scripts and enemy/puzzle design, and so on. If you're interested, or want any more information or maybe screencaps, please send me a PM.

Firstly a bit of background about it if you're interested in knowing a bit more. I've been working on the mod for over a year now. Its not my first mod either, but my others never saw the light of day. This one, however, is more focussed and so I've started to make really good headway with it. I also used this mod as a way to teach myself lua, but I still have a long way to go. Right now I'm still toiling along with only very basic scripting knowledge, but the stuff I've made here would have seemed impossible to me a year ago, so I have that to be proud of, lol. As for the dungeon itself, it is called the Depths of Dromelheim, and is set in Fort Dromelheim in the kingdom of Valismar. Bandits have overrun and you've got to drive them out (or ruthlessly massacre all of them), but as is often the case in these games, the bandits aren't the 'main' villains of the story. That you'll have to find out when you play, of course.
The mod features:
3 new races, and a reworking of the classes (there are now 2 'fighter' classes, 2 'rogue' classes, 2 'caster' classes, and an extra 'hard mode' class).
2 new skill trees, Healing Magic and Necromancy (these replace firearms and alchemy, sorry to people who are fans of those, but they don't fit in with the lore of my world).
All spells have been reworked, and there are a few new ones.
Reimagined skill trees and traits, with some all new traits and new 'gift' traits, similar to Dark Souls (except these gift items cannot be attained in the game, take them or leave them :P).
Every enemy has been customized to some extent, some more than others.
A whole item gfx atlas worth of new items.
Four distinct areas, or 'floors' of the fortress, the upper 'Fort' level, the second 'Depths' level, and so on.
New objects and custom assets.
A customized tileset (basically a retexture of the dungeon set, but is unique enough for the effect I wanted).
New ambient music and sound effects.
Expect a lot of nods and minor references to other games, in particular Dark Souls and Lands of Lore.

I hope I'm not building it up too much, I'm pleased with what I have done but I'm constantly astonished by what other people have made, and it puts my efforts to shame, lol. There are no new models used in the mod, except those I pilfered from other custom asset packs (with full credits given). So I think that's about it. If you're interested in beta testing this thing for me, please send me a PM. Hope to hear from you soon. Cheers guys :).
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akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: Testers wanted

Post by akroma222 »

I can probably beta test :D
Will PM you soon
CainOrdamoth
Posts: 34
Joined: Sun Mar 08, 2015 1:45 am

Re: Testers wanted

Post by CainOrdamoth »

Awesome, thanks. Any other takers?
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Zo Kath Ra
Posts: 940
Joined: Sat Apr 21, 2012 9:57 am
Location: Germany

Re: Testers wanted

Post by Zo Kath Ra »

CainOrdamoth wrote:Awesome, thanks. Any other takers?
me!
kelly1111
Posts: 349
Joined: Sun Jan 20, 2013 6:28 pm

Re: Testers wanted

Post by kelly1111 »

Count me in :D
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THOM
Posts: 1280
Joined: Wed Nov 20, 2013 11:35 pm
Location: Germany - Cologne
Contact:

Re: Testers wanted

Post by THOM »

Choose Zo Kath Ra. He is a good tester!
THOM formaly known as tschrage
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