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[MOD] Eternal Recurrence 1.3
Posted: Mon Jan 29, 2018 1:00 am
by AndakRainor
https://www.nexusmods.com/legendofgrimrock2/mods/103
Live a new adventure every time you play. Inspired by Grimrock Unlimited, Eternal Recurrence will let you explore as many levels as you wish. The multiple elemental schools spells pack is integrated in this campaign.
On your quest many surprises await you:
- lots of new spells.
- new traits added to the skills system.
- new alchemy system and potions.
- quickbars to use potions or other items.
- new weapons and armors from MinAssets:
http://www.nexusmods.com/legendofgrimrock2/mods/19
- Winter maps from Skuggasveinn:
https://www.nexusmods.com/legendofgrimrock2/mods/29
- Dark Castle and monsters from Zimber Assets:
https://www.nexusmods.com/legendofgrimrock2/mods/75
- Under Dungeon maps from Vanblam:
https://www.nexusmods.com/legendofgrimrock2/mods/87
- Redwood Forest maps from Vanblam:
https://www.nexusmods.com/legendofgrimrock2/mods/80
Some suggestions:
- create or import a party with more than one spell caster.
- Choose the difficulty setting wisely, you should find that hard mode is harder than the original game, and normal or easy mode, easier.
Re: [MOD] Eternal Recurrence - preview
Posted: Mon Jan 29, 2018 3:44 am
by RacerX
Thanks for sharing, I'll give it a try when I have a little time.
Re: [MOD] Eternal Recurrence - preview
Posted: Tue Jan 30, 2018 12:25 pm
by Badgert
QuickSave and AutoSave does not work ...
=== Software Failure ===
[string "MessageSystem.lua"]:0: could not resolve object reference with id 3395
stack traceback:
[C]: in function 'assert'
[string "MessageSystem.lua"]: in function 'loadState'
[string "GameMode.lua"]: in function 'loadGame'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
Re: [MOD] Eternal Recurrence - preview
Posted: Wed Jan 31, 2018 11:31 am
by Slayer82
Hey, Andak. I hope you're well.
Cheers on the upload.
I was having fun with the mod, but there a few issues that I feel need sorting out:
1. When I reload the mod, there's just a black screen with the players icons on the right-hand side. I restarted the mod and saved it again; the same thing happened.
2. The heavy rain makes it extremely difficult to play during nightfall.
3. The single path that was generated each level made it easy to become trapped by enemies.
4. One of the exits on the second generated level was blocked by an object (green rock pile within the level 2 forest area).
Lastly, is the player supposed to receive the cheat crystals when they start the mod? I don't like using them, but they were always there when I began a new game.
Obviously, there are a few bugs here and there, but the mod is really interesting. It's nice to have a different playthrough each time - Good work.
I look forward to a completed version.
Cheers!
Re: [MOD] Eternal Recurrence - preview
Posted: Wed Jan 31, 2018 1:05 pm
by Badgert
Constant rain in the forest and on the beach is VERY bothers!!!
Re: [MOD] Eternal Recurrence - preview
Posted: Mon Feb 05, 2018 10:05 am
by AndakRainor
New build available!
https://www.nexusmods.com/legendofgrimr ... ?tab=files > Miscellaneous files > Eternal Recurrence
I'll try to make weekly builds if progression of the mod allows it.
Thanks for your feedback, I try to take it into account the best way I can, and from other testers too.
Changes for this week:
- Fixed the black screen on reloading the game.
- Reduced rain particles and rain sound. Increased duration of clear weather.
- Removed the cheat crystals, only used for testing.
- New environments: desert and volcano (surface).
- Experimental system to interact with the weather: characters may suffer from the cold in winter maps, and from the heat in desert and volcano. Also the rain slowly reduces thirst

- Experimental water tiles (in the "vanilla" forest map for now). Dealing with path finding and building maps with multiple elevations is complicated

. For now the water tiles are just empty paths.
Re: [MOD] Eternal Recurrence - preview
Posted: Mon Feb 05, 2018 4:42 pm
by Isaac
AndakRainor wrote:- Experimental system to interact with the weather: characters may suffer from the cold in winter maps, and from the heat in desert and volcano. Also the rain slowly reduces thirst

Does that mean frost bite (wound) without good shoes; (and not sandals)?
Re: [MOD] Eternal Recurrence - preview
Posted: Mon Feb 05, 2018 7:19 pm
by AndakRainor
Isaac wrote:AndakRainor wrote:- Experimental system to interact with the weather: characters may suffer from the cold in winter maps, and from the heat in desert and volcano. Also the rain slowly reduces thirst

Does that mean frost bite (wound) without good shoes; (and not sandals)?
Exactly! The damage is calculated with elemental resistance, equipped items and their dedicated new (hidden) traits if they have any : cold1 to cold3, and/or warm1 to warm3. Obviously elemental armors from Minmay have the highest impact
PS: in the winter maps, you can also stay next to a torch to fight the cold!
PPS: casting spells can also influence the temperature temporarily
Re: [MOD] Eternal Recurrence - preview
Posted: Tue Feb 06, 2018 12:03 am
by Isaac
This sounds really neat.
Skuggasveinn has a superb winter map —somewhere, with waterfalls, snow covered hills and frozen streams; with cracked ice. I don't know if it was released yet.
Re: [MOD] Eternal Recurrence - preview
Posted: Tue Feb 06, 2018 11:08 am
by Slayer82
Hi, Andak.
Sorry to be the bearer of bad news, but there is still a save game issue when I attempt to load the game; it crashes every time.
It's unfortunate, because it's really a fun mod to play. Although the castle pressure plates that drop you into inescapable water aren't fun.
I like the different levels that have a them like the forest, castle, Vanblam forest etc.
You have fixed a lot of other issues, which is really good. It must have taken you so long to write all of the scripts for this mod.
I eagerly wait the upcoming fix.
Cheers!