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[MOD] The Curse of Gothmog

Posted: Tue Jul 01, 2014 12:52 am
by lexdr
The Curse of Gothmog is my second dungeon, based on the story of Dungeon Master.

Image

Story:
After having defeated the Lord of Chaos (see Back Into the Dungeon), Gothmog went to seek the source of his dark power. He traveled the world, fought many enemies... and the rumor said that he finally found what he was seeking. However, we never heard of him again.
Many years later, four novice adventurers have just found the entry of a dark dungeon, in the deep of the Storm Peaks.

Game:
This dungeon of 13 levels is in line with the spirit of the original Dungeon Master. It rests on Comscript's scripts and assets and on Germanny's assets' pack. It also includes some new enhancements that I hope you will enjoy.

Gameplay:
The game is designed for 4 new characters, imperatively with a mage (yes Dr.Disaster, really this time). The gameplay is defined to:
- shortly increase charaters' level for each secret found,
- prevent a mage to use a spell that has not been learnt,
- randomly produce some side effects (fumble) on cast,
- manage food and water.

Some recommendations now:
- buttons are globally near to doors/traps,
- find imperatively some key assets, such as the mirror of dawn, the lock picks and the rope,
- some treasures might be usefull until the end.

Change Log:
v1.00 (2014/07/26)
The final release with all new assets, modified weapons and deco on all level.
v0.94 (2014/07/16)
- update all magic weapons and staffs with different hand's aptitudes
- add new secrets
v0.93 (2014/07/15)
- update staffs to allow spell casting from rangers
- add new secrets
- update the Dragonspit skill (use differently on right or left hand...)
- add deco to level 9
v0.92 (2014/07/12)
- allow ranger to learn corresponding spells
- fix empty staffs bonus
- add 3 new secrets
- enhance dragon's skills and immunities
- add deco to level 7
v0.91 (2014/07/05)
- 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
v0.90 (2014/06/30)
- everything is done except the highlight of Germanny's work (I have to add some wall/floor/pillar deco such I did in my first mod (see The Tomb of Tiggy Tamal), but I have a lack of free time to do it).

Credits:
- Assets: Comscript, Germanny, Gizmojunk, Phitt
- Monsters: Comscript, FrEEsiD, Leki
- Scripting: Comscript, Grimw0ld, John Wordsworth
- Tools: John Wordsworth

Links:
- Dungeon on Nexus: http://www.nexusmods.com/grimrock/mods/378/?
- Dungeon on Steam (not recommended): http://steamcommunity.com/sharedfiles/f ... =292782281

Lex

Re: [MOD] The Curse of Gothmog

Posted: Tue Jul 01, 2014 2:41 pm
by RMariano
hmmm.....

Locks up at "press any key"...

Re: [MOD] The Curse of Gothmog

Posted: Tue Jul 01, 2014 9:44 pm
by lexdr
Have you tried to press mouse button?

Re: [MOD] The Curse of Gothmog

Posted: Tue Jul 01, 2014 11:47 pm
by Dr.Disaster
lexdr wrote:The game is designed for 4 new characters, imperatively with a mage (yes Dr.Disaster, really this time).
Who smells a challenge here too? ;)

Re: [MOD] The Curse of Gothmog

Posted: Tue Jul 01, 2014 11:50 pm
by lexdr
Dr.Disaster wrote:Who smells a challenge here too? ;)
Try first with a mage, you will see...
:D

Re: [MOD] The Curse of Gothmog

Posted: Wed Jul 02, 2014 8:53 am
by andyroosta
Thanks for making the mod lexdr..sounds good so will give it a go soon.

Cheers.

Re: [MOD] The Curse of Gothmog

Posted: Wed Jul 02, 2014 4:21 pm
by RMariano
lexdr wrote:Have you tried to press mouse button?

Come on.... surely you jest. :D


Re-D/L'ed and tried thee times.

I tried keys, mouse and a voodoo doll. Nothing

Imported party - fresh party. Nothing.

All my other mods ie., Tiggy work fine.

Re: [MOD] The Curse of Gothmog

Posted: Wed Jul 02, 2014 5:46 pm
by Dr.Disaster
A suggestion
SpoilerShow
The puzzle to get the Dragon Poleyn in lvl 5 is pretty pointless when you place them behind gates one can reach thru :D
Nice puzzles so far; yet nothing what requires a mage ;)

Edit: could it be that the party gets too much xp and stuff too soon? I'm in the entrance room of floor 7. Contar, Mork and Yennica are already lvl 18, Sancsaron even lvl 19 and they are geared like hell after finding 26 secrets yet.

Re: [MOD] The Curse of Gothmog

Posted: Wed Jul 02, 2014 9:45 pm
by lexdr
RMariano wrote:Come on.... surely you jest. :D
Actually not.
:(

Indeed, pressing a key doesn't work but pressing mouse button works on my computer.
Probably the intro.lua

Re: [MOD] The Curse of Gothmog

Posted: Wed Jul 02, 2014 10:08 pm
by lexdr
Dr.Disaster wrote:A suggestion [...]
Damn it! I did not think about it...
:D
Dr.Disaster wrote:Nice puzzles so far; yet nothing what requires a mage ;)
We'll see, deeper in the dungeon...
;)
Dr.Disaster wrote:Edit: could it be that the party gets too much xp and stuff too soon? I'm in the entrance room of floor 7. Contar, Mork and Yennica are already lvl 18, Sancsaron even lvl 19 and they are geared like hell after finding 26 secrets yet.
Well, when I finish a dungeon with a new team I'm a little bit disappointed that champions have not gained enouth XP to used enhanced powerfull skills...

In this dungeon, I choose to reward thoses who search for secrets by giving them -depending of the secret- 1/4, 1/2 or all the XP points required by the upper level's champion to go to next level. If you find all the 60 secrets, your champions should reach level 50 at least.
In return, I can spawn level 5 monsters before the end of the dungeon!
;)

If you think it's too much, I just have to update the XP script's values to 1/8, 1/4 and 1/2 (or less).

And for information, you found all the secrets from floor 2 to 6 !

I also expect your feedback on food/water management.

Lex