The realm of Zarqedoc
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- Posts: 23
- Joined: Wed Aug 30, 2017 9:21 pm
The realm of Zarqedoc
This mod is available again (with some improvements).
In this adventure you play as four army soldiers from the great Warthill empire. You decided to try to be part of the king's guard and then, after passing a tough selection, you were sent to face your last test. The training ground of your last test is the territory once known as the realm of Zarqedoc. It was a devastated and abandoned land, due to a bloody war that involved its towns many years before the Warthill empire conquered it. Since it became an official training ground of the empire, a path full of enemies to defeat and puzzles to solve has been prepared inside.
Are you ready to embark on this journey ?
Additional informations:
You can stock up on food at the fish fountains that you can find along your way.
Gold keys are useful for obtaining special equipment, but they are fewer in number than gold locks, so I suggest you use them wisely.
If there is a rogue in your party, then you have a fifty percent chance of locating most of the secret buttons when you step by them.
Recommended settings:
Rendering quality: high
Texture resolution: medium
Texture filtering: medium
Shadow quality: medium
SSAO quality: off
Link:
https://www.nexusmods.com/legendofgrimrock2/mods/202
In this adventure you play as four army soldiers from the great Warthill empire. You decided to try to be part of the king's guard and then, after passing a tough selection, you were sent to face your last test. The training ground of your last test is the territory once known as the realm of Zarqedoc. It was a devastated and abandoned land, due to a bloody war that involved its towns many years before the Warthill empire conquered it. Since it became an official training ground of the empire, a path full of enemies to defeat and puzzles to solve has been prepared inside.
Are you ready to embark on this journey ?
Additional informations:
You can stock up on food at the fish fountains that you can find along your way.
Gold keys are useful for obtaining special equipment, but they are fewer in number than gold locks, so I suggest you use them wisely.
If there is a rogue in your party, then you have a fifty percent chance of locating most of the secret buttons when you step by them.
Recommended settings:
Rendering quality: high
Texture resolution: medium
Texture filtering: medium
Shadow quality: medium
SSAO quality: off
Link:
https://www.nexusmods.com/legendofgrimrock2/mods/202
Last edited by AdrianKnight on Thu Jan 30, 2025 9:43 pm, edited 20 times in total.
Re: The realm of Zarqedoc
Downloaded mod, when starting it game just shuts down. No errors or something, just shuts back to Windows.
Tested other mods, they start as usual.
Can you check your mod? How it is possible it do not even start on computer where like 30+ other mods start just fine?
Tested other mods, they start as usual.
Can you check your mod? How it is possible it do not even start on computer where like 30+ other mods start just fine?
Re: The realm of Zarqedoc
I was able to run it, you probably need to apply the 4gb patch, it is a 300mb+ mod so I guess that's the problemKirill wrote: ↑Sun Jan 31, 2021 9:49 pm Downloaded mod, when starting it game just shuts down. No errors or something, just shuts back to Windows.
Tested other mods, they start as usual.
Can you check your mod? How it is possible it do not even start on computer where like 30+ other mods start just fine?
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- Posts: 23
- Joined: Wed Aug 30, 2017 9:21 pm
Re: The realm of Zarqedoc
I tested the mod on a computer without the 4gb patch.
I think the problem could be solved just lowering the quality in the options menu.
Try this configuration:
rendering quality high
texture resolution medium
texture filtering medium
shadow quality medium
ssao quality off
Thank you for your reports.
Let me know if the mod works correctly.
I think the problem could be solved just lowering the quality in the options menu.
Try this configuration:
rendering quality high
texture resolution medium
texture filtering medium
shadow quality medium
ssao quality off
Thank you for your reports.
Let me know if the mod works correctly.
Re: The realm of Zarqedoc
I got this error when I tried to place the snail statue in the place where it asks for it:
You might not be pointing to the .surface component of the object
Code: Select all
#script_entity_247.script:2: attempt to call method 'contents' (a nil value)
stack traceback:
#script_entity_247.script:2: in function 'surfacecontains'
#script_entity_247.script:9: in function <#script_entity_247.script:8>
[string "Script.lua"]: in function 'sendMessage'
[string "Component.lua"]: in function 'triggerConnectors'
[string "Component.lua"]: in function 'callHook'
[string "Surface.lua"]: in function 'addItem'
[string "Surface.lua"]: in main chunk
[string "GameObject.lua"]: in function 'sendMessage'
[string "Clickable.lua"]: in function 'onClickComponent'
[string "GameMode.lua"]: in function 'mousePressed'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
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- Posts: 23
- Joined: Wed Aug 30, 2017 9:21 pm
Re: The realm of Zarqedoc
Sorry for the problem.
Unfortunately I tried to reproduce the problem in the dungeon editor and it does not crash.
Also in the exported dungeon when I put the snail statue in the alcove it does not crash.
I really can't understand the cause of the problem and why I can not reproduce it.
This is the script
I will try to discover the cause of the problem.
If I won't be able to solve the problem in a few days, I will remove the mod from nexus.
Unfortunately I tried to reproduce the problem in the dungeon editor and it does not crash.
Also in the exported dungeon when I put the snail statue in the alcove it does not crash.
I really can't understand the cause of the problem and why I can not reproduce it.
This is the script
Code: Select all
function surfacecontains(surface, item)
for v, i in surface:contents() do
if i.go.name == item then return true
end
end
end
function opendoor()
if surfacecontains(sx_wall_alcove_outdoor_1.surface, "figure_ice_guardian") and
surfacecontains(sx_wall_alcove_outdoor_2.surface, "figure_snail") and
surfacecontains(sx_wall_alcove_outdoor_5.surface, "figure_ogre") and
surfacecontains(sx_wall_alcove_outdoor_6.surface, "figure_crowern") then
sx_door_portcullis_2.door:open()
sx_door_portcullis_74.door:open()
counter_75.counter:setValue(0)
else
sx_door_portcullis_2.door:close()
sx_door_portcullis_74.door:close()
end
end
If I won't be able to solve the problem in a few days, I will remove the mod from nexus.
Re: The realm of Zarqedoc
My bad, this had to do with a UMod mod I'm testing
Re: The realm of Zarqedoc
Worked, playing now.
Ok, i can start new game and play only if i reload computer. Strange.
Also first level is strange. No weapons, just snails.
p.s. AdrianKnight you are from France?
Ok, i can start new game and play only if i reload computer. Strange.
Also first level is strange. No weapons, just snails.
p.s. AdrianKnight you are from France?
Re: The realm of Zarqedoc
Progress report:
I finished the first 2 maps, and a bit of a third one
The only real problem I found is that these railings can be walked through. Dropping down from the walls around the city is weird too but I guess that's just a quirk from the tileset, so not a big problem
The maps fell pretty barren and repetitive. Not necessarily a problem, it feels a bit like an old-school dungeon crawling this way, but the maps could do with a bit of variety. Inspecting the same cell over and over in the first map got boring fast, same thing with killing the same monster over and over
In the third map I went through (south of the first town area I think), firing my gun while on top of those broken crates causes the shot to hit the air in front of me, like the broken crate pieces have a projectile collider component or something. I couldn't test it properly though
I finished the first 2 maps, and a bit of a third one
The only real problem I found is that these railings can be walked through. Dropping down from the walls around the city is weird too but I guess that's just a quirk from the tileset, so not a big problem
The maps fell pretty barren and repetitive. Not necessarily a problem, it feels a bit like an old-school dungeon crawling this way, but the maps could do with a bit of variety. Inspecting the same cell over and over in the first map got boring fast, same thing with killing the same monster over and over
In the third map I went through (south of the first town area I think), firing my gun while on top of those broken crates causes the shot to hit the air in front of me, like the broken crate pieces have a projectile collider component or something. I couldn't test it properly though
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- Posts: 23
- Joined: Wed Aug 30, 2017 9:21 pm
Re: The realm of Zarqedoc
I am from Italy.
I can not explain this, looking at the definitions:
Let me know about other problems.
Thank you.
This was intended to quicken the exit from the crystal area, but it is an unnecessary feature. I will correct this in the next version.The only real problem I found is that these railings can be walked through.
This is intended, but an inaccuracy I found right now is that I left some crates and jars adjacent to the walls around the city and falling from the perimetric walls on obstacles is not good in my opinion. I will correct this in the next version.Dropping down from the walls around the city is weird too but I guess that's just a quirk from the tileset, so not a big problem
This is a known problem especially in the first area (Ulqerak dungeon). Opening all that doors can be very boring. But I left it as it is because I wanted the area to appear as a real dungeon and so I thought that strange rooms or strange puzzles could be inappropriate from this point of view. The following areas are gradually less repetitive, especially the indoor areas. The outdoor areas usually contain few puzzles and the main challenge is to survive to monsters attacks (Tell me If you find monsters balancing wrong since it has been a big problem during testing and I had to redefine health, attackpower and other parameters many times. Now monsters are very tough to defeat and only a patient and skilled player can beat them).The maps fell pretty barren and repetitive.
Very interesting. I did not notice that. I tested it and it seems like barrel_crate_block_broken and terracotta_jars_block_broken have about 20 hit points but apparently it is possible to damage them only using firearms, not ranged weapons, not melee weapons.In the third map I went through (south of the first town area I think), firing my gun while on top of those broken crates causes the shot to hit the air in front of me, like the broken crate pieces have a projectile collider component or something. I couldn't test it properly though
I can not explain this, looking at the definitions:
Code: Select all
defineObject{
name = "barrel_crate_block",
baseObject = "base_obstacle",
components = {
{
class = "Model",
model = "assets/models/env/barrel_crate_block.fbx",
},
{
class = "Obstacle",
hitSound = "barrel_hit",
hitEffect = "hit_wood",
},
{
class = "Health",
health = 15,
immunities = { "poison" },
spawnOnDeath = "barrel_crate_block_damaged",
},
},
editorIcon = 260,
}
defineObject{
name = "barrel_crate_block_damaged",
baseObject = "base_obstacle",
components = {
{
class = "Model",
model = "assets/models/env/barrel_crate_block_damaged.fbx",
},
{
class = "Obstacle",
hitSound = "barrel_hit",
hitEffect = "hit_wood",
},
{
class = "Health",
health = 15,
immunities = { "poison" },
spawnOnDeath = "barrel_crate_block_broken",
onDie = function(self)
self.go:playSound("barrel_die")
end,
},
},
}
defineObject{
name = "barrel_crate_block_broken",
baseObject = "base_floor_decoration",
components = {
{
class = "Model",
model = "assets/models/env/barrel_crate_block_broken.fbx",
},
},
}
defineObject{
name = "terracotta_jars_block",
baseObject = "base_obstacle",
components = {
{
class = "Model",
model = "assets/models/env/terracotta_jars_block.fbx",
},
{
class = "Obstacle",
hitSound = "terracotta_jar_hit",
hitEffect = "hit_terracotta_jar",
},
{
class = "Health",
health = 15,
immunities = { "poison" },
spawnOnDeath = "terracotta_jars_block_damaged",
},
},
editorIcon = 260,
}
defineObject{
name = "terracotta_jars_block_damaged",
baseObject = "base_obstacle",
components = {
{
class = "Model",
model = "assets/models/env/terracotta_jars_block_damaged.fbx",
},
{
class = "Obstacle",
hitSound = "terracotta_jar_hit",
hitEffect = "hit_terracotta_jar",
},
{
class = "Health",
health = 15,
immunities = { "poison" },
spawnOnDeath = "terracotta_jars_block_broken",
onDie = function(self)
self.go:playSound("terracotta_jar_die")
end,
},
},
editorIcon = 260,
}
defineObject{
name = "terracotta_jars_block_broken",
baseObject = "base_floor_decoration",
components = {
{
class = "Model",
model = "assets/models/env/terracotta_jars_block_broken.fbx",
},
},
}
Let me know about other problems.
Thank you.
Last edited by AdrianKnight on Wed Mar 24, 2021 11:00 pm, edited 2 times in total.