Thanks, I really should have looked.
[MOD] Call Of House Hardabar
Re: [MOD] Call Of House Hardabar
Hmmm! Rite of the Moon how to understand it? Or will there be a clue later?
I just don't understand anything about rituals!
I just don't understand anything about rituals!
Re: [MOD] Call Of House Hardabar
If you are in Zo temple,
SpoilerShow
then rite of the moon is a clue for later in game - outside of Zo temple.
Re: [MOD] Call Of House Hardabar
Rite of the moon is also mentioned in Zo's temple. Maybe go there and check if you haven't.
SpoilerShow
In Zo's temple you will find the clue what to do with the cube.
Re: [MOD] Call Of House Hardabar
Thanks, that's what I'll do, go doo in Zo!
You were able to disable the teleporter in "Tannhauser Stronghold Basement"! Coordinates 16.27 blocking the way to the secret?????
You were able to disable the teleporter in "Tannhauser Stronghold Basement"! Coordinates 16.27 blocking the way to the secret?????
- marten_1992
- Posts: 146
- Joined: Thu Nov 29, 2012 12:49 pm
- Location: Germany
Re: [MOD] Call Of House Hardabar
hey
problem in the planetarium here
tried for quite some time pushing the spheres without effect, same order as seen in Fimir s screenshot , resetting and leaving the room did not solve it, any idea what I am doing wrong ??
currently playing the new mod version, when using the old one I had no prob with that ...
when leaving the first mine level there is a glowing purple sherical object in a cabinet I am not able to reach, there is probably a hiddden switch somewhere but I could not find it ...
edit : planetarium solved, same order as before, repeatedly moving spheres in the same position did it, that one might be a little bugged ...
problem in the planetarium here
tried for quite some time pushing the spheres without effect, same order as seen in Fimir s screenshot , resetting and leaving the room did not solve it, any idea what I am doing wrong ??
currently playing the new mod version, when using the old one I had no prob with that ...
when leaving the first mine level there is a glowing purple sherical object in a cabinet I am not able to reach, there is probably a hiddden switch somewhere but I could not find it ...
edit : planetarium solved, same order as before, repeatedly moving spheres in the same position did it, that one might be a little bugged ...
bregdan anweald gafeluec ...
Re: [MOD] Call Of House Hardabar
1. Try to look in the level underground tombs.Tirsk wrote: ↑Mon Mar 06, 2023 9:33 pm I want to thank you for the great mod.
I have a small request about the riddles related to sounds \ music. I have a friend, he is also delighted with mod, but he is deaf and such riddles are impassable for him. Maybe for such riddles to make separate spoilers or more hints in the game?
There are also a few questions about secrets:
1. Where is the scroll Archives part II, can't find it? I already have I, III, IV.
2. How to get to the secret with the bag in the Castle Hardabar 2nd stair https://ibb.co/2gpDSqC
3. How to get to this place in the Redwood Mine Level 2 https://ibb.co/4286fqS.
I got to Malan Tael, if access to these secrets will be further along the plot, then everything is OK.
2. Try what Banaora said, you're close.
3. You'll have to find a way, where it is not dry.
You are teaching me something new about grimrock, didn't know that all classes can do that now!Whisper wrote: ↑Mon Mar 06, 2023 9:49 pmWizard and Battlemage can cast with "bare hands", just hands.bongobeat wrote: ↑Mon Mar 06, 2023 9:06 pm But if you need rune gestures to cast a particular spell, then no, alchemist cannot do that, only wizards and battlemage can.
Every spell that are casted from a scroll, like fireburst, light, invisibility, etc, etc... an alchemist cannot use that. He doesn't have the runepanel hands.
All other classes can cast with any staff or orb. You put staff (Orb of radiance, for example) and you get rune-panel. This way you can cast spells with Barbarians also. They just to have staff or orb in hands.
More info.
https://grimrock.fandom.com/wiki/Magic
"Legend of Grimrock 2
The magic system is very different between games. Notably, any class is now capable of casting spells; only a Battle Mage or Wizard can cast with their bare hands, but other classes may use magic if they are equipped with a Staff".
With bow it should not work. It works with melee weapons, bow is missile weapon.bongobeat wrote: ↑Mon Mar 06, 2023 9:06 pm Normally it should add a bonus damage to every melee weapons. That script is old, and was not my doing.
I never noticed a bug here, and the bonus was applied correctly during my test. But maybe it doesn't give +20 directly.
I'm not sure anymore about that script, have to check it with dagger or bow. I don't have much time right now. Will check tomorrow or after tomorrow.
Thank you for the report.
I never noticed that, because it was crazy for me to think that another class than a wizard can do that.
About the nyx warrior skill:
It is intended to be used for melee weapon STR only.
I wanted to be of use with any kind of weapon, but the thing wouldn't work, so originally, I put the same type of script in the skill "ninja warrior", to be used with all kind of DEX weapon. But that wouldn't work too.
Finally, I've removed that from the skill, and give DEX points instead, with a small cooldown bonus.
But, you can still have a bonus damage with DEX weapons, but with an item. Don't ask me where that item is, you'll find it or not.
Try to look it at a lower point of view.
I don't know why but sometimes that puzzle can be a little tricky and you need to reset is with the button behind the stairs, for me it worked like a charm, I mean without reseting. For a friend who tested the entire mod, it didn't work like you, he had to reset the puzzle and everything went ok.marten_1992 wrote: ↑Thu Mar 09, 2023 11:11 am hey
problem in the planetarium here
tried for quite some time pushing the spheres without effect, same order as seen in Fimir s screenshot , resetting and leaving the room did not solve it, any idea what I am doing wrong ??
currently playing the new mod version, when using the old one I had no prob with that ...
when leaving the first mine level there is a glowing purple sherical object in a cabinet I am not able to reach, there is probably a hiddden switch somewhere but I could not find it ...
edit : planetarium solved, same order as before, repeatedly moving spheres in the same position did it, that one might be a little bugged ...
I didn't do that script myself, but used it from LOG2 source file.
Re: [MOD] Call Of House Hardabar
Yes, that skill Ninja Warrior gives cooldown bonus for "Throwing weapons" (probably shurikens, since i cant find throwing axes yet).bongobeat wrote: ↑Thu Mar 09, 2023 11:41 pm About the nyx warrior skill:
It is intended to be used for melee weapon STR only.
I wanted to be of use with any kind of weapon, but the thing wouldn't work, so originally, I put the same type of script in the skill "ninja warrior", to be used with all kind of DEX weapon. But that wouldn't work too.
Finally, I've removed that from the skill, and give DEX points instead, with a small cooldown bonus.
But, you can still have a bonus damage with DEX weapons, but with an item. Don't ask me where that item is, you'll find it or not.
Your mod is great. Best i've played. Thank you, friend!
1. You made it for 6 years? Also, how long did you make Toorum's Manor mod for LoG1?
2. Also are there unlimited respawns in some levels (which is only problem i had with Toorum's Manor)?
3. Is there secret list for Toorum's Manor? Secrets per level?