[WIP] Generations of Kings

Are you looking for fun Custom Dungeons that you could play or do you want to share your mod with others? Then this forum is for you!
Slava
Posts: 41
Joined: Sun Aug 30, 2015 2:10 pm

[WIP] Generations of Kings

Post by Slava »

beta version
https://drive.google.com/file/d/1DOTiuP ... drive_link

I created this thread to see if there are still people here who are still playing mods and waiting for new mods to come out.

Work on this project began in January 2020.
During half a year I was actively working on mechanics, game world, lore, characters, etc.
Then I had a daughter and stopped development.
After 4 years, I decided to continue!
And so, another half a year passed and the mod began to take shape.

This mod is inspired by such works as:
Eye of the Atlantis
Xeen's cronicles
The Guardians
Final Adventure

What is planned in the release of the first version:

Approximately 40 varied levels.
A huge city with a castle, NPS and merchants.
Over 70 secrets and riddles.
Lots of buried treasures.
More than 20 battles with bosses.
More than a hundred rounds in the arena.
New alchemy system.
New spell system.
System of crafting and improving items.

Added to the mod:
Grimrock 2 GUI Toolkit by John Wordsworth
Andak Rainor's spell pack
Andak Rainor's alchemy
Zimber's assets
Germanny's Dungeon Master Resource
MinAssets by Minmay
The Winter Tileset by Skuggasveinn
Vanblam Utility Set
and many, many others.

The mod is scheduled for release in early 2025
For now, you can check out the short trailer.
https://youtu.be/cBsr4XS-Jy4
Last edited by Slava on Wed Jan 08, 2025 10:15 pm, edited 3 times in total.
Test version of my Generations of Kings mod
https://drive.google.com/file/d/1DOTiuP ... drive_link
Slava
Posts: 41
Joined: Sun Aug 30, 2015 2:10 pm

Re: [WIP] Generations of Kings

Post by Slava »

A few images of the city and its surroundings.
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Test version of my Generations of Kings mod
https://drive.google.com/file/d/1DOTiuP ... drive_link
andyroosta
Posts: 145
Joined: Wed May 30, 2012 11:11 pm

Re: [WIP] Generations of Kings

Post by andyroosta »

looks great...good luck!
2498billb
Posts: 42
Joined: Thu Dec 30, 2021 6:06 pm

Re: [WIP] Generations of Kings

Post by 2498billb »

Definitely looking forward to playing your Mod, sceenshots look great!
Slava
Posts: 41
Joined: Sun Aug 30, 2015 2:10 pm

Re: [WIP] Generations of Kings

Post by Slava »

Changes added in 2020

A new race has been added, the Dwarves
They regenerate faster, require more food and carry more weight.

Added a new class - paladin.
paladins have reduced the weight of armor they can carry.
they get a bonus to defense and resistance if they use a staff or magic orb.
Can cast spells with their bare hands
get bonuses when using defense spells and spells of the school of life.

Added a new class - Druid
Druids gain a bonus to defense and resistance when using a staff or magic orb.
Can cast spells with their bare hands
regenerate energy faster
Gain experience 10% faster.
Gain bonuses when using earth spells.

Changed mage class
Mages now regenerate energy 30% faster
and cast spells 2 times faster than other classes.

Added new herbs
Changed alchemy system

New spells added
Spells now require scroll study
Poison spells from the original now require alchemy knowledge
Earth magic spells do physical damage

New schools of magic have been added
life, death, spirit, physical
new spells added
When reaching level 5 of a skill, you can no longer get a bonus to resistance

Added new skills:
crafting - allows you to create useful items using a toolbox

Shielding - allows you to block damage
all shields now give a bonus to defense instead of dodge
some shields can be attacked and automatically counterattacked after a successful block.
attack and counterattack require shield skills.
When you reach 5th level, you can use a two-handed weapon and a shield.
respectively, when reaching 5th level of heavy weapons, this function is disabled.

Heavy two-handed weapons can now also block damage.
wielding a heavy weapon increases the block chance.
this chance is also affected by the strength indicator

now using a weapon in both hands you get a chance to block an enemy attack
light weapon skill increases the chance of block when using a weapon in both hands.
also this chance is influenced by the dexterity index.

staff skill - allows you to use powerful magic items

knowledge - allows you to read ancient books and communicate with spirits.

The evasion skill is now called adventurism.
allows you to find hidden buttons and traps more easily.
Also used to unlock locked chests

Critical Strike skill now increases the chance to deal critical damage with spells.

When reaching level 5, long-range weapons now have a bonus to reload speed.

In the display of character characteristics added a line of additional characteristics when hovering the cursor over it displays
spell crit chance
spell power
death magic resistance
(there is no point in using other resistances, because life magic only deals damage to non-life.
Life magic only deals damage to undead.
spirit magic deals damage only to elementals.
physics deals physical damage respectively, and armor protects against it)
and block chance.
Test version of my Generations of Kings mod
https://drive.google.com/file/d/1DOTiuP ... drive_link
Slava
Posts: 41
Joined: Sun Aug 30, 2015 2:10 pm

Re: [WIP] Generations of Kings

Post by Slava »

Changes added in 2024

May 2024
alchemy mechanics (potion crafting) changed

19.05.24
Reworked stone spikes, copycat and poison cloud spells.

stone spikes - now does not change the texture of the monster
petrification effect now does not work on groups of monsters (like freeze in the original game),
as well as flying and bodyless monsters.
When the petrification effect is triggered, the corresponding inscription will be displayed.

copycat - returned to the list of available spells,
casts with the balance rune

poison cloud - if cast by a druid, it summons a swarm of insects without a poison cloud, as well as if it has an alchemy level of 5, the swarm of insects will poison the target.
for information, in the original game poison cloud could cast through the bars, in spell pack author removed this possibility.

Fixed a problem with NPS. Added replicas to guards. Fixed the work of dialog scripts, now during sleep any dialog window will be closed.
Added the effect of bleeding removal to blood plant.
Added labels with the name of stores on the map of Kamnegrad.

21.05.24
changes were made and the Kamnegrad Castle location was added.
fixed the script of the ruler of Kamnegrad, now the quest ends correctly

added cheat system
temporarily (until release) enabled by default
buttons:
+ and - adjust walking speed from 1 to 5 in increments of 1
0 and 9 regulate game speed from 0.5 to 2 in increments of 0.5
U turns breathing underwater on/off
F restores the food scale
H restores health and mana to all heroes and removes all negative effects
K kills a monster in front of the group
Z opens the door in front of the group (does not work)
C opens cheat input window
small fix, now when cheat input window is active cheat buttons do not perform their functions


22.05.2024
now when you take the finished potion from the alchemist's mortar a sound is played
disabled the creation of empty flasks after using potions
disabled flash when using a light spell
Test version of my Generations of Kings mod
https://drive.google.com/file/d/1DOTiuP ... drive_link
Slava
Posts: 41
Joined: Sun Aug 30, 2015 2:10 pm

Re: [WIP] Generations of Kings

Post by Slava »

Ready and tested 3 forms of the final boss!
Here are their abilities:
The first form is.
1. Immunity to sleep, blinded, frozen, burning, poisoned.
2. Immunity to any type of damage except life magic.
3. a large amount of defense.
3. Summon a shadow undead that attacks everyone and imposes blindness.
4. Unique DESOUL attack that instantly kills one member of the group. Be careful when playing a single character.
5. a dark energy shot that deals death damage and blinds.

Second form. All the same +.
1. teleportation.
2. energy shield.
3. High Evasion.
4. energy shot that removes all buffs. Deals death damage depending on how many buffs have been removed.
5. Necrotic Shot. Heals summoned undead.

Third Form. All the same +
1. Rapid Movement.
2. Necrotic Blast. Prohibits mages from casting spells and fighters from attacking with weapons and blocking with shields.
3. Bloodshot. Prohibits movement for a short period of time.
4. Summons a darkness elemental. Quickly flies towards the group and explodes, dealing damage and blinding.
5. And one more little surprise.)))))))
Test version of my Generations of Kings mod
https://drive.google.com/file/d/1DOTiuP ... drive_link
Slava
Posts: 41
Joined: Sun Aug 30, 2015 2:10 pm

Re: [WIP] Generations of Kings

Post by Slava »

New pics!
winter lvl
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dark castle
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rat camp
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volcano
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mossy cave
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tavern
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cave
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flooded shaft
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swamp
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anomalous area
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river
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prison
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old tunnel
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Test version of my Generations of Kings mod
https://drive.google.com/file/d/1DOTiuP ... drive_link
Slava
Posts: 41
Joined: Sun Aug 30, 2015 2:10 pm

Re: [WIP] Generations of Kings

Post by Slava »

Due to the fact that the translation of the mod into English (English is not my native language.) using deepL is almost complete.
I am looking for testers who can check the text for errors.
Test version of my Generations of Kings mod
https://drive.google.com/file/d/1DOTiuP ... drive_link
Slava
Posts: 41
Joined: Sun Aug 30, 2015 2:10 pm

Re: [WIP] Generations of Kings

Post by Slava »

Oh, well. After years of development, months of fixes, and weeks of testing .... here it is!
This is still a test beta because I'm waiting for feedback.
Have fun playing!
https://drive.google.com/file/d/1DOTiuP ... drive_link
Test version of my Generations of Kings mod
https://drive.google.com/file/d/1DOTiuP ... drive_link
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