[WIP] Generations of Kings

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Jos
Posts: 7
Joined: Sun Apr 30, 2023 11:22 pm

Re: [WIP] Generations of Kings

Post by Jos »

Ok, I got some extra information for you. Sorry if the format starts to look awkward:

Trial of Earth:
Pressure Plate at (18,7,0,9)
Removing pressure from plate crashes and adds this to the log:
#script_entity_149.script:7: attempt to index global 'mine_moss_cave_in_7' (a nil value)
stack traceback:
#script_entity_149.script:7: in function <#script_entity_149.script:6>
[string "Script.lua"]: in function 'sendMessage'
[string "Component.lua"]: in function 'triggerConnectors'
[string "Component.lua"]: in function 'callHook'
[string "FloorTrigger.lua"]: in function 'activate'
[string "FloorTrigger.lua"]: in function 'update'
[string "Map.lua"]: in function 'updateComponents'
[string "Map.lua"]: in function 'updateEntities'
[string "Dungeon.lua"]: in function 'updateLevels'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

Recipe Scroll Anomalous Zone:
Sack at (18,3,0,23)

Shock on Rats:
Ratgroup starts out at approximiately (25,5,0,11)
Killing the Rats with Shock crashes and adds this to the log:
[string "Animation.lua"]:0: invalid animation state getHitLeft
stack traceback:
[C]: in function 'play'
[string "Animation.lua"]: in function 'play'
[string "Monster.lua"]: in function 'playAnimation'
[string "MonsterAction.lua"]: in function 'start'
[string "Monster.lua"]: in function 'performAction'
[string "Monster.lua"]: in function 'damage'
[string "Combat.lua"]: in function 'damageTile'
[string "TileDamager.lua"]: in function 'update'
[string "Map.lua"]: in function 'updateComponents'
[string "Map.lua"]: in function 'updateEntities'
[string "Dungeon.lua"]: in function 'updateLevels'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

Enchanting Iolite (Star) Iolite on the same Item:
I enchanted a Bracelet of Tirin with a Iolite gem, an Enchanted Star and then a Iolite gem again, this crashes and add this to the log:
mod_assets/zim_assets/scripts/zim_enchanting.lua:1295: bad argument #1 to 'setVitality' (number expected, got nil)
stack traceback:
[C]: in function 'error'
[string "ScriptInterface.lua"]: in function 'setVitality'
mod_assets/zim_assets/scripts/zim_enchanting.lua:1295: in function 'addStats'
mod_assets/zim_assets/scripts/zim_enchanting.lua:1071: in function 'f'
mod_assets/ext/grimtk/scripts/gtk/core.lua:1120: in function 'trigger'
mod_assets/ext/grimtk/scripts/gtk/widgets.lua:315: in function '_triggerPlug'
mod_assets/ext/grimtk/scripts/gtk/input.lua:85: in function 'commit'
mod_assets/ext/grimtk/scripts/gtk/core.lua:848: in function 'update'
mod_assets/ext/grimtk/scripts/hook.lua:2: in function <mod_assets/ext/grimtk/scripts/hook.lua:1>
[string "Script.lua"]: in function 'sendMessage'
[string "Component.lua"]: in function 'triggerConnectors'
[string "Component.lua"]: in function 'callHook'
[string "Gui.lua"]: in function 'draw'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

Cause Fear:
After further look into this I think it isn't just Cause Fear that causes the problem, it's Copycat on Cause Fear. This is similar to the already known error of Copycat on DESOUL. This is the crash log:
mod_assets/spells_pack/spells_functions.lua:4017: attempt to call field 'onCast' (a string value)
stack traceback:
mod_assets/spells_pack/spells_functions.lua:4017: in function 'copycat'
mod_assets/spells_pack/spells_functions.lua:1749: in function 'onCast'
[string "Spells.lua"]: in function 'castSpell'
[string "Champion.lua"]: in function 'castSpell'
[string "RunePanel.lua"]: in function 'endGesture'
[string "RunePanel.lua"]: in function 'updatePanel'
[string "AttackPanel.lua"]: in function 'update'
[string "AttackPanel.lua"]: in function 'update'
[string "Gui.lua"]: in function 'draw'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
Last edited by Jos on Tue Apr 22, 2025 4:24 pm, edited 1 time in total.
Jos
Posts: 7
Joined: Sun Apr 30, 2023 11:22 pm

Re: [WIP] Generations of Kings

Post by Jos »

For the enchanter table, my multiplier seems stuck at 1.25. I've played another mod a while ago, and I can remember that number going up there. Maybe I'm doing it wrong, but it doesn't seem to work.

I don't have a chest in the NE section of Dark Level 2. It's a big empty wall, without a button I could find. For a long time I was sure it was the last secret I needed to find, spent some time between the spikes, but it was something else apparently because me secret counter is at 109. So please tell me how to open that wall... lol.

For the halved cooldown time for cast spells on Wizards: I think it works as intended when playing with the pre made party. Roden King is slightly faster than Druben, but it doesn't seem to work with a custom party
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Slava
Posts: 65
Joined: Sun Aug 30, 2015 2:10 pm

Re: [WIP] Generations of Kings

Post by Slava »

Hi Jos! Thanks for the logs, that will speed up the fix considerably!
I don't have a chest in the NE section of Dark Level 2. It's a big empty wall, without a button I could find. For a long time I was sure it was the last secret I needed to find, spent some time between the spikes, but it was something else apparently because me secret counter is at 109. So please tell me how to open that wall... lol.
Yes, that's my bad, I set the chests to the wrong height. You can fix this through the console:

Code: Select all

chest_49:setPosition(25, 2, 1, 1, 34)
chest_50:setPosition(30, 2, 3, 1, 34)
In one chest you will see a key with a sapphire. It is not used anywhere at the moment.

For the halved cooldown time for cast spells on Wizards: I think it works as intended when playing with the pre made party. Roden King is slightly faster than Druben, but it doesn't seem to work with a custom party
Yeah, I totally forgot about that. I wanted to make the story characters unique. So Wizard needs to fix the description.
My Generations of Kings mod
Link to Nexus mods
Jos
Posts: 7
Joined: Sun Apr 30, 2023 11:22 pm

Re: [WIP] Generations of Kings

Post by Jos »

Ok man, thanks for the replies! I "found" the chests in Dark Level 2 through Console. You might want to look at the bookshelves too. I think there should be a row of bookshelves, two of them containing spell scrolls (maybe Raise Dead and Air/Water/Alchemy storm?). I teleported myself behind the wall and there were bookshelves, but I couldn't take the items.

I also checked one of your bugs at the Nexus page: the fourth pair of levers in the Old Tunnel. I had no problems here until, someone (an enemy for example) broke one of the coffins, before I pulled the lever. Then the error happens, I think... A magic spell like Arcane Flash can break coffins too.
User avatar
Slava
Posts: 65
Joined: Sun Aug 30, 2015 2:10 pm

Re: [WIP] Generations of Kings

Post by Slava »

You might want to look at the bookshelves too.
Oh, shit! I was looking at those shelves point-blank, and I didn't see them. The problem is the same as with the chests.

Code: Select all

g1_bookshelf_alcove_95:setPosition(26, 2, 0, 1, 34)
g1_bookshelf_01_108:setPosition(27, 2, 0, 1, 34)
g1_bookshelf_02_45:setPosition(28, 2, 0, 1, 34)
g1_bookshelf_alcove_96:setPosition(28, 2, 0, 1, 34)
I had no problems here until, someone (an enemy for example) broke one of the coffins, before I pulled the lever. Then the error happens
Thank you so much for this comment, it will help me a lot to fix this bug.
My Generations of Kings mod
Link to Nexus mods
User avatar
Slava
Posts: 65
Joined: Sun Aug 30, 2015 2:10 pm

Re: [WIP] Generations of Kings

Post by Slava »

Updated the version of the game on the nexus

What's new in version r1.0:

Now you don't need a password to play your party.
If you don't create a party, the default party will be my customized story characters.

Fixed some incorrect moments when playing with custom party.

You can now adjust the game speed with the “+” and “-” keys (Not on the num-pad)

Added a start menu for customization:
Disabling hints (highlighting secret buttons, buried treasure).
you can now enable spells
force field (sold at the paladin's garrison)
acceleration (sold in the druid village)
time dilation (hidden in the dark castle)
Disabling bleeding.

In the character's stats, you can now see:
Current level in the arena. (On the arena map).
Number of potions brewed.
Number of crafted items.
The number of secrets on the current map. (If available)

Stonegrad:
Fixed the ability to go through the wall in the temple.
Removed the hole on the second floor in the Longtail brothers' store.
Added a wooden crate to the starter house.
Removed most items that cannot be taken.

Druid Village:
Marcus is now able to speak English.

Academy:
The swordsmanship teacher can now train a hero of their choice.
Closed the hole in the wall above the historian's room.
The library now cannot be accessed directly from the entrance,
the door only opens from the back side.
Translated the note about pests.
Changed biblio to library in the English version
Fixed the note about “herbs for alchemy lesson”.
The cook now sells “favorite” food, due to this the cheese miser has been removed.
The alchemist now does not say the phrase:
“Now you know how to make potions”
every time a shipment passes him by.

Rat camp:
I've left everything as it is for now,
except for the secret in the northwest, which could be accessed directly.
Fixed a bug in the blank note.

Garrison:
Expanded mage dialog.

Arena:
Herbs are now purchased with the click of a button.
Merge and split gem niches have been duplicated.

Underground passage:
Fixed a bug that occurred when turning the levers of the fourth pair.

Anomalous Area:
Fixed the recipe scroll in the secret.
Replaced one key with ornament.
Now the keys to the Underground passage and the abnormal zone are different.

Earth Test:
Fixed the secret with the pressure plate.

Fire Test:
Removed the rock from the pressure plate.

Prison:
Now it will stop raining inside.

Redwoods:
Fixed a bug that was disabling the controls after hand to hand combat.
Fixed the names of all bosses in the English version.

The mechanics of Bruenor's alcoholism have been improved.
Now he doesn't get penalties from alcohol, and positive effects work 2 times stronger.

Now the change of characters is correct.
Dubren is now 2 times longer in the guise of a bear.

The air and fire armor kits were incomplete, so I added the missing pieces.
Collected staff of fire now has +50% to the power of fire magic.
Fixed the description of disposable wands.
Fixed description of poison defense potion.
Removed the information from the description of the ogre's heart, that it's an enchantment component.
Fixed the description of the wrist crossbow.
Fixed the description of the cursed skull.
Frozen hero can now use Tangle Root
Fixed the mechanics of how states work.

Synchronized operation of craft and alchemy windows with displayed recipes.
Now the filter mechanics and switching of alchemy and craft windows work correctly.
Added description of potions being made to the list of alchemy recipes.
Fixed recipes for ammo, bear gauntlets, and Tirin's bracelet.
Some recipes have been reworked.
Potions can now be used as ingredients.
Fixed the description of the mechanics of enchanting.
It was said that the parameter is affected by crafting skill - it is not.
The enchantment multiplier has been reduced from 1.25 to 1 to get integers.
Fixed double enchanting with iolite.
Fixed a bug when trying to merge or split gems.

Fixed life magic damage.
Time slowing spell is now available and works correctly.

Traps can now be activated by placing any item on them.

Monsters:
Fixed rattling ninja monsters, they now have correct attack rollback.
Fixed winter monsters, now they have correct attack rollback.
Fixed winter octopuses. Now they can't attack from underwater.
Fixed pack rats, now they can't attack if they are below the party.
Added drop from rat swarm.

And many more small fixes and changes.

Good luck!
My Generations of Kings mod
Link to Nexus mods
User avatar
Slava
Posts: 65
Joined: Sun Aug 30, 2015 2:10 pm

Re: [WIP] Generations of Kings

Post by Slava »

Changes in version 1.1
Fixed a problem in the inn in the arena. Recipes on the tables were impossible to take.
Fixed a couple of places on the second level of the dark castle where you could get stuck.
Added a recipe for making a bear form potion.
It's not in the description, but the druid now gets +4 to defense for every point in the earth magic skill if he is in bear form.
My Generations of Kings mod
Link to Nexus mods
Jos
Posts: 7
Joined: Sun Apr 30, 2023 11:22 pm

Re: [WIP] Generations of Kings

Post by Jos »

Hello there again,

A new version, so I had to try it off course! Looks really good, and smooth, but I run into an issue with the new settings. At one point in the game (Stonegrad Sewer, 3rd door, could be random) all my chosen values seem to magically be reset. No more hints, the bleeding started again, etc. and ultimately the game crashed, with this error:

mod_assets/spells_pack/defineObject.lua:70: attempt to call upvalue 'oldShowTextHook' (a nil value)
stack traceback:
mod_assets/spells_pack/defineObject.lua:70: in function <mod_assets/spells_pack/defineObject.lua:60>
[string "Component.lua"]: in function 'callHook'
[string "WallText.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

I wasn't planning on bringing you more errors, but this one seems kinda breaking (using 1.1 eng)
knr
Posts: 59
Joined: Sun Apr 21, 2019 7:04 pm

Re: [WIP] Generations of Kings

Post by knr »

Had the same error in 1.0 right at the start when clicking on any wall sign (or town guards), except the spirit one in the starting room.
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