[MOD] TLC book 2 spells added

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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cromcrom
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Re: [MOD] The Lost Continent

Post by cromcrom »

Hot fixed to 10.2, both steam and Nexus. Enjoy.
A trip of a thousand leagues starts with a step.
Omenpapa
Posts: 40
Joined: Fri Sep 14, 2012 1:29 pm

Re: [MOD] The Lost Continent

Post by Omenpapa »

I think the mage itemization really need an overhaul.. or more likely an appearence :) Currently we can only craft/buy items with defense... While defense is "usefull" for a mage squad, it isnt a must have thing. I would prefer to switch from a defensive itemization to an offensive one. Basicly some costum items could have +energy, +manareg,+spell dmg,+ stat(wisdom) on em. I would like to wear orbs instead of heavy shields... It would be really cool if the new mage armor would have zero armor. Instead of the armor stat they could have a factor/coefficent for meditation.

From the current skill set these r the "magey-ones":
-tailor
-herboristery
-meditation

and maybe these but.. oh well.. :
-medic???
-cook???

The next release notes mention a new herb, incense which will be a powerup for meditation. This makes herboristery a more usefull skill for mages.. or maybe a must have one? So u r going in the right way with this change.

We will also have alchemy, making potions and bombs... those potions really have to worth it, cuz the current energy foods r well.. not too usefull for a mage squad. We will see.

Literacy sounds like a really magey thing, but i have to see it in practise.

Currently tailor is the armor crafter for "pure mages" whom refuse to wear light-heavy armor .. :P I think in the future there should be an encahnter or something like that where we could enchant the tailor crafted items. So for example changing a tailor crafted peasent cap by adding a rune material(bought from merchants maybe?) to a runed cap. That cap is going to loose all their base defense, and it would give the meditation coeff stat what i was talking about earlier. After that adding more runes, and maybe some elemental essences?souls?boss trophies? next to the runed cap, would make a runedcap with an extra stat like energy etc.

The base game have an orb which has a permanent light spell...that item made me very lazy.. i would like to see it in TLC too :P

In general, I think the mages' dmg is fine(if we do ignore the earth mage entirely, but i guess that element type/design is more of a support thing for fighters, and not exactly intended for the 4th spot in a mage squad :).. and do understand that the ice mage is for cc and not for dmg. The question is the sustainability, so the items should mainly focus on mana/manareg.

Later on i could also imagin entire levels with mana fluctuation. Like a level where we have increased/decreased mana regen. With the same idea.. in hills, we would reach exhaustion earlier etc :)

EDIT:
We could also have a jewelcrafter who could make orbs, necklaces, bracers. Currently we can equip skulls as offhands, a runed skull sounds good too.

To answer a couple questions:
Yea, I think the cooked food should be sellable too.

moneyconversion: So what i was trying to say is that if i have 11 silvers in my inventory, i can right click it, and it will be converted to 1 gold and 1 silver. However if I have only 10 silvers, and im trying to right click it, nothing happens.(It wont convert it to 1 gold) This is true for copper-silver conversion too.

"Iron Ore fall when the Iron junk is "dead""
I had multiple playthrough with usually adept in mining, and so far i never got even a single iron ore from a mine, only chunks.
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cromcrom
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Re: [MOD] The Lost Continent

Post by cromcrom »

Tx a lot for all this feedback :-)
The game is still growing. Mage stuff will slowly make it into the final game.
Later on i could also imagin entire levels with mana fluctuation. Like a level where we have increased/decreased mana regen. With the same idea.. in hills, we would reach exhaustion earlier etc
I love this idea :-)
No iron ore is a bug, I will look into it.
11 silver for 1 gold was easy to code. I am sometimes lazy too ^^ ;-)

V11 released. Not as many content as I wish, but still a bunch of new stuff. The spider lair (and boss) should be pretty nasty.

EDIT: Due to overall lack of feedback and interest, I will now only release the mod when its done (no more every 3 days boring updates), that is probably never, because I need feedback to finish it.
Thanks a lot, ppl.
A trip of a thousand leagues starts with a step.
LordOmega
Posts: 3
Joined: Fri Oct 05, 2012 6:03 pm

Re: [MOD] The Lost Continent

Post by LordOmega »

this mod is good, i think you should tweak the food a little ( you can starve really, really easily) and get custom 3d models and textures, this mod really deserve some
maybe letting you start with a few coins (in a coin purse/bag)
the fact that you can "sell" items anywhere without knowing how much you'll get is not really good, i think using the shop for that would be much better.
if you can, use two buttons for everything with a list, so that you can go backward

so far it's a bit hard to tell where you are, as i said new walls/floor tiles would help a lot

i don't think i can help you for anything else than feedback, so good luck with this mod, i do realize it's a WIP but i think it's full of potential

edit: i just realized i don't have the latest version and that the file is hidden for now, sorry if you already did a few changes that i didn't notice
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cromcrom
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Re: [MOD] The Lost Continent Book 1 beta released

Post by cromcrom »

Book 1 beta released, check first message.

I am of course ( :-( ) looking for beta testers and feedbackers.
Save often, as this is a beta.
As it is an open world like dungeon, it should offer a great deal of exploration.

Enjoy.
A trip of a thousand leagues starts with a step.
sparhawk66
Posts: 13
Joined: Wed Oct 17, 2012 10:10 am

Re: [MOD] The Lost Continent Book 1 beta released

Post by sparhawk66 »

hello Cromcrom,

some feedback from me (played beta version only for 1hour before sleep, but played version 10 much more and I think it has big potential) :
- it should be better to put some basic equipment or resources to starting location, its time consuming to kill some monsters only with hands :)
- when you presenting the dungeon as exterior locations, is it possible to put the light into the ceiling, which should imitate sun light?

more feedback soon

btw, thanks for your effort and nice mod ;)
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cromcrom
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Re: [MOD] The Lost Continent Book 1 beta released

Post by cromcrom »

Please, play book 1, it's uploaded on steam and nexus :-) There is supply storage to loot for base crafting components should give you around 15 of each components, a little more if you take scavenging skill.
And lighting is a great idea. Could make a night - dawn - day - dusk lighting, lol.

NB don't use the scavenging anvil, it crashes. You can still sell your stuff.
A trip of a thousand leagues starts with a step.
Szragodesca
Posts: 59
Joined: Sun Oct 14, 2012 7:13 am

Re: [MOD] The Lost Continent Book 1 beta released

Post by Szragodesca »

Just wanted you to know, cromcrom, I downloaded your mod and will give it a good playing. I'm a lurker and a fan of the concept. Just piping up so you know there are more of us out here, and can feel less unappreciated. :mrgreen:
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cromcrom
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Re: [MOD] The Lost Continent Book 1 beta released

Post by cromcrom »

Thanks. "Coding almost in the desert", sometimes, you get thirsty. Every bit of water is welcome.
A trip of a thousand leagues starts with a step.
sparhawk66
Posts: 13
Joined: Wed Oct 17, 2012 10:10 am

Re: [MOD] The Lost Continent Book 1 beta released

Post by sparhawk66 »

few words from last night playing :
- game crashed when i wanted to sell or buy items, but not always. when I was selling items I sold 2 items succesfuly and then 2 crashes, I tried to bought only 1 item and crash - need to try it more times
- metal piles doesnt drop iron ore but hitting the pile increase mining skill
- maybe change a bit raising of bountyhunting skill - 1 point for each hunting quest is soooo slow, maybe amount of skill increase should be dependant on how many creatures you need to kill or have you killed - 3 and 4 creatures 1 skill point, 5 and 6 creatures 2 skill points, 7 creatures 3 skill points and 8 creatures 4 skill points - something like this
- how does meditation skill works?
- its still food hunting, I have lvl 6 party, adept butcher, cook skill around 100 and need to mostly kill slimes for food, is it possible to increase nutrition energy from food?
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