[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 Book 2 in the works.

Post by cromcrom »

STOP PLAYING IMMEDIATELY AND GO DEAL WITH THAT NUCLEAR STUFF AT ONCE. I don't want an apocalypse on my conscience ^^^.
I think it went something like "Something is wrong, learn more about how to operate this mine" or something like that.
ok, so everything is fine.
SpoilerShow
There must be a scroll somewhere in the place.
Activate it
Follow the instructions, that will have you repair the mine.
And then, almost free access to Ore (although time limited).
btw, for now, only "precious" snails have a little chance to drop gems.



Thanks for the comments, they are rare and heartwarming.
BIG SPOILER below:
SpoilerShow
Kill the starting skeleton
Read the scroll
Find Thalmar, the village
Open The last door
In the "church", us the book of dead to revive deads.
Once done put the book back on altar, a ghost priest will appear.
Kill it, and get the key to that eastern door
Kill the high priest there.
End of book 1
Hopefully easier and faster written than done :-)
A trip of a thousand leagues starts with a step.
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cromcrom
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Re: [MOD] The Lost Continent Book 2 in the works.

Post by cromcrom »

Some new coins picture. My first 3D textured object ever :-)

Image
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kevertq
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Re: [MOD] The Lost Continent Book 2 in the works.

Post by kevertq »

Thanks Cromcrom!

I was joking (not about being a Nuclear Power Engineer, but the effect your game is having !). Glad to hear there's more for me to do, havent found the item you mention regarding the mine, but Ive fixed it, so I'll look for that and the said character in the end game !

Thanks again, youre very welcome with the comments from me, and from everyone else Im sure.
Karl C
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cromcrom
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Re: [MOD] The Lost Continent Book 2 in the works.

Post by cromcrom »

Please keep me up to date with that "mining company " feature, what are your feelings about it.
SpoilerShow
What it's supposed to do is that once you have "repaired" the mine, you can gain free iron ore every few minutes. There is also a teleporter that allows you to go back directly to the starting "forteress".
I am doing good progress with the Wound system
Right now, wounds can be severe (vitality<damage<vitality*2) or critical (damage>vitality*2)
According to where you are hit, you will lose some attribute points (strength, vitality....), that you will gain back once the wound is healed
Wounds can be bleeding.
Wounds can get infected (I will try to add a value so that wounds have more chance to get infected in the swamps I am adding).
Wounds heal better according to medic skill.
Wounds can be bandaged, to increase heal chance, reduce infection probability, and stop bleeding.
I must still add an "hospital" (heal wounds in exchange for some money), and various spells/potions to cure all this (infection, bleeding, wounds...).

Shall I add a sequel type of long lasting effects ? Like in case of critical wounds, you have a little chance to definitely lose an attribute point ?
A trip of a thousand leagues starts with a step.
sparhawk66
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Re: [MOD] The Lost Continent Book 2 in the works.

Post by sparhawk66 »

cromcrom wrote:Some new coins picture. My first 3D textured object ever :-)
grats for making first 3D stuff :) and thanks for keeping mod running
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cromcrom
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Re: [MOD] The Lost Continent Book 2 in the works.

Post by cromcrom »

Thanks you very much. Youtube and blender make things so easy :-)

Some more items: coins (gold, silver, copper), iron chunks and wood planks (used for crafting...)
Image
I know it's not much, but oh well ...
A trip of a thousand leagues starts with a step.
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cromcrom
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Re: [MOD] TLC Book 2: trapping skills considerations.

Post by cromcrom »

Trapping skill: preliminary tests are going good. What it will do; globally:
Craft traps with tinkering skill
Then, as always, there will be 6 varieties poor->legendary
The better the trapping skilll and trap quality, the better the chance to set up (from using item inventory) the trap (with a chance to accidentally make it burst, to break the trap before setting it up, and setting it properly).
Hopefully, I will find a way for a setup_quality variable (probably in the ID of the spawned trap)
Depending on the setup_quality, the trap will (or will not) activate when a monster step on it, and damages/effects will depend on the trap crafted quality.
It will be possible to try to recover the trap (depending on trapping skill), with same possibilities as when setting it (explode, break, proper recovery)
One trap per tile, and not stackable in the inventory, and quite heavy, to prevent it from being OP (but then, this is a matter of balance).
Trap effects: damage (various types), holdMonster.
See anything else in the game mechanics/trap effects ?
A trip of a thousand leagues starts with a step.
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cromcrom
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Re: [MOD] TLC book 2: trapping skill and gameplay considerat

Post by cromcrom »

Nvm. This trap feature is complete and working as intended anyways.
However, next skill / gameplay feature is about scroll crafting. What I have in mind in that when a champion casts a spell on a special "imbued scroll", on an imbuing Altar, there is a possibility that the spell cast will be written on the scroll, for some later use. Of course, the scroll can be destroyed in the process.
Any ideas, thoughts ?
A trip of a thousand leagues starts with a step.
hannamarin
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Re: [MOD] TLC book 2: spell scroll crafting considerations

Post by hannamarin »

To go back to the present book 1.
There is a door at the top left hand corner of Level 4: Eastern Foothills. No lock, no pullchain and there does not seem to be a hidden pressure plate.
Is there some convoluted way of getting in here ? or have I missed something ?
Also the door at the beginning of Thalmar Level 3: Western Village - no key, skeleton key and lock picks do not work, am I not skilled enough ?
Last edited by hannamarin on Sun Nov 04, 2012 7:38 pm, edited 2 times in total.
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cromcrom
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Re: [MOD] TLC book 2: spell scroll crafting considerations

Post by cromcrom »

All the doors you mention are bugged, as there are no keys defined to open these. However, lockpicking should work (even if eastern doors are "medium" difficulty to be opened through lock picking). Anyways, they are not of any use for the main quest, they are just little bonus areas. Fixed in next release, thanks :-)
A trip of a thousand leagues starts with a step.
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