[MOD] Forbidden Halls
Re: [MOD] Forbidden Halls
That's a possibility I'm not sure about, but I think may simply be that I notice it more because I'm just more picky about it than usual. One of the them is two floor dirts on top of each other, which will flicker for anyone at any resolution I believe. The other situations I think will flicker for everyone too, but not positive. If you try looking in those spots you may see.
But it's really a small issue and didn't bother me much - I simply wanted to point out every little instance of it so the author could fix every place - trying to be helpful
But it's really a small issue and didn't bother me much - I simply wanted to point out every little instance of it so the author could fix every place - trying to be helpful
Finished Dungeons - complete mods to play
Re: [MOD] Forbidden Halls
I've seen all those flickering instances Komag pointed out, happens when models are overlapped. Has happened in many mods.
Sometimes you need to mouselook to see it, sometimes not.
Sometimes you need to mouselook to see it, sometimes not.
Re: [MOD] Forbidden Halls
Thank you for detailed feedback, Komag!Komag wrote:I just played this for a few hours this morning, can't spend any more time on it now, here are my notes:
I'll fix all typos and flickering issues you mentioned.
SpoilerShow
I don't know, how to get rid of it- intro "first time playing Grimrock?" text needs to go
They are indeed "pass items"- note is odd, should "pass items" be "past items?" have to find the secret chamber to find out
You already opened it, I'm pretty sure- never found way to open crystal gratings on level 1, I missed something?
Re: [MOD] Forbidden Halls
thanks for the reply About beginning text:
viewtopic.php?p=32967#p32967
viewtopic.php?p=32967#p32967
Finished Dungeons - complete mods to play
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: [MOD] Forbidden Halls
After reading the features I got a few questions to this mod before i'd start playing:
EDIT
I tried this mod a bit, figured out pretty much all spell rune combinations (nothing new there), tested the moded Rest behavior, took a look at alchemy formula and after playing thru level 1 i decided that i won't keep playing this mod. Not because it's kinda hard or difficult; found 9 secret on level 1 easy with quite an area left in the NE corner. I can even ignore this crazy Rest behavior. My mages were not able to regen half(!) their mana resting without starving so i just kept staring holes into the dungeon ceilings to wait it out with the regular char regen. No, what screws this mod for me are those swapped rune combos. They got me annoyed long before reaching the end of level 1.
It's like playing your favorite game on a friend's PC who's got all his key settings messed up and you're not allowed to swap it back. If this won't be just a mod but LoG 2 (or the last LoG mod i'd ever play), ok, then we could talk about why suddenly all spell combos are changed but I'm not willing to keep checking notes because you created your own magic system without adding anything new. Sorry, that's not my cup of tea.
Since you re-arranged the runes, have any new castable spells (by rune combinations) been added?Adrageron wrote:- All spell runes has been changed, you'll need to find a scroll to cast properly
Do the default formulas i.e. healing potion still work or are they also re-arranged?Adrageron wrote:- Upgraded alchemy: new formulas, elixirs and ingredients
What does that mean? Resting in LoG already causes food to be consumed, i.e. hitting "Rest" long enough can leave the party starving.Adrageron wrote:- Resting will increase your hunger, use it wisely
EDIT
I tried this mod a bit, figured out pretty much all spell rune combinations (nothing new there), tested the moded Rest behavior, took a look at alchemy formula and after playing thru level 1 i decided that i won't keep playing this mod. Not because it's kinda hard or difficult; found 9 secret on level 1 easy with quite an area left in the NE corner. I can even ignore this crazy Rest behavior. My mages were not able to regen half(!) their mana resting without starving so i just kept staring holes into the dungeon ceilings to wait it out with the regular char regen. No, what screws this mod for me are those swapped rune combos. They got me annoyed long before reaching the end of level 1.
It's like playing your favorite game on a friend's PC who's got all his key settings messed up and you're not allowed to swap it back. If this won't be just a mod but LoG 2 (or the last LoG mod i'd ever play), ok, then we could talk about why suddenly all spell combos are changed but I'm not willing to keep checking notes because you created your own magic system without adding anything new. Sorry, that's not my cup of tea.
Last edited by Dr.Disaster on Sat Dec 15, 2012 3:32 am, edited 6 times in total.
- Numberouane
- Posts: 283
- Joined: Fri Mar 02, 2012 6:11 pm
- Location: Sunny Place south Of France
Re: [MOD] Forbidden Halls
Finally got bored @ golem factory by endless respawn of skeletons...
If anyone can pm may an optimized way to go through this level I thank in advance...
My stats
34/44 secrets
11 hours playing...
If anyone can pm may an optimized way to go through this level I thank in advance...
My stats
34/44 secrets
11 hours playing...
Re: [MOD] Forbidden Halls
Thanks for advice, I will fix it!Komag wrote:thanks for the reply About beginning text:
viewtopic.php?p=32967#p32967
No, only classic set of spells with new rune combinations.Dr.Disaster wrote:Since you re-arranged the runes, have any new castable spells (by rune combinations) been added?
Some of them works, some not. For instance, healing potion's recipe has changed a bit.Do the default formulas i.e. healing potion still work or are they also re-arranged?
In FH MOD it will happen much faster.Resting in LoG already causes food to be consumed, i.e. hitting "Rest" long enough can leave the party starving.
Numberouane wrote:Finally got bored @ golem factory by endless respawn of skeletons...
SpoilerShow
It is not endless
- Numberouane
- Posts: 283
- Joined: Fri Mar 02, 2012 6:11 pm
- Location: Sunny Place south Of France
Re: [MOD] Forbidden Halls
I stop playing this mod now because
Thanks
SpoilerShow
Got to a room in level 8 full with goromorgs .... I already thought it was a pure miracle to beat 3 in a raw on level 6 but here it is too much, not fun, unecessarily difficult and for sure I wont reload 2k times... and redo the fight.
I might come back later maybe if someone share with me some clues how to go through... Some real clues I mean.
I might come back later maybe if someone share with me some clues how to go through... Some real clues I mean.
Re: [MOD] Forbidden Halls
Hey! Great dungeon so far. Stuck on level 3.
SpoilerShow
What am I supposed to feed the keymaster that says: "Bring me something hot and pitchy"? Tried everything in my inventory. Also, where's the key to the Forbidden library. Or do I get it from after feeding the head?
Re: [MOD] Forbidden Halls
Hello and welcome!kzorg wrote:Hey! Great dungeon so far. Stuck on level 3.
SpoilerShowWhat am I supposed to feed the keymaster that says: "Bring me something hot and pitchy"? Tried everything in my inventory. Also, where's the key to the Forbidden library. Or do I get it from after feeding the head?
SpoilerShow
It's a torch, and yes, you'll find the key after feeding.