[MOD - Released] "The Missing Heir"

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
leewroy
Posts: 531
Joined: Fri May 25, 2012 10:17 pm

Re: [MOD - being tested currently] "The Missing Heir"

Post by leewroy »

SpoilerShow
Yeah, I kinda forgot about that levers. Solved the remaining stuff and now I´m starting to explore level 5. So far, no bugs, just problems to know what to do next as I mentioned. Your did a very well designed dungeon so far, and I´m sure it will be till the end :)
Now, wait until I get stuck again :lol:
User avatar
Mal85
Posts: 103
Joined: Fri Nov 16, 2012 10:56 am

Re: [MOD - being tested currently] "The Missing Heir"

Post by Mal85 »

Not sure if this is a bug or not. Made it down to level two with no trouble but got cornered by a nasty ambush and lost two of my guys. Said they went unconscious, and after a few seconds one of my guys got back up, but the other stayed dead permanently.
SpoilerShow
The one that did not get up, died because of poison damage. Maybe something in the script? Of course if the characters are supposed to die permanently from poison, then I guess an earlier antidote potion is in order.
Ryeath_Greystalk
Posts: 366
Joined: Tue Jan 15, 2013 3:26 am
Location: Oregon

Re: [MOD - being tested currently] "The Missing Heir"

Post by Ryeath_Greystalk »

Mal85 wrote:Not sure if this is a bug or not. Made it down to level two with no trouble but got cornered by a nasty ambush and lost two of my guys. Said they went unconscious, and after a few seconds one of my guys got back up, but the other stayed dead permanently.
SpoilerShow
The one that did not get up, died because of poison damage. Maybe something in the script? Of course if the characters are supposed to die permanently from poison, then I guess an earlier antidote potion is in order.
Damage type doesn't matter. The other testers discovered a bug where if a character switch spots while unconscious they would not revive. Did you happen to move one of the characters while they were knocked out?

edit --

Was thinking more about your comment. As I pointed out there is a known bug where if you move a player while unconscious they would not revive. Fortunately taht was an easy fix I just had to reference the player by ordinal and not party slot number. I never move my players around and so neer thought of that possibility. Thus the need for play testers.

However, there is an area in level 2 where there is a scripted fight amongst the party and one becomes unconscious and will not revive until you leave that room. I don't know if this is what you experienced or not, but it got me thinking if someone wasn't interested in the story they could go running off and fight a monster and mistake the scripted unconsciousness with a monster killing them unconsciouness. So I modified the room slightly so the party has to wait for the scripted event to end before moving on.

Also during testing that out found one timer not deactivating itself which would allow one character on level 2 to revive quicker than normal.

A note on the revival system. There are two ways a player will revive, 1) by the normal time period expiring and they awake at 25% health, or 2) if a conversation arises and they are involed in it and they are still unconscious I wake them up with with 5 health (the whole impetus for the unconscious system was so dead people would never speak). When a player revives they still have any condition they had when going unconscious. That created a potential situation where if a character was poisoned and was revived for a conversation with 5 health, they would quickly die again, then get revived the next hudPrint() cycle. So in the few situations where a player might encounter this issue I cured their poison affliction upon reviving.
User avatar
leewroy
Posts: 531
Joined: Fri May 25, 2012 10:17 pm

Re: [MOD - being tested currently] "The Missing Heir"

Post by leewroy »

Think I found an issue...
SpoilerShow
on the third challenge on level 5, I was able to grab the staff before reaching the altar with the gems. Went to the room the spirit spoke and put the gems in the alcoves. Maybe I did it wrong, but the staff's cage didn't open. I wonder if I just grabbed the staff and came back to Bartheus the game would continue, making the entire section, with the battles, the gems and all unnecessary.

EDIT:

About the fourth challenge
SpoilerShow
I'm totally lost. No matter what levers or buttons I press nothing seems to move or rotate in this room :(
Ryeath_Greystalk
Posts: 366
Joined: Tue Jan 15, 2013 3:26 am
Location: Oregon

Re: [MOD - being tested currently] "The Missing Heir"

Post by Ryeath_Greystalk »

leewroy wrote:Think I found an issue...
SpoilerShow
on the third challenge on level 5, I was able to grab the staff before reaching the altar with the gems. Went to the room the spirit spoke and put the gems in the alcoves. Maybe I did it wrong, but the staff's cage didn't open. I wonder if I just grabbed the staff and came back to Bartheus the game would continue, making the entire section, with the battles, the gems and all unnecessary.

EDIT:

About the fourth challenge
SpoilerShow
I'm totally lost. No matter what levers or buttons I press nothing seems to move or rotate in this room :(
On the third challenge, Drakken also noticed that a player can just reach through and take the staff. It has been fixed but your version won't show that obviously. And yes it would make the entire room useless.
SpoilerShow
I moved the staff to a new room where the alcoves are and put it in it's own alcove so a player can not just take it. Good catch on that though, I never thought of just reaching in and taking it.
About the fourth challenge,
hint:
SpoilerShow
It is a sliding puzzle type, nothing rotates. Goal is to get the dragons to face the goromorg statue. There note provides a clue, the levers select the dragons and the buttons move them.
Controls:
SpoilerShow
The lever controls are as follows
-- Both up will select the North facing dragon
-- Right lever down, Left lever up will select the East facing dragon
-- Left lever down, Right lever up will select the South facing dragon
-- Both levers down will select the West facing dragon
* a little side info, the lever posistions represent the number 0 - 3 in binary counting, and the game uses 0 for north, 1 for east, 2 for south, 3 for west, which is why I opted for that layout.

The wall buttons will move the selected dragon statue one square for each push, provided it is an empty space and not outside the cage, in the direction that the button is located on the column.
In other words the button on the north face of the column will move the selected dragon one space to the north. Think of the center column as a compass.
I used a variation on this room for my submission into the One Room Dungeon Round 2 and Diarmuid also mentioned the controls can get a little confusing.

Extra Hint:
SpoilerShow
There is a secret in that area also. Once you solve the puzzle and get the shield, you will need to move the statues a bit to access a wall putton inside the caged area, which will open a secret room somewhere in there.
Since you have made it to the fourth challenge you have had a chance to experience some of the story now. I am curious as to your opinion on the amount of reading, and if the story is somewhat comprehensible.

Thanks.
User avatar
leewroy
Posts: 531
Joined: Fri May 25, 2012 10:17 pm

Re: [MOD - being tested currently] "The Missing Heir"

Post by leewroy »

SpoilerShow
Yeah, I noticed the button inside the cage. Gotta try what you said to solve it.

About the history I think it's really really cool. To tell you the truth, I didn't read all the stuff in the cinematic[ on the start, but got the genral idea of the plot. The dialogues between the party members are good and funny and once you reach the "poor" locked goromog and he tells the whole thing is an interesting thing to hear. In my opinion your dungeon is very well designed in all aspects. Ah! by the way, loved the scroll signed by David Carradine, it was a good homage ;)
User avatar
Mal85
Posts: 103
Joined: Fri Nov 16, 2012 10:56 am

Re: [MOD - being tested currently] "The Missing Heir"

Post by Mal85 »

SpoilerShow
I was killed by the spider that shows up after you beat the revolving door/ancient hedge maze on level 2. I was most definitely moving my characters around. I play very fast, constantly cycling my characters around when they become damaged and dodging, mixing pots and attacking. One of the characters got back up after maybe 20 seconds. The other one stayed unconscious, for well over 15 minutes of further exploration into many areas on level 2. I'm going to just reload my save where my guy was still alive and make sure I don't move my guys around when they get knocked out.
Even though I know there is no secrets behind the tapestries. I must chop every single one of them, hahaha. Can't help myself :P

EDIT - Oh ya and as far as story I am diggin it so far, although I found the intro a bit winded it did give me a good idea of what was going on. With the edition of the chatter between characters and hefty amount of notes, there's no shortage of interesting story so far! I am actively seeking out notes hoping to get a bit more information, which is good in my book!
User avatar
leewroy
Posts: 531
Joined: Fri May 25, 2012 10:17 pm

Re: [MOD - being tested currently] "The Missing Heir"

Post by leewroy »

Mal85 wrote:Even though I know there is no secrets behind the tapestries. I must chop every single one of them, hahaha. Can't help myself :P
lol, same thing here.

About what I was saying...
SpoilerShow
Ok, I´ve got how it works, but I confess I´m too lazy. That puzzle reminds of one in Prince of Persia (The two thrones, for ps2) where you had to move a big statue billion times and I have to say I'm done with this kind of stuff. :roll: Notice that I'm not saying that the puzzle sucks, for god sake! lol. I'm just not in the mood for this kind of "thoughts". I´d like to carry on, so if you point me the right directions I´ll carry on. For now too much for my damaged brain :oops:
Ryeath_Greystalk
Posts: 366
Joined: Tue Jan 15, 2013 3:26 am
Location: Oregon

Re: [MOD - being tested currently] "The Missing Heir"

Post by Ryeath_Greystalk »

Mal85 -

Glad your are enjoying story.
If you are having problems with the reviving system due to moving characters I can get you a copy of the updated file with that bug fixed. I'm currently giving it a run through now.

leewroy -
In order progress you need to get shield. which means you need to solve the puzzle to open the grate. I do not know a way to bypass it other than maybe sending me a copy of a saved game and I can get past it for you.
Or if you know how to operate the consol perhaps you can get into the room. I am not familiar with the use of the consol or it's limits.
SpoilerShow
The shield is located in a room to the west side of the cage. If you can use the consol to open the either the uppper or lower grate that attaches to the western wall you can go in and get the shield. If you follow the cage all the way around in a counter clockwise direction you will be able to see the hall entering into the room.

Glad you got the refference to David Carradine. Not sure how many people would, it's a really old show.
User avatar
Isaac
Posts: 3188
Joined: Fri Mar 02, 2012 10:02 pm

Re: [MOD - being tested currently] "The Missing Heir"

Post by Isaac »

I wish a way could be found to allow the PCs access to an unconscious PC's inventory. It's pretty typical of dungeon crawlers that the player will swap out weapons and equipment between PCs from the fallen or paralyzed. Several times I found myself looking for the one good sword between the two fighters, planning to give it to the one who was still standing ~but the knocked out PC's inventory is cut off from the player. That's just how the engine works, I know, but I wonder if the character's could be disabled unless the their inventory were accessed; and disabled again once their inventory was closed. :?:

SpoilerShow
The bomb puzzle allows the player to collect as many as they want; (I collected 21). This made the rest of the area pretty easy to clear.

The bombs may weight 30kg each, but they are weightless on the cursor; so it's an easy thing to place them in the hand, left-click to pick them up (onto the cursor), and explore as usual. When you encounter an enemy, you stop, put the bombs in the hand, and throw them as usual. If you need to move, you just pick them up again (onto the cursor).

Perhaps you could add a dialog once they pass the pressure plate, that says to the effect "we better put these down". However... I kind of think that they player should be allowed to keep as many as they can carry ~if that's their choice to haul them; but the cursor exploit is ruinous. How about making the bombs useless as weapons?
SpoilerShow
I will suggest that when you have PC dialog, that you play some (any) sort of indicative sound effect ;(even a cough or a grunt). The reason is that I certainly did not notice some of the conversations until half way in, and in one of those my PC went unconscious; but I missed the reason why.
SpoilerShow
The archer trap in the containment cells (the inside room with 4 archers); they will never leave the room to pursue. Is this deliberate? This allows the player to hide in the hall and snipe them with magic and thrown/or missile weapons; they can never hit back, and do not follow the PC into the hall.
SpoilerShow
In the Sinful Thoughts altar, with the spider trap... after the spiders are dead, it's possible to have killed the last one out of line-of-sight with the herder ~who is on the other side of a see-through iron gate wall; the party can sleep away their injuries before confronting the herder ~it doesn't notice them until they stand in front of the door, and it [sometimes] loses them when they return to the cell beside the door; it goes and stands by the door [next to them, but unaware of them]. I'm not sure how this could be fixed ~except to make the iron grates into solid walls.
Last edited by Isaac on Tue May 28, 2013 6:07 am, edited 3 times in total.
Post Reply