[MOD] LABYRINTH OF LIES - v3.6 Release

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: [MOD] LABYRINTH OF LIES - FULL VERSION (testing now!)

Post by akroma222 »

Hey Bongobeat!

Yes these issues have already been fixed up (in later version1.6) - viking sword sound fx and the missing treasure.
Good to know about dropping items through doors, I might replace the altars with alcoves - leaving a space so this doesnt happen ;)
Thanks again for the report :D
Akroma
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD] LABYRINTH OF LIES - FULL VERSION (testing now!)

Post by bongobeat »

Hi Akroma,

I have tried with a alcove placed behind a door. It's the same thing, you can drop item trough the door. But can't pick up them.
The only way atm is to put an empty space between the door and altar/alcove

I like the concept of alcove behind door, it does not take much place and give another vision of storage.

I wonder if it is possible to create an alcove locked by a mini door, it can be a good subject for a 3d modder ;)
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
User avatar
akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: [MOD] LABYRINTH OF LIES - FULL VERSION (testing now!)

Post by akroma222 »

Hmmmm surely the Lords of Alcoves have a solution for this???

*Cough!* NEIKUN-CRISMAN?? *Cough!!*

I will try to have a play with this, I have changed alcove co-ordinates before.... I am sure it's doable!!! :D

Akroma
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD] LABYRINTH OF LIES - FULL VERSION (testing now!)

Post by bongobeat »

Oh yeah!
Image
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
User avatar
steyrhahn
Posts: 85
Joined: Tue Sep 04, 2012 7:02 pm
Location: Georgia, USA
Contact:

Re: [MOD] LABYRINTH OF LIES - FULL VERSION (testing now!)

Post by steyrhahn »

So. When will rogues have the ability to use a cutting torch?
User avatar
akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: [MOD] LABYRINTH OF LIES - FULL VERSION (testing now!)

Post by akroma222 »

Hahaha!!! That's GOLD :D

So, does the alcove/door thingy (you should find a name for it) slide out over the brickwork or behind it??

steyrhahn - cutting torch would be super useful! hehehe
I actually wanted a lockpick system for Rogues in Labyrinth of Lies but unfortunately it was one feature I decided to cut and do without :(
Last edited by akroma222 on Sat Dec 14, 2013 10:13 am, edited 1 time in total.
User avatar
akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: [MOD] LABYRINTH OF LIES - FULL VERSION (testing now!)

Post by akroma222 »

So here is a bit of a spoiler.....
Earth magic can change (selected) items into other, better items.... and can change ammo into other ammo....with the Transmutation spell.
here is a list of items that you can use...
SpoilerShow
transmuteList = {"rock" , "throwing_knife" , "arrow" , "shuriken" , "throwing_axe" , "quarrel" , "throwing_hammer" ,
"death_star" , "boom_rock" , "mind_stone","chitin_greaves" , "chitin_mask" , "chitin_boots" , "chitin_mail" , "chitin_gloves" ,
"magic_sphere" , "shield_spellfire" , "returning_throwing_axe" , "woodspirit_orb" , "vorpal_blade" , "dismantler" , "serpentine_bow" ,
"coil_of_the_serpent" , "gnome_stone" , "machine_junk4" , "mystery_ore" , "pathfinder_axe" , "tome_wisdom" ,
"horn_beast_red" , "mind_stone" , "power_weapon" , "power_weapon_depleted" , "poison_gland" , "cutlas" ,
"beholder_eye" , "heavy_shield" , "amethyst_gem" } --(35)
Spellcraft can do much the same thing with the Necrochemy spell (different items of course, and can cycle through bonecraft ingredients instead of ammo)
Here is a list of items you can use.....
SpoilerShow
necroList = {"tooth_scavenger" , "skull_plain" , "bone_beast" , "bone_amulet" , "tooth_lizard" , "stone_skull", "horn_beast" ,
"skull_reptilian" , "skull_blood_soaked" , "bone_dagger" , "skull_crystal" , "necro_power_glove_empty" , "poison_arrow" ,
"poison_quarrel" , "shuriken" , "returning_throwing_axe" ,"knife" , "huntsman_cloak" , "ninja_vest" , "ninja_cowl" , "tabi_boots" ,
"legionary_shield_dark" , "hardstone_bracelet", "conjurors_hat" , "conjuror_gloves" , "blightning_stave_empty" , "tome_spellcraft" ,
"tainted_arrow" , "tainted_quarrel" , "pick_axe" , "horn_beast_red" , "power_weapon" , "power_weapon_depleted" ,
"monstrance" , "dagger" , "ogre_blood" , "magic_sphere" }
Fire magic has it's own version called Enhancing Flames (but instead of ammo and bonecraft, Enhancing Flames can turn pyre stones into a volley attack like Blades or Whipping Rocks)
Here is a list of items you can use.....
SpoilerShow
temperedList = {"long_sword" , "razor_claws" , "flail" , "great_axe" , "fire_blade" , "fire_blade_empty" ,
"guardian_stave" , "toorums_sceptre" , "longbow" , "magic_sphere" , "hardstone_bracelet" ,
"pyre_stone" , "water_flask" , "golden_chalice" ,"machine_part_west" , "machine_part_east" ,
"golden_crown" , "golden_figure" , "golden_goromorg" , "ancient_apparatus" ,"golden_dragon" ,
"power_weapon" , "power_weapon_depleted" , "rock" , "arrow_flash_bow" , "arrow_flash_bow_empty" ,
"flail_blazer_empty"} --(27)
Staff Defense's spell Prismic Assault is easier to figure out as far as which items to use for which effect you want (there are 4 diff effects pending on whether you use a potion, wand, bomb or ammo)
Here is a list of the items you can use....
SpoilerShow
prismicList = {"fire_bomb" , "shock_bomb" , "frost_bomb" , "poison_bomb" , "rock" , "throwing_knife" , "arrow" , "shuriken" ,
"throwing_axe" , "quarrel" , "throwing_hammer" , "death_star" , "boom_rock" , "potion_healing" , "potion_healing_greater" ,
"potion_energy" , "potion_energy_greater" , "potion_rejuvenation" , "potion_rejuvenation_greater" , "potion_panacea",
"elixir_of_life", "potion_invisibility", "potion_rage", "potion_speed", "potion_poison" , "potion_cure_poison" ,
"potion_cure_disease" , "water_flask" , "potion_divine_tincture" , "potion_restoration" , "necro_power_glove" , "reaper_axe" ,
"blightning_stave" , "lightning_blade" , "fire_blade" , "storm_bolter" , "arrowflash_bow" ,
"flail_blazer" , "reaper_axe" , "venom_edge" , "slipstream_dagger" , "flarefeather_cap" , "shield_glacial" , "shield_fiery" ,
"stormbuster_shield" , "boots_of_speed" , "amulet_life" , "amulet_growth" , "amulet_rainbows" , "cane_tide_time" ,
"cane_time_tide" ,"cane_light_shadow" , "cane_shadow_light" , "cane_fire_ice" , "cane_ice_fire" , "cane_cloak_dagger" ,
"cane_dagger_cloak" , "spellfire_stave_charged" , "blightning_stave" , "shock_lance" , "gnome_stone" }
There are hints through the game about which items to use, but not many... and the hints are pretty cryptic.

Hope this helps all the beta testers :D

Akroma
User avatar
akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: [MOD] LABYRINTH OF LIES - FULL VERSION (testing now!)

Post by akroma222 »

XMAS EDIT 14/12/13

So I have finished my training course but still have not finished the testing

A HUGE thank you to Leewroy, Bongobeat, Banaora, Tristanna (who have been sending me daily reports! :) ) and also to RMariano, Luigi, Altamour, Numberouane and Noctis.
You guys have helped out so much with the beta testing, I don't know how to thank you (your names shall be definitely be in the CREDITS) ;)

Unfortunately we have had a few restarts and bugs which has held us up.
But we are surely working as fast as we can to have Labyrinth of Lies playable for everyone very soon.
The mod is so big that I could never had it play tested it properly by myself any time soon - a big hats off to all the testers!!!

I am very excited about reaching the later levels and secret levels (which are completely new and not included in the half finished version available to everyone now)
Very keen to hear feedback about some of the high level magics and items/weapons available in the later half of the game.

Again, thank you to you all :D :D :D

Akroma
User avatar
akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: [MOD] LABYRINTH OF LIES - FULL VERSION (testing now!)

Post by akroma222 »

MY REPLY TO NOCTIS regarding BONECRAFT and HEADHUNTER trait.....

Hey Noctis!!

Ok, when there are those signs talking about "it" or something like that, you will need to place a gem
in an alcove nearby (through level 4,5,6 you will need red, blue and green gems)
Are you talking about (lv6) Below The Pits... or The Engine Rooms/Core???
There are gem-in-alcove puzzles right through these levels.

Headhunter - you can choose the headhunter trait when you start the game (only for Minotaur as per usual) - we all know this ;)
However, the item "Ogre Blood" will add the headhunter trait to ANY champion (champion must consume the item, as a potion)
Further - if you cast "Necrochemy" whilst holding "Ogre Blood" your ENTIRE PARTY is given the headhunter trait
The headhunter trait is required for a champion to use a Grimoire of Bonecraft (either belt, mask or armour)

Hope this helps!!
btw, feel free to post messages to the Labyrinth of Lies thread also ;)

Akroma :D
Noctis
Posts: 3
Joined: Wed May 22, 2013 11:05 am

Re: [MOD] LABYRINTH OF LIES - FULL VERSION (testing now!)

Post by Noctis »

Hi akroma,
first I have to say thx I needed the red gem :D
I'm still on lvl6 Below the pits and I'm on my way to the altar of light when you use the left teleporter there is room with two buttons and one preasure plate
and a sign Take all the time you need.
I don't know what I have to do in this room,I've tried many combinations but nothing worked :lol: so akroma please tell me what I have to do
Post Reply