Wohoo!
I'm aware that the mod can be boring, as it is very long and very hard.
Well I do not understand what you are meaning about
Unkillable Cat wrote:...you HAVE to do it. And that's before we get to the part that the buttons you need to push are TINY, and Grimrock is known for not registering all mouse clicks made in the game.
yes you have to do it, or what? you have to do it to go further, I don't understand you. Are you saying that it is too hard?
What are you saying about the button? These are the prison button wallset, there is no another buttons. I don't know anything about "Grimrock-not-register-of-mouse-click". You have difficult to press that kind of button?
I will add more time to the sequence, so the door will stay opened a little longer. 1 sec or more, what do you think?
If you think that the clues are bad, then please dress me a list of those which you did not understand, and make me another proposition, or please make me a correct translation.
I know that some are difficult, and I try always to adjust them with the feedback of the players.
I will be happy if someone can explain all clues I did not understand in most of the mod I have already play
All cannot be perfect, or?
I 'm not sure that your remarks about "huge puzzle" are useful, I suppose that you are aware that this mod is very big. If their is nothing to do, so what's the point to play? What do you want to do while playing this? play on chess on your mobile phone or what? You are right, the mod is very long, and I probably make a mistake to make it such big. Because this result as a real items/monster balancing problems.
What's the point with a swarm of bee? And why couldn't them make more damage of a warden? This is custom monsters, as I integrated them later in the mod, I make him more stronger than a simple monster, I have put them in 3 places. One in the 4th level (only 2 monsters - bees), the second in the fire staff level (12 or 15 monsters, not sure - flies) and the other in the level 21 (bees - 20 of them), but at this state I think they are useful and will remove them. They wasn't there in the previous version. I added them to make the long corridor not boring. I'm not sure that it is really more stronger than a warden, or are you joking? Had to check the monster definition.
You have meet warden in the 7th level, I can not put so weak monsters (or modified monsters) far away in the mod (yes, the warden is really weak after your ranger can shoot elven or thunder arrows, and if you manage to make him shots 2 arrows with his skills, and your warriors use better melee weapon) How will be the fights against warden when you reach high level and you have heavy weapon? I had simply to adjust any new monster.
Do you think that the ranged weapons are not enough effective? So what do you think on how should I modify them?
the steel, crooked (bow - normal arrows) and elven are supposed to be used on the first 15 levels, then you better have to use the thunder arrows, at this point you have found enough arrows to make your ranger very deadly.
The dragon slayer bow is normally used against dragon or modified warden, and for the last 20 levels, in addition to the dwarven crossbow. The reason of the amount of damage is that the player have a powerful weapon for the final ending fight.
I did not make that by "hazard". It's because, first you have meet warden "level 2" in the level 7, warden "level 3" (if you have reach level 18), then warmachine. All of them are a constant evolution of the initial warden monsters. You did no really meet one warden in the version you played (original), because in the first playable version, they were in the level 7 but too weak with the player's level and with all items and book that you can have in the first levels. I had to make a evolved version of the warden.
My feeling was that I could not add same monsters, so I make them stronger, or it is useful to make them. But for that I had to add items, like dragon arrows, with a large amount of damage, or the dwarven crossbow.
I know about the enchantment, the arrow can't be enchanted because the used code is hardcoded, and can only be with some scripting. If you can do it for me, you are welcome.
Anyway I'm not sure that any enchantment will help you more, as he adds only little elemental damage. If you think that the bows are not enough powerful, the problem will be resolved by modifying the amount of damage of the bows, or the arrows.
By the way, I guess that the damage you mention are those written in the item definition, but this is not the real damage that your archer will make. It goes bigger with his skill.
what do you mean by
Unkillable Cat wrote:Every archer I met does way too much damage.
do you mean the human bowman by Leki? It is a hard monster, maybe I had to reduce the amount of damage.
the golden knives and the egg bomb are powerful, they do only fire damage, but they normally should be rare item, I finally put more, specially in the last levels, because the custom wardens in these levels are immune to all kind of magic, except fire.
The human bowman (as Banaora said) is protected against fire. And that Ok, I will definitely remove that kind of resistance. (it is the logic evolution and same resistance that the black skeleton swordsman)
alois wrote:Unkillable Cat wrote:As for the mod itself, I give up.
Me, too. 2 minutes to kill four fire guards (having a minotaur which deals at least 400 damage points each times he (?) strikes) is waaaaay too much and waaaay too annoying.
Sorry, I give up.
Alois
no problem, and thank to have "try" playing it.
Well they got 1000 in health (so that's 4000 for a squad). More than a ogre, less than a warden. But they are not easy monster, and only encountered on the level 17. But they are not really dangerous if you don't get stuck.
Anyway, that's the same thing than "more difficult than a warden" They are supposed to be very hard monster. At this level and to be in accord of the story, there is only black swordsman (or archer), mage and warden.
Do you think I should reduce their health amount?
Just curious: maybe you don't like on how I did this mod? It is not really intended to be as a grimrock or dungeon master mod only. I was a fps fan (doom), and I created this mod both with dm spirit and fps spirit, by spawning monsters. And I intended to make it long like an adventure game, as I was a great fan of morrowind the elder scroll.
But I have not really experience by doing such mods. It's my first one, I was more a 3d map builder (in game like ut99 or half life, or even doom) I think that's my default. I have maybe reacting like a fps player? I don't know if you understand what i mean.
Anyway, I think that, no matter what I improve, the mod will remain long.
But with you remark, I made a modification, and when you find the second gem, you can choose to end the mod by returning to the firsts levels, picking the graves, or continue to the end, with the final boss fight, in the factory.
Banaora wrote:From my perspective there is truth in the second point you bring up about some of the clues. But Bongobeat is not a native english speaker. So my suggestion is for Bongobeat to publish a list with all the text in the game and a native english speaker look through this list and make corrections or suggestions. This list could and maybe should be done per level and maybe should include the corresponding map coordinates with each text. This way no one would feel pressured to improve the text of the whole mod but could start by improving the text of a level. In the end this would certainly improve the atmosphere in the mod I think, yet I don't know how much work it would be to compile such a list and how many people would be willing to lend a hand improving it.
I will be very happy If a native english want to translate my english. I have actually no news from Rmariano.
I have already started to make a list of all english, sign, text, etc.. by level, but now, I can't do anything better. I will try to improve the puzzle/hints.