[MOD] LABYRINTH OF LIES - v3.6 Release

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
eLPuSHeR
Posts: 676
Joined: Tue Jan 08, 2013 7:42 pm

Re: [MOD] LABYRINTH OF LIES - RELEASE (v3.4.2)

Post by eLPuSHeR »

Hello.
SpoilerShow
While investigating the southeast area of level 12 (mummies), the framerate plummeted to 1FPS or so. Very annoying and I don't know why. There seem to be neither particle effects nor fireballs, etc in this area. I don't know why the framerate is so bad. Could it be sound related? (when walls shift).
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Lightangels
Posts: 108
Joined: Wed Mar 27, 2013 2:33 pm

Re: [MOD] LABYRINTH OF LIES - RELEASE (v3.4.2)

Post by Lightangels »

Hello everyone, i need some help here:

I have a only human group party, (no i'm not racist lol) i found 2 bloody flask who add the head hunter trait to my ranger and my rogue, but even with the correct arrangement of bones i can't do it " The bones glow into circles..." " Human decent can't do the bonecraft rituals"

Why even with the head hunter trait ? :( Help please.

Edit: And now i'm stuck too in level 8 i can't find how i must to do, i reach the emergency control room, i take the first ore, but i need a key for the second, can't find it.

And when i try to go down it's say only the fallen may pass... What i must do ? :(
Banaora
Posts: 162
Joined: Wed Jun 05, 2013 9:39 am

Re: [MOD] LABYRINTH OF LIES - RELEASE (v3.4.2)

Post by Banaora »

Hi Lightangels,

there are many bonecraft recipes. The one you have tried is not for humans, but you will find or already have found others that will work for human rangers or rogues.

About level 7:
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You won't have access to the key right now but at a much later time. The ore you found is only to open access to a secret room. To open the gate to the level below you need to solve the energy ball puzzle in this level which is one of the hardest puzzles in the entire game. To start this puzzle go just north of the stairs where you entered this level from level 6. The gates to this area should be open now (opened in the emergency control room). Pull all three levers you find there. Whenever you pull the middle lever an energy ball will spawn which needs to go into a certain receptor. Have a look 8-)
eLPuSHeR
Posts: 676
Joined: Tue Jan 08, 2013 7:42 pm

Re: [MOD] LABYRINTH OF LIES - RELEASE (v3.4.2)

Post by eLPuSHeR »

I have parked this module for a while. Reaching the Aetherlands was the last straw for me. Even while I was doing levels 11 and 12 I often wondered how much hard the difficulty would become. Now, don't get me wrong, this is one of the best modules out there if not the best.
But I think having a so huge scope could be its Achilles Heel. For some weird reason I started to get bored after so much timing puzzles and traps. I took a peek at Underworld too before the Aetherlands, oh boy. The lack of clues was definitely taking a toll on me too. I constantly needed to watch Akroma's Youtube playthrough guides to be able to proceed forward.

I am not sure if I will retake my savegames later or not, but I must admit this is one of the most complex and thoroughly thought out modules that pushes LoG engine to its limits (and beyond as well).

Even if I haven't finished it, I must congratulate Akroma for a terrific piece of hard work.
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joramsey
Posts: 26
Joined: Wed Jun 05, 2013 5:58 pm

Re: [MOD] LABYRINTH OF LIES - RELEASE (v3.4.2)

Post by joramsey »

Akroma, I have to say this is by far my favorite mod. I really appreciate the hard work and synthesis of all the other resources you've brought to this!

I am stuck on the Frozen North Level. In an older version I couldn't overcome the timer issue with the crabs. Too many to kill. Now with 3.4.2 I'm experiencing three crashes.

The first comes when I'm hit by the skeletons in the tomb (I appreciate the idea behind the effect!).
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#partyDisableScripts:116: attempt to index global 'champion' (a nil value)
stack traceback:
#partyDisableScripts:116: in function <#partyDisableScripts:109>
[string "ScriptEntity.lua"]: in function 'onMessageReceived'
[string "MessageSystem.lua"]: in function 'sendMessageToEntity'
[string "MessageSystem.lua"]: in function 'broadcastMessage'
[string "TriggerEvents.lua"]: in function 'fire'
[string "Timer.lua"]: in function 'update'
[string "Map.lua"]: in function 'updateEntities'
[string "Dungeon.lua"]: in function 'updateLevels'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
The second (and third) occur at the start and end of the southwest section. When I kill a crab or when I place the second gem in the dragon's mouth, the game crashes. I think it's the same error message in each case.
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mod_assets/scripts/monsters.lua:233: attempt to index global 'purplecrabtimer1' (a nil value)
stack traceback:
mod_assets/scripts/monsters.lua:233: in function 'onDie'
[string "Monster.lua"]: in function 'die'
[string "Monster.lua"]: in function 'damage'
[string "Champion.lua"]: in function 'basicMeleeAttack'
[string "Champion.lua"]: in main chunk
[string "Champion.lua"]: in function 'attack'
[string "AttackPanel.lua"]: in function 'select'
[string "AttackPanel.lua"]: in function 'drawItemSlot'
[string "AttackPanel.lua"]: in function 'update'
[string "AttackPanel.lua"]: in function 'update'
[string "Gui.lua"]: in function 'draw'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
Lightangels
Posts: 108
Joined: Wed Mar 27, 2013 2:33 pm

Re: [MOD] LABYRINTH OF LIES - RELEASE (v3.4.2)

Post by Lightangels »

Hello i'm not really stuck but, i follow the walktrough of akroma when i have problems but i can't find the key for the nechrochimecal lab and i don't want to look 40 min of video for see where did he get the key :(

Someone can tell me where is the key for the nechrochimecal please?
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akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: [MOD] LABYRINTH OF LIES - RELEASE (v3.4.2)

Post by akroma222 »

Hey everyone,
apologies for the delay in replies!

Yes indeed, the game lags a bit in the Ancient Ruins - especially where the mummies are found... I am unsure as to why this is :cry:
eLPuSHeR is probably correct here though... I have included so much content and not been tidy with turning my timers off

Lightangels - yes Banaora is correct - dont worry about the 'Fallen' areas yet, they are for the end game once you collect all the Fallen equipment. Check the walkthrough videos for the Engine room/energy ball puzzle - it is indeed 'the most likely to get stuck on' puzzle in the game - I may in fact remove the puzzle entirely. For the golden 'Ra' keylocks - this is end game stuff as well... the ore you can reach will allow access to the emergency bunker room that has some good loot.

eLPuSHeR - thank you so much for playing - it is sad that you have parked the mod for now but I really appreciate all your kind words and effort in reporting your progress. This means a lot and I have taken your advice very seriously - more clues needed, less timed puzzles etc :)

also - this Arcshock Runewand is located -
SpoilerShow
At the treasure area at the end of the Teleporter Maze in Amadacia Ruins (level 4) - one of doors requiring a blue gem
Banaora - thank you for answering questions in my absence - I really appreciate this :D

joramsey - will fix the ghost skeleton crash and crab crash - to turn off the crab spawner you need to step into the sqaure where they are spawned - pull the lever - this turns off the spawner and teleports you to secret locations. However, I will likely remove this is the next update. Flattered that you consider this your favourite mod :D :D

Lightangels - the necrochemical key is found
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In Sarumans belongings - palace dungeon level accessed via the pit in the middle of Sarumans Gate Maze
I should be releasing another version in the next week or so... with all the above mentioned fixes
Thank you all for your help :D

Akroma
joramsey
Posts: 26
Joined: Wed Jun 05, 2013 5:58 pm

Re: [MOD] LABYRINTH OF LIES - RELEASE (v3.4.2)

Post by joramsey »

Great! Can't wait...Looking forward to advancing and discovering the ending.
Lightangels
Posts: 108
Joined: Wed Mar 27, 2013 2:33 pm

Re: [MOD] LABYRINTH OF LIES - RELEASE (v3.4.2)

Post by Lightangels »

Hello, i have a problem, in the begin of the level 7 engine rooms puzzle, i can reach the two buttons and i press them but... nothing ?

Nothing happens i retried it many times but nothing , i don't understand...

Edit: Resolved, just need to be quick ^^
Lightangels
Posts: 108
Joined: Wed Mar 27, 2013 2:33 pm

Re: [MOD] LABYRINTH OF LIES - RELEASE (v3.4.2)

Post by Lightangels »

Hello i have a technical problem this time, i can't use the wisp shift (air magic) I have the spell, but when i use it in the correct place an message " there is no where wisp shift from' is writted, but i'm totally sure i'm doing this good cause it worked on my other party.

http://image.noelshack.com/fichiers/201 ... ug-lol.png

What can i do for resolve this problem ? :(
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