The Legend of the Lost Dwarf Kingdom of Kahrak'arul

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

Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul

Post by Noctis »

Hi,it's a great mod so far but suddenly the game crashes while loading the last save game.
It shows:
[string "Component.lua"]:0: invalid trigger action
stack traceback:
[C]: in function 'assert'
[string "Component.lua"]: in function 'addConnector'
[string "GameObject.lua"]: in function 'loadState'
[string "Map.lua"]: in function 'loadState'
[string "GameMode.lua"]: in function 'loadGame'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

any idea how to fix this?
Gunnar
Posts: 40
Joined: Fri Apr 27, 2012 5:16 pm

Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul

Post by Gunnar »

Hey Joerg.

Absolutely awesome mod so far, thanks a lot.

However, I think I might have encountered a glitch.
SpoilerShow
In the Grimforest right after the first ethereal being (that I kiled with the ethereal blade) there are two vines. Please see screenshot for clarification. However, I can only hit the northern vine once with whatever weapon I try. I am aware that the ethereal blade cannot be used here. But I e.g. hit the vine with an axe but cannot make another hit. There is no "miss" notification, just the sound of a weapon swung through the air. The southern vine cannot be hit once. As a result, I cannot continue my quest. Any ideas?

I am using the steam version of Grimrock 2, v 2.1.18 and v1.03 of your mod.

Image
Thanks in advance and best regards,

Gunnar (gaming since Dungeon Master back in the old days on my Amiga 500)
OGDA
Posts: 115
Joined: Tue Oct 28, 2014 5:07 pm

Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul

Post by OGDA »

Noctis wrote:Hi,it's a great mod so far but suddenly the game crashes while loading the last save game.
It shows:
[string "Component.lua"]:0: invalid trigger action
stack traceback:
[C]: in function 'assert'
[string "Component.lua"]: in function 'addConnector'
[string "GameObject.lua"]: in function 'loadState'
[string "Map.lua"]: in function 'loadState'
[string "GameMode.lua"]: in function 'loadGame'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

any idea how to fix this?
Hello,

unfortunately I can't see any further info from this error, I'm afraid you'll have to try an earlier savegame :-/
Last edited by OGDA on Sat Jan 24, 2015 1:40 am, edited 1 time in total.
OGDA
Posts: 115
Joined: Tue Oct 28, 2014 5:07 pm

Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul

Post by OGDA »

Gunnar wrote:Hey Joerg.

Absolutely awesome mod so far, thanks a lot.

However, I think I might have encountered a glitch.
SpoilerShow
In the Grimforest right after the first ethereal being (that I kiled with the ethereal blade) there are two vines. Please see screenshot for clarification. However, I can only hit the northern vine once with whatever weapon I try. I am aware that the ethereal blade cannot be used here. But I e.g. hit the vine with an axe but cannot make another hit. There is no "miss" notification, just the sound of a weapon swung through the air. The southern vine cannot be hit once. As a result, I cannot continue my quest. Any ideas?

I am using the steam version of Grimrock 2, v 2.1.18 and v1.03 of your mod.

Image
Thanks in advance and best regards,

Gunnar (gaming since Dungeon Master back in the old days on my Amiga 500)
Oh Oh Oh, this is really really bad.
It seems by fixing a bug I've destroyed version 1.03.

I'll have to create a new version, this is your solution for now:

- go to Documents\Almost Human\Legend of Grimrock 2
- open grimrock.cfg (with notepad)
change lines for:
console = true

Start game
press ~
console will appear

type each line and hit enter:
forest_thorn_blocker_11:setPosition(0, 1, 1, 2, 6)
forest_thorn_blocker_10:setPosition(0, 1, 1, 2, 6)
pstair
Posts: 12
Joined: Thu Jan 22, 2015 5:50 pm

Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul

Post by pstair »

@Gunnar If the above solution doesnt work, do note that I was able to solve the issue you mentioned by using ranged weapons.
Gunnar
Posts: 40
Joined: Fri Apr 27, 2012 5:16 pm

Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul

Post by Gunnar »

Hey Joerg,

the workaround worked for me. Thanks for the quick reply.

@pastair
Thanks for the hint as well.

Best regards,

Gunnar
santres
Posts: 4
Joined: Sun Jan 25, 2015 10:41 am

Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul

Post by santres »

Hello Joerg,

I just wanted to say that you have done great work with Lost Dwarf Kingdom of Kahrak'ural.

It took almost 15h to finish this awesome mod and I really enjoyed every second of it.

I specially liked the story, character conversations and your dungeon design.

Keep up the good work. I really hope that in the future, there would be more mods from you.

BR,
santres
Guardian82
Posts: 5
Joined: Mon Jan 26, 2015 7:35 pm

Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul

Post by Guardian82 »

Hello,

Fully agree, this is a great mod and I definitely recommend to others to try it. Thank goodness for solutions to some of the riddles in this thread though! ;)
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul

Post by Dr.Disaster »

OGDA wrote:
Noctis wrote:Hi,it's a great mod so far but suddenly the game crashes while loading the last save game.
It shows:
[string "Component.lua"]:0: invalid trigger action
stack traceback:
[C]: in function 'assert'
[string "Component.lua"]: in function 'addConnector'
[string "GameObject.lua"]: in function 'loadState'
[string "Map.lua"]: in function 'loadState'
[string "GameMode.lua"]: in function 'loadGame'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

any idea how to fix this?
Hello,

unfortunately I can't see any further info from this error, I'm afraid you'll have to try an earlier savegame :-/
I run into this very same error mesage, trying to load my quicksave
- from in front of the altar with the Crystal Cuirass before picking it up (activated but not finished Stone puzzle)
- while doing the security override system (one of the spiners refused to spin, so tried a reload and BAAM!)
- clearing the upper mine level upon reaching the blob shooter in the far west for the receptor + chest on the other side (had some some rocks onto the 3x3 pressure plates)

Hope this helps

EDIT:
The scripts in the mine area definately need work!
It is really frustating to replay an entire level / area again and again due to corrupted savegames :(

Completed the mod in 20:55
My impressions on this mostly linear mod are pretty mixed. It's obvious that quite some work went into it and the growth in quality along the way is noticeable. The puzzles are quite nice, the humor is lovely including the bickering between characters and the storytelling along the way is just right for a LoG mod. Maybe a bit more at the beginning and IIRC the 1st letter from the archmage never showed up for me.

One flaw shows quite early: the mod has a lot of secrets - sound plays and message pops - but the statistics page does not count them. This should not be too hard to fix.

More concern goes towards the supply situation and combat difficulty.

The mod seems made with a melee front row and pure magic or magic/melee backrow in mind. The supply of gear reflects this: a good bunch of staffs are around, Scythe is available amazingly early and Bane follows about mid game! Range weapons on the other hand .. Firearms are there but the missing ammunition makes them useless; there hardly more then 100 pellets and 20 cannonballs in the entire mod. Same with Throwing Weapons: i've found 2 Throwing Axes, 4 Shuriken, 10(?) Darts and 3 Throwing Knifes with another 4 much later on in the sewers from Thrower Ratlings! The only ranged weapons with a reasonable supply of ammo are Missile weapons but even they are spread pretty far across the mod.

Regular monsters are rare in this mod, about 90+% of the critters are at least level 2 and higher. Battles can be rough at times; while most of the boss fights are fine i found some of the ambushes close to unfair. The mod is clearly not made for Ironman or Single-Use-Crystal play; it has only 6 crystals, all located in secrets and at the end of a larger area which makes it an implizit requirement to have at least one - or better two - alchemists. IMO this should be noted in the mod description.
OGDA
Posts: 115
Joined: Tue Oct 28, 2014 5:07 pm

Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul

Post by OGDA »

Dr.Disaster wrote: Hello,

unfortunately I can't see any further info from this error, I'm afraid you'll have to try an earlier savegame :-/

I run into this very same error mesage, trying to load my quicksave
- from in front of the altar with the Crystal Cuirass before picking it up (activated but not finished Stone puzzle)
- while doing the security override system (one of the spiners refused to spin, so tried a reload and BAAM!)
- clearing the upper mine level upon reaching the blob shooter in the far west for the receptor + chest on the other side (had some some rocks onto the 3x3 pressure plates)

Hope this helps

EDIT:
The scripts in the mine area definately need work!
It is really frustating to replay an entire level / area again and again due to corrupted savegames :(

Completed the mod in 20:55
My impressions on this mostly linear mod are pretty mixed. It's obvious that quite some work went into it and the growth in quality along the way is noticeable. The puzzles are quite nice, the humor is lovely including the bickering between characters and the storytelling along the way is just right for a LoG mod. Maybe a bit more at the beginning and IIRC the 1st letter from the archmage never showed up for me.

One flaw shows quite early: the mod has a lot of secrets - sound plays and message pops - but the statistics page does not count them. This should not be too hard to fix.

More concern goes towards the supply situation and combat difficulty.

The mod seems made with a melee front row and pure magic or magic/melee backrow in mind. The supply of gear reflects this: a good bunch of staffs are around, Scythe is available amazingly early and Bane follows about mid game! Range weapons on the other hand .. Firearms are there but the missing ammunition makes them useless; there hardly more then 100 pellets and 20 cannonballs in the entire mod. Same with Throwing Weapons: i've found 2 Throwing Axes, 4 Shuriken, 10(?) Darts and 3 Throwing Knifes with another 4 much later on in the sewers from Thrower Ratlings! The only ranged weapons with a reasonable supply of ammo are Missile weapons but even they are spread pretty far across the mod.

Regular monsters are rare in this mod, about 90+% of the critters are at least level 2 and higher. Battles can be rough at times; while most of the boss fights are fine i found some of the ambushes close to unfair. The mod is clearly not made for Ironman or Single-Use-Crystal play; it has only 6 crystals, all located in secrets and at the end of a larger area which makes it an implizit requirement to have at least one - or better two - alchemists. IMO this should be noted in the mod description.

Scripts:
Unfortunately there is not too much I can do about the scripts. They work on the newest Grimrock 2 versions and thus should be working on any Grimrock installation.

Secrets:
When I started I didn't know there was a special secret entity so I coded that function myself. It would be a lot of work going through all secrets and remod them, so this won't be changed in the future.

Throwing weapons:
You're right, that's not very balanced. Maybe I'll update some supplies in the future.

Crystals / difficulty / alchemists:
That IS already mentioned in the mod description. ;-)
All playtests before release where without alchemists.

Kind regards,
Joerg
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