[MOD] - Eye of the Atlantis - version 3j

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Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: [MOD] - Eye of the Atlantis - RELEASED version 2b

Post by Drakkan »

Shaf wrote:Earth Scroll not usable, Level 1 Earth Scroll Bought or found Requires Earth Skill of 2 And is called Poison Bolt , even with correct requirement cannot be learned or cast.
A little help with the Cemetery Level 2 Puzzle , cannot get Gates to open.
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Tried to get Mummies to Activate the 4 Plate, they don't stay on the plates
thanks for feedback, I will check that spell problem.
I am not sure what you mean about mummies dont stay on the plate ? You need
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close them on the plate by removing the magical bridge around them, when they are standing on the plate.
This could be quite hard sometimes, as they sometimes like to fall down when trying to attack you. Yo need to be precise and fast, sometimes it can take several tries.
Breath from the unpromising waters.
Eye of the Atlantis
billb52

Re: [MOD] - Eye of the Atlantis - RELEASED version 2b

Post by billb52 »

Can not figure out the graveyard crypt level 1 'numbers' question for correct weight anyone please HELP!
Have tried many configurations to no avail, I believe I have the others correct....
Need to carry on with this amazing MOD!
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Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: [MOD] - Eye of the Atlantis - RELEASED version 2b

Post by Drakkan »

billb52 wrote:Can not figure out the graveyard crypt level 1 'numbers' question for correct weight anyone please HELP!
Have tried many configurations to no avail, I believe I have the others correct....
Need to carry on with this amazing MOD!
if you browse this thread, you will find the answer for sure :)
anyway
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you need place certain weight (no matter which items) to each alcove regarding the answer for each puzzle.
What weights you have for what ?
Breath from the unpromising waters.
Eye of the Atlantis
billb52

Re: [MOD] - Eye of the Atlantis - RELEASED version 2b

Post by billb52 »

1. Graveyard crypt 1 Help for weights from previous post.
2. I am not sure if there is a bug with both Mortimer and Valtharion, when no items are in their hands and you try to hit with bare hands the game crashes,
with the following: mod_assets/scripts/drakkantraits.lua:189 attempt to index local 'weapon' (a nil value) ??? any idea what could be the problem.
=== Software Failure ===

mod_assets/scripts/drakkantraits.lua:189: attempt to index local 'weapon' (a nil value)
stack traceback:
mod_assets/scripts/drakkantraits.lua:189: in function 'onComputeCooldown'
[string "MeleeAttack.lua"]: in function 'start'
[string "Champion.lua"]: in function 'attack'
[string "AttackPanel.lua"]: in function 'select'
[string "AttackPanel.lua"]: in function 'drawItemSlot'
[string "AttackPanel.lua"]: in function 'updateAttackButtons'
[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

SpoilerShow
One grave missing = 1, Watchers = 4, Count me in the main hall = 4, Numbers? = Don't Know. I hope you can give me answer or a better clue. THX
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Drakkan
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Joined: Mon Dec 31, 2012 12:25 am

Re: [MOD] - Eye of the Atlantis - RELEASED version 2b

Post by Drakkan »

billb52 wrote:1. Graveyard crypt 1 Help for weights from previous post.
2. I am not sure if there is a bug with both Mortimer and Valtharion, when no items are in their hands and you try to hit with bare hands the game crashes,
with the following: mod_assets/scripts/drakkantraits.lua:189 attempt to index local 'weapon' (a nil value) ??? any idea what could be the problem.
SpoilerShow
One grave missing = 1, Watchers = 4, Count me in the main hall = 4, Numbers? = Don't Know. I hope you can give me answer or a better clue. THX
yes the bare hands is known bug, it will be corrected in next version.
As for the answers,
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Count me in the main hall = 4 ---- this is WRONG, you need count candles in the main hall)
The numbers - correct naswer is
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2
Breath from the unpromising waters.
Eye of the Atlantis
coreystinson
Posts: 27
Joined: Fri Mar 29, 2013 5:20 am

Re: [MOD] - Eye of the Atlantis - RELEASED version 2b

Post by coreystinson »

Can someone drop me a little hint as to where to go next in this mod?

Current quests are:

1. Find the chalice in the Northern forest (access to which seems closed off right now)

2. Find three ingredients for Griff (I have not yet found the green mole jerky) despite pretty extensive exploration of Rocky Beach

All other areas seems closed off, with the exception of the Herder dungeon that is in The Outpost map. However, my two characters are WAY too weak to deal with that dungeon right now. It seems like there are some other things I should be able to do?
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Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: [MOD] - Eye of the Atlantis - RELEASED version 2b

Post by Drakkan »

coreystinson wrote:Can someone drop me a little hint as to where to go next in this mod?

Current quests are:

1. Find the chalice in the Northern forest (access to which seems closed off right now)

2. Find three ingredients for Griff (I have not yet found the green mole jerky) despite pretty extensive exploration of Rocky Beach

All other areas seems closed off, with the exception of the Herder dungeon that is in The Outpost map. However, my two characters are WAY too weak to deal with that dungeon right now. It seems like there are some other things I should be able to do?
Hi coreystinson,
1) you will get access much later
2) green mole jerky is loot from
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greenslime on the rocky coast. It is in the east-middle part of the map. Perhaps you have killed it and just overlookd the jerky on the ground ?
Breath from the unpromising waters.
Eye of the Atlantis
jodape
Posts: 2
Joined: Fri May 29, 2015 4:35 pm

Re: [MOD] - Eye of the Atlantis - RELEASED version 2b

Post by jodape »

First I would like to say Wow, This MOD so far is my favorite, next to Prisoner of Bleakhall from the original Grimrock.

So I am currently navigating under the watch tower, and I have fought the Ogres without issue. I have found and fought the Electric Spiders, and have had little trouble until I ran into a floating robe guy. Nothing I do seems to affect them. Attacks do 0 damage, as do the spells I am able to cast. I cannot continue past them, as they simply follow me and overwhelm my party. Any hints would be much appreciated.
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Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: [MOD] - Eye of the Atlantis - RELEASED version 2b

Post by Drakkan »

jodape wrote:First I would like to say Wow, This MOD so far is my favorite, next to Prisoner of Bleakhall from the original Grimrock.

So I am currently navigating under the watch tower, and I have fought the Ogres without issue. I have found and fought the Electric Spiders, and have had little trouble until I ran into a floating robe guy. Nothing I do seems to affect them. Attacks do 0 damage, as do the spells I am able to cast. I cannot continue past them, as they simply follow me and overwhelm my party. Any hints would be much appreciated.
These lessers acolytes are not so problematic - they have just magic shield which is absorbing damage. You can destroy it in any regular way, I think it absorbs around 300 damage before it is destroyed.
Breath from the unpromising waters.
Eye of the Atlantis
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Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: [MOD] - Eye of the Atlantis - RELEASED version 2c

Post by Drakkan »

version 2c released - some minor bugfixes

- right-clicking on empty hand do not longer crash the game
- sword slasher trait working correctly
- poison bolt spell can be learned
- more optimalizations, definitely not final
- coins cannot be throw over the shop tables
- some grammar check
- some graphical glitches corrected
Breath from the unpromising waters.
Eye of the Atlantis
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