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Re: [Dungeon] Mordor: Depths of Dejenol
Posted: Mon Oct 15, 2012 7:09 pm
by Wolfrug
At this stage, no, although I do have access to the level layouts. I could potentially add one more level, at a stretch two, but after that Grimrock kind of runs out of levels itself (leveling up beyond 15 takes a crazy amount of time). Remember that in Mordor you can level a character up to 999 in like six or seven different guilds, and also that in Mordor the only difference between monsters is the picture and their stats. If I want to populate deeper levels I'd need more than just a few reskins (although I could probably manage the aforementioned one or two levels + with just reskins of existing monsters), I'd need whole new monster models. Of course, as modding in LoG continues, I'm sure we'll be seeing more and more of them...but then the problem of balancing them properly appears.
This weekend I did a run-through myself (about 6 hours total playtime) and got to the current 'end game' with a level 12 party with pretty decent gear. If I add the planned Ranger dungeons (which will be fitted into the current 'pits' levels between proper levels), a planned system of random quests (a bit like the Tavern system in Mordor II), and MAYBE one more regular level filled with the latest and greatest new custom monsters created by the community...well...I'd say there's room for 8-10 hours of play there. Which I think is more than reasonable
Sure, no Mordor, but holy hell - Mordor is a timesink like none other
I'm wondering if anyone else has any stories from the deeps yet? I particularly remember one point when I accidentally went into a teleporter that I had forgotten teleports me a level down, and suddenly found myself running away from Uggardians with my tail between my legs...fun times.
-Wolfrug
Re: [Dungeon] Mordor: Depths of Dejenol
Posted: Mon Oct 15, 2012 8:43 pm
by Drakoumel
very good job man , we nead all the levels
Re: [Dungeon] Mordor: Depths of Dejenol
Posted: Mon Oct 15, 2012 9:54 pm
by Filipsan
I tried this mod and my first thought was "And so LoG was turned into Diablo" - I guess that's because i don't know Mordor: Depths of Dejenol (will google it soon though
).
I really like the concept and also the execution.
What i dont's understand is - how to get reward in thieves guild (i have life + mana potions, tried to put them into alcoves, also tried to put them onto altar - nothing happened). Maybe you should only use one alcove?
Anyway, good work sir!
Re: [Dungeon] Mordor: Depths of Dejenol
Posted: Mon Oct 15, 2012 10:55 pm
by Wolfrug
Filipsan wrote:
What i dont's understand is - how to get reward in thieves guild (i have life + mana potions, tried to put them into alcoves, also tried to put them onto altar - nothing happened). Maybe you should only use one alcove?
Anyway, good work sir!
Many thanks! And I guess Diablo is a fine comparison as well
It sure does turn it into a bit of a loot-maniac's game
As to the rogues' guild first quests, the scrolls should give these hints (from left to right):
"A potion that poisons, the alchemist's bane.
Bring the nettlejuice for a reward!"
"A potion that speeds both sword and spell.
Blood and milk combine for your reward!"
"A potion to counteract the aboleth's spit.
Bring the child of slime and tar for a reward!"
The first line mentions the effect of the potion, the second gives the ingredients. No health or energy potions among them.
But yes, putting them in the alcove will complete the quest, once you have the right ones.
Re: [Dungeon] Mordor: Depths of Dejenol
Posted: Sat Oct 20, 2012 11:01 am
by ElfBane
Wolfrug, here is the text of the error log I mentioned in the workshop forum...
[string "Monster.lua"]:0: attempt to index field 'animController' (a nil value)
stack traceback:
[string "Monster.lua"]: in function 'enter'
[string "FSM.lua"]: in function 'setState'
[string "Monster.lua"]: in function 'turn'
[string "AI.lua"]: in function 'turnLeft'
[string "AI.lua"]: in function 'think'
[string "AI.lua"]: in function 'update'
[string "Monster.lua"]: in function 'update'
[string "Monster.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
OS Version 6.1
OEM ID: 0
Number of processors: 4
Page size: 4096
Processor type: 586
Total memory: 8119 MB
Free memory: 5555 MB
Display device 0:
Device name: \\.\DISPLAY1
Device string: AMD Radeon HD 6670
State flags: 08000005
Display device 1:
Device name: \\.\DISPLAY2
Device string: AMD Radeon HD 6670
State flags: 00000000
Display device 2:
Device name: \\.\DISPLAY3
Device string: AMD Radeon HD 6670
State flags: 00000000
Display device 3:
Device name: \\.\DISPLAYV1
Device string: RDPDD Chained DD
State flags: 00000008
Display device 4:
Device name: \\.\DISPLAYV2
Device string: RDP Encoder Mirror Driver
State flags: 00200008
Display device 5:
Device name: \\.\DISPLAYV3
Device string: RDP Reflector Display Driver
State flags: 00200008
End Report
I'm not using a Mac, my rig is Win7 x64.
Re: [Dungeon] Mordor: Depths of Dejenol
Posted: Sat Oct 20, 2012 11:37 am
by Wolfrug
ElfBane wrote:Wolfrug, here is the text of the error log I mentioned in the workshop forum...
Heya,
Well, this is bizarre. Could you maybe specify some more what exact situation you were in when this happened? You said it gave you 0 minutes 'till restart. How many levels had you explored at that point? Had you been down to level 2 (level 4 on the automap) and level 3 (level 6 on the automap)? What monsters/bosses had you killed?
I don't use any custom monsters, aside from cloning existing ones and changing their loot a little bit, and in the case of the 'boss' monsters changing their HP/attack power/xp a bit. I -definitely- don't change their animations! If you try reloading and resting again, does it always crash, no matter the situation? I haven't had any other reports like this, so I'm a little confused.
-Wolfrug
Re: [Dungeon] Mordor: Depths of Dejenol
Posted: Sat Oct 20, 2012 1:02 pm
by ElfBane
At that time I had NOT been to L2 yet (which I think is actual L4, where you start facing crabs and wyverns).
I have only beaten the Elder Herder. I beat the green slime (is this the aboleth the quests mention?) that is in the same area as the Elder Herder, but the slime didn't drop anything. I then found the secret passage... and got the "secret found" audio ding. I also got the "secret found" audio ding when I LEFT the secret passage... a little odd I thought.
After the above events I returned to the city to sell loot and I rested when there. Then the CTDs started. The CTD happens every time now.
How many bosses are on L1? I only found the Elder Herder.
I "think" the text message "0 minutes untill reset" refers to the levels respawning. I have not picked up everything that's been dropped on L1 because of burdening... and maybe the CTD is caused by a respawn trying to spawn in a square that has loot drop on it. Just an idea.
Anyway, the CTD happens every time now. This is liveable until my party reaches high levels, then standing around will get really boring, unless there's a Tar Bead field around somewhere!
Re: [Dungeon] Mordor: Depths of Dejenol
Posted: Sat Oct 20, 2012 1:26 pm
by Wolfrug
ElfBane wrote:
I have only beaten the Elder Herder. I beat the green slime (is this the aboleth the quests mention?) that is in the same area as the Elder Herder, but the slime didn't drop anything. I then found the secret passage... and got the "secret found" audio ding. I also got the "secret found" audio ding when I LEFT the secret passage... a little odd I thought.
After the above events I returned to the city to sell loot and I rested when there. Then the CTDs started. The CTD happens every time now.
Well, this definitely should not happen. Question: did you download this mod when it was version 0.1, and did you then update it through the Custom Dungeon menu to 0.2 and then reload a saved game? I did some minor changes to things then, but I at least managed to load an old saved game despite this. But it might have caused some bugs.
Re: green slime: yes, on L1 there's exactly one green slime, who is in an anti-magic room, gives like 400xp and is tougher than a regular slime. This is indeed the aboleth boss. It SHOULD however with 100% probability drop a green gem, so it's very strange indeed if it didn't drop that. Might be a sign of some nastier bugginess. The Elder Herder is a result of what in Mordor is known as a 'stud square', that is to say a room that spawns monsters from lower levels; there are a few of these rooms on each level, and they have a chance of spawning something from the level below (in this case crabs, wyverns, elder herders, skeleton patrols etc.).
Could you do me a favour and try to restart with another party, and see if you still CTD? I seem to have some trouble replicating this error, especially as I know I haven't mucked about in any model animation files or the like (the only custom model is the coin pouch object which is just a resized sack).
Regarding the Secret sounds: yes, I know it does it from both directions. It's due to the logic involved in automating the secret doors (a complicated onMove hook tied to a script that checks the facing of the Secret objects); there needs to be one on each side of the door, so that it can be opened from either direction. It only does the sound once though, after that it's quiet. Since there's a teleporter that teleports you randomly around the level, there's always a chance you will end up on the wrong side of the secret door (and there are even more such places in the lower levels), but you still need to be able to open it from either direction. I might be able to script it so that it activates both secrets at once, but I've found it to be a pretty minor worry.
Edit:
ElfBane wrote:I "think" the text message "0 minutes untill reset" refers to the levels respawning. I have not picked up everything that's been dropped on L1 because of burdening... and maybe the CTD is caused by a respawn trying to spawn in a square that has loot drop on it. Just an idea.
When resetting, the script automatically scours the dungeon clean of all monsters and dropped items, with very few exceptions. However you're right that it's probably this script that is messing things up -- one more question: does it crash when you press a button to wake up, or does it crash the moment you press R to rest?
-Wolfrug
Re: [Dungeon] Mordor: Depths of Dejenol
Posted: Sat Oct 20, 2012 4:59 pm
by ElfBane
1. The version I have is 0.2, and I don't remember updating from 0.1
2. It does not crash when you push R to rest. When you awaken from rest, I see the "0 minutes until rest", then about 15-20 seconds later, the CTD.
3. I started a new game, and no problems so far.
----
In the old savegame that CTDs, I noticed that resting would no longer clear old loot drops, and that previously opened doors on L2.1 would stay open.
Re: [Dungeon] Mordor: Depths of Dejenol
Posted: Sun Oct 21, 2012 8:20 pm
by ElfBane
I started a new party, worked my way back to the greenslime aboleth, defeated it... no green gem drop. I did this twice (i saved before battling the slime), no drop both times.
Resting in the City no longer CTDs. And I returned to the room the aboleth spawns, and it had respawned. Killed it,, no gem drop.