[MOD] The Curse of Gothmog

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
RMariano
Posts: 287
Joined: Mon Apr 02, 2012 1:16 pm
Location: Florida, USA
Contact:

Re: [MOD] The Curse of Gothmog

Post by RMariano »

lexdr wrote:
RMariano wrote:Come on.... surely you jest. :D
Actually not.
:(

Indeed, pressing a key doesn't work but pressing mouse button works on my computer.
Probably the intro.lua

Neither work for me. Please fix. Perhaps an [ESCAPE] out of the intro if all else fails?
Regards,

RMariano
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: [MOD] The Curse of Gothmog

Post by Dr.Disaster »

ooook ..
13:50 in with 3 lvl 42 chars and 1 lvl 49, found 50 secrets yet, killed the dragon, plundered the treasure room, working my way back up again and i'm now offiically stuck on lvl 9. I exhausted and finished all other paths so this is the only route i can go now.

In upper left corner of lvl 11 i got 2 pits i can climb up (marked as notes):

Image


First pit leads to stairs going from 10 to 9.
By going up my party is ported from 9 back to 10 right before that stair; i can see it happen on the map. A dead end.

Image

Second pit leads to a fountain, an altar of vi, stairs up to 9 and a closed hidden door (the map spell revealed the room). No idea how to open it, cause there is nothing (beside fountain and altar) to interact with.

Image

Going up that stairs brings me to 9 to a closed gate and a closed pit before it. Past the gate i can see a button, a pressure plate and an open pit beside it which is not on the map yet. That empty square on the map piece is the target the 1st stairs lead up to and port me down again (see above)

Image

Now when i place an item thru the gate onto the pressure plate the pit my party stands on opens and i fall into spikes. From down here i can see the other open pit in the ceiling (notes mark both) plus map spell reveals another closed hidden door/area here (notes mark them; again nothing to interact with and open it).

Image

Now when i try to climb the second pit .. i just can't .. :o
So i climb back up the first pit and see a frsh spawned snail behind the gate, taking up the room i need to climb up :evil:
Well .. ok .. me not dump so i go kill that snail with 2 leap-hits + falls into spikes.
I go up once more to check that the snail is gone (it is) so i go back down and try again to climb the second pit .. once again i can't .. because each time i walk under that pit another freaking snail get's spawned.

This mean's i'm dead-locked because i walked/climbed/jumped all other paths and pits; no other way left to follow.



The map itself has a nice layout and great puzzles; really tricky at times. Lots of fun to play!

Food is fine; since i'm the explorer-type i tend to stockpile when i can and i got plenty yet. Now water could be used up about half as fast as it is. I got 6 waterskins plus use 4 flasks for water and still i need to break off exploring and visit a fountain to restock on water rather soon; it's a bit annoying on the micro-management front.

What you really need to do is tone down those xp rewards; especially this xp-producing spells. Each time Sancsaron casts a spell he gets XP; no wonder he's 7 lvls above the rest. Due to this huge gap the other characters gain massive bonus xp i.e. triggering a secret can result in a tripple-lvl-up (3 levels at once!) for Contar, Mork and Yennica!

Due to this xp overload the combat is totally boring.
My party is so above and beyond anything the game could possibly throw at me ..
lexdr
Posts: 108
Joined: Thu Dec 26, 2013 3:29 pm
Location: France

Re: [MOD] The Curse of Gothmog

Post by lexdr »

Dr.Disaster wrote:So i climb back up the first pit and see a frsh spawned snail behind the gate, taking up the room i need to climb up :evil:
Well .. ok .. me not dump so i go kill that snail with 2 leap-hits + falls into spikes.
I go up once more to check that the snail is gone (it is) so i go back down and try again to climb the second pit .. once again i can't .. because each time i walk under that pit another freaking snail get's spawned.
Actually, this is not a snail. It's a "teleport_probe" to check if the cell is reacheable (from Grimworld isValidTarget() function).
I never had this bug on my side, the snail has always been destroyed before climbing up or down.

Before climbing, facing the north, can you try in a consol shell

Code: Select all

probe:destroy()
for j in entitiesAt(L,X,Y) do if j.name == "teleport_probe" then probe:destroy() j:destroy() end end 
Dr.Disaster wrote:The map itself has a nice layout and great puzzles; really tricky at times. Lots of fun to play!
Great! it enhances the time I spent...
;)
Dr.Disaster wrote:Food is fine; since i'm the explorer-type i tend to stockpile when i can and i got plenty yet. Now water could be used up about half as fast as it is. I got 6 waterskins plus use 4 flasks for water and still i need to break off exploring and visit a fountain to restock on water rather soon; it's a bit annoying on the micro-management front.
I will decrease the amount of water needed.
Dr.Disaster wrote:Due to this xp overload the combat is totally boring.
I will significantly decrease the number of XP.

Thanks for your feedback.
Let me know if the workaround works, I will update the dungeon this week end, with the intro.lua fix.

Lex
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: [MOD] The Curse of Gothmog

Post by Dr.Disaster »

lexdr wrote:
Dr.Disaster wrote:So i climb back up the first pit and see a frsh spawned snail behind the gate, taking up the room i need to climb up :evil:
Well .. ok .. me not dump so i go kill that snail with 2 leap-hits + falls into spikes.
I go up once more to check that the snail is gone (it is) so i go back down and try again to climb the second pit .. once again i can't .. because each time i walk under that pit another freaking snail get's spawned.
Actually, this is not a snail. It's a "teleport_probe" to check if the cell is reacheable (from Grimworld isValidTarget() function).
I never had this bug on my side, the snail has always been destroyed before climbing up or down.

Before climbing, facing the north, can you try in a consol shell

Code: Select all

probe:destroy()
for j in entitiesAt(L,X,Y) do if j.name == "teleport_probe" then probe:destroy() j:destroy() end end 
can't say why this probe turns out to be a massive visible square-blocking snail for me.

Before your reply i guessed i need to use the console to go forward so i ported onto the "snail" and killed it with Fireball AoE damage. Then i discovered that the button opened the hidden wall right below these pits so i could continue. Further into lvl 9 i encountered some more of those "snails" which i had to dispose with the same method to go on.

Playtime yet 21:52. Water IS really an issue now. Even my now stocked-up water supply of 8 waterskins and 6 flasks is done rather quick; had to do the last area (lvl 5, the 3 cross key doors) without anything to drink and constant red flashing screen including the hp drain.

Character levels are tripple 58(!) and one 65(!!!) now and Sancsaron has ran out of stuff to learn.

Secret count is 54 now. I guess i missed some yet because there are a few spots i can't make sense off like the dry fountain. Also finding all climbable spots gets tough sometimes, i.e. in an illusionary wall maze or smoke-heavy area. If possible it might be wise to tone down the smoke effects a bit. Since i run a GTX 760 i have no performance issues but others may run into some.
User avatar
RMariano
Posts: 287
Joined: Mon Apr 02, 2012 1:16 pm
Location: Florida, USA
Contact:

Re: [MOD] The Curse of Gothmog

Post by RMariano »

Any updates? Fixes? Or, must I simply delete and walk away....

Your other mods work fine..... why am I experiencing this with this one? Broken Intro?
Regards,

RMariano
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: [MOD] The Curse of Gothmog

Post by Dr.Disaster »

RMariano wrote:Any updates? Fixes? Or, must I simply delete and walk away....

Your other mods work fine..... why am I experiencing this with this one? Broken Intro?
Strange that it does not start for you, had no problem getting started.
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: [MOD] The Curse of Gothmog

Post by Dr.Disaster »

Finished after exact 25 hours with 58 secrets. No idea where the last secrets are but i know in one of them is a square key: at the very end two square keys are required to open a combo lock but i only had one so no dice.

Contar, Mork and Yennica are well into level 62, Sancsaron is level 67 with 18 leftover unassignable skill points.

I ran really low on food in the end; all what's left from my stockpile are 2 dragon steaks; maybe the way up could provide a bit more. As already said water was a real problem at times; it's usage needs to be slowed down!

Beside those freaking roadblock-snails (at least killing them gives snail slices) i've seen no dramatic problems.
Germanny's tileset has a really good presentation here so i recommend this dungeon .. after the fixes ;)

About the "mage required": basically true, but only because of two things:
- Zo spell which requires Air Magic 3 here and not 0 as in Comscript's mods
- Magic Rope spell which requires Spellcraft 5

Weaken Non-Material is not an issue due it's Ice Magic 0 requirement; any character with an empty wand can cast it and then there are also Vorpal Blades.
lexdr
Posts: 108
Joined: Thu Dec 26, 2013 3:29 pm
Location: France

Re: [MOD] The Curse of Gothmog

Post by lexdr »

Dr.Disaster wrote:can't say why this probe turns out to be a massive visible square-blocking snail for me.
Grimworld uses a snail's clone as a probe.
Each time you use the rope, it spawns a spawner that spawns a snail probe. If the probe exists, the cell is reachable...

I don't understand why you have thoses random side effects...
Dr.Disaster wrote:Before your reply i guessed i need to use the console to go forward so i ported onto the "snail" and killed it with Fireball AoE damage.
Can you give me the exact code you used please?
RMariano wrote:Any updates? Fixes?
Sure, I will release an update this weekend.
Dr.Disaster wrote:Finished after exact 25 hours with 58 secrets. No idea where the last secrets are but i know in one of them is a square key: at the very end two square keys are required to open a combo lock but i only had one so no dice.
Right! And the second secret you missed was probably on the pit you encounter troubles with the snail probe, near the red button. ;)
Dr.Disaster wrote:Germanny's tileset has a really good presentation here so i recommend this dungeon
Thanks and, ok, I will try to add more deco too for the next release.
:)
Dr.Disaster wrote:About the "mage required": basically true, but only because of two things:
- Zo spell which requires Air Magic 3 here and not 0 as in Comscript's mods
- Magic Rope spell which requires Spellcraft 5
Of course, "only" because a mage casts spells...!
;)
Dr.Disaster wrote:Weaken Non-Material is not an issue due it's Ice Magic 0 requirement; any character with an empty wand can cast it
An empty wand? can you tell me more about it please?
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: [MOD] The Curse of Gothmog

Post by Dr.Disaster »

lexdr wrote:
Dr.Disaster wrote:Before your reply i guessed i need to use the console to go forward so i ported onto the "snail" and killed it with Fireball AoE damage.
Can you give me the exact code you used please?
All i used was a simple "party:setPosition(x,y,heading,level)" followed by a Fire Shield and a Fireball straight into the wall.
Produces yummi fried snail slices every time :D
lexdr wrote:
Dr.Disaster wrote:Finished after exact 25 hours with 58 secrets. No idea where the last secrets are but i know in one of them is a square key: at the very end two square keys are required to open a combo lock but i only had one so no dice.
Right! And the second secret you missed was probably on the pit you encounter troubles with the snail probe, near the red button. ;)
Nope, got that one. Since the LoG map showed a door while i stared at a wall this took not much brain power ;)
lexdr wrote:
Dr.Disaster wrote:Weaken Non-Material is not an issue due it's Ice Magic 0 requirement; any character with an empty wand can cast it
An empty wand? can you tell me more about it please?
Oh that's easy, works in any mod with Germanny's tileset.

1st: get a wand with Spellcraft 0 requirement. Make sure it has no "Attack Power" stat. When it does it's a staff, not a wand.
2nd: drain the wand of all it's charges
3rd: place the drained wand in any non-mage character's hand and right-click.

Voila! You now got a non-mage spellcaster 8-)
lexdr
Posts: 108
Joined: Thu Dec 26, 2013 3:29 pm
Location: France

Re: [MOD] The Curse of Gothmog

Post by lexdr »

Dr.Disaster wrote:Oh that's easy, works in any mod with Germanny's tileset.

1st: get a wand with Spellcraft 0 requirement. Make sure it has no "Attack Power" stat. When it does it's a staff, not a wand.
2nd: drain the wand of all it's charges
3rd: place the drained wand in any non-mage character's hand and right-click.

Voila! You now got a non-mage spellcaster 8-)
:o ...
Ooooooooook...
I've just check...
It's so simple!

Damn it!
I have to fix that!!!!!

I'm updating the mod. I've already update the following:
- XP secret reward from 25%/50%/100% to 6%/12%/25%
- no more XP on cast
- reduce water consumption by 60%
- add more fountains on latest floors

Are you agreed with these values ?
Post Reply