[MOD] TLC book 2 spells added

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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cromcrom
Posts: 549
Joined: Tue Sep 11, 2012 7:16 am
Location: Chateauroux in a socialist s#!$*&% formerly known as "France"

Re: [MOD] The Lost Continent Book 1 beta released

Post by cromcrom »

Ok, taking into consideration. Any idea of content or priorities for book 2 ?
A trip of a thousand leagues starts with a step.
sparhawk66
Posts: 13
Joined: Wed Oct 17, 2012 10:10 am

Re: [MOD] The Lost Continent Book 1 beta released

Post by sparhawk66 »

a few tips for balance :
- to much wood drops from trees or woodcuting skill is to strong
- it seems that all ropes in inventory are loosing durability in the same time, is it mean to do this? you can easily get stucked in bad terain; and maybe reduce rope cost - 7 silk is quite a lot of material
- add diferent colour/texture to diffucult terain, so everyone can easily recognize it?

more lairs will be awesome :)
Omenpapa
Posts: 40
Joined: Fri Sep 14, 2012 1:29 pm

Re: [MOD] The Lost Continent Book 1 beta released

Post by Omenpapa »

Gathering autolevelups on gathering, armorsmithing autolevelups on crafting those items, meditation should be similiar too. If there is a way to catch spellcasts/spell dmg/mana usage then it would be better if meditation autoincrease would be depeneding on that, instead of random chance every 5 secs. Afterall that random chance requires nothing from the user just to AFK basicly. Doesnt matter if they even have a single mage in the party or not.
hannamarin
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Joined: Sat Mar 31, 2012 11:48 am
Location: Yeovil, England, UK

Re: [MOD] The Lost Continent Book 1 beta released

Post by hannamarin »

The is really an awesome mod - been playing for a while now. I can see that Almost Human will be having a look at this and taking some of the ideas and incorporating them into their next Grimrock showpiece.
I hope you continue on and bring out a full release - its far more interesting to play than the original legend, which seemed to orientate its action by how fast a player could move around the dungeon (too arcade for me). I think you could have more levels in the skills compendium - so that advancement goes up gradually.
From my viewpoint the scavenging anvil does not seem to work that well (I am a Master Scavenger and Master Weaponsmith and Master Armorsmith) and yet I have not scavenged a single item yet.

Some combinations have not yet been sorted, the requirements for Baked Snail Slice and Baked Energy Snail Slice are the same (2 TLC Snail slices).
A suggestion for the make flask - create quartz or sand as an ingredient (creating from two rocks just does not seem right).
Suggestion - could you reduce the height of the silver on the right hand side so that the figure is easier to read.
Thank you this is an excellent mod. Which I am enjoying immensely.
CeilingRat
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Joined: Sat Apr 28, 2012 11:25 am
Location: Brisbane, Australia.

Re: [MOD] The Lost Continent Book 1 beta released

Post by CeilingRat »

Quick question - where do the bug reports for this mod go?
May your chooks turn into emus and kick down your dunny door.
- Australian Benediction
sparhawk66
Posts: 13
Joined: Wed Oct 17, 2012 10:10 am

Re: [MOD] The Lost Continent Book 1 beta released

Post by sparhawk66 »

CeilingRat wrote:Quick question - where do the bug reports for this mod go?
here
Omenpapa
Posts: 40
Joined: Fri Sep 14, 2012 1:29 pm

Re: [MOD] The Lost Continent Book 1 beta released

Post by Omenpapa »

In the store room, can we have alcoves?:) So we can actually store things. Like i would love to use it for hoarding food supply. Also leaving the mats there would be more ideal then on the ground of the base as i do now.

If i have multiple trophies on the bountyhunting altar, then i can spam the button and getting infinite gold/xp for the turn in w/o loosing those trophies.

I can also have multiple quest scrolls on me. It has something to do with the trophy turn in, cuz in a new game i wasnt able to do it right after the start. So maybe it is buggy if i leave the scroll on the altar while i turn in a trophy or 2. Then i pick up the scroll and while im using the quest selector, then i can simply right click on my scroll which will refresh itself, even w/o actually accepting the quest. The refresh also works on the quest journal. They do show the same all the time at least. If i do accept the quest tho, i will have 2 scrolls..

As sparhawk said it, we have too much wood branches from those living trees. I have only novice woodcutting but i usually get 3-4 from 1 tree. Adept woodcutting gave 6 woods oh boy...
I think it should be like this:

untrained: low chance for 1
novice: medium chance for 1
adept: high chance for 1 low chance for 2
master: guaranteed 1, medium chance for 2
legendary: guaranteed 1, high chance for 2, medium chance for 3.

low(15%), medium(30%), high(75%)

When i refill the flask i have to right click it once to refresh the text, which also consumes 1 charge. I think it should autorefresh it when i put it back to my inventory. So i can see instantly the 23/23 charge for example.

Top left side of the western forest has the fountain sound, but no fountain there. Is this intended?

Raw snail slice is not sellable.

It would be nice to pick up higher quests too. Like 20-30 of the same mob.

Instead of writing out the difficult/dangerous terrain and scouting success/failed messages, there should be a different terrain there(visible) w/o any notification.
hannamarin
Posts: 41
Joined: Sat Mar 31, 2012 11:48 am
Location: Yeovil, England, UK

Re: [MOD] The Lost Continent Book 1 beta released

Post by hannamarin »

Not sure why but when I fight an Ice Lizard in the Easter High Foothills the program crashes and returns to desktop. This has happened twice now. Change this to 3 times. Loads back in OK and continues on until I meet another Ice Lizard.
No reaction to any other creatures including all the centurians which dot the place.

One thing - I feel the respawn level is set too high. I just manage to clear an area and they are all back and I have to start again. Great for the trophy hunting but bad for the exploration of levels and finding secrets etc.
kevertq
Posts: 13
Joined: Wed Oct 24, 2012 7:28 pm

Re: [MOD] The Lost Continent Book 1 beta released

Post by kevertq »

Hi there Cromcrom!

I noticed a comment from another user on the Steam Workshop page for Lost Continent and followed the advice about posting issued here. So, here goes -

" Stuggling with Ice Lizards. When I get to kill one, it crashes. As Ive now got one in the main arena, the game crashes almost immediately after loading. Still a great idea though - best mod Ive played by far."

Can you help. Its driving me nuts ! Ive been over to the 'eastern' area and it seems as if it is any ice lizard that causes the problem - Ive a screen dump of the error log if you need it.
Can you organise a fix ?
Many thanks in advance
Karl C
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cromcrom
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Location: Chateauroux in a socialist s#!$*&% formerly known as "France"

Re: [MOD] The Lost Continent Book 1 beta released

Post by cromcrom »

Hi there, I was hiking in france's center middle mountains range (from Puy-de-dôme to Plomb du Cantal), a wonderfull but a bit lonely trekk. Whatever, back to modding, I will be releasing a patch soon, maybe tonight, hopefully tommorrow. This will be the last patch before I start working on Book 2.
I am still waiting for some more ideas or priorities concerning book 2. And some feedback about the whole quest, and mining company would be great.
:arrow: Drop reduced
:arrow: Rope works as "intended". The problem is that I cannot identify where to put the rope that is in use. It would be to bothering to have the champions equip it each time they come near a "terrain", and desequip it afterward. So I choose this solution. The more and better rope in the inventory, the more bonus you get, but all ropes are deteriorated. Your call. If you guys have a better idea, I will take it.
:arrow: Different texture/color terrain, I rather have this rely on scouting skill. You can stilll map the terrain if you want.
:arrow: Meditation increasing on spell use, I rather say no. You already have spell "schools" as native skills. Having TLC spell schools would be quite feasible I guess, but would come as something "weird". It would have to be really thought. Don't forget that I need to have scope for the characters to grow. So maybe some late game "Archmagus" skills could be conceivable.
:arrow: More lairs would come with book 2. Next patch will only deal with fixing/balancing.
@hannamarin, your scavenging issue sounds really weird. You never get any raw components from scavenging items?
:arrow: Baked snail slice and baked energy snail slice are "old" recipes, from a time when increasing mana for mages was hard, as there was no meditation skill, no incense, no NOTHING, dude ;-))) Just ask Omenpapa ;-)
:arrow: I could of course create quartz for flask. Then I could create bronze, copper, tin, wool, linen, and so on. I want to keep craft simple. Please consider that those rocks happen to have some quartz in them ;-)
:arrow: Thanks for your appreciation.
:arrow: Alcoves, sure, but they will not show until you start a new game with next release :-(
:arrow: Trophies exploit, I will fix them, thanks for discovering this.
:arrow: Waterskin refill has to do with the onUse hook. So you have to "use" it to refresh.
:arrow: Sounds should come with a foutain, bug.
:arrow: Increase mobs for bounty hunting, I shall see if I can do something (find a good balance between clicking/finding the good amount of mobs)
:arrow: Well, maybe some tiny hints, but I am not to fond about this.
:arrow: I will check the Lizard issue, it must be some stupid typo as always, sorry about this :-( As this is a script issue, it should be all right with next patch.
:arrow: Reduce spaw rate, you are for now the first and noly one to talk about this, if more ask for it, I will give it a go. One is not enough, sorry :-)

Thanks for feedback and interest, people. :-)
A trip of a thousand leagues starts with a step.
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