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Re: [MOD] Forbidden Halls
Posted: Thu Dec 13, 2012 2:27 am
by Komag
That's a possibility I'm not sure about, but I think may simply be that I notice it more because I'm just more picky about it than usual. One of the them is two floor dirts on top of each other, which will flicker for anyone at any resolution I believe. The other situations I think will flicker for everyone too, but not positive. If you try looking in those spots you may see.
But it's really a small issue and didn't bother me much - I simply wanted to point out every little instance of it so the author could fix every place - trying to be helpful
Re: [MOD] Forbidden Halls
Posted: Thu Dec 13, 2012 2:37 am
by Batty
I've seen all those flickering instances Komag pointed out, happens when models are overlapped. Has happened in many mods.
Sometimes you need to mouselook to see it, sometimes not.
Re: [MOD] Forbidden Halls
Posted: Thu Dec 13, 2012 11:44 am
by Adrageron
Komag wrote:I just played this for a few hours this morning, can't spend any more time on it now, here are my notes:
Thank you for detailed feedback, Komag!
I'll fix all typos and flickering issues you mentioned.
- intro "first time playing Grimrock?" text needs to go
I don't know, how to get rid of it
- note is odd, should "pass items" be "past items?" have to find the secret chamber to find out
They are indeed "pass items"
- never found way to open crystal gratings on level 1, I missed something?
You already opened it, I'm pretty sure
Re: [MOD] Forbidden Halls
Posted: Thu Dec 13, 2012 3:27 pm
by Komag
thanks for the reply
About beginning text:
viewtopic.php?p=32967#p32967
Re: [MOD] Forbidden Halls
Posted: Fri Dec 14, 2012 7:28 pm
by Dr.Disaster
After reading the features I got a few questions to this mod before i'd start playing:
Adrageron wrote:- All spell runes has been changed, you'll need to find a scroll to cast properly
Since you re-arranged the runes, have any new castable spells (by rune combinations) been added?
Adrageron wrote:- Upgraded alchemy: new formulas, elixirs and ingredients
Do the default formulas i.e. healing potion still work or are they also re-arranged?
Adrageron wrote:- Resting will increase your hunger, use it wisely
What does that mean? Resting in LoG already causes food to be consumed, i.e. hitting "Rest" long enough can leave the party starving.
EDIT
I tried this mod a bit, figured out pretty much all spell rune combinations (nothing new there), tested the moded Rest behavior, took a look at alchemy formula and after playing thru level 1 i decided that i won't keep playing this mod. Not because it's kinda hard or difficult; found 9 secret on level 1 easy with quite an area left in the NE corner. I can even ignore this crazy Rest behavior. My mages were not able to regen half(!) their mana resting without starving so i just kept staring holes into the dungeon ceilings to wait it out with the regular char regen. No, what screws this mod for me are those swapped rune combos. They got me annoyed long before reaching the end of level 1.
It's like playing your favorite game on a friend's PC who's got all his key settings messed up and you're not allowed to swap it back. If this won't be just a mod but LoG 2 (or the last LoG mod i'd ever play), ok, then we could talk about why suddenly all spell combos are changed but I'm not willing to keep checking notes because you created your own magic system without adding anything new. Sorry, that's not my cup of tea.
Re: [MOD] Forbidden Halls
Posted: Fri Dec 14, 2012 7:41 pm
by Numberouane
Finally got bored @ golem factory by endless respawn of skeletons...
If anyone can pm may an optimized way to go through this level I thank in advance...
My stats
34/44 secrets
11 hours playing...
Re: [MOD] Forbidden Halls
Posted: Fri Dec 14, 2012 11:33 pm
by Adrageron
Thanks for advice, I will fix it!
Dr.Disaster wrote:Since you re-arranged the runes, have any new castable spells (by rune combinations) been added?
No, only classic set of spells with new rune combinations.
Do the default formulas i.e. healing potion still work or are they also re-arranged?
Some of them works, some not. For instance, healing potion's recipe has changed a bit.
Resting in LoG already causes food to be consumed, i.e. hitting "Rest" long enough can leave the party starving.
In FH MOD it will happen much faster.
Numberouane wrote:Finally got bored @ golem factory by endless respawn of skeletons...
It is not endless
Re: [MOD] Forbidden Halls
Posted: Sat Dec 15, 2012 11:32 am
by Numberouane
I stop playing this mod now because
Got to a room in level 8 full with goromorgs .... I already thought it was a pure miracle to beat 3 in a raw on level 6 but here it is too much, not fun, unecessarily difficult and for sure I wont reload 2k times... and redo the fight.
I might come back later maybe if someone share with me some clues how to go through... Some real clues I mean.
Thanks
Re: [MOD] Forbidden Halls
Posted: Sun Dec 16, 2012 8:44 pm
by kzorg
Hey! Great dungeon so far. Stuck on level 3.
What am I supposed to feed the keymaster that says: "Bring me something hot and pitchy"? Tried everything in my inventory. Also, where's the key to the Forbidden library. Or do I get it from after feeding the head?
Re: [MOD] Forbidden Halls
Posted: Mon Dec 17, 2012 9:59 am
by Adrageron
kzorg wrote:Hey! Great dungeon so far. Stuck on level 3.
What am I supposed to feed the keymaster that says: "Bring me something hot and pitchy"? Tried everything in my inventory. Also, where's the key to the Forbidden library. Or do I get it from after feeding the head?
Hello and welcome!
It's a torch, and yes, you'll find the key after feeding.