Page 17 of 50
Re: [MOD]Toorum's Manor
Posted: Fri Dec 06, 2013 1:15 pm
by bongobeat
JimBob wrote:CROSS KEY
I can't find the cross key and I have tried to spawn it without any luck.Can you let me know what the correct object name is?Thanks
before spawning anything, I suggest that you try to find the key.
I suppose you are in the mine (lvl5) ?
the cross key is located completely to the south of the level, in the middle of the map. When you come close, It is indicated "extraction site 3" near a door.
You can go both by the right or left, after coming by the stairs of the 4th level.
Re: [MOD]Toorum's Manor
Posted: Fri Dec 06, 2013 3:18 pm
by JimBob
bongobeat wrote:JimBob wrote:CROSS KEY
I can't find the cross key and I have tried to spawn it without any luck.Can you let me know what the correct object name is?Thanks
before spawning anything, I suggest that you try to find the key.
I suppose you are in the mine (lvl5) ?
the cross key is located completely to the south of the level, in the middle of the map. When you come close, It is indicated "extraction site 3" near a door.
You can go both by the right or left, after coming by the stairs of the 4th level.
I have been through the door next to the sign and it isn't there.
Re: [MOD]Toorum's Manor
Posted: Fri Dec 06, 2013 5:51 pm
by bongobeat
I will send you a pm
Re: [MOD]Toorum's Manor
Posted: Sun Dec 08, 2013 1:20 pm
by Unkillable Cat
I restarted the mod in 1.39 and now I'm stuck. I'm on Level 10 beyond the door that needs the Ancient Gold Key, and the first riddle stops me. "What simply use a swordsman?" As this is not correct English I do not quite understand what this means. It also stops me because there are so many possible answers, and I am NOT going to run all over the dungeon trying to find them.
Talking about slowdowns, I've noticed them as well in the caves on Level 9 when lots of flies appear at once, which they do after almost every other step. Suggestion: Switch most of them out for those yellow Beholder-like monsters that are also flying around. Not so many monsters about, difficulty should remain the same.
If I might make one other suggestion: Get rid of the boulder traps, or at least give us players a warning that they're there. The traps on Level 9 make sense, but the ones on Level 2 and Level 3 do not, as there is no warning that they're there. Players just go "What's that noise?" and them SPLAT! Game Over. That is not fun.
As for bugs: The Fine Vorpal Blade does not break boxes or walls, and on Level 7 some monsters just disappeared in front of me, in the room with the "Machine 0", "Machine 1" signs. The monsters would disappear as they come out of the little rooms in the center.
Other than that, this mod is looking good.
Re: [MOD]Toorum's Manor
Posted: Sun Dec 08, 2013 9:15 pm
by bongobeat
Unkillable Cat wrote:I restarted the mod in 1.39 and now I'm stuck. I'm on Level 10 beyond the door that needs the Ancient Gold Key, and the first riddle stops me. "What simply use a swordsman?" As this is not correct English I do not quite understand what this means. It also stops me because there are so many possible answers, and I am NOT going to run all over the dungeon trying to find them.
Talking about slowdowns, I've noticed them as well in the caves on Level 9 when lots of flies appear at once, which they do after almost every other step. Suggestion: Switch most of them out for those yellow Beholder-like monsters that are also flying around. Not so many monsters about, difficulty should remain the same.
If I might make one other suggestion: Get rid of the boulder traps, or at least give us players a warning that they're there. The traps on Level 9 make sense, but the ones on Level 2 and Level 3 do not, as there is no warning that they're there. Players just go "What's that noise?" and them SPLAT! Game Over. That is not fun.
As for bugs: The Fine Vorpal Blade does not break boxes or walls, and on Level 7 some monsters just disappeared in front of me, in the room with the "Machine 0", "Machine 1" signs. The monsters would disappear as they come out of the little rooms in the center.
Other than that, this mod is looking good.
thanks for your reply!
I had to make some modifications about that. Good point with the boulder. Well, in correct english can I wrote "beware of rolling stones" or "beware of rocks"?
Did you play the game in full details? I have already removed monsters in the level 9, and thought that is enough.
well what simply use a swordsman? try to put a long sword, I have placed all items required for this 4 riddles, in the level 8 or 9. You can even try other swords (low level sword)
I let you guess for the other alcoves
the ancient gold key is in the north east of the level 9, but you can only access it, by passing a door called "rubis" opened with a red gem.
And this gem can be found in the level 10, you have to go completely south of the level 9, use a pit and then you go.
did you find 2 blue gems in the lvl 10?
it is normal that monsters disappear, I have put invisible teleporters that only monsters can use them. It works only one time.
I have no news yet from Rmariano, he proposed to traduce into correct english all texts in the mod. Perhaps can you do it for me?
edit:
the vorpal blade or fine vorpal blade does not brake boxes because they do only poison damage.
I have just try by removing the damageType.
Re: [MOD]Toorum's Manor
Posted: Mon Dec 09, 2013 12:10 am
by Unkillable Cat
Thank you for the reply. I tried using a "Fine Longsword", an "Ancient Longsword" and a "Viking's Sword", but it only wanted a normal "Longsword". Once the door opened and I figured out the rest of the puzzle, I saw that the clue isn't exactly accurate.
I am now in the temple, but I wanted to ask about a few points earlier in the dungeon, if you could give hints for those.
# Level 2: There is a pit with a long drop and a teleporter on the bottom. How do I get rid of the teleporter?
# Level 4: I have not yet found the Mirror of Dawn.
# Level 5: There is a door called "Miner's Quarters", I haven't been able to open that.
# Level 8: I only have a part of the phrase for the password door. Will I find the rest later, or do I have to guess?
Re: [MOD]Toorum's Manor
Posted: Mon Dec 09, 2013 12:42 am
by bongobeat
Unkillable Cat wrote:
# Level 2: There is a pit with a long drop and a teleporter on the bottom. How do I get rid of the teleporter?
you have to throw an item in the pit.
Unkillable Cat wrote:
# Level 4: I have not yet found the Mirror of Dawn.
it is hidden. Before coming on the corridor (lvl 4) with the stair to the mine, there is a room in your right. In this room there is a gate located in the north. try to place something behind.
Unkillable Cat wrote:
# Level 5: There is a door called "Miner's Quarters", I haven't been able to open that.
You have to use a torch on a torch holder
Unkillable Cat wrote:
# Level 8: I only have a part of the phrase for the password door. Will I find the rest later, or do I have to guess?
I'm sorry but actually you have to guess!
It seems that I forgot to put any hint!
(have to correct that)
ok, the hint is: "what do you like?"
Re: [MOD]Toorum's Manor
Posted: Mon Dec 09, 2013 1:25 am
by Unkillable Cat
Again, thank you for the reply. I feel like an idiot about the long pit now.
There is one further place I had not opened, a storeroom on Level 5, on the eastern side of the map.
Now, about the boulder traps: I think it's a good idea to put up a warning sign for the boulders on Level 9, DANGER: FALLING ROCKS. But the two traps on Level 2 and Level 3, they come too early and are too hard to dodge. My suggestions for them are:
# Give a strong hint about what is up ahead.
# Give an easy chance to dodge the first trap.
# Remove the trap entirely.
These boulder traps, as they kill your party instantly, are great as late-game content. But almost at the start? Not fair.
As for translating the English... I can do that, but I want to play through the mod first.
And I play the game on maximum detail, which explains the slowdown.
Keep up the good work.
EDIT: I've used your hints to find everything I asked about except the Mirror of Dawn. I can't find any location on Level 4 that matches what you said, except for 2 pits behind gates in the NW part of the map, and I don't think that is it. Can you give any further help?
Re: [MOD]Toorum's Manor
Posted: Mon Dec 09, 2013 11:55 am
by bongobeat
no problem
i've started to do some modification about the boulder.
and deleted some monsters and models in the lvl 9
in the level 4, after you pass the great hall, you come back to lvl 4 and you have a key that opens a large room.
after entering this large room, in the north east, there is a corridor (and doors) which leads you to the level 5, and the inscription on the wall "stairs and mine"
before the inscription, there is another door on the right, that leads to a small room with 2 beds. It is blocked by some crates.
try to put a torch on the torch holder. And by the way, I apologizes, you can't see the gate because it is hidden
I did a first hint (about torch) near the (false) firestaff vault, and never did another, just to make the player "attentive" to that kind of details.
did you find some secret in the lvl great hall?
One is easy to find, with the map, if you don't have find the second, I suggest that you try to find it.
Re: [MOD]Toorum's Manor
Posted: Mon Dec 09, 2013 1:37 pm
by Unkillable Cat
Thanks for the directions. Unfortunately I am now in the Theoranean temple and the bastards trapped me inside, so I'll have to wait until getting back to Level 4.
Speaking of the temple, I'm now stuck in the room with the Inquisitor Sword and the 4 "security". I'm supposed to put items on the ground in front of four of the statues (I'm guessing) but otherwise I have no idea. Oh, and I HAVE the sword already, so this puzzle isn't very clever.
I love hearing the music from the Ultima Underworld games, but I'm wondering about copyright issues.
Oh, one other thing, when I entered the room with the Firestaff, a sound played that was both very loud and sounded distorted, and lasted for about 30 seconds. I'm pretty certain that it's not supposed to sound like that.