Isn't this list missing one monster? The long Drow Mage that's encountered on lv 6? Of course, he's probably the easiest to do, just a slight rework of the Goromorg and he's good to go.thomson wrote:With the latest additions, we have level 1-3 playable. They are not complete yet, though. We are missing the following monsters:
- kobold (lv 1)
- axe wielding skeleton (lv 2)
- zombie (lv 2)
- Kuo-toa (lv 3)
- flind (lv 3)
- kenku (lv 6)
- drow elf (lv 7)
- skeletal lord (lv 7)
- drider (lv 8)
- hell hound (lv 8)
- displacer beast (lv 9)
- rust monster (lv 9)
- mantis warrior (lv 10)
- mind flyer (lv 11)
- xorn (lv 11)
- stone golem (lv 12)
- beholder (lv 12)
[MOD] Eye of the Beholder: Waterdeep Sewers
- Unkillable Cat
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers
- djoldgames
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers
You mean this Dark-robed figure:Unkillable Cat wrote:Isn't this list missing one monster? The long Drow Mage that's encountered on lv 6? Of course, he's probably the easiest to do, just a slight rework of the Goromorg and he's good to go.
[MAP] Interactive Maps of Isle Nex - using Google maps technology
[MOD] Eye of the Beholder: Waterdeep Sewers - recreation for Grimrock
www.oldgames.sk
[MOD] Eye of the Beholder: Waterdeep Sewers - recreation for Grimrock
www.oldgames.sk
- odinsballs
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers
pssst check out leki's monster thread there's an axe weilding skeleton now
here's link for skeleton with axe by leki on nexus :
http://grimrock.nexusmods.com/mods/252/
here's link for skeleton with axe by leki on nexus :
http://grimrock.nexusmods.com/mods/252/
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
I know. It's integrated into EOB code alreadyodinsballs wrote:pssst check out leki's monster thread there's an axe weilding skeleton now
here's link for skeleton with axe by leki on nexus :
http://grimrock.nexusmods.com/mods/252/
Loki did great job.
SpoilerShow
- odinsballs
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers
as for kobolds/goblins substitute would oblivion type goblins be something that might be usefull?thomson wrote:I know. It's integrated into EOB code alreadyodinsballs wrote:pssst check out leki's monster thread there's an axe weilding skeleton now
here's link for skeleton with axe by leki on nexus :
http://grimrock.nexusmods.com/mods/252/
Loki did great job.
Ok, this means that we officially now have 3 monsters done: spiders (that was easy), leech (thanks to Wallasaurus) and axe skeleton (thanks to Leki).SpoilerShow
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Wallasaurus was working on a kobold, but we haven't heard anything about that kobold work for a long time. He did recently publish his leech, so I think he was just spending his time on other mobs. This means that it is at least likely that Wallasaurus will finish his kobold. Spending time on importing goblins from Oblivion would essentially duplicate Wallasaurus' work.odinsballs wrote:as for kobolds/goblins substitute would oblivion type goblins be something that might be usefull?
I've put the list of monsters, wallsets and other stuff that we are currently in need: https://github.com/grimrock/eob1-waterdeep/wiki. Anything from that list would be useful. If there are other things being worked on and that list does not have link to it, please update it (or let me know and I'll update it). This list is greatly incomplete - objects and decorations are not there yet.
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
I've just found out that the spell system crashes if fireblast (upper left rune) is cast. Hmmm.
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
That's weird, I'm sure it (the magic missile spell) worked last time I checked it. For some reason onCast-hook now gets fireburst as a spell name argument although it should get magic_missile and I have no idea why this is happening, but I will try to solve this soon.
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
- cloneObject viewtopic.php?f=22&t=8450
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
As I'm started to work on level 4, I needed a wallset for it. Creating a new wallset is way beyond my skills, so I created a placeholder for now. It uses temple wallset colorized to be more gray-blue as the dwarven ruins are.
I've just implemented moving walls on level 4. When you walk next to a wall at positions 15,7 to 17,11, the wall keep moving away in a counter-clockwise pattern. There's a dwarven key there. The chain and special quest is working as well. The code uses eob_dwarven_wall_cube, which is a placeholder object. It looks sort of ok, but it will have to be redone once we have proper dwarven wallset.
p.s.: If you're a skilled modder and can recreate this wall as a wallset in Grimrock, we'd appreciate your contribution a lot. Also, is there anyone interested in creating a chain that can be pulled like on those images below?
I've just implemented moving walls on level 4. When you walk next to a wall at positions 15,7 to 17,11, the wall keep moving away in a counter-clockwise pattern. There's a dwarven key there. The chain and special quest is working as well. The code uses eob_dwarven_wall_cube, which is a placeholder object. It looks sort of ok, but it will have to be redone once we have proper dwarven wallset.
SpoilerShow
If you pick up the key, move the wall to their initial positions and then pull a nearby chain, special quest will be scored.
SpoilerShow
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
maybe you can use following wallset, perhaps little colored to silver and it would be ok ? Just idea...
viewtopic.php?f=14&t=5030
viewtopic.php?f=14&t=5030