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Re: Isle of the Deranged 2.1
Posted: Wed Jan 11, 2017 1:20 pm
by Slayer82
All good, man.
I've been busy with work, testing THOM's mod, and even messing around with creating a new mod.
I'll see how it all goes.
if anyone has any questions, then please feel free to leave a message. Cool Bananas!
Re: Isle of the Deranged 2.1
Posted: Wed Jan 11, 2017 4:29 pm
by zimberzimber
How do I unlock the gate to the cursed dungeons exit?
I beat Vladimir, got a golden and a gear key, walked around the walls looking for key holes (found none that fit), killed every monster I found, and still can't find a way to open it.
Re: Isle of the Deranged 2.1
Posted: Thu Jan 12, 2017 10:16 am
by Slayer82
Hey, man.
You need to return to the start of the dungeon just before you fight that single mummy. Enter the starting room (where you found the dagger on the pressure plate)
and place an object on the pressure plate and leave it there, so that you can open the gate near the exit.
I know it's a shitty move, but it makes the player explore a bit more.
I hope that helps.
Re: Isle of the Deranged 2.1
Posted: Sat Jan 14, 2017 11:15 am
by ozthekeymaster
Finished the version 2.1 and it's superb! Absolutely worth a replay even if, like me, you have finished the original v2 (several times!).
Slayer - thank you so much for your hard work - really appreciated!
A couple of quick questions....
a. is it actually possible to kill the monsters right at the start (as you are chased to the initial transporter)? If you could, woudl you actually find anyting useful?
b. In Caldar's Gauntlet, can you actually ever get (what looks like) the crystal gauntlets in teh last room before you are transported back to the graveyard. I have never found a way in all my playthroughs
c. in the path that few traverse there is a gate with a fire elemental behind it (near the last transporter out). How the heck do you open this?
Thanks again for everything
Re: Isle of the Deranged 2.1
Posted: Sat Jan 14, 2017 11:54 am
by zimberzimber
I've done quit a lot, and I like what I'm playing so far!
There are a few issues I would like to address:
1) The Fire Golems in the Olde Scorched Valley can't use their meteor attack properly because the height of the level is 1. It just lands where they are.
2) If you're using throw or missile weapons and happen to throw/shoot one at one of the Spider Egg Sacks that are inside forest tiles, you can't retrieve them.
3) I haven't found a round key to unlock the excavation site, but I still managed to get there through the teleporters in Nomads Pass. I stopped playing somewhere in the excavation site, so maybe there is a way to get out, but this seems unintentional. (correct me if I'm wrong)
Re: Isle of the Deranged 2.1
Posted: Sat Jan 14, 2017 3:41 pm
by Slayer82
Hi, Oz.
Thanks for the compliments. I put in countless hours, so I'm really glad you enjoyed it.
To answer your questions:
A. It is impossible (without cheats) to kill the monsters. It's more of a harsh introduction by the three masters to funnel you into the Cursed Dungeon. If by some fluke you killed them (they have 4999 health), then you'd just receive experience points.
B. Yes. You just need to throw an object on each side of the area (when facing south) and the two doors open. There are two separate floor triggers that are there.
C. There is a hidden button on the west-side of the mine support wall. It's located in the central to south-west area with the terracotta jars and herder is. Press it to open the gate. It has a few secrets, so I hid that one. I must admit it's a hard one to find.
Re: Isle of the Deranged 2.1
Posted: Sat Jan 14, 2017 3:46 pm
by ene
Having fun and and then encountered a crash in Southern Zhaoze (right in front of the arrow)
Code: Select all
#script_entity_62.script:6: attempt to index global 'green_slime_5' (a nil value)
stack traceback:
#script_entity_62.script:6: in function <#script_entity_62.script:1>
[string "Script.lua"]: in function 'sendMessage'
[string "Component.lua"]: in function 'triggerConnectors'
[string "Component.lua"]: in function 'callHook'
[string "FloorTrigger.lua"]: in function 'activate'
[string "FloorTrigger.lua"]: in function 'update'
[string "Map.lua"]: in function 'updateComponents'
[string "Map.lua"]: in function 'updateEntities'
[string "Dungeon.lua"]: in function 'updateLevels'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
Re: Isle of the Deranged 2.1
Posted: Sat Jan 14, 2017 3:53 pm
by Slayer82
Hey, zimberzimber.
Thanks for the advice.
1. The Fire Golems have 2000 health each, so I wanted to handicap them somewhat. They take too long to kill as it is, but fighting two of them with their full ability was not enjoyable, hence the handicap.
2. I didn't know that. Good find.
3. I was not aware of that issue. You need a mine key to enter, but I didn't realise you could get to Nomad's Demise - North without visiting the excavation site. You will be able to exit the excavation site if you complete the level and exit through the anthenaeum, as there is a teleporter there that takes you back to Greater Grimwern Woodlands.
Re: Isle of the Deranged 2.1
Posted: Sat Jan 14, 2017 3:58 pm
by Slayer82
Hi, Ene.
I'm assuming you killed the Green Slime before you entered that large area. If, so then it crashes because it's a boss fight.
Please reload a past save game and enter the area before you attack the Green Slime.
I'll wait until everyone completes their playthrough, then tweak the mod a bit to ensure there are not any more issues.
Thank you for informing me of this issue.
Re: Isle of the Deranged 2.1
Posted: Sat Jan 14, 2017 4:29 pm
by ene
aarrgghh my 'past save game' was made 1 hour ago with the autososave
have to redo Caldar's Gauntlet..
I think i prefer to wait for a next version (with no bugs) - my memories are still too fresh anyway, but from what i've seen, i have appreciated the new changes
Slayer82 wrote:I'm assuming you killed the Green Slime before you entered that large area
you assumed right