Re: [MOD] Call Of House Hardabar
Posted: Mon Apr 10, 2023 1:30 pm
1. There is numbers written on nearby wall text, that needs to be sorted and typed on the "wall keyboard".knr wrote: ↑Sun Apr 09, 2023 11:35 pm Cleared out most of arc, got an ending and found a lot of stuff. No secret cleanup yet as didn't find the archives. At this point my total number of unresolved questions is down to a handful.
1. How to get into the arc armory?
2. How to get into silo A?
3. How to get into the forge of ix?
4. How to grab the king's sword in obanyon?
5. How to use my 3 architect gems?
Realistically, the rewards for none of these could matter. I was ridiculously op before using 4 celestial gems, I can't imagine anything changing that for the final assault.SpoilerShowWhich is somehow still 4 maps long according to the archives I did find.The grate leads to an unrelated hidden passage whose only purpose seemed to be skipping the mountain. The last secret is still near there,SpoilerShownested in a nearby secret behind a fake fence.
2. You can't pass the hangar to enter Silo A, if you're talking about the forcefield near the warden, there is no level there.
3 Forge of ix access is given by giving "disk droid" to some of the wardens.
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First one to trigger that, is the warden just near the stairs when coming from ARC main level. Then the warden will open a new area for you and in that area there is the second droid that will open the forge of ix, once you give him a "disk droid".
The only way is to directly pop up the weapon with the console:
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Code: Select all
forge_of_ix_1.surface:addItem(composite_bow_1.item)
spawn("antimatter_blast",54,2,4,0,0)
playSound("swipe_techno")
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the 2nd survival chamber.
I've changed the trigger chain there by the way, because I got a report that it didn't work the first time, the player had to go in front and back of the forgemaster a few time to get the dialogue.
Grimrock is a real mystery for me, forge of ix and that thing with the forgemaster worked just fine for me, even with the bad condition in the script, I mean within the game, not in the editor.
That spear door leads to the sacred groves, it's an hidden path to pass the mountain level and get directly to ravanakul level.ene wrote: ↑Sun Apr 09, 2023 10:43 pm I set all graphics quality to low (everything) and, so far, no crash (5 saves in a row) .. i'd very happy if this stays this way (footfingers arms, everything.. ) very crossed.. I swich bak to high whenever i visit a level for the 1st time,for screenshots mainly).
i've completed this section (next step is xaafi), i miss only 1 secret in styr jungle; i can see a grate, but struggling to open it. I know thelast secret is about there.
ah yes, i found 2 Necklace of the Furious Winds in the game, don't know if it's normal.
BG - thantks for the coordinates, everything was perfect.
ps- i could never find the secret with the crystal in Urutsuku since i was to scared to save the game..
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There is a lever in the north-eastern part of the sacred grove, that open that way.
I guess that you did not find the chest of the alchemist by
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going back in the upper secret, where there was a fire orb, and go trough the southern barrier.
Thanks for your comments. Not everything is perfect, but I'm glad you like some of it. I've based some of the events on warhammer (for the scifi part) and lord of the ring for the ending boss/main quest and other.knr wrote: ↑Mon Apr 10, 2023 11:57 am Didn't answer any of those questions, but finished the other ending and all achievements.
Overall a fascinating mod, and quite a bit of a mess. The best part is imo the polished well crafted environments and atmosphere (the well chosen stolen music helps a lot). The huge variety also helps keep the dungeon crawling interesting.
The story has its moments, but is told in clumsy and repetitive infodumps (the final cutscene is literally just a very slow retelling of what just happened), and in general tries too hard to fit a standard epic narrative into the dungeon crawler mold (the cutscene levels at the end probably took a lot of effort, but they still don't play well). The scifi plotline was more interesting and fit better. Also, nearly everything being a reference to warhammer, lord of the rings or something (hal, really?) needlessly cheapens the experience.
Gameplay wise, far to many random secrets. A consistent pattern was that any place I got stuck on, the answer was to click/bump/smash everything within a 20 tile radius instead of anything clever. As for combat, bone hills was the true final boss (and a pretty good one), and everything after that was a speedbumb as my party kept stacking infinite stats. Ended around level 75, having long since ran out of useful things to put skillpoints in. And so, so, so many needless respawning enemies. It feels like filler to pad out a too-short game, except this is already anything but too short.
Was expecting an alternate ending inSpoilerShowusing JB's ship to go to the elves, to complete the lotr reference. But maybe it's there and I just missed how to unlock it.
Just by curiosity, can you upload a savegame please?
Alternate ending with the airship has never been made, because of the size of the mod.