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Re: Mod published: Wine Merchant's Basement
Posted: Fri Dec 28, 2012 10:38 pm
by mahric
LiamKerrington wrote:Hi there,
am right in the middle of it - playing it on hard ... Well, the level where I find Sheola. And here are some remarkable points. Since it might have the quality of Spoilers, hit SPOILER ... Thank you.
- Even, if I hit "import", I get a new character. I did not try it, but would "Toorum" be a valid play-option on this dungeon?
- Sheola is dead when I find here; but she keeps talking. You know, I HATE women talking too much ...
- When I find the Blue Crystal in the library, Sheola won't be resurrected.
- If I drag Sheola into the first line, with my next move she gets pushed back into the second line again.
- Because she is and remains dead, this means three things: a) all skillbooks for the main character, b) no unnecessary food consumtion, c) a perfect mule for carrying stuff without slowing the party daown.
- The monsters in the library are very, very limited in their movement, which makes it pretty easy to beat them down.
=> Are those things probably the result of the latest game-patch by AH?
- Question about the hall with the trapdoors after "I" have proven myself and have become a "prophet" - is it true that there is no way to get out of there and becoming the perfect minin for Malbona?
I keep you updated if more stuff appears. Up until now I may say: very nice storytelling, sweet challenges.
All the best!
Liam
Hi Kiam and thanks for trying this mod!
I couldn't reproduce the problem with a sheola that keeps on being dead, but I made a new version where it ought to be fixed. If you have an existing savegave from BEFORE you save Sheola you can use that one to continue. She'll be rezzed with hitpoints and skills. (if what I did was right, but I haven't had any problems yet). So please update your version of the mod and let me know if that worked.
Fighting isn't the main focus of this mod, so people who find out patterns fast can make those kills easy. True, but I didn't want to make it hard for new players.
About the trapdoors: ofcourse there's no way through. You aren't a real prophet, are you?
Please keep me up to date with your progress, I'd love to hear about it.
Re: Mod published: Wine Merchant's Basement
Posted: Sat Dec 29, 2012 1:24 am
by LiamKerrington
Will do.
And I am not a prophet? I thought, my mother was joking ...
Re: Mod published: Wine Merchant's Basement
Posted: Sat Dec 29, 2012 1:40 am
by LiamKerrington
The new file does not solve the issue - maybe, because I am already in a running game-session? If you like, I could send you my safe which is just ahead of the moment in which I would get to her.
All the best!
Liam
Re: Mod published: Wine Merchant's Basement
Posted: Sat Dec 29, 2012 2:43 am
by LiamKerrington
Hello there.
In the next Spoiler another huge and funny observation:
I played along with my latest save, which I produced before your update. So my Sheloa was dead.
Right. WAS.
At some point you have Malboa join your party. When he joins my party, he is dead. So my hero is joined by two dead so far, right?
And then, around the corner a small chamber with a blue crystal appears. When I hit it, Sheloa gets resuurected. Yes, reborn. She is alive all of a sudden! How awesome is that?
And Malbona? D-E-D - dead.
So, I played on with the saving I created on your older version of the dungeon; and in the spoiler things take the interesting course based on gaming on with the updated version of your dungeon.
All the best!
Liam
Re: Mod published: Wine Merchant's Basement
Posted: Sat Dec 29, 2012 11:12 am
by mahric
LiamKerrington wrote:Hello there.
In the next Spoiler another huge and funny observation:
I played along with my latest save, which I produced before your update. So my Sheloa was dead.
Right. WAS.
At some point you have Malboa join your party. When he joins my party, he is dead. So my hero is joined by two dead so far, right?
And then, around the corner a small chamber with a blue crystal appears. When I hit it, Sheloa gets resuurected. Yes, reborn. She is alive all of a sudden! How awesome is that?
And Malbona? D-E-D - dead.
So, I played on with the saving I created on your older version of the dungeon; and in the spoiler things take the interesting course based on gaming on with the updated version of your dungeon.
All the best!
Liam
Please send me the savegame, I really want to know how this can be solved.
I've sent you a PM with more info.
Re: Mod published: Wine Merchant's Basement
Posted: Sat Dec 29, 2012 6:31 pm
by LiamKerrington
Hello there,
first of all: the "customer support" was and is EXCELLENT! Thank you, Mahric, for taking care of things.
A few minutes ago I happened to stumble into the boss-fight. Up until then I experienced one of the best, if not best, story-telling in a Grimrock-Mod. Really, I was very well entertained - by sweet riddles, a solid and nice story and background story, a very sweet nad lovely Sheloa. Thank you so much.
And the boss-fight ... In HARD it really is hard, and I wonder if I will be able of doing the job properly ... Looks like I'll have a couple of tries ...
All the best!
Liam
Re: Mod published: Wine Merchant's Basement
Posted: Tue Jan 29, 2013 9:34 pm
by LordGarth
Hello,
I can not seem to figure out the gem puzzle on floor 6.
Hmmmmm
LordGarth
Re: Mod published: Wine Merchant's Basement
Posted: Tue Jan 29, 2013 9:53 pm
by LordGarth
I figured it out.
Thx,
LG
Re: Mod published: Wine Merchant's Basement
Posted: Tue Jan 29, 2013 10:25 pm
by mahric
LordGarth wrote:I figured it out.
Thx,
LG
Sorry, just saw it.
Too late to help, but in time to wish you the best of luck with the "breathing dragons puzzle", designed by my youngest daughter!
Re: Mod published: Wine Merchant's Basement
Posted: Tue Jan 29, 2013 10:58 pm
by LordGarth
hahahah
Cool yes I figured it out and finished the game. Well done and I cant wait for the next one.
Also I want to be the evil villain in your next game hahahahahahha.
LG