Page 9 of 26
Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul
Posted: Mon Dec 29, 2014 6:04 pm
by nicolas555
One of the four works but i don't remember which.
Test them all and it should work.
Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul
Posted: Mon Dec 29, 2014 6:26 pm
by eLPuSHeR
Thanks.
It was the first one.
I have just finished the module.
One of the finest modules around. Very funny. It made me chuckle a lot. Lot of references to gaming lore (eob2, etc).
Very nice.
Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul
Posted: Wed Dec 31, 2014 2:17 pm
by hansbleeb
[You use the ogre blade room (last room with a pillar in that level / south) to kill the ogre, he will go in there if you lure him in.
Are you talking about the second teleporter room? You have to lay the items in the teleporter there, not throw.
If that's not the problem, please describe it further./spoiler]
how to open the pillar room when standing a pillar in the way??
and the teleporter room behing the door that opens with a lever in the big room..all the things i lay in the teleporters comming back outside the room
http://s137.photobucket.com/user/bliepe ... 2.jpg.html
Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul
Posted: Wed Dec 31, 2014 11:46 pm
by OGDA
Hi,
So I guess you are still at the first room.
You have to solve one room after another to move the pillars, this is the first one.
The reason why the items apear at that position is because you walked into the plate-section.
The party notifies you, that that's a reset mechanism the first time you walk in.
In this room, you throw the items in the teleporter.
Steps:
Activate additional teleporter with button.
Open door with button and be fast to throw an item into the teleporter from west.
Deactivate additional teleporter.
Throw item through teleporter from west.
And then throw items from south and different distances to weight the three remaining pressure plates.
(always the outer teleporter as you only can step into the room to check it in the beginning or to collect your items after the riddle)
Kind regards,
Joerg
Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul
Posted: Thu Jan 01, 2015 1:33 am
by ohramallas
Excellent mod, I am currently playing through, just emerged from a longish stint down below.
I think it should be mentioned in the description that you basically have to have an alchemist in the party. The almost complete absence of crystals makes it mandatory to have the means to heal in case a party member becomes injured. Also, a lot of people want to play HC mode, where you can only save at crystals, and this mod is certainly not for them.
But other than that, really high quality work. You managed to be the first one to publish a large, completed mod, so using the same graphic elements hasn't been done to death yet, so this looks very nice.
I in particular enjoy the dialogues. A good way to give hints and have fun. A bit more joking that I'd prefer (seriously, a joke about breaking the immersion was the only bit in that conversation that did..), but the lines seem to fit my characters really well. I have to mention, the first time the word comes up it's spelled "arcmage". Really made me doubt the quality of the mod when it starts with a typo, fortunately it was just a single typo.
I could complain about the logic in some puzzles but honestly, the annoyances have already vanished from my memory, so no big deals then.
Good work. I hope you do more.
Oh yeah:
The red slime bleeds green, and turns green if frozen
Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul
Posted: Thu Jan 01, 2015 2:44 am
by OGDA
Thank you! :)
You don't need a full alchemist though, just a party member with a few points in alchemy is enough (playtested with a fresh party without alchemist class).
The arcmage should be gone soon, I'm currently uploading version 1.01 with some minor bugfixes / a few additional hints and typo corrections. :-P
It's my first Grimrock mod, so it was about learning too and I noticed some other things too that I need to change (thanks for the tip with HC, didn't know that).
Kind regards,
Joerg
Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul
Posted: Thu Jan 01, 2015 7:07 pm
by ohramallas
A question about the graveyard:
What am I supposed to give to the statue in the graveyard? If it is the rapier, I've long since lost it...
Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul
Posted: Thu Jan 01, 2015 7:13 pm
by mrgo0se
Hi Joerg,
Really enjoying your mod so far. Just to make you aware - I'm playing in solo mode, however all the dialog seems to assume that there are 4 characters in the party So I'll get the following: e.g.
Skelar: This path appears long forgotten.
New Prisoner: It appears to be built upon a much older structure.
New Prisoner: Hmmm.
So it seems to take the default names of the two unused/phantom characters from character creation and assume that they are members of the party ingame.
Not sure if there's any way to get round that but perhaps you could take a look for future versions.
Also there's a section in the Forest swamp section (Snail)/ Underwater puzzle where the party can climb to the top of a ladder and then move sideways over a spiked gate to access one of the levers and become trapped permanently. Obviously that is player error but annoying all the same!
Great mod, some quite nice puzzles, hopefully see more from you in the future.
Cheers.
MrGo0se.
Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul
Posted: Thu Jan 01, 2015 8:50 pm
by OGDA
@ohramallas:
You don't have to give anything to the statue (it's just an object).
@mrgo0se:
Sorry about the dialogues, the mod was per concept for four chars, I'm currently not planning to change the scripting.
I know there are some bugs related to this (communication when char is dead for example) but that are minor issues. :-P
Could you please upload a screenshot where exactly the trapping bug is happening?
Kind regards,
Joerg
Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul
Posted: Thu Jan 01, 2015 9:10 pm
by mrgo0se
Yes I appreciate the dialog wouldn't make a whole lot of sense for solo play - i.e. character talking to himself
I am currently in the graveyard and will go back and take a screen capture when I have a little time.
In the underwater puzzle there is a ladder (close to the tribal shield I think) that leads down to a dry pit with single tile in front of a spiked gate, behind the spiked gate is another single tile and one of the puzzle levers. With the spiked gate in the up position - If the party ascend the ladder but don't step off and then move right then they fall behind the gate and become trapped.