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Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul
Posted: Fri Jan 02, 2015 12:42 am
by hansbleeb
thanks for the first teleporter room in the catacomb lower levels.. i must do it several times over but after a 5 times trying the pillar to the east was moving.. the room there was quite simpel, but the second teleporter room was an extremly version of teleporter room no 1.. i missed all forms of logica here...
Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul
Posted: Fri Jan 02, 2015 1:08 am
by OGDA
@mrgo0se:
Thank you, I found the bug
@hansbleeb:
Each teleporter has two levers (giving four states total for each teleporter).
First weight the two plates which cannot be reached by the teleporters inside manually.
Then check the four states of the first teleporter through (pull one lever down and up again to activate state 0) and put an item in the teleporter after each change.
Do the same with the other lever set (state 0 has to be initialized by putting one lever down and up again here too).
The items must not be thrown but laid in.
Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul
Posted: Fri Jan 02, 2015 3:22 am
by Karski
Sorry, but my playthrough ended in disgust at the spider ambush at 5 hours of playing time. Cannot get below 40% of the indicator no matter how hard I try.
I was playing at Hard level, with a party of 3 prisoners at level 6 and 1 farmer at level 8. I thought earlier forced "confined spaces" battles were also tough as nails, because you really cannot facetank at Hard. This is a problem, because unlike in the original campaign, your adventure is linear in structure and it is not possible to come back later after gearing and leveling up - the party is either ready for the challenge or not. My party weren't.
Some other thoughts on game balance based on what I experienced:
- Healing crystals were few and far between, and it really was not practical to resurrect dead party members; however, instead of providing more challenge, it merely necessitated constant save/load routine that was merely a chore.
- Food was also very meager before the swamp, presenting difficulties in early game to any party with a farmer. To save any food for farmer experience, it was not possible to stop to rest and the health needed to regenerate naturally, also adding to the need to constant saving/loading.
- Up to the point where I quit, I had found only 5 throwing weapons whereas missile weapons were numerous. I also thought that the party was relatively unarmoured and had no charged magical items (beside arrows).
- Alchemists (I had two in the party) seemed to be quite underpowered, because the linear structure and few sidequests meant less need to walking. A couple of crystal flowers should be thrown in at early game to give a multiple-alchemist party a shot at benefiting from growing their own herbs.
- There did not seem to be any food or monster spawning.
- It was unclear to me how Air Elementals should have been dealt with, because I never encountered a vorpal blade. I had to level up in the swamp to invest a skill point to water magic to be able to cast dispel and get rid of them bastards.
- In many places, monsters were most easily dealt with by cheating, because they could not leave their predesignated areas. Once I found out which square they could not step on, I could just hover around nearby and pick off the monsters one by one.
- I also could not compete the control room puzzle based on the hint in the scroll. "One-two" sounded like I should drop stuff at the first and the second pit in the first row, "two-one" like I should drop stuff at the second and first pit in the second row, and so on. Anyways, this is one of those things that most people either intuitively get the first time or not.
Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul
Posted: Fri Jan 02, 2015 8:25 am
by ohramallas
Karski wrote:
- I also could not compete the control room puzzle based on the hint in the scroll. "One-two" sounded like I should drop stuff at the first and the second pit in the first row, "two-one" like I should drop stuff at the second and first pit in the second row, and so on. Anyways, this is one of those things that most people either intuitively get the first time or not.
This actually stumped me too. I visualized it differently, and thought I was just using the wrong clue since it didn't work. Even after reading here how it works, I had trouble aligning myself the right way.
Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul
Posted: Fri Jan 02, 2015 12:29 pm
by OGDA
Hello Karski,
thank you for your feedback.
I've added some requirements in the description to make things clear before someone starts a game.
Kind regards,
Joerg
Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul
Posted: Fri Jan 02, 2015 5:14 pm
by hansbleeb
in the sewers,that strange door that opens directly again after closing with the readings, ra sep re tep is there that the mysterious teleporter thing that rindrin the mad writes on the scroll? i search every brick for futtons now..
http://i137.photobucket.com/albums/q239 ... -19-15.jpg
but there are 2 buttons in the southeast area i dont know for what they are..
http://i137.photobucket.com/albums/q239 ... -57-62.jpg
Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul
Posted: Fri Jan 02, 2015 5:22 pm
by BarryBGB
Stuck in the Grimforest.
I know it is probably easy, but I just can't figure out what to place on the altars for slimy, scrawny and the big one.
I think I have tried everything in my inventory.
Some help from anyone?
Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul
Posted: Fri Jan 02, 2015 6:15 pm
by Zo Kath Ra
I'm stuck because the game crashes
I'm playing LoG2 version 2.1.13 with The Legend of the Lost Dwarf Kingdom of Kahrak'arul v1.01.
I've just entered the "Abandoned Structure Lower Levels", and after passing a few stone heads with warnings, I'm now standing in front of an iron door with a pull-chain.
I pull the chain to open the door, move one step forward, and the game crashes with the following error message:
Code: Select all
=== Software Failure ===
#script_entity_88.script:4: attempt to call method 'castSpell' (a nil value)
stack traceback:
#script_entity_88.script:4: in function <#script_entity_88.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
This crash is 100% reproducible.
Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul
Posted: Fri Jan 02, 2015 6:17 pm
by Zo Kath Ra
BarryBGB wrote:Stuck in the Grimforest.
I know it is probably easy, but I just can't figure out what to place on the altars for slimy, scrawny and the big one.
I think I have tried everything in my inventory.
Some help from anyone?
Have you found
? (sorry, I forgot where you find it)
Re: The Legend of the Lost Dwarf Kingdom of Kahrak'arul
Posted: Fri Jan 02, 2015 6:38 pm
by mrgo0se
Zo Kath Ra -
I had this crash as well, upon entry to 'The Test'.
Fixed by updating my base version of the game to the 2.1.18 update, after which I was able to proceed without issue.