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(WIP) Nest of Faryulmon (Updated to version 0.7.3)

Posted: Mon Oct 01, 2012 2:51 pm
by HaunterV
Fixed the previous size issue I was having, now it's down to play-testing and ambiance adding.

http://steamcommunity.com/sharedfiles/f ... earchtext=
http://grimrock.nexusmods.com/mods/22/

Features:
- Backtracking
- Torch Puzzles
- Challenging combat
- Patience testing
- Teleporter maze
- Decoy buttons and switches and paths

Any and all feedback and ideas on how I can cut the overall size down through whatever means necessary so I can upload to Steam would be appreciated.


Fixes:
SpoilerShow
  • Fixed some broken puzzles
    Added some environmental detail
    cleaned up unused logic, scripting, and connecters.
    removed a way to get stuck
    removed yet another way to get stuck in the barracks
    scaled back the difficulty curve of the beginning.
    reduced the backtracking and divided up one of the gauntlet segments into 2 parts so you can get a breather.

Re: (WIP) Nest of Faryulmon

Posted: Tue Oct 02, 2012 1:51 pm
by HaunterV
Got it working over Workshop i think!
http://steamcommunity.com/sharedfiles/f ... earchtext=

test for me plx!

how do i assign a picture for the thing on steam?

Re: (WIP) Nest of Faryulmon

Posted: Tue Oct 02, 2012 2:13 pm
by antti
HaunterV wrote:how do i assign a picture for the thing on steam?
The preview picture can be defined in the "publish to workshop" -dialog in the editor.

Re: (WIP) Nest of Faryulmon

Posted: Tue Oct 02, 2012 4:26 pm
by zeltak
Had to test this because of the bait you used: "too hard to beat with starting party". Hah, of course it is tested with a new party then :twisted: (Ever tried Chaos Strikes Back with a new reincarnated party?)

Sadly I stumpled into a brain freeze: I can't get past the first ornamental door. Couple of thought from the beginning though:

- First sack is shown always as empty even with items inside of it. Intentional?

Even if it's not a big spoiler I'll hide the second thought/finding anyway.
SpoilerShow
- When you pick the first torch from the alcove, the wall beside it seems to open, but there's still a wall in it's place. Intentional?
If the thing in the spoiler is intentional, I'll return to this dungeon and I will beat it!

Re: (WIP) Nest of Faryulmon

Posted: Tue Oct 02, 2012 4:35 pm
by HaunterV
zeltak wrote:Had to test this because of the bait you used: "too hard to beat with starting party". Hah, of course it is tested with a new party then :twisted: (Ever tried Chaos Strikes Back with a new reincarnated party?)

Sadly I stumpled into a brain freeze: I can't get past the first ornamental door. Couple of thought from the beginning though:

- First sack is shown always as empty even with items inside of it. Intentional?
The ornamental door is open-able as far as I know, I'll look at it again after work and see if I might have messed up the puzzle. Possibly I'll put in a hint, somewhere.

I wasn't aware of the two states of sacks. I don't know how to fix that. I'm OK with it looking empty on the ground since it only spawns clothes.
zeltak wrote:Even if it's not a big spoiler I'll hide the second thought/finding anyway.
SpoilerShow
- When you pick the first torch from the alcove, the wall beside it seems to open, but there's still a wall in it's place. Intentional?
If the thing in the spoiler is intentional, I'll return to this dungeon and I will beat it!
ah... I'll fix that wall thing. there is supposed to be a room in there

Re: (WIP) Nest of Faryulmon

Posted: Wed Oct 03, 2012 6:07 am
by HaunterV
Fixed the door and wall issues. should now be able to progress through the rest of the dungeon.

Re: (WIP) Nest of Faryulmon

Posted: Wed Oct 03, 2012 5:49 pm
by zeltak
Ok, got a little farther this time. I saw a whole new room until I stumbled into a yet another ornamental door which I can't get open. I know that it propably has something to do with the torches, but still I can't get past them. I'm not asking any tips or anything if the doors are working as they should. There's a text beside the second door that has nothing in it, it's completely blank. There's propably some devious way to get it show something, but I can't figure it out, unless it's just a bug..

I hope this isn't some Kobayashi Maru test.. :roll:

Re: (WIP) Nest of Faryulmon

Posted: Wed Oct 03, 2012 7:59 pm
by HaunterV
zeltak wrote:Ok, got a little farther this time. I saw a whole new room until I stumbled into a yet another ornamental door which I can't get open. I know that it propably has something to do with the torches, but still I can't get past them. I'm not asking any tips or anything if the doors are working as they should. There's a text beside the second door that has nothing in it, it's completely blank. There's propably some devious way to get it show something, but I can't figure it out, unless it's just a bug..

I hope this isn't some Kobayashi Maru test.. :roll:
There is quite a bit of backtracking in this Dungeon.

The 2nd ornamental door, if you are talking about the one with the torches to the right and left of it in a 1x1 hallway is 100% openable.

I will update the writing on the wall when i get off work to give a hint. which will read something along the lines of
"Light shows the way but is not the key"


I wish we had an ipad version so I could quickly test it at work.

Re: (WIP) Nest of Faryulmon

Posted: Thu Oct 04, 2012 3:58 am
by HaunterV
Updated the map
fixed some broken puzzles
cleaned up some unused connecters
altered some environmental details

Re: (WIP) Nest of Faryulmon

Posted: Thu Oct 04, 2012 4:17 am
by HaunterV
fixed the blocker stopping the spider from pursuing the party