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[MOD] Forbidden Halls

Posted: Tue Nov 13, 2012 11:18 am
by Adrageron
Hi all!
Just finished my dungeon, it is time to expose it to the public :)

Legend:
After a powerful explosion deep in the crystal mines of Al-Ator, a group of slaves found themselves caved in an ancient dungeon of unknown origin.
What will they find in the darkness below - their freedom or their doom?

Dungeon for a new party.

Current version: 1.3

Features:
- 9 big levels, full of secrets, riddles and traps (9-12 hours of gameplay)
- Each level has it's own atmosphere and story
- Some new kind of puzzles
- All spell runes has been changed, you'll need to find a scroll to cast properly
- Upgraded alchemy: new formulas, elixirs and ingredients
- Bunch of new items and some rebalance of an old ones (inspect your finds!)
- Resting will increase your hunger, use it wisely
- Some new visual effects

Implemented several user-made assets:
- High elf and dark elf temples by Daniv
- Shields and Gobelins by Merethif
- Cozy dungeon asset by Phitt
- Custom slime by Neikun
- Impaled skeletons by Skuggasveinn

Intro/outro music by Evgeny Gulyugin
Text editing by Akroma

Thank to everyone who made it possible to make this MOD.

Steam link
Grimrock Nexus link
Mod DB link

Hopefully you will like it. Any feedback is welcome. Have a nice adventuring :)

P.S. It is quite challenging for unexperienced players, so, if you don't like a hard fights, picking an easy difficulty might be a right choise.
Warning: it is nearly impossible to finish mod without an automap (oldschool mode).

Re: [MOD] Forbidden Halls

Posted: Tue Nov 13, 2012 11:21 am
by cromcrom
Gratz for completing and thanks for posting :-)

Re: [MOD] Forbidden Halls

Posted: Tue Nov 13, 2012 11:52 am
by Numberouane
Thank you for your work already and proposing a complete mod playable from beginning to end. It is really good as we have so many [WIP] mods that remains not finished nor supported today...

I will try later today and feedback.

Where do u prefer to have questions? Forum? Steam?

I hope u will support if any question without spoiling of course coz nothing worse than a good mod wiz no answers to players questions. :)

Thanks again for bringing fun ;)
:)

Re: [MOD] Forbidden Halls

Posted: Tue Nov 13, 2012 12:08 pm
by Adrageron
Thanks for a kind words, guys!
Numberouane wrote:Where do u prefer to have questions? Forum? Steam?
If it is spoiler related - better on the forum, here is a more convenient instrument to hide them :) Otherwise it's up to you.
I hope u will support if any question without spoiling of course coz nothing worse than a good mod wiz no answers to players questions. :)
Sure thing!

Re: [MOD] Forbidden Halls

Posted: Thu Nov 15, 2012 3:26 am
by Neikun
Finally taking a break from modding to do some playing haha.
Noticed something immediately.
http://steamcommunity.com/sharedfiles/f ... =108319711

Your lines are not sufficiently broken.
I think one additional \n will work well.
SpoilerShow
Fireburst is no longer available D:

--Oh it's now cast by the physicality rune. ...Odd.

Re: [MOD] Forbidden Halls

Posted: Thu Nov 15, 2012 9:32 am
by Adrageron
Neikun wrote:Finally taking a break from modding to do some playing haha.
Noticed something immediately.
http://steamcommunity.com/sharedfiles/f ... =108319711

Your lines are not sufficiently broken.
I think one additional \n will work well.
Thank you for bugreport. It is a resolution issue, on my screen all is ok. Will fix it in the next update.

SpoilerShow
Fireburst is no longer available D:

--Oh it's now cast by the physicality rune. ...Odd.
I'm changed all spell runes as well as their meanings :geek:

Re: [MOD] Forbidden Halls

Posted: Sat Nov 17, 2012 6:54 pm
by python79
Hi ! It's a truly interesting mod.

I'm actually stuck on the 3rd level !
SpoilerShow
I managed to get the keys from all the demon heads and find myself with a spare brass key with no lock to open on this floor. On the other hand, I miss one gold key which means i can't either access the forbidden library requiring red gems (i guess it's not needed to progress in the dungeon) or the room which access is authorized for mage guild members only (i got myself roasted pretty good by the security system when trying to collect the gems, meh). In this same room is a switch to open a door but all i get is getting electocuted. Is it required to progress to the next level ? If so, i need a hint. I also found a mysterious note from a mage mentioning a teleporter to access a remote room. What should i do ?

Re: [MOD] Forbidden Halls

Posted: Sat Nov 17, 2012 7:23 pm
by Adrageron
python79 wrote:Hi ! It's a truly interesting mod.

I'm actually stuck on the 3rd level !
Hi!
Thanks for feedback.
SpoilerShow
To progress you need to find last ornate key. Don't know, wich you missed, so I will give a hint for each:
1. From daemon
2. From gate guard
3. From tunnel of old
4. From crypt

Re: [MOD] Forbidden Halls

Posted: Sat Nov 17, 2012 8:06 pm
by python79
Hi!
Thanks for feedback.
SpoilerShow
To progress you need to find last ornate key. Don't know, wich you missed, so I will give a hint for each:
1. From daemon
2. From gate guard
3. From tunnel of old
4. From crypt
If my memory serves me right...
SpoilerShow
1. I found a gold key on the gate guard I summoned via a button (an ogre)
2. Another one was in the old tunnels near a partial hint for the architect puzzle
3. The last one i found was in the necropolis, in the "mage's rest"

What are you referring to as a daemon and where to find it ?

Re: [MOD] Forbidden Halls

Posted: Sat Nov 17, 2012 8:13 pm
by Adrageron
python79 wrote:If my memory serves me right...
SpoilerShow
Check the Keymaster, there is one wallhead, that you didn't noticed.