[MOD] A Test of True Heroism Lost Lands of Lemuria v1.9

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DonEmilio
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[MOD] A Test of True Heroism Lost Lands of Lemuria v1.9

Post by DonEmilio »

Create a party of four unworthy prisoners whose fate will draw them to the lost continent of Lemuria... a land long ago destroyed by spilled blood of the Gods who once ruled there. This is a total conversion of Grimrock 2, a campaign built from the ground up to focus more on combat and exploration, with puzzles hiding some of the best loot!

https://www.nexusmods.com/legendofgrimr ... ?tab=files

Before playing, please apply the 4GB NTCore patch to your grimrock2.exe file, as otherwise this mod is so large it will cause crashes when saving after playing for about 45 minutes or so, at least from what i've heard... use without at your own risk... the Mod is a massive beast. You will only have to run this once, and if you have already done it for other large Grimrock 2 mods for example, you will not have to do it again just for this mod.

https://ntcore.com/?page_id=371

Once this is applied, just download the mod and install like any other LoG2 mod...

Open your document folder
Open "Almost Human" folder
Open "Legend of Grimrock 2" folder
Open "Dungeons" folder
Copy the mod's .DAT file here
Start the game and find the mod under "Custom Dungeon"

Make sure to create a party, the default party will crash the game as this mod utilizes custom races and classes and the default party has not been configured, you are meant to try various combinations and experiment!

I want to thank everyone in the community for their amazing work on all the assets and resources that I cannibalized to make this mod possible! I don't think there was a single content creator whose material I didn't devour while working on this project... I really hope everyone enjoys it and I welcome any feedback! Additionally, without the constant help of those who laid the foundation before me, especially Almost Human and their fantastic mod engine and the Legend of Grimrock discord, I wouldn't have even known where to get started on a project like this, so special thanks to all of you wonderful people. :D


The overall theme is that you are a party of nobodies cast away on a place long forgotten to time... if you can survive this place and master its secrets, you will most assuredly find the path to freedom... at least one of them.

Thanks to you for taking an interest in the mod, I hope you enjoy it and let me know about any comments you have here or in the Legends of Grimrock discord!

-Rootwyrm aka Stoon

https://www.nexusmods.com/legendofgrimr ... ?tab=files

Congratulations to StoonFinger for the creation of this mod.
Last edited by DonEmilio on Wed Apr 03, 2024 10:51 am, edited 1 time in total.
2498billb
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Joined: Thu Dec 30, 2021 6:06 pm

Re: A Test of True Heroism Lost Lands of Lemuria v1.9

Post by 2498billb »

Encountered error when placing scrap metal on workbench along with screws and toolbox
=== Software Failure ===

#convert_script.script:5: bad object
stack traceback:
[C]: in function 'error'
[string "ScriptInterface.lua"]: in function '__index'
#convert_script.script:5: in function <#convert_script.script:1>
[string "Script.lua"]: in function 'sendMessage'
[string "Component.lua"]: in function 'triggerConnectors'
[string "Component.lua"]: in function 'callHook'
[string "Surface.lua"]: in function 'addItem'
[string "Surface.lua"]: in main chunk
[string "GameObject.lua"]: in function 'sendMessage'
[string "Clickable.lua"]: in function 'onClickComponent'
[string "GameMode.lua"]: in function 'mousePressed'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

Also many sound errors with characters, other than that enjoying the mod
Sorted should not have put toolbox on work table!
Orace
Posts: 68
Joined: Tue Jul 04, 2017 6:45 pm
Location: Italy

Re: [MOD] A Test of True Heroism Lost Lands of Lemuria v1.9

Post by Orace »

Hi DonEmilio, i found your mod a week ago and "devoured" it until the end, literally!!! Many many many many compliments! It was really awesome!!!

Good graphics, so many different environments with a lot of fine details, new enemies, new mechanics, races, classes, etc., you made a really great work!!!

Some crashes occurred during a boss fight (see spoiler below) but they were just occasionally and can't figure out the reason they happened; except this occasion the whole game was fluid and bug-free and no other problem occurred!

Spoiler alert! Just for Creator!! ^^
SpoilerShow
Found both endings!

The crashes occurred during dragon fight but, as i said, they were occasionally.

I left something unattended, also found just 42/47 secrets but without using the "eye"!!! ^^, i have never seen a device that can point you were secret buttons are, very interesting!!!

Here is a small list of unattended things i left, please enlighten me ^^:

1) Dolarusegard, the place you can use as a "nexus", full of space, alcoves and above all, a "full armory" where you can hang and display armors/weapons/shields. I admit i spent a full day inside it to adjust every piece i found and compose the various armors ^^.
Ok in that map there is a gem in the lower west corner i wasn't able to retrieve, it just says "an invisible force is preventing you to retrieve it".

2) Laestrygonia, the dark place full of trolls, there is a keep in the south part with a sign "this is the home of the five lords of havoc". I think it's related to the five "cursed skulls" i found in various maps and that i bring with me inside the "blessed sack" but i don't know where to use them and, of course if it's the right thing to do to open the keep.

3) Old yuban, i brought the egg of Pilto to te hatchery, as requested by the giant turtle on "Northern beach"; the egg hatched and the turtle starts moving on her own. I don't know what to do next, can't pick up her to bring her back to her mother, also tried to "push" her next to level exit to make her go all the way back but she refused to cross map and always go back near level exit.

4) Mon-Morrak, about the halls of memory, i think the lights appear when you find/kill one of them, then i just missed 3 of them, what a shame:

Dreyfus Malregard
Vonin Dross
Nastya

Maybe they are inside the keep i didn't open?

Well that's all, i hope you can help me with these ^^
As i already said this mod is really awesome, a masterpiece!! Many many many compliments again!!!!

Regards
Orace (Bruno, from Italy ^^)
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DonEmilio
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Location: Spain

Re: [MOD] A Test of True Heroism Lost Lands of Lemuria v1.9

Post by DonEmilio »

Hi! The mod was not made by me, it was made by ‘StoonFinger’, I just created the pod because I liked this mod and I saw that it was not on this forum, you can contact the author from here:

https://www.nexusmods.com/legendofgrimrock2/mods/172

I can answer your questions (I found all the secrets and accessed the picture room):
SpoilerShow

1 - The gem you're talking about, you have to use a staff with it that you find somewhere (I don't remember exactly where), then it fuses to that staff and makes it more powerful, it's something that serves to get a good item, but I think I remember that it doesn't even count as a secret.

2 - In Lestrygonia you must place the cursed skulls on an altar that opens with a plaque on the ceiling (I think I remember) and is more or less in the middle of the map, that gives you access to the southern gate.

3 - There is nothing else to do with the turtle egg, it is just an experience bonus.

4 - The room of paintings: You have to find all the graves of all those people who are dead and fight against others who are not dead, note on the map absolutely all the graves and the names of the dead you find, generally in the graves you have to dig and it will count as you found that character.

Regarding the names you tell me I don't remember xD But I have a complete gameplay with all the secrets discovered on youtube.
Complete gameplay: https://www.youtube.com/playlist?list=P ... 1x9jaG4DBs
Orace
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Location: Italy

Re: [MOD] A Test of True Heroism Lost Lands of Lemuria v1.9

Post by Orace »

Oh, i was a little shocked but, reading more carefully, i found the last line...^^'

Well many thanks to StoonFinger for the great work he made and many thanks to you for bringing it here, ahahahah :D
SpoilerShow
1 - The gem you're talking about, you have to use a staff with it that you find somewhere (I don't remember exactly where), then it fuses to that staff and makes it more powerful, it's something that serves to get a good item, but I think I remember that it doesn't even count as a secret.
Yes, thank you, i had this staff that was "incomplete" (fire staff) but putted it away because i found something better ahah, even with the gem on it's still weaker than the one i'm using but it could have been very useful if i discovered it erlier, thank you ^^. I didn't think about it because i was thinking the gem was just a "power up" for crafting and not the missing part.
2 - In Lestrygonia you must place the cursed skulls on an altar that opens with a plaque on the ceiling (I think I remember) and is more or less in the middle of the map, that gives you access to the southern gate.
And i found the altar yes, but it was a secret and had items on it so i just considered it as a secret item-holder ^^. I opened that door and...was a little disappointed :D because i was expecting another map and not just an item-holder (very powerful armor but i had better, what a shame...)
3 - There is nothing else to do with the turtle egg, it is just an experience bonus.
I wanted to bring her back.....-.-
4 - The room of paintings: You have to find all the graves of all those people who are dead and fight against others who are not dead, note on the map absolutely all the graves and the names of the dead you find, generally in the graves you have to dig and it will count as you found that character.
Ah yes i got that, i've seen the lights on the ceiling switching on as soon as you find one of them and i just missed 3....i have not phisically the energy to watch the entire walkthrough ahahah, maybe one day i'll start it again, hoping to find them all, i did it for many mods i really liked ^^

Well now that i think about it, there is another question buzzing me, maybe that's the reason i didn't find all the characters in the halls of memory:

I found many "pickaxes" and also found spots to use them and "mine" tunnels ok, but i also found a "woodcutter axe" and a "smithing hammer". I tried using the axe on many trees but didn't find one that could be cutted down and also never found a use for the hammer, maybe it could be used next to an anvil? Please enlighten me just a final time, thank you ahahah
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DonEmilio
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Re: [MOD] A Test of True Heroism Lost Lands of Lemuria v1.9

Post by DonEmilio »

Hello.
Last edited by DonEmilio on Fri Oct 11, 2024 10:17 pm, edited 1 time in total.
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DonEmilio
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Re: [MOD] A Test of True Heroism Lost Lands of Lemuria v1.9

Post by DonEmilio »

Orace wrote: Thu Oct 10, 2024 6:45 pm Oh, i was a little shocked but, reading more carefully, i found the last line...^^'

Well many thanks to StoonFinger for the great work he made and many thanks to you for bringing it here, ahahahah :D
SpoilerShow
1 - The gem you're talking about, you have to use a staff with it that you find somewhere (I don't remember exactly where), then it fuses to that staff and makes it more powerful, it's something that serves to get a good item, but I think I remember that it doesn't even count as a secret.
Yes, thank you, i had this staff that was "incomplete" (fire staff) but putted it away because i found something better ahah, even with the gem on it's still weaker than the one i'm using but it could have been very useful if i discovered it erlier, thank you ^^. I didn't think about it because i was thinking the gem was just a "power up" for crafting and not the missing part.
2 - In Lestrygonia you must place the cursed skulls on an altar that opens with a plaque on the ceiling (I think I remember) and is more or less in the middle of the map, that gives you access to the southern gate.
And i found the altar yes, but it was a secret and had items on it so i just considered it as a secret item-holder ^^. I opened that door and...was a little disappointed :D because i was expecting another map and not just an item-holder (very powerful armor but i had better, what a shame...)
3 - There is nothing else to do with the turtle egg, it is just an experience bonus.
I wanted to bring her back.....-.-
4 - The room of paintings: You have to find all the graves of all those people who are dead and fight against others who are not dead, note on the map absolutely all the graves and the names of the dead you find, generally in the graves you have to dig and it will count as you found that character.
Ah yes i got that, i've seen the lights on the ceiling switching on as soon as you find one of them and i just missed 3....i have not phisically the energy to watch the entire walkthrough ahahah, maybe one day i'll start it again, hoping to find them all, i did it for many mods i really liked ^^

Well now that i think about it, there is another question buzzing me, maybe that's the reason i didn't find all the characters in the halls of memory:

I found many "pickaxes" and also found spots to use them and "mine" tunnels ok, but i also found a "woodcutter axe" and a "smithing hammer". I tried using the axe on many trees but didn't find one that could be cutted down and also never found a use for the hammer, maybe it could be used next to an anvil? Please enlighten me just a final time, thank you ahahah
Maybe if you send me the photos of the characters that you are missing I will remember them, by the names I don't remember anything, by the photos maybe...

There is nothing to use with the "anvil", the anvil only serves to get the sword forged if you bring the materials the forger asks for, the sword is a very good sword (if you enchant it it's the best weapon in the game, I think I remember), but only that.

Don't worry about the little turtle, she will go on her way and grow up healthy and strong and will have many little turtle children.

A funny thing: I never realised that the ones you had discovered lit up, and I spent a lot of time with that puzzle...
Orace
Posts: 68
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Location: Italy

Re: [MOD] A Test of True Heroism Lost Lands of Lemuria v1.9

Post by Orace »

Ahahah the turtle will live long and prosper! ^^

Ok just for fun, i made you some screens, many thanks to Zo Khat Ra who explained me how to use the "img" tag, enjoy:

As you can see, there are lanterns hanging from the roof, it is a smart way to tell you who did you find and who is still missing
SpoilerShow
Image
These ones are still missing and they have no lantern
SpoilerShow
Image


Ok these three are the dead/alive guys i didn't find
SpoilerShow

Dreyfus Malregard

Image

Nastya

Image

Vonin Dress

Image


And these are the two weapons/maybe tools i was talking about, i was just wondering if you can chop wood with the axe and craft something with the hammer
SpoilerShow

The woodcutter axe

Image

The smithing hammer

Image
Thank you again for your patience ^^
Last edited by Orace on Sat Oct 12, 2024 5:45 pm, edited 1 time in total.
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Zo Kath Ra
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Re: [MOD] A Test of True Heroism Lost Lands of Lemuria v1.9

Post by Zo Kath Ra »

Orace wrote: Sat Oct 12, 2024 11:51 am I tried to use the "img" tag to show images but it doesn't work, or i don't know how to use it ^^', sorry, i've just inserted the links to images, thank you again for your patience ^^
The "img" tag needs the .jpg link

Code: Select all

[img]https://i.ibb.co/HgDJpQV/hall1.jpg[/img]
This example doesn't actually show the image, because it's wrapped in "code" tags.
Orace
Posts: 68
Joined: Tue Jul 04, 2017 6:45 pm
Location: Italy

Re: [MOD] A Test of True Heroism Lost Lands of Lemuria v1.9

Post by Orace »

The "img" tag needs the .jpg link

Code: Select all

[img]https://i.ibb.co/HgDJpQV/hall1.jpg[/img]
This example doesn't actually show the image, because it's wrapped in "code" tags.
Thanks a lot! I modified the post and now it works! ^^
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