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Re: [MOD] The One Room Round Robin Part 3
Posted: Mon Dec 16, 2019 1:28 am
by Pompidom
minmay wrote: ↑Sun Dec 15, 2019 3:40 am
There is one single puzzle in the mod that I don't understand (and not for lack of trying), and it's that Ascension puzzle. I'd love to know if anyone figures out why the solution is what it is!
The ascension room is a mess, structurally, looks, it's bad, the amount of fall damage + injuries you have to endure simply to get all the secrets is insane. Could have used some quality control.
Complainy pants off, the water receptor doesn't seem to accept the water projectile in my run, so I'm guessing that's the issue why you can't solve it, can't be bothered to waste time there to figure out the solution. The poison projectile made a distinctive sound when succesful and I heard something opening. Wind didn't do anything either.
Or I'm just not getting it at all what to do.
Re: [MOD] The One Room Round Robin Part 3
Posted: Mon Dec 16, 2019 1:38 am
by Dr.Disaster
Pompidom wrote: ↑Mon Dec 16, 2019 1:28 am
The ascension room is a mess, structurally, looks, it's bad, the amount of fall damage + injuries you have to endure simply to get all the secrets is insane.
err .. what is "fall damage"?
*Wind Rider user wonders what the fuzz is about *
Re: [MOD] The One Room Round Robin Part 3
Posted: Mon Dec 16, 2019 1:39 am
by Pompidom
0 points in air magic
Re: [MOD] The One Room Round Robin Part 3
Posted: Mon Dec 16, 2019 1:42 am
by Dr.Disaster
Toorum, going pure magic
Re: [MOD] The One Room Round Robin Part 3
Posted: Mon Dec 16, 2019 3:00 am
by minmay
Pompidom wrote: ↑Mon Dec 16, 2019 1:28 amComplainy pants off, the water receptor doesn't seem to accept the water projectile in my run, so I'm guessing that's the issue why you can't solve it, can't be bothered to waste time there to figure out the solution. The poison projectile made a distinctive sound when succesful and I heard something opening. Wind didn't do anything either.
Or I'm just not getting it at all what to do.
I'm talking about the puzzle that lostsol and Ro9ge asked about. Not the entire room.
The north receptor needs to be hit with a frostbolt (indicated by the water below it), the northwest one with a lightning bolt (indicated by the message about wind you get when you walk under it), the southwest one with a poison bolt (indicated by the poison cloud you get when you walk under it), and the east one with a large fireball (indicated by the lava pit below it). There are buttons that will make the demon heads shoot all four of these projectiles. The only effect these receptors have is that each one opens one of the gates in the east that lets you proceed further into the room; they have no extra sounds whatsoever.
Re: [MOD] The One Room Round Robin Part 3
Posted: Mon Dec 16, 2019 7:10 am
by lostsol
Wow, what a fantastic mod! From start to finish, I enjoyed every minute of it. I wish there had been more mods like this, the collaboration of modders developing one project really does well to keep things interesting. Every room you enter you never know what to expect.
My thanks and appreciation to everyone involved in bringing this mod to life !
Balance Rune question (issue?):
I was able to acquire 4 balance runes. I know what 2 are used for and I have a pretty good idea of what to do with a 3rd. So now I'm wondering if I was not supposed to sneak one out of the Asylum.
Life and Death hint request:
Xszark has fled the Tower. I'm guessing I could have done better had I figured out the book. I placed 3 items, but I don't know what a life ritual is. I tried what spells I had that pertain to life, but it would not budge.
Plenty of loose ends to tie up, so definitely worth another playthrough someday.
End stats
Rooms - 19 / 20
Achievements - 10 / 17
Secrets - 49 / 62
Re: [MOD] The One Room Round Robin Part 3
Posted: Mon Dec 16, 2019 9:54 am
by THOM
Wow, lostsol - congrats for completing ORRR3!!!
Great statistics!
And thanks for you kind words.
About your questions:
No - it's not supposed, that you bring one Balance Crystal out of the Stocking Room. Can you send me a PN to explain, how you did it? There are several devices that should avoid it usually...
And the life ritual is done, when you have placed the three items. It is stated in the instructions, what to do next...
Re: [MOD] The One Room Round Robin Part 3
Posted: Mon Dec 16, 2019 6:38 pm
by minmay
Come on, you can't post about completing the mod without telling us which room was your favourite!
Re: [MOD] The One Room Round Robin Part 3
Posted: Mon Dec 16, 2019 8:16 pm
by lostsol
I always feel guilty choosing favorites, I truly did enjoy each one. But with that being said, here
are my top 3:
#3 - The Mage's Enclave
I loved the atmosphere and design. Right from the start, with a mage burning down the bridge you can tell theres gunna be some good details here. I also love houses and exploring houses, and who doesn't enjoy getting in the middle of bickering mages and their plans? And finding access to the secret area was pretty devious. An honorable mention here would be the other mage house in the Twisted Forest (apologies for forgetting the name of it). It shares a similar experience to the Mage's Enclave.
#2 - The Tower of Babble
After staring up at the structure in awe for several moments, I finally decide to enter, and I'm greeted with a sign that one cannot help but chuckle at. I loved the variety of the puzzles here, especially the word play. I would have enjoyed seeing more of it, but I get it; it would be difficult for ESL players. The design was beautiful and combat was fun. Great rewards and a very unimportant note that still has me scratching my head.
#1 - The Tomb of Medusa
This little bad boy dungeon has it all. It tells an interesting, self-contained story. It has traps. It has secrets. It has puzzles. It has combat. And if thats not enough, why not throw in a dash of choices matter, and a sprinkle of dream sequence? All around well designed and lovingly crafted. For me, it was the shining light of the early game, and thats probably why it sticks within me.
Re: [MOD] The One Room Round Robin Part 3
Posted: Tue Dec 17, 2019 12:07 am
by Dr.Disaster
Chiming in for a quick bug / crash situation report.
In room I.M.J.W on floor Asylum Dungeon 2 are pair of Plate Greaves beside some grates and a lever. Try to place the greaves thru the grate. You'll be presented with a nice quiz question. Answer it. Then place the greaves again thru the grate to crash the game.
My logfile shows this as crash reason:
Code: Select all
=== Software Failure ===
#el_script_auto_floor_trigger_21.script:33: attempt to index global 'invisible_wall_quiz_5' (a nil value)
stack traceback:
#el_script_auto_floor_trigger_21.script:33: in function 'onSelect'
mod_assets/ext/grimtk/scripts/gtkgui/dialogue.lua:181: in function 'f'
mod_assets/ext/grimtk/scripts/gtk/core.lua:1120: in function 'trigger'
mod_assets/ext/grimtk/scripts/gtk/widgets.lua:315: in function '_triggerPlug'
mod_assets/ext/grimtk/scripts/gtk/input.lua:94: in function 'commit'
mod_assets/ext/grimtk/scripts/gtk/core.lua:848: in function 'update'
mod_assets/ext/grimtk/scripts/hook.lua:2: in function <mod_assets/ext/grimtk/scripts/hook.lua:1>
[string "Script.lua"]: in function 'sendMessage'
[string "Component.lua"]: in function 'triggerConnectors'
[string "Component.lua"]: in function 'callHook'
[string "Gui.lua"]: in function 'draw'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk