Thanks for the advice and encouragement, I didn't have any beta testers and I like swords and axes, so went with those. The game is based on the original Dungeon Master and doesn't have many weapons found in Grimrock. If you really want some maces see below.severgates wrote: ↑Fri Dec 28, 2018 3:14 pm Hi HypnoToad.
I've started to play your mod with the 3rd lvl party:
- Lizardman Fighter (Maces)
- Minotaur Fighter (Fist Fighting)
- Human Rogue (Assassination + Daggers)
- Insectoid Mage (Fire + Ice)
First impression.
- Played only lvl 2 (not finished it yet, because I'm stuck)
- Why focusing on swords and axes? My fighters suffer for lack of proper weapons (mace available at the start is weaker, than both swords and double-edged axe). And not speaking about my fist fighting minotaur, who fights with bare hands...
- Lvl 2 looks pretty linear (in a east-middle sections I've missed one of the keys and haven't been able to go back).
- I'm stuck at the end of lvl 2 (beaten little dragon and faced a door, requiring some golden key). Probably because I cannot solve riddle "don't be lazy/corridor of confusion" combo. Is it possible to open doors to teleport behind a crate near "don't be lazy? How to go back to earlier section of lvl2 (I'm teleported to lvl1).
Summary:
- I've played only a small part, but it looks good. Monsters are not overpowered, map looks well designed, riddles are not very tough (I'm not a native English speker, so it's important for me).
- Please make some changes in weapons availability and it will be really good.
Your not stuck, the key is nearby.
SpoilerShow
Just before the door that needs the gold key, there is a water fountain, click on it. To get better maces, if you can use the console put in spawn("dm_maceorder") and an even more powerful one spawn("warhammer")