[MOD] TLC book 2 spells added

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Post Reply
Hermundure
Posts: 46
Joined: Wed Sep 26, 2012 5:44 pm

Re: [MOD] The Lost Continent

Post by Hermundure »

Hehe,

I think you got me wrong on the snails,
I thought it should be balanced that a party without butcher and cooking skill could survive the early game too, otherwise these two skills should automatically set on novice and the players should be given only 10 global skill points to start with to prevent frustration if they for example start with mining and weaponsmith and they realize they cant survive but I will start such a party later today and see if its doable ^^

But I am completely with you that balancing is very difficult, you need to tune it this way that the early game is survivable but the mid/late game is not to easy and therefor maybe boring. I am glad I only have to test this and not adjust the numbers ^^
Omenpapa
Posts: 40
Joined: Fri Sep 14, 2012 1:29 pm

Re: [MOD] The Lost Continent

Post by Omenpapa »

About the savegames, in the past i tried to load my save after i updated TLC, and it "worked". I was able to continue, but didnt see some changes what the update should have give us so i just restarted the game in the new version.
User avatar
HaunterV
Posts: 676
Joined: Mon Apr 16, 2012 9:54 pm
Location: Barrie, Ontario, Canada

Re: [MOD] The Lost Continent

Post by HaunterV »

Omenpapa wrote:About the savegames, in the past i tried to load my save after i updated TLC, and it "worked". I was able to continue, but didnt see some changes what the update should have give us so i just restarted the game in the new version.

i think that's how it is in every case. Not sure tohugh.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
User avatar
Neikun
Posts: 2457
Joined: Thu Sep 13, 2012 1:06 pm
Location: New Brunswick, Canada
Contact:

Re: [MOD] The Lost Continent

Post by Neikun »

I've got an idea for a gameplay mechanic.
Salvaging. Using the metal_junk_block with the right kind of logical alcove on top of it (Wouldn't you know I just finished designing one?)
You could have the ability to take items out of the rubble and get pieces.
This could then be used in juncture to your crafting system.

Example: Remove large gear from rubble. Craft with leather, get gear shield!
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
  • Message me to join in!
Omenpapa
Posts: 40
Joined: Fri Sep 14, 2012 1:29 pm

Re: [MOD] The Lost Continent

Post by Omenpapa »

Neikun wrote:I've got an idea for a gameplay mechanic.
Salvaging. Using the metal_junk_block with the right kind of logical alcove on top of it (Wouldn't you know I just finished designing one?)
You could have the ability to take items out of the rubble and get pieces.
This could then be used in juncture to your crafting system.

Example: Remove large gear from rubble. Craft with leather, get gear shield!
Actually the mod already has salvaging :) There is an altar where u can put items to, then pressing a button, will destroy that item, and based on ur skills and luck u will get basic materials like ironore or leather etc, which can be used for crafting. In the next version in theory we r going to have a portable version too which acts similiarly to the salvaging altar, but u can bring it with u in ur inventory.
User avatar
cromcrom
Posts: 549
Joined: Tue Sep 11, 2012 7:16 am
Location: Chateauroux in a socialist s#!$*&% formerly known as "France"

Re: [MOD] The Lost Continent

Post by cromcrom »

There will be. And banging my head now on a selling system for some fine Gold coins and Copper coins. :mrgreen:
A trip of a thousand leagues starts with a step.
Whalefish
Posts: 15
Joined: Fri Mar 30, 2012 5:51 pm

Re: [MOD] The Lost Continent

Post by Whalefish »

When crafting fist dagger the game crashes.

Undefined object: Poor first dagger

I can't seem to copy/paste the crash message, but you should get it when trying to make the fist dagger.
User avatar
cromcrom
Posts: 549
Joined: Tue Sep 11, 2012 7:16 am
Location: Chateauroux in a socialist s#!$*&% formerly known as "France"

Re: [MOD] The Lost Continent

Post by cromcrom »

Ok, thanks a lot, fixing this :-) , done
A trip of a thousand leagues starts with a step.
User avatar
cromcrom
Posts: 549
Joined: Tue Sep 11, 2012 7:16 am
Location: Chateauroux in a socialist s#!$*&% formerly known as "France"

Re: [MOD] The Lost Continent

Post by cromcrom »

V10.0 uploaded. See top of thread for changelog.

Enjoy and feedback , please.
A trip of a thousand leagues starts with a step.
User avatar
cromcrom
Posts: 549
Joined: Tue Sep 11, 2012 7:16 am
Location: Chateauroux in a socialist s#!$*&% formerly known as "France"

Re: [MOD] The Lost Continent

Post by cromcrom »

V10.0 hotfixed to V10.1 (autolevel crash repeaired, and scavenging altar removed, as it is not needed anymore.
A trip of a thousand leagues starts with a step.
Post Reply