So sorry man

As any other Log dungeon, even EotA could be played on hard of courseLightangels wrote:Hello Drakkan, nice to have some news about your mod.
Do you think Eye of the Atlantis could be played on Hard mode ? or it's impossible for the begining ?
I would really appreciate any lets play video from regular player, that sounds fantastic. Final version in its beta stage is ready, I will probably upload it tomorrow as speaking for myself, all testing went just fine.Lightangels wrote:I want to have the surprise and discover this mod, because i think i will be a let's play with a face cam on my youtube channel FR.
So sorry man.
Drakkan wrote:After about a year since Log2 comes out I finally uploaded finished version of my dungeon. I do not expect many log players around nowadays, but still would welcome any feedbacks, comments or whatever you want. Enjoy and have a fun.
https://www.dropbox.com/s/ubeq491dkr7za ... a.zip?dl=0
http://www.nexusmods.com/legendofgrimrock2/mods/45/?
puzzle - I admit this is matter of scripting on first place as I did not find better script around. Also I never found more that one solution to this puzzle, so you are just abnormaly clever I have to say.minmay wrote:It took about 8 months for the first good Grimrock 1 mod to be released. I think you're fine.
edit: you also released this as "final" when the very first puzzle in the game (pushable blocks on the first level) doesn't work. You can push blocks over all 3 triggers and the door doesn't open, because for some reason you made the script require specific blocks on specific triggers, even though there are multiple ways to arrange the blocks on the triggers. Please start testing your mods.
edit2: you also have magma golems placed where they can cause a crash (in The Outpost), use some other monster or remove their projectile
Code: Select all
function checkBlocks()
for z = 1, #plate do
local pressed
for e in self.go.map:entitiesAt(plate[z][1],plate[z][2]) do
if e.pushableblock then pressed = true break end
end
if not pressed then return end
end
door1.door:open()
end
you are qutie weird fellow minmay... But I am not going to argue with you.minmay wrote:there are much better approaches to the pushable block puzzles than your approach, but here is a replacement for your checkBlocks() [/code]
as for magma golems: viewtopic.php?f=22&t=9718
edit: you also don't remove the clickables after the find-the-right-trickster "puzzle" is solved, which means the player can keep clicking on that spot and get also pretty much all of your attack spells are broken, they don't spawn projectiles at the right positions or give xp
edit2: elune's ingredient quest still doesn't work: it removes all frozen shards from your inventories instead of just one.
edit3: I have noticed that you put my name in the credits etc. I asked you not to do this. I would really appreciate it if you removed all mentions of me in the next version. I do not want my name on a mod that is filled with stolen content and casual sexism.
edit4: I know this all probably sounds pretty abrasive, but I really feel like every polite request I make is just being ignored.