Page 5 of 18

Re: [MOD] The Lost Continent

Posted: Thu Oct 04, 2012 1:22 pm
by Omenpapa
I never really had food issues, tho im playing with 4 insectoid mages, so maybe thats why.. :)

About the skillpoints... I did play this map a lot even before the new shiny global skill system. before that there were keys and.. lets just say that the current skillpoint gain is at least double-triple in speed compared to that old system :P U do know that u have to right click the scroll to refresh it, thus checking if u have enough skillpoints or not, right?:P Also u should use every material u find, even if u dont need the product, cuz that way u can gain skillpoints too.

It is true that mining takes time, if u r level 1, but if u come back later, with higher dmg, it isnt that bad. Thus i advise to go and levelup first, before u actually start mining.

Those barrel things i think dont drop anything. They r just there to basickly block ur way. This is used for example to "prison" minibosses, so u wont just encounter those if u dont wanna fight em.

I think the mat droprates r fine tbh, maybe even need to tune down a little. If u grab skills like butcher, u will see a big increase in those mats, and im only talking about novice/adept butcher.

Do u guys encounter "lagg" with the new 8.1 version?

EDIT: If any1 interested in how nicely this guy listens to the feedback..check out the nexus comments :P I gave him a ton of feedback there, and he actually changed a lot of things cuz of that :)
http://grimrock.nexusmods.com/mods/11

Re: [MOD] The Lost Continent

Posted: Thu Oct 04, 2012 1:41 pm
by Hermundure
Hehe yes, I rightklicked the scroll :-)

Just go ahead and try a party with just one mage and the rest regular chars, I would be glad to receive some info on how to get enough food because I am already cook and butcher novice since start of the game ^^

Oh and no, lag was never an issue for me in this mod I must say.

Re: [MOD] The Lost Continent

Posted: Thu Oct 04, 2012 1:42 pm
by Omenpapa
Hermundure wrote:Hehe yes, I rightklicked the scroll :-)

Just go ahead and try a party with just one mage and the rest regular chars, I would be glad to receive some info on how to get enough food because I am already cook and butcher novice since start of the game ^^
Sorry, but this wont happen m8 :P I'm a magefreak :P

Re: [MOD] The Lost Continent

Posted: Thu Oct 04, 2012 1:43 pm
by Hermundure
Hehe, then you are my opposite :-)

By the way I never had lag in this mod so far.

Re: [MOD] The Lost Continent

Posted: Thu Oct 04, 2012 1:45 pm
by Omenpapa
Hermundure wrote:Hehe, then you are my opposite :-)

By the way I never had lag in this mod so far.
I did report the lag less then an hour ago... and he already made a quickfix.. this guy is awesome :P

In case u like the mod, dont forget to endorse it on nexus too :P

Re: [MOD] The Lost Continent

Posted: Thu Oct 04, 2012 11:08 pm
by cromcrom
@Hermundure
:arrow: Barrels are supposed to drop wood with woodcutter skill.
:arrow: The harder you hit the mine (above 10 damages) the more chance you will have to drop iron chunks. iron ore are not related to damage, and spawn when the mine is destroyed (mining skill related)
:arrow: Now you should gain xp and SP (but very very few) in case of success. The less skill, the more points.
:arrow: Thrown weapons: well, they are just that, thrown weapons. No particular use or misuse so far.
:arrow: I want to keep crafting simple, and not add to much variety for now. Although a high level area could indeed yield rare and powerfull minerals. It would be quite easy now to create a deep underground hidden forge of old, the only place where you could craft powerfull magical weapons. I have the basic system now :-)

@Omenpapa :oops: ;) :lol:

V9_0 released, see top of thread.

hopefully some CTD have been fixed, but don't forget to save :-(

Enjoy anyways :)

Re: [MOD] The Lost Continent

Posted: Thu Oct 04, 2012 11:37 pm
by Omenpapa
"Some creatures reskinning to fit better with the "mood". I must pay attention not to add to much, tho, I want to keep TLC reasonable in terms of size..."

I dont think u should really care about the size... some skyrim graphic overhauls have multiple gigabyte size.. this mod is currently 2-3mb..so yea.. dont mind the size at all imo :)

Re: [MOD] The Lost Continent

Posted: Fri Oct 05, 2012 7:24 am
by cromcrom
I have a precise feedback question: how does the weapon/armor deterioration system feel ? Have any of you even noticed it ? It can have quite an influence IMO, but I have absolutely no feedback at all. Just to say, poor items deterioration should come after about 50 slashes with the weapons, or 50 hits taken on armor (depending on damage received, that is. Legendary items will take a looooong time before deterioration.

Re: [MOD] The Lost Continent

Posted: Fri Oct 05, 2012 10:10 am
by Hermundure
Hey Cromcrom,
thank you for the replies!

I think I didnt spell my question about ranged weapons clearly considering your answer, hehe :-)
English is not my main language so I apologize and try again ^^

I was just asking if there are any non-iron thrown weapons out there to be found or crafted (now that I played the mod a bit longer I dont think there are such weapons).
The reason behind it was to make use of other materials except iron to equip an ranged thrower character.
If I pick an archer as backrow char I can make use of wood to create bow and arrows but for a thrower I need iron, as I use for weapon smithing and armor smithing.
Maybe some kind of wooden short spear to throw would make use of wood for the throwers again (just giving some ideas to diversity out - iron arrows anyone?) ;-)

I played your version with increased snail drops the whole evening yesterday :-)
It feels much better now, maybe even if it would be a very little less food I would still be ok. - But I started with butcher and cooking skill, I think the mod should also be playable for the people who start with mining and weaponsmith for example.
Since I run the party with one icemage who consumes food very very slow and one front row fist fighter who really deals damage the mod is finally survivable for me and my party setup (one poster mentioned it was survivable with full mage party already but thats not everyones style I guess :-))

For your weapon breaking question:
Yes, you can feel it very good in game, this was the reason I have choosen one fist fighter for the front row.
It was very difficult to deliver both front row chars with weapons at every time because of the seldom iron_chunk drops in the beginning.
Now that I deal huge damage to mines with my fistfighter and I only need to equip one other char with weapons he can be equipped with a knife most of the time.

(By the way your knife does not have any levels of qality yet)

I am going to develop myself into weaponsmith / mining direction next so I will be able to give you more feedback in a few days (this weekend I am of in delving a bit deeper in northern mythologies :-))

One last question: Are your updates safegame compatible?

I hope I could help a bit.

Herm

Re: [MOD] The Lost Continent

Posted: Fri Oct 05, 2012 12:00 pm
by cromcrom
Thanks for feedback, Hermundure.
:arrow: I added a wood crafted throwing spear
:arrow: lowered snail drop rate
:arrow: deterioration: ok, perfect ;-)
:arrow: knife qualities added.

:arrow: For update/saves, I have not the slightest idea :( , but I hope they are.

I am looking for good quests stories. I am not good at defining interesting quests, but I would like to add some more. That whole continent is almost unexplored yet (even by me :lol: ) so who knows what lurks in it ? Maybe you can have ideas to populate it with lore ;)