Mordor - Depths of Dejenol
63 Comments
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lucas025 Nov 23 @ 7:06pm 
Thanks! I'd love that game when i was a kid.
Karol13 Sep 19 @ 5:41am 
Thanx.
Great job anyway!
Good that there are still fans of old games :)
who can bring (or try to bring) them back to life.
Wolfrug  [author] Sep 19 @ 5:11am 
@Karol13 For the moment it's abandoned; I haven't worked with LoG in such a long time that I'd probably break something if I tried adding/editing it now. Provided you don't get crashes when resting, though, it should be fully playable down to the 3rd dungeon level, which is quite a few hours of looting and killing.
Karol13 Sep 19 @ 3:07am 
Is it being worked on this project, or is it abandoned?
theBangleTiger Sep 6 @ 12:43pm 
Just picked up Grimrock in the Humble Bundle and came across this beautiful creation. As someone who was fairly dedicated to mordor (XP virtual machines, anyone?), this hits me right in the feels. Thanks!!
Chaotic Biscuits Sep 4 @ 3:58am 
Would be nice to have something to ressurect characters. Once they die they are gone? Is the morgue the way to rez them? If so 100g or key is way to much.
Sir Lee Of Can Aug 16 @ 4:26pm 
ahhh i cant rest in town every time i do the game CTD :( anyone else have that prob
Mr. Stevenson Jan 17 @ 4:47pm 
I imported my Toorum from another file and it crashes whenever I wake up from a rest, I did make a ranger, and did not have a problem when i was waking up, but he was way WAY too weak so I went to my lvl 12 Toorum
Wolfrug  [author] Dec 7, 2013 @ 9:10am 
@Myrdin90

Yes, in the 'morgue', which you can access either by using an iron key or 100gp. Iron keys are dropped by skeletons and spiders and can also be found here and there. Bad luck with a death so early, but good on you for not simply save-loading your way out of it ;)
Myrdin90 Dec 2, 2013 @ 1:54pm 
One of my Characters was poisoned by the SPider on LVL 1. He died bwcouse i didnt have the potion making stuff from the General Store. Is there a save/heal Crystal anywhere? or is he dead-dead.
blob Aug 12, 2013 @ 10:43pm 
Ahhh. I wish it was more explicit or hinted in a note because I was spending hella time looking for secret entrances around their room. Thanks!
Wolfrug  [author] Aug 12, 2013 @ 8:08am 
@blob
The bosses, like all other encounters, appear randomly. The only non-random thing about them is the rooms they appear in. Rest in town a couple of times and try their rooms again. This is the same as it was in the original Mordor, although I suppose their chances of appearing was slightly higher ;)
blob Aug 12, 2013 @ 12:17am 
Is there something special to do to meet the boss of the level ? I am now at the 3rd dungeon level, got half of the 60 secrets, got 2 treasures and still havent seen the shadow of a boss.
Wolfrug  [author] Jun 24, 2013 @ 1:20pm 
@mailman985

Yes, the dungeon was added in the latest update, and I'm pretty sure you can't access it in the old version (unfortunately), since it didn't exist yet back then! You can of course import a higher-level party, although you'll lose all your loot, sadly. The old version also only had one riddle, and it didn't actually do anything (yet) the stuff about the demons being a part of the new, actually functional, riddles. Please let me know if you run into trouble/manage to finish it!
Pika Jun 24, 2013 @ 8:51am 
@Wolfrug
Did you add the dungeons recently? I've had this mod for a while now (BTW, great mod). I found all of the riddles in a ranger playthrough I just started, but the part about the demons isn't in my older version. And not all of the riddles were in my older version. I was just wondering if I could access the dungeons on that version.
Wolfrug  [author] Jun 24, 2013 @ 7:16am 
@mailman985

Open to all classes. You just have to figure out how to get into it (hint: there are riddles on certain walls on the first level, three all in all. Some might be better hidden than others...)
Pika Jun 21, 2013 @ 2:30pm 
@Wolfrug
Is the ranger dungeon open to all classes or just Rangers?
llewysm May 28, 2013 @ 6:54pm 
@Wolfrug
Identical except my monster.lua id was 1119 (They were the skeletons with pikes and shields)

[string "Monster.lua"]:0: could not resolve monster group member with id 1119
stack traceback:
[C]: in function 'assert'
[string "Monster.lua"]: in main chunk
[string "Map.lua"]: in function 'sendMessage'
[string "GameMode.lua"]: in function 'loadGame'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
Wolfrug  [author] May 27, 2013 @ 12:01pm 
@Ilewysm

Bizarre. Did you have the same error log as well? I suppose it might have something to do with the dynamic spawning-in of the monsters, but I'm not sure how. What I'd need is some kind of reference to something causing the error (an item or monster or script). The resting is a good clue though, but a lot of things happen when you do rest!

@jazjazfr

Pardonnez-moi, mais mon francais n'est pas ci bon. Mais si j'ai bien compri, vous n'aimez pas les chambres vides, n'est-ce pas? Je pouvais bien sûr changer le...um... frequency of spawns, mais moi-même j'aime le sens qu'on ne peut jamais savoir s'il y a qqc après la porte ou non. (sorry for my terrible french :))

@The world: Has anyone managed to get into the ranger dungeon yet, by any chance, and if so, have you managed to solve it all?
llewysm May 26, 2013 @ 9:56pm 
@Wolfrug
I had the same error as Joy, I was also able to start a new game. The error happened after a rest/dungeon reset. The crash happened in an area I had not yet been in before I rested/reset the dungeon. Hope this helps in troubleshooting.
jazjazfr May 26, 2013 @ 2:27pm 
Pas mal l'idee du market mais si ca ne sert à rien.
J'en suis at the level 2....zzzz....quel ennui ces portes qu'on doit ouvrir sans rien derrière...c'est pour allonger la durée de vie ??
Je note pas encore car pas au bout mais j'ai peu d'espoir !!
Wolfrug  [author] May 9, 2013 @ 7:16am 
Updated to version 0.3. Check above for changelog; comments, bugs, etc. much appreciated.
'Dx | Lieutenant Apr 14, 2013 @ 9:28am 
je need :)
panbient Jan 12, 2013 @ 6:31pm 
OH WOW! I remember spending a serious amount of time playing this game back in the day (and for whatever reason listening to Jimi Hendrix along with it). Thanks for this :D
ShatteredCiv Dec 28, 2012 @ 1:38am 
Commented here before - but this dungeon has to be my favourite. The frenetic pace, the leveling and the class-specific quests (as well as the shops), turn this mod of LoG into a new game altogether! It doesn't even feel the same. Good job - moare please!
Wolfrug  [author] Dec 13, 2012 @ 8:27am 
@oorlo
Thank you a ton for your comments, I'm glad you like it! I'll look into the fighters guild lvl 15 door - I thought I checked them all, but I might have screwed up. Oops!

Re: Uggardians - yes, in my updated version I'll have a reskin of the boss on L2 to differentiate it from the regular uggardians. I'll do the same with the other bosses.

Treasures: The riddle on L1 is a part of the (then unfinished) Ranger Dungeon, not of the Rogue's Guild treasure quest. The treasures are all hidden somewhere in their respective levels, the scrolls giving some small hints. Spoiler for more hints: L1: Have you fallen into any pits recently? L2: Sometimes you can tell where secret rooms are by looking for dirt by the floor...
oorlo Dec 11, 2012 @ 3:20pm 
I also had some problems (but I figured it out eventually) realizing that Uggardians are not only a tier-3 fighter quest, but also the tier-2 boss quest... Maybe having a noticeably different drop would help?

Also, could you please drop any hint for level 1 and 2 treasures? I reckon the one in the first floor is related to the riddle, but I am clueless to where I should use the solution!

Thanks for making the mod! :)
oorlo Dec 11, 2012 @ 3:20pm 
Hey! Been playing this mod for some time now (I have clocked about 12h in it) and although I'm liking it, I would like to point out some problems I've found, in case you might find my playtesting useful ;)
First, the fighters guild's level 15 door is not opening (thieves and mages work ok!).
Second, I think you should increase the chances of finding scrolls in floor 3 - after hours, I still have to find invisibility and frostbolt. Also, it took me like 4h until I saw an axe for the first time, so maybe you should put one in the shop? (I think the same thing happens with projectile weapons) [cont]
vortex804 Nov 24, 2012 @ 5:07am 
So many doors with so many empty room :(
to more dungeon hack style for me...
Great job still
Joy Nov 9, 2012 @ 1:50pm 
I did start a new game, and it is letting me play. *whines* all my items!! :) still - would rather start this one over than the original game. lol
Wolfrug  [author] Nov 9, 2012 @ 12:53pm 
@joyljewell

Unfortunately I have no idea what might be causing this error either. Gah. If you start a new game, do you still have the same problems? :-/ The Grimrock error logs tend to be so darned useless.
Joy Nov 9, 2012 @ 12:39pm 
The slime didnt, but now when I try to load the game - using this mod I get --

[string "Monster.lua"]:0: could not resolve monster group member with id 5545
stack traceback:
[C]: in function 'assert'
[string "Monster.lua"]: in main chunk
[string "Map.lua"]: in function 'sendMessage'
[string "GameMode.lua"]: in function 'loadGame'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

Wolfrug  [author] Nov 9, 2012 @ 12:26pm 
@joyljewell

Haha, thanks. :) Glad you like it. What error is it you're getting, by the way? Boss not dropping gems?
Joy Nov 9, 2012 @ 9:25am 
I like this mod better than the orginal game. Keep getting the same error - ( thats already been listed) Driving me nuts!
marcusx00 Oct 30, 2012 @ 4:58pm 
Thank you so much for making this, I've been trying for years to remember what this game was called - Thanks so much!!!
ShatteredCiv Oct 28, 2012 @ 12:30am 
I had a dreamscene running in the background, I think this may have been the issue.
Unnamed Oct 26, 2012 @ 3:07am 
фвфвцфвф
Wolfrug  [author] Oct 25, 2012 @ 10:44am 
@ShatteredCiv

Thanks a lot! I'm glad you're liking it!

Yes, the sound is not something I can do much about: I don't personally mind a bit of warning/terror at hearing an Ogre approaching in a narrow corridor.

The reset message details how many minutes until the entire dungeon resets! It does this roughly every 15 minutes (except not quite, due to the rather primitive counting tools the editor has). When you rest in town and the counter reaches 0 minutes, the dungeons will have reset.

As to lag: if you think it's the music, try turning it off and see if it helps? I do spawn quite a few monsters every level, but I've got a considerably crappier computer than yours and haven't had too much lag. I -have- found however that torches are terrible lag-monsters, and there are some in the City. Try pulling those out and see if that helps!
ShatteredCiv Oct 25, 2012 @ 12:58am 
Good stuff! I like the fact that there's a store, and Achievements to be gained. A Trader skin would do nicely here! An immobile skelly skinned like a merchant I mean. The slimmer walls are nice too, I just wish the engine would muffle the sounds a bit more in Surround... I can tell what is where, and when in most cases. :( However, this is no fault of your own. A couple things - what's with the 10 minutes until reset message, and does anyone but me notice a lagging, especially in the "city"? I've got a quadcore i7 920 with an ATi 5870 6 GB RAM, running Win 7... seems odd to be stuttering. The .ogg files maybe for the music?
Joy Oct 24, 2012 @ 3:43pm 
Really liking this dungeon a lot! Like that I can keep leveling and having dungeon reset so I can reloot! Like that it's not getting boring. :)
frizban Oct 23, 2012 @ 3:19pm 
This combines two of my favorite games! Extremely satisfying dungeon crawling and exploring. Thank you for making this!
Wolfrug  [author] Oct 22, 2012 @ 10:29am 
@Everyone

If you have an error like StarScepter's, please report it asap. I can't recreate it, and it's driving me batty. :)
StarScepter Oct 21, 2012 @ 1:34pm 
The aboleth doesn't drop it's heart (green gem).
Wolfrug  [author] Oct 21, 2012 @ 11:06am 
@falcongrey

Yes - the other option of course would be to allow for a rest anywhere and then simply reset the dungeon as per usual. However I feel that this solution would take away from the way Mordor is normally played: you go out into the dungeon, then kill things until you either level up, run out of things to kill, find great stuff you want to ID, or -- the in my experience most common occurence -- you're too hurt to go on. That said, the final option very rarely happens anyway, since even without rest-regeneration everyone still regenerates both health and energy VERY quickly.

I might however make the dungeon respawn even without resting. We'll see!
David Grey Oct 21, 2012 @ 8:16am 
I agree about the no-resting in regards to poison. If there was a way to make the poison effect amplified for the heightened regeneration so that the poison still could kill you without antivenom... In the Mordor game, the dungeon moved on while you rested, meaning you might have monsters find you and the poison effected you just as it would have had you not rested.
talonj256 Oct 20, 2012 @ 8:13pm 
Holy crap, I didn't think anyone knew about this game anymore... Will come back and play this later, definitely.
Wolfrug  [author] Oct 20, 2012 @ 2:52am 
@StarScepter
Not resting in the dungeon is a conscious choice. In the original Mordor, healing spells and items were few and far between, and there was no regenerating mana (or spell points), forcing you to always be careful with your resources.

Furthermore, finding crafting ingredients (tar beads and so on) is something you can only do on the first two levels, meaning you can still farm them before heading further down below, instead of them simply becoming a pointless waste of time once you're high enough level.

No-resting-in-dungeon has its function: poison is actually dangerous! In Grimrock if poisoned, all you had to do was rest: the heightened regeneration always nullified the poison, and you could simply wait until it had gone out of your system. Here, being poisoned without antivenom might mean your life.

I think there are teleporters on L3 that bring you up to L1 already, although I'm not positive.
StarScepter Oct 20, 2012 @ 2:51am 
Anti-magic zones... Grrrrr!
StarScepter Oct 20, 2012 @ 2:50am 
Gold has weight! And will burden you! Is this the plan? If so, I can just leave the gold on the store alter, right?

Love the store! Being able to buy stuff adds a dimension Grimrock didn't have.
Adding a storyline will be kool, too.

I like this mod!
StarScepter Oct 20, 2012 @ 2:35am 
Not being able to rest in the dungeon makes for a lot of standing around. Tar Beads don't sprout up in every room you know! If you're planning this mod for 6+ levels, it will be a LONG walk back to sell loot... is this the plan? Or will pits at lower levels take you back to L1?