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Great job anyway!
Good that there are still fans of old games :)
who can bring (or try to bring) them back to life.
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 ;)
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 ;)
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!
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.
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...)
Is the ranger dungeon open to all classes or just Rangers?
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
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?
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.
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 !!
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...
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! :)
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]
to more dungeon hack style for me...
Great job still
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.
[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
Haha, thanks. :) Glad you like it. What error is it you're getting, by the way? Boss not dropping gems?
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!
If you have an error like StarScepter's, please report it asap. I can't recreate it, and it's driving me batty. :)
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!
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.