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Such a well done mod/content! This dungeon as far as I'm concerned an unofficial DLC for the game. The first 2 levels are harder to figure out than the late game, but you did an excellent job!
Don't know if you'll ever read this, but thanks again for your work! Most devs and publishers would charge 5$ or more for this kind of content.
IIRC the pillar in the middle is like a sundial. Put a torch into the torch holders in the right direction accordingly. To be more precise (again, IIRC) you need to put it into the southern torch holder first so the shadow lights up the northern part aka 12 o'clock, then you need to put it into the western holder so it lights up the eastern part/3 o'clock and so on. You need only a single torch for this puzzle, don't put torches into more than one holder at a time. I think that's how it's done, it's been quite a while since I made or played the mod, so tell me if it doesn't work that way.
Really good mod but it should have more food. Low food cause no regen and low attack power. And as much as I'm ok with no regen, forcing low attack power is really misunderstanding of core mechanic.
I knew that game gives little to no food so guess what? I didn't use any, thinking that it would be more important latter. I ended up finishing the game with no food consumed and that really is a bad game design. Other than that, puzzles are great and I had a lot of fun playing but this mod needs more food.
I had to edit the ini of the game because the game normally caps the framerate at 120, even with vsync disabled. With max graphic settings the lowest framerate I got while solving the puzzle was 206, with lowest settings I even got a minimum framerate of 460.
So much for that.
@Adamjack: Getting cut off after serve the diner is a problem I wanted to fix with the last patch, but the code was faulty. Now you have a 50% chance that you'll not get cut off (depends on the direction from which you approach the secret door after you fight the skeletons). Never bothered to upload a fixed version as may Internet was slow back then and it was the only small bug left. Sorry for that.
The lightning bugs spawn from the hives in that area, so with each hive you destroy fewer bugs spawn and it becomes easier. You were meant to go in, destroy a hive, then get out and regenerate. Rinse and repeat until you have destroyed two or three hives, at which point you can do the rest at once.
Thanks for the feedback!
A well-balanced, unique, challenging but fun dungeon.
This was my first time playing custom map and completely worth it.
Good job well done!
Thank you very much for creating and sharing those 6 hours of pleasure (I like to take my time when playing).
To be honest, on the very first floor against the first couple of skeletons I was already kinda pissed because I couldn't 2x2 dance them comfortably but the longer I played I appreciated the level design. You placed tables, mine carts and obstacles in larger rooms that 2x2 spaces were denied most of the time, but the rooms still felt organic. Eventually I liked the "kiting" around obstacles or down a long corridor until I was able to finish them off.
Another complaint about Grimrock in general (at least to me) is that the elements don't counter each other. Fireballs don't harm fire-enemies. Frost bolts dont harm Ice lizards. Ok I get it. Makes perfect sense. But I would have pretty much liked it if fireballs did extra damage against ice lizards and frost bolts extra damage against fire enemies. But sadly they don't.
The combat system is by far the biggest flaw of Grimrock 1 in my opinion since you can just do the '2x2' dance to defeat any enemy you want as long as you see them from far away already. It's just boring and repetitive most of the time. I tried to remedy that by putting some more pressure on the player. It's not an ideal solution and probably just as bad as the boring combat of the original game in some places.
Too bad I don't have the time to make a mod for Grimrock 2 (where combat isn't nearly as bad). And no one uses the Asian tileset I made before I quit. Sniff.
The only thing I can complain about is that in some places the game spawns enemies into your back. I don't mean that there is a hidden wall that lifts with enemies behind it (I'm fine with that) - I mean literally spawning enemies on tiles behind the player. I found it to be a cheap way to raise the difficulty.
On the other hand I had a fire mage in my party who was 50% useless endgame but that's the price you pay when you go the safe party setup. ^_^
A must try if you like the game and a little different challenge from the original.
Good work!