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It is not intended to look like the original game (way above my scripting skills), but it contains the whole EOB2 story in the Grimrock engine.
The reason that makes me mad about it is that is a pretty significant bug first off. Second, I have no idea what awaits me further down the road in the mod. I could go down to the next floor, one of these shortcuts happens and bam, trapped. Just not much of a reason to continue. Nvm, reading just a tiny bit further down into the comments, you're fucked on level 3 apparently. I guess I could use the level skip till that isn't an issue, but I wanna play the mod, not dance around the issues.
GitHub: https://github.com/grimrock/eob1-waterdeep
Loved what I've seen so far...extremely well done!
Anyway, I enjoyed what this custom dungeon. So much that I bought the full beholder game series on GOG.
Error log:
#forceable_doors:46: attempt to call method 'isClosed' (a nil value)
stack traceback:
#forceable_doors:46: in function 'force'
#forceable_doors:21: in function 'hookFunction'
#fw:194: in function 'onMove'
[string "Party.lua"]: in function 'enter'
[string "FSM.lua"]: in function 'setState'
[string "Party.lua"]: in function 'update'
[string "Party.lua"]: in function 'update'
[string "Map.lua"]: in function 'updateEntities'
[string "Dungeon.lua"]: in function 'updateLevels'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
#compass:18: attempt to call global 'drawCompass' (a nil value)
stack traceback:
#compass:18: in function 'callback'
#gw:68: in function '_processKeyHooks'
#gw:13: in function '_drawGUI'
mod_assets/grimwidgets/grimwidgets.lua:21: in function 'onDrawGui'
[string "Party.lua"]: in main chunk
[string "Map.lua"]: in function 'sendMessage'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
But the problem with the doors in level 2 still exists. Maybe a point: you can attack and kill the skelton(s) behind the door(s) without forcing.it.
#forceable_doors:46: attempt to call method 'isClosed' (a nil value)
stack traceback:
#forceable_doors:46: in function 'force'
#forceable_doors:21: in function 'hookFunction'
#fw:194: in function 'onMove'
[string "Party.lua"]: in function 'enter'
[string "FSM.lua"]: in function 'setState'
[string "Party.lua"]: in function 'update'
[string "Party.lua"]: in function 'update'
[string "Map.lua"]: in function 'updateEntities'
[string "Dungeon.lua"]: in function 'updateLevels'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
Martin
Kudos to the new contributor. Think I'll be replaying Grimrock in the near future and also going through custom dungeons finally, so this update was great to see!
Michael: subscribe this project in your steam app first, next run Legend of Grimrock and in the main menu select the "Custom dungeon", choose EOB Waterdeep sewers and play...
working with custom assets certainly complicates things as well.
it's too bad though, i would have liked to see a complete reimagining of EoB with the grimrock engine
This happens so many times that it's just a joke. Oh well, at least we van now all play them on GOG.