[MOD] Bloodwych remake - The Rise of Zendik

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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fazzasx
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Re: [MOD] The Rise of Zendik (Bloodwych 16Bit Remake)

Post by fazzasx » Sun Dec 20, 2015 6:19 pm

kenfusion wrote:hello again.
I am currently at the top of the dragon tower. That thing is too OP I can't kill it.

I noticed a couple of things as well. In the dragon tower there is a spelling mistake on one of the walls I probably should of taken more notice of where it was, it is in the bottom right corner of the level with all the buttons and the pressure plates that move pillars and walls.
The level with the crystal near the next level stairs if that is helpful.

In the serpent tower there is a door that requires a pink key but when you look at the lock it looks white. Again I am probably not being very helpful as again I can't recall the exact location but I recall going upstairs to get the pink key and then returning back down to the doorway.

Any hints on how to kill that demon dragon would be appreciated. It seems immune to everything, the only thing I can seem to damage it with is my assassin guy with a little backstab dagger. All other weapons and spells seem useless.

I decided to retract thru the temple as I found my way thru without completing all the levels. I forgot to mention that the first giant green dragon that is in the room right near the entrance to the level made my pc lag out big time. I have found another bug too when pressing the wall button bottom left (directly NE of the stairs) level 5 dragon tower. Here is the error message.

https://gyazo.com/8160dd50b7e7f08d5fac9bf2b85493f0
Hi kenfusion,

I found this spelling error in the Dragon Tower Level 3

TO PASS
THE LOCK
JUST TURN
YHE BLOCK (should be THE)

Was this the one? I have corrected it now.

Thanks for pointing out the colourless locks. What happened there was I took out the pink gem plugin as they are not used but they are related to the pink locks. I have replaced these now.

I replaced the poison dragon on L5 of the dragon tower now with a poison cultist. Let me know if this improves the performance.

The button on the wall in the dragon tower on L5 did not have the activate once selected meaning that if you pressed it more than once the game would crash. I have fixed this now.

Now, that dragon on L8 of the dragon tower. I have reduced his hitpoints and also only made him immune to a small number of things. This should make killing him / her much easier :) (let me know)

Thanks for your continued support on this kenfusion.

Release 3.0 is now being uploaded to Nexus Mods.
Zastaph

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kenfusion
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Re: [MOD] The Rise of Zendik (Bloodwych 16Bit Remake)

Post by kenfusion » Sun Dec 20, 2015 6:39 pm

I will download and start again and let you know how I get on :)

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severgates
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Re: [MOD] The Rise of Zendik (Bloodwych 16Bit Remake)

Post by severgates » Mon Dec 21, 2015 1:50 pm

Hi.
I've recently started to play your mod. It's far different from Remember of Treihadwyl by Domochevsky (another LOG1 mod based on Bloodwych), but it's also more complicated and advanced.

I have some questions and feedback about mod:
SpoilerShow
1. I can't access western and southwestern part of Level 3: Main Tower Lvl 4. Missed sth or it will be accessible later? (screen: http://pl.tinypic.com/r/2nvfomb/9)
2. Version 3.0 will be compatible with earlier versions? Or I must start a new game?
3. Maybe you could implement some new/different weapons? My swordsman found only ordinary longsword and I'm still looking for staff for my mage.
4. Where is mortal and pestle?
Good job anyway, 2hrs of gameplay and I've finished main tower having lots of fun.

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kenfusion
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Re: [MOD] The Rise of Zendik (Bloodwych 16Bit Remake)

Post by kenfusion » Mon Dec 21, 2015 5:06 pm

Hello. whilst I haven't made this mod I feel I can help you with your questions.



1. The bit you can't access is the other starting you were offered. I presume you are using an imported party. The area you can't access is the hall of champions it closes off forever once you decide to proceed with the party you have.

2. Version 3.0 will be compatible with earlier versions? Or I must start a new game? Start again :( (but I highly recommend doing so as each new version fixes bugs.)

3. Maybe you could implement some new/different weapons? My swordsman found only ordinary longsword and I'm still looking for staff for my mage. You will find more weapons eventually

4. Where is mortal and pestle? I have yet to find one however I haven't found one plant so I presume it isn't in this mod you do have potions tho they are sprinkled around.


also I have a tip for you:
SpoilerShow
Label every staircase you encounter

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severgates
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Re: [MOD] The Rise of Zendik (Bloodwych 16Bit Remake)

Post by severgates » Mon Dec 21, 2015 7:16 pm

Thx for answers kenfusion.
Regarding question 1- I don't play imported party, but there's oportunity to choose new or old recruitment area at the start, so I assume that uncovered area is old recruitment area (I've chosen new)
I'll start again with a recruited party- hope that 3.0 will be the last update

Regards

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kenfusion
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Re: [MOD] The Rise of Zendik (Bloodwych 16Bit Remake)

Post by kenfusion » Mon Dec 21, 2015 10:11 pm

Me again.
Afraid I found another bug.
SpoilerShow
I completed the dragon tower. However once the final dragon is dead if you replace the red gem it closes the gate and you are unable to exit the room.

That dragon tho :o :o :o :o :o
:)

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fazzasx
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Re: [MOD] The Rise of Zendik (Bloodwych 16Bit Remake)

Post by fazzasx » Tue Dec 22, 2015 1:28 pm

Hi Severgates, Kenfusion,

Thanks to both for contributing to this I really am thankful and pleased you like the MOD.

To answer your questions Severgates,

Q1. I can't access western and southwestern part of Level 3: Main Tower Lvl 4. Missed sth or it will be accessible later? (screen: http://pl.tinypic.com/r/2nvfomb/9)
A1. This is the older recruitment area and is closed off once you start the game. My reason for doing this is because its a large and mostly empty area and I felt it would be better to close it off once the game started as it has no use once you hire your party.
But let me know what you think about this. If you think its best to keep it open we can do that :)

Q2. Version 3.0 will be compatible with earlier versions? Or I must start a new game?
A2. This is sadly not possible so far. I could send you a custom version that starts you with the party you had and skills if that helps? I can do that for anyone else caught in the update problem. Let me know.

Q3. Maybe you could implement some new/different weapons? My swordsman found only ordinary longsword and I'm still looking for staff for my mage.
A3. Staves can be purchased from the shop, but I will add more around the main tower (i.e. shaman staff)

Q4. Where is mortal and pestle?
This is now in 2 locations on the main tower (appologies for it not being there)


To answer Kenfusion's post

Thanks for letting me know, I have now updated this. So once the gem is removed and replaced, no matter how many times now it wont cause this problem.


Thanks to both of you for playing my MOD and I am glad you like it. Version 3.2 now being uploaded to Nexus Mods


Simon
Zastaph

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severgates
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Re: [MOD] The Rise of Zendik (Bloodwych 16Bit Remake)

Post by severgates » Tue Dec 22, 2015 2:21 pm

Hi fazzasx.
Thx for replies

Q2. Version 3.0 will be compatible with earlier versions? Or I must start a new game?
A2. This is sadly not possible so far. I could send you a custom version that starts you with the party you had and skills if that helps? I can do that for anyone else caught in the update problem. Let me know.

It's not a problem, I'll start new game with a new party.

Q4. Where is mortal and pestle?
This is now in 2 locations on the main tower (appologies for it not being there)

Thx, during my first gameplay it wasn't a problem (Healing Crystals have defined quick refresh rate), but I was curious about its location

I've also noticed, that recruited heroes have automatically distributed skillpoints. Maybe you could change it- it would be nice to have an oportunity to distribute skillpoints myself (I really don't want my mage having 7 points in spellcraft at the start).

Anyway, thx for your support. I'll write another feedback after playing Serpent's Tower.

Regards.

EDIT: Encountered crash while saving in new recuitment area

Image

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fazzasx
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Re: [MOD] The Rise of Zendik (Bloodwych 16Bit Remake)

Post by fazzasx » Tue Dec 22, 2015 2:48 pm

severgates wrote:Hi fazzasx.
Thx for replies

Q2. Version 3.0 will be compatible with earlier versions? Or I must start a new game?
A2. This is sadly not possible so far. I could send you a custom version that starts you with the party you had and skills if that helps? I can do that for anyone else caught in the update problem. Let me know.

It's not a problem, I'll start new game with a new party.

Q4. Where is mortal and pestle?
This is now in 2 locations on the main tower (appologies for it not being there)

Thx, during my first gameplay it wasn't a problem (Healing Crystals have defined quick refresh rate), but I was curious about its location

I've also noticed, that recruited heroes have automatically distributed skillpoints. Maybe you could change it- it would be nice to have an oportunity to distribute skillpoints myself (I really don't want my mage having 7 points in spellcraft at the start).

Anyway, thx for your support. I'll write another feedback after playing Serpent's Tower.

Regards.

EDIT: Encountered crash while saving in new recuitment area

Image
Thanks for the quick reply severgates,

Can you post what the error log displays please? I would like to see if there is more information about what its trying to serialize. Suspect its the table issue but I need to be sure.

Simon
Zastaph

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fazzasx
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Re: [MOD] The Rise of Zendik (Bloodwych 16Bit Remake)

Post by fazzasx » Tue Dec 22, 2015 2:53 pm

Just tried to do it myself in the exported dungeon but I cant recreate the problem.

If you can detail exactly what steps you did to make this happen I will attempt to recreate it.

Thanks for reporting this
Zastaph

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