[MOD] TLC book 2 spells added

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Omenpapa
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Re: [MOD] The Lost Continent

Post by Omenpapa »

I sent him a pm with a wall of text in hoping that he is going to change his mind, and going to continue the mod :) Cuz right now, i feel this mod is like 10 times better then anything else out there.. at least compared to those what i tried out(around 20 modes).
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Neikun
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Re: [MOD] The Lost Continent

Post by Neikun »

*flop* You can't stop this. You're developing so much of a community resource. You've proven that you can take a game like Grimrock can become as complex as anything you want.
Personally, I think there's too much going on in your mod in particular, but other creators will have a very easy time mixing and matching what they've found.
I honestly don't know why you're feeling like a fool, we're all very impressed with what you're doing.
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HaunterV
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Re: [MOD] The Lost Continent

Post by HaunterV »

Neikun wrote:*flop* You can't stop this. You're developing so much of a community resource. You've proven that you can take a game like Grimrock can become as complex as anything you want.
Personally, I think there's too much going on in your mod in particular, but other creators will have a very easy time mixing and matching what they've found.
I honestly don't know why you're feeling like a fool, we're all very impressed with what you're doing.
but no one has expressed as much over the month hes been working on it.
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Neikun
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Re: [MOD] The Lost Continent

Post by Neikun »

We're doing our own things. Makes us a little hesitant to start testing something this advanced. A failure on our part, sure.
I have tried playing it myself. It's as I said, I like the concepts. And that'd be great for authors to pick and chose some of them in their own mods, but all of them together is a lot to swallow.
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cromcrom
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Re: [MOD] The Lost Continent

Post by cromcrom »

I am a person full of anger, and sometimes, I can't contain it, and I do stupid things. Add to this a good portion af being impatient and impulsive, and you can see what a nice person I am ^^. Anyways, thank you so much for your kind answers. It's only a beta, we have ALL been working on our own mods, the world is not at my disposal, I didn't test and feedback other mods either :-( , I didn't really bug hunt as I was supposed to do, just dived head on in the Editor. Yesterday I tried to play with libraries for my merchants, and couldn't break the nut, which was very frustrating. Never mind my bad mood swings, please. :( :roll: :oops: Take good care all.
A trip of a thousand leagues starts with a step.
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antti
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Re: [MOD] The Lost Continent

Post by antti »

The mod certainly feels a little experimental but experimenting is good! I personally am very glad to see mods that intentionally push the boundaries of the original game and come up with rules or gameplay mechanics of their own. Keep up the good work!
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Hermundure
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Re: [MOD] The Lost Continent

Post by Hermundure »

Hi cromcrom,

I posted quite a good amount of feedback a few days back but recognized I actually had a brainbug who didnt send it correctly so I try to pull the important facts together and go again: ;-)

First let me say I really enjoy your mod, your concept is great, the idea is very fresh and the build-up,crafting and fighting combination is addictive, I must admit I played your mod for hours the last four days :-)

Here are the points I found out so far:

- first a minor issue, the wall texts behind all your buttons in the crafting area glitch a bit

- I play the game on normal but find it extremely difficult, every single game my party dies of starvation, I have spend days to figure a way around this but I couldnt make my group to survive even with the following actions:
o I choose butcher as starting skill
o I choose cook as starting skill
o I use a mage in the group who needs no food in my games (because before he runs out of food the rest of my party already has
an empty food bar and is doomed)
o I always hunt for snail tokens, they die fastest and give food crafting items besides the tokens
So actually I invest everything I get at start in producing food and have to feed only 3 characters but nevertheless I find it quite impossible to get hold of enough food to simply survive, the poorly cooked food items (which happen a lot even with cooking novice) simply give so little nutrition, out of my head I think that even 5 of them are not enough to get one character from empty food scale into yellow food scale so he starts to regen again but for these 5 snail food items I need around 12 snail food crafting items because even on novice cooking it fails sometimes (which is good, it must be like this).
To get these 12 crafting items I must kill around 15 snails which is enough to get the whole party at least down to 2/3 of foodscale remaining (most of the time it gets deeper).

- The above mentioned lead to another problem: While I cant feed myself properly I have almost no time left to do anything else except food hunting but I have choosen Mining novice as my last available starting skill, nevertheless the metal ore gain on the mining sites is so extremely slow it takes a great amount of time in only being able to craft a simple knive, I need 8 metals ores to craft the knife (if it doesnt fail) and 1 mining spot returns roughly 1 ore so I need to mine 8 spots which takes a very, very long time.
Crafting more expensive weapons or even armor is nothing to even think of.

- It would be great if it would give some experience for successfully creating an item or identifying a herb, right now the party only earns xp by crafting if they fail with it. Of course one can say that the crafted item might be a good enough reward for the party but if you craft this poorly cooked snail food items which barely do anything it feels a bit strange.

- Any info on how to earn global skillpoints would be great (or I simply missed this one).
In my last game I did not earn one single global skillpoint to advance my skills besides the 30 starting ones.
Maybe if I know how to generate these I could level my cooking skill to a higher level and create better quality food, maybe this keeps my party from ending starved :-)

I hope this feedback helps you a bit,
I will surely stick with you and your mod, keep up the good work!

P.S. Maybe it would help if one area in the starting castle could be designated as farming area where you could plant and harvest something for example these potatoes so you are not only dependant on monster drops.
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cromcrom
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Re: [MOD] The Lost Continent

Post by cromcrom »

@ antti: thank you very much for coming by and encouragment, I really appreciate this :-)
@ Hermundure:
:arrow: Thank you, glad you like it :-)
:arrow: Starvation: I will increase snail meat drops in next version. I don't want TLC to get too frustrating, just "fun", hopefully.
:arrow: Metal mining. Did the mines drop iron_chunks ? You can turn them into ore, and they should drop much more often. If I have more negative feedback about this, I would nerf the amount.
:arrow: In the "hills" (V8_1) you can find stone snails. They drop iron too.
:arrow: 8 Ore for a knife ? It's supposed to be 2... Or are you averaging the failures, maybe ?
:arrow: Experience. I have had other feedback about how weird it is. Ok, I will change this. But don't expect huge amounts in case of success (if so, a legendary crafter would rocket gain experience...)
:arrow: Global SP gains are randomized (you will mostly gain them in case of failures, as always). I have had reports that the "drop rate" was quite good, actually.
:arrow: I really do consider a farming skill.

However, I am having technical issues with the quest scroll, and its holding back progress a little bit.

Thanks again for taking time to feedback in such an extensive way, and keep in mind that the first few areas are just the beginning, the "systems" set up. The hardest part will be balancing, and fleshing the continent with stories (thus the quest scrolls) and interesting content.

Take care :-)
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Hermundure
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Re: [MOD] The Lost Continent

Post by Hermundure »

Hey Cromcrom,

I am sorry to put up confusion - as I am wroting the last post from my office I had no possibility to lookup the exact name of the iron ore items I meant :-)

Of course I was referring to iron_chunk, the one which drops out from the metal mining site. Because you can melt 4 iron chunks into 1 ore you need 2x4 chunks and these chunks drop roughly 1 out of 1 mining site but I will check this more deeply this evening, maybe I am one of the more unlucky guys - considering the fact that in my last game (which was my longest before I starved because I was power hunting snails) I earned not a single global point.

What do these barrel things on the map drop by the way? I never got anything out of them yet and destroyed quite some :-)

How is this mining calculated by the way?
Do the mining sites every time they are attacked reduce the amount of mining left by 1 or is it damage dependant (say they have 300 hps for example). And if so, is there a difference in my chance to get a drop if I attack it with a spell 1 time for 30 damage or hit it with pure fists 30 times for 1 damage?

P.S.: Maybe as an idea for global skill points:
There should be ways in increasing these for sure (maybe ad a very small amount to every quest you do perhaps 0,5 points for every token you trade in, rounded down for example) and another way in doing it randomly like it is done now so people will never be as unlucky as I was in my above example in not getting a single point in the entire game.

This evening I will also test leather drop rates (out of skeletons I guess), the stick drop rates seem ok for me given the fact these trees really can take some beating :-)

Oh and as last thought: Is a character with thrown weapons useful in TLC? I have yet to come to some items which can be thrown which use any other resource as iron and these resources are very rare and are already needed for weapons and armor.

And now as very last thought (laugh): In the crafting room you could place one more button on every wall which will scroll thrugh the selection in the opposite direction so you can easily implement more items without the need to klick thrugh the entire item list again if you missed the item because you klicked to fast.
If you consider in putting in more metals for example for your weapons you could add one button who chooses the metal and then you can cycle thrugh the list of the items with the other up - down buttons. You wont have to klick 30 times thrugh 10 different weapons of 3 different metals that way, let alone you missed one item by klicking to fast, hehe.
This makes adding new recipes more possible without annoying the players to much :-)
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Darklord
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Re: [MOD] The Lost Continent

Post by Darklord »

This mod sounds great, will definitely have to try it out! :)

Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
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