New Mod: Fate of the Fallen

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
zadkielmodeler
Posts: 43
Joined: Sat Sep 15, 2012 6:34 am

New Mod: Fate of the Fallen

Post by zadkielmodeler » Fri Jan 11, 2013 10:24 pm

Please check out my mod @ http://grimrock.nexusmods.com/mods/173/ and also on steam @ http://steamcommunity.com/sharedfiles/f ... =104239093


I apologize for the earlier mistake, that was Fate of the Fallen 2 I uploaded by accident. The correct one is now available from the exact same link.

It is a very big dungeon. Bigger than the original Grimrock at 16 levels. There are many Puzzles and adventure and treasure. Only a few custom items. A few scripts. And a few custom monster groups. I have worked very hard on this for a very long time . I would love to hear some feedback. I of course had help from a wonderful tester named Ridculli. Thanks so much, I look forward to hearing your comments.
Last edited by zadkielmodeler on Sun Jan 13, 2013 10:52 pm, edited 2 times in total.

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leewroy
Posts: 523
Joined: Fri May 25, 2012 10:17 pm

Re: New Mod: Fate of the Fallen

Post by leewroy » Sat Jan 12, 2013 8:03 pm

I´ll try it asap. Lemme finish one first ;)

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Drakkan
Posts: 1315
Joined: Mon Dec 31, 2012 12:25 am

Re: New Mod: Fate of the Fallen

Post by Drakkan » Sat Jan 12, 2013 9:00 pm

where can i get first part ? or I need to convert my original grimmrock late-level-party ?
Breath from the unpromising waters.
Eye of the Atlantis

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flowbee321
Posts: 25
Joined: Sat Apr 14, 2012 9:31 pm

Re: New Mod: Fate of the Fallen

Post by flowbee321 » Sat Jan 12, 2013 10:23 pm

zadkielmodeler,

First off thanks for making this mod! I've played many mods and am learning to appreciate the time it takes to make a quality mod.

Anyway, giving it a go and right away it reminds me a bit of Chaos Strikes Back, just from the disorienting feel and repeated stairwells. Good ambience!

I love the level 1 NW puzzle maze with pits and buttons. But I'm stuck already!
SpoilerShow
Six buttons according to the note? I found only five (+1 hidden) but managed to scope out the area, as I timed one of the switches to stop the pits when they were all closed. The teleporter at the end brings me back to the "stairway hub", unsure what to do at that point. Are the switches on level 2 related? Most of them don't seem to do much from what I could observe.
That starter Goromog was a bitch! I was starting to think he was invincible until I finally killed him after wailing on him for days. I see what you mean about needing to import a party (I did, mine are well over level 15).

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Dr.Disaster
Posts: 2845
Joined: Wed Aug 15, 2012 11:48 am

Re: New Mod: Fate of the Fallen

Post by Dr.Disaster » Sun Jan 13, 2013 12:05 am

I encountered this crash of LoG on East Wind 1 at the Meditation Room by pressing the button there again after picking up all the stuff from the alcove:

#script_entity_15:26: attempt to index global 'wall_button_20' (a nil value)
stack traceback:
#script_entity_15:26: in function <#script_entity_15:1>
[string "ScriptEntity.lua"]: in function 'onMessageReceived'
[string "MessageSystem.lua"]: in function 'sendMessageToEntity'
[string "MessageSystem.lua"]: in function 'broadcastMessage'
[string "TriggerEvents.lua"]: in function 'fire'
[string "Button.lua"]: in function 'push'
[string "Button.lua"]: in function 'onClick'
[string "GameMode.lua"]: in function 'mousePressed'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

OS Version 6.1

OEM ID: 0
Number of processors: 8
Page size: 4096
Processor type: 586

Total memory: 6135 MB
Free memory: 3318 MB

Display device 0:
Device name: \\.\DISPLAY1
Device string: NVIDIA GeForce GTX 460
State flags: 08000005

Display device 1:
Device name: \\.\DISPLAY2
Device string: NVIDIA GeForce GTX 460
State flags: 00000000

Display device 2:
Device name: \\.\DISPLAYV1
Device string: RDPDD Chained DD
State flags: 00200008

Display device 3:
Device name: \\.\DISPLAYV2
Device string: RDP Encoder Mirror Driver
State flags: 00200008

Display device 4:
Device name: \\.\DISPLAYV3
Device string: RDP Reflector Display Driver
State flags: 00200008


Strange thing about this log is: i got only one GTX 460, not two.

zadkielmodeler
Posts: 43
Joined: Sat Sep 15, 2012 6:34 am

Re: New Mod: Fate of the Fallen

Post by zadkielmodeler » Sun Jan 13, 2013 1:23 am

About the meditation room on East Winds 1. I have found that when I use a script to either create or destroy a number items on the level it runs the risk of crashing the game. The more items the higher the risk. I try to keep the numbers down on purpose, but sometimes it will still crash the game anyway. I have tested that area several times. I wish I could tell you that either you or I were doing something wrong. But unfortunately all I can say to load a save game and to save often in the first place.

zadkielmodeler
Posts: 43
Joined: Sat Sep 15, 2012 6:34 am

Re: New Mod: Fate of the Fallen

Post by zadkielmodeler » Sun Jan 13, 2013 1:27 am

Drakkan wrote:where can i get first part ? or I need to convert my original grimmrock late-level-party ?
I am sorry for the earlier mistake. I uploaded Fate of the Fallen 2 by mistake. You can now download the correct one from the link provided in my original post.
Last edited by zadkielmodeler on Sun Jan 13, 2013 10:55 pm, edited 1 time in total.

zadkielmodeler
Posts: 43
Joined: Sat Sep 15, 2012 6:34 am

Re: New Mod: Fate of the Fallen

Post by zadkielmodeler » Sun Jan 13, 2013 1:39 am

flowbee321 wrote:zadkielmodeler,

First off thanks for making this mod! I've played many mods and am learning to appreciate the time it takes to make a quality mod.

Anyway, giving it a go and right away it reminds me a bit of Chaos Strikes Back, just from the disorienting feel and repeated stairwells. Good ambience!

I love the level 1 NW puzzle maze with pits and buttons. But I'm stuck already!
SpoilerShow
Six buttons according to the note? I found only five (+1 hidden) but managed to scope out the area, as I timed one of the switches to stop the pits when they were all closed. The teleporter at the end brings me back to the "stairway hub", unsure what to do at that point. Are the switches on level 2 related? Most of them don't seem to do much from what I could observe.
That starter Goromog was a bitch! I was starting to think he was invincible until I finally killed him after wailing on him for days. I see what you mean about needing to import a party (I did, mine are well over level 15).

I apologize. That was from Fate of the Fallen 2. I uploaded it by mistake. The correct one which should be slightly challenging for a starter party and a group of level 5's should fit right in is now available from the link.
Last edited by zadkielmodeler on Sun Jan 13, 2013 10:53 pm, edited 1 time in total.

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flowbee321
Posts: 25
Joined: Sat Apr 14, 2012 9:31 pm

Re: New Mod: Fate of the Fallen

Post by flowbee321 » Sun Jan 13, 2013 6:47 pm

The mod I'm playing is http://grimrock.nexusmods.com/download/1000000019

Starting out on level 2 "The Mines", you face a goromog statue that's illusionary (can walk through it) and there's a super powerful glowing Goromog on the other side, immediately attacking you with all sorts of spells.

Noticed that yesterday, an "udpated version" was posted. Its file size is totally different (smaller) than the first post. TOTALLY different mod. ?????
zadkielmodeler wrote:
flowbee321 wrote:zadkielmodeler,

First off thanks for making this mod! I've played many mods and am learning to appreciate the time it takes to make a quality mod.

Anyway, giving it a go and right away it reminds me a bit of Chaos Strikes Back, just from the disorienting feel and repeated stairwells. Good ambience!

I love the level 1 NW puzzle maze with pits and buttons. But I'm stuck already!
SpoilerShow
Six buttons according to the note? I found only five (+1 hidden) but managed to scope out the area, as I timed one of the switches to stop the pits when they were all closed. The teleporter at the end brings me back to the "stairway hub", unsure what to do at that point. Are the switches on level 2 related? Most of them don't seem to do much from what I could observe.
That starter Goromog was a bitch! I was starting to think he was invincible until I finally killed him after wailing on him for days. I see what you mean about needing to import a party (I did, mine are well over level 15).

Hmm actually I am a little concerned. There should not be any Goromorgs until level 10. They are all stuck behind doors that don't open until the party pulls levers. Those bosses better not be getting out of their hidie holes. ;) .
Actually. There are not a lot of stairs. I used mostly teleporters. There should be stairs between levels 1 and 2, 9 and 8, 9-15. And that's it. Actually I am starting to wonder if we are talking about the same mod.
As for mazes with buttons and pits, I only have 1 of those and its on level 8 (The Navigation Plane).
.
SpoilerShow
But there are some Uggardians that will show up at level 1 if you flip the wrong switch on EW2

ridculli
Posts: 3
Joined: Sun Jan 13, 2013 9:25 pm

Re: New Mod: Fate of the Fallen

Post by ridculli » Sun Jan 13, 2013 9:32 pm

Hi flowbee321,
your are playing the wrong mod, this is FateoftheFallen2 your are playing, it is under construction. The right one is the first link with about 4,3 MB.

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