[MOD] Demiosis Domain

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Dr.Disaster
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Joined: Wed Aug 15, 2012 11:48 am

Re: [MOD] Demiosis Domain-296-V1-0

Post by Dr.Disaster » Wed Aug 28, 2013 1:47 pm

Another crash, this time in the Forbidden Vault:

#script_entity_129:5: invalid map position
stack traceback:
[C]: in function 'error'
[string "ScriptInterface.lua"]: in function 'setPosition'
#script_entity_129:5: in function <#script_entity_129:1>
[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 "Timer.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

Don't ask me what went wrong this time; i just ran, fliped levers/pushed buttons on my way and tried to stay alive. My take from the error message: the bad guy tried to teleport onto a spot outside of the map.

hmm i've been thinking .. since this is the *I hate you you're gonna die floor* this could be the bad guys last resort :lol:

k seriously: this floor is insane. Without knowing the layout, it's workings and such a bad ass on your tail which even teleports when frozen ... if i can't find some kind of corridor circle to fight him with spells i prolly can't make it.

Inspiredhate
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Location: Québec

Re: [MOD] Demiosis Domain-296-V1-0

Post by Inspiredhate » Wed Aug 28, 2013 2:39 pm

Hum, invalid map position = he tp-ed in a nonexistant tile , ill fix the overall corridor desing to avoid that and ill add this to the 1.3 as well I think.
And YUP thats part 1 of the forbidden vault hehe , at least he dosent chase you for ALL the floor , it would be ridiculous haha and yhea , good luck and run... youll probly find a gimmick to delay him too ;) when that is in the bag its sooo much easier hehe.

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Dr.Disaster
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Re: [MOD] Demiosis Domain-296-V1-0

Post by Dr.Disaster » Wed Aug 28, 2013 2:55 pm

Q's just to make sure it's not an oversight: it is intended that he can
- teleport WHILE being frozen with a frost bomb or magic box?
- move/teleport INTO walls and attack from there?

Inspiredhate
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Location: Québec

Re: [MOD] Demiosis Domain-296-V1-0

Post by Inspiredhate » Wed Aug 28, 2013 6:29 pm

Actually yes, I know its not realistic looking but I didnt found a script or command to tell when the dude is frozen or not *if someone found something in these veins tell me PLZ!!* so it will have to stay for now.. and for the attack and pass trough wall it wasnt intended at first but i found that actually pretty bad ass so I kept it that way.

Inspiredhate
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Location: Québec

Re: [MOD] Demiosis Domain-296-V1-0

Post by Inspiredhate » Wed Aug 28, 2013 6:34 pm

V1.3!
Fixes:

Bugs:
Fixed the crash against the second boss.
Fixed the forbidden vault event crash.

Tweaks:
Lowered greater poison blot impact damage from 60 to 45.

Koiju
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Re: [MOD] Demiosis Domain-296-V1-0

Post by Koiju » Wed Aug 28, 2013 11:17 pm

Hello, I've been enjoying the mod, very good btw (except the room of impossible to detect floor spike traps that was nothing but a reload fest :P)

I'm a little stuck though, did all of the mine area and ruined abode levels, got the two gems and used them on the door in the hall, did most of that level till the room with an orange glow and spider web in the ceiling, pressed the button, whole level shakes a lot, cleared the room of slimes and pressed the hidden switch, and left that room, but can't find what changed. I'm assuming something big happened cos it shacked a lot, but I have no idea what :S

Help would be appreciated ^^

Inspiredhate
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Location: Québec

Re: [MOD] Demiosis Domain-296-V1-0

Post by Inspiredhate » Wed Aug 28, 2013 11:28 pm

To Koju,the shaking released the slimes. you probly want to go back a bit to find out what you missed ;).Also, the pillars room have actually a sense to it , when you understand the mechanic its actually pretty easy hehe

Edit: lulz, im wondering if i should use capitals letters for the word pillars on that wall text...
Last edited by Inspiredhate on Thu Aug 29, 2013 12:27 am, edited 1 time in total.

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Dr.Disaster
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Re: [MOD] Demiosis Domain-296-V1-0

Post by Dr.Disaster » Wed Aug 28, 2013 11:36 pm

Koiju wrote:I'm a little stuck though, did all of the mine area and ruined abode levels, got the two gems and used them on the door in the hall, did most of that level till the room with an orange glow and spider web in the ceiling, pressed the button, whole level shakes a lot, cleared the room of slimes and pressed the hidden switch, and left that room, but can't find what changed. I'm assuming something big happened cos it shacked a lot, but I have no idea what :S

Help would be appreciated ^^
IIRC the shaking came from some walls collapsing, releasing the slimes.

According to my memory and map (and you haven't been there) NE and E of your map should be blank yet, beside one gate in the NE you could not open. If i'm right it's time to backtrack and look for another way in.

eLPuSHeR
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Re: [MOD] Demiosis Domain-296-V1-0

Post by eLPuSHeR » Thu Aug 29, 2013 4:20 pm

I started playing this module and as Dr. Disaster points out I am beginning to get very annoyed about how the mod treats poisoning. I am exploring the first mines and it's irritating to say the least. I have also found that the light spell is almost useless (it last for a few seconds) and you have to resort to using torches (annoying).
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Dr.Disaster
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Re: [MOD] Demiosis Domain-296-V1-0

Post by Dr.Disaster » Thu Aug 29, 2013 4:40 pm

eLPuSHeR wrote:I have also found that the light spell is almost useless (it last for a few seconds) and you have to resort to using torches (annoying).
The Light spell has been modified; it's another thing to get used to. The spell creates a magical torch flame floating in mid-air so the Light spell does no longer travel with the party. Since the mana need has been lowered a lot - from 25 to 5 - i don't think it's too bad. I didn't post about it since i found it kinda interesting and at times even usefull. It also got me used to play with few or no light so some later "events" did not impact me too much ;)


I did not finish the mod yet but it seems i found the final boss room so if there ever was a time to start backtracking it's now. Since i haven't played a mod with germanny's wall set before backtracking already payed off: i found two previously missed secrets because i did not know what one switch looked like. Still i miss a bunch. Also got few things which are pretty likely secret-related yet i don't get them ..

On level 2 there is a split room with gem locks. One part of the room needs to be solved early to continue while the other part remains locked. Later on that previously locked part gets unlocked. Yet there is no real treasure inside so it seems another combination is required to access a secret. If i'm right i could use a hint here because the number of combinations is pretty high with 12 switches in total.

On level 6 and 13 are rooms with crawlies playing some kind of whackamole ;)
Beside their obvious purpose is it possible to get inside those rooms?

On level 15 i found a note reading "Have the wind relax you for a while..." beside a campfire and i have no idea what this could be about. In case there ever were HUD messages about something wind-related i missed them.

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