[MOD] Demiosis Domain

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Inspiredhate
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Location: Québec

Re: [MOD] Demiosis Domain

Post by Inspiredhate » Sun Sep 01, 2013 1:50 am

problem is , if the player compleated the west side 1st he had to jump down a pit to try the east side so ive decided to put a portal this side to skip the pit falling.But, I could add a portal the other side to help the player a bit.

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

Post by Dr.Disaster » Sun Sep 01, 2013 2:49 pm

Dr.Disaster wrote:Once i made it thru this extremly hard fight i witnessed the end .. which actually seemed to be the bad one :!: Either i need to backtrack further if i want to see the good end or start a replay with a better prepared group then the default LoG party.

Some of the secrets are very well hidden yet there are quite some clues around so i was able to find 37 of the 41 secrets along the way plus 3 skulls. My secret count might have been even better but i have to say that i could not complete two riddles at the end of the optional forbidden vault due to not having the right things on me and one does not get a second chance here which IMO is ok! Also i could not complete one rather early secret because
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i'm unable to recall what the scenery was like by the first time i got there.
So in total my final score might have been 40 of 41. For the last missing secret i got no idea what or where it might be but that's stuff for a replay i say.
Replay done :D

I found/completed all secrets missed on 1st playthru and got to say: the one i mentioned previously needs to be done right away if you are not the owner of a photographic memory or do record your entire play to retry it later. Otherwise solving is pure luck.

In the end i got rewarded and literally :!: experienced the good ending 8-)
It's a really good show which makes this mod definatly worth being played at least twice so a hint to those who want to see the good ending: it's connected to one specific secret which in turn requires others to be completed beforehand :twisted:

Inspiredhate
Posts: 55
Joined: Mon Aug 26, 2013 9:10 pm
Location: Québec

Re: [MOD] Demiosis Domain

Post by Inspiredhate » Wed Sep 04, 2013 5:01 pm

V1.5 is in the house!
Fixes:

Bugs:Fixed a crash in the good ending event
Fixed one of floor 10 trap
Fixed sounds/effects not reloading with saves in the good ending

Misc:Portal added on floor 2 to help people get their bearings

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RetroGamerUK
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Location: Rochdale, U.K.

Re: [MOD] Demiosis Domain

Post by RetroGamerUK » Thu Sep 05, 2013 7:54 pm

Great mod!! In particular I like the outdoor parts, and how you've added things to give it more of that old Dungeon Master look and feel! It's quite challenging even for my veteran party.
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Doors and walls that can be smashed are definitely an improvement to the game!
I Seem to be a bit stuck...
I've completed levels 1, 3, 4 and 6 as far as I can tell, I have the diamond but as of yet haven't found the other stone to open the door on level 2...
There's an iron barred gate on Level 5, just south of the annoying fireblast room which is closed with winged creatures behind it... I've searched every square inch of the level and can I find a way through?? Nope :(
I'm obviously missing something, probably something obvious!
Any help would be appreciated, thanks.
And apologies in advance if I'm not supposed to ask for help in this section.

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Dr.Disaster
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Re: [MOD] Demiosis Domain

Post by Dr.Disaster » Thu Sep 05, 2013 9:08 pm

RetroGamerUK wrote: I've completed levels 1, 3, 4 and 6 as far as I can tell ...
...
There's an iron barred gate on Level 5, just south of the annoying fireblast room which is closed with winged creatures behind it... I've searched every square inch of the level and can I find a way through?? Nope :(
In that case you did not complete level 6 yet.

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RetroGamerUK
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Location: Rochdale, U.K.

Re: [MOD] Demiosis Domain

Post by RetroGamerUK » Thu Sep 05, 2013 9:14 pm

Dr.Disaster wrote:In that case you did not complete level 6 yet.
Ok I'll have another look around level 6 then.
Thanks ;)
EDIT: How could I miss the staircase? haha thanks again ;)

Inspiredhate
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Location: Québec

Re: [MOD] Demiosis Domain

Post by Inspiredhate » Fri Sep 06, 2013 1:26 am

I thank you my good sir for these positive output! if you ever found a bug, glitch or wathever out of the ordinary just send me the infos or crash infos and ill fix it up! =P

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RetroGamerUK
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Re: [MOD] Demiosis Domain

Post by RetroGamerUK » Fri Sep 06, 2013 3:42 pm

You're welcome ;)
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I smiled when I found the illusionary walls after the Iron Door haha! I had been looking for these all through the main Grimrock levels!
Would be really really handy to put a rope in there somewhere!
Oh and maybe lockpicks to make the Rogues actually useful for something other than dying! haha

Inspiredhate
Posts: 55
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Location: Québec

Re: [MOD] Demiosis Domain

Post by Inspiredhate » Fri Sep 06, 2013 6:33 pm

Rope and lockpick, hummm for now i prefer not modofy the core machanic since the dungeon is already laid out entirely but, if i happen to edit another dungeon ill think about it , I will probably make another big project like that when grimrock 2 is born tough.When this time come, you'll probly have some lockpicking and abyssal descent to do hehe ;) Also, when specialised in dodge rogues are extremely tanky against melee enemies =P

joramsey
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Re: [MOD] Demiosis Domain

Post by joramsey » Fri Sep 06, 2013 6:49 pm

Any tips/hints for the demon heads on level 13? I've tried using the various gems I've collected, but educated guesses (for example, "I can't see...so much blood" use two red gems) and different combinations don't work.

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