The Crack of Doom Version 1.01 is Live

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Lord_Foul
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The Crack of Doom Version 1.01 is Live

Post by Lord_Foul » Sat Jul 23, 2016 4:02 am

The Crack of Doom Version 1.01

Classic dungeon style mod

21/22 levels
80 secrets
23 epic items


average lvl on completion with a new party is aprox lvl20.
average lvl on completion with an import party(lvl10ish) is lvl 22
average playtime to completion 20+hrs.

https://1fichier.com/?tkhh07s025 COD101.zip file
viewtopic.php?f=22&t=12896 COD Promo pics

DUNGEON MASTER NOTES

This mod is action/exploration oriented.
It has puzzles but is NOT a puzzle based mod. You must understand "square dancing",
and how to use invisibilty and force fields. Just because a monster is there
it does not mean you must kill it. Manage your resources, fight where you must
and run like hell/lure and trap monsters you don't want to spend resources defeating.

It is possible to starve in this dungeon if you abuse your food and over-sleep,
and/or get really bad random food drops from monsters etc for a long stretch.
Glowing spectral fish CANNOT be caught/eaten.

There is a guide.txt included with the zip if you get lost
or need tips on boss fights. This guide does not contain secrets
or other major spoilers. If you get stumped - use the guide
and dont feel bad about it lol. The purpose of the guide
is to minimize any need to inquire on the forums if you get stumped.
Full steam ahead.


RECOMMENDED DIFFICULTY SETTINGS

This mod is designed to challenge a high level imported party (lvl8-13).
You can certainly play it with a new/fresh party on medium or easy
difficulty for a real challenge but avoid the hard setting if
you are creating a brand new party for the mod for a first playthrough.
A new party on hard setting is generally for a second playthrough
ie. you completed the dungeon once already.

Please note:
I do not believe it is possible to complete this dungeon on HARD
with a fresh party for your FIRST playthrough
(med or easy yes, but not hard).


REGARDING THE NEW DARK ELF RACE

This race functions as a firearms alt for the alchemist (no herb
production but much better dps on guns).
Portraits for this race must be selected from the custom
portraits tab when creating a character. (they are in the zip
file and must be manually placed in your LOG2 folder).

Custom races have some general issues that have no current
work-a-round for.

1. a custom race cannot be imported into any mod including
the one it was created in. The game will crash.

So the custom race "Dark Elf" available in this mod is
sort of a "one off". You cannot import a party with this
race into any other mod nor can you import it back into
this mod for a second playthrough.
______________________________________________
______________________________________________
TECH NOTES

Version 1.01

- fixed new race (dark elf) sounds.
- stripped out all objects textures from the standard assets that are not used.
- full pass of mat overrides, removing almost 20mb of models.
- removed unused tileset "beach".
- removed all unused outdoor elements like sky and water etc.
- updated dark elf tileset to include min save states.
- updated northern tileset to include min save states.
-- together this moved aprox 10,000+ dungeon objects
from max save to min save.


Overall The Crack of Doom still uses aprox 30% more stuff
than the original LOG2 game (version 1.00 used over 50% more stuff).
The primary issue here being all my modded textures :)

** MEM/Save Game Issues from version 1.00 (unverified in this version)
On high texture settings, in a windows operating system
you may experience anomalies in the mod ie crashes,
non-functional buttons and/or scripts, and/or corrupt savegames.
This issue may not be immediately apparent when you play.

So please, pretty please report any mod related crashes/bugs here
and note your OS. I would really like to get this mod
stable/playable for all, (if possible) so i can post
it on nexus and will require feedback to accomplish this.

For reference, I play my DAT (ver 1 and 1.01) without
error on high texture settings at 1920x1080
resolution.
I have 4g of ram (only 2 is used by LOG), a squeaky
clean system tray and win xp pro (32-bit). However
other mods over 300mb I cannot play.

Windows operating systems only alot 2g max of ram to LOG
because LOG lacks the large ram flag. MAC OS is 4g by
default (no mem issues reported by mac users to date).

If you are playing in a 32-bit windows environment
then try to keep your system tray as "clean" as possible
and unload unused stuff in your msconfig startup
(^^only do that if you know what you are doing)


umm...i think thats everything...
have fun and enjoy.

hansbleeb
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Re: The Crack of Doom Version 1.01 is Live

Post by hansbleeb » Thu Jul 28, 2016 9:54 am

ok lets try it again.. i am plaing for 11 hours and i am by the mithril forge boss.. the game crashed there again...

hansbleeb
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Re: The Crack of Doom Version 1.01 is Live

Post by hansbleeb » Fri Jul 29, 2016 9:37 am

i am further now, after every attack i saved the game.. and its better to stand on the magig bridge around the mithril forge and not on the bridge island where the boss is .. and fireing water spells , and shooting and throwing weapons at him. the food is still a problem in this mod.. the wolves in the Tombs of the Serpent Lords do,nt give tasty wolvesteaks anymore.. so i must walk every time to a healing christal to restore my energy ed. but wonderful work.this mod..!

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Lord_Foul
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Re: The Crack of Doom Version 1.01 is Live

Post by Lord_Foul » Wed Aug 03, 2016 4:06 am

hey m8
thx for taking another stab at my mod...again lol.

The crash you get from the balrog fight i cannot replicate.
Currently you are the only one having this issue,
and you have had this issue in all DAT's.

Having said that, just this morning during my third
playthrough on that dat i got a crash to desktop from
the regular standard non-modded magma golem.

"attempt to index tiledamager a nil value"
Simply reloading an earlier save resolved this
I have not been able to replicate this error,
and I am still looking into it.
I have not had this error b4 or since.

as for the food in the dungeon, I took your
comments to heart and placed a bit more food
in COD 101. No other people are having the problem
with food, at least not to the scope and magnitude
you have encountered. Some have noted they chomp at the bit
from time-to-time but nothing too serious.

I believe the MOD to be difficult and challenging,
however people are shredding 20+ hours of gameplay
in as little as 2.5 days - holy crud lol.

keep going if u can,
and post errors etc.
thx again m8.

hansbleeb
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Location: utrecht netherlands
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Re: The Crack of Doom Version 1.01 is Live

Post by hansbleeb » Wed Aug 03, 2016 1:58 pm

i am now in the frozen halls.. but what do you mean with the shooting puzzle??
and the snake charming altar?

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Lord_Foul
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Re: The Crack of Doom Version 1.01 is Live

Post by Lord_Foul » Thu Aug 04, 2016 3:20 am

good job.

SpoilerShow
snake charmer altar requires the flute be placed on it.
this item can only be grabbed after u solve the shooting puzzles
and retrieve the 3 iron keys.

shooting puzzle hint:
farthest away is usually the one but not always.

tips for the frozen halls can be found in the guide.txt
ps. abominable snowman fight is hard u will need ethereal weapons.

hansbleeb
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Re: The Crack of Doom Version 1.01 is Live

Post by hansbleeb » Thu Aug 04, 2016 1:20 pm

the snow boss was the most easiest boss! i jump of him from one of the platau,s :D

hansbleeb
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Re: The Crack of Doom Version 1.01 is Live

Post by hansbleeb » Fri Aug 05, 2016 9:06 am

and that was the pope!!!
https://youtu.be/kUh1wI-dW20
phoe, that was the most difficult mod i ever played, but very exiting..
harder even than all the halluniod mods of every mod he has made a real chaos with current levels crossed together
like crowwern mountain http://www.nexusmods.com/legendofgrimrock2/mods/36/?

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Lord_Foul
Posts: 49
Joined: Wed Dec 09, 2015 6:05 am

Re: The Crack of Doom Version 1.01 is Live

Post by Lord_Foul » Sat Aug 06, 2016 3:28 am

Bravo indeed.
Nice vid.

very happy you were able to finish it after all your initial struggles.
:)

Kholdy
Posts: 29
Joined: Thu Jan 15, 2015 3:42 am

Re: The Crack of Doom Version 1.01 is Live

Post by Kholdy » Tue Aug 16, 2016 4:57 am

I'm giving you full benefits of the doubt, but do you have any idea why Firefox is blocking your download?

Image

I played through the first two floors, and it's really good! I don't have any major complaints, except that I couldn't find any wands in the first two floors. Props on nice availability on all other weapons though.

To those who complain about the crab: The first post clearly says you don't need to fight every enemy you see. You can easily just skip it and go down a floor and come back when you're stronger/has more magic/energy.

So far, Dark Elf/Musketeer is proving to be a good damage dealer with lots of crits. Firearms are still useless below level 5 because of the jamming mechanic, but I guess there's nothing we can do about that.

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