[MOD] The Guardians

Are you looking for fun Custom Dungeons that you could play or do you want to share your mod with others? Then this forum is for you!
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kelly1111
Posts: 339
Joined: Sun Jan 20, 2013 6:28 pm

Re: [MOD] The Guardians

Post by kelly1111 » Mon Apr 22, 2019 8:40 pm

Reading your stories... I am really tempted to try out this mod. It seems great fun

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ukdouble1
Posts: 10
Joined: Sun Jan 15, 2017 4:41 am
Location: RF

Re: [MOD] The Guardians

Post by ukdouble1 » Tue Apr 23, 2019 8:32 pm

smoke monsters invulnerable to physical damage
But you can first use fire gloves, and later - a fire hammer. As me.

Pompidom
Posts: 486
Joined: Sun May 06, 2018 9:42 pm

Re: [MOD] The Guardians

Post by Pompidom » Tue Apr 23, 2019 8:57 pm

I just went double swipe bear form rage pot build :)
Endgame everything pops instantly while facetanking :)

Pompidom
Posts: 486
Joined: Sun May 06, 2018 9:42 pm

Re: [MOD] The Guardians

Post by Pompidom » Thu Apr 25, 2019 1:38 pm

About the massive amount of golden keys,
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Turns out there is a 3rd golden key shop somewhere :)

knr
Posts: 17
Joined: Sun Apr 21, 2019 7:04 pm

Re: [MOD] The Guardians

Post by knr » Thu Apr 25, 2019 7:46 pm

Pompidom wrote:
Thu Apr 25, 2019 1:38 pm
About the massive amount of golden keys,
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Turns out there is a 3rd golden key shop somewhere :)
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In fact, there's a 4th as well. Still, I had more then enough keys to get everything I wanted from both when I reached them. The 3rd in particular is hard to make use of, of all the 1st level only tomes I only really wanted 1, picked up a couple more just because I had way too many keys already.
Haven't played in a couple days now but still have no idea what Adrageron meant about the 12th statue. If he mistakenly gave a hint about the dragon, which I already have, and the 12th is the Ratlington one, I'll just cheat myself an extra statue and move on, otherwise I'd like to actually find it.

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Adrageron
Posts: 155
Joined: Thu Nov 08, 2012 1:22 pm

Re: [MOD] The Guardians

Post by Adrageron » Thu Apr 25, 2019 8:22 pm

knr wrote:
Thu Apr 25, 2019 7:46 pm
If he mistakenly gave a hint about the dragon, which I already have...
No, it's not about it.
In fact, Banaora was very close to solution of this "riddle" ;)

knr
Posts: 17
Joined: Sun Apr 21, 2019 7:04 pm

Re: [MOD] The Guardians

Post by knr » Thu Apr 25, 2019 11:01 pm

Ah, once I figured it out the correct answer made a lot of sense. It still bothers me about this puzzle that
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the second line of the scroll heavily seems to imply that this needs the uncorrupted essences.
Ended up quite quickly finishing up the proper ending, some comments on that and additional thoughts about the mod:
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The inferno was scary until I realized that my party is really op for it by that point, just ended up being a source of like 20k xp to reach level 17. The abyss was scary and stayed that way all the way through. :) Earth and air weren't that interesting, though the ending to the deeps was satisfying.

The final boss was great and made sense plot-wise. :D I liked the plot in general, you go to great lengths to make all the Grimrock assets fit your own world-building, and I like might & magic style sci-fi elements in fantasy in general.

I was expected one more big actual fight somewhere in the proper ending though. As it stands, the survival test is really the big final fight of the mod and, though it actually is long, difficult and involved enough to be a great final fight, it isn't really signposted as such at all, which made me be a lot stingier with my consumables in it than I should have been.

I guess the ratlington bonus treasure would be needed to get the virge secret properly then? That secret is really neat (though I don't have it in my save :(), but the reward seems extraordinarily useless, the deeps roots are like the only thing you could even theoretically use it on and they really weren't dangerous at all.

I also ended up with 16 unused enchantment scrolls and 24,4,5 BGR gems, but was also running out of pretty much all herbs, so actually using all the enchantment scrolls would have been difficult. (Also spent like 20 rocks on the casino and ended up running out of rocks for enchantment :D.) The herb balance in general is much better than the base game with your increased alchemy costs, but makes alchemists an even better class than they already were.

Foodwise I pretty much exactly ran out of all my cooked food and spices, ending up with a giant pile of uncooked meat with no way to cook it. Had 2 iron guts for most of the game so I could have optimized that a lot more if I'd fed them a lot more raw food. Also fed almost all the eggs I found to my lizard, limiting my ability to cook the fancier recipes (and efficiently making use of both cake healing and nutrition is really difficult anyway).

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Adrageron
Posts: 155
Joined: Thu Nov 08, 2012 1:22 pm

Re: [MOD] The Guardians

Post by Adrageron » Thu Apr 25, 2019 11:40 pm

@knr
Thank you for the feedback!
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Yes, the ratling souvenir is needed for getting that sectet. I have some ideas about additional secret zone, reachable only by the virge's help, may be someday I will expand the mod ;)
Last edited by Adrageron on Fri Apr 26, 2019 7:23 am, edited 1 time in total.

spartacus55
Posts: 40
Joined: Sun Jan 21, 2018 11:59 am

Re: [MOD] The Guardians

Post by spartacus55 » Thu Apr 25, 2019 11:58 pm

I will be stupid but I can't even get out of the initial dungeon ... :mrgreen:
can you give me some small suggestions please? :oops:

Pompidom
Posts: 486
Joined: Sun May 06, 2018 9:42 pm

Re: [MOD] The Guardians

Post by Pompidom » Fri Apr 26, 2019 1:01 am

Just put the power gem And ore you find on the pedestal across the face :) And then open the door

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