Slayer82 wrote: ↑
Tue Sep 11, 2018 12:47 pm
First off great Mod... I am really enjoying it.
I am curious about something with excavation site. I happened to go in there before using the key and the doors are closed and stay closed by entrance. I think it is possible to get stuck in there unless I missed something. I reloaded and went in using key first and all is well.
2 other things....
Do the heads give clues to just the current area or other ones as well?
There is a spear door with a empty alcove with no note or clue nearby besides a head that says be prepared. Will I get a clue about this alcove somewhere or is it trial and error? It is a spear door that has a table with loot on it inside.
1. I need to make a minor update to fix issues like the one in the mines. It'll have to wait, though.
2. If you're talking about the two heads in the excavation site, then they only discuss secrets within that level.
3. I'm unsure as to what you're referring to in regards to the 'spear door' and 'empty alcove'.
If you could state the level name and roughly what area it is, then I can definitely help you.
Thanks for responding =)... seriously loving the design of this Mod!!
About the heads I mean in general do they refer to things only in the area they are in or reference other areas with clues for them?
The empty alcove I figured it out... I had to re-read a note left that I had in my bags and it referenced the use of a certain item. However before I read it I did use trial and error with every item I had in my bags and eventually figured it out.
Couple other questions:
Are there always enough lockpicks to open all mystery chests and locked treasures? And are they always in the area that has the locked chest?
And speaking of digging does it only work at certain areas as referenced in game? Initially I started digging up every square and reloading after I was done with digging up an entire area. So far only areas referenced have treasure to dig.
Do I ever use mining pick? I am a hoarder but even with my insane strength minotaur I have to be thoughtful about what I keep.
In Nomad's Demise...
I am told by a head when its time to punish the prisoners keep... I am stumped on how to get the gate open so I can damage the other prisoner.
In Ktalak's domain is that the cave the head is referencing and in his main room there are 2 hallways with spikes blocking... do they open?
Sorry for all the questions...
It seems with the open world design there are aspects that are just design or aesthetic?
I actually ended up going to Ktalak first which I guess I was supposed to go to him last...
Secret discovery is really rewarding. Almost have my Wizard full max magic schools with all those yummy books!
Just ran into a perma crash in caverns southern demise
error in script follows:
#script_entity_162.script:22: attempt to index global 'ice_lizard_steak_4' (a nil value)
#script_entity_162.script:22: in function <#script_entity_162.script:8>
[string "Script.lua"]: in function 'sendMessage'
[string "Component.lua"]: in function 'triggerConnectors'
[string "Component.lua"]: in function 'callHook'
[string "Surface.lua"]: in function 'addItem'
[string "Surface.lua"]: in main chunk
[string "GameObject.lua"]: in function 'sendMessage'
[string "Clickable.lua"]: in function 'onClickComponent'
[string "GameMode.lua"]: in function 'mousePressed'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
happens when I place the ice figurine