[MOD] Journey To Justice v2.1

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THOM
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[MOD] Journey To Justice v2.1

Post by THOM »

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You have been arrested and blamed for betrayal. And even if you are not guilty, the three judges condemn you to exile. - Will there be a way to get back from the wasteland and find justice?

Features
- 15 main-levels (in fact there are more), each with a different setting
- playtime approximate as long as the original Grimrock II game
- 62 types of monsters - familiar, very old and also brand new ones
- 42 secrets
- a lot of sub-quests, some with alternative solutions
- support of parties with less than 4 champions
- different challenges according to the party's experience (new or imported)
- non player characters
- masses of additional items, decorations, effects, surprises...


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The general game-mechanic has the same rules as the main-campaign of Legend of Grimrock II. With some specials (in example eating and starving has become a bit more realistic - and therefore playing a farmer a bit more of a challange...) But to combat is the same, as the magic- and the potion-system is. However the schools of earth and water have been enhanced. Maybe investment in them is worthwhile now...

The general setting of this mod is not in a medieval period anymore but in the era of pirates. This affects not least the variety of available armour and weappons. Especially ranged attack weapons are limited. The era of the pirates is more for firearms - and so they have been improved and no longer have so many drawbacks.

MIND: There is NO Knight-Class anymore (knights and the age of pirates don't go along very well - don't they?). So make sure you do not try to import a party with a knight - it will cause a crash.

And you have to be familiar with rune-gestures and recepies - in this campaign you will get no clue how to use magic.

--- read also next post ---


May you do well!


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Also available: Journey To Justice Resource Pack - have a look at this topic.
Last edited by THOM on Tue Aug 23, 2022 10:19 pm, edited 26 times in total.
THOM formaly known as tschrage
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THOM
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Re: [MOD] Journey To Justice v1.5

Post by THOM »

Some notes for the players of JOURNEY TO JUSTICE:

This mod has some elements, that are a bit unusual for Grimrock. The whole game has a main-quest. You will reveal details about it during your trip. But let me say, that you have to collect some informations about your problem, to solve the last trial...


Some hints for some puzzles in the first few levels:

LAKE LEECH
What do I have to do to leave the starting grotto?
Hint 1
SpoilerShow
There is a lever under water.
Hint 2
SpoilerShow
Pulling it once is not enought.
What to do to break through the waterplants near the waterstream?
Hint 1
SpoilerShow
The party is not strong enough to do this. You will need the help of another power.
Hint 2
SpoilerShow
Try to redirect the waterstream.
Hint 3
SpoilerShow
Use the plankboard and place it at a reasonable spot.
I cannot find a way through the floating barrels.
Hint 1
SpoilerShow
You can pass the pillar, which blocks you way. The one at the shelter which seems to be in danger of collapsing.
Hint 2
SpoilerShow
Step into the shelter and have a look, if you can move something.

CELLAR OF THE TOWNHOUSE
What is meant by 'our weighing scale is calibrated'?
Hint 1
SpoilerShow
Do you see the lowered platform? There is also an upper platform. Both are connected.
Hint 2
SpoilerShow
You can place items on the upper platform. Just try it.

FRIDAY ISLAND
Can I enter the hut on the hill in the center?
Hint 1
SpoilerShow
Sure. It seems, someone has already tried to break though the blocking plankboard.
Hint 2
SpoilerShow
One branch on the right seems to be not enough. So you have to use another one.
Hint 3
SpoilerShow
Try it on the left.

TOMB OF ARTAXES
There is a puzzle with a teleporter and another one down the hallway. What to do here?
Hint 1
SpoilerShow
Do you see the plates on the ground?
Hint 2
SpoilerShow
You have to reach them somehow.
Hint 3
SpoilerShow
Throw something down the hallway.
Secrets
Number of secrets per level. Mind that this list contains spoilers about what is coming in the mod.
SpoilerShow
Friday Island 3
Cellar Of The Townhall 2
Lake Leech 3
The Laboratory 2
Archive of Wizardy 3
Gardens of Longanimity 3
Plunder Village 3
Tomb of Artaxes 4
Dark Forest 2
Galamdis Castle/Crypt 2
Swamp Raratanga 2
Wargland 5
La Mina Airom 4
Harsh Mountains 4
Last edited by THOM on Sun Sep 25, 2022 1:36 pm, edited 12 times in total.
THOM formaly known as tschrage
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andyroosta
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Re: [MOD] Journey To Justice v1.0

Post by andyroosta »

Thanks Thom, will give it a try later today. Cheers.
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zimberzimber
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Re: [MOD] Journey To Justice v1.0

Post by zimberzimber »

Hey Thom!
My first hour into the game and I'm enjoying it a lot! :D
Although I got stuck at the...
SpoilerShow
water lever part where you enter the Leech Coast (orwhatsitsname) from the dungeon area through a teleporter after you meet the cook. Not sure what to do there to advance.
There are a few issues I would like to address -
SpoilerShow
The "ammunition" alcove says "cannonball stored" although I placed a single pellet there

The player should know what race can eat what before they actually have to eat.

My minotaur starved to death before I found food she wouldn't say 'no' to, and it was from a secret :/

Was being told my dead minotaur is suffering from starvation although she was dead

Ratlings not eating rats is fine, but let us know why nothing happens when you attempt it.

Palms seem to be using flat shading
Image

Starving actually increases damage output, at least for unarmed attacks.
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THOM
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Re: [MOD] Journey To Justice v1.0

Post by THOM »

Hey zimberzimber - thanks for your comments.

To progress in Lake Leech
Hint
SpoilerShow
There is a lever under water - pull it and listen.
Hint2
SpoilerShow
Pulling it once will not be enough.
zimberzimber wrote: My minotaur starved to death before I found food she wouldn't say 'no' to, and it was from a secret :/
Sorry for that. Yes, Minotaurs will be a bit harder to feed. Maybe I should re-check the distribution of food for them...
zimberzimber wrote: Starving actually increases damage output, at least for unarmed attacks.
That's nothing I have intentionally coded. Seems to be a result from the sum of penalties... :?
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zimberzimber
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Re: [MOD] Journey To Justice v1.0

Post by zimberzimber »

THOM wrote:To progress in Lake Leech
SpoilerShow
Yea I spent a good 30 minutes playing with that lever (lol) and listening. Didn't find a solution.
I think its unfair to limit minotaurs specifically in what they can eat since they already have a food related penalty.
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THOM
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Re: [MOD] Journey To Justice v1.0

Post by THOM »

THOM wrote:To progress in Lake Leech
Spoiler
SpoilerShow
Pull the lever and wait until the clicking ended - then pull it again - and a third time after the faster clicking ended
THOM formaly known as tschrage
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zimberzimber
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Re: [MOD] Journey To Justice v1.0

Post by zimberzimber »

I did try that a bunch of times before though... guess my timing was just off ¯\_(ツ)_/¯
SpoilerShow
And now I'm not sure how to make the 'spot' perfect with the plank board.
Found a boulder that looks too much like a prop and not an item by randomly clicking around its place earlier, but couldn't find anything to do with it.
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THOM
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Re: [MOD] Journey To Justice v1.0

Post by THOM »

SpoilerShow
A boulder may be a good spot to put a plank board at. If this could redirect the underwaterstream...
THOM formaly known as tschrage
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kelly1111
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Re: [MOD] Journey To Justice v1.0

Post by kelly1111 »

Cant seem to get pass: our weighing scale is calibrated
any hints?
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