FINISTERRAE version 2.3

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Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: FINISTERRAE version 2.3

Post by Duncan1246 »

MostlyHarmless wrote:I just started this mod today. My characters are level 5/6 now. I have yet to find a mortar and pestle and also I'm starting to encounter air elementals but don't have a weapon against them. I'm wondering if I messed up or if in fact you are not supposed to find mortar and pestle and ethereal dagger (until maybe later in the game if ever)? I'd rather not waste a skill point to acquire Dispel.

Also, what level do the characters usually make it to in this mod (just so I can plan my party's build better)?
Hi MostlyHarmless,
Welcome in Finisterrrae! If you haven't yet a mortar, I guess you have leaved Wreck Cape too fast :mrgreen: You have several mortars (4 I think) but the first one is where you begin the game... but Under the Cape.
You can find elemental daggers in different places. Have you the magic book?
The game is made for a new party, and you can get a 12-15 level at the end. I don't know what others players have chosen.

Duncan
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
MostlyHarmless
Posts: 66
Joined: Sat Feb 01, 2014 12:16 pm

Re: FINISTERRAE version 2.3

Post by MostlyHarmless »

Duncan1246 wrote:Hi MostlyHarmless,
Welcome in Finisterrrae! If you haven't yet a mortar, I guess you have leaved Wreck Cape too fast :mrgreen: You have several mortars (4 I think) but the first one is where you begin the game... but Under the Cape.
You can find elemental daggers in different places. Have you the magic book?
The game is made for a new party, and you can get a 12-15 level at the end. I don't know what others players have chosen.

Duncan
thanks. i went back to the under the cape area and after lots of playing around with the clay tiles i was able to find the mortar. (and I got the book too now). the problem is I'm often not sure if I should be able to solve a puzzle with the given items and info, or whether i'm supposed to come back later. that's why i didn't try harder the first time to solve the under the cape area.
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Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: FINISTERRAE version 2.3

Post by Duncan1246 »

MostlyHarmless wrote:
thanks. i went back to the under the cape area and after lots of playing around with the clay tiles i was able to find the mortar. (and I got the book too now). the problem is I'm often not sure if I should be able to solve a puzzle with the given items and info, or whether i'm supposed to come back later. that's why i didn't try harder the first time to solve the under the cape area.
I agree that the first impression could be confusing, but if you read once the scrolls you have found, you can manage it and find your way. The book keep memory of the most important texts, and give you some clues in the "Missions" page. You can ignore it and follows another way, but "to awake the nine", you need to accomplish the missions.
Some puzzles can be solved when you found them, with almost nothing but... thinking :D , but some needs a specific item. To find some "key", may be you have to travel far away, but you have many ways to use fast travel to come back.
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
BismuthBorealis
Posts: 2
Joined: Wed May 31, 2017 4:36 pm

Re: FINISTERRAE version 2.3

Post by BismuthBorealis »

I'm running Linux+Wine and my game errors upon starting the dungeon,
SpoilerShow
mod_assets/scripts/spells.lua:38: attempt to call global 'defineCondition' (a nil value)
stack traceback:
mod_assets/scripts/spells.lua:38: in main chunk
[string "Dungeon.lua"]: in function 'import'
mod_assets/scripts/init.lua:215: in main chunk
[string "Dungeon.lua"]: in function 'loadInitFile'
[string "GameMode.lua"]: in function 'loadDungeon'
[string "GameMode.lua"]: in function 'newGame'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
Hope you can fix it as I'm looking forwards to playing this mod!
Thanks, Bism.
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Zo Kath Ra
Posts: 931
Joined: Sat Apr 21, 2012 9:57 am
Location: Germany

Re: FINISTERRAE version 2.3

Post by Zo Kath Ra »

BismuthBorealis wrote:I'm running Linux+Wine and my game errors upon starting the dungeon,
SpoilerShow
mod_assets/scripts/spells.lua:38: attempt to call global 'defineCondition' (a nil value)
stack traceback:
mod_assets/scripts/spells.lua:38: in main chunk
[string "Dungeon.lua"]: in function 'import'
mod_assets/scripts/init.lua:215: in main chunk
[string "Dungeon.lua"]: in function 'loadInitFile'
[string "GameMode.lua"]: in function 'loadDungeon'
[string "GameMode.lua"]: in function 'newGame'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
Hope you can fix it as I'm looking forwards to playing this mod!
Thanks, Bism.
Solution: viewtopic.php?f=23&t=12816&p=105197#p105197
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Duncan1246
Posts: 404
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Re: FINISTERRAE version 2.3

Post by Duncan1246 »

First connection since the end of May, I was in holydays :)
So thanks to Zo Kath Ra for the answer to BismuthBorealis, I guess it works?
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
BismuthBorealis
Posts: 2
Joined: Wed May 31, 2017 4:36 pm

Re: FINISTERRAE version 2.3

Post by BismuthBorealis »

I haven't actually tried it yet, I was also on holidays when Zo answered, thanks in advance.

EDIT: It worked! Hooray!
Although the puzzle with all the items behind force fields is rather confusing, I managed to get some forcefields open but others don't seem to want to open for me.
also the wall opposite the top of the ladder from the balance room to the air/fire/water rooms is ethereal and I can throw stuff through it.
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Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: FINISTERRAE version 2.3

Post by Duncan1246 »

Hi,
When you says: " I managed to get some forcefields open but others don't seem to want to open for me.
also the wall opposite the top of the ladder from the balance room to the air/fire/water rooms is ethereal and I can throw stuff through it."
SpoilerShow
If you have done the balance W/A/F and the balance L/S/D, you have a red and a blue gem : try to put them on the balance pedestals and see what happens :)
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
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Nathaniel
Posts: 111
Joined: Sun Jul 26, 2015 9:09 pm
Location: Ukraine

Re: FINISTERRAE version 2.3

Post by Nathaniel »

Greetings, comrades!
I haven't written anything in this topic for a long time... But today I'm happy to announce that I will re-conduct the game. Strangely enough, there are a lot of puzzles left in the game that I have not managed to solve, I have consistently and thoughtfully analyzed the in-game records, scrolls and letters... For now I don't want to ask anything, so as not to spoil some of the nuances that I did not understand during my first walkthrough.

In the meantime I want to demonstrate to all comers here such an amusing trick! :D :mrgreen:
SpoilerShow
Image
Last edited by Nathaniel on Wed Jul 26, 2017 3:36 pm, edited 1 time in total.
Legend of Grimrock 1.3.7
Legend of Grimrock II 2.2.4
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Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: FINISTERRAE version 2.3

Post by Duncan1246 »

Hi Nathaniel,
Glad to have you on board again!
I hope you can give me your feedback about the magic book and your new game.
My web connection is very poor for now, so be patient if you have some issue...
I can't see the image: bad link?
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
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