[MOD] The Guardians

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

Re: [MOD] The Guardians

Post by Adrageron » Sat Sep 05, 2020 9:40 am

Hi, ene! Thank you for feedback!

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

Re: [MOD] The Guardians

Post by Adrageron » Wed Nov 04, 2020 9:59 pm

Mod is updated to version 2.0. It is the first major update with lots of new content.
Here goes the changelog:

- The logic of the campaign has been changed to exclude situations when the player cannot advance along a certain branch of the plot
- Additional secret game goal
- Added 15 new secrets
- New boss fight (secret as well)
- There are rumors about new hidden shop somewhere in the world
- Added few new shortcuts and level expansions
- New items and weapons
- New forge recipes, including some "secret" enchantment materials
- Weapons can be enchanted now
- Some classes, items and set bonuses rebalance
- Farmers can grow spices and wormroot in their inventory
- More ways to get something useful in exchange for an old equipment
- You can predict what gem will be mined from the vein
- Firearms skill adds critical chance to firearms attacks
- Added special attack to the arquebus
- Characters can throw bombs underwater (except the fire one)
- Improved Shard Creator outcome
- Automap improvements
- Other fixes and improvements here and there

Have a nice adventure!

Ascender
Posts: 5
Joined: Sat Jan 04, 2020 11:22 pm

Re: [MOD] The Guardians

Post by Ascender » Mon Nov 16, 2020 1:49 pm

Without spoiling the exact location for me, can someone tell me which direction should I start going (cursed coast,mines, etc) if I want to find gunpowder weapons? I assume the repeater is a late game weapon so I assume it is nowhere near the starting areas but what about the dragonbreath revolver and arquebus?

Btw loving this mod!

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

Re: [MOD] The Guardians

Post by Adrageron » Mon Nov 16, 2020 10:45 pm

@Ascender
You can go any direction. There are several versions of most firearms. But some of them are well hidden ;)

Ascender
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Joined: Sat Jan 04, 2020 11:22 pm

Re: [MOD] The Guardians

Post by Ascender » Wed Nov 18, 2020 4:53 pm

Can someone tell me how to solve the sh.ine of th. .t.z.ax.. puzzle? I don't understand what the numbers are supposed to mean. Are they supposed to correspond to the open or closed prison cell numbers? I just want to kill monster and explore the world, not play as Alan Turing solving the Enigma code.

Ascender
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Joined: Sat Jan 04, 2020 11:22 pm

Re: [MOD] The Guardians

Post by Ascender » Thu Nov 19, 2020 8:21 pm

Enchanting is broken in 2.0. I put gem + wormroot into materials, enchant scroll into "scroll" altar and tried multiple items with nothing happening.

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

Re: [MOD] The Guardians

Post by Adrageron » Thu Nov 19, 2020 9:03 pm

Ascender wrote:
Thu Nov 19, 2020 8:21 pm
Enchanting is broken in 2.0. I put gem + wormroot into materials, enchant scroll into "scroll" altar and tried multiple items with nothing happening.
Try to put more wormroot ;)

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

Re: [MOD] The Guardians

Post by Adrageron » Tue Nov 24, 2020 8:34 am

Version 2.2 of the mod is out. Hopefully, it is a final update :roll:
List of changes from 2.0:

v. 2.1
- Some new dungeon content
- New automap, conditions and item icons
- New (old) enemies
- Locpicks and almost all food are now stackable
- Texture optimisation
- 7 new secrets
- Few new items
- Few new shortcuts
- Dodge skill is improved
- Knight class gets immunity to curses
- Automated secret per zone counter (you must find it first ;)

v. 2.2
- Few logical and visual fixes and improvements
- 2 new items
- 2 new secerts
- Different icons for custom spells
- Rage potion's effect now limited

Special thanks to @Skuggasveinn for great content mods! Used 3 of them :)

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7Soul
Posts: 166
Joined: Sun Oct 19, 2014 1:56 am
Location: Brazil

Re: [MOD] The Guardians

Post by 7Soul » Wed Nov 25, 2020 4:32 am

Alright! Giving this mod another shot. Last time I picked hard mode and I just got wrecked. This time I also saved before activating a new area of the base to see what it did first, which helped a lot. Last time I unlocked the kitchen and archives, which didn't do anything for me but this time I got the crystal room and then the two stores, which were incredibly helpful. I went and got the cooking/mining books right away (just need to get the kitchen next) and then my party can stop struggling so much with food

The level design and secrets so far have all been very good too, I'm just not a fan of the constant death traps, but I just make sure to save often then (at least on hard, on this playthrough I'm avoiding even triggering them)
Join the LoG discord server: https://discord.gg/ArgAgNN :D

My Mod The Old Nexus (wip)

guero531
Posts: 9
Joined: Wed Mar 11, 2020 4:40 am

Re: [MOD] The Guardians

Post by guero531 » Thu Nov 26, 2020 10:08 am

Hello Adrageron wanted to say been playing the mod and been enjoying it.

I was playing the mod on the 2.0 Guardians update. I updated the mod to 2.2 version and loading up my old save causes this error.

[string "Item.lua"]:0: File not found: mod_assets/textures/items.dds
stack traceback:
[C]: in function 'load'
[string "Item.lua"]: in function 'setGfxAtlas'
[string "Item.lua"]: in main chunk
[string "GameObject.lua"]: in function 'sendMessage'
[string "Map.lua"]: in function 'sendMessage'
[string "Map.lua"]: in function 'gameLoaded'
[string "GameMode.lua"]: in function 'loadGame'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

I am playing the mod on the steam version of legend of grimrock 2. Was hoping to see how I can fix this to continue playing on my save file.

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