Legend of Grimrock
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Michael Slack

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slackmg

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Dungeon attempts to recreate (at least heavily influenced by) the maze from
Wizardry 1 in the LoG world.

Place .dat file in:
C:\Users\[username]\Documents\Almost Human\Legend of Grimrock\Dungeons
(windows 7) or wherever your documents are.

Dungeon is played best with a party of 4 new champions. Should work Ok with
less, but untested, though I did go through with Toorum. May be a bit boring
with imported, high level, party. Requires at least LoG v1.3.6 to play.

All 10 levels of the maze have been recreated. The levels are similar
to the Apple II version, matching as best as possible. Made the mistake
of starting with level 1 instead of starting at the castle level, so had
to add a temple room in level 1 to provide the needed castle functions.
Matched or similar listed below for each level:

Level 1 - match, except no one way doors, level expanded/unrolled out
some, added a 'temple of cant' branch room since the
castle is not part of this maze, game exit is castle
teleporter room - activated by button instead of
automatically
Level 2 - match, except for area around elevator, level expand out some
Level 3 - similar, rooms aren't split in half so real walls could be used
elevator area re-arranged, pit area from level 2 added
Level 4 - match, except removed a lot of doors in the rings,
made rooms in the elevator area bigger/expanded,
split elevator area out, added pit areas from level 3
Level 5 - similar, re-arranged most to fit LoG engine, combined small
tiny rooms together, etc.
Level 6 - similar, same as level 5, re-arranged to fit LoG assets
Level 7 - similar, combined small rooms to large ones, added healing spot
Level 8 - similar, unrolled wrap around halls, enlarged the two big rooms,
left out the room inside the RJW, pit area added
Level 9 - similar, room arrangement changed somewhat, different connection
hallways
Level 10 - match, room size larger with next/return teleporters off the main
rooms, using button for 'leave level' instead of
teleporters

Note, stairways have been moved around in order to use the LoG stair
assets. In addition, side-by-side rooms were created by using cloned
'secret doors' as walls. Do have the 'no magic' areas and the 'dark'
areas along with 'spinners' and other maze specials.

Have renamed (cloned) monsters for about 30 of the monsters available
in Wiz 1 using either the LoG monsters or fan provided re-textures.
There's around 70 monsters that there weren't good models for, that, once
they are available, may be added. These include fantastical creatures
such as Clouds (gas, mists, etc.), Gorgons and Demons; humanoid such as
Orcs, Trolls and Kobolds; PC NPCish such as fighters, mages, rogues and
priests based on the four character types in LoG (Human - male/female,
Minotaur, Lizardman, Insectoid); lastly, animals such as bears, canines,
felines, frogs, rats and bunny rabbits :-).

In addition, only defined a small group of items from the original. Have
implemented unidentified/cursed weapons for most of those. Most items will
just be stock LoG items though.

The magic system is the stock LoG magic spells. May do an update and
include in the spells from Wiz 1 one day. Though some (many?) of the 21
mage spells and 29 priest spells do not make any sense in the LoG world.
Also, assume most people know the stock spells available. Did not include
any spell scrolls in the maze.

Finally, I made the monsters a little soft (easy) after doing several rounds
of play testing. I enjoy games more with light puzzles and exploration
rather than trying to figure out how to kill a monster or spending a lot of
time on combat. This may make the game a little too easy for some though.
You will need to have some elemental protection for the final level,
particularly fire. Note, the final level (level 10) is not as 'soft' as
the other levels. It's extremely tough to make it through, mainly because
each room is generated with 2 to 4 monsters instead of 0 to x.

Hints/Warnings:
-------------------------------------------------------------------------------
Monsters are only generated on each level when first entering the level. The
monster generation uses a 'room' approach, so if any monsters from a previous
generation are already in a 'room', no new monsters are generated for that
room. But any rooms without monsters could get monsters generated in the room.
In addition, entering a new level closes the doors on the previous level. This
is so monsters are generated in their rooms/areas and stay.
So, if you leave a level, monsters may be generated in previously empty
rooms/areas and doors may be closed. You should explore the entire level if
you intend to prior to leaving the level.

Due to the way the identify process works, you should not replace a weapon
already in a PCs hands (or pack slot) with another. If the weapon is unidentified,
and it is identified when placed, the previously held/pack weapon item is lost.
Lifting the item and placing it in an empty slot (hands or pack) will attempt to
identify it. Just be careful it's not cursed if placed in one of the hands...

In 'dark' areas, there may be doors. Click on the side where pull-chains
normally are to check to see if a door is there or not. In addition, there are
illusionary doors/walls. There is one deep, in a dark zone, hiding something
wonderful...

The maze is geared towards fighters with swords (primarily) and maces (secondary).
Axes are available, but not like swords or maces. Also, swords and maces have
tomes available to increase them, but axes do not. Axes were not part of the
original wiz series.

You should explore the first level completely (to get equipped). The three rooms
in the first hallway should all contain various weapons. In addition, you
probably shouldn't go below level 2 until you are at least level 3 or 4. If you
keep going up and down, the monsters will be regenerated or, like the original,
you can experience skim the murphy's ghost encounter (it's regened each time you
get transported to the room and you've kill the previous MG encounters). You
should also be at least level 10-12 before taking on level 10 of the maze.

Note: On level 10, the monsters in a room are generated when you step into the
square right before the door leading into each room. If you save before you
step into that square and you get creamed by the monsters in the room, reload
and take your chances with a new set of monsters. Could be less of them :-).

Things Not Quite Right (bugs or otherwise!):
-------------------------------------------------------------------------------
Occasionally, some of the re-textured monsters (mainly dragons) poke through
doors, including the 'hidden door walls'. They can't hit you or you hit them,
but looks funny.

Occasionally, some of the monsters seem to be able to open doors. Not sure
how or why, but I've had it happen a time or two. This is not scripted
behavior as far as I can tell, at least I didn't script it (or include the
LoGFramework module). This effect seems to mainly happen with portcullis
doors, though I've had a monster continue to chase me down a hall even though
I'd shut a wooden door between it and my party.

Columns on the 'hidden door' walls flicker, at least on my computer. Other
rendering artifacts with wall drawing, lights shining through walls, etc. may
also be experienced (though I like the light shining through the walls effect).

Updated grimq from v1.2 to v1.3.2 within LoGFramework from 2013-01-02. Haven't
seen any issues with it in testing, but there may be something I haven't hit
yet in testing.

Per discussion on grimrock forums, added in the allEnt.ties() function fix. The
built in 'allEntities()' was used a couple of times and it would break the game
if users used map markers that stopped the allEntities call from completing.
Fix thanks to Marble Mouth and Komag. May be removed once the allEntities
function is fixed, though may keep it for those still using v1.3.6 or v1.3.7.

Asset Credits:
-------------------------------------------------------------------------------
[objects]
antimagic zone - Grimwold
dark square - Diarmuid
dust emitter - J. Trudel
fog emitter - Wolfrug
dungeon catacomb alcoves - Neikun, Batty and Crisman
wall plaques - Dr John Wordsworth

[items]
grim_vsword, grim_mstar, grim_mace_std, grim_vorpalblade - germanny

[monsters]
cultist - Kuningas/Tursas
dragons - FrEEsiD
isgardian - Neikun
slimes - Neikun
ogre_arcane - Neikun
ogre_diseased - Neikun
gold skeletons - Neikun
goromorg_diseased - Neikun
jungle_ogre - Merethif
santa_ogre - Asteroth

[misc]
scripting framework + world freeze - JKos
equipStopper - Diarmuid
pieces of Tome Library (and inspirations of tomes) - Ixnatifual
allEnt.ties - Marble Mouth / Komag
Other scripting inspirations via Grimrock.net forum postings.

Updates:
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2013-06 v1.1 - Updated a couple of wav files to reformat from stereo to mono.
Fixed some spellling issues and item definitions also.