Legend of Grimrock

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Kristofer Tomasch

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akroma222

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COULD WE BE FINISHED??? I BLOODY HOPE SO!!!

"Labyrinth of Lies" - Release is uploaded now and I am hoping this to be the final version (i.e., public release)

I wanted to thank everyone for their ongoing time and effort in testing and improving this mod. I never would have had it finished
if it weren't for the team effort. THANK YOU!!!

I have added in some extra goddies and secrets, which I will not spoil here.

Thinking of doing some Youtube videos as walkthroughs as writting it all down makes me feel kinda sick :-/
I will definitely post lists of items, spells (and lists of which items can be used with spells), monsters, treasures etc,
but a walkthrough will definitely be a video job.

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Hello fellow Grimrockers!!

OK, so hopefully (I am pretty sure) this will be the last test run before the public release.

I would like to give a BIG THANKS to Leewroy, Bongobeat, Altamour, Banoara and Tristanna for
the massive amount of time they have put into testing Labyrinth of Lies. Without your help I
would certainly have been many painful months away from finishing this.

There is ONE BUG which is still to be fixed - stay away from casting custom projectile spells
at monsters when they are in front of you AND attacking you. This will cause a crash and has to
do with timers for the fx scripts. I am working on a solution now - but releasing this beta
version couldnt wait any longer.

Some points of advice for Labyrinth of Lies.


1. RANGER CLASS - You will be given the opportunity to swap 1 of your champs to Ranger class
at the end of the first level. Any skills you have increased will be cleared to 0 but you keep
any unspent skill points. The champ also awarded an additional 20 skill points for the swap.
There are a number of specialty items for the Ranger, including weapons, armour, runewands etc

2. BATTLEMAGES - Mages who wish to beat monsters up with weapons can look into Staff Defense skill.
Like the Ranger class, there are a number of items exclusively available to mages skilled in
staff defense - weapons, armour etc

3. ASSASSINS - less so than Rangers and Battlemages, Rogues who spend skill points in assassination
skill have access to a number of very unique items.

2. BONE CRAFTING - normal skulls no longer give a +3 bonus to attack power. Instead, skulls
(6 different kinds) and other bones (8 different kinds) can be collected and placed inside
either the Trophy belt, Shaman Mask or Warchief Armour. You will find notes on the arrangements
of bones and skulls you need to perform bonecraft rituals - which increase skills, stats etc.
You then place the bones in the right config. and use the matching Grimoire to conduct the ritual.

EG - Mask Ritual of Spellcraft

horned skull crystal skull
beast bone lizard tooth
skull beast horn

-put 1 of each into the Shaman Mask (trophy belt, mask and armour are all 'sack' containers)
-use the Grimoire of Mask Bonecraft (right click from inventory)

>> if your champion meets the requirements for the ritual (eg spellcraft skill > champion level )
then the ritual will trigger and your champion will be rewarded. The bones and skulls will also
be consumed.

**To use any Grimoire, a champion MUST must have the HEAD HUNTER skill - Minotaurs can choose
this initially but there are also other ways to gain this trait for non-Minotaur champions later.

3. TREASURES - There are only 5 treasures in Labyrinth of Lies - however, these treasures now have secret
special effects (ie, they are now useful - if you can find out how to use them)

4. SPELLS & SCROLLS - All magic skills now have access to ~20 spells each (including the originals). Importantly,
for a champion to use a spell, they must have sufficient skill in the according magic skill but also
they MUST FIND AND READ THE SCROLL.

5. RUNEWANDS - will require that a champion have sufficient skill in the according magic skill to use.

EG - Runewand of FIRE
requires fire magic 20

6. POTIONS - there are now 3-4x the number of potions available and 7 new ingredients with which to mix with.

7. SECRET LEVELS - There are 4 secret levels that can only be reached through high level magic. I will not
spoil too much here, apart from the first such level requires the Earth Spell - Gaias Gateway. It is highly
recommended that you complete as many secret levels as possible as the END GAME BOSS will be easier with the more
secret levels completed.



I think this should be enough to get you started - I really hope you enjoy playing and if you have any questions
please dont hesitate to send me an email - [email protected] OR contact me on the grimrock forum (akroma222)
OR though facebook - Kristofer Tomasch.

Thanks again and enjoy!! ;-)

Chris






















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UPDATES.

-- **if you cant find 1.5 there it is because i have had to upload it again. It should onlt take an hour or so **

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22nd NOV 2013

A number of errors have been fixed -

1. All weapons that crashed on attacking are fixed. Im unsure why this happened but all it needed was for to redefine the weapons in items.lua (strange)

2. Wisp shift portal locations that allowed you access areas that you shouldnt be able to are repositioned.

3. Projectile spells that crashed the game on cast have been sorted out. No more crashing for these spells.
(This is very strange, as none of them did this during my final checks before I released 1.1)

4. All bonecraft rituals have been checked and the positions of bonecraft equipment + grimoires fixed.
Also have raised probablities to find bonecraft components for the rituals.

5. Icons have been redone with a kinder compression, they look a bunch crisper than they did before.

6. I have changed a number of items so that Assassination (skill) is needed to use them. This idea I learned
of from Bongobeat (one of our team now) - so that a Rogue can choose a specialisation, so to speak -
being able to use an interesting selection of useful items.

7. A fair number of other minor changes have been made but the main concerns I have stated above.


I have had another speed run through from level 9 (furtherest we I got before a restart was needed)
onwards and things seem good. Again I will mention that the game branches toward the end (from being
quite linear early on) and it is difficult for me see to all ends with how many ways there are to go
about completing the game. I am sure you will find things I have missed :-)

Thank you all again!!

Akroma

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8th Nov 2013

v1.4 required for passage through end of level 4 (6). Gem puzzle will not open metal door .... fixed.

Do not attack with the bone dagger - just keep it for bonecraft. Attacking will crash the game.


7th Nov 2013

demon head - blue gem treasures at the end of level 2 (after the pit/teleporter maze) - DO NOT USE THE GEMS ON THEM. Just leave the gems there, cant get to the loot as the script
is faulty.

Gongolda's secret leb in the Pits is unaccessable, torch holder script incorrect.

These will not break the game, you just miss out on a few interesting items

Corrected version 1.2 ready soon, no need to restart though

6th Nov 2013

On level 2 (actually level 4 - Amadacia Ruins) when you reach the Gardens, you will find a room with a newly coloured snail... newly coloured herders and a big particle effect
in the middle of the room (Gaia Gateway). There is also 1 NORMAL COLOURED SNAIL. DO NOT KILL THIS SNAIL. It is an xp snail that snuck through my nets, basically its
a 1 HP snail that will give you 999 999 XP, putting your champions at Level 25 and essentially breaking the game. TO AVOID THE SNAIL - do this - lure the snail back through the way you came
toward the beginning of the level, lure it further to the room (that you should have visited by now) that had the flying crowerns, fireballs and the red gem. Turn right as you enter the room an d
lure the snail in front of the space which triggers a fireball trap. This will kill the snail and not award your party the XP.

*** snail drama above now solved ****

Gaia Gate spell placed in same area.

We are using version 1.1 now.

Make sure you are reunning with version 1.1


5th Nov 2013

Undead bane weapon script removed for time being - monstrance, annointed mace, angelfire stave and akroma's sword can now be attacked with - no crashing.
Blocking point on level 2 (prohibiting further exploration) changed.

**Please make sure you have the updated Beta file (drop box)





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To The Very Important Testers!!

This is the Full (beta) version of Labyrinth of Lies

The game features include but are not limited to:

-16 full map levels
-4.5 secret levels only reachable with high level magics (and maybe a sleepy mushroom or two)
-I have used -almost- every custom wall set available through the modding community, also flooded areas, breakable walls, light source interactions, alcoves for secrets and loot etc
-Magic system is reworked (120 spells) with spell upgrades, interactions and item enhancements. Each of the 6 mage skills sports around 20 spells including the originals.
-Implementation of 'must find spell scroll and have sufficient skill before you can cast it' system
-cold damage will paralyze champions.
-Head hunter trait has changed into a ritualistic "bonecraft" system where by you find different skulls, bones teeth etc
and attach them to bonecraft equipment for rituals in which various bonuses are awarded (+3 to attack power for each skull carried no longer works)
-Ranger class supported with specialised equipment
-Battlemage (staff defense) class supported in the same way
-Many new monsters (some retextured and others new) - with custom magic abilities and onDie effects. Many new custom item drops too.
-Traps and puzzles a plenty (with new detection, evasion and teleportation spells to help you discover or avoid them)
-Many new weapons - an arsenal of staff defense weapons, unarmed weapons (eg, claws / spiked fists etc),
new ranged and throwing weapons and of course lots more swords, axes, maces and polearms.
-Items, armour and weapons have many race/class/skill dependent bonuses when equipping, attacking, dying etc
-New armour sets (for light, heavy, rogue, staff defense, ranger)
-Cursed items with wild effects that require secret uncursing methods (or using potions or remove curse spell),
-Treasure items, gems, coins, ores, tome library
-custom spell effects, sound effects, icons and textures
-some music from an old favourite Underworld game of ours has been included ;)


NOTES for testers.

Labyrinth of Lies, holds a fairly linear path early to mid game,
but late game allows for diversity in what can be done and where can be visited.

If you are worried about starving, Earth magic will have solutions for you.

If you like the idea of a Ranger class, there is a chance to class change 1 champion at the end of the first level (no pre-requisites for the change)
(For those of you who do not know - Ranger class has access to: Armours, Axes, Swords, Fire magic, Earth magic and Spellcraft)

If you like a melee style spellcaster, or "battlemage" then the mages' staff defense skill is what you want.

The mages spellcraft skill represents Light AND dark magics.

Regarding secret levels (4 of) - Earth magic has access to one
- Spellcraft has access to one
- Air magic has access to one
- Ice and Staff defense have combined access to one

Completing secret levels and achieving main game objectives will make the end battle easier - IE if you do the bare minimum or a speed run through the mod,
the end battle will likely be too difficult.

I suggest making multiple, chronological save files (5 - 10) and then save over them again - this is so just in case something bad (buggy) does happen
you have a choice of save games to go back to and dont have to start over. I would love to garuntee that this wont happen, but Im sure someone will find a
few things Ive missed. Unfortunately due to the mods diversity, I simply have not had the time to test every possible way to play the game myself.

If you are just testing on the fly and dont have a great deal of time for fussy detail, that is fine -
just give me a nutshell opinion of the mod. I will be very happy with that.

If you want to keep imaculate records of mistakes/bugs/potential changes then these are some issues I would like you to consider:

-Item count?? Too many? too little? Too boring? Too fancy?
-Balance - did the game feel balanced through out?? Did your party peak in its power too early??
-Magic - enjoyable? Too much? Too little? Changes?
-Monsters + boss fights - too hard/easy??
-Flow of instructions - were things explained (eventually)? Were there things you had no idea how to use?
-Storyline + flavour - opinions??
-Language and grammer - please make note of typos and grammar errors :-)
-Puzzles + traps - repetitive? Too hard/easy? Too much/ not enough instructions?? (Given that the game will bullshit you constantly - usually telling you the opposite of the truth)


I am happy to troubleshoot or help out if you are stuck somewhere
I really am keen to get as many of you though to the end of the game as possible, as that is when the mod really kicks off
Contact me through PM in the forum, or fb (Kristofer Tomasch) or those of you close by in the same time zone, just call me :-)