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This white square is the automap bugging out. The altar there makes you lean forward as if it was a chest, but there's nothing inside except the item on top of the altar.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2589892100
Not really a bug, I think, but I want to make sure. Can you get into this vault or is it just a scene for a dead thief? The nearby lever makes the teleporter that takes you up to this ledge lead outside instead, and I can't find any other way to get up here.
Every class that I'm using has fighter benefits listed in their traits, even though none of them are fighters. Wizard doesn't have any wizard benefits listed, though that could be because they're not getting any weapon bonuses.
A few typos:
You forgot to capitalize a D in the description for the Muscular trait. ♥♥♥♥ mod, 0/10 uninstalled.
A sign says "Be weary of what dwells in the waters." Probably supposed to say "wary".
The icicle Dart is missing a capitalized I.
Armageddon Trap is the spell that was supposed to give you fire immunity for a few seconds, I assume. That, or it was supposed to be a dangerous trap. The name suggests the latter but the description suggests the former. Unfortunately it triggers below you the instant you cast it, dealing heavy damage to your party.
Shock Cloud says it's supposed to spawn a cloud in front of the party, but like the trap it spawns on you.
Hedge Haven doesn't seem to work properly at all. Walls are spawned, but they don't seem to hurt or trap enemies. They also don't seem to despawn, making it extremely easy to make to break the game. Projectiles (only tested magic) go through them, but don't seem to deal damage to what they hit. At least, the snail I tried it on took several meteor swarms and never showed any damage numbers. Using melee range magic makes it hit yourself, as if you were facing a wall, though.
The Vault in the NE crypt can be accessed, but only from above. The door mechanism is just a trap.
All the above has been fixed. The altar/pedestal is supposed to be that way. Just a redesigned chest that lets you lean over the altar, the sound is hardcoded unfortunately. The automap icon now is that of the altar.
Going to add the missing conditions "Stone Skin" and "Gargoyle Regeneration" (not sure if potions or spell/item) as well as monsters causing harmful conditions like bleeding and electrocuting. Afterwards I will upload the updated version.
In fact, I am going to upload these hotfixed versions regularly and not wait for months to collect stuff anymore.
You can fall down into this pile of stones from the river edge. The golem wakes up and moves, but doesn't do anything after that. Once you move away from the marked spot, the tile becomes impassable again. I'm guessing this applies to any other sleeping golems that you can fall onto.
Found my way to that vault we mentioned. I think it's bugged, because I can't find a way out. The chain next to the door just makes the demon outside spit another poison projectile, and then the chain can't be interacted with again.
The Shield Potion has no description.
The Large Buckler still can be placed in bracelet slot, but it doesn't do anything when placed there.
Edit: I advice reducing the sound of the Instable Field breaking.
The vault only releases the party if you leave 3 (now only 2) items in the alcoves.
The summon stone tile now simply cannot be accessed anymore, a sign post is blocking the tile above it. There is now a warning in form of the depiction of a stone creature surrounded by waves/water which also hints at the existence of aquatic summon stones.
Some of these dormant ones get teleported in and activated afterwards (Flowing Sands guardians). This is the ideal solution to the problem, I'll throw it on the to-do pile.
The following is after restarting with the hotfix.
Everyone still has the fighter benefits trait. Actually, they seem to have lost the class benefits trait they're supposed to have. Before, they had both the traits they were supposed to, and the fighter's. This seems pretty important.
Spawned some potions with the console to test spells. While spawned energy potions as well. Turns out that if a mantis drinks them when over a certain amount of mana, they actually lose mana. You gain mana as usual from them until you're at about 80% (possibly a set number) but if you're above that your mana is set to ~80%. A Large Energy Potion destroys your mana bar. My level 2 mantis loses all of its mana, my old level 8 mantis gets set to 94/344 mana. I'm guessing something went wrong when you did whatever is supposed to make mana potions less effective for mantis people.
Anyway, tried to find a proper solution, but the puzzle is removed for the time being. Now it is nothing but a vault that you need to enter from above, get some items and call it a day.
Energy potions: Was indeed meant to give less, not remove existing energy, good catch. Never noticed as energy potions seemed like a waste for them and besides, Etherweed is what Mantis crave.
Changed the name of the custom large potions (energy/healing) to huge, the craftable large ones now only refill 300 health/energy).
Energy gains: Small (25/75), greater (50/150), large (100/300), huge (200/400).
Need to look into that again, something seems completely off. Started an actual run on my own and I can see neither fighter nor any class benefit trait. When manually I add a fighter trait to a non-fighter class they do indeed show as they should, but I cannot seem to add the proper trait to a class. Seems like it is already there, but none of them is tagged as a hidden trait.
[string "SoundSystem.lua"]:0: OpenAL error in alGenSources: Out of Memory
stack traceback:
[C]: in function 'play'
[string "SoundSystem.lua"]: in function 'playSound3D'
[string "GameObject.lua"]: in function 'playSound'
[string "Monster.lua"]: in main chunk
[string "GameObject.lua"]: in function 'sendMessage'
[string "Animation.lua"]: in function 'update'
[string "Map.lua"]: in function 'updateComponents'
[string "Map.lua"]: in function 'updateEntities'
[string "Dungeon.lua"]: in function 'updateLevels'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
I tried about 5 times, it's always happening (not in the first building which is weird).
I also tried to rush a new game and directly went there it's the same.
Also when I'm trying to load a saved game below the winding valley I get this
[string "Component.lua"]:0: invalid trigger action
stack traceback:
[C]: in function 'assert'
[string "Component.lua"]: in function 'addConnector'
[string "GameObject.lua"]: in function 'loadState'
[string "Map.lua"]: in function 'loadState'
[string "GameMode.lua"]: in function 'loadGame'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
Also, because of the "out of memory" bit, are you using the 4GB patch?
@SirLukas You first noticed being "cursed" when you entered the western Swamp Grotto? How does losing health/energy appear, in regular intervals? Does it lower the max or current values? Are the stats affected?
Can't find the source of this and any (detailed) information would be helpful.
honestly I dont think Ive ever used the 4gb patch, for this is the first time I had an out of memory problem, Also ..... where do I get that patch ? doesnt seems to be in the steam workshop .... I'll google it .....
-The description of Master Mortar is in German.
-Damaged Skull, Poignant Potion, elemental arrow and quarrel fall to the ground instead of disappearing when they hit enemies or walls.
-When you eat Horned Leafs
warning! invalid condition: horned_leafs_immune_100
and the only effect was Agile.
-Bone Wand Special Attack: no effect
warning! Unknown spell: dark_pact
-Unholy Skull Special Attack: no effect
warning! Unknown spell: unholy_contract
-Cudgel is a Heavy Weapon, but his Special Attack requires a Light Weapon.
Maul is also a Heavy Weapon, but requires a Light Weapon to equip and make Special Attacks.
-Snow Sphere increases Water Magic by 2 when equipped, but if it is equipped when Water Magic is at 4, it will be reduced to 3 when removed.
-Equipping Tom of Elemental Mastery does not increase Willpower.
-After equipping MIRROR SET and METEOR SET, the effect description does not disappear.
Thank you for the detailed report. Fixed or altered each of the above mentioned issues.
The two spells were not even implemented in the English version yet.
Also fixed the Crystal and Archmage sets which had the same issue with the on-screen text. Unfortunately, all of these "epic" sets (linked to an achievement) work differently, so now there is no text at all for them as it keeps updating every frame. Speaking of memory leaks...