安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






sorry for my english i'm french
If you choose custom dungeon from the game, see if there is an update button in the mod description window.
but.. you might have to start a new game
BTW great mod so far. Sorry I have zero programming skills.
Let me know if you find anything else that's really weird like that.
Hopefully the community starts making some Dungeon Master monsters that can be added to this mod. Even just a screamer / mummy / worm and rock creature would be awesome!
http://grimrock.nexusmods.com/mods/231/
the mod now has:
- A closer look to the original
- Breakable doors in the correct spots
- Wall fountains (purely for looks at this point)
- Hall of Champions wall portraits (click the little button to the right of the
portrait to add one to your party)
It looks like Germanny has the DM item assets there too,
so I'll see if I can find the time to populate the dungeon items with the correct icons/models.
Thanks Germanny!
(hopefully he adds the DM monsters assets next)
Are there plans to rectify any of these?
- updated to include Gando
- updated floors 5 & 6 a bit.
Also thanks to Awesumo for such an awesome mod preview!
http://youtu.be/ys4bjmrcrN4
http://youtu.be/ys4bjmrcrN4
http://dmweb.free.fr
And here is an overview about all monster with animation and sounds.
http://dmweb.free.fr/?q=node/781
But, to have a real dungeon master feeling we need the original monsters,
I would help you to build them, just tell me how.
The Hall of Champions now lets you choose your characters! Along with the starting gear specific to those characters!
Note: the editor doesn't allow me to change the traits of your characters.
So make up a dummy team of four up before starting the dungeon that has the traits you want for the characters in those spots.
Added initial DM characters. For now they are set as Stamm/Hissssa/WuTse/Tiggy
(now that I know how to set the characters info i'll see if i can recreate the hall of champions)
Uses SDP lua script to set initial party names/portraits/stats/items
http://www.grimrock.net/forum/viewtopic.php?f=14&t=3201
@ Mike_Nomad - that He's My Prisoner puzzle should be fixed now.
@ powerx_jr - updated/fixed most if not all your comments.
- lv1-14 map structure complete and you should be able to traverse all the levels now.
- added rebirth crystals.
- added mortar and potion ingredients
Note: lv5 and onward isn't quite filled out yet.. no monsters/logic may not work yet/items may be missing...
you replace magical box by frost bombs, i think it's really a good idea
i think that we find soon powerful weapons and armor
level 2, the cutlass is the third best swords, in the original you find a falchion (the worst sword)
i think that cutlass can replace the rapier and the sabre later
i think we find plate armor sooner, the first element in the original was found in level 6 (torso plate), i suggest to find ring armor in the firsts levels (like the original)
i think you can replace (DM original/grimrock)
mail armor / ring armor
mithral armor / chitin mail armor
plate armor / plate armor
lite and dark armor/ valor armor
elven clothes/ lurker set
same things for the axe of the beginning of level 4(norja)and the bow(crookhorn longbow) of the end of level 4, i think that you can replace it by a battle axe and a short bow
i'll be back soon for some little things about monsters in level 3 and 4
no bugs to report for the moment
It would be nice to think to alchemy and implement a mortar, i think in level 2 with the three first flask will be a good idea, of course you need to put some herbs trough the different level.In the original DM a neophyte priest can cast easyly basic potions like weak vi an ya (health, and stamina)potion. at the beginning of level 4 it would be nice to find some herbs for cure-poison potions,...
at the current version, a rogue skilled in throwing weapons is not viable, same thing with missile
weapons until the end of level 4. maybe the spiders in level 3 coul drop some rocks, like the rockpile in the original DM, it wouls solve the 2 problems (rock for throwing weapons rogue, rock+ sling for missile weapons rogue)
I've tried to itemize the levels as best i could while doing the floor layouts. Some logic and most mosters aren't working yet. (some of the lower floors I just put in don't have any monsters yet). Two more levels to go! woohoo! and then i can revisit previous levels to solidify the logic and add the monsters.
http://www.grimrock.net/forum/viewtopic.php?f=14&t=3089