Sorry, PM. I did download your mod awhile back, and I do enjoy it. I thought I had left some feedback for you in your mod's thread, but I see that I didn't. So it's there now.Prismatic Maelstrom wrote:Ever since April 2012 I've had 197 downloads of my mod and none of these people have said anything about it. You were the only person to go into real detail SpottedShroom and that was back in 2010.SpottedShroom wrote:That I've heard, yes.
The Sanctum: Mod for powerful wizards
- MyGameCompany
- Officer [Platinum Rank]
- Posts: 516
- Joined: September 22nd, 2009, 6:56 pm
- Location: Michigan
Re: Book III mod: The Sanctum
Troy
Former indie game developer
Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland
Former indie game developer
Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland
- SpottedShroom
- Captain Magnate
- Posts: 1372
- Joined: June 4th, 2010, 6:18 pm
- SpottedShroom
- Captain Magnate
- Posts: 1372
- Joined: June 4th, 2010, 6:18 pm
Re: Book III mod: The Sanctum
I just released version 1.2. It's a major bug fix release and recommended for everyone who plays the mod. Please don't use the 1.0 and 1.1 versions and more!
The big change is bug fixes that should prevent all sorts of problems due to overlapping quest numbers, mainly in the "Defeat simultaneously" room and in the finale.
Also, "Defeat simultaneously" and "Burn precisely" were modified to prevent you from being trapped there, and "Look carefully" was tweaked to make it a bit easier.
Finally, it's now branded as a mod for powerful wizards, which I hope will set expectations a bit better.
The big change is bug fixes that should prevent all sorts of problems due to overlapping quest numbers, mainly in the "Defeat simultaneously" room and in the finale.
Also, "Defeat simultaneously" and "Burn precisely" were modified to prevent you from being trapped there, and "Look carefully" was tweaked to make it a bit easier.
Finally, it's now branded as a mod for powerful wizards, which I hope will set expectations a bit better.
Re: The Sanctum: Mod for powerful wizards
Very nice, indeed. The few problems I mentioned earlier are completely gone (well, except the problems I had because some riddles were too challenging for me, but that's a good thing, though), but now I would like to
Long story short: nice mod of yours and thank you for making it!
Long story short: nice mod of yours and thank you for making it!
"It is early morning, quiet and peaceful."
- sapientCrow
- Steward
- Posts: 60
- Joined: March 31st, 2012, 6:07 pm
Re: The Sanctum: Mod for powerful wizards
Can I load this after I already have saved the Alundar's Domain map?
I defeated it normal and then went back with the files in my main exe directory and when trying to enter North it says nothing is that way.
Edit: Even when I delete map 5047 and the corresponding files it still will not let me enter into Fandugan through the North entry point.
I defeated it normal and then went back with the files in my main exe directory and when trying to enter North it says nothing is that way.
Edit: Even when I delete map 5047 and the corresponding files it still will not let me enter into Fandugan through the North entry point.
- SpottedShroom
- Captain Magnate
- Posts: 1372
- Joined: June 4th, 2010, 6:18 pm
Re: The Sanctum: Mod for powerful wizards
Yes, this mod does not modify any maps and can be added at any time to any game, regardless of other mods you may have loaded. Keep in mind that it is NOT a savegame mod! You add the .map and .ent files to the mods directory of your Book III install, not into the slot directory of your saved game.
- sapientCrow
- Steward
- Posts: 60
- Joined: March 31st, 2012, 6:07 pm
Re: The Sanctum: Mod for powerful wizards
Hmm they are in the mods directory as they are inside the zip file.
Yet I am not able to go into that other map.
Not sure what the problem is. It keeps giving the red error that nothing lies beyond that point or something similar.
Edit: Would it matter if it was not in a default install location?
Yet I am not able to go into that other map.
Not sure what the problem is. It keeps giving the red error that nothing lies beyond that point or something similar.
Edit: Would it matter if it was not in a default install location?
- SpottedShroom
- Captain Magnate
- Posts: 1372
- Joined: June 4th, 2010, 6:18 pm
Re: The Sanctum: Mod for powerful wizards
Are you sure you're on the latest version of Book III? Mod support wasn't added until 1.02. The location of Book III shouldn't matter. What operating system are you using?sapientCrow wrote:Hmm they are in the mods directory as they are inside the zip file.
Yet I am not able to go into that other map.
Not sure what the problem is. It keeps giving the red error that nothing lies beyond that point or something similar.
Edit: Would it matter if it was not in a default install location?
- sapientCrow
- Steward
- Posts: 60
- Joined: March 31st, 2012, 6:07 pm
Re: The Sanctum: Mod for powerful wizards
Yep that was it. Had no idea I was still on version 1.0
Those were some awesome puzzles and at times quite frustrating. Cool use of the spells!!
Bug:
I found when I loaded my game in the final chamber after doing one ending it was pitch black with no lights and I could not use guiding light or cats eyes or anything to see.
Thanks for this mod. I dig puzzles!! And they took some mental power.
Those were some awesome puzzles and at times quite frustrating. Cool use of the spells!!
Bug:
I found when I loaded my game in the final chamber after doing one ending it was pitch black with no lights and I could not use guiding light or cats eyes or anything to see.
Thanks for this mod. I dig puzzles!! And they took some mental power.
- SpottedShroom
- Captain Magnate
- Posts: 1372
- Joined: June 4th, 2010, 6:18 pm
Re: The Sanctum: Mod for powerful wizards
Thanks for playing it! Did you get through all the rooms without looking at hints/spoilers?
That's because I use the "fade out" function to simulate ending the game. Unfortunately, you stay faded out, even if you load a new game. You have to fully exit the game program and start it again.sapientCrow wrote: Bug:
I found when I loaded my game in the final chamber after doing one ending it was pitch black with no lights and I could not use guiding light or cats eyes or anything to see.
- sapientCrow
- Steward
- Posts: 60
- Joined: March 31st, 2012, 6:07 pm
Re: The Sanctum: Mod for powerful wizards
Ahh I got ya.
Well I admit that I looked up view remotely as I could not figure out green and red from afar.
I also looked up burn precisely as I did not think to use a demon oil 1 and I only had 3. (brain fail there)
I also even though I assume there was a pattern to step wisely I brute forced it. I was tired and I could not figure out the pattern with the wall plaques if there was one??
thanks again.
Mods make the game a lot more enjoyable.
Well I admit that I looked up view remotely as I could not figure out green and red from afar.
I also looked up burn precisely as I did not think to use a demon oil 1 and I only had 3. (brain fail there)
I also even though I assume there was a pattern to step wisely I brute forced it. I was tired and I could not figure out the pattern with the wall plaques if there was one??
thanks again.
Mods make the game a lot more enjoyable.
- SpottedShroom
- Captain Magnate
- Posts: 1372
- Joined: June 4th, 2010, 6:18 pm
Re: The Sanctum: Mod for powerful wizards
I didn't think this was possible to brute force. There is only one square that teleports you to where you can touch the monument, and only one square that teleports you somewhere you can step on that square. I expected people to solve it by keeping notes on where each square takes you.sapientCrow wrote: I also even though I assume there was a pattern to step wisely I brute forced it.
I'm not sure I understand. Do you mean the names for each area?I was tired and I could not figure out the pattern with the wall plaques if there was one??
- sapientCrow
- Steward
- Posts: 60
- Joined: March 31st, 2012, 6:07 pm
Re: The Sanctum: Mod for powerful wizards
Hah...
Yah with those types of puzzles I seem to be good at doing the brute force method.
I meant as if there was a method to do it easier paying attention to the plaques on the wall using a graph sheet and x y mapping.
Yah with those types of puzzles I seem to be good at doing the brute force method.
I meant as if there was a method to do it easier paying attention to the plaques on the wall using a graph sheet and x y mapping.
- SpottedShroom
- Captain Magnate
- Posts: 1372
- Joined: June 4th, 2010, 6:18 pm
Re: The Sanctum: Mod for powerful wizards
No, the plaques on the wall are just decorative.sapientCrow wrote:Hah...
Yah with those types of puzzles I seem to be good at doing the brute force method.
I meant as if there was a method to do it easier paying attention to the plaques on the wall using a graph sheet and x y mapping.
- helivoy
- Steward
- Posts: 61
- Joined: May 19th, 2010, 6:57 pm
- Location: By the shore of waking dreams
- Contact:
Re: The Sanctum: Mod for powerful wizards
I still have version 1.0 of Book III. Can I play the Sanctum mod in it? If yes, can I have a hint/spoiler for the entry point? Clearly, it's not north of Fandugan pass, but the Astral Range is long!
Many thanks in advance!
Many thanks in advance!
For I come from an ardent race
That has subsisted on defiance and visions.
-------------------------------------
Starship Reckless
To Seek Out New Life
The Other Half of the Sky
That has subsisted on defiance and visions.
-------------------------------------
Starship Reckless
To Seek Out New Life
The Other Half of the Sky