------------------------------------------ ---------- v1 - Initial release ---------- ------------------------------------------ Added an empty material and sound, as well as an uncastable spell that does nothing for when you need to fill an empty spell. All three are named "null" Ruins Added Arched wall Added Ground fix Added Floor grating Added Straight tiles to replace ground Added Active fountain Misc Added 3 Campfires - Active, unused, and burnt out Added Creek Added Obelisk + Obelisk glyphs Added Low and high iron fence Added Full length stone block border Added Force wall Dungeon Added Walled arch Added Stone bridge + Bridge end + Broken bridge + Underbridge Added Half pillar Tiles and Tweaks Changed castle water to use the water automap tile Changed Mine floor/wall editor icon color so it won't look like dungeon tiles Added catacomb water tile Added borderless forest water tile Items Added Conflux Mk.1 and Conflux Mk.2 Added Stygian Desolator Added Soul Stealer Added Vanguard Added Spring arrow/quarrel Monsters Added Demon Added Hellhound Added Imp Added Firebird Added Red Herder Added Green Herder Added Small/Medium/Big Herder Added Spectral Wizard Added Wisp ---------------------------------------------------- ---------- v1.1 - Humans invade Grimrock! ---------- ---------------------------------------------------- Changes Changed dungeon underbridge into a minimal save state object with no functions. Removed unimplemented models Fixed spring arrows and quarrels replacing vanilla ones Added others_resources.lua to zim_init.lua Dungeon Added a short variant of the broken bridge Implemented the dungeon arch Added an underbridge generator Misc Added a watering station Added Scavenger eggs, gooey ground, and a goo door Added Dead trees (pillar and cluster) Added forest_ledge generator Added wall waterfall, wall waterfall border, wall waterfall end, and forest elevation edge waterfall Added a flood tile Added wood spikes Added a tent Added the Corrosion condition to Scavenger Spitter Tiles and Tweaks Added a cemetery trail Added a volcanic Tile Set Monsters Implemented and fixed the Scavenger Added Scavenger Spitter Added Scavenger Queen Added Human Archer Added Human Knight Added Vampire Added Lich ------------------------------------------------------ ---------- v1.2 - The Lich and the Archlich ---------- ------------------------------------------------------ Changes Added vanilla Scavenger material definitions to the mods scavenger.lua Removed grimrock1_material.lua from zim_init.lua Added Human Knight block sound definition to human_knight.lua Removed warden.lua from zim_init.lua Added zim_spells.lua to zim_init.lua Removed hand particles from the Lich Added freeze fixes to monsters using material overrides Revamped the Lich Fixed Scavenger Queen egg laying animation speed lingering to the getting hit from the front left animation Monsters Added Firetoad Added Archlich Added an elevation bound Viper Root Vampires now drop vampire dust Hellhounds now drop warg fangs Misc Added the omnispawner Dungeon Added a floor pit frame Added a modified trap door Items Added a small pouch model Defined base material item Added Vampire Dust, Zarchton Scales, Warg Fangs, and Ogre Heart Spells Added Stone Spikes Added Frostfire Added Sleep (bolt + blast) ---------------------------------------------- ---------- v1.3 - Hell Breaks Loose ---------- ---------------------------------------------- Changes Added zim_party.lua to contain all party hooks Added zim_functions.lua that gets integrated automatically into the dungeon. Added zim_conditions.lua for conditions Moved and implemented all party hooks mentioned under whatever requires them into zim_party.lua All icon were compressed into one file named zim_icons.dds inside the textures folder Added armageddon omnispawner example Monsters Added Physical elemental Added Magma Stones Changed Archlich to use the Lich as a base object, and removed doubled component Changed the Human Archers face texture to one that doesn't have the UV layout (no triangles, still bad) Fixed Human Archers neck sticking through the armor, and fixed some visual issues Replaced Vampires ice shards with two dark bolts Modified Vampires teleportation particle and removed a third particle instance Changed Imps fire immunity to resist Added imp corpse Items Added volatile boulder Spells Added Frostblast, Fireblast, and Shockblast Modified Magma Meteor object to ocassionally spawn Magma Stones on impact Added Megma Stones Meteor Tiles and Tweaks Added a dark castle tile set Added blood water Added a clearer volcanic sky Conditions Added burning, frozen, silence, bleeding, and disarmed conditions Moved corrosions, decay, and atrophy to zim_conditions.lua Misc Removed water automap tile from river due to burning condition checking for it (walking over a river with an elevation of -1 or less will remove the condition) -------------------------------------------------------- ---------- v1.4 - Grimrock is coming to life! ---------- -------------------------------------------------------- Changes Fixed Firebird regenerating even when it died, resulting in a crash Fixed missing animation for the Archlich Fixed Human Archer textures not unfreezing Fixed dark_castle_wall_text particle overwriting castle_wall_text particle Gave the Human Knight a new model to prevent this from happening: http://i.imgur.com/oU2dmUX.png Removed the display cave, and added display areas for monsters in their natural habitat Replaced Zeer with a wisp Modified base_material to give items that use it as a base the "material" trait Remade the obelisk + Fixed lighting issues + Made it use vanilla textures + Obelisk upper part can have other materials using material override + Made it look better Added sound to campfire_active Changed bleeding condition to set health instead of damage Chaged scavenger_queen_eggs floor goo and broken egg removal script to a safer and more efficient one. Party All fire damage may apply the burning condition and remove the frozen condition All cold damage may apply the frozen condition and remove the burning condition All shock damage may apply the disrupted condition All physical damage may apply the bleeding condition for a shorter duration Added Disrupted condition Misc Added enchanter Added wall_fire_loop animation Added lighthidden_tile - Snuck into 1.3 by accident. Volcano Added volcano_ground_elevation Added lava_flood Items Added fancy skull Changed Soulstealer's Shadowraze particle (secondary attack) Monsters Added Physical Elemental - Snuck into 1.3 by accident. Added Heretic Added Imp incubator Added Imp corpse Added Imp Lord Added new animation for the Imp Lord Added Cryomancer Idles Added Ratling sitting on an edge Leaning on a pillar Leaning on a couter (dungeon_wall_open) Added Human Archer sitting injured Added Human Knight standing guard ---------- v1.4a ---------- Fixed game crashing when clicking any champion item slot before opening an inventory. -------------------------------------------------------- ---------- v1.5 - An Enchanting Updateuardian ---------- -------------------------------------------------------- Changes Added a scripts folder Moved zim_functions.lua to the scripts folder Updated Party hook with the correct path Added zim_enchanting.lua to the scripts folder, and with it, an enchanting system! (experimental) Integrated GrimTK into the pack (required for the enchanting system) Added zim_animations.lua - Featuring all custom animation event definitions, as well as freeze fix event for *all* animations. Added templates folder, containing templates for textures like the human face, the knight shield, or the icon grid. Added a shield template so you could add your own shield textures to Human Knights Removed unused textures Removed materials using deleted textures Tweaked party on damage hook condition related numbers Made the cave area prettier Monsters Modified the Human Knight model for smooth shading on the shield, and renamed heavy_shield material to knight_shield Gave the Human Knight a different shield texture Removed Goromorg attack animation event from lich.lua Added Aquardian Added Shogwarden Added Toxiguardian Added Bloodraised Items Tweaked Souls Stealer - Now it can't steal multiple souls from a single monster. Also can't steal souls from constructs Tweaked Vanguard to reduce damage even if the champions level is not high enough. Old - 50% chance to negate physical damage if its below (champion level * 10). New - 33% chance to reduce physical damage by (champion level * 10). Can negate damage entirely. Updated Vanguards description Volcano Added background_volcano Added a work in progress volcano_old_oak Spells Changed stone_spikes material to use mine_wall texture Added the conjured_corridor spell, with conjured_corridor object, conjured_corridor_proxy object, and spectral_spear_door object Conditions Added Disrupted to the list of purged conditions on death Fixed disrupted condition crashing the game Tweaked ON FIRE so it cannot be applied if the champion is frozen Misc. Modified enchanter particle Fixed scavenger eggs normal map textures -------------------------------------------- ---------- v1.6 - Imps and Stones ---------- -------------------------------------------- Changes Removed the party definition inside GrimTK Removed unnecessary checkers in zim_conditions.lua Renamed zim_black_castle.lua to zim_dark_castle.lua Fixed some conditions Added sound indicators to all conditions (except decay) Added champion interface effect when trying to cast a spell while silenced Changed the sound for attempting movement when frozen Changed the sound for trying to cast a spell while silenced Cleaned tables in zim_animations.lua (last table remained the same) Modified zim_functions Monsters Changed Imp texture Imp Lords now have wings Modified Imp Lord crown offset Changed Imp Lord cast shield animation Renamed all Imp Lord "cast_shield" animation related stuff to "spell" Tweaked Imp Lord brain to prioratize attacks over creating a shield. Toned down Bloodraised sound, and made it fade in Changed cultist death sound Changed custom wizard move animations to be less static Rewritten cryomancer warp particle component Removed freeze fix from the vampire (since it doesn't use any material overrides) Merged Archlich.lua with lich.lua Added Vampire Lord to vampire.lua Added Timeless Visage Added Enchanted Stone Added Bound Spirit Added Lava Tentacles Demons can now mark champions for death Spells Added earth_call spell Added the following objects: earth_call_beacon - summon_bridge_summoner summon_bridge - summon_bridge_piece - summon_bridge_lava - summon_bridge_lava_piece - summon_bridge_mine - summon_bridge_mine_piece Misc Removed dead trees - They were 1:1 like swamp trees. I forgot swamp trees existed (o_o) Make sure to remove them from your mod if you implemented them. Added castle_beam Conditions Added marked condition Frozen condition will no longer overwrite paralyzed or petrified on the champions panels Dungeon Added dungeon_beam Black Castle Added dark_castle_beam Volcano Removed volcano_old_oak ------------------------------------------------ ---------- v1.7 - Enhanced Enchanting ---------- ------------------------------------------------ Changes Commented out line 280 in 'mod_assets/ext/grimtk/scripts/gtk/input.lua' to prevet a crash Otherwise, loading a saved game and attempting to use a text input box will crash the game Because that line is disabled, you can't use uppercase letters and button shortcuts Rewritten the enchanting system - Fixed GUI displaying wrong icon with custom items Fixed potential item related issues and crashes Added an enchntment power multiplier display Easier to use Looks better Tables! Enchanting room is easier to expermiment in Fixed level coordinates Time slow now also applies a screen effect Changed ash texture Monsters Modified bound Viper Root to have a Null component instead of a counter as a burrow checker Fixed bound Viper Roots spawning burrowing particles when it shouldn't Fixed Enchanted Stones not losing their damage immunity after raising Spells Added spectral_spear_trap and spectral_spear_trap_instant Added shadowflame Added lava and sand variations for summon_bridge Items Minor change to Soul Stealer onAttack hook Added missing comments on newer items Turned Ogre Heart into an enchanting material Misc Changed Omnispawner name to Omnitool Changed the built-in function inside Omnitools to a very basic one for easier editing Changed Omnitool self called function from spawnItem to selfActivate I suggest you use a program like NotePad++ and use the replace function (Ctrl + H in NP++) and replace the following things in dungeon.lua: 'omnispawner' with 'omnitool' -and- 'spawnItem' with 'omnitoolFunction' Be careful when you do that - Don't just 'replace all', replace them one by one or you might change something you've added. Old spawner examples can still be found on the map, inside the small arena on the 'forest' map -------------------------------------------------- ---------- v1.8 - Optimizations & Fixes ---------- -------------------------------------------------- Changes All image files are now compressed, and have mipmaps. You simply *must* use the new images. If you don't want anything new from this update, so be it, just copy over the images. I can't stress enough how important this is. Removed 2 unused textures (lava oak), 1 unused model (copy of human knight), and 1 unused defined object (item_proxy) Added zim_particles.lua Moved all screen effects and spell paticles to zim_particles Fixed the party onDrawGui hook always enabling mouse look (still disables it when the entire party is frozen) Enchanting GUI now disables mouse look Added a timer component for to the party for use with the time slow Removed zim_script automaticlly spawning with the parties onInit Added an object that spawns a script entity that holds zim_functions.lua with the required ID, and then deletes itself. Conditions Frozen condition now enables mouse look when its over Particles Added a particle for destroying rocky objects Added a particle for destroying wooden objects Functions Replaced the isPartyFrozen function with one that allows to check if the entire party has a specified condition (altered party hooks accordingly) Added a function that deals a 'new' type of damage to a champion (checks all resistances and deals pure damage) Added a function to directly damage a monster Added a function that will deal same 'new' damage to a monster Changed the time slow function to work better between levels. - Uses a timer component inside the party object instead of creating one on the map - Try keeping time slowing monsters away from level moving things (teleporters to other levels, stairs, etc...) - Or at least make sure a time slowing monster won't slow time on a different level, because that will screw things up, because it starts cooldowns only for monsters on the same level - If monster X slowed time on level A, then the party moved to level B and monster Y slowed time, monster X will not have its animation speed reset Added two new functions to be used with the Shadow Doubles Spells Modified Spectral Corridor and Spectral Spear Trap to not spawn outside the map boundries Modified Shadowflame to heal undead monsters with the custom healMonster function Added Magic Missile Added Open Door spell Added a custom dispel projectile Monsters Fixed Vampires teleporting behind wall obstacles if they're behind the party (like secret doors, gratings, etc...) Fixed Scavenger Queens laying eggs behind wall obstacles if they're behind her Reimplemented the wings on Imp Lords, re-made model and altered texture. Modified Bloodraised, Vampire Lord, Firebird, and Lich Bolt to use the custom healMonster function Modified Lich/Archlich brain to not use a diagonal attack when the tile infront of them is blocked Modifier Homing Lich Bolt to have smoother homing Bound Spirit no longer prings an error message if the binder is missing (in case you want it to be destroyable) Changed Demon target randoming for marking Added Shadow Double Spawner and Shadow Double Mage (Work in progress) Items Added Chill Potion Added Thawing Potion Dark Castle Added the missing bookcases Added demon philosopher Ruins Replaced the active forest fountain model with a simple surface to be used with the regular fountain Changed active forest fountain definition --------------------------------------------- ---------- v1.9 - Time and Shadows ---------- --------------------------------------------- Changes Modified line 280 in 'mod_assets/ext/grimtk/scripts/gtk/input.lua' - Crash is still prevented, you still can't use uppercase letter in text boxes, but key shortcuts are enabled Monsters Renamed Shadow Double Mage to Shadow Double Wizard Shadow Double Wizard can now use all vanilla attack spells. (Buffs are still work in progress) Added Shadow Double Battle Mage Custom spells can be easily set up for them as well, unless they have some unique aspects other than being a volley, or using multiple projectile types(or both). Modified Demons to interact with Demonbane Sigil changed Bloodraised material so it'll stick to the model with render quality set to low Conditions Moved condition interactions between themselves to the onRecieveCondition party hook Magic shields now prevent, and remove conditions from their damage type (excluding bleeding)(for example - frost_shield removes frozen) Some other, minor changes to conditions Misc Redefined the healing crystal to heal custom conditions Functions Timeslow is now safe between levels, but timeless monsters on other levels are still unaffected Timeslow now prevents the party from using shovels/rope Timeslow now wakes the party up if they're resting Added a function that removes conditions based on recieved parameters Added a function to heal a monster (added in 1.8, but forgot to document) Spells Changed Earth Call spell gesture and description Redefined the Shield spell to be targetable Added Revive as a targetable spell Added Heal as a targetable spell Items Added Demonbane Sigil Added Enchanted Flute Added Cornucopia Party Modified onMove to trigger items in inventories/cursor to trigger their custom onMove scripts if they have any (from Ascension Items Pack) Scripts Modified the Enchanting GUI to use a label instead of a text box for the power multiplier Added a GUI that allows you to choose a targeted ally for a spell Added a GUI for an enchanted flute, that allows you to play melodies - Notes for a segment from the main theme: (at least 10% accuracy guaranteed!) - ert ut re w ere r ewq - ert ut re r eqw - ert ut re w ere r ewq - w er t u ytr yt --------------------------------------------------- ---------- v1.10 - Obviously, 1.10 > 1.1 ---------- --------------------------------------------------- Changes Removed the null.dds texture Changed 'null' material definition to use a texture from the game Modified zim_party to work with the redefined Scope item Modified zimscripts object to not crash in case the objects it spawns were already in with the same ID Defined hand_caster in zim_init.lua Added new functions to 'zim_functions.lua', as well as modified and fixed some pieces of the already present code. Added a particle to 'zim_particles.lua' Removed 'zim_freeze' spell from 'zim_init.lua' Added ice lizard material definition to zim_init.lua Modified SP_FACE normal map Monsters Gave the Aquardian its armor back so its not practicaly invisible in bright areas Renamed 'cryomancer_dif.dds' to 'wizard_cryomancer_dif.dds', and changed 'cryomancer' material accordingly Fixed cryomancer texture (frozen neck) and made it whiter Renamed 'cryomancer_hit' sound to 'human_wizard_hit', and changed the cryomancers definition accordingly More minor modifications to Cryomancer Bound Viper Roots will not longer jump to other elevations under certain conditions Bound Spirit can now have its search range altered without placing a separate binder Firebird had a minor brain modification Modified Demon definition Modified Fire Toad definition Modified Heretic definition Modified Human Archer Modified Human Knight model and definition - Patched some holes on the cloth - The front side of the shield can now have a separate texture (Added a crappy example) Modified Imp Lord Modified Lich, Archlich, and Homing Lichbolt Modified Scavenger Queen Modified both Shadow Doubles Modified Vampire Modified Wisp Added Pyromancer and Pyromancer Fire Elemental Added Geomancer Added Aeromancer Added wizard_lizard Updated Human and Vampire textures/models (HUGE thanks to Skuggasveinn!) Fixed a bug related to the attack component dealing a melee attack when it shouldn't: - Cryomancer, Heretic, Lich, Archlich, both Shadow Doubles,Shogwarden, Timeless Visage, Vampie + Lord spells Added Stone Bolt Added Impale spell Items Redefined the Scope item to be useable to "zoom in" Added scope_camera (defined in zim_items) Added apprentice_gloves Added cursed skull and blessed sack Volcano Now has underground tiles/objects! Defined 2 new tiles (volcano_cave & volcano_cave_underwater) Added a whole bunch of model retextures from the caves including exits and stairs Renamed the 'volcano_ground' material to 'volcano_rock' in 'others_resources.lua' Changed every definition to use new material name Added 1 new texture(volcano_floor_dif), and defined 2 new materials(volcano_floor & volcano_cave) in 'others_resources.lua' I really suggest you just replace the old file with the new one (Objects weren't renamed, so you don't have to delete anything) Misc Added inkpot model to place on tables Added bookstack object -------------------------------------------------------------- ---------- List of planned, but unreleased features ---------- -------------------------------------------------------------- Will never be done by me as I abandoden modding Grimrock. Feel free to make what you like and take the full credit for it Camera is shifted to top-down view You get a cannon, pressing 'A' or 'S' moves it, pressing 'W' shoots a fireball Monsters start moving towards the wall holding the cannon, and suiciding on it shoot fireballs to kill the monsters Spawn lane is always randomed for monsters With time, they start getting stronger killing monsters gives score Add Shockspire - Pushes the party away from it Add a visual effect to the scope using a retextured sphere (black corners on the screen) Add a turn for the forest river Two variations, same model, only difference between the two is the water material scrolling Add an Insectoid Wizard Base model is wizard Add spider head (maybe even the big spiders) and hands Add a Bird wizard Same as the two above, but crowern head and crowern legs as hands Maybe remove the hood and the cape for some of those Define a sound for small rivers and the fountain Try attaching a zarchthon to a spider and see what happens (animations and all) Something that will bounce projectiles away from an object/monster back at the party get world position for monster get world position for party send projectile towards party (somehow) Rolling barrel that deals damage to the party/monsters upon collosion. can also be destroyed by attacks/projectiles Multiples barrel types like explode on destruction leaves poison clouds doesn't care for gravity creates an ice block and freezing things on the point of destruction shock aura, deals shock damage around it as it travels An object that keeps spawning those barrels so they roll away from it Add a throwing weapon that consume mana, but doesn't actually get thrown (Glaive of Wisdom - Consume energy, throw energy glaive) Add the following idle animations: Ratling sitting/standing in a tree Ratling sitting at a table Ratling swimming Human Archer/Knight chained to a wall Goromorg sitting on a throne Wizard sitting on a throne Add cloud tiles and walls