Search found 27 matches

by CV77
Sat Nov 08, 2014 7:03 pm
Forum: Modding
Topic: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH
Replies: 541
Views: 706847

Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Ok @Komag, finished, with close to 5000 loot value (is it a lot?) and ALL the golden relics found 8-) Just two questions - the readme to your mod says something about two hidden bosses. What were those? Because I just checked against your list of secrets and I think I found most of them. I don't rem...
by CV77
Fri Nov 07, 2014 10:27 am
Forum: Modding
Topic: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH
Replies: 541
Views: 706847

Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Komag wrote:The type of item you need to try is ...
SpoilerShow
very small, and bright colored, and something you used on the floor above with the double crossing
Hoooly mama, not in a million years would it occured to me to keep one of those.

Thanks! :D
by CV77
Fri Nov 07, 2014 2:30 am
Forum: Modding
Topic: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH
Replies: 541
Views: 706847

Re: Legend of Grimrock - MASTER QUEST - PUBLIC RELEASE w/SOU

I really really enjoy your mod ! Quick question : What do we need to do with the Transmutation chamber ? Thanks for your help ! The iron door alcove nearby needs something to help it open - try various items, one type of item will partially help - transmute that item into a different kind [/quote] ...
by CV77
Sun Apr 15, 2012 11:36 pm
Forum: Grimrock 1 Discussion
Topic: Developer's attitude and the community
Replies: 71
Views: 47647

Re: Developer's attitude and the community

Zola wrote:I agree with you in terms of to much demands.

But I think that suggestions are always good, as long they are focused and no flames. As well as not changing the core game too much to something the game isn't intended to be (We have mods for that purpose usually with games).
This.
by CV77
Sun Apr 15, 2012 11:24 pm
Forum: Grimrock 1 Discussion
Topic: How would and ideal game in a LoG engine look like?
Replies: 6
Views: 5213

How would and ideal game in a LoG engine look like?

I wrote it in one of my comments in some other thread but then thought it'd be an interesting survey. So people cannot wait for the LoG editor to create some games of their own. So I was wondering what game I personally would love to see modders do. What elements from other classic should it borrow?...
by CV77
Sun Apr 15, 2012 11:14 pm
Forum: Grimrock 1 Discussion
Topic: Idea: More combat oriented game.
Replies: 20
Views: 13410

Re: Idea: More combat oriented game.

I hope this rekindles this genre's fires. There are many variations you could do with this genre. Yes I am one that would also enjoy a more complex combat model/hack romp. That doesn't mean this ain't the shit. Right on, I'd love to see a complex CRPG with a turn-based combat of Betrayal at Krondor...
by CV77
Sat Apr 14, 2012 11:24 pm
Forum: Gameplay Hints
Topic: Grimrock Strategy Guides
Replies: 7
Views: 14177

Re: Grimrock Strategy Guides

Yup, GameBanshee is pretty awesome. Very accurate too. Must've been a lot of work putting it together.

Only their tip about the Fighter's Challenge (how to open that wooden door) didn't work for me. But I guess at this point nobody is 100% sure what exactly is to be done there.
by CV77
Sat Apr 14, 2012 10:50 pm
Forum: Gameplay Hints
Topic: Door to Fighter's Challenge on LvL6
Replies: 31
Views: 67674

Re: Door to Fighter's Challenge on LvL6

Never managed to open it, never tried the Fighter's Challenge :cry:

Maybe the devs someday clarify what you have to do. The GameBanshee tip didn't work for me.
by CV77
Sat Apr 14, 2012 10:03 pm
Forum: Grimrock 1 Discussion
Topic: Things the devs didn't think through
Replies: 110
Views: 99934

Re: Things the devs didn't think through

Solutions seems simple enough: dont just lower the exp requirements, dont just make more monsters - make new stronger ones and new challenges so I can both get the additional perks AND use them. The suggestion about additional content is probably the best solution, but it's the most time consuming ...
by CV77
Sat Apr 14, 2012 1:54 pm
Forum: Gameplay Hints
Topic: level 11 Tomb of Designers (after activation of the cube).
Replies: 6
Views: 12208

Re: level 11 Tomb of Designers (after activation of the cube

I think you have to push all three buttons before the gas disperses? Or you can do it in two steps?

The Poison Shield helps hugely here.