Search found 10 matches
- Sat Apr 28, 2012 6:54 am
- Forum: Grimrock 1 Discussion
- Topic: Relase game mechanics info pls DEVs
- Replies: 16
- Views: 13757
Re: Relase game mechanics info pls DEVs
It makes a significant difference between untrained armor being an inconvenience or an outright liability. I wouldn't say it does, actually. With the possible exception of snails, mobs will hit you regardless if your evasion is 5 or -45. (5 being a normal evasion value for a back-row char, and -45 ...
- Sat Apr 28, 2012 5:38 am
- Forum: Grimrock 1 Discussion
- Topic: Relase game mechanics info pls DEVs
- Replies: 16
- Views: 13757
Re: Relase game mechanics info pls DEVs
I think negative Evasion scores could use a bit of clarification. Is zero the effective minimum, or does a negative score actually make a character easier to hit? It makes a significant difference between untrained armor being an inconvenience or an outright liability. I tried testing it, but the re...
- Wed Apr 25, 2012 7:02 pm
- Forum: Grimrock 1 Discussion
- Topic: Why Not Bring a Mage?
- Replies: 68
- Views: 67911
Re: Why Not Bring a Mage?
Even if raising elemental skill raises dmg unless its exponential then it doesn't really matter. Most elemental trees need at least 24-25 to get the elemental ball upgrade (fireball, iceball) so at that point you would have 25 skill points which is half of 50 and if its a set value per skill point ...
- Wed Apr 25, 2012 9:30 am
- Forum: Grimrock 1 Discussion
- Topic: Why Not Bring a Mage?
- Replies: 68
- Views: 67911
Re: Why Not Bring a Mage?
Spellcraft = most of your skill points. It's not that simple. I wish we knew definitively whether or not elemental skills raised spell damage. If that's the case, spellcraft is an exceptionally bad idea with regards to efficiency. You may be able to burn through an energy bar very quickly, but it's...
- Mon Apr 23, 2012 1:37 am
- Forum: Grimrock 1 Discussion
- Topic: Ice Lizard spawn rate & 1.1.4
- Replies: 7
- Views: 9763
Re: Ice Lizard spawn rate & 1.1.4
I suggest closing the door behind you when you enter/exit an area with respawning enemies. That way you always know where to find them since they won't spread through the whole stage, resulting in a higher enemy density. This trick occurred to me during my first playthrough when I kept encountering...
- Sun Apr 22, 2012 11:01 pm
- Forum: Grimrock 1 Discussion
- Topic: Ice Lizard spawn rate & 1.1.4
- Replies: 7
- Views: 9763
Ice Lizard spawn rate & 1.1.4
I get the impression the spawn rate of ice lizards in the Temple Grounds maze was significantly lowered. It wasn't listed in the patch notes, but the area is completely dead now. I can literally wander around for 10 minutes before encountering a lizard. They're scarce to the point you can safely res...
- Thu Apr 19, 2012 9:11 pm
- Forum: Grimrock 1 Discussion
- Topic: Why is there No Quiver?
- Replies: 68
- Views: 58103
Re: Why is there No Quiver?
Why do you need a third character to collect your arrows? Because the auto-collect mechanic doesn't work unless someone is holding that ammo type. The character firing enchanted arrows doesn't recognize the standard leftover arrows as his type of ammo (since technically it's a different item), so s...
- Thu Apr 19, 2012 9:20 am
- Forum: Grimrock 1 Discussion
- Topic: Why is there No Quiver?
- Replies: 68
- Views: 58103
Re: Why is there No Quiver?
Let's say there's a quiver. Problems: 1. You have to have an empty hand to use the bow. Thus, you don't get any additional benefit from a dedicated "arrow slot". 2. Switching between arrow types just got more complicated. So, having a quiver would be a cosmetic change, at best. It's not c...
- Thu Apr 19, 2012 6:40 am
- Forum: Grimrock 1 Discussion
- Topic: Why is there No Quiver?
- Replies: 68
- Views: 58103
Re: Why is there No Quiver?
The way they implemented auto-pickup of ammo is already perfect. I loved the way the old Dungeon Master forced me to juggle inventory during tense moments and I appreciate that this was preserved (to some extent) in Grimrock. It's got a flaw or two. Archers that expend enchanted arrows don't auto-c...
- Wed Apr 18, 2012 10:33 am
- Forum: Grimrock 1 Discussion
- Topic: Please not mods/DLCs
- Replies: 74
- Views: 57136
Re: Please not mods/DLCs
If i was a developer I would pursue something else. Too much content usually works the other way also. People get boredof the game and stop playing it, especially if the level of the content is not up to the level of the original. Not to mention that longing for a new game (sequel) fades away, when...