If you ever played the Diablo 2 Median XL mod, you know what this is. Simply put, it's the game multiplied by a thousand. More classes, more skills, more enemies, more synergies, more effects, more dangers, more puzzles!
The Old Nexus
The original idea was to add time travel elements, but I'm currently reconsidering how it's going to work, so it's not too confusing or annoying
old infoShow
The idea is to incorporate time travel into the puzzles, inspired by games like Zelda (A Link to the Past and the Oracle of Time) by having 2 similar maps that you teleport between. Hopefully I can make some intuitive puzzles and not make it unplayable. My goal is to have a level of puzzle quality similar to the main campaign
The Time Device allows you to travel to the past when you're near a healing crystal, but it only allows you to stay there for a few seconds, and then it sends you back. Over time you'll be able to power up the device so you may stay longer and travel from more places
Video showcasing a simple time travel puzzle (will open in a new tab)
Classes
(these replace all the original classes)
Assassin - Powerful back attacks and chance to cause bleeding.
Berserker - Doesn't like wearing armor but goes berserker in the face of danger.
Champion - A well-rounded holy warrior who can heal himself and an ally, also able to cast spells when out of energy.
Corsair - Can dual-wield pistols or attack with a pistol and a sword. Can also perform dirty fighting tricks.
Druid - Can apply herbal bonuses to their trinkets, ganing many poison-related effects and damage conversion.
Elementalist - Benefits from elemental magic, specially when alternating spells types
Hunter - Is an expert in fighting beasts and can stack powerful bonuses during battle.
Spell Thief - A master of neutral-type spells, who can turn invisible with ease
Tinkerer - Can convert physical damage to fire (for Firearms) or shock (for Melee) and can better tinker with items.
Skills
A new skill interface is in place, where level 4 and 5 can be only unlocked at certain thresholds. Because of that, those skill levels grant powerful perks, and only a few can be picked per character
Long before the events of Grimrock 2, a group of mercenaries was set in finding Nexus, a sacred place where the Gods hid the words of creation. They managed to find the Island of Nex but met adversity there in the form of its protector, the guardian of Nexus of its time. Unable to challenge him and the island's traps, they set camp in a northern island. There they found remnants of the study of a powerful wizard, a scholar of ancient Nexus lore, who was experimenting with time travel.
The place was abandoned but most of his things were intact. Among them was an artifact with time travel powers.
Days later the mercenaries were out at sea, sailing back to Nex in order to put their new tool to the test. But the ship fell under the protecting spell of the island and steered out of course, crashing, and leaving no survivors...
You play as the lowest rank of mercenaries in that group. Moments before the spell took hold of the ship, you took a small boat and escaped the ship, rowing back to your camp. In your pockets, the only thing is something you stole moments before leaving - the time device.
Last edited by 7Soul on Tue Jun 04, 2024 11:33 pm, edited 9 times in total.
I made a new skill system! It's essentially the same but a little more restrictive
Skill levels 4 and 5 are called Silver Tier and Gold Tier. To get a skill to silver tier you must spend 7 skill points first, and to get gold you need 11 skill points (subject to change)
I wanted to make getting a skill to max to not be so quick. Now I can make tier 4 and 5 traits more powerful since I know players can't get them at level 4
First map (and first dungeon) complete, boss and all!
Map spoilers bewareShow
Made some improvements to the time travel mechanics as well. As you can see in the map above and in the screenshot below, the area where you can travel from is now visible
The watch icon also displays how long you have left, and while you're in the past you can stay within the zone and the seconds won't count down, giving you time to get your bearings
The next thing I need to do is fix the problem with time travelling into a tile that has a solid object or monster. I'll probably do something to keep track of your last few positions and push you back 1 if the current tile is solid
I'm doing a little restructuring of how picking a race affects the game:
You get 1 trait slot and each race has 3 unique traits to choose from, which replace the original racial traits such as "Head Hunter" and "Mutation". No longer you have the option to pick generalized traits like "Agile"
Each race still has a signature bonus, such as the Insectoid's resistance to wounds and the Human's increased exp gain.