Multiple magic schools spells pack

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AndakRainor
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Re: Multiple magic schools spells pack

Post by AndakRainor »

sargris wrote:Nice :ugeek:

Been testing normal and toorum mode (hardcore indeed)

One very little remark about monster leveling. To me, it feels like, at a certain point, leveling up your team is more a disavantage than an advantage. Of course this has already been said for other games that use monster leveling (Oblivion and co..). At some point, monsters have really high HP and hit so hard that protection / evasion / diminished resistance does not cut it really. You have to dance to avoid being hit and hit monsters for a longer time.

Of course, my goal was to build up to test the roof fight and see if there was a limit to the number of monster waves Lid can send you... For a normal play, this mod makes the game and his particular story as good as it can be I think.

I'm struggling with the very same problem in my own game (tactile table multi player dungeon crawling).
I tested toorum + hard mode before publishing version 2.5, it was very fun :) (if you don't mind some reloading... Single use Ironman would be a nightmare!)

Monster leveling in this mod is balanced against characters leveling. Monsters gain 5% of their base damage, health and protection each level, and also +1 accuracy and +0.5 evasion, but all champions classes gain +1 to one attribute each level at least, and +2.5% armor (evasion scales with dexterity).

So I don't think any stat is missing in this scaling system. In vanilla, those characters stats did not scale at all, and monsters leveling would be unfair in that case. I don't agree diminished elemental resistance is a problem either, because it would be wrong to think that it becomes less and less useful the more you stack it. It is the original resistance that has a very wrong scaling. If I did not change it, it would just have destroyed all the scaling system itself; it does not matter how hard an ice elemental hits you when you are simply immune to damage. The diminished resistance can seem a little confusing because it is expressed as a damage reduction percentage, but if you think about it, it gives resistance bonuses the same value whatever your current stat is. When you gain +50% damage reduction from 0%, or +25% reduction from 50%, you just halved incoming damage in both cases.

Of course the "power" of your team when leveling is not linear, as some skill points are a lot better than others. +20% base damage skill points are a bigger bonus than anything else. So you can say that the easiest fights are at some level where you learned all the most important skills you will be using. For a caster it would be about learning all magic skills, critical and a few defensive points. Then you will only benefit from the stat boosts from leveling.

But that leads in my opinion to the real subject; the apparent paradox of games with leveling becoming "harder" the more you level. Leveling systems tend to make things easier for the player, as he does not get better at the game, but his avatar is! However, in classical game design, a game starts really easy, teaching the player the basics (In Isle of Nex, you start by learning how to use a weapon and move), and introduces progressively more game play elements and complexity (In that a leveling system can help smoothing the learning curve by unlocking features at a predictable rate). And when a player gets better at the game, he generally tends to look for harder content to compensate, or becomes bored. At that point, the "paradox" is that the player is ok with doing with for example 30 complex abilities what he could do at the start of the game with 1 or 2 simple ones, and still feel he "progressed" :P .

In Magic of Grimrock, that means at the time monsters scaling starts to be important, you should have learned a lot of spells and built some throwing barbarians or dual wielding killing machines. From that point, you have to use those abilities to do the things you did without them at the beginning. You should use damage reduction abilities to tank instead of square dancing, and crowd control instead of dying when cornered, osmosis, berserk, feast to manage your resources, vengeance for your knight so he can deal lots of damage, alchemy for bonus stats with crystal flowers, and potion of might at very high level. If you end up square dancing for a long time to kill something, then you learned nothing from the game as a player :P (I have seen this in twitch let's play of the mod, people tend to stick to square dancing as the traditional solution to every fight and ignore most of their abilities to the point of dying when cornered!).

For your own game, the question you have to answer is; what is the game play you want your players to experience at cap or "infinite" level, what is the wrong game play you want to punish (or else your game will simply be too easy), and is there a viable solution to every fight at that point?
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Isaac
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Re: Multiple magic schools spells pack

Post by Isaac »

AndakRainor wrote: Single use Ironman would be a nightmare!)
Single PC alone means instant death if petrified. :shock:

BTW: Is there a resist petrification [and/or shield] spell?
Last edited by Isaac on Wed Jan 04, 2017 10:41 pm, edited 1 time in total.
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zimberzimber
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Re: Multiple magic schools spells pack

Post by zimberzimber »

Isaac wrote:
AndakRainor wrote: Single use Ironman would be a nightmare!)
Single PC alone means instant death if petrified. :shock:
Crystal amulet is a must have then ¯\_(ツ)_/¯
My asset pack [v1.10]
Features a bit of everything! :D
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Isaac
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Re: Multiple magic schools spells pack

Post by Isaac »

zimberzimber wrote:
Isaac wrote:
AndakRainor wrote: Single use Ironman would be a nightmare!)
Single PC alone means instant death if petrified. :shock:
Crystal amulet is a must have then ¯\_(ツ)_/¯
Make it a cursed item that doesn't come off. 8-)
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zimberzimber
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Re: Multiple magic schools spells pack

Post by zimberzimber »

Isaac wrote:Make it a cursed item that doesn't come off. 8-)
It is a cursed item that doesn't come off by default as soon as you get it :lol:
(Unless you prefer dying)
My asset pack [v1.10]
Features a bit of everything! :D
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AndakRainor
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Re: Multiple magic schools spells pack

Post by AndakRainor »

Isaac wrote:
AndakRainor wrote: Single use Ironman would be a nightmare!)
Single PC alone means instant death if petrified. :shock:

BTW: Is there a resist petrification [and/or shield] spell?
Flow of Mind is the spell that replaces Cure Petrify since version 2.5. It makes the party immune to paralyzed and petrified conditions for its duration instead of only curing it. It was a must have for this version because it implemented bonus XP for Toorum mode (and also changed the medusa attack so it always hits!!!)
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Isaac
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Re: Multiple magic schools spells pack

Post by Isaac »

AndakRainor wrote:(and also changed the medusa attack so it always hits!!!)
Why would it always hit? (Just curious)

*It's their gaze attack, so of course it should be very accurate, but petrification by Medusa was by the victim looking at them, not the other way around; (mechanic-wise, perhaps only during their gaze attack).
If it always hits, then the PCs never attempt to avert their gaze from a monster they know will petrify them if they look at it? Perseus defeated the Gorgon by cautiously using a mirror to keep track of it, instead of looking directly at it. A mistake/failure to avert his gaze would have meant turning to stone like the others. (In LoG2, I had expected the mirror armor set to affect petrification.)

**Some versions of the myth seem to suggest that just looking at a gorgon turns one to stone, but commonly it's implied that petrification comes of the victim gazing back at it [during the attack].

**** >> My absolute favorite bit of stop motion animation ~ever: (and/but he does make the point of never looking directly at it)
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AndakRainor
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Re: Multiple magic schools spells pack

Post by AndakRainor »

Isaac wrote:Why would it always hit? (Just curious)
I did this with balancing difficulty in mind, it is no more and no less respectful of the myth than the original version! A few thoughts I had about it:
- I was fixing accuracy and evasion scaling when I reminded this attack. So its hit chance had to scale somehow.
- The original code rolled a dice against the champion's willpower (do you need willpower to look away when she attacks in the myth?). If I remember it was something like 35 willpower to be immune to her attack.
- It is a slow attack, I know some modders on the forum would say it is so easy to avoid even with closed eyes :P
- I saw some feedback that Magic of Grimrock felt too easy (but I also heard big words when the same people died :D )
- Instead of building yet another complicated formula to make this attack scale, I came to the conclusion that it just did not have to depend on the victim's stats at all.
- I think it is fair that way; it never misses, because it is a very slow attack with a long cooldown, it only hits one champion (in the myth does Medusa only petrify one opponent at a time?), no longer tries to target invalid champions, can be easily avoided and immunity solutions exist for it even in Toorum mode where it it the most dangerous.

But I must admit, something about the mirror in the mythological story would be fun in Grimrock...
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Isaac
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Re: Multiple magic schools spells pack

Post by Isaac »

AndakRainor wrote:- The original code rolled a dice against the champion's willpower (do you need willpower to look away when she attacks in the myth?). If I remember it was something like 35 willpower to be immune to her attack.
- It is a slow attack, I know some modders on the forum would say it is so easy to avoid even with closed eyes :P
Both of these seem to be very deliberate IMO.
Dedicated advancement of Willpower would seem to purposely reduce the chance of petrification for specialized spellcasters; as opposed to melee fighters and rogues; (that don't usually commit to willpower).
I am not suggesting a change, but I doubt that the petrification attack was actually intended to hit very often; rather [IMO] it's possibly meant to snare the careless/ distracted party, much in the same way as a dead-end tile can trap the party during a fight... Not something one would intentionally fall victim to, and yet we all do on occasion.
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akroma222
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Re: Multiple magic schools spells pack

Post by akroma222 »

I do love that movie Isaac!
Could we alter the Gaze hit chance based on which way the party is facing??
If party is facing same way as Medusa (looking away) - completely avoided
If party is facing sideways - champs on the affected side must roll against Willpower
If facing Medusa head on - all champs roll against Willpower / 2

Blindfold, Mirror and Polished Shields could help resist/ give immunity?
Just ideas... :twisted:
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