EXP mod

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
kingrj05
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Joined: Thu Apr 19, 2012 4:54 am

EXP mod

Post by kingrj05 »

So I kinda like the EXP system as is, and way to go those who have already beaten the game with a solo char (Toorum or other), but I'd really like to be able to pwn the face of the game if I play through it solo. If you have ever played some of the Wizardry games and beaten the game as a solo ninja, you know what I mean. Where at the beginning the game is very tough but as you begin to soak up the 4x EXP (because of your missing/dead companions), mid game it's about right difficult, and by end game you are so over powered that you feel like you're crushing babies instead of fighting monsters.

If anyone could make a simple mod that just gives the remaining solo character the total exp that would have been given to the group, that would awesome.
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Patchumz
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Re: EXP mod

Post by Patchumz »

Actually, from playing some with the Ranger solo class, I think this would make the class MORE fun, since you could properly level up your hybrid. Since normally splitting points between even 2 trees is dangerous for your (optimal) survival.

I too support the idea for this mod ^^.
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Saice
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Location: Level 14 Mount Grimrock

Re: EXP mod

Post by Saice »

Jack of all... Master of none.

Personally I don't mind the added challenge in solo mode of not being god like.

That being said a small EXP bump would not be bad. I would not like x4 but maybe like x1.5 for solo mode games. Or don't mess with XP at all and just make Solo mode bump Skill points per level to 5 or 6. That would make the hybrid solo play more effective with out really effecting character level (and thous HP/MP) to badly.
It is pitch black. You are likely to be eaten by a grue.
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Patchumz
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Re: EXP mod

Post by Patchumz »

If you want a hardcore ironman style solo playthrough, then yeah, this mod isn't for you. If you want some extra challenge, without it being Nightmare Mode, I feel this mod fits the grove perfectly.

Still only 1/4th the damage of a full party, and 1/4th the health (ish, might be able to pick up lots more health skills), so the solo mode isn't easy, but brings it up to the level of a New Game+ type difficulty in my eyes.

Plus, it just sounds fun to see what happens with higher level characters, since we really dunno how characters work at that level, because of the 13-15 soft cap.
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The Doppelgamer
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Re: EXP mod

Post by The Doppelgamer »

My first time playing through this game I was disappointed that I couldn't even max a single skill because I decided to go with 2 skills on each character, I’d like a mod that gave something like, double exp or something, would also be nice for solo play through with Toorum
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seebs
Posts: 268
Joined: Sat Apr 14, 2012 8:58 pm

Re: EXP mod

Post by seebs »

This is super easy. Assuming the rest of my debug/mod stuff in place:

Code: Select all

function d.split_exp(char, amount)
  local p = d.partymembers()
  local count = 0
  for idx, c in ipairs(p) do
    if c:isAlive() then
      count = count + 1
    end
  end
  if count < 1 then
    return
  end
  for idx, c in ipairs(p) do
    if c:isAlive() then
      d.gainExp_save(c, amount / count)
    end
  end
end

function d.share_exp()
  if Champion.gainExp ~= d.split_exp then
    d.gainExp_save = Champion.gainExp
    Champion.gainExp = d.split_exp
    d.printf("Splitting XP enabled.")
  else
    if d.gainExp_save then
      Champion.gainExp = d.gainExp_save
      d.printf("Splitting disabled.")
    else
      d.printf("Can't find the original gainExp? You probably need to restart.")
    end
  end
end
Tested lightly, appears to work. Each of the four party members gets XP, which is then split evenly among them all.
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Saice
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Re: EXP mod

Post by Saice »

seebs wrote:This is super easy. Assuming the rest of my debug/mod stuff in place:
Tested lightly, appears to work. Each of the four party members gets XP, which is then split evenly among them all.
I do not believe XP is actually divided in the frist place at lest with my solo run (toorum so is a real solo not a 3 dead guy solo) but more each character is checked if they are alive or dead and then given a flat XP for the kill (or half if they did nothing).

I could be wrong as I have not looked at any of the xp coding.
It is pitch black. You are likely to be eaten by a grue.
My end game stats LoG 1st play through
seebs
Posts: 268
Joined: Sat Apr 14, 2012 8:58 pm

Re: EXP mod

Post by seebs »

Saice wrote:
seebs wrote:This is super easy. Assuming the rest of my debug/mod stuff in place:
Tested lightly, appears to work. Each of the four party members gets XP, which is then split evenly among them all.
I do not believe XP is actually divided in the frist place at lest with my solo run (toorum so is a real solo not a 3 dead guy solo) but more each character is checked if they are alive or dead and then given a flat XP for the kill (or half if they did nothing).

I could be wrong as I have not looked at any of the xp coding.
No, you're quite right. It looks like a monster has a flags field, in which 0xf is the mask for which champion slots have hit it. Ahhh. So if I hook Monster.die, and set the bottom four bits to always be 0xf, everyone gets full XP regardless.
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Montis
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Re: EXP mod

Post by Montis »

I would actually like the game to work that way, so that everyone gets (the same) XP as long as they're alive. And if you're one down the others will split his fourth of the XP between them giving 3 people 133,3% XP each, 2 people double XP and a solo character quadruple XP.
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seebs
Posts: 268
Joined: Sat Apr 14, 2012 8:58 pm

Re: EXP mod

Post by seebs »

I have a tweak which gives everyone full XP for every mob, but it doesn't take into account dead characters.
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