Ideas about Grimrock 2

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Dr.Disaster
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Re: Ideas about Grimrock 2

Post by Dr.Disaster »

Komag wrote:
chaoscommencer wrote:Also, definitely agree with u ugguardian on the food side. I got to the beginning of level 4 or 5 and ran out of food. There was no recovering from that, and I didn't want to start over. Running out of food doesn't just put you in a bad spot; it ends the game, which is no fun for the player who's just lost several hours of their time.
IIRC, running out of food simply causes you to stop healing. You can still play that way.
Running out of food does not mean game over but it makes things quite a bit harder. Without food both regen of health and energy will stop and physical damage is cut in half. No energy also results in all special attacks and magic no longer being available. However as long as there are supplies like potions or a crystal around you can still continue.
chaoscommencer
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Re: Ideas about Grimrock 2

Post by chaoscommencer »

Ya, it was the lack of the ability to cast spells against that first ogre and other monsters at the very beginning of that level that got me killed, since the gate bars you from going back, and I didn't know how to open it at the time. Not to mention my being a perfectionist/completionist and not allowing myself to continue after losing even one party member :/.
Working on a dungeon that displays a massive collection of assets while sorting them into convenient reusable plugin format (concept from some of leki's mods). Will contribute some of my own models as well eventually and follow that with custom dungeon.
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Dr.Disaster
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Re: Ideas about Grimrock 2

Post by Dr.Disaster »

chaoscommencer wrote:Ya, it was the lack of the ability to cast spells against that first ogre and other monsters at the very beginning of that level that got me killed, since the gate bars you from going back, and I didn't know how to open it at the time. Not to mention my being a perfectionist/completionist and not allowing myself to continue after losing even one party member :/.
So you gave up upon entering level 6 and being locked in there?
Too bad! If you only knew that you were only 2 pull chain doors away from an unlimited supply of food ..
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Komag
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Re: Ideas about Grimrock 2

Post by Komag »

Oh man, so close, but so far away :cry: :lol:
Finished Dungeons - complete mods to play
1varangian
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Re: Ideas about Grimrock 2

Post by 1varangian »

chaoscommencer wrote:The whole kiting thing really takes away from the immersion and believability factors of the game.
I just hope LoG 2 won't have the same "optimal" character building where you put everything into offense and square dance away.

Enemies like the Giant Wasps are more exciting to fight when they actually get to attack back because of their speed. Most creatures need a much higher initiative to attack when they move to the adjacent square.
1varangian
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Re: Ideas about Grimrock 2

Post by 1varangian »

One more thing I forgot!

I'd like to see support for 1-3 member parties. It's fun to play with less than 4 characters.
chaoscommencer
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Re: Ideas about Grimrock 2

Post by chaoscommencer »

Hehe ya maybe I'll have to try to reload that save file and see if I can get around the ogre.
Working on a dungeon that displays a massive collection of assets while sorting them into convenient reusable plugin format (concept from some of leki's mods). Will contribute some of my own models as well eventually and follow that with custom dungeon.
uggardian
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Re: Ideas about Grimrock 2

Post by uggardian »

chaoscommencer wrote: Also, definitely agree with u ugguardian on the food side. I got to the beginning of level 4 or 5 and ran out of food. There was no recovering from that, and I didn't want to start over. Running out of food doesn't just put you in a bad spot; it ends the game, which is no fun for the player who's just lost several hours of their time.
I didn't mean that at all! I meant that being low in *health* (after taking lot of damage, of course) would cause your strenght to be lower, and you would deal less damage, but when the health recovers so does the strenght. Was I clear enough now? Also, I am sorry if I sounded too offensive, but I just wanted to fix this misunderstanding.. I wasn't talking about food. :)
chaoscommencer
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Re: Ideas about Grimrock 2

Post by chaoscommencer »

No, I caught that part too. I also like that concept, although I feel it shouldn't be a linear relationship. Only when you get really low on food should you start losing strength I think.

By the way the previous comment of mine you quoted was referring to the line where you mentioned how people stopped playing the game when they ran out of food if that clarifies anything.
Working on a dungeon that displays a massive collection of assets while sorting them into convenient reusable plugin format (concept from some of leki's mods). Will contribute some of my own models as well eventually and follow that with custom dungeon.
uggardian
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Joined: Sat May 19, 2012 5:53 pm

Re: Ideas about Grimrock 2

Post by uggardian »

chaoscommencer wrote:No, I caught that part too. I also like that concept, although I feel it shouldn't be a linear relationship. Only when you get really low on food should you start losing strength I think.

By the way the previous comment of mine you quoted was referring to the line where you mentioned how people stopped playing the game when they ran out of food if that clarifies anything.
I had completely forgotten about my older comment. My apologies then :(
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