Possible movement/death bug

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ozthekeymaster
Posts: 37
Joined: Thu Oct 16, 2014 6:07 pm

Possible movement/death bug

Post by ozthekeymaster »

Hi guys

Just a quick one - not sure if this is a bug or just how the game is supposed to work.

Just fell down some pits a few times (in the Wormbound catacombs to be specific) and it randomly damages bits of my characters. No problem - that's normal. On the last time however I had one of my characters die AND have their feet damaged. I can't move my party at all to get to a crystal and I can't heal the character because they are dead. So I basically have to reload.

Is this normal?

Just asking. Love the game to bits....although the crabs can **** off! :twisted:
Zedleouf
Posts: 4
Joined: Fri Oct 24, 2014 1:40 am

Re: Possible movement/death bug

Post by Zedleouf »

Yep, just reported the exact same problem by mail.

I doubt it was intended, so I guess it'll be fixed someday. It's a very specific situation, and I suppose it does not happen so often.

And I was like 5 squares away from a Rez Shrine :p
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Dr.Disaster
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Re: Possible movement/death bug

Post by Dr.Disaster »

That's no bug. A character with a foot injury gets a penalty to carrying capacity. All you have to do is lighten his burden.
badhabit
Posts: 467
Joined: Sat May 05, 2012 2:24 pm

Re: Possible movement/death bug

Post by badhabit »

ozthekeymaster wrote:Hi guys

Just a quick one - not sure if this is a bug or just how the game is supposed to work.

Just fell down some pits a few times (in the Wormbound catacombs to be specific) and it randomly damages bits of my characters. No problem - that's normal. On the last time however I had one of my characters die AND have their feet damaged. I can't move my party at all to get to a crystal and I can't heal the character because they are dead. So I basically have to reload.

Is this normal?

Just asking. Love the game to bits....although the crabs can **** off! :twisted:
Just tested it, it is a bug...or at least very counterintuitive/unrealistic.
The carrying capacity of a dead person is always zero doesn't matter with or without foot injury.... Reshuffling stuff from and to a dead person should not make a difference transport-wise too.

Infact, maybe it should be modeled like that, that the other party members get automatically the burden of the dead person added to their load and removed on revive of the dead person. More realistic would be a handling like in Dungeon Master where dead people and their stuff drop to the ground.

PS: you was not stuck but you just had to drop some cargo temporary, revive your party member(s) and pick it up again.

Edit: typo fix
Zedleouf
Posts: 4
Joined: Fri Oct 24, 2014 1:40 am

Re: Possible movement/death bug

Post by Zedleouf »

Hey guys, just had an answer from Almost Human, and it's working as intended to avoid exploiting a dead character as a carrier with infinite strenght. badhabit and Disaster are right:

"Encumbrance still works on dead people, otherwise dead champions could carry infinite amount of stuff."

I'm amazed to see how fast they replied, and it wasn't a bug, they just thought their game through and did an incredible job polishing it. Some devs/publishers should really take a lesson here!

Edit: Typo
Last edited by Zedleouf on Fri Oct 24, 2014 6:10 pm, edited 1 time in total.
badhabit
Posts: 467
Joined: Sat May 05, 2012 2:24 pm

Re: Possible movement/death bug

Post by badhabit »

Zedleouf wrote:Hey guys, just had an answer from Almost Human, and it's working as intended to avoid exploiting a dead character as a carrier with infinite strenght.

"Encumbrance still works on dead people, otherwise dead champions could carry infinite amount of stuff."

I'm amazed to see how fast they replied, and it wasn't a bug, they just thought their game trough and did an incredible job polishing it. Some devs/publishers should really take a lesson here!
It is still a bug as there is no difference in dead people with or without injured feet. *sigh* In dead people everything is "injured".... I have to say I'm disappointed with such an flimsy modeling...

PS: OK, what about this compromise, in (the more realisitic) hard mode everything falls to the ground and only in the "rookie" mode dead people carry stuff around dependent on their foot status...
Zedleouf
Posts: 4
Joined: Fri Oct 24, 2014 1:40 am

Re: Possible movement/death bug

Post by Zedleouf »

Well, it would make sense indeed to keep this little thing from Dungeon Master: The dead corpse falls on the ground, you either revive it on site, or take the corpse alone, back to a shrine and THEN get back to your fallen stuff.

If they did allow us to move an over encumbered dead character, we could keep a dead character to move him around as a donkey. It make sense.

But I'd like to see the "bring dead corpse to shrine, then go back for your stuff" mechanic, it would bring some very nice immersion.
badhabit
Posts: 467
Joined: Sat May 05, 2012 2:24 pm

Re: Possible movement/death bug

Post by badhabit »

Zedleouf wrote:Well, it would make sense indeed to keep this little thing from Dungeon Master: The dead corpse falls on the ground, you either revive it on site, or take the corpse alone, back to a shrine and THEN get back to your fallen stuff.

If they did allow us to move an over encumbered dead character, we could keep a dead character to move him around as a donkey. It make sense.

But I'd like to see the "bring dead corpse to shrine, then go back for your stuff" mechanic, it would bring some very nice immersion.
A good solution would also if the load of the dead character would be shared by the survivors... which would lead in the most cases to overburden status, but that would be realistic & the stuff could be carried around with the dead bodies.

By immersion I would prefere indeed the Dungeon Master model too.
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Zo Kath Ra
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Location: Germany

Re: Possible movement/death bug

Post by Zo Kath Ra »

How about this...
when a character is dies, the game removes all carrying capacity penalties that are caused by his injuries.
When he is resurrected, the game adds these penalties again.

This could be "abused" by deliberately killing an injured character to increase his carrying capacity, but I don't think many people would do that.

Mainly because it's hard to deliberately kill one of your characters without also injuring the others, who you then have to heal with a potion/crystal. Which you could've used to heal the injured character.
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Zo Kath Ra
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Re: Possible movement/death bug

Post by Zo Kath Ra »

Zedleouf wrote:Well, it would make sense indeed to keep this little thing from Dungeon Master: The dead corpse falls on the ground, you either revive it on site, or take the corpse alone, back to a shrine and THEN get back to your fallen stuff.
Or it could be done like this:
When a character dies, all of his items drop to the ground (like in DM).
But there is no corpse (unlike in DM).

This would solve OP's problem.
But if the character dies underwater or in some other dangerous area, retrieving his dropped items might be challenging.

edit:
Or a "drop all items" button/hotkey for each character.
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