In the Steam version at least, I think you have to manually press a button in the "custom dungeons" menu in game to update. I'm pretty sure this is because save games aren't really compatible between custom dungeon versions, so it won't automatically ruin a save. I could be wrong though.eLPuSHeR wrote:Cool. I think mod autoupdating is now inside LoG2, right?
Grimrock Unlimited: A Procedurally Generated Adventure
Re: Grimrock Unlimited: A Procedurally Generated Adventure
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Re: Grimrock Unlimited: A Procedurally Generated Adventure
Yeah im on the GOG version so dont have the patch yet.Scotty wrote:
What version of Grimrock are you running? It sounds like a crash that a few other people had, and it's a problem with grimrock version 2.1.17, if you update to 2.1.18 it should fix it.
I've actually built 2 puzzle prototypes, the biggest challenge is making them interesting while keeping random elements. One of them is a 9 pressure plate puzzle, where certain plates have to be pressed based on a clue. The clue/solution combo is chosen randomly from a group of 10, so even coming across the same style of puzzle multiple times should have a different solution. The other is a lever puzzle, where you have to get all the levers toggled on and they interact with each other, the starting state of all the levers is random.
There'll definitely be more outdoorsy stuff coming, at the moment only 1 boss fight is outside, but the couple more I have planned are outside.
Thats a good start. Would be cool if you could put the notes into the map in a random location. Cant wait to see what you come up with.
One thing ive noticed is that you get far too much loot randomly on the map. Maybe adjust the drops to favour consumable items and include the better loot in the boss chests. I was finding Meteor armor on the floor and then firebombs in chests.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
I think you just got really, really lucky. Just with a quick bit of maths off the top of my head, the odds of a piece of ground loot being meteor on an early floor are somewhere in the realm of 1 in 10000.I was finding Meteor armor on the floor and then firebombs in chests.
Floor items are already skewed a bit more toward consumables and "bad" equipment than chest items, I might tweak it a bit further. But it's kinda tough to balance that sort of thing, One unlucky/lucky run in terms of items can really mess with your perception of where the odds should be.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Agreed. I am at floor 10 in my current playthrough and still looking for a crossbow.
And
And
You are right. That is what I meant.Scotty wrote:In the Steam version at least, I think you have to manually press a button in the "custom dungeons" menu in game to update. I'm pretty sure this is because save games aren't really compatible between custom dungeon versions, so it won't automatically ruin a save. I could be wrong though.
Intel i7 5960X
Gigabye GA-X99-Gaming 5
8 GB DDR4 (2100)
GeForce GTX 970 (Gigabyte)
Gigabye GA-X99-Gaming 5
8 GB DDR4 (2100)
GeForce GTX 970 (Gigabyte)
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Ooh! How are you getting on? I haven't actually played past like floor 6 myself in a legit run.eLPuSHeR wrote:Agreed. I am at floor 10 in my current playthrough and still looking for a crossbow.
How's the monster difficulty?
That's unlucky on the crossbow, it's somewhere between daggers and leather armor on my rarity table. I guess crossbows in general will be less likely to show up than other weapon types because there is only 1 crossbow item, compared to 3 different bows, or 4 or 5 different guns.
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Re: Grimrock Unlimited: A Procedurally Generated Adventure
I guess its probably hit and miss. Feels a bit weird getting the best armor off the floor. I did have so many peasant hats and torn breaches though.
If you want info on monster difficulty. In my experience they had over 1000 hp and hit around 150 points on a barbarian at level 17 with high strength, vitality and decent armor. That was the ogre. The Acolytes had well over 2000 hp and there was about 4 or 5 of them. Managed to beat 1 of each but the second Acolyte just stunlocked my party with paralasis and instantly inflicted damage to parts. At that point i just stealthed my way through the level after reloading.
I would say if you started it with a fresh party then the enemies are pretty impossible at the last levels. Unless you are seriously lucky with dicerolls and loot. I only managed to kill them with a level 17 party after stunlocking them with frost bolt spam while chugging pots.
If you want info on monster difficulty. In my experience they had over 1000 hp and hit around 150 points on a barbarian at level 17 with high strength, vitality and decent armor. That was the ogre. The Acolytes had well over 2000 hp and there was about 4 or 5 of them. Managed to beat 1 of each but the second Acolyte just stunlocked my party with paralasis and instantly inflicted damage to parts. At that point i just stealthed my way through the level after reloading.
I would say if you started it with a fresh party then the enemies are pretty impossible at the last levels. Unless you are seriously lucky with dicerolls and loot. I only managed to kill them with a level 17 party after stunlocking them with frost bolt spam while chugging pots.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
I was on floor 15 I think but I have started from scratch, testing a different party. I am a bit masochistic you may say...Scotty wrote:Ooh! How are you getting on? I haven't actually played past like floor 6 myself in a legit run.eLPuSHeR wrote:Agreed. I am at floor 10 in my current playthrough and still looking for a crossbow.
How's the monster difficulty?
That's unlucky on the crossbow, it's somewhere between daggers and leather armor on my rarity table. I guess crossbows in general will be less likely to show up than other weapon types because there is only 1 crossbow item, compared to 3 different bows, or 4 or 5 different guns.
As far as difficulty is concerned, it's okay except for the Solar Priest fight mentioned earlier, although I was able to beat it without cheating twice. It is a very tough fight if you "get" it at low level though.
Intel i7 5960X
Gigabye GA-X99-Gaming 5
8 GB DDR4 (2100)
GeForce GTX 970 (Gigabyte)
Gigabye GA-X99-Gaming 5
8 GB DDR4 (2100)
GeForce GTX 970 (Gigabyte)
Re: Grimrock Unlimited: A Procedurally Generated Adventure
First off, great idea, thanks for the mod. Who wouldn't like a rogue-like dungeon crawler? Just wanted to mention that I encountered a small bug while playing. I found a chest I couldn't open because the side of the chest I needed to approach to open it was next to a wall.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
I have finished my first marathon run under v0.5
Now I have updated to v0.5.4 and I have noticed several things.
- I haven't seen any special food except cheese: that is, I haven't seen any eggs or spiky fruits.
- ALREADY REPORTED: The skull locks for accessing new levels are sometimes floating in mid air instead being fixed to a wall.
- I have seen spell scrolls but no alchemy recipes. Maybe they are there, somewhere.
Now I have updated to v0.5.4 and I have noticed several things.
- I haven't seen any special food except cheese: that is, I haven't seen any eggs or spiky fruits.
- ALREADY REPORTED: The skull locks for accessing new levels are sometimes floating in mid air instead being fixed to a wall.
- I have seen spell scrolls but no alchemy recipes. Maybe they are there, somewhere.
Intel i7 5960X
Gigabye GA-X99-Gaming 5
8 GB DDR4 (2100)
GeForce GTX 970 (Gigabyte)
Gigabye GA-X99-Gaming 5
8 GB DDR4 (2100)
GeForce GTX 970 (Gigabyte)
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Congrats on the marathon finish!
Are the skull locks against a wall, but floating because the wall is broken and falling apart? Or is it just straight up floating in the middle of a corridor somewhere? I'm working on a solution for that first situation.
edit: Oh nevermind! I found the skull keyhole you guys are talking about. I made a wall adjustment to that room but never fixed up its contents.
Cheese is the most common food behind bread, for whatever reason haha. Just looking through the list and realized that I missed a few foods, spiky fruit and eggs included (adding them now). Alchemy recipes should be there, they are just as common as spell scrolls early on, think it's probably just chance that you haven't run into one yet.
Are the skull locks against a wall, but floating because the wall is broken and falling apart? Or is it just straight up floating in the middle of a corridor somewhere? I'm working on a solution for that first situation.
edit: Oh nevermind! I found the skull keyhole you guys are talking about. I made a wall adjustment to that room but never fixed up its contents.
Cheese is the most common food behind bread, for whatever reason haha. Just looking through the list and realized that I missed a few foods, spiky fruit and eggs included (adding them now). Alchemy recipes should be there, they are just as common as spell scrolls early on, think it's probably just chance that you haven't run into one yet.