Grimrock Unlimited: A Procedurally Generated Adventure

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eLPuSHeR
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Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by eLPuSHeR »

Yes, I have found some alchemy recipes.

I can't stop playing this module... :mrgreen:
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Scotty
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Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Scotty »

Alrighty, I've just put in some puzzles. They aren't the most interesting puzzles in the world, but I'm just amazed that they even work at all.

There's an alcove puzzle, with around 8 different clues/solutions. Note that depending on what you have in your inventory, you may not be able to solve it. I think this is fine to be honest, it can kind of act as a reward for holding onto particular items, and can make item rooms a tougher decision (do I grab this sword? or do I grab this trash item, but will let me solve that puzzle?).

The other puzzle type is a 9 pressure plate one, with a handful of unique puzzles.

Again, I'm amazed that it worked without much issue. I've got it generating entity IDs when it spawns in the puzzle elements, saving those IDs in a "memory" script, then retrieving and acting on the correct IDs when the player actually manipulates the puzzle.
eLPuSHeR
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Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by eLPuSHeR »

I am doing a wild run without minding neither armour nor evasion at all. Yes, not even light armours. I am dressing my front party with rogue, embalmer, clothes, etc which give bonuses to energy, dexterity, vitality, you name it. I am focusing fighters in accuracy, critical instead.
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eLPuSHeR
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Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by eLPuSHeR »

Started playing v0.5.6 and found this weird issue. Is this intentional or a bug?

Image
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Scotty
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Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Scotty »

Let's call it a bug. All the trees in the middle area are randomly placed, seems I forgot to update the minimap with the correct tiles.
eLPuSHeR
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Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by eLPuSHeR »

Well. It's no gamebreaker bug and I am enjoying 0.5.6 - The puzzles are a nice addition.
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eLPuSHeR
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Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by eLPuSHeR »

Alas, I spoke too soon. I have found a gamebreaker bug on floor 13.

The puzzle has got no clue (there isn't any plaque at all) and there is nowhere to find a skull key here.

http://imgur.com/AvfwKBT
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Scotty
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Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Scotty »

eLPuSHeR wrote: The puzzle has got no clue (there isn't any plaque at all)
Hint: try turning out the lights and look closer.
and there is nowhere to find a skull key here.
This... is a little bit concerning :?

I think that may be the result of some lazy scripting on my part. I'm pretty sure I've got it iterating through random co-ordinates some arbitrary number of times until it finds a suitable location for the boss room, rather than iterating through co-ords indefinitely until it finds a suitable location. Should be an easy fix.

If you don't want to abandon that save (that'd be a real shame seeing how close to the end you are!), activate the console as per: http://steamcommunity.com/app/251730/di ... /?l=french
and type in: spawn("skull_key")
eLPuSHeR
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Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by eLPuSHeR »

Hey thanks. I had already thought of using console to spawn a skull key.

Best regards.
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eLPuSHeR
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Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by eLPuSHeR »

Good day Scotty.

For those interested in firearms, I haven't seen a single arquebus in any of my playthroughs. Could you check that?
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