LOG 2 announcement
Re: LOG 2 announcement
I hope it will possible for new model animations to work. I still dont know how to make monster animations from blender compatible with Grimrock.
Thx,
LG
Thx,
LG
Dungeon Master and DOOM will live forever.
Re: LOG 2 announcement
At least that takes care of the title. Legend of Grimrock Unchained. An awesome game of high fidelity.
- JohnWordsworth
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Re: LOG 2 announcement
Very exciting - especially having read your blog post that was implying that much more will be handled through Lua in LoG2, which sounds like we'll have even more modding capability!
When can I pre-order? :p
When can I pre-order? :p
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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Re: LOG 2 announcement
I'm glad to hear that mod support is a high priority for the sequel. I know at least one player who moved on to other games because there was no more content after he had beaten Grimrock. That was before the editor was released, but he hasn't come back.
Is there any chance that the sequel's editor will support more of Lua's features? I'm mostly interested in upvalue support. If that's off the table, is there a short answer why?
And as soon as you're ready to take my money, I'm ready to give it to you.
Re: LOG 2 announcement
Take my money!! sold.. Great news indeed.antti wrote:We've seen that modding has served Grimrock 1 so well that we definitely want to keep it in mind while we're developing the sequel. We've already done a few things that should greatly improve modding flexibility (not to mention how much easier it makes things for us here at Almost Human as well) but I'll keep my lips sealed about those features for now since there might be a good topic for a blog post right there!
And I can't really comment on how compatible Grimrock 1 mods will be with the sequel exactly since we really don't know the specifics ourselves, but I'd like to remind you that being able to make changes to the game freely is one of the foremost reasons we decided to do a full blown sequel instead of a DLC/expansion. However, I can promise that all the changes we will do to the game that potentially might break compatibility (level format, object and asset definitions, scripting and so on) will be for a good cause.
But yeah, rest assured: we won't forget about modders and I'm sure that modding Grimrock 2 will be even more awesome!
Antti, i hope you improve texture transparency handling a bit.
I´m in for new asset packs for LoG 2, as my DM wallset is close to finish.
Great game, great work from you!
Dungeon Master Resource Pack worker and passionated Beer drinker
- odinsballs
- Posts: 288
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Re: LOG 2 announcement
only one ( nay... two!) requests : exteriors and more monsters otherwise..... onwards with this great endeavor !
Re: LOG 2 announcement
Words to live by...odinsballs wrote: and more monsters
We need more monsters.
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250
viewtopic.php?f=14&t=4250
Re: LOG 2 announcement
Yeah, more monsters would be great. What the game really needs is a small humanoid enemy type like a goblin or gremlin.
And we need more wall-sets. At least five this time.
And we need more wall-sets. At least five this time.
Re: LOG 2 announcement
While new wallsets would be nice, the community was very efficient with producing many varied wallsets. If I were in AH position, I would more focus on things only they can develop:Grimfan wrote:And we need more wall-sets. At least five this time.
* New brains for monsters:dodger that can avoid incoming missiles, chicken that runs away if low on health (or after he steals something from party), archers that hide behind other monsters, monsters that use dodge 2x2 technique as efficiently as player, i.e. if forced to fight in 2x2 square, it waits for player movement without moving first; ambusher that hides behind a corner and does surprise attack, a monster that runs away and closes doors after him, monster that is smart enough to open doors, monster that runs away to healing crystal if seriously wounded etc.
* New classes: monk (with some limited healing magic), thief or ninja (with lockpicking skills), conjurer (which could spawn small daemons that could help in fight, but also stand on pressure plates), etc. Also, the ability for modders to add new classes would be very welcome.
* New races: we're waiting for those ratmen. I would love to play as a troll or a gnome as well.
* Enemy specific weapons, e.g. holy sword that has better stats for skeletons.
* Items identification (some items with unknown properties until identified)
* Curses (some items are cursed and cannot be removed until curse is lifted)
* New traits: (ideally the ability for modders to add new ones themselves).
* More severe conditions (e.g. poisoning should be lethal unless cured) would make potion making more useful. I remember that finding a cure for vampirism in Oblivion was a wonderfully complex quest. Also the process of learning what is happening (that the player was bitten and is slowly changing into vampire was a slow and not immediately obvious process).
* Open areas (skilled modders can do that already)
* Shops (modders will be able to do that soon with GUI)
* NPCs - with dialogs and quests (we can do that already with the wonderful GUI since 1.3.6)
These are worthy things in my opinion to pursue for AH. Another wallset is "meh, been there, done that".
Last edited by thomson on Tue Feb 26, 2013 4:17 pm, edited 1 time in total.
Re: LOG 2 announcement
do I remember correctly that goromorgs can open doors? Maybe only if you already opened them once? Could just be remembering wrong thoughthomson wrote: monster that is smart enough to open doors
Finished Dungeons - complete mods to play