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Re: [WIP] Final Adventure

Posted: Thu Nov 10, 2022 6:57 am
by kikotrt
Kirill wrote: Wed Nov 09, 2022 6:24 pm
kikotrt wrote: Wed Nov 09, 2022 6:09 pm
Kirill wrote: Wed Nov 09, 2022 1:47 am

Бои сложнее чем в The Guardians, плюс не уверен что соло с максимальными настройками сложности (Hard плюс все усложнения игры, выбранные в самом начале, такие как меньше хp, более сильные монстры, уменьшение резистов со временем и увеличение количества еды с уровнем) реально. И учитывая ограничения на магию (две школы магии точно теряются, либо три при условии соло).
что за "уменьшение резистов со временем"?
и при чем тут магия?

например в "Стражах": у меня соло персонаж был алхимик-инсектоид. И там был момент, когда надо было пройти голову демона, которая кидала камень. Если играется пати - то она превращает в камень не всех. А если соло - то 100% превращает.

меня интересуют подобные моменты игры в этом моде. Я не спрашиваю о силе персонажей... учитывая то, что в этом моде, судя из описания, все классы стали алхимиками.
Я прошел соло The Guardians. Есть щит дает иммунитет к окаменению.

Про уменьшение резистов со временем это дополнительная сложность (их несколько), которыми можно усложнить еще больше игру.
не о щите вопрос. (о нем я знаю, но если первый раз проходить - такие вещи не найдешь)
в этом моде такие ситуации есть?

Про резисты можно поподробнее? Что бы понимать как это работает. Ну т.е. я так понимаю через какое-то время все (огонь, воздух, земля, вода) уменьшаются на один... За какое и, все таки, на сколько... можешь сказать?

Re: [WIP] Final Adventure

Posted: Thu Nov 10, 2022 8:51 am
by Zo Kath Ra
@kikotrt @Kirill

Please speak English.
If you can't, at least include an English translation of your post.
You can make one with Google Translate.

I'll edit the previous posts to include English translations.

Re: [WIP] Final Adventure

Posted: Thu Nov 10, 2022 5:47 pm
by knr
Translating some of the previous posts, I'd like to voice a vote against rewarding solo characters in scoring. While it is obviously strictly more difficult (if only because you can always start a full party and then let 3 people die), it's also significantly less interesting.

Early game it just means the same trivial circle-strafing takes longer. Mid-late game it removes a lot of the growth and equipment management and in combat means relying more on the extremely stacked stats of the character, while having a lot less to keep track of and juggle in a fight. As well as removing the tactical considerations of having to protect your vulnerable backline.
Kirill wrote: Wed Nov 09, 2022 1:42 am p.s. Anyone figured 4213 puzzle?
SpoilerShow
It's a very straightforward puzzle, the trick is to realize the room has 2 separate, unconnected puzzles.

Re: [WIP] Final Adventure

Posted: Thu Nov 10, 2022 10:28 pm
by kikotrt
knr wrote: Thu Nov 10, 2022 5:47 pm As well as removing the tactical considerations of having to protect your vulnerable backline.
Google-translate:
why make the back lane vulnerable while the "melee attacks from the back row" skill exists in the game?

Re: [WIP] Final Adventure

Posted: Thu Nov 10, 2022 10:42 pm
by kikotrt
.............
"- Game time now runs when the party is just standing still. In this regard, the system of growing plants has been changed: now there is no special class that can do this - any character can grow plants, but this will require a special item. And to accelerate growth, now you don’t need to run around the world, just sleep is enough."
.............

Adrageron

Will there be only one special item in the game?

Re: [WIP] Final Adventure

Posted: Thu Nov 10, 2022 10:59 pm
by knr
kikotrt wrote: Thu Nov 10, 2022 10:28 pm why make the back lane vulnerable while the "melee attacks from the back row" skill exists in the game?
What do backlane offensive options have to with their defense? But they're more vulnerable because when you spread your stat boosts, skillbooks and armor across 4 characters, it's a lot harder to get all 4 characters to high defenses.

Re: [WIP] Final Adventure

Posted: Thu Nov 10, 2022 11:47 pm
by kikotrt
knr wrote: Thu Nov 10, 2022 10:59 pm
kikotrt wrote: Thu Nov 10, 2022 10:28 pm why make the back lane vulnerable while the "melee attacks from the back row" skill exists in the game?
What do backlane offensive options have to with their defense? But they're more vulnerable because when you spread your stat boosts, skillbooks and armor across 4 characters, it's a lot harder to get all 4 characters to high defenses.
Google-translate:
Firstly:
Grimrock is a game about the ability to move as a squad, evading the enemy.
Secondly:
for 4 minotaurs-barbarians (as a rough example) - the difference in armor, etc. - not essential.

Re: [WIP] Final Adventure

Posted: Fri Nov 11, 2022 12:07 am
by knr
kikotrt wrote: Thu Nov 10, 2022 11:47 pm Grimrock is a game about the ability to move as a squad, evading the enemy.
Secondly:
for 4 minotaurs-barbarians (as a rough example) - the difference in armor, etc. - not essential.
If you're free enough to move to evade everything, the fights already over. If the fight's not already over, having some sides of your party be more vulnerable to attacks than others means you have to think about which sides you're exposing.
Also, why would you ever take more than 1 minotaur?

Re: [WIP] Final Adventure

Posted: Fri Nov 11, 2022 12:48 am
by kikotrt
knr wrote: Fri Nov 11, 2022 12:07 am Also, why would you ever take more than 1 minotaur?
damage (strength) and survivability (survivability) ... what else does a warrior need?
The best race for these two qualities.
When creating a character, +5 strength and +5 dexterity are learned.

P.S. of course, if you do not take a squad - 4 alchemists. (this is the strongest unit in Grimrock 2)

Re: [MOD] Final Adventure

Posted: Sun Nov 13, 2022 8:29 am
by Adrageron
The mod is released!
Big thanks to @knr for testing and text edits!

Steam link
Nexus link

Have a nice adventure!