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Re: LOG 2 announcement

Posted: Tue Feb 26, 2013 3:47 pm
by Ixnatifual
Goromorgs can open doors. There's no animation of them doing it, the door just opens. Sometimes you can get a small door battle going with one.

Re: LOG 2 announcement

Posted: Tue Feb 26, 2013 4:29 pm
by msyblade
thomson, that is a very considerate, complete, and well thought out list. Kudos!

Re: LOG 2 announcement

Posted: Tue Feb 26, 2013 8:18 pm
by Neikun
Lets not forget that when modding, original assets don't count toward your file size! So plenty of wallsets with interchangeability in mind would be fantastic.

I would like to see the opposite of damage immunity, damage weakness available in the next run.

Re: LOG 2 announcement

Posted: Wed Feb 27, 2013 12:53 am
by Grimfan
Neikun wrote:Lets not forget that when modding, original assets don't count toward your file size! So plenty of wallsets with interchangeability in mind would be fantastic.
If I remember correctly they said there was a strong possibility that all the new wall-sets would be interchangeable. Also, from the looks of things we're going to be getting a cave set and an Egyptian-themed set. OH MY!

And nice suggestions thomson! :)

Re: LOG 2 announcement

Posted: Wed Feb 27, 2013 1:11 am
by Marble Mouth
Hi thomson. You've put together quite a list! I have thoughts on several of these:
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.
All of these brains would be nice, but even nicer for modders and for AH would be an API for us to create new brains. That way, we can do whatever we want, and Grimrock's monsters get more capabilities from user-generated content on an ongoing basis. Unfortunately, an API would likely be more difficult for AH to implement than just creating more standard brains. It would definitely also introduce more factors to debugging mods, which might actually decrease modders' return on investment. Still, I believe that this would be one more thing that some specialized modders ( myself for example ) would want to produce and debug so that everyone could have access to loads of customized brains.
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.
I think I want the same thing, but I think of it a little differently. I want to be able to define new skills, and for each champion, set what skills they do and don't have access to. Much of this, we already have through modding. Modders have created plenty of healing spells. Lockpicking is implemented in some mods. Spells can create monsters, and those monsters can have all sorts of custom behaviors (though not custom brains, see above.)
New races: we're waiting for those ratmen. I would love to play as a troll or a gnome as well.
We have most of this through modding. We can implement a party building system at the beginning of our mods. We can make up races, and give the champions any number of bonuses/penalties based on their race. We can change portraits at will. One thing that we can't do (as far as I know) is to change the display of the race in the character sheet to anything other than the standard races. That little change could go a long way towards immersion.
* 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)
Available through modding. I'm working on some of these in my own projects.
* 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).
Agreed. Again, custom traits can basically be implement through modding by putting a party building system at the start of the mod, but if we could modify the standard party generator options instead, that would be so much cleaner.
* 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)
As you point out, we're already doing all of these things. It seems to me that these things are being done so frequently that it would be a good idea if there was standardized support for them, so that we're not all trying to do shops in our own way.

Re: LOG 2 announcement

Posted: Wed Feb 27, 2013 2:17 am
by Wanderer
Modding of LoG is a very very important thing for me, maybe it already made 75% more playtime of LoG for me.
Sure the game itself was also a great thing after so many years not seen any Dungeon-Crawler published by Game-developer.
LoG was for me more than a comeback of the Dungeon-Crawler genre. Rather than that, LoG was a better comeback of the genre than I EVER EXPECTED (I still cant believe that this happened).
Because LoG combines 3 very important things for me:

1. It feels really like the good old and unforgotten Mega-Games like Dungeon Master.

2. At the same time LoG uses modern technical possiblities (Grafix, better CPUs) to improve the genre and to carry the good old games to the year 2013 (without changing/destroying the main idea of the dungeon-crawler)

3. The Editor (at least for me) is the best part of LoG, without the Editor I think I wouldnt be here now (it improves for me the playtime with LoG unlike anything else). The Editor makes it possible that we modder can revive the best of best games in the past (like DM, EoB, AP2 , Knightmare and on so on).

I am very happy that the Editor will be a important part of LoG2 for thwe devs, thank you for this.

lg Wanderer

Re: LOG 2 announcement

Posted: Wed Feb 27, 2013 8:57 pm
by germanny
Agreed, wanderer! All points are my words..so to say ;)

Re: LOG 2 announcement

Posted: Wed Feb 27, 2013 10:14 pm
by Ixnatifual
I agree. This game came out of nowhere and restarted a genre like a baws.

Re: LOG 2 announcement

Posted: Wed Feb 27, 2013 10:44 pm
by Ryeath_Greystalk
Marble Mouth wrote: All of these brains would be nice, but even nicer for modders and for AH would be an API for us to create new brains.
Awesome. Not only do I need to learn programming, I have to become a brain surgeon too. j/k :lol:

Actually just wanted to concur with wanderer about the editor. My time spent playing with the editor is probably 3 - 4 times that spent playing the actual game. I'm only hoping for two thing with LoG 2, the system specs don't go up, and LoG 1 mods will still be applicable as it seems like LoG 2 will probably be out before my mod. :shock: (which I might add a big 'hats off' to all the modders and devs who get this stuff out to play. it's a lot more work than I thought)

Re: LOG 2 announcement

Posted: Thu Feb 28, 2013 12:41 pm
by Grimfan
Ixnatifual wrote:I agree. This game came out of nowhere and restarted a genre like a baws.
I third that agreement.

While I enjoy a lot of other modern fantasy games such as Skyrim (endless hours of playtime) and Dark Souls (four characters over 100th level), this is the first true fantasy dungeon crawler in years, and the fact it has a fantastic editor that brings in new modders is a very nice icing on the cake.