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Re: Grimrock Unlimited: A Procedurally Generated Adventure
Posted: Sun Dec 14, 2014 10:06 pm
by eLPuSHeR
Yes, I have found some alchemy recipes.
I can't stop playing this module...
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Re: Grimrock Unlimited: A Procedurally Generated Adventure
Posted: Mon Dec 15, 2014 1:18 pm
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.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Posted: Mon Dec 15, 2014 1:39 pm
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.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Posted: Mon Dec 15, 2014 7:55 pm
by eLPuSHeR
Started playing v0.5.6 and found this weird issue. Is this intentional or a bug?
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Re: Grimrock Unlimited: A Procedurally Generated Adventure
Posted: Tue Dec 16, 2014 4:29 am
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.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Posted: Tue Dec 16, 2014 9:50 am
by eLPuSHeR
Well. It's no gamebreaker bug and I am enjoying 0.5.6 - The puzzles are a nice addition.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Posted: Tue Dec 16, 2014 10:23 am
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
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Posted: Tue Dec 16, 2014 11:46 am
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")
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Posted: Tue Dec 16, 2014 1:17 pm
by eLPuSHeR
Hey thanks. I had already thought of using console to spawn a skull key.
Best regards.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Posted: Thu Dec 18, 2014 8:39 am
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?