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The Class Update!

Posted: Mon Oct 13, 2014 4:44 pm
by Sir Tawmis
http://www.grimrock.net/2014/10/13/char ... -revealed/

You guys are so mean!! :lol:
"Let's just reveal the races and classes - oh, but this one thing! You have to wait!" :shock:

Re: The Class Update!

Posted: Mon Oct 13, 2014 5:37 pm
by thomast8991
Thanks, AH, for sending out this update. :D It's fun to plan out parties, so having this info helps a lot.

Now the only thing missing is the actual skills/traits available, as well as how you allocate points, and that data is better conveyed via the interface.

Just curious, but do the attributes function the same way (or similarly) as in LOG1?

Re: The Class Update!

Posted: Mon Oct 13, 2014 6:06 pm
by cromcrom
I love all the possible tweaks, bonus/malus to the classes and races. I think creating new classes are going to be a lot of fun !
I also loved the -50% chance to have body parts hurt. I am really eager to know more about this system. I love those realistic stuffs. VEry nice, AH :-)

Re: The Class Update!

Posted: Mon Oct 13, 2014 6:11 pm
by Elmsfeuer
Without knowing the skills/traits my party looks like that at the moment:

Front Row - Minotaur/Fighter - Lizardman/Rogue
Back Row - Ratling/Alchemist - Insectoid/Wizard

The minotaur with his low dex will sometimes miss, but with his str scaling skills he will make up for that.
Dual wielding Lizardman with great hit/crit and evasion stats + aditional magic defense, so he wont die so quickly to magic.
Ratling as an alchemist, because of the hoarder skill he can have more stuff in his inventory. Firearms are also looking good with his dex and evasions stats + he is immun to diseases, so he can still heal the party up when the other guys are affected by some status ailment.
And the last member is the Insectoid Wizard with high energy and magic damage - the hard shell also sounds very interesting on a wizard, with a bit luck he may will surive a crit hit or something like that lol

Only the traits are missing now! xD

Well, I will see - the excitement is killing me... But only 6. more ours for the first Let´s Play :D

Re: The Class Update!

Posted: Mon Oct 13, 2014 7:38 pm
by Sarumorpheus
It's good to finally know the classes! I'm curious about the eighth one, though. :shock:

Re: The Class Update!

Posted: Mon Oct 13, 2014 7:54 pm
by Chimera005ao
-50% chance of getting a body part injured
firearms have 50% less chance to malfunction
When dual wielding they suffer only 25% penalty
The classes give the characters a starting point and nudge towards a path without forcing it upon them. Every class can advance in the 16 available skills as they like. For example, nothing is stopping your Fighter to learn some magic as long as you advance your Fighter in the spell casting skills.
All rather interesting.
I can't plan my party without knowing traits and skills though... XP

Re: The Class Update!

Posted: Mon Oct 13, 2014 8:52 pm
by zeltak
Hmm. Fighter, Alchemist and Wizard probably. Then either knight or dual wielding rogue to the front row. And at least one ratling is a must.

And of course somewhere in the future I can see a solo run with a battle mage..

Re: The Class Update!

Posted: Mon Oct 13, 2014 9:33 pm
by Sir Tawmis
I am just looking forward to the replayability the variety of classes offer. I will eventually play every class (may do more than one game at a time). Just to get a feel for all of them.

Re: The Class Update!

Posted: Mon Oct 13, 2014 9:50 pm
by diceman
Sucks to be me, because most of the time, when playing RPGs, I go for the humanoid option, since I can best identify with a character roughly looking myself. But Kudos to the designers, apparently they tried to do something different here: no Orcs, no Elves, no Gnomes or Gnolls. Instead we got Minotaurs, Insectoids, Lizardmen and Ratlings. An all human party would be kinda boring, so much is clear, but I haven't yet decided. I guess, it all depends whether I can find a cool looking Portrait-Artwork among the options. ;)

Re: The Class Update!

Posted: Mon Oct 13, 2014 10:11 pm
by Sarumorpheus
diceman wrote:But Kudos to the designers, apparently they tried to do something different here: no Orcs, no Elves, no Gnomes or Gnolls. Instead we got Minotaurs, Insectoids, Lizardmen and Ratlings.
Agreed. Great to have variety!

Also...

Insectoid:(-50% chance of getting a body part injured).

Now the true question is, how many limbs do insectoids actually have?! :shock: