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Legend of DoomRock

Posted: Thu Dec 25, 2014 1:25 am
by Azel
If you're like me, then after beating Grimrock with your own custom-made group of adventurers you were left wondering, "How can I best enjoy Grimrock all over again?"

And if you're like me, you would like to enjoy the game without having a virtually identical experience. Moreso, you are probably wanting some sort of "reward" for beating the game. In the first Grimrock game they gave us "Toorum" - where finding his bones opened him up as a playable character upon beating the main campaign. A noteworthy reward since the initial playthrough typically involves using the maximum 4-character party while Toorum entails playing as a sole character with some added benefits (eg, increased movement speed). I liked this "beat the game reward" since it reminded me of the original Metroid and being able to replay it as Samus without the suit. Good times!

Here we are in Grimrock 2 and unless I'm missing something, there isn't a secret character or trigger that changes how a second playthrough would take place. Maybe it's not needed since we now have more character classes and different ways of progressing (ie, the Farmer class gaining levels by eating instead of killing). On top of which we have those "hard" options like Single Use Crystals, Old School mode, and of course Iron Man mode. But again, if you're like me then using these "make the game harder" options does not feel fun at all... and certainly not a "reward" for beating the game.

Or as it was put in this awesome satirical review of Grimrock:
http://tinyurl.com/n6xtrpo
Ironman Mode also appeals, strangely enough, to the typical basement dwelling neckbearded virgin, the hardcore gamer who has no other interests or responsibilities outside of finishing these “games,” with the possible exception of needing to obsessively discuss them on the internet on toxic, misogynistic, hate-filled message boards.
Right, so Old-School/Iron Man/Single-Use-Crystals options are out the window. What's left? Wait for a Mod? Go make a Mod? Aint no time for that, Christmas is tomorrow!

My answer to this dilemma is something I like to call, Doomrock. It is literally the most fun I have had between my initial playthrough's of both Grimrock 1 and 2; so I thought I would share it.

This is all you have to do (Edited on 12.25.2014 for improved script) :

1) Create a new Game. Select "Hard" Difficulty" and "Create Characters."

2) Create 4 Ratlings.

3) Assign all 4 Ratlings as the Alchemist class.

4) Grab the following Traits for each of them: Mutation, Aggressive.

5) Pump 5 Attributes in to Dexterity, and 5 in to Vitality for everyone.

6) For each Rat, put 1 Skill Point in to Concentration and 1 Skill Point in to Accuracy.

7) Once finished with Character creation, Start the Game.


After the game Loads get out of the cage and perform the following actions:

1) Hit the "`" key on your keyboard to open the in-game Console.

2) Type the following and then hit the Enter key:

Code: Select all

do local f = spawn("flintlock").firearmattack f:setClipSize(math.huge) f:setLoadedCount(math.huge) end
3) Four "infinite ammo" Flintlock guns will spawn at your feet. Arm all 4 Ratlings with them (and then send Minmay a Thank You for this awesome Console Script).

4) Now type the following command:

Code: Select all

spawn("tome_wisdom");
5) Use that script to Spawn 10 of the wisdom tomes and give them to 1 Ratling.

6) The Ratling will now have 10 new Skill Points, use them to get the following: 5 Points in Firearms, 5 Points in Athletics.

7) Repeat steps 4-6 for the other 3 Rats in the group.


That's it! To recap:

1) You will have 4 Ratling Alchemists armed with an infinite ammo version of the starter Gun.

2) All 4 Rats will begin with: 1 Concentration, 1 Accuracy, 5 Firearms, 5 Athletics.

If you're a fan of classic First Person Shooter style games like Doom, then you'll enjoy running through Grimrock with this setup. From here on out the only time you should use the Console is to spawn an Infinite Ammo version of a new Gun, BUT ONLY AFTER YOU FIND IT IN THE GAME.

How you progress your characters from here on out should be done legitimately. Afterall, this isn't about using Cheats for God Mode, this is about using the Console to create a quick Mod version of the Main Campaign - and it's all about the Guns! With this approach you will still miss often due to low Accuracy, and you will still need to use lots of combat tactics since your characters have normal Vitality on top of which the monsters are now harder (due to setting the game difficulty to Hard during creation).

How you build your group as they level up is entirely up to you (Tanks, Magic Hyrbrids, etc).

To reiterate... do not allow yourself to spawn any other Guns until you actually acquire them in the game. I will update this thread with the Script reference for each Gun in a few days.

Hope you enjoy it! :twisted:

Re: Legend of DoomRock

Posted: Thu Dec 25, 2014 2:24 am
by minmay
Shameless plug: You can do Toorum mode in LoG2 if you're willing to run a python script.

If you're going to spawn ammo with the console anyway then I don't know why you don't just do this:

Code: Select all

do local f = spawn("flintlock").firearmattack f:setClipSize(math.huge) f:setLoadedCount(math.huge) end
Much easier way of having infinite ammo.

Re: Legend of DoomRock

Posted: Thu Dec 25, 2014 3:54 am
by Azel
Mother of Pearl! Thanks for that script minmay. Way more efficient means of implementing the Doom-style gameplay. I will update my Step process later to reflect this. I need to compile a list of the Script names for the other guns as well. So that the infinite bullet script can be created during gameplay as the new guns are acquired. Woohoo! :mrgreen:

Re: Legend of DoomRock

Posted: Thu Dec 25, 2014 9:23 am
by minmay
Azel wrote:I need to compile a list of the Script names for the other guns as well.
What do you mean? setClipSize(math.huge) followed by setLoadedCount(math.huge) should work for all FirearmAttackComponents.

Re: Legend of DoomRock

Posted: Thu Dec 25, 2014 10:17 pm
by Azel
This part:

spawn("flintlock").firearmattack

That will need to be modified for each Gun Type in the game (revolver, repeater, etc) as they are found.

For example:

spawn("Arquebus").firearmattack

Re: Legend of DoomRock

Posted: Thu Jan 22, 2015 3:57 pm
by FennerMachine
After watching others play on hard mode I didn't want to try.
To me it looks like too much hard work and not fun.
I've given the suggestions in this thread a go.
So far it's been fun. Brings new life to the game.
Not finished it yet, about half way through.
Well done Azel!

Re: Legend of DoomRock

Posted: Thu Jan 22, 2015 5:34 pm
by petri
Hah, this sounds like great fun! Awesome.

Re: Legend of DoomRock

Posted: Fri Jan 23, 2015 7:20 pm
by Azel
One of my favorite perks about this style of play, is that it creates probably one of the funniest "sound bites" in RPG Gaming...

The sound of a violent Medusa screaming, followed by 4 gunshots cap'in off.

It would make for a fabulous ring tone! :lol:

Re: Legend of DoomRock

Posted: Sun Jan 25, 2015 3:43 pm
by Frenchie
I wonder if we should hold a championship to see who can complete LoG2 Doomrock in the fastest time. Of course we could make a seperate custom dungeon for it if it would take too long.

Re: Legend of DoomRock

Posted: Mon Jan 26, 2015 12:13 am
by Azel
hah that would be pretty damn fun actually :mrgreen: