OK, this game has gone from creepy to downright terrifying, I've jumped more than a few times and have made noises that would have one question my gender.
OK, this game has gone from creepy to downright terrifying, I've jumped more than a few times and have made noises that would have one question my gender.
Really on the fence about this game. I have always wanted to try a FP dungeon crawler similar to this with tile style movement. The only dungeon crawler I ever tried was Wizardry 8 which I didn't like because I never found the intro dungeon interesting.
Can anyone to into detail about the world and the monster variety? It's a completely different kind of game (themes are similar at least) but alot of what helped me get into Dark Souls was the interesting world (mainly the castle levels), the sense of actual danger around every corner (which makes exploration actually interesting), the enemies, and the bits of lore you learn about through the world.
I'm downloading this now to play tonight. Quick question first: I know the layout isn't randomized, but are the items randomized at all? Or would I find the same +1 helm in the same secret alcove every time through?
Another complain about the game... it lacks spells. A LOT of supportive spells. There is nothing to improve defense (protection or evation), or to improve attack (accuracy or damage). Nothing even to alter status on enemies (sleep, paralize) or to heal yourself (inmediate heal or at least a regen to heal outside battle).
The mage spells is basically elemental damage and elemental protection. And that make that, often, after a battle, you need to sleep constantly (because potions are limited) to heal your party. And make all the wizards basically the same, only choosing what is the kind of element that you want to use. You cannot have a team of 2 mages, a offensive and defensive one. You have 2 wizards that cast the same kind of spells, but changing the element.
Another complain about the game... it lacks spells. A LOT of supportive spells. There is nothing to improve defense (protection or evation), or to improve attack (accuracy or damage). Nothing even to alter status on enemies (sleep, paralize) or to heal yourself (inmediate heal or at least a regen to heal outside battle).
The mage spells is basically elemental damage and elemental protection. And that make that, often, after a battle, you need to sleep constantly (because potions are limited) to heal your party. And make all the wizards basically the same, only choosing what is the kind of element that you want to use. You cannot have a team of 2 mages, a offensive and defensive one. You have 2 wizards that cast the same kind of spells, but changing the element.
Any way to use quick buttons for spells? Like I can favourite spells in Skyrim.
Not fun having to fumble with runes when I know exactly what spell I am going to use.
I agree, but I'm more than willing to overlook a lot of things given the size of the dev team, lower budget, and high quality output they aimed for with the time and tools they had. Maybe a few spells like you suggest would be minimal to add in and help with the variety roles, but they had their hands full, and I imagine could only do so much without risking going too far or delaying it further. I'd have preferred to see 9-10 classes (clerics / healing, druids / summoning, etc), a handful more races, some outdoors, a shop or two, more tilesets, maybe some more types of enemies, and so on. I do think they were smart to focus most of their energy on the level design and creating a visually striking product, to separate themselves from similar or lower budget attempts, and it seems to have worked, since the reviews are favorable and it got them on Steam. If they say it's sold very well, port it to tablets/Mac (and that also sells well), and then make a sequel, I'd be a lot harsher in my expectations on the sequel.
I've seen people argue that having shortcuts to casting the spells would also make mages too powerful, in vein of the above post (as adding more spells would). Instant cast mass damage for using in close combat would need the game to be balanced differently most likely
Which is how it should be.No random at all
There is nothing to improve defense (protection or evation)
or to improve attack (accuracy or damage).
Nothing even to alter status on enemies (sleep, paralize)
Las question I've got for now: does the game really require a beastly machine to run well? I've only got a dual core processor at 2 Ghz, but my video card and ram should be okay( nvidia 460 gt and 3Gbs of ram)
I don't want a GrimRock 2. I want the game to expand. There is info (like the dungeon selector) that this is the first dungeon of the game, that it will be more a "engine" than a fixed game. I hope the next dungeons of the game will include also more races-classes-spells.
Not really. The spells use energy (and powerful spells consume A LOT of energy), and they have cooldown, like the regular attacks.
Las question I've got for now: does the game really require a beastly machine to run well? I've only got a dual core processor at 2 Ghz, but my video card and ram should be okay( nvidia 460 gt and 3Gbs of ram)
It's actually a lot easier than that for this one:.The teleporter puzzle near it? Just step into it again. You'll teleport to the book
I got a bit discouraged by the game today. I've run out of food. I've realised I've been eating too soon (when the bar was only halfway) and now I feel like I'm in a rush to move farther into the dungeon. I like taking my time and while I was ok with this food system before now I realise how much of a nuisance it is.
Thinking about restarting because I know I can do a lot better than I have so far.
Invisibility and Darkness. You don't need to literally boost stats to have a similar effect on the damage the party takes.
Elemental arrows are a buff for other party members, though it may be nontraditional. See above.
Frostbolt.
Actually thealong with having the lowest level ranged spell makeschance of freezethe best magic to take.iceis second best due toFirethe need for fire resistance.
No reason to eat until à party member gets the "starving" icon on their portrait.
More official dungeons would be great, I figured that would be mostly for user created dungeons. Maybe they'll release official dungeons as paid DLC, I just feel they'd be more successful with a full sequel.
Still, those are side effects in most cases, and there are splitted in several "spell schools", making the task of choosing a offensive mage or a defensive-support one something impossible.
The game lacks the high degree of customization that had the old SSI games based in AD&D. Obviously, I don't want to copy the system, but to find an alternative system where you can create a high diversity of roles.
Still, those are side effects in most cases, and there are splitted in several "spell schools", making the task of choosing a offensive mage or a defensive-support one something impossible.
I'm stuck on level 2. I appear to have cleared the whole level, the map seems to show I've opened all doors and corridors ... but can't find the stairs to go down to the next level.
Wow! What a week. All of the keys on our keyboards have worn down to nubs from typing up a billion emails, forum posts, interviews and whatnot. But weve been doing something else too besides banging on our keyboards: we released a game! If you didnt grab Legend of Grimrock during the pre-order, you can still get it with a 10% discount for a limited time. Regardless of all the release-related hassle, we have got some actual work done too. Possibly most importantly, we have started working on the first patch of the game (version 1.1.4) which mostly concentrates on some compatibility enhancements and fixing some bugs and exploits. Heres the current list of improvements:
- vsync is enabled by default
- borderless windows are no longer topmost
- pressing ESC closes character sheet
- fixed unlimited frost arrow exploit
- bug fix: topmost menu item dont work reliably in 2560×1440 resolution
- bug fix: wall text translations are not dismissed when right-clicking
- bug fix: inanimate objects can be backstabbed
- bug fix: projectiles go through doors in some very rare cases
- improved display resolution auto-detection at first launch
- fixed a couple of typos
- removed check that disables high texture resolution setting when running low on video memory (some graphics drivers seem to report available video memory incorrectly)
The work still continues and the list will grow longer so if you want to see the current status of the update you can check out the first post in this thread which is updated as progress is made. Our current estimation is that the patch will probably go live during next week. Also if you want a cool looking Legend of Grimrock DVD box sitting on your shelf, Juho made some nice box graphics that you can print out and slip in an empty DVD cover:
Oh yeah, weve had many inquiries on how the sales have been doing and, well, we couldnt be happier with them! We were sitting solidly as the #1 Steam top seller for a while but it seems like we have now been dethroned So if you still know anyone who might be able to help us in our struggle to regain dominance, let them know ! Anyways, the development costs of the game have now been covered many times over so the future of the company seems pretty secure. So, everyone who has bought our game and supported us, you have our gratitude!
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- pressing ESC closes character sheet
Anyways, the development costs of the game have now been covered many times over so the future of the company seems pretty secure. So, everyone who has bought our game and supported us, you have our gratitude!
Good news indeed, game is amazing.
But...FUCK SPIDERS, i mean, for real.
great news!
the only thing i'd really want right now are some sliders for music and effects volume...