Legend of Grimrock 2

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---------- v1 - Initial release ----------
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Added an empty material and sound, as well as an uncastable spell that does nothing for when you need to fill an empty spell. All three are named "null"

Ruins

Added Arched wall
Added Ground fix
Added Floor grating
Added Straight tiles to replace ground
Added Active fountain

Misc

Added 3 Campfires - Active, unused, and burnt out
Added Creek
Added Obelisk + Obelisk glyphs
Added Low and high iron fence
Added Full length stone block border
Added Force wall

Dungeon

Added Walled arch
Added Stone bridge + Bridge end + Broken bridge + Underbridge
Added Half pillar

Tiles and Tweaks

Changed castle water to use the water automap tile
Changed Mine floor/wall editor icon color so it won't look like dungeon tiles
Added catacomb water tile
Added borderless forest water tile

Items

Added Conflux Mk.1 and Conflux Mk.2
Added Stygian Desolator
Added Soul Stealer
Added Vanguard
Added Spring arrow/quarrel

Monsters
Added Demon
Added Hellhound
Added Imp
Added Firebird
Added Red Herder
Added Green Herder
Added Small/Medium/Big Herder
Added Spectral Wizard
Added Wisp

----------------------------------------------------
---------- v1.1 - Humans invade Grimrock! ----------
----------------------------------------------------
Changes
Changed dungeon underbridge into a minimal save state object with no functions.
Removed unimplemented models
Fixed spring arrows and quarrels replacing vanilla ones
Added others_resources.lua to zim_init.lua

Dungeon

Added a short variant of the broken bridge
Implemented the dungeon arch
Added an underbridge generator

Misc

Added a watering station
Added Scavenger eggs, gooey ground, and a goo door
Added Dead trees (pillar and cluster)
Added forest_ledge generator
Added wall waterfall, wall waterfall border, wall waterfall end, and forest elevation edge waterfall
Added a flood tile
Added wood spikes
Added a tent
Added the Corrosion condition to Scavenger Spitter

Tiles and Tweaks

Added a cemetery trail
Added a volcanic Tile Set

Monsters
Implemented and fixed the Scavenger
Added Scavenger Spitter
Added Scavenger Queen
Added Human Archer
Added Human Knight
Added Vampire
Added Lich

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---------- v1.2 - The Lich and the Archlich ----------
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Changes

Added vanilla Scavenger material definitions to the mods scavenger.lua
Removed grimrock1_material.lua from zim_init.lua
Added Human Knight block sound definition to human_knight.lua
Removed warden.lua from zim_init.lua
Added zim_spells.lua to zim_init.lua
Removed hand particles from the Lich
Added freeze fixes to monsters using material overrides
Revamped the Lich
Fixed Scavenger Queen egg laying animation speed lingering to the getting hit from the front left animation

Monsters

Added Firetoad
Added Archlich
Added an elevation bound Viper Root
Vampires now drop vampire dust
Hellhounds now drop warg fangs

Misc

Added the omnispawner

Dungeon

Added a floor pit frame
Added a modified trap door

Items

Added a small pouch model
Defined base material item
Added Vampire Dust, Zarchton Scales, Warg Fangs, and Ogre Heart

Spells

Added Stone Spikes
Added Frostfire
Added Sleep (bolt + blast)

----------------------------------------------
---------- v1.3 - Hell Breaks Loose ----------
----------------------------------------------

Changes

Added zim_party.lua to contain all party hooks
Added zim_functions.lua that gets integrated automatically into the dungeon.
Added zim_conditions.lua for conditions
Moved and implemented all party hooks mentioned under whatever requires them into zim_party.lua
All icon were compressed into one file named zim_icons.dds inside the textures folder
Added armageddon omnispawner example

Monsters

Added Physical elemental
Added Magma Stones
Changed Archlich to use the Lich as a base object, and removed doubled component
Changed the Human Archers face texture to one that doesn't have the UV layout (no triangles, still bad)
Fixed Human Archers neck sticking through the armor, and fixed some visual issues
Replaced Vampires ice shards with two dark bolts
Modified Vampires teleportation particle and removed a third particle instance
Changed Imps fire immunity to resist
Added imp corpse

Items

Added volatile boulder

Spells

Added Frostblast, Fireblast, and Shockblast
Modified Magma Meteor object to ocassionally spawn Magma Stones on impact
Added Megma Stones Meteor

Tiles and Tweaks

Added a dark castle tile set
Added blood water
Added a clearer volcanic sky

Conditions

Added burning, frozen, silence, bleeding, and disarmed conditions
Moved corrosions, decay, and atrophy to zim_conditions.lua

Misc

Removed water automap tile from river due to burning condition checking for it
(walking over a river with an elevation of -1 or less will remove the condition)


--------------------------------------------------------
---------- v1.4 - Grimrock is coming to life! ----------
--------------------------------------------------------

Changes

Fixed Firebird regenerating even when it died, resulting in a crash
Fixed missing animation for the Archlich
Fixed Human Archer textures not unfreezing
Fixed dark_castle_wall_text particle overwriting castle_wall_text particle
Gave the Human Knight a new model to prevent this from happening: http://i.imgur.com/oU2dmUX.png
Removed the display cave, and added display areas for monsters in their natural habitat
Replaced Zeer with a wisp
Modified base_material to give items that use it as a base the "material" trait
Remade the obelisk
+ Fixed lighting issues
+ Made it use vanilla textures
+ Obelisk upper part can have other materials using material override
+ Made it look better
Added sound to campfire_active
Changed bleeding condition to set health instead of damage
Chaged scavenger_queen_eggs floor goo and broken egg removal script to a safer and more efficient one.

Party

All fire damage may apply the burning condition and remove the frozen condition
All cold damage may apply the frozen condition and remove the burning condition
All shock damage may apply the disrupted condition
All physical damage may apply the bleeding condition for a shorter duration
Added Disrupted condition


Misc

Added enchanter
Added wall_fire_loop animation
Added lighthidden_tile - Snuck into 1.3 by accident.


Volcano
Added volcano_ground_elevation
Added lava_flood

Items

Added fancy skull
Changed Soulstealer's Shadowraze particle (secondary attack)

Monsters

Added Physical Elemental - Snuck into 1.3 by accident.
Added Heretic
Added Imp incubator
Added Imp corpse
Added Imp Lord
Added new animation for the Imp Lord
Added Cryomancer

Idles
Added Ratling sitting on an edge
Leaning on a pillar
Leaning on a couter (dungeon_wall_open)
Added Human Archer sitting injured
Added Human Knight standing guard

---------- v1.4a ----------

Fixed game crashing when clicking any champion item slot before opening an inventory.

--------------------------------------------------------
---------- v1.5 - An Enchanting Updateuardian ----------
--------------------------------------------------------

Changes
Added a scripts folder
Moved zim_functions.lua to the scripts folder
Updated Party hook with the correct path
Added zim_enchanting.lua to the scripts folder, and with it, an enchanting system! (experimental)
Integrated GrimTK into the pack (required for the enchanting system)
Added zim_animations.lua - Featuring all custom animation event definitions, as well as freeze fix event for *all* animations.
Added templates folder, containing templates for textures like the human face, the knight shield, or the icon grid.
Added a shield template so you could add your own shield textures to Human Knights
Removed unused textures
Removed materials using deleted textures
Tweaked party on damage hook condition related numbers
Made the cave area prettier

Monsters
Modified the Human Knight model for smooth shading on the shield, and renamed heavy_shield material to knight_shield
Gave the Human Knight a different shield texture
Removed Goromorg attack animation event from lich.lua
Added Aquardian
Added Shogwarden
Added Toxiguardian
Added Bloodraised

Items
Tweaked Souls Stealer - Now it can't steal multiple souls from a single monster. Also can't steal souls from constructs
Tweaked Vanguard to reduce damage even if the champions level is not high enough.
Old - 50% chance to negate physical damage if its below (champion level * 10).
New - 33% chance to reduce physical damage by (champion level * 10). Can negate damage entirely.
Updated Vanguards description

Volcano
Added background_volcano
Added a work in progress volcano_old_oak

Spells
Changed stone_spikes material to use mine_wall texture
Added the conjured_corridor spell, with conjured_corridor object, conjured_corridor_proxy object, and spectral_spear_door object

Conditions
Added Disrupted to the list of purged conditions on death
Fixed disrupted condition crashing the game
Tweaked ON FIRE so it cannot be applied if the champion is frozen

Misc.
Modified enchanter particle
Fixed scavenger eggs normal map textures

--------------------------------------------
---------- v1.6 - Imps and Stones ----------
--------------------------------------------

Changes
Removed the party definition inside GrimTK
Removed unnecessary checkers in zim_conditions.lua
Renamed zim_black_castle.lua to zim_dark_castle.lua
Fixed some conditions
Added sound indicators to all conditions (except decay)
Added champion interface effect when trying to cast a spell while silenced
Changed the sound for attempting movement when frozen
Changed the sound for trying to cast a spell while silenced
Cleaned tables in zim_animations.lua (last table remained the same)
Modified zim_functions

Monsters
Changed Imp texture
Imp Lords now have wings
Modified Imp Lord crown offset
Changed Imp Lord cast shield animation
Renamed all Imp Lord "cast_shield" animation related stuff to "spell"
Tweaked Imp Lord brain to prioratize attacks over creating a shield.
Toned down Bloodraised sound, and made it fade in
Changed cultist death sound
Changed custom wizard move animations to be less static
Rewritten cryomancer warp particle component
Removed freeze fix from the vampire (since it doesn't use any material overrides)
Merged Archlich.lua with lich.lua
Added Vampire Lord to vampire.lua
Added Timeless Visage
Added Enchanted Stone
Added Bound Spirit
Added Lava Tentacles
Demons can now mark champions for death

Spells
Added earth_call spell
Added the following objects:
earth_call_beacon - summon_bridge_summoner
summon_bridge - summon_bridge_piece - summon_bridge_lava - summon_bridge_lava_piece - summon_bridge_mine - summon_bridge_mine_piece

Misc
Removed dead trees - They were 1:1 like swamp trees. I forgot swamp trees existed (o_o)
Make sure to remove them from your mod if you implemented them.
Added castle_beam

Conditions
Added marked condition
Frozen condition will no longer overwrite paralyzed or petrified on the champions panels

Dungeon
Added dungeon_beam

Black Castle
Added dark_castle_beam

Volcano
Removed volcano_old_oak


------------------------------------------------
---------- v1.7 - Enhanced Enchanting ----------
------------------------------------------------

Changes
Commented out line 280 in 'mod_assets/ext/grimtk/scripts/gtk/input.lua' to prevet a crash
Otherwise, loading a saved game and attempting to use a text input box will crash the game
Because that line is disabled, you can't use uppercase letters and button shortcuts
Rewritten the enchanting system -
Fixed GUI displaying wrong icon with custom items
Fixed potential item related issues and crashes
Added an enchntment power multiplier display
Easier to use
Looks better
Tables!

Enchanting room is easier to expermiment in
Fixed level coordinates
Time slow now also applies a screen effect
Changed ash texture

Monsters
Modified bound Viper Root to have a Null component instead of a counter as a burrow checker
Fixed bound Viper Roots spawning burrowing particles when it shouldn't
Fixed Enchanted Stones not losing their damage immunity after raising

Spells
Added spectral_spear_trap and spectral_spear_trap_instant
Added shadowflame
Added lava and sand variations for summon_bridge

Items
Minor change to Soul Stealer onAttack hook
Added missing comments on newer items
Turned Ogre Heart into an enchanting material

Misc
Changed Omnispawner name to Omnitool
Changed the built-in function inside Omnitools to a very basic one for easier editing
Changed Omnitool self called function from spawnItem to selfActivate
I suggest you use a program like NotePad++ and use the replace function (Ctrl + H in NP++) and replace the following things in dungeon.lua:
'omnispawner' with 'omnitool' -and- 'spawnItem' with 'omnitoolFunction'
Be careful when you do that - Don't just 'replace all', replace them one by one or you might change something you've added.
Old spawner examples can still be found on the map, inside the small arena on the 'forest' map


--------------------------------------------------
---------- v1.8 - Optimizations & Fixes ----------
--------------------------------------------------

Changes
All image files are now compressed, and have mipmaps. You simply *must* use the new images.
If you don't want anything new from this update, so be it, just copy over the images.
I can't stress enough how important this is.
Removed 2 unused textures (lava oak), 1 unused model (copy of human knight), and 1 unused defined object (item_proxy)
Added zim_particles.lua
Moved all screen effects and spell paticles to zim_particles
Fixed the party onDrawGui hook always enabling mouse look (still disables it when the entire party is frozen)
Enchanting GUI now disables mouse look
Added a timer component for to the party for use with the time slow
Removed zim_script automaticlly spawning with the parties onInit
Added an object that spawns a script entity that holds zim_functions.lua with the required ID, and then deletes itself.

Conditions
Frozen condition now enables mouse look when its over

Particles
Added a particle for destroying rocky objects
Added a particle for destroying wooden objects

Functions
Replaced the isPartyFrozen function with one that allows to check if the entire party has a specified condition (altered party hooks accordingly)
Added a function that deals a 'new' type of damage to a champion (checks all resistances and deals pure damage)
Added a function to directly damage a monster
Added a function that will deal same 'new' damage to a monster
Changed the time slow function to work better between levels.
- Uses a timer component inside the party object instead of creating one on the map
- Try keeping time slowing monsters away from level moving things (teleporters to other levels, stairs, etc...)
- Or at least make sure a time slowing monster won't slow time on a different level, because that will screw things up, because it starts cooldowns only for monsters on the same level
- If monster X slowed time on level A, then the party moved to level B and monster Y slowed time, monster X will not have its animation speed reset
Added two new functions to be used with the Shadow Doubles

Spells
Modified Spectral Corridor and Spectral Spear Trap to not spawn outside the map boundries
Modified Shadowflame to heal undead monsters with the custom healMonster function
Added Magic Missile
Added Open Door spell
Added a custom dispel projectile

Monsters
Fixed Vampires teleporting behind wall obstacles if they're behind the party (like secret doors, gratings, etc...)
Fixed Scavenger Queens laying eggs behind wall obstacles if they're behind her
Reimplemented the wings on Imp Lords, re-made model and altered texture.
Modified Bloodraised, Vampire Lord, Firebird, and Lich Bolt to use the custom healMonster function
Modified Lich/Archlich brain to not use a diagonal attack when the tile infront of them is blocked
Modifier Homing Lich Bolt to have smoother homing
Bound Spirit no longer prings an error message if the binder is missing (in case you want it to be destroyable)
Changed Demon target randoming for marking
Added Shadow Double Spawner and Shadow Double Mage (Work in progress)

Items
Added Chill Potion
Added Thawing Potion

Dark Castle
Added the missing bookcases
Added demon philosopher

Ruins
Replaced the active forest fountain model with a simple surface to be used with the regular fountain
Changed active forest fountain definition


---------------------------------------------
---------- v1.9 - Time and Shadows ----------
---------------------------------------------

Changes
Modified line 280 in 'mod_assets/ext/grimtk/scripts/gtk/input.lua'
- Crash is still prevented, you still can't use uppercase letter in text boxes, but key shortcuts are enabled

Monsters
Renamed Shadow Double Mage to Shadow Double Wizard
Shadow Double Wizard can now use all vanilla attack spells. (Buffs are still work in progress)
Added Shadow Double Battle Mage
Custom spells can be easily set up for them as well, unless they have some unique aspects other than being a volley, or using multiple projectile types(or both).
Modified Demons to interact with Demonbane Sigil
changed Bloodraised material so it'll stick to the model with render quality set to low

Conditions
Moved condition interactions between themselves to the onRecieveCondition party hook
Magic shields now prevent, and remove conditions from their damage type (excluding bleeding)(for example - frost_shield removes frozen)
Some other, minor changes to conditions

Misc
Redefined the healing crystal to heal custom conditions

Functions
Timeslow is now safe between levels, but timeless monsters on other levels are still unaffected
Timeslow now prevents the party from using shovels/rope
Timeslow now wakes the party up if they're resting
Added a function that removes conditions based on recieved parameters
Added a function to heal a monster (added in 1.8, but forgot to document)

Spells
Changed Earth Call spell gesture and description
Redefined the Shield spell to be targetable
Added Revive as a targetable spell
Added Heal as a targetable spell

Items
Added Demonbane Sigil
Added Enchanted Flute
Added Cornucopia

Party
Modified onMove to trigger items in inventories/cursor to trigger their custom onMove scripts if they have any (from Ascension Items Pack)

Scripts
Modified the Enchanting GUI to use a label instead of a text box for the power multiplier
Added a GUI that allows you to choose a targeted ally for a spell
Added a GUI for an enchanted flute, that allows you to play melodies
- Notes for a segment from the main theme: (at least 10% accuracy guaranteed!)
- ert ut re w ere r ewq
- ert ut re r eqw
- ert ut re w ere r ewq
- w er t u ytr yt


---------------------------------------------------
---------- v1.10 - Obviously, 1.10 > 1.1 ----------
---------------------------------------------------

Changes
Removed the null.dds texture
Changed 'null' material definition to use a texture from the game
Modified zim_party to work with the redefined Scope item
Modified zimscripts object to not crash in case the objects it spawns were already in with the same ID
Defined hand_caster in zim_init.lua
Added new functions to 'zim_functions.lua', as well as modified and fixed some pieces of the already present code.
Added a particle to 'zim_particles.lua'
Removed 'zim_freeze' spell from 'zim_init.lua'
Added ice lizard material definition to zim_init.lua
Modified SP_FACE normal map

Monsters
Gave the Aquardian its armor back so its not practicaly invisible in bright areas
Renamed 'cryomancer_dif.dds' to 'wizard_cryomancer_dif.dds', and changed 'cryomancer' material accordingly
Fixed cryomancer texture (frozen neck) and made it whiter
Renamed 'cryomancer_hit' sound to 'human_wizard_hit', and changed the cryomancers definition accordingly
More minor modifications to Cryomancer
Bound Viper Roots will not longer jump to other elevations under certain conditions
Bound Spirit can now have its search range altered without placing a separate binder
Firebird had a minor brain modification
Modified Demon definition
Modified Fire Toad definition
Modified Heretic definition
Modified Human Archer
Modified Human Knight model and definition
- Patched some holes on the cloth
- The front side of the shield can now have a separate texture (Added a crappy example)
Modified Imp Lord
Modified Lich, Archlich, and Homing Lichbolt
Modified Scavenger Queen
Modified both Shadow Doubles
Modified Vampire
Modified Wisp
Added Pyromancer and Pyromancer Fire Elemental
Added Geomancer
Added Aeromancer
Added wizard_lizard
Updated Human and Vampire textures/models (HUGE thanks to Skuggasveinn!)

Fixed a bug related to the attack component dealing a melee attack when it shouldn't:
- Cryomancer, Heretic, Lich, Archlich, both Shadow Doubles,Shogwarden, Timeless Visage, Vampie + Lord

spells
Added Stone Bolt
Added Impale spell

Items
Redefined the Scope item to be useable to "zoom in"
Added scope_camera (defined in zim_items)
Added apprentice_gloves
Added cursed skull and blessed sack

Volcano
Now has underground tiles/objects!
Defined 2 new tiles (volcano_cave & volcano_cave_underwater)
Added a whole bunch of model retextures from the caves including exits and stairs
Renamed the 'volcano_ground' material to 'volcano_rock' in 'others_resources.lua'
Changed every definition to use new material name
Added 1 new texture(volcano_floor_dif), and defined 2 new materials(volcano_floor & volcano_cave) in 'others_resources.lua'
I really suggest you just replace the old file with the new one (Objects weren't renamed, so you don't have to delete anything)

Misc
Added inkpot model to place on tables
Added bookstack object

--------------------------------------------------------------
---------- List of planned, but unreleased features ----------
--------------------------------------------------------------
Will never be done by me as I abandoden modding Grimrock.
Feel free to make what you like and take the full credit for it




Camera is shifted to top-down view
You get a cannon, pressing 'A' or 'S' moves it, pressing 'W' shoots a fireball
Monsters start moving towards the wall holding the cannon, and suiciding on it
shoot fireballs to kill the monsters
Spawn lane is always randomed for monsters
With time, they start getting stronger
killing monsters gives score

Add Shockspire - Pushes the party away from it

Add a visual effect to the scope using a retextured sphere (black corners on the screen)

Add a turn for the forest river
Two variations, same model, only difference between the two is the water material scrolling

Add an Insectoid Wizard
Base model is wizard
Add spider head (maybe even the big spiders) and hands

Add a Bird wizard
Same as the two above, but crowern head and crowern legs as hands
Maybe remove the hood and the cape for some of those

Define a sound for small rivers and the fountain

Try attaching a zarchthon to a spider and see what happens (animations and all)

Something that will bounce projectiles away from an object/monster back at the party
get world position for monster
get world position for party
send projectile towards party (somehow)

Rolling barrel that deals damage to the party/monsters upon collosion. can also be destroyed by attacks/projectiles
Multiples barrel types like
explode on destruction
leaves poison clouds
doesn't care for gravity
creates an ice block and freezing things on the point of destruction
shock aura, deals shock damage around it as it travels

An object that keeps spawning those barrels so they roll away from it

Add a throwing weapon that consume mana, but doesn't actually get thrown (Glaive of Wisdom - Consume energy, throw energy glaive)

Add the following idle animations:
Ratling sitting/standing in a tree
Ratling sitting at a table
Ratling swimming
Human Archer/Knight chained to a wall
Goromorg sitting on a throne
Wizard sitting on a throne

Add cloud tiles and walls