Legend of Grimrock 2

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Andak Rainor

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leindel

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122 comments

  1. robreptile41
    robreptile41
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    I'm really enjoying the mod but I need help with the small crystal orbs (not the time based ones) the ones with a pressure plate protecting a magic item behind a gate, I've tried spells on them but nothing happens, do the orbs make a sound or show an effect when using the correct spell on them because not sure if I'm using the right spells or not?
    1. leindel
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      Hi ! The small orbs on the ground just show the runes used in the spell gesture you need. When you cast the correct spell, the door will just open, nothing else :)
  2. dfghzdfljghsdkfjghdfklh
    dfghzdfljghsdkfjghdfklh
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    If I have one of my starting party members rest at an inn (benched) is there any way to ever get them back? They don't show up in the Recruit menu once they have left the party. 

    I'm getting my ass handed to my by heat damage. Both my town and the lava dungeon I'm exploring. My alchemist is doing everything he can to heal the party by spamming growth but I wonder if there is more I can do to combat it? Is it just taking off all my clothes or is there more to it? My minotaur alchemist is never bothered by the heat but all my humans are just melting. I don't know why.

    Edit: Some other things: 

    I put this together for the Magic of Grimrock mod. 

    This is as far as I got with the alchemy system for ER

    Food is way too common and under priced. I don't know what causes merchants to restock their supply of food but it happens very often. My party is level 2, I haven't finished clearing my first map, and my farmer is level 18. He is currently disenchanting torches and using the mats to air enchant everyone's gear. So now my whole party has insane energy regen, evasion, accuracy and moderate dex damage. 

    The power of the enchants scale with elemental power so doing things like attacking with a lightning rod and drinking a lightning potion will make the enchants even stronger. Both enchanting and disenchanting can crit so demonic pact has strong synergy with . . . every spell in the game basically. A single torch will likely net me 4 crystal of enchanting.  

    I don't have a wizard in my party but if I did I would want to test and see if casting elemental storm would also end up increasing the enchanting power from the +100% concentration class bonus effect. Although I doubt I could get a copy of the spell until later in the game. Casting shock with a Battle Mage would certainly work.

    I think it's safe to say that in the current version of this mod that both the farmer class and enchanting are extremely over powered.
  3. malfromee
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    I am really enjoying the game but oh my, so many spells. WE are level 6 and are getting spell scrolls that need at least level 12 before we can think about using them.
    1. leindel
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      Yeah it seems spell scrolls drop rate is higher than intended, will be fixed in next version ;)
  4. Yushik
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    Impressive mod after giving it a quick look! But the lag is noticeable. Is it simply engine limitations? I definitely don't have a bad PC for such.

    (yes installed 4gb patcher)
  5. Sench
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    It's pretty incredible what you've been able to do with this mod, I didn't even think it would be physically possible. Nonetheless I ran into a few issues.
    1) In general, map generation seems to favor a lot of snaking corridors with a few rooms (in terms of shape). It would be better if there was a more even spread of corridors and rooms.
    2) Non-underground maps tend to lag because they generate a LOT of objects, including outside areas you can actually access. Reducing the number of decorations would be a good start, and possibly refining the algorythm to closer match dungeon generation (those maps don't lag at all).
    3) The town should probably be a fixed map for convenience. Depending on the direction you face, it lags a LOT. This lag also extends to the shop screens.
    4) There should be some sort of mechanic for traveling back to town and returning to where you were quickly. Otherwise most of the town systems end up fairly useless because backtracking through several levels just to shop for some basic supplies is a pain.
    Anyway, these were my thoughts after playing for about an hour.
  6. markknijff
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    So I'm feeling really stupid but on the Grimrock forums there is this thread about opening the forcefield puzzle things where Andak Rainor says:
    "The rooms with the "rays" showing what time it is just open their force field when the hour "ray" touches the floor orb!"
    Whatever I do though does not open the force field. Casting the spell that would be where the floor orb is (would in this case be dispel) does nothing, hitting the force field at the time the ray touches it does nothing, right clicking the force field at the time the floor orb is hit by the ray does nothing. So how do they work? I'm feeling I'm missing something essential in doing things.

    Said post: http://www.grimrock.net/forum/viewtopic.php?f=23&t=18205&hilit=eternal+recurrence&start=90#p117904

    The only thing that I'm feeling could be the thing is > time based puzzle so based on the time of the day the force field disappears for a little bit when it's the time of the day but I feel like I'm off in that way as well.

    Okay .... so I was thinking to hard it's just the above make sure one of the non-moving clock arms hits the orb (aka time based).

    Now onto a few weird things I noticed:
    1. I restarted the game as I made a major oops and kind of lost like 3 levels of progress when things started getting weird:
    - A character that was supposed to be the same level as my other characters was suddenly 1 level higher even though it had the same amount of exp. Manually leveling up this character or editing the level down using the savegame editor did not fix this, neither did the level up in the console fix this (if only there was a know level down command).
    - I have had instances of using Might and it running way longer than intended (as it already showing as over but it would still be up like 10 minutes after the icon disappeared)
    - In some instances (usually secrets underwater) I some glitched into the wall with no way out (except teleport)

    But aside from those weird things I am loving the mod it's great finally having useful spells and it's fun the levels are generated randomly (though sometimes a bit repetitive). Thanks for the mod and keep up the good work. 
    1. leindel
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      Hello ! Are you sure the character is not wearing the neckless that provides one more level than her real level ? Also, premade characters you meet in taverns each have their own leveling goal that can make them go on their own quests while not in your party and level on their own. When they do that, they should gain more total experience than your characters though.
    2. markknijff
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      I hope that wasn't the thing but I have no way to check it now (as I restarted). I'm quite sure I wasn't wearing any (epic) necklaces / bracelets that gave a level at that time (is that actually an ability I would think it should not be). I could have randomly picked that up but did not check correctly I should make sure to check it if it (by chance) happens again.... for now I'm just busy on collecting some epic armors for all my characters as walking around in normal armor is so not done.

      Also as far as I'm playing now it seems like in the end no matter what you do you are required to be a caster as the monsters become way to strong for normal melee attacks (it seems) and I'm saying that while I'm only level 12 now though I generated like 18 maps I think now. Okay you can ignore this comment as long as you keep enchanting the weapons they are good enough. I forgot to give them a new enchantment for like 7 levels my characters gained.
    3. znippet99
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      The forcefield puzzles are quite clever, they are basically a clock, with a hour, minute, and second hand, its when the hour hand hits the crystal embedded in the floor the puzzle opens and the field shuts down.
  7. malfromee
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    I hope I'm not too late but I recently found this mod and am enjoying it but a few questions.  Inns give me quests to find complete suits of armor, also earth air and fire essence and I'm up to lvl 14 and over 20 maps and have yet to find any of them. I also have a load of money and haven't found anything to spend it on except a shovel and a timepiece. I wonder if there's an end or does in just go on forever?

    1. leindel
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      It's Eternal ;)
    2. znippet99
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      The elemental armor pieces are behind magic puzzles where you have to cast the right spell to open a gate where the item is behind.
      Then you can use the red/green/blue gems to adjust the item to better suit your needs.
  8. eharper256
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    I'd like to point out its possible for the game start to generate a Snow City for the initial Level 1, and since you're naked with little chance of clothing everyone, you end up dying an anticlimatic death before you can even do anything. This happened on my first run -_-'

    It also creates 1 tile corridors with spike traps that are mandatory to traverse, and extremely deadly to your mages sometimes, requiring a quicksave before you bother just in case everyone gets squished.

    I'd say shop prices are pretty absurd as well; these jokers are asking 60 silvers for a bottle of water, but then pushing a sword for 10 gold. What?

    Otherwise, its pretty cool, though my latest run has generated 3 swamps in a row... and I have no idea what to do with the spherical force fields surrounded with spike traps.
    1. znippet99
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      The floor spike traps can be triggered by dropping an item on them, then you can walk back and forth without them going off.
  9. BenWH
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    Definitely an enjoyable concept and I am playing on normal mode. I like the boos for key concept, and the occasional golden key room is also nice to spice it up (though loot balance in and outside these rooms seems wrong - a golden key for a suasage?!). If you do revisit, I'd recommend a few more puzzle sections, even levers away from doors, just to add a bit more thinking. Some comments:

    • Food is way too common (so many fish!) - I have a level 12 farmer at the same time as a level 4 party.
    • Scroll drops are too common - make it less frequent so that there is more of a reward feel for new spells.

    • Loot in general is too common also, I feel I am getting a bit spammed, especially ingredients.

    • Conversly, sell some recipes - I have forgotten them all!

    1. leindel
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      I'll revisit this mod sure, but my first priority is Magic of Grimrock for now. Then get the new spells /  features in Eternal Recurrence.
  10. warpedmouse
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    Hi, first kudos on the mod, love the concept and the game play when it isn't crashing. I have; texture resolutions turned down, latest version of grinrock 2, latest version of the mod, applied 4gb patch, and have tried all the fixes listed here and elsewhere with no joy. The Mod crashes when; casting the majority of spells (only a few don't crash the game), all special tomes when used, many special items when used, saving after more than 5 areas have been explored, saving in the above ground ruin mazes, whenever I 'recruit' a new team member (every time no matter when in the progress of the game). The game also slows down to an absolute crawl no matter what I do when more than 5 to 8 map areas/towns/landscapes have been explored. I have very fast, very powerful hardware on Windows 7 Pro, and no other mods do this... :(
    1. leindel
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      Did you import characters or create new ones?
    2. malfromee
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      The game crashes for me only if I import characters. If I create a party it works fine. Also you can just create one character and hire the rest in the inns.