I came back to this quite a few years after initially playing it and I'm loving it! I do have a small question though, I seem to remember there being more spells last time I played and even a few vanilla spells I can't seem to find. Is there a complete list of spells anywhere? I've been to about five different towns and they all have around about the same selection.
So can I ask what are you supposed to do against the shadows that start from like 3rd or 4th map onwards? They are immune to every type of damage I tried so far (Earth, Wind, Ice, weapon, gun, Ethereal), I genuinely am not sure what to do with those and they are incredibly annoying with their magic that both blinds you and mutes you too (Blind effect is genuinely one of the things I really hate in the game, the effect just hurts my eyes) If you are meant to use DIspell on them what shop can I get it from? I don't have a fire magic shop in my starting city and I dunno if there is balance magic shop but if there is I don't have that one either (Or shadow)
The shadow elemental is only vulnerable to light! They only spawn this early if you took the quest of the Essence of Death. You will need the Light spell to deal light damage. If you haven't found it yet, you'll have to avoid this monster and look for another town!
Hi, first of all this is very fun, especially when wanting to have grimrock experience and not think too much, so thank you very much for that. For 3 times now this happened for me with different chest_id in different stages of the game:
Loading save game C:\Users\weiss\Documents/Almost Human/Legend of Grimrock 2/savegame02.sav Loading dungeon Eternal Recurrence 2.1.beta.4 by Andak Rainor === Software Failure ===
[string "MessageSystem.lua"]:0: could not resolve object reference with id chest_16 stack traceback: [C]: in function 'assert' [string "MessageSystem.lua"]: in function 'loadState' [string "GameMode.lua"]: in function 'loadGame' [string "GameMode.lua"]: in function 'update' [string "Grimrock.lua"]: in function 'display' [string "Grimrock.lua"]: in main chunk
Hi! Thank you for the kind words, I hope to see you on Eternal Recurrence 3.0 soon
I have seen this bug before but it is a complicated one, I won't be super helpful about it... But, I remember that it has something to do with picking items from chests and puting them directly in the quickbars. You may avoid this bug if you put them in the regular inventory first!
The person is pronouncing the word "Codex" incorrectly. It should be CO-DEX,, like the CO in "Coke", "Cola", long O, she's pronouncing it like "COD-EX", like the FIsh, it sounds weird.
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?
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 :)
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.
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.
129 comments
BTW, How do I get elemental gems and elemental essences?
In order to have more stability, is there a way to make items dissapear to not to overcharge the engine?
Thank you very much, GREAT JOB!!!
If you are meant to use DIspell on them what shop can I get it from? I don't have a fire magic shop in my starting city and I dunno if there is balance magic shop but if there is I don't have that one either (Or shadow)
For 3 times now this happened for me with different chest_id in different stages of the game:
Loading save game C:\Users\weiss\Documents/Almost Human/Legend of Grimrock 2/savegame02.sav
Loading dungeon Eternal Recurrence 2.1.beta.4 by Andak Rainor
=== Software Failure ===
[string "MessageSystem.lua"]:0: could not resolve object reference with id chest_16
stack traceback:
[C]: in function 'assert'
[string "MessageSystem.lua"]: in function 'loadState'
[string "GameMode.lua"]: in function 'loadGame'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
Any suggestion how to avoid this?
I have seen this bug before but it is a complicated one, I won't be super helpful about it... But, I remember that it has something to do with picking items from chests and puting them directly in the quickbars. You may avoid this bug if you put them in the regular inventory first!
The person is pronouncing the word "Codex" incorrectly. It should be CO-DEX,, like the CO in "Coke", "Cola", long O, she's pronouncing it like "COD-EX", like the FIsh, it sounds weird.
For reference Just click the PLAY button to hear how it's properly pronounced.
This is as far as I got with the alchemy system for ER
(yes installed 4gb patcher)
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.