Legend of Grimrock 2

102 comments

  1. Luffycreature
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    Can anyone tell me why my wizard spells have all become light spells? My wizards portrait has an odd glow around it, but I can't seem to find what's causing it equipment wise or in the traits tab. It seemed to have happened around the time I started using the Orb of Radiance. Now my fire wizard doesn't do hardly any damage, and firewall just seems to tickle and blind enemies. Even his air spells seem to be light spells now.
    1. leindel
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      Casting Light while Light is already activ adds or removes the Light Form to the caster. Same thing for Darkness and the Shadow Form.
  2. FrogFrozen
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    I was wondering if you ever had any plans to release your QuickBar and Willpower Affects Spell Damage mods as modders' resources.
    1. leindel
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      The spells pack is a modder ressource and existed before the mod :)
      For the quick bars I should rework it as a Umod someday !
  3. birkir211
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    Absolutely amazing mod man, like the best one I have played. But the speed run timer in the lower right corner is like reeeeeaaaaly immersion breaking. is there any way to disable it?
    1. leindel
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      Oh yeah you can click on the clock icon to hide it :)
  4. Oji42
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    Can you explain please a bit more mechanic of multiple casters doing the same spell from matrice? 
    Does it stack spellpower that is used for  casted spell from all participants, whos accuracy rating is used, does trait like malevolence multiply final dmg? 
    Is it even meaningful to add others to cast if they cant cast that spell? They seem to spend mana even if they cant cast it.

    Which spellpower rating is used from multi element spells?

    BALANCE observations:
    Undead in the cemetery seems to be off the charts - they can literally one-shot 300hp+full hp shield + 100 prot, plus they have tonns of hp.

    Earthquake spell seems worthless, while all shall fall deals 5x damage of whole earthquake duration instantly and in similar area.

    Angelic shield with group cast lasts around 20 minutes and you can stack it up to 99% resist all damage making you invulnerable (from being one shoted before getting this spell), quite a swing in balance  180 degree.

    Fire aura permanently FREEZEs enemies and damages them a bit, you can basically forget that enemies exist...

    Damage wise the only viable spells against over-bloated enemy hp 1000-2000hp+ (one that are spawned from script  i assume) seems to be arcane storm spam or all shall fall spam.


    BUGS:

    After learning multiple elemental skills, basic spells like fireburst turn into completely different spells like some purple ice spikes !?
    Spells like lightning bolt, shots stone instead...

    Elemental bolt spells become unusable for receptacle use.

    All shall fall knockback causes hidden scripted elementals that are inside stone blocks to move.
    1. leindel
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      Version 4.1 simplifies the Spell matrix interface! Now it can only be used as shortcuts or to cast a spell with several casters.
      For multi-casters spells, the same rules apply: all stats are added together. Accuracy too, which has a diminishing return for spells, so it won't ever reach 100%. All traits from all casters apply. Each caster tries to put 100% of it's spell power into it, and pay 100% of its cost. In this case you get the power of 4 spells with 4 casters, for 4 times the cost and triggering 4 cooldowns. If a caster's energy is too low, they will try to put as much as possible into the spell, and the power will be lowered proportionally. If the total of all casters energy is lower than 100% of the spell cost, they will fail to cast the spell. Specific spell power boosts / costs reductions apply to each caster individually.

      For multiple elements spells you get bonuses added from all elements involved, above 100%. For example if you have Fire Magic at 130% and Air Magic at 120% a Fire & Air spell will be cast with 150% spell power.

      All shall fall was nerfed and deals half damage now. That said I still find its animation not that good :p

      Angelic shield still needs a rework I agree!
      Now the elemental shields spells show their added effect that turn your spells into altered spells as you reported without knowing the source of the effect (fire aura, bolt spells...).

      Thank you for the All Shall Fall knochback report, I'll look into it next time :)
  5. Jewmander
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    Possibly softlocked in Lexiconary - I got past the mosquito spawner into the 'no damage allowed' puzzle, but there doesn't appear to be any hope of solving it, can't find any other exit, and the Lexiconary is now full of mosquito swarms that will nuke me.  Any hope to shut off that spawner?
    1. leindel
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      Yes, you can shut it down with the same secret button used to open it.
      In the no damage allowed room, your goal is to reach the teleporter where the 2 stone heads launching bolts are.
  6. DrGrim20
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    This has been the reason that I have gotten back into Grimrock and this is such an amazing and fun mod! However there are still a few things I've been having a hard time figuring out... Like the big plant monster in the cemetery guarding the chest piece (what looks to me like the air chest piece) and I can't figure out what to do with the plant, like if I need a certain item to kill it or if I just need to keep hitting it. Any hints or ideas on what to do??
    1. lolboy
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      There's no way to kill it, you have to use a spell to get it out of the way. There's two different ones that will work, and while I don't remember where they are, they should be obvious once you find them.
    2. DrGrim20
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      Ok cool, thank you for the tip!! :)
  7. lolboy
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    Absolutely fantastic mod! Although, I do have a few issues with it that I'm hoping you could eventually resolve;

    • It rains way too much. I did a full playthrough for the Nexus ending, and I think it was raining for about 90% of that.
    • The flashing scroll icon in the upper left is pretty annoying. I get that it's to notify about unused matrix points, but I barely used that system. It was at least kind of funny seeing how fast it would get as I got more matrix points, though.
    • Lategame enemies probably do too much damage. Without having done any major grinding other than making some buff spells essentially infinite, zombies summoned in the Lindworm fight seemed to be doing about 300 damage, though I had Psychic Shield active so I can't really say for sure.
    • Endgame builds do outrageous damage. With the Manabound Hand Cannon and fully water-enchanted gear, I was doing well over 1000 damage per shot, and one-shotting most enemies. In addition, I had someone else using the Ancient Axe, and its Devastate attack did over 4000 damage to the Island Master, who I was able to beat in about 30 seconds, Trickster phase included. Weirdly though, even with this point and the last one, the Lindworm itself seemed to actually be fine.
    • Light and Shadow forms aren't explained at all, other than how to activate them.
    • Cannonballs can't be crafted, though as of right now, that's already in the Bugs tab on here.
    • Some spell puzzles seemed a bit too obscure, particularly the ones that just have a Balance rune on the ground and a receptor nearby with no other indication of what to do. And yes, I tried using Arcane Nova on one of those, but nothing happened.
    • Magic attacks are really weak in the endgame. Again, fully water-enchanted gear, and even the entire water armor set, leading to about 750% water spell power, and things like Frostbolt were barely doing over 100 damage total. Combined with how much health the enemies start having and how strong everything else gets, magic ended up pretty useless for the most part, other than the buffs.
    • Alter Time should probably be nerfed, especially its duration scaling. Plus, it's annoying needing to deal with its side effects for so long.
    • Receptors that need specific spells usually don't respond to the light or shadow versions of them. I used the Orb of Radiance for most of the game, and it was annoying to turn off light form, fire the spell, and then go back to light form. Even that was only after I actually realized why no receptors were working even though I was using the right spells.
    • The sound effects of Health Shield and Osmosis are kind of annoying, and can be really loud when they activate for all characters at once.
    • Projectile spells firing a random amount of shots can lead to hitting yourself with them if you assume there will only be one, especially since that's actually how it is early on.
    • Lastly, probably a personal thing, but I don't like how staves have a projectile attack when just clicking on them, and they open the rune grid with their special attack. IMO, it should be the other way around.
    1. leindel
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      • Rain is a bit random, it's also more usual in Sleet Island and less frequent in distant maps. Maybe bad luck, but I'll add a scaling option for the rain in a later version.
      • The spell matrix icon should also be able to be hidden in a later version, not sure how I'll do it without risking players to completely miss the feature. Maybe with a button inside the matrix menu.
      • Monsters scaling is increased that's true, in a way that makes difficulty modes more spread out. If you played in hard mode it should really have an impact. I'd like to promote shield usage for players feeling too squichy. The mod already has so much powerful feature I think it's fair, but of course numbers can still be rebalanced.
      • Version 4.0.5 reduces Attribute scaling provided by starting traits while increasing the flat bonus. Still, the mod has synergies that makes end game builds potentially over powered. I think it should be the case for players going for all possible boost the mod has to offer, or we risk to frustrate less involved players.
      • The Light and Darkness spells now give a short description of the forms.
      • Cannonballs can now be crafted again, see the bug report tab.
      • Some spell puzzles now accept more bolts, they all have floor runes giving the required element.

      • Spell matrices with many spell slots coupled with high energy regen can also do high damage, Magic of Grimrock 4.0 is also aimed at improving non casters play style, with defensive and offensive stances. That said I'll get into more maths and rebalance in the future for sure. For now I think both physical and magical fighters have a large margin of OPness at end game.
      • Did you cast Alter Time with multiple casters ?
      • Good point. Bolts in Light or Shadow forms now work on puzzles as their normal version in 4.0.5.
      • Managing sounds stacking will have to wait for a later version I fear, I didn't anticipate it as I should have.
      • Merging bolt and storm spells in one spell is also intended to make melee spells more interesting.
      • Staves and Orbs are back to their normal behavior. All of this was a design problem with the new keyboard shortcuts.

    2. lolboy
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      Did a playthrough of the updated version, so figured I'd follow up.

      • Unless you toned down how often it rains, I really did just get unlucky with it, it was a lot more reasonable this time.
      • I definitely had been using Alter Time with all 4 characters. It's still by far the most powerful spell even with just 1 caster, but not to such a ridiculous degree.
      • I figured out why some enemies are way weaker than others: Your level scaling system only affects enemies that come from spawners, not ones that are already there. That also explains why the Lindworm was stronger than any other boss, since it's the only one that's not already on the map.
      Also, unrelated, but can we get an update to the editor files? They're pretty outdated at this point, and I'm interested in seeing how you did the gui changes and the resistance system.
  8. DevilNadia
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    Just picked this new version up, and am a little confused on how to use the new alchemy system. Either in the hand or in an inventory slot, right clicking opens the new interface with the morar/pestle in the top left corner of it, and everything else is blank. Right clicking on alchemy ingredients and empty flasks do nothing, and right clicking a water flask only drinks it, leaving the flask empty. 

    What am I doing wrong here? So far the alchemy is the only thing I am stumped on.
    1. leindel
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      Just pick water flasks and herbs and drop them in the mortar and pestle slots. When a recipe you have the alchemy level for is complete, the result potion will appear at the top right of the panel. You can also create several potions at once by stacking the right number of ingredients !
    2. leindel
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      New version 4.0.5 fixes a bug with the mortar and pestle panel preventing from droping ingredients into it. You can load your save from version 4.0.4 and get the fix.
    3. GFfjsiofdsf
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      Hello. I have version 4.0.3, then needed to update to 4.0.5, but my saves are incompatible. Is there any way for me to salvage my save to work with the alchemy patch? Thanks for the great mod. It adds so much to the game and I'm having a lot of fun with Grimrock again.
    4. leindel
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      Did you try to load your game from 4.0.3 ?
      If you do you'll miss on some of the 4.0.4 features of course.
      If it looks like it works I suggest saving on a new save file in case some serious bug occurs.
      That said you will still get the alchemy fix this way.
    5. GFfjsiofdsf
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      I have copies of versions 4.0.3 and 4.0.5. Saves from 4.0.3 don't seem to be compatible with 4.0.5. Are 4.0.3 saves compatible with 4.0.4? If so, where can I download 4.0.4?

      Thank you for your help.
    6. leindel
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      You can skip directly to version 4.0.6. Of course the game will warn you when you try to load a save from an earlier version, but just answer yes and see if it works ;)
      It's just that some of the changes introduced in 4.0.4 won't apply to your save, but everything else up to version 4.0.6 will !
    7. GFfjsiofdsf
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      Success! 4.0.3 saves work with 4.0.6. You are the best!!
  9. dfghzdfljghsdkfjghdfklh
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    Here is a list of all the Spells and Alchemy I put together

    Personally I think the Mage Armor and Storm spells could be trimmed down. I would get rid of all the variations of 2 or 3 elements. So that it's just the single elements or all of them. Just to simplify things a little bit.

    But that's just a small gripe. I think highly of this mod and its variations. 
    1. leindel
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      Hi ! Good timing, Grimrock 4.0 is now available and addresses these issues !

      Consider it a beta for now, let's see how it goes ;)
    2. OrkhorC
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      Tried the mod out before your 4.0 update, and liking the changes so far. Could you add a changelog that explains the changes you've made in more detail though?

      Specifically I've been wondering what exactly "Shadow Form" and "Light Form" do, as there don't seem to be any tooltips explaining that. I'm also confused on what exactly triggers the offensive and defensive stances. I am able to see their respective effects when I hover the mouse over the characters' portraits, but how they get those buffs seems inconsistent. Sometimes my knight gets a defensive stance by shield bashing an enemy, sometimes not. Sometimes my barbarian gets an offensive stance  by attacking, sometimes not.
    3. leindel
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      This time we have a release candidate for Magic of Grimrock 4.0 with improved performance !
      I'm gonna make a changelog for it soon.
      Show and Light forms alter all spells you cast. Damage dealing spells can deal shadow or light damage type instead of their normal damage.
      For offensive and defensive stance, each item should show how to get the buff. Using a shield should grant defensive stance until you unequip it. Same for weapons, but it's more often their special attack that grants offensive stance.
  10. DarthVaepor
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    kind of irritated, no installation instructions for any grimrock 2 mods and no modlet support from mod managers. I've been googling it for hours with no avail on how to actually install this mod.
    1. xtchizobr
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      I merely subscribed to it via Steam and it seems to work flawlessly. I created an entirely new party and started from scratch; I haven't noticed any bugs so far, and I've got Fire and Air essences so far.

      My main complaint is actually that there is literally no information about the mod, really. No explanations about what spells it introduces or how to solve any of the new puzzles it adds to the default map. Which means you will encounter an interesting new spell at random and it basically just tells you "whoops, well, this spell would be really really cool if you were that one race with that one trait and with this one skill, but since you don't have that well..." And I don't think that's really a problem, not technically, though it's frustrating to not be able to know about those things ahead of time to prepare your team for them. Which, in Grimrock, is HUUUUUUUUGE since you're "supposed to" min-max your party before you ever start the game in order to just, like, survive.

      And although the equipment added by the mod is all strictly additional, it's locked behind puzzles that can sometimes feel... absolutely stone-wall impossible, or will require you to backtrack for an hour if you remember that one puzzle you left behind that you think you can solve now with this new spell you randomly found.

      The other pain point is that you can't cast any spells until you discover the scroll. None. You can only cast the spells you have discovered the scroll for and added to your spellbook.

      These issues aren't technically bad design, but they definitely feel infuriating and frustrating to encounter because there is no documentation for this mod whatsoever. Though I have to be honest: I can't imagine playing the vanilla LoG2 ever again, since this mod is strictly an upgrade.
    2. leindel
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      I'm currently working on a new very big update of the mod.
      I just wanted to let you know that I'm exactly working on the weaknesses of the mod you talked about !
      I plan on reducing the number of spells without reducing the depth of synergies.
      Also more quality of life improvements, a better integration of spells in the game flow with more varied puzzles explicitely referencing spells to use, and a characters commenting system.
      Also, the next version will bring some love to non-caster builds.