
Resident Grimrock
Re: Resident Grimrock
Blood orbs, floors, carpets, and a bunch of other things are definitely assets I would like to use in Blood Moon 

Re: Resident Grimrock
An updated version is now available:
https://www.nexusmods.com/legendofgrimrock2/mods/105
Bug Fixes:
- Activating levers after the spike trap on the Keep 1st Fl is disabled was causing a crash.
- Placing / removing an item on an altar in the Gardens was locking the player in.
- A pedestal in the Tower was locking the player in when an essence was placed on it.
- A Tower demon was causing a crash when provoked.
- Pedestals have been replaced with a different model that will not eat small items placed on them.
New Content:
- Added 3 new areas.
- Added a bunch of new puzzles and a couple of old ones have been reworked.
- New items to go along with the new areas.
- Some new textures and some small renovations to the Keep.
Backtracking / Inventory:
- Several of the areas now have a teleporter "hub system". Each hub has a button or pullchain that can be used
to cycle through any other unlocked hub locations.
- Opened a path connecting the East and West sides of the Keep 1st Fl.
- Repaired a broken lever in the Gardens connecting the North and South of the area.
- Champions will no longer have an issue with carrying weight capacity.
- Added a bunch of sacks to haul around all the items.
Gameplay:
- Removed the skill "Acute Instincts" (This skill allowed players to unlock gear locks).
- Bumped up Champion accuracy.
- Increased starting ammo.
- Reduced the cooldown of melee attacks and the Bolt Arquebus.
- Increased attack power of melee weapons.
- Added an additional melee weapon and two of the weapons now have a ranged magic attack that deals
decent damage and uses charges.
- Added a manual difficulty option, normal and hard modes. In hard mode there are less ammo pickups,
more monsters and Champions begin with less skills. Clicking on the starting area campfire will toggle the
difficulty setting. A normal fire represents normal mode, an extinguished fire represents hard mode. The
changes to not take effect until after a Champion is selected and the game begins.
Combat:
- Reduced monster health.
- Many of the monsters have had their shock resistance reduced, making firearms viable for most encounters.
- Added an additional benefit to the "Melee Combat" skill. By default melee attacks cost 2 energy. At 3rd level
in Melee Combat this cost is reduced to 1. At 5th level there is no cost for melee attacks (normal mode only).
- With the exception of the dagger, melee weapons now deal physical damage.
https://www.nexusmods.com/legendofgrimrock2/mods/105
Bug Fixes:
- Activating levers after the spike trap on the Keep 1st Fl is disabled was causing a crash.
- Placing / removing an item on an altar in the Gardens was locking the player in.
- A pedestal in the Tower was locking the player in when an essence was placed on it.
- A Tower demon was causing a crash when provoked.
- Pedestals have been replaced with a different model that will not eat small items placed on them.
New Content:
- Added 3 new areas.
- Added a bunch of new puzzles and a couple of old ones have been reworked.
- New items to go along with the new areas.
- Some new textures and some small renovations to the Keep.
Backtracking / Inventory:
- Several of the areas now have a teleporter "hub system". Each hub has a button or pullchain that can be used
to cycle through any other unlocked hub locations.
- Opened a path connecting the East and West sides of the Keep 1st Fl.
- Repaired a broken lever in the Gardens connecting the North and South of the area.
- Champions will no longer have an issue with carrying weight capacity.
- Added a bunch of sacks to haul around all the items.
Gameplay:
- Removed the skill "Acute Instincts" (This skill allowed players to unlock gear locks).
- Bumped up Champion accuracy.
- Increased starting ammo.
- Reduced the cooldown of melee attacks and the Bolt Arquebus.
- Increased attack power of melee weapons.
- Added an additional melee weapon and two of the weapons now have a ranged magic attack that deals
decent damage and uses charges.
- Added a manual difficulty option, normal and hard modes. In hard mode there are less ammo pickups,
more monsters and Champions begin with less skills. Clicking on the starting area campfire will toggle the
difficulty setting. A normal fire represents normal mode, an extinguished fire represents hard mode. The
changes to not take effect until after a Champion is selected and the game begins.
Combat:
- Reduced monster health.
- Many of the monsters have had their shock resistance reduced, making firearms viable for most encounters.
- Added an additional benefit to the "Melee Combat" skill. By default melee attacks cost 2 energy. At 3rd level
in Melee Combat this cost is reduced to 1. At 5th level there is no cost for melee attacks (normal mode only).
- With the exception of the dagger, melee weapons now deal physical damage.
Re: Resident Grimrock
Played for 30 minutes, the combat balance changes you applied are definitely better than the previous iteration 
Will play it tomorrow

Will play it tomorrow

Re: Resident Grimrock
After a short gameplay test yesterday, I started a new game with Shayla for my first run.
I forgot to deactivate the campfire, as I plan to play on Hard, and noticed that she regenerates health and energy on Normal.
Is this intentional?
On further investigation
The regeneration is also completely random. Most of the time you don't regenerate at all and on some spots you do. For example in the starters room on some spots standing on the carpet you will regenerate health and energy slowly, turning left standing on exactly the same spot will then halt the regeneration permanently.
edit: Regeneration is wildly at random. Easiest way to test is starters room, the very spot where you actually begin after choosing a character. The closer you are to the entrance door of the mansion facing the entrance door, the faster you will regenerate. (~0.3 energy/second) If you then turn around 180 degrees, all regeneration halts.
I just tested on Hard, same thing. Looking in a certain direction activates regeneration.
Just start a new game with Shayla, make a fireburst and then simply turn 180 degrees.
She will rapidly regenerate health and energy, the further you move away from this spot, the slower it becomes, this issue persists on multiple maps.
On the map Client Housing, regeneration is almost everywhere, I didn't notice any of this regeneration when I was playing on my Desktop yesterday on High graphics settings as I ran around for 10 minutes straight with 0 energy.
On the laptop on low settings however it's hard not to notice it.
I forgot to deactivate the campfire, as I plan to play on Hard, and noticed that she regenerates health and energy on Normal.
Is this intentional?
On further investigation
The regeneration is also completely random. Most of the time you don't regenerate at all and on some spots you do. For example in the starters room on some spots standing on the carpet you will regenerate health and energy slowly, turning left standing on exactly the same spot will then halt the regeneration permanently.
edit: Regeneration is wildly at random. Easiest way to test is starters room, the very spot where you actually begin after choosing a character. The closer you are to the entrance door of the mansion facing the entrance door, the faster you will regenerate. (~0.3 energy/second) If you then turn around 180 degrees, all regeneration halts.
I just tested on Hard, same thing. Looking in a certain direction activates regeneration.
Just start a new game with Shayla, make a fireburst and then simply turn 180 degrees.
She will rapidly regenerate health and energy, the further you move away from this spot, the slower it becomes, this issue persists on multiple maps.
On the map Client Housing, regeneration is almost everywhere, I didn't notice any of this regeneration when I was playing on my Desktop yesterday on High graphics settings as I ran around for 10 minutes straight with 0 energy.
On the laptop on low settings however it's hard not to notice it.
Re: Resident Grimrock
Hi Pompidom,
I can't reproduce that at all so I'm not sure whats going on there. I did like you said and ran around blasting fireburst and facing
different directions, but I'm not seeing any regeneration at all. Did you do anything in the console or try to create a party before you started ?
I can't reproduce that at all so I'm not sure whats going on there. I did like you said and ran around blasting fireburst and facing
different directions, but I'm not seeing any regeneration at all. Did you do anything in the console or try to create a party before you started ?
Re: Resident Grimrock
I'm using all graphics on lowest. I have no idea if this is important, but like I said in my previous post, on my desktop on high settings I didn't notice any regeneration. can't test it now as i'm at my gf's place playing on a toaster laptop
and not at home.
start a new game with shayla,
don't move
cast fireburst
turn around facing the main entrance door
wait for 20 seconds and you will see health/energy regeneration happening.
In the default log2 campaign after having used a spell, the character won't regenerate energy for like a short while before natural regeneration starts again. You need to give it time.
I will make a video
Now that I have progressed further ingame with shayla on Hard I'm not regenerating anymore in that specific spot, but I'm regenerating in other places. it's weird and totally random
Now i don't really mind as it makes the game actually playable on Hard.
I have progressed in the garden where I'm facing too many green critters at the same time.

start a new game with shayla,
don't move
cast fireburst
turn around facing the main entrance door
wait for 20 seconds and you will see health/energy regeneration happening.
In the default log2 campaign after having used a spell, the character won't regenerate energy for like a short while before natural regeneration starts again. You need to give it time.
I will make a video

Now that I have progressed further ingame with shayla on Hard I'm not regenerating anymore in that specific spot, but I'm regenerating in other places. it's weird and totally random

I have progressed in the garden where I'm facing too many green critters at the same time.
Re: Resident Grimrock
Now it won't regenerate as well for me too, it seems to activate after a level transition.
https://wetransfer.com/downloads/833494 ... ient_email
I limited the recording at 5 fps in mkv format to reduce size and performance hit, had to dl quickly some recording software.
VLC player can play mkv.
The game runs a lot smoother than the recording shows.
At the end you will see energy go up. At some places it regenerates really fast.
basically what I did in the recording was:
- start a new game
- spend some energy
- grab the blood orb and then rush to the poison knife in the dungeonmap Client Housing, by that time you should have seen your energy go up already.
Sometimes by 0.1/sec sometimes all the way upto 0.3/sec
Same for health
It's totally random, but now only certain parts of the map Client Housing regenerates energy and health for me.
No console trickery.
No party created.
Just default start without checking any of the boxes.
https://wetransfer.com/downloads/833494 ... ient_email
I limited the recording at 5 fps in mkv format to reduce size and performance hit, had to dl quickly some recording software.
VLC player can play mkv.
The game runs a lot smoother than the recording shows.
At the end you will see energy go up. At some places it regenerates really fast.
basically what I did in the recording was:
- start a new game
- spend some energy
- grab the blood orb and then rush to the poison knife in the dungeonmap Client Housing, by that time you should have seen your energy go up already.
Sometimes by 0.1/sec sometimes all the way upto 0.3/sec
Same for health
It's totally random, but now only certain parts of the map Client Housing regenerates energy and health for me.
No console trickery.
No party created.
Just default start without checking any of the boxes.
Re: Resident Grimrock
Ok, it appears that regeneration happens when Vsync is disabled. Regeneration is prevented by a condition which sets health / energy to its current amount every tick. The framerate seems to allow some regen to slip through the cracks. I'll mess around with it to see if I can do anything about it. Thanks for letting me know.
Re: Resident Grimrock
That explains why it didn't happen on my desktop.
I knew it had something to do with graphics settings that messed up your script
No need to fix it then I suppose, just let people know they should enable Vsync.
I hope you didn't waste too much time looking for it
I'm progressing further and since I'm not really the patient puzzle solving type of person I was afraid I wouldn't last long in your mod, but so far I keep chugging along
I knew it had something to do with graphics settings that messed up your script

No need to fix it then I suppose, just let people know they should enable Vsync.
I hope you didn't waste too much time looking for it

I'm progressing further and since I'm not really the patient puzzle solving type of person I was afraid I wouldn't last long in your mod, but so far I keep chugging along

Re: Resident Grimrock
Hello Iostsol
That's great news!
I hope finding some time to play again your mod with Shayla (campfire disabled, of course
)
K.
That's great news!
I hope finding some time to play again your mod with Shayla (campfire disabled, of course

K.