The new Dungeon Editor 2 is built in, just like the editor in Grimrock 1.whackangel wrote:So, it's going to be the same soft to edit dungeons in LoG2 or will there be an up-date, or a new soft... aaarg too many questions, so much excitment !!!
LoG2 Editor features and modding
Re: LoG2 Editor features and modding
- cromcrom
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Re: LoG2 Editor features and modding
Can't wait for the editor. Hopefully I will build something better than the lost continent, with the experience
, and new Scripting stuff. Will it be possible to randomize items variable in game (for my crafting system ?)

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Re: LoG2 Editor features and modding
Sure! With a little scripting, I don't see why not.cromcrom wrote:Can't wait for the editor. Hopefully I will build something better than the lost continent, with the experience, and new Scripting stuff. Will it be possible to randomize items variable in game (for my crafting system ?)
Re: LoG2 Editor features and modding
so it means we can import our dungeons from Grimrock 1 and improve them with this nex editor? 

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Re: LoG2 Editor features and modding
I doubt this; I certainly hoped for this, but the maps are different in LoG2, from what I've read.pulpum wrote:so it means we can import our dungeons from Grimrock 1 and improve them with this nex editor?
Re: LoG2 Editor features and modding
Sorry, this is not possible. So much has changed... But a clever modder could make a tool to convert at least the basic dungeon layout to the new system.
Re: LoG2 Editor features and modding
Hi petri, in that super-cool component system, I guess champion can be defined in the same way, right? I mean can we define custom asset "champion"? Entity with components like name, class, skills, portrait, sounds and all atributes etc?

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Re: LoG2 Editor features and modding
Unfortunately no, it would have been a HUGE effort to refactor champions like that. The problem is that the GUI has to make certain assumptions about how the champions are made -- for example, there is only so much space for attributes, and the layout of inventory slots is fixed.Leki wrote:Hi petri, in that super-cool component system, I guess champion can be defined in the same way, right? I mean can we define custom asset "champion"? Entity with components like name, class, skills, portrait, sounds and all atributes etc?![]()
The main way to customize champions is to give them traits.
Re: LoG2 Editor features and modding
petri wrote:Unfortunately no, it would have been a HUGE effort to refactor champions like that. The problem is that the GUI has to make certain assumptions about how the champions are made -- for example, there is only so much space for attributes, and the layout of inventory slots is fixed.Leki wrote:Hi petri, in that super-cool component system, I guess champion can be defined in the same way, right? I mean can we define custom asset "champion"? Entity with components like name, class, skills, portrait, sounds and all atributes etc?![]()
The main way to customize champions is to give them traits.
I see... you know - nowday there is not a simple/safe way to remove, let me say armour skill if you gonna replace fighter with mage. So the point is not in the inventory but in reseting/removing skill. We can store atributes in array and write custom function like loadNpc() etc, but we cannot reach "hardcoded" things like Champion:trainSkill(“armors”, -1, dontSpendPoints) - it doesn't supporting 0 or better -1 --> remove skill... The point is that we cannot "change chapoions profession" let me say from fighter to mage because it's part of the story - mage is still keeping his "invisible" warrior "armour" skill ...
So in LoG2 we can "change proffesion" and "change theirs traits tree" and it will work?
If I have stored 6 champions, can I make 4paty members parties in that way? I mean injecting stored attributes into champion slot?

Last edited by Leki on Fri Sep 26, 2014 4:30 pm, edited 1 time in total.
I'm the Gate I'm the Key.
Dawn of Lore
Dawn of Lore
Re: LoG2 Editor features and modding
Oh yeah, it's possible to add/remove traits and skills. The modifiers they add are non-destructive nowadays.