Beta 2.1.18

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badhabit
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Joined: Sat May 05, 2012 2:24 pm

Re: Beta 2.1.18

Post by badhabit »

Dr.Disaster wrote:
badhabit wrote:
Dr.Disaster wrote: Read what he is talking about.
Read what I am talking about with him.
Check what you add to that.
Read to what I was referring in his post: to his conclusion, to which I agree and brought examples.
I don't care what your opinion is about his conclusion because i'm not interested in it therefore did not comment on it.

You jumped into a discussion on balance changes Taem likes to see and my take of it, then you virtually littered it with stuff no-one has asked for or stuff from other game systems which are naturally not present in LoG2. Also the points cooldowns and spell damage of OUR discussion which YOU finally(!) adressed got littered by foreign game system details without looking on Taem's overall requests which are "lowering cooldowns" and "add scaling to spell damage".
I don't care that I disturbed your small party here in taking Taem's opinion apart... as this is neither your thread nor your forum.

Despite you, I agree with most points of Taem and his general impression of LoG as not as good polished as the classics from the old days. That you instantly started to defend furiously the current situation as "(mostly) great" was to expect and need therefore a counterweight.
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Dr.Disaster
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Re: Beta 2.1.18

Post by Dr.Disaster »

badhabit wrote:Despite you, I agree with most points of Taem and his general impression of LoG as not as good polished as the classics from the old days.
You comment a sideshow, not his original request i extracted from his balance thread. Some of it is indeed worth a thought while in other parts i got the impression he hasn't seen all the game has to offer.
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Thorham
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Re: Beta 2.1.18

Post by Thorham »

DannyAIC wrote:I played it right after the patch and it was fine for me. Did you lower the detail that helped a lot for me.
I'm already playing on low, and in 1280x720. Lowering the resolution doesn't help, and the settings don't go any lower.
Dr.Disaster wrote:Yeah as if players were using Lo spells on the deeper levels ..
Yes, you cast spells of all power levels, even the lowest one. I still play DM and CSB, and those levels are useful. When characters are low on mana, they can still cast some fireballs, for example. Or when a monster has already taken quite a few hits, you can cast some low power fireballs to avoid wasting mana.

The same applies to healing potions. When a champion gets a single injury, you can cast a level 1 healing potion and heal the injury. No need to cast the most powerful one.
badhabit wrote:Yes, they do, as they have to learn the spells.
No, they don't, because you don't learn spells in DM and CSB. Characters have a high enough wizard or priest level to cast a particular spell consistently, or you get cast failures (higher wisdom stat helps a bit).
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Dr.Disaster
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Re: Beta 2.1.18

Post by Dr.Disaster »

Thorham wrote:
Dr.Disaster wrote:Yeah as if players were using Lo spells on the deeper levels ..
Yes, you cast spells of all power levels, even the lowest one.
Aye, bad wording on my part; should have added " .. on a regular basis to fight down there" ;)
Thorham wrote:I'm already playing on low, and in 1280x720. Lowering the resolution doesn't help, and the settings don't go any lower.
I don't see a change in performance compared to previous releases, so no idea what did change for you; sorry :cry:
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Zo Kath Ra
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Re: Beta 2.1.18

Post by Zo Kath Ra »

Thorham wrote:The same applies to healing potions. When a champion gets a single injury, you can cast a level 1 healing potion and heal the injury. No need to cast the most powerful one.
I wish LoG2 had a similar feature, as I've already said in this thread:
Healing injuries w/o wasting potions
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Dr.Disaster
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Re: Beta 2.1.18

Post by Dr.Disaster »

Zo Kath Ra wrote:
Thorham wrote:The same applies to healing potions. When a champion gets a single injury, you can cast a level 1 healing potion and heal the injury. No need to cast the most powerful one.
I wish LoG2 had a similar feature, as I've already said in this thread:
Healing injuries w/o wasting potions
I see the point because i also hesitate to use a greater healing potion to heal an injury. Yet i fear there is no easy solution to this. The incredient for both the regular and the greater healing potion is 1 Blooddrop Cap while the advanced alchemy skill (4+) decides the brewing result.

An alternate would be to have two recipes for regular and greater healing (and energy) potions i.e. 1 cap for regular and 2 caps for greater potion but i guess that'll be more disliked then what we have now.

Another alternate would be to give up on greater potions and have alchemy 4+ brew more regular healing/energy potions, similar to alchemy 5 making 3 bombs instead of 1. Still i feel that won't be liked either.
badhabit
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Re: Beta 2.1.18

Post by badhabit »

Thorham wrote:
DannyAIC wrote:I played it right after the patch and it wasx6 fine for me. Did you lower the detail that helped a lot for me.
I'm already playing on low, and in 1280x720. Lowering the resolution doesn't help, and the settings don't go any lower.
You can achieve smaller reaoltions via grimrock.cfg and windowed mode e.g. 800 x 600
minmay
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Re: Beta 2.1.18

Post by minmay »

petri wrote:Ok, I've added this to bug list, but this is not high priority because it does not happen in main campaign and can be worked around in mods (e.g. disable the blocker when spawning the monster).
I've just discovered that this can happen in the main campaign during the
SpoilerShow
Lindworm fight; I had a warg summoned on a square where I couldn't hit it.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
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Dr.Disaster
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Re: Beta 2.1.18

Post by Dr.Disaster »

Hey i just discovered a way to buff firearms: the "Aggressive" trait's +4 damage buff works even for them!
Too bad there are no items or books in the game that do add to damage like this trait.
Azel
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Re: Beta 2.1.18

Post by Azel »

badhabit wrote:Your are picking details and missing the big picture: DM had significantly more to offer & felt still better polished.

That is because development of DM began prior to 1983 and wasn't finalized and released until 1987 (that's at least 4 years of strict development). LOG1 was released in 2012 and LOG2 was released in 2014; surely an extra 2 years to polish LOG2 would have made a difference, but hardly necessary since the game is just fine, addictive, and quite remarkable in its approach to a classic genre. Your input and overall thought process on this topic is not very polished.

badhabit should change his handle to "badinfo" :mrgreen:
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