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Re: Changes from Grimrock 1 you DIDN'T like
Posted: Sat Oct 18, 2014 4:48 pm
by Dr.Disaster
Luj1 wrote:1. Charged weapons
Now: Charged weapons consume energy as well as one charge.
I'm ok with the need for a bit of energy to activate a spell charge.
Yet activating spell charges costs as much as casting the regular spell and that is IMO way too much.
Re: Changes from Grimrock 1 you DIDN'T like
Posted: Sat Oct 18, 2014 5:50 pm
by Jaelus
Weapons with spells in them generally work one of three ways in RPGs:
1. The weapon can cast a specific spell but it does not hold energy, it channels it. Casting the spell uses the caster's own energy. Use of the item is unlimited, but it requires something like magic item use (in this game it would be concentration). Basically it lets you cast a spell you do not know. The casting cost may sometimes be greater than normal for the spell.
2. The weapon has charges, and casting the spell depletes a charge. There may or may not be an available method for recharging the item once it is depleted.
3. The weapon has X charges that can be used over a specific period of time. For example 1 charge per day. The item self-charges but the number of uses is constrained.
Having an item use energy AND deplete a charge is absolute nonsense because the charge is the energy for casting the spell that is already stored in the item! That's what having a charge means! You don't have to put batteries in your remote control and also plug it in.
Re: Changes from Grimrock 1 you DIDN'T like
Posted: Sat Oct 18, 2014 7:47 pm
by Luj1
Dr.Disaster wrote:
Yet activating spell charges costs as much as casting the regular spell and that is IMO way too much.
Yeah exactly.... these items are supposed to hold magic themselves and shouldn't require any energy to cast IMHO
Re: Changes from Grimrock 1 you DIDN'T like
Posted: Sat Oct 18, 2014 8:29 pm
by Saice
Luj1 wrote:Dr.Disaster wrote:
Yet activating spell charges costs as much as casting the regular spell and that is IMO way too much.
Yeah exactly.... these items are supposed to hold magic themselves and shouldn't require any energy to cast IMHO
But you can give this to your non mage to use and they don't have to know the spell or have the relevant elemental skill. So they are still useful just not as useful as they where in LoG 1
Re: Changes from Grimrock 1 you DIDN'T like
Posted: Sat Oct 18, 2014 9:10 pm
by Luj1
Saice wrote:
But you can give this to your non mage to use and they don't have to know the spell or have the relevant elemental skill. So they are still useful just not as useful as they where in LoG 1
Can't really say that I see the use for it. Every party member has something better to do. If I'm hitting with my sword I surely am not going to drop it and pick up a sceptre or a staff and start throwing fireballs with mediocre damage at the expense of energy.
On a non-mage I'd much rather use that energy for special weapon moves we see in this game .
Re: Changes from Grimrock 1 you DIDN'T like
Posted: Sat Oct 18, 2014 9:24 pm
by Chimera005ao
Every party member has something better to do. If I'm hitting with my sword I surely am not going to drop it and pick up a sceptre or a staff and start throwing fireballs with mediocre damage at the expense of energy.
I would. BUT only against specific enemies, like the mosquitoes. I was constantly hitting x in my game to swap weapon sets, as everyone's hands were full so I'd always have the right tool for the job.
Re: Changes from Grimrock 1 you DIDN'T like
Posted: Sun Oct 19, 2014 2:08 am
by Sorez
Personally, I miss a person you follow noted from who was in the same situation as you, like Toorum. (Also miss Toorum mode)
I also miss some of the story aspects of the first one, with the dreams, and finding out the guy helping you is a the final boss, a giant cube (Which was amazingly well played with how the game is tile-based)
Also, I miss the different dungeon stones. There are a couple, but not as many as the original, mostly land based tiles now.
Although, this does mean that there's STILL reason to play the first one, it's not obsolete or anything

Re: Changes from Grimrock 1 you DIDN'T like
Posted: Sun Oct 19, 2014 4:22 am
by Komag
Um, the first game only had "dungeon" and "temple" tile sets (and "prison", which I personally feed didn't really count), so the second game definitely has more tile sets
Re: Changes from Grimrock 1 you DIDN'T like
Posted: Sun Oct 19, 2014 8:20 am
by 2_hype
I didn't like that my Minotaur rogue got nerfed so hard.
But Minotaur Barb with a certain axe is just as Godly.
Re: Changes from Grimrock 1 you DIDN'T like
Posted: Sun Oct 19, 2014 8:50 am
by Isaac
It's a fair chance that the empty bottles can be modded back in for those mods that plan to use them.