Legend Of Grimrock

This game is awesome, i'm having Atari ST flashbacks.

D-Man777 wrote:

Well, unfortunately, my initial concerns about LoG have been confirmed. I really would have preferred this as a turn-based game. For some reason, I'm finding the keyboard controls too awkward for real-time combat--keep bumping into walls when I'm trying to turn. I switched to navigating with the on-screen arrows, but it's just to slow for fighting three skeletons at once.

Sadly, I'm not sure how long I'm going to last. Bummer, I was truly looking forward to this one.

I would suggest that you shouldn't give up just for the sake of needing to practice some keyboard skills

DrunkenSleipnir wrote:

Currently running (floor 2):

Human Fighter
Minotaur Fighter
Lizard Rogue
Insect Mage

Having a blast so far, really happy with the purchase. Currently my biggest beef is trying to decide who has to hold the torch :)

I have the same group, currently on floor 3. It seems that they don't all earn xp at the same rate, it depends on what they do in combat. For a while I just had my mage holding a torch and not taking part in fight and now he's almost a level behind the others. Live and learn, it's part of the fun with a game like this!

Also recently discovered the potion making mechanic.

Also is there a quick way to switch weapons on a character? I like to have my rogue in the back row chucking arrows but when the monsters move in close I'll switch to a lance. To do this I have to open the inventory window and make the switch. Kind of clunky, but then again old school.

DanB wrote:
Toddland wrote:

Also: If your torch burns out, take one from the wall and replace it with the burnt out torch. It magically relights while in the wall sconce, or whatever that's called. You can't retake it, however, as it will still be burnt out when you grab it.

If your torch has completely, utterly burnt out then it won't be lit on the sconce.

You can relight your torch that you are holding. Grab a torch from the wall and click it on the torch you are holding. Did this a few times on the first level already. Man mapping by hand takes longer than I thought.

Man I love this game! I should not have stayed up so late playing it - that is kind of old school too.

Saw a lot of love for this on Twitter. Now that I've watched the video, not sure what to make of it. Is it just a Castle Wolfenstein with complexity? Or, even if correct, is that too deductive?

MacBrave wrote:
DrunkenSleipnir wrote:

Currently running (floor 2):

Human Fighter
Minotaur Fighter
Lizard Rogue
Insect Mage

Having a blast so far, really happy with the purchase. Currently my biggest beef is trying to decide who has to hold the torch :)

I have the same group, currently on floor 3. It seems that they don't all earn xp at the same rate, it depends on what they do in combat. For a while I just had my mage holding a torch and not taking part in fight and now he's almost a level behind the others. Live and learn, it's part of the fun with a game like this!
move in close I'll switch to a lance. To do this I have to open the inventory window and make the switch. Kind of clunky, but then again old school.

Exact same thing happened to me. I spread my mage skills out too much, and couldn't do anything at level 1 with my mage. He got about half XP for being the torch holder. Once I got some spells he started to catch up, and I gave him a spear to give him something to do when low on energy.

Having a lot of fun with this too, though I can't get my mage to do anything. All I ever get is "Spell fizzles" or "You are not high enough for that spell"

Still a blast and like jonnypolite said, Atari flashbacks.

Datyedyeguy wrote:
DanB wrote:
Toddland wrote:

Also: If your torch burns out, take one from the wall and replace it with the burnt out torch. It magically relights while in the wall sconce, or whatever that's called. You can't retake it, however, as it will still be burnt out when you grab it.

If your torch has completely, utterly burnt out then it won't be lit on the sconce.

You can relight your torch that you are holding. Grab a torch from the wall and click it on the torch you are holding. Did this a few times on the first level already. Man mapping by hand takes longer than I thought.

I'm pretty sure you're taking the fresh torch from the wall and swapping it with the one in your hand, not relighting the burnt out one.

demonbox wrote:

Saw a lot of love for this on Twitter. Now that I've watched the video, not sure what to make of it. Is it just a Castle Wolfenstein with complexity? Or, even if correct, is that too deductive?

If Wolfenstein were a detailed puzzle driven RPG... actually it's a lot more like the very old 3D Monster Maze on steroids (http://en.wikipedia.org/wiki/3D_Mons...)

tanstaafl wrote:

Having a lot of fun with this too, though I can't get my mage to do anything. All I ever get is "Spell fizzles" or "You are not high enough for that spell"

Still a blast and like jonnypolite said, Atari flashbacks.

You need to find spell scrolls which will tell you a) the spell b) the magic type and c) what level in the magic type you need the mage to be at.

I've got down to level 7. Thus far there is door at the end of level 4 that I simply could not find the key for and in level 5 down a pit there was a piece of plate mail I could see through a gate but I could not work out how to get to it. Also it took me until level 4 to realise the throwing yourself down all the pits is a good idea so I've likely missed loads of stuff in levels 1-3.

Yeah, I found a couple of spell scrolls but still aren't having much success. I think I'm missing something stupidly obvious.

And for those odd grates look around for bricks that have a broken corner on them. You can usually click those corners to activate things.

Well, unfortunately, my initial concerns about LoG have been confirmed. I really would have preferred this as a turn-based game. For some reason, I'm finding the keyboard controls too awkward for real-time combat--keep bumping into walls when I'm trying to turn. I switched to navigating with the on-screen arrows, but it's just too slow for fighting three skeletons at once.

Sadly, I'm not sure how long I'm going to last. Bummer, I was truly looking forward to this one.

DanB wrote:
D-Man777 wrote:

Well, unfortunately, my initial concerns about LoG have been confirmed. I really would have preferred this as a turn-based game. For some reason, I'm finding the keyboard controls too awkward for real-time combat--keep bumping into walls when I'm trying to turn. I switched to navigating with the on-screen arrows, but it's just to slow for fighting three skeletons at once.

Sadly, I'm not sure how long I'm going to last. Bummer, I was truly looking forward to this one.

I would suggest that you shouldn't give up just for the sake of needing to practice some keyboard skills

No, I haven't given up yet. For some reason I'm just having difficulty integrating the turning into standard FPS controls. I played for another hour or so after my post last night. Just getting frustrated with my own inadequacies. I only commented as I did because I know my gaming ADD will kick in as soon as something shiny comes along. I picked up Naval War: Arctic Circle the day before--that's not going to help keep my focus on LoG. Just too many games. Damn first world problems.

D-Man777 wrote:
DanB wrote:
D-Man777 wrote:

Well, unfortunately, my initial concerns about LoG have been confirmed. I really would have preferred this as a turn-based game. For some reason, I'm finding the keyboard controls too awkward for real-time combat--keep bumping into walls when I'm trying to turn. I switched to navigating with the on-screen arrows, but it's just to slow for fighting three skeletons at once.

Sadly, I'm not sure how long I'm going to last. Bummer, I was truly looking forward to this one.

I would suggest that you shouldn't give up just for the sake of needing to practice some keyboard skills

No, I haven't given up yet. For some reason I'm just having difficulty integrating the turning into standard FPS controls. I played for another hour or so after my post last night. Just getting frustrated with my own inadequacies. I only commented as I did because I know my gaming ADD will kick in as soon as something shiny comes along. I picked up Naval War: Arctic Circle the day before--that's not going to help keep my focus on LoG. Just too many games. Damn first world problems.

I might be misunderstanding you, but this isn't a standard FPS, far from it. It's tile based movement, both for movement of feet, and view, so that every "W" (keypress) goes forward one full tile (about 8 feet, I believe), whereas in an FPS a W-press would mean a single step. a press of "Q" means a full 90 degree shift of your view to the left. Mouselook is mostly unnecessary in this game. It's all very old school, and I can fully understand it being foreign and strange to people who didn't play the old Dungeon Master, Bard's Tale, or Wizardry series.

As for the fighting of the 3 skeletons, I know the fight you mean, and it's difficult. What I did was position myself in the cove that the 1st one comes out of, then turn back to face the main room. That way you're only fighting one at a time. Even then I lost the fight several times, and it prompted to rebuild my party (from F, R, M, M, to F, F, R, M), and have done much better with the new party build.

tanstaafl wrote:

Yeah, I found a couple of spell scrolls but still aren't having much success. I think I'm missing something stupidly obvious.

And for those odd grates look around for bricks that have a broken corner on them. You can usually click those corners to activate things.

Go in to the Mage's character sheet and click the skills tab, it should make a little more sense from there.

Jeff-66 wrote:
D-Man777 wrote:
DanB wrote:
D-Man777 wrote:

Well, unfortunately, my initial concerns about LoG have been confirmed. I really would have preferred this as a turn-based game. For some reason, I'm finding the keyboard controls too awkward for real-time combat--keep bumping into walls when I'm trying to turn. I switched to navigating with the on-screen arrows, but it's just to slow for fighting three skeletons at once.

Sadly, I'm not sure how long I'm going to last. Bummer, I was truly looking forward to this one.

I would suggest that you shouldn't give up just for the sake of needing to practice some keyboard skills

No, I haven't given up yet. For some reason I'm just having difficulty integrating the turning into standard FPS controls. I played for another hour or so after my post last night. Just getting frustrated with my own inadequacies. I only commented as I did because I know my gaming ADD will kick in as soon as something shiny comes along. I picked up Naval War: Arctic Circle the day before--that's not going to help keep my focus on LoG. Just too many games. Damn first world problems.

I might be misunderstanding you, but this isn't a standard FPS, far from it. It's tile based movement, both for movement of feet, and view, so that every "W" (keypress) goes forward one full tile (about 8 feet, I believe), whereas in an FPS a W-press would mean a single step. a press of "Q" means a full 90 degree shift of your view to the left. Mouselook is mostly unnecessary in this game. It's all very old school, and I can fully understand it being foreign and strange to people who didn't play the old Dungeon Master, Bard's Tale, or Wizardry series.

As for the fighting of the 3 skeletons, I know the fight you mean, and it's difficult. What I did was position myself in the cove that the 1st one comes out of, then turn back to face the main room. That way you're only fighting one at a time. Even then I lost the fight several times, and it prompted to rebuild my party (from F, R, M, M, to F, F, R, M), and have done much better with the new party build.

No, I fully understand the tile-based movement and turning, my fingers are just struggling to integrate what would I would normally be doing with the mouse in standard FPS controls. I even tried using mouselook, but having to hold the right mouse button to turn is kind of clumsy too. I certainly haven't given up trying. I think after playing some more last night, it's starting to take hold.

And yes, I figured out the alcove thing too. One certainly benefits from limiting the beasties to attacking one at a time. I lost one character, but there's a res. crystal in a nearby room. I do like that dead characters seem to retain their inventory. No overloading remaining dudes or going back to get your goodies.

Jeff-66 wrote:

As for the fighting of the 3 skeletons, I know the fight you mean, and it's difficult. What I did was position myself in the cove that the 1st one comes out of, then turn back to face the main room. That way you're only fighting one at a time. Even then I lost the fight several times, and it prompted to rebuild my party (from F, R, M, M, to F, F, R, M), and have done much better with the new party build.

Personally, for that fight I tried to keep moving as much as possible. Since the undead soldiers are pretty slow to attack but do a fair amount of damage I figured backing into a corner was probably a bad idea. Also I think you do more damage when attacking them from the side/rear, rather than head-on against their shields, but I don't know that for certain.

stevenmack wrote:
Jeff-66 wrote:

As for the fighting of the 3 skeletons, I know the fight you mean, and it's difficult. What I did was position myself in the cove that the 1st one comes out of, then turn back to face the main room. That way you're only fighting one at a time. Even then I lost the fight several times, and it prompted to rebuild my party (from F, R, M, M, to F, F, R, M), and have done much better with the new party build.

Personally, for that fight I tried to keep moving as much as possible. Since the undead soldiers are pretty slow to attack but do a fair amount of damage I figured backing into a corner was probably a bad idea. Also I think you do more damage when attacking them from the side/rear, rather than head-on against their shields, but I don't know that for certain.

I know flank attacks can be more damaging, as it's mentioned that rogues can get the backstab ability at some point. Hmm, I hadn't really thought of moving around like that. I'll try it.

I'm still on the 2nd level because I restarted. A couple of questions for those in the know:

1. anyone found a bow/arrow yet? I've given my rogue some points in missile weapons.
2. at what point does healing come into play?
3. same question for alchemy

I'm really looking forward to some mods. I'd not mind seeing some health bars for enemies. And I'd love a spellcasting hot bar.

Jeff-66 wrote:

I'm still on the 2nd level because I restarted. A couple of questions for those in the know:

1. anyone found a bow/arrow yet? I've given my rogue some points in missile weapons.
2. at what point does healing come into play?
3. same question for alchemy

Spoiler:

I think I found all of those things on Floor 3.

stevenmack wrote:

As for the fighting of the 3 skeletons, I know the fight you mean, and it's difficult. What I did was position myself in the cove that the 1st one comes out of, then turn back to face the main room. That way you're only fighting one at a time. Even then I lost the fight several times, and it prompted to rebuild my party (from F, R, M, M, to F, F, R, M), and have done much better with the new party build.

My party is built using Minotaur Fighter (Pumping up Armor), Lizard Rouge (Pumping up Evasion), Human Mage (Fire/Ice), Insect Mage (Air, Earth)

Skeletons are easy with this group setup as long as you can move about. Give the front line folks ranged melee weapons, and ready spells at the back, always keep 1 step away from them (They are fairly slow) and hit them with Spells and weapons. [PS. my rouge has 60+ evasion at lvl 5, and my Fighter about 22 Armor so that might help me out too]. But spells do hit quite hard, on average they do 20-40 points of dmg per hit.

Jeff-66 wrote:

1. anyone found a bow/arrow yet? I've given my rogue some points in missile weapons.
2. at what point does healing come into play?
3. same question for alchemy

1. Level 3 - you will find this. Also on Lvl 3 a secret stairs to lvl 4 with a bunch of crazy difficult slimes, you can get a crossbow. Just got them so no clue how good it is yet.

2. HP Goes up over time. Or you can find a safe place to rest. Or use a healing potion.

3. Lvl 3 as well. You'll find certain mob that poisons you (I really hate them). That's the level when you get Alchemy.

PS. THIS GAME ROCKS!!!! I'm so in love with it.

I found some poison arrows on level 2.

emyln wrote:

2. HP Goes up over time. Or you can find a safe place to rest. Or use a healing potion.

I haven't come across any healing potions yet, but I was wondering if there were going to be any healing spells as well.

Thanks to all for the answers.

I have a question. Is there a polearm skill? With the skeletons there's a plethora of pikes, but neither of my fighters have a matching skill. The really odd thing--I've played a couple of hours and still haven't found a sword. Seems unusual to me.

Played about an hour last night. When I discussed the game with a colleague at work today he was astonished that I didn't evade monster attacks by moving around (e.g. moving back before the monster strikes and closing in again when your cooldowns have run down).

He thinks this is going to be essential in the game as it supposedly was in Dungeon Master. I never played Dungeon Master much but preferred games like Wizardry where you got locked during combat.

Gotta say that if this turns out to be essential later on I might not finish the game. So far (end of floor 2) I'm having a blast though!

This and games like Lone Survivor beat any Mass Effect 3 or Diablo 3 at any day for me

Nope no healing spells as far as i know.

D-Man777 wrote:

I have a question. Is there a polearm skill? With the skeletons there's a plethora of pikes, but neither of my fighters have a matching skill. The really odd thing--I've played a couple of hours and still haven't found a sword. Seems unusual to me.

There's one on level 3.

Just found this site. Its lists all secrets, Iron Doors, statistic achievements (Only till floor 6 so far), not so much how to get them but if you got everything. I missed 1 secret on lvl 1, but got all on lvl 2 & 3.

http://www.gamebanshee.com/legendofg...

emyln wrote:
D-Man777 wrote:

I have a question. Is there a polearm skill? With the skeletons there's a plethora of pikes, but neither of my fighters have a matching skill. The really odd thing--I've played a couple of hours and still haven't found a sword. Seems unusual to me.

There's one on level 3

There's also a machete on level 2, which is a sword class weapon. If you hover over a weapon in inventory, it will tell you which weapon class it falls under.

D-Man777 wrote:

I have a question. Is there a polearm skill? With the skeletons there's a plethora of pikes, but neither of my fighters have a matching skill. The really odd thing--I've played a couple of hours and still haven't found a sword. Seems unusual to me.

Polearms are 'reach' weapons so you should give them to your back-rank character if you need an extra melee attack. not sure about which skill class (axe maybe?)

There's a machete I found on level 2 somewhere if memory serves, I assume that's sword-class.
*ah, beaten to the punch*

MEATER wrote:

Played about an hour last night. When I discussed the game with a colleague at work today he was astonished that I didn't evade monster attacks by moving around (e.g. moving back before the monster strikes and closing in again when your cooldowns have run down).

You colleague is a wise man indeed

MEATER wrote:

Gotta say that if this turns out to be essential later on I might not finish the game.

Moving around is important, that's why they made the movement keys the WASD keys. Also why certain monsters move/attack faster that others. You need to plan where you fight as best you can: where can I back up, where can I strafe, how do I not get locked into a place I cannot move.

D-Man777 wrote:

I have a question. Is there a polearm skill? With the skeletons there's a plethora of pikes, but neither of my fighters have a matching skill. The really odd thing--I've played a couple of hours and still haven't found a sword. Seems unusual to me.

There's a machete (uses sword skill) on level 2.

Edit: Doh! Tannhauser'd

Ha! the rare double-tannhauser! What do I win?

I have to embarrassingly admit, it hadn't occurred to me to move around in combat. Then again, I'm still on the 2nd map, and it really hasn't been necessary as of yet. Good to know, though.

Jeff-66 wrote:

As for the fighting of the 3 skeletons, I know the fight you mean, and it's difficult. What I did was position myself in the cove that the 1st one comes out of, then turn back to face the main room. That way you're only fighting one at a time. Even then I lost the fight several times, and it prompted to rebuild my party (from F, R, M, M, to F, F, R, M), and have done much better with the new party build.

I played down through alot of the second level with FFRM then restarted with FRMM (earth & fire/spellcraft). Maybe it's because I'm more accustomed to the game this time out, but it seems much easier now, especially since each mage can have a spell in the chamber before the fightin' starts. We haven't fought the 3 skeletons yet, but I could see how that would be a disaster if they flanked us.

Overall, Grimrock has equaled the hype so far. I like it so much that I'm intentionally going very slowly so it'll last longer.

Also, can we start using spoiler tags for item locations and other surprises please.