Legend Of Grimrock

When the modding/level editing tools come out I would love to see someone do a full recreation of this old gem:

IMAGE(http://www.wizards.com/dnd/images/ru_cover_sm.jpg)

MrDeVil909 wrote:
Malor wrote:
but it doesn't look laptop friendly,

I think this game would be just about ideal on a laptop. Can't see why you'd think otherwise.

System requirements.

When I say 'laptop friendly' I mean, '2 year old Intel integrated graphics friendly.'

Runs a little choppy on my kid's 4-mo-old Intel HD 3000-equipped lappy. Might be iffy on your older machine. You might not meet shader or T&L requirements either.

So I'm steadily working my way down in the dungeon. I'm kind of amazed at the people who finished it already... I assume you must be young and still wired fast, because it's been pretty slow and grindy for me, with lots of resting. (but I don't use many consumables other than food, under the theory that I may need them.)

Had one really bad spot on Level 8:

Spoiler:

That fungus room was INSANE. No freaking WAY could I win a fight there. I ended up reloading until I was able to successfully sprint in, find the key, unlock the gate, and then get back out, which then let me teleport in, kill one or two things, and then retreat to rest. There is NO WAY I'd be fast enough to beat that room otherwise. Even if I made potions enough for everyone, there's no way I could click fast enough to both fight and heal myself quickly enough to survive.

Just got onto level 9:

Spoiler:

and found the blue hound critters. My guys hit pretty hard now, but those hounds are really, really tough.

Oh, I just found out something if you're playing a Minotaur... this is a teeny spoiler, but it's more about character generation than the dungeon itself:

Spoiler:

One of the traits you can take, and one which the default Minotaur has, gives your character +3 attack for every skull in his inventory. So there IS an actual use for the skulls you find -- they're minor treasures if you have a Minotaur with whatever that perk is called.

Malor wrote:

So I'm steadily working my way down in the dungeon. I'm kind of amazed at the people who finished it already... I assume you must be young and still wired fast, because it's been pretty slow and grindy for me, with lots of resting. (but I don't use many consumables other than food, under the theory that I may need them.)

Had one really bad spot on Level 8:

Spoiler:

That fungus room was INSANE. No freaking WAY could I win a fight there. I ended up reloading until I was able to successfully sprint in, find the key, unlock the gate, and then get back out, which then let me teleport in, kill one or two things, and then retreat to rest. There is NO WAY I'd be fast enough to beat that room otherwise. Even if I made potions enough for everyone, there's no way I could click fast enough to both fight and heal myself quickly enough to survive.

Just got onto level 9:

Spoiler:

and found the blue hound critters. My guys hit pretty hard now, but those hounds are really, really tough.

Oh, I just found out something if you're playing a Minotaur... this is a teeny spoiler, but it's more about character generation than the dungeon itself:

Spoiler:

One of the traits you can take, and one which the default Minotaur has, gives your character +3 attack for every skull in his inventory. So there IS an actual use for the skulls you find -- they're minor treasures if you have a Minotaur with whatever that perk is called.

Spoiler:

The trait is called headhunter and it is very useful, +3 attack for every skull carried. Makes my life on 3rd floor much easier.

Malor wrote:

Had one really bad spot on Level 8:

Spoiler:

That fungus room was INSANE. No freaking WAY could I win a fight there. I ended up reloading until I was able to successfully sprint in, find the key, unlock the gate, and then get back out, which then let me teleport in, kill one or two things, and then retreat to rest. There is NO WAY I'd be fast enough to beat that room otherwise. Even if I made potions enough for everyone, there's no way I could click fast enough to both fight and heal myself quickly enough to survive.

Spoiler:

The combat is actually a lot slower paced than it initially feels. I'm playing through on Hard now and the combat has been loads easier than I found it on Normal. Partly it's because I know what's coming and knowning what target to prioritise is really important. The other part is that I've been better focussed on spending my skill points correctly. I had access to Greater Lightening Bolt on level 4 (maybe 5) and it really helps for the combat. I think I'm on level 8 at the moment and I've used only 1 healing potion.

Malor wrote:

Just got onto level 9:

Spoiler:

and found the blue hound critters. My guys hit pretty hard now, but those hounds are really, really tough.

Spoiler:

Aren't they little blue dinosaurs? (ice lizards technically)

Malor wrote:
Spoiler:

One of the traits you can take, and one which the default Minotaur has, gives your character +3 attack for every skull in his inventory. So there IS an actual use for the skulls you find -- they're minor treasures if you have a Minotaur with whatever that perk is called.

There is one other thing related to that you may or may not want to know if you happen to not have a minotaur in the party (it's a bit of a puzzle related spoiler but might be worth knowing to save frustration later).

Spoiler:

Having a skull to hand is neccessary to progress past a certain puzzle, so even if you don't have a minotaur it might be wise to keep one with you, or at least note down where you found them on the map.

The Conference Call just sold me on this game..... bought it this morning, and it'll be waiting for me when I get home from work.

Wow. This game came out of nowhere to be one of the most fun games I've played this year.

This is one of those games that keeps you up waaaay to late on a worknight. The devs deserve every bit of praise they get for this game. This is one of the best modern re-imaginings of an old school genre.

So I have a question on that Minotaur perk.

Spoiler:

I've only found one skull so far and I'm on level 6. Did I miss some?

Demiurge wrote:

So I have a question on that Minotaur perk.

Spoiler:

I've only found one skull so far and I'm on level 6. Did I miss some?

Spoiler:

I've just started level 4 and I've got two.

LiquidMantis wrote:
Demiurge wrote:

So I have a question on that Minotaur perk.

Spoiler:

I've only found one skull so far and I'm on level 6. Did I miss some?

Spoiler:

I've just started level 4 and I've got two.

They're fairly spread out.

Spoiler:

I found 5 by the end of the game, I'd guess there's probably 6 total but I don't know that for certain.

Demiurge wrote:

So I have a question on that Minotaur perk.

Spoiler:

I've only found one skull so far and I'm on level 6. Did I miss some?

Spoiler:

As I vaguely recall the first 2 or 3 are quite early in the game and the final two are spaced much further apart. I forget exactly which levels they were on but I'd guess you should have at least two by level 6 (maybe even 3)

stevenmack wrote:
LiquidMantis wrote:
Demiurge wrote:

So I have a question on that Minotaur perk.

Spoiler:

I've only found one skull so far and I'm on level 6. Did I miss some?

Spoiler:

I've just started level 4 and I've got two.

They're fairly spread out.

Spoiler:

I found 5 by the end of the game, I'd guess there's probably 6 total but I don't know that for certain.

Spoiler:

There's a Steam achievement for finding 5 so I think there are only 5 of them

DanB wrote:
Spoiler:

There's a Steam achievement for finding 5 so I think there are only 5 of them

Ah ok, I don't have the Steam version so I never got that.

Spoiler:

You can't go back up to the previous levels after level 6 though, right?

Demiurge wrote:
Spoiler:

You can't go back up to the previous levels after level 6 though, right?

I don't think there's ever anything stopping you going back to a level after clearing it.

***

just read something cool as well (end game spoilerish)

Spoiler:

Apparently, If you do a certain thing in your first playthrough you can activate Toorum as a character for a 'new game +', with his own portrait, traits and skills.

It's on the gamebanshee page as news for more info

Level 6 spoilers:

Demiurge wrote:
Spoiler:

You can't go back up to the previous levels after level 6 though, right?

Spoiler:

After you finish level 6, the door back up to 5 opens.

WoW! I'm really mad that I missed this game until I heard about it on the CC. I love these games! I'm totally going to break out my D&D modules and go to town on the mod tools.

So the cave-ins that you see in a few spots throughout the game...are those tied to the earthquakes? If you get to them before the earthquakes happen, are there secrets there?

I noticed on the map that the cave-in paths aren't actually dead ends, so I'm assuming that must be the case.

iOS version is in the works.

So the cave-ins that you see in a few spots throughout the game...are those tied to the earthquakes? If you get to them before the earthquakes happen, are there secrets there?

I'm not certain, but they feel to me like permanent dungeon features, not temporary ones. And their placement is always such that it makes you go a long way around to get somewhere, so I think they're sort of a tease to show you how easy navigating the dungeon must have been, once upon a time.

Malor wrote:
So the cave-ins that you see in a few spots throughout the game...are those tied to the earthquakes? If you get to them before the earthquakes happen, are there secrets there?

I'm not certain, but they feel to me like permanent dungeon features, not temporary ones. And their placement is always such that it makes you go a long way around to get somewhere, so I think they're sort of a tease to show you how easy navigating the dungeon must have been, once upon a time.

I initially thought they might be but I made it to the first cave in before the first earthquake and the cave in was already there.

Whew! I just barely managed to survive in level 6. I've not finished it, but I finally made it to a location where I can get back to four standing party members instead of one scared, hungry, injured rogue dragging two dead mages and another dead rogue behind. Amusingly, one of the corpses was kind enough to hold on to the torch, so my sole survivor didn't have to suffer a risk of burns.

A small hint (not a spoiler) for those running multiple ranged characters; it's a big time saver if they all use different weapons. Otherwise, when you run over a stack of ammo, one of your characters will rather greedily scoop up all of the ammo for his or her own use, instead of equitably splitting the haul. Having one with a sling, one with a crossbow, one with a bow, etc., will help reduce incidents of impolite ammunition avidity.

I've been really impressed with the monsters so far; great animation/design, and the fact there doesn't seem to be any level scaling or respawn (except for possibly a couple of small "food farm" areas I've encountered) warms the cockles of my heart.

Any tips of how to get rid of those mushrooms at the beginning of level 4 (the main staircase, not the hidden one)? I assume kiting is the key, but I always get caught in those poison clouds.

wanderingtaoist wrote:

Any tips of how to get rid of those mushrooms at the beginning of level 4 (the main staircase, not the hidden one)? I assume kiting is the key, but I always get caught in those poison clouds.

Spoiler:

Pick one and run from end to end of the room (usually down that middle as they start at the sides) getting off the odd ranged shot when you get to the end of the room. Don't stop moving and keep and eye on where the poison clouds are/is. Although as long as you're not standing still they usually won't use their poison cloud all that much. Once you've killed the first the other is pretty easy.

DanB wrote:
wanderingtaoist wrote:

Any tips of how to get rid of those mushrooms at the beginning of level 4 (the main staircase, not the hidden one)? I assume kiting is the key, but I always get caught in those poison clouds.

Spoiler:

Pick one and run from end to end of the room (usually down that middle as they start at the sides) getting off the odd ranged shot when you get to the end of the room. Don't stop moving and keep and eye on where the poison clouds are/is. Although as long as you're not standing still they usually won't use their poison cloud all that much. Once you've killed the first the other is pretty easy.

Thanks!

Spoiler:

Fire bombs were a huge help. And the ice shard spell, I didn't know it freezes a whole row of squares. Nevertheless, my rogue still got whittled down to 2 HP.

The 1.1.4 patch is out:

Here is the complete changelog:
- vsync is enabled by default
- borderless windows are no longer topmost
- pressing ESC closes character sheet
- fixed unlimited frost arrow exploit
- improved display resolution auto-detection at first launch
- fixed a couple of typos and broken english
- removed check that disables high texture resolution setting when running low on video memory (some graphics drivers seem to report available video memory incorrectly)
- quick save/load
- volume sliders
- to avoid confusion autosave & quicksave slots can’t be renamed anymore
- adjusted gui layout and camera fov so that user interface elements do not overlap with important screen areas on non-widescreen displays
- invert horizontal mouse option
- camera bobbing option (only available by editing the config file manually)
- configurable tooltip delay (only available by editing the config file manually)
- frame rate limiter (set to 120fps but can be changed by editing the config file)
- custom character portraits
- bug fix: very long map marker notes without spaces in them causes the automap to crash
- bug fix: editing a map marker that is on the same exact spot as a marker on the other map page edits them both at the same time
- bug fix: map labels are sometimes drawn partially underneath map symbols
- bug fix: topmost menu item doesn’t work reliably in high resolutions such as 2560×1440
- bug fix: wall text translations are not dismissed when right-clicking
- bug fix: inanimate objects can be backstabbed
- bug fix: projectiles go through doors in some very rare cases
- bug fix: saving the game crashes if all save game slots are full and the autosave slot is deleted or unused
- bug fix: Fighter’s Challenge doesn’t open if there’s an item in front of the door (only applies to new games, existing save games still have this bug)
- bug fix: saving the game just after the end fight creates a corrupted save that can lead to crashes and the end sequence not getting triggered correctly
- bug fix: auto pickup doesn’t pick up the correct amount of ammo in some rare circumstances
- bug fix: standing on stairs and turning with the mouse, followed by a turn using q/e keys is buggy
- bug fix: when a monster is damaged, experience point text sometimes (very rarely) flash in a square where a monster has been killed
- bug fix: trying to load a save game that has just been deleted manually from the file system (e.g. in Windows explorer) crashes the game
1 hour ago|

This feels like the good old times when you would write to your gaming magazine when you had no clue how to progress. Except you don't have to wait a month for an answer Still, nice meta-touch

This is what my brain sees when looking at that list.

- quick save/load
- volume sliders
- custom character portraits

My brain is pleased.

It looks like the patch is live on Steam. Ugh, it's a full re-download; a rather ominous 666 MB. Spooooky.