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Legend of Grimrock

joeydohn

Savant
Joined
Apr 18, 2012
Messages
344
Even so, it's something the original lacked. So my point stands, as do all my points :obviously:.

Seriously though, I think it'll be a huge missed opportunity if the editor doesn't allow for invisinble walls. They were sorely missed in the main campaign.

I think it was confirmed by a staff member that there will be invisible walls. Invisible enemies sounds rather frustrating.

Edit: invisible walls? That sounds dumb. Illusionary walls is what I was thinking of.

http://www.grimrock.net/forum/viewtopic.php?f=14&t=2525

Illusionary walls are in the dev console so they should be in the editor too I suppose.
 

Multi-headed Cow

Guest
I think that from that picture we can only safely assume one thing which is that the game can have invisible and silent teleporters.
The game does have invisible and silent teleporters. You find them in a few stages of the game.
 

evdk

comrade troglodyte :M
Patron
Joined
Mar 31, 2004
Messages
11,292
Location
Corona regni Bohemiae
Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
I think that from that picture we can only safely assume one thing which is that the game can have invisible and silent teleporters.
The game does have invisible and silent teleporters. You find them in a few stages of the game.
Yeah, I know. They are in the pillared hallway and in the do-not-step-into-the-light maze.
 

Multi-headed Cow

Guest
I just monocle-popped something fierce. I was listening to a Giantbomb podcast talk with Paul Barnett from EA (Hey, don't judge me! Had it running while playing D3!) and he mentioned how he tried getting in contact with the Grimrock devs to give them access to the Ultima Underworld license. He mentioned other EA legal people shitting themselves and trying to slap him down, but that would be pretty cool if he got away with it.

Admittedly Grimrock's a different game than UU, but still.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
Ultima Underworld license

Funny enough I was just thinking something like that this weekend.
I'm not sure how it would work, as LoG seems to be very 2D, while UU utilized 3D environments quite a lot.
Still, a UU inspired, story and atmosphere-heavy LoG offspring could be pretty nice.
 
Joined
Sep 17, 2011
Messages
574
Location
right here brah
Didn't like it, everything looks very sterile, there is no atmosphere of adventure. Designers sure could have use more secret switches and walls gimmicks, god damn Rise of the Triad had more of that. Combat is nice.
 

Jaesun

Fabulous Ex-Moderator
Patron
Joined
May 14, 2004
Messages
37,434
Location
Seattle, WA USA
MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
An EA funded UU reboot would be terrible. Has to be "Mass Accessible" Play on consoles, etc etc... It is better left dead.
 

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,896
I just monocle-popped something fierce. I was listening to a Giantbomb podcast talk with Paul Barnett from EA (Hey, don't judge me! Had it running while playing D3!) and he mentioned how he tried getting in contact with the Grimrock devs to give them access to the Ultima Underworld license. He mentioned other EA legal people shitting themselves and trying to slap him down, but that would be pretty cool if he got away with it.

Admittedly Grimrock's a different game than UU, but still.

That license had another near miss in Arx Fatalis, IIRC.

Would be nice to see a big publisher realize the money to be made in these niche games, but we'll see. Probably just blowing smoke up some asses, as usual.
 

Multi-headed Cow

Guest
Well I got the impression the guy actually wanted to basically "Give" them the license to it and let them do whatever since EA is just sitting on it, and got shut down. Apparently he's either THE driving force behind more EA owned stuff showing up on GoG, or at least one of the cheerleaders for it.
 

Hepler's Vagina

Learned
Joined
Feb 24, 2012
Messages
104
Location
Marked on your quest compass
"You can have the UU license provided that your patch Grimrock to allow players to romance Toorum's cold dead anus - we'll send Helper over to help you write some lines for that"

Grimrock was let down by the frustrating final boss (critters blocking your escape squares - so pure luck based bazillion reload) and too much time scanning wall tiles for secret buttons, in case the button you just pressed had caused another one to appear 200 tiles back where you came.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
Well I got the impression the guy actually wanted to basically "Give" them the license to it and let them do whatever since EA is just sitting on it, and got shut down. Apparently he's either THE driving force behind more EA owned stuff showing up on GoG, or at least one of the cheerleaders for it.

That's what they would say... then at the 11th hour EA would come in and take out all of the fun, challenge, and RPG elements; and put in all of the bromance, decline, and dumb it down.
 

Palikka

Arcane
Joined
Nov 12, 2006
Messages
769
Location
SubSpace
First video of the new dungeon editor was posted, doesn't show anything new there really. Shows how easy it is to make the dungeons and a little bit of the trigger/scripting thingies. Looks nice.
 

Mother Russia

Andhaira
Andhaira
Dumbfuck Queued
Joined
Jan 6, 2012
Messages
3,876
Codex 2013
Screw Might and Magic. I want a new Lands of Lore, a proper sequel, and I want Akshel to return. As a villain!
 

Mother Russia

Andhaira
Andhaira
Dumbfuck Queued
Joined
Jan 6, 2012
Messages
3,876
Codex 2013
Well, the Grimrock dev team recovered their development costs 'many times over' in the first week of sales of this puppy!!!

Awesome!!

Now 'tis only a matter of time before EA buys them and destroys them!
 

Phelot

Arcane
Joined
Mar 28, 2009
Messages
17,908
I'm late to this party. What a cool game, really well made and looks amazing!

Anyway, I'm on level 4, normal difficulty, and so far I've managed OK with 2 fighters, rogue, and mage.

I'm wondering if it's a bad idea to try and bump two combat skills at the same time? So for example, axes and maces for 1 fighter? So far, I haven't run into tons of weapons from the different types, so I thought it might be best to diversify, but now I'm not sure that was smart...

Are you guys just sticking with one weapon skill?

I did the same with rogue, missile and throwing.

And for the mage, I'm using fire and earth, which seems OK.
 

Micmu

Magister
Joined
Aug 20, 2005
Messages
6,163
Location
ALIEN BASE-3
No, specialize in one weapon type only. There won't be enough skill points available and higher weapon skill gives you huge bonuses (such as 3x damage attacks) which you'll be missing later, big time. Each fighter should be specialized in different type of weapon.
With magic, put most skill points into one magic skill (to get 2x damage), while you can also pump some into others as well, to be able to cast better other spells (such as ice ball).
Fire magic does most damage (if you find the orb), lighting also does a lot, cold is super useful for freezing opponents and earth is just suckfest. Besides the waltz-y combat, magic could get a major overhaul in this game.
 

Castanova

Prophet
Joined
Jan 11, 2006
Messages
2,949
Location
The White Visitation
Are you guys just sticking with one weapon skill?

It doesn't really make sense to level up two weapon skills. The campaign is very short -- if you level up only two skills per character they won't even be close to maxing them by the end of the game. So you'd end up with two half-leveled weapon skills and no defensive skills.
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
I'm late to this party. What a cool game, really well made and looks amazing!

Anyway, I'm on level 4, normal difficulty, and so far I've managed OK with 2 fighters, rogue, and mage.

I'm wondering if it's a bad idea to try and bump two combat skills at the same time? So for example, axes and maces for 1 fighter? So far, I haven't run into tons of weapons from the different types, so I thought it might be best to diversify, but now I'm not sure that was smart...

Are you guys just sticking with one weapon skill?

I did the same with rogue, missile and throwing.

And for the mage, I'm using fire and earth, which seems OK.


1. Game is extemely easy if you are half-decent with "dancing" around mob. Why would someone start "Normal" is beyond my understanding. Its very easy even on Hard.
2. It does not matter how you develop characters or what is your party setup. As long as you keep "dancing".
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
It doesn't really make sense to level up two weapon skills. The campaign is very short -- if you level up only two skills per character they won't even be close to maxing them by the end of the game. So you'd end up with two half-leveled weapon skills and no defensive skills.

Each character would get around 50 skill points not counting 2 (?) books for skill points.

So one can max 1 skill.
 

Phelot

Arcane
Joined
Mar 28, 2009
Messages
17,908
:salute: to all

Actually, for some reason I thought the game was a lot longer, I see now I'm like 1/3rd through or so! Hopefully we'll get some expansions soon.

I started on normal just to get a feel of the game first, but now I'm inundated with food and barely have to rest, so I think I will restart, especially with what is being said about the weapon skills.
 

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