New year and we are already busy at work! To prove that we haven’t been slacking here, below is the complete changelog (censored with XXXs as per usual) since the last big update on December 16th. We have currently about 30 known bugs remaining and beta testing revealed some parts that need to be improved so there’s still enough work to keep us occupied for some time. We have also made progress on the release front but we can’t talk about that just yet! :)

Here’s the changelog representing about 2 weeks of work:
- tweaked item skill requirements
- adjusted monster difficulty
- fixed crab turn right animation clipping through doors
- Uggradian strafe and walk back animations (not plugged in yet)
- added bigger variation to the attack speeds of weapons
- weapon damage balancing
- item tool tips now show weapon’s speed rating
- balanced skills
- new fighter skill: athletics
- removed daggers from fighter skills
- replaced herders in level 7 with slimes
- item and monster placements tweaked
- added script for analyzing weapon DPS
- balanced some weapon attack powers and speeds
- ogre two-handed attack animation (not plugged in yet)
- elemental damage bonuses are now formatted as percentages in the ui
- improved auto pickup so that each hand remembers the type of item it had
- improved audio, animation and timing of XXX
- resting is no longer interrupted by damage from poisoning
- added a short delay after going to sleep before health & mana regeneration starts
- tweaked XXX’s interval and duration
- improved readability of some in-game texts by adding shadow under them
- improved texts in level 11
- fixed z-fighting of floor dirts
- nerfed herder_small (reduced damage by 50%)
- improved ranged AI to not shoot at closed portcullises
- weights reduced from several items
- minor level bug fixes
- added script for analyzing item weights
- cleaned up todo list
- improved level 5 end areas
- increased damage of skeleton archers
- updated credits
- tweaked exp awards so that prisoners who do not participate in combat don’t get exp
- changed poison cloud spell recipe
- added monster flags
- fixed temple wall texts position
- added dirt prop for 2nd and 3rd wallset
- distributed some missile weapons more evenly and other item placement adjustments
- more wall texts added
- implemented telefragging
- added a treasure sack to level XXX
- modeled cavein prop
- implemented sample variations
- cleaned up samples
- added champion_die sound
- added damage sound variants
- thrown XXX stack now deal more damage than a single XXX
- items can no longer be picked up if a monster is standing on them
- modeled wall lantern
- sharp projectiles now stick to monsters
- increased teleport grid puzzle difficulty
- added alpha tested shadow support to the graphics engine (fixes shadows of plants)
- changed layout of some sections in level 5
- added a new trap and a secret
- item and monster placement adjusted
- added console command “clear”
- improved robustness of teleportation across levels
- updated buglist with bugs from beta testing
- XXX icon brightened
- animated pressure plates to move up and down
- improved positioning of monster loot drops
- disabled wall variations (at least temporarily) from 3rd wallset
- tweaked spell scroll placement in levels
- improved position of wall text translations
- added a new spell
- added thrust swipe for legionary spear
- added wall set definition scripts
- improved iron basinet texturing
- added reach ability for spears
- cleaned up and refactored spell routines so that it’s easier to add new spells
- improved texture resolution in some places
- knoffer retextured
- cleaned up ogre animation clips names
- improved ogre get hit animations
- fixed an incorrect fbx filename
- modified globe treasure
- added audio for text writer
- faster ogre attack animation
- added and tweaked some treasure maps
- added more item descriptions
- fixed Warden chains deformer bug
- improved end game messages
- modified XXX timing
- level scripting improvement: improved trigger events to support anonymous functions
- tweaked staves and orbs
- added high quality ssao setting
- hide gui when in pause menu
- added random plants to levels
- added new decoration items
- added whoosh to ogre attack
- added fog layer to XXX
- added distance fog support to the graphics engine and enabled it
- moved lights more to the side of clusters in XXX
- minor item placement tweaks
- textured gears
- added ancient_apparatus
- tutorial clarifications
- updated the tutorial to match the new interface
- cleaned up menu code
- improved unarmed attack icons and turned them around
- cleaned up an unused area in level 5
- removed bug reports that no longer apply
- new attack panel graphics
- added new treasures
- fixed a potential showstopper in trappedRoom
- replaced a pitroot bread for more variety
- tweaked read_scroll sound
- added metal debris noises to XXX
- added support for custom postprocessing passes to the graphics engine
- tweaked armor skill
- adjusted vault level entrance
- added legionary helmet
- bug fix: put short bow in right hand and a single arrow in left hand, shoot -> the bow disappears
- bug fix: pick up XXX and throw it -> game crashes
- bug fix: falling into double pits (two pits on top of each other) does not work
- bug fix: thrown melee weapons use incorrect attack power
- bug fix: destroyed blockages can still be damaged with area of effect spells
- bug fix: if a crowern is doing the attack_move manouver while it is hit, get_hit animation snaps crowern back to the old cell
- bug fix: a crowern and the party can get into same cell if the crowern does the attack_move manouver and player moves into the cell
- bug fix: if the player is falling down a pit while a teleporter activates the player is teleported to incorrect location
- bug fix: pressure plates get invalid values (-1) if player falls on the plate
- bug fix: if player is teleported off a pressure plate, the plate does not deactivate
- bug fix: if you stand on the same XY coordinates as a pressure plate but on a different level and then teleport to the same level as the pressure plate is on (but not on top of said pressure plate), the pressure plate deactivates and also potentially produces invalid counter values
- bug fix: gui disappears after saving the game (oops!)
- bug fix: new map notes are drawn on both pages when adding a new note
- bug fix: turn page sound plays repeatedly when holding down left/right arrow key in map mode
- bug fix: exp stat in equipment page has decimals
- bug fix: dead champions can eat and drink
- bug fix: keyboard buffer is not cleared when loading a saved game or jumping to pits
- bug fix: item slots flicker empty for one frame when placing items into them
- bug fix: a cell can become temporarily inaccessible if a prisoner is overburdened
- bug fix: auto equip does not work with empty hands
- bug fix: text writer bugs with ‘ characters
- bug fix: key and mouse input can mess up game over
- bug fix: equipping items to attack icons does not work during cool down
- bug fix: wall dirts are placed on top of pits
- bug fix: hidden pressure plates z-fight with regular pressure plates if placed in the same tile

We have also polished user interface graphics quite a bit. More about this later…

  89 Responses to “Back to work!”

  1. I am ready to buy and play! :)

  2. Good to know you’re still working hard. Keep at it, and thanks for the update!

  3. My day:

    -Wake up
    -Boot my Computer to look for Legend of Grimrock
    -Go to work
    -Look for LoG
    -Work
    -Tell minimum 4 peoples about Legend of Grimrock
    -Work
    -Comming home
    -Boot my Computer to look for LoG
    -Start Steam 4 crosscheck if LoG is available
    -Going to bed, hopefully dreaming of LoG

    Please realease !!!! ^^ :)

    Thurbold

  4. Keep up the good work! And always remember there’s a big number of people who would gladly see a GOG version in the future. :)

  5. very very good especially this all take your time to do the meuilleurs games
    I talk a lot of games on your forum so I think sales should be good
    do not get to worry about the level

    some little thing though

    water will be incorporated into the final version?? I think it is very important aspect of survival in a dungeon games

    last little thing

    there will be when in a dungeon master cooldown of weapons
    for example when the player types with an ax as the skill point it will take longer or less time in order to re-enter another character that

    • - bug fix: dead champions can eat and drink

      So yes, there will be a water and food metre in the game.

      Im not sure if I understand your last part but yes, there are cooldowns for normal weapons (like throwing,hitting) with different cooldowns. (lets say daggers are faster then waraxes for example)

  6. Would be really nice to see a future retail release. With alot af goodies. Like CD Projects Witcher games. Alot of goodies in thhose boxes.

    I would certainly buy it!

  7. Sadly, this is meant for a digital-only distribution (or so I understand).

    Anyway, greatly expecting this game, probably my most wanted :-)

  8. Very excited. can’t wait. Thanks for the update

  9. This game is going to be popular. Once it gets released – and especially if it makes it to Steam, it will quickly gain a following if it is as good as it looks. What is exciting for me is that this game could capture the imagination of a whole new section of gamers who have been dulled by games that do it all for them. The prospect of a true successor to Dungeon Master after so many years is amazing. Many have tried – all have failed….but I really believe that LoG will succeed where others have crashed and burned.

  10. @Thurbold : Me too !!!!

    @Team : Very good job and thanks for the update ! The most wanted game for me since 20 years !

  11. Now that’s a changelog! :)

    We’re still here and our credit cards are ready ;)

  12. Hi, i still follow you, wish you all the best for this year and hope that the mac version will be great!

  13. Been following this for months ~still looking forward to it when it’s available.

  14. As one of the artist/designers of the first two Eye of the Beholder games (third game was done by SSI, the publisher, after Westwood was bought by Virgin) I just wanted to express my hope that you guys pull off a real good game and I can’t wait to try it out. Here is one of the major things we learned from the first one and kinda fixed in the second: Let intelligent enemies open normal doors that way players can always run through a door, close it and have all the time in the world to heal up. Then there was Dran during the boss fight of II who smashed through the doors, that took players by surprise. Biggest thing of all, don’t let all the enemies have the same movement logic that allows you to kill anything but just doing the EoB Square Dance: side-step, forward, turn, attack, repeat. For example sometimes Dran would quickly step forward to where you were, so when you turn to where he was, he wasn’t were you expected him to be and he’d be the one to get a free attack.

    • A humble bow to you, Sir! We’ll definitely take these ideas coming from you into close consideration. One thing which came up in the beta was indeed to improve monster behavior.

      Good job on EOB 1/2! The graphics in those games were amazing!

    • wow…. you are one of my childhood heros. Thank you for these 2 great games, which both were and are big parts of my live.

    • Is that for real? I take my hat off to you sir, Westwood is a legend! EotB, Legend of Kyrandia, C&C, Blade Runner, Lands of Lore…

    • I found Eye of the Beholder II, http://www.hotud.org/ “underdog” and old games websites and am playing it in a DOSbox, http://www.dosbox.com/ on my win7 machine now!

      You may have my credit card number now….

    • I loved Eye of the Beholder and it is fantastic to see developers like you still supporting the genre. I played it on the Amiga and the graphics and sounds were fantastic – and trying to find out the secret bonuses on each level was a lovely touch, as were the portal keys (something to think about LoG devs? :-) ). Probably the closest anyone got to matching Dungeon Master for atmosphere and game play, I’ve played EoB a couple of times on emulators in recent years and it is still a great game to play. I would rather play EoB than some of the absolute rubbish out there – graphics are great but games soon get boring without solid game play to support them. Hope to read your feedback on LoG when it eventually comes out.

    • Absolute Kudos to you sir! (and all of your Westwood teammates).

      EOB1&2 are long time favorites… and I still have them installed.
      To this day I can still get startled by those zombies, and I can’t relate how creepy it felt to encounter those spiders (for the first time ~back then). Excellent games.

      ** BTW (I had to ask)… Do you still know of any utilities that can convert to and from format 80? **

    • /bow :D

      Also, Westwood’s Lands of Lore 1, for me, is truly among the best DM games ever created, the attention to the detail is really impressive.

  15. hi
    yes when is finish??,

  16. Can´t wait for the game. In my games magazine there was a preview for RPGs in 2012. Legend of Grimrock got an article on the same page with Diablo 3 and Mass Effekt 3 (PC Games Germany 01/12). Thoght it would be nice to know ;) (toxicated sorry…)

  17. Will you use font’s ingame that are readable on large screens btw? I love gaming on the bigscreen, but alot of games give you miniscule ingame text.. I’m damaged by consolles.. :D

    • The size of the fonts scale according to resolution. So, with a big screen you’ll have big text.

      • Thank you! :D

        You don’t realize how many games don’t do that.. Shogun Total War 2, and Anno 2070, is unplayable on large screen, for example…

  18. Thanks guys for another great post & thanks to Josepth4th for 2 really xlent games,cant wait for release,happy new year :-0

  19. i’m waiting for a game like this one since dreamless nights on Black Crypt…
    good goood job!!

  20. Looks like Gamespy put up a preview..

    I like what I’m reading so far!

    http://pc.gamespy.com/pc/legend-of-grimrock/1215943p1.html

  21. Just curious as to the level of difficulty in your dungeons and the length of the game. i.e. Dungeon Master is easy and short, CSB is medium, where Conflux 3 is difficult and very lengthy. Where would you think Grimrock lies in this scale? I guess that what I’m getting at is that imho most people who love DM and the like are now 30-40+ years old and will need a challenge appropriate for that age.

    • I would like to correct that number to 20-40+ years old :) I’m 24 and a big time fan of DM, black crypt, Eotb and every other game I could get my hands on back in the day. Amiga was cleary the supreme gaming machine ;)

    • I’d say the difficulty of the genre depends very much on your experience in playing these kind of games. For example, CSB could be impossibly hard if you haven’t played DM/EOB before.

      LoG, I think, is somewhere in the ballpark between DM/EOB and CSB.

  22. Regarding the release to Steam. I am not going to argue the merits of one service over another as it is entirely subjective to the individual, but some of us just don’t like the Steam platform. Would you be willing to consider releasing to other digital distributors as well? Such as Desura for example.

    • We are considering other options too but releasing the game even on a single platform is a lot of work… we would rather spend our time adding more cool stuff to the game than releasing on many platforms. But we’ll see…

  23. that’s it? ~150 additions/fixes??? when do you guys start planning on working on this game????

    ;)

  24. Hello You said you have to factor water
    there will be bar food statistics
    a statistical bar for water as well??

    there will be items such as fountains or dungeon master will have to recharge water??

    • There is no water bar because it doesn’t add that much to the game imho once you have a food bar (in gameplay terms they’re pretty much the same thing). However you can drink mix and potions.

      • this means that the player can drink water that are in gourds Waterskin or bottle Water Flask and it goes back bar Statistical food ?????

  25. Keep going and make a good work, i m exciting to find again a dungeon master or a eyes of the beholder like ! The games i playded went i was young. Thank for that. A frenchy from Paris

  26. Can’t wait to be fighting that Z you keep mentioning in the changelog. Must be quite some opponent ;-)

  27. I didn’t notice this before, but HELL YES TELEFRAGGING

    I’m glad you’re staying faithful to this long, proud and gory tradition!

  28. Question, how keyboard friendly will LoG be?

    I’d love if you could do combat solely using the keyboard, using the keypad for attacking and casting spells, for example. As a suggestion, you could move using WASDQE (which I assume is already in) and attack using 7, 9, 1, 3 on the keypad. Also, going by the beta trailer, it seemed like spells could be mapped 1:1 to the keypad (a 3 x 3 grid.) Similarly it would be neat if 1 – 4 opened the character screens and so on. Many of the old dungeoncrawlers were obnoxiously mouse intensive, one of the reasons those UI:s were so clunky.

    Not everything is possible to do with the keyboard of course, but it’d be nice if as much as possible was mapped to the keyboard.

    Thanks for reading, looking forward to the game regardless. :-D

    • The default key bindings are currently: WASD + QE for movement, 1,2,3,4 = open character sheet for prisoners 1-4, R = rest, F = change party formation, TAB = map. You can also customize the key bindings. So it’s pretty keyboard friendly. Due to popular request we’re also considering implementing numpad controls for spell casting.

      I’m not a big fan of using the keyboard for attacks because then I would have to constantly switch between mouse and keyboard (there’s a lot of inventory management in the game which is a lot easier to do with the mouse).

      • Another thing I liked (in lieu of a hotkey) was the ‘quick item’ slots in EOB. Where you had a stack of items and each one moved (up) into the hand as the previous one was thrown or consumed.

        I would often put a shield in the last slot, so when my PC was out of knives, they would equip their shield automatically.

      • Will you also have old school movement with a click of the mouse on the arrows like all the DM’s had on the Amiga and Atari ST?

        • No, we don’t have on-screen arrows. May I ask why do you want to know? :) Just curious because I don’t know anybody who clicked on those arrow buttons in the old games…

          • I’m disabled and use a mouth stick for typing, I always used the mouse in DM just easier for me, but I will learn to play you’re way.

            I can’t wait to play

          • Hey, I didn’t see why the arrow icons couldn’t be added, so I went and added them for you. They can be enabled from settings menu. Hope you like the game!

          • Are you serious? That is freaking AWESOME, how about sending me a demo to make sure they work wink wink
            Thanks again, I can’t wait to play

        • Petri from you’re screen shots in July, I saw you had the arrow icons, did you have to make many changes to put them back in the game? Thanks again

          • It was no biggie. I took the arrows from the old iPad version and did some changes to gui layout to make them fit to the screen. Juho promised to do a polish pass on the graphics so they’ll match visually to other interface elements.

          • Thanks again, I can’t wait to pre-order Grimrock so at least then I will know it will be out shortly after. Any chance you will keep the on screen icon arrows when you build and expand on the Grimrock story of games?

  29. bonjour ,
    il sort QUAND ce jeux ?
    UNE DATE a chaque fois il recule,il recule,il sera en francais ?

  30. Its really nice to see that you are already so busy, working on this game in the new Year. Like everyone else I am really looking forward to buy it.
    I ve got alot of Questions to Potions, Magic Items, Charakter Classes…but i just decided to be suprised later, cause from all the stuff you showed us so far, it looks flawless. Keep it up!

  31. I really can’t wait for this. Finally a real RPG that plays like the best ones from the 90s! Keep up the good work guys, will totally buy it day 1!

  32. This keeps looking better and better. My favorite in this genre was Lands of Lore 1 and this looks like it has potential to surpass that.

  33. Hello.

    I really hope that this game will be released in the next days.
    Actually I deleted a lot of actual games from my computer to play old games like “UFO Enemy Unknown” and “Dungeon Master” and “Battle Isle”.

    Really, they give me much more fun than actual games.

    Because “LoG” is a “Old School Game” I hope that it will give me the same feeling.
    Please don’t let you irritate of actual games.

    I think many many gamers will love the flair. Also younger gamers that didn’t know Games like “Dungeon Master”. Most of them just know a Dungeon as a Instance in World of Warcraft. They didn’t know, what’s a real dungeon.

    Give them the chance to learn true dungeons :)

    Thank you.

    Thurbold

  34. I loved DM and watching the movies of this game took me right back to the days of old.. I am seriously looking forward to this game. Consider it my must have purchase for 2012.

    Well done to Almost Human and keep up the great work.

  35. Will you support 2560×1600 resolution? Thanks!

  36. COOL!

    finish it please… and start working on Magic Carpet 3 ;)

  37. I’m sure this is asking a lot, but has LoG been tested with Nvidia 3D Vision?

    also… curious this isn’t announced here yet

    http://uk.pc.gamespy.com/pc/legend-of-grimrock/1215943p1.html

  38. Your work with this game is really impressive and I wish you the best of success reviving a genre of gaming that has somewhat been forgot over the past decade. I still remember the first time I played Lands of Lore 1 (The Throne of Chaos) as one of my best teenager memories related to gaming. Their attention to detail in story and gameplay is amazing, even by today’s standards. I’ve recently bought it from GOG and I’ve made a small tribute to it, here’s the intro at 1920×1200 with HQ6x with General MIDI music:

    http://www.youtube.com/watch?v=NwxvCVhr954&hd=1

    Still blows me away!

  39. please,say at what month do y release the game
    and whats y next game?

  40. Pétri and the team finish the game the best you can

    I have already put money into my PayPal account

    ready to buy the game !!! ;)

  41. i so cannot wait for this game, your onto a winner for sure!

  42. hi to all, i want to tell a big thanks to the group that making this game i realy wait this game like a treasure!!! but i want to ask something , i have a sony bravia tv 40 my broblem is that in many games i cant see or there is too small display of hp and mana and the text and anything else that apears in the screen. is there any solution in log???? ty for your time

    • All the elements in the GUI scale according to the resolution of the display. Basically in this case it should mean that the health and mana bars as well as the texts etc should work pretty well even with a big TV.

  43. ty for your answer, the only way is to low my resolution then? any option in game that we can change the size??? and dont low resolution? i like to play games in high res, 1920/1280 . ty again you are the best!!!

    • No, you should preferrably use the highest resolution available. The GUI elements are scaled so that they are always close to the same size physically. So when you use a lower resolution, they will consist of fewer pixels (e.g. they’ll be more blurry) but measured in inches/centimeters they will be the same size.

      To put it simply: bigger display resolutions use bigger GUI elements. :)

  44. I’ve dusted off my trust old sword and filled my lantern with oil for the journey. I know you get loads of thank you messages and here’s another.

    From a 30 something gamer who thinks the modern market has lost something special, thanks for bringing back the magic.

    I can’t even begin to explain the anticipation of playing this game, in fact, it’s a level that’s not been matched since loading up Dungeon Master, Xenomorph and eye of the beholder when I was a young teen.

    Provisions at the ready, this is one adventure I won’t be missing out on!

    Keep up the excellent work.

  45. The music score of the beta trailer sounds awesome! Drums and violins really hit the spot for an epic ambiance! :)
    Can we expect more of this kind of music in the game? Where are you guys getting your inspiration from? Thanks!

  46. did you integrate anti particle effects of smoke or dust when the walls of the passages open secret ???

    it’s so realistic !!!

  47. .-* READY TO BUY AND PLAY !!! *-.

    :-)

  48. I’ve bought and paid for this today and have just had 10 minutes on it to check out how it looks and whether it works well with Nvidia Nvision 3D.

    The 3D effect is great but… unfortunately, the shadows don’t look quite right. Each eye is being sent a seperate image wherein the wall and creatures all look fine but the shadows they cast don’t combine well. This messes with your eyes and brain so much it’s tricky to play in 3D.

    Lots of other games suffer from this in 3D but I was wondering if the developers could shed some light on whether this could be fixed?

    Thanks for a great game! – it already looks great without 3D being turned on but would look even more amazing with 3D working 100%.

    Cheers…

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