Search found 259 matches: viable
Searched query: viable
- Fri Apr 07, 2023 7:55 pm
- Forum: Custom Dungeons
- Topic: [MOD] Call Of House Hardabar
- Replies: 921
- Views: 167739
Re: [MOD] Call Of House Hardabar
... Didn't help any with my other obanyon questions though. That den of thieves place was insane. Turns out that using force field to stay safe...is a viable option when there are fires all around you. Though it's gonna take some time to figure out how to open that grate to the chest, since I can't ...
- Fri Apr 07, 2023 5:40 pm
- Forum: Custom Dungeons
- Topic: [MOD] Call Of House Hardabar
- Replies: 921
- Views: 167739
Re: [MOD] Call Of House Hardabar
That den of thieves place was insane. Turns out that using force field to stay safe...is a viable option when there are fires all around you. Though it's gonna take some time to figure out how to open that grate to the chest, since I can't imagine this place having hidden ...
- Sun Feb 21, 2021 8:46 pm
- Forum: Off-topic Discussion
- Topic: Am I dreaming?
- Replies: 9
- Views: 14326
Re: Am I dreaming?
... LoG without Potions. I played this way on b.net with a bunch of pals for way over a decade in D1 and D2 long before there were mods, we made Hell-viable SC and HC builds regular players would never attempt and we had a blast!
- Wed Mar 06, 2019 7:09 pm
- Forum: Grimrock 2 Discussion
- Topic: Legend of Grimrock 3
- Replies: 262
- Views: 435054
Re: Legend of Grimrock 3
so where is LOG3 now? I guess it comes down to a viable economic case? would it pay for itself? or be a loss making enterprise? Petri sort of answered the question here: http://www.grimrock.net/forum/viewtopic.php?p=119251#p119251 and here http://www.grimrock.net/forum/viewtopic.php?f=22&t=18239&p=116800#p116800
- Tue Mar 05, 2019 11:23 pm
- Forum: Grimrock 2 Discussion
- Topic: Legend of Grimrock 3
- Replies: 262
- Views: 435054
Re: Legend of Grimrock 3
so where is LOG3 now?
I guess it comes down to a viable economic case? would it pay for itself? or be a loss making enterprise?
I guess it comes down to a viable economic case? would it pay for itself? or be a loss making enterprise?
- Mon Nov 26, 2018 3:54 pm
- Forum: Custom Dungeons
- Topic: mod called "Falagar" ???
- Replies: 10
- Views: 20285
Re: mod called "Falagar" ???
... don't make any sense and are super weak compared to others combined with not knowing what to expect or know in advance if certain strategies are viable or not. The safest and surest bet was just to create 2 Warrior Trolls with Troll armor and Troll regeneration and 2 Alchemist Trolls skilled ...
- Sat Aug 25, 2018 8:53 am
- Forum: Custom Dungeons
- Topic: Resident Grimrock
- Replies: 132
- Views: 106129
Re: Resident Grimrock
... is selected and the game begins. Combat: - Reduced monster health. - Many of the monsters have had their shock resistance reduced, making firearms viable for most encounters. - Added an additional benefit to the "Melee Combat" skill. By default melee attacks cost 2 energy. At 3rd level ...
- Wed Apr 25, 2018 12:54 am
- Forum: Mod Creation
- Topic: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]
- Replies: 100
- Views: 152561
Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye
... see each time your saved mod loads, but I was told there's no workaround by Zimber and Minmay. I feel there is one, but no one has come up with a viable solution. 2. I have the same issue with the Demon, too. I assume this is an asset or monster brain issue when using it in a custom mod, because ...
- Sat Jul 29, 2017 9:46 pm
- Forum: Mod Creation
- Topic: New modder, need help (Default party, custom class)
- Replies: 33
- Views: 35228
Re: New modder, need help (Default party, custom class)
... aware of the additional path required for the portraits. Thank you. I came up with two ideas regarding hand to hand as well but I am not sure how viable either of them are. 1. Permanently locking a custom equipped weapon to the class. I could make a new undroppable "fist" weapon then ...
- Wed May 03, 2017 12:58 am
- Forum: Custom Dungeons
- Topic: [MOD] Journey To Justice v2.1
- Replies: 571
- Views: 437194
Re: [MOD] Journey To Justice v1.1
... entire map slogging through extremely hard spawning enemies using crystals and resources, because the game told me the solution I came to was not viable. When I reloaded the game and tried again, it let me cleave out the rocks. When I reloaded again to see if I could dig again, it told me it was ...