Search found 218 matches
- Thu Feb 19, 2015 7:10 pm
- Forum: Grimrock 2 Discussion
- Topic: Monster Library
- Replies: 6
- Views: 4213
Monster Library
In some games there are monster libraries about monsters you encountered. Maybe such a thing is possible in-game as well. Let's say you encounter and defeat a new mob. It gets a new page in the library with additional data depending on how you defeated it. If you tried different physical and magic a...
- Thu Feb 19, 2015 7:02 pm
- Forum: Grimrock 2 Discussion
- Topic: Small suggestion: numbers on health/mana bars
- Replies: 10
- Views: 7134
Re: Small suggestion: numbers on health/mana bars
Dr. Disaster: We are not talking about LoG 1 Well, I haven't played LoG2 on the Mac yet, so I can only guess, but for me LoG2 itself is only a big mod and the fun is in all the other mods that will be made. So all my suggestions are for all LoG2 mods I will play later. Dr. Disaster: I think you mis...
- Thu Feb 19, 2015 2:01 pm
- Forum: Mod Creation
- Topic: [Solved]Assistance in creating a proper floor_trigger puzzle
- Replies: 14
- Views: 4338
Re: Assistance in creating a proper floor_trigger puzzle
I'm thinking in the line of this, but it might not be 100% correct (maybe 50%): local x12 = floor trigger 12 X coordinate - - should be known local y12 = floor trigger 12 Y coordinate - - should be known local gem = { "blue_gem", "green_gem", "red_gem" } for i = 1,3 do for e in map:entitiesAt(x12,y1...
- Thu Feb 19, 2015 5:58 am
- Forum: Mod Creation
- Topic: Open world à la Doomdark's Revenge
- Replies: 4
- Views: 2073
Re: Open world à la Doomdark's Revenge
A better idea for fishing might be using a harpoon to spear fish or set traps as it would take less animations. You throw your harpoon in the water from the edge and pick it up after with randomly a fish extra in your backpack. Same for traps. To make it look good both items add caught fish to it th...
- Thu Feb 19, 2015 5:44 am
- Forum: Mod Creation
- Topic: Open world à la Doomdark's Revenge
- Replies: 4
- Views: 2073
Re: Open world à la Doomdark's Revenge
Some better descriptions: - a fishing rod minmay: what? To fish for food 'attack' the water with a fishing rod equiped. There should be an animation of a fishing line hitting the water that stays there followed by an animation of the bobber being pulled. Then 'attack' again to reel in the line. Rand...
- Thu Feb 19, 2015 5:22 am
- Forum: Grimrock 2 Discussion
- Topic: Small suggestion: numbers on health/mana bars
- Replies: 10
- Views: 7134
Re: Small suggestion: numbers on health/mana bars
Frenchie: Especially for mobs giving real insight if your visible damage is actually hurting the mob. Dr. Disaster: An applied damage of white non-zero numbers means regular damage. Dr. Disaster: What matters is the actually applied damage In a LoG1 mod I fought a mob with lots white numbers (regul...
- Wed Feb 18, 2015 11:38 am
- Forum: Grimrock 2 Discussion
- Topic: Lack of news 2 / Time Table
- Replies: 8
- Views: 6658
Re: Lack of news 2 / Time Table
Ixnatifual: Right. I also forgot about Legend of Grimrock Online, the premier MMO where puzzles are auto-solved by right-clicking on them. :) Asteroth: No way! You would have to PAY to auto solve each puzzle. Otherwise you'd get 1 attempt per 6 hours. How about you receive IQ points for each solved...
- Tue Feb 17, 2015 10:17 pm
- Forum: Mod Creation
- Topic: Open world à la Doomdark's Revenge
- Replies: 4
- Views: 2073
Open world à la Doomdark's Revenge
I'm just curious to see if it's possible to create a mod without any dungeons. Let's say you want to recreate Doomdark's Revenge. Beside a bunch of tunnels with a few minor monsters only landscape. Traveling through a forest is slower than a grassland. When night falls you need to take a rest as the...
- Tue Feb 17, 2015 9:58 pm
- Forum: Modding
- Topic: [MOD] Castle of the Ancients
- Replies: 12
- Views: 14072
Re: [MOD] Castle of the Ancients
Also annoying. If you want to import your party from a previous dungeon save, you still need the dungeon.dat of it.
- Tue Feb 17, 2015 9:51 pm
- Forum: Grimrock 2 Discussion
- Topic: Small suggestion: numbers on health/mana bars
- Replies: 10
- Views: 7134
Re: Small suggestion: numbers on health/mana bars
I think it would be nice if there was be an option to toggle numeric values on top of health/mana bars. Especially for mobs giving real insight if your visible damage is actually hurting the mob. Better would be a scalable interface so people with a large screen can have a bigger one in high resolu...