MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Dr.Disaster
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Joined: Wed Aug 15, 2012 11:48 am

Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Dr.Disaster » Sat Feb 06, 2021 11:56 am

Kirill wrote:
Sat Feb 06, 2021 6:42 am
Cave wizard wrote:
Fri Feb 05, 2021 6:26 pm
but the mod was surprisingly challenging even on normal difficulty.
While I found this mod very easy even on hardest difficulty, I have played a lot of similar mods over the years, I notice others like you saying this mod was way too hard for them so I guess everyone has a different perspective!
Combat difficulty in MQ depends on the party you bring.
A new party won't see much of a difference until close to the end.
A party that has completed the main campaign once will notice that monsters are tougher then usual.
A party that has completed a lot of custom mods or finished MQ several times will face same serious opposition up to monsters being almost impossible to hit in melee (watched lvl 35 Toorum Flurry of Slashes triple-miss lots of times) while being able to deal one-hit-kills.

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Komag
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Location: Boston, USA

Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Komag » Sun Feb 21, 2021 12:35 am

Cave wizard wrote:
Fri Feb 05, 2021 6:26 pm
Which are the two new bosses? I got all the secrets and treasures but never encountered a boss that I clearly recognized as new. I think the king that ranks you is new, but I never had a proper fight with it, only one where it tests you while you're stuck at the bottom of a pit with no ability to move.
Yes, that snail king fight in the pit is one of them, and the other is the multi-uggardian in the tomb
Finished Dungeons - complete mods to play

Cave wizard
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Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Post by Cave wizard » Thu Feb 25, 2021 12:56 am

Dr.Disaster wrote:
Sat Feb 06, 2021 11:56 am
Combat difficulty in MQ depends on the party you bring.
A new party won't see much of a difference until close to the end.
A party that has completed the main campaign once will notice that monsters are tougher then usual.
A party that has completed a lot of custom mods or finished MQ several times will face same serious opposition up to monsters being almost impossible to hit in melee (watched lvl 35 Toorum Flurry of Slashes triple-miss lots of times) while being able to deal one-hit-kills.
Funny how that works. I had a suspicion that level-scaled enemies were more dangerous once you're past the beginning snails, because they were putting up more of a fight than most things I can think of in vanilla Grimrocks.
Komag wrote:
Sun Feb 21, 2021 12:35 am
Yes, that snail king fight in the pit is one of them, and the other is the multi-uggardian in the tomb
Thanks for clarifying. I did think the uggardian could have been new, but I wasn't certain.

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