Grimrock 2 Update 2.1.17

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Dr.Disaster
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Re: Grimrock 2 Update 2.1.17

Post by Dr.Disaster » Thu Nov 13, 2014 3:42 am

Not really a bug, more a slip: any monster spawning in Hamlet of Stormbreach can walk into the House of Needles and also die there. Just had this happen with a good bunch of wargs and rat pirats including the 2nd rat boss.

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Isaac
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Re: Grimrock 2 Update 2.1.17

Post by Isaac » Thu Nov 13, 2014 4:42 am

Dr.Disaster wrote:Not really a bug, more a slip: any monster spawning in Hamlet of Stormbreach can walk into the House of Needles and also die there. Just had this happen with a good bunch of wargs and rat pirats including the 2nd rat boss.
They go into the Hall of Braids too, and can drown. I did chase the ogre down there and fought him on the bridges.

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Dr.Disaster
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Re: Grimrock 2 Update 2.1.17

Post by Dr.Disaster » Fri Nov 14, 2014 11:48 am

Again no bug, but an exploit:
Drinking multiple Rage potions causes stacking of their +20 Strength and thus damage effect. Intended behavior?

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Dr.Disaster
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Re: Grimrock 2 Update 2.1.17

Post by Dr.Disaster » Sat Nov 15, 2014 5:03 am

Just found out that skeleton archers can be poisoned :o
Ain't all undead supposed to be immune to it?

Nexus
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Re: Grimrock 2 Update 2.1.17

Post by Nexus » Sat Nov 15, 2014 11:19 am

Dr.Disaster wrote:Just found out that skeleton archers can be poisoned :o
Ain't all undead supposed to be immune to it?
They also appear to be fine with lightning. Seems they lost their vuln and resisit stats.

Nexus
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Re: Grimrock 2 Update 2.1.17

Post by Nexus » Sun Nov 16, 2014 9:42 am

File corruption dont mind me just forgetting posts....
SpoilerShow
MAIN CAMPAIGN RELEVENT!

Ok so I broke game logic just now. In the ruins of desarune you can walk to the crystal room withought entering the first puzzle room. Jump down the pit and you exit into the first puzzle without setting off the first triggers rendering the room unsolvable.
Last edited by Nexus on Mon Nov 17, 2014 8:44 am, edited 1 time in total.

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Dr.Disaster
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Re: Grimrock 2 Update 2.1.17

Post by Dr.Disaster » Sun Nov 16, 2014 6:11 pm

Nexus wrote:MAIN CAMPAIGN RELEVENT!
As you learned here it's not ;)

minmay
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Re: Grimrock 2 Update 2.1.17

Post by minmay » Wed Nov 19, 2014 11:18 am

From my experiments it looks like if the party is mouse-looking while GameObject:setWorldPosition() is called, the new world position won't be applied to the object until the party stops mouse-looking. Don't know if this is an actual bug or just an intentional optimization, but thought I'd mention it.

edit: nevermind, this isn't true, I'm just an idiot. party.onDrawGui() does not execute while the player is mouse-looking.
Last edited by minmay on Wed Dec 03, 2014 1:11 am, edited 1 time in total.
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theruler
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Re: Grimrock 2 Update 2.1.17

Post by theruler » Wed Nov 19, 2014 9:45 pm

Could I ask why on my HumbleBundle page the version is 2.1.18?

md5: 9e796635daf7f24a512c7850b5155db0

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Dr.Disaster
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Re: Grimrock 2 Update 2.1.17

Post by Dr.Disaster » Thu Nov 20, 2014 12:47 am

because it's the current version

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