But by breaking things I mainly meant sending a Swap Bolt into the teleporter in front of the pyramid, sending you to the desert prematurely
It was funny really. I shot a bolt there, nothing happened for a while, said "meh" and went into the cemetery, reloaded the game a few times, was about to enter the catacombs when I suddenly get teleported into the desert. All mummies and both Golems had their brains turned off because I glitched in there, got a bunch of levels from all that. Good stuff.
Oh that teleporter! (I wondered which unreachable ones you talked about but did not think about this one). Yeah it could be protected by an additional grate or lead to a floor trigger that activates all brains. I think it is the only glitch you can find in Isle of Nex though!
zimberzimber wrote:I think no matter how high a monsters stats are, as long as you can move they're not a threat due to Grimrocks natures. Right now, if you get cornered its game over. Maybe increasing animation speeds a little bit with every level? Would probably look awful in higher levels though.
Animations speed can scale with level but only within a limited margin to still look okay. I think it would be complicated to implement. But scaling cooldowns speed could be interesting.
Also I don't agree with the idea that because a solution exists to beat any monster it makes combat and leveling meaningless, for a few reasons:
- In wow for example, it is possible to clear a new raid the week it is released or maybe in two weeks due to unavoidable damage. In reality that nearly never happens, except for a very limited population of top world guilds players, because "normal" gamers are awful at games
(...and non gamers are worst).
- I have yet to see any youtuber make a let's play of Grimrock and just be good at the game. They all take damage, even when they square dance, some even struggle in easy mode! Also they generally miss most secrets and make poor classes, skills and equipment choices. I always wonder if they are distracted by making a video and commenting in real time, or if the average player is that bad
- As modders we know a lot of details about the game and play test a lot, so that puts us at a higher level.
- I tried (a few minutes) a technique suggested by Minmay against crabs, "tile evasion" where you just have to move back and forward during the monster attack to avoid it in a corridor and still forbid it to move forward and block you in a dead end. I totally failed and as a player, I used frost bombs on that occasion in Grimrock 1.
- Good luck on fighting a monster that can one shot your party and takes 10 minutes to kill with square dancing.
- Isle of Nex has specifically a level design allowing square dancing in all fights, and it forces you to master square dancing, at least in hard mode, as the only viable combat technique (making defensive builds useless). I think what I propose with the spell pack is an viable alternative to that. Even when cornered, you can use smart heals, a taunt spell, damage reduction abilities and various crowd controls. That way I don't have to make sure I add 2x2 rooms everywhere in my own mod maps. A player that would rely only on square dancing in my mod will meet a tragic fate rapidly.
And with this idea of harmless monsters, what is the point of leveling in the first place? Maybe unlocking some required abilities to solve puzzles, and that is not the case in Isle of Nex.