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Re: [WIP] The Old Nexus 「 Grimrock XL 」

Posted: Thu Oct 03, 2019 6:14 am
by Slayer82
Not that anyone cares, but class traits come with a little flair text at the bottom~
People care. I'm sure there are many people who are anticipating the release of this mod - I am.

You've undertaken a huge task and I'm sure the mod will be excellent.

Re: [WIP] The Old Nexus 「 Grimrock XL 」

Posted: Thu Oct 03, 2019 7:13 am
by Torst
Slayer82 wrote:
Thu Oct 03, 2019 6:14 am
Not that anyone cares, but class traits come with a little flair text at the bottom~
People care. I'm sure there are many people who are anticipating the release of this mod - I am.

You've undertaken a huge task and I'm sure the mod will be excellent.
Thats right. Atm i play Falagar the 2nd time due to no new mods out there ;)

Re: [WIP] The Old Nexus 「 Grimrock XL 」

Posted: Sat Oct 05, 2019 9:48 pm
by 7Soul
Slayer82 wrote:
Thu Oct 03, 2019 6:14 am
Not that anyone cares, but class traits come with a little flair text at the bottom~


People care. I'm sure there are many people who are anticipating the release of this mod - I am.

You've undertaken a huge task and I'm sure the mod will be excellent.

Torst wrote:
Thu Oct 03, 2019 7:13 am
Thats right. Atm i play Falagar the 2nd time due to no new mods out there ;)


Aw you guys :cry:

Anyways, I finally had some piratey ideas for the Corsair class and I just finished implementing them

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The Plunder ability causes monsters to drop an extra item on death, it can be food, herbs, ammo, arrows, tinkering materials, potions and some other stuff. With more levels the good stuff drops more often

Dirty Fighting is a little based on the unarmed traits of LoG1

And made some changes to the Assassin too

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Corsair was THE go-to for firearms and Hunter was THE ranged attacker, so I gave the Assassin some new toys. I just threw in some numbers for the time, so don't pay attention to the +2s or +1s

With this I'm pretty much done with all class and traits related stuff, the focus now will be mapping and making puzzles! (and a loooot of testing)

Re: [WIP] The Old Nexus 「 Grimrock XL 」

Posted: Sun Oct 06, 2019 12:39 am
by Slayer82
All of your editing and work on changing the classes will bring huge depth and replayability to your mod.
It's nice to have this mix as it offers the player an opportunity to play differently compared to the main game.

I enjoy the updates, so please keep posting them.

I'm looking forward to its release.

Re: [WIP] The Old Nexus 「 Grimrock XL 」

Posted: Tue Oct 15, 2019 7:24 am
by andyroosta
Looking forward to the release after all your hard work!

Re: [WIP] The Old Nexus 「 Grimrock XL 」

Posted: Mon Oct 21, 2019 1:38 am
by 7Soul
Been spending most of the time now on testing and fixing the traits and classes, and making some monsters more interesting (or adding new variants) which I won't spoil

While doing some of the testing I realized that Missile and Throwing weapons sharing the same skill would make the two too similar, so I'll be adding Throwing Weapons skill in place of the Athletics skill (which was a pretty lame skill).

One of the Athletics perk, that made potions last longer and give temporary protection is now going to be an Alchemy skill.

At Alchemy level 3 you gain "Perfect Mix", allowing you to create better healing and energy potions, and they stack with normal ones!

Stacking potionsShow
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The better ones will always stay at the top of the stack. You can drink them, drop them on the floor, drop into the champion's portrait, use from the hand, use from the inventory... I hope I covered all fronts, it wasn't easy!

Re: [WIP] The Old Nexus 「 Grimrock XL 」

Posted: Sat Nov 02, 2019 9:20 pm
by kelly1111
Looking forward to your mod !