[Beta] Grimrock 2 Randomizer

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7Soul
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Re: [Beta] Grimrock 2 Randomizer

Post by 7Soul »

Beta 1.4 https://drive.google.com/file/d/1MSZZG0 ... sp=sharing

Changelog:
  • Bug fixes
    • Keelbreach bog treasure buried
    • Monsters that don't get randomized (like magma golems and most bosses) won't trigger their connectors twice or drop items twice, they no longer drop a "Nothing" item and trigger their connectors properly
    • Pyramid of Umas - Burial Chambers: puzzles now use the randomized items as expected
    • Fixed missing cube model
    • Fixed missing treasure maps
    • Fixed "attempt to index field 'data' (a nil value)" error when some monsters attack
    • Fixed castle and pyramid torch holders and fixed empty torch holders
    • Fixed the "spider walker" mob from the archives puzzle randomizing
    • Fixed "rat swarm" spawning in levels with elevation
    • Removed some leftover debug messages
    • Lowered damage of Fire Elementals if they spawn too early
  • Item changes
    • Now the type of item (like being an accessory) and location (like being in a chest) increases its rarity, which increases its potential of getting multiple stats and special stats (like skill levels). Previously only the map affected this
    • Accuracy bonuses on Shields now apply properly
    • Low tier weapons that spawn in later levels gain a random attack power boost (check those torches!)
    • Extra item spawns added to some secret spots
    • Spell charges are now based on map (no meteor storm early, but also no fireburst late)
    • Requirements for spell charges lowered significantly (low/medium tier spells no longer need points in elemental magic skills)
    • Meteor Hammer gets randomized when it spawns
    • Added more variety to the description generator
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Torst
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Re: [Beta] Grimrock 2 Randomizer

Post by Torst »

Thx 7Soul.

Take a look into the new build.
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7Soul
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Re: [Beta] Grimrock 2 Randomizer

Post by 7Soul »

1.4.1 quick update: https://drive.google.com/file/d/18DCVkQ ... sp=sharing
Items in chest weren't getting the slightly higher rarity
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7Soul
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Re: [Beta] Grimrock 2 Randomizer

Post by 7Soul »

Beta 1.5 https://drive.google.com/file/d/1qEZJhS ... sp=sharing

Changelog:
  • Item changes
    • Throwing weapons are now randomized
    • Due to the nature of how the game handles throwing items, their stacking mechanic had to be changed: now when you right click a throwing item in your inventory, you'll see an extra inventory like a bag. If you put another throwing weapon of the same type in it, it'll be destroyed, increasing the count for the original weapon
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7Soul
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Re: [Beta] Grimrock 2 Randomizer

Post by 7Soul »

Beta 1.5.2 (it's buggy, fixing)

Changelog:
  • Item changes
    • Fixed Throwing weapons not getting secondary attacks
  • 1.5.2
    • Fixed serialization errors
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Torst
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Re: [Beta] Grimrock 2 Randomizer

Post by Torst »

Shortly after start a new run i get these savegame error mention above.
minmay
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Re: [Beta] Grimrock 2 Randomizer

Post by minmay »

Bug report: in the true final boss fight, when the Island Master flickers between his trickster and human forms, each flicker triggers effects like "Lose 10 health when an enemy dies".
Grimrock 1 dungeon
Grimrock 2 resources
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7Soul
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Re: [Beta] Grimrock 2 Randomizer

Post by 7Soul »

Beta 1.6 download: https://drive.google.com/file/d/1In4Rnl ... sp=sharing

Changelog:
  • Item changes
    • Firearms improved by a metric ton
    • Torches can very rarely have a special attack
    • Item stats:
      • "healing on kill" triggers now roll mostly only on weapons
      • Curses (such as lower stats under 50% hp) reduced in magnitude by 20%
      • Effects "per nearby enemy" and "under 20% hp" boosted slightly
      • Removed conditional Vitality reduction/increase effect
      • Items that roll with only 1 property are more likely that it is a positive value
    • Status effects:
      • Weapons that cause Frozen apply it for a greater duration
      • Fixed "Blinded" having no indication that it got applied
      • Firearms can get a status effect chance
      • Effect chance up to 2x on weapons that deal less damage
  • Monsters
    • Randomized Monster spawners
    • Increased monster variety
    • Lowered damage randomization for low level monsters
    • Monster evasion and protection in lower difficulty maps now maxed out at lower values
    • Item drop chance increase slightly
    • Added more items to the random drop table
  • Bug fixes
    • Fixed more serialization errors
    • Fixed monster attacks causing a crash
    • Fixed Xeloroid firing wrong spell object
    • "Lose health on enemy kill" doesn't trigger against bosses
    • Removed some left over test items
    • Fixed Bronze Brace always displaying "Critical Chance + 3%"
  • Misc
    • The randomized class traits don't repeat between different champions
    • All base class bonuses (like the Barbarian +1 Str per level) were turned into traits that go into the traits pool (The Farmer and Alchemist bonuses however, remain hardcoded)
    • A champion won't get both "Poison Immunity" and "Poison Resistance" traits
    • A HUD message appears when you prevent a condition because of an item

Got some pictures of a few high rarity item drops:
(also added to first post)
SpoilerShow
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7Soul
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Re: [Beta] Grimrock 2 Randomizer

Post by 7Soul »

Beta 1.6.1 https://drive.google.com/file/d/1VB7xDc ... sp=sharing

Changelog:
  • Bug fixes
    • Fixed new serialization bug
  • Monster changes
    • Monsters get a reduction to attack, evasion and protection when they get randomized into one of the early levels (affects monsters around the strength of Skeleton Troopers being placed in the beach and twigroot forest, mostly)
    • Fixed 1 HP Zarchtons
    • Fixed Turtles not getting stat randomization
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Zo Kath Ra
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Re: [Beta] Grimrock 2 Randomizer

Post by Zo Kath Ra »

@7Soul

Why don't you upload these files to https://www.nexusmods.com/ ?
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