petri wrote:Oh yeah, it's possible to add/remove traits and skills. The modifiers they add are non-destructive nowadays.
LoG2 Editor features and modding
Re: LoG2 Editor features and modding
I'm the Gate I'm the Key.
Dawn of Lore
Dawn of Lore
Re: LoG2 Editor features and modding
I found reading of your animation post interesting - keep going that way!
I have only one proposal - too specific monsters, look like mummy attacking with its own hand as weapon is, well thats not the best way how to design monsters - in my opinion.

Imagine them in party of 2 or 4 or as two monsters in one room - and all of them will attack you by bashing with their own turned off hands. Animation can be different I know but the idea of one handed mummies - you know what I mean. Add some femur in the hand or smth like that it will remove that "wtf - one handed mummy nation" feeling.
I know in some way, this can be cameo of old school design where players fought against some tough enemies and hated their specific look - omg not that headless knight again... omg two of them, omg this castle is full of fcuking headless knights! Where they come from? Aha it's nobleman execution after battle on white mountain easter egg http://en.wikipedia.org/wiki/Battle_of_White_Mountain
I hope this mummy is only example or player will face them only as single and very specific and tough enemy, let me say miniboss etc - but in the end you are the dungeon masters
I have only one proposal - too specific monsters, look like mummy attacking with its own hand as weapon is, well thats not the best way how to design monsters - in my opinion.

Imagine them in party of 2 or 4 or as two monsters in one room - and all of them will attack you by bashing with their own turned off hands. Animation can be different I know but the idea of one handed mummies - you know what I mean. Add some femur in the hand or smth like that it will remove that "wtf - one handed mummy nation" feeling.
I know in some way, this can be cameo of old school design where players fought against some tough enemies and hated their specific look - omg not that headless knight again... omg two of them, omg this castle is full of fcuking headless knights! Where they come from? Aha it's nobleman execution after battle on white mountain easter egg http://en.wikipedia.org/wiki/Battle_of_White_Mountain
I hope this mummy is only example or player will face them only as single and very specific and tough enemy, let me say miniboss etc - but in the end you are the dungeon masters
Last edited by Leki on Fri Sep 26, 2014 4:52 pm, edited 1 time in total.
I'm the Gate I'm the Key.
Dawn of Lore
Dawn of Lore
-
Neutronium Dragon
- Posts: 129
- Joined: Mon Jun 04, 2012 10:40 pm
Re: LoG2 Editor features and modding
Go with "whetted" in that context.JohnWordsworth wrote:Looks awesome! Appetite most definitely whetted (or just "whet"?).
Re: LoG2 Editor features and modding
Well, we have four different variations of this particular monster so it's not a problem really.Leki wrote:I found reading of your animation post interesting - keep going that way!
I have only one proposal - too specific monsters, look like mummy attacking with its own hand as weapon is, well thats not the best way how to design monsters - in my opinion.
Re: LoG2 Editor features and modding
This is not true. With a little bit of work you can remove all skill bonuses, including armour proficiency, quick strike, et cetera, in Grimrock 1.Leki wrote:I see... you know - nowday there is not a simple/safe way to remove, let me say armour skill if you gonna replace fighter with mage.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: LoG2 Editor features and modding
The slain mummy should sometimes drop its hand as a lootable club.petri wrote:Well, we have four different variations of this particular monster so it's not a problem really.Leki wrote:I found reading of your animation post interesting - keep going that way!
I have only one proposal - too specific monsters, look like mummy attacking with its own hand as weapon is, well thats not the best way how to design monsters - in my opinion.
Re: LoG2 Editor features and modding
I know your scrip m8 and it's nice piece of work - some other people wrote similiar solutions - but well, as I said, 300+ lines scrip, external exp counter etc is not a simple wayminmay wrote:This is not true. With a little bit of work you can remove all skill bonuses, including armour proficiency, quick strike, et cetera, in Grimrock 1.Leki wrote:I see... you know - nowday there is not a simple/safe way to remove, let me say armour skill if you gonna replace fighter with mage.
@ petri - same monster type with various look and animation set - sounds great!
I'm the Gate I'm the Key.
Dawn of Lore
Dawn of Lore
- cromcrom
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Re: LoG2 Editor features and modding
Will there be dialogues in LoG2, and will it be possible to mod dialogues ?
Can't wait for the 15th, and put my greasy little fingers into this babe
Or wet ?
Can't wait for the 15th, and put my greasy little fingers into this babe
Or wet ?
A trip of a thousand leagues starts with a step.
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: LoG2 Editor features and modding
Will it be possible to dynamically make NPCs / creatures friends/ennemies ?
A trip of a thousand leagues starts with a step.
- Mysterious
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Re: LoG2 Editor features and modding
Hi guys. Leki I got the model to appear in the Editor thxs to you, but the (textures don't appear on the sarcophagi). I don't know how to get the texures onto it. Here is what I have so far thxs
I assume I am missing some script to add materials.
EDIT: The original textures were the Altar ones from LOG1.
Code: Select all
defineObject{
name = "sarcophagus_lidless_2",
components = {
{
class = "Model",
model = "mod_assets/sarcophagi/models/sarcophagus_lidless.fbx",
},
{
class = "Obstacle",
hitSound = "barrel_hit",
hitEffect = "hit_wood",
},
},
placement = "floor",
editorIcon = 120,
}