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Re: LoG2 Editor features and modding
Posted: Fri Sep 19, 2014 4:58 pm
by petri
whackangel wrote:So, it's going to be the same soft to edit dungeons in LoG2 or will there be an up-date, or a new soft... aaarg too many questions, so much excitment !!!
The new Dungeon Editor 2 is built in, just like the editor in Grimrock 1.
Re: LoG2 Editor features and modding
Posted: Mon Sep 22, 2014 9:45 pm
by cromcrom
Can't wait for the editor. Hopefully I will build something better than the lost continent, with the experience

, and new Scripting stuff. Will it be possible to randomize items variable in game (for my crafting system ?)
Re: LoG2 Editor features and modding
Posted: Tue Sep 23, 2014 6:56 am
by petri
cromcrom wrote:Can't wait for the editor. Hopefully I will build something better than the lost continent, with the experience

, and new Scripting stuff. Will it be possible to randomize items variable in game (for my crafting system ?)
Sure! With a little scripting, I don't see why not.
Re: LoG2 Editor features and modding
Posted: Wed Sep 24, 2014 1:12 am
by pulpum
so it means we can import our dungeons from Grimrock 1 and improve them with this nex editor?

Re: LoG2 Editor features and modding
Posted: Wed Sep 24, 2014 2:18 am
by Isaac
pulpum wrote:so it means we can import our dungeons from Grimrock 1 and improve them with this nex editor?

I doubt this; I certainly hoped for this, but the maps are different in LoG2, from what I've read.
Re: LoG2 Editor features and modding
Posted: Wed Sep 24, 2014 6:39 am
by petri
Sorry, this is not possible. So much has changed... But a clever modder could make a tool to convert at least the basic dungeon layout to the new system.
Re: LoG2 Editor features and modding
Posted: Fri Sep 26, 2014 2:10 pm
by Leki
Hi petri, in that super-cool component system, I guess champion can be defined in the same way, right? I mean can we define custom asset "champion"? Entity with components like name, class, skills, portrait, sounds and all atributes etc?
Re: LoG2 Editor features and modding
Posted: Fri Sep 26, 2014 2:24 pm
by petri
Leki wrote:Hi petri, in that super-cool component system, I guess champion can be defined in the same way, right? I mean can we define custom asset "champion"? Entity with components like name, class, skills, portrait, sounds and all atributes etc?
Unfortunately no, it would have been a HUGE effort to refactor champions like that. The problem is that the GUI has to make certain assumptions about how the champions are made -- for example, there is only so much space for attributes, and the layout of inventory slots is fixed.
The main way to customize champions is to give them traits.
Re: LoG2 Editor features and modding
Posted: Fri Sep 26, 2014 2:53 pm
by Leki
petri wrote:Leki wrote:Hi petri, in that super-cool component system, I guess champion can be defined in the same way, right? I mean can we define custom asset "champion"? Entity with components like name, class, skills, portrait, sounds and all atributes etc?
Unfortunately no, it would have been a HUGE effort to refactor champions like that. The problem is that the GUI has to make certain assumptions about how the champions are made -- for example, there is only so much space for attributes, and the layout of inventory slots is fixed.
The main way to customize champions is to give them traits.
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. So the point is not in the inventory but in reseting/removing skill. We can store atributes in array and write custom function like loadNpc() etc, but we cannot reach "hardcoded" things like Champion:trainSkill(“armors”, -1, dontSpendPoints) - it doesn't supporting 0 or better -1 --> remove skill... The point is that we cannot "change chapoions profession" let me say from fighter to mage because it's part of the story - mage is still keeping his "invisible" warrior "armour" skill ...
So in LoG2 we can "change proffesion" and "change theirs traits tree" and it will work?
If I have stored 6 champions, can I make 4paty members parties in that way? I mean injecting stored attributes into champion slot?
Re: LoG2 Editor features and modding
Posted: Fri Sep 26, 2014 3:35 pm
by petri
Oh yeah, it's possible to add/remove traits and skills. The modifiers they add are non-destructive nowadays.