I haven't seen hide nor hair of any manual for this game, especially on Steam. Can anyone point me to the manual there?
Almost all Steam games come with manual. Right click on the game name, and select view manual.Wait, this thing came with a manual? You mean beyond the basic instruction screen?
Fucking Steam extras.
Honestly, it was not very hard. I noticed it was a thing when experimenting trying to find new spells, but mainlyOk... Ending question. Did anyone get it without looking up the answer?
It's explained in the manual and in the manual only.
I dusted off saves to continue and I forgot one thing - where is the note that point you to use Serpent Staff from fugus cave to spit on pyramid door? My memory is that bad or I missed something?
One of the heads also says something like "The serpents can be reawoken" or something. It is tenuous, but I managed to figure it out, and I am bad at puzzle games.I dusted off saves to continue and I forgot one thing - where is the note that point you to use Serpent Staff from fugus cave to spit on pyramid door? My memory is that bad or I missed something?
AFAIK there isn't one. The only written clue is that the key was lost long ago and considered "beyond recovery".
The only real clue in-game are the golden serpent statues outside the pyramid, and the fact that the description for the serpent staff says that it looks like a golden serpent. The devs were hoping that someone would make the connection and be able to progress.
Yes, that there's a bug in the casting system.If you play around with the runes you notice that the middle rune doesn't 'fizzle' if used on its own. big clue right there.
Except it's not a spell. Spells do things. This "spell" doesn't do anything.Honestly, it was not very hard. I noticed it was a thing when experimenting trying to find new spells, but mainlyIt's explained in the manual and in the manual only.Ok... Ending question. Did anyone get it without looking up the answer?"The key is not the most complex spell, but the simplest"+ if you find the location it's engraved into the ground. The rune is also located on the spell board in the middle of all the elements, which is another big hint.
The second patch for Legend of Grimrock 2 is now out! The patch will update the game to version 2.1.17 and fixes several issues and also extends modding capabilities.
Steam version: the game should automatically update soon. If the game does not update in a few hours, restarting the Steam client should help.
Standalone version: if you are playing the standalone version, please download the patchthat updates the game installed on your computer.
GOG version: The patch also works with GOG installations but there is a slight kink. When a dialog appears saying that an existing installation can not be found and the patcher asks “Abort Installation?”, select No. You have to then navigate to the installation location of your GOG version of Legend of Grimrock 2.
We have sent the patched version to GOG and Humble Store and it will take some for them to process and make the new version available through their channels.
Here are the full release notes:
– tweaked a treasure instruction hint
– improved sewer pentomino puzzle reset logic
– fixed some cosmetic issues in levels
– mods: improved support for custom classes, races, skills and spells
– mods: added lots of new scripting functions and hooks
– bug fix: burnt out torch deal fire damage
– bug fix: ghost item appears on the ground when spawning an item into champion’s inventory
– bug fix: game can crash while digging in cemetery
– bug fix: saving the game while falling crashes
– bug fix: magma golem’s spit attack crashes after loading a save game
– bug fix: block puzzle in sleet island can get into unsolvable state
– bug fix: minor ceiling shaft visual glitch in Ruins of Desarune
– bug fix: fixed typos in item descriptions
– bug fix: an item on a magic bridge sometimes does not fall when the bridge disappears
– bug fix: healing crystals slowly drift from their initial position during the course of the adventure
– bug fix: dungeon editor crashes when ‘[‘ is typed into asset browser’s find box
– bug fix: dungeon exporting fails if dungeon contains script entities with external scripts
– bug fix: audio volume is not correct when changing current level immediately after waking up
I'm saying it should be more like LoG1. Non linear + a ton of puzzles + solutions and clues all over the place + backtracking trying to see if you missed a clue somewhere = frustrating.So, you're saying RPGs should be more linear?
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NuCodex
So, you're saying RPGs should be more linear?
Argh, the Final battle. I am seriously underpowered and lack elemental resistance.