I thought I've seen everything on the Codex, but people defending walking dead scenarios is something new.
clearly you've never been in any thread about sierra adventure games
I thought I've seen everything on the Codex, but people defending walking dead scenarios is something new.
I thought I've seen everything on the Codex, but people defending walking dead scenarios is something new.
# One of the secret ways of beating this mod is NOT to enter the hub at the start. The key to that door is the Gear Key, which coincidentally is the same key used to unlock the portal found at the end of the vanilla game. If you can ignore that door and still reach the top of the Warlock's tower, you're good to go!
I thought I've seen everything on the Codex, but people defending walking dead scenarios is something new.
Choice and consequences means that some (not smart) decisions will lead to unwinable or very hard game.
Or you prefer hand-holding instead? And "respawning" food stores that make food meter pointless. Why add it at first place if no matter that you do it is always full?
The purpose of a food system is generally to limit resting and to make your party push on in suboptimal condition every now and then.
If the consequence of a food system is that you get a game over if you take too long figuring out a puzzle - in real time, no less - then it's a bullshit food system. The only thing it makes you is save before every puzzle, then reload after you've figured it out and do it again as quickly as possible. It doesn't add anything of value to the game, just boring grind.
The purpose of a food system is generally to limit resting and to make your party push on in suboptimal condition every now and then.
If the consequence of a food system is that you get a game over if you take too long figuring out a puzzle - in real time, no less - then it's a bullshit food system. The only thing it makes you is save before every puzzle, then reload after you've figured it out and do it again as quickly as possible. It doesn't add anything of value to the game, just boring grind.
I started playing "The guardians" mod, and a few hours in so far, it's excellent. It starts into an underground damaged facility and you need to go outside to find gems and ore to repair it. As it opens up, various chambers unlock new abilities for your party ( cooking, mining, etc.. ). It acts as a hub, and the outside areas are layed out a bug like Grimrock 2 as a map with various areas which you can explore in a non-linear way. Loving it so far, except two things: first, I'm getting frequent crashes ( the original Grimrock 2 never crashed ), like every 30', which means that every 30' I lose 5' of progression. Annoying as hell. The second issue is that saving / loading times seem to take a bit longer than in the original game, or as I recall, so that makes the crashes doubly more annoying.
I agree that the ambush system can sometimes be frustrating. I gave up Might & Magic X at the final dungeon due to its poor ambush system, but so far in this mod it's not as bad. Crossing my fingers that it doesn't get worse. On the other hand, I'm enjoying the really nice exploration sense, the non-linearity and the good level/map design. At the beginning the food system keeps you on your toes, but it's now getting easier once the areas open up and you accumulate a lot of ingredients. It's pretty well balanced so far.
# One of the secret ways of beating this mod is NOT to enter the hub at the start. The key to that door is the Gear Key, which coincidentally is the same key used to unlock the portal found at the end of the vanilla game. If you can ignore that door and still reach the top of the Warlock's tower, you're good to go!
How did you learn this? I want to give a try for this but need more information.
# One of the secret ways of beating this mod is NOT to enter the hub at the start. The key to that door is the Gear Key, which coincidentally is the same key used to unlock the portal found at the end of the vanilla game. If you can ignore that door and still reach the top of the Warlock's tower, you're good to go!
How did you learn this? I want to give a try for this but need more information.
My apologies for not replying earlier to this, but I honestly missed seeing this post (both times).
I got stumped on a puzzle where I knew what needed to be done, but not how to get that done in-game. So I scoured the Grimrock-forums, various YT-videos and the Steam discussion for this mod, where the author confirmed that NOT entering Livingrock is one of the secret ways of beating the mod. And IIRC there is another shovel out there. Somewhere. Don't ask me where, 'cause I honestly don't remember.
I just reached the swamp. Remember those dangling egg-sacs that you can smash and sometimes drop items? EVERY TIME you come within a square of one of those, a super-fast insect swarm-enemy is spawned in that square. Without fail. That's before you factor in the free-range roaming ones running around the map. Have Fire Burst on standby at all times in the swamp.
And the Grimwood-map south of the starting map? Be wary of those thorns in the NE, that's the nastiest ambush I've come across yet. (Ditto for the one where you're climbing for the power gem on that very map.)
I am... hesitant to say that this mod is balanced. It is Very Important which parts of Livingrock you activate first. The kitchen takes top priority, the healing crystal chamber thereafter. I don't think it matters much whether you activate the general store or the creation chamber next (as they're both damn useful, but not as essential as the others) but to date I haven't seen a reason to activate the Basic Library - I spent that Power Gem on the Archives instead, which then literally asked me to feed it paper while it regurgitated the Plot Exposition for the mod, before finally begging for another power gem! (At least you get 100 XP for every Blank Page put into the thing.) The Windgate Chamber is best activated once you find Windgate access points, of which I've only found two so far, and they're not THAT useful.
And then, of course, it's the question of what items to buy in the general store. I first bought the cook book for my Farmer, but I've yet to see a gain from that. Then I bought the Mining Guide (again, for my Farmer) and I've been smashing rocks willy-nilly, but at the same time I'm disgusted at the short lifespans of the pickaxes. Finally I bought the spear, because it can be used underwater, and in the very first water section aboveground I found another spear, so that quickly pays off.
A similar dilemma is down in that 'Shrine of Whatixname"-dungeon where I've only found one key, but have about four rooms to choose from. I get the feeling that this mod presents players with a lot of choices, but only a handful of them are 'correct' ones, or at least need to be made in the proper order.
Fuck, just reading about LoG2 makes me want dump my current Blackguards playthrough and start LoG2 with some wonky party.
LoG1 was fun and nice throwback to oldschool RT dungeon crawling, but it felt a bit unrefined (too few mob types/weapons/party builds/etc).
LoG 2 fixed all that, and playing it I haven't had such a blast since long time. (slightly less than in Underrali's case, but still).
I just reached the swamp. Remember those dangling egg-sacs that you can smash and sometimes drop items? EVERY TIME you come within a square of one of those, a super-fast insect swarm-enemy is spawned in that square. Without fail. That's before you factor in the free-range roaming ones running around the map. Have Fire Burst on standby at all times in the swamp.
And the Grimwood-map south of the starting map? Be wary of those thorns in the NE, that's the nastiest ambush I've come across yet. (Ditto for the one where you're climbing for the power gem on that very map.)
I am... hesitant to say that this mod is balanced. It is Very Important which parts of Livingrock you activate first. The kitchen takes top priority, the healing crystal chamber thereafter. I don't think it matters much whether you activate the general store or the creation chamber next (as they're both damn useful, but not as essential as the others) but to date I haven't seen a reason to activate the Basic Library - I spent that Power Gem on the Archives instead, which then literally asked me to feed it paper while it regurgitated the Plot Exposition for the mod, before finally begging for another power gem! (At least you get 100 XP for every Blank Page put into the thing.) The Windgate Chamber is best activated once you find Windgate access points, of which I've only found two so far, and they're not THAT useful.
And then, of course, it's the question of what items to buy in the general store. I first bought the cook book for my Farmer, but I've yet to see a gain from that. Then I bought the Mining Guide (again, for my Farmer) and I've been smashing rocks willy-nilly, but at the same time I'm disgusted at the short lifespans of the pickaxes. Finally I bought the spear, because it can be used underwater, and in the very first water section aboveground I found another spear, so that quickly pays off.
A similar dilemma is down in that 'Shrine of Whatixname"-dungeon where I've only found one key, but have about four rooms to choose from. I get the feeling that this mod presents players with a lot of choices, but only a handful of them are 'correct' ones, or at least need to be made in the proper order.
I see. I didn't have a farmer in my party so my experience has been quite different. The first 1-2 hours I was on my toes for food, so unlocking the kitchen then the cooking book was priority #1, no questions asked. After that, I had explored a bit and found all these blocking boulders, so getting the mining book was naturally my second priority. After that I started to have breathing room so there's a bunch of things that could get unlocked in various order. I opened the creation room just for food, in case of, then the crystal chamber since I started to have accumulated like 8 useless crystals; then I went for the windgate ( but I haven't found any teleportation spot in the world yet, so it's been useless ), the basic library ( haven't unlocked any spells yet either ) and finally the library ( I had like 20 blank scrolls, I used half of these to get the story and xp ). In terms of gold keys, I unlocked the spear next, but I haven't found how to use it underwater: none of my characters seem to be able to use it, so it sucks. I unlocked the mortar for my alchemist, and next I'm eyeing the rope to climb down pits.
I finished the main starting areas ( the beach, the two wood areas, the shrine of the god ), and I've completed half of the swamp, the lake and a bit of the cemetery and the catacombs. I accidentally fell into that ratlington area, but I haven't found the proper entrance yet. Will resume my explorations today.
Read class description. If have farmer in party he can both Cook and Mine. This books are for parties with no farmer in them.
Read class description. If have farmer in party he can both Cook and Mine. This books are for parties with no farmer in them.
I read it in the readme, but because the Farmer's character sheet didn't have the icons for "Miner" and "Cook" I assumed otherwise.
I'm restarting with a new party. It may just be two Gold Keys wasted, but considering how brutal this mod is I'm gonna need every help I can get.
What difficulty do you play?
Also this mod is best thing i found in this year. No exageration.
What difficulty do you play?
Also this mod is best thing i found in this year. No exageration.
I was playing on Normal.
The argument for me restarting the mod is that I have a 'default' party for LoG2 where I've locked down three out of four: A Lizardman Knight who maxes out Light Weapons and dons Heavy Armor, a Ratling Alchemist using the best ranged weapon available (usually throwing weapons) while brewing potions and bombs, and an Insectoid Battlemage. The fourth character is not fully decided, and often fills in whatever roles may be needed by a LoG2-mod. I've often used a Minotaur Fighter focusing on Heavy Weapons because of the skull-collecting thing, but recently I've come to realize that Minotaurs just don't have a place in my party, and doubly so in these two mods here ("Lost City" has ~16 skulls, but at least nine of them need to be spent to solve puzzles, leaving the real value much lower.
The party I originally used in "Guardians" had a Ratling Farmer and a Human Alchemist, and beside my blunder I just wasn't feeling that Farmer being useful. He's supposed to have the same 'plants-in-his-inventory-grow-in-number'-gimmick as the Alchemist has, except with food - except I could not ever spot a moment when that actually happened. So with no reason left to include a Farmer, I felt it was best to put him out to pasture, and bring in a Human Fighter instead and have the Ratling return to his Alchemist duties. In "Guardians" Humans have a 10% bonus gain on XP and can pick a (Human-only) trait which adds 20% XP gain on top of that. Combine that with the Spirit Pendant and you have a 55% bonus gain on XP!
I'd like to praise the "Guardians"-mod for one of the most subtle, yet simple puzzles I've come across. In the cemetery there's an unfinished bridge (just the frame, can't use it to cross the river). Normally no one would think much of that, cemeteries are often depicted with derelict structures. Except on one end there's a sign which reads "Delivery Point", which made no sense... even when I found that one of the cemetery's many graves is located right on the other side of this bridge, and that it belongs to "Joe the Carpenter, who never got his last shipment." Huh. I don't think anything more of it, until I'm swimming in the river that runs through the cemetery, and I spot an item I can pick up... namely, a bunch of planks. After spending a minute thinking about this, I wondered: "Why don't I drop the planks on the square marked "Delivery Point" and see what happens?" (There's no XP-reward for doing this, but it REALLY cuts down on the travel time in that map.)
And one nagging point: Spells must be learned from a scroll before they can be cast. This also applies to spells your spellcaster may still not be qualified to cast. Fair enough. Except the spell school-requirements are listed on the scroll, but NOT on the icon for the spell in the character sheet! Fortunately the (Basic) Library does have this info in its 'vending windows', but what if players don't have access to that structure yet, or the spell isn't available in the library? Creates a small problem which needs a pen and paper-solution..