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Legend of Grimrock - new old school dungeon crawler RPG!


Mr. Gerbik
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I Don't know if this has been mentioned or not, but keep vsync on. No bugger has put a frame limit on the game so it Will try and render 1000000000 fps and in doing so try and cause your video card to go all Chernobyl on you. Will stop your fan making a racket at least.

Edit: the input lag is horrendous with it on by the way but it's not such a problem with this sort of game.

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Hmm. I'm thinking that having a bow user in the back was a mistake - takes up two slots, only becomes active about two hours in and seems to do no more damage than thrown weapons.

Gllrrrbbb. I've a few different parties, not really sure how I want to develop them. Got a ninja rogue in front who's going full on evasive, a tanky minotaur who's soaking up hits and a mage / rogue combo in the back - enough assassination to at least attack from the back row, though I may go full on with it. The mage is a bit of a pain to cast spells with though, starting to wonder if I shouldn't have just had another (yeah, 3 in total) rogue doing thrown specialisation.

Having fun with it, though I'm bloody awful for looking sideways rather than sidestepping.

Also, how many of you got to that bit in level 3 where

you open a door to a room absolutely teeming with spiders and immediately closed the bloody thing in their face?

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Yeah, that's exactly what I did :D

I think on my next playthrough I'll replace a rogue with another mage, I just don't see the point in them at the moment. I was expecting specific traps that only a rogue could disarm (and other rogue only stuff), but so far she's not been that great.

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Yeah, that's exactly what I did :D

I think on my next playthrough I'll replace a rogue with another mage, I just don't see the point in them at the moment. I was expecting specific traps that only a rogue could disarm (and other rogue only stuff), but so far she's not been that great.

Rogues are ace for throwing weapons. And because they're all ranged and you can level them up to throw twice as many objects twice as fast, you can really deal a lot of damage without putting yourself in harm's way. Mage's are great, but the finite nature of their energy and the fact that they're fiddlier to use means having two of them will probably be more of a pain than a positive.

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I love my rogue for being an untouchable extra melee power-house from the back whilst also doing guaranteed criticals from backstabbings and throwing shit form a safe distance - it's a great character in every possible situation! But it really depends on your own preferences and playing style.

Edit: I totally ignore bows though

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They are ace for throwing weapons, but my mage has suddenly started slaughtering everything now he has improved Lightning Bolt (hits for close to 200 sometimes) so a finite number of attacks for a fraction of the damage doesn't seem so appealing. I think in terms of balance they need a harsher penalty for resting, as I've never once had anything negative happen to me while resting. It should always have a chance of being caught by something unless you completely seal yourself away with a door or something. I am playing it through on normal though (because I heard it was tough), maybe things change a bit on hard.

The seperate world map pdf file is quite intriguing, if only for hints at what might come next. Going outside? (I have no idea if we do near the end of Grimrock as I'm still only on level 7). I'm imagining forests and villages with these graphics, and I'm very excited :D Shame that would be a long time away, if ever, due to the insane amounts of work it would require.

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Now I may just be going mad here but I swear I can hear in the ambient noise of the dungeons the windows shut down theme. It's really really faint and you can't hear all of it but enough for my brain at least to go "huh".

I treated myself to a couple of hours with this last night, and while Ive not heard this particular theme playing, a thundering earthquake rattled the walls of Grimrock as I was idling somewhere rolling a blunt. Bloody well thought it was the graphics card going kaput there for a second.
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So yeah, I tried three rogues. I'm slaughtering everything in a fraction of the time early on - thrown weapons never miss, so I've a throwing rogue chucking rocks at enemies, an assassin rogue doing the same with knives and backstabbing / meleeing when she runs out, a ninja up front somersaulting out of the way of attacks and a Minotaur soaking up the pain so everyone else can do their thing.

Mages might come into their own later on, but by hell, battering enemies with rocks is pretty damn useful.

No spreading talents here, just maxing the tree I've assigned to my dudes. Up front is armour and evasion, in the back it's assassination and throwing. Working out well so far.

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I went full throwing weapons spec straight away with my rogue, she does fine on the back room with a handful of daggers and ninja stars. Casting is a pain but I normally do it in 3 stages, and cycle between the other guys while doing it. On level 7 now, been visiting family this afternoon, now back to it!

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Yup, balancing is all-important in a game like this and Grimrock nails it, drip-feeding rewards with just the right frequency. It's one of the most compulsive games I've played for a long time.

It's full of old-school thrills. Like when after a few levels the wall textures change, and you're like, "woooah!".

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Whats the deal with spears, they don't seem to be tied to any if the skillsets accoring to the tooltip. I've given one to my mage for use against weaker enemies, or when he runs out if energy, seems to work ok!

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I tried to make my own team last night. Good grief I found it more difficult than the moving teleport puzzle!!

Can't decide what combo of classes. I very nearly made the same as default, but with the appropriate specialised races for mage/rogue.

And the the traits! Ooooooooh. Too mmany choices.

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really?

I've been doing this game wrong.

Where Wherever fuck is the the bow that goes with the stupid arrows I've been finding?

First one is during a small puzzle in level 3. Look for a couple of pits right next to one another blocking off entry through a door. I think it's pretty close to a crystal, if memory serves.

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This game makes me want to hunt down the secrets, and normally, unless they're right in my face, I can't be bothered. Some of them are so clever, that youy really feel pleased with yourself when you get that little "bong" noise, and see the message. "Hmm, so I got that whenI pressed this...so what if I do it again...?" *bong*. Great.

(Loving whoever said to lookout for chinks of light through walls highlighting a possible secret area, if you play without using torches).

Even if you miss the hidden bow on level 3, you'll be up to your elbows in bows soon enough :P

Is that in the same way that I was pretty soon up to my guts in spears on level 2? "Here, have all the spears you want and more, rammed into and through, your face."

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Indeed. It even makes me wonder if I should bother with shields...

I thought the hand you click on is the one that is used, ie only use one weapon per attack? Surely the shields are worth it then, or am I missing the 'attack with both hands' option?

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I'm permanently walking around without torches, hand space is valuable!

At the moment I have mild OCD about the torches. I have to take every single one with me, not least because then I can more easily see where I've come from.

I'm only on Level 2, but so far the difficulty is perfectly pitched. Already had a couple of headscratchers, nothing game halting but enough to make me feel satisfied when I've worked it out. Like the teleporting sack.

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