Jump to content

Legend of Grimrock - new old school dungeon crawler RPG!


Mr. Gerbik
 Share

Recommended Posts

On the very last bit. It's pretty damn difficult.

Don't be afraid to throw yourself down a pit if you get cornered. It's surprisingly quick to do if you get all your team involved, but you do need to have mastered the sidestep & turn dance.

Link to comment
Share on other sites

That one was complete bullshit, yeah. The only puzzle thus far that's made me feel robbed when I figured out the solution - the game gives no reason at all to suppose that objects should behave differently in each case. Patchable?

Link to comment
Share on other sites

Oh my god I was stuck for ages on that puzzle where, STUPIDLY, throwing a rock that is equipped works and throwing one by dropping it at the top of the screen doesn't.

Nice logic!

The thing that annoyed me about that puzzle is

that there's actually another tile you can stand in where you can't see ANY of the torches, and therefore technically you're in the shadow of all of them, unlike the position for the actual solution. :|

Link to comment
Share on other sites

The thing that annoyed me about that puzzle is

that there's actually another tile you can stand in where you can't see ANY of the torches, and therefore technically you're in the shadow of all of them, unlike the position for the actual solution. :|

wait, what? We must be talking about different puzzles, I have no idea what you mean. I was talking about

one where you stand a switch for a few seconds, whick makes a teleport appear briefly over a pit

Link to comment
Share on other sites

Man level 9 is terrifying, I just reached the bit with the

blue dinosaurs, they're strong and very deadly. Their blue meat tastes good though! But since my mage is very good at ice magic which seems to have little effect on them, this part is pretty challenging to say the least. I love the panic it induces though, so far I keep returning to the entrance to rest for a while and munch some blue meat (blue means it's fresh, right?) and they seem to give a lot of XP which means I'll hopefully be able to upgrade my fireball spell soon

The game just keeps getting better!

Edit: GotY 2012, I'm calling it now. Diablo 3? Halo 4? Assassin's Creed 3? Pffft, they can take their big bulging budgets and sticky it up their smelly Cortanas!

Link to comment
Share on other sites

Ooh, looking forward to trying out the patch! Weren't they also going to improve the UI and add a quick-save and quick-load function? That would be a godsend, the lack of quick-save doesn't make me save any less, it just takes more time.

I made some good progress yesterday evening. Managed to beat level 9, which was pretty epic, and found the last bit of the ninja outfit for my Rogue (called Lurker armour iirc). He's untouchable! Going all MC Hammer on the monsters while stabbing the shit out of them. Also, level 9:

the last bit with the narrow looooong hallways, only to go round a corner and see an Orge standing right in front of me! Holy shit! Luckily my mage is a bit handy with the freezing spells so he (and his buddy) barely got any hits in :D

Link to comment
Share on other sites

Here is the complete changelog from 1.1.4:

- vsync is enabled by default

- borderless windows are no longer topmost

- pressing ESC closes character sheet

- fixed unlimited frost arrow exploit

- improved display resolution auto-detection at first launch

- fixed a couple of typos and broken english

- removed check that disables high texture resolution setting when running low on video memory (some graphics drivers seem to report available video memory incorrectly)

- quick save/load

- volume sliders

- to avoid confusion autosave & quicksave slots can’t be renamed anymore

- adjusted gui layout and camera fov so that user interface elements do not overlap with important screen areas on non-widescreen displays

- invert horizontal mouse option

- camera bobbing option (only available by editing the config file manually)

- configurable tooltip delay (only available by editing the config file manually)

- frame rate limiter (set to 120fps but can be changed by editing the config file)

- custom character portraits

- bug fix: very long map marker notes without spaces in them causes the automap to crash

- bug fix: editing a map marker that is on the same exact spot as a marker on the other map page edits them both at the same time

- bug fix: map labels are sometimes drawn partially underneath map symbols

- bug fix: topmost menu item doesn’t work reliably in high resolutions such as 2560×1440

- bug fix: wall text translations are not dismissed when right-clicking

- bug fix: inanimate objects can be backstabbed

- bug fix: projectiles go through doors in some very rare cases

- bug fix: saving the game crashes if all save game slots are full and the autosave slot is deleted or unused

- bug fix: Fighter’s Challenge doesn’t open if there’s an item in front of the door (only applies to new games, existing save games still have this bug)

- bug fix: saving the game just after the end fight creates a corrupted save that can lead to crashes and the end sequence not getting triggered correctly

- bug fix: auto pickup doesn’t pick up the correct amount of ammo in some rare circumstances

- bug fix: standing on stairs and turning with the mouse, followed by a turn using q/e keys is buggy

- bug fix: when a monster is damaged, experience point text sometimes (very rarely) flash in a square where a monster has been killed

- bug fix: trying to load a save game that has just been deleted manually from the file system (e.g. in Windows explorer) crashes the game

But the 1.1.4 patch was only live for a little while before Steam rolled the game back to 1.1.3. The devs haven't said anything yet, there must have been a problem but nobody knows what exactly. No big deal of course, the patch is hardly essential :)

Link to comment
Share on other sites

Was playing this late last night with my headphones on. i nearly shat myself several times. :wub:

What are people using in their party and any recommendations for spending attribute points? I'm unbelievably rubbish at picking a weapon to spec for my warriors for instance, is there anything I'm going to regret not speccing for? I've gone full earth with my mage so far with enough into spellcasting for light/dark

Link to comment
Share on other sites

Was playing this late last night with my headphones on. i nearly shat myself several times. :wub:

Yup, first of every monster type totally shits me up and I end up just mashing the attacks in panic. Fizzle.

Headphones are pretty useful, you can tell if something is behind a wall or the direction of a wall opening if you've got the volume at a decent level.

There's a puzzle on level two about a patient gaze besting the demon or something - nearly fell off my chair when the door opened.

What are people using in their party and any recommendations for spending attribute points? I'm unbelievably rubbish at picking a weapon to spec for my warriors for instance, is there anything I'm going to regret not speccing for? I've gone full earth with my mage so far with enough into spellcasting for light/dark

First go through and I've picked a human fighter, minotaur fighter, lizardman rogue and an insectoid mage. No idea if I'm speccing them well. I tend to lean toward attributes matching the loot/spells I'm currently using when it's time to level up.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Use of this website is subject to our Privacy Policy, Terms of Use, and Guidelines.