Legend of Grimrock - Dungeon Master Fan's !

Down to lvl 7 now with default party, definitely would change some of my skill choices, but thats what the next run through will be for :D
 
Start of level 6 :| bloody hell, will need to come back to it. Nightmare way to start a level.

Yes, reached there last night before bed. Decided to, er, leave it there for the night. :eek:

I can see the way it needs to be done, but it's a delicate act needing a little slice of luck to make it manageable, I think.

Will try my luck after work :)

I'm going for fire for my mage, I like fireballs. :) I think it's because it was the good spell in DM and the others sucked.

However I'm now thinking I should maybe start again because I think freezing enemies may be far more important than a little bit extra damage.

Jeebus. :/ I've just done the first level with my new party, and I like them.. but I think I'll switch to ice magic.

I am totally reliant on frost bolts, and would be lost without them. Ice is easily worth the loss of high damage for that. When you factor in the increased back-stabs (triple damage at the moment) from my rogue they make possible, it's much more effective than fire, I think. Plus it buys the odd bit of breathing space.

I was going to run with earth alongside just for the vitality stat boosts and the poison resists. However, whilst poison shield is certainly useful, I'm not sure now I'm going any deeper into this tree. The DOT cloud is nice, but starting to lose its oomph on harder mobs, and the poison bolt is totally underwhelming.

So now going to stop at lvl 13 for earth and pump air, I think (hoping invisibility will net me even more back-stabs! :) )

Not going to read that just yet :) Spend about half an hour mucking around with them last night, but that was half the fun of DM. If you couldn't figure it out, you were stuck till you did :D

Yes, this is actually a big plus of playing this game on release. My instinct on getting stuck on some of the puzzles is to reach for a walkthrough, but it's much better not having one and working it out carefully just like me and my mates did with DM, CSB, EOTB, etc.

Loving this, but wow what a ramp up in difficulty the start of lvl 6 is! It was pretty much plain sailing until that point for me...
 
lol just got my
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http://www.grimrock.net/2012/04/13/launch-week-update/
Possibly most importantly, we have started working on the first patch of the game (version 1.1.4) which mostly concentrates on some compatibility enhancements and fixing some bugs and exploits. Here’s the current list of improvements:

- vsync is enabled by default
- borderless windows are no longer topmost
- pressing ESC closes character sheet
- fixed unlimited frost arrow exploit
- bug fix: topmost menu item don’t work reliably in 2560×1440 resolution
- 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
- improved display resolution auto-detection at first launch
- fixed a couple of typos
- removed check that disables high texture resolution setting when running low on video memory (some graphics drivers seem to report available video memory incorrectly)

The work still continues and the list will grow longer so if you want to see the current status of the update you can check out the first post in this thread
 
My mage is so completely useless lol, i'm midway through L2 (I know) and he still cant muster a spell up. I'm in a relatively hard part as well and could really do with some magic, what a loser.
 
My mage is so completely useless lol, i'm midway through L2 (I know) and he still cant muster a spell up. I'm in a relatively hard part as well and could really do with some magic, what a loser.

Hmm my mage could cast spells - fire on lvl 1. You sure you selected the right level ups for him?
 
My mage is so completely useless lol, i'm midway through L2 (I know) and he still cant muster a spell up. I'm in a relatively hard part as well and could really do with some magic, what a loser.

You only need between 2 and 4 skill points to get spells depending on the school you choose.
 
Wow i thought level 4 and 5 was a right challenge then i got to the start of level 6 phoar should be fun trying to solve that little problem :p
 
Wow i thought level 4 and 5 was a right challenge then i got to the start of level 6 phoar should be fun trying to solve that little problem :p

Ahhh yes. Just knocked off work and had a quick go again.

Attempt 1 - died
Attempt 2 - almost got away with it, blundered stupidly at the last minute. Died.
Attempt 3 - something interesting happened...

I was prepping healing and poison shield just before the pressure plate that seals the door, when the ogre just wanders by.

I can't resist firing a frost bolt at him and wailing on him while he's frozen.

Now, of course, this doesn't kill him, but I'm able to re-freeze him quite a few times until my energy runs out, and he's taken a fair whack of damage.

Aha, I think... this might be a cool way to do it. Only... he's still not dead and now I'm stuck in a narrow corridor with a freshly defrosted ogre blocking one end of it.

Okay... I back-pedal up the stairs, run for the crystal, run back, back down the stairs, and... the ogre seems to be on the stairs and I pass right by him on them.

So now I'm on the other side of a beaten-up ogre, but still in anarrow corridor. Not a good place to hang. I run away, triggering the plate, and sealing the ogre in on the stairs side. (I didn't plan this, I was just running...)

Beat the spiders easily without having to worry about bumping into the ogre, rest up and... well, that was easy.

Only now the ogre is still alive, staring at me from behind the portcullis.

I do hope I get the opportunity to open it up again and kill him at some point...
 
Thats an interesting solution :)

There is a pretty easy way to get started at lvl 6

The starting area in lvl 6 is fairly large, you can run in and get away from everything fairly easily and then pick them off. Even if a spider or two follows, in a open space its much easier to take em down

For the other thing down there at the start... tip
at range he will charge, but close up, he will do the normal follow you round in a 4 square, so you can just wear him down. attack quick though is he can be pretty fast, and it hurts
 
Thats an interesting solution :)

There is a pretty easy way to get started at lvl 6

The starting area in lvl 6 is fairly large, you can run in and get away from everything fairly easily and then pick them off. Even if a spider or two follows, in a open space its much easier to take em down

Yeah, I only realised after I'd killed/trapped the mobs how big that room is. Plenty of space should I have know it.

The thing was every time previously I'd run to around the first pillar or beyond, the ogre would be there and squish me whilst I was still kiting spiders. I never even knew how much space lay beyond!

For the other thing down there at the start... tip
at range he will charge, but close up, he will do the normal follow you round in a 4 square, so you can just wear him down. attack quick though is he can be pretty fast, and it hurts

I'd noticed the charging behaviour previously if I left a little range - and one charge pretty much led to my back two dead and front two with a sliver of health left. Nasty.

Having said that, though, he also one-shotted my minotaur with a normal attack so I guess you pays yer money, takes yer choice.. :)
 
If I was to be critical about the game there's three main things. I should say that the game is great and it's a bargain, it'll provide me with hours of pleasure... however I do have 3 areas.

1) The UI - Needs a bit of tweaking. E.g. spellcasting and the keyboard and perhaps it need not reset every time. Movement can't be queued, makes it a little less fluid. A few other little things.

2) The XP system I'm not a fan of. 25 years ago in DM we had evolved past XP points and allocating skills. DM used a taskmaster system where you gained XP as you did things, that meant your 4 characters evolved based on how they were used - rather than how you forced them. The drawback to that was that you could 'train' your guys and once they were above the difficulty of the level you were on the game was a bit too easy. Grimrock's system encourages min/maxing, and lends very easily to character builds that hit, or miss, greatly emphasised by perks. They could have maintained the skill tree and perks system, but had your characters progress by a taskmaster system where doing something gained you a little bit experience in that area, and once you'd had enough improvement you gained a level.

3) Finite potion resources. Perhaps this is just me, but when I'm in an RPG and I have a limited number of something, I won't use them. Unless things change further down the dungeon, you get a limited number of potion ingredients, meaning you can only have so many heals. The potions, as far as I can see, do 3 main healing tasks, all of which can be replaced by sleeping which uses food instead. So you end up balancing potion ingredients against food, trying to guess what you're going to get further in the dungeon. You may end up running out of one or the other and not through poor gameplay choices. In DM they chose to allow for unlimited food, if DM had restricted food then since everything comes from food, you had restricted time and you were unable to practice to overpower the game. By restricting things you maintain the challenge, so that you can properly manage difficulty. The skill is then to go against that, be efficient with food, take less damage, require less time healing up, consume less food... They could have achieved that by having potion making consume energy, and ultimately making the resource for potion creation to be food, rather than plants. If they wanted to keep the plants in then that's fine too.. have them be a catalyst that isn't destroyed. That way potions can be like UU rather than DM, where you need to find the 'runes' even if you know the spells.
 
I miss a couple of DM things also;

1. Water requirement for the group.
2. Ability to increase mana with a wand/staff and in time create a tank with small mage ability.
3. Worms, rats and mommies
 
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