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Legend of grimrock 2 sewers
Legend of grimrock 2 sewers









legend of grimrock 2 sewers

Case in point: On the castle roof, stand on the square just before entering the "arena". Unfortunately they also break it in various places, so they must be handled with care. # The Transfer, Swap, Magic Bridge and Conjure Ice spells open up a whole new dimension to the game. I think it's the best spell out of the whole bunch. # Daemonic Pact is a very cleverly designed spell that starts out useful but becomes dangerous later on due to its increased duration. If there is to be a Detection-esque spell in the game, make it detect something useful, but not game-breaking elements like secret buttons and items! The purple-eyed one is OK due to its restricted detection fields, but the green-eyed and blue-eyed ones are totally OP.

legend of grimrock 2 sewers

#Legend of grimrock 2 sewers mod

Previously you had to look for secret buttons and items to find them, now you just cast a spell and they're readily visible, even through walls! I don't mind that there are Detection spells in the game, but the three provided in the mod are pretty bad. # Likewise the 'Detect' spells are detrimental to the game. Have one for each type, then one more that covers all the types, and be done with it. In my books every spell that deals multiple types of damage (or protects against multiple types of damage) is redundant. # The spell selection in Grimrock was scarce, but now it's overflowing. # On that note, I'd suggest looking into other ways to make the Traits useful, or determine the power levels of the spells. Instead of these two traits now being viable options to consider they are now the ONLY options to consider. It's not that having a trait improves the power level of a spell, but the double combo of it being these two traits and how powerful some spells become as a result. # Having the Aura and Strong Mind traits have such a huge impact upon the spells is not good game design. It should never have been there to begin with and this is a good workaround. # The Firearms fix of eliminating jams right at Lvl 2 is a good one. If you're planning on making this a mod for other modders to use, having proper readmes is the first thing that needs to be fixed. # Where's the documentation? Except for a list of changes available on Nexusmods, it's all in-game, and not always in the best possible form. I'd like to bring up a couple more things regarding this mod: So, "fixing" the boss fights seems to be a simple case of just giving them a higher HP amount, but one that isn't absurd to begin with and doesn't scale to anyone's level. Everything has to scale together, and once a Grimrock party reaches Lvl 16+ the party weapons and spells just don't keep up. But then having the HP scale to the party's level? Absolutely absurd. Adding more HP only works so far before the boss fights become ridiculous. I've seen it do hundreds of points of damage this way.īut anyway, back to the boss fights. I haven't tried it with the explosion spell, but the large bolt spell will hit with 5x the normal damage if fired with 5 charges. Using the spray usually adds more charges (though further crits will also do this) all the way up to 5 charges. This charge can then be used in one of three spells that have the word "Arcane" in them: An explosion-like spell that targets every monster within a 2-square range, a spray of projectiles and finally one large bolt. In addition a "charge" will then be temporarily present with the caster, as indicated by a number by its health/energy bars. Damage spells do more power, and duration spells last almost twice as long. Anvi there's a Conjure Ice spell, you can find it in the My party was Lvl 25-27 when I started the dragon fight.Īnd yes, I was noticing that spells weren't really doing that much more damage though the "Arcane Bolt" spell may be an exception, but the system for that spell to pay off is way too complicated.įor those wondering, it's like this: Every time a caster rolls a Critical when casting a spell, it's cast with extra power.











Legend of grimrock 2 sewers