Legend of Grimrock 2

Legend of Grimrock 2

Chaos Isle
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Update: 1 Jun @ 9:33pm

Update: 17 Dec, 2024 @ 9:07pm

- Converted the entire Temple of Aegis level to be outdoors. Renamed to Temple of Thulsa.
- Added a final final boss fight to the secret final level.
- Added clues for the Master Key and Wizard's Virge in this new boss fight.
- Added one clue for a digging trick that is used in two places.
- Reworded a clue in the SE level.
- Turned the Ratling Boss in Pirate Quays into a proper boss fight.
- The above Ratling Boss and the first Ogre Boss now have backup.
- Rebalanced all of the Aquatic Weapons, with a focus on Accuracy.
- Made all running obstacles the same distance and timing.
- Secrets now grant 500 Experience Points.

Update: 10 Nov, 2024 @ 5:33pm

- Dungeon Edits -

- Added a building with some doors to serve as a new shortcut in Pirate Quays.
- Added a number of ladders, doors, and new openings in The Nexus.
- Removed all of the magic arrows that are apparently bugged, and replaced some of them with regular arrows, quarrels, and bombs.
- Moved a couple items around to account for their re-balance changes.
- Added four Tomes of Wisdom and one of each Attribute Potion. The new Potions should help players find the Balance Shrine.

- Classes, Races, Traits, Skills -

- All Firearms now scale with Dexterity (except the Hand Cannon which scales with Strength).

- Every Class has a +1 per level Stat now. All of the Classes have been reworked a bit to match their descriptions better.
- Alchemists get +1 Accuracy and Critical per Level for Firearms (and Firearms have been improved across the board).
- Battle Mages have +1 Resist All/level, and Staff Defense's +10 Resist All has been switched to +10 Evasion.
- Farmers have +1 Vitality/level.
- Fighters get +1 Accuracy and Critical Chance/level with all Melee attacks.
- Knights get +1 Protection and Evasion per level.
- Rogues traded their +1% Crit Chance for +1 Dexterity/level.
- Wizards have +1 Willpower/level.
- Removed Insectoid's +1 Strength and -1 Vitality.
- Minotaurs now have +5 Str. -4 Dex. +5 Vit. -4 Will, 20% Food Consumption and 20% Health Regeneration.
- Reduced the Lizardman's +25 Resistances to +20 (both their standard bonus and their Trait).
- The Lizardman's Fast Metabolism Trait is now 20% across the board.
- Made Poison Immunity a Ratling Trait instead of a Lizardman Trait.
- Changed the +25 Poison Resist Trait to +25 Shock Resist.
- The Weapon Mastery Trait is now Eagle Eye, which adds +10 Accuracy to all attacks instead of +7 to Melee attacks.
- The Accuracy, Evasion, and Critical Skills now all add +5/level instead of +10 and +3 respectively.
- The Reach Trait now requires level 3 Accuracy.
- The Firearms Skill now reduces Firearm cooldown by 10% per Skill level, up to 50%.
- Concentration's "Meditation" Trait now increases Energy Regeneration by 10% at Con. 2 and 20% at Con. 4, but all the time, not just when resting.
- All Magic Skills now add 20% Resistance at levels 2 and 4 (40% total), instead of 50% at level 5.

- Monsters -

- Sword Ratlings now have a 10% chance to drop Cheese (which increases Ratling stats).
- Pistol Ratlings have a 50% chance to drop 10 Pellets, even the respawning ones.
- Skeleton Warriors used to have 50% chance to drop their Axe, Shield, and Helmet. Those are now 20%, and the Helmet drop is moved to Skeleton Archers.
- Turtles used to have a 75% chance to drop Turtle Steak x2. They now have a 20% chance to drop Steaks and a 10% chance to drop Turtle Eggs (which increase Lizardman stats). The chances are reversed for Swimming Turtles.
- Twigroots now have a 10% chance to drop Horned Fruit (which increases Insectoid stats).

- Items -

- Added Leech to the Assassin's Dagger like it says.
- Serpent Blade: The basic attack does Physical Damage with a 10% chance to poison. This weapon now has a power attack with a 100% chance to poison.
- Most Armor Sets now have Set Bonuses. They do not light up or make any sounds, so check your stats. The Xafi and Embalmer's Sets do not have any bonuses.
- Sets are all named accordingly, (namely the Ring Helmet to go with the Armor) and will be the same Armor type (Clothes, Light, or Heavy).
- A lot of the equipment has been reworked a bit for balance. The only added item is the Shield of Valor which is part of the Valor Set.
- The Magic Orb has been reworked, along with the Shaman Staff, Zhandul's Orb, and Stormseed Orb, to be equal end-game Magic items. None of them increase Magic Damage, but I would like to make each one add +10% Damage of their Element if I ever figure out how.
- The Flintlock now has to be reloaded after every shot. Same with the Arquebus, which is now a shotgun.
- The Meteor Hammer and Ancient Claymore now do Physical damage instead of Elemental, with a 10% chance to Burn/Freeze with basic attacks, and a 100% chance with their Power Attacks.
- The Shovel now has a Power Attack that can launch Rocks. It is an upgrade to the Sling, and still works for digging.
- The Crystal Shield now casts Frost Shield, with unlimited charges. This spell and the Meteor Shield's Fire Shield should be essentially identical.

- Spells -

- Finally added Frostburst to the dungeon and got it to work. It has the same Spell Icon as Ice Shards. I can't add Icons and there are very few Spell Icons to choose from.
- Ice Shards is now a higher level spell, with a different gesture and higher requirements. It is meant to be almost equivalent to Meteor Storm.
- Made Heal from the Crystal Shield into a castable Spell. It heals the entire party (but doesn't heal Wounds or revive champions), so it has high requirements and a complicated gesture. It has the same Spell Icon as Dispel.
- Changed the Energy cost and requirements of some spells. Light, Darkness, and Dispel are easier to cast, Shield and Force Field are harder.
- Poison Bolt has a slightly different gesture (I just removed the top-right Air Rune), and only has one arrangement in The Array now.
- With the changes to Poison Bolt, Frostburst, and Ice Shards, every magic attack spell in The Array has only one arrangement now. Some spells may still be able to use different Essences for the same spells, but the Altars used are 1:1 to their Scrolls and Mage-casting counterparts.
- Frostburst and Meteor Storm have been added to The Array. Meteor Storm and Ice Shards (third-tier spells) on The Array work to harm the final boss.

- Poison Bolt with 2 Earth Magic will not activate Receptors for certain puzzles. For now, you need Earth 3 (I think) or one of the Poison Bolt weapons.

Update: 7 Oct, 2024 @ 7:34pm

- Added a note at the end of the game to help if people have trouble getting the final boss fight started (compliments of the Maintenance Staff)
- Hopefully fixed the Meteor Shield being able to be grabbed without using a key. Let me know if this is still possible.
- Fixed some graphical issues related to the Noise layer. These are probably all over, and it might take a while to lock them all down (I didn't just put noise ~everywhere~, I was a little discerning with it).
- Removed all the "invisible" wall grating in NW Butte Basin and replaced them with proper invisible walls.
- Redid the area around SW building in Butte Basin to work better.
- The bridge is now OUT near this building! Players will have to use a previously learned skill to get across. Watch your step though. This fall will hurt.
- Added a note and moved some things around to reduce confusion around the Red Gem.
- Fixed the visible grating on the rat tunnels (I made those tunnels just for the Rat Swarms. They're my favorite monsters).
- Reworked the area in the NW of the NW. Fixed a spot where it was possible for the players to get stuck by throwing a key item out of reach, while also making the area a bit more interesting, and also made a secret a lot easier to find and get to (I honestly would hardly call it a secret at this point, but it is what it is).
- Reduced the strength and HP of nearly all monsters in the C levels.
- Swapped the Meteor Cuisse and the Shaman Staff around. Their position makes a bit more sense now.
- Removed some unneeded water surfaces (at least I think they were unneeded).
- Reworked some parts in the west dealing with Shovels. Things should be more consistent and have better clues.
- Reduced the level (and thus Health multiplier) of nearly all group and spawned monsters by at least 1 (Monster Health is 100% their default Health x their level).
- Reduced the Health of some of the higher Health monsters too (none of the bosses though, they're all already level 1 100% Health).
- Fixed a bugged secret in the SE level.
- The reflection issues on the ocean water are from having ocean water and river water in the same map. I can't fix it unless I get rid of one of them.

Update: 30 Sep, 2024 @ 4:06pm

- Added some extra redundancy to the secret fix in the first level. There's five floor_triggers, a timer, and a script_entity to fix these two secrets, and the fix should be implemented when the player first starts the game, when they load the game, whenever they stand directly next to or on the problematic objects, and every 10 seconds after starting or loading the game. There's so much redundancy to fix this bug that it will probably cause a performance drop.
- In older versions, if the player started a new game, got into one of these secrets before loading a save (loading a save is what breaks the secret), saves inside the secret, then loads, they could become stuck inside the secret. This, hopefully, has finally been fixed.

Update: 30 Sep, 2024 @ 2:13pm

- Hopefully finally fixed those secrets in the first level, for real this time (also applied the fix to another similar secret later).
- Added another 9 to the cooldown timer of some ambush spawners. An entire order of magnitude less spiders in the caves.
- Enforced the laws of physics in the river in Pirate Quays.

Update: 29 Sep, 2024 @ 7:59pm

- Added some hudPrints to the secret final boss fight to hopefully guide the players in the right direction.
- Fixed some potential bugs related to a couple of secrets later in the game.
- Learned how to use elseif. My powers have doubled since the last time we met.

Update: 28 Sep, 2024 @ 11:58pm

- Fixed a potential bug related to one of the bosses.
- Added some hudprint dialogue for fun.
- Made a minor change that might make some items easier to find... maybe.

Update: 25 Sep, 2024 @ 6:40pm

- Fixed some invisible secret buttons. They should be visible now, but may have been moved slightly.
- Reduced the level of all respawning monsters in the first two levels by 1.
- Reduced the monster respawn threshold by 1 in all levels.
- Added another digit to the cooldown of some respawning ambushes.

Update: 24 Sep, 2024 @ 11:49pm

- Added ammo all over the place. It's coarse and gets everywhere.
- Added a ladder in a dangerous spot to make it slightly less dangerous.
- Did one weird trick that doctors hate to make the first boss fight 100% more awesome... hopefully.