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Importing Characters, however, does not work."
Pretty sure you found a bug then. When I played this like 7 years ago I went through the whole dungeon like 4-5 times with the same characters.
However, it's namesake is a bit misleading. While this does indeed randomly generate dungeons, it is NOT unlimited and will eventually end; depending on how many floors you want, up to a maximum of about 14 floors. Which is a real shame, because I would like the dungeon to be truly endless and generate an unlimited amount of floors.
Because there is no Post Game to Grimrock 2, this mod is a very good way to make it re-playable. But again, the runs can end and are not truly unlimited.
Importing Characters, however, does not work.
So if you don't want to keep making your parties over and over again, make sure to SAVE in the Lobby where you first spawn in.
Overall, I give this mod a 7/10.
Polished, Well done, Practically Bugless... but is NOT truly unlimited.
Sorry Ratling Cheese/Farmer Class, no Min/Maxing for you in this~ :(
I thought that when I got to the end, it would send me to the entrance with the same party so I could keep running them through more and more. I thought that was why the enemies were so powerful.
Nope... This starts hard, ends disappointingly.
The randomised aspect of it is a massive downer too, get 3 pieces of the crystal set, one piece of the meteor set, a crossbow but no bolts.... It's entirely RNG. You have to be lucky.
It doesn't scale well. It's really easy at first, but after a while the enemies start to get way more powerful than the player. Perhaps some exp tweaking would be useful?
The rng is brutal, I found 5 crossbows and only 1 crossbow bolt in the first 5 floors. I found 3 slings but my first rock was from a golem on floor 6. Maybe that's just extremely unlucky, but there should be weights on the items (espeically ammo) rather than all being equal. Also lockpicks for chests, PLEASE.
There's no puzzles or secrets of any kind, so the game is all combat. Not to say that's particularly bad, but I definitely love grimrock for the mixing of the two. I understand puzzles might be hard to generate in a procedural fashion, but having doors to secret rooms with a switch x tiles away would be easy to implement.
Pros:
I like the addition of grimrock 1 enemies and items, that added some great variety.
The obvious, this game was in desperate need of a more replayable variant so thank you for filling that void.
Cool bosses and boss enemy swarms that are genuinely adrenaline-inducing.
I hope you work on it and maybe introduce some bosses at the end or in between, maybe some different tile sets maybe?
I really like the random nature of the mod, this is so great.
In any case, good luck and thanks for releasing this gem.
https://gofile.io/?c=m9WQ7Q
Consider this my public domain licence: have at it! Do with it what you will! Feel free use it as a reference or take chunks or continue development and upload to Steam workshop or anywhere else.
I won't be able to provide anyone with assistance however, mainly because I don't remember anything about it (and I just a gander at the map_generation.lua file, goddamn I don't envy anyone who wants to try and decode that mess :P).
7. I think having a locked gate to get to the next level is a waste. Rather change it so that you get a standard key + 2 chests, as a reward and make it optional fight for those that want more loot.
8. Some of the puzzle combination locks are impossible to do. I found one for the cloak and daggers and couldn't get in because I had 1 cloak and 1 dagger.
And a whole heap of other feedback. But, not much point in mentioning it if you aren't interested in continued dev or releasing source.
Personal notes:
1. Enemies scale heavily in difficulty... faster than the player does, the deeper you go.
2. Very hard to gain XP later on, as XP doesn't scale.
3. Locked chests isn't a good mechanic. I for one save my keys for the locked room with 6 item generated. I've managed to get far better items more reliably by doing this. No guarantee the chest will have good loot in them if locked.
4. Despite there being scarcer food, I've never actually run out in my runs. Even on the 16 floor runs.
5. Guns are nigh useless. You just don't find enough ammo or cannonballs to make them useful. In one run, I had a cannon, but only found 3 cannon balls total. In another run I had the 6-shot revolver, but only ever found 22 bullets.
but the spiders ruin my experience and it feels like when im playing im just waiting for a spider to come out and end my run its not because they are that hard but they spook me so much i feel like i cant keep playing if you could add a leaver to turn of spiders that would be greatly appreciated :)
Quick tip to people having trouble with the Spell puzzles, the spell does not face towards the sign, but towards the chest.
-Iron keys are way too scarce for the amount of locked chests and item rooms. The "only the keymaster may enter" setpiece (which I'm assuming requires 3 iron keys) seems almost impossible to enter unless you haven't used any iron keys up to that point.
-Items can spawn on exit stairs. This happened 3 times to me, with an iron key (which I couldn't reach), and a mudwort and box (which I could reach)
-Seems far too random, would like to see at least some equipment scaling. On the second floor I got the best light weapon and second best heavy weapon I got all game.
-Abundance of Rogue items, which is helpful but also seems wrong as there is meant to be only one set. There also seems to be an abundance of potions (energy potions in particular) and food, ended with an abundance of both of those.
I mean I don't know what that would take, but it'd be pretty epic and have inifinte replay value.
I tried placing items on the plates to make the Meteor Storm spell (I assume the hint is referring to the Meteor Hammer item, being that's the only thing that can fall from the sky), but it won't open up the doors to the nearby treasure. Am I wrong or is this puzzle possibly bugged?
I went ahead and tried literally every spell combination by putting items on the plates and none of them worked..
ie: Like a light weapon, a heavy weapon, a thrown weapon, a missle weapon, ammo, a gun, some bullets, a mortar and pestle, and then everything else be random?
I'm the author of the Magic of Grimrock mod and it has been some time I was thinking it would be cool to have the spells pack in your procedural generated mod. Recently a player reminded me about it, so here I am, asking you if you would be interested.
I am not asking you to work on anything of course, but if you are okay with this idea, let me know. If you send me your editor files for Grimrock unlimited, I'll gladly add the spells, items and xp/monsters scaling systems to it. Then It could be published as a new mod (on Steam I guess it's the only possibility), and/or as an optional download on both our pages (on the nexus).
What do you think?
METEOR SHOWER
Love this mod but there are still some bug: for example a sack that spawn on the stair or the "choose wisely" room that empty for no reason ( when i open the gate)
Floor 4 boss: A single Viper Root. Floor 3 boss: One of the cemetery bros with all the undead summoning jazz. A world of difference.
All this random loot lying about too. Five Orbs of Radiance? A skill level 4 Saber on floor 1? The bloody Wizard's Virge!? Wat.
The one thing though that felt really odd to me was just how much damage enemies were able to take after a certain point. I mean, maxed offense skills aside from accuracy and non-dagger backstab, good weapons including the Meteor Hammer, and you're telling me it still takes like 15 hits to kill one of dem snakemen on Normal? That can't be right. Am I fooling myself? They sure didn't feel that spongy in my vanilla playthrough on Hard.
If someone were to refine this, add more room diversity, categorize the loot based on floor level, and remove all those pointless corner barrels, I could see myself playing this more often.