Legend of Grimrock 2

Legend of Grimrock 2

Falagar - A Journey [06/2025]
This topic has been locked
Bunkerknacker  [developer] 28 Aug, 2021 @ 9:55am
Bug Report Section (version 1.37ish)
Please post any bugs/glitches you encounter in version 1.37ish in here.

You can help me out by sticking to a rather simple formular:
-Where?
-What?
-Details?


Known issues:
-Class specific benefit trait won't show properly

Done for next hotfix:
-Energy potions for the Mantis race
Last edited by Bunkerknacker; 9 Sep, 2021 @ 9:28am
< >
Showing 1-15 of 24 comments
Mehbah 31 Aug, 2021 @ 3:06am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2589891926
This white square is the automap bugging out. The altar there makes you lean forward as if it was a chest, but there's nothing inside except the item on top of the altar.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2589892100
Not really a bug, I think, but I want to make sure. Can you get into this vault or is it just a scene for a dead thief? The nearby lever makes the teleporter that takes you up to this ledge lead outside instead, and I can't find any other way to get up here.

Every class that I'm using has fighter benefits listed in their traits, even though none of them are fighters. Wizard doesn't have any wizard benefits listed, though that could be because they're not getting any weapon bonuses.

A few typos:
You forgot to capitalize a D in the description for the Muscular trait. ♥♥♥♥ mod, 0/10 uninstalled.
A sign says "Be weary of what dwells in the waters." Probably supposed to say "wary".
The icicle Dart is missing a capitalized I.
Mehbah 31 Aug, 2021 @ 10:35am 
Messing around with magic to see what's new.

Armageddon Trap is the spell that was supposed to give you fire immunity for a few seconds, I assume. That, or it was supposed to be a dangerous trap. The name suggests the latter but the description suggests the former. Unfortunately it triggers below you the instant you cast it, dealing heavy damage to your party.
Shock Cloud says it's supposed to spawn a cloud in front of the party, but like the trap it spawns on you.
Hedge Haven doesn't seem to work properly at all. Walls are spawned, but they don't seem to hurt or trap enemies. They also don't seem to despawn, making it extremely easy to make to break the game. Projectiles (only tested magic) go through them, but don't seem to deal damage to what they hit. At least, the snail I tried it on took several meteor swarms and never showed any damage numbers. Using melee range magic makes it hit yourself, as if you were facing a wall, though.
Bunkerknacker  [developer] 4 Sep, 2021 @ 2:03am 
Thanks for the input, Mehbah.
The Vault in the NE crypt can be accessed, but only from above. The door mechanism is just a trap.

All the above has been fixed. The altar/pedestal is supposed to be that way. Just a redesigned chest that lets you lean over the altar, the sound is hardcoded unfortunately. The automap icon now is that of the altar.

Going to add the missing conditions "Stone Skin" and "Gargoyle Regeneration" (not sure if potions or spell/item) as well as monsters causing harmful conditions like bleeding and electrocuting. Afterwards I will upload the updated version.

In fact, I am going to upload these hotfixed versions regularly and not wait for months to collect stuff anymore.
Mehbah 4 Sep, 2021 @ 11:35am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2593502210
You can fall down into this pile of stones from the river edge. The golem wakes up and moves, but doesn't do anything after that. Once you move away from the marked spot, the tile becomes impassable again. I'm guessing this applies to any other sleeping golems that you can fall onto.

Found my way to that vault we mentioned. I think it's bugged, because I can't find a way out. The chain next to the door just makes the demon outside spit another poison projectile, and then the chain can't be interacted with again.

The Shield Potion has no description.
The Large Buckler still can be placed in bracelet slot, but it doesn't do anything when placed there.

Edit: I advice reducing the sound of the Instable Field breaking.
Last edited by Mehbah; 4 Sep, 2021 @ 12:50pm
Bunkerknacker  [developer] 5 Sep, 2021 @ 7:01am 
Fixed.

The vault only releases the party if you leave 3 (now only 2) items in the alcoves.

The summon stone tile now simply cannot be accessed anymore, a sign post is blocking the tile above it. There is now a warning in form of the depiction of a stone creature surrounded by waves/water which also hints at the existence of aquatic summon stones.
Some of these dormant ones get teleported in and activated afterwards (Flowing Sands guardians). This is the ideal solution to the problem, I'll throw it on the to-do pile.
Mehbah 8 Sep, 2021 @ 9:51pm 
Originally posted by Bunkerknacker:
The vault only releases the party if you leave 3 (now only 2) items in the alcoves.
This room seems pretty buggy regardless. And unintuitive, since there are already three items in the alcoves when you first find it and there's little reason to have a one-time poison trap for the outside activated from the inside (I instantly assumed it was a bug). Anyway, it seems that the door closes again when you step back onto the tile with the alcoves, and it adds three items to the count of items needed in the alcove. It becomes "3 + [items currently in the alcoves]" and since it starts out at 3, the original number needed unless you step back and forth after taking everything is actually six. This is without the latest hotfix, by the way, since I haven't gotten around to restarting.

The following is after restarting with the hotfix.
Everyone still has the fighter benefits trait. Actually, they seem to have lost the class benefits trait they're supposed to have. Before, they had both the traits they were supposed to, and the fighter's. This seems pretty important.
Spawned some potions with the console to test spells. While spawned energy potions as well. Turns out that if a mantis drinks them when over a certain amount of mana, they actually lose mana. You gain mana as usual from them until you're at about 80% (possibly a set number) but if you're above that your mana is set to ~80%. A Large Energy Potion destroys your mana bar. My level 2 mantis loses all of its mana, my old level 8 mantis gets set to 94/344 mana. I'm guessing something went wrong when you did whatever is supposed to make mana potions less effective for mantis people.
Last edited by Mehbah; 8 Sep, 2021 @ 11:02pm
Bunkerknacker  [developer] 9 Sep, 2021 @ 9:26am 
Originally posted by Mehbah:
The vault...
Not quite, stepping on the tile between the alcoves resets the counter and you need to insert "x" items again. Also, only when interacting with a surface does the counter increment or decrement, the initial items have no effect.

Anyway, tried to find a proper solution, but the puzzle is removed for the time being. Now it is nothing but a vault that you need to enter from above, get some items and call it a day.

Originally posted by Mehbah:
Spawned some potions with the console...
Energy potions: Was indeed meant to give less, not remove existing energy, good catch. Never noticed as energy potions seemed like a waste for them and besides, Etherweed is what Mantis crave.
Changed the name of the custom large potions (energy/healing) to huge, the craftable large ones now only refill 300 health/energy).
Energy gains: Small (25/75), greater (50/150), large (100/300), huge (200/400).

Originally posted by Mehbah:
Everyone still has the fighter benefits trait...
Need to look into that again, something seems completely off. Started an actual run on my own and I can see neither fighter nor any class benefit trait. When manually I add a fighter trait to a non-fighter class they do indeed show as they should, but I cannot seem to add the proper trait to a class. Seems like it is already there, but none of them is tagged as a hidden trait.
Last edited by Bunkerknacker; 14 Sep, 2021 @ 4:58am
Sir Lukas 13 Sep, 2021 @ 4:10pm 
My team is cursed in some way ! I didn't pay attention where the problem began exactly , i was working in Swamp Grotto from Rutted Moor using stairs , i completed the circle to return to the entrance and now my team slowly lose HP and energy. Status says all are healthy. Glad i have a savegame before going down .
Sir Lukas 13 Sep, 2021 @ 8:42pm 
Restarted Swamp Grotto, no problem this time.
Gratch 14 Sep, 2021 @ 5:29am 
When I am below the winding valley and I try to sleep( sometimes its walking, or being in a dark cloud trap), my game exit most of the time.

[string "SoundSystem.lua"]:0: OpenAL error in alGenSources: Out of Memory
stack traceback:
[C]: in function 'play'
[string "SoundSystem.lua"]: in function 'playSound3D'
[string "GameObject.lua"]: in function 'playSound'
[string "Monster.lua"]: in main chunk
[string "GameObject.lua"]: in function 'sendMessage'
[string "Animation.lua"]: in function 'update'
[string "Map.lua"]: in function 'updateComponents'
[string "Map.lua"]: in function 'updateEntities'
[string "Dungeon.lua"]: in function 'updateLevels'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk



I tried about 5 times, it's always happening (not in the first building which is weird).
I also tried to rush a new game and directly went there it's the same.


Also when I'm trying to load a saved game below the winding valley I get this

[string "Component.lua"]:0: invalid trigger action
stack traceback:
[C]: in function 'assert'
[string "Component.lua"]: in function 'addConnector'
[string "GameObject.lua"]: in function 'loadState'
[string "Map.lua"]: in function 'loadState'
[string "GameMode.lua"]: in function 'loadGame'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
Sir Lukas 23 Sep, 2021 @ 7:27pm 
Cursed again , dont know why , my team slowly lose HP and energy. I have the same problem as Gratch about saving game in Winding Valley , this map is unplayable because even if you save game outside this map it will be corrupted at next load.
Bunkerknacker  [developer] 24 Sep, 2021 @ 11:52pm 
So when you sleep or save the game inside the Catacombs it crashes? Do you have any traits like the Quiet Sleeper (concentration). You mentioned a "first building" where this does not happen, does that refer to the SW mausoleum entrance or the Ossuary?
Also, because of the "out of memory" bit, are you using the 4GB patch?

@SirLukas You first noticed being "cursed" when you entered the western Swamp Grotto? How does losing health/energy appear, in regular intervals? Does it lower the max or current values? Are the stats affected?
Can't find the source of this and any (detailed) information would be helpful.
Gratch 25 Sep, 2021 @ 2:44am 
when you enter the winding valley , turn to the right , first building you see, entrance wide opened. I dont remember having a trait like that when I created my party, but I did have concentration at lvl5.
honestly I dont think Ive ever used the 4gb patch, for this is the first time I had an out of memory problem, Also ..... where do I get that patch ? doesnt seems to be in the steam workshop .... I'll google it .....
forester-O-T-L 25 Sep, 2021 @ 10:34pm 
Hello, I'm sorry for the machine translation and I'm not a good writer, but I'll report what I noticed.

-The description of Master Mortar is in German.

-Damaged Skull, Poignant Potion, elemental arrow and quarrel fall to the ground instead of disappearing when they hit enemies or walls.

-When you eat Horned Leafs
warning! invalid condition: horned_leafs_immune_100
and the only effect was Agile.

-Bone Wand Special Attack: no effect
warning! Unknown spell: dark_pact

-Unholy Skull Special Attack: no effect
warning! Unknown spell: unholy_contract

-Cudgel is a Heavy Weapon, but his Special Attack requires a Light Weapon.
Maul is also a Heavy Weapon, but requires a Light Weapon to equip and make Special Attacks.

-Snow Sphere increases Water Magic by 2 when equipped, but if it is equipped when Water Magic is at 4, it will be reduced to 3 when removed.

-Equipping Tom of Elemental Mastery does not increase Willpower.

-After equipping MIRROR SET and METEOR SET, the effect description does not disappear.
Last edited by forester-O-T-L; 25 Sep, 2021 @ 10:49pm
Bunkerknacker  [developer] 26 Sep, 2021 @ 6:44am 
Originally posted by Gratch:
Also ..... where do I get that patch ? doesnt seems to be in the steam workshop .... I'll google it .....
The 4GB patch is by NTCore, just run it and patch the grimrock exe. Lowering the graphics to "middle" might also do the trick in case it is indeed a memory error.

Originally posted by forester-O-T-L:
Hello, I'm sorry for the machine translation and I'm not a good writer, but I'll report what I noticed...

Thank you for the detailed report. Fixed or altered each of the above mentioned issues.
The two spells were not even implemented in the English version yet.
Also fixed the Crystal and Archmage sets which had the same issue with the on-screen text. Unfortunately, all of these "epic" sets (linked to an achievement) work differently, so now there is no text at all for them as it keeps updating every frame. Speaking of memory leaks...
< >
Showing 1-15 of 24 comments
Per page: 1530 50