Legend of Grimrock 2

Legend of Grimrock 2

Falagar - A Journey [06/2025]
Bunkerknacker  [developer] 18 May @ 1:49pm
Feedback version 1.4 (beta)
Please post any feedback/bugs/glitches you encounter in version 1.4 in here.

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


Fixed:
- Bad script in lower Catacombs removed
- Island map graphics fixed
- Aquatic combat rebalance
- Dark sorcerer resist changed
- Alchemist class reimplemented as "frail" (do not pick)
- Fighter class bonus for "baton" removed
- Warden class energy per lvlup fixed
- Class benefits for respective class only
- Fireburst grants caster XP
- Crash when making potions (with custom graphics) fixed
- Poison traps causing crashes
- Rocky walls above water in certain areas removed
- Minable pillar now destructable again
- Freeze/water breathing runes fixed
- Possible death trap in crypt removed
Last edited by Bunkerknacker; 3 Jun @ 10:16pm
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Showing 1-15 of 109 comments
blob 18 May @ 11:04pm 
The island map letter at the very beginning doesn't open the artwork for me when I read it.
Bunkerknacker  [developer] 19 May @ 12:02am 
Originally posted by blob:
The island map letter at the very beginning doesn't open the artwork for me when I read it.

Fixed, had moved the note items to a different folder and the path was not yet updated.
Btw, I just removed a bad script, you might want to resubscribe and start anew.
blob 19 May @ 12:39am 
ok! safe to import my existing heroes?
Bunkerknacker  [developer] 19 May @ 1:03am 
Originally posted by blob:
ok! safe to import my existing heroes?
Never tested that feature, I would not recommend it. Just resubscribe and make a new party to be on the safe side.
blob 19 May @ 1:03am 
Yeah it crashes the game instantly :P
blob 19 May @ 1:43am 
The wall text in the water in the crypt that said something like " next button press will open the way" to access the blue sapphire is now covered by a ladder and can't be read.
blob 19 May @ 3:08am 
Balance feedback: Twigtroot grove's water areas seem much more of a headache than in the last version, were the tribal spears already requiring light weapon 1 or were the sea turtles added or buffed? I had no issues avoiding stones and crabs in the previous version but the turtles are so immobile they very easily trap you underwater.

Small typo: the sign that says to be wary of what's underwater is wrongly spelled "weary"
Bunkerknacker  [developer] 19 May @ 8:42am 
Originally posted by blob:
The wall text in the water in the crypt that said something like " next button press will open the way" to access the blue sapphire is now covered by a ladder and can't be read.
The idea was to either read it or press the button and block a hint. Changed it to a lever which has two states. Pulling it down drops the ladder into the water, directly in front of the sign, shoving it back up makes the ladder go up again and the magic bridge appear.

Originally posted by blob:
Balance feedback:..Small typo...
Typo fixed, even though "weary" makes more sense now. :P
Crabs and turtles/tortoises have indeed been buffed. Slower, but more protection/evasion. On top of that the resistances have changed so crabs now need different damage types due to their shell. I can see how that is annoying for aquatic combat, will make another version of these with altered resistances and add a bit of pierce to the tribal spear.
blob 19 May @ 1:42pm 
I see!
Not to be a bummer after all your hard work but I found the new design of the SW corner of twigroot grove quite more frustrating than in the previous version:
- sea turtle's evasion buff made my full dex fighter with 2 ranks in accuracy miss possibly 50% of the time + pretty strong armor.
- the increased slowness makes it hard to lure them out of single tile underwater and means that if they move to block you can just go ahead and reload.
- one of the underwater pressure plate now closes the gate instead of opening it making the SW corner really painful to navigate and requiring to interact with it all the time even when leaving the area. All while already generally not having enough air to cross that section underwater in the first place.
- the new 2x twigroot monsters above hit like a truck, very fast, and found in single tile areas where you can be trapped in by an appearing teleporter. the 4x tile area is completely obstructed by branches making the monsters impossible to read while fighting them in there. They can solo wipe my full hp party when I get trapped.
- No more cloak secret reward it seems after all that pain? Only another 2x twigroot and a poison trap to extra kill you for my trouble.
Sorry, I spent over an hour in there and it felt soooo hard compared to the rest of this map that it truly discouraged me. ;__;
Hi! Trying to create a Dark Wizard character crashes my game :( Also when creating the party my portraits don't appear.
Bunkerknacker  [developer] 19 May @ 2:15pm 
Originally posted by blob:
I see!
Not to be a bummer after all your hard work ...

Proper and constructive feedback is always welcome, never hold back!

I altered the values of the diving turtles and lowered the accuracy for the Twigroots. However, just because one enters a region doesn't mean one can best every creature walking around it. If you get mauled somewhere, keep it for later.
Created a "bark cloak" for the SW Northern Forest as a reward. I removed a couple of doubles and tripples, including some cloaks. I don't really like the idea of finding one for each party member anymore, they're supposed to be unique in a way.

Which underwater pressure plate are you talking about exactly? SW Twigroot (west of Field of Stones)?
Even choosing the "Pure resist" trait during character creation crashes the game.
Bunkerknacker  [developer] 19 May @ 2:23pm 
Originally posted by filgalaxy:
Even choosing the "Pure resist" trait during character creation crashes the game.

Yeah, the game does not like the idea of a resist. Working on a fix, wait a few, please.
Originally posted by Bunkerknacker:
Originally posted by filgalaxy:
Even choosing the "Pure resist" trait during character creation crashes the game.

Yeah, the game does not like the idea of a resist. Working on a fix, wait a few, please.
Thanks!
Bunkerknacker  [developer] 19 May @ 2:40pm 
Originally posted by filgalaxy:
Thanks!

Alrighty, new version is ready for a "resubscribe". :)
Threw the resist dark stuff out entirely, this class should now grow stronger in shock and fire resist as they level up. Just made a test party with one and had no crash.

Also, I do see all portraits and I never changed anything regarding these, so that is on your end, I'm afraid.
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