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Hi all,

We've uploaded a new patch for LoG 2 that will update your game to version 2.1.13. PLease download this patch at your earliest convenience in order to have the latest and greatest version of the game :)

Changelog for version 2.1.13:

– fixed typo in a potion description
– improved precision of dual wielding damage calculations
– zarchtons no longer drop harpoons (this was not intended behavior)
– added missing embalmer’s pants to the game
– fixed jeweled scepter’s 3D model to fit inside chests
– fixed errors and clarified attribute tooltips
– clarified battle mage description (a magical staff is needed to get
the +10 bonus to resistance or protection)
– changed resistance bonuses: strength now affects resist fire,
dexterity affects resist shock, vitality affects resist poison and
willpower affects resist cold
– added hit sound to pushable blocks (does not apply to old save games)
– optimized opening of automap
– fixed “odd behavior of certain rock piles” when throwing items at them
– renamed trait: Weapon Specialization -> Martial Training
– tweaked stun effect to be less subtle
– tweaked chest map icon so that an exclamation mark icon on top of a
chest is more visible
– improved precision of boss fight progress bar
– nerfed poison cloud’s poison effect
– bug fix: items can’t be thrown from mouse cursor when standing in
front of a open secret door
– bug fix: a spell that was cut from the game during development can be
cast by fiddling with the rune panel
– bug fix: loading certain save games can sometimes crash with “could
not resolve monster group member with id XXXXX” error
– bug fix: buckler’s evasion bonus does not work (does not apply to old
save games)
– bug fix: knight’s shield bonus does not work
– bug fix: max epic items statistics is wrong (should be 17, not 16)
– bug fix: viper roots can spawn under water and die immediately
– bug fix: healing potion effect is played on the wrong portrait if
party formation is changed
– bug fix: fireburst and similar spells can be cast inside pushable
blocks (does not apply to old save games)
– bug fix: automap is not updated when falling down a level
– bug fix: game crashes when alt-tabbing during loading screen
– bug fix: item auto pickup logic does not take elevations into account
(causes problems at the Skyway puzzle)
– bug fix: some map graphics are not shown on the automap after loading
a save game
– bug fix: loading certain save games can sometimes crash with “inflate
failed – ran out of available bytes” error
– bug fix: moving monster leave behind invisible blockers (very rarely)
when the party is asleep
– bug fix: sleep darts put monsters to sleep even if the attack misses
– bug fix: armor set is considered to be equipped when shield is in
inactive quick slot
– bug fix: monsters can fall down from ledges when they are leap
attacking and party is standing on ladders
– bug fix: thrown items collide with marble statues behind the party
when throwing items at the Shipwreck Beach
– bug fix: venom edge icon has a black smudge
– bug fix: rope can be used to climb down to a pit which has a
teleporter over it
– bug fix: spell casting panel and potion crafting panels stay open when
champion’s hand is injured
– bug fix: if the healing crystal is on a platform, the healing crystal
is not shown on the map
– bug fix: player can climb ladders while overloaded

Thanks and jhave a nice day :)
Post edited October 25, 2014 by JudasIscariot
Wow, now that's a patch. Installing it now, thanks to the devs for all these fixes!
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JudasIscariot: – bug fix: a spell that was cut from the game during development can be
cast by fiddling with the rune panel
Nice, thanks! I'm particularly curious about the new spell.
Looks great, just installed it now.

This is the first time I've installed a patch from GOG, I don't need to run the patch executable from any particular folder right? It auto-installs to Grimrock 2's folder?

Also I'm seeing my Grimrock 2 version as 2.1.13 on the main menu, not 2.2.13.
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JudasIscariot: – bug fix: a spell that was cut from the game during development can be
cast by fiddling with the rune panel
avatar
akhliber: Nice, thanks! I'm particularly curious about the new spell.
The way I understood this, was that in the pre-patch version, there was a spell that wasn't suppose to be there and that it was possible to cast it by fiddling with the rune panel. With the patch, the spell is removed entirely.
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akhliber: Nice, thanks! I'm particularly curious about the new spell.
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DProject: The way I understood this, was that in the pre-patch version, there was a spell that wasn't suppose to be there and that it was possible to cast it by fiddling with the rune panel. With the patch, the spell is removed entirely.
Ah, that actually makes more sense. I need to start having my coffee *before* coming to the forums in the mornings. ;)
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Arborist: Looks great, just installed it now.

This is the first time I've installed a patch from GOG, I don't need to run the patch executable from any particular folder right? It auto-installs to Grimrock 2's folder?

Also I'm seeing my Grimrock 2 version as 2.1.13 on the main menu, not 2.2.13.
Typo on my part, sorry :)

Fixed :)
avatar
Arborist: Looks great, just installed it now.

This is the first time I've installed a patch from GOG, I don't need to run the patch executable from any particular folder right? It auto-installs to Grimrock 2's folder?

Also I'm seeing my Grimrock 2 version as 2.1.13 on the main menu, not 2.2.13.
avatar
JudasIscariot: Typo on my part, sorry :)

Fixed :)
FYI the typo appears to be on the games list too. It says patch 2.2.13 (1.2 Mb) is new.

The discrepancies between the games list (library) patch numbers and what appears on the forums here frequently confuses me. I still have no idea what I have/need installed for Age of Wonders 3, for example.