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They need to overhaul the combat. I've been playing a few custom dungeons and basically the "combat tactics" come down to exploiting the poor AI of creatures in movement. The worst exploit is just kiting an enemy round in circles and attacking them from the side-corner before they turn to face you, and then moving to the next corner and doing it over and over. It's not possible to beat the game fighting enemies head on, so you need to kite enemies.

The worst thing is that enemies don't realize they are following you in circles, they just move in this "conga line" as you attack them before they turn, if the enemies realized they were going in circles they could surround and destroy your party almost instantly.
Post edited September 05, 2013 by Crosmando
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Zoltan999: timed puzzle complaints
They annoyed me as well.

I remembered Dungeon Master had a slow movement rate, and so I had similar expectations for Grimrock. It turned out that the game was lagging slightly, which reduced my movement speed, but didn't affect puzzle time limits. So the puzzles I was attempting were impossible. Reducing settings improved the situation and made the puzzles much less frustrating.

Still, a combination of elements made this aspect of the game quite painful for a while:
-expectation of slow movement
-expectation that a grid-based game should run just fine on a modern machine
-no reference for discerning whether the game was lagging
-puzzle timing not tied to movement rate

This all added up to multiple attempts at puzzles which couldn't possibly be completed.
Blog update on new GUI
I'm not a masochist so meh...
http://www.youtube.com/watch?v=GDMreQkyj0Y
Post edited September 12, 2013 by monkeydelarge
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Zoltan999: timed puzzle complaints
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grimwerk: They annoyed me as well.

I remembered Dungeon Master had a slow movement rate, and so I had similar expectations for Grimrock. It turned out that the game was lagging slightly, which reduced my movement speed, but didn't affect puzzle time limits. So the puzzles I was attempting were impossible. Reducing settings improved the situation and made the puzzles much less frustrating.

Still, a combination of elements made this aspect of the game quite painful for a while:
-expectation of slow movement
-expectation that a grid-based game should run just fine on a modern machine
-no reference for discerning whether the game was lagging
-puzzle timing not tied to movement rate

This all added up to multiple attempts at puzzles which couldn't possibly be completed.
This caught me too (and several others, according to the LOG forum). My then 3 years old ATI card was to weak, while running other "real" 3D games OK. Took me a while until I found out.

Everyone who has problems with timed puzzles, check your FPS, you need at least ~40FPS.
PS: you can enable in-game FPS visualization with "debugInfo = true" in the grimrock.cfg
Post edited September 20, 2013 by shaddim
Meet the team: Jyri (Jykä) Leppänen
Skill system explained
Post edited October 17, 2013 by mondo84
Good; some people will want to more stuff that can be watched, as in gameplay videos, but mechanics/system articles are always interesting.
Updates

http://www.grimrock.net/2014/08/05/grimrock-2-music-production/

http://www.grimrock.net/2014/06/02/grimrock-2-in-alpha/

In Alpha as of June 2nd
Does anyone know if Grimrock 2 will be on GOG?
BUMP through the Earth!