Legend of Grimrock 2

Legend of Grimrock 2

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Falagar - A Journey
   
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65.796 MB
Nov 25, 2018 @ 2:32am
Jul 26, 2020 @ 12:14pm
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Falagar - A Journey

Description
[Version 1.36 available now - July 26th, 2020. The German version can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=1872230309
Don't forget to leave a like if you enjoyed your ride and appreciate my work.]


Falagar is a long journey in an entirely new world and a true adventure, comparable to good old games like the Might and Magic series, Lands of Lore or Wizardry. You are chosen and sent to rid the world of the evil Dragonrider and his four guardians who hold the key to his demise - the elemental spheres.

There are many riddles and mysteries to unfold and areas to discover. Party character development in many new ways, exploration of the vast world and discovery of the many benefitial secrets are the main focus of this challenging total conversion.

A number of changes to the main game's mechanics and entirely new systems have been added (see below) to bring fresh air, even for seasoned players of Legend of Grimrock, not to mention the new graphics for items, new 3D models and tile sets (biomes). Due to the nature of traits, character choice and requirements, no playthrough is the same.

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Traits/Conditions
-New traits have been added for specific custom races (e.g. trinket collector, food hoarder)
-Altered skills from the base game and changed requirements and traits
-Many new conditions, both negative and positive
-New status effects through enemy attacks (e.g. intoxication, burden)
-Hidden traits like armor proficiency (see class descriptions for hints)

Races/Classes
-Five new custom races (Cormorant, Huldra, Troll, Mantis, Armadillo)
-New classes (e.g. Brawler, Legionary, Dark Wizard, Warden...)
-Original races and classes have all been altered
-Classes have "favorite" weapon types which grant bonuses when equipped
-Bonuses increase as classes level up
-Races vary in Exp gain rate

Gear
-Many new items of all kinds with custom graphics, altered original stuff
-Multitude of new armor/cloth sets
-Three new container types for herbs and potions, darts and missiles
-Punishment for failed armor requirements
-Cloth armor grants evasion bonuses and is a valid choice
-New light sources candle and lantern
-Tomes with different effects for chars or the entire party
-Rare tomes which increase a specific skill
-Some crystal pillars can be mined now (beware cave-ins)
-Destructable rocks/trees require magic or physical attacks

Consumables
-Several new (race specific) food types added
-Thickets, cocoons and other destructables may drop food randomly
-Food consumption may have negative effects
-Health/Energy by eating
-Rare mushrooms with permanent stat effects

Combat
-A multitude of custom made weapons, armor and shields
-Original items have been altered
-Drastically altered monsters, new variants and Grimrock 1 monsters
-Loot drop of nearly all creatures improved, including rare drops such as crystals
-Shields and armor can be categorized in heavy, medium and light
-Stat scaling on many items, including firearms
-New damage types granting bonus damage
-Custom special powers (e.g. impaling, focus, power hurl)
-New Firearms now have plenty of ammunition (plus new ammo type)
-Limited elemental missiles with different effects
-Reusable venom and sleep darts
-Fist weapons
-Boss fights - what else?!

Alchemy/Healing
-New craftable potions
-Herbs are usable items and have specific purposes
-New herbs added, required for new hazards
-Wound system has been altered and requires bandages or herbs
-Regenerating abilities depending on race
-Rare flowers with a tiny chance of "enlightenment"

Magic/Charges System
-Values have been altered
-New spells have been added (e.g. fire field, windfist, cure, bark skin)
-Spell requirements and dependencies changed to improve magic school combinations
-Most magic items have more charges and recharging crystals not too rare
-Certain weapons have magic requirements (see dark wizard class)
-Light spell now works locally, not like an everburning torch
-Offensive dark magic more effective (e.g. long blinding effect)
-Powerful magic wands with uses beyond combat (e.g. healing, light, energy absorption)
-3 new crystal types added, healing crystals do not cure fevers
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This video will give you a more detailed explanation on custom races, classes, skills and traits.
https://www.youtube.com/watch?v=li5G3xQNqzw

Credits

Special thanks go to the modder Skuggasveinn for his amazing Winter Tileset. (https://www[dot]nexusmods[dot]com/legendofgrimrock2/mods/29)
Also, a big thank you to all the helpful community members in the forums who were an inspirational source, especially for troubleshooting in regards to programming. Of course, this also includes the helpful (!) comments and reports of issues and bugs on the Steam Workshop, modDB and NexusMods. And last but not least, a huge thank you goes to Almost Human for reviving a genre with two absolutely amazing LoG titles.
Popular Discussions View All (5)
170
Feb 23 @ 10:17pm
Puzzles/Riddles Section (SPOILERS)
Bunkerknacker
40
Feb 22 @ 2:07am
Bug Reports (current version 1.36)
Bunkerknacker
9
Mar 5, 2020 @ 11:40pm
Rutted Moor Guide (updated version 1_35)
Bunkerknacker
< >
405 Comments
Bunkerknacker  [author] Feb 22 @ 10:14pm 
It is not going to be as obvious or a simple check list, even though I already created a crude map for orientation purposes a few months ago. I was more thinking in the vain of informing the player via messages on screen. The first when half the secrets are revealed and another when all of them are found so that the players can move on, knowing they are done in that particluar region. At the moment I am uncertain whether I should include burried chests.

Combat is more challenging in some areas and less so in others and there are several "spikes" in difficulty over the course of the journey, especially when the elemental damage becomes a thing. However, I am not planing on making this a meatgrinder of sorts. In fact, I never received a single comment telling me that Falagar is too easy, so I assume it isn't.
kirill-busidow Feb 22 @ 1:29pm 
Do you plan to tell amount of secrets on each map on scroll, like The Guardians mod did?

About testing, i wait for 1.37 so that i do not spoil experience, i heard that mod have hard puzzles but easy combat (i prefer easy puzzles but hard combat, instead) so maybe things will change a bit, so far looks good and i keep eyes on this mod.
Bunkerknacker  [author] Feb 22 @ 8:18am 
Update 1.37 will take a bit longer. I am currently playtesting again and am receiving regular bug reports with which I am further polishing the mod. Keep in mind, though, this will not be much of a content update, but rather an improvement on all layers (puzzles, hints, balancing, world design, etc). In case you found any bugs or issues yourself, NOW is the time to drop them in the respective forum.

I am also working on a new feature regarding the secrets for each level, simply informing players of their current progress on a certain level.

Stay tuned and don't forget to rate the mod.
eric_les Feb 13 @ 3:44pm 
I am really enjoying this Mod. Great work! Do you plan on making another one? I hope so!
kirill-busidow Jan 30 @ 12:24pm 
When is new update planned? 1.37
Bunkerknacker  [author] Dec 6, 2020 @ 10:32pm 
@call110
That NE was a bit confusing as you are probably talking about the SOUTHwest (SW) corner of the mine. The light which you switch on comes from the surface two levels above the mine, so check the ruins in the SW corner of the Twigroot area.
call110 Nov 30, 2020 @ 2:51pm 
gk00003 asked: "how do i get that ogre out from behind the door in the NE part of the underground (mine)? There i a switch, when activated just turns on a light in the next area behind two other doors."

I have the same problem. Need a hint! Thx
LAN_droid Sep 9, 2020 @ 12:38pm 
aah ok ty
Sir Lukas Sep 9, 2020 @ 10:44am 
Crypt South West corner ? where is waterbreathing recipe ? if yes you can get out of there .
LAN_droid Sep 9, 2020 @ 8:06am 
hi in the crypt there is the a section of the channel that you can get stuck in. It is the section where you find the mortar and pestle. I think you end up unlocking the area later or there is actually a very specific puzzle to get out but as of right now it feels cheap dipping into the water only to find out you are dead.

But as far as i can tell Great mod! I love how indepth the tweaks are. Very ambitious.