Legend of Grimrock 2

Legend of Grimrock 2

Magic of Grimrock 4.2.2
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Update: May 8, 2017 @ 10:40am

Version 3.1

Bug fixes:
- Osmosis can no longer kill characters at very high spell power (above 1000%).

Difficulty balance:
- Osmosis now costs 50 energy and its duration is reduced.
- Earthquake now breaks invisibility and no longer deals damage through walls and obstacles.
- Earthquake damage reduced through random rocks eruption (new animation).
- Fire Aura deals 4 times its previous damage.
- Negentropy deals 2 times its previous damage.
- All Shall Fall deals 2 times its previous damage.
- Scroll of Feast moved to herder den.
- One manabound gun moved from Castle Nex to Forgotten River.
- Early game difficulty: physical classes gain some starting accuracy bonus.
- Enchantments maximum power is now limited by the caster's level.

New features:
- Dispel can now destroy equipment and weapon items to create crystal shards of enchantment.
- Enchanting an item requires one crystal shard of enchantment.
- Barbarian new ability: cooldown reduced for heavy weapons.
- Alchemist new ability: +1% critical chance per level for firearms.
- Ammo crafting through alchemy for firearms.
- New elemental rods for fire, water and earth. Lightning rod redesigned.
- Archmage pieces gives +5% to all spells power. The full set gives an additional +20% to all spells power.
- Wizards gain +2% energy regeneration rate per level.

Update: May 4, 2017 @ 12:02pm

Version 3.0.1

Bug fixes:
- Fixed the scaling of interface elements (xp bar, stats, mortar...) for various screen resolution. At this point the 1600 x 1200 screen size is not supported though.
- Health and energy regeneration potions no longer crash the game.
- The frozen champion condition cured by Nature's Grace no longer keeps the party unable to move.
- Crystal shards of protection no longer last forever and crash the game when casting Shield.

Update: Apr 26, 2017 @ 4:32pm

Version 3.0

New features:
- Aura and Strong Mind no longer unlock all spells bonus effects. Each trait in the game unlocks a few of them instead.
- Elemental shields spells reduced to the 4 base spells only. A caster with Concentration 5 can now cast a new shield without removing the currently active shield(s).
- Multiple elemental shields replaced with Mage Armor spells. Those spells increase some schools spell power and decrease others until canceled.
- New alchemy system implemented with a custom mortar interface not linked to hands slots.
- New recipes. Most of them now require water flasks in addition to the normal ingredients.
- Empty flasks can be used in front of water to replenish them.

Difficulty balance:
- Vengeance reduced from 20% to 10% maximum health.
- Boss health added in the previous version has been reduced by about 50%.
- A few new monsters and boss attacks.

Bug fixes:
- Arcane Flash, Dark Bolt's light blast and Time Bolt radius reduced to avoid damaging the party when cast back to some walls or obstacles.
- Wind rider, All Shall Fall and detection spells optimized.
- Redirection no longer continues applying on a dead tank!
- Earthquake no longer damages flying monsters.
- Rock spells and some other effects are now correctly destroyed when they finish. Reduces useless save bloat.
- Poison clouds now merge when they appear on the same tile for better visual and framerate. Their damage is not lost in the process.
- Oracle items detection optimized.
- Crystal mine power me up receptor now correctly triggered by casted lightning bolts.
- Castle water tiles are now visible on the map.

Update: Jan 3, 2017 @ 6:18am

Version 2.5.1

New features:
- Several conditions removed and replaced with spells timers icons; arcanic charges, wind rider, flow of mind, energy whirl, force of will, angelic shield, health/energy/food gains and losses.
- Timer icons now show which character they apply to, if any.
- Detection spells recoded to be less performance heavy.
- Enchantments scale half as fast as before with the caster's skills and willpower. However their maximum power is unchanged.
- Healing now costs 15% of maximum energy instead of current energy.
- Regeneration now costs 20% of maximum energy instead of current energy.
- Life Bloom now costs 25% of maximum energy instead of current energy.
- Energy Whirl affects all champions with or without the aura trait.
- Immortal and Alter Time requirements swaped.
- Alter Time now costs 150 energy instead of 100 energy.

Bug fixes:
- Magic Bridge now has the correct energy cost (80) in its description.
- The Invisibility timer icon is correctly removed when the invisibility condition is lost.
- The Immortal timer icon now is removed if all champions have consumed their revive condition.

Warning:
If you use a saved game from the previous version, the patch will apply automatically, it can take some time with a black screen before all previous effects are purged, so be patient!

Update: Dec 18, 2016 @ 12:10pm

Version 2.5

New features:
- "Toorum mode": monsters kills now grant experience points based on the number of characters in your party (equally divided).
- New visual interface to track spells and effects durations.
- New visual interface for resistance diminishing returns.
- New visual interface for health and energy regeneration.
- Monsters now also gain accuracy when they scale.
- Health and energy potions now have a scaling part to be more useful to high level characters.
- Magic Bridge has a one second animation before being usable. So it can no longer be chained infinitely (was not intended!).
- Detections spells have a longer duration and their elementals schools have been fixed.
- Oracle now also detects items.
- Cure Petrify replaced with Flow of Mind. Makes the party immune to petrified and paralyzed conditions while active. (Usable in Toorum mode!)
- The Island Master clones are no longer considered normal living beings by the Detect Life and Shadowlands Vision spells.

Difficulty balance:
- The Viper Roots first boss now have 500 health instead of 300.
- The Trickster encounter in Twigroot Tunnels requires twice the previous damage.
- The Sewers Trickster fight requires 4 times the previous damage.
- The Sewers Ratling boss fight requires 4 times the previous damage.
- The Barren Desert Magma Golems now have 5000 health instead of 1000 (and the Trickster also has more health).
- The skeleton knight commanders bosses also have more health (and also the secret custom golems in the cemetery above).
- The Lindworm has massively more health :)
- The Island Master also gained some health and shield power, and one new attack.
- The number of spiders in the Crystal mine is a little reduced (kill the eggs to stop the invasion!).
- Medusa now always hit with their petrifying attack. Deal with it! (If you play in "Toorum mode", be careful...)
- Enchantment spells scrolls have been moved to be accessed earlier.
- Pyrometabolism spell scroll has been moved to be accessed earlier (starting area).

Bug fixes:
- Internal renaming of the Haste spell to avoid confusion with the Haste trait in the traits interface.
- Burst and zone spells no longer pass through forcefields.
- Ice blocks no longer loose their collisions properties when falling from one map to another.
- Feast now has the correct energy cost (150) in its description.
- Frozen condition for champions no longer lasts forever for teams smaller than 4 characters.
- Alter Time is no longer canceled on saved game reload.
- Mirror no longer resurrects characters!
- The Scroll of Energy Whirl is no longer missing in the game (Forgotten River).
- Dead monsters should no longer burn.
- Enchantments on new armors should no longer be partially erased by set bonuses activation.
- The Island Master granted experience on death is now scaling like all other monsters.
- The Ring on a String no longer disturbs the rescaled experience visual interface in the character sheet.
- Dormant golems should no longer be hit by zone spells and look stupid.

--

Update: Nov 15, 2016 @ 1:13pm

Version 2.4

New features:
- Critical hit chance now apply also to all spells. Elemental mastery traits and the Spirit trait add bonuses to critical spells and are included in the dungeon example.
- Melee spells trigger traits are included in the dungeon example.
- Fire enchantment can turn a branch into a torch.
- New visual for the detect spells.
- Some minor bugs and map fixes.

Update: Oct 22, 2016 @ 9:39am

fixed a wrong placed invisible wall

if with a previous version you still meet an invisible wall in Hamlet of Stormbreach, then you can remove it with this command:
invisible_rocky_wall_14:destroy()

Update: Oct 22, 2016 @ 7:48am

Version 2.3.5

Fixes a crash with flying monsters and All Shall Fall spell. To get the fix in an old save use one of the following commands:

patcher.script.patchFile("monsters")

or

spells_functions.script.tileFunctions.allShallFall = function(x, y, z) for e in party.map:entitiesAt(x, y) do if e.monster and e.elevation == z then if e.monster:getFlying() then e.monster:setFlying(false) e.gravity:enable() spells_functions.script.delayEffects(10, spells_functions.script.fly, {e.id}) end end end end

Update: Oct 22, 2016 @ 7:34am

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Update: Oct 22, 2016 @ 7:15am

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