How to use the lindworm?

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AndakRainor
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Re: How to use the lindworm?

Post by AndakRainor »

Major problem with this boss !!! Hope some one can help !

I just checked the dungeon from dungeonFolder "assets/dungeons/grimrock2", which is supposed to be the main campaign... But the lindworm in it is as dumb as the one we get in the editor. Incomplete, no brain, no fight, not damageable!

Any idea how to give it its default behavior from the original game ?
bongobeat
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Re: How to use the lindworm?

Post by bongobeat »

the lindworm in the editor/asset folder is unusable (don't know what you mean by those? they are the same), you have to make a new brain component. Sorry I have no idea how to do it. I just cheated with giving him an existing brain and removed a few things. It works pretty well but the only problem is the shape, when the lindworm comes close to a wall or any object, its shape "merges" <-- don't know if this is the right word, with the obstacle. But when you use the

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shape = "cross",
to avoid this it wont shoot anymore.

Maybe you can have the full brain code by extracting and looking in the dat file, but this is against copyright law I think. Or ask to some experienced scripter to re-write this brain.
My asset pack: viewtopic.php?f=22&t=9320

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minmay
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Re: How to use the lindworm?

Post by minmay »

The full implementation of the lindworm boss fight involves doing things that the scripting interface doesn't have direct access to as far as I know, like the various taunts, and what appears to be changing the size of a GoromorgShieldComponent. There are plenty of possible workarounds for these (e.g. you can probably make a separate object with a GoromorgShieldComponent, and use GameObject:setWorldRotation() to scale the entire object), but it's probably not worth the effort.

However, the AI of the lindworm itself - without the taunts, shield, monster spawning, etc. - doesn't seem very complicated. From my observations in-game it seems to behave pretty much like a MeleeBrain, but with the cross shape, charges, and flight manoeuvres. None of those are too difficult to account for.
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AndakRainor
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Re: How to use the lindworm?

Post by AndakRainor »

So, I am currently implementing the Lindworm boss fight of Isle of Nex for the next update of my integration of the spell pack: http://www.nexusmods.com/legendofgrimrock2/mods/60/?

When it is done, I would like to share it on the forum. I saw some threads but no shared ressource about it.

For the moment, I have coded the brain, the middle of the screen taunts, and the minions spawn phases. All of that needs improvement.

That said, here is my first question about the minions; I have the following list:

-- stage 1 : 10 undeads
-- stage 2 : 4 ratlings, 3 fjeld wargs, 1 group: ratling + fjeld warg
-- stage 3 : 1 dark acolyte, 1 medusa, 3 giant snakes
-- stage 4 : 2 magma golems + 4 uggardians
-- stage 5 : 4 mosquitos
-- stage 6 : 4 mimics, 4 xeloroids
-- stage 7 : lots of mummies!
-- stage 8 : 4 turtles

I watched a lot of videos about this fight to build the list (and get as many taunts as possible). So far I have not found a video showing stage 9 or higher. Also, I did not notice any differences between normal and hard mode. I did not find easy mode videos.

Do you know any more details about thoses phases? If I have to play the fight with one of my saved games to get more infos, I should certainly cheat somehow to gain some time. If you had to do it, what cheats would you use to see as many phases as possible?

Other question: I spawn monsters on specific tiles coordinates, the lindworm can launch a summon phase whatever its position is, so I get sometimes monsters fragged on spawn, so should I change randomly the position of spawned monsters on free tiles or is there some lindworm / party positionning I missed?
Last edited by AndakRainor on Wed Sep 28, 2016 3:10 pm, edited 1 time in total.
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Dr.Disaster
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Re: How to use the lindworm?

Post by Dr.Disaster »

This should help: http://steamcommunity.com/app/251730/di ... 640546493/

Still regarding numbers it's not that precise.
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AndakRainor
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Re: How to use the lindworm?

Post by AndakRainor »

Thank you for the link! Obviously, the fight will be a little different than the Isle of Nex version.

But it's not a problem as long as the differences are minor and the balance is respected. The number of minions and the items they carry can be a big deal. For the moment I have very few details about the minions loots in fact.

Next problem: the brain. Currently, the Lindworm can move too close to the roof borders, even with the cross shape. It uses normal RangedBrain implementation to move. Is there a solution?

Also, the blockers on the roof are not very helpful.
I can see how they avoid situations where the party would be trapped in a corner and unable to escape the Lindworm anymore, but:
- They don't keep the Lindworm away from the roof borders.
- They block all other monsters too, and they should not as we clearly see in the original fight. Is there a way to make a blocker selective?
minmay
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Re: How to use the lindworm?

Post by minmay »

LindwormBrain doesn't share a lot with existing brains, I'm afraid. You'll have to reimplement the whole thing if you really want to do this.
The blockers are special. LindwormBrain activates and deactivates all the "lindworm_blocker".. blockers internally when its shield goes down and up.
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THOM
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Re: How to use the lindworm?

Post by THOM »

fisch did a lot of work with the Lindworm brain already:
viewtopic.php?f=22&t=14113&p=106253

Maybe you can go and ask him. He sent his script to me.
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AndakRainor
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Re: How to use the lindworm?

Post by AndakRainor »

Oh yes I forgot to mention it, but I started working from Fisch's work on the Lindworm!

He had most of the brain code written, and some of the minions stages too.
I added the taunts system (+new taunts for the 105 spells :D ), several missing minions stages, and reworked on the script and various bugs I found when testing the brain.

Tonight I managed to remove completely the RangedBrain component used and recoded the wander and moveTowardsParty functions to keep the Lindworm away from the roof borders. I removed the blockers as I don't need them anymore. I use a basic Brain component with a onThink function that handles everything.

Now I need to complete the missing minions stages and their loots (by filling a table, it won't take too long but won't be exact! Unless I play it to note everything).

So I should have something to share soon, and I hope people here interested in this boss fight will help improve the result ;)

Edit:
Another problem to solve: the Goromorg shield stays invisible during the minions phase even if it is activated. It becomes visible only when the Lindworm is hit by some attack. Any idea about that?
minmay
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Re: How to use the lindworm?

Post by minmay »

Here are the monsters for the lindworm minion summon phases:

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1. undead x10
2. fjeld_warg x3, ratling1 x1, ratling2 x1, ratling3 x2, ratling_warg_pair x1
3. dark_acolyte x1, medusa x1, giant_snake x3,
4. magma_golem x2, plus the uggardians created by the meteor fall action
5. mosquito_swarm x5
6. mimic x4, xeloroid x3
7. mummy/mummy1/mummy2/mummy3 x15, mummy_patrol x3
8. turtle x3
9. skeleton_commander x1, skeleton_trooper x6
10. spore_mushroom x3, herder x5, herder_big x3, herder_small x4, swamp_toad x2
11. spider x 13
12. ice_guardian x 5
13. wyvern x9
14. air_elemental x3, fire_elemental x3
15. crab x3, zarchton x10
16. magma_golem x3, plus the uggardians created by the meteor fall action
17. mummy_patrol x20, rat_swarm x5
18. ratling_boss x2, ratling2 x3, ratling3 x6
19. fjeld_warg x10, sand_warg x5
20. eyctopus x3, xeloroid x5
And here are the lootDrops given to lindworm minions:

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{
ratling3 = {"pellet_box", 50},
medusa = {"potion_cure_disease", 100, "potion_cure_poison", 50},
giant_snake = {"potion_cure_poison", 30},
crab = {"potion_shield", 50},
xeloroid = {"shock_bomb", 50},
herder_big = {"poison_bomb", 50, "poison_bomb", 50, "poison_bomb", 50},
mimic = {"potion_healing" = 50, "potion_energy", 50, "potion_rage", 50, "pellet_box", 50, "shock_bomb", 50}
magma_golem = {"fire_bomb", 100, "fire_bomb", 100, "fire_bomb", 100}
dark_acolyte = {"crystal_shard_healing", 100}
}
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