Races/Classes in Grimrock 2

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thomson
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Races/Classes in Grimrock 2

Post by thomson »

Ok, so we know that there will be a new rat-man race in Grimrock 2. I presume that all existing races: human, minotaur, insectoid and lizardman will be there, too.

In LoG1, insectoid is a physically weak (strength -2, vitality -2), mind focused (willpower +4) race. But not every insect is weak. After I saw Emile's insectoid warrior, I immediately realized that some insects are unusually strong. Ants can carry around 10 times of their weight. Had there been human sized ants, they could probably lift close to a tonne. Some insects are incredibly resilient (everyone heard that cockroaches can survive atomic fallout), so perhaps there should be a trait about increased regeneration rate?

Oh, and some insects are hermaphrodites, e.g. earthworms. They do not have gender. Perhaps male/female could be disabled for insectoids.

Speaking of races and classes, I really, *really* hope there will be hidden ones
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like with the Toorum guy in LoG1.
There could be a good rationale for it. For example, once players reach certain stage and complete a quest about restoring assassin's guild/monastery/thieves guild, the assassin/cleric/thief class becomes available for new party.

From modding perspective, it would be completely awesome if there were no fixed match between classes and skills. That would enable a lot of creativity in mods (monks who are good with maces, but despise sword, a rogue whose family was killed by archers, so he uses only thrown weapons etc.).
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Drakkan
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Re: Races/Classes in Grimrock 2

Post by Drakkan »

I hope, there will be some possibilites to edit / add new races with some scripting or in editor. The same for classes. As for now it is very very limiting
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Komag
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Re: Races/Classes in Grimrock 2

Post by Komag »

I'm sure they'll make it much more accessible for us this time around. :)
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Dr.Disaster
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Re: Races/Classes in Grimrock 2

Post by Dr.Disaster »

thomson wrote:Speaking of races and classes, I really, *really* hope there will be hidden ones
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like with the Toorum guy in LoG1.
While i actually expect a wider range of classes and even races i like the idea to unlock an entire new race during play
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perhaps done by letting such a character join/replace one of yours
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Neikun
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Re: Races/Classes in Grimrock 2

Post by Neikun »

Goromorg in the party, anyone?
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thomson
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Re: Races/Classes in Grimrock 2

Post by thomson »

Neikun wrote:Goromorg in the party, anyone?
Have you played Wine merchant's basement? :)
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Neikun
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Re: Races/Classes in Grimrock 2

Post by Neikun »

Haha, Yes, but I haven't gotten that far.
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petri
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Re: Races/Classes in Grimrock 2

Post by petri »

We are a bit close lipped about new races and classes because we're currently working on a new race/class system. Once the foundations have been laid out and tested in practice, we'll have a big blog post about it.

I've already removed some hardcoded features of the class/race system so it's likely that existing classes/races can be modified and new ones added by mods. Adding new skills is more trickier because the skills often affect core gameplay features and designing an API to support them is notoriously hard. But we'll see about that when development progresses further...
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thomson
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Re: Races/Classes in Grimrock 2

Post by thomson »

petri wrote:We are a bit close lipped about new races and classes because we're currently working on a new race/class system.
That's very understandable. We'll keep throwing ideas around. Perhaps you'll find some of them useful.
petri wrote:it's likely that existing classes/races can be modified and new ones added by mods.
Gamers and modders rejoiced and celebrated this fantastic news for many days.
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Neikun
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Re: Races/Classes in Grimrock 2

Post by Neikun »

thomson wrote:
petri wrote:We are a bit close lipped about new races and classes because we're currently working on a new race/class system.
That's very understandable. We'll keep throwing ideas around. Perhaps you'll find some of them useful.
Can we have a robot race? :P
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