customizable alchemy ?

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Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

customizable alchemy ?

Post by Drakkan »

Altough I like how the alchemy is working in LOG2, it is quite limiting - in case I want mix another items than just given plants (in practice just 4 types, because two are kind of rare) how can I do that ? Will it be somehow moddable or the new system is hardcoded ?
Even in Log1 I was able to create nice stuff, where I defined items needed to be inserted in some mortar clone and for example craft weapons etc... this seems to be lost, because mortat is displaying just these plants... so again - it is going to be possibility to change it withing scripts ?
Breath from the unpromising waters.
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Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: customizable alchemy ?

Post by Dr.Disaster »

Drakkan wrote:Altough I like how the alchemy is working in LOG2, it is quite limiting - in case I want mix another items than just given plants (in practice just 4 types, because two are kind of rare) how can I do that ? Will it be somehow moddable or the new system is hardcoded ?
Even in Log1 I was able to create nice stuff, where I defined items needed to be inserted in some mortar clone and for example craft weapons etc... this seems to be lost, because mortat is displaying just these plants... so again - it is going to be possibility to change it withing scripts ?
The LoG2 mortar allows recipes with up to 4 components.
Now all what would be needed is something that allows to drag an item into the mortar that can't be pre-selected yet.
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