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Re: Legend of Grimrock - Master Quest: BETA TEST

Posted: Wed Mar 06, 2013 5:16 pm
by Komag
At this point I think I'll draw a beta-test deadline of one more week, Weds March 13. If a couple more testers want in, there's still time. ;)

Based on tester feedback thus far, I've made a lot of fixes and improvements already, and will continue to do so till the end. The mod is greatly enhanced due to their efforts, and I appreciate it a LOT! :D

----- EDIT -----
- Beta-Test deadline is Weds, March 13.
- Right now (Weds March 6) I still could make good use of a couple more testers:
* Another import party which finished the original game (lv 12-15 or so)
* Someone who would be willing to try playing as Toorum starting fresh or as a high-level import (imported Toorums retain "Thunderstruck" fast weapon cooldown but not fast movement speed)

Re: Legend of Grimrock - Master Quest: BETA TEST

Posted: Wed Mar 06, 2013 6:20 pm
by SpiderFighter
Komag wrote:
SpiderFighter wrote:The scaling XP is absolutely brilliant.
Thanks for the kind words! But I have to say, the scaling XP (and scaling all the other stuff) was absolutely a huge headache! :x :lol:

There are so many considerations to it that are hard to think of until they crop up in play-testing, I had to keep going back and adding a new system here, a new chart there, scale up the spawned elemental bolts, scale up the charged weapons, scale up the quake effects, scale up the potions, scale scale scale!!! Every spawned monster in the entire dungeon had to be reworked to properly spawn according to the scaling, some of the new tomes adjust their effects based on scaling, the list goes on and on. Man I hope it's done!
I can't even imagine every little detail you had to coordinate to get it to work smoothly. I'm so eager, I'd love to jump on the bandwagon, but I know I wouldn't be able to devote the time it deserves.

Re: Legend of Grimrock - Remake: PUBLIC RELEASE, plus SOURCE

Posted: Sun Mar 10, 2013 5:49 pm
by Wanderer
I just finished Playtesting / first Playthrough the Mod and what I can say is: It is a Masterpiece of Work!!!
There is so much effort in this Mod, it just contents the whole original game AND MORE!
It shows very very good the capacity/power of the LoG editor.
I just fel in love again with Grimrock and its Editor after playing this Mod.
Especially the improvements and addings of extra puzzles / quests makes it worth to play grimrock with this Mod again, even if you already know the original game.

Komag you done very very good job, congratulations again.

lg Wanderer

Re: Legend of Grimrock - Remake: PUBLIC RELEASE, plus SOURCE

Posted: Sun Mar 10, 2013 6:16 pm
by Dr.Disaster
Wanderer wrote:I just finished Playtesting / first Playthrough the Mod and what I can say is: It is a Masterpiece of Work!!!
There is so much effort in this Mod, it just contents the whole original game AND MORE!
It shows very very good the capacity/power of the LoG editor.
I just fel in love again with Grimrock and its Editor after playing this Mod.
Especially the improvements and addings of extra puzzles / quests makes it worth to play grimrock with this Mod again, even if you already know the original game.

Komag you done very very good job, congratulations again.
I can only second what you said. Still the real masterpiece unfolds with an imported party :D

Re: Legend of Grimrock - Remake: PUBLIC RELEASE, plus SOURCE

Posted: Sun Mar 10, 2013 6:22 pm
by Wanderer
@ Dont Panic: I already send detailed Playtesting-notes directly to Komag, I just wanted congatulat Komag again and maybe inform those who doenst playtested the mod about its power. ;)

lg Wanderer

Edit: I will play the imported party version with the released version of the Mod, with this party I just created extra for this Mod ;)

Re: Legend of Grimrock - Master Quest: BETA TEST

Posted: Sun Mar 10, 2013 11:09 pm
by Dr.Disaster
I went thru the whole beta three times now. Twice with the original handed out beta using an imported lvl 20 all mages party and then re-imported them again at lvl 29 :!: plus once with an already updated/modified beta using an imported lvl 14 Toorum. My focus was to test scalability and thus re-playability beside everything else. During this time Komag got provided quite a good bunch of information - i hope he did not get annoyed by all my PM's ;) - so the release should be both pretty polished and expanded compared to original handed out beta.

About the scalability: Komag you did a damn fine job there :ugeek: :!:

You can start a new party, re-import it when finished and once again after that. Even when you know where all the quests secrets and treasures are due to scaling this mod never get's old! It's like playing Diablo 2 from Normal to Nightmare to Hell difficulty and beyond. At first you may wonder about the amount of more and more gained experience but rest assured: you goddamn earned it! Your party always needs to be on their toes, sometimes even come up with a new strategy to keep the upper hand against constantly beefed up monsters.

Also beside scalability and combat at all: there is lot's of stuff to discover, uncover and sometimes recover i.e. your jaw from the floor :D

Re: Legend of Grimrock - Master Quest: BETA TEST

Posted: Thu Mar 14, 2013 12:24 am
by Komag
Just finished my last beta play through to test the latest new feature, LOOT! :D 8-)

I've judiciously assigned a "loot" value to every single item in the game (around 200 original, plus nearly 100 custom defined ones), and a script that adds up the value of everything you're carrying and tells you the total whenever you "wake up" from resting at least a few seconds.

It's kinda fun to have another dimension to playing the game, makes you think twice about tossing away "useless" but valuable stuff :mrgreen:

Re: Legend of Grimrock - Master Quest: BETA TEST

Posted: Thu Mar 14, 2013 3:40 pm
by Dr.Disaster
Komag wrote:Just finished my last beta play through to test the latest new feature, LOOT! :D 8-)

I've judiciously assigned a "loot" value to every single item in the game (around 200 original, plus nearly 100 custom defined ones), and a script that adds up the value of everything you're carrying and tells you the total whenever you "wake up" from resting at least a few seconds.

It's kinda fun to have another dimension to playing the game, makes you think twice about tossing away "useless" but valuable stuff :mrgreen:
Out of curiosity since this is a new feature: does the loot value influence experience gained or something like that?

Re: Legend of Grimrock - Master Quest: BETA TEST

Posted: Thu Mar 14, 2013 8:17 pm
by Komag
it's not related to XP, just a separate metric, and certain titled "ranks" can be achieved with it (totally optional) which grow/improve over the course of the game.

Re: Legend of Grimrock - Master Quest: BETA TEST

Posted: Sat Mar 16, 2013 2:43 am
by Komag
Almost ready!

I just finished my final mad dash playthrough to test the loot rankings, they work well. I'm taking some screenshots, packing things up, but can't finish right now.

I'll try to release it in the morning (GMT-5), maybe 12 hours from now if it goes well :)