An updated version is now available:
https://www.nexusmods.com/legendofgrimrock2/mods/105
Bug Fixes:
- Activating levers after the spike trap on the Keep 1st Fl is disabled was causing a crash.
- Placing / removing an item on an altar in the Gardens was locking the player in.
- A pedestal in the Tower was locking the player in when an essence was placed on it.
- A Tower demon was causing a crash when provoked.
- Pedestals have been replaced with a different model that will not eat small items placed on them.
New Content:
- Added 3 new areas.
- Added a bunch of new puzzles and a couple of old ones have been reworked.
- New items to go along with the new areas.
- Some new textures and some small renovations to the Keep.
Backtracking / Inventory:
- Several of the areas now have a teleporter "hub system". Each hub has a button or pullchain that can be used
to cycle through any other unlocked hub locations.
- Opened a path connecting the East and West sides of the Keep 1st Fl.
- Repaired a broken lever in the Gardens connecting the North and South of the area.
- Champions will no longer have an issue with carrying weight capacity.
- Added a bunch of sacks to haul around all the items.
Gameplay:
- Removed the skill "Acute Instincts" (This skill allowed players to unlock gear locks).
- Bumped up Champion accuracy.
- Increased starting ammo.
- Reduced the cooldown of melee attacks and the Bolt Arquebus.
- Increased attack power of melee weapons.
- Added an additional melee weapon and two of the weapons now have a ranged magic attack that deals
decent damage and uses charges.
- Added a manual difficulty option, normal and hard modes. In hard mode there are less ammo pickups,
more monsters and Champions begin with less skills. Clicking on the starting area campfire will toggle the
difficulty setting. A normal fire represents normal mode, an extinguished fire represents hard mode. The
changes to not take effect until after a Champion is selected and the game begins.
Combat:
- Reduced monster health.
- Many of the monsters have had their shock resistance reduced, making firearms viable for most encounters.
- Added an additional benefit to the "Melee Combat" skill. By default melee attacks cost 2 energy. At 3rd level
in Melee Combat this cost is reduced to 1. At 5th level there is no cost for melee attacks (normal mode only).
- With the exception of the dagger, melee weapons now deal physical damage.