Monster movement improvement

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vidarfreyr
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Joined: Sat Oct 20, 2012 4:40 am

Monster movement improvement

Post by vidarfreyr »

I must congratulate the designers on great improvements in monster AI and movement. The #1 fault with LoG1 was that it was way too easy to outmaneuver most of the monsters. The fly was pretty much the only monster that was any challenge in that department, because it was very quick to react. Even the big bulky ones (perhaps especially those) were so easy to defeat that it bordered on the silly. Now I'm seeing monsters react to spring attacks by making backflips and even attacking quickly. *clap *clap. Bravo! I am very happy about this :D
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vidarfreyr
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Re: Monster movement improvement

Post by vidarfreyr »

Still, some monsters seem to 'hang' when you are positioned diagonally to them. As if they don't know what to do next. There is room for improvement still. I'm looking forward to playing more to face more types of monsters, maybe I'll have more comments then.
HeavyMetalMonk
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Joined: Wed Apr 04, 2012 11:19 pm

Re: Monster movement improvement

Post by HeavyMetalMonk »

They're not hanging, they're waiting. Just like you wait for a monster to move into your line of attack, so do they.

The "hanging" as you call it works especially well for them when you're fighting multiple enemies.
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Saice
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Location: Level 14 Mount Grimrock

Re: Monster movement improvement

Post by Saice »

And then there is the trickster. Man that dude is so trolly such good AI and man when I finaly got him. :evil:
It is pitch black. You are likely to be eaten by a grue.
My end game stats LoG 1st play through
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Disasterrific
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Re: Monster movement improvement

Post by Disasterrific »

It's very clever - kinda obvious but ingenious to notice - all you have to do to make good monsters is use player tricks against them.
That with the spinning attacks and charges, and *ahem* other moves, have made combat a real joy. Some of it feels like I'm playing an FPS, which is pretty impressive for a grid-based game.
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Sarumorpheus
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Re: Monster movement improvement

Post by Sarumorpheus »

Agreed. It's fantastic that the difference is clear as an unused healing crystal!

I've only encounter, let me think, around 6 different monsters so far and can clearly tell them apart by behavior alone, with some of them being quite deadly, such as the undead crusader and its sidesweep.

Good job. :)
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Chimera005ao
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Re: Monster movement improvement

Post by Chimera005ao »

And then there is the trickster. Man that dude is so trolly such good AI and man when I finaly got him. :evil:
SpoilerShow
Did you though? :twisted:
The more times I run into him, the more I wonder if he's the final boss... :lol:
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vidarfreyr
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Re: Monster movement improvement

Post by vidarfreyr »

HeavyMetalMonk wrote:They're not hanging, they're waiting. Just like you wait for a monster to move into your line of attack, so do they.

The "hanging" as you call it works especially well for them when you're fighting multiple enemies.
That seems less likely when the monster is on fire and has only a few precious moments left in this world to throb about before he dies from the burning.
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Chimera005ao
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Re: Monster movement improvement

Post by Chimera005ao »

Huge spoiler.
SpoilerShow
Wow... he actually was the final boss. >.>
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