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Working Toorum mode

Posted: Sun Oct 26, 2014 4:58 am
by minmay
THIS THREAD IS OUTDATED, VISIT viewtopic.php?f=18&t=7933 INSTEAD

With a few bytes changed in a save file, and a few lines in the debug console, I've got what appears to be a nearly perfect Toorum mode working in Grimrock 2.
Want to try it out? 2.1.1.13 Toorum save file - Hard difficulty, no old school mode, no ironman, no single-use crystals. Just put Toorum.sav in your saves directory, rename it to quicksave.sav or autosave.sav or savegame01.sav or something (so that the game will actually find it) and load it up. It starts right at the beginning of the main campaign.
I haven't quite succeeded in automating the save file changes yet, so I have to do it by hand - hence my only providing one save at the moment. Hopefully I'll find the time to fully automate it soon.

This includes Toorum's enhanced movement speed, along with stats and traits mirroring the ones in Grimrock 1. Although he does not have the Thunderstruck trait, he does have the effect of the Thunderstruck trait (halved cooldowns). It's just not a trait.
I made him a Battle Mage, because that seemed like the closest parallel to Ranger, and started him with skills imitating his Grimrock 1 skills (Armors 8, Axes 5, Earth Magic 5 -> Armors 2, Heavy Weapons 1, Light Weapons 1, Earth Magic 1).
I haven't done a full playthrough with Toorum yet, so it's possible there are some issues I don't know about. But I've tested all the movement and cooldown related things I could think of, and everything's worked so far.

Note that, just like in Grimrock 1, the enhanced movement speed will not carry over if you import this save into a custom dungeon. There's nothing I can do about this. The reduced cooldown will import, however.

What the save editing consisted of:
SpoilerShow
Set bit 1 of the last value in the right 'PROP' chunk that has a string handle to 'flags' to enable Toorum movement speed. There may be more than one, in which case I resorted to trial-and-error. Find the 'STAT' chunk for champion 1 that has a string handle to 'cooldown_rate', and double the last value (from 100 to 200).
So why haven't I automated it yet? Because I can't figure out the rules for dereferencing the string handles. I had to manually find them by changing the string handles in highly visible fields, such as the string handle in the 'OPTS' chunk which is used for the difficulty displayed on the "Load Game" screen.

Re: Working Toorum mode

Posted: Sun Oct 26, 2014 6:25 am
by sapientCrow
awesome!!
thank you!

Did you find other bytes that affect other data/skills attributes?
For example I am trying to figure out how to quadruple exp for a solo play or double it.
Perhaps the fast learner trait bytes can be found?

thanks again. much appreciated.
I think this is as close we might get to modding directly.

Re: Working Toorum mode

Posted: Sun Oct 26, 2014 6:27 am
by minmay
sapientCrow wrote:Did you find other bytes that affect other data/skills attributes?
For example I am trying to figure out how to quadruple exp for a solo play or double it.
Perhaps the fast learner trait bytes can be found?
You're looking for exp_rate.

Re: Working Toorum mode

Posted: Sun Oct 26, 2014 8:19 pm
by sapientCrow
would that be as simple as some command like set exp_rate from the console?
Would it stick between saves?

I thought you were using a hex editor for this.

Re: Working Toorum mode

Posted: Mon Oct 27, 2014 12:22 am
by minmay
OK, just found out that in the save in the OP, I accidentally changed some "flags" entries for items too. Specifically, if you throw a container (sack, box) it may be destroyed. So, uh, if you try that save, don't go around throwing sacks at things.

Re: Working Toorum mode

Posted: Mon Oct 27, 2014 3:48 am
by sapientCrow
how are you tinkering with the sav file?
Hex editor compares or something else?