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The loot and pacing was good.
The balance was basically perfect. The boss fights were appropriately difficult, but I never had to reload, just spend potions. The normal monsters were just a normal obstacle.
Overall, 8/10, really good mod.
The narrative is pretty good, and the world design feels organic, fits the atmosphere.
Secrets are pretty good.
Puzzles are pretty shit though. There's a puzzle with a really shitty hint "lead with..., leave with..., walk away...", and it makes no fucking sense. I was able to solve the puzzle by ignoring the tip and just interacting with the mechanics and basically brute forcing it. A really bad puzzle.
Another terrible puzzle was with pits and pressure plates. No hint, makes no sense, you have to trial and error it. But on error you fall into spikes that one shot your party, unavoidable. You just die and have to reload. One of the worst puzzles I've seen, trial and error that requires reloading.
The monsters variety is alright, but snakes got tiresome by the end.
Other than the shit puzzles though, the mod is good.
Played on Normal difficulty (with a new party) but it felt like Hard of the original game for me. So, I'd say pick Easy if you struggled with Hard in the original campaign.
Level design is quite good and smart. Bosses are mostly interesting, enemy and secret placement and overall structure are nice.
But some things I've found very frustrating. First, there're no torches in the mod. At all. So you need to have a mage with Concentration 2 as soon as possible, otherwise you just won't see a thing. Even a thing you placed somewhere yourself, lmao.
Second... this cemetery puzzle is a disaster. Probably one of the worst puzzles in games I've ever encountered. I don't understand how and why it could be even designed this way. But I do undestand people who rage quit at this moment. (or "these moments", because you'll have to solve it twice)
Other than that I enjoyed the module.
I really liked the total lack of torches. To be honest, I'm so done with the torch game. Casting light and still needing to carry torches around to put on every single sconce I see just to check for secrets is old hat these days.
I remember thinking how enjoyable the first dungeon was. Those weak rats outside giving me just enough experience to get my mage to learn the light spell and the fight with the 3 ratlings had me actually needing to use my resources. "Oh no, I gotta deal with that gun guy, I don't have enough potions to handle any more wounds!".
Very enjoyable little mod.
2/2
Only puzzle I didn't like was the one where the 4 buttons on the walls made platforms appear with the 1 button in the center that inversed the platforms leading to the next area. I would have really liked to be able to press the buttons while seeing what they do rather than needing to press the button and spin around and try to piece together what changed.
I liked the loot progression. I was happy that I got the whitewood wand almost instantly. This makes alchemist mage viable. The rogue set came faster than expected. I never found the blowgun and would have really liked to have it for all the damned snakes in this mod.
1/2
P.s. i finished the game with a tomb key i really have no idea where to use :D thanks again for the good work!
If this were a puzzle in the base game, the punishment for making a mistake would be the fall damage + some monsters/traps. Then after you find your way out it would spawn you at the beginning of the puzzle, where you would have to go over a reset switch (which would teleport items off the pressure plates).
My party didn't explode in the Funace Cells, but my pc yes lol
I'm planning on recreating a party with a mage with concentration at level 1 just so I can level up to level 2 and put another point in concentration to cast the light spell. But man, this is a real bummer.
qui peu m'aider svp
the difficulty is perfectly fine, all boss fights were tune very nicely, the snake and acolyte can be a problem if you don't burst down snakes quickly as an acolyte that early hits like a truck. I will say this once, in grimrock if you are getting hit by stuff you are just not kiting very good nothing should ever hit you, It is all avoidable damage unless you get cornered between two mobs or are forced to tank, which i do if i tsi 4 mobs in a tight area.
Also experiement chamber is easy, just hit and move, dont get greedy, and kill right monsters first!
Will have a go at making one sometime.
Really?