Most dungeons have a player limit of 50 players. An unlocked Wine Cellar portal and the portal to Oryx’s Sancturary remain open indefinitely. The Locked Wine Cellar Portal which will remain for two minutes if not opened. More info on the modifiers and their chances of appearing can be found on the Dungeon Modifiers page.Īll portals stay open for 30 seconds before vanishing, except for areas of Oryx’s Castle. Any player can enter the dungeon by clicking “Enter” or using the interact key when standing on an entrance portal.ĭungeons may also appear with Modifiers that alter certain gameplay aspects of the dungeon. For certain enemies, this chance is guaranteed. To reach a dungeon without using a key, it is necessary to kill certain enemies, which have a certain chance of dropping an entrance to that dungeon. Dungeon loot varies widely in quality, but harder dungeons generally drop better loot. Many dungeons also have one or more “treasure rooms” containing minibosses that drop unique loot. The last room will contain one or more boss enemies, which may drop special items. I think more needs to be released about LoG2 before a project like that can progress.Last updated: Exalt Version 2.2.3.0 (Feb 2022)ĭungeons consist of a network of rooms (in some cases a single room), containing various monsters based on the theme of the dungeon. There are a couple people interested in this. While I have replayed EOB 1 and 2 many times over the years, I only ever played EOB3 once. I remember the tremendous letdown that was Myth Drannor. When EOB3 came out, I remember reading something online that the purchase of Westwood and Associates left SSI with the rights to the game titles - but not to the engine sourcecode, which required SSI having to cobble up their own to basically emulate EOB 1 and 2's behavior. I still have my original boxed editions of the PC games - bought them all as soon as they came out - and especially loved EOB1 - even with the abrupt ending and single save game. I bought the Grimrock 1 & 2 bundle via steam, although I will need to boot my Mac into Windows to run G2 someday when I finish G1.ĭefinitely sad that the development of this mod seems to have died, at least there doesn't appear to have been any github checkins in the in the past two years. I just recently discovered Grimrock while Googling around to see if anyone was remaking Eye of the Beholder, one of my all time favorite games - and stumbled onto this forum. Memory-wise the game was rather tame and the then-DOS-common EMS was used for extended sound only. nope, there was and is no excuse to that. Back then I upgraded from 486DX-33 to 486DX2-66 because of the X-Wing expansions they required an absurd boost in CPU-power to play ok and when a rather low-gfx game like EoB3 requiring the same kind of CPU to play just fine. When EoB3 came out the 486DX2 was the best CPU you could get beside the very first Pentium. Compare spell effects/lightening/monster animations, size of areas - engine was slow if you tried to play on the same machine as you played EoB1 and 2, but on - let me say 486DX2 it was ok and I enjoyed it (well it was ok on my 386dx and 4MB RAM as well - biggest problem was with memory and loading of spells during casting). but then I once used hex editing to get in that really huge empty space that fills the bottom of the level 12 map of Eye1 (u can't get there normally), and while nothing is there, it seemed to render just fine. At first I thought it was because maybe the old eye 1/2 engine couldn't cope with large areas and you wanted really open areas in the third. I have one question for you guys, WHY did you ditch that perfectly good engine from Eye 1 and 2 to go with that slow ass engine in 3.
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