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JudasIscariot: I am not 100% sure, which is why that patch is up on your shelves right now :)
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Wurzelkraft: This happened when I tried to install it.
Well, the only other way to really test this would be to go completely offline AND then take over the sunken fortress and use the Item Vault in there.
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ZaineH: Fingers crossed that the Outcast update will hit GOG shores soon!
I did not know they already hat a new update. I stopped following the Steam forums after the main isues of the game had been fixed. Normally the devs from outcast send GOG the patch on the same day they update the Steam version so it should only take a few days. Don't know if it might take a big longer though because all those unbundling - and Dracula ressurecting ;)
Post edited March 18, 2015 by MarkoH01
Mac version of Legend of Grimrock II is now available.
I know someone who's going to be happy.
Judas, can you tell if the Cognition covers will be fixed anytime?
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Grargar: Mac version of Legend of Grimrock II is now available.
Also, the Windows version has received a new patch, version 2.2.2.4. Still waiting on a changelog for it, though.
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MarkoH01: Judas, can you tell if the Cognition covers will be fixed anytime?
Sorry but I can't. I do hope we can have those fixed ASAP but I have no ETA at all as of right now :(
Post edited March 18, 2015 by JudasIscariot
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JudasIscariot: Also, the Windows version has received a new patch, version 2.2.2.4. Still waiting on a changelog for it, though.
From the official site:

"– optimized performance of the graphics engine
– added max draw distance option to grimrock.cfg
– optimized input latency especially when frame rate drops below 60 fps
– added touchscreen mode to game options (enables attacking with left mouse button)
– improved dynamic lighting effects when using low quality rendering mode
– bug fix: tomb of guardians puzzle could end up in an incorrect state
– bug fix: projectiles don’t pass through open cemetery gate
– bug fix: a monster standing in a monster blocker square can’t be melee attacked
– bug fix: skeleton archers can be poisoned
– bug fix: projectiles stuck in a fire elemental are lost when the elemental hits the party and explodes
– bug fix: snakes inside force fields can be hit with projectiles
– bug fix: knockback can move the party while falling
– bug fix: spell panel remains open when using bare hands to cast and items are equipped into mage’s hands
– bug fix: loot dropped by monsters is sometimes (very rarely) spawned in wrong square
– bug fix: non-stackable throwing items stack when auto-picked up
– bug fix: removed “invisible” energy potion in shipwreck beach
– bug fix: click zones of menu options in main menu and pause menu are slightly off

Modding:
– improved error handling of illegal object references in scripts
– video *.ivf files are now automatically exported to mods
– added support for drawing portraits using the gui context
– added defineCondition function for creating custom conditions
– added 35 new scripting functions and hooks
– ItemComponent:setGameEffect() now accepts nil parameter
– bug fix: FirearmAttackComponent:setBaseDamageStats() has an incorrect argument type
– bug fix: ProjectileComponent:setCastByChampion() has an incorrect argument type
– bug fix: MaterialEx:setTexture() does not work for standard textures (diffuseMap, specularMap, normalMap, emissiveMap)
– bug fix: calling setDoorState() after the level has been loaded does not work
– bug fix: TeleporterComponent:getTeleportTarget() and StairComponent:getTeleportTarget() do not support multiple return values"
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JudasIscariot: Also, the Windows version has received a new patch, version 2.2.2.4. Still waiting on a changelog for it, though.
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Grargar: From the official site:

"– optimized performance of the graphics engine
– added max draw distance option to grimrock.cfg
– optimized input latency especially when frame rate drops below 60 fps
– added touchscreen mode to game options (enables attacking with left mouse button)
– improved dynamic lighting effects when using low quality rendering mode
– bug fix: tomb of guardians puzzle could end up in an incorrect state
– bug fix: projectiles don’t pass through open cemetery gate
– bug fix: a monster standing in a monster blocker square can’t be melee attacked
– bug fix: skeleton archers can be poisoned
– bug fix: projectiles stuck in a fire elemental are lost when the elemental hits the party and explodes
– bug fix: snakes inside force fields can be hit with projectiles
– bug fix: knockback can move the party while falling
– bug fix: spell panel remains open when using bare hands to cast and items are equipped into mage’s hands
– bug fix: loot dropped by monsters is sometimes (very rarely) spawned in wrong square
– bug fix: non-stackable throwing items stack when auto-picked up
– bug fix: removed “invisible” energy potion in shipwreck beach
– bug fix: click zones of menu options in main menu and pause menu are slightly off

Modding:
– improved error handling of illegal object references in scripts
– video *.ivf files are now automatically exported to mods
– added support for drawing portraits using the gui context
– added defineCondition function for creating custom conditions
– added 35 new scripting functions and hooks
– ItemComponent:setGameEffect() now accepts nil parameter
– bug fix: FirearmAttackComponent:setBaseDamageStats() has an incorrect argument type
– bug fix: ProjectileComponent:setCastByChampion() has an incorrect argument type
– bug fix: MaterialEx:setTexture() does not work for standard textures (diffuseMap, specularMap, normalMap, emissiveMap)
– bug fix: calling setDoorState() after the level has been loaded does not work
– bug fix: TeleporterComponent:getTeleportTarget() and StairComponent:getTeleportTarget() do not support multiple return values"
Thanks, edited this post:

http://www.gog.com/forum/legend_of_grimrock_series/legend_of_grimrock_2_has_been_updated_to_version_2224_mac_version_added
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JudasIscariot: Sorry but I can't. I do hope we can have those fixed ASAP but I have no ETA at all as of right now :(
I did not expect an ETA. The information that it someday WILL be fixed already fills my heart with joy :)
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JudasIscariot: Well, the only other way to really test this would be to go completely offline AND then take over the sunken fortress and use the Item Vault in there.
Seems like someone should have done that. (no, not me or one of the users here) *poke poke* ;)
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JudasIscariot: Well, the only other way to really test this would be to go completely offline AND then take over the sunken fortress and use the Item Vault in there.
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Wurzelkraft: Seems like someone should have done that. (no, not me or one of the users here) *poke poke* ;)
Yeah, I don't have the time to test things like that during work :P I'll test it at home or at least the Linux version :P
http://www.gog.com/forum/sanctuary_rpg_black_edition/sanctuaryrpg_black_edition_has_been_updated_to_version_216
Post edited March 18, 2015 by JudasIscariot
high rated
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HypersomniacLive: I know someone who's going to be happy.
I bet I know who you're talking about!

Mac is great, but just noticed the discount as well. I don't need no stinkin' crit. Bought! :)
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Wurzelkraft: Seems like someone should have done that. (no, not me or one of the users here) *poke poke* ;)
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JudasIscariot: Yeah, I don't have the time to test things like that during work :P I'll test it at home or at least the Linux version :P
http://www.gog.com/forum/sanctuary_rpg_black_edition/sanctuaryrpg_black_edition_has_been_updated_to_version_216
Read that in a hurry and thought "yay finally I'll play Sanctuary on Linux" :P
howaboutno.jpeg

ps: no I'm not being picky, I swear! Just messing with ya since I know you'd love to play on linux, too :)
Post edited March 18, 2015 by vicklemos
Oh good, I was worried we wouldn't get one of these this week. ;)
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budejovice: I bet I know who you're talking about!

Mac is great, but just noticed the discount as well. I don't need no stinkin' crit. Bought! :)
I assure you it didn't stink at all when I got mine. ;-D

And I see you're doing everything you can to become completely ungiftable...