If D:OS2 is grid-based in the same way XCOM is, than you might as well say pool is gridbased in the same way chess is. What I more mean is D:OS2 uses a set of continuous states (a nearly infinite number of combinations of character positions) rather than discrete states (a huge but more easily calculable number of character positions). Of course, its only a matter of scale - technically D:OS2 has a .01 (or less) meter grid system, but it's kind of absurd to call that a grid. But yes, that is definitely all aside the point :P

I'm all with you in making a randomized NG+ version. Sounds like fun. But it's one of those things that's basically not happening. Get ready to make a mod if you want it. All the systems are in place for it to be possible even in D:OS EE (except a character import), but without the capacity to program the game itself and only use existing scripts, it would be quite tedious to place various triggers and script characters to randomly spawn among them. But D:OS2 might have more freedom or even non-tedious ways to script in randomness, who knows

Last edited by Baardvark; 16/01/17 05:40 AM.