Great changelog, but where is “Physics Optimization. More physics processes have been offloaded from the main thread, resulting in smoother performance, primarily during combat” from Grim Misadventure #70: Build 25 Preview?
This is not true. Completed this a few minutes ago:
Part of it at least was me noticing we have a lot of semi-redundant pierce components and complaining to Zantai about it.
In that regard, it wasn’t directed at nightblade, it was just an attempt to better distribute and diversify damage types across components.
I am a little disappointed to be honest, my maxed Commando has new areas to explore with no level increase and with now less health and armor, please explain how this is a positive step?
I don’t know which map you mean, but my maps are fully up to date and available in 2 versions A static map here http://www.grimdawn.com/forums/showpost.php?p=220608&postcount=10 and a fully zoomable map here http://www.grimdawn.com/forums/showthread.php?t=21186
The only missing bits are the new B25 areas, which I do not add to any map until at least a week after release as I’m not providing spoliers.
Okay, bit odd, my Reinforced Shell complete Component on my shield had a part taken off of it and placed in my inventory so it said 3 of 4. I was able to put it back on and everythings fine again.
Well if it’s anything like my Commando it is now less overpowered.
Fantastic patch, Crate! Thank you again for all your amazing work. If this is the result of taking your time with development, I say postpone release indefinitely and keep the changes coming!
I’m not going to lie though; my Vitality Damage Sigil and Soulcarver Witchblade is now weeping in the corner, holding his Doomforged Breastplate with Sanctified Bone Augment (both one of a kind in my collection.) He’s not too happy with the change to his Unholy Inscription either, but looking over all the many augment changes I’m sure he can be fixed with time. At least he looks cooler, thanks to the wonderful art department’s efforts!
I hope the changes to DA will mean that OA and DA are no longer the most important stats. This game has too many different ways to build characters to allow this state of affairs.
So thanks again for new challenges and other cool stuff!
why would you nerf Wrath of Agrivix? Now it is way to similar to Clean Sweep but not as good, destroys diversity making skills similar. Don’t get why things that aren’t broken need to be fixed.
Clock actually ticking : was it always there? I don’t think i noticed it before…
Bluntly put, these updates are not to make your personal character more powerful but to update the game with new mechanics and balance existing ones.
If you want a game where everything is continously buffed, go play Diablo 3. During the early days you had about ~40k ehp and 20k dps at max lvl, now I have 30kk and 2kk respectively. Go figure.
EDIT: But more importantly, thanks Crate for this massive update! And dang, if I knew that all (but one) of my suggestions are getting directly implemented in the next version I would have started to charge per idea! Let’s take it to the next level: I hereby formally suggest to add explosive chickens to the game.
Got no motivation to do the same content at the same level cap, with nerfed characters.
Hope B26 comes sooner.
Not even single augments for pet?
Just curious, but will B26 feature a 5 level increase, or since its a new act, possibly 10 levels?
Also, is there an ETA on finished product? I imagine Act 4 will be spread over atleast 2 updates, maybe three. Then I imagine one big update for kickstarter stuff/cleanup of the game. Will B30 be the final Beta Build?
I took a quick look at the new build with two preexisting characters, one low level in Devils Aquifer and Wightmire and a high level for a quick check of the action in Hidden Laboratory.
Overall the graphics appear more consistent to the eye.
Wightmire looks better than ever. Have trees been improved?
At first impression, the colors Wightmire are quite saturated; that is the style for the area. Other places are bright and yellow like the homestead.
The game is better able to sustain a smoother gameplay. Even in some areas where the framerate drops on my system the game visuals and control seems more consistent.
Some of the lifecycle related issues look like they are still around. I usually stop and start the game every couple of rifts, so I don’t know if longer plays have a significant cumulative problem or not. Somehow, I think they are going to cause some sort of a problem other than a visual or sound aberration that will be left behind. I suppose that is why I mention it every build. I noticed some (new) persistent treasure twinking – I don’t know right now if it was looted or if it was not looted because it was untargetable.
I second this.
Whoops, will be corrected in a future build.
How was it nerfed? It is now a guaranteed knockdown instead of a chance, making it a reliable crowd-control. Were you using it exclusively for the damage?
Will be looking into swapping out some Augments or adding new ones to fill this gap.
B26 will increase the cap by at least 5, maybe 10. We are still deciding the appropriate increase.
Act 4 will likely be released in 1-2 updates. We do not have a final build # to give you. That all depends on how the content flows.
nice update, i just scratch the surface of the faction system and it seems as promising as i thought. i know you’re really busy Crate but maybe it is time to complete the “Factions” section of the Game Guide ? just in case you forgot
there is no enough information on the bounties like “Killing the 'Bruiser Romanov” like locations or hints on whereabouts…anyways nice update…good job Crate…
THANK YOU for your great work crate
Sorry for not being clear. Your maps look great. I mean the map in this website (http://maps.grimdawn.es/) where rift, entrance, and quest mark are displayed on the map.