An update is available again, could not hold it back Overall performance should be a bit better i think and most of the new mechanics should work semi good now in coop aswell (let the host take the primary action always! further investigating this…xD)
Further highlights in this version:
BIG CHANGE: ALL Archetypes have a new spawnmechanic for a better performance and a better control overall of this! → the initial is now still a monstergenerator (starts to spawn at charlevel 25 now!) but it will now ALWAYS summon a ARCHETYPE PORTAL, which releases further Archetype Addons! the portal can move and has various new mechanics onboard! this SEEMS to work ALOT better overall in terms of performance and it does also look cooler xD → 2 fx auras for the portal available, 1 can define the portal even more on a per Archertype basis, lateron!
CHANGE: omega_scripts.lua → optimized the main spawnfunction to work better in multiplayer;
CHANGE + INTEST: engine parameters accoring the panic mode and load distance have been adjusted → seems to be better but keep an eye on this for sure…! ;D → no objects should be destroyed anymore and the load distance has been decreased to get a more stable fps behaviour in the actual fight while NOT loading 150 feet away things that could drain it more then needed, hopefully
CHANGE: REMOVED AND REVERTED THE LOOTORB MECHANIC!!! → this will reintroduce the lua error call for that false template again but then it is LIKE IT IS! XD seems to be the way… reason is simple: it does NOT work in multiplayer and introduces a list of bugs that i will not mess around with to force it to work even more against the global framework ;D so, no biggie, reverted to be a normal lootorb that is spawned the normal way! sidenote: a bit less loot in SR! xD
NEW: devotionbackground → clear background, much better visibility, pulled from this forum thread → UNKNOWN but i am pretty sure it was tqFan who posted it, so big thx goes out to him! <3
CHANGE + FIX: more GORE optimizations → forgot to set variable “attackDeathEffect” to TRUE for maximum blood effect (or similar) on death ONLY adjusted the already adjusted creatures → heros / devotions and the common zombies! → further adjusted and optimized the given creatures → adjusted “gibThreshold” from 0 to 9 and set the variable “overkillOnDismiss” to CLEAN FIELD! the variable “ignoreDissolveDelay” has also been set to CLEAN FIELD, else death effects won’t trigger at all;
CHANGE + FIX: male+femalepc01.dbr: removed “inventoryFullSound” (does FIX the bug that it is called sometimes in MP for no reasons!), changed spawnEffect, ragdollPhysics set to TRUE;
Hero Souls + Boss Souls + Nemesis Souls now are called XXX Fragment → this solves the logic to loot more then one soul per enemy, simple
CHANGE: Starterbuff is now called GRACIOUS BUFF and can still be chosen as option to speed up the levelprocess, but now it must be optained by a nearby appearing chest, this has been optimized for multiplayer and is working absolutly fine for both Host and Client even if the Client activates it! a new Token will be stored into the characters tokenlist to prevent abuse (this can be tested with uncle mike);
CHANGE: Omega Monsterpack - Zombies → reduced amount of spawns from initial pool a bit! → as overall spawnamount via the zombieproxies has been increased already!
CHANGE: Torch consumableitem: increased duration to 3600 seconds and lightradius increased from 50 to 150%!
CHANGE: CM Wisp “Minipet” → lightbuff → REMOVED!! ONLY experience buff from now on!
CHANGE + FIX: Shattered Realm → renewed KILLSTREAK equation → adapted back to basegame with slight adjustments to DECREASE it → found no other good solution for now that would work under all conditions…
CHANGE + INTEST: Immortal Mercs → changed template from skill_targetedPetSpawn to skill_SpawnPet! furthermore changed all controllers to a basegame controller for TEST, mainly for COOP REASONS → totally strange behavior on CLIENTS → it does not summon (most of the time…) but falls randomly out of the pocket, mostly while infight… xDD → UNSURE ATM why it is not working correctly in MP → MUST be investigated further! maybe they need a “skilltree”? unsure…! NO issues at all in SP, obviously
CHANGE: Shattered Affixes Rewards → changed template of the extrachests to FixedItemBlastContainer and adjusted the FixedItemLoot → now the Orb to get the Essences has become a Trove with a small CONVERSATION to open it and aquire the REWARD ESSENCES from this ESSENCE TROVE! this is working for multiplayer very good, but only IF THE HOST opens this trove, strangly,… → will be investigated further!
CHANGE: Dismantling → adjusted output again to be more fair and rewarding, but also grants the chance to get an UNSTABLE MESS which counts as a fail!
CHANGE + FIX: Omega Monsterpacks → Wolves + Zombies → removed the dyingskill from the second common spawn of both packs to reduce overall performancedecrease, also optimized the first common spawns dyingskill for same reasons;
NEW + CHANGE: Crazy Mike → various new testfunctions;
NOTE: DPYES → it might happen that you encounter an overall decreased performance if u use it with GrimCam and my added settings-file, unfortunatly will be investigated further, i guess its mainly the GrimCam settings to increase cam ranges…(SIDENOTE, just came to my mind while writing → NOT tested with newly adjusted engine parameters!.. :D)
Howdy Nah not really intended, but as you mention it, that should be set and you are right. Will add some experience gain to those new enemies in the next update. Thanks
If someone experienced “a bit” DESYNCING while going on the coop tour, we did too and were investigating this the past 2-3 days and now we narrowed it down to the proxies and their setup. Optimized that part (hopefully xD) and now it seems to be gone for 99% of the time (i give this 1% to my isp xD) → feeling like sp now while even beeing the client very promising! we did not test SR yet, as we both got tired and need to sleep a bit xD but, very HAPPY with that, also it seems to be good to put all “buff_other” skills into the questtree xD but who should know this? even the CM Minipets and Immortal Mercs (which already have been revamped to killable NONSCALING Archetype Mercs with a straight focus on buffing and assisting the player, no more damage and beeing an uber skill that puts the player out of the focus xD) are working now in coop aswell. more changes and finishing up some parts will be done, more testings are planned and an update with all that will happen in a few days
if you want to check out some things already which are done you can use this: #REMOVED#
→ check Archetype Merc T1 Cold and Fire, those are setup and GFN, for that part
Update process takes a bit longer, also dont want to rush some things atm running very good, just created a new scriptfunction, finally, to summon stuff at the monsters feet, aka the spawneritem coordinates. that works now finally as i had it in mind, thanks goes out to chatGPT again xD furthermore, most of the Archetype Mercs have been finalized and tested, only 3 more to have them complete → minimum damage, much more focus to support the playerchar, and foremost → it can die now looks very good overall i think, for now
just want to revamp some of the scriptfunctions to the new setup now, already did it for Grim Souls and Bookworm Essences, which works alot better now, obviously, as it now is not spawned at the players feet anymore, yeeha aiming for an update at around sunday, also such a big bunch of changes to the notesfile, again
updated the testfile with what is already ready, in case someone wants to take a look as usual
→ ComboMod_cooptestingz
small sidenote: yes you will hear right, a few “new” soundeffects adapted from RoT
small teeparty with all Archetype Mercs hanging around, nearly done new testingitems available at uncle Mike as usual → https://youtu.be/mn_QHGA2ciQ → looks good so far, also way less performancedraining overall
Howdy
Unfortunatly not a real update now, was simply a bit too busy over the weekend, but here is what we have so far → ComboMod_cooptestingz a “normal” update will follow in the next days. Alot of stuff has been reworked, some stuff has been reintegrated to solve errors with new setups all around and please be aware that you will have to REAQUIRE ALL Portable NPC items and stuff, as it got an internal locationswap, last time now as i “think” im satisfied with its placement now Check out the new Archetype Mercs, which have been finalized already, especially T2 looks alot better now and overall performance seems to be increased Also watch out for the optimized Archetype Portal that lurks in the shadows of “most” Heroarchetypes, not finished that part of full reintegration, as the whole “creature” folder got reintegrated to get a better structured notetree on which variables exactly had changed for a faster redo at some point in the future Now even more into the direction i aimed for, also BIG THX goes out to Asylum and jiaco for the greatly improved grimmestscript.lua <3
Cheers and have a good night, i need a sleeping pill now xD
Thats great to hear Update process is still in progress, mainly focusing on updating the notes file atm with all the changes from the log file takes a bit longer then i though and came also accross a few things that i want to have in line for the actual update. For example i stumbled over a basegame issue that got my attraction, its about some invisible gear that is given out from various mastertables on wrong charlevel and then will simply vanish after dropping, even with dropsound, and that was a bit too distracting overall, especially while trying to bring in more gore xD so that has already been fixed but still so many things to note, a few more days i think that will take for sure no rush on it, also cleaning up more and more, it gets a bit light into some things i guess i will update the testversion later this day again, will provide a link here as usual.
Peace
I suggest to add this upcoming “Settings Addonmod” aswell to have a nice sound addition, really enjoyable → SETTINGS_ADDONMOD_SOUNDS
Happy testing, i guess 1-2 more days NOTES cleanups and updatings until official 0.9 Already alot of fun and on a good route to 1.0 with i guess a few more masteries involved aswell, yes you heard right xD
CHANGE: UI → big player TOPhealthbars now have a slight silver border and a background to give a better visibility;
NEW: added gold and gem dropsounds from RoT and linked accordingly to iron bits and D3 Gems;
CHANGE + FIX + NEW: internal script change → now the “main.lua” has been REMOVED and all scripts are called from the “grimdawn.lua” as it seems to be the better way of adding some scripts here, especially for coop functionality;
CHANGE + NEW: new scriptfunction available, which does not need the omega.summonatfeet functions anymore → built with ChatGPT and paired with the basegame script spawn mechanic for the Nemesis bosses! → HAS to be set on scripthandler “onRemoveFromWorld”, AT LEAST FOR THIS CASE! → this allows us to SPAWN AN ITEM DIRECTLY AT THE INITIAL MONSTER COORDINATES!!! VERY USEFULL FUNCTION!!! <333 → function in use for Grim Souls and Bookworm Buff at this point, more will be created i think
CHANGE: playerresourcebehavior.dbr → REMOVED → will give a bit regeneration back to the player to sustain better overall, which is NEEDED
CHANGE: playerlight.dbr → reduced radius from 36 to 24, added a bit more blue light to nightlight;
CHANGE + NEW: updated and adjusted Grimmest scripts and files from newest Grimarillion → alot more crazy now, spawnbehaviour greatly improved, GDM goes now up to T3 with adjustments (still a bit too much i guess), Double Density is back as option, conversation overhauled, proxies adjusted; gave more variation to the spawnpools; added a TINY herospawn modifier to GDM OFF!! Archetype Heroes spawned by GDM will NOT have an Archetype Portal Generator added, for now
CHANGE: “femalepc+male01.dbr” → decreased runspeed from 0.93 to 0.9! decreased attack+castspeed from 1.25 to 1.2! accordingly CHANGE in “gameengine.dbr”: decreased playerSpellCast+AttackSpeedCapMax from 245 to 240;
CHANGE: “femalepc+male01.dbr” → increased constitution from 150 to 200 → “A character starts with 200 points of constitution, and each point heals 1% of maximum health. This means a character can fully regenerate TWO times before constitution runs out” according to wiki;
REAQUIRE: due to a LAST internal database locationchange, those items are in NEED to be reaquired: Minipets, Mercs, D3 Gems, ALL Portable NPCs and their according items (i.e. all Exotic gear…); Sorry for this
CHANGE: a00_necklace_skill01.dbr → the skill for the Aetherial Saltbag → reduced duration from 3 to 2 seconds, removed EXCLUSIVE skill variable, reduced cooldown to 4 seconds, reduced damage by a great amount! → was a bit too op as a starteritem for sure
CHANGE: Grim Souls → a bit increased drain of health → from -2 to -3! buff uptime increased from 24 to 30 seconds; radius increased to 42!
NEW + CHANGE + FIX: created new NPC GEARSET from the D3 Set “The Shadows Mantle” → added it to The Great Ashdim and ALL Archetype Mercs T2 to get rid of this annoying blending MSH! also added this gearset to the “Charger Hero Archetype Spawns” for better overall performance on that encounter aswell!
NEW: added from RoT → “black.tex” + “blackchar.tex” it SEEMS to me that it does look better in detail, looking at some skilleffects and around trees, BUT i think it could be draining the performance a bit more, have it in mind!
CHANGE: Quest “Waking to Misery” → John Bourbon now grants FRIENDLY status (1500 faction XP!) on completing this quest in normal/veteran!
CHANGE: Novice Gems → ALL skills have increased weapon damage (-> 100%), increased chance to confuse and added a chance to decrease enemy total damage by 15% for 2 seconds;
FIX: Torch → changed use and drop sounds to be more appropriate;
CHANGE: chestloottables → added Grim Souls to ALL “chestloot_all”! furthermore added “Random Mastertables 02” to all those “chestloots” on Ultimate ONLY;
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FIX: “invisible” gear dropping…! saw this on testing the zombiepacks… testing basegame FIRST → YES, the issue that “invisible” gearitems are dropping with a dropsound and then vanish with a dissolve, is already present in basegame! → it’s not even the enemygear that is causing it, it’s the MISCLOOT for the mastertables “records/items/loottables/mastertables/mt_hu_miscall_a01.dbr” ETC, i guess a charlevel scaling issue… → “SOLVED” this way: ALL NORMAL ENEMIES in “records/creatures/enemies/” → swapped out ALL of the MISCLOOT mastertables “records/items/loottables/mastertables/mt_hu_miscall_a01.dbr ETC” and exchanged with the Blood Shards Currency MT (these have a levelreq of 1)! → now WAY less RANDOMLOOT as i had it initially in mind with the old “VANILLAMASTERTABLE MECHANIC”, therefor MORE Blood Shards, Wisps and Combo Orbs!! → ONLY for common enemies, FOR NOW!!!
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CHANGE + FIX + NEW: readded from basegame to solve various issues → “records/creatures/enemies”! here was something borky, i think via the CLEANUP with the regexx search, whysoever, so it had to be done → REMOVED MOST MASTERTABLES that has been added to remove unwanted loot and has been exchanged for Blood Shards, also ALL of the “_VANILLA” mastertables have been removed!!! BIOS UNCHANGED for now! CHANGES TO MOST MONSTERDATABASES: charlevel = UNTOUCHED!!! minLevel = all set to 1! mapNuggetType set to Regular or Boss/Quest as usual for “mapNuggetCustom” which has been set accordingly! XP on “normal” enemies → increment -90%! XP on “bosses+nemesis” → increment +500%! XP on “bounties+hero+devotion+faction+special+waveevents” → increment -75%!
→ FOLDER “records/creatures/enemies/boss&quest/”: READDED to MISCloot: Fresh Meat + Boss Souls on EXPLICIT Elite+, the rest of the Boss Souls will drop via the skill for spawning the lootchest! Furthermore added ALL Archetype generators to those “MINIBOSSES/HEROES/WAVEEVENTS” in this folder! → ATTENTION: changed → removed boss souls from misc loot from bosses which are not explicit on Elite+! also changed/added the skill to spawn the according BOSSlootchest (-> “records/skills/nonplayerskills/bossskills/boss_chest_01.dbr” ETC) IF the creature was a boss and had a herochest to spawn via its skill! OBSERVATION → there are SEVERAL “MISCLOOT-CLUSTERS” which have a setup with MIXED UP mastertables + item or tdyn, this “i think” does not work and could cause issues, maybe there is some random crashcause involved in this… KEEP THIS IN MIND!!
→ FOLDER “records/creatures/enemies/hero/” → READDED archetype generators! → Voidtouched = 17; Vampiric = 9; Unstoppable = 15; Timewarped = 7; Swift = 18; Supporter = 9; Shielded = 6; Regenerator = 15; Reflective = 17; Frozen = 18; Electrified = 21; Diseased = 18; Defender = 13; Corrupted = 18; Charger = 5; Burning = 16; Bruiser = 3; Arcane = 8; READDED to MISCloot → Hero Soul Fragments! furthermore added Grim Souls to the heroes who missed it and the chance to drop a Hero Soul Fragment and and a Grim Soul are equal now, MOST heroes can also drop a second Fragment via their “chest-skill”!
→ FOLDER “records/creatures/enemies/bounties/” → added archetype generators to those who ALREADY were archetypes → they were simply UNNOTED → +22 Archetype Monsters here! furthermore adjusted miscloot: added Fresh Meat and Grim Souls;
→ FOLDER “records/creatures/enemies/devotion/” → adjusted as stated above for the variables, nothing special; furthermore added all Archetype generators AND noted those Hero Archetypes in their descriptions…!! amount of Archetypes here: +95! furthermore adjusted miscloot: added Hero Soul Fragments and Grim Souls;
→ FOLDER “records/creatures/enemies/faction/” → added a new mapnugget to FRIENDLY NPCS; miscloot UNTOUCHED, min/max level and charlevel untouched!! NO Archetype Generator set here, as i am not 100% sure if this is good as MOST of those creatures are or can be friendly! → strange is: ALL of those creatures are in the MONSTERTEAM, which IS strange to me and MAYBE could be removed to rule this out as a random crash cause…
→ FOLDER “records/creatures/enemies/nemesis/” → standard adjustments, nothing special here, the Nemesis Soul Fragments will drop from the “chest-skill” ONLY!
→ FOLDER “records/creatures/enemies/special/” → XP untouched! added and adjusted mapnuggets; miscLoot untoched! added missing Archetype Generator to the according Hero Archetype as usual → +6 more Archetypes here!
→ FOLDER “records/creatures/enemies/waveevents” → standard adjustments, nothing special here; added Hero Soul Fragments to miscloot at a lowered chance as Grim Souls; added Archetype Generators to MOST of those heroes, except for the finalboss spawns which also do NOT show the Archetype in its tag so that should be accurate → +51 more Hero Archetypes from here!
→ FOLDER “records/creatures/enemies/” ALL the common and champion enemies → miscLoot UNTOUCHED, only basic adjustments, mapnuggets adjusted as usual;
CHANGE: Boss → Ballog’nath → changed mapnugget to Boss and changed chestskill to boss_easy!
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CHANGE: Hero Archetypes → Portal uptime reduced from 30 seconds to 24 seconds, classification changed from Common to Quest, slightly reduced movementspeed, slightly reduced chance to appear, added another fx to the portal for better indication on the screen, mapnugget adjusted;
CHANGE + NEW: Hero Archetypes → CHANGED the SKILLCHAIN → “Skill_PassiveOnHitBuffSelf” is the INITIAL generator now which grants some additional damage absorption and recovers some health to the Archetype enemy and AUTOCASTS a new spawntotem at the player → when the player arrives and NOT EARLIER to NOT stress the engine more then needed! → tiny golden Archetype Portaltotem that spawns the Portal itself via a monstergenerator as usual to let it stay up EVEN after the Archetype enemy itself has been slain!
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CHANGE + NEW: Immortal Mercs → the augment is now a component that has the skill to spawn an ARCHETYPE MERC! → all mercs now CAN DIE and have a picture on the top left as indication, not on the bufftracker anymore; adjusted and cleaned up alot, solved coop issues; T1 Mercs now have a levelreq of 25 and can be looted randomly from new Archetype Portals! ALL Mercs are now ALSO available at the Omega Immortals Factionvendors at Revered Status for a high price! → ALL mercs are now NONSCALING PETS to assist the player in battle while beeing alive → focus more on SUPPORT and BUFFING the player then on doing damage and destroying everything on screen from now on! → minimum damage to not be the star of the show by itself recasttime reduced! adjusted spawn and despawn effects;
CHANGE + NEW: Archetype Mercs T1 now grant some retaliation according to their Archetype; various skills and skillbehaviors have been adjusted and optimized as usual and as my moddingskill allowed it adjusted cooldowns → T1: 90 seconds; T2: 60 seconds; T3: 45;
CHANGE + FIX: Archetype Mercs → created new controller on a perTIER basis for all mercs to give them a bit more “wandering around”, “roaming” and a bit increased viewdistance, T1 mercs can now flee on low health, teleport distance a bit decreased and pursuit time/range a bit increased;
CHANGE: Archetype Mercs → removed “forceCollision” for T3 Mercs; all Shadows have been DISABLED for better performance!
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CHANGE + FIX: Minipets → adjusted to work in coop, tiny style changes;
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CHANGE: D3 Legendary Gems → removed application from gearchest and MOVED to medals! furthermore it will NOW NEED additionally 3 Mysterious Ore to craft 1 of those Legendary OP gems ;D these will get an overhaul at some point i guess xD
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CHANGE: Omega Monsterpacks → added XP to the Collosal Spawners and the Collosal Heroes themselves → thanks to Daniel_B from the forum for this suggestion furthermore they will now start to spawn at playerlevel 80 and settle down for endgame ONLY to not overwhelm the player too early;
CHANGE: Omega → ONBs → adjusted ALL controllers for the ONBs and the Guardian → simple reason: what i had in mind was that the GUARDIAN is pursuing WAY longer and the ONB is a more stationary boss to fight in a more “fixed” area while first “playing around” with the guardian to get rid of him… that did not work anymore, somehow due to the last patch or some “stoney” change by myself to this… xD this IS fixed now to give a better chance to kill this random spawn, was nearly undoable… sry for this!
CHANGE: Omega Extrareward Gems → MOVED application to medals for → Crown Gems, Devotion Gems, Faction Gems and both MI Gems;
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FIX + NEW: Shattered Affixes Essence Trove → decreased granted amount of shards; optimized all FixedItemBlastContainers → now grants correctly all Essences from one Essence Trove on all difficulty levels; added a note to the Essence Trove conversation to let the HOST open it while in a multiplayersession → also added notes to all needed conversations to let the player know this!
FIX + NEW: Shattered Affixes Extraloot → is now called “Shattered Lootsphere” and is a PSEUDELOOTORB, the template is STILL “fixedItemBlastContainer”! just the msh and visual stuff has changed, this is also to prevent too much overlapping from the 2 available extra reward resources at this spot, i was NOT able to make one of them move a bit looks better anyway i guess ;D
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CHANGE + NEW: Crazy Mike → various new function, old ones removed, updated a few old ones and 3 new items can be granted with the TESTITEMS → one for each tier of Archetype Mercs to spawn them all at once furthermore optimized the Testing Amulet skills to be less FXintense;
FOR TESTING at Crazy Mike → created OP Amulet05 for testing out the statmechanic “increased healing” for Grim Souls optimization, created new function → “RESTORE my constitution please… (COOK SCRIPT)” in “General”! → the statmechanic “increased healing” DOES NOT AFFECT the effect of the Grim Soul, as you can test for yourself now; furthermore a FIX: the conversations by, for example, some flavor NPCs will now correctly grant constitution again!
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CHANGE: DPYES config changed a bit in terms of autolootradius and GrimCam settings;
OPTIONAL SETTINGS ADDONMOD → a few new soundeffects from this package → “Alternative Ranged Sounds at Grim Dawn Nexus - Mods and Community” → not all of them, mainly for the ranged attacks and a few buttons, sounds great → simply copy to a “/settings/” folder of your choice as usual;
COOP SESSIONS: clients SHOULD do a relog from time to time especially at the beginning when starting as a NEW CHARACTER together into the game with the party → simple and easy DESYNC fix and also a fix for some functions NOT working if started together, for example the Minipets WILL NOT work until you do a restart as a CLIENT! SIDENOTE: the change of the GDM tierlevel is NOT shown to the clients, will be investigated!
→ + some changes that i might have missed to note here, nothing special i hope xD
Great update. Having a lot of fun. But I am missing Neegan the Withered. Did you relocate him or deleted him by accident? Started 2 new characters by now and both times Neegan wasn’t where he is supposed to be and he was nowhere else to be found.
Yes you will need the Mythical Ring to function, as Daniel already said, that is correct About the missing spawn numbers on the tracker, i will check into that asap! What do you mean with “increase icon for item pets” mate?
That is great to hear <3 I will check for Neegan asap with a coffee in my hand and will report if i find or deleted him i am wondering ;D we will see thanks for report!