[Deprecated] [Mod] Mapping/Rifting is coming to GD (First WanezMod)

I have been working on making some kind of “PoE-Mapping” or “D3-Rift/GR” system, just to have an actual endgame. To farm without logging out all the time (maybe Ill play summoner again when its done :D).

Update v0.5.0 - Pre-Release/Beta

The Source is available on GitHub. Releases will also be uploaded to GitHub.
https://github.com/WareBare/Wanez/releases

The Feature list can be found on GitHub, inside the README.md coming with the file or on my page, I recommend checking out the page because of better formatting and it’s more up to date.
There is also an Online-ToDo list and Changelog available (the Changelog is also inside the .7z archive)

How to Play the Campaign

It is possible to choose how many monsters you would like to spawn and of course the Difficulty settings for DGA also work in the Campaign, just keep in mind they are different Worlds so you have to select the Difficulty for the World you are in (changing DGA to Hard won’t change the Campaing to Hard and the other way around).

You are able to play the Main Campaign by doing one of the following Steps:

Different Shared Stash & Blueprints per Mode
Simply rename the folder you get from the .7z to something different (like WanezMod-Campaign) and delete the file \resources\wanez_dga_map.arc
you should now have two folders (WanezMod & WanezMod-Campaign) where one of them still has the file \resources\wanez_dga_map.arc and the other doesn’t.

Same Shared Stash & Blueprints per Mode
Two ways you can do this, starting with the easier to maintain one

  • you only need that one folder (WanezMod) for this. Extract the .7z as you always do and copy the file \resources\Levels.arc from the Grim Dawn directory into the WanezMod\resources\ directory. You will have to do this each time there is an update to the Levels.arc (whenever Grim Dawn has a new update).
  • move the file \resources\wanez_dga_map.arc out of the \resources\ directory and restart the game. When you want to play DGA again just move the file back into the \resources\ folder and restart the game again. As you can see this is only a good idea if you don’t intend to switch modes that often.

Planes-Shifters Gift (aka Leveling Gear) - List of possible Properties:

Prefix

  • Health
  • Energy
  • Life Regen
  • Armor
  • Armor %
  • % All Damage
  • % All Damage (x2)
  • OA
  • DA
  • OA + DA (at 75% of their value)
  • Pet: OA + DA
  • Pet: % All Damage
  • Pet: Movement Speed, Attack Speed
  • + All Skills

Suffix

  • Physique
  • Cunning
  • Spirit
  • Pet: Health
  • Pet: Armor
  • Resistances (chaos/aether is the same suffix)

Blacksmith

  • Health %
  • Mana %
  • Health Regen % + Mana Regen %
  • Mana Regen
  • Pet: Health Regen (flat + %)
  • OA %
  • DA %
  • Physique %
  • Cunning %
  • Spirit %
  • Increased Exp
  • Pet: Health %
  • Pet: OA % + DA %
  • Pet: CD Reduction

Armor Variations

  • Heavy: 1.5x Armor (Strength Requirement)
  • Light: 1x Armor (Cunning Requirement)
  • Caster: 0.5x Armor (Spirit Requirement)

Amor Base Stats (Implicit)

  • [li]Feet[/li][list]
  • Increased Exp
  • Run Speed (Cast Speed in Beta #05)
  • Total Speed
  • CD Reduction
  • Pet: Total Speed

[li]Hands[/li][ul]
[li]Increased Exp[/li]
[li]Attack Speed[/li]
[li]Total Speed[/li]
[li]Projectile Speed[/li]
[li]Pet: Total Speed[/li]
[/ul]
[li]Head[/li][ul]
[li]Increased Exp[/li]
[li]Casting Speed[/li]
[li]Total Speed[/li]
[li]CD Reduction[/li]
[li]Pet: Total Speed[/li]
[/ul]
[li]Legs[/li][ul]
[li]Increased Exp[/li]
[li]Dodge (Melee/Ranged)[/li]
[li]Absorb[/li]
[li]Pet: Physical, Freeze, Stun Resistance[/li]
[/ul]
[li]Shoulders[/li][ul]
[li]Increased Exp[/li]
[li]Dodge (Melee/Ranged)[/li]
[li]Absorb[/li]
[li]Pet: Physical, Freeze, Stun Resistance[/li]
[li]Pet: Armor[/li]
[/ul]
[li]Chest[/li][ul]
[li]Increased Exp[/li]
[li]Dodge (Melee/Ranged)[/li]
[li]Absorb[/li]
[li]Pet: Armor[/li]
[/ul]
[/list]

Accessory

  • [li]Belt[/li][list]
    [li]Variations[/li][list]
  • Physical damage (min-max)
  • Mana Regen % (flat in Beta #05)
  • Life Regen % (flat in Beta #05)
  • Increased Exp

[li]Implicit[/li][ul]
[li]Increased Exp[/li]
[li]Armor[/li]
[li]Absorb[/li]
[li]Pet: Vitality + Poison Resistance[/li]
[/ul]
[/list]
[li]Amulet[/li][ul]
[li]Variations[/li][list]
[li]Physical damage (min-max)[/li]
[li]Mana Regen[/li]
[li]Life Regen[/li]
[li]Increased Exp[/li]
[/ul]
[li]Implicit[/li][ul]
[li]Increased Exp[/li]
[li]Total Speed[/li]
[li]CD Reduction[/li]
[li]% All Damage[/li]
[li]Pet: Chaos + Aether Resistance[/li]
[/ul]
[/list]
[li]Rings[/li][ul]
[li]Variations[/li][list]
[li]Physical damage (min-max)[/li]
[li]Mana Regen[/li]
[li]Life Regen[/li]
[li]Increased Exp[/li]
[/ul]
[li]Implicit[/li][ul]
[li]Increased Exp[/li]
[li]Total Speed[/li]
[li]Mana Cost Reduction[/li]
[li]Pet: Pierce + Bleeding Resistance[/li]
[li]Pet: Elemental Resistance[/li]
[/ul]
[/list]
[li]Medals (with Beta #06)[/li][ul]
[li]Variations[/li][list]
[li]Total Damage[/li]
[li]+ All Skills[/li]
[li]Increased Exp[/li]
[/ul]
[li]Implicit[/li][ul]
[li]Increased Exp[/li]
[li]Total Speed[/li]
[li]Pet: % All Damage (x3)[/li]
[li]Pet: Total Speed (x3)[/li]
[/ul]
[/list]
[/list]

Shield & Off-Hand

  • [li]Shield[/li][list]
    [li]Variations[/li][list]
  • Armor
  • Armor + Absorb
  • Armor + DA

[li]Implicit[/li][ul]
[li]Increased Exp[/li]
[li]Armor[/li]
[li]Absorb[/li]
[li]Pet: Armor + Health Regen[/li]
[/ul]
[/list]
[li]Off-Hand[/li][ul]
[li]Variations[/li][list]
[li]% All Damage[/li]
[li]Casting Speed[/li]
[li]Spirit[/li]
[/ul]
[li]Implicit[/li][ul]
[li]Increased Exp[/li]
[li]% All Damage[/li]
[li]CD Reduction[/li]
[li]Mana Cost Reduction[/li]
[li]Casting Speed[/li]
[li]Pet: % All Damage + Total Speed[/li]
[/ul]
[/list]
[/list]

Weapons

  • 3 different attack speed variations and some have a different range of min/max damage (eg. Maces have a lower min and higher max, for swords its closer together)
    [li]Implicits[/li][list]
  • Axes, Maces: bonus physical damage
  • Other Weapons: Total Speed
  • All Weapons: attack speed
  • All Weapons: Physical %

[li]Scepters[/li][ul]
[li]1 Variation for each magical damage type (base damage + damage % + DoT DMG % if there is one)[/li]
[li]Implicits[/li][list]
[li]% Total Damage (x3) (x5 in Beta #05 - set that before I made an implicit for each %dmg…)[/li]
[li]Casting Speed[/li]
[li]Total Speed[/li]
[/ul]
[/list]
[/list]

Runic Inscriptions
You can figure out how to create them by finding Rune-Lore Pages in DGA or talking to the ghost next the the crafter.

Tutorial Video on Inscriptions:

Leveling Gear and Runes are still being balanced :smiley:

Looking forward to your feedback!

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I would test this out. I know a little bit of each PoE and D3 end games and all that stuff.

This is a type of survival? If you die in the NPC map, do you have to start over, or can you go back in as many times as you want?

the portal used to go in disappears, but since I cant make monster despawn work, you would spawn more monsters on top of those remaining monsters when you create a new portal. But once I get more different layouts for the same map done the chance of going into the same map-layout (where you died) is pretty small. I plan on making it so you wont get into the same layout twice in one session, and with lets say 5 different layouts for “Crypt” it will take you 5 maps to get back to a layout where you have been before and it may not be the same where you died in. So Id call it semi-survival I guess :smiley:
You die you cant go back, you may get there again after running the same map multiple times, but with more monsters, making it more dangerous and it would probably force you to relog. Which is not really the point of it, but we may have to live with it, until I figure out a way to make monster despawn :smiley:

No riftgate, only a portal at the end to get out.

That does sound interesting. Can’t wait to see and try it with a character.

The more you portal to areas, the more monsters there are. Did I understand that correctly?

What level would monsters scale to, on ultimate of course?

Correct. You are running the same area/map all day and leave half the monsters behind it will make some packs huge after run 3 or 4 :slight_smile: And lets not forget fighting 3 bosses because you didnt bother killing them before :smiley:

with the currently planned tiers
+11 to +16 so with max lvl 85 a boss could be between 100 and 105 and others 96+.

this may change and I lower the 5 tier per difficulty to 3, but thats more of a balance thing. And later I plan on making even higher tiers for ultimate alone.

The idea is to make map tiers and bind them to a difficulty, getting possible NPC conversation choices depending on the difficulty, in normal/veteran you could pick T1-T5, in ultimate T11-T15 (eventually T11-T??), a tier equals +1 to monsterlevel. All tiers have all Map-Layouts available, I dont want to bind that one great Map-Layout to a T9 Map.

Sounds good.

Who leaves monsters behind? Gotta run them down and kill them.

As for the maps, do you find them like lore notes, in breakables, or would they be from mobs?

Not sure what Im going to do with map drops.
Could be all monsters, where common/champions have a really low chance and heros have a good chance + orbs they are dropping. Maybe even guaranteed Map-Drop from boss orbs, or have something similar to a nemesis spawn with a guaranteed drop. Also breakables or chests are a possibility I havnt thought about yet :slight_smile:
Could even be a couple of quests or Faction related.

Man… I can’t wait… I have so many questions, but I will let you get to it and stop grilling you.

I (un)patiently await a testing version with more details!! :slight_smile:

I appreciate all the questions :slight_smile:
they are a great motivation :smiley:

Interest is strong in this mod.

I hope you can make it happen.

Well, be motivated. I am sure that many people are interested in this idea… I know I want to challenge my characters in this type of mode.

Awesome :smiley:

Maybe it could have 2 types of rifts like d3, one of them you can not die like when using skeleton key with great reward and getting the key to next tier in rift boss reward :wink:

I love that idea… you need a key to unlock the next tier, that you get from that tier’s boss…

Love it.

A cool map, if it is possible at all, would be the arcane sanctuary from D2. The 4 ways to go, with the boss at one end…

is it possible to cycle the maps and add +1 to monster levels nonstop until you die and get booted out? or can you fake it by cloning all of the maps x500 or something

would love for ever increasing challenge but also ever increasing loot quality. kind of like the goldmine in TL2 synergies mod, infinite depth but the rats get bigger and drop more gold and they hit like trucks :stuck_out_tongue:

Yes, it is :slight_smile:

I was planning on making special maps where something like that would apply, I loved that goldmine :smiley:

How its done depends on what you want from it, is it ok to start a new session when you die. Kind of like the Skeleton Key Gates, you could only start that special map once per session.

Definitely looking forward to this!

This sounds incredible and definitely something that I will pick up once I have finished the Vanilla game!

Warebare, I charge you to focus all your efforts and create a Mapping mod that GD deserves!!!

Make us proud, sir!

Syn

So, here you can see an example of my despawn code.

At first, every monster spawned by a proxy has an OnAddToWorld script (gd.eternal.regMonster) attached.

local monsterId = {}
local monstersTotal = 0

function gd.eternal.regMonster(objectId)
	monstersTotal = monstersTotal+1
	monsterId[monstersTotal] = Character.Get(objectId)
end

And the despawn function itself:

function gd.eternal.resetWaves()
	local i = 1
	while (i <= monstersTotal) do
		monsterId[i]:Destroy()		
		i = i+1
	end
	monsterId = {}
	monstersTotal = 0
end

Go on, i wanna test it, and if i can help with some code, let me know :smiley:

Thanks, its working :slight_smile: I kept trying to destroy the proxy created… . I was afraid I had to create monsters per script and write a class to do what proxies are doing :smiley: