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

tried dga with DAIL mod. Here are my thoughts:

BUGs?
-Keys of different difficulties works the same. One can open a T10 epic rift with a T10 normal key.
-Across all types of maps, only the monsters in the mine drops currency items

features
-The crystal array with high dmg + passive reflection really limits the number of builds that could work.
-Auto pick-up is not working for DGA essence, which is quite a pain
-chest keys probably needs adjustment - 10 hero souls for a chest that only drops normal difficulty items is not something interesting.(welp, at least I can use the normal keys on ultimate)
-If you find blueprints and use them in DGA map, ALL blacksmiths get the design - it becomes kinda annoying late game
-There are 2 types of belts, one of which is not counted for set bonus
-shields of different tiers are the same

No, they are in 2 different sets. One is part of the armor set, and one is part of the jewelry set.

-Keys of different difficulties works the same. One can open a T10 epic rift with a T10 normal key.
a screenshot of that T10 normal key would be great

-Across all types of maps, only the monsters in the mine drops currency items
there is different level requirements or its just rng, other than that its not possible… either all of them are dropping as intended or nothing is dropping at all.

-The crystal array with high dmg + passive reflection really limits the number of builds that could work.
already reduced it to half of what it was before, so unless Im hearing about it again after v0.4 it’ll stay until I remove reflect with my v1.0 release.

-Auto pick-up is not working for DGA essence, which is quite a pain
fixed, just DAIL hasnt updated to it yet

-chest keys probably needs adjustment - 10 hero souls for a chest that only drops normal difficulty items is not something interesting.
chests are for their difficulties, and so are their costs, the only thing I might change is the name. Gold Keys are for Ultimate.

-If you find blueprints and use them in DGA map, ALL blacksmiths get the design - it becomes kinda annoying late game
nothing I can do about it, unless Im missing something inside the dbr :smiley:

-shields of different tiers are the same
havnt done the higher tiers for shields, except copy T1 so they exist

Update: v0.4.1 (BETA)

General

  • Free levels at the Soul Collector have increased cost (x10 from what they were before)
  • Uber has now a +5 to level as planned, rather than the +2 it had before - keep in mind, this is not an increase of the DGA-Tier, the increased level is only to make it more challenging, it might even go up to +10 if +5 is not enough

New Features

  • The Soul Collector now offers a buff lasting 30min, increasing xp by 25% and 50% (stacking with each other), increasing cost with higher levels (max level to get the buff is 84)

Maps

  • New Basic DGA Map: Bone Pit Sanctuary (by Zaknafein) - also in the pool for random Endless DGA and Rifts
  • New Basic DGA Map: King Temple (by Zaknafein) - also in the pool for random Endless DGA and Rifts
  • More new Maps are coming with v0.4.2

OMEGA MOD

  • There is still no Quest, instead you need to find the Soul Eater: OMEGA for a level up and have the right Souls with you - you can also “buy” a level up at the OMEGA NPC in the Hideout, but you will have to pay double and much more Soul: Uber than at a Soul Eater
    [li]Soul Eater: OMEGA[/li][LIST]
  • 180 Hero Souls (OMEGA)
  • 28 Legendary Essences
  • 50 Soul: Nemesis (DGA)
  • 50 Soul: Boss (DGA)
  • 10 Soul: Raid Boss (DGA)
  • 1 Soul: Uber (DGA)

[li]Soul Eater Random MI now also requires 200 Boss Souls (OMEGA) - this could still not be enough, if so let me know how many it should take[/li]
[li]Soul Eater can give you Hero Souls (OMEGA) in difficulties lower than Ultimate, all other options will only appear on Ultimate[/li][/LIST]

For other Modders (mainly Davood :))

  • new OMEGA-MOD conversation for a new OMEGA-MOD NPC to make OMEGA updates easier for me
  • 2 new Icons for the XP Buff (“wanez/dgamisc/xp_buff_01.psd” && “wanez/dgamisc/xp_buff_02.psd”)
  • new script inside the OMEGA dir (dga.lua)

oh geez :smiley: great stuff as usual… im glad i held off on updating for 0050 !

hehe and Im glad I got it done before the DAIL update :smiley:

how to get inventory bags?

The first post mentions something called the Archeologist quest.

looks like my first char got bugged and he didn’t get the bag even tho i completed the quest

the next char i made i did the quest and got the bags

Is there supposed to be a better way of getting rep? It’s not awful, but I think I’m getting ~1 rep per champion (maybe every monster?) in a rift, and it’s taking a while to hit the 1500 required to get components and the bounty table and such. Just wanted to make sure that’s intended!

Awesome mod so far, thanks!

Thanks for the feedback.

1 rep for heroes and 3 for bosses, so yeah its intended :slight_smile: it may be a little insane, I didnt level a new char after that change/nerf. Before it was just too easy, leveling to 85 gave me enough rep to be maxed and thats with a few free levels here and there + the beginner sets with 200% increased xp.

And I have more plans for Factions, so it has to be really hard, but it is possible Ill add a few quests that grant rep as long as the player isnt friendly with the Portal Masters.
Having to play the mod for a while to have access to the components and every other faction merchant isnt really a bad thing.

WareBare, as I had hoped, you have really applied yourself and appear to be in the thick of creating one seriously awesome mod, bud!

I have taken a break from Grim Dawn as I am going to Europe for a holiday in a couple of weeks, which would interrupt my single-session, single-pass playthrough. Additionally, I will only be playing your mod once my main has actually completed the game on Ultimate, which, considering I have probably played this character for 50+ hours and I am still only LVL 46 in Normal, is going to take me a considerable amount of time.

To sate my desire to see your mod in action, I was hoping you or another user could possibly record videos of gameplay of this mod? I think I understand the basic premise of this mod but would really love to see what it looks like in-game.

Just a request from a fan :slight_smile:

Syn

Thanks :slight_smile:

Take your time and enjoy Europe, Im sure I’ll still be here when you are going to start playing the mod.

To sate my desire to see your mod in action, I was hoping you or another user could possibly record videos of gameplay of this mod? I think I understand the basic premise of this mod but would really love to see what it looks like in-game.
I’d have to look into recording and editing tools, but that shouldn’t stop anyone from playing the mod and recording a little gameplay I can than add to the OP.

Thanks for the mod! I’m having great fun with this even thou I’m still pretty new to the game.

I have a question though. Is there a way to keep the mod specific currencies when I enter the main game? I play both DGA and main game at the same time (using sym link), but whenever I play main game, I lose all the DGA currencies even though I didn’t touch my inventory/stash. One way to fix this was to keep them in the mod transfer stash, but there are soul-bound ones (ie. DGA essence) that doesn’t go in.

There are different ways you could work around that issue. Solution 2 is probably what you are looking for.

  1. requires some modding experience: compile the core database.arz with the DGA items in it (wouldnt recommend until crate is done updating their game, because you would have to do that every time they do)
  2. easy, but not sure if it works, still worth a try: there is a hacked game.dll that allows you to place quest items into the shared stash http://www.grimdawn.com/forums/showthread.php?t=39746 - you could rename the current game.dll to game_x.dll copy the modified one into the GD dir, place the items into the Transfer stash and when you change to the main game delete/rename the modified game.dll and rename the old game_x.dll back to game.dll and the game should work the same. You should still be able to take out quest items even without the modified .dll so you would only have to do that when you want to place them into the transfer stash - of course you could just keep the modified game.dll and everything else that comes with it, its up to you :smiley: also possible to just backup the old .dll and replace the one in the GD dir with the one you need, how you do it doesnt matter, but it should be understandable what Im trying to say here :slight_smile:
  3. can have some conflicts, because the DGA beta is not designed to work that way: copy the resources/levels.arc from vanilla into the mod resources dir, this would allow you to play the main campaign inside the custom game, including the shared stash - you would however lose your quest progress and you have to do this everytime the game updates
  4. Davoods Compliation: DAIL http://www.grimdawn.com/forums/showthread.php?t=38785 (again you would lose your quest progress)

WOW! That’s perfect! It’s exactly what I was looking for. Thanks for the fast response, too!

Hi WareBare,
Until now I never made a map, but I might be interested to try to make one when I have the time.
However I would like to add new special monsters and boss monsters, with new spells, items and scripted fight (maybe new tokens).
I would like to know if it will be compatible with your mod in order to be merged inside.

Also what do you mean by :

You have a story to tell and want your map to be a certain way with less randomization?

I can let you place the random monsters where you want but I want to make multiple boss fight in different places of the map (reserved) in order to unlock the last part of the map where there is a “new boss”.
The map will be always the same, right ? (except maybe different path blocked randomly).
Thanks

All sounds good to me. I do however reserve the right to move files around, change file names and adjust the script code. Im a little OCD when it comes to that.

Also what do you mean by :
I can let you place the random monsters where you want but I want to make multiple boss fight in different places of the map (reserved) in order to unlock the last part of the map where there is a “new boss”.
yeah thats exactly what it meant :smiley: if you want static spots for a boss or only that one monster type to spawn in a certain part of the map. And Story just means a Quest.

The map will always be the same unless you are making different layouts/variations for it, in which case it will randomly pick the layout you are getting, thats bugged in v0.3.x and later, forgot to add a line of code when I changed the whole thing Oo

I will rewrite the info about making maps for DGA in a few days, since some things have changed - Im even going to change the entire source dir for my mods, now that I have started working on runewords. Its easier to merge certain mods that way.

:cool::smiley: Oh really?

Seems good.But do I need to make the map on a specific place/coordinate to be compatible with your existing world ?
If I make the map on a place where you already have a map, can you “move it” ?
Will I be able to add a new map connected to it later and will you be able to include it ?