Thermite mines, someone mentioned them. That’s one of the changes coming in this patch. So pretty big issues that some of you have had is that they a) take a while to deploy and b) they tend to bounce around all over the place. So now, if you’re paying attention, they’re instant. Wherever I press that’s where they go.
LightningYu : Thermite Mine OP now… fix pls with next patch
Yeah, we’ll fix it in patch 1.1.5, don’t worry.
So people have mentioned auto-looting That’s going to be a new option right here in Gameplay that you can toggle on, it is off by default. We don’t want new people to get confused about item search randomly clearing into the inventory, we actually want them to click on them and do the picking up, but for those veterans of you out there, and I’m sure there are plenty of you these days, you can just run right over them and loot them just like in Grim Internals.
And any components you pick up will automatically combine with any that you already have in your inventory, so this button is kinda redundant these days, although we’re going to leave it in case you have any lying around from your pre patch 1.1.4.
jalex3 : can we have health bars without numbers?
Yes. So the next thing that just came up - health bars. One of the features of Grim Internals that was very popular and highly requested when we told people we were going to include some of it’s features, health bars are now in the Interface where you can customise a lot of features about them. So you mentioned hiding the health numbers and that’s exactly what you can do right here. You can toggle them off, find some enemies you don’t kill instantly and you have health bars, but not the numbers.
Medierra : I want a slider to control the size of thee health bars and another slider for health bar transparency.
Well, how about a slider that controls how many sliders you have to determine those things. Because I feel most people don’t want that many sliders, but maybe you do so you need a slider to determine how many sliders show up.
Serious_Stan : Zantai, can we have the crafting recipes in blacksmith scaled up, so that we craft complete components
Actually I am considering doing that. I’m going to have to look into how reasonable that would be. For example many partial components you have already are going to become useless, but most people craft and complete so that is definitely an option.
lcghent : What are the 2 hander balance changes?
I’m not going to go over every item one by one, but the general direction we took though was to increase the amount of skill points we’re giving out. So every 2-hander that gave mastery bonuses - this is for all non-set 2-handers - any 2-hander that gives you +1 to a mastery of Legendary quality now gives +2. Anything that gave you +3 to a skill now gives you +4 and that applies to Monster Infrequents and Legendaries.
Drelnar : is there a way to have them toggled on enemies before you engage them ?
I assume you’re talking about the health bars. So we decided that having them always displayed is actually misleading because you’re going to be seeing full health bars and partial health bars and you have no indication which enemies are injured and which are at full health. So we thought that the distinction that an full enemy doesn’t have a health bar is actually more helpful than having their health displayed as before. However, we have updated the icon for Heroes in the game, they’re more obvious and we added those icons for Nemesis and boss enemies as well. So id you’re approaching them in the Crucible or Shattered Realm and you see a clusterfuck of enemies and you see a giant skull sticking out in the middle you’re going to know Nemesis in there or a boss.
lcghent : What are the arcanist changes?
There are a number of those. They’re all focussed on the passive bonuses.
So first up Iskandra’s Elemental Exchange. The percentile damage from Overload is now on the base skill, which means that characters that aren’t necessarily going to benefit from the flat damage are actually going to get percent damage bonuses as well which is going to be beneficial for Panetti’s Replicating Missile for example. Overload on the other hand is going to keep those same damage over time procs it has and the aether resistance, but it’s also going to get a substantial bonus to Offensive Ability. We felt that Arcanist is more of a sort of glass cannon architect in the game, but how successful we were with that or not is up for debate I suppose, but we opted to put something offensive on there instead of more defensive bonuses to emphasise that aspect. Arcanist probably has the highest OA values in the game now between Overload and Inner Focus.
S0bertooth : would it be possible to have the cd of health and energy potions displayed outside the skill bar? So I can remove them from there and just use the dedicated hotkeys
I’ve considered that in the past. I’ve been shut down about trying to get that on the UI because we don’t really know where. There isn’t a good spot to put it.
tabia_ditch : do overload procs count as separate sources when you convert 100% ele to another single element?
It would count as the same because you’re applying it as weapon damage. However, if you apply that to two different skills that’ll be a different story.
Finally Elemental Balance is going to receive increased duration bonuses to dots. Because we’re adding this bonus to burn damage here, we’re actually going to remove it from Reckless Power and Reckless Power is going to get a thematic bonus to stun retaliate against enemies that hit them.
Now I’ll mention Maiven’s Sphere of Protection change which I’m sure it going to get even more hype than even some of this stuff. Damage penalty is gone. No more damage penalty, just like that. Just about a 5% damage boost across the board. Conversion is going to have it’s slow resistance scaling equally with all of the reduced durations it had so it’s going to give you more of a boost to resisting slows of any kind.
Mental Alacrity - we’ve substantially increased the energy pool. The classes that are going to be taking this are going to benefit from a larger one so it means Aether Ray builds are not going to be running out of man as quickly so you so you can go longer.
And finally Fabric of Reality is going to get bonuses to Aetherials and Ch’thonics.
murderburgerz : I just got in, when does this patch come out??
Probably in the next week or two. Probably end of next week or early the following week. It’s in a pretty good place. There’s one thing we’re working on that we hope to get into this patch; I mentioned it in preview, it’s actually the new renderer. So that’s under video options called Deferred Rendering. And what it does for you is actually result in substantial performance gains. I myself have noticed, that just playing around as I have been recently testing Veteran difficulty, the game runs way smoother. I’m not seeing the sort of frame rate dips I would occasionally with mobs of enemies, it’s just a steady frame rate the whole way through which is beautiful.
rafsonmcp : @CrateEntertainment any changes to Ritualist ?
I’m not going to go over every single patch change, but there are going to be changes for every single mastery.
ResidentCeno : +2 to Performance
tuftyfella : more performance for zero monies, ethical devs!
I suspect that this will benefit higher end systems more than lower end systems as unfortunately this always goes. It also requires DirectX 11. So if your computer requires DirectX 9, you’re not going to benefit from this. This is, however, another benefit of the Xbox port that someone asked about earlier. It’s still coming, Rhis is still working on it and this is a direct gain to you on the PC version because we had to make this work for console.
DemonikCurse : @CrateEntertainment will it be possible to enable showing names for heroes with health bars? or only health bars?
So what we did with health bars - so he’s got a star over his head, but when he takes damage he’s got stars next to his health bar instead.
MaelstromX103 : hello, will Arcanist get resistance reduction ?
No, we’re not adding resistance reduction.
Another thing from Grim Internals that has been requested for a long time. Generally we don’t like making UI changes because they make our lives miserable, but we did cave in this regard. Crucible map selection, by default it’s random, just like the original setting. You can, however, if you’d like select the map you want and go right in.
jalex3 : console will need better crafting imo
Well, speaking of crafting the next feature on our list here is a search filter for the crafting menu. So I can type in the search parameter I’m looking for and the resulting items will have exactly that stat. So if you’re looking for a specific component for example, you type it right in and get exactly what you’re looking for. No more scrolling through hundreds of sections in here.
ihavemanyaccountslol : @CrateEntertainment Do you, in any future, see a Grim Dawn MMO happening?
I don’t think that’s realistic. First of all, MMO’s are incredibly difficult to break into as a market and we don’t really have the money or the staff to make a proper MMO. It would require Crate to scale up dramatically.
omegam0 : @CrateEntertainment how about a D&D Grim Dawn official campaign, have you guys considered doing something like that?
I do actually know a person on the D&D team at Wizards on the Coast, maybe I should talk to her about some collaboration.
Darkstalix : Zan was there any talk about 3rd Expansion?..
Well, I can tell you it’s not currently in development.
Gumms : We want more cosmetics
We’ll keep that in mind. If you guys absolutely want more cosmetics options, let us know on the forum. Let us know on Reddit, let us know on Steam, we’ll be paying attention. If you want a Loyalist Pack 3 we can definitely make that happen.
frogsarepeopletoo : any plans on releasing GD merchandise?
Man, I would love to have GD merchandise. I don’t know who on the team would handle the logistics of it. And there’s all this tax stuff that comes in too and I think Medierra’s gonna off himself if he has any more taxes to deal with.
Luzzifus : @CrateEntertainment have you considered showing the exact number of skill points obtained from gear for each skill in the skill window?
I guess we’d have to do a UI update for that. Something that could be feasible I guess.
Arthald : @CrateEntertainment Actually what’s the background story about naming the company Create Ent.?:>
Not Create, Crate. I believe, and Medierra can correct me on this, the idea was that a lot of the philosophy for a while has been to think outside the box which sometimes meant just doing weird shit just for the sake of being new and different, which doesn’t always mean being better. So our philosophy was more to think inside the box and polish more the things we know are great and bring you that. I think that’s how that came about.
spendaem : any plans for new mastery?
A new mastery would absolutely have to come with a new expansion. So that would be a very large scale effort.
rebel7254 : mods for Xbox version? would be sweet.
Mods for Xbox version, man I don’t know. That would be up to Rhis I guess to see if it’s even doable. I mean there’s mods for other games on console, right? I’ve never played the Elder Scrolls on console.
So the game difficulty has received a pretty substantial overhaul I say, in the early game. So if you’re end game focussed, this isn’t going to affect you much although it will to a degree. The main thing we did is we felt that the base game has really fallen behind in terms of challenge. Players’ skills have gotten much more powerful since the main game came out. Ashes of Malmouth came out and there was a steep jump in difficulty that actually kinda threw people off and one thing Ashes of Malmouth didn’t feel harder because people had been playing for a long time and they would want a reasonable challenge. However, if you’re a new person coming in and you’re playing here and suddenly you’re here, that’s a bit jarring. So rather than bring that down we thought this is fun, why don’t we make this more like this. So Veteran difficulty in particular is much more challenging. Actually I went ahead and updated the tooltip when selecting Veteran because I wanted to make it clear that it’s not for the faint of heart any more. Another thing Veteran is providing are 10% experiences. One thing we noticed for a long time and it makes sense that players who want to rush to Ultimate difficulty as quickly as possible don’t really want to toggle Veteran because it slows down your progression. You’re taking more time with enemies because they’re more difficult so it takes you longer to get through the story. So to compensate for that we’ve added experiences and this experience gain is multiplicative with any experience gear you might be wearing so Lokarr set, any medals that might have experience bonuses on them, that experience apply on top of that.
Any plans for the NPC found in the Fleshworks to make another appearance?
So his story is not going to finish with Forgotten Gods, his story is for things beyond. Which is more of a sequel.
But yes, updated difficulty. It actually means early game you might actually die if you’re not paying attention. It’s refreshing frankly. What actually spurred this change was we’ve been playing with the difficulty skip merits, starting in Ultimate difficulty, and that actually felt like so much more fun than blasting through Normal or Veteran that we thought shouldn’t we bring that back, that feeling of actually being challenged all the way through the game instead of being challenged only at the end. So these zombies could actually kill you whereas before you lose like a tenth of your health bar by the time they’re all dead. Repositioning might actually make sense. Especially with some of the special abilities that monsters are using. So all those projectile effects that gazers use are split or the wave attacks that are cast, it might actually be worth dodging them now because that’s damage you do not want to be taking. In addition, because of these changes, that is kind of where difficulty will change a little bit of end game is where we took all these old vanilla monsters and kinda brought them up to speed with monsters from Forgotten Gods and Ashes of Malmouth. Ashes of Malmouth, Forgotten Gods enemies have much more powerful abilities which is kinda where the spike in difficulty comes about. So we went through 18 hundred records in the database in all and hand by hand updated all those skill numbers to bring them up to par. Which means all those special effects are going to feel much better at the end of the game and that enemies that previously were a bit of a joke might actually pose a question to you again. So in a way more difficult yes, but really it’s more consistent So when you run into Forgotten Gods or Ashes of Malmouth enemies you get a stern challenge and when you run into vanilla enemies it’s no longer going to be way easier, it’s just going to be conducive which I think is even better.
Generally I would say, and this is something that’s been playtesting for the last few weeks, the difficulty is much more consistent, much more enjoyable, it actually feels as if the game is challenging you again at all levels of play instead of just being a total breeze on Normal or even Veteran. For the longest time Veteran actually felt like Elite difficulty and even then that wasn’t that hard. So we made Elite difficulty closer to Ultimate and Veteran is below that and Normal even below that. So you got Normal, Veteran, Elite, Ultimate instead of Normal, Veteran/Elite, Ultimate.
One other thing we went through for this patch is an update to some older sets. First set we updated is Dark One’s. It’s now going to support Shaman as well as Necromancer and Occultist. We’re bringing in some more survivability and damage to the Wendigo Totem so you can sit in that and give yourself more damage and it’s also going to do more damage to enemies. And with the complete set you actually get up to 2 Wendigo Totems so if you put them close enough together you get the heal from both Totems at the same time which can be pretty powerful. And the damage from them as well.
So Trozan set will also support Occultist. Specifically Sigil of Consumption. And with that, of course, comes an updated visual.
gostoram : I hate reposting my questions, but I really want to know: any plans to make skeletons less squishy for the endgame content? Especially since the whole game is more difficult now.
Absolutely not, because is what they’re supposed to be. They’re supposed to be squishy. You’re supposed to be summoning them back up and consuming them.
Forsaken_Kingdom : Have you considered making Wind Devil permanent like Blade Spirit? I think it would make a lot more people consider using that skill! It’s an awkward feeling to keep interrupting yourself to cast it
We have considered it and decided not to. You’re not interrupting yourself to cast it, it’s your attack.
meowdimurro : Sorry for repeating but i don’t heard the answer or was no answer. So…By the way, a few words about the illusionist. Could you make an information icon in each section on illusions, how many illusions are there for this slot and how many I have already received. something like (50/94), where 50 is found, 94 is available. Thanks
That would be interesting, not sure how we’d do it though. Because when the Illusionist was made it adds things to your database based on what you’ve found. It doesn’t actually have knowledge of all the items in the game.
ConstantinTrifonov : please show devotion changes if they are
There are no major devotion changes in this patch.
Right there’s one more set we’re updating. The Venomblade set. So Venomblade is going to support 3 masteries, 2 masteries without Forgotten Gods. So with this update it’s going to support Oathkeeper, Nightblade and Occultist and it seemed kinda boring to have yet another collection of items that supports just flat acid damage on Occultist’s skills so we actually decided to beef up Bloody Pox, make it full poison, full acid and make that go ham for you.
princexavier123 : have you considered adding the option to change the menu screen like having the choice to have ashes or base game screens
I have heard requests for that recently. Frankly I thought a better use of our time was bringing you the features we are adding because those actually affect your game play rather than something you see for a few minutes when you start your characters.
So the greatest meme weapon of all time is probably going to be this one. It’s an upgrade for Amarasta’s Blade Burst support to make it spammable. And the reason Ceno calls it a meme weapon is if you equip two of them you’re actually going to reduce the damage from Amarasta’s Blade Burst by 100%, not recommended. But you go on ahead.
meowdimurro : Shit, i forgot… Conversion lightning to pierce on Dunefiend set is totally sucks. Sad but true. Please remove this shitty conversion or make it not to pierce but to acid!
Well, here you go because that’s exactly what we did.
berax22 : when can we see the patch notes
When the patch comes out because the community has shown that showing you patch notes in advance is not good for your health.
RektbyProtoss : just give us the patch notes with a disclaimer "read at own health risk
Yeah, cause that’s worked before.
rebel7254 : does waiting until patch is out to release the notes really reduce complaining?
Yes,it actually does.
Have I shown you everything I wanted to. Ah yes, Bonerat.
nobodyakaslayer : Why was the Deathguard set changed with the added shadow strike support when there’s the Dunefiend set?
A few reasons. First, they do play a little different. Second, Shadow Strike seemed like a good fit for Deathguard and a good fit for Dunefiend so that’s how it is.
tsuelue : Ok, I need THAT as a vanity pet, please.
I’ll get yelled at if I add any more free pets.
Tempelwaechter8 : was the health bar of the enemy new?
Yes, I suggest you check out our recent patch 126.96.36.199 preview that’s on the forum right now.
Okay guys, one more surprise. Because I did tell you you might see something surprising here today if you stop by the stream. What could it be? What do you guys think it is? Man you guys have a lot of ideas, I am surprised. Right you ready for this? The final feature we’re adding in patch 1.1.4 is a stash search.
Wasn’t sure it was going to be ready for this patch, but it is, there you go. Our last little sneak peak for the patch 1.1.4 coming later this month absolutely full of quality of life features that I’ve mentioned. So you guys have a reason to be pumped. If you’ve been skipping Grim Dawn for a while because of burn out well I think this will bring a fresh feeling to the game for you. So much quality of life stuff, it’s awesome.
Plasmastrike67 : Zantai - i love the iron transfer boy. can you put him in crucible? to make buying tabs on low level mules easy
We probably won’t put him in the Crucible, no.
rafsonmcp : @CrateEntertainment i buy everything ! and i buy moreee
Then buy MOAR. But really I think this patch is going to bring Grim Dawn up to a whole new level. And really all this sort of stuff is made possible because you guys have bought a ton of copies, bought the expansions, bought the Loyalist Packs. That allows us to justify these sort of things. And this next content update we’re doing with Riggs, it’s going to be huge. I can’t wait to show you guys some of the levels we’ve been working on. This stuff is really awesome, it’s turning out great. I’ve actually had a talk with Hyboreal and Grava just today about some of the lore stuff for that patch, it is fun stuff.