Dreaded Dawn

Welcome to Dreaded Dawn, this is a mod that I am working on currently and will be updating at regular intervals.

At its heart this mod is going to try and reinvent things a bit, there will be a lot of new pet themed masteries that attempt to create a new way of playing with pets. They will be a part of the players arsenal in a meaningful way and there will be a sort of relationship between the player and the pets that I feel is not in the vanilla experience. This is the initial aim of the mod and currently I am working on the Wolf Lord mastery.

Alongside this I am going to attempt to make the game into a more faster paced hack and slash, this will include a rebalancing of enemies, and giving the player access to more aoe style abilities and hack and slashy style skills.

This mod will be heavily inspired by the way Diablo 2 did things, with masses of basic enemies and packs of “champions” that have special affix’s and skills, as the game progresses they get more and more skills and buffs, and eventually start to influence the other mobs around them.

The way I will be attempting to do this is by first making all enemies much more aggressive and increasing their vision range, similar to how diablo 2 felt with monsters running to you from the edge of the screen.
Second I will be adding packs of mobs to the enemy pools in a structured way. This means that you will come across say 20 zombies, with 3 champions in the mix. The champions will have skills, but the normal zombies will not. However as the you grow in level and the game progresses, these champions will grow in power and have more skills and bigger pack sizes and start to influence the normal monsters around them imparting part of their power onto them.
Third thing will be to also make Hero’s more structured, they will have similar monsters surrounding them and will be somewhat tethered to them, so say an Undead boss will have 5 champions following them around with similar skills and aggression. This will make the encounters harder without having to just increase the number of bosses themselves, as the relationship between the champions and bosses will make them overall stronger, again using auras and buffs.

The first mastery is coming along nicely at the moment, although the game currently is using grimmer and grimmest, this will change to my own style of balancing as the mod progresses.
This first mastery is a Wolf Lord class, specialising in Dual Wielding and cleaving down enemies with the help of pets. This includes an Alpha Wolf who is an high attack speed tank, and a beserker who is a sort of shaman elder with dual axes and throwing abilities. The mastery is best played on the front line side by side with pets as they bounce off each others skills. Most skills require you to dual wield melee weapons, this is unique to this mastery and others will have their own flair. There are still a few skills not yet implemented, but I would say the mastery is playable and about 75% complete at the moment. Although the damage numbers and overall balance is not done yet, I am working on it currently.

Later the mod will also include the following Masteries:
The botanist: Alchemist/Druid mix
Gang Leader: Leader of Human Resistance with human summons
Zombie Lord: A wall of zombies accompany you and do various effects depending on your skill choices.
Orc Warchief: more of a sit back and buff/heal style of summoner with an orc warband to control
Plus others that are still in very early design stages.

Link updated on 06/11/2017 @5.30pm gmt - This is Grimmer and Grimmest version, can be pasted over older versions and is save compatible.

https://mega.nz/#!kfhiiLLb!NyTMquJcERkLC_t7PfEVjVUWJJRec5FFV3xFXeedZxI

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Reserved for more details later

Ok I give it a try and good luck with the rest.

Edit: Cant access the new class it not showing up in class list (note I have AoM expansion installed).

Ok sorted, it was my fault forgot to update it before uploading :slight_smile: Sorry

The download still don’t give the mastery for me. Looking at the folders and files it looks like you forgot to build the mod in the mod tools before uploading it/or you uploaded the working files instead of the built mod files.

Should be fine now, let me know if its still bugging out, it was making 2 seperate arz files which were conflicting.

Cant Download saying needs invalid decryption key please enter valid key or get creator to fix it. Since the problem is double arz files I managed to get the old DL working.

Looks cool and seems to be good work what you got so far. BTW Alpha wolf stats don’t increase but the cost does with extra skill points.

Yeah hes only level 1 at the moment, was debating moving his skill to higher level so he gradually unlocks them, easier to copy and paste him once his skills are set than editing lots of different times. I will do more work on him tomorrow once I decide his other skills, going to give him 2 more modifers, maybe 3, and rearrange his different skills to unlock at different levels. Maybe give him the charge and basic attack at level 1.

After reading this thread, I checked and I have double .arz files too. But it’s playing, and I didn’t know which to remove, so I left it.

I’ve only made one mod (currently in unusable condition), but I like drafting long outlines. I have six such, but only one is really a pet class: Rose (raises roses, of course).

The ratdogthing is loud. Sounds like a one-ton rabbit.
By level ten, it is also fairly useless: slow, does little damage and often dies faster than I am allowed to respawn it. By level 12, a Champion can take it out in two hits.

I couldn’t decide between Nightblade, Shaman and Soldier for the second mastery; went with Demolitionist for the default attack. Working my way up the Fire Strike line.
Maybe some sort of retaliation build would’ve been best?

The mastery bar only gives 6.5 attribute points per skill point. Demolitionist gives 10.

I seem to be leveling very slowly. Gutworm had 9 levels on me, so I needed a dozen health potions. I just took the Burrwitch Village rift and I’m not quite level 13.

Suggestions, notes and random ideas:
Fix spelling mistakes.
Sentences should have periods.
Luna is probably not a moon in GD’s world.
Have some of the pets draw aggro (tough ones and/or fast swarmers).
Consider giving the character a default attack.
-A Cadence-style Claw/Claw/Bite with some debility effect on the Bite?
-Debility: one or more (chances?) of: slow, knockdown, -bleed & -physical resists, ??
Give a substantial bonus to daggers? 1.) Off the top of my head, I can’t think of a mastery that really uses them. 2.) They’re faster (only slightly, for some reason) and you say you’re going for on-hit effects. 3.) If you think of them as substitute claws, they’re thematic.
A Berserk mode? More damage & offense, less armor & defense.
-If something gives you a tiny on-hit chance of super-regeneration (like your Immortality, but at any health), then that would be your signal to go nuts.
-Alternatively, give the berserk mode the tiny chance and include the regen in it.
-If you do lots of hits (two weapons, high speed, secondary on-hits), it’d happen a lot.

Yeah the link was updated so you should have only one file now.
I will try to answer your feedback one by one.

Issues with sound, I play my games muted as I have ultra sensitive hearing, I may take the sounds off until its ready, then add them back and tweak them, let me know if you would prefer that, if not it will stay the way it is for now.

Spelling errors mean nothing to me as such as early state really, its certainly readable, so really not fussed until mod is released or close to, not my strong suit and not really wanting to stress myself being a perfectionist yet.

Luna simply refers to a moon, all planets have moons (most have multiple), or they would just be dead gas worlds, or asteroids, not sure what you mean by your comment here.

The pet is useless past a certain point due to not having more than 1 level yet, I will add the rest once his skills are in order as its quicker to copy paste than constantly updating 26 versions of him. This will be done this week coming. I will make a post informing people when this is done, as its clearly a big thing for the class.

There will be a taunt added to immortality that will allow pets to gain aggro when it procs. It is not ready yet, but I do agree the class could do with it.

The class does not have a default attack as it does not need them, it uses passives that proc on hit and crit. This is also to allow it to work well with other melee classes who already have their own defaults. This may change later on, if I feel it really is lacking. Also bear in mind there will be 6-7 masteries, this is just the first one.

The class does have a debility attack, but not implemented in your version yet, its a shout style that weakens all enemies within 12 yard range, thinking of making it 16 yards, still not finished yet. Its essentially a area wide piercing debuff that does some damage and slows enemies and reduces defense. Il finish it either tomorrow or early next week.

It does not need a bonus to daggers since it naturally has bonuses when dual wielding, all the passives require dual wielding melee weapons to be active, unsure if that’s obvious, but I will add it to the tooltips soon so its more clear for people. This would mean daggers may be the natural choice of weapon for this mastery since all 1handed melee weapons would be buffed.

Beserk mode is already implemented? The passives bright flashes and high alert are both beserk style procs, again they need 2 melee weapons to work though. Its also present on the charge attack, that makes you and pet get a buff and go crazy.

Not sure he needs an on hit to give super regen when he naturally gains life on hit after the charge, its meant to be used to initiate and give life regen for you and pet.

I think you may have not been dual wielding melee weapons, which is the main focus of the build, to work hand in hand with the pets on the front line, like a dual wielding barbarian.

Some more details while im here, the pet will change this week coming, his skills will start to be available at different levels, and his rabis will also spawn more werewolves if people die while affected by it. He will also buff other pets at a cost to himself, this will be to make the pets he summons more deadly temporarily. He will get a taunt, just need to fit it in, my first idea is to test it with immortality, but may change that so its available sooner. Also thinking about whether to make a bigger summon at the end of the tree, that will summon either 3 spirit people as past elders, or a big summon that goes crazy for 20 seconds. If you can think of anything else, feel free to post, but this is very early stages at the moment, numbers will be tweaked once the skills are functional and in a working state that im happy with.

I plan to make more enemies, which is why the exp is lower, but I can increase it until that part is fully completed, you are definitely right with it being too low at the moment.

Thanks for the explanations. They help.

The mouse-over for Claws says “dual wield” and doesn’t work with pistols (though it doesn’t mention them), so I did dual wield. Not daggers, though, because their DPS is so much less.

I didn’t get far enough to implement Bright Flashes and High Alert + High Pitched Noises. Unfortunately, mouse-over doesn’t work on powers in GD, so I will have to wait to discover what that last does.

I’m happy to see a new mod. I think I will probably like this one when the wolves are well enough implemented to do their share.

I’ll keep an eye open for your update and then continue on from Burrwitch Village.

Quick update for you guys, I have come down with a stomach bug so progress slowed down a bit, but good news is the Alpha Wolf is now sorted plus other changes, list down below.

Experience gains have been equalised to be more in line with other mod compilations, such as DAIL from vanilla, and Cataclysm from AOM.
Drop rates have also been brought in line as they were pretty random.

UI changes include updated text for all skills, this will show what type of skill it is in yellow, plus any extra details needed in gold (orange), such as dual weilding required, or any details about the skill that are not obvious when reading the flavour text.
Also added the Gang Leader to the skill tree, but he has no skills yet, I will be adding all the classes to the mastery selection screen this week, but they will mostly be empty shells. I will work on some of their basic skills if I get stuck on what im currently doing with the Wolf Lord class, easier than banging my head on the wall for hours when I could come back to it.

Skill changes for the Wolf Lord include overhaul of the Alpha Wolf and a new AOE debuff to reduce enemies armor. The Alpha Wolf now levels upto 16 max with points, and 26 with gear added, readjusted his stats and things accordingly, feedback welcome, but bear in mind he is meant to be powerful and should be viable all the way upto to end game. He works hand in hand with you as the player, and is not like pets from other masteries, he should never become useless and should be a partnership with you through out the game, not just as an extra.
Alpha Wolf now has skills split up, he starts with Claw and Lunge as the basic abilities.

The first modifier on the skill tree is Rabid Bite, this is a contagion spread that causes moderate poison damage over time, and slows the enemy. If they die during this they turn into Rabid Wolves, these are a smaller variant of the Alpha Wolf with different texture (rougher looking), they have basic attack and a charge ability that causes taunt and cleave. They last 10 seconds and at max level (26) they can have upto 5 active at once. These pets are about 50% of the strength of the Alpha Wolf and serve more as assistance for the taunt and cleaving and make easy work of trash mobs.

The second ability for the Alpha Wolf is a Roar style debuff, it is an aoe ranged ability that causes all enemies around it to be taunted, take a percentage of their hp as damage and have a chance to run in fear. This is a good way to get focus onto the Alpha Wolf while disrupting the enemy too. May not put the taunt ability on the Immortal skill now as there are taunts from the Rabif Wolves and Alpha Wolf, but please let me know if its enough.

The new skill for the Wolf Lord is an AOE debuff called sense shifting, the idea being that they are a werewolf in human form but still retain their ability to spot weaknesses in enemies, like a sixth sense. Anyway, it is a radius debuff that cuases bleed over a long duration, reduces enemies armor and resistances. As it levels up the area increases as well as its bonuses. The bleed on this skill is less than most skills due to its duration and the effect bleeds have when stacking % to bleed, so if geared correctly it can easily get out of hand, so please bear this in mind if it first does not seem very strong. Its main use is to allow you and your pets to do increased damage however. A good use would be to charge in then use this skill, with everything stacking up you should have a good way of murdering elites and bosses.

Working on a second summon at the moment using boris the pitmaster style character that will be permanent summon, called Family Bloodline, essentially a beserker who will become more feral as you upgrade him, eventually becoming a beast, he will also have a skill that summons 2 wolves to fight by his side.
This summon will become available at level 10, and will have 3/4 modifiers and 1 transmute.

Just wanted to say as a sidenote, I am actively working on this mod, but I do run my own business from home and have health conditions, so sometimes I will not be doing much, other times I will do a lot in one go. I will be more random with my updates than other modders.

I am also considering whether or not to take this mod as its own thing by making it a compilation and adding grimmest/stasher/dga etc, or just making it pure mastery based and giving others access to it for compilations. If I make the mod as clean as possible, it may be almost drag and droppable into other mods, aside from changes to a few things like mastertable and pc male/female.

More updates, today has been productive. New update will be uploaded either tonight or tomorrow.
First some skills have been rearranged to make room for the new pet, immortality, lunatic flames and undead hatred have been moved, they still remain in the same tier as before though.

The second pet is coming along nicely, it is a beserker with dual axes, starts with a basic attack switching between main hand and offhand, and has a stomp style attack that causes the ground to shake and earth to come up.

Modifiers
1st one is an axe throw ability, causes the beserker to throw 3 axes in an area in front of him (increases number of projectiles with skill points). The axes stun enemies and do pierce damage, and have a chance to pierce through enemies. If you use pet attack on the ground away from the enemy, he will throw axes before going back into melee. Also throws axes on first noticing enemies, before running in. Max level with just skill points is 12, this gives him 6 projectiles, ultimate level is 22, this gives him 8 projectiles.

2nd modifier is a better axe throw, the beserker throws a bloody axe that’s larger and upon hitting a target it splits into fragments (smaller projectiles come off the target in a 360 degree arc. The projectiles cause taunt, and bleed damage over 3 seconds, as well as pierce damage and have a small chance to pierce through targets. This skill is used after the first one most times, and is a good initiator to get aggro onto the beserker before he runs in and slams. Max level is 12 with just skill points, this gives him 9 projectiles, ultimate level is 22, this gives him 12 projectiles.

Other skills im working on for the pet are listed below. These are more for those interested in playing a pet based style more than a shared style between you and the pet. Note these are not final, but things im testing out currently.

3rd modifier - summon 2 pet spirit wolves that follow him around, leashed to him in a small radius, the idea being they are his pets, not yours. So its in your best interest to level him up accordingly if you want them to be effective. Where he goes, the pet wolves go.

4th modifier - Have 2 ideas here. Either a kind of life drain thing, to represent him being bloodthirsty and feeding on the enemy. Maybe a heal on kill or something. Or a totem, since hes technically a beserker shaman that is also an elder lycan, so it would be a spirit totem that could be placed and give buffs/healing to group.

5th modifier - Some kind of transformation, either upon his death, or as a buff that kills him and goes on cooldown, then summons the other pet which lasts for 20 seconds, then dies, upon that dying, resummon the beserker. This will obviously take some work to get right, but I love the idea of an ultimate form for him that is pure feral and not human. This would be a level 50 skill and be for those who want to play him as a petmancer.

Other skills not yet thought up are:
1 more modifier for the charge ability
1 transmute for the charge ability

1 more modifier for the alpha wolf
1 transmute for the alpha wolf

1 more modifier or transmute for immortality

Then there are 2/4 spaces left at the bottom after the passives, unsure what to put here yet.
Also 1/2 spaces left after lunatic flames, maybe a temporary summon like a group of wolves that last for 20 seconds?

Report/Travelogue playing your 1 Nov update:

I was level 18 at the Warden.
I have four points in Alpha Wolf and one each in his two line skills.
I went through about six of him in that fight.
I have one point each in Fire Strike, Explosive Strike, Flame Touched and Vindictive Flame.
Plus one point in every other Wolf Lord skill through mastery level 20.

On aggro: Leaping into combat and getting in several hits before Galumph catches up to help means most enemies still target me. Then: he doesn’t make many kills, most of which don’t spawn a minion for some reason, even though it says “Rabid Wolf (100% Chance on Enemy Death)”. I rarely see a minion at all, never more than one at a time, and they never really affect any battles.

I am going to use Defiler to give myself some extra points at level 20, but at the moment I am weak and Galumph is weaker, especially against Champions, where my AoE doesn’t help as much.
In a battle with a Champion, Galumph can’t keep their attention, because I do more damage. If he does get it, he dies. If they have an AoE attack, he dies. If I have to run away, he dies, but at least he dies trying to cover my hairy butt.

Okay. I have a point in Bright Flashes, 6/2/2 in the Wolf tree, and Tortoise + Hammer + Panther, heading for Dire Bear. Level 20, at the Old Arkovia Rift. Let’s see how it goes.
I should be putting points in damage, but Bright Flashes bumps that too.

Going better. Found the Bloodmoon amulet; role-playing! Feels like Feral Leap is doing more damage even though I haven’t put more points in. Three more points in Vindictive Flame at L21 for Cronley; took a while but only lost three Galumphs.
I am reminded here of a note I forgot to make earlier: Wolf Lord has as yet no skill to hang the Turtle Shell Celestial Power on. Luckily, Demolitionist has three.

Crashed hard; had to turn my computer off and on. Comes with this game, but it’s frustrating when you’re less than a minute away from the next rift and end up having to replay a whole section. On the other hand, I’ll end up closer to normal level.

Killed by Kilrian, fairly summarily. Got him on the second try, though it involved a lot of running away and “that skill is not ready” trying to get a Galumph up. OTOH: loot, woot! A Void-Touched Kilrian’s Skullbreaker of Alacrity, +3 to Fire Strike, +360/173 DPS (the latter, because I’m going to move my Reaper’s Touch to off-hand).

Doing quests to get to Honored. Almost died at Bolla. Did die at Rolderathis; too frozen to run away. Almost died at Zarthuzellan (as usual). Died to Salazar, and almost a second time too. Died at “Moneybags” Martin on the 5th or so run through Cronley’s; I had just defeated a pack of three heroes easily, but Bags is tougher and had Hudson Fury with him. Managed to separate them long enough to kill them off individually on the second try.

L29 LMB: Fire Strike: 342-1020 Physical out of 604-1344 total
RMB: Feral Leap: 351-1109 Physical out of 527-1359 total
Claws line: 2/2/2/2/0
Feral Leap: 5/2
Alpha Wolf: 6/2/2
Lunatic Flames & trans: 1/1
Immortality: 0
Super Human Endurance: 2/2/2
Flame Touched: 2/2
Fire Strike: 5/2/2/0
(& 3 in Searing Strike)
Vindictive Flame: 4/2
Health: 4432, Energy 1515
Tortoise, Hammer, Panther, Dire Bear

Honored status with both Devil’s Crossing and the Rovers.
Next up: Hargate’s Lab and Smuggler’s Pass.
…And another injection of Defiler points, since I’ve started dying and Galumph is so weak.
Into the Wolf line & Immortality, Rhowan’s Scepter, 8 Physique & 4 Cunning.
I think I’ll stop somewhere between there and Homestead and wait for another update, depending on how far I can get with that before it feels fragile again.

I hope there is something in all that that you can use.
(I should note I usually play ranged characters and am not a particularly good player anyway.)
Thanks for your work!

Yeah that was very helpful, you can put in more testing than me which is good.
The reason the alpha wolf is not spawning rabid wolves is due to the skill expecting the enemy death to occur solely from the skill itself, been trying to figure a way around this but not managed yet. I did increase the poison damage a lot to try and counter this, but I will need to look into a better way of doing the skill.

The pet does have a taunt on the roar, I do need to up this number as was not sure what a good number would be, this will be drastically altered by next release, hoping that will be tomorrow or day after. I do need to fix the transmute also or remove it and up the range on roar. May also add a taunt effect to rabid bites contagion spread too, this could help a lot, and then buff his life and defense accordingly.

May also add movement speed for pets onto the Feral Leap buff, this would allow pets to get in on the action better.

Pets damage now scales off both your weapons, and pet gear. Mainly so you did not have to give up too much of your own gear for them.

Forgot to add devotion to skills, was meaning to do that for this release, I will look into it for next release if I remember.

Grimmer and Grimmest has changed things up a lot, so more things to consider that would have appeared overpowered before, the mod will balance according to this for future releases, this was a once over just to give it a test. Pets still need some more work to keep them alive, especially versus damage over time and champions. May add a passive innate damage reduction to pets, so they take less damage regardless of gear and level.

Did you manage to test out axe throws for the beserker, he had some extra balancing done just before I released this version, at least more than the Alpha Wolf did.

Also how much stats does the Alpha wolf have at the moment where you are. This may help identify if his scaling is wrong. I was hoping to increase his hp based on the player, but that would require remaking him completely under playerscaling and not petscaling. This may turn out to be the best way, may test it out but not before next release (maybe the one after).

So rabid bite, will be changed to try and fix the spawns, it will also have an aggro component.
Roar will have more radius and higher aggro component.
Roar will have its transmute altered or removed. If removed it will be put on another part of the Alpha Wolf.
Alpha Wolf will have higher hp, and innate damage reduction component. Also his damage scaling will be altered.
Feral Leap buff will also buff pets movement speed.
Devotion skills need to be added.

Ok quick update, did quite a bit of work last night.

Link has been updated now.
It does not contain the new devotion stuff yet, I will work on this sometime this week once I know balance is a bit more evened out.
What it does contain however is a complete revamp to scaling on almost every skill/pet. This includes more pet stuff added to the passive skills, changes to the pet skills, such as rabid bite, both axe throw abilities, and roar. They are now far more effective vs crowds.

Pets damage has been substantially redone, they now scale far better, bear in mind the difference between 1 point and 5 can be huge though, so choose what you want to specialize in, especially for pet skills.
Almost all pet skills also scale off weapon damage now too, this allows you to not lack in damage yourself, I still feel there’s more work to be done for the player skills themselves however.
Added speed buff to pets after you charge, this allows them to catch up quicker and get in the action.
Added taunt to rabid bite, and roar.
Redone the Rabid wolves, they now are a lot more ferocious and can cause a lot of havoc in the enemy crowds.
The beserker axe throwing has been drastically changed up, the first axe throw skill now has a lot more projectiles and pierces 100% of the time, and can be used at any range, so no need to get him out of combat for it to proc.
The beserkers 2nd axe skill can also be used at any range, and there are a lot more fragments now, at high levels you can see 20-30 easily. They do not pierce however, this is mainly a balance thing, so it works like an extreme explosion.
The beserkers Slam skill is insane now, radius has been increase by 50% and now works off players weapon damage and pet scaling, and he uses it a lot more often, its a beautiful sight :smiley:
Basic attacks of Alpha wolf and beserker now cleave, they should chop through basic enamies quite easily, I do need to add a cleave to the players basic attacks but this will be in another update.
Pets defense had been completely redone, they can now survive vs multiple heroes. Including passive damage reduction and dodge that is hidden from the ui to save cluttering it.
There are now more ways to crowd control naturally, added things like stun and knockback to pet skills and player skills, this helps vs elites and champions.
Removed the negative effects from most passives, as the difficulty is enough without worrying about that.

This is the initial balancing update for the pets, there may need to be more work done here.

What is to come:
I am going to rework the transmute for the alpha wolf roar, add 1 more skills to alpha wolf.
I will add a default weapon skill for the player that will include cleave style ability, maybe on every 3rd hit or something, not sure yet.
I will add a heal style ability to the beserker, hes going to be more support based than the alpha wolf, basically the beserkers main skills will be his throwing abilities, and totems. He will be like a bloodthirsty shaman.
I will do more balancing on the passives for the player, at the moment they do not give enough reason to get many points in them, this will change.
Immortality will be redone, and a modifier added to it also. Maybe a sort of last stand effect that heals in a radius so it affects you and pets, this will be good late game vs bosses.
Going to add a final summon that is a timed boss style summon, this will be level 40-50 skill and be crazy powerful.
Going to add one more modifier to charge.
Going to go over the passive abilities and add some % to proc different attacks for the player, feel like they are lacking and I want there to be a reason for the player to get stuck in on the action.

Can’t think of anything else yet, but sure I have missed something. Anyway the game is a lot more fast paced and fun now, which is the aim of the mod really. To play very fast paced vs hordes of monsters and using pets in a different way.

Another update, lots of exciting things coming soon.

I did however break my mod lol, for some reason the alpha wolves rabid bite vanished from the ui and nothing I did would bring it back, so I will have to remake it from one of my backups and copy the new skills over to it. Sadly this will set me back a few hours.

Right onto the juicy stuff now. I have made some new passives that are specifically for the player, they proc off both main and offhand attacks and benefit from both weapons at the same time.
One is called Shred, this is a proc on hit to lash out at all enemies nearby, will use a rogue style hit effect to make it clear when its procced.
Another one is called Rage, this is sort of a slam attack, it smashes the ground using both weapons and knocks enemies back while causing bleed, its a good way of not getting bogged down when the enemy surround you, this is working currently but im tweaking the effect so its more impressive visually.
There will be one more passive coming also, this will hopefully be a wave style attack, that launches from the front and knocks enemies flying, not started this one just yet.

All of these passives are just at the top of the skill tree after passive claws, just made more passives in that row and rearranged the positions so you can get the procs a bit sooner. The design decision is that pets are ok at the moment, but the player felt a bit lack luster in comparison, so now the player should feel like they are in the thick of the action too, with enemies flying all over the place in an over the top hack and slash style. Again bear in mind the mod is meant to be faster paced hack and slash style, so skills will reflect this.

Not made the default weapon attack yet, will try and get this done today once I fix the rabid bite issue. It will be a charge style thing similar to cadance, except it will increase the number of enemies and damage per charge level. My thoughts at first are that every charge level increase enemies hit my 2, unsure what number to go upto. With grimmer and grimmest sometimes there can be 40-50 enemies, so I want it to be effective vs masses. I may add a final special hit once the charge levels are done, sort of a rage attack (maybe whirlwind), this would be cool to see and be nice for getting through trash mobs and keep that feeling of being in the thick of the action.

Just wanted to say I really like the idea behind the mod and wish you the best on developing this.
Don’t have much time right now but will pick this up when I can and try to leave some feedback!
Also thanks to the people helping :smiley: