GD:Cornucopia v0.2: Devotion Overhaul and Mastery Tweaks

Please keep in mind that dual pistols is only one of four possible ranged setups. In addition to the rifles that you mentioned there’s also pistol/shield and pistol/focus to consider. As someone whose characters use all of those EXCEPT dual pistols, it always bothers me to see gunslingers be the main focus while balancing ranged combat.

a little off topic but, anyone know how to merge this perfect mod with the Stasher mod ?

So, the mod still works for anyone afraid of trying or too lazy to back up their characters first.

But the changes to drop tables probably wasn’t included, and the new items are not giving +skills properly as we’ve yet to link them to our version of skills.

But you can play the new content, we’ve just yet to integrate it with the mod. The devotion and skill changes are also not working the mod yet. The augment and item changes are, except for where +skill(s) is involved.

They’re not, but it remains that dual pistols were making the skill broken. It’s still fine for the other 3 so I’m… not sure what you’re griping about. We did say we’d keep extreme outliers in check, and how it was interacting with dual pistols was an extreme outlier. We’re still not done with the skill btw.

That’s fair, I guess I’m more just venting because I feel like non-dw pistol setups are under-supported in general. It’s not really anything specific to this mod, so I guess it’s not really fair to complain about it in this thread…but it’s late and I’m not thinking too clearly. I should probably get some sleep at some point. Sleep is so boring though. :stuck_out_tongue:

It’s fair to do whatever you want. With Ceno and I we hope all of you always feel free to speak your mind, with the awareness that we can disagree just as harshly as any of you can XD.

I feel you though. I have long thought about shield + pistols and shield + tome builds being directly supported, but I can see why they didn’t as it would be clunky to implement in both cases, and a lot harder to balance.

At least with pistol + shield you could do something like make a class skill/passive that requires ranged weapons and buffs them, but also buffs your shield recovery/block etc.

I eventually want to do a class that has one main skill and one passive that supports the shield pistol combo.

Do you mean project Cornucopia get a new mastery?

Don’t hold your breath any time soon. It’s something that would come–

After item changes (which will probably be done in about 3 parts), after quality of life changes, after monster changes, and after we add NEW CONTENT like new items that enable more builds, new monster types, etc.

But, after all that, if Ceno is down for it, I was hoping we’d agree upon one of my class ideas, and one of his, and add two classes to the game, WITH item support. That is to say, add the classes and make new items that support their dual classes with existing classes and each other.

We both have a lot of class ideas (him more than me in this case), but I’d want to pick two that specifically fit into Grim Dawn’s lore well. I’d want to make two classes that feel believable within GD’s world.

But in the future let’s discuss said things here:http://www.grimdawn.com/forums/showthread.php?t=37644&highlight=cornucopia

This thread is only to discuss this version please and thanks. I slipped up on this too :smiley:

But the changes to drop tables probably wasn’t included, and the new items are not giving +skills properly as we’ve yet to link them to our version of skills.

When can we expect those changes included to Cornucopia? Also, are you planning to make 2h augments on par with dual 1h augments?

I’ll answer this in the other thread thanks.

Hotfix I think this is the last one.

Anything not included from vanilla is because we liked what we did better/disagreed with the change.

Game
Included all 1.0.0.4 changes that weren’t already automatically updated.

Itemization
Fixed all items. +skills are working again, including on the new items from 1.0.0.4. All items are up to date with 1.0.0.4. Also, this isn’t hotfix related but all other item changes were automatically updated when 1.0.0.4 released.

Devotion

  • [li]Aeon’s Hourglass[/li]Node 2: DoT duration reduction 33% -> 25%.
    [li]Chariot of the Dead[/li]Node 6: 3% OA and 10 OA -> 4% OA and 15 OA, as in vanilla
    [li]Falcon[/li]Falcon Swoop: Weapon damage at all ranks reduced by a flat 5%, like in vanilla, cd 1 -> 1.2 (We felt their nerf of 1 -> 2 was a bit much)
    [li]Huntress[/li]Rend: Incorporated bleeding nerf
    [li]Hydra[/li]Node 3: Added 3% cunning.
    Node 4: Replaced 2% hp with 5% attack speed.
    [li]Lizard[/li]Node 1: Replaced 15% constituation with 10 DA
    Node 2: 50 hp -> 100 hp
    Node 3: Replaced 15% constitution with 10 OA
    [li]Spear of the Heavens[/li]Spear of the Heavens: explosion radius 1.5 -> 1.8
    [li]Wolverine[/li]Node 5: 3% DA -> 4% DA

[Class & Skills]

Demolitionist
Incorporated 1.0.0.4 brimstone and static strike nerf.
Arcanist
Incorporated 1.0.0.4 Devastation Nerf
Shaman
Incorporated 1.0.0.4 Heart of the Wild nerf, and wind devil buffs.

So, does this mean you are adopting most of Crate’s balance changes? You only listed a few in your hotfix notes, is that because those are notable, or are they the only ones?

Thank you, btw! I have been waiting anxiously for this.

Everything in their [game] section is now in cornucopia.
Everything in their [Itemization] section is in cornucopia.

Everything else isn’t unless we specifically listed it. We didn’t see the need to add the rest given the changes we’ve already made, but let us know if there are 1.0.0.4 changes you think we should have included but didn’t relating to class/skills/devotion.

So, are these changes included?

-Fixed an issue with Aether Tendril being invalid for most Celestial Powers.

-Lifted many of the restrictions on what skills can be assigned to various Celestial Powers, opening up new skill/devotion combinations that were previously not possible.

Oops, good call.

Unfortunately not. This will require me going through every single devotion skill in cornucopia and comparing it to the ones they have, and then seeing which templates of skills they allowed. I’m not sure about Aether Tendril. I’ll do more work on it tomorrow.

When I do fix it, it will be retro-active btw, so no need to worry about not planning your characters ahead.

edit see below :slight_smile: I believe I have fixed now done both.

Hotfix J

Devotion
Lifted many of the restrictions on what skills can be assigned to various Celestial Powers, opening up new skill/devotion combinations that were previously not possible. As in Vanilla. So this means devotion abilities should be able to be tied to more player skills than before, including the aether tendril fix. Let me know if i missed something from vanilla, as I did all this manually.

As always, just re-download the dropbox link and overwrite everything in your mods folder.

Bugfix J.01

[Classes & Skills]

Soldier
Fixed bug where cadence on ranged weapons was taking more hits than normal to charge cadence. This was a big one, make sure you re-download the dropbox link if you are using ranged cadence.

hey you guys…

Can you can change cornucopia to being a vanilla friendly softmod now after the latest patch ? I’m pretty sure we can softmod the skills now without changing the paths

I had once changed the path, but then they became vanilla skills.
Actually, since you didn’t change any vanilla skills, you can just move the whole playerclass01~06 directories from skills and ui to your mod:)
…maybe.

Sorry for my bad English.

Thank you for making Grim dawn an enjoyable experience again.
Your mod has made many new viable builds and has made a solo play much more enjoyable.
:wink:
btw, any chance you will implement more vitality decay,life leech into the game ? (vanilla GD really lack those)

Not a priority of mine right now but I’ll talk to Ceno. Mayhaps we’ll release a soft version along side this one.

Think of this, there are 9 direct damage types in the game (physical, pierce, fire, cold, lightning, acid, vitality, aether, chaos) as well as all the the DoT’s. And of course there’s % life damage. Also consider that elemental damage, while being just a combo of 3 damage types, is worthy of being it’s own in a way because it makes you build around all 3 generally.

With only 6 classes it makes sense for some things to be under-represented. While we may tweak existing items/make some more to help things like vitality decay, we feel this issue will largely be addressed by future classes… maybe. What I don’t want to do is just start changing the kind of damage that appears where it already does into niche’r damage types just to make them more apparent.

It is something we will, of course, look at.