GD:Cornucopia v0.3.2 - Epic Items, Components, and More!

Grim Dawn: Cornucopia v0.3.2 (Hotfix J)

Thank you 420WeedWizard for hosting the mirror links!

Cornucopia002 Dropbox Link
Mirror Link

Cornucopia003 Dropbox Link
Mirror Link

Cornucopia on Kirmizi Perfect (with another Mirror Hosting)

Cornucopia merged with Grimmest! (Not yet updated to v0.3.2, using v0.3.1)

Installation
Extract the .7z file to the ‘mods’ folder (you’ll need to make this folder if it doesn’t exist already) in the installation directory for Grim Dawn. That is, for Steam, Steam/steamapps/common/Grim Dawn/mods/[EXTRACT HERE]

Introduction
With the release of v0.3.2, we also want to introduce the release of Cornucopia003, an upgraded version of Cornucopia002. We will be releasing and updating these in parallel with each other. But what is Cornucopia003, and why did we bother to make it?

When we first started with Cornucopia, we had to rename a large number of files (particularly mastery-skill files) so as to get them recognized by the game engine. This had repercussions in itemization and devotion too. This essentially meant that a Soldier/Nightblade in non-Cornucopia would not be able to use Cornucopia versions of its skills automatically. Cornucopia003 has resolved this problem, and removed any extraneous files that were a result of it.

What does this mean for you? Well, it doesn’t have to mean anything right away. If you want to continue to use Cornucopia002, you can do so. But keep in mind that any characters made in Cornucopia002 cannot be used in Cornucopia003, and vice versa. The same applies to transfer stashes. So why would you ever want to use Cornucopia003? Well, Cornucopia003 is A LOT smaller and features only precisely what the mod has changed from the base game. This means that for mod-mergers, it is highly preferable to take Cornucopia003 than Cornucopia002. Similarly, characters utilizing skills from Cornucopia003 can use them in any other mod (that doesn’t change the skill nomenclature, as in Cornucopia002). This means you can easily swap between Coronus and Cornucopia, or Eternal and Cornucopia, all while using the same character.

In the long run, we would like to phase Cornucopia002 out of use. Our present plan is to continue to update and release it from now until the v1.0 release of the Cornucopia mod. After that, we would like to transition solely to Cornucopia003. So our suggestion to you is this: Any new characters you make, make them in Cornucopia003. You can continue to use existing Cornucopia002 characters and provide feedback with them, as they’ll be using the same balancing platform as in Cornucopia003.

Thanks,
-adoomgod & Ceno

Also, a big thanks to our playtesters: Weyu, Somerled, Sephrik, Kadenkk, ArganVain, CashanDraven, Bartii, Tweedledee, Mamba, Laekydna.


Hotfix v0.3.2A:

Bugfixes

  • Compatibility update with GDStash in both Cornucopia002 and Cornucopia003

The release of this version is actually too large to fit into one post here on the forums (it may potentially have taken 3). For that reason, we’re describing the overall changes below. If you would like to view the full changelog, please click this link.

Major New Features[ul]
[li]Most Epics have been updated, with a particular focus on higher level Epics and Epic sets. They should act as solid stepping stones to ease the transition into Legendary gear and Legendary sets. We believe Epics should be Ultimate-viable but usually incapable of outdoing Legendary items except in extraordinarily niche circumstances.[/li]
[li]Many Augments have been retuned to greater incentivize a wider variety of options. [/li]
[li]Increased ALL base weapon speeds by +0.06. This means that some faster weapons now give you a positive %multiplier to your attack speed bonuses. We’re really unsure how this will affect the game in the immediate, but it makes sense in the scope of our long-term vision.[/li]
[li]All 2-Handed Melee Weapons now have 6/8/10% armor absorption depending on their ilvl. 1-30 = 6, 31-50 = 8, 51+ = 10.[/li]
[li]All daggers had their base damage increased 10%, and all scepters had their base damage increased 15%. The goal is to slowly inch caster weapons into being alternatives for auto attackers in specific cases. This affects all tiers of caster weapons, from common to legendary.[/li]
[li]All one-handed non-caster weapons (so pistols, swords, maces, axes) have had their base damage reduced by 5% (rounded, so some a bit more, some a bit less). This was done primarily to help 2-handed weapons be more comparatively viable, and secondarily in coordination with the above change to phase daggers and scepters into being potentially used in melee builds in certain cases. So just to be clear, 2 handed weapon base damage was not touched.[/li]
[li]Reworked % Armor Piercing on 2-Handed Ranged Weapons. Unique weapons (Faction, Epic, Legendary (and M.I.s, though not applicable in this case)) that benefitted Piercing Damage were unchanged; for all other such weapons, however, their % Armor Piercing has been reduced, most notably on Crossbows. We felt that the Armor Piercing was simply too punishing for magical builds that were not utilizing Piercing Damage in the slightest; for instance, something like Empowered Devil’s Mark, with its 40% Armor Piercing, would have been significantly detrimental to the Chaos Damage build it was intended to be a part of.[/li]
[li]Allowed most weapon-based components to be placed on Jewelry. The intent here is twofold. One side of it is to enable the usage of (most) auras regardless of your weapon choice. The other side is to allow 2H weapons to have competing utility to their 1H counterparts. A neat side-effect is that this opens up more doors for variability in Conversion. Those components that cannot be placed on jewelry are those which could not be placed on 2H weapons to begin with (i.e., requiring a shield or a focus). Blessed Whetstone also cannot be placed on jewelry, due to the % Armor Piercing stat, but Bloody Whetstone can. Note that granted skills with weapon requirements still maintain those weapon requirements.[/li]
[/ul]

Game[ul]
[li]Updated text files to version 1.0.0.4 consistency.[/li]
[li]Nothing is soulbound anymore, but rare crafting materials and anything that is classified as a “quest item" still can’t be stashed. Still, you can transfer augments at least. Sorry, but you can use 420WeedWizard’s Quality of Life .dll edit to transfer said items, just follow the directions carefully and backup your old .dll.[/li]
[li]Gave enemies in Elite/Ultimate 10/15% more HP (multiplicative) and 2% attack speed (additive) to account for the power bonus players are getting here. This is just something to make sure 3.2 doesn’t feel too ridiculous. We will be buffing monsters in (hopefully) fun and interesting ways soon enough.[/li]
[li]Improve drop-rate of epic weapons in normal elite from hero orbs. (not including their chance to equip and drop them, just their orb) Normal ~9.5% -> 11.4%, Elite 11% -> ~13%.[/li]
[li]Removed memes.[/li]
[li]Players get another 0.5 OA/level, resulting in a bonus 42 OA by level 85. This is compensation for our alteration of the PTH formula with v0.3.1 as well as a general boon to all of the lower-OA builds/classes. It should not overpower existing crit builds due to the diminishing returns of % crit chance.[/li]
[li]It’s worth noting here that many of the item procs that had their cooldowns reduced (or other buffs) in 0.3.1 also affected epics that had the same procs.[/li]
[li]Doom Bolt’s Innate Celestial Power now has a name (and a description too, but it doesn’t show on the UI :c )[/li]
[li]Fixed a bug where Blade Trap was doing unusually high damage at its lower ranks.[/li]
[/ul]

Components[ul]
[li]Roiling Blood: Increased 3/3 Physical Damage from 8% to 12%. 1/3 and 2/3 ranks remain the same.[/li]
[li]Vengeful Wraith: Added 0/0/10% vitality to cold conversion.[/li]
[li]Prismatic Diamond: Added 2/5/7/10% Skill Disruption Resistance[/li]
[li]Prismatic Diamond: Skill - Prismatic Rage: Cooldown 30s -> 14s. The duration of the skill does not tick down as long as you remain underneath the health threshold (40%).[/li]
[li]Devil-Touched Ammo: Skill - Demon Fire: 25% Weapon Damage -> 45%. Wave should move twice as quickly.[/li]
[li]Kilrian’s Shattered Soul: Skill - Kilrian’s Flame: Radius increased by 0.5 meters. Duration increased by 2 seconds. Fire and Vitality damage increased by ~45%.[/li]
[li]Ancient Armor Plate: Bonus Flat Armor increased by 20%. Gives 2 more Physique/rank, resulting in 8 more at 4/4. Finally, now gives 3/5/8/10% Pierce Resist.[/li]
[li]Bindings of Bysmiel: Added 25/50/75/120 Health.[/li]
[li]Rotten Heart: Now gives % Acid damage equivalent to the % Poison/Chaos. Also added 3/6/11 Health Regeneration.[/li]
[li]Unholy Inscription: Now gives 1/2/3/4% Attack and Casting Speed, and % Bleeding Damage to match the % Vitality Damage.[/li]
[li]Spellwoven Threads: Removed % Bonuses to Elemental DoT Damage, replaced with 1/1/2/3% Energy Cost Reduction and 1/2/3/5% Spirit. Cast Speed halved. Flat Spirit increased by 2.5/rank, for 25 Spirit at 4/4.[/li]
[li]Mark of Mogdrogen: 1/2/3/3% movespeed -> 1/2/3/4%[/ul][/li]
Affixes[ul]
[li]Suffix - of the Gildam Arcanum: Increased chance for 70% cdr by a flat 3% at all ranks. Added scaling total damage.[/li]
[li]Suffix - of the Elements: Nerfed reflect. Values are now only a flat 5% higher than in vanilla. DN: I didn’t think this one through, wanted players to have more reflect but forgot how enemies could randomly insta-kill you with it.[/li]
[li]“Stalwart Guardian” summon duration 27s -> 35. Damage increased.[/li]
[li]“Reckless Guardian” added summon duration scaling, starting at 30s. Cunning increased. Now also does Bleeding Damage. Cooldown 45s -> 50.[/li]
[li]“Chain Lightning” (rare version) 75% chance to chain -> 80%. Targets increased by 1 at all proc levels. This affects some affixes and epics.[/li]
[li]“Ring of Everlasting Flame” damage increased by 120%, radius 3->5.5, cooldown 3->5, duration 3->5.[/li]
[li]“Seismic Blast cooldown” 2.0 -> 2.5 (vanilla 3.0).[/li]
[li]“Retribution” Radius now scales depending on proc rank. Nerfed cd a touch.[/li]
[/ul]

[Class & Skills]
Devotion[ul]
[li]Kraken: Node 2 - 10% attack speed -> 8%. Node 3 - 10% attack speed -> 8%. Affinity requirements 5 Eldritch and Primordial -> 6. (Let us know if this isn’t enough to keep this constellation good but also encourage investment elsewhere)[/li]
[li]Leviathan: Node 4 - Added 220 Health. Node 6 - Added 3% OA.[/li]
[li]Whirlpool: Added 30% Weapon Damage (all ranks).[/li]
[li]Raise the Dead: Skeletons now have a faster base movement speed and slightly faster attack speed. They should also roam and attack enemies a bit farther away from the player than they did before.[/li]
[li]Elemental Storm: Reduced elemental resist debuff from -30 to -20. May reduce further >.>[/li]
[li]Elemental Seekers: Elemental Seekers now have significantly faster movement speed. Increased aura damage. Reduced duration 7 -> 6. Cooldown increased 1.5 -> 1.65.[/li]
[li]Raven Node 4: Pet lightning damage 60% -> 38%. Added 10% pet total damage.[/ul][/li]Arcanist[ul]
[li]Mirror of Ereoctes: Damage Absorption reduced to 80%, scaling to 90% at 12/12. Damage Reflect increased by 33% multiplicatively at all ranks (200% at 12/12) and boosted substantially further in Ultimate ranks. Now gives scaling % Energy Absorption for its duration. Duration now scales by +0.2seconds/rank in Ultimate ranks (5 seconds at 22/12).[/li]
[li]Maiven’s Sphere of Protection: No longer converts X% of Physical Damage to nothingness.[/li]
[li]Panetti’s Replicating Missile: Increased Elemental Damage by 13% across all ranks.[/li]
[li]Distortion: % Fire Damage replaced with heightened % Elemental Damage.[/li]
[li]Supercharged: Electrocute Damage increased by 33%, ticks for another second.[/li]
[li]Proliferation: Energy cost reduced by 40%. Spawns 5-7 projectiles at 22/12, rather than 5-6.[/li]
[li]Fabric of Reality: ranks 1-10 now give 11% aether and chaos damage, up from 10, and ultimate ranks now give 15% at 11-15, and 20% at 16-20. We want to make this skill something that pays off more if you’re willing to heavily invest in it. Let us know if it’s still not good enough, too good, or just right.[/li]
[/ul]
Occultist[ul]
[li]Raven - Lightning Orb: Shrank orb size just a bit.[/li]
[li]Storm Spirit: 3 meter radius -> 4.[/li]
[/ul]
Demolitionist[ul]
[li]Blast Shield: Damage absorption reduced by 10/rank.[/li]
[li]Thermite Mines: Radius from 1.8m -> 2.0m[/li]
[/ul]
Soldier[ul]
[li]Cadence: OK so turns out doom just removed the lifesteal because reasons (which may or may not be good reasons).Reduced Attack Damage Converted to Health on the skill by 66% multiplicatively. This change should have happened last patch following the viability of lifesteal in ultimate with v1.0.0.4. Ceno note: Just because this is the only change to Cadence this patch does not mean we’re done editing the skill. We’re aware of the continual problem of the # of charges vs investment. This change is really just a consistency change.[/li]
[li]Fighting Form: Improved projectile piercing scaling, now ends up at 20% at +10 ultimate rank. (previously 10).[/li]
[li]Shred: Reduced projectile piercing 20% -> 10%.[/li]
[li]Squad Tactics: Reduced runspeed scaling past rank 5.[/li]
[li]Oleron’s Rage: Reduced runspeed by a flat 1% at all ranks past rank 1. You’ll live.[/ul][/li]Nightblade[ul]
[li]Lethal Assault: Increased scaling of +% Cold and Frostburn damage. Ceno note: Similar to Cadence, Amarasta’s Blade Burst is on our to-do list. Don’t worry. :)[/li]
[/ul]

Resources
Old Version: v0.3.1
Development Thread: Development Thread

Chat with us live on Discord!

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Update 1: I’m releasing a set of transfer stash files that will help you not have to re-grind items.
Download Here or at the bottom of this post where I’ve attached it.

Inside this zip will be transfer stash files for both the 002 and 003 version of Cornucopia. Please start making all your new characters on 003, as my hope is that with the creation of these stash files, nobody will have an excuse not to.

To use them just copy the stash file you want and replace the appropriate one located in C:\Users(your username)\Documents\My Games\Grim Dawn\save\Cornucopia002 (or 003)

Back up the one you’re replacing or empty it into your character’s private stash and inventory first if you don’t want to lose the items already there forever. Anyway, Please let me know if there are more items that you think I should add to these stashes that would make it feel like you don’t have to start all over losing everything from vanilla or 002. (I will not add any weapons/armor/accessories) I mean, I recommend playing self-found anyway, and each build is expansive enough to be more or less a fresh feeling experience, but I understand the desire for a resource like this.
/End of Update 1

Phew. Okay so I don’t want to be super redundant here, but man the hours I sunk into 0.3.2 are ridiculous so I really want to push the following:
It is worth reading, or at least checking out the complete patch notes we listed in the first post as “this link

Also, while we don’t guarantee a response, I personally enjoy explaining my thought process (or lack thereof) on changes made. I like to be transparent so feel free to bombard us with questions. The vast majority of the changes I made for epics were done with a decent amount of thought so I’m happy to share.

The fact is that I got into such a frenzy buffing epics that at times I would feel burnt out and just lost control. While I feel I did a mostly very good job, sometimes I clearly was getting a little mad at the end of some 10-hour-modding-sprees and did some crazy stuff. Our playtesters did a wonderful job in the past few days giving us feedback, finding errors/bugs, and reigning in yours truly in the few items I went bonkers on. Still, with five days and just 10 people there’s no way we could cover the vast change this patch brought, so we will continue to depend on them and now the rest of you to help us improve version 3.2 further.

Version 3.3 should cover Legendaries, MI’s/rares (including faction rares), relics, and more general item balance and quality of life stuff. Oh and we mayyyy delay it again but we really want to try and finally start the painful process of breaking everyone’s characters and balancing the 3 attributes (phys/cun/spi). If we do so we will try and find a means to “fix” your characters relatively easily… but no promises.

More excitingly perhaps for some of you who’ve been following tentatively, we’re getting close to switching to 4.0 where we will be tweaking monsters (in most cases buffing) and bringing difficulty back in! If it’s not after 3.3, then it’ll be because we decided to go ahead and make a version 3.4 which will basically be a final pass over all the 3.1 and 3.2 changes relative to the new standard of legendaries that will be created in 3.4. (i.e. giving lvl 65+ epics even more love if they’re still under performing from what we envisioned).

List of Builds I’d like people to try/test and report back on(will update)note I didn’t mean be a masochist either. Some of these will suck to try to build at first. You can always build normally and respec into these. I’m more curious to see whether these can exist in the late-game as opposed to being viable throughout the whole game.[ul]
[li]Bleed pet build. Utilize the new empowered bloodhound greaves and the improved living shadow proc from devotion. Falcon swoop will be a must. Both these pets are player-stat based if I didn’t screw up so it should work fine. I need to know if living shadow scales well enough into the late game and how the new reckless guardian from the greaves does.[/li]
[li]Acid/poison auto attacker hybrid nightblade/occultist acid pet build? I have low expectations for this and think it’ll need more support than is available, but maybe not. I through some pet acid/poison damage on a constellation and improved it/added it to a few items i think.[/li]
[li]All things cadence (melee 1 hand/2hand, ranged 1 hand/2hand + the elemental versions (transmutor) for a total of 8 variations immediately come to mind)[/li]
[li]Blade Spirit piercing cool-down reduction build: If you can get this skill to +10 with a tome and it should get crazy. This will require magic/rare nightblade prefixes. Let me know if you can’t, and if it’s because it’s too difficult to gear to be feasible, or if said gear requires affixes that all together make you too weak/one dimensional to do well in ultimate, etc. This one is most likely only for the strong of spirit, or people willing to use a stash editor lol.[/li]
[li]Any form of hybrid fire damage + hell hound build. Melee fire strike seems like the obvious choice, but I could see BWC working as well. I threw some +pet fire damage around and want to see if it’s enough to make this hybrid thing work, and if not why.[/li]
[li]Anything weird… see if the vengeful wraith component change is enough to do anything cool, or if we need to add more itemization support for it.[/li]
[li]Melee Aether build? (if you can’t tell all these builds are slight stretches that look like they MIGHT be feasible in this version of Corn but may fall short… in which case I just need to inch in a bit more support if I can)[/li]
[/ul]

thank you for uploading this patch, finally after constantly pressing f5 :smiley:

so about the blueprint and other recipe, do you will upload recipe data for this version ? because after read some description, old data version (2) will not work with the new version (3). lastly, should i start a fresh char ?

You’re very welcome!

I’ll try to address your post in depth:
I’m going to upload transfer stash files for both 002/003 to help previous vanilla players ease the feeling of being forced to “start fresh” if they didn’t want to. However I’m not doing this tonight as I’m exhausted, probably won’t do tomorrow either. (Mamba’s stash editing tool does just fine if you want to do it yourself)

For both I have planned:
A stash full of every non legendary blueprint
A stash full of every legendary blueprint
A stash full of every faction writ and mandate
Maybe a stash full of components (I’m sure some people have collected them all in vanilla and wish they could transfer them over)
Maybe a stash full of like, a ton of high value small items to sell for money or something.

However I would recommend only using the ones to get blueprints you already had in version 002 or vanilla because I find 3.2 has made leveling from 1-85 a way more enjoyable experience, especially if you’re playing with friends (I’ve played single player and so far it’s a blast).

to be clear, the download for 002 and 003 are IDENTICAL IN CONTENT. All the 3.2 changes are in both. The difference is purely in how we named files needed for the mod to make things more efficient for the future.

If you want to continue on your old characters without losing ALL THEIR SKILLS/MASTERY BAR/AND DEVOTION then use 002 with those characters (or use a third-party-program to reset all of that and then you can use them in 003 without breaking too much else)

If you want to start a new character we highly recommend doing so in 003 because we may (we know it’s painful) discontinue the 002 version at some point just to make the player-base non-divided, to make things simpler, and because 003 is simply superior in its smaller size and the fact that it’s easier to merge with other mods.

Doomgod - while you mention that importing characters from 2 -> 3 will break them does that also hold for items? Or if we import a mule or two filled with our most cherished items would we still be able to keep those?

Edit: Nevermind! Answered it myself items transfer freely.

Uhh, don’t hold me accountable (back up your character to your desk top before transferring or something) but I think items shouldn’t cause a problem.

The only thing that comes to mind that will break are the mythical relic completion bonuses we added (not sure tho). So the relic should import but the completion bonus will probably vanish… or be replaced with the first possible one on the vanilla version (may always default to the first if no bonus exists).

If you or anyone is curious as to why: It’s because at the release of mod tools there was a bug where the game wouldn’t read files in your mod that had the same name as files from vanilla, it would choose the vanilla version over them… which is a large problem for a re-balance mod that entirely (well 99%) uses those files. So we added “_corn” to most of the work we did because it added visibility to stuff we tweaked making it a nice organizational addition, and because it allowed us to make a re-balance mod even before the devs fixed this modding issue…

However after the devs fixed it we knew immediately the superior benefits of being able to have the same file names as vanilla and knew that one day we’d want to undo all of our _corn’s, even at the cost of breaking our own and other people’s characters. Luckily via the dev console or a trainer, all of this can be manually fixed… so with a little effort (very little imo) you can bring your 002 characters to 003, and should.

TLDR; Almost all items should be okay… but back up in case I’m wrong.

Completion bonuses will transfer between 2 and 3 correctly.

Finally, it’s a pretty post! adoomgod and Ceno, you guys should take a break one of these days, you deserve it.

Thanks for your work guys, really appreciated.

Hotfix v0.3.2A:

Bugfixes

  • Compatibility update with GDStash in both Cornucopia002 and Cornucopia003

Hurray! HoAAAArding :P.

Thx a lot for adressing this so fast :).

haven’t tried cornucopia at all yet, but i’m keeping my eye on it. thanks a lot for your efforts, guys.

the weapon components being usable on jewelry strikes me as a brilliant design decision, and not one i would have thought of. conversion is a sorely under/misutilized mechanic in the main game, and this rectifies not only that but also the painful dearth of ring components

Guys please checkthe second post on the first page (my post) as I’ve released transfer stash files for both the old 002 version AND the new 003 (remember both or identical in content but 002 will be made obsolete eventually and discontinued due to how it’s built.)

The stash files are all in a zip and separated into blueprints, faction boosters (mandates/warrants) and components to make this eventual change less frustrating for everyone.

Thanks Most. And we did a lot more than that. 3.3 and potentially 3.4 (we’ll try to fit it all in 3.3 but this version of Corn may need it) should complete player-side buffs. That’s not to say we’ll never buff anything player-side again, just that future buffs will come in small amounts, tweaks etc, instead of these huge ass builds.

medierra came up with the concept several months (years?) ago. We’re testing it to see how it holds up.

On the whole ‘weapon components on jewelery’ thing. Mark of Dreeg being usable on jewelery seems problematic because of the resist reduction. If I’m looking at this right you can stack in 50 resist reduction by placing it on a weapon and one onto each jewelery slot or over 70 with a plaguebearer’s weapon. This seems to give poison/acid builds an unfair advantage

That no longer works. Was stealth changed a while ago. They’ll just override one another now.

Ah, good to know. Does that mean it won’t even work if I put mark of dreeg onto a plaguebearer’s weapon? Or just if the come from different ‘items’

What about dreegs in an offhand tome?

It wont work on a plaguebearer’s weapon as far as I could tell from testing it.

Hotfix v0.3.2B:

Bugfixes

  • Fixed 3 instances of an item giving +base attack speed instead of +% attack speed. (3rd company’s revolver, amarastan pauldrons, illusionist’s mark)

002: https://www.dropbox.com/s/onq11gpelto6yz5/Cornucopia002.7z?dl=0
003: https://www.dropbox.com/s/dg4hljn9zx0yu62/Cornucopia003.7z?dl=0

^this is a lie.

Weird, that’s what it looked like on my drop box. False alarm guys links work wooo!