Grim Dawn Insanity follower bugs/suggestions

Going to open a thread to store all the bugs and player suggestions, so I can refer back to it once in a while.

Even if the bug/ suggestions are drastic and assertive, I don’t take offense. I want to make a fun mod, and the more suggestions, the more tools I have and info I have to make decisions.

And this may be a stretch, but some day, I hope this is good enough to compete in MODDB’ Mod of the Year.

EDIT: I was just about to post this in the release thread and then I found this new one. So I’ll post here instead.

Intro: I’ve been following this mod since the beginning, but I never played it until yesterday (big yay for the small filesize release). I’m not a modder so excuse me for not knowing what’s possible and what restrictions there are. Also I’m not big on lore and terms, so I won’t always use the correct terms + too lazy to check all the skill names or note down numbers etc.
Before I get to the bad stuff, let me tell you that your mod is an unpolished gem with a lot of potential. You seem to be full of ideas and that reflects in a wide variety of interesting skills and gameplay changes (stuff spawning stuff, teleporting). That’s why… even if I have a lot of criticism and focus on “bad” things, your mod is still great! And the only reason I bother writing this walloftext is so that you can improve your work.
OK here I go:

War (~lvl20, 1h+shield build):
-sort the skills by weapon type maybe? the active skill cluster is too chaotic IMO
-there is an unused skill in the background. Look at the red cross above the second ‘s’ of ‘Passive’. You can even see a skill box at the spirit guide
-at least one of the skills doesn’t proc the shield procs. Most other skills did proc them.

Skill (lvl23, rifle build):
-the passive skills seem OP. Maxing certain passives gave me 50% crit chance, ~200k dps using lvl1/30 flame grenade thing (has pierce damage but no fire?) and I don’t even have a decent weapon. Most damage comes from the elemental damage passive. IIRC I went from 1k damage (0/12) to 85k damage (12/12)

Mage (lvl15, cold caster):
-‘Elemental Imbue’ exists twice and you even mention it in one of the descriptions…
-the Ice Guardian is painful to use! It’s attack repeats a sound effect that causes me severe headache, no good. Please change/mute that.
-all of the cold spells do frostburn damage and none do actual cold damage = all of the +elem.dmg passives don’t apply to the cold spells! (you should also add DoT buffs to passive skills). Add Cold damage to those spells as you did with Fire/Lightning spells.
-DoTs like frostburn don’t stack (at least with the same skill) so spamming Hurricane and others does the same damage as casting it once and then recasting when it’s done = cast speed, 0 cooldown don’t matter.
-Hurricane seems far superior to Frostwall (lower cost, more frostburn + Trauma&Physical, far bigger range & width)
-Winter mages > spamming frostburn spells that apply only once :confused:

Death/Hell (~lvl20, summoner):
-compared to my ranged character the pets take too long to kill mobs and I abused the spirit guide (maxing pets->summon->respec->max level pet army)
-with the huge number of pets it gets far too chaotic and I can’t even tell what’s a pet and what’s a mob. With champion mobs spawning randomly I died a number of times hearing the famous “I’ve been waiting for you” without knowing where the boss was
-Necro skels on low levels don’t appear in the party bar, max level ones are all there.
-Necro skels and Veil Lord are tagged as exclusive skills but I can have both.
-pets clutter around my character when idle and they seem too passive = not really searching for mobs or spreading out. And sometimes they come back when I move slightly, thus bringing mobs who aggro me. Other times pets keep fighting no matter how far I move, so some of them need to be looked at again

General stuff:
-your main idea seems to be “increasing numbers is king”. This is not the case. Several skills would be far better with less projectiles/minions/replications. And having too many mobs+pets makes everything chaotic and also laggy. To add to that huge skill effects everywhere, huge attack/cast/mov. speed and you can barely tell what’s going on. Stuff like that can be fun, but you shouldn’t go overboard. Maybe I’m just getting too old :wink:
-as nice as a big variety of skills is… the more skills you create, the harder balancing/testing will get. You should focus on fixing what you already have before adding new things IMO.
-there are active skills in “Passive” and passive skills in “Active” which is confusing (seems to be because certain passives proc things and have to be cast to make it work).
How about 3 categories: Active (damage skills), Passive (always working) and Buffs (everything you have to cast to have it work in the background).
-AFAIK active = square icon, passive = round icon. there seem to be skills with either icon type making it hard to tell what it is without reading the tooltip
-in general icons don’t match what the skills actually do. I guess making icons is not really your forte, but at least switch them around to fit better :slight_smile:
-please sort/group the skills by type. Ex. all Cold spells in one row, all 2h skills in another, skills without requirements in yet another. I find it hard to build a char when everything is so jumbled around and there are just so many skills in each mastery.

-IMO there are too many champion mobs. You wrote the spawn chance is 30% and for really big guys ~2-5%? I think you should lower it to 15-20%. Though maybe they die very fast with high level chars, don’t know.
-with this many champions there are far too many item orbs on screen and each one has far too many items in it. It’s too laggy and quite annoying to filter through drops (sure there’s the filter option in GD but even yellow+green items can be good/useful, too)
-weapon requirements on skills have to be reworked. Sometimes they’re hidden. Sometimes inaccurate (got axe? not working with 1h axes… one skill said ‘1 or 2 guns’ not working with either. Some skills I haven’t got to work at all. Offhand magic worked using a shield).
-far too many pets have “Hellhound” written in their tooltip. I believe some ravens even had hellhound in the skill description. Oh, and several pets don’t show any damage in their tooltip or have false numbers
-“Tag not found”, “Skill not found” far too often. And I don’t even want to mention the “Rename Me” skills everywhere, or the missing icons of summons (hard to tell there is something on the skill bar or which pet is dying/died)

-too many defensive pet boni (HP, armor, res) and almost no offensive boni. So far I rarely saw pets die, so why give them +1000 armor? I’d rather have them do more damage or be faster
-mobs are imbalanced. Most of the time I barely get hit or for little. And at other times I get one-shotted or killed in 3 hits without knowing what happened (having 50k HP, good armor and res, how am I supposed to survive?)
-is it an enemy skill that sometimes teleports me around? If yes, ok. (I don’t mean the character teleport skill)
-the interface of the spirit guide has an overlay making it hard to see some numbers
-I think quest items don’t drop (haven’t seen a slith necklace)
-Guardian Ally is nice but please let me unsummon him.
-sometimes something creates multiple shadows whirling around. I still don’t know who or what does that lol. If it’s one of the pets or the Guardian Ally, they don’t use it often. If it’s an enemy, it doesn’t seem to do any damage to me.

-the game crashed 5 times while using the mod. Act 2 (just outside DC) also had mobs I couldn’t target and who walked into the ground crashing the game. BTW most crashes happened with the Hell/Death char. I think one of the pets’ skills triggered it. Oh, and once pets walked into the ground and disappeared.
-several skills/pets don’t have sound effects or the volume is barely audible
-killing Kyzogg (or whatshisname) gets you the inventory bags. I think it would be better to have them drop by doing the spirit guide quest. Reason: you teleport behind the gate, do her quest, level up to 2 and get access to skills. Up until whatshisname there are too many item drops and the boss itself is hard if you don’t kill him from the distance/pets. So getting the bags earlier/easier would be nice. Or maybe just have both drop the bags?

Well, now that’s a wall of text. I could have just PMd you, but I want to encourage other people to list things that need to be fixed/changed, and so that others can give input on my complaints.
Overall I see potential but you have quite a bit of work to do to make it truly great, haha. Your mod reminds me of the Titan Quest mod “Paths”. There was a lot of innovation in those classes, huge number of skills, boni for maxing skills/masteries etc. And they both have a lot of mobs and it’s really hard to survive. I prefer mastery mods that drift off the standard “replace each mastery with another that uses almost the same skills and effects” and instead create something unique (I’m not hating on other mods).

Questions: are there skills mainly for crossbows (my fav. weapon in GD)? Everything says gun or rifle. Would suck if it turns out that my gunner can’t use “rifle skills” with a crossbow.
And what second mastery do you think complements a War 1h+shield fighter? For now I’ll max some passives, shield procs and whirlwind.
Regarding stats: how much do resistances/armor matter in your mod? the basic chest has lots of res and so far no other dropped similar to that. Seeing how certain mobs kill my 50k HP char, does armor actually matter? IIRC in vanilla it works that damage=damage-armor absorption*armor or something like that… so subtracting a couple hundred armor from thousands of damage doesn’t do much. If armor is really useless I’d just go for stat boni and skills instead.
What about Phys/Cun/Spir? Each point gives 35 or 38 points and it’s easy to get high stats. Is there equipment with higher requirements? Or is it ultimately just pumping everything to max?
Oh, and what about general limits. Is it still level 85? Do skill points also decrease after a certain level?
The mod is quite hard sometimes, so what did you have in mind: killing everything before it kills you, getting durable to survive, or maybe even dying to slowly kill bosses in several attempts?

BTW, seeing how much I wrote… you don’t have to reply to everything (or anything haha).
OK, that’s enough rambling from me for the year :eek:
Cheers

Just to make it clear I am responding to you, there’s just too much to do the quoting game.

The worst part about the amount of champions is the non-filterable loot that drops from them. I’m talking all the potions and components clogging up the screen making it impossible for me to target the enemy at times.

Rifle and crossbow are the same thing from an engine perspective. There is only Ranged1h and Ranged2h.

I agree Armor seems completely useless, enemies do an overwhelming amount of damage compared to it. Resists and Damage Absorption% are the only thing that keep you safe, so that starting chest armor will last you a long time.

Honestly Skill is a good second mastery for War mostly because it has really, really good passives that work with it. Free lifesteal, tons of stas, lots of base damage. If you want a different main attack Hell is good, BloodOrb Strike is goddamn amazing and Hell Gate is a duration skill that when maxed gives you 22% Damage Reduction. You could try Shadow, but if you’re sticking with 1h+shield there’s not as much synergy there.

There are legendaries with ahem insane stat requirements. Found one that needs 3680 spirit. It requires level 87 as well, so I know at least the cap is higher than 85 now/

Ok, I played some more, this time trying Shadow dualwield.

-Prey Stance: this skill is unlocked even without putting the point into Shadow mastery
-Slashing Barrage: it does proc Shin Breaker, but not Fleshrip. Maybe it’s intended? Tested on the dummies: maxed Fleshrip and didn’t see the red cloud effect, on regular attack it’s there plus 16k crits
-Bloodlust: it seems like a melee booster but has cast speed (which is already there via Shadow Magic)
-Resurgence: wow, this skill gets annoying. With only 1/12 it already procs often and teleports me from enemy to enemy and sometimes empty spaces. I have to admit, it saved me when facetanking 8 challenge mobs and a Blood Reaper at once (quite overkill but fun as I didn’t die). At other times it warps me to the same spot I was in. No idea if I avoid attacks that way or whether my own attacks get aborted (didn’t seem so). I’m really uncertain about this skill…
-I think dual wield has to be unlocked via skills, but I didn’t see that in any description of Shadow skills. Or did Shadow itself unlock it? Well, somehow I got it and it’s quite fun. There’s just too many skills to choose from. At least the mod doesn’t get boring :wink: Again no idea what to use as my second mastery.

-War: Earth Shaker. it says “requires a single skill point” in the description. This has been confusing me.

It happened again that some enemy teleports me around. I was fighting on Hargate isle in the northern shack. Sometimes I ended outside in front of an enemy, other times back in the empty shack. (not using teleport skill OR having Resurgence at that point)

I also encountered at least 3 super mobs again, dying to 2 of them multiple times. Their levels were too high and I got killed within seconds. I killed them via hit&run and having my ally hack on them. They died faster than normal champions, but their damage is insane (the irony).

A general question: seeing how most skills don’t have cooldowns and it’s basically best to max 1 active skill and several passives… is there really a need to get multiple melee/ranged skills?
Example: in GD my fav. skill is Canister Bomb, but it has a 8s cd. That makes me use melee attacks and other skills in between. In Insanity there is a similar attack in “Skill” and its spamable. Sure, it’s nice to use for example that Aether rain shot (name forgotten), but the grenade skill is enough to kill everything.
Pet builds are different because each pet is independent and they complement each other. But I can’t use two melee/ranged skills at the same time (afaik).

I guess that’s enough TLDR spam :eek:

There’s a lot of skills with “humorous” descriptions. Between those and the skills that don’t have enough description (namely all the various item requirements that still aren’t listed) it can be hard at times to take seriously, but more importantly be hard to know what skills actually do or if you can even use them.

The merchant components (by the Fabric lady) have cooldowns, they’re supposed to be your big cooldown abilities I think. Lot of repeated damage types though, some types have no component cooldown skills at all.

Yeah, the screen really gets cluttered by loot. I also couldn’t target enemies because of loot. I’m just too lazy to hide all loot. On my newest char I started I just set the filter to green+ and it’s less messy. Still the amounts of yellows everywhere are too much. Components and potions didn’t annoy me so far.

Kinda sucks about armor. One of my main issues with GD has been the many damage/resistance types. At least here I don’t have to care about armor.

Skill truly has overpowered passives. Just the stat increases are wicked. The passives of War and Skill seem quite samey to me with massive stat increases and both having elemental damage. Shadow doesn’t seem too interesting for 1h+shield. So maybe I’ll go with Hell.
When I make char builds I always imagine a theme for the build first. With 1h+shield I guess I just want to bash things. No summons, no elemental magic. But I don’t really know about additional attack skills. 1 seems enough for now, but only getting passives is a bit boring and sad. It would be nice if there were more attack procs. War, Skill and Shadow seem to have only two(?) each, not sure about the other masteries.

3680 spirit doesn’t sound too hard to get. Each point in spirit adds ~35 plus there are a lot of passive that add hard points and percentage. Adding in equipment and it should be easy. And unlike vanilla GD, cunning and spirit are actually more useful.
But good to know about higher requirements. Thanks for your input

Read this entirely, very elaborate and detailed, Nuggets, and I appreciate you chiming in Alien.

This is definitely a lot to consider, and I do agree with nearly everything you’ve said to an extent. Getting the skills optimized and balanced around eachother will be no less than a miracle at this point, but i’m pretty determined.

I’m back after a lengthy and intense gaming session with my shield/War character. Went from lvl 20 to 38. I just have to say, wow! No idea where to start…
My original problem of the mod being too hard turned completely around (at least with this char).
With a fully maxed attack skill and several passives I could kill everything faster than getting killed. A couple equip. upgrades later I became untouchable. Sold all my potions, don’t need the invinc. shield skill anymore. I suppose I can even drop the summons (less clutter onscreen) and several defensive skills. I put 50/50/10 into stats and have ~38 points leftover. With almost 10k physique enemies have 0% chance to hit me, even the ultra heroes only have a 3% chance. And when they do hit, it barely scratches my 130k HP (180k with upgrades to passives). Somehow I can even stand still and pick up crap while everything dies lol
My DPS is apparently 100k, but it’s actually far more.

While this may sound like I’m bashing your mod, in fact this has been the most fun I’ve had with an ARPG in a long time. And I’ve played a lot of GD, TQ+5 mods, Sacred 1+2, D2, Dungeon Siege 2, Torchlight and others.
I believe this style of gameplay is exactly how I imagine an ARPG: you get stronger untill you’re godlike. The game’s speed gets faster and faster and somehow you just want to smash everything on screen like ants. But it doesn’t get boring because you still find new items, level up with a good pace and have tons of options with skills (never boring). And somehow your mod achieves this (at least it did with my War character).
Still, some harder mobs here and there would be nice, but maybe I’ll find them next time :wink:

Here are some bugs/crap I noticed this time around:
-I suppose the start with new characters is a bit too hard with hero mobs oneshotting you
-Hell mastery, Hellfire Aura “Tag not found: DefenseChaosDuration”. Similar ones are on other skills and items
-War: Gigantism: I think the mov. speed penalty doesn’t work. My char seemed even faster instead of slower. Another thing, if the penalty indeed does work, it should be possible to turn off the skill without waiting 12000 seconds or restarting IMO
-Barros summon. I noticed that this one has higher stats than all other item summons I got. Shouldn’t harder heroes have higher stats than one of the earliest?

-it really does get hard to battle with all the potions/components/money dropping. But concerning loot itself: there should be an increase for rare medals, I barely got any
-some human mobs in act 2 spamshoot spreading orbs and needles. These skills cause immense lag (I should mention that I play on lowest settings on a rather crappy laptop. But most everything doesn’t lag nearly that much)
-I remembered this: there was a summon skill on my hell/death char where the pets had hero stars above their heads. This makes battles confusing
-Act 2 Gulgoth quest mob seems to have been killed by other mobs. Have to test if he respawns. Otherwise quest is impossible
-with level 38 I seem to have only 89 (+1 from quest) skillpoints. No idea how it’s intended to be, but I remember earlier getting 4(?) sp, now only 2. Is that correct or am I missing points?
-some more shield skills/passives/procs would be nice
-shield blocking with my char seems to be pointless, yet without devotions and a lack of skills there seem to be not enough boni to increase shield block and other shield thingies

-positive: huge variety of items (either you made them or I just have the worst RNG luck in vanilla GD).
-“Hammer Smashed Face” reference made my day!

-I encountered mobs again that I couldn’t target at all and who just wandered around, walking through the ground and then walking through the air.
Here with delicious eyecancer: https://imgur.com/a/ZPmvC

I’m attaching my char in case you want to do some quick testing. The bags contain everything I just found and there are loads of better equips in them than I’m wearing (too lazy to check them + I’m already too strong).
About the char: stats are already too high. Passive skills that give stats are OP, others don’t need more than 1/12 points.
My 30/30 attack skill is OP I think. Actually just the “shield” (completion bonus) seems enough to kill everything. Procing that shield and then using another skill may be even more efficient.
The two shield procs are only 1/30! Still more than enough potential to buff this char overall and I still have the second mastery. I don’t even want to know how my stats and damage would look were I to take Skill and its stat passives.

Cheers and thanks for the fun mod :smiley:

I really appreciate the buglist, and the compliments really felt nice. The mod is a mess, but if the stars align, it can be something special.

The mod will never have ‘balance’ when it comes to enemies, but I still want to force players to care about defensive stats, as I want enemies to be very challenging.

I am trying to balance the masteries to eachother as much as I can, and have been at that rigorously the past few days, though it’s not as easy as one would assume (especially when very little math has been involved).

This mod means a lot to me, as I rarely finish anything I start. I have to remind myself constantly why i’m doing this (I have stickynotes on my monitor to remind me, and put me back into that zone). And these days, the biggest motivating factor; you guys.

Out of all AAA/Indie/Oldschool ARPG’s available, I want there to be a reason you would play this with your free time.

That’s because it plain doesn’t exist, I don’t know why it’s being given. Did you know that in regular GD there was a bug where phys to chaos or aether conversion bugged with internal trauma (the DoT of phys) and tried to convert it to non-existant chaos/aether DoT? Reminds me of that :D.

The last loot filter option is Off, which means all drops are hidden until you press your highlight button. I just recently remembered this because I was going “I swear I thought there was an option for this shit so this mod can be playable” and found out about it again by just clicking the loot filter more. I suggest using it and just hitting highlight after a big fight to look through the loot, though it will show everything I think.

Yeah, he looks to be untouched so gets demolished by the mega-mobs.

That is correct, you only get 3 points per level up to 15, at level 16 and after you only get 2 skill points per level.

Shield block is useless for the same reason as armor amount, damage numbers are too high for it to make a difference compared to resists and absorption.

EDIT:

One might say that’s the cause of the issues :cool:.

lol yeah

But my guestimation values make enemy strength a mystery to even me ;D

Before I start on items, I have had something on my mind for a while now.

I want to remove epics and legendary’s… gasp!!!

And work on a robust, powerful Rare system as the only item type. The reason I would consider this, is that you could theoretically always be able to upgrade to better things, and you could roll some overpowered stats/skills/procs on an item and it would feel really nice, yet legit.

I would overhaul it entirely, and balance as well as I could around the system.

And if I did this, yes, the game would only have greens. But I do plan to make a crafting system at some point, just waiting on my brain to give me a worthy idea.

By no means is this set in stone, but I figured i’d share and wait a bit, in case it causes someone to have a mental breakdown.

I had this typed up yesterday, but forum was down for me…

  1. Having only 1 type of rarity would solve part of the issue with filtering items onscreen. Not to mention that once you reach a level ~20 most of your gear is already epics = you could just get rid of whites/yellows, maybe keep greens for the starting period for now. So I agree with your idea. But!
  2. I’d rather you remove everything but Legendary. Purple (and blue) just looks better than greens^^
  3. A crafting system sounds nice in theory, but that’s gonna open a whole new box of work, problems and crap for you. If you really want it, do it last after everything else works/is implemented. The same applies to new maps/quests/story and other things. They should be done after the core system of masteries/skills/items/mobs/balancing :wink:
    Always think big picture: as long as the core game works, players can enjoy it. If you were to stop modding when making new things while core stuff is broken, only few people will bother with the mod :wink:
  4. Something I thought about while playing your mod… level requirements are kind of annoying. Enemies not only scale with my level, but they also drop higher level stuff. Stat requirements from what I’ve seen are never an issue, but I still have to wait 6-10 level-ups to wear them. And when I finally wear them, I already find new higher level gear.
    I’d either get rid of level requs but keep drops according to player level, or keep level requs, but only drop stuff at player level(+2/3). Not sure I explained that good enough :rolleyes:

Now for some new input (again). I started another War char, this time with a 2hander, got to early 30s. It was harder than with the shield char, but in the end thanks to passives and items I still ended up not having issues with mobs. DPS reached 2 million with Gust Ripper(?) lol

-War: Frenzy: I still haven’t found a weapon to use this with. Not 2h axe/sword, nor 1h+shield. Didn’t try unarmed though…
-Gigantism: after respec the char stays big, boni disappear though. Putting it to 1/30 again -> buff is still active without recasting. So when respecing it’s hidden & inactive. Tested speed debuff a bit and it does slow me down slightly, but thanks to the size increase I’m still too fast. This is also an exploit: take the skill, get big, spec out of Gigantism, stay big and generally faster than without Gigantism
-Gust Ripper: no sound effect. Is this effected by cast speed instead of attack speed?
As my main skill, it’s quite OP (like the whirling blades skill) with just 10/30 atm. Then again the completion bonus (2s stun I think) seems quite underwhelming compared to other skills, but maybe it’s also OP.
It’s a nice ranged attack. Could work well with a 2handed Caster
-Lightning Blast: seems too weak, also always shows “0% chance” = broken? Attack animation is kind of slow IMO
-Warriors Call: far too OP: too strong, fast and too many^^ Pet attack doesn’t work with them, but that may be for the better… still very fun to see everything die instantaneously.
I noticed in the cellar beneath DC that they leaped down to the spiders, which other pets usually don’t do

-Act 1 Wightmire Cavern (with the captive Rovers): there was a WHITE mob “Convict: Gunman” who oneshotted me 3 times with a ranged lightning (the kind that shoots out of your hands). I got my revenge, but it was still odd.
-I noticed that too much mov. speed is a curse. It’s hard to move inside narrow places. The worst is that I often walk past mobs without attacking them. I didn’t notice these issues with the Whirling Strike(?) char because of the blitzing to mobs. Manually targeting attacks are problematic

Some ideas I had:
-increase the Dummy HP or make them invincible. With 2m DPS they don’t stand a chance and I like to test skills on them. Maybe dummies scale with player level in new sessions, don’t remember. Still don’t think they would survive that…
-it would be nice if you could move the spirit guide to the Dummies in DC. Warping from Dummy to Guide is already faster than walking, but still not fast enough for testing/comparing skills :wink:
Hm… you’d most likely need to create a new map.arc or whatsitcalled = big file size again. So scrap that I guess.

-I said it a number of times already that I don’t really see much need for using multiple spam skills on one char. So here’s an idea: why not make several of the stronger/OP skills have a 2-4 sec cooldown? That way I can spam 1 skill on LMB and occasionally use 2-3 others.
Personally I don’t like when everything has CDs, especially when there are only few auto-attack replacers and spam skills. Your mod has more than enough spam skills, so having several CD skills would work better as long as the CDs are not too long.
(I’m not really sure about the caster masteries, but I think at least some skills had CDs)

A funny question: seeing how I already achieved 2m DPS and stats over 10k. Is there a limit when the game engine can’t handle numbers anymore? Like if I reach 10m/100m DPS and once I hit an enemy the game crashes or certain numbers of characters onscreen overload the game? Most likely there are hard limits but in some cases modders can break them (and still cause the game to crash)

Maybe I’ll take a break from the mod for a bit. Otherwise I guess I’d try caster and crossbow chars again.
Either way you already have enough input for some time :smiley:

Cheers

Frenzy requires DW iirc, but of course it doesn’t mention it. Hell, a ton of skills have item requirements that they still don’t mention. I find that sort of thing unacceptable, having to play a guessing game against the mod.

As to the numbers question, yes there should be a limit where you end up with overflow on your damage number, but I’m not sure what type GD uses for it so it could be a couple numbers (I’m guessing unsigned int?).

In my defense, I have so many loose ends at the moment, that it’s easy to forget about weap reqs. Especially since I inherently know the reqs.

There are some though, that mention item use in description, so for now, just do your best to spot subtle hints til patch.

As for the respec guide; I know she can be exploited, but I can’t call them bugs. To me, exploits are resonably bound to happen, but people cheapen their own experience by playing the game unlike I meant it to be played, but that sort of thing is on the player.

I’ve been nerfing summons and timed summons, and reducing the count of em, so just have some faith, i’ll get it fixed.

Also, certain skills can be combo’d with eachother, and it improves cast rate marginally. Go put a skill on left click, then one on right click, and shift back and forth while attacking. You’ll see it and why I chose to opt out on a lot of CD.

I’ll be adding a mechanic that grants each race a massive resistance to one element (not immunity), that way, combo’s are more fun and worth it.

Did you change the reward for The Hidden Path (3 Witch Gods “secret” quest), or is there some kind of extra skill point reward for leveling to 50 or 51? I noticed when I hit 51 after finishing the quest that I suddenly had 11 skill points waiting for me, and I very confident that I hadn’t been holding onto the points from 4 previous levels.

Also, when I destroyed the 3 Blood Wagons I didn’t get the follow-up quest to kill Loghorrean. I was still able to go and kill him just fine of course, but would have been nice to get the item for doing so. The intent for the mod is still to only do Normal right? I don’t want to feel like I’m cheating doing Elite/Ultimate and getting extra skill/stat points.

That is def a lvl 50 reward, as I have a new system planned out that replaces Devotion, and that’s where you’ll get to put them to use. As for now though, it’s just 11 skills to place wherever.

And I did remove that quest so people couldn’t move on to elite (No reason to anyway as enemies permascale.), but I did go about it the wrong way, and decided to break the quest instead of turning off, at least till I know how.

There’s no way to prevent mod characters from going to another difficulty afaik, you can start in Ultimate from level 1 if you wanted to with custom characters. I assume it’s because a mod might have a different map or quests, so the game doesn’t even try to make an assumption about whether a difficulty is allowed or not.

Well, i changed the difficulties “Elite” and “Ultimate” to “Not designed for Insanity”. Should be clear enough. Time to fix that quest.

After a bit more play, there are a few downsides to only Normal/Vet. You can’t change your Death’s Vigil/Kymon’s Chosen or Outcast choice without other software, can’t get upgraded versions of the quest unique items (Skinner Family Seal, Rover Elder talisman relic, etc.), but most importantly (really the only one that actually matters) you are unable to do Dalia’s Secret Quest. That’s a whole area filled with mobs and an endboss area you just aren’t able to use right now, which seems like a damn shame. I tried looking around a bit to see what controls it but wasn’t having much luck.

EDIT: For some reason the ultra bad guys like Yhorm and Sauron are spawning as some sort of weird hybrid of friendly and hostile. They’re able to attack me, and do so, but I’m not allowed to hit back. It’s very strange, and only started with the latest version to my knowledge. I got a couple of Yhorm gauntlets earlier after all. In addition, their levels seem to be locked to 50, I haven’t seen them spawn higher despite my level. The gauntlets and Sauron’s hammer are neat, but I was kind of hoping to see a little bit more variety of items from them.