Grim Dawn Version 1.0.1.1 (Hotfix 1)

A series of small updates went up over the weekend to address a critical MP issue, and another today with the intent of addressing further reported issues.

Enjoy!

V1.0.1.1

[Tech]

  • Fixed several crashes associated with Multiplayer. If other issues persist, please report them with details regarding the number of players, what the players were doing and the game mode.
  • Fixed an issue with Mastery Pets becoming unsummoned when swapping equipment that boosts the rank of the associated skill. Pets becoming unsummoned when increasing the rank of the skill in the mastery itself is intended.
  • Fixed a bug where reputation earned notifications would not appear.
  • Quest notifications will now word wrap on smaller resolutions.
  • Default network MTU set to 1400 if its setting doesn’t exist in options.txt. (if you are experiencing an issue where you cannot interact with NPCs/Monsters in MP, make sure this is set correctly in C:\Users\USER\Documents\my games\Grim Dawn\Settings\options.txt)

[Game]

  • Adjusted monster Armor scaling with level, particularly on more heavily armored enemies. Reduced % Protection bonuses for monsters gained on Elite and Ultimate difficulty (and Challenger/Gladiator difficulties in the Crucible).
  • Fixed an issue with 2h Melee and Ranged weapon requirements unintentionally increasing with V1.0.1.0. Overall this will result in slightly lower requirements for these weapons than in V1.0.0.9.
  • Fixed an issue with Beronath, Reforged’s Elemental to Physical conversion not applying to Elemental dots (Burn, Frostburn, Electrocute).
  • Fixed Transfer Stash tab costs being higher than intended.

[Class & Skills]
Soldier

  • Counter Strike: fixed missing +5% increase to activation chance from V1.0.1.0

Occultist

  • Fixed an issue where the Familiar would deactivate its Storm Spirit aura when changing Combat Stances

Nightblade

  • Phantasmal Blades: reduced Energy Cost scaling with rank
  • Fixed an issue where Nidalla’s Hidden Hand would change the attack animation of the WPS skills it modifies.

Shaman

  • Fixed an issue with Pet Attack Command preventing Wendigo Totem from activating its auras.
  • Fixed an issue with Wendigo Totem not triggering Celestial Procs.
  • Fixed a display issue with Storm Totem incorrectly displaying Electrocute damage if the Transmuter is taken.
  • Fixed an issue with Primal Strike’s Torrent not dealing its % Weapon damage component fully.

so thats why i got bombarded by all those small updates/patches :p:p

Great job, I can inspect my buddy’s gear in multiplayer again :smiley:

Kissies to you guys

Thanks Crate. You guys are awesome.

I wish more companies would update like Crate, that would be paradise :slight_smile:

What’s the exact change to Phantasmal Blades? Me, and many others, would appreciate if you’d put the exact changes down so we can make comparisons for our builds. Me and a few others have been trying to make PBlades work for a bit now and the mana cost has been a significant factor of why it’s so hard, so it would be nice to see if this change is significant enough to impact that.

Although I’m delighted that Bloody Pox finally got buffed to a usable state, it’s still kind of disheartening to see that Phantasmal Blades has now fallen into the status of the game’s worst skill (at least lategame, early on it’s decently powerful).

Edit: people are now yelling at me that PRM is actually the worst, but I still disagree :stuck_out_tongue:

I can kill Nemeses with my Vit Phantasmal Blades Witch Hunter in around 25 seconds in Ultimate. Benn dies even faster due to Demonslayer having a lot of extra damage against Chthonians. So saying it’s the worst skill in the game right now is a flat out lie, specially when it got buffed heavily in the last update.

Blindside icon is finally fixed. It’s been broken for around 4 updates for me.

Praise be baby Ch’thon.

Literally could never get a repro for that, but finally found a discrepancy between it and other icons…stranger still is that it wasn’t consistently broken for everybody.

Blade Trap is clearly the worst now. So people saying PRM and PBlades are both wrong. :stuck_out_tongue:

it’s 22 less energy cost at 26/16

Ever heard of mortar trap? :rolleyes:

That’s actually been made to work a couple times. The most recent I recall was a Blood Orb version, worked out fairly well it seemed. It’s in the build section.

Now, tell me what build actually NEEDS Blade Trap for the ONLY thing it’s good for… Controlling a very few, non hero, non boss, enemies? I thought so.

Nice
/10 characters

10%, not “slightly” as always, very useful change.

This is so far away from my experience playing a demonslayer set PB character. It’s probably not your typical tier 1 uberbuild (if those exist at all) but it’s definitely tier 2.

The Final Stop no longer give 14 Armor:p

My build is even defensive with focus on Tree of Life and it has great trash mob clearing and solid single target damage. I average 25 seconds on Nemeses with Benn dying faster due to my 55% extra damage to chthonians and human nemeses dying faster due to me investing in Anatomy of Murder.

So saying it’s the worst skill in the game when there’s much worse that can’t even do half of what PB does is really baffling.

Awesome, just had a quick run through SoT and the new text size is much better. :slight_smile:

(and I got three whole legendaries from Alkamos and his treasure room, RNG must be in a good mood today :rolleyes: )

Apparently the reduce target armor was removed from Acid Spray.