Grim Dawn Version 1.1.1.0

How cool would mines be with If it were all resists? :slight_smile:

The current chaos -RR skill changed to greatly boost mine effectiveness/damage etc… :stuck_out_tongue:

Mines are still clunky, just more reliable. In no world fire Commando do more dmg that Tactician , at least with current numbers.

It’s extra crit that really makes the difference so I think some Demo mod would be nice for FW. Justicar set is already plastered with mods so idk where

Agreed. After testing a bit, the immortality, increased resists and instant activation is excellent, but they are still clunky and the collision is maddening. When you throw them into group and they bounce and fly far away to find an empty spot, it’s a loss since the RR doesn’t get applied.

If the mines were able to ignore monster placement and collision like runes/cannister bomb do I think TM would be in the best place it can possibly be.

Arcane Bomb used to annoy me endlessly when it would appear on the ground and would literally push monsters off the spot. That appears to be something similar and it looks like that was fixed a while back. Please do the same for the mines!

Shard of the Eternal Flame. Get rid of the conversion and give it a crit mod instead, the gloves on Justicar Guard set already gives 100% conversion anyway.

Just popped on to check out the update. Looking very nice! Melee combat feels really crisp now and the new animations are fantastic. Just waiting for tomorrow and the real fun can begin!

Thanks for continuous support of the game.

No. That would screw over fire strike builds that need the physical to fire conversion. For example: Fire strike builds using The Desolator.

Crate you people dont stop to amaze - i simply have to admit i love you guys!

Your devotion to your creation as well as the community is only admirable.

New combat animations - who would have thought and right with FG launch and FG OST release in the same day…

I am buying tons of copies within the next months and hope we see XP3 :slight_smile:

Thank you. I use the amulet for Fire Strike and I appreciate it.

Thanks for the improvements. Your continued support for GD is much appreciated. :slight_smile:

“Melee combat animations have been updated to feel more responsive and snappy. In some cases, the hit call occurs slightly faster than before, but overall animation timings remain the same as before and this change has no impact on the speed of attacks.”

Would it be possible to give Blitz a slightly changed animation when you are wielding two weapons? Currently it looks kinda weird, like the second weapon is used as a shield on impact.

Still no Hidden Path’s hidden doors fix?

Zantai Quoted before about on another thread and mentioned taht its too hard to repro the whole issue thats why they cant debug it yet

Any insights on what the 6mb patch did just now? I have new .exe’s dated 11/26 @ 11:47am (I am Eastern Time zone)

The version # remains the same at 1.1.1.0.

It was a tiny fix for a crash on launch related to old translation files.

We wanted to roll it out asap, but will have a more comprehensive hotfix later today.

Would just like to bring to attention of a certain new error.

Once a toon dies, an invisible wall prevents you from re entering the area.
For eg- I died to guardian of solael(WUT???). COuldnt re-enter the area, acted as if the stone barrier was still up.

Happened to the rashalga fight as well.

I have also had that happen to me for but not only now but already since a long time. It happens with barriers/doors like the one you mentioned and I’m not sure if it’s related to dying or simply changing the zone. Can be quite annoying but teleporting out of the zone and going back in usually fixed it for me.

With all the latest patches it would be great with a QC.

in crucible when you have multiple of the same nemesis on the same round, then it would be nice when they all can’t spam their skills.

And its really frustrating with a HC character with all of those “hot fixes” that breaks more than they fix.

First the big patch went from a smooth experience, now we get lag spikes again.

Slow the pace down and do some QC instead of some weird desperate fixes it doesn’t give any pleasant gaming experience at all.

What did the hotfixes break more than they fixed? Not sure where Hardcore characters come in to this.

There is nothing desperate about our patching process. If issues arise that we could not test for, we resolve them as soon as we can.

If you are implying that we’re supposed to have every single computer/software combo to test on before every patch then I don’t know what to tell you because that’s not possible.