Grim Dawn Version 1.1.4.0

Hi,
For the record I love the game and the devs.
Regarding the new patch, it’s downright amazing. However there are still a few things that are bugging me:

  1. Enemy health value over the healthbar, IMO, shouldn’t have its maximum HP displayed. I mean, you can just show us the current value, and based on the healthbar, we can have a rough approximation of the maximum value. Coupled with the big enemy name UI problems a lot of users have mentioned in this topic, the maximum value really takes a lot of space on the screen.

  2. Deffered rendering decreases my FPS. Does anyone else have this problem??? It reduces my FPS by about 10%.

That’s about it. I really hope the devs would have a hotfix early for this patch to make the game more awesome ^^

Great game, great community, great Crate ^^

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I agree with this. Unnecessary clutter.

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You need enough video memory for that mode. My video card has 4Gb and everything works smooth.

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Just try skellies in AoM areas for example. Skeletons need buff, mr. Zantai. Sorry for late answer.
HP buff.

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Oh god… so sad that I can’t play, my videocard is dead… hope to check it soon, really wanna try new patch in action. Thanks for a great job.

Ofc: Love the patch.
But, what urges me the most:

Those nice new lighting effects on spells (Panneti, etc.): Could you please, please also enable them with PARTICLES lower than “very high”?
Some of us prefer using “low” particles, because… Well for me: I just can´t see s**t anymore if particles are higher - especially in Crucible.

Meteor, Abonination, Ring of Steel, Blade spirits - all those to me are just huge disturbing flashlights on “Particles very high”.
I wanna have the nice new lighting FX on “low particles”, please! :bigeyedpuppy:

Right! I don’t have this modifier on my Decapitator… :thinking:

Nice job Crate on the quaility of life much needed. Thou no nerf to Kymon on Ultimate? That is just poor game design and actually embarrassing for your company. It is one of the worst designed bosses in my 25 year gaming history.

amazing now last dream is let us swap main menu backgrounds and grim dawn can rest

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An independent slider would be the best solution imo.

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The new main monster health bar at the top scales too much with the rest of the UI (which I need to scale up for visibility). It is also much harder to interpret at a glance. Please give us an option to toggle to the pre-1.14 monster healthbar style.

Otherwise, the update is excellent.

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Great update, now it will be intresting to try Repear with Soulrend and Cold/Vitality Bone Harvest.

Only just started a new character with this patch but I’m already loving the difficulty increase on veteran, I actually had to port back to the crossing to buy healing potions and avoid the poison on the ground or I would have died before even level 10. Rather drastic change compared to my previous character (and first) who didn’t even flinch from damage until the Warden

Yeah I never really noticed how obtrusive it could be until I heard it mentioned here… since I mainly play with my ui scaled down. But I definitely can see where people are coming from if you are playing right of center on the ui slider

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If you are used to play with small UI scale then it doesn’t look that bad, so I can totally understand praetorians not mentioning that to Z. I got the UI slider in the middle (a little to the right even) and I’m just used to that scale for HP/Energy/debuffs. I don’t have an eagle’s eyes so I kinda don’t want to scale down the UI overall, but just the new intrusive HP bar/name at the top of the screen. So yea, it would be really apprechiated if create either scaled that down a little in general or gave us a seperate slider for it.

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Two things to fix in this patch

  1. Either scale down monsters ’ HP HUD or better a separate slider for that in settings
  2. Option to always show monsters HP bars.

And i would be absolutely happy about 1.1.4.0 :smiley:

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One more vote for returning monster HUD to previous look.

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I like the new style, but the problem is that they are too damn big. And the bar should be at the top margin of the screen, with the monster name below. This way it will be less intrusive.

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Hi,

You can scale it with the UI size, although in my case when the targeting UI is enough size, all the rest is to small. It would be nice to have a separate togle.

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Hail mamba!

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