Greetings Grim Dawn fans!
Changing it up a bit today, as I’ll be writing this episode of Grim Misadventures. I’ve fed Zantai to the Rifthounds, but made sure I could reanimate him later so he can continue to bring you your regularly scheduled program in the future.
So over the past few months I’ve been working on the tech side of things to make improvements in the game. Some of these are polishing up existing systems to make sure they work properly when you get your hands on them. While these are essential to make the game playable and fun, they’re sometimes not the most exciting to talk about.
However, there are also some completely new gameplay features that we haven’t discussed yet! One of these I’d like to share with you today as the subject of our little Grim Misadventure.
Recruitment and Rebuilding
One of the themes in Grim Dawn is a world in ruin, with the survivors struggling to rebuild. As such, it would seem a bit out of place to have towns filled with people living a comfortable life with all of the services they need.
Thus, the towns in Grim Dawn are struggling and will evolve as the game progresses. What’s more, we want you to play a direct part of this rebuilding!
When you enter Devil’s Crossing at the beginning of the game, (the main Survivors area consisting of the ruined Burrwitch Prison atop a small island) the place will be just holding itself together. Most bridges leading away from the island will be destroyed, the prison will be sparsely populated and filled with rubble, and bad guys will periodically attack a weakened guard contingent over the last bridge left leading to the mainland.
Sounds depressing huh? Well you get to help fix it! Scattered throughout the world will be NPCs that are either captured, lost, or just trying to fend for themselves. By helping them out you might discover that they have skills that could be useful to the Survivors back at Devil’s Crossing. At this point, you can decide to bring them back and help your desperate refuge grow into a thriving town! (And don’t worry, you won’t need to escort them halfway across the world, as we have portals in the lore :p)
The benefits of this aren’t just cosmetic, as this can have a mechanical payoff as well. One example would be finding a traveling merchant, broken down on the road, desperately trying to defend his caravan of goods. By rescuing him and giving him a place in Devil’s Crossing, he will then turn into a vendor, (complete with market stall) and provide higher quality goods, possibly at a discount!
Fig 1. Depressing / useless rubble pile. Old and busted.
Fig 2. Fully equipped advanced merchant! New hotness.
These changes are permanent, so you can watch these towns improve over time, based on your actions. The majority of these also won’t be found on a linear path, so exploring the world will be rewarded! We currently have this technology in the game with a few other NPCs/areas designed and implemented, and will be ready for Alpha! Even so, I’d love to hear your ideas for more!
A doctor who spruces up an infirmary, and provides better healing? A carpenter who can repair bridges opening up other areas? Or even just discovering a few kegs of ale in a cellar, (pristine and untouched by the new horrors that inhabit Cairn) that make a few of the Survivors want to break out into drinking songs. The possibilities are endless!
Keep your monitors tuned to this forum for more Grim Dawn updates. The next misadventure will be arriving 02/03/13! Remind me to rez Zantai before then… sometimes I forget.