[GrimTools] Interactive World Map

This isn’t meant as a criticism—first of all, thanks a lot, Dammitt, for the tools; I really like the map.

However, I’ve gotten used to one thing that I’m now missing: the area path at the top of the map. For example, when viewing something like the 5-level “Steps of Torment” alongside the overworld, you used to see that path in a single line at the top, where you could also click on the individual areas.

Did you remove that for a specific reason?

It’s a preview version after all, and I think some translations might be not updated yet. I think all would be translated in FoA release build.

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I agree. while testing / implementing the new map UX I dropped this feature because it was taking extra space and I was unsure where to put it, but I personally got really used to it in the old map and I fell your pain :smiley:
I intend to bring it back in the new version of the map in some form. I’ll look into this tomorrow.

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You are the best …

Is there no offline map available for version 1.3?

Offline versions will be available at a later date, no ETA. Currently offline/desktop build setup is broken.

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I’m very happy to hear that the offline versions will make a return! If I could make a suggestion for when you do: combine them into one. There’s so much cross-linking between the databases that it’s far more practical to have a single application. Doubly so since Electron is a RAM-hog and lower end users likely don’t have the spare resources to have half a dozen of them open at once.

On your end it’d be far more bandwidth-friendly since the majority of the filesize comes from Electron itself, so even if the original reason was for seemingly efficient updating of each individual component it’d use less in the long-run.

@Dammitt

Hi Dammitt,

is it possible to get the Main Map, where only shown the rifts and shrines, as photos here, in different screen high quality resolutions?

1920x1080
2560x1440
4k

jpg or better png

downloadable? (with the kind permission of crate?)

You should ask Crate for that, they might add it to media section or smth.

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@Dammitt

A quick question/QoL suggestion:

For those with poorer eyesight, the new icons for “one-shot chests” on the new map are hard to distinguish from the notable brown chests (hidden chests); on the old map, they had a much more golden glow. I have to look much more closely now. I don’t know if others feel the same way, but perhaps we could get that tweaked a bit.

thx

I updated the icon for one-shot chests, should be a bit more distinguishable.

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Hi Dammitt, after the expansion launched, there are two missing translations on the map—specifically in the table of contents on the left side.

“Alchemy Cauldron” and “Ascension Altar” haven’t been translated into German, whereas the other items in the table of contents have.

Zantai mentioned in a post that everything (except for quite a few lore notes) was fully translated. I’m not sure why that isn’t the case here; shouldn’t it show up on your map too if it reads the data automatically? Or are parts of the map not automatically pulled from the game files?

There’s actually a lot more than two missing texts, because GT site texts are not in GD game files obviously and they were updated for FoA, I’d say there’s about 20-30 new strings to translate. I’m still wondering how to handle this, cause GT site translations were done long time ago, the translation section is deprecated on the forums and I’m not even sure that people who translated GT back in the day, are even playing the game right now.

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To clarify, I was initially referring to the two entries for the NPCs listed in the map legend. Since they are new NPCs, surely they must be translated within the game itself?

Or am I misunderstanding how your tools work? Are there functional entries that explicitly don’t access the game data—due to how they were programmed—and therefore remain untranslated? Is that because community translators handled those parts in the past?

I vaguely recall that being the case; I believe the German translators handled the German version for Grim Internals, though I’m not sure about GDTools—you would know how that was set up.

Perhaps you could speak with Zantai to see if there’s a way to reopen that section of the forum and notify the community translators? I imagine many of them will be playing the game again because of the expansion, and they’d likely be happy to see a professional company handling the translation now.

Still, it would be great to have this covered in GDTools as well, simply because the established quality standard would otherwise be lost—something we definitely want to avoid…

Hello @Dammitt,

I found a very, very well-hidden spot, a cave called “Mammoth Cave”, eastern Pilgrims Rest Rift, that isn’t listed on the GrimToolsMap and isn’t marked as accessible.

There are a few things inside, such as a dynamite chest. I haven’t yet figured out how to open the monolith to access the locked boss chest.

Please take a look at here:

Found a hidden area; here is a copy from the GrimToolsMap chat: - Grim Dawn / General Discussion - Crate Entertainment Forum

The forum dont let me post the photos twice, because its similar to the other thread.

@Dammitt,

another hidden spot not marked as accessible with 2 guys.





Currently looking for the Mammoth Burial Grounds for some mushroom hunting, but I can’t tell even the general area.

Mammoth Burial Grounds was omitted before, the pathing leading there was too narrow, so it was cut off during map extraction and map/area split. It’s fixed now as well as couple small areas nearby that had broken pathing.

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Hi @Dammitt,

thanks, this one here seems to be not in the checklist, i only can find there part 2 and 3.

The map shows it, i found it.


And these two are not marked as done in GT Checklist.

I found them too. Clearing cookies and set back GT to default in browser doesnt help.

The tool does it not read from the save file. But the codex in game shows all and they are no longer at their locations in game.

I played a very slow playing full new char from level 1 to 100, the whole game from the beginning, but only normal mode.

For the moment all other Lore Notes are fine, whithout them i cannot reach, because need other fraction or these at other difficulties and only a few which are random.

By the way, have you given any more thought to putting the navigation bar back at the top?

One other thing occurs to me that bothers me a bit now, something that wasn’t the case on the old map:
When you click on a dungeon icon and the sub-map opens, the dungeon’s name remains visible in a small window. I always click to dismiss it because it sometimes obscures other elements. If I want to go back, I can just click the icon anyway, that’s how it worked before. I’m not sure if this behavior is intentional.

For the checklist - I updated it. “Finree’s Journal - Page 1” is now in there as well. There are still 2 missing notes in the game (you can’t pick them up yet I believe), I reported this to devs.

As for navigation - I only added a link to overworld map at the top of the side panel.
For the dungeon navigation I personally just use browser navigation, e.g. if you navigated to dungeon, then I can just hold [Cmd] button and press > and < to navigate quickly back and forth, so I don’t see any issue with that.

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