Lost voice lines of Grim Dawn

This is a sequel to my thread where I gathered all music tracks that were not playing in game. This time I have collected voice lines of nearly all enemies.

The recent patch has additional changes that were not present in its notes. The sounds of Fleshweaver Krieg and Theodin Marcell were raised up dramatically, specifically their voice lines. I love this change as I was always unhappy about how most enemy lines can be barely heard.

So I have walked across Cairn, fighting many notable enemies in order to see if they were changed as well. I have gathered many notes about their voice lines and checked game files themselves to look for more.
Here is a list of enemy sounds that are missing in game, are too quiet or have other issues. In some cases it is very difficult to come to a conclusion because the enemy may be in a loud environment. Also I am aware that those sounds missing may simply mean that developers decided not to use them. (Reveal spoilers for sound file names)

  • Warden Krieg - no death sound phase 2 [wardendem_death0x]

  • Darius Cronley - no death sound [darius_death_0x], quiet voice

  • Karroz/Thalonis - no alert sound [cultleader_alert_0x], quiet voice

  • Anasteria - no alert sound [anasteria_alert_0x], no death sound [anasteria_death_0x], extremely quiet voice (so quiet in fact that the other voice lines may actually play, but they are impossible to be heard)

  • Commander Lucius - quiet voice

  • Larria - no alert sound [npc_ugdenbogwitch_alertx_0x] or the special sound layers on it

  • Allostria - no alert sound phase 1 [puppetmaster_vo_alert_x], phase 2 does use the ghost version so probably intentional, quiet voice

  • Fleshweaver Krieg - no alert sound [fleshshaper_krieg_alert0x] or special lines layer on it, no death sound [fleshshaper_krieg_death01x]

  • Theodin Marcell - no alert sound phase 1 [theodin_alert_0x], no death sound phase 3 [theodin_p3_death_0x]

  • The Messenger - extremely quiet alert sound [npc_themessenger_fg_alertx_0x], extremely quiet death sound [npc_themessenger_fg_death_0x], he also loves to spam one of his special lines [npc_themessenger_fg_special3_0x] making any other voice line obsolete

  • Dravis - had a rare instance where his death sound [npc_dravis_fg_death_0x] didn’t play (before the Temple version of the fight)

  • The Steward/Keeper of the Seal - quiet alert sound [npc_tombguardian_fg_alert1_0x], quiet death sound [npc_tombguardian_fg_death_0x]

  • Father Kymon - extremely quiet alert sound [npc_father_kymon_fg_alertx_0x], quiet death sound [npc_father_kymon_fg_death_0x] and Korvaak’s voice line layers on it

  • Korvaak - DUN DUN DUN, his crit sounds make almost all of his voice lines obsolete, quiet special sound [npc_korvaak_fg_px_specialx_0x]

  • Lokarr - very quiet voice

  • Ravager - very quiet alert sound [npc_ravager_aom_alertx_0x] and special sound layers on it, very quiet death sound [npc_ravager_aom_death_0x]

Some extra examples of more common enemies:

  • Reanimator - no voiced alert sound [reanimator_alert_x_0x], there is no Reanimator that uses these versions. Even Valbury/Malmouth Trio and Valdaran use the roar version [reanimator_alert_roar_0x].
    No one of voiced special sound [reanimator_special_a_0x], he says “Rise!” which should be great for his summoning abilities

  • Fleshshaper - no voiced alert sound [fleshshaper_alertvo_0x], no voiced death sound [fleshshaper_deathvo_0x], it may be me not hearing it though during the fighting as well

Most of these sounds can receive the change that Theodin did in the newest patch and it would make them much easier to hear/understand. Some can’t be fixed probably or require more work (or they actually work as intended) and with some it may be just me not listening carefully enough or having bad luck and not triggering the voice line.
My biggest issue is how crit sounds can stack up on any enemy which results in nullifying every other sound they make.
I may do extra research in the future, be it for common enemies and post my findings here.

8 Likes

Sorry, I didn’t hear you. Could you repeat that?

3 Likes

imagine if this was in “ideas and feedbacks” so the request might be implemented into the game :scorv:

1 Like

Maybe these unused voice lines could be applied to items? Say, MIs that get louder as the stats slowly scale towards lvl 94?

2 Likes

Hmm…noted.

4 Likes

It was great to see the improvements that have been made on this front in the 9.8 PTR. Theodin’s intro line at the entrance to the Fleshworks in particular is a great addition, and nicely parallels the tradition of end bosses announcing themselves, such as Korvaak’s taunts as you draw near the arena. On that topic, it would be nice if the Loghorrean’s roars at the Seal of Loghorrean (early at the entrance and near Bloodlord Thalonis) were dramatically boosted in volume to properly reflect the stupendous size of the monstrosity we’re about to face. As it is now the roars are more akin to a little yelp in the background. And seeing as Log is getting boosted in terms of power as well, it would go nicely to reflect his new threat level.

I don’t know why I can’t just type “could you also please boost the volume on Log’s roar at the entrance? thx” and have to make everything at least one chunky paragraph :smile:

2 Likes

Volume boosts take at least 3 patches xD :wink:

2 Likes

Could you record the video of him saying that? I went to check him on playtest version and in 3 runs he didn’t play his alert sound. Either there is something wrong with my game or alert sounds don’t always play (Fleshweaver Krieg sometimes doesn’t say his alert sound).

I tested all bosses I have mentioned in this thread now in playtest GD and most of them were “fixed”! Some alert sounds are still missing (Theodin in my game, Ravager and some bosses I have forgotten) and Allostria’s alert is too quiet. Feels real great to fight bosses now, especially if you don’t rush to kill them so they can taunt you, it gives that cinematic effect to those fights.

Also I test all those lines in campaign, not Crucible or SR.

The Amalgamation could also get its sounds louder. For a giant beast, it barely makes any sound. Neither the creature nor its abilities are loud enough so music and ambient sound stopple them.

3 Likes
1 Like

Wow.
Thought this would play when you enter his area, nevertheless this doesn’t play for me. :frowning:
Now I am sad and jelaous!

Weird. I guess I’m just a better gamer? That must be it…

Hopefully it gets fixed before release.

I did one more run and heard the voice line, cool!
Looks like if you don’t go right path you can skip the trigger? In all my Theodin runs I went up to check Krieg on the way. :thinking:

3 Likes

I do the same but I still got his dialog line, not sure what’s happening here.