[Mod] Grim Armory

You won’t break your game, but you will remove the main reason to be running GrimArmory. :stuck_out_tongue:

I’ve confirmed the presence of this issue. Working on identifying why it occurred - to see if anything else might be affected.

For now, if you’d like to ‘patch’ this yourself, adding the following to the end of the DeathHooks script file (and rebuilding your mod) should resolve this issue:

function gd.DeathHooks.chthonianrylok_ekketzul(objectID)
    gd.quests.areaEQuestVoid.ulgrimBossKilled(objectID)
end
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But items dropping are determined in loottable files or am i mistaking here?

Augury cards drop directly from enemy files, not from loottables.

Yep, path opens now as it should, thanks!

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Okay… xD Another onDie event lost, lever is not interractible after killing boss here.

Well you’ll be happy to know I’ve identified the triggering problem.

You’ll be less happy to know that I’ll need a bit to update the mod even still.

This issue occurs for any enemies who have a quest trigger behind them AND who are present in the Shattered Realm as unique boss spawns. There are 33 such problem cases.

It’s an odd edge-case which actually only occurs because of some code I wrote to facilitate modding as a whole. Working on adjusting that code currently.

function gd.DeathHooks.aetherialcolossus_gatekeeper(objectID)
	gd.quests.areaFQuestMalmouthBridge.unlockLever(objectID)
end

Fixed this one, but yeah, i noticed that it was 2nd quest trigger in row already.

Version 1.5 Hotfix 3

Bugfixes

  • Fixed another progression blocker involving a specific subset of 33 enemies.
  • Fixed an issue in which some traps were displaying healthbars on certain game settings.
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Yet another Hotfix has been released for Grim Armory Version 1.5:

Version 1.5 Hotfix 4

Bugfixes

  • Fixed an animation issue preventing spinning skills (i.e., Eye of Reckoning) from being used.

A minor update has been released for Grim Armory:

Version 1.5 Hotfix 5

Bugfixes

  • Fixed an animation issue preventing enemies from properly ragdolling on death. This had no impact on gameplay.

A(nother) minor update has been released for Grim Armory:

Version 1.5 Hotfix 6

Bugfixes

  • Fixed an issue where the Variant Ultos helmet did not have an Armor value (now has 1357 Armor, like the vanilla Mythical Ultos helmet)
  • Fixed an issue where Gutworm could not drop his MI in the mod.
  • Fixed an issue where Queen Ravna could not drop her MI in the mod.

Can we get much higher?

Yes, unfortunately.

Another minor update to Grim Armory has been released, involving some user-feedback-based balance changes and an aesthetic edit for the future:

Version 1.5 Hotfix 7:

Changes

  • Variant Uroboruuk’s Eye (Amulet): Changed Poison/Acid Res to Pierce Res, changed +Max Poison/Acid Res to +Max Pierce Res.
  • Variant Uroboruuk’s Robes (Torso): Changed Vitality Res to Poison/Acid Res.
  • Uroboruuk’s Secret (Set Bonus): Added 1200 Health to 5/5 set bonus, as the set previously lacked a 5/5 statline.
  • Conjure Bone Goliath: Changed from activating on kill to activating on crit. Updated Bone Goliaths to last 33 seconds instead of 30, to improve odds of having three up at once.
  • Primordial Gaze (Helmet): Updated item art. Now uses the same mesh/texture as the (vanilla) Dreadwalker Cowl. Worry not - the old unique (retextured) Primordial Gaze will return, just for a future, and more fitting, item!
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GrimArmory is looking to the future, and wants your feedback!

It’s been an ongoing issue in GrimArmory that enemy files with loot specific to them (which is basically every item in this mod) run into problems when Crate makes updates to those enemies. This is an issue that DeathHooks was made to tackle, though I never really capitalized on its potential…until now.

In the (hopefully near) future, my goal for GrimArmory is to make its mod-specific loot drop via the DeathHooks script, rather than finagling with enemy loot weights/tables. This will consolidate things internally for me, from a development standpoint, and will also make GrimArmory easier to update to parity with vanilla Grim Dawn content when Crate makes changes to their enemies.

So what do I want your feedback on?

1)

As far as I am aware, and this functionality may change in the future, an item cannot “drop” on the ground via Script. Instead, items can only be directly added to a player’s inventory. (e.g., some vanilla secret quest items) Do you think it would be problematic if Augury cards were added to a player’s inventory rather than first appearing on the ground? On the one hand, Augury cards are components, and therefore are automatically schlurped up when a player walks over them. But you still get to see them drop and be made aware of having received the loot. Direct inventory insertion does not have this form of visual communication.

A script could make use of UI notifications, such as SR Timer increases or the “A Nemesis Approaches” message, for when an Augury card is looted. But I worry about these notifications being too frequent and, subsequently, not paid attention to. I’d like your thoughts on this, too.

2)

While I’m making updates to the looting functionality of the game, I also want to consider changes to the functionality of Augury cards themselves. Currently, they are “partial” components, and you need to assemble a full stack of them to get the completed, “usable” version of the item that can be “spent” at Inusat. Back in the day, partial components could be auto-combined via a simple button on the UI screen, but that button no longer exists and its functionality appears to have been removed from the game.

So, the question then…should I make all Augury Cards ONLY drop as completed versions, similar to the way components function today?

Were this to happen, there would be two immediately-noticeable changes that would come with it:

  1. Any existing partial Augury Cards would be automatically completed. Free loot for those that get in on the system early! Woohoo!
  2. The drop rate of an individual Augury Card would be reduced roughly to the fractional rate at which one could assemble a “completed” Card in the current system. That is to say, that if you currently need 4 partial cards to complete an Augury Card, the droprate in this proposed new system would be reduced to roughly 1/4th of its current value. So Cards would be rarer, but you’d only need to see one of them to exchange them for an item at Inusat.

It sounds to me like you’re knocking down 2 birds with one stone! I’m in favor of the cards being straight added to the player’s inventory instead since that helps remove the need of modifying enemy tables.

I’m not entirely sure how the drop rate currently works as to whether it’s for Heroes or Bosses and whether the cards are random or based off the types of the monsters (like Chaos monsters dropping cards for Chaos sets), but considering that Grimarillion multiplies the number of Hero monsters and people are already annoyed by the presence of “Enemy Hero beaten! Bonus XP!” messages from that, I can see two options:

  1. Add the UI notifications, but only if the card was not previously in your inventory. That way people know to look in their inventory if they’re trying to farm the cards for their desired set but won’t be burdened by the extra messages for remaining card additions.

  2. It’s definitely better to have fewer, but rarer components. That way, players don’t feel they’re wasting their time because they have some, but not all of the requirements. It’s better for peace of mind to not have that 3/4 presence constantly annoying them knowing that last component is out there somewhere but RNG simply decides not to drop it for a lengthy period of time.

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3)

Increase the crafting formula to require the original amount of cards required to ‘complete’ the stack.

Change the cards to be quest items. I’m not sure multiple components can be added into the primary reagent slot, though I just tested it briefly. Quest items work for sure though. Use a color code ^o to make the items appear orange instead of purple like quest items, if necessary.

This seems like the simplest change with the least amount of headache and side effects.

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