Okay, I understand, but I still hope to expand the long-range. The original game’s long-range is quite weak. I hope Armory lives up to its name. Thank you for your work and dedication. I respect every author.
The next update (releasing soon) is adding a number of Variant items into the mix; I’ll see if I can squeeze in some new ranged choices in that. Full sets will be a bit more work, however.
Thank you for your feedback regardless, and I’ll see if I can identify that bug with the smith.
A massive update to Grim Armory has been released! Highlights include new Variant items and an overhaul to the manner through which Augury cards are acquired. See below for more details:
Version 1.7:
Note to Mod Compilers:
- GrimArmory has added the “tags_grimarmory_variant_items.txt” file into its resources. Some existing text tags have been moved here. This file should not be edited manually, as it is generated automatically via code.
- GrimArmory now includes the “source/scripts/game/deathhooks/deathhooks_temp.lua” file. This file is NOT compiled into the scripts.arc and can be safely ignored.
- GrimArmory now includes the “source/scripts/game/grimarmory/loot.lua” file. This file IS compiled into the scripts.arc and is required for this update to function.
- DeathHooks is, historically, a buggy mess. I know. Alas, this update leans heavily on its involvement. I am aware of some bugs still persistent in DH, but to my knowledge they should not be progression-blocking…though…players that do a lot of Totems might be able to skip some quests…
Changes/Fixes
- Augury cards no longer drop from enemies onto the ground. Instead, they are inserted directly into players’ inventories when an enemy is slain if the RNG says you deserve the item. A UI notification is displayed on screen when this happens:
- Augury cards now drop completed. Droprates are (currently) the same (barring rounding errors), meaning it’s now MUCH quicker to get Grim Armory rewards. Rates may be tweaked accordingly with a future update.
- Updated enemy files in the mod to achieve stats/skills/loot parity with Grim Dawn v1.2.1.6, fixing a number of bugs in the process.
- Fixed cases where some enemies could not drop their intended Augury cards at all.
Additions
- Added the following 15 Variant items; go check them out! Note that all Variant items require and are based on the highest-level versions of their base-game counterparts, so items with ‘Empowered’ or ‘Mythical’ versions will need to use the ‘Mythical’ to craft the Variant.
New Variants!
- Variant Gladiator’s Distinction - Inverted (and halved) conversion (to Phys → Vit)
- Variant Chains of Nightfire - Inverted from a Cold Belt to a Fire one; stats and skill bonuses updated accordingly
- Variant Crimson Lotus - Acid/Vitality Belt, with 50% Fire → Acid; resists changed to be more appropriate
- Variant Light’s Oath - Inverted conversion (to Fire → Pierce)
- Variant Albrecht’s Duality - Inverted conversion (to Aether → Chaos)
- Variant Band of the Eternal Pyre - Lightning themed, with conversions and a skill to match!
- Variant Signet of the Fallen - Pierce Focused, with a Ring of Steel proc and Vit → Pierce conversion
- Variant Dawnshard Pauldrons - Swapped the presence of the word “Aether” with “Vitality” on this item, and vice versa. It’s more minor than this line of text suggests it should be, but maybe someone will use it.
- Variant Bonewraith Pauldrons - Now converts 25% Physical to both Vitality and Aether, instead of 25% Ele to Vitality. Removed % Physical and IT bonuses.
- Variant Mantle of Mogdrogen - Merged pet bonuses into player bonuses (at ~45% efficacy). Updated skill bonuses. Won’t lie - this item is probably disgusting, but you do have to kill a superboss for it, so…
- Variant The Crimson Claws - Pierce/Bleed focused, instead of Phys/Bleed. Updated Cadence skillmod accordingly.
- Variant Morguul’s Mortality - Acid/Poison focused. Retains % Vitality bonuses, but base damage and conversions have been changed to Acid support. (P.S. Curiously, Morguul’s always had Acid/Poison projectile FX instead of Vitality, despite originally doing Vitality base damage.)
- Variant Deviltongue - Chaos/Burn focused, with Fire->Chaos conversion added (but losing % chance of flat Burn). Definitely leans heavier toward Chaos than Burn, but since Burn can’t be converted to Chaos, the two can probably be used well together.
- Variant Korvan Wyrm - Didn’t change much - swapped from CDR support to Attack/Cast Speed support, and changed Shaman/Primal Strike bonuses to Necromancer/Siphon Souls bonuses.
- Variant Vortex of Souls - Wait, no, that’s not right. This item’s name is ‘Vortex of Blood’ - also, unique to Variant items, it takes 5 Riftstones to craft. You might have an idea of this item’s direction, but I’m certain you’d rather see the final thing in-game for yourself.
Dear author, I’ve tried the latest version 1.7. Here’s my feedback:
- The card drop method is very good and reasonable, but the card drop rate is still a bit low. In my experience, I have a higher chance of getting a card when killing monsters with skull icons, but these monsters are so rare and sometimes they don’t drop, which makes me question whether it’s working properly.
- Cards can be exchanged for certain materials, but the reality is that these materials are easily obtainable. This exchange is unnecessary and reduces your chances of getting useful cards.
- Regarding the card NPC, sometimes it automatically appears when I enter the game, and sometimes it won’t summon. This is a minor issue because I can return to the main menu and then access it and it works fine.
Finally, here’s a personal suggestion. You provided a one-handed ranged weapon with acid and poison properties, but this weapon doesn’t support a complete build.
So, I’m asking you to create a weapon to fix the Inquisitor. Here are my suggestions:
- Weapon type: One-handed ranged crossbow.
- Weapon damage type: Primarily acid with poison. Provide damage conversion, such as elemental, physical, piercing, chaos, and vitality that can be converted to acid.
- Provide a dedicated skill with acid as the default attack. This can also have damage conversion. This is crucial, otherwise you won’t be able to play an acid-based one-handed ranged build.
- Please make this weapon compatible with the Inquisitor’s ranged expertise bursting round, chilling rounds, storm spread.For example, ranged expertise can provide base and bonus acid damage. The three skills of bursting round, chilling round, and storm spread are now primarily toxic acid.
I’ve always wanted to create a ranged build with acid as the main deck in GD, but support is very limited. My suggestions are bound to have some shortcomings, but I hope they can provide some inspiration for you, the author. Thank you, and I wish you a happy weekend.
This isn’t how card drops work.
Each card drops from specific sources, allowing you to target-farm them when you’ve discovered a source. In the case that an enemy is capable of dropping more than one different card, the drops will not be exclusive; you could theoretically get all of an enemy’s card drops in one kill.
There is no case where seeing card X lessens your chance of seeing card Y.
I think this may also address your first point as well.
This one isn’t fixable (by me), and is probably connected to Zantai’s favorite bug of the Port Valbury merchant appearing randomly. Each time I patch this mod, Inusat (the smith for this mod) appears in a different spread of locations automatically. I believe, on the current patch, he is presently appearing in Deadman’s Gulch.
However, I still have not experienced an inability to summon him, despite a few hours of testing.
I’ll consider your weapon suggestion; it echoes another user’s feedback that there isn’t enough ranged acid support.
To be fair to Ceno and the other mod creators, a single weapon does not a build make. You need equipment that supports both classes and allows you to reach the breakpoints you need in critical passives. and if you don’t have jewelry / equipment slots that give +skills to those specific bonuses, you won’t be able to make a decent build, even if the one weapon gives you everything you need.
For example, here is a one-handed ranged weapon that is designed for Acid Inquisitor: Ugdenbog Venom Launcher - Items - Grim Dawn Item Database
It gives global Elemental to Acid conversion, so you technically can use Inquisitor’s WPS with it. However, it’s tied to playing with an Occultist, so no DWAR like Acid Righteous Fervor and good luck getting points to your favorite WPS that also does Acid damage.
That’s why sets are the common go-to to fix this sort of problem; it gives you the necessary skill points so that you can place a few other equipment pieces here and there to cap the skills you really need to cap. That can’t be solved with just a single weapon slot.
Thanks for your reply, but it’s confusing, especially due to the translation issue. I’m not very technically savvy, and my vision isn’t about adding new abilities, but rather converting existing abilities to new damage types. I’m not talking about creating new abilities, but rather changing them. Think of Dawn of Masteries, which had 56 specializations but essentially just converted existing abilities, creating a completely new gameplay experience for players. Please forgive me if I’m wrong.
Even with the translation barrier, I understood what you said. I’ll use a specific example to better clarify what I’m saying. Let’s use Oathkeeper + Inquisitor since Oathkeeper has Righteous Fervor that can be converted to Acid.
In order for a ranged pistol build to work, you would need, at a minimum:
- Enough points in Righteous Fervor to at least reach 24/16.
- Points in some combination of Bursting Round, Chilling Rounds, Storm Spread, and Smite so that Righteous Fervor can do a reasonable amount of damage.
- Global conversion from Elemental / Pierce to Acid or a modifier that says “100% Elemental to Acid conversion to Bursting Round” or something similar.
- A good number of equipment pieces that give “+all skills to Oathkeeper” or “+all skills to Inquisitor” that also give Acid damage.
If you look at Grimtools and search for “to Storm Spread,” for example, there are zero items that are remotely related to Acid damage. The biggest limiting factor this game has is that you only have so many skill points and numerous skills you need to use in order for your build to both do damage and survive tough bosses.
Even if Ceno were to make the absolute perfect weapon that would give all those things, the build would still likely be a disappointment since there simply isn’t enough Acid support for Inquisitor. Hence I suggested a 4-pc set that would at least help in some of those areas.
I see. You mean it’s difficult for a single weapon to support a complete build, requiring the support of a set? I originally thought you meant it was technically impossible. Thank you for your detailed explanation.