[MOD] Grim Dawn: Eternal

Grim Dawn: Eternal

Eternal mod is a map where you fight the waves of monsters. Each next wave contains stronger monsters and will be more difficult to defeat.

Features

  • Fight classic Grim Dawn monsters and bosses along with new ones
  • Earn chests for the hero kills
  • Earn Devotion Shrines for the waves completed
  • Earn one-shot chest reward after a boss kill
  • After a boss kill you are rewarded with a skill point and an inventory bag
  • Defeat all the waves to be able to use one-shot chests and Devotion Shrines again.
  • Unlimited character progression

General Information
You spawn at the safe location near a cultist camp that has all the vital NPCs for your needs.

Use Summoning Stone to start fighting the wave. You will not be able to leave the room until you defeat all the monsters or die.

If you died you will need to use a Cleansing Sphere to start again from the wave 1 or from the last checkpoint if you have it unlocked.

Number of waves is 45. At the last wave you will have 7 one-shot chests and 22 Devotion Shrine uses in total.

Chests
After a hero or a boss monster dies, the chest will be spawned near the Summoning Stone. It will not despawn until you start a new wave.

If you forgot to use one-shot boss chest or used it, the chest will not spawn until you clear all waves. A hero monster chest will be spawned instead. Hero monster chests are always spawning after a hero kill.

Devotion Shrines
Each even numbered wave will spawn a Devotion Shrine. If you forgot to use one, you may go back by using a checkpoint and clear the wave again. Shrines are one-shot but you will be able to use them again after you use a Time Warp. Devotion shrine may also award you with a skill or an attribute point.

Difficulty
This mod is designed for the new characters and provides fair difficulty. You may die on the initial stages until you get decent equipment.

Difficulty will be increased later.

Checkpoints
You may change the wave you will summon next (can not be cancelled). It functions like a checkpoint. After you use a Time Warp, all checkpoints are earsed.

Challenging the Gods
The Gods have awoken! Challenge the Lower Pantheon and Pantheon after defeating the final wave.
Each of the Gods represents a unique boss monster. Most of them will not need any minions to destroy you.
Godly forgery: For each Pantheon defeated you are now able to obtain one item of tremendous power (crafted via anvil)

  • Godly items will disappear if you carry them into the other world without merging database properly.

Gods content is designed mainly for non-hardcore top build high level (85) characters with aguments and legendaries.

Ascending
After defeating Wave 45 you will have ability to use Ascension instead of Time Warp. Purpose is exactly the same, to earse all checkpoints and start from the wave 1 but enemy creatures will become much stronger.
Current Ascention limit: 1

Recommended only for characters who defeated Pantheon Gods.

Enjoy!

Download
Installer
Grim Dawn Eternal Updater
You need to download installer only once. It will check for installer/mod updates at every launch.
During the installation process you will have two options:

  • Install Classic Eternal
  • Install Merged Eternal GoodCornStasher (description below)

After succesful installation launch Grim Dawn and select Eternal Mod in the Custom Maps.

Merged Version
EternalGoodCornStasher (Merged with a Cornucopia v0.3.2 mod by Ceno, Good-looking MOD by Grim Dawg and Stasher v4 mod by rorschachrev)*
Special thanks to the mods creators.

Direct Links
Eternal Classic
Eternal GoodCornStasher (Merged)

    • characters will not be compatible with: Main Campaign and Classic Eternal (YOU WILL LOSE SKILLPOINTS AND CONSTELLATIONS)
      P.S: DAIL is another mod. If you are using DAIL version, please post everything related to it here.

Mod is open source. You may do with it whatever you like, post anywhere and etc. Just do not forget to mention me or even link to this thread :slight_smile:

Attachment: Untitled.png

Version History
Version 0.980 [12/29/2016]

  • Ancient Heart price increased
  • Blood of Ch’thon price increased
  • Tainted Brain price increased
  • Cornucopia updated to v0.3.2 (Merged)
  • Wave rewards adjusted
  • Champion spawn chance increased
  • Champion spawn amount increased
  • Wave enemies amount increased

Older patch notes[spoiler]
Version 0.977 [7/29/2016]

  • Fury General fixed
  • Cornucopia updated to 3.1 (Merged)

Version 0.976 [6/11/2016]

  • Gods death crash fix (Eventually…)
  • Cornucopia updated (Merged)

Version 0.975 [6/10/2016]

  • Gods death crash fix
  • Various +skills fixes in merged version

Version 0.974 [6/8/2016]

  • Ascension fix
  • Door fix

Version 0.973 [6/7/2016]

  • Spawn fix

Version 0.972 [6/7/2016]

  • Zaul Kahn’s crystal summon fix
  • Haruns spells fix
  • Pantheon items are available!
  • Ascension added after defeating wave 45
  • Ascention will greatly increase game difficulty until you decide to descend
  • Current Ascension limit: 1

Version 0.971 [6/6/2016]

  • Sabrina revamp
  • Door fix
  • Pantheon is now available! (yet no godly items for the Pantheon)
  • Gods resistances are bumped up, now they are fairly strong

Version 0.970 [6/5/2016]

  • Godly items overhaul: Now every item gives a unique godly skill.

Version 0.969 [6/5/2016]

  • Gods death fix
  • Gods resistances fix

Version 0.968 [6/5/2016]

  • Starting character fix
  • Aria, Lady Devourer fixed
  • Launcher update

Version 0.967 [6/3/2016]

  • Multiplayer faction fix
  • Godly forgery: For each Pantheon defeated you are now able to obtain one item of tremendous power (crafted via anvil)*
    *Godly weapons will disappear if you carry them into other world without merging database properly.

Version 0.966 [6/3/2016]

  • Essence of Skill removed from merchant
  • Salazars Soverein Blade added to the merchant

Version 0.965 [6/3/2016]

  • Aether Soul added to the Alchemist
  • Elite/Ultimate rewards adjustments
  • Devotion Shrines have a chance to award player with a skill or an attribute point, allowing unlimited progression
  • Groble waves difficulty increased
  • God loot fix

Version 0.964 [6/1/2016]

  • New merchant with faction items (level 70+)
  • New merchant also sells Spectral Longsword and Troll Bonecrusher
  • Notification size increased (making it smaller will cause font distortion effects)

Version 0.963 [5/31/2016]

  • Elite/Ultimate bug fixes
  • Elite/Ultimate difficulty increased
  • Monster spawn decreased
  • Notification size decreased

Version 0.962 [5/31/2016]

  • New notification style
  • New clear time ranks (idea by Zaknafein)
  • Clear time xp rebalanced
  • Clear time record tracking (idea by Zaknafein)

Version 0.961 [5/31/2016]

  • Alchemist also sells oils
  • Enchanter moved
  • Price adjustments
  • Good-looking mod fix (merged only)

Version 0.96 [5/31/2016]

  • Price adjustments
  • Enchanter now sells aguments

Version 0.95 [5/31/2016]

  • Alchemist rework (now also sells aguments)
  • Ghost merchant rework
  • Number of monsters in the wave greatly increased
  • Hero spawn count increased

Version 0.9 [5/30/2016]

  • Alchemist is back
  • Boss waves now have separate reward timer
  • Lower Pantheon of the Gods added

Version 0.893 [5/29/2016]

  • Alchemist removed (temporary)

Version 0.892 [5/29/2016]

  • Script optimization
  • Wave 40-45 difficulty increased

Version 0.88 [5/29/2016]

  • Imyron no longer sells materials
  • New merchant with materials added
  • Fixed last wave level

Version 0.85 [5/28/2016]

  • Multi chest bug fixed on veteran difficulty
  • Spawn random wave added
  • More components added to the Imyron

Version 0.84 [5/28/2016]

  • Kymon’s Chosen and Necromancers factions fix (will set you nemesis)
  • 5 new waves added

Version 0.82 [5/27/2016]

  • 5 new waves added

Version 0.8 [5/26/2016]

  • Wave clear time display (idea by Zaknafein)
  • Iron and experience rewards per wave based on clear time
  • Tallinn moved closer to the entrance
  • Potion costs increased
  • Groble waves amount reduced to 5
  • 5 new waves added

Version 0.74 [5/25/2016]

  • Garminix regeneration aura nerf (levels 1,2,3)
  • Gastris damage nerfed (levels 1,2,3)
  • Terrain fix attempt
  • Despawned via Cleansing Sphere bosses and heroes will spawn again
  • Devotion Shrine moved

Version 0.7 [5/24/2016]

  • 5 New waves added
  • Various script fixes

Version 0.6 [5/24/2016]

  • Enemy’s summons are properly despawned
  • Lord Ak’lorash now sells various random blueprints (not only relics)
  • Riftgate targeting removed
  • Hero spawns variaty added
  • New music layer

Version 0.5 [5/23/2016]

  • Minor map changes
  • Tallinn’s dialogue expanded
  • Obsidian door fixed (jiaco thanks for the tip)
  • Imyron moved closer to the enterance
  • Imyron sells unlimited aether crystals
  • Merrik ~ Swift XP Reward increased
  • If you missed the shrine it will spawn again on the wave you missed it (no need to complete the final wave to reclaim it)
  • Checkpoint tracking quest added (idea by Tallinn)
  • Lighting is dark again

Version 0.4 [5/22/2016]

  • Scale of the portal frame adjusted
  • Initial spawns loot tables adjusted
  • Summoning Stone moved
  • Checkpoint alerts added
  • NPC with tooltips added

Version 0.3 [5/22/2016]

  • Cheaper potions
  • Casual lighting

Version 0.2 [5/22/2016]

  • Added dynamite and aether crystals to Imyron
  • Cronley’s Gang Executioner charge ability revamped
  • Cook added to the camp
  • Checkpoints added (cleared after defeating the final wave)
  • 10 new waves added
  • Player recieves health/energy potions and iron bits at start

Version 0.1

  • Initial release [5/21/2016]
    [/spoiler]

Fun mod and I enjoy the concept.

Few things I noticed:
-Lighting could be improved somewhat.
-Can’t gain access to aether crystals and gaining iron and sometimes scrap / certain components is a bit challenging.

Pretty fun I got to wave 19 on veteran (if that makes a difference) dying once at level 10 on the warden and once at level 19. My biggest issue was just the lack of spirit potions early on. It was annoying to have to kite. Every time you die you have to restart from level 1. would you be able to implement something to skip waves? I can see it becoming quite a time sink if you die and have to go through all the waves again, especially if you add more waves. Other than that it was pretty fun!

this is really well done !. i kind of want to make a alternate mod pack with my current compilation + this as an alternative for leveling the extra masteries i added. I have a feeling your eternal mod is going to get more exciting.

I noticed you included your working folder (thanks for that chance to learn more !). Can I use your stuff If i give you credit?

either way, you have upped the ante. Crate’s “Survival” mode will have to compete with your mod :smiley:

nice job, my suggestions:

  • walkthrough about ~2hrs
  • less trash
  • dismantling NPC
  • more experience (for receive 85 lvl)
  • more devotion shrines
  • may be 55 waves (50 for reach 85 lvl and 50 Devotions and last 5 final challenge)

Great mod :slight_smile:

Looking forward to follow the development of this mod :slight_smile:

I don’t know if you thought about it and decided not to implant it but maybe you could consider to add the cook NPC to the cultist camp for the possibility to get full constitution between each wave.

Thanks for replies guys!

They are very rare right now because of current monster sets. But I will add them to the vendor along with other materia.

Yea, actually I tought about that. I will add a ‘check point’ every 5 levels.

Sure.

I have no ideas about trash right now. But walkthrough will be near two hours with 55 waves. If not - I will do something about that. You have a dismantling NPC (inventor) in the cultist camp.
Devotion Shrine every level is kinda weird (too easy) I guess. I never planned this one as a single playthrough mod, where you can get level 85 within 2 hours.

Oh just forgot about the cook! Thanks for advice.

Update deployed.

Where i can use checkpoint?

I really enjoyed this mod…looking forward to future updates.
My feedback:
1/ I agree with earlier poster the lighting is a bit dark, i had to turn up the in game gamma but then UI elements/inventory were too bright.
2/ There are some objects in the battle area that obscure vision. Any way to remove those (the biggest one for me is around the 7 o’clock position roughly)
3/ I find getting coin is hard. Is this intentional? e.g. should I be crafting rather than trying to buy from vendor? Would also love if potions were a bit cheaper given limited funds.

Thanks

  1. I am using original GD Void lightning. If you guys really dont like it I will add a new one.

  2. Actually I thought that is a bad idea but after a bit testing I found it interesting because things are not that easy because sometimes you (or your vision) gets blocked. (Especially when you are just circling around, while your summons doing the job).

  3. Potions will become cheaper but it will be perrty hard for me to balance bits problem, because I had about 20-30k eventually after playing only for a half an hour. (Without selling blues).

  1. I am using original GD Void lightning. If you guys really dont like it I will add a new one.

I agree on what others said. Not that I don’t like it but it’s a bit too dark to orientate around :slight_smile:

New update deployed.

Awesome… I’ll be sure to try it out.

You mentioned having 20-30K after 30 mins… that’s a lot more that I had! :slight_smile: I was playing Demo with stun jacks for AoE. Haven’t tried using Summons yet. I wasn’t going very quickly or anything but i got to level 15 in about an hour (died twice). Maybe had 3K gold by the end. Normal difficulty.

As I said casual summoner (occult+shaman) is very overpowered. You do not even need a normal build for it. Just pick occult and go for a hellhound. Max hh and then go for shamans briarthorn. And after that go for Bounds of Bysmiel.

Check out Depravities streaming this mod now.

OMG, I am not able to survive the first three rounds :-), rotten soldiers hit like a truck…anyway like the challange, thx for a mod

I bumped game up to Veteran and found loot drops much better and I couldn’t really tell difference in difficulty. I think that solves my gold issue… up to 15K after about 20 mins :slight_smile:

I’m purposely avoiding summoner since I played that to death in main game. Just trying out different combos. But I think for this mod you need good AoE/some way to deal with hordes of lovely mobs!

Some more feedback
1/ I find I die mostly if I get surrounded by mobs/stuck on something and can’t move. Not saying having spots like that on the map aren’t bad idea but may be source of frustration to some players.
2/ Minor nuisance. Can we move the pillar that activates the waves more to the door area? I find there is often loot dropped near it and I get the ‘talk’ icon instead of pickup loot.
3/ Can you add objective text to say reach X level to unlock save spot. I know you put it in the forum but maybe good to have reminder in game too.
4/ The bottom pillar is a bit OP vs ranged mobs. I find if I stand behind it ranged mobs just shoot into the other side and I can heal up. Maybe that is intentional, no worries if it is :slight_smile:
5/ Would it be good idea to say which type of mobs are coming in next wave so you know for resists etc? Or is that part of the fun not knowing. I imagine at higher levels you may need to gear for particular resistances etc.

Keep up good work and thanks for the mod.

Nice ideas! Thanks for your feedback, I will be implementing them.