Hi, even though you can theoretically have your character at level 200, the enemies donât seem to follow your progression and instead use region scaling which causes them to have a maximum level, this seems to hinder progression a lot.
Could the game be patched like smash and grab does so that enemy levels scale with your level?
I assume this is playing with Grim Dawn 1.1.9.8 version? So, what you are saying is that enemies levels do not scale as they should (i.e. when compared to a character at level below 100)?
You are right in your analysis that enemies uses region level scaling: This is the method I used to enforce having mobs above level 100 wherever the player is on the map. Now, I do believe that Crate, in version 1.2.0.0, implemented proper enemies scaling and, from what I understand, even above level 100. So the mechanism I used in EU Lite Mod might no longer be relevant.
I am in the process of updating GD-DPS and EU Lite Mod to support GD 1.2.0.0 properly. In the meantime, if you have suggestions on how the level scaling should be done, feel free to further comment on this subject. Note that I am going to look at the mod âsmash and grabâ to see how it workâŠ
It turns out that if you change the difficulty to ultimate already the scaling is much more lenient on you, it doesnât matter anymore.
As you may know Dawn of Masteries is dead, including Grimarillion as well, in the case of GD-DPS, the installation now deletes 47 files that prevent the system from booting and when running the test the .exe x32 of the game becomes unable to boot.
I found this out by experimenting with your program to see if it was functional in the current version, not working I looked for the option to verify files on Steam and that was the result
I no longer have suggestions about the mod, all the problems that existed have been solved by the update, my old suggestions were to modify the scaling of the mods to scale by level and not by zones and to suggest that the factions gain or lose points faster because you ran out of farming zones.
Your mod is the best I have ever seen and I canât wait for the update, do you plan to upload a tutorial on how to use it properly? After hours of using it I learned that you can change the AHK whenever you want and not only in the installation but I donât understand what else you can do or how to do it.
Work on an update that support Grim Dawn version 1.2.0.2 as begun is completed!
Progress : 101%
Done:
Setup GD-DPS development environment with Grim Dawn version 1.2.0.x.
Update core GD-DPS functionalities to support the new version of GD. Including code scaffolding to support âFang of Asterkarnâ in the near future.
Complete analysis of the 1.2.0.x datasets compared to the 1.1.9.8 datasets to determine modified files. There are more than 11,000 of them⊠So yes, this is a big update indeed!
Check âEU Lite MODâ scripts for potential problems with Grim Dawn version 1.2.0.x. Scripts adaptation and polishing are done. All scripts are functional with GD 1.2.0.x.
Patching support for âDawn of Masteriesâ.
Repack all packages with updated timestamps on files.
Included the customized world .SD file as well as all related âworld levelsâ sound fixes from previous EU Lite MOD version.
Thanks again for the Galenmacil mod, plus coupled with Dawn of mastery itâs just pure fun, I wish you good luck because adapting the mod to 1.2.0 is an arduous task
For âEpicâ and âLegendaryâ items, the big picture is this:
Each item gets a base definition with fixed stats and player level requirement. An item in that context can be any piece of equipment, weapons, crafting materials, consumables, etc.
Each items is âlistedâ in a âloot tableâ with each item in that table receiving a âweightâ that determine how likely each item gets to be picked from that list. Note that there are many loot tables for different items category and that an item can appear in more than one table with different weight each time.
These loot tables in turns get added to âmaster tablesâ. Again, each loot tables can be assigned to different master tables with, possibly, different weight distribution. These âmaster tablesâ gets associated with different monster types, difficulty levels, chests, quests rewards and so on and so forthâŠ
Thatâs the basics. I never could figure out exactly the precise mechanisms involved. For example, I do not know the answer to such a question as âhow do I increase the chances for [enter item name part of a set here] to drop?â
In the broader context of item drops I experimented a bit with how to adjust âaffixesâ generating for item above a certain level which is another ball game completely. Affixes do not concern epic and legendary items and they have theirs own separate mechanic.
Ok, sounds that is too much easy change the difficult to Ultimate than modify the loot rate
Iâm trying to use the two mechanincs of smash and grab implement. The experience equation is easy, it use the same but close the equation and divide in 7
Iâm playing the updated version and the only problem playing with the new version of DoM itâs visual glitch that cause the potion and evade icons are missing