Hi, even though you can theoretically have your character at level 200, the enemies don’t 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 126.96.36.199 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 188.8.131.52, 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 184.108.40.206 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 “smash and grab” to see how it work…
It turns out that if you change the difficulty to ultimate already the scaling is much more lenient on you, it doesn’t 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 can’t 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 don’t understand what else you can do or how to do it.
Ah… This is a tough one. I am not an expert on the matter sadly. Grim Dawn item drop system is quite occult to say the least.
TLDR resumé: You might be best to ask a modder who has experience implementing new items. Mamba, the creator of Dawn of Masteries, would be a good choice but there are many others…
For ‘Epic’ and ‘Legendary’ 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 ‘listed’ in a ‘loot table’ with each item in that table receiving a ‘weight’ 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 ‘master tables’. Again, each loot tables can be assigned to different master tables with, possibly, different weight distribution. These ‘master tables’ gets associated with different monster types, difficulty levels, chests, quests rewards and so on and so forth…
That’s 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 ‘how do I increase the chances for [enter item name part of a set here] to drop?’
In the broader context of item drops I experimented a bit with how to adjust ‘affixes’ 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.