awesome classes and skills but impossible to play.
nice.
Any plans to update the mod to be compatible with Ashes of Malmouth? Thanks for the work you have done, great mod.
Umm… iunno … iv been working on the mod off and on for the expansion… i got mob density all set… the stash working… the general game aspects and tweaks … just no class re-balancing … or CTFX’s classes in there … so if you want to try it out with the base classes… and what not… sure i can add a base version … but it wont be compatible with previous chars… and it probably never will since im gonna rework the classes back to what the older version had… but they are just going to overwrite the main ones… instead of creating new files for every tweak i do… character wise… since thats how it was when we couldnt overwrite base files last year in may >.<
https://www.sendspace.com/file/09eqgo
Use at your own risk … since it is not compatible with older chars… works perfectly fine otherwise… have some of necromancer and inquisitor changes implemented .
Thanks, I think I will wait for a more complete version. Its good to know you are working on it. As always, thanks for your modding.
very good job
Hello.
I got a problem, i am using ur mod and i must say that i really like the changes that u have made.
the problem that i have is that when i grab devotion shrines i don’t get points for them it says that i have 1/1 devotion points.
Is this a bug that more people have or am i doing something wrong?
I posted this in the bug section on moddb, but you hadn’t been active since you posted 1.008c. The monk can’t use the cenobite’s skills which claim fists or melee weapon as required. (Defensive Stance for example). Only a melee weapon works, even though the fist is mentioned as a legitimate option.
I’d really love to play a Monk-Cenobite tank, but am unable to do the Fist-Shield build I’d like to do, which would have Defensive Stance as one of the key abilities.
Since this is a bug and not a balance request, I hope you would consider taking the time to investigate it and hopefully figure it out for a future release.
Take care and thank you for the mod. I’ve had some good times with it.
-Harmon
Been updated for AoM … an will work even if i leave for the next expansion as well… and because of this CTFX’s classes have been removed… but alot of other stuff has been reworked… and added as well… ill let you guys play around with it … since iv been playing it off and on for the past couple of weeks myself… and enjoyed it alot… was a mod pretty much for me to have fun with… i want to leave it in a state that works in the future as well
Cannot believe I only just found this. A mod with an actual chain lightning skill. Still wish it functioned like a normal projectile (didn’t require a target), but I’ll take what I can get. At least it has an actual range.
Hello guys.
I have no experience with modding and the question i am going to ask is related with the Monk class wich is no longer avaible .
How can i extract(or something like that) the monk class and the monk items from the last version that has it and use it in the vanilla or other mod?
Two days ago i saw a video wth the monk class and i wanted so much to create a build using it especially for the fist fights .
The class works fine but the problem with the update(AOM) is that the rest of the things like devotions ,ilusionist and some other things do not work .
BTW the mod looks interesting but i stopped playing when i opened the devotions window and there was 1/1 when i had 2 shrines restored .
I hope that you will fix it and not abandon the classes
.
Not sure what version your using but the devotion points are fixed … everything seems to be doing fine in the latest version… and CTFX’s classes havent been updated … and don’t seem to be working as intended after the expansion… so i just started over without them… sucks… but also had the intention that since i don’t really do modding much anymore… if i just flat out abandon the mod… it will work with future grim dawn updates… and expansions… and not have to worry about the new classes not being available when they are released … if i just left this how it was.
If your downloading from the optional mod site… it does say it might not be up to date… since i don’t really go there and do much atm
Sorry, the version i had was out of date like you said .
I know its time consuming to fix the classes after every major update of the game but the monk class is unique and fun to play that is why i would apreciate if you keep it and work on it.
GD engine has limitations and i did not expected a class like the monk (the kicks and puches are not that spectacular but the class has something special) .
Most of us want stuff like teleport, cool jumping skills,bows for some classes, and some other stuff that GD can not provide because of the limitations,.
Ty for your attention.
I can’t open the Ancient Grove Gate with a skeleton key in my inventory. There is supposed to be a boss manticore at the door, something in this mod is not spawning the boss properly. Cataclysm redone had the same issue and is fixed now, could ask over there for solution if needed.
Problem fixed … was a issue with keeping old data from before the expansion … apparently there was a file named the same thing … but much bigger… that didn’t have a proper spawn… the expansion manticore is placed where it should be… and the door now opens… hes also buffed … because i can… lol
Thanks for the quick fix, I noticed a few more minor problems:
The mod description says you changed attribute points to 2 per level, adding +4 to an attribute. This would give the same amount of +attribute per level as vanilla. However it seems we actually get 2 attribute points at +3 per point. That is about -200 attribute points over 100 levels. I would also add that the only thing breaking up the attribute points really does is make the ones you get from the campaign worth less.
Also not all shrines are unlocked in ultimate (maybe elite too). Act 1 ultimate I think are all unlocked, but acts 2 & 3 are definitely missing some shrines. I haven’t reached acts 5 & 6 in ultimate yet.
I also remember act 5 in veteran difficulty had level locked enemies in the 70- 80 range.
Mmm yeah alot of the description wasn’t really updated with the changes that came with makeing the mod work with the expansion… and future xpacs and or content updates… the attributes were lowered since you gain a fair amount from the bonus skill points going up the tree… alot of the shrines arnt active anymore… expecially in malmouth… you can gain a fair amount bonus that i never stated in patch notes on the modgrogen shrine… which gives a total of 5 devotion points for the quest and shrine together… and as for the levels being capped … i probably overlooked … if you meant ashes of malmouth (act 5) since the base game only had 4 acts… soo that probably won’t change anytime soon since i haven’t worked on the mod since May.
Edit: Also forgot to add there is a couple of shrines that give bonus devotion points … off the beaten path… like the witch gods temple. Another point is i stopped working on the mod… since i was planning on doing alot of skill overhauls and building lots of sets that change how devotions or base skills function… but sadly i only did a couple … and the PSEditor literally doesn’t work for me … so yeah lol…
And if you want you can post it as a bug in the bug tab on nexus … for if i get around to it later… it would be a good reference point for later.
I was wondering how I came in over the shrine count in devotion points in Veteran.
Edit:
Done.
I’m not sure that is the best design choice. I would consider looking at the mastery ranks over 50 as a bonus, as players (including myself) may not feel investing in mastery over 50 is worth it in all cases. And lowering the overall attribute points (including level 100, and mastery 50) really hurts the character, especially in the ability to equip items.
Thanks for the Mod! I been liking it a lot. It has a perfect density for bosses but not overkill like grimmest with trash mobs. Thank you also for the Devotion increase.
I am curious is this open source? I would like to tweak it a little and maybe even add more devotions.
Of course I am not interested in releasing a altered Grim Legion Mod to public at all. It is just for personal use.
Yeah go ahead and edit and add whatever you want… i mostly did this mod for me… and what i wanted out of the game… so do what you wish for your own experience