V2.1 Has been released:
it reverts the added Shopitems change since the game froze in wightmire in V2.
My changes were altering numbers , perfectly fine, no missed commas or anything.
- but the game takes seconds to make items and apparently that is why the rover shop in the region froze the game to death when approaching.
@Crate please fix the item generation, it is really not sanely coded. Taking seconds on modern cpus serves no purpose now.
Grim Dawg
glad you were able to use CE, this will help tremendously in giving options to players without compiling tens of versions. It is also applicable to normal gameplay, so you could set changes like max stacksize, zoom and so on without my mod.
Though the V2+ CE table has a runspeedcap mod, so you can set this to any value you want, please try that,too.
legendary and epic items were already creatable with gdstash and other tools like it, so i figured people knew, thanks for the note, I will add to the first post on the next release when i rewrite the intro again.
short note to you and everyone else, these affix added epic and legendary items will break the balance of the game tremendously, especially once you only wear only those items.
I noticed that back when i decked myself out with such gear at release.
as context to runspeed breaking balance, cough
switchkill88
http://cheatengine.org/downloads.php
download this, install, and drag the table onto the shortcut on your desktop, click on the green framed blinking button, open grim dawn and attach to it. then you can just use any option you want.
please enable options once the main menu has loaded, and not while the game is running, as that may in rare cases have sideeffects,
If there is more CE usage you need help with please ask in their forums or in these.
thedarkbobo:
The extra range does make things hard at ultimate, lol.
though how hard once you decked out your char with fully affixed legendary gear has yet to be seen.
Regarding your added zombies everywhere request, If you have not tried V2+ please do, the spawnrate has changed dramatically in it. not zombies but the maps are much more populated.
If the change in v2+ is not enough i can add more spawns, though zombies, would every else like that, too?
to me it seems that some could argue it breaks the theme of maps.
I’ll see if the change for mortal traps can be done.
blackwater cocktail, yes any skill is affected by either spellcastspeed or attackspeed mods, not sure if either or just one of the two though.
also not sure if i can make synergy effects, will keep it in mind though.
looking forward to your impressions.