Hey! I wouldn’t mind it being on the OP at all, I’m glad you liked it.
I’m happy to see that what small problems I did have with the mod are being fixed!
Best of luck.
Hey! I wouldn’t mind it being on the OP at all, I’m glad you liked it.
I’m happy to see that what small problems I did have with the mod are being fixed!
Best of luck.
Thank you so much! The mod sounds amazing! I’m currently waiting for the update in the end of the month to play, can’t wait ^^ (don’t want to rush you tho) hahah
Just checking in to see how’s the work on the mod going?
Update 8: Relaunch
4+ New Locations / 16 New Environments
New Location — A Dream
You take a short nap and dream about a somewhat familiar place.
New Location — Devotion
Devotion is the central location from where you can access each of the six unique Devotion Dungeons.
New Location — Devotion Dungeons
All Devotion Shrines are hidden inside these dungeons, and each one offers you a new challenge to overcome.
Adventurous Cavern
Choose-Your-Own-Adventure through a dialog with over 3500 words.
Sacred Halls
Cold Ruins
Run through spikes!
Illusionary Dungeon
Find the actual shrines.
Overrun Fields
Clear the area and face the final encounter.
Scorched Grounds
Survive all waves — but with a twist! Each wave will spawn after a certain time, even if the previous wave still exists. If a wave is cleared, a torch will light up.
New Location — Siegmar’s Landing / Faction Centre
For whatever reason, all Faction Merchants are gathered here.
New Location — Siegmar’s Challenge / Faction Arena (Rogue-Like Dungeon)
A new Rogue-Like Dungeon that is split up into three different parts. Fight through small arenas against many random encounters until you eventually arrive at the final arena to battle one - or maybe two - boss(es). Each part increases in difficulty and the path leading to its end is at least a bit randomized. For an extra challenge, you may also take on the Time Challenge by completing each part in a timely manner.
Part I
Part II
Part III
New Location — Sanctuary (Rogue-Like Dungeon)
The entrance to this new Rogue-Like Dungeon is hidden away near the Entrance to the Catacombs. Vanishing Keys are scattered around the dungeon and required to unlock tiered reward areas. And if you feel like it, you may as well curse yourself.
Swampy Graves
Thick Forest
Fields
Sanctuary
Reworked Existing Location — Nehada Desert & Ancient Ruins
Visually fully reworked the whole area.
New Mechanics
Read more about these mechanics here!
New Quests
Reworked Quest Rewards
New Items
A New Soundtrack (10+ titles)
Changes to Existing Environments
Changes to Existing Content
And countless other minor changes . . .
I want to sincerely apologize for the silence. Besides being burned out, I also had other things to deal with first. Fortunately, I had quite some surge of motivation, so I got back on it. Again, I’m really sorry for whoever anticipated an update of the mod.
A full play-through on Normal should now take 7 to 10 hours. I think I might have overtuned the difficulty of some parts, so feedback about this would be appreciated.
I’m also considering porting all my environments over to the main campaign. They would act as new Rogue-Like Dungeons that you can find randomly in the world. Rewards will be tuned down to match the rest of the game. Currently counting them I come up to potentially 15 new dungeons — so ~2 per act, but I would probably scatter them more around the starting acts than the later ones. This would be a completely new mod that expands the main game.
That’s all. Enjoy playing.
Patch 1
New Location — Underground Fortress (Extension)
This is a really small hub where you can find several merchants that sell each available Legendary Item (High-Level) in the game. The area has an entrance fee of 750 000 Iron Bits and 5 Skeleton Keys — and the average price for each item scales to roughly 300 000 Iron Bits. You need to be level 85 to access it.
Unfortunately I realised that adding all Epic Items would take way too long and probably require me to add more than 10 new merchants (to overall 18). So I will leave them out. This also means that a Level 100 Play-Through doesn’t make much sense anymore if you can’t buy proper equipment, therefore I might scrap my plans for it.
Difficulty Merits
You get Difficulty Merits as a reward upon completion of this mod. You could now level a character through Normal and Elite, take the merit(s), then switch over to the main campaign and continue playing on Ultimate the way you normally would do.
You can get a merit only once per play-through. Normal gets you one to skip Normal; Elite gets you one to skip Normal and Elite. The merit does not work for Nydiamar.
Do not use the Difficulty Merit while being in Nydiamar — it won’t work and will be wasted!
Keep in mind that you will end up with more Attribute and Skill Points than intended. Nydiamar gets you (in case you complete everything) the same amount of points as the main campaign (doing every quest). You might end up with 8 Attribute and 11 Skill Points more than you should.
You will also lose all Nydiamar specific items, and therefore won’t be able to play this mod again with the same character.
Other Changes
Patch can be played with characters created in Update 8.
Excellent mod, love the environment atmosphere.
I find it difficult at times with pathfinding and I’m not sure if it’s a design choice but the lack of stars (or other marker) for the quest objectives (particularly when they’re not far away) is frustrating.
Thanks for your hard work.
I agree! Gonna release a small patch tomorrow that will add them (Quest & Entrance Makers). I tried adding them once a long time ago but did not get them to work. Somehow figured it out now.
Patch 2
Quest & Entrance Markers
Entrances are now marked on your map (where it makes sense). Some quests now have Quest Markers — not all objectives are marked, only the ones that might be hard to find. Unfortunately you still need to get quite close to them to appear.
I might add Point of Interests with an unique marker in the future that marks locations like the crater in Snowy Landscape or the hidden pathway in the Tomb.
That’s all.
Patch can be played with characters created in Update 8.
Patch 3
Monster Totems
Most areas now spawn the newly added Monster Totems.
Other Changes
This will be the final update for a while — I think the mod is now in a really good spot to be enjoyed. I hope some more people give it a try, tho.
Patch can be played with characters created in Update 8.
I’m enjoying Nydiamar very much! I’m finding a lot of the puzzles quite challenging, as many of them have no indication of how to actually solve them from what I encountered- Elements took me far, far too long and eventually I just resorted to potion spamming my way through (I assume I just had to avoid stuff? but hitboxes were almost impossible to read), and I’m currently stuck in the Tomb (got the fake ashes and can’t find the real ones).
Faction dungeon is super cool, and the music is great. I’m finding it an odd combination of relaxing and engaging, which are two words I would not use describing Grim Dawn!
Just wanted to let you know that people ARE finding your work, and enjoying it greatly!
Great to hear that you are enjoying it!
I think even when following the correct “path” you could not make it without taking any damage, so using your constitution or a few potions is required. When eventually doing the Devotion Dungeon with the Elements theme, just run straight to the clear ground-tiles, use your constitution to heal up, then continue.
There’s a hidden pathway behind the large memorial. I added a Point of Interest in Patch 3 which marks it on your map. To open it up you need to interact with one of the torches (the one that’s not lit) on the side. You might need to rotate the camera to spot it. But completing the quest with the wrong ashes might yield you even better rewards, depending on what you want — Loot or Experience.
By the way, if the mod gets too difficult or frustrating, you could always enable the Nydar Mode. I actually needed it myself when testing Ultimate.
So many great mods that i overlook some sometimes.I don’t have much time.I do at the moment though.I broke a rib on Wednesday but mostly recovering btw it hurts like hell for anyone that wants to know
So when you say to make a new save file for every new version of the mod do you mean we’d need a new character for every update to the mod we install?
No, all recently released patches do not require a new character. I just wanted to make sure that people won’t use a character created from before Update 8. These won’t work, since the update changed nearly everything.
Besides that, all future updates also won’t require new characters as well.
Anyone know if there is a way to play both this mod and dawn of masteries together?
You can only play one mod at a time, and the char should generally be exclusive to that one mod too (in this case definitely)
Thank you for your reply! I was confused.
Just to get back to this a second.
I plan to port my environments over to the main campaign, as in 15+ new Rogue-Like dungeons you can randomly encounter. When doing this, I will try to clean up the source a bit, so only the necessary files are changed. Basically I will only change the campaign map, nothing else — to keep the experience “vanilla”.
This might make it possible to merge the mod with others, as long as a source and the permission from the author is given. But right now, there’s unfortunately no way.
That sounds awesome