[Mod] Nydiamar

Can’t think of any area that guarantees cultists. I somehow always ended up with some seals in my playthroughs, probably through loot from chests or the random encounters.
I will add the seals as drops to the Chthonic Crystals in the upcoming update, which might come very soon (as in a week or so). Enemy variety will also increase, so one might encounter them more frequently in the open then.

Oh adding them to the crystals would be a great idea! The lorshade mine seems to sometimes have a cultist hero, but that’s about all i can think of. I’m glad to hear there will be more enemy variety, I remember I was looking everywhere for a certain monster infrequent (fleshwarped defender) to eventually get it from a totem that spawned the monster I needed. It’s probably just about impossible to have every single monster type somewhere in the mod, but a little more diversity will definitely help!

I just installed this mod by unzipping the file into the mods folder for Grim Dawn. When I run the game and go to Custom game it comes up with Nydiamar - maptest and I am in an area called Prison and there seems to be no enemies or any way of getting off the prison.

Have I installed it incorrectly or is there something I am missing? Would love to try this mod out.

Sorry for replying late.

You installed it just fine! You are supposed to leave the room you start in (door is open). Walk around a bit until you get to the lectern.

Don’t get confused with the name “maptest”, I don’t think I can change it easily.

I’m an idiot! I thought it was a dead end but didn’t see I could carry on doh! Thanks.

Update 10

New Location — Depraved Ruins

Existing Depraved Ruins got expanded by two new areas!

Pits

Don’t trip!

Path Riddle

Find the correct path! Stepping on a wrong tile punishes you with a difficult encounter and resets the puzzle.

There is also a secret tile. Finding it rewards you two Skill Points. It is the only tile that has a 0 percent chance to be the next correct tile.

Reworked Existing Locations

Lorshade Mine

Expanded the area. Certain walls are now transparent, so you no longer need to rotate the camera to get a better view.

The Tomb

Added the Mini-Map to the area. Certain walls are now transparent. Increased Light Radius of the player character (4 meters to 9). Reduced the fog density of the ‘Foggy Room’, so the floor can now be seen. Added roaming enemies.

Changes to other locations:

  • Prelude: Reworked visuals
  • Siegmar’s Landing: Added Point of Interest about the area
  • Yamuna Forest: Removed trees to make it look less “crowded”; Changed lighting to be more “dreamy”
  • Hawton Path: Added planks to act as a bridge
  • Flooded Mountain Woods: Lowered cliffside blocking the view
  • Old Graveyard: Renamed to Weerhoalt Cementry; Renamed A Road to Weerhoalt Road; Added Point of Interest about the City of Weerhoalt
  • Catacombs: Renamed to Catacombs of Khueel; Lowered cliffside blocking the view
  • Transition: Renamed to Passage; Fixed ground texture

Updated World Map

Added several location names and repositioned the Riftgates.

Added Grim UI, an alternative user interface for Grim Dawn, created by JMD

Check out the mod page here. I have asked for permission to include it, since the UI is really well done and fits the mod!

Preview

The mod is optional and must be installed separately. Files (including the alternative UIs) are included in the download.


Changes to Existing Content

  • Added 8+ new Soundtracks! Examples:
  • Added 5 Cosmetic Pets, so you won’t feel so lonely — You get one for free, the others can be bought from the Special Merchant
  • Added a short prologue dialog for some exposition, as well as some dialog commenting your progress
  • Changed the tone of dialog and lore to a more serious one; Fixed some typos
  • Enabled the Dismantle option
  • Enabled the Transmute option
  • Added a Shovel, a Rake, and a Farmer Hat as new Leveling Items
    • Shovel and Rake grant an Experience Bonus of +75% each
    • Chance of 2% to trigger Farmers Might, which deals 5000% Main-Hand Damage
    • Wearing all three pieces grants a Set Bonus of +30% Movement Speed, -100% Reduction of Attribute Requirements, -100(%) Reduction of the Level Requirement
    • Can be acquired by a new short quest — Talk to the Filthy Peasant and get him some new pants
  • You now get 2 Devotion Points instead of 1 from Non-Battle Shrines
  • You now get 5 Devotion Points as a reward for reaching Level 10, and again for reaching Level 45 — You can now acquire up to 40 points from only Normal
  • Completing a Devotion Dungeon now rewards you 1 Attribute Point
  • You can now use your Personal Riftgate near the shrines in Illusionary Dungeon
  • Added Loot-Sphere (Blueprints Components)
    • Blueprint can be bought from the Special Merchant
    • Drops blueprints for components, including ones that can only be bought from Faction Merchants
    • Very high chance to drop blueprints required for early shrines
  • Faction Tickets can now be crafted
    • Blueprint can be bought from the Special Merchant
    • Requires a Skeleton Key, as well as other cheap components
  • Faction Tickets can now drop from certain Loot-Spheres
  • Changed the entry fee of Siegmar’s Challenge
    • The later parts are now drastically more expensive on lower difficulties, but cheaper on higher ones
    • The early parts are cheaper on lower difficulties, but get more expensive on higher ones
    • Reasoning

      Part II and III are supposed to be difficult, to be something the player has to grind or prepare for a bit to beat them, but playing on Normal trivializes them. I could have locked them to higher difficulties, but I don’t think anyone would bother to play up to Ultimate for only one dungeon, so you can still do them on Normal, but it will cost you a bit

  • Reduced the time you have to complete the Time Challenge in Siegmar’s Challenge
  • Reduced cooldown of Flying Kiss (from the I’m Attractive armor) from 360 seconds to 120
  • Ammunition for the Bomber can now be crafted
    • Blueprint can be acquired from Beauregard
    • Cost reduced from 250 000 Iron Bits to 100 000
    • Requires now additional components
  • Reduced the damage you receive from ground effects from 30% (4 ticks to kill) to 20% (5+ ticks to kill)
  • Increased amount of Dynamite required for Treasure Troves from 1 to 5
  • “Hero”-Bounties were a bit too easy, therefore I changed the script to only have a chance of 60% to drop a token when killing a hero-type creature
  • Some enemy encounters are now more varied
    • Chthonic Cultists can now be found in Ashes
    • Fleshwarped Trolls can now be found in Sanctuary (Fields)
    • Mummies can now be found in the Nehada Desert
    • Ghouls can now be found in the Ancient Ruins
    • Skeleton Golems can now be found rarely in the Ancient Ruins
  • Reduced crafting cost of the Merit Token from 1 000 000 Iron Bits to 750 000
  • Chthonic Crystals now have a chance to drop Chthonic Seal of Binding or Blood of Ch’thon (the chance drastically increases with enemy rarity)
  • Updated a few portal effects
  • Renamed the world file to Nydiamar (previously named “MapTest”) — This was a last minute change, I hope it did not break something

I took my time with this update to address every issue I could think of. Surely there are some rough edges left, especially the writing part, but overall the mod now feels as polished as I could get it with my limited time and knowledge — Yeah, I said that already a few times before, but now I’m serious.

The current content is now in a final state, but even if it sounds like it, this is not supposed to be the last update. Enjoy!


IMPORTANT

Progress of an existing character will be lost (except Riftgates) if you won't do the following:
  1. Locate this directory: Documents\My Games\Grim Dawn\save\user
  2. Go into the folder named after your character
  3. Rename the folder Maps_maptest.map to Maps_nydiamar.map

You will start anew at the prison, so quickly play through the beginning again (or (only) use the Edge of Eternity-Riftgate).

You could also let the game reset your progress and play through the mod again. BUT: If you use any Riftgate before you actually discovered it, you might break the Main Quest! THEREFORE: Only use a
Riftgate after you have encountered it normally!

This must be done due to me renaming the world file. People creating a new character won’t need to do this.


– Update can be played with characters created in Update 8, although I recommend you to start over (certain things only make sense with a fresh character) –

Follow the instructions from the Opening Post!

1 Like

Working on something. :eyes: Stay tuned (whoever is left)!

3 Likes

Can’t wait! This campaign is amazing! Wish GD Vanilla would take some of your dungeon designs and world ideas!

As always, fantastic work.

Terrific works! I’ve play this mod for the first time and I was blown away! It’s like I’m playing a new game. I never like the soulless world of the original game. You’ve filled up the soul that I found was missing in the original grim dawn. I love your music choice and wish you will replace all the music of the original game which is still used in some places.

keep up the good work, i am loving this mod as well after coming back from the disastrous Torchlight 3.

Edit: Moved post info to Update 11 post.

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Update 11

Sedaah Ruins (Night)

New Mechanic — Gotta Catch 'Em All!

You can find so called Soul Vessels while exploring the world. They come in three rarities.

An Anomaly lets you open them. Doing so a random creature (from all possible creatures) will be rolled. You won’t roll a single creature but instead packs, for example several groups of skeletons. This pack could be named Skeletons II, which consists of Skeletons and Skeletons (Massive Army).

The roman number behind a pack indicates its rarity and strength. There are currently the rarities I to III. Each rarity has a chance to be rolled — I has a 50% chance, II a 35% chance, III a 15% chance. The packs are grouped into these rarities. For example to roll Skeletons III, you first need to roll the rarity of III and then the pack.

It is possible to roll a creature multiple times, but you won’t gain anything from duplicates. The rarity of a Soul Vessel determines how often a re-roll happens until you might get a new creature.

Currently a common Soul Vessel has 1 roll, a rare one 3, and a legendary one 15.

Acquiring Bosses
Bosses work differently. To acquire a boss, you need to destroy a Capture Apparatus. Destroying it gives you 60 seconds to finish the boss off.

The normal Capture Apparatus has a capture chance below 100%. Killing the boss …

  • … in less than 4 seconds gives you a 95% chance.
  • … between 4 and 12 seconds gives you a 70% chance.
  • … between 12 and 20 seconds gives you a 50% chance.
  • … between 20 and 60 seconds gives you a 25% chance.

The powerful Capture Apparatus has a capture chance of 100% for 60 seconds.

You can not capture a Nemesis.

Additionally

  • A Bestiary lets you look up what creatures can currently be caught.
  • You can capture 20 bosses normally, and unlock additional 7 bosses through the reward system of the Arena of Sedaah.
  • Some bosses might summon hostile creatures, since I have not yet changed their skill. If you encounter one I have missed, let me know.

Arena of Sedaah

Fight a Hostile Encounter (HE) inside an arena by summoning in your acquired creatures (Friendly Encounter (FE)). You can only watch the fight from above.

You can visit this area through a portal in Edge of Eternity. Area is called Sedaah Ruins. You first need to reach Level 30 to unlock it.

Summoning
You can only summon one HE, but they can spawn in waves. All HE are categorized into different tiers. The higher the tier, the harder the HE. To unlock the next tier of HE, you first need to beat one of the marked HE (the Champions) from the previous tier (this means that not all HE can unlock a new tier).

You can summon multiple FE, but not at once. You pick the first FE, then the second, the third and so on. The next FE spawns after the previous one dies.

As long as one encounter (HE or FE) is active the mechanic will be disabled. To get rid of the current encounters you can call in the Nemesis, which will slaughter them all. This will lock the arena for the current game session should the HE still be alive!

Currency of Sedaah (Summoning Fee)
HE requires a set amount of Currency of Sedaah (SC). The currency can be acquired by opening differently sized bundles, which can be found while playing the mod (they are included in the components mastertable).

The more difficult the HE, the more SC it costs to summon it. Each FE you pick for the fight also comes with a cost, although it works differently here. Choosing a FE adds to a counter which limit equals the amount of SC used for the HE.

For example the HE costs you 50 SC. Now you can pick (overall) FE worth up to 50 SC.

Rewards
Iron Bars (IB) are calculated through the difference of the SC cost and the amount you have used for your FE (lets call them FE points). A multiplicator will be applied to the won IB depending on how many FE points you have not used in relation to the SC cost. For example using only 50% FE points gives you 200% IB. You can only receive up to 40 IB. This currency will be rewarded after winning the fight and can be exchanged for several rewards, e.g. 55 IB might get you a Loot-Sphere (Valuable).

On top of this, each tier you fight in yields you an additional %bonus and a flat bonus of IBTier 2 has a bonus of 20% + 5; Tier 3 of 50% + 15; Tier 4 of 75% + 40; Tier 5 of 100% + 150. This bonus does not has a cap.

Additionally

  • I tried to balance all values, but they are still far from being perfect. I will further balance them based on feedback. Though I think some of the fun from playing games comes from finding exploits or the best strats.
  • A mutator is in place to speed up the fights. Side effects of this can occur.
  • You can get into the arena to pick up all the loot, but won’t be able to use the mechanic again until you restart your game session, which prevents you from placing any traps or totems for the next encounter.
  • Getting into the arena comes with a cost of 10 000 Iron Bits, so there is a certain risk / reward in accumulating loot.
  • You can buy a FE Points Boost (25% or 75%) for one match. It does not affect won IB and lasts until you have won a match.
  • You need to enable (FE) bosses by buying an activation first (same as the boost above). It also lasts only one match, even if you lose. Reasoning of this is that it is impossible to balance 27 bosses.

Outside the Arena of Sedaah

You can also summon acquired creatures outside the arena. To do so you need to bind a creature to a Binding Stone, which you can get as a possible reward from the mechanic described above.

You can bind creatures through the Anomaly. Only one creature can be bound (active) at a time. All Binding Stones will have the same bound creature.

To use a Binding Stone, you need to destroy it. The bound creature will then spawn next to the player. You can also use multiple Binding Stones right after each other, but that would be stupid. Unfortunately, the creature(s) won’t follow you around, but stay in place instead.

There is a 100% chance to lose the soul currently attached to the stone — Think twice about summoning a boss.

Additionally

  • You can only acquire a Binding Stone through the reward system of the Arena of Sedaah.
  • You can bind most creatures, but not all. You can bind all of the 27 bosses.

An Example

All of this might be a bit confusing, so here is an example how the Arena of Sedaah could be played:

You challenge Alkamos, Lord Executioner as the HE — Requires 400 SC.
You choose your FE in this order …

  • Skeletons I >> Skeletons — Adds 3 FE points.
  • Aether Corruptions I >> Zombies (Burning) — Adds 15 FE points.
  • Bosses >> Bolvar, the Bloodbinder — Adds 135 FE points.
  • Skeletons II >> Skeletons (Ranged) — Adds 20 FE points.
  • Statues III >> Statues — Adds 100 FE points.
  • Worms III >> Worms (Aetherial) — Adds 25 FE points.
  • Thorned Horrors II >> Thorned Horrors — Adds 20 FE points.
    Going over the limit of FE points prevents you from choosing the FE.

You have overall used 318 FE points.
You initiate the fight.
Now you either …

  • … lose the fight — Call in the Nemesis (a random one) to clear the arena and try again.
  • … win the fight (doubtful) — 103 IB > 40 IB (due to cap) > 70 IB (due to Tier 4 %bonus) > 110 IB (due to Tier 4 flat bonus) > Receive 110 IB.

Underground Fortress

Changes to Existing Content

  • Added a bridge right after the Abandoned House — This opens up the first area a bit (skips the whole Cruesle Canyon), which I think improves it by a lot, even tho it is a small change
  • Reduced the cost of unlocking the teleporter leading to the Underground Fortress (Extension) from 750 000 Iron Bits to 150 000
  • Increased the cost of all Uniques of Legendary Quality from 200% to 400% (from an average of 300 000 Iron Bits to 500 000)
  • Increased Level-Offset by 1 on Elite and Ultimate of Rogue-Like Dungeons
  • A few other minor changes

Some bugs are expected.

Read the Update 10 Patch Notes if you have not yet. The update is still quite recent.


While the interest in this new feature was non-existing, I still think that this is a great addition to the mod. The balance needs some tuning tho, so feedback on it is appreciated.

Enjoy. ~


– Update can be played with characters created in Update 8 (preferably Update 10) –

Follow the instructions from the Opening Post!

5 Likes

Hello Van_Houk .
See you added some more fun stuff , right now i am looking at the changes and i do not understand to much :sweat_smile:

Had a long break and it is to much to soon , but great job man, and also in the future i hope more maps can be merged in the vanilla so you can add fulll Nydiamar in the main campaign.

Respect

Hey!

It’s a lot simpler than it seems like, but I wanted to cover everything in the post, so it might look more complicated than it actually is.

Would be great if I could! I might get back to it eventually and experiment a bit more with it, maybe I can find another way to merge it, who knows.

also in the future i hope more maps can be merged in the vanilla so you can add fulll Nydiamar in the main campaign.

For the record, this is also exactly what I’m really hopeful for. I played through some of Nydiamar a while back and I found the world to be far more interesting than the standard Grim Dawn universe. However, I couldn’t bring myself to do another full play through with only the baseline classes.

So Nydiamar + Grimarillion or Dawn of Masteries in an ultimate combined version, as I find the base Grim Dawn classes to be stale after having restarted so many times, would basically be the ARPG dream for me.

If Nydiamar’s worldspace was somehow locked behind Ultimate or something, it would even give an extremely good incentive to play through the first two difficulties (If the player wasn’t automatically unlocking them).

I have re-uploaded the latest download since I forgot to include Grim UI, sorry bout that. I have also updated the source.


I checked out the source of Dawn of Masteries (without permission) to see if too much is conflicting, and looks like it’s not — only problem I currently see is the limited space in the skill table (of consumables)! If I got the time, permission and actual source I might do a merged version. I still need to look into Grimarillion, tho.

As for the merged campaigns, that does not seem to be possible, even with some help from the developers. Very unfortunate, since I got some cool ideas about how to intervene them.

What I could do is something like a map room leading directly to most of the dungeons in Nydiamar. You would need to switch to it through the main menu, similar to the Crucible DLC. The portals in the map room can be unlocked by discovering their secrets in the actual world of Cairn, for example find a hidden cave in act 3 to unlock the Strange Well, or a bedroll laying on a bloody rune to unlock the Nightmare. That’s what I want to go for next.

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how many consumables do you have ? There is room for about 60, so far I only used the first consumables skill tree

since DoM is a merged mod I do not feel like I am in the position to give permission, you would need to get that from the authors of the original mods. Most will probably give that gladly, the only one that might be a bit harder could be the cosmetics from Path of Grim Dawn.

As far as sources go, they are overrated :wink: Not everything even has sources, so you will need to insert some textures and meshes into the end product anyway.
I started out like that too, trying to use as many sources as possible / feasible and am right now going into the opposite direction since if I have to insert some anyway (which is unavoidable), I might as well insert a lot and save myself the hassle of dealing with sources.

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You are using a modified template for the skill tree. I did not even know this was possible. I was even more confused when I tried using the template, since you need to have it inside the base directory, which is a bit weird. I think with the standard template you only have 11 free slots overall. Now I feel a bit silly since I have scrapped a few great ideas because of the limited space …

I need to play around a bit with the compilation to see if everything is working fine, and then I will check out each mod you have included. I will get back to you if I got any questions!

1 Like

the skill tree is the only one I am aware of where this is possible. Some mods used it to add more skills to masteries and I figured if that works, it should work for consumables too :wink:

you can implement those ideas now…