Update 19
(–) New Location — Overgrown Cave
Follow along a mountain path in Snowy Landscape to access this new Rogue-Like Dungeon. Completing it lets you enter Nydiamar Dungeons afterwards.
The area is scaled to Level 110+, so you have to be well prepared! There are many treasures to be found, though most are blocked by roots – you have to figure out how to get through them.
(+) New Mechanic — Recycling
Transmutation, a new default skill, transmutes all non-unique equipment pieces on the targeted location into some Iron Bits and components. This process can sometimes cause a loot explosion.
You can now simply pick up everything shown by your loot filter and transmute everything else that’s left on the ground.
Changes to Existing Content
- (+) Now compatible with 1.2+
- (+) Updated Diablo 3 Classes mod to version 5.2 (Feb '25)
- That makes the new Blood Knight class playable in Nydiamar
- Runewords can now drop from bosses or be found inside containers
- (+) Removed Undead and Aetherial Bounties
- (+) Added “Any Monster” Bounty, where almost all monsters count towards except bosses
- (–) Removed the Underground Fortress Teleporter
- (+) Removed the Stash Scroll
- (+) Renamed several locations, including:
- Tomb → Weerhoalt Tomb
- Ancient Ruins → Nehadan Ruins
- Above the Waste → Above the Wastes
- Ashes → Smoldering Wastes
- Fields → Meadow
- Abandonded Farm House → Farmhouse
- Nightmare: Bloody Massacre → Bloodshed; Catacombs → Death; Abandoned House → Solitude
- (–) Added a new riftgate to the end of the Nehadan Ruins
- You have to jump over a gap in a bridge with no way back, so this is a shortcut to everything afterwards
- (+) Removed the additional difficulty lecterns in Smoldering Wastes, made their encounters permanent
- (–) Farmhouse now requires a key found at the end of the mod
- (+) Updated the Challenge Layer for all difficult areas
- This means much better loot inside these areas, depending on their difficulty
- (+) Proper fix to affixes for characters above level 100
- Issue was that items were only getting a very limited amount of affixes applied
- Previous change I made was not working too well, now it should be fine
- (+) Returned the inventory and stash sizes to their original ones
- (–) Rewrote some dialog and made some fixes to typos and consistency
- (+) Rewrote all the scripting, which took the majority of my time, and there is still much to rewrite
- (+) Reorganized tags and some records to make it hopefully easier to update in the future
Additional Changes to BETA
- (+) Reverted all balance changes back to vanilla values, making the mod slightly easier
- (+) Fixed the Diablo 3 bosses not progressing the Siegmar’s Challenge / Faction Arena
- (+) Fixed the accompanying quest of Odul Aela’s Dungeon breaking sometimes
- (+) Fixed rewarded Hero XP notification appearing again and cluttering the screen
- (+) Fixed an issue with loot tables, leading to much more drops but no Soul Vessels
- (–) Fixed some Nemeses potentially not being hostile for the Nemesis Bounty
- (+) Fixed Nemeses rewarding two chests on death
- (+) Fixed missing faction tags
- (+) God Events
- It is now much cheaper to bribe the gods for favor
- Explosive Clusters now appear much faster
- Gullom can now also spawn enemy ambushes when hit
- Few balance changes
- (–) Difficult Rogue-Like Dungeons are now labeled as such through their name tag
- (–) Cursed chests inside Sanctuary now have better rewards and more difficult encounters
- (–) Devotion
- Lowered shrine requirements inside Illusionary Dungeon
- Fixed exit not appearing in Smoldering Ashes (you can now simply teleport out)
- Fixed Divine Devotion Sphere icons not working properly
- (–) Lowered entry cost for Noitalacse Island from 50K to 25K
- (–) Lowered entry cost for Odul Aela’s Dungeon from 50K to 15K
- (+) Lowered the cost of gambling Diablo 3 specific items
- (+) Exit of Mystic River now moves every 10 turns instead of 6, making it easier to catch
- (+) Reworked the towers summoned through the Defense Materials (much stronger and useful now)
- (–) Removed the tower defense mini-game in Dunnart Swamp, instead there are now pre-placed towers and some ambushes
- (+) Removed base game quest items from the mod
- (–) Removed the Level Tokens
- (+) Several music changes
- (DUNGEONS) Nydiamar Dungeons
- Reworked mob density → fewer mobs; more clusters of Heroes
- Reworked all wave encounters to make them less tedious
- Removed all shrine requirements
- Lowered the exchange rate for Defense Materials (cheaper to get) and added it to the normal exchange
- Fixed all Nydiamar Arx quests rewarding too many Skill Points
- Unlocking Mystic River now only requires interacting with the lectern
- Hidden scarecrows in the Edge of Eternity mini-game no longer spawn enemy encounters
- There’s a secret easter egg involving the dummies which rewards two unique special pets, just adding this here
(+) = Nydiamar & Nydiamar Dungeons
(–) = Nydiamar
You can not use an existing character! If you have played previously, please delete the Nydiamar/Nydiamar Dungeons folders under “Documents/My Games/Grim Dawn/save” to reset any progress (such as your stash).
Current play-through took me about 18 hours for only Nydiamar! The Blood Knight is a fantastic class and really feels like an official DLC, well polished and all.
One cool thing I last did was doing a Nemesis Hunt → Catching the Nemesis → Going to the Mystic River → Summoning the friendly Nemesis on a ‘Gotta go fast’ mutator field → Watching from the platform above how the overpowered Nemesis wrecked havoc on everything → Then triggering a God Event on the platform that ultimately killed me.
Anyway, I’m happy that besides some minor issues, the mod worked flawlessly for me the whole play-through. The only things I feel like should be improved are the writing part, the capturing mechanic, more boss variety and maybe adding some more quests, filling up empty-feeling areas. Maybe I will get to it in the future.
Enjoy. ~