[Mod] Nydiamar

Hello there. I played latest version through Veteran with a lot of exloration and grinding, got some thoughts if you would like feedback. Resulted in a text wall of sort. Excuse me if there are any mistakes(be it grammar, typos or my poor wording/vocabulary).

  • World is beautiful, exploration is encouraged, but some areas are too clunky or pixelhunty(regular world, like Crypt waypoint path or some bridges, not secrets) and running gets old even at capped speed.

  • Devotion area is refreshing alternative to collecting shrines 1 by 1, but it has some problems. Most of all, component-requiring shrines deep inside no waypoints areas. Finding out shrine requires craftable only component you dont have prepared in your stash(why would you?) is just annoying, feels not like challenge or interesting problem to solve, but rather hindrance for the sake of it. Other than this, I realy liked the idea: getting several points at once but on rarer ocasion made for a more meaningful sense of upgrade.

  • Text based content! I loved it! Probably the best time I had in this mod was spent in the text based devotion dungeon. If only it was possible to change a room/arenas the fights take place on. I hope you develop this into more than just one devotion path challenge.

  • Dungeons are cool. Monsters to kill, puzzles to solve, secrets to explore, everything is there. I liked that devotion access is locked behind dungeons, doing challenging content rewards even more content that is uniquely rewarding(devotion system).

  • There is a lot of no teleport out content and its great in my opinion. Not as cruel as in HC(where you can lose hours of progress not by your mistake, but rarely to just outer bullshit), but still makes you think about overall balanced meaningful playthrough and building instead of charging in.

  • Story part has potential but is lacking. I like little stories I found on my journey(like sidequests) but failed to immerse in greater picture if there was supposed to be any. Monsters, factions and so on everything uses original Grim Dawn names, info etc. Hideout-like base area, faction related area, bounty system and some other stuff do feel like placeholders. It wasnt problem for me cos I was having fun, but if you are trying to tell the world of Nydiamar story, such things(even as little as monster or faction names) prevent immersion. Just an example from another GD mod I played: in Reign of Terror(diablo2 in GD) they have GD items, original masteries and devotions(you read it once when you put point) refer to original GD stuff, but simple things like renaming Chtonics to Demons and Aether to Magic(you see this things often enough) did a trick for me, it felt a lot more diablo-like than GD-mod-like.

  • Loot system is good. Maybe a bit too rewarding because its a mod, after all, but anyway. Components drop as full items without annoying leftover parts you hold onto, different loot-type chests and spheres makes the grind feel more deterministic. Getting items both from natural drops and from spheres also changes pace nicely. You get some upgrades in the field and some when you go though the spoils after taking teleport out or finding new waypoint, like identifying stuff of some sort.

I had a lot of entertainment with your mod, a whole crate one could say.

2 Likes

Great feedback, very motivating!


Crypt waypoint is indeed quite clunky. I will see how I can improve it. Increasing the speed cap and the speed buff from the dog might help with this too.

Gonna change this next update (so you can teleport out). You can find out which components are required for the shrines through the Holy Shrine dialog. It was initially planned that the player prepares a bit for the dungeon before going in the first time, by looking up the requirements and acquiring them beforehand. But I think this is too obscure, and looking up the components by memorizing the text is also no fun.

This was the initial idea! But it would have been too much work to create all the different environments for only such short fights. It was also really challenging to write, since English is not my native language, and implementing the dialog with all the choices was very frustrating, so that’s great to hear that you enjoyed it!

The world of Nydiamar is very “random”. For example, the area I’m currently creating makes no sense, it has no “logical” place in the world — but it looks cool and gameplay sounds fun, so I’m doing it.

By the way, here's a screenshot of it.

So it is actually quite difficult to web a story around it, especially considering that my existing dialog is mostly “not that good” and a bit cheesy. But renaming things sounds like a good idea, although I don’t know how feasible it is, since many names are intervened into different things (like factions also have faction items with their name in it) – gonna look into this more.

I also think that it’s a bit too rewarding, but I wanted the player to progress quickly before getting bored, considering that people playing any mod probably already played lots of the standard game.

I see you got through my secret area!

I try your mod and seems fun, is anybody use it with GD Stash because i get problems to import the databases GDS asking always to configure ?

Have you set GDStash for the mod on the configuration page? You need to select the mod and then save your settings. Then import the database.

configure with nydiamar and save then re-import databases and always the same, all tabs remain in grey and unavailable.
note i use also grimarillon and rot mods ans all work

Have you tried the Windows 32 bit version of GDStash to see if that cures it? mamba made a non-Java version.

The two are functionally identical (it is the same source code), so it should work in both or neither.

Did you fix it? For me it is working fine, and you did everything right. Don’t know what else you could do …

I have created a miniature version of the Nehada Desert where a marker shows you the (randomly chosen) entrance to the new dungeon. Dog for scale.


NO, it is still the same, perhaps a corrupted file in the mod, bit it looks working well.
I try to reinstall entirely it.

Update 12

New Location — Mystic River

Miniature Nehada Desert

A pointy shadow offers you guidance — Can be found inside the Ancient Ruins. It shows you the entrance to the Mystic River.

Mystic River

A grid. A hundred fields.

You move. It moves.

Each move has consequences — Whenever you move to an adjacent field the grid advances by one. As such, any entity located on the grid might also take its chances and move on, but only if a certain threshold is met. This could be a chest, a shrine, or something completely different.

Shrines are nothing to get excited about — Each time they move they also spawn a pack of hostile creatures. Since their threshold is quite low, this might happen very often. If you don’t clear these encounters, their presence can easily overwhelm you.

After a while, new things may appear — A chest. Another shrine. A bigger chest. Another shrine, but now it spawns a boss. A goat?! A curse taking your loot?! A chest so small you need to hunt its pixel. A teleporter taking you to a treasure island. Eventually another shrine.

Watch your step — Some fields got some juicy mutators on them. These might make you really fast, but could also slow you down to a hold. One can be deadly, another very healthy. Not only do they affect you, but your enemies too.

Keeping track of everything seems impossible — If you are not afraid of heights, then you can get an overview by visiting a very high platform located in the middle of the grid. Four scattered teleporters let you take a shortcut to it.

The further you get the more chaotic but also rewarding it gets — And since it can get extremely chaotic, the performance might drop too. Keep this in mind if you access the middle.


Play the Main Campaign through a new mod entry

There is one obvious problem with Nydiamar, and that’s that you can not acquire many of the Monster Infrequents. There is just not enough content to put ALL monsters and bosses in.

Here’s the unhandy solution: The main campaign as a separate mod entry (NydiamarMainCampaign), with all Nydiamar items included — Completing Nydiamar gets you a Difficulty Merit for the difficulty you have played on, which can be used to unlock all Riftgates of the main campaign. This way you have easy access to specific monsters or bosses you can not find in Nydiamar. Switching between both mods should work smoothly, but most Nydiamar items won’t work, except e.g. Experience Scrolls.


Incorporated the Diablo 3 Classes mod by Grimer

You need to download a separate version to have the classes.

Unfortunately I screwed up my character during testing (by choosing the wrong mod entry, deleting most of my items). Could therefore not test everything yet. If you encounter any bugs, please report them.


Changes to Existing Content

  • Added 3 new Soundtracks
  • Added Sound Effects to the following interactions
    • Opening chests of high value
    • Opening Soul Vessels
    • Using a Binding Stone
    • Moving onto a correct/wrong tile in Depraved Ruins (Path Puzzle)
  • Increased Run Speed cap from 135% to 145%
  • Increased Run Speed buff granted by Sam, the dog from 5% to 15%
  • Reduced Farmer Life (Set Bonus) Level Requirement Reduction from 100 to 30
  • Reduced the drop chance of Bounty Tokens required for Hero-type Bounties from 60% to 40% (Due to increased spawn rate)
  • Renamed the generic sounding ‘Loot-Sphere(s)’ to Beutekugel(n) (German for Loot Sphere) — Name was too placeholder-y and the ‘-’ was bothering me for some reason
  • Improvements to dialog
  • Renamed certain items and their descriptions (e.g. A Key (Quest) > Yosefina’s Key (Quest))
  • Fixed typos (e.g. Cementry > Cemetery; Matress > Mattress)
  • Added the Completion of Nydiamar Quest, which shows you what content you have not completed yet — You can easily miss content, so this quest is intended to help with this; You receive this quest after reaching the current end; Quest can be removed through a dialog option
  • Changed Pants! Quest so you no longer need to craft the pants
  • You can now use your Personal Riftgate near the Ruined Shrines in Sacred Halls (2nd Devotion Dungeon) and Cold Ruins (3rd Devotion Dungeon)
  • Added several new bosses to the following locations
    • Lorshade Mine
    • Tomb
    • Sanctuary
    • Ancient Ruins
    • Passage I
    • Depraved Ruins (10% chance if you fail the puzzle)
  • Increased the chance for Hero-type creatures to spawn in the following locations
    • Nehada Desert & Ancient Ruins
    • Passage I & II
    • Snowy Landscape
    • Ice Cave
  • Changes to existing environments
    • Improved lightning of Edge of Eternity
    • Improved path leading to the Weerhoalt Cemetery Riftgate
  • Some other quite minor changes and fixes, including
    • A fix for the invisible shrines when using a controller (more like a band-aid)
    • Secret tile in Depraved Ruins being accessible after having finished the puzzle

Read the Update 10 Patch Notes if you have not played since then. It has overhauled a lot.


The new area can be really tough. Some encounters could potentially spawn up to four heroes at once. Now you also could get multiple of these encounters right next to each other — at once. Add a random boss or two to the mix, and you are almost certainly dead. That’s the fun, tho. I hope someone tries to survive 350 moves. Also be impressed with Miniature Nehada Desert, I think it is really cool.

Some things were not tested by me. I assume they just work, but one never knows.

Enjoy. ~


– Update can be played with characters created in Update 8 –

Follow the instructions from the Opening Post!

2 Likes

Clicking on these portals doesn’t respond at all. The game can’t continue. What’s the reason?

Hey! I need a bit more context here.

Looks like you need to advance the Main Quest to unlock the entrances, but there are no quest markers for some reason and the quest log is missing on your right? Is the quest active at all (called ‘Save the World of Nydiamar’ or something)? Did you use the Level 100 Skip?

You won’t be able to advance without the Main Quest, although you could try to unlock the entrances through the console. But since the mod seems to be broken, I do not know what else would not work properly.

These are the tokens:

  • NYDIAMAR_PORTAL_UNLOCK
  • MAIN_QUEST_DREAM_COMPLETED
  • MAIN_QUEST_READ_BOOK_WISDOM

Open the console and type character.grantplayertoken [TOKEN]. Restart the session.

EDIT: Do other quests work, like the bounties?

Where i can get this separate version?
Checked OP post but didn’t found it.

In the OP, right below the download, listed under Alternative Download.

Oh sorry, there it is. Thanks.

I have made some changes to my version of Nydiamar which I plan to release next week or so. If anyone has anything more to fix for me, then let me know — releasing a patch takes quite some time now that I also need to merge the Diablo 3 classes too, so I prefer to get as much done with one patch as possible. Although I assume that everything is working fine, besides that one entrance.


EDIT: Moved to Patch Notes.

2 Likes

Patch 1

Changes

  • Fixed the entrance leading to the 2nd Devotion Dungeon
  • Changed the icons / bitmaps of many Beutekugeln
  • Moved the 5 Devotion Points rewarded for reaching Level 45 to Level 55
  • Reworked the start area of the Nehada Desert, since the lighting was bad
  • Added more enemies to the Nehada Desert, mostly Mummies in the outskirts
  • Increased amount of waves one encounters in the Strange Well (Bamboozled)
  • Limited the amount of Chthonic Crystals from the last tier (Nemesis tier) to spawn, so you won’t face four at once (Mystic River and Siegmar’s Challenge)
  • Colored some more dialog & some other minor changes

Diablo 3 classes were also updated to the latest version.

Enjoy.


Update 12 Patch Notes

Follow the instructions from the Opening Post!

1 Like

Excuse me, isn’t this area open?

Anyway, I didn’t find a way to get here, or can you give me some hints?

Might be a bit confusing the way it is shown on the map, but the entrance to it is located in Edge of Eternity, the starting hub where all the merchants and the dog are at.

The area is the one from Update 11 and can only be accessed if you are at least Level 35. Have fun!