Aw, thanks for the answer
this also happened to me, any solution to fix this ?
Set Texture Quality in your Video settings to âHighâ.
Anyway, this will be fixed next update.
itâs not fix the problem
Set Texture Quality in your Video settings to âhighâ. http://www.grimdawn.com/forums/showpost.php?p=690153&postcount=1969
Ram is upside down.
Yep, my bad. Thanks for clarification.
hey there ram i see you are still very active, really like your determination to finish this mod. Got a small question: Is there a command to set x player numbers via console like it was possible in diablo 2 ? Tried the old
"/players x "stuff but didnt work :undecided:. Also pumped to see what you want to implement to improve the end game. I really like idea to still kinda level and improve even after reaching max lvl like paragon system ,even though ofc it wasn
t perfect.
What can I say⌠when I set my mind to something, Iâll just do it.
There is no available command in GD to increase difficulty.
Some sort of engame system will be implemented later. For now, there is Pandemonium event, Cow Level and custom uber bosses.
thanks so so much for this is amazing mod.
have a request⌠more than a request i beg you, please remove the D3 gargoyles from the ui, every time that i see them remind me that thing that they call D3,
if not please point me to the right direction so i can remove them myself, please.
thanks for your time and again THANKS for the mod.
Hehe, if thatâs the only problem you have with the mod then we really must have done a good job.
I might upload modified arc file with the original GD UI design.
your mod is so soâŚgood⌠i cannot stop playing (donât really like that much grim dawn AND I HATE d3)
small question sorry if is already answer⌠how about shrines? it is in the plans? or is not possible?
also i know that this enters in the balance section but i like to report that âi thinkâ sorcerer initial skills consume way to little mana
Shrines will be added in the upcoming 0.4.0 update, along with complete Act 4 and many QoL improvements / bug fixes. Release later this month.
Basic shrines
- Combat Shrine: Increases Total Damage by 150% and Attack Rating by 10%
- Armor Shrine: Increases Armor by 150% and Defense by 10%
- Experience Shrine: Increases experience gained from killing monsters by 100%
- Mana Recharge Shrine: Increases Mana recharge rate by 400%
- Rejuvenation Shrine: Replenishes 100% of Health and Mana
- Resist Cold Shrine: Increases Cold Resistance by 75%
- Resist Fire Shrine: Increases Fire Resistance by 75%
- Resist Lightning Shrine: Increases Lightning Resistance by 75%
- Resist Poison Shrine: Increases Poison Resistance by 75%
- Skill Shrine: Increases all skill levels by 2
- Speed shrine: Increases total speed by 30%
Shrine of Fate (Random effect - use at your own risk!)
100% chance for 1 of the following effects:
a) Random âBasic shrineâ buff at 100% effectiveness (high chance)
b) Random âBasic shrineâ debuf (reversed effect) at 50% effectiveness (high chance)
c) Random effect from the pool below (low chance)
- Drops gold
- Drops 1x Gem
- Drops 1x Rune
- Drops 1x Unique or Set item
- Spawns 1x Goblin
- Spawns 2x hero monsters
Skill balancing will come after Act 5 release, current state is just a placeholder.
looking forward to the next update.
i go back to play now, after all i donât have to dream for a official remaster/remake of d2 from blizzard anymore (they will never make it right anyway).
You should be respected by all D2 players!Looking forward to the final version, please forgive my English, this is not my native language after all.
Thanks, appreciate it.
Still a lot of work left to do before 1.0.0 release but weâll get there eventually.
Right now we are working on getting Act 4 finished as quick as we can so people could play it later this month.
Excellent mod, really captures the feel of Diablo 2 in a Grim Dawn setting. Looking forward to the next update. Will there be LoD acts too?
Some bugs and suggestions/comments that you may consider for the next update:
- Replace all the references of âiron bitsâ with âgoldâ.
- The mana bar is blue, but the mana potions are still green, maybe change them to blue as well? (Same goes for followers & enemies; their mana bars are still green)
- When you want to teleport via a portal to the same portal a window pops up saying: âcannot use the same riftgateâ. Consider changing the word âriftgateâ to âportalâ in every instance.
- Dark Spearwomen animation
- Gambling system
- Donât know if a bug or a feature, but some Gargantuan beasts heal way too fast.
- Unidentified items.
- Shamanâs donât resurrect, they only heal & throw fire balls.
- Stash slot extensions so cheap?
- After finishing the Den of Evil, lighting the place like in the original D2.
- Add map transparency like in the original.
- Chaos resistance still refers to Chtonians.
- Maybe implement the followers system a bit differently. Currently, a follower (e.g., a rogue in Act 1) is a component for boots.¸
- Writâs leg in Tristram? Couldnât find itâŚ
I will update this list as I am playing it. Once again thanks for this awesome mod
#13.You need to remember that Grim Dawn has no merc system so they have to implement it as best they can with Grim Dawnâs sytems so that seems to be setting them as a component.
#14. If you would read the entire first post, the secret cow level has been changed. Instead of the leg allowing you to enter the cow level once per difficulty, now a goblin named ??? will randomly spawn and drop a âMysterious Keyâ that has a cow symbol on it.
Thank you for the response. I understand there is no merc system in Grim dawn, but currently it is using up a boots slot for a component. Instead, it could be done in a way as with the wisp, just a sort of potion. Also, making it permanent is kind of a problem, e.g., once a follower dies, you can summon it again. They are also a bit over-powered, especially at the beginning.
About the cow level, I read the first post, and I know it is an encounter. However, it would still be nice to have the item (Wirtâs leg); at lower levels it is a nice one.
0.4.0 update (release later this month) is going to bring complete Act 4.
First half of Act 5 is coming in 0.5.0 update. Release in summer 2019.
- Fixed
- Fixed
- Fixed
- Can you be more specific? I guess you are referring to attack animation. Current animation is the best one I could find and I dont have time to make a brand new one.
- Most likely not happening, too much work.
- Feature
- Not happening, too much work.
- Ressurect is not possible, only pet summon skill with cooldown.
- I like more space.
- Too much work for such a small feature.
- Minimap serves that purpose.
- Fixed
- Current way of implementing mercenaries is the best one I could come up with since I cannot use a potion usable skill due to player being able to summon multiple mercenaries at once that way.
- Original method of opening cow level will be implemented later.
Got it. Thanks for the detailed info.
A gambling system would be quite nice. I missed that in the original Grim Dawn. I guess, the random crafting is OK, but not the same.
For 4) I mean the animation of dying, they âexpireâ into some ghost form. Never mind, probably also too much work.
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Me too, but this is too cheap. 1 gold piece for the first expansion only as opposed to 20k? in vanilla GD.
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Understandable then. However, it seems to be scaling with player lvl? A bit overpowered, my first Rogue follower in Act 1 is pretty indestructible throughout.
Looking forward to your next update. Will post here if I have anything else to suggest.
Also, will the characters from 0.31 be compatible with 0.4 or we will need to start a new game?