[Mod] Reign of Terror

Thanks for the feedback, area levels / monster difficulty balance phase has already started so you can be sure that this will be addressed.

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Ever since downloading the most recent files 0.6.0.3 I seem to be having issues with the world map. It used to work fine, but now all I see is a red/white checkered box in the middle of the map window and part of act 1 waypoints and a few act 2. I can’t move or scroll the map window either. I tried to download the previous version 0.6.0 to see if that fixed it but it did not. Does this mean that something is corrupt and that I need to wipe everything and re-download all of it?

Make sure you have installed all updates in the correct order:

0.2.0 -> 0.4.2 -> 0.6.0 -> 0.6.0.3

Also, try checking the UI scale. I have the same issue in the past and scalling it down solve it.

In another subject… @Ram, is there some drastic change in schedule for the future of this project? Like changing the constelations, removing the original GD classes, components and augments? I have several builds in RoT that uses the GD ā€œleftoversā€ and would love to know to where would you like to take the mod from now on. By the way… congrats for the awesome work you and your mates have done here! #Cheers

None of the listed things are going to be done in foreseeable future as the balance phase (leveling progression / difficulty / class skills / items) has begun not that long ago and that itself will take number of months before anything else can be touched. So for now, you don’t have to worry about any of those things being removed as that would be done after 1.0.0 version and on top of that, there would be a legacy RoT version (GD stuff included) in case the decision to proceed with this change was made at some point.

Tks Ram! :smiley:

When I pick up the cube in the basement, it is a checkered box. When I drop it on the ground I can’t click on it. I tried to see if this is a known issue before posting.

Playing for the first time, in early act 2 normal + mode. This mod FAR exceeded my expectations so far!

I double and triple checked my install and created a new character to make sure, since initially I had installed it wrong. Will I be unable to get to act 3 without the cube? I am thinking I wouldn’t be able to. I hope this is a mistake I made. :slight_smile: From what I understand an armor smith is supposed to pop up so we can use the cube.

EDIT: Couldn’t help but keep playing, having so much **** fun! Found a working cube actually drops in act 2. I didn’t realize this because I am used to playing D2 with mods that often gives you the cube early. :slight_smile:

I honestly can’t believe this mod exists. I didn’t want to check out mods until it seemed likely most of Grim Dawn development was finished and I find it in an almost complete state. Wow, I am thankful for your efforts. :slight_smile: PS, didn’t even notice the assets from other ARPG’s. :wink:

ā€œHoradric Deviceā€ in Rogue Encampment Cellar should not be a lootable item so this is definitely a bug. Device serves for spawning Uber portals and Cow Level once you collect required keys. Horadric Cube in Act 2 is the same as in the original game, however in RoT it is used mainly as a ā€œportable crafting stationā€ for Runewords as GD doesn’t allow to have more than 1 component (i.e. rune / gem / jewel) per item.

Hi my friend… Great Mod, but how can i put a gem or rune in a soqueted waepon or armor? I canĀ“t know how…

I am in Frigid Highlands and these siege beasts are shimmering. The skin might be over-sharpened or something.

In act 4 it seemed the Diablo/seal encounter wasn’t fully scripted out where demons pour forth from each seal, but it’s been forever since I played vanilla D2 so I could be wrong.

In the first area as you leave the starter gate in act 5 at the left, you can walk over the top of large spikes of wood instead of walking among them. I only encountered one weird glitch where you pop up from behind rocks in act 4. Overall I like the ability to walk more places in Act 5 with this mod than the original game, it’s a breath of fresh air!

In act 3/4 there’s this big skull everywhere. I don’t have a problem with it in itself, but it seems way too clean, especially in act 4. I’d prefer a dirtier skull. Example: the necromancer summons or their offhand weapon skull. It is out of place, Grim Dawn and this mod in particular is a dark and dreary place. And I don’t see demons doing housework anywhere. :wink: hehe

In act 3 Travinacal there is a shimmering texture worse than the beast in act 5, it looks like sand on the ground. When you walk past it, it’s as if I’m watching the game from an old analog monitor. I don’t think it’s a rendering issue. Our eyes are unable to discern a pattern in the texture, so when we move it shimmers creating a false sense of animation.

I’ve done alot of remastering graphics as a hobby in the past.

If you guys get past the next to phases, balancing/leveling and removing Grim Dawn stuff, would be great if you could buff act 3 some. That, so far, is the only act I found lacking, it doesn’t take advantage of the engine very well. It’s kind of flat and otherwise a faithful recreation.

Also, one of my favorite things in D2 not in this mod is the nice animation when you claim a waypoint. I know currently you don’t need to touch it to claim it, no idea if that’s possible. Little things like that.

I am wondering if you’ll use artifacts in the final product where there’s no Grim Dawn material. I haven’t bothered to craft one. Should I? I mostly just leave the Grim Dawn items alone right now. I’d guess you would, especially if you decide not to implement charms as they were in D2 (I hate those, they fill up my inventory, LOL).

currently playing in Act1/2 on hell difficulty, i know, balancing is on your to do list… at the moment it seems to be ā€œunplayableā€ cause the lack of xp you gain, the monsters are level 72 and iĀ“m ā€œstuckā€ at 66 - it feels way too difficult to level up

i“ll try to play further, but its really pain in the ass

  1. Some imported TQ assets have this issue due to different shader setting in GD. This could possibly be fixed by adjusting normal map.
  2. That’s right. My lua knowledge wasn’t enough to get it 1:1 so I left those hero packs pre-spawned
  3. More info (screenshot) would be appreciated as I have tried to fix these ā€œpathable gapsā€ on several occasions but there seems to be more left.
  4. Might get fixed at some point once more important things are done.
  5. Same issue as 1.
  6. That’s due to the fact that Act 3 maps were created by 3 people with various skill levels hence the difference throughout Acts / zones. Not really sure if there will be time to unify the level design but who knows.
  7. Details as such are very low on the priority list but then again, if there is time and nothing more important to do then I don’t see it as impossible to implement.
  8. There already are D2 class relics, however these are obtained from hidden world uber bosses on Hell difficulty. Lower level D2 relics will definitely be implemented at some point but for now I would advise to use GD gear if you cannot find a better D2 alternative. Charms will not be implemented the same way as in D2 because there too many differences in how GD works. All the possible ways of implementing them in the same way would be clunky and very user unfriendly so I decided to convert charms into GD medals.

New leveling progression is almost finished for 0.6.1 update. Release sometime during following weeks.

Thank you for that detailed response. I have been impressed looking at the history of updates how consistent you (and your team) have been since this project was started, no doubt because you know how to prioritize your time. I am well aware, even from just graphics, that there can be a HUGE time-sync if you choose perfection over realistic goals.

  1. I will see if I can think to get a screenshot of incorrect borders of where to walk (for the character in game) in the future. Turns out there’s a NUMBER of places where you can PARTIALLY walk over the spikes. It’s not a game killer, just destroys the immersion and illusion I’m in a real world. :slight_smile:

In fact, none of these things are game killers and I’m almost all the way through act 5!

I came to this mod from Grimarillion, but not every mod needs to be that hard, LOL. I saw comments of increasing monster density as is especially common with Titan Quest. Titan Quest is incredibly boring without such mods, I think Grim Dawn is better balanced (and this mod to it as well) and personally see no REAL need for such a change. Grim Dawn combat (and this mod) is engaging and not as slow paced as Titan Quest. I recently played Titan Quest hundreds of hours with such mods finding out how much more engaging combat was, and how much more challenging! With Grimmer and Grimmest, I found I was turning off Grimmest and enjoying Elite difficulty the most! In other words, the system is much more engaging and fun at default, and challenging.

However, I wouldn’t discourage you if you felt early levels in the game needed a boost in difficulty by buffing monsters or by increasing density (and even late levels). I really enjoy very difficult journeys early on with a new character, I am just saying it doesn’t particularly feel essential like with other games/mods. :slight_smile: Any such change that makes a game significantly harder usually alienates alot of people. But I’m glad to hear about the soon to launch changes, I’ll make a few comments on how it feels later if I get the time. :slight_smile:

I have found staying alive in this mod is quite a challenge and I must assign real resources to defense, 20 points is quite a skill point sync and I have to really pay attention to these kinds of things. :slight_smile: I have quadrupled my health over the last 10-15 levels and still have issues surviving (from 800 HP to 3200 HP). I still die alot. :slight_smile: But my offensive power will probably take me through Nightmare (summoning Necromancer). I have not chosen a second class.

  1. The Necromancer skill Bone Spirit does not work as advertised. Animation of the skill aside, it immediately dissipates once target is destroyed and always fails to seek out another target. It requires a target to be cast even with SHIFT pressed. I can’t comment to skill balancing because it’s merely a secondary skill to trigger a passive for my minions (only have two points invested).

  2. In the Frozen area where you rescue Anya, there is a single chest on both the far right and far left of the map, at the extreme edges of this huge area, that fail to open when you click them.

  3. While I enjoy this area a great deal (frozen area with Anya), I found it frustrating figuring out which areas were accessible and which were not, with mere ā€œpebblesā€ intruding progress. It’s tough in level design to make barriers consistently that make a player realize they shouldn’t be there. Everything was ā€œA okā€ until I tried to discover all the hidden areas in this map. :slight_smile: Again, a minor issue, but something to point out. :slight_smile:

This is one of many engine limitations, homing projectile template requires a target and it won’t continue searching for a new one on it’s own, unfortunately.

And regarding monster density: GD does not cope well with hordes of enemies on screen so performance has to be always kept in mind.

looks great! ill test it later :slight_smile:
i played D2 a long time … yeah yeah shame on me :sweat_smile:

There any chance of pistols getting runewords eventually? Whether reduced power bow runewords or maybe the javelin runewords (with the skill bonuses changed as appropriate). At least, as long as the firearms and GD masteries stay in the mod.

Runewords are nowhere near finished so new ones are coming in any case, however d2-like gear have higher priority right now.

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I know balancing is ongoing right now so I wanted to report this guy for soaking up damage like a sponge. I don’t know if it’s his attributes or maybe that aura (looks like Defiance). Anyway, it took a few minutes to kill him, as each hit barely reduced any HP. He didn’t hit that hard so I could just stand there and tank him.

Arcane Sanctuary : Cannot pick up loots from the ground when it fell into lower areas. Loots not on the stairs.