Just from my personal exp. Re-install of the Standalone is required after you attempt to use the ROT Launcher as it messes with the files in a corruption type way, … Like WArriv not appear but clickable, Same with Akara, certain items wouldn’t work etc.
Like Ram said they are busy with balancing phase now so this may change in the next few updates.I can’t say for curtain as i am not a dev but would make sense to have mobs/bosses out scale a player.Most ARPG’s work this way.
ive found several items with 2 or 3 sockets in it but seems like only 1 mats or rune can be inserted why or what im doing wrong ?
Hey lads amazing work here, tremendously impressive. Really just keep up the great work and God be with you.
I hear word there will be a separated version clean and pure diablo content, within limits of the engine naturally. What no one can tell me is whether any general timeline for the release of such has been revealed. Do we know anything?
All the best to you.
Hotfix 0.6.1.7 released.
Download:
ReignOfTerror_v0.6.1.7.rar (275 MB) Google Drive
Installation:
- Drag and drop “ReignOfTerror” folder (located in ReignOfTerror_v0.6.1.7.rar) into your Grim Dawn/mods folder and overwrite all files
Notes:
- Make sure to complete Siege on Harrogath quest if it’s active prior installation of the hotfix
- Hotfix 0.6.1.7 is compatible only with Forgotten Gods expansion and Reign Of Terror version 0.6.1.5 or higher
- Hotfix 0.6.1.7 contains data from previous updates 0.6.1.5/b and 0.6.1.6
Changelog:
>>>>>>> Click here to show Changelog <<<<<<<
Bug Fix:
- Fixed Fara’s, Lysander’s NPC voice overs / dialogs and removed all NPC dialog pop ups (no need to “deplete” them to get into the main conversation option anymore)
- Fixed Arctic, Vidala’s and Mavina’s bow set part
- Fixed Poison / Solar Creeper’s skill mana cost
- Fixed obsidian blockades in River of Flame / Plains of Despair being impossible to open
- Fixed Blade Shield by turning it into toggable offensive aoe buff with new fx
- Fixed default attack description on skills that don’t qualify as default attack
Maps:
- Removed path blockers in Jail Level 1 for easier navigation
- Ancient Temple uber boss fight rework
Skills:
- Increased Thunderstorm duration
Items:
- “Deadly Strike” stat rework (now gives chance to base 15% total dmg multiplier across all original D2 items that are supposed to have DS)
- Added % attack rating to Amethyst
- Added Rune description with info about what items can be Runes applied to
- Added missing bleeding resist to Dream / Chains of Honor RWs
Quest:
- Added 1x random socketed item reward for Siege on Harrogath quest
GD doesn’t support more than 1 component per item so socketed items serve only as a crafting material for RWs.
No ETA on the “purist” version yet as it is still far away.
Yes, that should do it.
So I have this weird thing happen with the quest line in Act 2. I got the two pieces for the Horadric staff and combined it in cube before I went to Duriel location - as I have done before in D2. When I am at the shrine where I’m supposed to put the staff, it doesn’t allow me. The quest says to go find amulet and staff of kings again.
I hope that finding the pieces again and not combining it fixes it?
Clicking on hotfix link does nothing…
It worked for me literally 10 minutes ago, Sorry to hear you’re having an issue, I right-click and open in a new tab.
Link in the today’s release post works, just the main post didn’t work.
Fixed.
Nightmare mode, Scroll of Inifuss disappeared after right-clicking it. Exited, got a second scroll and now nothing happens when I right-click it. Essentially stuck.
Any plans on adding the faction augments to the mod? Tried looking at the Act 5 and 6 vendors with no luck.
Game crashes every time I try to fight Duriel. I put the staff in and when I enter his lair, game crashes. Is there a fix or workaround for this?
Hello, great mod. Do you know if it is possible to heal the mercenary ? I might have missed it in the wiki. In D2 LoD it was shift+potion IIRC. Thanks and keep up the good work.
Try looting the Scroll in Dark Wood again and deliver it to Akara. She should give you another one in return.
Augments show up only after getting req. level.
Cannot reproduce, try different Video Settings or get rid of anything that might be causing it (buffs, items, mercenary, etc)
There is no direct method of healing a mercenary apart from auras any some healing skills from GD gear.
I don’t know if this is the same for everyone, but I’m getting gold-starved quite a bit. Doing runewords/ runes is very expensive and so are the merceneries. Any advice for me how to make more gold - I’m currently picking up and selling all the blues/ yellows, but they don’t sell for much.
Also is there a way to transfer the mercenery from one medal to another, when you want to swap for a new one?
Just started playing this on Friday, and I must say that I’m quite impressed. I’ve just completed the Bloody Foothills, and I expect I’ll finish up Act 5 tonight.
There have been a number of areas that really stood out to me. The Stony Field through the Tamoe Highlands in Act 1 are absolutely fantastic. They are completely overhauled while still be faithful to the original game. On the flip, it looks like Act 3 is still on its first pass, especially with the Kurast areas. They are very faithful to the originals, but could use a doodad pass to spruce things up a bit. The Arcane Sanctuary was surprisingly well done. The River of Flame is absolutely epic, and freakin’ huge! The Bloody Foothills 100% nailed the original, amazing job.
I noticed some small things here and there, but I didn’t think to jot them down. I’ve got a second character that I’m going to run through and take more extensive notes, but one thing I did notice was that Cave Level 1 (in the Cold Plains, Act 1), in the upper right corner, there is something that is causing the game to hang for a second or two, almost like its loading something into memory.
Edit: Absolutely Nailed Act 5. Unbelievable job all around!
Personally i am taking my time with this Mod.I don’t have much time to play but i savior the moment as it’s a beautiful and well planned map.It is a little dark for me though but it might be me getting old but then again i listen to metal so that’s not it
So, seen in the 1.1.6.1 patch notes Crate actually increased the max number of masteries to 80 and the Special Animation references per weapon category to 80. Does the second mean RoT would now allow for all weapon types instead of replacing certain vanilla GD ones to get them to work?
Selling gems / runes and areas with lots of breakable object (such as urns, jars, rock / bone piles) are the best methods to farm gold. In addition to that the new goblin level on hell difficulty can grant you around 500k gold per run.
Mercenaries cannot be retrieved from an items.
Thx for the report. Will see if there is anything I can do about it.
And regarding Act 3 level design: A3 maps were made by 3 different people with various skill levels and experience when it comes to map making so the inconsistency is noticeable compared to other acts. Only time will tell whether there will be room for A3 overhaul in the future, however it is not our to-do list currently.
These are special animation references that can be assigned per each available weapon animation set. Therefore, it doesn’t increase number of available weapon anm sets which is what RoT needs in order to implement new weapon types.