http://www.grimdawn.com/forums/showpost.php?p=611590&postcount=588
Diablo 2 Remake looking good, heh.
I downloaded the mod, but due to the MASSIVE amount of work, I still havenāt got time to play, unfortunately.
However, I can definitely say that Lut Gholein looks fucking fantastic. Literally drooling, awaiting the moment to finally test this out.
Thanks, Ram.
Sure thing, I will release Lut Gholein once I am done with Sewer Levels and Radamentās Lair quest, so in about 2-3 weeks.
I jut started playing this mod, and it is excellent so far! Your attention to detail with the creatures and scenery is top notch. I am also doing a multiplayer run through with my friend, who is a Diablo 2 fan as well. Thanks for all of the work this mod must have taken. I canāt imagine it.
If you would find it useful, I will tell you when I come across any issues in multiplayer. Right now, I can say that we are having a lot of trouble with the Paladin aura system. It works fine in single player, but in multiplayer (as the joining PC) the auras fail to activate their effects a lot after you have turned them on and off once. They reserve energy, but often donāt do anything else. Further, when they do work the other player only receives the level 1 effect and not the full effect of the aura. This is the case for Prayer, at least.
A couple miscellaneous suggestions:
-In Diablo 2, the Paladinās Holy Fire/Freeze/Shock auras were often used in builds in conjunction with Zeal because they added elemental damage to the Paladinās physical attacks. In this mod, it looks like they only do the aura damage and do not add the damage to attacks. It would be cool if they could be made to do both like in Diablo 2.
-The screen shake effect of the Sorceressās Fire Bolt (before it is upgraded to Fire Ball) is a bit annoying since it triggers so much. It also makes the skill look more powerful than it actually is. Consider removing the screen shake.
Thanks for your feedback.
Paladin auras not working: need to investigate this further since I never had these issues in MP so far.
Offensive Paladin auras: see edit for more info
Firebolt: screen shake effect will be removed (I usually play without it so that is why I missed it)
Edit: Holy Fire / Freeze / Lightning auras give base elemental dmg bonus after hitting any enemy with the AoE dmg, check your stats after you engage enemy - it should be working
A few more observations from multiplayer below. Very much enjoying this mod.
-Projectiles from the Teeth spell seem to pass right over the head of Quill Rats. My MP friend suggests that this may occasionally be the case for some other projectiles he has tried as well.
-The Scroll of Inifus did nothing in our game when I used it. I did not have anything else in my inventory. My friend was hosting the game, and his scroll was also removed from his inventory with nothing being spawned. I manually cheated in some keystones to get around this.
-After talking to Deckard Cain in Tristram, he sat in his cell and was unresponsive. Once we remade the game, he was sitting in town and we were able to finish the quest.
-When one of us talks to an NPC in the Rogue Camp, the other player hears the voice over as well.
-The Bone Spirit skill description says it seeks out foes, but it doesnāt do so in my hands.
As always, thank you for taking your time with these reports.
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Probably requires template change, will look into it.
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This is issue that I am not able to fix currently, the only way to prevent this bug is that the host will always use the scroll. It doesnt work for client for some reason.
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Did you check Rogue Encampment right after speaking to him in Tristram? Cain should appear in RE right away. I will have to check the teleportation script (effect) anyway because it worked before.
-Yeah, know about this one :undecided: This should happen only during trading tho. I might know how to fix it, need to test it first.
-Interestingā¦ I am 100% sure the template was changed to homing projectile so dont know what happened there. Will be fixed in the next update.
Not sure if this has been reported, but killing the countess doesnāt complete the quest for me on Hell. I donāt know if it is related but I died once or twice on my first try.
I forgot to add hell version of Countess and Smith into quest objective, therefore Tools of the Trade quest will also not work, unfortunately.
Hotfix 3: https://drive.google.com/open?id=1VkG1tFuzdStzmbxjEn3IIUxmh2jdWyQr
Changelog:
- Fixed Forgotten Tower quest and Tools of the Trade on hell difficulty, can be completed now.
Thanks! I guess the patch is not retrospective. RIP devotion points. Iāll probably edit them back later.
If these quests are active then it will remove them hence preventing player to complete them.
It works only for players who did not take the quests on Hell difficulty before applying Hotfix 3.
Crate announced new expansion so I decided to give you little sneak peek on new update that is coming soon to RoT.
[spoiler]Radament says hi.
[/spoiler]Radamant is so freaky, like a horror movie villain. I like it! Sounds like the new expansion pack is going to have some desert assets for you to play with, also.
Iāll unload some more of the observations my friend and I have made while playing the mod:
-If you talk to Akara after rescuing Cain, but before talking to Cain, you will lose the opportunity to get the devotion point reward.
-The activation distance (or whatever it is called) is too far for many objects in town, resulting in the character walking somewhat close to it and then opening his inventory without accessing the object.
-Fists of Thunder looks like it is available with 20 points in Assassin, but it is actually available earlier. (At 15 points, perhaps?)
-Battle Orders has a round icon that makes it look like a modifier skill, but it is actually its own skill that is used separately. Maybe make the icon square?
-Avalancheās skill line makes it look like it should require points in Tremor and Earthquake, but I donāt believe it does.
-The skill description for Weapon Block could be updated to make it clear that it also enables dual wielding of weapons.
A couple observations about balance. (We play Hardcore Normal+, for reference.)
-Clay Golem is really questionable. I tried speccing into it and the return on investment is nowhere near what you get from the base skill for other summons. The stun sounds okay in theory but often times the golem is lollygagging and watching my skeletons fight. Its damage is laughably low.
-I struggle with Paladins and Barbarians in the early game. They do not do nearly as much damage as the caster classes and are often in more jeopardy due to having to soak a lot of damage. The Paladin can use Prayer, which dramatically improves survivability and may make up for his lack of damage early. However, Bashās damage is not amazing and the Barbarianās great defensive buffs such as Iron Skin do not come into play until later, making him strangely vulnerable and impotent in the early game for a Barbarian. (I might be playing him sub-optimally?) Perhaps consider boosting or front-loading the damage of Sacrifice and Bash?
-Boss monsters are insane. They are often capable of instantly killing our characters with no time to react, even though we have had a very easy time with most regular monsters. For example, The Smith was able to charge into my friendās Necromancer and one-shot him, presumably with physical damage, even though he had specced into Bone Armor and only put points into Physique. I find this dramatic of a difficulty spike to be rather unenjoyable, but this is a matter of taste. In Hardcore mode, near-unavoidable instant death events are rather discouraging, and it is much more fun to have a dangerous enemy you can try to skillfully play around as opposed to being flattened on a momentās notice. In another instance, my melee fighter with pretty good resistances was instantly erased by a couple of regular ghost enemies in the monastery. The primary culprits for this sort of difficulty spike are fast-hitting ādeath from the skyā abilities which ignore hero and monster positioning. If the damage was dramatically reduced for those skills, I would certainly not complain. Right now the boss difficulty feels much like late-game Nightmare mode or even early Hell mode from the original, which is funny in Act I Normal+.
-The monster loot tables seem to heavily favor shields in the early game. Sometimes to a silly degree.
I quite like the difficulty. However, farming in this MOD is currently unexciting. But I am sure itāll get better with newer acts.
Some of my thoughts on my route to end game:
I finished nightmare around level ~45 but enemies on hell has a base level of ~60. So I farmed for like 10 levels straight in nightmare mostly killing countess before entering hell. The highest rune I saw was #13. I did about ~15 more countess runs in hell, due to my trash gears a single run takes a lot of time. Highest rune was #14. Also crafted runes doesnāt seem to do anything at all (they have no effect and also canāt be used for further crafting). I donāt see myself crafting any useful rune words for my character in the near future. I think a reasonable goal would be passionā¦itās not even that good due to the high fear chance.
Anyway, farming is slow. I built pretty defensively so I can survive. However some of the random elites are just too tough to deal with. My typical strategy is to keep running and let merc do the work.
Iāve encountered the goblin twice. First encounter was in normal, I was able to bring it down to half hp. When I later encountered it in hell, I dealt pretty much 0 damage to it.
I still have a long way to go. Given the current game content its hard for me to keep going.
As always, thanks for more reports. Will do my best to fix these issues before next A2 update.
I should also add a warning to the main page saying: This mod is not optimized (yet) for Hardcore gameplay :D. Overall balance is something I plan to do in later development stages so my apologies for unexpected HC deaths.
Just tested rune crafting and I donāt see any issues with it. Can you upload a screenshot of that āempty runeā and perhaps crafting window?
Many thanks.
It is an amazing job!
I tested it and i felt the same pleasur than with diablo 2
Will you work on the ui theme?
And can i suggest to add some lights in spells?
Continue to work as well as you do, we are very many to wait to play it fully
Iām glad you like it.
UI will definitely change, just not anytime soon since I have more important things to do right now.
āAnd can i suggest to add some lights in spells?ā
Do you mean a light source because the atmosphere is too dark?
āUI changesā what a coincidence
Okay, so this is actually making me crack up since this used to happen to me all the time in this game, but is there any chance the Den of Evil quest could be bugged out at 43/44 monster packs?
I had some issues getting the mod setup initially so Iām wondering if it is bugged out (probably on my end, Iām pretty computer illiterate), but I swear this last mob does not exist. Iāve spent the last hour running around the den of evil with my gamma cranked up so I have an obscene sight distance and there definitely is not a mob floating around. No star on the minimap and definitely nothing in sight.
Edit: Den of Evil, not Den of Thieves. Iām an imbecile.
I already have the assets since 6/2017, just need to make AoM optimization + brightness adjustments .
Thereās area with 1 monster pack right in front of the cave entrance / exit that is surrounded by rocks and is quite easy to miss. I remember someone saying that this was the issue. Otherwise the quest works fine (tested it with several characters).