[Mod] Reign of Terror

This set has been used to make Tyrael NPC in early RoT versions but it was later replaced by another asset.

1 Like

Playing a vengeance character.

The tiny flying creatures in the Black Marsh have no death animation to holy fire and they just vanish. Saw a few ground crawling creatures with wings do the same in act 2.

Skeletal mages in Tal Rasha’s tomb die above the ground, sometimes only obvious if you walk around them and the ground shifts as you pass by. Was using holy freeze on those.

I think 2.25x DSR is my favorite for both Titan Quest and Grim Dawn due to performance issues with 4x DSR. But I just OC’d my 1080 by 150 mhz core and 800 mhz memory with 20% voltage increase (tried and true OC from the past I had forgotten to do after a recovery) and now even 4x runs smoothly in this mod, but I haven’t fully tested it with either game since doing that. The difference is only minor compared to what 4x would do unless you are watching old TV shows that need more blur on the desktop. Without an OC the youtube watching was difficult if the game was still running on 4x DSR.

In case you don’t know, I set my desktop to the DSR resolution which increases the blur (100% smoothness) of the DSR and then I do max sharpening on the video card as well. I then set the game to the desktop resolution (for the purpose of a realtime remaster of the bad textures).

The performance issues with DSR I experienced were before the overclocking of the video card. Remembering to OC my CPU parlly clears that up but it still struggles without the video card OC (it will reset itself to default sometimes despite being stable). Not tested with the video card OC in multitasking or gameplay.

EDIT: In act 3 a few disappear as usual and others seem to actually have a death animation. You see blood and they fall down (very small flying creatures).

EDIT 2: Some of the regular size bats have no death animation and just disappear when hit with Holy Freeze (Flayer Dungeon).

Really minor issues. This mod plays so well!

In Leoric’s tomb in level 3 of act 6, after you kill the him (if that’s the name of the quest) there’s places where you get stuck around the entrance after triggering for the doors to open to the final chest area. You can always get out of them, your character is running and eventually he slowly moves out. It is a known issue for me in Grim Dawn, but usually you have to leave one session running for days to duplicate, meaning I think there may be an error in the level.

My first time getting SUPER stuck as a melee character since I don’t usually play them. In this quest I’d die to one hit and had to figure out my character. 1-2 levels later and tweaked gear and I could survive just fine, though I’d run around for my potions to restore, and thankfully no more one hit blows that kill me. Used an enhancement that gives armor absorption and increased armor (you apply it to chest armor) and that really helped (it goes from 70% armor to 76% on the armor stats), plus using 600 armor instead of the 200 with +1 all skills that’s my favorite for most characters. :smiley: Switched back to my favorite armor after and applied the same armor enhancement and it still says 76% despite being 400 less armor on the chest. I’ll keep testing and playing with that.

The conversations on this thread really helped me.

By act 6 monsters are as low as 60% to hit, but I’m not currently having any issues. One more point and I get +3% extra attack value. Working on that now as a priority. I don’t relocate passives or actively used skills unless I totally bork my character. :smiley: My error was fully investing in cold mastery. I only just discovered I can use enchant weapon, a godsend as vengeance is a challenge with no attack buff per point used. Funny, I didn’t even pick sorceress for that, LOL. Works PERFECTLY with vengeance! This is my third or 4th character with paladin sorceress combo, never gets old.

EDIT: I’d struggled since Baal, every boss was like the dentist pulling teeth, but I kept plowing through until I hit a rock and a hard place. LOL. The changes allowed me to EASILY kill Baal on a second run.

EDIT 2: It was REALLY hard to play this mod again after so long with Titan Quest. Everything is different and I lost all my confidence! So I started a new character. Seeing all the improvements over the last LITERALLY 15 years on ARPG’s makes me giddy. TQ is one of my favorite games as I feel like I am outside with nature and it has a fantastic theme second only to Diablo! But with enough playtime, it’s extremely boring since I am used to more interaction than an occasional good drop and literally nothing else to do to improve besides going out to farm and wait for the perfect drop. YAWN. I haven’t gotten to the new expansion acts yet, but I’m close, and I’d recommend vanilla (unmodded) TQ to those looking for a casual experience that could be insanely difficult depending on your build or pretty easy with my current build (Terracotta soldiers and staff weapons with nature class to heal them).

EDIT 3: To be more specific, bosses like the Butcher would die because I let my act 3 mercenary kill him and I just would hide around the corners. So my build hadn’t been fully viable before I hit that brick head on, I think it’s important to clarify that. I always make the mistake to do area damage instead of attack value, etc., with Paladin, just because it’s my favorite kind of build. I have a new higher end relic called Death Chill that gives me a double cold aura. It’s incredibly powerful but doesn’t break the game exactly. :smiley: If I am 10 levels above monsters I can just run around them once or twice and they are all dead, and even with act 6 it’s pretty viable, just really bad against bosses. :smiley:

EDIT 4 ANOTHER BUG: I reported in the past there was a chest in the area you rescue anya that can’t be opened. It’s still there on the border at the bottom. And in another place on the left containers that can only be targeted and destroyed if you face them at an odd angle. So all the objects on the edges are bugged.

These mechanics how armor value, absorb etc work are all explained in the basic grim dawn wiki/mechanics guide. In short, your armor value does not change the %absorption.

Screenshots with the item+map will help better to pinpoint the bugged item than this description :slight_smile:

Cloud Stalker was the little flying guys who had no animation before, in Act 3 (they would simply disappear immediately). Around that same time I had several crashes due to forgetting my CPU voltages for overclocking and wonder if that was the problem. Currently they all have death animations. But who knows, the damage threshold is totally different in normal mode, and that may completely change the death frames.

Right now the system is stable. I’ve never gotten 3200 mhz on my memory on this system, which should be default. I may try that again, LOL. Cheapest motherboard I could find from ASRock that has support for 5 generations of CPU’s.

As far as my attack rating I’ve had no real issues with it since I have a hybrid build. Mass passive AOE (area of effect damage) and melee compliments it when they don’t just immediately die to it. Some enemies have a high % to die (*edit: I mean to be hit), and others it says 60.

I wonder if 60% is the lowest possible or if that’s simply a glitch in Grim Dawn. I don’t remember having any issues since I have a pretty high IAS (attack speed). I remember Fuzzy saying low attack rating actually drops damage, in which case everything I do increases my damage. :smiley:

PTH Threshold 1: 75 (1.0 damage)

If your PTH is lower than 75, any attacks that land will do reduced damage. The damage reduction multiplier is equal to your PTH / 75 (ex. if your PTH is 70, you will do 93.33% of normal damage on a hit, or 70/75). It is highly uncommon to go below a PTH of 75, though it can happen against targets that are significantly higher level than you.

For more info
https://solael.github.io/GD-game-guide/guide/gameplay/combat.html#q19

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Update 0.7.2.0 released

Download:

ReignOfTerror_v0.7.2.0_update.7z (586 MB) Google Drive

ReignOfTerror_v0.7.2.0_update.7z (586 MB) GoFile

Installation:

  • Drag and drop ā€œReignOfTerrorā€ folder (located in ReignOfTerror_v0.7.2.0_update.7z) into your Grim Dawn/mods folder and overwrite all files

Notes:

  • Update 0.7.2.0 is compatible only with Ashes of Malmouth + Forgotten Gods expansions and RoT version 0.7.0.0 or higher

Changelog:

9 Likes

Excellent. Have no issues with the changes. :slight_smile: Nice new skillpoint sink in Enchant. I’ll check it out once I load the patch. :smiley:

I mentioned attack rating earlier as it was a big issue in many chats previously, but thanks for the help on basic mechanics because I often don’t know or remember things.

With my elementalist style paladin it appeared attack rating wasn’t near the struggle I felt it may be. The passive tree worked great with all my cold damage additions and I hit quite well at the end of Act 3 Hell. Maybe there are exceptions, but attack rating increase is literally all across the passive skill tree, I only needed to choose a few of the constellations specifically for attack rating. I mopped up in places.

Interesting change with lower armor rating. I’ll play more melee in the future I hope. It’s fun, but with this guy I can still cheese them with holy Freeze and the stacking armor crowd control frost damage (new sorcerer armor skill from previous patch) IF I have to!

The hardest boss in the game for me is the Skeleton King, or is it Leoric? Forget his name, LOL. Act 6 questline boss with respawning skeletons and lots of switches and levers. I cheesed him in nightmare running in circles, could not get enough armor to survive melee with him. After that no bosses were a problem permanently. Died the most to Duriel in Hell.

PS I am talking from a viewpoint of having invested ZERO into dexterity! I also didn’t use any gems to buff attack rating. That may change, but for now I’m more of an elementalist with AOE remaining a priority as long as it kills anything and is productive (and that in turn buffs my melee damage).

Much awaited patch.Thank you.I am busy starting my own business so don’t have much free time but i will give it a swirl when i have some free time :slight_smile:

One thing I forgot to mention in my last post is I managed to get this old motherboard to do the 3200 rated speed of my DDR4 memory at a MUCH higher out of spec voltage. Stability is HIGHER than it was at 3000mhz and the lower voltages and Grim Dawn can run 3 days straight before I quit the game, which is a new stability record.

So monsters disappearing immediately with no animation can’t be my system. GPU not OC’d currently to dial in the right CPU/Memory voltages and frequencies. It could be a default Grim Dawn bug, no idea, LOL. Grim Dawn itself has some wonky bugs similar to Titan Quest at times.

In addition, it happens on OTHER monster types, so I can’t dial it into any one creature. It’s not a bug, it’s a feature. :wink:

This is ā€œgibā€ mechanics which triggers death fx when enemy loses large % of hp in a single hit. TQ models may not have correct fx attachpoints which would result in instant disappearing without fx.

Ok cool. Thought I’d mention it as I talked so much about it before and then cast doubt on my own diagnosis. :smiley:

The bigger bug is things dying in thin air and failing to drop down to the ground. If you aren’t paying attention though, particularly because this mod is somewhat dark in alot of areas, you may not notice. :slight_smile:

Read your updated post above. Oh, that makes sense! No gib no joy! :wink:

This one is related to TQ models / death animations used in the mod which do not work properly sometimes and thus cause affected enemies to stay ā€œfrozenā€ after death.

I actually did purchase D2:R. And with max DSR settings it looks AMAZING and was really loving it actually, it feels very modern. But I never even completed Act 1 due to this mod.

The sorceress changes are welcome so Grim Dawn builds can work with it! She’s a great support class! (aka sorcerer)

Just porting over 2D HD images to a newer engine for Wolfenstein caused me ENDLESS technical issues, and 3D models with their dynamic environment interaction is exponentially more complex, so these issues are understandable. :smiley:

Wow new update, thanks for the great effort :+1:

Find the exit and get the darkwood waypoint before staying long in the underground passage or teleporting back and forth. It should eliminate most or all crashes, at least what you’d get before finding the new waypoint. Anyway, in hell I didn’t experience it at all. I tested it a great deal and went everywhere. Not one crash. I did have a crash in normal mode. I don’t remember any in Nightmare.

I went through all the acts, I decided to try the Path of the Ancients, after talking with RAM I moved to the mountain where there are 3 NPCs and there is nowhere else to go, and the teleport is closed. NPC Korlic offers I am ready for begin, but nothing happens

And door is closed

Try reinstalling 0.7.0.0 and then 0.7.2.0 again. Then kill diablo again in act6. Can also use a quest fix to set it at kill spot of baal, then do act 6 again (you keep your waypoints so you can just go to level 14 and kill diablo).

The rar file opener says I do not have permission to open the file. What am I missing here?