[Mod] Reign of Terror

i play always on single player

thx , i test it that too

that would be really nice

Please check the following list of common issues, it sounds like your Grim Dawn might be in a language other than English. If so, this is not supported per the list below. Hope this helps!

Causes of common issues while playing the mod:

  • Incompatible RoT or GD version (make sure to always use the latest GD:AoM+FG xpacks and RoT version)
  • Incorrectly extracted mod files (follow the ā€œInstalā€ guide below)
  • Loading different game mode (base GD campaign, Crucible or another mod) before RoT can result in unability to load certain assets such as tags, textures, etc. Make sure to start RoT as the first game mode if you decide to play it.
  • Playing RoT character in other mods will result in losing all RoT related assets (items, skills, etc) from the character and stash
    *** Only English language is supported by default using any other language pack while playing RoT results in missing tags and quest objectives upon load**
  • Using incompatible 3rd party tools (example: GD Defiler will remove all discovered waypoints from RoT characters after editing)
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yes, change from german to english and grim dawn newstart, helps and works, thanks a lot :heart: :heart: :heart:

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Thanks for spotting this, will be addressed.

Regarding retaliation pets. I wonder if this will be a viable thing but by all means, go ahead and try, I’m curious where you end up at. The Wodans thing is a curious one indeed, ill remove the dodge from it.

As far the the dim vision is concerned, light radius doesn’t mean anything for the aggro range AFAIK. Especially as any curse ticks (i.e. attacks) every second. Losing aggro is done through confuse indeed. Some items do add a chance for pets to taunt/get aggro more often. And some pets (GD pets mainly, and grizzly) have their own taunt attack.

There is a devotion, Ishtak I think its called, that also adds pet taunts when you are hit.

This is my favorite GD Conversion MOD! I like others also, but this I play often. And honestly, I prefer this to Diablo 2 Resurrected, though I do enjoy that also.

Thank you! :+1:t4::smiling_face_with_three_hearts:

3 Likes

@ChapterMaster Glad you you continuing to play and find issues and question design decisions, etc.

Concerning D2: Resurrected. I played up to act 3 with Vanilla ++ mod. It comes with a launcher that allows for adjustment of champions and mob density, etc. It’s pretty damn cool, but it’s still not even close to what this mod is! Once you use your video settings at high end enough for D2:R, the graphics are astonishingly good, but often it feels just like RoT where I don’t actually believe it is the original, and it turns into a glorified D2 mod. As a result I still far prefer RoT to D2:R!

Getting to Act 3 compared to two summoning characters completing hell in RoT, not really much competition, from my own actions, what I like more, LOL…

Even with the extra stash space, D2:R simply can’t compete with any modern game or well designed mod. With mods, so far, it’s still deeply lacking in comparison as well. Without mods, the QoL is far too behind for me to even consider playing it.

RoT has PLENTY of inventory/stash space. But if you take a mod like Grimmarillion that has massive inventory designed for picking up ALL high tier items with massive monster density and still completing entire missions, even entire acts without needing to sell items in town. You look at D2:R and you just cry.

What makes D2:R even more difficult for me, is within a year or two of D2:LoD I discovered Eastern Sun and never looked back. RoT is where it’s at for me and always will be with Diablo, until D4 ships hoping it’s actually good. And Grim Dawn base game is a great spiritual successor to D2, making all other mods like Grimarrilion and RoT, but also pretty much ANY OTHER GD mod, an ultimate Diablo replacer.

Funny how things turn out, LOL.

Now, while it is true that GD has limitations in it’s ability to emulate Diablo and other gameplay systems modders may want to have, I question the relevance of a Grim Dawn 2 even. It’d be great if it had full mod support as GD current does, but the modding community is so massive I feel the sequel would have to compete with all the free content GD itself offers in mods. GRANTED, once it was out a few years people would be buying GD2 simply to have access to all the modding content after the base game, sure, but it does short term make me question a sequel to Grim Dawn at all as a valid choice on the part of Crate.

As usual, this turned into far more than I thought I was going to write originally…

2 Likes

I have a question about multiple related builds that have a similar theme.

Right now I’m running Holy Shock, electric hydras, and Lightning Storm. At first it was just Holy Fire, trying to be totally passive.

On another build did Assassin traps that I didn’t get far with, but I will include that in the question.

I was looking up the role of offensive ability in vanilla GD as I can’t find a direct response for this specific issue. Are these spells still run by my attack rating even though none of them target manually? I seem to be doing great as I’m 100% into damage and a decent amount of Intelligence. I’ve never invested in dexterity and have 30 points left over.

What should I put my 30 points into? In nightmare Act 3 and still doing ok. On one thread it says only retaliation and pets don’t need offensive/attack rating. Couldn’t find anything more similar to what I was running.

Funny how I’ve played this game so much and I’m still unsure about some of the mechanics and if any of these skills are actually losing hit percentage with missing dex/attack rating. And that would in turn lower my damage per hit.

EDIT: Changed the final paragraph a few times just now to be sure I asked the right question. I believe in GD you are always hitting your target, but you generally do less damage per hit with a low hit chance.

Completely agree. This is better than D2R. The quality is absolutely amazing.

No. In GD you hit or miss. If you are below 70% chance to hit, you get an additional penalty to your damage. Above 70% chance to hit you will full damage. If you hit, that is.

Player based pets will still need attack rating to hit or miss, this case the hydras and lightning sentries. Your attack rating will boost theirs. Regular pets have their own attack rating, your dexterity etc won’t matter for them.

Certain AoEs I think don’t miss, like a holy shock aura. They’ll behave like you said above, just the damage penalty below 70% chance to hit.

Hey thank you! :slight_smile:

Spoiler for attack rating in Nightmare: It looks like it matters with bosses in late nightmare, or large fellas with high defense. Assuming you never added to dex allowing for variance between different characters. Of course it matters early too, as you aren’t maxed on mastery points. However, at just 468 dex many monsters are still at 73% chance to hit.

Other opponents show 60 but they could be lower. Google tells me I can’t go below 60 and I think it’s roughly 15% damage loss along with missing critical damage. But that’s just plain awful if I use an actual attack. It does explain why bosses die slowly.

Yes, pets require attack rating, sometimes player attack rating if the skill states this. That is nice to know about traps being similar to hydras requiring player attack damage.

I’m glad my brain no longer feels super disoriented. But you know, that’s a person problem. :wink:

60% is set as the lowest possible chance to hit. So you cannot go lower than that (even if the formula would let you drop even more). Very un-diablo like, I know, where the minimum was set to 5% iirc.
Some classes definitely have in issue having enough attack rating, sorc and necro being the 2 classes with the least amount of buffs to it, but through components, mercenary, devotions you can usually get by relatively ok. Sorceress has enchant and thunderstorm and necromancer has life tap to help out.

Hey there,
I tried to update the mod and this is what happend.
Can you help me to fix it? Btw it’s the health potion. :roll_eyes:

That’s a result of missing texture references. You must have installed the update incorrectly. The most common issue is not extracting all required files or extracting them in wrong order.

  1. Download 0.6.1.5 (standalone), then 0.7.0.0 (update) and finally 0.7.2.0 (update)
  2. Open ReignOfTerror_0.6.1.5_standalone.rar and drag ReignOfTerror folder found inside .rar into Grim Dawn/mods folder
  3. Open ReignOfTerror_v0.7.0.0.7z and drag ReignOfTerror folder found inside .7z into Grim Dawn/mods folder (it will ask you to overwrite some files, which you have to accept)
  4. Open ReignOfTerror_v0.7.2.0_update.7z and drag ReignOfTerror folder found inside into Grim Dawn/mods folder (again, it will ask you to overwrite some files, which you have to accept)
  5. Enjoy

PS: next update is going to be a standalone version so you will have to download and extract only 1 file.

I missed the v0.7.0.0.7z update. I thought only the last one (v0.7.2.0) is enough. So I tried again and it worked. Thanks. :slight_smile:

I have another question about the merc. I would like to change the medal/charm, but how can I remove the soldier from it?

Well my character is in hell act 1 and it made a big difference giving myself that attack rating rune as opposed to a damage rune or a gem.

Some suggestions for the next patch, if possible:

The winged demons in act 6 still look like vultures to me. :slight_smile:

Act 6 should have level names like:

The Dungeons Level 1-4
The Catacombs Level 1-4
The Caves Level 1-4
The Labyrinth Level 1-3
The Labryinth of Diablo (I forget what this level is called, but it’s unique name).

The idea is to have them displayed on the waypoints to make it easier to know where one is in Act 6 and for it to not feel so generic. :smiley:

@Solitaire You have to buy another merc from an NPC. While you are capable of removing the merc from your item via crafting, it gets destroyed, and there’s no other way to get it back, even if you destroy the item. If you find many replacement charms early on it’s going to cost you ALOT. :wink:

@ D2ModPlayer Damn … I wish you could remove it from the item like a normal gem. :frowning: Thanks for your answer.

Could you consider removing ā€˜slow resistance’ of Boss monsters?
It is one of a lot fun and also one of a strategy of classic necromancer in D2.
Still a very good mod and thanks for making it, but that one thing is a bit disappointed when playing nec.
I think it would not harm the value of this mod seriously.
Few people would use the slowing debuff skills for killing just normal kid monsters.
In reverse, i think the immunity of the Boss makes that kind of skills useless, which means the decreasing of variety in strategies.

I haven’t always liked it either, but I’ve found over the years I like that ā€œslowā€ mechanic. Why? Because it’s a unique stat that needs resistance. I feel Grim Dawn as a base succeeds because there’s alot of ways to interact. Slow debuff is an incredibly powerful thing to have for some characters!

Oh yes, bosses being immune to different effects. That sucks. :smiley: But you still slowed the other monsters before hand right? :wink: It’s similar to having fire as your main damage and facing a fire immune monster. Without it the game would be easy. Annoying I agree, even deadly, but also a more interesting game as a result. I find it useful that some builds kill some bosses easily and other cannot. Look for those you can exploit unless you absolutely have to pass a quest boss, which might take an hour with a build that’s naturally countered by it.

Duriel really got my summons once. But then I realized without that encounter I’d have steamrolled everything. That’s how I feel about skill immunity in some bosses. Think about how to defeat him. :slight_smile:

Am a bit slow today, you said it’s useless if it can only be used on normal monsters. But that’s what you are killing 90% of the time, or did I miss something?

PS, a secondary thing here: I installed a Ryzen 5600 on my existing motherboard. It’s the biggest upgrade since my 1080. Makes a MASSIVE difference in peformance with Grim Dawn for a player who enjoys DSR and max AA alot. Grim Dawn is largely CPU bottlenecked unless you have the latest and greatest.

The new CPU makes a bigger difference than adding an SSD a few years ago. Think about that. I also now have newer 1TB M.2 SSD and that had only minor differences (or no differences, literally).

I’ve been stunned by this, as my old CPU was an overclocking king.

I’m not trying to argue but please don’t be upset that I don’t agree with you.
I also will not be upset even if dev’ doesn’t take my suggestion.

First, what I said in the above reply is not the same situation with facing a fire immune monster as a fire-main character. Facing an immune monster, it is just that I can’t kill a few specific monsters. But what about slow immune? It belongs to ā€œallā€ bosses and it means I can’t use slow mechanics to ā€œallā€ bosses. I think that’s the problem. I can accept if a few bosses have slow immunity but it’s all.

Second, what you are saying is that slow mechanics are still useful because I’m killing normal monsters on 90% of the time. But what you have missed is that I don’t even need to use slow mechanics to kill normal monsters. Even in D2R, slowing skill of necromancer is used only to boss monsters and Amplify is used to every other normal monsters instead.

Third, pet builds like necromancer and ritualist(in vanilla) are especially hard in grim dawn that other games. It’s because skill points and items are all used to strengthen pets so that the main character is left very weak and there’s no way to protect from enemies. Slowing mechanics or pet’s provocation is allowed in other games and it’s not in grim dawn. That’s why there need variable mechanics to protect from enemies and slow mechanics are the very just one for pet build classes.

Last, this mod mimics D2 in many ways and slowing mechanics to bosses are allowed in D2.

Hey no problem. I was literally saying I was slow initially. I didn’t get much sleep.

But yes, there’s other mechanics where ALL bosses won’t play with those either.

Yes, I didn’t miss that. You may not NEED the slow mechanic, but it’s still increasing your power. I definitely get that it’s rough if you can’t always rely on skills as advertised.

I definitely understand if you miss that from D2. This TC was initially going for a 1 to 1 recreation but has since veered away from that, especially due to the release of an HD version of D2 officially.

At least my response got you talking about it more.

If you do the pet build right it’s a bigger powerhouse than anything. If your pets do enough damage they can almost always aggro a boss before they kill you. I wasn’t even truly endgame viable (did it before the newer endgame was added). Didn’t even hit level 100. :smiley: But I agree there’s many builds with summons that are more difficult early on.