[Mod] Reign of Terror

I remember getting Hellfire way back in the day. Felt pointless, but I don’t recall disliking it. Played through once as the Monk class and yep he liked using a staff. I remember bugs and organic looking areas and that’s about it. I’d sooner prefer seeing the cut content (that can be filled in or borrowed from as allowed by other modders of D1 mods) but wouldn’t say no to it as an optional challenge dungeon exclusively for higher drop rates and experience, not unlike the nonexistent cow level.

I was wondering, though, think we could get a Relic augment that gives you D2 class voice lines as skills? Even better, though I doubt it given Grim Dawn’s base design, if doing so also then triggered original D2 voice lines after certain events like killing a major boss or saving Cain in Tristram.

We’re relatively close, but there are some issues that cause some people to crash consistently. So until that is resolved, there is no release.
As for when… I can’t say. It’ll be released when it’s in working order.

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Cygi, it is unusual for me because the only other mods I ever followed in active development were Back to Hellfire (Onyx, was friends with him over a decade) and Eastern Sun (later version with Tsuru over 10 years ago).

Generally with a mod I expect nothing. When Ram and Fuzzy gave recent updates I was really impressed by the features they were announcing, even if there weren’t alot of details. So for the first time since Back to Hellfire and Eastern Sun many years ago, I am following a mod again and excited for a new release. :smiley: I do still expect nothing as the mod currently is kick a**, so I can wait and play other things I payed for once D2 mods are burnout for me, but it is exciting to me they are doing their best to make this the best Grim Dawn mod ever.

Not that it’s any kind of pressure. :wink: :laughing:

@Deioth
I did play the expansion once, because a friend owned it and I borrowed her disk. I disliked the enemy scaling but for me the humor was incredibly funny. And though Brevik may have hated it, I’d ask him quite seriously why he made a cow level if it isn’t canon.

Anyway, the problem with Hellfire content in a mod like this, is that most fans of the series would reject it just like Brevik, because it isn’t at all considered canon! Or is it? Secret cow level in D2. Thanks Brevik. :wink:

And that is enough for me. :slightly_smiling_face:

There’s jokes for fun and there’s “just… why?” kinds of things. Hellfire certainly isn’t at the level of “Somehow, Palpatine returns” but it’s definitely close to Snoke, just completely pointless other than being there as a macguffin for more content.

I agree, but the Back to Hellfire mod is still considered in the top 5, if not the best, on most websites. Too bad I couldn’t get it to run (act 5 crash, too many hacks to the original EXE).

So lets give Fuzzy and Ram and gang some time to find the crashes so it’s a better experience than BTH a decade later. :wink:

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I believe the Maximum available points at level 100 with all quests completed are:

138 Attribute Points
331 Skill Points
99 Devotion Points

I usually finish Hell difficulty somewhere around level 90 though.
ROT actually has a pretty cool discord, so head on over there and check it out if you haven’t already. It’s linked way back up at the top.
Here’s what my very first ROT character looked like after beating Hell (in case it helps).

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That is as pretty nice build. It’s hard to resist the Sorceress/Paladin combo for many builds in this mod, LOL. And loved Pathology on my last sorceress.

Anyway, I went back to this mod after a longtime away. As I said before, I played several old but amazing D2 mods. Got to Hell act 4 with one character before I was bored, and mid way through Nightmare with an assassin in another (/players 8 was a very slow run in the second). Phoenix strike is a very diverse and intelligent skill and I was greatly enjoying it.

But gotta say, melee in D2 original engine, regardless of the mod, is incredibly clunky, particularly with a combo assassin. I came back to this mod and played through 3 acts with my existing wherebear build in Nightmare and the experience was absolutely amazing. I’d been gone so long I didn’t realize how much better melee is in this newer engine.

But alas, LOL, only so much D2 I can handle! I’m playing Wolcen for the first time, yes actually started it after buying it in beta to support it’s development and waiting several years for a retool! So far Wolcen game is AMAZING to me just a few hours in (had to start my character over in offline mode as I alt tab out alot and online mode kills your progress due to inactivity as D3 used to do), as the animations and execution seem to be a tall order above Grim Dawn, the engine much more advanced.

A few things that bugged me the most but may be due to a lack of farming at all and scorching 3 acts in a row (In RoT).

DPS check with Baal when he has no chance to kill me, yet all I did was farm a few hours and had enough to craft a socketed unique and then beat him easily and started scorching Act 6 with my new weapon as I did acts 3-5 of Nightmare earlier before I quit.

Quiet music in levels 1-4 of act 6 that have the iconic D1 music when I couldn’t hear it and town music would be way too loud if I turned it up. I’ve tested my new surround system and it works great.

King Leoric killing me for several hours because I was too stubborn to try later when I’m stronger. Usually with that guy I’d recommend skipping him if he easily kills you and level up before killing him later for the needed reward. Though my werebear has high surviability, I’ve so far lacked defensive investment outside of 20 points into werebear earlier. Leoric needs a bit more to bypass unless you are high level or find a way to cheese him with ranged ability of which I have none and my pets do base damage.

I’ve said it many times to the point of being a broken record. Grim Dawn has done for Diablo 2 something Blizzard can never do so far, despite the engine falling a bit behind on the entire D2 experience in some areas. It well makes up for it in others.

I’m hopeful for D4 but may hold off until there’s 2 DLC’s due to it’s high price and greedy microtransactions. Blizzard has already announced it’s hard at work on 2 expansions for it. Alot of streamers really like the game so far. For me personally what will sell me is the leveling up experience, not the endgame most are concerned with, and there’s some concerns early with classes being uneven from 1-50, like the druid being poor at even its best builds early.

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If you are running pet, the meteors heal him. Next update ive changed the look to a more vitality kind of look to provide a better hint at it, and the interval and dropspeed is slightly slower, so itll be easier to use petcommand to make you or your minions dodge it.

His attacks are very slow, but hit hard. When he reaches for the ground with his hand, 3 dark black circles wll appear on your location within a couple of seconds, step in one of those circles and you get trapped, which usually means death. Kite those things away, then go back to attack him.

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Love the mod, appreciate how much effort put into it putting together all the design mechanics sounds etc. I can say it is better than the original and what D2R should have been.

However, I have some questions / concerns, I do not know what to call them. Is it just me or is there something wrong with difficulty scaling. After Act 3, my armour values became obsolete and if I upgrade my armour values I lack damage and monsters’ HP increases dramatically with their level. İzual had 1.4 m HP and it took me solid 10 mins to beat him. And a random elite did not even take damage and I had to move on.

I am assuming this is because my build is wrong. I am basically a Pala/Sorc focusing on Vengeance, Holy Fire, Hydra, Enchant and Fire Mastery, I am focusing on All Dam / Fire Dam / Burn Dam / Ele Dam etc.

This scaling has always been the reason why I drop out at some point, I did not feel the power increase on my character as an arpg should have, but I always return because the mod is amazing.

Thanks for the great work and please keep at it.

This early on it sounds like you are focusing on too many things at once. Early start, pick one attack and max that out (in this case, hydra tends to be easier to level with) then follow it up with a resistance reduction skill. In this case conviction. Once you have both maxed, you can go for secondary attacks like vengeance etc. Ignore %damage on gear for now, focus on getting resists and attack rating and make sure all your gear has components (and from lvl40 onwards, augments).
Best generic all-purpose component is Amethyst, if you can, put 4 perfect ones on helm/weapon/armor. A good secondary pick early on are either Opals, the %dmg to demons is a great little cheat to compensate for atack rating or %damage, or Shael runes, (max 2 I’d say, opal/amethysts for the other slots), in case of a melee build.

Another tip is to shop at charsi/elzix/farah for socketed items. Get a 2 socketed helm for a Lore and 2 socketed chest for Smoke armor. Especially the latter is great to both boost your resists a lot and reduce enemy dmg by 33%

A grimtools link of your character can lead to more specific feedback, but pala+sorc is a default easy starter. In short, : max 1 attack skill, then get conviction, then go for buffs/sec9ndary skills. If you want to use vengeance, put 1 point in zeal, zeals attackbonus applies to vengeance so you can attack much faster with that.
The right mercenary also helps a lot. Before act5, act4 offensive or support are typically the best, dependong if you need more damage or more absorb. Act2 prayer merc is great QoL for high mana and life regen. Once you reach act5, the frenzy merc is the strongest one.

Hope any of this helps you out a bit!

The power scaling you feel starts a bit later in nightmare difficulty, and then again later in hell when you start getting endgame gear.

As Fuzzy says, a great deal of the success in this game comes from utilizing effectively the drops you get and the items you can craft or enhance. I agree with his selection of an aura with vengeance. Remember that burn damage is actually a totally different damage type than fire.

My primary tactic with any build is the moment I am not gaining alot of experience or having a hard time (or merely a slow time), I go to a previous area that I am more experienced with and farm it, assuming I can gain some fast experience or get a few good drops. It depends greatly on what build you have and your pacing in previous acts. Any time lost farming is easily reclaimed when progressing through more difficult content as you progress. And skipping most of the areas in some cases can greatly benefit you if you are looking for an area your build best exploits for items and experience.

Then push as far as you can go until you hit a break for the extra passive skill points, then utilize that extra power to find yet new farming locations that are now more efficient when previously slow progress. With my Druid who uses Maul, I went to Nightmare Act VI after completing Hell Act I.


Another note from my last posting talking about how revolutionary RoT really is for the Diablo universe. It was particularly acute in just how much this mod improves upon Diablo, when I recently built several characters to late Nightmare and late Hell in two entirely different D2 mods, mods that for their time were leaders in the genre. It is by far the best mod I have ever played, but again it is also due to the base game being so incredibly extraordinary.

@Fuzzydunlop A few things I forgot in my last posting. As of the Ryzen 5600 upgrade (not even in OC mode), I found out just how CPU dependent Grim Dawn really is (my previous CPU was a 1600AF, a second generation Ryzen and no slouch OC’d to 3.7ghz base/boost). I can now run it at max 4x DSR. Not downscaled, but with a virtual resolution of 5000x3000. So it is essentially 5k. And yes, it does make a difference on a 27" 1440p monitor as long as you sharpen the picture to max in the nvida control panel options. The game looks literally perfect, and I no longer have any complaints whatsoever about the graphics, EXCEPT:

The UI needs to stay at 1x scale (and have a cursor mod installed to make it larger), going higher displaces the icons greatly when you access the map and it’s buttons. For me personally I like a small UI as it’s far less cluttered and doesn’t get in the way of combat. However, it can be a better experience with a large UI for obvious reasons in menu and inventory systems.

Perhaps this is a secondary concern for a modder vs. an official developer, but playing games in higher resolutions using the graphics card to remaster the game in realtime has become a true reality for enthusiast gamers who are more familiar with the capabilities of their software and hardware. So I consider it a real issue, albeit a secondary and unimportant one compared to other features.

Grim Dawn actually is much better at UI scaling with the base game than a more recent entry in the ARPG genre, Wolcen. There’s no ingame slider to adust a UI that TECHNICALLY should resize itself based on the resolution the user selects. As a result I run Wolcen closer to default resolution, 1440p. As a result, Wolcen can’t be as optimized when it comes to visual performance.

This is all mumbo-jumbo to me. I’m a simple person, i select the highest gfx possible (and that my pc can run) and im happy (I’m also very clueless when it comes to any of this gpu/cpu talk). I doubt many will go to the length you’ve gone :smile: .
There is someone who recently redid all the textures of vanilla GD. While I can barely see the difference (you mainly seem to notice it very zoomed in), he did say it also improved performance because of more efficient compression. Maybe thats something you’d want to give a look.

That’s really cool. I can look into that. There’s a number of ways to go about it. Yes, that can save on CPU calculations, the #1 slowdown in loading ingame textures is decompressing the textures. Usually that is what causes a loading screen, but it doesn’t always slow down the actual framerate of the game. Prerending each texture so that the PC doesn’t need to handle it, and then you are running everything default to achieve this result.

To get the 5000x3000 to work smoothly I merely disabled 8xAA and in-game post processing.

The problem reminds me of how originally recomputing where everything went on the screen was needed when game modders moved to 1024x768 vs. 800x600 in Diablo 2. But now with a new renderer (forget the name right now)/API, it runs with Open GL instead of a Glide wrapper and has modern features Glide never had before. And infact, it supports hundreds of other games and is now common for classic gaming.

Progress!

EDIT: The problem is that you can’t scale the UI past the maximum with the in-game slider. That is too small for the resolution.

While this makes sense if your not very tech-savvy person, it’s usually never good idea to just max out any setting without any regard to what it does. There are certain options that you almost never want to max out because they will eat performance like crazy with very little visual impact, like anti-aliasing, especially if it’s in the form of Multisampling (MSAA) or Supersampling. Or ambient occlusion where the option that’s the most computationally intense sometimes only looks slightly better than the other options.

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Standalone version 0.7.3.0 released

Download:

Google Drive
Part 1: ReignOfTerror_v0.7.3.0_standalone.7z.001 (1,42 GB) Google Drive
Part 2: ReignOfTerror_v0.7.3.0_standalone.7z.002 (1,42 GB) Google Drive
Part 3: ReignOfTerror_v0.7.3.0_standalone.7z.003 (1,42 GB) Google Drive
Part 4: ReignOfTerror_v0.7.3.0_standalone.7z.004 (1,42 GB) Google Drive
Part 5: ReignOfTerror_v0.7.3.0_standalone.7z.005 (1,34 GB) Google Drive

MEGA
Part 1: ReignOfTerror_v0.7.3.0_standalone.7z.001 (1,42 GB) MEGA
Part 2: ReignOfTerror_v0.7.3.0_standalone.7z.002 (1,42 GB) MEGA
Part 3: ReignOfTerror_v0.7.3.0_standalone.7z.003 (1,42 GB) MEGA
Part 4: ReignOfTerror_v0.7.3.0_standalone.7z.004 (1,42 GB) MEGA
Part 5: ReignOfTerror_v0.7.3.0_standalone.7z.005 (1,34 GB) MEGA

Torrent
ReignOfTerror_0.7.3.0_standalone (7GB)

Torrent Magnet link: (click to expand)

magnet:?xt=urn:btih:aecb804770039252729c399685dd6ee854a6434d&xt=urn:btmh:1220e06831b62440897941159a01cc1ffa260c3992b3e9df87bcb6c1e37e69792958&dn=ReignOfTerror_v0.7.3.0_standalone&tr=http%3a%2f%2ftracker.gbitt.info%3a80%2fannounce&tr=http%3a%2f%2ftracker.ipv6tracker.ru%3a80%2fannounce&tr=udp%3a%2f%2ftracker.birkenwald.de%3a6969%2fannounce

Installation:

  1. Delete existing ReignOfTerror folder from Grim Dawn/mods (if you already have one of the previous RoT releases installed).

  2. Drag and drop ReignOfTerror folder from the downloaded ReignOfTerror_v0.7.3.0_standalone.7z archive into Grim Dawn/mods folder.

Example of the correct file structure after successfully installing 0.7.3.0 standalone version:

C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\mods\ReignOfTerror

and inside the ReignOfTerror folder you should see the following sub-folders & files:

- database
- resources
- video
- Changelog.txt

Notes:

  • Standalone 0.7.3.0 is compatible only with Ashes of Malmouth + Forgotten Gods expansions
  • Make sure to re-import RoT database if you’re using GD Stash.

  • Characters created on older mod versions see 2x Shattered Conclave waypoints after visiting the area. New characters do not experience this issue.

  • Solution: using 3rd party tool such as GD Stash and unchecking Shattered Conclave waypoint will fix the issue.

Changelog:

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Woohoooo! Yes! Praise and rejoice! :smiley:

This is more help than I expect. Thank you for your time. I will adjust based on your suggestions and will see if it becomes better.

EDIT: Diablo has been a breeze, act 5 is going ok. I died only once or twice, on my way to ancients now. This is my current build:

Would this require an update with the 0.7.3.0 update? I’ve always loved rainbow filter, it is awesome you keep it up to date.

Some quick pointers:
You’re missing augments and components. That’s a shame as it’s easy stats to get just a little bit more of resistances/life etc. They drop like candy so there’s really no need to “save them for later, just in case”. Make 4x antivenom salve for example to max out your poison resists and enjoy some bonus HP regen. Using components (and augments) to fix your resists, means you can focus on other resists in devotions/gear.
I really recommend trying to shop for a 2 socketed helm (i’m personally biased buying at Elzix as i’ve gotten most lucky there, but other vendors should work) and make a Lore. Also try to see if you can make a nice shield+weapon in runewords. Leaf, Rhyme, Spirit, Splendor, Smoke all great but really easy to make runewords (you make them using the Cube).
Speaking of the cube, you’re also not yet using a Relic, the Cube lets you craft several ones, and the blacksmiths have another bunch of options to make. There’s some decent gear from quest rewards (mainly the 2 rings, helm + amulet and a fire-sword) so if you push on, you’ll get some bonus stuff that’ll work well regardless. If you need money, sell gems! They sell for a lot and you typically don’t need that many (anything over 2 I consider surplus!)

Once you’re level 40, you can buy augments at Akara (act1), or at Drognan (act2) at lvl50, this goes up for act3, 4, 5 and 6 etc, up to level 90. They wont appear at the vendor until you’re at least the required level. It’s another really easy and cheap (500-800 gold?) to get some additional resists, with your current resists you’ll be toast in no time in the next difficulty.

Good luck! (Oh and do try out the new Vengeance skill-mod in the paladin as of patch 0.7.3.0, it’s quite good :wink: )