Update 0.7.6.3 is downloadable here: Hotfix 0.7.6.3ReignofTerror_0.7.6.3.7z - Google Drive This update included the previous updates. Needs version 0.7.6.0 or higher to update. Same warning still applies as listed above for 0.7.6.1. Changelog: Monsters
Ventar The Unholy (wave 4 of Baal’s minions), fixed his curse doing an unholy mount of damage. Also applies to the version seen in Trial of the Ancients.
Desdemona, fixed a voice sound playing constantly on nearly every melee attack
Ubers, changed the loottable slightly.
Items
Added in a missing new unique, drops exclusively from Hidden Ubers and Uber event.Warning! Classic Necromancer’s Attract curse will be removed with this update. So remove any points from it before applying this update or you’ll permanently lose those skill points.
Changelog is inside the download file. Update 0.7.6.0 is needed to apply this update
Good find on vengeance bug, I played for awhile including endgame and still never noticed.
In Sewers level 1 in Act 3 my minions summon on top of the walls in the narrow passageways. Or they spawn there, not sure which, when they catch up. Other places in the game are awkward but this is the one I am remembering. Didn’t really affect me much.
This is a 100% minion build with no other DPS, I have alot of them. I got a Grim Dawn achievement for summoning 18 minions at once. Now it is a bit less.
The walls were on the south side of the sewers.
@Rakso
I never used rainbow filter. Is this a standalone mod for RoT?
I’ve also played this mod way more than base GD. But most of my game time is idle at night so I have no way of measuring it. It says 16k hours, LOL.
Blockquote I never used rainbow filter. Is this a standalone mod for RoT?
Yes. Not only though, it will also affect the base game. One file in specific called tags_items.txt. It’s used to change item type names(legendary → unique, epic → set), item type(staff → bow). And potion colours to Aqua. Every other file of these thrown into the Documents\Settings folder affects RoT only.
Should anything get ruined between updates in your experience you just remove all the files. I will be deplying fixes within a day and update my post with a ever-raising version name or hotfix count.
Blockquote I’ve also played this mod way more than base GD. But most of my game time is idle at night so I have no way of measuring it. It says 16k hours, LOL.
I did not play as much because I’ve only learned about this mod existence a bit over two years ago when I gave it a first try. I have ~3,5k hours on it right now. I want to believe it’s enough of a sample to make an accurate rarity filter. We’ll see.
Are you open to balance suggestions? I think the Decoy ability of the amazon should have its cooldown lowered, either the base cooldown or by leveling it up, or make it last longer
EDIT: Also, why is there a Bow Runeword that has a modifier to power strike, a melee only skill?
Edit2: And why do you hate Bowzons? Some of the sets have real nerfs to Bowzon in it (why the fuck even have negative bonuses in sets to begin with?) like this: Total Damage Modified by -25% to Strafe
@Moonpaw That’s the point. It’s not melee only. if an item has modifiers to a skill you can use that item with the skill disregarding the base rule. Like you can use Execution on Executioner’s Justice for example.
I do not. Sometimes modifiers get a damage boost one-way or another, and instead of just a straight buff, it’s a trade-off, get some somewhere, lose some elsewhere. If you’re talking about M’avina’s set bonus to strafe, I think this was an oversight, as it used to grant bonus arrows as well, and anything with bonus projectiles usually had their total damage reduced. But it’s lost the bonus projectiles, but didnt lose the damage reduction, so i’ll adjust that.
You maybe miss “Halls of the Blind” on level 7, or “Gharbad the Weak” on level 4, or “Zhar the Mad” on level 8.
Here is my completed list of all quests in act 6, 99/99 devotions collected.
I have Ravens, wolves, skeletons, and now up and coming, skeleton mages, and a bear.
With Nature’s Guardian in the passive tree (north side) I can only use my wolves as a target. It could be because their primary target is the character itself, and I have no defensive skill to attach to it, so I am just wondering why only one minion type.
Same with Healing Rain.
The primary problem I have with this minion build is superficial in that of the icons themselves. A white icon with white text telling me how many ravens, wolves, and skeletons/mages I have. They move around alot and it is difficult for my eyes to find them. Is there a way to change the font for the numbers that go over the icons (Something darker please so it doesn’t blend into the icon)? Otherwise I am fine with the art style.
EDIT: Interestingly those passive skills allow bone mastery that would attach to my minions, a possibility if I get enough skill points to max Necromancy mastery points.
If this happens once every 50 runs, im not going to adjust the cd timer for all the 49 runs where it does work. Seems like an issue where you run too far away, like out of screen range, while he starts doing this. Running away pauses some animations, maybe that causes him to be stuck in it.
I find that having cooldown times for summoning pets that live for a certain period of time is just nonsense.
For example, “Conjure Primal Spirit”. With gear, I can have 9 summon limit and the pet to live for 48 seconds. The skill has ~22 seconds cooldown.
Unfortunately, with every use of the skill, only 1 pet is spawn, which means that most I can have at any given time is 3, which is just unfair.
Can the cooldown be removed or lowered? Also, can the summons be increased from 1 to 3?
Don’t worry. You can let the more experienced players do the dirty work. There will be a build for you to copy from if you have trouble figuring out itemisation gimmicks.