[Mod] Reign of Terror

I’m unable to assign a devotion ability to the werewolf skill fury, it doesn’t come up as a red unlearned skill either.

stash is broken on my laptop… uhm… Can you post SHA256/MD5 of base/update/hotfix so I can verify that my files are not corrupt(slow internet here)?

EDIT: fixed after deleting and re-extracting the mod

does Zeal proc the soldier skills like zolhans technique and markovians advantage?

Fury (same as Zeal and some other skills) cannot proc devotions because the game does allow you to assign only 1 devotion per skill. These skills were made by adding “on attack” semi-skill that behaves as a devotion proc and therefore no more devotions skills can be attached to that particular spell / attack (you can see which skills use this method -> blue circle with white star in the bottom right corner of skill icon + tooltip).

yes

Killed goblin 4 times and cow king twice, dropped rune# 23, 22, 17, 16, 15, 15. Still no high level runes yet but I can see myself getting there considering my character can almost(it got away one out of three times) farm the goblin in cow level. Cow king is a tough fight - I have to play very carefully(and inevitably die a few times) but I enjoy the challenge. But as other has pointed out the regular cows do like 0 damage now…
Btw found 4 new rainbow facets(vs only 1 prepatch), and already a one that I can use.

Overall I feel the drop rate change is pretty solid for at least the current state. Maybe tune down the number of 2 sockets base items, they are all over the place.

Used to work without the skill wheel, (assigned blindly by moving the left thumbstick button) unfortunately, it’s not working at all now to assign any skills. Is this fixable ?

Thx for feedback. Going to check those 2 socket item weights.

I tried to fix controller support but apparently I have broken it instead. Going to ask other modders how to do it properly and fix it in the next hotfix.

Hi Ram, never played the original but I’m very much enjoying the game. Thanks

I’m having a graphics related glitch. When I run through water the resulting wake is a series of grey squares left behind.

I’ll see if I can upload a screenshot.

Know about this issue, just haven’t found a way to fix it yet. Can you check if it also happens in main GD campaign? Thx.

Couldn’t replicate it in the main game but I came across another issue. When I went back to the main game I found that all my travel portals had disappeared and only way to get them back was to restart the game.

I restarted game in main campaign and when I went back again to RoT I again lost the portals, this time in RoT. Only way to get them back was to restart game.

Weird.

Still obsessed with this mod! Really love how the Grim Dawn features like crafting and devotions are completely integrated with the Diablo 2 game style and classes, makes for such a unique experience that’s in many ways better than both of the original games!

Some random comments and observations:

  • I hear a persistent sound effect that sounds like ocean waves while inside of caves; not sure if it’s intentional or not. Also in the first area I occasionally hear the sound effect for a portal going off even though I didn’t hit it.

  • I don’t see any spears or javs/pilum for sale in Act I, intentional?

  • I’ve seen the comments about too many 2-socketed drops, but I still haven’t got any of the ones I need, namely for a helm, a spear, or a ranged weapon. Maybe just random? Is there anywhere in particular where there is a higher drop rate for socketed items?

  • Some Catacombs mobs seem too powerful, not sure if it’s just me. I suspect it’s likely build dependent, but there seems to be a huge disparity from one type to another. I think the Banished Ones (or whoever is shooting fireballs), when there’s a group they can just toast me in a second. Even after I increased my Fire resistance significantly, it seems like the burn damage is really severe. Especially in combo with those little creeps that look like the things from Act 3. And then the Dark Shamans, they seem much harder to kill than everything else. Maybe they are healing themselves? I actually enjoy the challenge/difficulty, but it just seems like these may be more difficult than intended, especially since there are other mobs like the spiders that I can simply one shot kill.

  • Is there an absolute max mob level set for each region, or is it per Act?

  • Are the entrance locations to things like second level of a cave or catacombs fixed? I thought they would be but then I could swear one of them was in a different spot.

Thank you for the feedback. You can find my answers below.

Some random comments and observations:

  • I hear a persistent sound effect that sounds like ocean waves while inside of caves; not sure if it’s intentional or not. Also in the first area I occasionally hear the sound effect for a portal going off even though I didn’t hit it.

  • Will see what I can do about this.

  • I don’t see any spears or javs/pilum for sale in Act I, intentional?

  • Check Gheed, he’s the one selling javelins in A1 (Elzix in A2)

  • I’ve seen the comments about too many 2-socketed drops, but I still haven’t got any of the ones I need, namely for a helm, a spear, or a ranged weapon. Maybe just random? Is there anywhere in particular where there is a higher drop rate for socketed items?

  • Socketed items drop is totally random since it’s added to general loottables, so you can get them from a chest, bonepiles (etc) or monsters.

  • Some Catacombs mobs seem too powerful, not sure if it’s just me. I suspect it’s likely build dependent, but there seems to be a huge disparity from one type to another. I think the Banished Ones (or whoever is shooting fireballs), when there’s a group they can just toast me in a second. Even after I increased my Fire resistance significantly, it seems like the burn damage is really severe. Especially in combo with those little creeps that look like the things from Act 3. And then the Dark Shamans, they seem much harder to kill than everything else. Maybe they are healing themselves? I actually enjoy the challenge/difficulty, but it just seems like these may be more difficult than intended, especially since there are other mobs like the spiders that I can simply one shot kill.

  • Correct, monster balance is an ongoing process. I will try to make Catacomb monsters more balanced in the next hotfix.

  • Is there an absolute max mob level set for each region, or is it per Act?

  • Monster level limit can be set for each region separately but since there is not that many maps in RoT yet -> I used level cap per difficulty (normal = 1-30, nm = 31-60, hell = 61-200). Going to change to something similar as D2 has once I’ve completed all maps.

  • Are the entrance locations to things like second level of a cave or catacombs fixed? I thought they would be but then I could swear one of them was in a different spot.

  • yes, many entrances are randomized and have more possible spawn locations

I agree the green ghost guys probably do a bit too much but I do like that the dmg is all loaded on to the projectile, which can be dodged. There are a couple other types of mobs like the blood hawks in stony field that seem to be able to one shot many builds with melee attacks however.

Ram, I disabled weather completely and that’s taken care of rain drops, but walking through water persists. I’ve gone through every single graphic setting but to no avail.

Also, I think I’ve screwed up royally. I used the scroll of Inifuss and by mistake I destroyed one of the stones. Akara is no help. Short of having to restart game from scratch is there any way of getting back the scroll?

Thanks.

I cannot believe I only stumbled upon this now… mostly since I am content to play the main game and never checked mods much. Really nice work! I will have to try this out. :slight_smile:
Quick question, checking the videos I see you mostly imported models from Titan Quest for the monsters (like the Lacuni are made from the Maenads)… but how did you get the Sand Raiders into the game? They look just like in D2, but now in 3D?

First off, great mod! Greatly appreciate all the work you’ve put in to this :smiley:

Now, I’ve noticed when you go into video settings and uncheck “detail objects” that does get rid of the gray square/gray trail effect but obviously reduces the detail of the game some.

Secondly, I’m playing a paladin and I noticed that when you are using the Might Aura, it will actually stop the mana pool to say 253/347 and won’t regen to full, even though it is filling. When you turn might off it replenishes to correct way.

Again thanks for the effort and time put in!!!

for what i can see, its formicid mesh ( those ants that appear in hades , act 4 in tq)

Yep that’s what it looks like

You can add the scroll again via ingame command line:

  1. Press “~” on the keyboard
  2. Write the following command: game.Give “mod_testgrounds/cain/scroll_main.dbr”
  3. Use the scroll and it should give you the symbols

Those indeed are Formicids from TQ (just recolored, added dual-wield katanas and removed their wings / “antennas”)

Awesome, thanks for the tip.

So for everyone else having this weird water ripple texture bug:

Disable “Detail Objects” in Video Settings

at least for the time being until I find the rootcause and fix it.

Also, Pala auras have “Energy Reserve” which is the reason why your energy (mana) gets reduced.

Download:

[b]ReignOfTerror_v0.1.3.Hotfix2.rar (65 MB) Google Drive[/b]
[b]ReignOfTerror_v0.1.3.Hotfix2.rar (65 MB) Yadi.sk[/b]

Installation: Extract content of .rar into you Grim Dawn/mods folder and overwrite the files.

Changelog

Bug fixes:

  • Fixed water ripple texture bug
  • Fixed game crashing in areas inhibited by Skeleton Archers
  • Fixed damage output of various monsters
  • Fixed energy cost of various RW auto-proc spells
  • Fixed town portal close sound
  • Fixed Rogue Mercenary’s Fire Arrow tooltip

Minor updates:

  • Rebalanced several Amazon / Assasin melee skills and Bash / Battle Command
  • Lowered A2 mercenary cost