[Mod] Reign of Terror

While I want to commend you for faithfully recreating the Diablo II classes, Ram, I’d really like to applaud your absolutely phenomenal world design. Both the level and monster designs are legitimately amazing. The levels are close enough to the original designs that I immediately recognize certain areas, but there has been enough artistic liberties taken to make each area feel as if they were brand new. Not to mention; it’s Diablo II in 3D! Holy crap!

I am incredibly impressed and eagerly awaiting what Kurast will look like.

Keep up the outstanding work!

If those crashes still occur then I am afraid that I will have to either reduce number of skeleton archers even more or rework them completely. I have tried all TQ skelly meshes and every one of them crashed the game when there was more than approx. 25 skellys in one area (the more skellys, the quicker the game crashed after entering that area).

What cost do you think would be ok for rune crafting? What about 50% of the current price?

Thank you, credit for most of the work on D2 classes goes to @DenisMashutikov. I’ve just improved them.

Unfortunately, my PC has broken so I am unable to continue working on RoT atm. Hopefully it’s nothing serious, (most probably dead power supply) so will see when I can get back onto RoT again.

Man, it’s starting to look like a Diablo curse lol. Hope it’s not a big deal tho.

What cost do you think would be ok for rune crafting? What about 50% of the current price?

50% seems fine yes.

What a sad coincidence. My PC is broken too, fortunately I still can copy files to new, but work on D2C slow down. :frowning:

Definitely a Diablo curse :confused:

Tyrael is trying to stop you from freeing Baal.

I’m theorycrafting with some runeword and I see random generated skills with energy cost “on attack” or “when hit”. Is it normal ?
Examples : Hydra or Venom from Dragon chest RW

I have a question.

Made a character to explore the mod. Tried different skills to look what i like and what i don’t. Played few hours and came up with idea of the build.

But i didn’t find how to reset skills. I found potion in the beginning which reset attributes. So i thought there will be a way to reset skills. Was i wrong? Is there any way at least to restore wasted points, or i need to create another character?

Energy cost of “proc” skills should be always 0 to prevent “Oom” after few secs but aparently there are still some RWs that have been skipped when I was fixing it.

There’s a “Book of Wisdom” near Akara (A1) and Drognan (A2) that allows you to recover skill points. You can see it on the minimap as well.

I’m doing test with Auras from RW equipment.
And I’m disappointed. Auramancer is not very good at higher level whereas I’m using very high level stuff. If I count the Runes needed for this build, it is 12,15,16(x2),21(x2),22,27,28(x2),29,31(x2),32 . Ouch !
And if you want better Offense you can add 4 Gul Runes( mix with Lo Rune for the crit damage)…
I did the test with a lvl 75 char with Legendary equipment and components applied (no augments). The auras are too weak for investment in runes. And like Vanilla, we can’t assign devotion proc skill to them.
Ram, what are you thinking about RW’s Auras ? Do you believe in an Auramancer build ?

Keep up the great work !

Haven’t tested so cannot say if it is/isn’t viable but in D2 were such skills affected by +skill items so you could make these skills OP which is obviously not possible here so I will have to increase level of granted auras to make up for it.

my best rune loot is a fal xD

Hello, I just read through quite a few pages and didn’t see this anywhere, or I may have missed it. Apologies if I did.
However, I literally just installed the game about 20mins ago. Loaded my first char and logged in.

I click on the stash box right beside where I spawned in and it looks like the original Grim Dawn stash window is trying to open but there is no area to put anything, it is just the bar at the top that shows your game stash, the greyed out boxes to where you can purchase more spaces and your shared stash button. I can’t select any of these options.
Also on the far left underneath the box where you can select to go back into your stash if you were in shared stash, it looks like a missing texture error. Its small pink and white squares in a square formation.

Thanks for your time,
Mereinid

Here is a pic of the offending Stash not showing window.

2 pages back:

"Edit: Reinstalling the update + latest HF fixed my issue.
Thanks, that did the trick.

Ram, love the new stash. Loads of space now."

Greetings!

After firing up the mod and encountering Ram and his awesome construction workers ( I personally like the one of the scaffolding the most) on Normal+ I feel I am able to give some of my impressions of this mod. My classic necromancer is currently level 39. I have killed one of those pesky monsters from Diablo 3 and Andariel but when I want to enter the Halls of the Dead, the game crashes. I followed the instructions on the first page. I hope I didn´t miss something in the 100+ pages which I only skimmed through a tiny bit. :o

It seems like the only pets in the necromancer tree that can tank is the revive main pet and the golem. The skeletons are ignored by the enemies which can lead to some funny Benny Hill themed encounters like the one time when Rakanishu wanted to get to me but my skeleton warriors and mages built a perfect jail around him. I understand the decision behind it ( too many tanks lead to less threats to the player) but maybe a change would be welcome. This lead to some deaths of my own in the early game, since I wasn´t aware of what monster dishes out pain in wheelbarrow loads.

You see the revive pet itself is not as tough as a skeleton warrior and when it dies, its little army dies as well. When you need its firepower the most, like in a boss fight, you can count on it dying. Another suggestion would be, since it is one of my favourite skills from Diablo II, to randomize the revived monster like with the skeleton skill of the Grim-Dawn-Necromancer with different weights on the kind of revive (Or at least give the basic revenant a charge skill. They do not do the follow up teleport as good as the revive itself). That would be awesome and would bring back some memories :smiley:

The attract curse could get its area of effect nerfed or get a cool down. I don´t see a reason to put more than one point into it, since the 10 seconds at the start plus its big radius makes sure I have half the monster pack or more charmed until the other half is dead.

The Act 2 mercs cost a fortune. 300k gold for the “biggest” one is quiet a sum when freshly enter act 2 and didn´t do any sneaky things with tools.

What I´d like to see is that the act 1 merc gains its inner sight skill. I always preferred her over a aura merc in the old LoD times.

The AI of the act 1 merc and the skeleton mages may need some glasses to spot that it is attacking a wall. It is not a big deal since you can command your minions, though.

The blood clan goat men in the tower cellar do wonky dances on the spot instead of attacking sometime.

On normal I missed the countess quest from the book. I am not sure if this affected the character. How many devotion points does one have after “completing” normal and encountering her a second time? My necromancer has 25 devotion points. The book mentioned on normal the countess but didn´t give a quest after killing her.

Sometimes in the tool tip of the skeleton warriors there is a charge and a cleave mentioned, bug or working as intended?

The clay golem has a heal skill which it uses on everything except itself.

Some chests in levels like the prison may need to be placed half an inch away of the walls. They do not become see through when you get close to them and therefore you do not see if there is anything, unless you rotate your camera.

I haven´t played around much with the spells of the classic necromancer. Maybe on another character. I started an assassin with traps. I really like how the charged bolts of this mod :smiley:

That is all what I can think of the top of my head. I have to say what I played so far is damn great. I really enjoyed (and will enjoy) this mod. The maps are well made and the feel is really diablo-esque :smiley:

Edit: Spelling, man I suck at English :frowning:

Thank you, Ram! Dang what some space!

Thank you for comprehensive feedback.

Firstly, it seems like you don’t have the latest mod version because HF2 fixed Halls of the Dead crash and A2 merc cost.

Necro/Druid pet AI will be improved in the upcoming builds but ranged monsters/pets will always try to fire through walls because that’s GD “feature” and can be fixed only by Crate.

Inner Sight will be added to A1 merc.

Charge/cleave in Skeleton’s tooltip is showing correctly because they gain these skills on higher levels.

Goat clan probably missing some animation, so consider it fixed.

Walls in Jail levels are transparent and therefore you should be able to see stuff behind them. Can you provide some screenshots?

Revive should definitely be more tankier than skeletons, need to check what’s wrong with his bio.

The Moldy Tome is currently the only trigger for the forgotten tower quest. More will be added in the future.

https://steamcommunity.com/sharedfiles/filedetails/?id=1392622575

This is one example of the hidden chests.

After applying the hotfix a second time the prices of the mercs went down.

The charge and cleave of the skeletons isn´t shown always at higher levels of the skeletons.