[Mod] Reign of Terror

I did the Step 1: Extract content of “ReignOfTerror_AoM_v0.1.1.rar” into your “Grim Dawn/mods” folder (so it looks like this: “Grim Dawn/mods/ReignOfTerror”)
Step 2: Download Reign of Terror v0.1.3. update, extract it into your “Grim Dawn/mods” and overwrite the files
Step 3: Download Reign of Terror v0.1.3. Hotfix 2, extract it into your “Grim Dawn/mods” and overwrite the files

as there was no Mods file in the grim dawn foulder I made it did all the above but theres no Costom game/maps when I went into GD to play it?? am i doing this wrong?

I did the Step 1: Extract content of “ReignOfTerror_AoM_v0.1.1.rar” into your “Grim Dawn/mods” folder (so it looks like this: “Grim Dawn/mods/ReignOfTerror”)
Step 2: Download Reign of Terror v0.1.3. update, extract it into your “Grim Dawn/mods” and overwrite the files
Step 3: Download Reign of Terror v0.1.3. Hotfix 2, extract it into your “Grim Dawn/mods” and overwrite the files

as there was no Mods file in the grim dawn foulder I made it did all the above but theres no Costom game/maps when I went into GD to play it?? am i doing this wrong?

iS IT A BUG ? THE INVESRTY OPENS BUT NO BORDER CANNOT TAKE ANYTHING OUT

This happens when you don’t extract the updates correctly.

Try to extract 0.1.3 update again followed by Hotfix 2.

Hello, Ram.

Finally got some free time to play this mod with a friend. Some feedback below, for our coop experience (Paladin + Barbarian with Dual Necromancers).

  1. Leveling till level 15-18 is excruciatingly painful. Trash mobs take forever to kill with almost full upgraded skills, like Zeal or Smite. We thought, for a moment, that we were playing on 8 player difficulty, lol. This was also with more or less decent equipment (Steel Sword, Stealth Armor).
    After this we took Hammer and summons, so it became much easier, but still remained slower than usual, a gigantic slog.

  2. Speaking of Hammer, I noticed it behaved the same way as Reign of Ice and Fire. I.e. this skill is useless 70% of the time, because the hammers dissipate immediately by hitting any surface, including even bushes or higher ground.

  3. DoTs are absolutely ridiculous. It takes 2-3 fire stone throw from the Banished in catacombs to completely level your toon from 3k HP to zero. Same with Sewers in Lut Gholein, an incredible annoyance for melee toons, as Dried Corpses spit this shit everywhere.

  4. What’s up with exploding Sand Riders too? You can have 4 of them coming up into your face with a high speed and oneshot you like nothing.

  5. Bugs.

Disappearing textures in specific Cave corner.

Secret door in Crypt, which doesn’t seem to open, once the second player accidentaly closes it.

This necromancer skill seems to go way above the stairs, virtually making it useless.

The wall, which remained forever after the cast, can be passed through.

Addendum to the post above, Blood Clan AND also Night Clan, as we noticed, seem to be bugged out, running in the same place forever.

Surrounding textures in Barracks are bugging out, as you go in and out of one of the random exits.

Thx for the feedback.

I always played D2 solo self-found on /players 8 and that’s why I try to replicate the difficulty here. Slower start is also due to decrease of skill points on early levels (1-29) and I am not sure if it was the best decision… (slower start may put some players off)

Edit: finally have my pc fixed so I can continue where I left off :cool:

I would suggest to give the player at level 2 more skill points to not suck at the beginning. Personally I have no problem with the reversed skill points gained. Maybe increase the monster density a bit and shave of some hit points for compensation. And yes, the fireball flinger and poison user do quiet some damage, as do the archer monsters. On the other hand the behemoths are no threat at all.

My necromancer is now level 62 and my secondary mastery is sorcerer for the big enchant boost to minion damage. At high level monsters still take a bit longer, but overall the kill speed is “acceptable”. At level 41 I got wrecked in the cow level by the sneaky cow alone. The only +skills item I currently have is the +1 hat.

What I encountered on the high level, besides the revive minion having around 6000 more life than a mere skeleton warrior, is that it has problems doing its shtick. Due to the high amount of hit points of monsters and the number of other pets, it has a low chance on getting the last hit. Leaving the warriors and mages is no option, too, since they are needed to kill stuff and the revive alone goes under in a pack of dark hunters or similar dangerous adversaries. It packs quiet a punch and with its chance to hit twice, it can dish out some pain but with its single target qualities it is still hard.

Edit: Found the hut of the witch. Will stay clear from it since I need better gear and some time to learn her spell patterns. The first three times I have seen the hut I missed the special thing there and wondered myself why it was there from the beginning.

Just got crash in the cow level. I was doing Hit & Run with the King.
Speaking of Moo-Moo, could you tune down the Assassin from Trio ? I’m lvl72 in Nightmare and I’m getting one shot each time it’s using its 360° attack even if i’m not “shotguned”. Or It will be easier to handle it if it was not invisible. For now he’s stronger than the King.

Checked his stats and you are right.

Fixed.

  1. in multiplayer only
  2. always, sadly

Hi Ram,
Is it normal to receive damage from Reflect when it’s mercenaries or valkyrie or sentries that are attacking the mob ?

This may be a thing with the engine, since they scale with player damage (or no damage like the merc. [By the way, the rogue seems not to benefit from the physical damage aura the Guile-relic provides])

The smith killed himself on my minions, after he one shot me with the same attack. I am currently testing the thorns merc. A lot of monsters need only 2-3 hits to kill themselves with it. Testing is quiet dangerous with only using the golem as tank and the merc for his aura.

I have mixed feelings about the game difficulty. Certainly it was pretty slow going for me on my first character, who I eventually set aside (temporarily). I made it to lvl 32 and killed Andariel, but only after dying about 20 times. I had to find additional poison/acid resistance just to survive longer than a second. In an earlier post I had already mentioned how the Banished were also killing me with fire/DoTs. I thought there would be some respite once I made it to the Sewers, but it was still pretty horrible even when I was equal or higher level. All that did was make it even harder to level up.

But with the knowledge I gained, I started a second character and even with very little gear twinking, it went far better/faster. I killed Andariel at lvl 24 and only died once. All I had to do was tweak my gear a bit and I was able to take her out without too much problem. Obviously a lot of this is build/skill dependent, but I really like that the actual learning experience in the game was so beneficial. Again, I can’t remember the last time I’ve had that feeling in an ARPG.

The really cool thing I like in this mod is that there are generally ways to compensate for weaknesses that the original D2 didn’t have. Devotion points can fill in your weaknesses/gaps on either offense or defense or both. It’s been worth it to take the time to apply components on all gear, as every little bit helps. In the early game, even an unfinished component can make a huge difference. And often the skill you get on a component can be more useful than your own, at least enough to fill the void until you get a chance to level skills up.

Anyway, this is not to discourage additional balancing, I just wanted to share my experiences.

Question for Ram (or if anyone else knows): how exactly do +X% XXX damage modifiers work? Is the percentage taken from your base weapon’s physical damage? Or do you already have to be doing the specific XXX type of damage to get the +%? Do they apply to spells/skills? And how does this factor into calculating DPS? I’ve had items which have multiple pluses to different damage types, yet once I equip them the DPS barely changes.

It is normal for player-scaling pets since they share a certain percentage of player’s stats. This can be both: advantage (in case of life leech for example) but disadvantage with things like reflect.

My goal is to make challenging but fair gameplay experience so if you know how things work and what to do then you shouldn’t have much trouble going forward.

Regarding % dmg modifiers (and other % bonuses in general), those are usually additive (with exception of “Damage Modified by X%” which is multiplicative) and affects all flat damage sources of the corresponding damage type.

Example:

Firebolt deals 100 fire dmg, you invested into it’s skill modifier which gives +15% Fire Damage and you also have additional 40% Fire Damage from your gear. The result should be following:

15% + 40% = 55% Bonus Fire Damage which is then applied to base flat Firebolt damage

-> 100 * 1.55 = 155 Firebolt damage

if you then upgraded your gear and gained additional 20% Fire Damage then it would look like this:

100 * 1.75 = 175 Firebolt damage

-> because 15% + 40% + 20% = 75% Bonus Fire Damage

Summoner is quiet strong. The witch still annihilates me but everything else is quiet good on hell difficulty. The lack of armour augments makes it tricky to do the resistances properly when you have to look out for pet stats, too. But this isn´t a big problem, yet.

You may want to change Radament, though. He stepped out of his lair and therefore made the quest unsolvable on the run :cry:

I suggest rethinking the auras for the A2 mercenaries, as well. They are classic Diablo 2 aura mercs. The thing is how some auras work (thorns) and how insane the scaling becomes on it. I wouldn´t change the thorns-aura (maybe reduce it a tiny bit and add reflect and %-reflect scaling on it?) itself since it is quiet enjoyable to see monster fling themselves off-screen by the reflected damage. In conjunction with a summoned army it is to much, though :smiley:

My necro/sorc is now 64 and I haven´t seen a single socketed shield drop. The “best” item is still the +1 skills helmet.

I recommend looking at the runeword Insight. It is shown that it grants +144% offensive ability. I guess it should be a flat bonus instead?

Just to mention it. When using the amplified damage curse and its line, the health regeneration by constitution isn´t starting. Personally I don´t see a problem with this since the skill itself is strong. I only wanted to mention this for fellow necromancers.

After a while the tough monsters are quiet enjoyable to kill. I like the atmosphere you created with the map designs, too.

As an avid arpg and diablo 1 and 2 fan your take of it feels quite enjoyable. I decided to start off as a summoner as I felt that would probably be able to clear most if not all content, she is currently level 70 (druid/classic necromancer) and I thought i’d give my input to improve the game if possible.

Bugs/possible oversights:

-Levels above 20 on ‘Summon Spirit Wolf’ don’t increase base damage/energy/life, but increase the damage its ability does, unlike ‘Raise Skeleton’ and ‘Skeleton Mage’ which both get scaling base damage/energy/life on levels above 20. ‘Summon Spirit Wolf’ also gets +1 summon limit on levels 5/10/20, unlike both skeleton summons 5/10/15/20 (not sure if you intended this or not).

-‘Blood Golem’ and ‘Iron Golem’ while summoning them it does show the updated golem model graphics i’m not sure if the upgrade is actually applying to the golem. With other summon passives it updates the numbers directly on the skill but it doesn’t do that with this, it still shows the base ‘Clay Golem’ stats.

-While not a bug per se, when I tried to play with a more zoomed out UI because I had so many summons that they wouldn’t fit on the left side of my screen (couldn’t see if they died) I seemed to crash very often during area transitions and when I reverted back I didn’t crash at all, thought i’d just share this in case it helps.

-Underground Passage: Sometimes both ways through the center of the map are blocked by rocks and you just have to restart (unless there is a hidden 3rd way I don’t know about).

Problems I had:

-Early game: Early game had serious issues, especially on trying a paladin until like level 10. Gargantuan beasts are way stronger than anything else during those low levels and I actually had to kite them or I would die and considering you don’t really have options to start with that seems bad. Might aura was ok, but sacrifice felt terrible to use and that was really all I could do early. I think the damage enemies deal early is fine, but the hp scaling early made it a slog especially once I was in the den.

-Rune drops: I entered hell at level 37 and until my current level, 70 and my only runes that are above Dol (14) are 1 Fal (19) and 1 Pul (21). This is low, very low. I noticed that you wanted to solve this issue with adding in treasure goblins, but that is my next issue.

-Treasure Goblins: I don’t know about anyone else but I can’t kill treasure goblins, I barely get them to half life before they disappear and I don’t think my damage is actually bad either. My pet damage average added together is ~31,000 (573% pet damage/32 attack speed) and this doesn’t factor in merc might aura/guile aura/heart of wolverine/amp curse so this ends up at least 1.5x damage. For the record, I kill Andariel faster than it takes a treasure goblin to leave… meaning they are at least 2x tougher than one of lesser evils.

-Smith/Witch: I lump these in together because they both have mechanic I dislike, one-shot mechanics. The smith in hell with his charge ability deals 10430 (with 3% pdr) physical damage ~level 60. While I can understand wanting to give an ability to him to be able to deal with ranged characters, but this is actually a much worse thing for melee than ranged to deal with. It comes out fast and unless you are moving away from him he will hit you with it, if you’re melee you can’t react to it and unless you have a massive life pool or have high physical DR you will just die. The uber witch has a similar problem with a move of hers, she throws?shoots? a red orb and it kills you if it hits you. I checked my ‘highest damage taken’ after dying to it with 12k hp in one shot and my highest is still 10430 from the smith, so unless its bugged the attack just kills you. This is the anti-melee issue with smith but even worse, you can’t even defend against it, you just have to be ranged. If that wasn’t bad she has the same root spell that countess has so she can just kill you at pretty much any time (that being said I cheesed her with summons after my 2nd death - she got stuck on them and they killed her over like 5 mins, she also dropped pretty much nothing).

Possible Suggestions:

-Lower early monster hp.
-Utilize side areas more, I would suggest adding ‘super chests’ similar to the way D2 has in the pits and other areas and add a rune drop table to them. This would also help to diversify farming locations.
-Remove the cost or change the scaling of upgrading runes to be exponential scaling rather than linear (starting at a much lower starting point and ending around the same amount for high runes).
-Look into Paladins early game, it seemed way weaker than my summoner early, so much so that I felt like it would be better to farm gear for him on my summoner to play him at level 10.

This list might look overly negative or critical, but if I didn’t like the game I wouldn’t even bother going into this, I really did enjoy it. I just want it to be the best it can be.

Thank you for the constructive feedback.

  1. Summons are not finished yet so there are still some issues which I am aware of any trying to fix whenever possible but the process is slow because fixing pets in general is very tedious work.

  2. UG Passage and Den of Evil will be reworked in the next update so this is no longer an issue.

  3. Paladin Sacrifice damage scales very well and should be used with Prayer aura early on to compensate for the health loss (untill you get some life leech). If used right, it’s acually one of the strongest starting meele skills.

  4. Goblin is supposed to be hard to kill because he does not pose any threat yet has guaranteed rune and uniq item drop. However, stat balance is an ongoing process so do not consider the current state as final.

  5. Smith / Witch damage fixed (they really had higher skill level than supposed to).

  6. “Super chests” already added to all of the side areas and will be included in the next update.

I am grateful for these reports because the mod is indeed getting better thanks to them. So no heart feelings, keep them coming!

  • Thorns aura is too much, I agree, fixed.

  • Radament’s controller fixed.

  • Insight fixed.

Thank you for the constructive feedback.

  1. Summons are not finished yet so there are still some issues which I am aware of any trying to fix whenever possible but the process is slow because fixing pets in general is very tedious work.

  2. UG Passage and Den of Evil will be reworked in the next update so this is no longer an issue.

  3. Paladin Sacrifice damage scales very well and should be used with Prayer aura early on to compensate for the health loss (untill you get some life leech). If used right, it’s acually one of the strongest starting meele skills.

  4. Goblin is supposed to be hard to kill because he does not pose any threat yet has guaranteed rune and uniq item drop. However, stat balance is an ongoing process so do not consider the current state as final.

  5. Smith / Witch damage fixed (they really had higher skill level than supposed to).

  6. “Super chests” already added to all of the side areas and will be included in the next update.

I am grateful for these reports because the mod is indeed getting better thanks to them. So no heart feelings, keep them coming!

Hi Guys.

Im new with this mod, I love this.I waiting for SC2 mod few days and i get hyped.But that mod is an alpha not enought to me… and the guy do this 4-5 year…So i have D2 hungry and i try to search other mods and i found this.I hope this is much more better.Now i finished first quest and go Stone Field with a Summoner Druid.Love it.Thank You creator.:)Im very surprised when I see the mod is very big size… nearly bigger than the original game… so wtf im very excited.

Welcome.

Don’t want to ruin your hype but this mod is also in aplha (even though I do my best to make it playable even in the current state).

I started working on RoT 1,5 years ago (man… time flies like crazy) and currently have almost half of act 2 complete. I usually release content updates (3-5 new areas) once a month and fix existing content in between. So there is still alot of work to do, but I will get there eventually.

Big file size is partially due to my laziness to separate only the used assets from unused ones but I plan to improve it when I release first part of Act 3.