Pet Patch - Love the summon playstyle in Grim Dawn? Then this mod might be for you!

Hello, as a player I always pick the pet-class first regardless of game. With Grim Dawn I wanted more “pets” while I lazy back and enjoy the show. The mod might look simple at first but was actually very hard to put together.

Only works for Grim Dawn Forgotten Gods - v1.1.3.0 (as far that I know)

Install instructions

  1. To install just go to your Grim Dawn folder and unpack the mod in your “mods” folder i.e. Grim Dawn\mods
  2. To actually “use the mod” in-game do as follows:
  3. Start the game > Main Campaign > Custom Game > petpatch (accept)
  4. Create Character > Start

This is what the mod brings to the table
In a nutshell, the mod boost all classes “Summon Limits” where applicable from 1 summon to 3 (in some cases even more). All summon recharge timers are lowered to 5 seconds. Furthermore, all summons that only lived for X seconds have become “permanent”. In a few cases 1 target summons have been upgraded to summon up to their “Summon Limits” in one casting.

In Pet Patch - v1.3

  • Necromancer: Added pet tracking to Summon Blight Fiend
  • Necromancer: Removed summon timer from Unstable Anomaly.
  • Shaman: Added pet tracking to Wind Devil

In Pet Patch - v1.4

  • Occultist - Summon Familiar have now a “Summon Limit” of 6, and will now summon 3 pets per cast.
  • Occultist - Summon Hellhound now have a “Summon Limit” of 6, and will now summon 3 pets per cast.

In Pet Patch - v1.5

  • Occultist - Summon Familiar now have a “Summon Limit” of 4, and will summon 4 pets per cast.
  • Occultist - Summon Hellhound now have a “Summon Limit” of 4, and will summon 4 pets per cast.
  • Necromancer: Undead Legion summon reduction timer normalized at final stage to 1.0
  • Necromancer: Unstable Anomaly summon reduction timer normalized at final stage to 1.0

In Pet Patch - v1.6

  • Demolitionist - Mortar Trap, Lives for 60 seconds, summon limit of 3, 1 second skill recharge
  • Demolitionist - Thermite Mine, Lives for 60 seconds
  • Occultist - Sigil of Consumption, 60 second duration
  • Nightblade - Blade Spirit, 4 Summon Limit, and will now summon 4 pets per cast.
  • Shaman - Wendigo Totem, Lives for 60 seconds, summon limit of 3, 1 second skill recharge
  • Shaman - Storm Totem, Lives for 60 seconds, 1 second skill recharge
  • Inquisitor - Inquisitor Seal, Lives for 60 seconds
  • Necromancer - Call of the Grave, 5 second skill recharge, 60 second duration
  • Oathkeeper - Resilience - Active for 60 seconds
  • Oathkeeper - Ascension - Active for 60 seconds, 5 second skill recharge

In Pet Patch - v1.6.1

  • Demolitionist - Mortar Trap, Lives for 60 seconds, summon limit of 6, 1 second skill recharge
  • Occultist - Sigil of Consumption, 20 second duration, 1 second skill recharge
  • Necromancer - Call of the Grave, 5 second skill recharge, 5 minute duration (the NERF-bat is watching this one very carefully)

In Pet Patch - v1.6.2

  • Shaman: Dust Devil will summon 3 pets per cast.
  • Necromancer: Raise Skeletons will now spawn more powerful Arcanists and Revenants more common at higher skill levels.

In Pet Patch - v1.6.3

  • Necromancer - Call of the Grave, 5 second skill recharge, 24 hour duration
  • Necromancer: Raise Skeletons are now using my own spawn table design. At middle skill levels only Arcanists and Revenants will spawn, and near max skill level the Revenants (armored tanks) will predominantly spawn.

In Pet Patch - v1.7

  • Soldier - Menhir’s Will - Active for 60 seconds, 1 second skill recharge, activates at 40% HP
  • Soldier - Overguard - 24 hour duration, 5 second skill recharge.
  • Soldier - Markovian’s Defence - cooldown bonus removed due to changes on Overguard
  • Soldier - Counter Strike - Active mana cost removed, Activation chance 50%, Energy reserved removed
  • Soldier - Fighting Spirit - Active for 60 seconds, 1 second skill recharge, Activation chance 50%
  • Soldier - Oleron’s Rage - Is no longer an Exclusive Skill.
  • Soldier - Menhir’s Bulwark - Is no longer an Exclusive Skill.
  • Soldier - Field Command, Energy reserved removed
  • Demolitionist - Blast Shield, Active for 60 seconds, 1 second skill recharge
  • Demolitionist - Vindictive, Active Energy Cost removed, Energy reserved removed, 1 second skill recharge
  • Demolitionist - Flame Touched, Active Energy Cost removed, Energy reserved removed
  • Demolitionist - Temper, Active Energy Cost removed, Energy reserved removed
  • Occultist - Possession, Is no longer an Exclusive Skill.
  • Occultist - Bonds of Bysmiel, Active Energy Cost removed, Energy reserved removed
  • Occultist - Manipulation, Active Energy Cost removed, Energy reserved removed
  • Occultist - Blood of Dreeg, 24 hour duration, 5 second skill recharge
  • Occultist - Solael’s Witchfire, Active Energy Cost removed, Energy reserved removed
  • Occultist - Second Rite, Active Energy Cost removed, Energy reserved removed
  • Nightblade - Veil of Shadows, Energy reserved removed
  • Shaman - Stormcaller’s Pact, Is no longer an Exclusive Skill.
  • Shaman - Primal Bond, Is no longer an Exclusive Skill.
  • Shaman - Mogdrogen’s Pact, Energy reserved removed
  • Shaman - Heart of the Wild, Energy reserved removed
  • Shaman - Enboldening Presence, Energy reserved removed
  • Arcanist - Iskandra’s Elemental Exchange, Energy reserved removed
  • Arcanist - Overload, Energy reserved removed
  • Arcanist - Elemental Balance, Energy reserved removed
  • Arcanist - Maiven’s Sphere of Protection, Active Energy Cost removed, Energy reserved removed, -5% Damage Reduction Removed.
  • Arcanist - Conversion, Active Energy Cost removed, Energy reserved removed
  • Arcanist - Arcane Will, Active for 60 seconds, 1 second skill recharge
  • Arcanist - Mirror of Ereoctes, 24 hour duration, 5 second skill recharge
  • Arcanist - Reckless Power, Is no longer an Exclusive Skill.
  • Arcanist - Star Pact, Is no longer an Exclusive Skill.
  • Inquisitor - Inquisitor Seal, 1 second skill recharge
  • Inquisitor - Aura of Conviction, Is no longer an Exclusive Skill. Energy reserved removed
  • Inquisitor - Aura of Censure, Is no longer an Exclusive Skill. Energy reserved removed
  • Inquisitor - Rune of Hagarrad, 1 second skill recharge
  • Inquisitor - Rune of Kalastor, 1 second skill recharge
  • Inquisitor - Deadly Aim, Active for 60 seconds, 1 second skill recharge
  • Inquisitor - Bursting Round, Activation chance 50%
  • Inquisitor - Chilling Rounds, Activation chance 50%
  • Inquisitor - Storm Spread, Activation chance 50%, 8 Projectiles
  • Necromancer - Reaping Strike, Activation chance 50%
  • Necromancer - Necrotic Edge, Activation chance 50%
  • Necromancer - Master of Death, Is no longer an Exclusive Skill.
  • Necromancer - Harbringer of Souls, Is no longer an Exclusive Skill.
  • Necromancer - Spectral Binding, Active Energy Cost removed, Energy reserved removed
  • Necromancer - Spectral Wrath, 1 second skill recharge, Active for 60 seconds
  • Necromancer: Raise Skeletons will always spawn Arcanists and Revenants, however at middle skill levels only Arcanists and Revenants will spawn 50% each in RNG each summon (we don’t want the normal skeletons/archers at this point)
  • Oathkeeper - Smite, Activation chance 50%
  • Oathkeeper - Divine Mandate, Is no longer an Exclusive Skill.
  • Oathkeeper - Path of the Three, Is no longer an Exclusive Skill.
  • Oathkeeper - Ascension, 24 hour duration, 5 second skill recharge
  • Oathkeeper - Presence of Virtue, Energy reserved removed
  • Oathkeeper - Haven, Energy reserved removed
  • Oathkeeper - Rebuke, Energy reserved removed
  • Oathkeeper - Resilience, 1 second skill recharge, Activates at 70% HP

In Pet Patch - v1.7.1

  • Implemented all talents that where missing in 1.7 version (sorry about that, it was very late at night when I made the release)

Since the game is not balanced against the above mentioned “summon changes” I have compensated by increasing the monster density x6 and boosting the enemy hero spawnrate a bit.

Important: - I understand my vision of “monster density” do not go well with all people. I have now posted 3 alternate editions under Miscellaneous. There you can get a version with zero monster density/hero tweaks, and a version with x3 mob density and finally one with x10 that is meant for MP. These versions will naturally be “updated” less often than the main mod.

Download at: Nexus

4 Likes

:scream:

O_O, a person after my own heart…

Downloading this!

1 Like

Nice! I wish the base game gave us more than one hellhound, familiar and briarthorn (without having to find a rare end-game set).

Trying cab/shaman haven’t gotten briars yet. Been fun. Only thing I would suggest is perhaps not getting 3 right at the get go & need to put points in pet skill to add extra pet. So your like building your army and not feeling quite the cheater lol.
I love pets so im definitely happy with this. One thing I don’t like is spamming pets over and over like the wind devil. Another modder made the wind devil persistent. Could you perhaps do that? & if the last one ugh cant remember its name is too op then perhaps make it a little less so & persistent as well. Perhaps just one of those?

There is also Reap Spirit btw, which is temporary.

I have now streamlined the mod into one version that hopefully will be a good “base” to make further changes on. I hope you all will like it. :blush:

Totally cool got my persistent dust devils they are working great. Thought I was going to have to start over but erasing old mod & putting in new didn’t mess up my char was able to just continue. Looking forward to trying out the necro as well. Started her up lol spamming 6 skels at once wow.
One request with all the extra bosses means extra loot we need extra room. Could you include a stasher mod? or at least double the space? Vanilla space suxs.

This is where things get a bit scary for me as I set out to change the pet system. Very fast I noticed that game balance got totally broken. Thous I added in more monster density… If I keep this up we’ll have a new Babels Tower on our hands.

But, I am still totally open to make “Alternate” editions with the requested features. So for now, lets playtest the classes and finalize them. Once that’s done I can use the “final” mod as a base for the requested changes as long I am competent enough to implement the requested features ofc.

So this is something i would love. A new Pet totem class. I know shaman has 2 totems. Would be cool having a class that uses mostly totems and totem buffs. Could this be done?

Any way we can get items that grant pets to grant them long term or longer? such as like Reckless Guardian.

Yes, I have been pondering a bit about “totems” (other classes get similar skills too). Maybe we should rise the timer they actually are summoned or even make them “permanent”, we could also make so you can summon “more” of them. I promise this is something I will be looking hard into when the main mod is finished.

For “items” that also summon pets on “timers”. Yes, I’ll defiantly make some changes there so they become “permanent” summons.

EDIT: I am currently adding edits to the mod, and I must say that Totem play will be very viable after my changes. I also think the coming changes will revitalize the Necromancer and Occultist is very positive ways.

do you plan to mod player-scaled pet? and make hybrid pet playstyle more viable?
6x monster density’s gonna be very taxing on many pcs though… not to mention the increase of permanent pet summon in this mod. i could be wrong though.

I try to be very careful here. Changing player-scaling on pets is messing with core-mechanics on a level that I hardly can balance proper. When mod is in a “good place” I can of course make an “alternate version” that experiment with just that.

Even for low-end systems there should be no issues with 6x monster density. And permanent pets will not in any way affect that in any “serious” way. But I’ll post a version down the road that has zero increased monster density. But for now as I tweak the mod I need to do it against “this” version.

Loving the changes. Don’t feel like im spamming pets so much now. Hmm perhaps make a 3x version as well. 6x is a bit much sometimes. Got my butt handed to me a few already. But today my pets felt stronger maybe finally got enough pts in them or just that 1 extra pet? who knows. Could you put the wind devil on a spam all 3 at once thingy too. That’s really nice btw.
Got my necro one through the warden. Died 3 times to this bad patch of bosses in one section. There was one those dam healing ones in the group. otherwise then that it was good. 12 skels & I was thinking 6 was a lot lol. & I got this weapon I twinked over Im waiting to level up for it, adds more skels lol.

Your talking about making a class? Theres this old out of date class that I really liked its called engineering mastery. I believe you can still get it on nexus doesn’t work with fg. It is considered over powered. You could perhaps do something similar. Its kinda based on the mortar idea. Different types of mortars etc. I was thinking it would be cool to perhaps make other types of bots keeping to the steampunk idea. A healing bot. A flying bot that slows enemies down. (Torchlight) A gun bot. What did disappoint me in that mastery was I got to the end & expected to be able to get poison bots & other types. Nope those were only available if you had a specific class combo. Maybe make a combo totem bot class?

I’ll update the RNG for skeletons to spawn a bit more “top quality” ones, and then I make Dust Devil a all 3 spawn. I’ll do it right now.

EDIT: Done and done! Regarding your other questions. Hmm, I really think it will be extremely hard to update my mod for the future if a new class is implemented.

For myself I am currently playing a Necro/Demolitionist - due to low lvl everything is a bit weak, but… I do love to support my minions with them 6 artillery units.

lol understood. I thought in the future if your ever that brave after you’ve done tweaking this mod might try.

I’ll post full instructions when mod is done so anyone can edit/make similar ones. But of course I’ll make alternate versions.

I understand this mod increases mob density, and that is fine when playing a pet class.

But what happens if I have this mod installed, and play a char that doesn’t use pets, will the mob density be increased as well?

When using any “mod” for Grim Dawn, it’s global, so if you don’t want to play with my “changes” you simply play without activating my mod. However, to answer you question directly, yes, mob density is for all classes, however, most classes (look on my update texts) have received some love to handle the “mob density”.

Later I’ll release a version with no mob density increase so don’t worry.

Thanks for the answer, that makes sense.

I love the idea of your mod, and will definitely try it out, but just thought that non-pet characters may get overwhelmed by the large increase in enemies.

It would be great if there was an option to adjust the mob density (ie. from 1-6x), but I don’t know if that would be hard to do.

Otherwise, I love the idea of the mod, and will be trying it out :slight_smile: