[REL]Grim Quest

great !

oh well, as long as it gets done eventually - have something to look forward to then :smiley:

Great news then, ‘eventually’ came around sooner than later. :slight_smile:

Pounded out the converted models after dinner today, all is well on that front. Once I finish what I’ve set to do for this next patch (which is becoming huge and I hate myself for letting it get to this point) I can work on some other cool stuff.

I probably missed it if you’ve already done this for the big patch, but I was wondering if there are any plans to slightly rework some of the relics from GQ? Some bonuses/procs make no sense currently and lack usefulness.

For example 5% on being hit from a relic that promotes a build around Dodge/Deflect/bursty stats (you’ll almost never see that thing proc, should have been on attack instead). There are also a fair amount of other examples, but I’m not at my PC at the moment so I can’t give a list. Obviously this is just a personal opinion and something I’ve been thinking about for some time now. Also I’m aware that there has to be some balance and stuff can’t be to good.

In almost all cases the vanilla relics are way superior due to the nature of the GQ relics having “too much random stuff” in them, the bonuses not working in synergy with each other. I think I’ve only come across three GQ relics so far that I’ve used over vanilla temporarily (I have around 15 characters that I play around with different builds on) and I’m sure I have all BPs, or at least most of them! :eek:

-excitement intensifies- So are they going to be in this patch or the next, since this one’s already so big? Either way, that’s awesome work!

A preview of more goodies to come with some brief explanations of what’s going on in each:

Dragon Tongue:

On attack, spreads a contagion type spell, spreading fire to nearby enemies (low radius atm) and debuffing their fire/chaos resists, while also dealing fire/burn damage for a 3 second duration.

Chaos Cube:

On attack, spawns a cube which deals a small amount of weapon damage as well as mixed flat damage, atm the damage types are chaos, poison and each elemental dot type.

Sunstone:

Area nuke attack that deals fire+chaos damage.

Skyfire Pendant:

On crit, a storm of thunderbolts strike down in an area near the player. These bolts deal lightning + aether damage.

Amber Flask:

On low HP, triggers the amber flask which increases health regen, total speed, and OA.

Book of Dreams:

On low HP, fires a ring of projectiles around the player dealing physical damage and leeching life.

Cinderbolt

On taking melee hits, fires out a ring of projectiles around the player dealing fire+ pierce damage as well as having a chance to confuse enemies.

Druidic Wreath:

On taking damage, creates an aura on the player which heals nearby players and grants additional health regen for a duraiton. In addition, enemies nearby the player during the inital cast of the healing aura are debuffed, lowering resists and OA by a %, while also dealing some poison damage.

Conqueror’s Mark

On crit, debuffs a group of targets, lowering their resists, armor absorption and movement speed.

Fury of the Ages:

On block, emits a short wave which ignites enemies in front of the player.

EDIT: I made a mistake, that isn’t fury of the ages, this is actually Earthen Talisman, and as you can see it creates a short range, duration fire attack aura.

It looks promising ! You did an amazing job with “Titan Quest” masteries.
I can’t wait to test these artifacts (and maybe the new animation for spears;)).
For me, Grim quest and cornucopia are the best mods. Thank you!

To be more accurate, it’s not a new spear animation but rather the model is flipped so you hit with the sharp end.

I’ll update later today with more teasers if I have a chance after work.

Double Post!

And to prevent this page from lagging I’ve made all the autoplay gifs into clickable links instead…

Touch of the Fool:

On attack, grants the user increased cast speed, reduced spell costs and disruption resistance.

Death Rattle:

On attack, grants the user greatly increased attack speed. (it’s one of 4 level 8 relics, for it’s level the bonus is pretty high)

Song of the Serpent:

On taking damage, increases poison/acid damage, and grants additional dodge and deflect chance.

Blood Rage:

At low HP, grants the user lifesteal, increased OA and attack speed.

Glorybringer:

On kill, increases health regen and grants increased XP gain for a duration.

Leaf Song:

On attack, grants +% all damage and flat health regeneration in an area.

Scroll of Oneiros:

On taking damage from melee, emits an aoe cloud which puts nearby enemies to sleep and deals internal trauma.

Looking forward to the divine artifacts :smiley:

More artefacts for more fun and diversity !!
I found this shield with a weird name. I only use Grim Quest.

That is something jiaco helped create for me, there are a few hundred new items with names like that that are vanilla gd items but with GQ bonuses

where do ig et therecipe for Cinderbolt, ic an’t seem to find it anywhere x.x which npc has it or is it a dorp?

Those GQ artifacts are level based drops, for example if it is a level 25 artifact, the BP will only drop from enemies who are around that level. Cinderbolt BP has ilevel of 20 so… around there is where you want to look.

Like vanilla, it may require more than one play-through at that level range. I wish xp could be toggled for level-specific farming.

If you are playing Grimarillion, I may be able to make those for you.

Thanks guys, i’ll make another playthrough to get the recipes, no problemo, cheers! :smiley:

Hi Asylum101
sorry if not appropriate question for the thread
But how did you manage to assign resource files(such as .tex, .msh) to your mod? AM just refused to generate assets for such files(even for GD’ models and texs) and i have no idea how to do it manually.
Resource management…

My custom files have to be manually injected via archivetool every time I build the mod.

isn’t that because you have no proper source file though ? I.e. you do not have a .png or whatever for AS to convert to .tex, you only have the TQ .tex.

This should not be true for cases where you have a ‘source’ file for the AS to process, so I am not sure your specific circumstances apply here.

Wait do you just put .arcs in a resource directory afterwards and it works like this? I… For some reason i’ve never thought about that, huh.
Thanks for the answer.
Those bloody TQ models acting really strange though, for some of them game just won’t apply .tex paths in their files, so one must do it via A Manager. Probably. Maybe it is just me confused over all this :rolleyes: But that’s where off-topic starts.

Playing grimarillion, but curious about GQ relics, that have +% sleep damage, what is sleep damage? :eek: