[REL]Grim Quest

Thank you !
I was in panic mode after installing the latest version.

Are we going to get a Runemaster mastery now, Asylum?

Ehhhhhhhhhhhhhhhh

honestly I dunno. Just thinking about the work involved makes my head hurt.
>Add ~10 skills, including transmuters
>Rebalance the existing skills and mastery stats for GD usage
>Add the new items and tweak their stats.

IF I did, it wouldn’t be a for a long time I think.

It’d be nice to have rings and other items (medals, shields, belts) with +1 to vanilla masteries being sold. Right now TQ masteries seem to be a lot more profittable due to the ability to have like +6 to all skills for those masteries by level 20 or even earlier.

I have no plans for making any changes to vanilla itemization or masteries. I don’t think there is a need, there’s plenty of items to choose from whereas the GQ classes you’re really just stuck with those handful of yellows/greens with +1.

Game crashes whenever an enemy drops or uses a spear.

Hey long time no see guys.

I’ve been working on the mod on and off, checking out the new features of AOM and kinda reassessing where to go from here and what I want to do, what I can do, and I think I’ve gotten a few goals now.

Items:

I hate that to add GQ items, I have to bloat the loottables by adding tons of blueprints or tons of drops to all the enemies. WYSIWYG is fun and all but it an be irritating to have 9000 possible drops and never get the one you want. Due to a new feature of AOM (and maybe the vanilla 1.0.2.0, not sure), we can create blacksmiths who do not share global recipes and only have what developers(modders) provide. With this I can create a crafter devoted to GQ items, specifically, the handful of spears/staves that have blueprints, and the artifacts.

The old items that used to drop with GQ bonuses instead of the originals (and the weird tags), are probably gonna be gone from the droptables. Not sure yet. I know jiaco put quite a lot of work into them, but again, it adds a bit of bloat, what I might do is add them to the GQ smith.

I do want to add more items still and help improve character itemization. I still haven’t imported swords, clubs, or axes yet. As far as weapons go, I’m also missing bows but that just can’t happen due to animation limitations, so if I do bows, I will have to rework them into 2h guns/crossbows. It might be possible to do some mif-magic and paste the bows onto a crossbow, but I haven’t had much luck in the mif-file editing department with GD. Something wrong with my tools maybe, who knows.

Also, there is no armor either. I have actually been experimenting with them lately to see if it can be done. And my conclusion is… Helmets are a definite possiblity, it’s surprisingly easy to get them to work, at least the one I tested was easy. Boots, maybe, with a bit of work and some extreme patience, I might be able to reconfigure the bones to equip properly, at the moment they are equipping way beneath the characters soles and completely hidden below the ground so … clearly not a good spot for shoes. Gloves, will require more work than boots, so they are highly unlikely to be done, weird shit was going on with those. I managed to get both armbands to equip onto one side of the characters body at different heights, yet still animate as if they were arms in addition to the characters arms. It was pretty creepy, like a 4 armed monster. Body armor, I’m thinking might just be a no go which is unfortunate. My test had the armor equipped too high, which is an easy enough fix but the character has no body beneath the armor due to the GD animation system, so… you will end up as a phantom wearing armor, and I’m not sure how crazy I am about that. Still, adding just the helmets is kind of exciting in a way but also… not sure how well they will fit in the game, but I guess we will see.

MIs are something I still want to add, but without TQ enemies it’s not going to work how I’d like it…

Masteries:

Well, after the last few updates I think I am more or less satisfied with the amount of skills in the masteries and the skill variety, the transmuters are a bit “meh” for some skills. But overall, I think they are fine and I probably will only tweak a few skills.

Also, Runemaster from TQ: Ragnarok, maybe, maybe not. The idea of another class is exciting and all but… As I said in one of my other posts when someone asked me before, I’m not interested in adding more items for another class or another mastery update/rebalance. It’s a bit harder than you’d think to add new skills to an old mastery, trying to keep to a theme and all… in the case with Runemaster, I don’t even know what the theme is I’ve hardly played the class. The same applies to the new throwing weapons from TQ Ragnarok, but in that case it’s also a technical limitation as well.

Enemies:

GQ has maybe one TQ enemies that I’ve imported, but I’m not sure if he even spawns. Any grimarillion players ever find a new undead nemesis? I know grimar isn’t up to date but back when it was… Anyway, I would like to add more TQ enemies, especially to farm for MIs, but I don’t want to screw with the whole thing GD has going for it by throwing in a bundle of mixed monsters and turn the game into a mess. I like how GD feels when you enter regions, just by seeing the environment you know what to expect and I don’t exactly like the idea of seeing grobles and satyrs working side by side, or centaurs and trolls. Sure it can be done but I think it wouldn’t work well and it would cause me a lot of headaches for merging. So…

Map:

This will be an impossibility. The TQ map just will never happen, sorry. I tried to import segments of the map, but there are conflicts that cause the map editor to just crash, probably has something to do with the different map tile sizes and the lack of grid areas in GD that were available for caves/dungeons/crypts in TQ.

However! I might do something down the road, I am talking to Warebare a bit to learn how his rifts work, maybe one day we will see smaller, side areas that are re-imagined TQ areas with TQ enemies and bosses for GQ-only item farming. This is something huge that I really want to do, and I’m still brainstorming for other ways to spawn enemies without screwing up the vanilla spawnpools.

tldr;
I’m still working on it. masteries are fine. TQ map is not coming ever. TQ items are still being added, helmet armor might be the only possible armor to add. Enemies might be coming, only if I can properly do special side zones some.

1.4.9 Update released!

Update Changelog:

Download Link:

https://mega.nz/#!KMlT1ABZ!bP1Qsn1Cdq_n6Cm6hh1R8zK_Z4XHnqj2Y5kBvYeCuwE
https://www.nexusmods.com/grimdawn/mods/12?

Regarding items cluttering up the loot tables - I am playing the cataclysm mod and what the author did there was that whenever you kill champion or boss level mobs they can drop a mysterious box which have their own loot table consisting of the new items they added to the mod.

^^ Thanks!

Thanks for update :).

really appreciate the future plan post!

I wonder if you are going to add Mythical versions of blue and purple weapons (spears and staffs, I mean) to your mod.

Yes, I forgot to mention it but it is something else that I considered.

Hi,

i want to know, did you made change on Storm class ? i can’t find Stormcaller Skill there were on DAIL anymore, you remove it ?

There never was a stormcaller skill.

yes sorry, i just find it i was on a other mod sorry for that

Anyone has any ideas for a class combination with Spirit for a non-summoner build?

Hunting or Dream could be good ones.

Spirit+Storm would make a pretty good elemental mage. Elemental bonuses from storm buffs and wisp, elemental bonuses from Spirit’s unearthly power, you can get some pretty powerful nukes using Lightning Blast or some nice consistent AOE with Ternion Attack. Or you can rely on Ice Shards, the elemental/vitality combo might do well with spirit, considering the speed boost and vitality debuffs you have access to.

Spirit+Earth could make a decent fire mage, but it would probably be better as a summoner. Either way, if you do make it a mage, you can rely on your bonefiend, liche or your coredweller to tank for you, then rely on a fire staff/gun and use rupture or ternion attack in conjunction with your fire dmg buffs from Earth enchantment and blast everything with fire dmg. Earth has a few decent skills which pair well with the speed and dmg boosts from spirit.

As medea said, Dream is a good option as well if you were going to do a vitality mage. You could also create an aura mancer with that combo, go for the 3 dmg auras, insidious miasma for debuff, deathchill for vitality/aether, and trance of wrath for more vitality aura goodness(when you also have the conversion aura from dream active).

Hunting/Rogue/Warfare could make some interesting melee bleed focused hybrids, with insidious miasma you could take advantage of all those debuffs and leech extra life, deal more dmg with bleed, and probably some more cool stuff. Deathchill has a bit of energy leech iirc, and in melee it’s more effective so as a melee char you should never go out of energy.

Defense, could probably be lumped in with those other melee classes but I’ve personally never tried so, no idea. I did add a bit of bleeding to the defense skills so it should work.