Thank you for the suggestions ASYLUM
Just a quick question: Are all Titan Quests relics available from the Forgemaster, or do you have to drop some randomly?
I am looking to build the Kingslayer relic, but it requires Raven’s Shadow and Ebony Globe, which the Forgemaster cannot craft.
Nice, a bug. Good find.
Apparently all the artifacts from that tier are missing from the Forgemaster. (originally “Lesser Artifacts” from epic difficulty)
Oh well! Guess I’ll make something else! Nice to be of use!
Also, my friend is playing Rogue and was wondering if it is normal that Calculated Strike does not always use both weapon?
Well, it’s normal in that I didn’t give it an animation to play when it triggers (like Cadence has). If sometimes Calc Strike is hitting with both weapons, sounds like it is proccing a wps when Calc Strike triggers. Regardless, I’ll add an animation so we can get a reliable dw strike on that skill.
New update released.
1.4.9.a
Version 1.49a
GQ 1.49a Changelog
Bugfixes:
*Fixed an issue that prevented the player from removing points from Rupture.
*Fixed an issue (or tried to) where certain recipes were missing from the GQ Forgemaster's list of blueprints.
*Fixed an issue where the Forgemaster was nameless.
*Fixed an issue where the Ice Crystal set was giving bonuses even with one set piece equipped.
*Fixed an issue where the affixes on certain crafted uniques would be shown. (there are only a handful of epics/legendaries which can have affixes)
Player:
*Added missing AOM animations and adjusted a few skills to use the new animations as well.
Defense:
Batter:
*Now uses a weapon qualifier introduced with AOM which only allows the skill to work with shields and a melee weapon (no guns).
Shield Charge:
*Now uses a weapon qualifier introduced with AOM which only allows the skill to work with shields and a melee weapon (no guns).
Disable:
*Now uses a weapon qualifier introduced with AOM which only allows the skill to work with shields and a melee weapon (no guns).
Pulverize:
*Now uses a weapon qualifier introduced with AOM which only allows the skill to work with shields and a melee weapon (no guns).
Shield Smash:
*Now uses a weapon qualifier introduced with AOM which only allows the skill to work with shields and a melee weapon (no guns).
Nature:
(reworked) Fungal Swarm:
*Now uses a channeled flamethrower-like template introduced with AOM.
-Removed movement speed slow.
Fungal Bomb Transmuter - Explosive Growth:
-Increased energy cost per second
+Increased poison duration by 100%.
Fungal Bomb Transmuter - Druidic Magics:
*Converts 100% of the acid damage into elemental.
Fungal Bomb - Spore Bomb:
+Added acid modifier.
+Now creates Fungal Bombs (the old version of this spell) every 1 second at nearby enemy locations.
Fungal Swarm - Corrosion:
*Removed chance for the effect to take place.
+Now provides a constant poison modifier with poison damage.
-Acid damage and modifier removed. (see Spore Bomb to see where it went)
Spirit:
(reworked)Life Drain:
*Now uses a channeled Drain template introduced with AOM.
-Reduced life steal amount to 5% flat.
Life Drain - Grasping Dead:
*Also affects a small area around the target in addition to increasing damage.
-Removed flat vitality damage
+Added vitality decay.
Life Drain - Soul Cascade:
*Now also forks to nearby targets in addition to increasing damage.
+Added Crit damage
+Added scaling life leech.
Rogue:
Calculated Strike:
+Changed the animation so that the skill should advantage of both weapon slots.
Some things to note:
This has been very very briefly tested. If anything is amiss be sure to report exactly what is going on.
The newly changed Drain Life (Spirit Mastery) and Fungal Swarm (Nature) are probably either really strong or really weak. Beware.
I’ve just tested transmuted elemental Fungal Swarm, and it’s very weak. With the same gear Flames of Ignaffar deal ~66% more damage and consume far less energy. I suggest a buff for FS - a reduction of its energy cost by ~30-50%, an increase of its damage by 20-30%.
Oh f**k. I’ve messed up bigtime installing this latest update. Installed it in both GOG and Steam versions and tried out my Spirit/Nature toon in GOG since that seemed easiest for checking. Everything seemed to be okay, but wasn’t sure the Fungus was working at it should so I exited the game and looked at the files since the previous version wasn’t overwritten as I expected when I extracted them. I saw that it was ProgramFiles (x86)\GOG Galaxy\Games\Grim Dawn\mods\Grim Quest\ then the Grim Quest folder again and the database and resources and when I clicked on the second GQ folder there was the database and resources again. So I deleted the mod from the GOG folder and just reinstalled the latest update. Then I checked again and my toon has no TQ masteries, no options to choose them (just GD ones) and no skill points. I tried reinstalling my backups of the toons, but the same result. So I reinstalled v1.47 which was the previous version I had - but no change. Reinstalled 1.4.9a over that which did rewrite as it should, but still no change. Checked the Steam version and while I do see a slightly screwed up TQ mastery window there I still have no skill points in any skills. See screenshots (first 2 are Steam, the last GOG).
I’m at a loss, the checked toons are at L40 and 54 respectively. I’ve no idea how to proceed with this. The reinstallation of 1.47 and 1.4.9a still give me the same GOG path as outlined above, even though it did overwrite second time of installing. :undecided: I haven’t played the mod very much due to the playtesting so all my toons were last played in early August or mid-October last year.
Wondered if there was a conflict between Steam and GOG as I had different versions of the mod installed so deleted the mod from both and reinstalled 1.4.9a and now Steam also only gives me GD masteries. And yes, mod was selected in both so that’s not the problem.
Edit:
Tried removing the mod from both GOG and Steam and also deleted the save files under My Games. Then installed the latest version of the mod again and tried with a new toon - that gives me all the masteries to choose from. But when I add my backed up toons back into the My Games save file the game isn’t seeing them at all.
New version is amazing, love those drain life/fungal swarm animations. Also, i can’t bind any attack devotion to Drain Life (intended?) and it is available on mastery level 1 and not on 5.
@Medea
I don’t have GD for GoG so I can’t say for sure that everything should be compatible, but I don’t see why it wouldn’t. The mod location and setup should be exactly the same.
Where did you download the mod from? Mega or Nexus? It should be the same, but just in case I can check the file.
Verify this for me:
- You have the latest mod downloaded, your zip (7z) file is named grim quest 149a (or something, nexus changes the file name)
- You dropped the “Grim Quest” folder into your …/Grim Dawn/mods/ directory? Not the zip, but the folder within the zip. Within that folder should be the resources/database folders, and each of those should not be empty. (database has one database file and resources has several .arc files)
I’m not sure what else is required… if you follow those instructions I am not sure what went wrong, unless you aren’t on GD v1.0.5.0, but it should still work regardless so… I dunno.
Ok I’ll compare them at max rank and see. I’m not interested in balancing Fungal Swarm at 16/16 vs FoI with a full FoI set at 26/16. I still have to create sets for GQ.
Ok thanks for the reports I’ll look into it.
Never had problem with the mod in GOG so I don’t think that’s it. Since Steam is my playtest version I usually don’t play the mod there although I have it installed. Mod gameplay is done in GOG and it’s been fine up to now.
Downloaded the 1.49a file from Mega and that’s the one I’ve just installed again. No other versions installed before it now. Download extracted to ProgramFiles (x86)\GOG Galaxy\Games\Grim Dawn\mods and it’s now working it seems - showing all the masteries from both games to choose from with a test toon - haven’t gone any further than that. Database has the one file and resources has several. Both versions of GD are v1.0.5.0, but the Steam is probably slightly different since there was an update a few days ago that hasn’t been released yet. But the mod isn’t on the Steam version now as I deleted it from there.
I tested them without FoI set. I used full Cataclysm set, Mythical Clayvorant Hat, Mythical Warpfire, Thoth’s Glory, Mageslayer’s gloves, Mythical Light Defender’s Shoulderguard, Fateweaver Raiment, Mythical Legplates of Valor, Stonehide Stoneplate Greaves of the Dranghoul, Mythical Sigil of the Bear King and rings from Mythical Invoker set.
It seems that FoI’s “Endless Flames” modifier and innate weapon damage make it far stronger then Fungal Swarm.
Well, looking at the modifiers now it looks like Fungal Swarm modifiers have quite a lot of mana cost scaling per rank, FoI modifiers barely have any cost scaling.
For 1.4.9b I’ll change the scaling for the modifiers to match FoI and bump up the power of Corrosion a little.
Finally got it sorted. I uninstalled everything again, pur 1.47 on first in GOG and then put the new toon and an old one back to check. Both had their skills so I then put 1.4.9a on and made sure it overwrote properly which it did. Checked toons again and both were okay so reinstalled the other old toons and they all have their skills back. Whew! Now I can go and build my undead army in peace - new toon will be a Necromancer/Spirit. Lots of skellies and a couple of fiends should be lots of fun.
Hallo,Asylum101 !!!
I Play your great Mod it’s Fantastic,Balanced 1a.Now i have a Question.
My Version ist 1.49a,my Char is a Warwolf Level 57.Is this the Maxlevel?
The Vanilla Maxlevel is 100 is it Ok? My Warwolf is Maxlevel become no Exp.
Nice Greetings
Gannicus58
No, max level for the mod will be the same as GD - 100.
Hallo, Medea !!!
Ich habe geschrieben das mein Char Level 57 ist und keinerlei EXP mehr bekommt,am Ende des balken steht Max Level erreicht,da stimmt doch was nicht.
Gruß
Gannicus58
Sorry, I may live in Switzerland, but I don’t speak German or any other Swiss language. English only to my shame.
There should be no reason for a level cap at level 57. Check your experience bar to make sure the total experience or experience to next level is also static, if it is, try another character I suppose.