We do not even have 80 masteries across all the different mods I believe - and we certainly wonāt have 80 masteries that are totally unique instead of slight variations of each other, as powbam said
My mod now has 40 and if I want to add another 20 I get close to having different iterations of the same mastery (Cataclysm, Cataclysm Redone, Apocalypse) just to fill the available slots
I know i was more joking around personally i think 40ās enough.Maybe if someone added more mastery classes with item support etc then it can be considered but for now DoM and Grimmilion are both good with 40 classes each.
Only classes i really want to see get added to DoM/Grimmilion are D@ classes if they can get source/permission.Imagine building a D2 Barb and a Crusader or a D2 Barb and D3 Barb.Would be hectic :D.
I will agree thereās a lot of summoning classes we need more damage classes like astlym/masteries etc in TQ.
Wow Mamba. Resurrecting old class mods long since abandoned! SWEET! And it was put out just a few months ago. Yes, Iād consider this noteworthy and would play it if I continue playing GD in general. Nice work. The token system looks like a good compromise too, considering the complexity of all those new classes.
Well I am happy overall since Iām not a modder. I was thinking of becoming one over the years, mostly I just do graphics by tweaking original assets with filters (Will soon release Wolf 3D HD on the GzDoom forums once I get time to finish it based on a Wolf 3D TC for Doom 2).
Iāve given this a second go to see if there was anything I was leaving out. Overhauled the devotion set-up to give me Tree of Life to heal my pets, different equipment to better emphasize Vitality damage. It doesnāt help. For sure, they can more easily beat vanilla Nemeses like Fabius, but Corrupted Nymphs simply donāt do enough damage against the new Nemeses like Kaisan before he simply wipes the field. I tried SR65 five times and failed all of them, with some of the runs dying in the exploration shards due to the placement of Diablo Nemeses (which are on a completely different level from Grim Dawn Nemeses, so take all my problems above and raise it even more).
My suggestion - since the weapon is gearing towards Corrupted Nymph where Nature class has no Vitality RR - is either remove the -50% total damage mod all together or give the Corrupted Nymph transmuter a chock full of flat Vitality damage as Nature already has a +Crit and +Total Damage Modifier buff for the Sylvan already.
Iāve tried a few dummy tests to see how much damage the Nymphs are doing. The highest damage Iāve seen was around 2.5 crits for only 8K damage. Thatās Skeleton-level damage, and you donāt have the excuse that youāre using 10-12 of them. Sylvan Nymph damage needs to be upped significantly.
Out of the GQ pet builds Iāve tried, Nature Wolves are OP with the new GQ set, Nymphs are too weak, Force of Nature is great. Spirit pets are pathetic with the exception of the Outsider and maybe Bone Fiend, if Iām being generous. Earthās Core Dweller and Stormās Winter Sprite work surprisingly well paired together, but having tried it in SR, the same problem applies: you have no way to keep your pets from dying, and you end up having available to you 2% of your DPS at least 50% of the time because the multiple bosses gimp your pets before they can do anything. Dream pet Iām not optimistic on in terms of how much damage it does, but the Master Mind buff is really nice now.
Iāll make sure to post the builds in my Compendium so you can see where the pets shine and where theyāre lacking.
@ASYLUM101 Iāve got an odd bug in a brand new game. The image shows items in my inventory, but theyāre not actually there. I cannot select any of them and hovering over doesnāt even present the descriptionā¦
Edit: the items appear to be in the inventory in some manner. When I hover over gear that can use any of the components that I canāt select, the components light up like normal.
Items:
*Fixed an issue with Rift Stone and Chipped Claw still having partials.
*Fixed an issue where the skillful crafting recipes were cheaper than intended. (i removed the component requirements for testing, forgot to readd them)
*Fixed an issue where one of the affixes for the skillful rings had an invalid skill bonus.
*Onuris Spear now unlocks the ability to use Rupture with spears.
*Fixed an issue where the Divine Ordu Composite Bow mesh was missing.
*Bumped Sigil of Bastās health scaling, should put it at 18k hp from 15.4k at level 100.
*New set added, Armament of the Fiery Legion
Storm:
Squall:
*Adjusted some stuff so it is no longer considered as a pet, functionally should be more or less the same.
Spirit
Strands of Fate:
*Increased regen and all damage ranks 1-10. All Damage scaling increased slightly beyond rank 10.
*Increased total speed scaling.
Skeletal Soldier:
*Replaced physical damage with cold, replaced bleeding damage with flat vitality.
Lich King:
*Soul blight skill adjusted, removed % HP reduction, but added base damage and weapon damage. RR Reduced at high levels, reduced at low levels. (12-30 from 8-45) Soul Blight projectile changed to be similar to Spectral Bolt.
*Adjusted the AI.
*Adjusted the projectile for the basic attack, should now be more accurate and easier to hit targets in buildings.
Dark Covenant:
*Removed flat cold damage bonus.
*Removed active health cost.
*Added flat energy cost.
*Increased radius to 20m.
Dark Covenant - Unearthly Power:
*Replaced flat vitality damage with cold.
*Removed active health cost.
*Added flat energy cost.
Dream:
Nightmare:
*Removed vitality damage from basic attack, re evaluated damage numbers. (big buff)
*Hypnotic Gaze now deals damage in short wave in front of the nightmare. Added flat chaos, vitality, decay, and weapon damage. Confusion flattened to 1 second, damage reduction removed.
Hello ASYLUM101.
I am glad to see that you keep up to date this mod,time to play GD again , almost a year since the last time i played GD in general. Now because of the Covid19 i have at least 15 days to enjoy video games .
And also i want to create my own mod from scratch , not a big project just some minor changes and i would apreciate if you give me some advice about the following:
1 - Creating a single difficulty where all the shrines and quests are avaible + increasing the Devotion points from 55 to 70 ,also adding some shrines in some areas .
2 - All shrines to be desecrated like the Mogdrogen Shrine(Material Requirements and monster Spawn )
3 - Make act 1 - 2 Veteran difficulty ,act 3 Elite , and from act 4 to be ultimate(If Possible).
4 - Increasing the hero spawns and the exp so at the end of the game to be almost max lvl.
5 - Modifying some quests to be avaible in that unique difficulty ( more atribute points and skill points to compensate ,Lutra Quest, Path of the 3 ā¦ )
I want to create a mod like this because i like to complete ,map,quests,shrines one time not to be obligated to change the difficulty to gain the atribute points , skill points some quest give,devotion ponts and also the quests that are restricted to ultimate .
I have no idea about modding and the only thing i did for the moment was to read the tutorial witch gave me the impresion that i need to copy the base game files and modify them(No idea what should i copy,what to modify and how to modify them).
Just finished downloading the new Grimarillion update, Great Job and thank you .
You donāt have to play through the game multiple times anymore. Idk when the last time you played was but you can buy merits in the Forgotten Gods region to give to low level characters and it allows them to skip difficulties and gain some quest rewards from the previous difficulties.
To be honest most of what you want is already in the vanilla game/Grimarillion. As Asylum101 said with the Forgotten Gods expansion you can now get merit tokens for other characters to use so they can skip straight to either Elite or Ultimate difficulty (with the relevant resistance penalties of course). You also get all the attribute/skill points youād get from doing the quests on the lower difficulties.
All shrines Grimarillion are already desecrated ones and with FG there are now 157 in total across all difficulties: 59 on Ultimate alone so you can get all 55 devotion points with one playthrough.
With Zeke from the Grimmest mod in Grimarillion you can up the difficulty so can easily reach L100 long before the end of the game. Itās possible even in the vanilla game with both expansions.
Items:
*Fixed an issue where the where pieces from Armament of the Legion werenāt added to the loottable.
*Added a new set, Kallixeniaās Mementoās. Also added it to the loottable
Dream:
Astral Rift:
*Now gains an additional summon at rank 24.
Spirit:
Skeletal Soldiers:
*Now always spawn with a weapon, starting from level 1. This is purely aesthetic, the weapons add no damage.
*Now always spawn with a shield, starting from level 1. The shields are mostly aesthetic, they only allow the skeletons to use āShield Smackā.
*Skeletons will now use Shield Smack starting from level 1, down from level 5.
*Now have a flat amount of life leech per attack that scales with player level.
*Increased movement speed slightly.
Skeletal Soldiers - Unrelenting Dead:
*Elemental resist added for real this time.
Lich King:
*Added 10% life steal to spectral bolt.
Nature:
Call of the Wild - Strength of the Pack:
*Added flat physical retaliation damage.
Hunting:
Sky Shot Salvo:
*Reduced cooldown to 4.5 seconds.
Heart of Oak:
*Increased pet % HP scaling. Now scales up to 62% at max rank, 120% at ultimate.
Warfare:
Ancestral Horn:
*Now gains an additional summon at rank 24.
Earth:
Earthen Carapace:
*Now also grants health regeneration to pets.
Earthen Carapace - Immovable:
*Now also grants health and regeneration to pets.
Volativity:
*Now also grants a chance for all damage for pets.