[REL] Grimarillion v90d

Asylum, I’m trying to understand how Runemaster’s Reckless Offense/Runeword: Explode/Runeword: Burn work exactly. The first is melee, but Burn is ranged? Since they’re connected how does that work? :woman_shrugging:

Reckless Offense is melee, Burn is ranged, Explode has no restrictions.

Does Burn work if you’re melee then?

No… as I said, Burn is ranged. Fragments don’t work with melee, and the piddly damage the skill has is to offset the fact that it has up to 8 fragments. Unlocking it for melee would not allow anything useful.

Hi Folks,

I see Grimtools now supports the D3 Mod (Patch 4.9).
It looks as though the D3 patch does not match/align with that of Grimarillion V80a.
Is there any intent in the future to bring these into alignment?
Would be great to use Grimtools to help plan GD/D3 toons.

Thanks.

The person to ask that is @Dammitt in the GrimTools thread. There is nothing individual modders can do as far as “bringing anything into alignment”. It’s all on Dammitt’s efforts to choose to support a mod and/or update his calc to match any updates a mod may receive.

Hi Powbam,

My question is not necessarily focused on Grimtools, more the fact the Standalone D3 mod differs from the D3 mod in Grimarillion. With Dammitt including the D3 mod in Grimtools, would it not be prudent to have both the Standalone D3 mod (Patch 4.9) & Grimarillion with the same D3 patch?
Then users of Grimarillion can also use Grimtools for planning toons.

@ASYLUM101 @Grimer - Is it intended the D3 content between the two mods differ for balance reasons?

No, it is just an older version of D3 in Grimarillion, as its latest release is older.

You are doing an amazing work!! reading the description it feels like you breath so much life considering the combinations you can do into Grim Dawn

This doesn’t have auto-pickup so i assume it is safe to use with Grim Internals?
No issues with Item Assistant?

Do you modify the default run speed? if not, how would i go about doing that sir?

Welcome to the forum. :slightly_smiling_face:

This has the same auto loot that the game has, but if you want more then GI is fine. GDIA as well.

GI has options to increase the game speed, but that’s overall speed iirc, not just movement speed.

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By game speed do you mean overall speed (mobs and npcs included) ? if so that is even better friend!

Yes, everything sped up far as I know.

Ninjared just recently released a mod to enable more than 4 players in multiplayer. Is it possible to eventually merge this mod?
I just started a session with friends yesterday and I have more wanting to join, but we already hit the cap of 4.

[MOD] 8-Player Support + Difficulty Scaling

Since the Grimarillion v80a patch came out, Grimer released multiple updates to the D3 mod.

Asylum is working on the next release, and once the next release is finished, it will include the latest patch of D3 mod. It’s just a matter of time until the two mods are identical (in terms of D3 content, that is).

I just decompiled Grimarillion, and it does not seem to conflict with my 8-player mod. Mine only makes changes to the 3 balancingadjustment_mp+difficulty databases, which appear to be untouched here. The zip archives for my mod also includes the original DBR files, so no need to decompile it. They can simply be copied and pasted into the working directory for Grimarillion and re-built to a parallel mod.

This isn’t to say that it will be problem-free, though. I don’t know what all Grimarillion has changed, particularly the template files, and how that could affect the DBR’s. Also keep in mind that my 8-player mod does not automatically work with all player counts. It has multiple versions; one version works for 3-6 players only, and another with 5-8 players only. This was the only way I could circumvent the templates that are hard-coded for 4 player scaling. You would need to create multiple builds of Grimarillion in order to accommodate different player counts, and your desired difficulty scaling.

I could certainly try re-building Grimarillion with my mod included and see if it works okay. But I wouldn’t release it without approval from Asylum first. And I’ll be honest, I’m not really up for re-building the mod over and over every time Asylum makes an update. I don’t spend very much time making mods these days. But considering how often Grimarillion is played instead of the vanilla game, I think it would be really cool to combine them.

I think this can be a great addition as Grimarillion adds many classes, monster spawns and QoL.
Would be nice to head back from asylum.

Not sure there are any templates hard coded for four players (I doubt it), there are dbrs configured for four players however.

You certainly will need to adjust more files if you want everyone to get some specific drops / quest rewards, like the body at the bridge in Devil’s Crossing…

The template I was referring to can be observed in the behavior of the balancingadjustment_mp+difficulty databases. All difficulty multipliers are locked at list values 1, 5, and 9. (1 = normal difficulty, 5 = elite, 9 = ultimate). It does not matter how many players you add to the game, that template does not change, it is locked to groups of 4 players. I imagine there might be a way to change the template to shift it to the right (ie: 5 becomes 7 and 9 becomes 11), but it cannot be changed within the DBR’s. I tried many many times for my mod. Hope that clarifies some things.

Almost all loot drops are handled by one of two values, either: “perPartyMemberDropChance” or “evaluatingPartyMemberCount”. Experience and silver sharing is handled by the number of members in your party. I tested this pretty extensively for my mod. Although admittedly I haven’t played through the entire game with 6-8 players yet, I have done so with 2 players. If you have instanced loot enabled, it shouldn’t really make a difference what quest items are required for what. Either your party only needs one of the item, or it is one that will drop multiple times with RNG.

Feel free to test my mod for any errors, or tell me if you think I missed something. It can be found here:

As I said, there are specific cases where something is meant to drop for every player, like the body on the DC bridge.

Unless you change those dbrs only the first 4 players will get something I believe (unless Crate already defined them correctly for 8 players, they might have).
Template is fixedloot.tpl or something like that.

Are the skill trees for the new classes shown anywhere? I can find the D3 classes in the Grim Tools Build Calculator, but not the Grim Quest or Zenith classes.