[REL] Grimarillion v90d

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.

Only in GDStash. Change the configuration settings to add Grimarillion, save the setting and then under Mastery Info you should see the masteries. Most of the info for the skills are there, but no completely.

Thanks for the quick reply. I am using Item Assistant instead of GDStash.

Thanks for the update @thepowerofmediocrity

This mod has all the items from the various modded classes dropping in the same loot pool, right? It’s not using a token system like DOM?

Will this mod be updated soon with the latest D3 patches?

There is no token system in Grimarillion, loot must be acquired “naturally”.

So how exactly do you make two different Masteries even synergize with each other? Same for example the D3 Crusader and the Rouge. Do you pretty much pick a primary class master for attacks and just pick up buffing/passives from the other mastery? Are is there some way to take some of the poison effects from the Rouge and bring them over to have some kind of effect on the Crusader skills?

Do you have to rely on some kind of item support to make a build? As if you primarily try to build around only specific items that can support something?

Cross mod mastery support is always going to be dog shit. You’ll never see items that support both masteries from different mods, that is an impossible task. Your best bet is to look for “generalist” uinques that grant 1 to all skills, not just specific skills and classes.

You’ll have to mix and match D3 and GQ items to get proper skill support but you’ll have a hard time finding gear to support a combination like rogue and crusader, both classes do very different damage types. Rogue has poison/vitality/bleed/pierce, i think crusader is physical/fire/lightning. You will need global conversion to remedy that.

Rule #1 for making an easy solid build is to make sure both classes you’re picking share at least one damage type/resist reduction type. Otherwise, yes, your secondary will pretty much be a support mastery and only provide you with defenses and stats.

Is the update coming soon that includes the d3 update

Here is how generally, the build process goes:

  1. You have a primary attack that you like for whichever reason, and aim to get that primary attack (and the other nodes that are included with it) as close to 26/16 or 22/12 as you can get it. Some attacks have two sets of nodes to max out (like Eye of Reckoning), while others have 3 or even 4.

  2. That attack will usually be supported by the gear from that particular mod. So if you want to play D3 Crusader, you look for equipment from the D3 mod. Generally, there will be weapons, shields, and equipment sets that provide most of those bonus skill points.

  3. If you have a main weapon in mind, you see what sort of damage or damage conversions you have available and hopefully you have enough gear that syncs with that weapon. No point in going for something like Acid Crusader autoattacks when there’s practically no equipment that gives +Acid damage and +points to the skill that you want.

  4. Generally, things like belts, helmets (like the Fettan Mask in FG), amulets, and medals (if you’re doing GQ classes) give +1 to all skills of a particular class. This is really useful for classes that have a lot of really good passive abilities spread out among multiple skills. You look for particular breakpoints where putting in more of your limited points won’t have that much of an effect.

  5. As ASYLUM pointed out, you want your other class to provide good stats like a healing ability, resistances (specifically Physical Resistance as that’s one of the harder ones to raise), and offensive boosts like Resist Reduction or Racial damage, as both of these are multipliers (RR is the best multiplier up to a specific shred percentage, then you want other multipliers in the mix as well).

  6. You want a class where the bonuses you need are fairly early in the skill tree and you have equipment slots like Relic, Belt, Amulet and such open so that you can fill that with equipment from the other mods. It’s much harder when that Exclusive ability or RR skill you want is 50 points into the mastery and there’s not a lot of +all skills in X mastery.

In short, you are primarily building around items that give your main attack +skill bonuses and other modifiers (additional damage, reduced cooldown, additional targets for an AA ability, and so forth) until you reach the 26/16 hardcap, and then you use the other equipment and mastery to build around providing a good blend of offense (resist reduction) and defense (resistances for you, health, healing abilities, and so forth).

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So is the new version close to release ?

I know the mod creator is super busy with things, but is there a way that I could take the new Diablo 4.0 patch and put it in the current edition of Grimarillion? Grimar has a huge amount of new stuff I want to try out, but I’m not entirely good with packing things into a database.

I’m assuming it would be unpacking the old database, replacing the old D3 content with the new D3 content, and then compiling it back into a new full database. I’ve tried a little bit of that a year ago but never fully concentrated on it, though the new D3 sets alone make me want to give it a second go.

We are waiting for an update, the author!
PS
For about 4 years now I have been trying to pass this game on hardcore with your mod and crazy spawn and elite.
I still have the strength to try, please don’t leave us!