[REL] Grimarillion v94a

Hi, I have a small problem with Mobile Fortress skill:

Description says it requires ranged weapon or a staff to toggle, but when I equip staff (tried many unique staves on two chars) skill goes inactive and I’m not able to toggle it.

here is a screen:

I would like to know if it’s possible to fix this issue, thanks

Thank you. :slight_smile:

There is a Rare staff “Qa’a” that converts % elemental damage to… elemental damage. Is this a bug? or some trickery?

I already asked about that staff on discord, and according to Asylum this is intended.

Very strange. The only thing I can think of it’s purpose as would be to even out the damage spectrum. All fire 1/3 fire, 1/3 lightning, 1/3 cold

I’m assuming that’s what it means, it just sounds awkwardly worded. Whatever percentage of your fire/lightning/cold damage is divided equally among the three elements.

So, i wanted to make a weapon with GD-Stash.
Found a BLOODY nice one…
Level 45 it would be…
If not that it has a base damage of 133-138, which is far to low for a normal 45 blade, no? XD

How can I edit base damage, please?

Thank you.

you cannot, the stats are stored in the GD database, not in the save file.

What you can do is use a different base weapon (the level is from the affixes you use, the base weapon has no level requirement - unless you use a unique weapon as the base)

Too bad, this was a beautiful sword.
Oddly, it has level 0? O_O
I can make it 45 with the affixes, but it would be just not fun, with that damage code…

Thank you, Sir/Miss.

all white items have level 0, so you can use the best common base item as a starting point. The level requirements comes from the affixes you choose (max of prefix and suffix)

Oh no, there are epic and such…
One handers.

[b]Hi all, and First THX to all who continues working on this mod. i cant pay you because i dont have work at this moment. The mod is great.

Question: 1 Will grimarillion continue and be compatible with forgotten Gods and the new Outkeeper class ?

2 Why you programmers didnt add rune master from titan quest changed of course ? because i know him. Like something new I want from that mastery.

3 This mod will add more unknown masteries or new diablo 3 masteries if they are available to add and if blizzard adds more masteries ?

I know its very difficult to programe. I am not programmer of course.

Just want an answer. I dont came to bother no one. I am ally of this mod.
Congratulations i give to you who create this mod. I love it. Just i cant play on single because i need more RAM.[/b] I am DÉMIAN on steam from argentina, bs as, with avatar of an M of scorpius sign of zodiac. Thx in advance.

  1. It should be fine with FG and OK.

  2. Runemaster is something I thought of but I don’t think I will have time or interest to do it. GQ project was intended mainly as a nostalgic throwback to TQ and to play it “fresh” in a much improved game engine. (say what you want about TQAE, it plays like a 10 year old game, GD does not). Runemaster holds no nostalgia for me, I haven’t even played it yet. I won’t say no for sure, but unlikely to be any time soon I still have a few other things of high importance to do before I can even consider it.

  3. Blizzard won’t add new masteries. Lol. However Okami mentioned however he might add the Barbarian for Grimer’s D3 mod, and he is making it with Grimarillion compilation in mind so it will probably be simple for me to add. Any other masteries, unlikely.

Also to answer the question about Elemental to Elemental conversion, someone mentioned it already but to clarify, it converts types of damage that create the “elemental” type (fire/cold/lightning) into elemental.

HI

New here, loving the mod comp, really well curated content. I wanted to know if the template files for classes are available as i love the mod but the innate attack and run speed caps are more than slightly grating after coming from Path of Exile. I know how to do the whole editing process of changing the values for the caps in the gameengine.dbr files but i am running into the problem of recompiling the .arz files as the templates for the skill tables templates arent included in the mod dl. I am hoping that its not an inconvenience to link them if they are available.

Cheers

Hmmm, can we add a Samurai/Ninja class? :stuck_out_tongue:

I miss my Katana’s, Iai-to, Ninjato, Bo, and other weapons (bows, shuriken, makabishi,…). XD

What I find a bit sad, is that spells here are skills, no spellbook…
But that is me…

Sabertooth swords I think are already in the mod since they’re a TQIT item so they’re close to your katanas. Bows, unlikely, since it would need new animations. Crossbows is the closest you’re going to get.

I was just kidding there, as we were asking ‘new stuff’ anyways.

Although…
The Samurai class COULD be a nice add-on on the Warmonger, a more passive build if it has “active passives”, and toggleable skills…

Merely thinking out loud here… :slight_smile:

I just wanted to chime in and say thank you for this amazing mod.

I used to work in QA for Titan Quest, so I have a pretty good idea how much work this was. After about 500 hours in GD, I was ready for something new. Being able to play combos of D3 characters and TQ characters? For someone that primarily loves tinkering around with class combos, this is a dream come true.

Just amazing work, and I’m sure will add hundreds of hours to a game that I’ve already gotten way more than I could have hoped out of.

Cheers!

So, as none of you have a real life, or otherwise engaged in anything interesting, lead a useless, empty life, full of drama you cannot escape no matter how you try, like I do, here’s a suggestion for the game: make it first person slasher, open world!

Shouldn’t be an issue, right? :wink:

What an odd comment. I assume its some sort of joke but i don’t quite get the joke.