The Chinese localization file “text_zh.arc” provided by Matougi works well for me. You may want to double-check your files to see if there’s an issue with the dialogue lines, or the properties of the text files themselves. Or there’s something wrong with the packing process.
@Matougi It is the obsolete Grim Dawn\settings\Text_ZH folder issue . After I deleted it, and leave the vanilla localization file Grim Dawn\resources\Text_ZH.arc . The problem was solved.Thank you guys
Hi! I’ve noticed that the file “mq_01_theemissary” should also be placed in the “fg” folder; otherwise, it won’t function properly.
Maybe object_bounty_malmouth.txt should place to the aom folder too . just like the vanilla
Yes, you’re right. Thank you for pointing this out.
v95 Changelog
NEW STUFF:
*Four new classes await you, Tempest (D3), Chieftain (Darkest Dawn), Swampdweller and the Frigid Hunter. (SwampMod)
*Added a new NPC in the hideout for these new classes (There’s a plant).
*Illusionist and Reanimator (reworked/renamed to Lich) got massive overhauls.
*Added some new animations for these new classes
*Added new sets from SwampMod to the dismantler/transmuter loot tables.
*Added new gear from the SwampMod to a few mastertables
*Updated class combo list.
GRIMARILLION:
*Readded Harvest Event NPC and pumpkin props.
*Adjusted the number generation script for the currency drops (Zenitham, Forgotten Souls, Electrum, Event Currencies, etc), so they will try to reroll if the value is duplicated, unless it would have rolled a currency value.
*Fixed an issue where 2h augments didn’t have support for 2h spears.
*Added a “Multiple Hits” tag for Warfare’s Titan Slam transmuter, Dual Slam, as it causes the skill to hit with both weapons.
*Added a “Delayed Cooldown” tag for skills that have a cooldown that begins after the duration, like Menhir’s Will.
*Updated Mogdrogen’s database files to match vanilla - this should allow him to drop the proper items on death.
*Fixed an issue where the Codex pages for the Faction Goods and Runewords were showing the wrong images.
*Fixed an issue where Runic Containers were dropping in Shattered Realm too frequently. (Now 5% chance to spawn while in SR, or 2% with Boss Rush)
*Fixed an issue where Mark of Dreeg was missing it’s autocast controller.
*Fixed an issue with a missing animation file for 2h Spears.
*Added some missing vanilla sets to the dismantler/transmuter loot tables.
*Added Swapper support for SwampMod MI.
*Fixed an issue where some items were not swapping.
*Updated codex page for the Item Swapper, as well as the Grimarillion Guidebook page for it.
*Fixed a map issue where Loxmere wasn’t spawning anymore since Crate moved him.
*Updated a few vanilla skills that do not automatically update when Crate updates.
*Updated Zenith loading screen, “Zenith” text now uses a different style
*Updated D3 loading screen, now includes Tempest and Bloodknight images, reoriented the other images to make room for them.
*Fixed an issue with lornlynx faction-info that showed the wrong info for the Order page.
*Updated several augments that were outdated.
*Removed Lornlynx’s faction info mod because there were many outdated elements that I don’t have time to update myself.
*Reverted some old solo-class titles for Grim Quest classes to their original TQ names and added the typical TQ prefix. (Auspex → TQ Seer, Geomancer → TQ Pyromancer)
GRIM ARMORY:
*Updated to version 1.7.
SHATTERED AFFIXES:
*Fixed a Shattered Affixes script issue causing crashes
*Renamed some stuff for cleanup and sanity. (scripts, conversation, and loottables) This should not cause any issues, but if you see something weird let me know.
*Removed some stuff for cleanup and sanity. (unused/redundant loottables)
*Removed medals with a level requirement lower than 84 from the Shattered Affix tables: Mark of the Forbidden, Badge of Mastery, Pyroclasm Mark, Sigil of the Bear King, Blood Sigil of Ch’Thon, Direwolf Crest, Undying Oath, Markovian’s Stratagem, Mark of Dark Dreams, Mark of Anathema Mark of Divinity, Beastcaller’s Talisman, Crest of Winter Fortitude, Korvaak’s Brand, Mark of Bloody Ends, Mark of Calamitous Desires, Mark of Unlife.
*Removed amulets with a level requirement lower than 84 from the Shattered Affix tables: Will of Bysmiel, Thread of Mortality, Avatar of Mercy, Sovereign Ruby of Domination, The Peerless Eye of Beronath, Starfury Emerald, Essence of the Grim Dawn, Deathbound Amethyst, Celestial Stone of Halakor, Doombringer, Herald of the Apocalypse, Pestilence of Dreeg, Night’s Embrace, Avenger of Cairn, Dawnbreaker’s Beacon, Demonslayer’s Defense, Invoker’s Shard, Black Gem of Dreeg, Iskandra’s Focusing Prism, Ultos’ Gem, Markovian’s Distinction, Heart of Ulzuin, Heart of the Mountain, Valdun’s Bounty, Arcane Shard of Agrivix, Bloodrager’s Gem, Soulcatcher, Flames of Wrath, Vigar’s Hunger, Tainted Ruby of Gar’dal, Exeuctioner’s Judgement, Stormseer Sapphire, Avatar of Order, Azrakaa’s Sands, Avatar of Chaos, Will of the Blade, Heart of the Sand King.
*Removed Conduit of Eldritch Whispers from all Shattered Affix tables, since they cannot function without their own affixes.
*Removed rings with a level requirement lower than 84 from the Shattered Affix tables: Signet of the Fallen, Glyph of Kelphat’Zoth, Lifegiver Signet, Time-Flux Band, Screams of the Aether, Entropic Coil ,Ring of the Black Matriarch, Band of the Eternal Haunt, Belgothian’s Sigil, Albrecht’s Duality, Open Hand of Mercy, Closed Fist of Vengeance, Invoker’s Burning Hand, Invoker’s ShockingTouch, Alkamos Touch of Dread, Alkamos Touch of Anguish, Deathlord’s Band, Spiritbinder Glyph, Voidwhisper Band, Combustion Band, Jaxxon’s Lucky Bullet, Reign of Ice and Fire, Menhirian, Light’s Oath, Yugol’s Ichor, Band of the Eternal Pyre, Glyph of the Storm Witch, Ring of Sethris, Ring of Orissia, Ring of Anubar, Ring of Tawrot, Ring of Basti, Ring of Shuroth, Ring of Khonsar,Prime Ring of Morgoneth
*Removed boots with a level requirement lower than 84 from the Shattered Affix tables: Golemborn Greaves, Wrymscale Footguards, Venomspine Greaves, Voidwalker Footpads, Boneshatter Treads,
Wraithwalkers, Windshear Greaves, Stormtitan Treads, Footpads of the Grey Magi, Earthshatter Treads, Fiendflesh Greaves, Greaves of Ill Omens, Timewarped Walkers, Runeguard Greaves, Boots of Primordial Rage, Stonetreaders, Amatok’s Step, Deathwalker’s Grace
*Removed helmets with a level requirement lower than 84 from the Shattered Affix tables: Maw of Despair, Dread-Mask of Gurgoth, Whisperer of Secrets, Abyssal Mask, Circlet of the Great Serpent, Mask of Infernal Truth, Faceguard of Justice, Beastcaller’s Cowl, Mask of the Harbinger, Demonslayer’s Hat, Clairvoyant’s Hat, Markovian’s Visor, Ulzuin’s Headguard, Hood of Dreeg, Deathmarked Hood, Iskandra’s Circlet, Ultos’ Hood, Crown of the Winter King, Trozan’s Hat, Valdun’s Hat, Outcast’s Secret, Eldritch Gaze, Covenant of the Three, Cowl of the Venomblade, Visage of the Black Flame, Light Defender’s Helm, Infernal Knight’s Faceguard, Warborn Visor, Bloodrager’s Cowl, Necrolord’s Gaze, Venomancer’s Guile, Spellgaze, Wyrmbone Mask, Dawnshard Gaze, Crown of the Revenant King, Soulare’s Helm, Horns of Korvaak, Okaloth’s Visage
*Removed gloves with a level requirement lower than 84 from the Shattered Affix tables: Grasp of Unchained Might, Touch of the Everliving Grove, Voidsteel Gauntlets, Bonescavenger’s Deathgrips, Wyrmbone Handguards, Iceskorn Talons, Viperfang Grips, Aethereach, Colossal Grasp, Handguards of Justice, Harbinger’s Grasp, Light’s Defender Gauntlets, Riftwarped Grasp, Overlord’s Iron Grip, Gauntlets of Ignaffar, Chilling Grip of Hagarrad, Riftwarped Grasp, Voidrend Talons, Dawnshard Grip, Sandreaver Bracers
RESKILL:
*Fixed an issue where Skill Rune of Korvaak’s Brand had the wrong description.
ETERNAL:
*Fixed an issue where Ascended mode broke on wave 31-35 (faction waves)
*Ascended Faction waves (31-35) now spawn mixed enemies, consisting of Necromancers and Kymon, but do not reward rep.
*Fixed an issue where some Ascended bosses with phases were spawning the non-ascended version after the first form.
*Fixed an issue where some of the ascended faction bosses could become untargetable. (Allied factions)
*Fixed an issue where ascended mode was spawning the wrong chests.
*Updated the boss wave scripts to reward Ascended waves with a different chest.
*Reduced the amount of normal enemies spawned in Ascended mode by half, heroes remain doubled.
*Reworked Ascended Enemy stats, enemies no longer receive a boost to their regen, physique, cunning, or spirit. Their HP and Energy Scaling was greatly increased (from 1.2x to 3.5x) and the OA/DA scaling was decreased slightly. (1.2x to 1.12x) Enemy HP values should now be around SR 40 levels, or at least kinda close to that value.
*Updated the Random spawn option so it will work with Ascended mode.
*Updated the reward formulas so that Ascended mode will increase the rewards. More XP, Iron and Eternal Shards.
*Fixed an issue where double chests were spawning on boss waves.
*Added a unique art asset for the Eternal chests. (Credit to Battlerite for the new orb. Credit to hida8633734 for the sound effects)
*Fixed an issue where the Summoning Stone was asking for Eterneum instead of Eternal Shards.
*Fixed an issue where the Priestess Luna mentions Eterneum instead of Eternal Shards.
*Added an Eternal Shard cost for Wave Skipping to Wave 1 to avoid an exploit.
*Moved Barrog from Wave 1 to Wave 2, and Pusquil/Grundleplith to Wave 3.
*Adjusted the spawn rates of the enemies in the Outlaw faction waves and limited the number of some of the spawns.
*Added a level limit layer to the Eternal map.
*Fixed an issue where Watchers could spawn on two Valbury waves instead of just one as intended.
*Fixed an issue where some creatures spawned on death were not being cleaned up sometimes.
*Fixed an issue where the maggots summoned by Celestial Hounds were not being removed when clearing waves.
*Fixed an issue where crabs summoned were not fading after death, or being cleaned up.
*Fixed an issue where living plants summoned were not fading after death, or being cleaned up.
*Fixed an issue where riftspawn summoned were not fading after death, or being cleaned up.
*Fixed an issue where zombies/mutants summoned were not fading after death, or being cleaned up.
*Fixed an issue where some enemies were not being counted for the wave progress.
*Enemies on the celestial waves (70-75) were changed to use the GD Eldritch Faction instead of the Eternal Eldritch Faction. Seems like custom factions bug out occasionally…
*Lowered the spawn rate of Celestial Hounds and added the weaker variants that do not summon maggots.
*Lowered the spawn rate of Celestial Mummies that created ice novas on death, and added a weaker variant that does not have ice novas.
*Some other misc. changes that should improve the FPS of Eternal at high waves.
*Fixed an issue where the Lower Pantheon challenges were not spawning some of the enemies alongside the nemesis as intended.
*Fixed an issue where (eternal) Warden Krieg had the wrong loottable for his MI.
*Updated a few instances of enemies who create aether anomalies in hopes of preventing them from remaining after the summoner dies.
*Fixed an issue where the console was producing a huge wall of blue callstack text, which I think was causing a stutter on wave activations.
*Fixed a potential issue where you could interact with the Summoning Stone to begin the next wave when you were already at wave 75, resulting in an error and losing all your wave progress. A minor issue, but now instead what will happen is, Eternal will run random totem waves instead.
*Added an experimental option to Priestess Luna, enabling the option to bribe your way into Kymon’s Chosen, or the Order of Death’s Vigil. Let me know if this causes any weird issues…
*Increased the arena size.
*Updated the Ravager spawns, for some reason the previous Ravagers had some mixed up skills.
*Added bosses from the original Eternal mode with a special option to summon them from the Summoning Stone. These are not balanced and do not have rewards, it’s really just a time machine mode to see what the following used to be… but they will drop generic Eternal Boss loot.
*Added 7 new bosses intended to be very difficult with unique boss fights, summoned from the Summoning Stone. Test them out and let me know how they feel. Challenge them after completing Eternal. The rewards are dependent on the difficulty you are playing.
*Added several bosses from SwampMod, there’s a new option to spawn them from the Summoning Stone. (Requires a special item to summon them, check the SwampMod smith) These enemies have a chance to drop SwampMod gear among other MIs.
*Added Diablo 3 bosses with a special option to summon them from the Summoning Stone. (Requires Forgotten Souls) These enemies drop their usual D3 loot and orbs.
GRIM QUEST:
ITEMS:
*All “bows” have been properly merged into a singular mesh. This should have no effect on visuals or gameplay but it’s only a behind the scenes update.
*Some epic bows have had their projectiles updated to reflect the base damage type.
*Hyskos Compound Bow, Meriones’ Bow, Nomad’s Hunting Bow, Shredwind, Silent Flight, and Tendon Ripper have had their armor pierce values increased to 100%.
*Scythian Touch, and Daedalus’ Dread have had their armor pierce values removed.
*Iaculus, and Turqouise Bow have had their base damage types changed from Physical to Poison.
*Ram Bow has had it’s base damage changed to Fire
*NEW Jade Bow - (more like a rework but…) Provides bonuses for Neidan, Rogue, and Hunting masteries to support an acid caster playstyle. Acid Shen Pao, Poison Gas Bomb, and Acid Sky Shot Salvo.
*NEW Medusa’s Sash - a new belt, provides bonuses for Neidan, Hunting, Nature, and Earth to support an acid pet playstyle.
*Fixed an issue where Divine Wen Shen’s Gift’s proc had a wrong level value.
*Fixed an issue where Lampades Torch did not have a limit to how many summons you could have.
*Fixed an issue where Ratatoskr’s Nut relic summoned squirrels were missing textures.
*Fixed an issue where Crystal Totem was crashing the game.
*Prometheus’ Flame: Removed Pierce to Fire conversion to Titan Slam. Added 15% Crit Damage.
*Zeus’ Thunderbolt: Increased flat damage to Squall.
*Udjat of Horus: Increased flat damage to Squall.
*Nemesis Recurve: Removed radius increase and RATA to Spite. Added -25% Cold Resistance to Spite.
*Serpent Whisper: Lower level version now has all the same skill bonuses as the higher level version, they are just lower values. Replace Sky Shot Salvo bonus and modifier with Monster Lure. New Modifier provides 1500 Poison Damage over 5 seconds to Monster Lure.
*Khamsin: Removed duration bonus for Squall, increased Elemental resistance reducation to -18%, added 100% Physical to Elemental to Squall and 33% chance for 300 Elemental damage to squall.
*Painweaver: Increased Chaos Damage to 200 and Chaos resistance reduction to -25% to Squall
*Deathblossom: Removed duration modifier to Study Prey, Removed flat damage to Study Prey, removed Vitality RR to Study Prey. Increased Aether RR to Study Prey. Removed Vitality Damage and RR to Soul Feast. Increased Aether RR to Soul Feast. Damage to Soul Feast massively increased and changed to Aether. Increased duration to Soul Feast. Added -1 second cooldown to Soul Feast.
*Fingerbone of Boreas: Increased cold resistance reduction to 18% to Squall and added 100 cold damage
*Sakur-Aba: Increased and flattened damage to Squall to 100 Lightning and 100 Aether, removed conversion.
*Sword of Covu: Reduced Vitality Resistance to Spite to 12%, Vitality Damage to Spite changed to Decay and increased to 80. Bleeding Damage to Spite reduced to 120.
*Gaia’s Revenge/Tellus’ Revenge: Added a skill bonus and skill modifier for Summon Nightmare, enabling acid Nightmare while using this weapon.
*Giant’s Tooth: Fixed an issue where the tooltip display wasn’t scaling with pet bonuses and showing incorrect values.
*Laevataeinn: Added Physical to Fire conversion to Titan Slam.
*Scepter of the Oneroi: Reduced resistance reduction to Squall from 15% to 10%.
*Amen-Ra’s Magebane: Removed Casting Speed, CDR and Cost Reduction. Increased Attack Speed. Added OA and energy absorption. Removed Spirit Ward/Bane skill bonus and skill mods. Added a new skill mod for Ravage (Spirit WPS), adding energy burn, disruption and aether damage. Rune Weapon skillmod changed, now adds elemental damage and a small radius of attack, plus two target max. Spellshock skillmod adjusted, now adds lightning damage, reduced the arc of attack to 90 degrees and reduced the target max to 3. Replaced Spirit Bane skill bonus with Ravage. Reduced all skill bonuses to +2 for the Divine variant, added + 2 to each mastery (Spirit, Storm, and Runes).
*Melaneros: Removed flat vitality damage to squall, added lifesteal.
*Pytho’s Idol: Fixed an issue where the Soul Feast modifier was actually applying to Insidious Miasma. I’m not sure if this prevented it from working, but now at least it is for sure.
*Shield of Skuld: Increased Vitality Resistance Reduction to Spite to 12%.
*Svalinn: Damage to Spite removed.
*Ancile: Added 100% Pierce to Physical Damage to Batter
*Marduk’s Tablet of Destiny: Added 2h spear support.
*Huangdi’s Bracers of Serenity: Removed target max and attack arc to Huangdi’s Favor. Added 25% Weapon Damage.
*Oberon’s Mantle: Replaced Dream Surge bonus with Herbal Remedy
*Oberon’s Pendant: Replaced Nightmare bonuses with Art of the Hunt and Trailblazing. Added a new modifier for Art of the Hunt, granting 8% OA, 22 acid Damage, and replacing the old Nightmare item modifier. (Which was moved to Baidi’s Essence.)
*Oberon’s Bristlebash: Replaced Nightmare bonus with Art of the Hunt. Added new modifier for Art of the Hunt, granting 32 acid damage, 10% total speed/max movement speed, replacing the old Nightmare item modifier. (Which was moved to Gaia’s Revenge)
*Oberon’s Regalia: Replaced Nightmare bonus with Herbal Remedy. Added new modifier for Herbal Remedy, granting 3% Health Restored per second and 30 acid damage, replacing the old Nightmare item modifier.
*Sunwheel Brooch: Removed Pierce to Fire conversion to Titan Slam. Added Burn Damage to Titan Slam.
*Chidi’s Essence: Petrify chance for Shen Pao now becomes 100% petrify if the Zhadan transmuter is taken. Added skill bonus to Sky Shot Salvo and a skill mod to increase the summon count.
*Baidi’s Essence: Added +3 to Summon Nightmare and 30% Total Damage Modified to Summon Nightmare
*Pendant of Skadi: Reduced resistance reduction from 12% to 8%.
*Aeon: Reduced resistance reduction from 10% to 8%.
*Crimson Gem of Cytorius: Removed armor piercing modifier. Replaced Sky Shot Salvo skill bonuses with Take Down bonuses.
*Amulet of Hygeia: Added skill bonus to Sky Shot Salvo and added a skill mod to increase the summon count.
*Oath Ring: Now grants bonus armor instead of base armor, functionally I think this works the same but it will show up differently on the tooltip. (with the rest of the stats instead of beneath the item type) Added Permanence of Stone skill bonus, and replaced Storm Surge with Aura of Tranquility. Increased pierce resistance.
*Fixed an issue where Amulet of Maat, Baidi’s Essence, Broach of Hatshepsut, Chidi’s Essence, Fang Sue’s Knot, First Emperor’s Resolve, Guan Yu’s Song, Red Sea Dragon, Senwosret’s Throne could not drop
*Any items or affixes that pointed to the old Cluster Mines - Improved Munitions skill should now properly point to the new replacement.
*Many pet items that could be dual wielded properly apply twice if they are equipped in each hand.
SKILLS:
Warfare:
Heroic Vault:
*Added new FX for Heroic Vault when using Charybdis (Water FX) or Donar’s Hammer (Lightning FX)
Hew:
*Updated impact fx
Crosscut:
*Added new impact fx
Tumult:
*Added new impact fx
Titan Slam:
*Now only works with 2h melee or a shield. Due to animation issues, it looks awful since there isn’t an existing Forcewave animation.
Warhorn:
*Updated radius FX
Hunting:
Takedown:
*FX Updated, now properly represents the AOE size and the visuals are inspired by the original Takedown FX from TQ. Changed the warmup fx to be pierce-themed. Added/updated all Takedown related FX and FX swaps, which also now include warmup fx replacers.
Whirling Tempest:
*FX Updated, now properly represents the AOE size and the visuals are much more noticeable.
Whirling Tempest:
*Slightly reduced damage scaling and slightly increased energy cost scaling.
Whirling Tempest - Rampage:
*Reworked, now increases the damage of Whirling Tempest by 200% Total Damage, adds 30 Energy Cost, increases the cooldown to 3 seconds, and adds 3 seconds of confusion to enemies hit. Renamed to Merciless Sweep
Gouge:
*Increased level cap by 2, adjusted stats to fit new cap.
*Increased bleeding/pierce scaling.
*Added new impact/flight fx
Serpent Strike:
*Increased level cap by 2, adjusted stats to fit new cap.
*Flattened pierce damage, reduced pierce and acid scaling, added poison damage over 3 seconds.
*Added new impact/flight fx
Volley:
*Increased level cap by 2, adjusted stats to fit new cap.
*Increased bleeding/pierce scaling, added a damage range for the flat pierce.
*Updated impact fxf
Herbal Remedy:
*Increased level cap by 4, adjusted stats to fit new cap.
*Increased damage scaling.
Monster Lure:
*Monster lure skill merged with Cluster Bomb. Before you install the mod, remove skill points invested here, or use GDStash to fix missing points.
Cluster Mines:
*Merged with Monster Lure.
*temporary invulnerability mechanic changed. Monster Lure HP reduced to 5 HP at all levels/ranks/difficulties, but is always invulnerable while it has HP. For 5 seconds after entering combat, the Monster Lure will begin to lose HP, and attacks will reduce it’s HP by 1. Reduced DA to 0. (this doesn’t affect the temporary invulnerability, only allows enemies to hit it)
*Provoke radius reduced, starting at 6m, scaling up to 10m at softcap.
*No longer creates projectiles on death, instead immediately explodes on spawn, similar to the old Cluster Mines - Reactive Assembly modifier. The explosion FX was updated visually.
*Removed Stun and added Taunt + Fumble/Impaired Aim.
*The model was updated to use the old TQ model, but I adjusted the textures slightly for the variants you gain from items (so acid version will be slightly green, fire slightly orange, etc)
*Added a visual effect for the provoke aura, which changes colors depending on which version of the Monster Lure you summon.
Cluster Mines - Reactive Assembly:
*Is now a modifier to Monster Lure, and renamed to “Detonate”
*No longer creates a nova on cast, now creates a nova of projectiles on death.
*Changed the projectile nova behavior when the Monster Lure expires
Cluster Mines - Improved Munitions:
*Removed. Before you install the mod, remove skill points invested here, or use GDStash to fix missing points.
Snare Trap:
*Renamed to Ensnare, like it was in Titan Quest. Functionality unchanged.
*Removed movement speed reduction
Snare Trap - Shackled:
*Renamed to Barbed Netting.
*Reworked, removed the fumble/impaired aim, removed the Chain tether. Added energy cost, increase max level to 12, adjusted damage scaling, added duration scaling and movement speed reduction.
Sky Shot Salvo:
*Now summons a spirit archer instead of a mortar. Damage adjusted.
Sky Shot Salvo - Thunderhead Ammunition:
*Renamed to Delphic Flame. Reworked, now increases the number of projectiles fired, increases their AOE, adds slow and burn damage.
Dream:
Distortion Field:
*Increased base damage absorption and scaling slightly.
*Added % Damage Absorption.
*Adjusted Physical Retaliation Scaling and base.
Temporal Flux:
*Now also grants the same amount of Chaos/Vitality resistance to pets.
Premonition:
*Now also grants % HP to pets.
*Increased flat HP scaling.
Spirit:
Spirit Ward:
*Increased flat HP scaling very slightly.
Ravage:
*Renamed to “Harrowing Touch” to avoid conflict/confusion with any other skill name called “Ravage”.
Spectral Spires:
*Added weapon restrictions, no longer works with ranged weapons.
Defense:
Spite:
*Increased energy cost and scaling. Doubled Duration and cooldown, added radius scaling up to 10 meters at softcap. Updated debuff FX and cast FX.
*Added instant cast, so you should now be able to use this while channeling skills or moving
Colossus Form:
*Movement speed penalty changed from -50% to -35%
*Added 55% Maximum movement speed penalty. These changes should make the players movement speed almost the same before/after the size scaling,
Unyielding Phalanx:
*Now applies a taunt effect to nearby enemies, increasing in radius with rank.
*Now starts with less soldiers, but scales higher. The soldiers are placed slightly closer and should be able to fit better into smaller hallways.
*The attacks of the soldiers have been reworked slightly, they now have a basic attack and a taunt aura.
*The basic attack only deals damage and gains a portion of the players weapon damage
*The taunt aura deals a portion of the players retaliation damage, reduces enemy movement speed and attack speed
Shield Smash:
*Updated impact fx
Disable:
*Updated impact fx
Pulverize:
*Updated visual FX (and for all item modifiers)
Elysian Aegis:
*Fixed an issue where elysian aegis impact FX was missing
Elysian Aegis - Gorgoneion:
*Improved Gorgoneion texture and fx
Spectral Bulwark - Rend Armor:
*Removed physical resistance reduction. Added flat armor reduction.
Batter:
*Updated visual FX (and for all item modifiers)
*Increased trauma damage and weapon damage scaling.
*Fixed an issue where the sound was missing.
Batter - Heave:
*Removed weapon damage penalty and reduced total damage bonus.
Batter - Beat Down:
*Reduced energy cost, greatly increased pierce damage.
Hoplite Charge:
*Fixed shield charge impact fx (weird glitchy clouds before)
Rogue:
Lay Trap:
*Fixed an AI controller issue that prevented the pet from targeting enemies.
Poison Gas Bomb:
*Reduced energy cost by about 20%ish
Poison Gas Bomb - Shrapnel:
*Reduced energy cost by half.
Poison Gas Bomb - Poison Mayhem:
*Reduced energy cost by half.
Arachne’s Sting:
*Added new impact/flight fx
Pytho’s Bite:
*Added new impact/flight fx
Nature:
Kodama:
*Fixed an issue where some of the heal values were scrambled among the levels instead of scaling properly.
Call of the Wild:
*Fixed an issue where duplicate skill mods were in the wolf skill trees, causing micro lag when mousing over items under certain conditions. (duplicate skill mods weren’t being applied twice so you’re not losing anything from this fix which entails removing dupes)
Neidan:
*Consequences:
*Moved resist reduction effects to Mutual Suffering
*Consequences - Mutual Suffering:
*Added flat acid and aether damage to Consequences
Shen Pao:
*Removed screen shake unless you are using Zhadan.
Potent Elixir - Essence of Jade:
*Now requires the player to have points in Potent Elixir to unlock.
Earth:
Immolate:
*Added impact FX and flight FX when using a ranged weapon.
*Changed the animation to a sweep animation. (Smite’s animation had weird particles that were bugging me)
Abyssal Rampage:
*Changed the animation to the jump attack animation. (Smite’s animation had weird particles that were bugging me)
*Added weapon restriction, no longer works with ranged weapons.
Runemaster:
Reckless Offense:
*Added new impact fx
Runeword: Explode:
*Added new impact/flight fx
Runeword: Burn:
*Added new impact/flight fx
Frightening Power:
*Added instant cast, so you should now be able to use this while channeling skills or moving
Runic Mines:
*Added instant cast, so you should now be able to use this while channeling skills or moving
Torch Rune:
*Reworked slightly, now uses projectile template instead of a pseudo pet, like Squall. It should work the same but will be easier to work with. (for me)
Storm:
Coldsnap:
*Added new impact/flight fx
Spellshock:
*Added new impact/flight fx
Squall:
*Updated projectile template and FX, visually it should look the same but it will now cast instantly instead of having a minor delay.
Winter Winds:
*Added new FX for all variants.
ZENITH:
Evocator:
Breathe Fire:
*Fixed an issue where the new FX had some particles that I forgot to remove.
*Increased flat damage and weapon damage scaling.
Breath Fire - Exhumation:
*Reworked into a passive. Now adds flat physical, % all damage, flat burn, and % health reduction.
Pyroclasm:
*Reduced particle density and opacity
Pyroclasm - Power Surge:
*Reduced particle density and opacity
Rupture:
*Reduced particle density and opacity
*Renamed to “Flame Rupture” to avoid conflict/confusion with Earth’s “Rupture” skill
MAKE SURE TO RESPEC WITH GDSTASH IF YOU HAVE ANY CHARACTERS USING REANIMATOR OR ILLUSIONIST CLASSES OR YOU WILL LOSE YOUR SKILLS
friggin GOAT. tyvm for your continued work on this mod
@Matougi is it too early to request a rainbow file for this?
Thank you for the update. I really enjoy this mod!
Some interface bugs (English version)
- Missing tag on the Demon Hunter class name.
- Class descriptions for Monk and Witch Doctor do not display.
Damn Asylum its amazing your keeping this going after all these years. TY! new classes yeah!
Bug report: Puncture (Frigid Hunter) just makes your character bounce in place rather than performing an air attack and damaging anything.
Edit: removed points from Arctic Impalement and Mortal Injury with no change in symptom.
Edit 2: tried with different two-hand weapons aside from spears with no change.
File updated for grimarillion v95 new masteries (yippe!)
Download link - Google Drive
Went back to DC from the Rovers cave and when I rifted back got stuck in the rock.
Can’t get out. This was on the live version of the game, not the playtest one.
As the v95 is out.Could you please extract the new text file for translation ?Thank you !
After the colorization process is complete, I plan to create the translation files. However, since Version 95 has undergone significant content additions and changes, the coloring process will likely take some time.
Okay.I’ll be wait
I’m having difficulty translating class names. There are many duplicate tags across different text files. Could you explain which file the game prioritizes?
For example, the tag “tagSkillClassName0311=” appears in three different files: “tags_classwitchdoctortags,” “tags_darkestdawn,” and “tags_grimarillion_classnames.”
Also, please remove obsolete or unused tags from the English text files, as this will make translation work easier.
Where should I drop this file? Can it be translated?
Lol I have enough conflicts to deal with just with the database and the map, I’m not going through each independent mod and making sure all their tags are conflict-free.
English text provided for translation reference in various languages.
GrimArilLion_v95_Text_EN.zip (442.4 KB)
The coloring in this text pack is still from the previous version; there have been no additions or changes.
==========================================================================
Grimarillion_v95(Initial caravan size.arz).7z
Usage: Unzip grimarillion.arz from the zip file and replace Grim Dawn\mods\GrimArilLion\database\grimarillion.arz







