[REL] Grimarillion

we need omega merge + 200% increased enemy hp :rolleyes::rolleyes::rolleyes:
then zenith+cornucopia+omega buffs seems to be ok:D

Hey, i don’t know if this is a bug or not. But today i was trying to craft the Soul Shiver relic, but didn’t let me

Maybe an unlisted item is missing there? Idk

Thanks, this is fixed in v022. (coming this weekend)

I finished to the second quest (Helping Out), after changing to this.

  • As ever, when I access a shop, the components in my inventory may increase.
  • After opening the Lower Crossing Rift, the body which lies on the bridge of DC north becomes an infinite chest. Whenever I return to DC, the contents of the ā€œBody Chestā€ can revive, and occasionally I can scavenge several times.
  • In the first quest, after killing Kyzogg the Reanimator, the instruction ā€œReturn to Captain John Bourbonā€ are not displayed.

One more. Although v0.2.1 is so as well, the Riftstalker’s picture is not displayed in the mastery selection screen.

Component bug remains WIP then I guess. As for the dead body on the bridge, that is intentional for now. For the first quest, not sure what happened, was unable to repro that.

Yeah, I keep forgetting to ask Ceno about this.

Anyway, new version up (Cornucopia v032) and another one might follow soon with a Grim Quest update.

Download version 0.2.2 here:
https://mega.nz/#!hJJR0BrC!u_kWGg-QJjASSvMp9bIg-8GPyipm4FAz76nS0_z5fhM

Changes in v0.2.2:

Updated Cornucopia to v0.3.2. Besides that, well, I put the camera pitch back to default, that should prevent the loot labels from disappearing. There are some WIP Grimmest changes going on, you might find some of them ā€œroughā€ atm. And there is a myriad of attempted component fixes, but that is being covered in another thread.
Anyway, v023 with a Grim Quest update should follow shortly, but if you were waiting for the Corn Update, here ya go.


Skill from Star Stone Ring

Ok, should be fixed next patch, hopefully tomorrow.

And v023 is uploaded. Quick tests seem fine. Let me know if there are issues.

Major Grim Quest update. Be sure to spec out of all TQ skills before applying the update so that you do not loose skill points.

Check here for the full changelog:
http://www.grimdawn.com/forums/showpost.php?p=440660&postcount=518

But this is the update that people have been asking Asylum for. The TQ masteries are no longer so sparse looking compared to GD masteries. Give it a whirl.

I will probably build a why version of this one unless some major issues arise.

Here are the links for v023 and y023:

Also added Grimarillion to Nexus this morning.

Download version 0.2.3 here:
https://mega.nz/#!YFA33QxZ!c-94_jAyKlBlgOWSpKocn-pw08TTbqjFqxH8KB6ohvs

Download the WHy* version 0.2.3 here:
https://mega.nz/#!ocQ1ECRS!y5NyYlAbowCfR84aUJeW4-BormWP5E2yHXHMHRgfyw4

Sorry about the y023 release. I was working on somethings with Grimmest and I see now that there are some fights (like Kyzogg) that are not not Grimmest in the why release. Will look into this in the future. For now, kill Kyzogg and then just get the fuck out of there…

OMG, I have just started a new character and did only the very first quest; I was very disappointed that there is only one Kyzogg in the new version but everything changed when I killed him :-))), very nice surprise indeed.

Be sure to check back with Kyzogg later then, when you are higher level. Say 16 ish and again at 26 ish…

Thanks for your post. It brought a smile to my face.

I’m sorry, the report of the bug in the first quest was a problem peculiar to translation. There is no problem in the mod. It was the problem produced in change of ā€œmq_wakingtomisery.qstā€.

Since quest (qst) and conversation (cnv) aren’t pure text but uniting text with a script, we have to extract a text from the script file, when translating. If the original qst (or cnv) is changed, the line position of the extracted text will change. And when the line position of a translation text changes, the quest log is no longer displayed or conversation becomes impossible.

In this case, if the changed file is exchanged for the original thing, the text will be displayed correctly. However, when a user removes mod, he have to exchange for an original text again, so he cannot use mod easily.

From these kinds of reasons, could you build the mod by making mq_wakingtomisery.qst into another name or adding qst of an alias by the same contents (eg. mq_grimarillion_wakingtomisery.qst)? Although the way of adding qst of an alias by the same contents may be promising, I don’t understand well.

@Matougi - I will do whatever I can for translators. But for now, I did not understand your request and am fixated on the Autopickup.

@ ALL - I highly recommend that you pick up every component you find. The bug where the components are arriving in inventory is because when you leave a zone with Autopickup drops on the ground, the game triggers the autopickup event, but does not destroy the item on the ground. This ends up being a pain and an exploit. Until I can figure out enough about this lua stuff to fix it, the workaround is just to pick up everything autopickup before rifting out of the area.

Quick question, Does this mod do anything with level cap, and if not are there any plans to add more ā€œend gameā€ Content like higher max level or more legendaries etc? I found my biggest problem with grim dawn was that once I got to max There wasnt really anything else to do except grind for equipment.

At present, no. In much later versions of Cornucopia, this may change as we produce more sorts of content…however, everything up until and including Cornucopia v1.0 will simply be rebalancing existing content. GQ, Grimmest, and Zenith don’t change the situation either.

What is this Why version? I can’t seem to find anything about it in the first post.

Grimarillion plans to try (as much as possible) to maintain future compatibility. I want the toons I make today to work in the mod in the future. Since there will be Crate expansions, that means we save end game for when the actual game end is in the game. The main other thing to do besides ā€œgrind for equipmentā€ is make a new toon. With all the combinations available mixing Corn/GrimQuest/Zenith masteries, I feel that Grimarillion has enhanced an ā€œend gameā€ of sorts. At least, my preferred version of the GD end game: starting a new toon.

The Why version is merely Grimarillion without most of Grimmest. The whole point of Grimarillion is to play Grimmest. But since it is not for everyone and there has been demand, I occasionally rip out the extra spawns and build a release with y instead of v on the version string displayed at the Active Quests area. The version does not get much testing but since it is built off the main mod, which does get tested, it normally is fine. However, in the current version, I forgot to remove some records that I started for Grimmest in a new folder location. So there are a couple of Grimmest spawns in the why version. This will be fixed in the next version, which I still hope to include an Autopickup fix with. But I spent the whole day yesterday on that and am still not sure what the fix is. But at least I now understand what exactly the bug is. So we are making progress.