[REL] Grimarillion

Well, that would be a Zenith issue, however, Ceno has no plans to update/fix any Zenith issues before Forgotten Gods Xpack is out.

@Asylum101 Would be nice if you add 1 more axe and 1 more hammer auto-attack skills to defense mastery :slight_smile:

I am awaiting a new motherboard for my main computer, so using a laptop with the same resolution and no problem with the big stasher.

Be sure to go to options -> video tab, then move the UI interface slider almost all the way to the left (mine is at about 10%), be sure to hit apply. You should be able to see your whole stash at that point.

have to apply update yet, but vendor staves notably went missing in 59b
(noticed a few days ago(ntim))

also, thoughts on adding rareplus mod?
(and editing to include epic and ledgendary drops)

and, are any mod exclusive bluprints all aded to the random crafting at the smithy?
(feel like im short on blueprints, but burning through the smithy isnt giving me any new ones after many times filling the inventory)

thanx for making this game fun, keep up the good work

after switching to 60a i get borked visuals like medea posted last page,
i tried reinstalling mod 2x with same result

have to apply update yet, but vendor staves notably went missing in 59b
(noticed a few days ago(ntim))

Vendor staves haven’t left my game, can’t help you there.

after switching to 60a i get borked visuals like medea posted last page,
i tried reinstalling mod 2x with same result

OK I think I know what’s going on here… You need v60 installed already to install v60a. This was intended to make things easier so everyone won’t have to redownload the full mod for each hotfix update. I just ran the updates for myself to test (after hiding my original mod installation) and it works fine.

I didn’t even see 60. Initially I went from 59a to 60a, but after uninstalling 60a I installed 59b and then 60a which has solved the problem for me. Only thing still wonky is the jewel components.

I wasn’t missing staves in any versions either. Vendors were selling them.

i can confirm with ASYLUM, you need the base version then you instal the hotfix.

its working fine for me

I think I might see the issue with staves now… Seems like certain level ranges are only able to get certain types of staves… under level 40, you can only buy fire/vitality staves…between 40-70 you can only find chaos/lightning staves in shops, 70+ only has chaos/vit/acid/fire.

Anyway, in 60b I might have this issue fixed.

Update v60b
Requires v60, does not require v60a. (but if you already have 60+60a, it’s fine, you can just use 60b to overwrite. If you have any issues, just retry with 60+60b)

Grimarillion v60b:
https://mega.nz/#!jE8FjY4Z!wAbGJNa2g9RXmPSMZkYAxTjmQBdyoPUYWW3-_cTogRk

Ungrim v60b:
https://mega.nz/#!qZ9xQYLS!Xf2JV06-MFpyh1cMWhI60En86yYNx_HMpiEy3ziL6bI

Changes:
*Fixed an issue where certain 1h crossbows were spawning without tags. (removed 1h crossbows as suggested by Grimer)
*Fixed an issue where D3 Gems were without item bitmaps.
*Fixed an issue where only certain types of staves were available at certain level ranges.
*Restored partial components. Until I can somehow lower the drop rate of components without touching every single creature’s drop rates, partials will have to remain as is
*Added a new loading screen. No offense to Grimer intended, but I felt like Grimarillion needed it’s own loadscreen. Maybe if/when Crate adds a way to rotate between load screens we can add more for GQ/Zenith/D3 and more…

Also thank you medea for updating the OP! Sorry to have to make you do this twice today! :smiley: I will make a new thread once this version stabilizes so we don’t have to do this anymore.

No worries Asylum101. I had to put 60a back anyway and also add 60 which I’d totally missed being available. :eek: It’s all up to date now and I’ve added an edited version of your post with the changes as well. Now I’m off to reinstall them all again, having downloaded the 60 I was missing.

Reinstalled everything from v59 to 60b grimarillion and it all seems to be fine. Gems are showing properly now. Also reinstalled the same for ungrim, but haven’t tried that yet, don’t expect any problems though.

Is it possible to change Grim Quest’s Warfare mastery a bit so it fits into two-handed melee a bit more? I’d love to play around more with two-handed builds but it feels like there’s isn’t much space for experiments outside of Soldier, Shaman and Terror Knight, unfortunately.

Or it’s just me missing something. Do you have any suggestions on such builds?

Warfare appears to have quite a bit to offer two-handed builds. Onslaught>Ardor has a very nice attack speed boost which really enhanced two-handed weapon damage. Triumph strip physical damage resistance which really amplifies your DPS. While I haven’t used it myself, Warwind looks very nice to use with a two-handed weapon. Weapon Training is also fantastic. Doom Horn strips physical resistance as well.

I’m debating how useful Onslaught’s transmuter would be. Flail gives an incredible attack speed bonus (40%!) but you would need to get a bit more OA to keep even.

I think Warfare would function quite well :slight_smile:

so to clarify, updating entails COMBINING the update with the base mod
and not simply replacing the ā€œgrimillarionā€ folder with the new version
right?

edit*, yep did that, seems all good now

and now i get to rechoose my 2nd mastery for the char i loaded when i did it wrong yesterday

any class sugestion for a dot build? (ie stacking skils like ring of fire)

atm most things die upon approach, meteor (earth/item) thins out swarms,
but something just feels missing, likely from my leftclick attacks (melee)

after closing and reloading the game, the version indicator started saying 59b again
i re-exrtacted v60 and v60b update combined them place in mods (only file there)

and im getting 59b still?

will keep tinkering

tryed just using v60, says 59b

ah found it, seems that the colourfull items mod caused the version tag to change,
atfer selecting the colourfull option in languages
colours seem to show reguardless so no biggie

It’s got some really nice skills for all kinds of melee, can’t deny that. But what I mean is, there aren’t many default attack ā€œmodifiersā€ for two-handed weapons (don’t remember how exactly those are called. They are passive skills which let you perform a special attack with a certain chance when you’re hitting your enemies with default attacks or skills like Cadence and such. Markovian Advantage, for example).

It’s just that Warfare has a whole chain of passive skills based around dual-weilding. It’s certainly great for all melee builds, but it feels like missing a piece of cake out of the whole plate.

The tagitems text was changed considerably when Grimarillion became v60, so it took time to rework the color-coded text.

Here are the color coding text for v60b.

See this for usage.

Is Spirit’s Drain Life supposed to work the same way as it does in TQIT? Because I’m not seeing any beam, though it does make a sound when I cast it. Not sure it’s actually working as it should. :undecided:

No it functions like drain essence from gd’s necromancer class now.

Okay. But there should still be a beam?