[REL] Grimmer and Grimmest

Try this out and let me know if performance is any better.

I thought it would be a lot more optimized than it is, but now it is tied to proxies onaddtoworld and enters lua only once per proxy. But the game tends to load a lot of proxies at once when it starts loading them, so you can feel it. As long as you are not running away into the unexplored direction, you might not die.

https://mega.nz/#!sd5gkA5a!fhub_fSTSNm4tu8mkBiNMzZ3Xu7dFGkHNWP2X9ZEtVw

Anyway, full rewrite basically, so I expect lots of bugs. But I hope for people with lesser hardware, they can take it up a notch or two more than before.

Just wanted to report that Cronley NPCs aren’t getting multiplied like the rest of the factions! They seem to still have vanilla spawns, both heroes and normal mobs. I know my settings are correct because the wasp multiplier worked correctly inside the Cronley mine. Playing Grimarillion 67a!

Edit: I would also love to have even higher mob densities (normal mobs, not heroes) as the current “seeing double” is no where near like the old grimmest had (back when DAIL was a thing). If it does lag the game for some, perhaps putting it as an option (like the max hero rank) would be prudent? Then those with super computers could use it.
It would also be cool if the heroes weren’t mixed, it feels a bit odd meeting a giant scarab-boss outside the starter area, and they seem to fight each other all over the place. Perhaps you would consider going back to the more lore friendly version you had before?

Thanks for your continued work with the mod!

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Indeed mixed heroes from all around are quite jarring and immersion breaking. Anyway, lore friendly would be cool, but I don’t give myself hope for that. If Titan Quest modding is any similar then changes like that probably involve exhausting record editing.

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I am drowning in RL, if I ever make it out, I will re-run the script and contain Hero spawns to be more in line with the original areas. It should be easy to make DD have a 4DD mode as well, just need to find some peace in life where I can spend an afternoon redoing everything.

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Thank you! Looking forward to your updated script! :grinning:

Hey jiaco. Thank you for your work on keeping G&G updated. If you find the time could you look into something? Playing G&G with a friend atm but when playing alone I get for example 2 wardens at the end of act 1 in the chamber. While running in coop it’s only one. Pretty easy that way :frowning: both times tested on grimmest

Thank you :slight_smile:

It’s random

Is this now the newest version of G&G or the Thread named " [MOD] Grimmest FG 1.0" with Zeke in it? Just asking because I am playing on an older version ATM with a friend.

Also: Is Zeke working in Multiplayergames?
Do you have to close the game, when you adjusted the spawns?
Are your adjustments saved when closing and reopening a game?
Can all players summon zeke in multiplayer games and switch densitys on their own?

I’m atm not at home to test this out but would also like to ask this in advantage before I destory my saved files on the old version of G&G (if thats even possible).

Greetings NBG