With this version, I hope that one of each Guardian is guaranteed to spawn, the tags should be fixed too. But each Guardian should spawn with 2-4 heroes around, everytime…not sure why that would not work. The dbrs looks fine.
Thanks for fast update this time I did 6 run the Hidden Path:
Guardian of Dreeg: I run 6 times but the last Im not see any bosses spawn, just normal monster and Guardian lonely all the time ( I mean no bosses around him)
Solael: Its spawn 2 bosses each turn, I must kill them for next turn. After kill 6-8 bosses, Solael appear ( I think if they appear together, it will be grimmer )
Guardian of Bysmiel: He and his army work fine
Mad Queen: The tags fixed, Queen and her army spawn fine, but bosses aroun her have red name ( I mean red name for Nemesis, orange name for Champion bosses )
And Darius Cronley need an army too, like Warden army :rolleyes:
Some problem report, hope you update soon
Sorry, but I am out of time, I have plans for these guys, but cannot get it out before I have to leave. Will be gone for a week, when I get back, I will have this sorted out. In the meantime, and since I have never even tried to actually run this Hidden Path area, are these Guardians/Sentinel/MadQueen doable in mulitple spawns? Feel free to provide your thoughts as to what enemy hero types should spawn with each encounter.
Well, it looks like I see the same thing as you, very random spawns in these areas, I had extra heroes for the first three guardians, but Sentinel did not spawn anyone else. Not sure why, but will use ondeath spawns to make something happen there.
But, I just now see how intertwined Autopickup and Grimmest are in Grimarillion. In fact, a bunch of monsters in the current Grimmest just do not drop components and crafting mats because they are trying to drop the autopickup version that does not exist in Grimmest.
So next release will be ready once Autopickup is fully integrated into Grimmest.
Besides Hidden Path and some other bugs that I fixed from Grimarillion just now, Grimmest now includes both Bacon and the Autopickup mods. Autopickup was required to make my life “simpler” and Bacon is just a bonus, that should please everyone, right? Who does not like Bacon?
Anyway, should not mess up and save data, toons made with previous version should work no problem in this version, but this is an untested release so please back up first, give it a go and let me know if you find anything wrong with Bacon, Scrap, Components, Crafting Mats etc…
Hi, thanks you for fast update, I check 1.4 has some issue:
almost components have red name like potions, one of them show name:Tag not found: tag PotionEnergyFooDesc ( Is it Bacon? I really dont known about Bacon mod)
all red components autopick like potion but only potion show at inventory, only old components count at inventory, like this
(I can pickup red components but has nothing in inventory)
Shop error display components
Beside, Im not see any different at Hidden Path with version 1.3 :eek:
Can you do Scrap,Dynamic, Heart, Blood, Tain Brain autopick too, but pls keep their own color name, not all red name like potion/food
i just want to ask, i just recently got this game and i havent downloaded any mod, does this mod also improve in-game graphics(like the texture quality?) or skill animations??
You can read the feature at page 1, this mod not improve in-game graphics ( but i feel this mod make game darker), no new class, no skill animations, just add more monsters and challenge
I have a question, how difficult it would be to create a mod where you have a bit less experience but 3x bosses and heroes only, normal mobs have normal spawn. I’m trying to understand the average time and amount of work it would take before I dig in.
I vaguely remember modding TQ and I wonder if it got any better in GD.
Basically I want this mod
Global spawn increases and all monsters spawn to player level.
Each proxypool was altered to specifically increase monsters in the champion slots.
All quest&boss, deathspawn, and faction proxypools as well as a number of other pools from the depths of area001 were manually "curated" adding Heroes and adjusting spawn weights for a more challenging encounter.
Lua scripts determining level of NPC-turned-enemy spawns were adjusted to always spawn slightly above playerLevel.
Increase the camera zoom a bit.
But without autoleveling and increased normal monster spawns.
Thanks in advance.
Thanks for your hard work, autopick work well now. New Guardiant Assailer boss at Hidden Path really fun, I love it :D. But I found some issue
I kill Sentinel then he respawn with Assailer bosses ( it is a bug? I see Assailer bosses spawn after Mad Queen dead, her not respawn )
I see Bacon drop lot but nothing named Bacon in my inventory
a bug with Rare material
The left is material drop from bosses, the right is from Dismantle items, they can’t stack together.If I try to stack them, the items from Dismantle will disappear from inventory
I found a bug like this on secret shop at Valbury Port
I throw Tained Brain from Dismatle with 3 stack to the ground, then it can stack with Brain drop by monster but with 1 ( I lost 2 Tained Brain). i guess you need make rare material from Dismanter autopick too, the problem can solve ( other components work well )
Anyone run into an issue with some regenerator packs on Grimmest that are impossible to kill without a high-dps/glass cannon character? Even the nearby minions heal faster than I can damage them (cold dual wield fast attacker). Other packs I blow through quickly, but these guys seem to have their synergy down to a science.
Can’t tell if skill disruption helps, and on some maps there’s no way to string them out far enough to start picking them off. Anyone come up with other workarounds?