I’d like to see some bridge repair, base repair and rescue quests in the upcoming expansion. I know I’m in the minority, but for me such quests are amongst the most satisfying aspects of the game.
Repairable bridges = Please have at least 1 bridge. IIRC, AoM and FG didn’t have a single bridge. I’d imagine the intense hailstorm up north probably broke a few bridges that we must repair.
Base repair quests = The little changes to Devil’s Crossing and Homestead after completing some side quests were great. I really hope we have at least 2 of these. You got tribes out here in the dead of winter surviving encounters with Chthonic fiends, they’d probably love a hand or two at reinforcing their base. Also an idea from this ancient post, maybe we can also help remove some rubble from the base, that helps modify the look of the base.
These could also include some of the smaller stuff like helping the base get a fire going to keep its denizens warm, securing food for them, unfreezing some crucial aspect of the base etc. (Thanks, @KoalaeiO)
Rescue quests = I know these never went out of fashion. Would obviously love these, but not as much as I’d love repair quests.
Fetch quests = Would also love at least 1 of these. Could be the standard, “Give me material of X type”, “Give me X scrap”, or maybe something like “I left my magic wand when I fled place X, now it’s filled with Chthonic berserkers. Get me back my wand.”
Wight NPC/Faction = Would love to see a friendly wight NPC (that you can spare or kill) that either hangs around the base of one of the new friendly factions and has its own quest line. Like, the faction needs someone to man their scout towers but it’s too cold, so you introduce them the wight. Or maybe, the wight lost his hand somewhere and you need to go and retrieve it.
I know there are several complexities with adding stuff like this to the base game. So, not going to make this thread focus on that. Besides, I don’t think there’s any area where you can even add this stuff apart from New Harbor.
In a sense, early acts were a bit more focused on the post-apo elements than on the conflict between otherwordly powers, which happens in acts 4 and 6 (act 5 is a voyage).
Act 1: killing the dead, securing clean water, finding survivors, repairing the prison.
Act 2: dealing with Negan Cronley.
Act 3: securing food.
I do not know how the population feels about it or whether we are weird outliers, but a few people I know do joke approvingly that the real core of Grim Dawn is fixing bridges. We like the dynamite sites, and repairing the bridges, especially the functionally useful ones like Twin Falls, over the Flooded Passage, to East Marsh, etc…
(and of course the west bridge out of Devil’s Crossing, which is really cool that you can fix it up and use it as early as you want)
Well, there are several broken bridges/stairs/whatever in the game world, that are still waiting to be repaired/connected.
There was a topic here a while ago, when someone posted screenshots from the game map with marked places of the locations that are still not implemented for repairing.
I would really like to be able to fix the Arkovian Bridges. That would grant faster access to the Steps of Torment and make the Old Arkovia waypoint actually connect to Old Arkovia.
Remind me, what are the Revered quests for those factions?
IIRC, Order needed you to look for Uroboruuk and Rovers wanted you to restore the Deer hobo’s shrine.