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KickStarter Grim Dawn

bataille

Arcane
Joined
Feb 11, 2017
Messages
1,073
Skeletons' AI is broken ehhhh.

How exactly are they broken? They have a low aggro radius from what I can see but you have a pet attack button for movement and attack depending on if you click an enemy or empty space.

Every skeleton after the sixth doesn't follow your character.
They've acknowledged that, though, and said they're looking into it as well as the low aggro radius.
 

Ent

Savant
Joined
Nov 20, 2015
Messages
540
Magic-quality Suffixes with % Damage bonuses now boost both the flat damage and the dot equivalent (ex. a Suffix that previously increased % Fire damage now also increases % Burn damage). Magic Suffixes that boost only % dot damage can no longer drop.
That actually sounds pretty big.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
It is a buff to the 3 x-burn damage types, which is big only for builds which rely on them. Furthermore, if that applies to magic-quality, yellow, only then it is only useful for early leveling. Not sure if anything above white is considered "magic-quality".
 

udm

Arcane
Patron
Joined
Aug 14, 2008
Messages
2,761
Make the Codex Great Again!
Magic-quality Suffixes with % Damage bonuses now boost both the flat damage and the dot equivalent (ex. a Suffix that previously increased % Fire damage now also increases % Burn damage). Magic Suffixes that boost only % dot damage can no longer drop.
That actually sounds pretty big.

Finally!
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,021
Pathfinder: Wrath
v1.0.2.1

To prevent quest progress issues which have been occuring for some users with out of date translation files, this patch resets the in-game language for all users to English. As soon as updated language files are posted by the community translators they will once again be available for download via the in game menu.

[Tech]
  • Stash user interface has been modified to be more clear.
  • Fixed Skeleton spawn number tracking for clients in multiplayer games.
  • Reap Spirit will now correctly spawn one pet at all ranks with the tooltip adjusted accordingly.
  • Fixed Drain Essence not having a line of sight check on main target.
  • Fixed a bug where the conversation window created graphical artifacts when color blind modes are enabled.
  • Fixed a bug where some in game text was missing, which in some instances could cause a crash.
  • Fixed an occasional crash when loading game resources.
  • Fixed a bug where target outlines would be rendered incorrectly for some objects.
  • Fixed a bug where fullscreen gamma had no effect in the DirectX11 renderer.
  • Fixed an issue where grass lighting was incorrect on "High" lighting setting.
  • Fixed a bug where community translations of expansion files would fail to override base game text.
  • Fixed a crash which could prevent DirectX 11 mode from starting.

[Mod Tools]
  • Asset Manager will now add additional build and source directories to Import Record, allowing modders to import expansion files. If using default paths, Additional Source Directories should be set to C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\mods\gdx1\ and Additional Browse Directories to C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\gdx1\

[Game]
  • Adjusted spawns for the Steelcap District Riftgate encounter
  • Fixed broken icon for the Revenge for the Fallen achievement
  • Increased drop rate of Order of Death's Vigil and Kymon's Chosen Monster Infrequent accessories to match drop rates of similar items from other enemies
  • Fixed the People of Malmouth bounty Bounty: Sanctuary being impossible to turn in
  • Fixed Embrace New Foes achievement being unobtainable. Unfortunately this fix is not retroactive.
  • Fixed an issue with Bounty: Chillpincer and Bounty: Vagarroth not spawning their respective targets. Both of these bounties should reset for any players currently on them.

[Itemization]
  • Magic-quality Suffixes with % Damage bonuses now boost both the flat damage and the dot equivalent (ex. a Suffix that previously increased % Fire damage now also increases % Burn damage). Magic Suffixes that boost only % dot damage can no longer drop.
  • Fixed base damage on the Ascendant Source (MI) to match its base % Damage bonuses
  • Fixed unusually low damage on Warden's Bulwark and Warden's Fortress at levels 82+
  • Fixed 3-Piece Set Bonus on The Runebinder Set to be 6% Offensive Ability instead of 6 Defensive Ability
  • Fixed Mythical Aetherreach granting -6% Energy Cost to Aether Ray instead of a flat -6
  • Fixed an issue with several Mythical Epic items not having more powerful skill procs/granted skills than their Default/Empowered versions
  • Epic - Luminari Regalia Set: swapped 8% Attack Speed and +2 to Inquisitor Skills set bonuses
  • Epic - Dreadwalker Set: swapped 8% Health and +2 to Necromancer Skills set bonuses
  • Legendary - Anderos' Amplifier: replaced +1 to Demolitionist Skills with +1 to Inquisitor Skills, reduced bonus to Artifact Handling to +2, increased bonus to Mortar Trap to +3
  • Legendary - Arcanum Sigillis: added +1 to Inquisitor Skills
  • Legendary - Deathbound Amethyst: corrected proc type to match the base game, it was accidentally reverted in Ashes of Malmouth
  • Legendary - Mythical Anderos' Amplifier: replaced +1 to Demolitionist Skills with +1 to Inquisitor Skills, reduced bonus to Artifact Handling to +2, reduced bonus to Rune of Kalastor to +1, increased bonus to Mortar Trap to +3, removed 4% Cooldown Reduction
  • Legendary - Mythical Arcanum Sigillis: added +1 to Inquisitor Skills
  • Legendary - Mythical Havoc: added +1 to Inquisitor Skills, reduced bonus to Deadly Aim to +2
  • Legendary - Mythical Valdun's Hat: increased Pierce damage on Granted Skill to 34-40
  • Legendary - Mythical Valdun's Jacket: added flat Pierce damage to Granted Skill, removed flat Pierce damage bonus from item
  • Legendary - Mythical Valdun's Rifle: increased Pierce damage
  • Legendary - Runebinder's Spellthrower: updated granted skill to function similarly to Savagery
  • Legendary - Valdun's Hat: increased Pierce damage on Granted Skill to 28-33
  • Legendary - Valdun's Jacket: added flat Pierce damage to Granted Skill, removed flat Pierce damage bonus from item
  • Legendary - Valdun's Rifle: increased Pierce damage
  • Legendary - Valdun's Betrayal Set: reduced Pierce bonus to 14-48
  • Legendary - Valdun's Treachery Set: reduced Pierce bonus to 14-36
  • Relic - Gluttony: added 20% Vitality Decay damage
  • Relic - Mortality: added 40% Vitality Decay damage
  • Relic - Torment: added 43% Vitality Decay damage
  • Component - Bladed Plating: reduced Offensive Ability to 22
  • Component - Living Armor: reduced Offensive Ability to 35
  • Component - Seal of Blades: increased Pierce damage and reduced Bleed damage on Granted Skill
  • Component - Seal of Corruption: increased damage on Granted Skill
  • Component - Seal of Might: replaced % Health with 160 Health
  • Component - Seal of Resonance: replaced % Health with 160 Health
  • Component - Ugdenbog Leather: reduced Defensve Ability to 22
  • Component - Unholy Inscription: added 15% Vitality Decay damage

[Class & Skills]
Devotion

  • Drain Essence can now be assigned to Tainted Eruption and Rumor
  • Reap Spirit can now be assigned to Hand of Ultos and Rumor
  • On Block Celestial Powers can now be assigned to the Arcanist Mastery's Arcane Will, Soldier Mastery's Fighting Spirit and Menhir's Will, and Inquisitor's Deadly Aim. Any assigned powers will have a chance to trigger while the respective buff is active.

Shaman
  • Fixed an issue with the Thorned Horror not casting its Emboldening Presence

Inquisitor
  • Ranged Expertise: reduced Pierce damage scaling with rank to 28 by rank 10, 75 by max ultimate rank

Necromancer
  • Siphon Souls: increased % Attack Damage Converted to Health to 24%
  • Sear Souls: increased % Damage Modifier penalty to -15%, added -10% Attack Damage Converted to Health penalty
  • Raise Skeleton: updated the way skeletons scale with their equipped weapons. Previously, their weapons represented a sizeable portion of their damage, which made the skill tooltip misleading for their actual damage and made their damage (particularly for archers) scale a bit too well in the early levels. We adjusted them so that the weapons now represent a negligible bonus and their damage is more predictable, their base damage has been scaled up with rank to compensate. In addition, Skeletons will no longer sometimes do partial Pierce damage due to having Pierce ratio sometimes appearing on their weapons. This has no impact on Skeletons benefiting from flat damage bonuses such as an auras. As this is a pretty dramatic change to the way their damage scales, we will continue to playtest and monitor this skill and may make further changes in the future to make sure their tuning is appropriate.
  • Updated aggression of ranged Skeleton summons to behave more like their melee counterpart
Can confirm that the patch is also out on GOG.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Nice detail, as a necromancer you cannot chose Kymon's Chosen as a faction when you have to chose which faction is to join the Black Legion in Homestead which is only logical. I wonder of the same is true for a class with Inquisitor just in reverse.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,021
Pathfinder: Wrath
Inquisitors aren't opposed to necromancy (AFAIK), just heretical religions and practices concerning the three witch gods, Ch'thon and maybe aetherials. If they were opposed to necromancy, then you wouldn't be able to join anyone as an Apostate (Necro/Inquisitor). And in turn, necromancers aren't opposed to inquisitors.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,021
Pathfinder: Wrath
Vitality-based Shaman/Necromancer is a super fun and cool build. I lay down the totems, start Drain Essence-ing and can facetank scores of enemies because I outheal the damage. It's kind of like my previous Demo/Shaman build, but cooler.

I wouldn't say the new masteries are overpowered, skellies were a bit OP in the lower levels, but nothing dramatic.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Are the new masteries as broken as Dream was in Titan Quest?

No. They are strong but not to the same degree as Dream. I'd say Necromancy is a top tier summoner/vita Caster mastery especially early on and Inquisitor is good and flexible all-round mastery which can complement almost any build though it depends I'd say it goes best with DW Pistols and/or elemental/aether damage builds. Still any build with Inquisitor can get a strong heal+extra max HP, universal damage passive and an defensive/all damage buff at the very least.

Necromancy can be played as part of a melee build as well though I have no idea how strong that is.
 
Last edited:

Haba

Harbinger of Decline
Patron
Joined
Dec 24, 2008
Messages
1,871,786
Location
Land of Rape & Honey ❤️
Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
I have to say, my level 70 soldier/nightblade sure got hit by nerf bat between patches. The expansion thrash mobs were absolutely raping me until I upgraded my entire gear set with resistances.

And got one-shot by the damn gatekeeper thing. At ~10K hp.

The voice acting is absolutely abysmal. One of the new factions is a bit silly... but I guess that can be seen as proper C&C

Kill the cannibal village and you lose entire set of faction quests and their gear
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,021
Pathfinder: Wrath
The voice acting sounds like it was recorded in someone's bathroom. There is this "hollow" quality to it, like the microphone couldn't quite catch the voices.
 

Haba

Harbinger of Decline
Patron
Joined
Dec 24, 2008
Messages
1,871,786
Location
Land of Rape & Honey ❤️
Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
Where exactly got Blademaster hit by the nerf bat?

Not sure, I haven't been paying attention to patch notes. My build heavily relies on retaliation but what I found was burning healing in trash mobs at rate that made no sense. New gear and new resits made it a bit more tolerable.
 

Aothan

Magister
Joined
Mar 16, 2008
Messages
1,742
I think this may be the result of an increase in overall challenge than changes to classes, some of the earlier bosses use new skills and appear to cast spells more frequently. The Inquisitor being a hybrid class with focus on ranged abilities and spells has little in the way of passive defensive abilities so I'm increasingly playing in dungeons and other areas by leap-frogging from one Inquisitor Seal to the next
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,021
Pathfinder: Wrath
Actually, I seem to recall retaliation itself being nerfed at one point. Don't quote me on that, though. The boost in challenge is great, GD is the only ARPG which can hold my attention for quite a while because I have to put effort into surviving, not just mindlessly mash buttons.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Actually, I seem to recall retaliation itself being nerfed at one point. Don't quote me on that, though. The boost in challenge is great, GD is the only ARPG which can hold my attention for quite a while because I have to put effort into surviving, not just mindlessly mash buttons.

The one thing I dislike is how they handle CC. I hate complete CC immunity which screws over my Sorceress completely.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,021
Pathfinder: Wrath
Forget about CC immunity, some mobs are immune to certain types of damage, like Void Parasites being immune to vitality and I simply can't kill them.
 

Aeschylus

Swindler
Patron
Joined
Mar 13, 2012
Messages
2,538
Location
Phleebhut
Divinity: Original Sin Project: Eternity Wasteland 2 Divinity: Original Sin 2
Forget about CC immunity, some mobs are immune to certain types of damage, like Void Parasites being immune to vitality and I simply can't kill them.

They cannot be debuffed?
They can be (used to be impossible but I think they changed that a while ago), and -resists are critical to any build you want to take through Ultimate, but you'll still run into one or two enemies throughout the game that are a huge pain to kill if you can only really deal one damage type.
 
Joined
Aug 10, 2012
Messages
5,894
Having quite a bit of fun with my new Necro, up to lvl 30 now. Summons are finally starting to pack a punch and the lvl 30 mastery wraith kicks ass. I'm debating whether to go soldier for cadence or occultist for more powerful pets - the occultist pet talents take forever though.

I'm actually taking the time to read through the logs etc. and the story isn't completely awful like in other games of this type (barring Diablo 1). The Arkovia story is quite decent, in fact.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,021
Pathfinder: Wrath
Hybrid pet builds generally don't work, so I'd go with Occultist. I know of one build that is a two-handed kind of pet hybrid which utilizes the Revenant constellation to surprising effect, but that's it.
 

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