i found out how to simply multiply monster spwans, so because some people like monster 2x, 3x, etc mods then i will create extra varients of my mod, with the latests bug fix patch which i even do not uplaud so you will have all in one.
UPDATE of Fallen Souls: Things got a lot faster then i though especiely when i decide to not touch the dvetion skills and passives and rather focus on funcionality my custom relics, summoner type of build still need some testing (most likely i will downgrade the base values for they HP % boost by 40-60%) But i planing this weekend to publish it.
i need fix and test a some ballance things, because i do it in my free time it would take a few more weeks. Unlikely like this mod Enchanted Cataclysm i do not want to published until i am fully fine with the outcome with no hided bugs. Only please do not look bad at custom items which all have where would they had word that describe the type of item like Blueprint, Pants, Chest gear and then "name of item", then in place of blueprin word example there will be TagNotFound thats bacuase the tag file system is by modding hardcoded thing i simply without detailed explanation like i describe to my testers cant do nothing about it because i lack of programing abilities. This thing and other hardcoded moding things whould be solved/become easier with next mod community focused major dev update, but that would take around next half or whole year and who want wait that long right. So everything with out this cosmetic thing until now works as it shoul, no bugs saw by me or reported by testers, just some ballance issues which i already fixed like in advance gamplay enemies HpMax scale was to low where quest boss enemies and Nemesis has too low MaxHP so the fights were so quick that you cant have even time to enjoy the time with these unique one, and other even player grow focused (for example for 250 max lvl purpose i extend from base planned 25+1 mastery levels to 25+24+1 that means that the 1st 25 as they were with their customizated scaling remain the next 24 get little grow speed and the +1 became because the new mid part 4xtimes more powerfule). In a way of bonus unique reward but that goes for negive class effects from my base negative effects to 2x their effect at this 50 max mastery lvl, also 2nd class was moved from lvl 25 to 100 so basicly you will abtained at time when you fin 1act of elite difficulty - if you restart your progress on new diff.straight after the complete base game at Necropolis with all side and secret quests with out of DLC content. Shrines and totems becames even more hard then in Ench. Cataclysm but the rewards are worfit (new items have in loot tables for specific shrines 100% chance for drop chance), they would be challanged not straigt at time you found them but later when you get enoght strong that the dungeon or area you found them is peace of ake for you (testers have diffrent expiriences here because the spawn mechanics i made there by RNG so one were lucky get easy 3-4 waves of monsters with 2 waves of elites, another get at his 1st shrine in the cave of your 1st quest boss all 10 waves which is very very rare thing to occure but whe he successfully done it he got from it 4 lvlups and tuns of great items (his wave had 4 waves of normal enemies, 4 waves of elites and 2 of champions - lucky there is no spawn setuped for anything higher then champion rarity rank XD) the amount of enemies in waves of shrines and totems are also setuped by RNG but they work by the same option i made for every spawn of enemies not just these interactive ones: 1-6 spawn multyplier for normals, 1-4 for elites, 1-2 for anything else (except fixed quest bosses ofcorse) And thats it for a little look in to it. The main sub title, that would be take by players very VERY literly would be: You start here as Fragile human who just survive his own death and by the time can became more powuerfull then Eldrich transcendtal gods itselfs! and that how the mod was created and on what ja have primary focused. So sadly to say this mod except from you players to be willing learn and learn and a lot of dying when you start becamu full of yourself and start thinking like nobody cant hurt you. I myself testing with HC mod ON and thats a true challange when you have no place for mistakes XD (especiely on HC the temporal resistance and stats boosts potions are very important)
Also my weekends playtest end mostly good all classes are ballanced with roleplay kind very well, but i found some mistakes that i made, and they are: 1) i need completly reballance devotions skills and passive - this week i already done the skills things but the passives will take alot more of the time 2) all pets needs re-scale ballance for their grow level bonuses along with player level 3) rebalance all pets skills some are even broken but dont worry I KNOW how to repair it!
it didnt looks like much of it but actualy its lots of files and lines to check and rewrite so public 1.0 version will come about month or two later.
from my testing close range, mid and long range classes testing end good, magic depends classes are little more versateil in their powers but that is ballanced in thair weakness againts various contact elements and low base hp, only the test of Summoning style gameplay didnt end well because some pets have broken or not working skills and the scaleing with player level isnt apropriate againts scalling avarage monster stats - simple to say: "they are too weak in allrounds"
ATTENTION for everyone who followed this mod for GD. I will no more UPDATE this mod, no more changes or fixxes. I worked last months (from spring of this year) on new one from scratch, i worked on it in my free time and slowly to not do any mistakes/bugs that would need to be later fix. I take all my expirience from this one and made it better in fully my own way as i want it. It was here with this mod lately hell of stressfull work because when i trying my best to fix one thing multyple others broke, so after some long time i finally say to myself at spring of this year to STOP and start from scratch new one.
And what will be about the new one:
- all base vanilla classes completly reworked - masteries no more give excact numbers to base stats, but only the % - all skills have 5 levels (6th is the augment and very powerfull one but also very expansive) - masteries have like have it here also negative effects - masteries have 25 levels (26th one is bonus one which give you great boost even new ones for your class but also deeper debuffs already negative effects) - 1 lvl up = 1 skill point and 3 atribute points - 1 atribute point = +10 stats of your choice - max char., pet, and enemy lvl is 250. - negative stat boost for enemies in difficulty scaling is reduced to 0, positive stat boost are reworked for ballance purpose - multyplayer buffs for enemies only for theirs MaxHP no more unlogic buffs to enemy DMG or Resistances - playing in coop have effect to easier find better rarity of items (amount and money drops are the same) - at start players are much more weaker then in vanilla and enemies much more danger, to give player the feelings that his play character is human, fragile human. But with determination and skill to survive outside postapo. world you can become more then powerfull, even god or prime evil, choice is yours. - Shrine and Totems remains as in Enchanted Cataclysm as great challanges and here in my new mod they are impossible to do right at start. - All enchants, components, relics are reworked. There are even new relic/rune/artefacts to craft (invented fully by me, to make your roleplaying even more immersive) - Each level in masteries give you +1%EXP bonus (+25EXP bonus at level 25 and at bonus level 26 double this effect to +50%EXP) - Devotion skills remain the same like in vanilla but you can obtain (activate) teoreticly all of them, shrines gives as reward 2 some even more dev points and some only 1 XD. - No more exclusive skills so you can go wild just like here in EC mod - Upgraded TEXTURE quality - this is not by me but i use data from this guy GrimTex at Grim Dawn Nexus - Mods and Community (nexusmods.com) - Enemies spawns have bigger Max random multipliers combinate it with area random enemies to include in the spawns, so every new game and game load is fresh new exp. so thats something like anti loading spam mechanic. - Enemies scale levels with player level no matter the area. Some side areas still have min. monster lvls but their max. lvl. are raised even on lowest difficulty to max of 250. - lvlup exp requirments are per player level 5% bigger then vanilla, when you die you loose all your exp of your actual lvl, when you pick up your grave you get 100% back - Prices at shops are 4 times smaller - Faction points rank requirments are 1 times bigger except the 1st rank in both sides (possitive and negative), also the price sales/rise bonus/debuffs are 1 times bigger too.
- And future plans after release this new mod after my final testings will be adding my own new immersive roleplaing sets of gear were each set will have parts of every gear type so for fully effect you will have the for your char whole gear set up created by only one Big set. My actual idea is creat 2 types of diffrent sets for each class, but that just an idea (one blue and one legendary rarity).
thanks for nice comment, now i know at least one man really like my modding tries and have fate in my future work ;)
Every day i fight with my bad health and lots of pain. So when its bad i do only playtesting, when feel better i work in codding way on it. My Roryik's syndrome last 2 months goes to advance stage, and i really trying to withstand the side-effects but before a month to say truth my positive myself collapse, my psychic stability collapse because i cant even do even real life work and other normal things like shopping, cooking, hobbies.
You are welcome ;) I hope you get better with all that mental health - please do a check-up and diagnostics if you lack certain vitamin in ur body which can lead to such mental state :)
I know it is hard work modding stuff - especially if you need to fight with thought "oh my god so much work ahead of me..." etc. I know that from MY experience and well I am lazy a$$ :D
I'm playing as Nosferatu class and the skill Rip keeps turning my character invisible, when it doesn't land a hit on an enemy, and freezes me in place, making it where I can't attack and doesn't go away until I die. XD
sorry, this is a known problem, which i cant fix. Because the next major update from creators of GrimDawn comes more and more closer and will cchange many things + add new dlc location/story and add also new masteries and rework old ones in way that it broke my mod completly i start going to the point in my mind that i will start new mod in the same style like this one when these updates comes out. So it dosnt have a point to work on this one anymore. Be aware that it will take time but also dont worry i will finish it because grim dawn is one of my top games which i will play probably forever, and these "games for forever" have my full modder attention. As i say the new mod will be all in style this one but most likely the classes from Cataclysm will not be there, i will just more focus on changes, balancing, and makeing more interesting the original ones. So yes the oathkeeper will comeback yay (but in moddified form). My first ideas for name of it are Enchanted Origin (like original), Enchanted Grim Dwant/Basics, etc.... now in these comments under this one can anyone write his thoughs about title name and ideas of changes that you would like to sae in this new mod.
No problem, unfortunately this can happen from time to time. Thank you for all the work you guys put into this and the best Grim Dawn mod. I'll just stick with version 1.94 until I feel like playing a different character and build. ;-)
Hello,I'm currently playing with version 1.94. Once I upgrade to version 1.99, my character doesn't level up anymore. I get experience points (in numbers) but the level bar doesn't move from left to right. Once I'm full in numbers, the levelup won't trigger either. As soon as I go back to the old version 1.94, the levels will be credited and triggered when I log in.
Hi, i am sorry for that, but because last creators patch made again some changes in code and the over 100 lvl for monsters do not work at dlc areas i must rework the whole leveling system to cap it back for lvl 100 for both sides (player and all enemies and NPCs). So from patch1.98 all your chars. are not compatiable. Yes its pretty horrible thing i must delete all my 12 ultimate hardcore chars because of that, yes they were here for testing but still it was very very frustraiting like last Server vipe in last patch for V Rising.
I would also trhough this comment that i will today upload quicfix patch for all spawn multipliers mod versions because there were some bugs in them, and again it takes some time to find what goes wrong - the bug was that sometimes the multipliers had effect on heroic enemies with 0 multiplier for normal and vice versa or even 0 for all so there were clear dead spots so the bug with shrines that spawn nothing came back again :(
I found many big problems with level balancing and enemies spawnich and scaling in dlc areas. I already made the fixes but need to be tested, i will uploaded here but i warn you its not tested yet, because the test can take even 2-3 weeks. Thx for understands, and for fixing the broken skills, the movement boost and warp/teleport skills i cant fix something for what i dont have files to moddified, i am not programmer on that level.
63 comments
you can try it or wait about 4 days for version 1.0 ;)
i decide on name, i will call it Fallen Souls.
Also my weekends playtest end mostly good all classes are ballanced with roleplay kind very well, but i found some mistakes that i made, and they are:
1) i need completly reballance devotions skills and passive - this week i already done the skills things but the passives will take alot more of the time
2) all pets needs re-scale ballance for their grow level bonuses along with player level
3) rebalance all pets skills some are even broken but dont worry I KNOW how to repair it!
it didnt looks like much of it but actualy its lots of files and lines to check and rewrite so public 1.0 version will come about month or two later.
from my testing close range, mid and long range classes testing end good, magic depends classes are little more versateil in their powers but that is ballanced in thair weakness againts various contact elements and low base hp, only the test of Summoning style gameplay didnt end well because some pets have broken or not working skills and the scaleing with player level isnt apropriate againts scalling avarage monster stats - simple to say: "they are too weak in allrounds"
Thanks for patient and have a nice days.
And what will be about the new one:
- all base vanilla classes completly reworked
- masteries no more give excact numbers to base stats, but only the %
- all skills have 5 levels (6th is the augment and very powerfull one but also very expansive)
- masteries have like have it here also negative effects
- masteries have 25 levels (26th one is bonus one which give you great boost even new ones for your class but also deeper debuffs already negative effects)
- 1 lvl up = 1 skill point and 3 atribute points
- 1 atribute point = +10 stats of your choice
- max char., pet, and enemy lvl is 250.
- negative stat boost for enemies in difficulty scaling is reduced to 0, positive stat boost are reworked for ballance purpose
- multyplayer buffs for enemies only for theirs MaxHP no more unlogic buffs to enemy DMG or Resistances
- playing in coop have effect to easier find better rarity of items (amount and money drops are the same)
- at start players are much more weaker then in vanilla and enemies much more danger, to give player the feelings that his play character is human, fragile human. But with determination and skill to survive outside postapo. world you can become more then powerfull, even god or prime evil, choice is yours.
- Shrine and Totems remains as in Enchanted Cataclysm as great challanges and here in my new mod they are impossible to do right at start.
- All enchants, components, relics are reworked. There are even new relic/rune/artefacts to craft (invented fully by me, to make your roleplaying even more immersive)
- Each level in masteries give you +1%EXP bonus (+25EXP bonus at level 25 and at bonus level 26 double this effect to +50%EXP)
- Devotion skills remain the same like in vanilla but you can obtain (activate) teoreticly all of them, shrines gives as reward 2 some even more dev points and some only 1 XD.
- No more exclusive skills so you can go wild just like here in EC mod
- Upgraded TEXTURE quality - this is not by me but i use data from this guy GrimTex at Grim Dawn Nexus - Mods and Community (nexusmods.com)
- Enemies spawns have bigger Max random multipliers combinate it with area random enemies to include in the spawns, so every new game and game load is fresh new exp. so thats something like anti loading spam mechanic.
- Enemies scale levels with player level no matter the area. Some side areas still have min. monster lvls but their max. lvl. are raised even on lowest difficulty to max of 250.
- lvlup exp requirments are per player level 5% bigger then vanilla, when you die you loose all your exp of your actual lvl, when you pick up your grave you get 100% back
- Prices at shops are 4 times smaller
- Faction points rank requirments are 1 times bigger except the 1st rank in both sides (possitive and negative), also the price sales/rise bonus/debuffs are 1 times bigger too.
- And future plans after release this new mod after my final testings will be adding my own new immersive roleplaing sets of gear were each set will have parts of every gear type so for fully effect you will have the for your char whole gear set up created by only one Big set. My actual idea is creat 2 types of diffrent sets for each class, but that just an idea (one blue and one legendary rarity).
Every day i fight with my bad health and lots of pain. So when its bad i do only playtesting, when feel better i work in codding way on it.
My Roryik's syndrome last 2 months goes to advance stage, and i really trying to withstand the side-effects but before a month to say truth my positive myself collapse, my psychic stability collapse because i cant even do even real life work and other normal things like shopping, cooking, hobbies.
So thanks again for these very nice words.
I know it is hard work modding stuff - especially if you need to fight with thought "oh my god so much work ahead of me..." etc. I know that from MY experience and well I am lazy a$$ :D
Thanks for your time you spent on making mod ;)
No problem, unfortunately this can happen from time to time.
Thank you for all the work you guys put into this and the best Grim Dawn mod.
I'll just stick with version 1.94 until I feel like playing a different character and build. ;-)
Hello,I'm currently playing with version 1.94.
Once I upgrade to version 1.99, my character doesn't level up anymore.
I get experience points (in numbers) but the level bar doesn't move from left to right.
Once I'm full in numbers, the levelup won't trigger either.
As soon as I go back to the old version 1.94, the levels will be credited and triggered when I log in.
Greetings
I would also trhough this comment that i will today upload quicfix patch for all spawn multipliers mod versions because there were some bugs in them, and again it takes some time to find what goes wrong - the bug was that sometimes the multipliers had effect on heroic enemies with 0 multiplier for normal and vice versa or even 0 for all so there were clear dead spots so the bug with shrines that spawn nothing came back again :(