Grim Dawn Alpha starts tomorrow

"Grim Dawn will be officially released from Early Access this Thursday February 25th!"

Not sure if it's listed at all in Release 31 notes, but Open Access is two days away!

I just logged into Steam to download the new release, and started a new play-through. Voice overs are...eh. Definitely seeing some new additions to environment, enemies encountered, and drops. So far it's looking good.

The beginning intro looks like it was done by someone working for Darkest Dungeon.
 
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I'm blocked from seeing that site at work. Could you post any of the text?

I just hit lvl 50 over the weekend, so I'm curious to know what the future holds for the game.
 
For bros at work.

Today, 03:34 PM

Zantai
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Crate Employee - Designer

Join Date: May 2012
Posts: 4,394

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Grim Misadventure #97: Patch v1.0.0.4 Preview
It’s time for another Grim Misadventure. Modding tools have been out in the wild for a few weeks now, and the first projects are starting to bud in the modding section. For those still getting started, the community tutorials section may be the place to go and ask questions and learn more about how to create the content you are interested in.

Development continues on upcoming official content as well. We are well on the way to finishing the Hidden Path content patch, which is expected to go into testing in the near future. Work is also progressing on a little thing we are tentatively calling Survival Mode, but we’re not quite ready to show that off yet.

Today, we’d like to give you a sampling of some of the changes coming your way in patch v1.0.0.4, which includes the Hidden Path content.

Faction Augments Rebalance
Faction Augments did not evolve dramatically towards the release of Grim Dawn, but the introduction of Ultimate difficulty had a dramatic impact on how players had to gear up and prepare for Grim Dawn’s most challenging difficulty. Also as player levels increased, the value of % damage bonuses was equally diminished. This in turn meant that there were only a few truly valid Augment options, with all too many traps for beginners to make.

We took another look at Augments with v1.0.0.4 and made significant revisions, both to make the offensive options more appealing and to create new choices for defense. In general, this is an all-around buff to Augments which should round out some gaps in your gearing and make choosing what factions to support a little more difficult.


Rare Item Drop Rates
Previously, we updated our loot tables with better drop rates of Epics and Legendaries based on the game difficulty (Normal/Elite/Ultimate), but Rare item drop rates were largely unchanged with the exception of more frequent Champion and Hero spawns. With patch v1.0.0.4, we are looking to amend this by introducing independent loot multipliers based on the game difficulty, meaning more great loot on Elite/Ultimate and less junk.


Monster Infrequent Drops Rates
Monster Infrequents have the potential to roll some really powerful combinations, but that sounds great in theory until you actually try to find one. With patch v1.0.0.4, the drop rates of Monster Infrequents are going up. In addition, the quality of affixes found on Monster Infrequents will be significantly improved. This coupled with the aforementioned change to Rare Affix drop rates should mean finding a decent Monster Infrequent should take much less time.

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Celestial Powers
When we originally introduced Devotion, certain skills were restricted from assignment for select Celestial Powers. This was primarily done due to balancing concerns at the time. Having observed Devotion in action for many months now, we are comfortable with loosening most of these restrictions, opening up new opportunities for skill/devotion combinations.

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Added 3ds Max Exporter for Modding
The next update will also include the often asked for exporter, allowing you to incorporate new models and animations into your mods. Those interested will need a 32-bit version of either 2009, 2011 or 2012 3ds Max.


And More…
As always, this isn’t everything that’s in store for you with the next update. You can look forward to patch v1.0.0.4 around early June.

Like knowing what is coming up next for Grim Dawn? Check back on 05/30/2016 for our regular development updates!
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***Waste of Souls***
 
I have to admit, this is my favorite single player arpg. I started playing on the official release. I've been following it since before the kickstarter and its far surpassed my expectations. I like what crate is doing with this one so far.

Based on the D3 bitching that I've seen here I'm a little disappointed to see the lack of attention to this game. This has got to be the best arpg that I've played at launch. Took D3 a long time and a large patch for me to find it fun. I can't wait to see what crate does with this one. Seriously underrated.
 
I have to admit, this is my favorite single player arpg. I started playing on the official release. I've been following it since before the kickstarter and its far surpassed my expectations. I like what crate is doing with this one so far.

Based on the D3 bitching that I've seen here I'm a little disappointed to see the lack of attention to this game. This has got to be the best arpg that I've played at launch. Took D3 a long time and a large patch for me to find it fun. I can't wait to see what crate does with this one. Seriously underrated.

Completely with you. I never liked Diablo 3 and thought that game was huge letdown. Grim Dawn, on the other hand, is one of the best arpg's I've ever played. Crate has done an absolutely incredible, incredible job of improving, refining, and adding in new content to the game since inception.
 
Grim Dawn 1.0.0.4 + Hotfix 1 is up:

v1.0.0.4 Hotfix 1

[Tech]
  • Fixed an issue with Community Translations becoming undownloadble and unselectable in the game options
  • Fixed a crash that occurred when exiting the game, causing it to hang
  • Fixed a issue preventing GOG versions of the game from loading characters and/or crashing when loading certain items
  • Fixed several minor tag issues


v1.0.0.4

Please Note: Due to archive changes in preparation for future content updates, this patch is much larger than usual. Users with strict ISP download limits may want to review their usage before proceeding.

[Major New Features]
  • New Content: The Hidden Path. Venture down the elusive route taken by the followers of the Witch Gods and discover the secrets known only to their most loyal servants. Your journey begins near Lower Crossing, but requires some Dynamite.
  • The Hidden Path includes a wealth of new lore, 5 new bosses, a new dungeon, 3 new Monster Infrequents and 7 new Unique items.
  • The digital copy of the world map is now included in the DLC folder for those with the respective DLC code. On Steam, you can right-click the game in your Library, select Properties, Local Files and Browse Local Files. You may have to start the game once for the map to download.

[Mod Tools]
  • Note: due to changes to GameEngine.dbr, modders who edited this file should update it in their mod to account for the new loot randomizer tables.
  • GameEngine.dbr edits in a mod will now properly override the default gameengine.dbr values when the mod is loaded under Custom Game
  • Exporter (.dlo) files are now available in the installation directory for 32-bit versions of 3ds Max 2009, 2011 and 2012
  • Flipped the condition logic for isDifficulty and LuaScript Quest and Conversation conditions so that they make more intuitive sense based on what the editors are displaying to the user (ex. LuaScript Test() < 7 now checks if the function returns a value less than 7, previously it would check if 7 is less than the returned value, similarly isDifficulty >= Epic used to check if Epic was >= to the current difficulty, now it checks if the current difficulty is Epic or greater)
  • Maximum number of masteries increased from 10 to 30.
  • Maximum terrain size in editor reduced from 256x256 to 128x128. Existing large terrains should be unaffected.
  • Fixed a bug where skills would not load correctly in mods.

[Art]
  • Male PC has undergone foot surgery, resulting in slightly smaller boot sizes.

[Tech]
  • Fixed radial critical WeaponPool skills activating their own damage on non critical attacks.
  • Fixed ChargedFinale WeaponPool skills using up twice as much energy as intended.
  • Skill Modifier tooltips now include their base skill offensive modifiers in their calculated damage.
  • Fixed dialog popups not scaling properly with UI scale.
  • Fixed a bug where feared monsters would flee incorrectly.

[Game]
  • Improved the ability for multiple pets to engage Bosses, Heroes and Nemesis Bosses.
  • Increased the drop rate of Ectoplasm, Chipped Claws and Kilrian's Shattered Soul
  • Reduced boss and hero resistance to Life Leech effects
  • Reduced Damage over Time effects applied by monsters on Elite/Ultimate difficulty
  • Reduced Leech Resistance on Obsidian Defilers to 100%, so that it is susceptible to resist reduction
  • The Something for Nothing and Flesh and Iron quests have been redesigned
  • Removed, or added additional spawn locations to, static Treasure Trove locations that were missed in 1.0.0.2
  • % Total Damage multiplier now only affects damage stats and no longer modifies non-damage effects such as % Damage Converted to Health, % Resistance Reduction, Armor Reduction, etc.
  • Reduced the burst potential of certain poison abilities used by heroes and bosses (ex. Gastris, the Foul)

[Itemization]
  • Rare item drop rates now scale better with difficulty, for a more rewarding experience when playing on Elite and Ultimate difficulty.
  • Increased the drop rate of Unique items on Ultimate difficulty from non-Nemesis sources
  • Improved the base attributes of all rare Monster Infrequents
  • Significantly increased the affix-roll quality of Monster Infrequents
  • Increased the drop rate of Monster Infrequents from all sources
  • Cronley's Gang nemesis now has the same loot table as the Kymon's Chosen and Order of Death's Vigil nemesis bosses, as he is relatively easier to hunt down as well.
  • A balance pass has been done on Faction Augments. Generally, the goal was to increase the appeal of some of the more lackluster damage-focused options and provide more viable options on Ultimate difficulty. With a select few exceptions, this is an all around buff to Augments.
  • Added a Blacksmith to Fort Ikon with the same bonuses as the Homestead smith (including the Dynamite blueprint)
  • Etram Fald now crafts belts when creating random Legendary Armor only, previously belts were also possible when crafting a random Accessory. In Addition, the tooltips for the blueprints now clarify that they will generate an Epic item if the character is below level 50 (58 for accessories).
  • Rare Affixes - Added 2 new Rare Prefixes and 2 new Rare Suffixes for armor, focused on pet builds
  • Rare Prefix - Cutthroat: added Pierce Resist at level 54+
  • Rare Prefix - Merciless: added Poison Resist at level 54+
  • Rare Prefix - Plaguebearer: reduced Resist Reduction
  • Rare Prefix - Deathdealer: renamed to Sorcerer, to match the class combo name
  • Rare Prefix - Nightstalker: renamed to Spellbreaker, to match the class combo name
  • Rare Suffix - Abyss: reduced Resist Reduction
  • Rare Suffix - Rapid Reflexes: updated the lower than intended Attack Speed bonus
  • Rare Suffix - Shadows: added Vitality Resist at level 49+
  • Magic Suffix - of the Wastes: reduced Resist Reduction
  • Epic - Legplates of Valor: reduced health on the regular and Empowered versions
  • Legendary - Agony: reduced Poison Resist Reduction on the proc to -20%
  • Legendary - Beronath, Reforged: increased % All damage, increased Offensive Ability to 40
  • Legendary - Golemborn Greaves: Internal Trauma Retaliation from the skill is now dealt over 5s, retaliation damage per second slightly reduced
  • Legendary - Justicar Set: this set has been redesigned. Set bonuses updated.
  • Legendary - Chestguard of Justice: added % Fire damage and 16% Chaos resist, replaced bonuses to Veterancy and Squad Tactics with +2 to Rending Force and +2 to Internal Trauma
  • Legendary - Faceguard of Justice: passive bonus now works with melee weapons, rather than just shields, reduced its flat damage bonus but added % Physical and % Fire damage. Replaced bonus to War Cry with +2 to Forcewave.
  • Legendary - Handguards of Justice: added Fire damage, % Attack Speed and % Cast Speed, removed % Shield Damage Blocked and % Block Chance. Replaced bonus to Blindside with +2 to Forcewave.
  • Legendary - Iskandra's Unity Set: increased cooldown on Iskandra's Defense to 16s
  • Legendary - Shoulderguard of Justice: added % Fire and % Physical damage, replaced bonuses to Scars of Battle and Break Morale with +2 to Rending Force and +2 to Blindside. Passive bonus now works with melee weapons, rather than just shields.
  • Legendary - Markovian's Fortress Set: replaced 50% Constitution bonus with 20-45 Physical damage
  • Legendary - Markovian's Distinction: added flat Physical damage
  • Legendary - Stormheart: reduced % Attack Speed to 4% and Offensive Ability to 32
  • Legendary - The Deathmark Set: fixed an issue with Reaper's Mark not casting in a radius around the target point
  • Legendary - The Harbinger Set: the skill granted by the 3-piece bonus now triggers at 50% health and also grants 500% Chaos damage while active, cooldown reduced to 40s, duration increased to 8s. Replaced bonus to Vulnerability with +3 to Doombolt.
  • Legendary - Harbinger of Eternal Suffering: increased damage on skill, added +2 to Doombolt and 8% Cooldown Reduction
  • Legendary - Mask of the Harbinger: the passive skill now also grants 10% Cooldown Reduction
  • Legendary - The Sacred Balance Set: Shadowbolt proc now also has 20% Life Steal, increased % Weapon damage on The Sacred Balance proc to 45%
  • Legendary - Valdun's Treachery Set: increased Pierce damage bonus, increased proc rate of the skill to 20% and the % Weapon damage to 110%
  • Legendary - Valdun's Bounty: increased Radius to 3 and % Weapon damage to 115% on the granted skill, Valdun's Treachery
  • Legendary - Valdun's Rifle: reduced cooldown to 2.5s and increased the % Weapon damage to 320% on the granted skill, Perforator Round
  • Legendary - Wildblood Vanguard Set: increased % Vitality and % Bleed damage from the skill proc Wildblood to 400%, but increased the cooldown to 15s
  • Added small cooldowns to various on Attack and on Crit effects on items that previously had none. Procs that deal damage over time were generally unaffected by this.
  • Slight adjustment to % Weapon damage values on various Legendary item skills and procs
  • Lifestealer Oil: reduced % Damage Converted to Health to 15%
  • Reduced % Weapon damage on Troll Rage and Beronath's Fury to 122%. These skills serve as a good way to apply another Celestial Power for builds that do not take an auto-attack replacer, but the skill points they free up made them a bit too favorable, particularly for builds that already perform very well.
  • Component - Aethersteel Bolts: reduced Resist Reduction applied by Aether Tendril to 15, but increased its damage dealt.
  • Component - Blessed Steel: reduced Resist Reduction on Sacred Strike to 18
  • Component - Mark of Dreeg: reduced Resist Reduction to 10
  • Component - Symbol of Solael: reduced Resist Reduction on the granted skill to 15%. Increased the target radius, Chaos damage and energy cost.
  • Component - Venom-Tipped Ammo: reduced Resist Reduction on the granted skill to 12
  • Relic - Belgothian's Carnage: increased cooldown on proc to 4.5s
  • Relic - Corruption: reduced Elemental Resist Reduction to -15%
  • Relic - Haunt: reduced Aether/Vitality Resist Reduction to -15%
  • Relic - Iskandra's Balance: increased % Fire/Cold damage on the skill proc, Elemental Imbalance, to 400%. Added 24-32 Fire damage, 24-32 Cold damage and 30% Crit damage to the proc.
  • Relic - Malediction: reduced chance of Resist Reduction to 15
  • Relic - Necrosis: reduced Resist Reduction to -18%
  • Relic - Reckoning: reduced Physical Resist Reduction to -20%
  • Relic - Terror: reduced Total Resistance Reduction to 10%

[Class & Skills]
Devotion
  • Note: Due to changes to Celestial Powers, some of your assigned skills may have become reset and will need to be re-assigned.
  • Fixed an issue with Aether Tendril being invalid for most Celestial Powers
  • Lifted many of the restrictions on what skills can be assigned to various Celestial Powers, opening up new skill/devotion combinations that were previously not possible.
  • Aeon's Hourglass: rearranged some bonuses across the nodes. Increased Duration Reduction of Burn/Coldburn/Electrocute damage to 25% and added Bleed, Leech, Poison, Trauma and Vitality Decay to the list. Increased Defensive Ability bonus to 75
  • Berserker: added 15 Bleed damage / 3s
  • Chariot of the Dead: increased Offensive Ability by 5 and % Offensive Ability to 4%
  • Hydra: added 9 Elemental damage and 8 Pierce damage
  • Wolverine: increased % Defensive Ability bonus to 4%
  • Blizzard: increased % Weapon damage to 15% and Projectile radius to 1.8
  • Falcon Swoop: reduced % Weapon damage to 60% by rank 20, increased cooldown to 2s
  • Hungering Void: reduced Health Cost to 248 by rank 15
  • Meteor Shower: increased Fire and Burn damage
  • Rend: Reduced Bleed Damage
  • Rhowan's Scepter: added 15 Internal Trauma damage / 5s, increased Defensive Ability by 6
  • Spear of the Heavens: Added % Weapon damage, increased explosion radius to 1.8
  • Time Stop: skill has been redesigned and renamed to Time Dilation. Now triggers a Buff at 50% health that briefly grants you Energy Regen, Cast Speed, Petrify Retaliation and 100% Cooldown Reduction.

Soldier
  • Deadly Momentum: increased flat Physical damage scaling with rank. Increased duration to 4s.
  • Fighting Form: increased % Physical damage to 88% by rank 12, 158% by max ultimate rank.
  • Forcewave: slightly increased Physical damage scaling with rank
  • Tremor: reduced % Weapon damage penalty to -40% and % All damage penalty to -16%

Demolitionist
  • Blackwater Cocktail: improved scaling at ultimate ranks
  • Demon Fire: improved scaling at ultimate ranks
  • Blast Shield: increased cooldown to 12s and slightly reduced Chance to Avoid Projectiles scaling with rank
  • Brimstone: reduced Number of Fragments scaling at Ultimate ranks, slightly reduced Fire and Chaos damage scaling with rank
  • Static Strike: slightly decreased Lightning damage scaling with rank
  • Canister Bomb: improved scaling at ultimate ranks
  • Improved Casing: increased % damage bonuses to 60% by rank 10, 132% by max ultimate rank
  • Flame Touched: slightly reduced Offensive Ability scaling with rank
  • Flashbang: added a 1s cooldown
  • Grenado: improved scaling at ultimate ranks
  • High Impact: improved scaling at ultimate ranks
  • Skyfire Grenado: increased Lightning and Electrocute damage scaling with rank
  • Mortar Trap: improved scaling at ultimate ranks
  • The Big One: improved scaling at ultimate ranks
  • Stun Jacks: slightly increased Lightning damage scaling with rank
  • Ulzuin's Chosen: increased % damage bonuses to 115% by rank 10, 225% by max ultimate rank. Now also converts 10% of Physical damage to Fire for the affected skills.

Occultist
  • Bloody Pox: increased Bleed damage scaling with rank
  • Ember Claw: improved scaling at ultimate ranks
  • Hellfire: % Burn damage now scales to the same values as the % Fire damage
  • Infernal Breath: improved scaling at ultimate ranks
  • Summon Familiar: slightly increased Lightning damage scaling with rank, now launches additional projectiles at higher ranks
  • Lightning Strike: slightly increased Lightning damage scaling with rank

Nightblade
  • Amarasta's Blade Burst: increased % Weapon damage to 142% by rank 16, 165% by max ultimate rank
  • Blade Spirit: increased Bleed damage scaling with rank and increased Radius to 3.3
  • Ring of Steel: increased Radius to 4.5. Increased % Weapon damage scaling with rank to 130% by rank 16, 180% by max ultimate rank.

Arcanist
  • Devastation: reduced Aether and Fire damage scaling with rank. Reduced projectile explosion radius to 2.8
  • Inferno: increased duration of Burn damage to 4s, which should pair nicely with Wrath of Agrivix
  • Wrath of Agrivix: increased % Total damage multiplier to 150%

Shaman
  • Ground Slam: increased Internal Trauma damage scaling with rank
  • Might of the Bear: % Total damage multiplier increased to 15%
  • Mogdrogen's Pact: increased scaling at ultimate ranks
  • Heart of the Wild: % Health now scales to 34% by rank 10, up to 45% by max ultimate rank
  • Stormcaller's Pact: % Crit Damage bonus now scales to 35% by rank 12, but scales faster at ultimate ranks to its previous max value of 70%
  • Storm Totem: improved scaling at ultimate ranks
  • Upheaval: fixed an issue with Upheaval dealing its damage to the main target on every attack. However, as this fix is effectively a nerf to the skill, the damage of Upheaval was increased to compensate.
  • Wind Devil: improved scaling at ultimate ranks
  • Maelstrom: improved scaling at ultimate ranks
 
Yeah I Kickstarted this but have barely played it. I tried it way back in early Alpha and it seemed really good even then. Just a bunch of other games have come and gone and I kinda forgot about it. :\
 
I played this today and yesterday was I ever stuck at Fort Ikron I couldn't advance the NPCs wouldn't talk to me. So I went back to Homestead did the quests there gave the guy a Tomb or I reached friendly at level 36 with the Black Legion and Creed finally gave me the quest to meet him at Fort Ikron and I advanced to the next stage. Personally I was playing the game and avoiding most quest because i didn't' think they were necessary. My character is a Shaman I really miss the skulls that would come out of the NPCs when using Swarm I have to check my graphics settings to see if I can up them and get the Skulls back. Some guy with 1,100 hours on Steam on Grim Dawn offered Help but I got it.
 
I'm about 15 hours into it now, and I have no idea where the day went. I remember getting home after taking the wife to breakfast... and it's almost 6pm now. wtf.
 
Gonna have to resume my quest, I am only about half way through the second or third act (can't remember which) on the second difficulty.
 
This game is fun but it makes myleft foot swell up like a Balloon due to all the flashing on the screen ot it's something neurological.
 
This game is fun but it makes myleft foot swell up like a Balloon due to all the flashing on the screen ot it's something neurological.

I get a similar reaction when watching pron. Suddenly my third arm swells up and starts spitting like a llama. I think it's neurological also.
 
Could be from cut circulation from the chair and sitting. I know what you are talking about BTW =)
 
I stand all day at work screw that =) Could you imagine some guy playing Grim Dawn on standing desk wouldn't be much fun.
On another note Divinity Original Sin also made my foot swell up.

When a doctor does a checkup it's usually for swelling in the ankles.
 
I stand all day at work screw that =) Could you imagine some guy playing Grim Dawn on standing desk wouldn't be much fun.
On another note Divinity Original Sin also made my foot swell up.

When a doctor does a checkup it's usually for swelling in the ankles.

Well better get it checked by a circulation specialist. Don't want to be 6 feet under or paralyzed on the left side for life.
 
I stand all day at work screw that =) Could you imagine some guy playing Grim Dawn on standing desk wouldn't be much fun.
On another note Divinity Original Sin also made my foot swell up.

When a doctor does a checkup it's usually for swelling in the ankles.

Do you sit on your wallet?
 
Nah I never had the problem with 60hz screens just top down anything with 144hz or Gsync.
 
If you're sitting on your wallet in just the right spot you can neuro and blood flow issues.

My brother had a numb leg from his job as a truck driver. A guy suggested that he take his wallet out of his pocket and place it on his dash. After looking at the guy like WTF are you talking about he did. Cured his numbness in his legs. ;)
 
I have to admit, this is my favorite single player arpg. I started playing on the official release. I've been following it since before the kickstarter and its far surpassed my expectations. I like what crate is doing with this one so far
Excited to hear this. I love playing arpg's single player. Had i remembered this game I'd have probably bought and played this over PoE again, but alas now i'm into PoE again >_<
 
Excited to hear this. I love playing arpg's single player. Had i remembered this game I'd have probably bought and played this over PoE again, but alas now i'm into PoE again >_<
GD is a much more satisfyingly enjoyable experience than PoE for me. I've ran 2 chars through Ultimate so far (haven't played that long, a little over 300 hrs.) but It's all been very good to me. On the other hand with PoE I have so many bad memories of it, I haven't touched it in so long. That and they keep adding so much filler content to it I'd be lost if I started to play again, and I'm not so sure I even want to play anymore, even though I got some pretty good items stashed.
 
Started playing for the first time last night. 6 hours later I'm like "holy fuck I have to go to bed!" Excellent arpg and in many ways beats Diablo 3 at its own game.
 
Saw this on sale yestrday for 18 and change. Told myself, "nah you're playing path of exile bro!"

Launched PoE and played for a couple minutes then realized that i'm not using any of the skill gems that i actually want for my build and that i needed to trade for em. The allure of an actual skill tree was strong. Promptly quit, purchased Grim Dawn and started the download, then went to dinner. I only got a chance to play for about 10 minutes though before bed.

Is there a way to turn on health bars above enemies?

Is there a highlight key for showing things on the ground or interactive objects?

Do the skill trees scroll? I remember playing Titan quest and half-way through the game realizing that the skill trees had way more to them than i saw at first glance because you could scroll down. Is this the same here?
 
Picked this up last week and am really enjoying it. This game has the best visuals and music out of all the latest ARPGs, although they sacrificed randomized terrain to accomplish it. The atmosphere they've created is truly spectacular.

Decided to play Veteran Hardcore and go in blind without knowing anything about the game mechanics, lol. Only up to lvl 19 with a Warder so far, mainly using 2h weapons and a bunch of the first skills you find on the tree: Cadence, Forcewave, Menhir's Will, Military Conditioning, and Fighting Spirit. I only just realized that I had 7 "devotion points" last night so I slotted a few of those and now I'm sitting around 2000 health and smashing dudes. Currently on my way to find...the Warden? It must be some unwritten rule of game design that your ARPG must feature a prison warden as the first mini-boss. That, and also have a "den of evil" quest to kick off the game.

Very nice game so far though; glad I waited until it was out of early access.
 
^^ Nice! I, too, am going in blind. Although I did just look up Veteran difficulty, and read some of the game features in the guide... and i'm glad i did! I will enable Veteran difficulty immediately!
 
Soldier was my first class because of its sturdiness and decent AoE, then I somehow lost the character when I was migrating systems (I can probably find it somewhere, just CBB), so I switched of Shaman. Primal Strike is decent AoE, but had pretty shoddy single target damage and especially survival.

Ended up switching to Ultimate Vitality Caster (Shaman/occultist), healing from that build is borderline ridiculous, only purple named bosses could actually hurt me that I have to watch what I am doing. The Orange names, no issues.

Just hit 60 last night and just after act 2 on Elite difficulty.
 
Just started playing this again after getting tired of playing Overwatch. I think TQ was more fun to play but I like the graphics and story better on Grim Dawn. Devotion points really give this game some diversity and kind of reminds me a little of the PoE tree the way it's layed out.
 
Reached Homestead on Elite.

Also got murderised by Alkimos, Lord Executioner. Managed to complete Cauldron of Souls (I think that's what it's called) before that without too much trouble, got close to death once or twice but I went in blind (Elite is the first I tried it on, didn't even bother on Normal/Veteran).

Damn Alkimos then one shotted me lol... (forgot about buffing up cold resist...)

SIGH...

Also need more Dynamite, damn Isaiah not selling them anymore.
 
What's a sweet single-target spell? I'm a level 10 arcanist currently. Pumped points to get to meteor shower and now I need a single-target ranged spell from another class. Any suggestions? It's a lot to look through.

Also, anyone else come across moves which have resistance modifiers which don't make sense? Like the Flash Freeze (frost nova) move reduces fire resistance... which seems counter intuitive since something frozen would not burn as easily.
 
Reached Homestead on Elite.

Also got murderised by Alkimos, Lord Executioner. Managed to complete Cauldron of Souls (I think that's what it's called) before that without too much trouble, got close to death once or twice but I went in blind (Elite is the first I tried it on, didn't even bother on Normal/Veteran).

Damn Alkimos then one shotted me lol... (forgot about buffing up cold resist...)

SIGH...

Also need more Dynamite, damn Isaiah not selling them anymore.

Hmm, all the difficulties above Veteran are locked out for me right now; how'd you unlock them? Wonder what the difficulty differences are as some of the champs and bosses in veteran seem fairly dangerous already.
 
Hmm, all the difficulties above Veteran are locked out for me right now; how'd you unlock them? Wonder what the difficulty differences are as some of the champs and bosses in veteran seem fairly dangerous already.

Beat the last boss to go to the next difficulty level. First difficulty is a cakewalk once you figure out your characters play style. Focusing on a few main skills and not putting your points all over helps. You can respec. Early levels don't matter much but don't equip items that don't benefit your skills. I'd say the first 20 levels are nothing more than figuring out if you like the build and how it plays.

I would read up on some of the character builds on the grim dawn forums to get an idea of what play style you would enjoy. I never got far with my melee builds, I prefer ranged based builds.
 
Hmm, all the difficulties above Veteran are locked out for me right now; how'd you unlock them? Wonder what the difficulty differences are as some of the champs and bosses in veteran seem fairly dangerous already.

You unlock the higher difficulties by completing the campaign of the lower difficulties, works pretty much the same way as in Diablo 2 and Diablo 3 Vanilla, where if you want to access Nightmare, you have complete normal, and if you want to access Hell, you have to complete Nightmare, etc.

Veteran is an exception, it's a slightly more difficult version of Normal where all oranged named 'Champions' spawn in pairs. This is only accessible in Normal.

Also, as side effect, you can actually complete quests in different ways between difficulties (such as choosing to help the Apprentice or the Master).

I am not actually sure how factions work in that regard though, but I plan on playing a secondary character for the two factions I pissed off.
 
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