Grim Dawn Alpha starts tomorrow

horrorshow

Supreme [H]ardness
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Dang won't that be pretty busy on a boss kill ?

Luckily you'll be able to "pick-n-choose" which beams you want etc.

Me, I'll just be using Purple and Green.... Blue would flood the screen lol (but it was requested so it's MOST likely going in too)

- We've had the Purple/Legendary Beam for a while.... Now with the new Double Affixes, Green was born.

Next thing ya know we had people asking for an Epic Beam. (frankly 50/50 whether or not the devs will actually implement that one)
 

horrorshow

Supreme [H]ardness
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Grim Internals (x64) v1.87 Download-Link (MEGA) 87

  • small bug fixes
  • updated loot beam for double rare items (thanks @DarkStalix)
v1.86

  • added a green loot beam/SFX for dropped items with rare affixes
    Default OFF; enable it with the Configurator under “Misc Stuff”, checkbox “Double Rare Affix Items SFX”

    “Double Rare” Loot beam idea by @Ryoki
    “Double Rare” Loot beam created by @DarkStalix
    “Double Rare” SFX created by @kakikakeks

    How to use your own double rare item dropsound:
    You can use any wav file, but it must have the name “DoubleRareDrop.wav” and you must copy it
    to [Grim Dawn Installation Dir]/Settings/sound/DoubleRareDrop.wav
(thankfully they chose not to include the Epic/Blue Loot Beam - but yea, here it is :) )

cdd0fad3bf5e3bbfba1731c9acc8167b4a9c9667_2_453x500-png.png

its-a-good-thing.jpg
 
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GOD'SlittleSERVANT

Supreme [H]ardness
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I seemed to have lost The Eye of Ekur. I finished the quest, went to do heart of onarix and the eye of ekur is gone. I can't place it on the alter. I checked my chest and it's not there either. Am I missing something?
 

horrorshow

Supreme [H]ardness
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I seemed to have lost The Eye of Ekur. I finished the quest, went to do heart of onarix and the eye of ekur is gone. I can't place it on the alter. I checked my chest and it's not there either. Am I missing something?

From GD Wiki:

The Eye of Ekur is located on the second level of the Temple of Osyr, inside an Ancient Sarcophagus. The Sarcophagus is in the boss room with Ramzul, High Priest of Osyr. After collecting the Eye, return to Raiken.
 

GOD'SlittleSERVANT

Supreme [H]ardness
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From GD Wiki:

The Eye of Ekur is located on the second level of the Temple of Osyr, inside an Ancient Sarcophagus. The Sarcophagus is in the boss room with Ramzul, High Priest of Osyr. After collecting the Eye, return to Raiken.
Correct, I've already picked it up from there. I just went back to double check and it's no longer there, so I know for a fact I picked it up. If I accidentally deleted it (is that even possible for a quest item?), is there a way for me to get it back?
 

horrorshow

Supreme [H]ardness
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Correct, I've already picked it up from there. I just went back to double check and it's no longer there, so I know for a fact I picked it up. If I accidentally deleted it (is that even possible for a quest item?), is there a way for me to get it back?

Ummmm.... it's possible.

I would make a post here: https://forums.crateentertainment.com/c/grimdawn/bug-reporting

Worst case scenario, one of the dev's will take a copy of your save file and fix/replace the item in question ;)
 

horrorshow

Supreme [H]ardness
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Looks like Zantai's gonna take care of ya GOD'slittleSERVANT ;)

- Also, Grim Internals updated -

Grim Internals (x64) v1.89 Download-Link (MEGA) 2.3k

v1.88/v1.89
  • double rare loot beam was occasionally assigned to the wrong item; fixed.
 

horrorshow

Supreme [H]ardness
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A modder just released a FAR superior render of "loot-beams" -
https://forums.crateentertainment.com/uploads/short-url/mhHQ2GYa9iGEF77zLEXzFrcrKtq.zip
e3f76cb69010efd3b141f56b66f866d86c534f96.gif

Shiny..

EDIT: For Grim Internal users:

Copy your preferred loot beams to “\Settings\fx\particlesystems\items”
and rename “pfx_lootsparkle02.pfx” to “pfx_lootsparkle02_green.pfx”
(for the double rare loot beam)
and rename “pfx_lootsparkle04.pfx” to “pfx_lootsparkle04_purple.pfx”
(for the legendary loot beam)

No need to rename “pfx_lootsparkle03.pfx” (epic lootbeam) because GI doesn’t use it.

This way you don’t have to replace the fx.arc from GI every time when a GI patch arrives.
 

TheToE!

[H] Brewmaster
Joined
May 17, 2005
Messages
7,494
Can someone catch me up to speed on the state of the game? Haven't played in a while. Not sure if I beat the main game but I think i did? Picked up both expansions on sale. I have no idea what grim internals is..
 

horrorshow

Supreme [H]ardness
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Messages
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Can someone catch me up to speed on the state of the game? Haven't played in a while. Not sure if I beat the main game but I think i did? Picked up both expansions on sale. I have no idea what grim internals is..

Where to begin heh.

Well, you picked up the two expansions so that's a lotta new content (Acts) and classes (like Necro). One highlight in particular is a new game-mode called "Shattered Realm" which is their D3 Rifts equivalent.

Here is the info for their last big patch; which includes an item overhaul along with some new dungeons :)
https://forums.crateentertainment.com/t/grim-dawn-version-1-1-5-0/92442

Grim Internals is a tool that allows a ton of additional info to be displayed on-screen (see pic)
https://forums.crateentertainment.com/t/tool-grim-internals/38773
1VDlRiN.png


Another even more important mod IMO, is Rainbow Filter (which adds coloring to damage types among other effects to the info screens) -
https://forums.crateentertainment.com/t/tool-rainbow-filter-item-highlighting/42765#section-assets
16cee4c6b8b11dbffdc7182465e68794c8f77da0.jpg


Lastly, if you're a loot hoarder you might wanna look into GDStash to store all your stuffs -
https://forums.crateentertainment.com/t/tool-gd-stash/29036
(not only does it function as a "Vault" but also allows you to edit your characters stats/masteries etc etc if you so desire)

I'm pretty sure that sums it up.... (y)

*EDIT*: Also, there are two overhaul mods of note:

Grimarillion (it's crazy awesome but atm a little bugged so I'd wait till they get things sorted out.. I'll be sure and post once it's back up to snuff which should be by the end of the month) -
https://forums.crateentertainment.com/t/rel-grimarillion-v73/46587

Reign of Terror (a COMPLETE Diablo 2 remake) -
https://forums.crateentertainment.com/t/mod-reign-of-terror/35347
 
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TheToE!

[H] Brewmaster
Joined
May 17, 2005
Messages
7,494
Where to begin heh.

Well, you picked up the two expansions so that's a lotta new content (Acts) and classes (like Necro). One highlight in particular is a new game-mode called "Shattered Realm" which is their D3 Rifts equivalent.

Here is the info for their last big patch; which includes an item overhaul along with some new dungeons :)
https://forums.crateentertainment.com/t/grim-dawn-version-1-1-5-0/92442

Grim Internals is a tool that allows a ton of additional info to be displayed on-screen (see pic)
https://forums.crateentertainment.com/t/tool-grim-internals/38773
View attachment 205166

Another even more important mod IMO, is Rainbow Filter (which adds coloring to damage types among other effects to the info screens) -
https://forums.crateentertainment.com/t/tool-rainbow-filter-item-highlighting/42765#section-assets
View attachment 205167

Lastly, if you're a loot hoarder you might wanna look into GDStash to store all your stuffs -
https://forums.crateentertainment.com/t/tool-gd-stash/29036
(not only does it function as a "Vault" but also allows you to edit your characters stats/masteries etc etc if you so desire)

I'm pretty sure that sums it up.... (y)

*EDIT*: Also, there are two overhaul mods of note:

Grimarillion (it's crazy awesome but atm a little bugged so I'd wait till they get things sorted out.. I'll be sure and post once it's back up to snuff which should be by the end of the month) -
https://forums.crateentertainment.com/t/rel-grimarillion-v73/46587

Reign of Terror (a COMPLETE Diablo 2 remake) -
https://forums.crateentertainment.com/t/mod-reign-of-terror/35347

Dude thank you! That was a lot of stuff to link and I appreciate you doing that!
 

Bowman15

[H]ard|Gawd
Joined
Apr 7, 2015
Messages
1,460
Can someone catch me up to speed on the state of the game? Haven't played in a while. Not sure if I beat the main game but I think i did? Picked up both expansions on sale. I have no idea what grim internals is..

Somebody in this forum gifted me the base game recently (thanks again!) and I enjoy it so much I bought all the expansions. Some of these mods seem really great and helpful. Much better than Path of Exile in my opinion even though getting a good build is more complicated than D3.
 

TheToE!

[H] Brewmaster
Joined
May 17, 2005
Messages
7,494
A modder just released a FAR superior render of "loot-beams" -
https://forums.crateentertainment.com/uploads/short-url/mhHQ2GYa9iGEF77zLEXzFrcrKtq.zip
View attachment 205124
Shiny..

EDIT: For Grim Internal users:

Copy your preferred loot beams to “\Settings\fx\particlesystems\items”
and rename “pfx_lootsparkle02.pfx” to “pfx_lootsparkle02_green.pfx”
(for the double rare loot beam)
and rename “pfx_lootsparkle04.pfx” to “pfx_lootsparkle04_purple.pfx”
(for the legendary loot beam)

No need to rename “pfx_lootsparkle03.pfx” (epic lootbeam) because GI doesn’t use it.

This way you don’t have to replace the fx.arc from GI every time when a GI patch arrives.

Haha, i've already asked a lot of you, but could you give me the noob guide on how to get this going?
 

horrorshow

Supreme [H]ardness
Joined
Dec 14, 2007
Messages
7,784
Haha, i've already asked a lot of you, but could you give me the noob guide on how to get this going?

Happy to help.... Could you be more specific on what you are having trouble with?

Do you want the loot-beams with or without the use of Grim Internals?

(cuz that determines the "process" and what beams will work... Ie. without Grim Internals only epic/legendary beams work properly.... the green beam will highlight every rare instead of just double-affix rares, which I assume no one wants heh)
 

horrorshow

Supreme [H]ardness
Joined
Dec 14, 2007
Messages
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i've got grim internals installed so I'll be using that. Thanks!

Ok, first check your GrimInternals.ini (located in your root GD directory) and make sure the line reads "LootBeam=True". It's like the third line from the top etc. Save.

Then take that zip file I linked you and copy the "fx" folder to your Grim Dawn\settings directory. Now go into that fx folder and keep digging into folders until you come across 3 actual *.pfx files.

and rename “pfx_lootsparkle02.pfx” to “pfx_lootsparkle02_green.pfx”
(for the double rare loot beam)
and rename “pfx_lootsparkle04.pfx” to “pfx_lootsparkle04_purple.pfx”
(for the legendary loot beam)

No need to rename “pfx_lootsparkle03.pfx” (epic lootbeam) because GI doesn’t use it.

There ya go (y)

EDIT: Here's an updated Rainbow Filter 1.1.5.1 (the guy hasn't updated the official link, so I compiled it myself using his tool)
https://gofile.io/?c=1Zlxch

- For this, go into the zip, go into the GD folder, then settings... and copy the text_en folder to your Grim Dawn/settings folder (same place you put the fx folder etc etc)
 
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TheToE!

[H] Brewmaster
Joined
May 17, 2005
Messages
7,494
So i did the beam color replacement just as you said, but blues aren't making any beam or sound? Is that normal?
 

horrorshow

Supreme [H]ardness
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Messages
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So i did the beam color replacement just as you said, but blues aren't making any beam or sound? Is that normal?

There is no sound for epic/blue. (sounds were only added for leg/purple and double-rares/green - and only if you tick the boxes for it in Grim Internals)

The beam isn't showing up for blues though?.... "No need to rename “pfx_lootsparkle03.pfx” (epic lootbeam) because GI doesn’t use it." So, unless you instinctively renamed it _blue, it should work as long as you put it in the right folder..

Are the beams showing up for Legendary/purple? You can just drop a purple on the ground as a test....

dir.jpg

That's the directory and what the contents should look like etc
 

horrorshow

Supreme [H]ardness
Joined
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Messages
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-- Monthly Update --

We are here with another Grim Misadventure!

Last time, we delved into what is now Grim Dawn’s largest free content update ever. V1.1.5.0 has since been released, and it represents the culmination of months of work and a new roguelike dungeon absolutely packed with awesome loot to hunt down.

We are thrilled with how far Grim Dawn has come, so we’ve made getting it all at once as painless as possible with the Definitive Edition on Steam. Development has been a tremendous adventure, but it’s not over just yet!

Today, we’d like to give you a first look at what we’re working on for v1.1.6.0, which we expect to release very early next decade.

We think most people will agree that the Devotion system was one of the best features we have added to Grim Dawn; and exploring the world to discover Devotion shrines has been one of its appeals. A particular fan favorite is the Corrupted Shrine mechanic. We’ve seen requests over the years to allow these shrines to be repeatable, because the gameplay is engaging and the loot that explodes out of them is very satisfying.

Of course, repeatable shrines would be problematic for acquiring Devotion Points, but what if we could take the mechanics of the Corrupted Shrines but decouple them from the system itself?

With that in mind, we set out to create what we are calling Monster Totems.

94e8fd4f2da7b486cd3a6854d5d190b2ff032de8_2_375x500.jpg
Shrine_Totem_Aether01.jpg768×1024 170 KB



Similarly to Corrupted Shrines, Totems can be activated by the player to spawn a wave of enemies. Upon vanquishing all of the foes, the Totem will collapse and explode with delicious loots. Unlike Corrupted Shrines, however, the Totems will not grant Devotion Points and will spawn randomly within the world. What this means is that your adventures throughout Cairn are about to get more dynamic and rewarding!

Is there MOAR, you may find yourself asking.

093f882b81662e8f9a349aa17db6b5fdc2b86ef1.gif


Grim Dawn has been a project developed by an incredibly dedicated team. There are features and art now in the game that would not have been possible without passionate developers putting in late nights and weekends, not because they were asked to or because it was critical to meet the bare minimum but because they wanted MOAR. And we can assure you that MOAR is exactly what you’ll be getting next year!

In the meantime, we hope you enjoy all of the work that went into v1.1.5.0. You can look forward to a small hotfix (v1.1.5.2) coming soon that will address several reported issues as well as introduce a few balance adjustments, including some that have been sourced from the community discussion on that very topic.

From everyone here at Crate, we wish you a happy and safe holiday season. May your loot drops be plentiful and the RNG ever in your favor!

Like knowing what is coming up next for Grim Dawn? Grim Misadventures are posted less frequently as we focus on supporting the expansion and its content updates. Check back on 01/13/2020 for the next Grim Misadventure as we welcome in the new year and reflect upon all that’s been added to Grim Dawn, and perhaps on what’s still to come.

<-- Awesome. Hopefully the 1.1.5.2 hotfix comes out sooner rather than later (a lot of modders always wait for the *.2 hotfixes before updating and I miss Grimarillion!!)
 
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horrorshow

Supreme [H]ardness
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Messages
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V1.1.5.2 Hotfix 2

[Shattered Realm]

  • Fixed an issue with the Manifestation of Hunger level being too dark
  • Fixed an issue where progress beyond Shard 115 would not be saved for the Deathly Waystone
  • Fixed an issue where enemies could spawn out of bounds in the Shattered Conclave and Volcanic Temple boss arenas
  • The following changes apply to the Shattered Realm only, and not other game modes:
  • Reduced Kubacabra’s Blood Pool healing by 20%
  • Reduced The Sentinel’s Mind Control duration by 50%
  • Reduced the duration of Kaisan’s Eldritch Shards by 38%
[Art]

  • Fixed a bug with Possessed Statues (Temple Keepers) occasionally leaving behind a frozen statue after spawning.
  • Fixed a skinning issue with the female hands/torso on the Great Wolf armor set.
  • Increased scale on maggot hitbox to fix skill targeting issues.
[Tech]

  • Fixed an issue where some item skill modifiers would not apply to Mortar Trap’s “The Big One”
  • Fixed crash with multiplayer player portraits.
  • Fixed the Loot Filter and Compass Toggle HUD buttons being interactable when not visible while using a controller.
  • The World Map will no longer become misaligned with certain UI scales.
  • Added item Illusion support to multiplayer player portaits and the multiplayer server browser.
[Game]

  • Fixed an issue where Carmac would leave his journal inside the Maw of Enaht before he actually goes there
  • Fixed an issue where the Korvan Magi encounter would sometimes not spawn in the Tomb of the Heretic
  • Fixed an issue where traps were not spawning in the Tomb of the Heretic
  • Increased drop rate of Rings from the Korvan Magi encounter in the Tomb of the Heretic
[Itemization]

  • Fixed an issue with Magi Monster Infrequents having lower % Damage values than intended
  • Epic - Mythical Corruptor’s Robe: replaced % Aether Resist for pets with % Elemental Resist
  • Monster Infrequent - Fleshwarped Tome: reduced Aether damage modifier for Albrecht’s Aether Ray to 40
Legendary Items

  • Avenger of Cairn: reduced Retaliation bonuses on the granted skill
  • Callagadra’s Visage: reduced % Chance of All Retaliation damage to 16% of 600%
  • Deathguard Hood: added 70 Acid damage modifier for Shadow Strike
  • Deathguard Shroud: replaced bonus to Necrotic Edge with +2 to Dread
  • Diviner’s Mantle: replaced % Aether Resist for pets with % Chaos Resist
  • Harra’s Artifice Set: increased Cold damage modifier for Callidor’s Tempest to 95
  • Harra’s Hood: increased Cold damage modifier for Callidor’s Tempest to 60 and the % Crit damage modifier for Stun Jacks to 20%
  • Mark of Anathema: reduced % damage against Aetherials to 10%
  • Mark of Dark Dreams: added % Pierce Resist and reduced % Vitality Resist
  • Mythical Arcanum Frigus: added 50% of Fire dealt as Cold modifier for Devastation
  • Mythical Avenger of Cairn: reduced Physical Retaliation to 446-640
  • Mythical Clairvoyant’s Wand: reduced Aether damage modifier for Albrecht’s Aether Ray to 33
  • Mythical Dawnshard Grip: removed Duration and Cooldown Reduction modifiers for Mortar Trap
  • Mythical Dread Mask of Gurgoth: reduced Lightning damage modifier for Mortar Trap to 80
  • Mythical Essence of the Grim Dawn: reduced Aether damage modifier for Albrecht’s Aether Ray to 33
  • Mythical Mark of Anathema: reduced % damage against Aetherials to 10%
  • Mythical Mark of Dark Dreams: added % Pierce Resist and reduced % Vitality Resist
  • Mythical Nidalla’s Legwraps: added 50 Offensive Ability and 18% Chaos Resist. Removed % All Retaliation damage and Poison Retaliation.
  • Mythical Pestilence of Dreeg: added 50% All Retaliation damage
  • Mythical Ring of the Black Matriarch: increased Acid Retaliation to 340
  • Mythical Rune of Elgoloth: reduced Lightning damage modifier for Mortar Trap to 1-60
  • Nidalla’s Legwraps: added 16% Chaos Resist. Removed Poison Retaliation.
  • Rotgheist Mask: added 2.5 Energy Regeneration
  • Rotgheist Chestguard: added 4.0 Energy Regeneration
  • Spellscourge Bulwark: increased Physical damage modifier for Blade Arc to 60
  • The Korvan Dunefiend Set: increased Acid damage modifier for Blood of Dreeg to 33 and reduced Cooldown modifier for Shadow Strike to 1.0s
  • Venomskin Legwraps: increased Health to 702 and Poison Retaliation to 700 / 5s and added % All Retaliation damage. Added % Retaliation damage added to Attack to the skill proc (Forgotten Gods only).
  • Venomtongue Mantle: added 18% Pierce Resist
  • Warborn Bastion Set: added 10% Crit damage modifier for Oleron’s Rage
[Class & Skills]
Devotion

  • Black Blood of Yugol: added % Damage Reduction
  • Eye of Korvaak: increased % Weapon damage scaling with rank to 18%
Arcanist

  • Fabric of Reality: reduced % damage to Aetherials and Chthonics scaling with rank to 12% by rank 12, 18% by max ultimate rank
Necromancer

  • Call of the Grave: increased % Crit damage for pets scaling with rank to 25% by rank 10, 40% by max ultimate rank
 

DWolvin

2[H]4U
Joined
Nov 13, 2002
Messages
2,375
Nice! I looked at Path of Exile over the weekend and was impressed how much it's improved, and am looking forward to dabbling in Grim Dawn this upcoming weekend (other that watching Cowboy Cerrone hopefully put on a clinic). What classes are fun these days? Last I played I had an archer or some sort and an arcanist (siq) that seemed almost overpowered...
 

Archaea

[H]F Junkie
Joined
Oct 19, 2004
Messages
10,425
horrorshow

Ummmm. Farming Simulator 19 has over twice as many people playing it simultaneously as Grim Dawn, so not sure I’d use quantity of concurrent players as much of a useful metric to quality or greatness of a game. ;)
 

DWolvin

2[H]4U
Joined
Nov 13, 2002
Messages
2,375
True, and not going to compare PoE to GD either, just last played that one a few years ago and though I'd look again for S&G.

Thanks for the ideas Horrorshow, I'll probably end up doing what I always do- first high quality magic determines the character...
 

horrorshow

Supreme [H]ardness
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Dec 14, 2007
Messages
7,784
gd2.jpg

I don't normally post toons but this one looks pretty badass IMO.
(Dual-wield Tactician)
 
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DWolvin

2[H]4U
Joined
Nov 13, 2002
Messages
2,375
Does dual wield get some kind of damage buff? I'm using 2h guns and all of the 1h are way down on damage done...
 

horrorshow

Supreme [H]ardness
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Dec 14, 2007
Messages
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Does dual wield get some kind of damage buff? I'm using 2h guns and all of the 1h are way down on damage done...

DW grants +2% to attack skills (plus faster rate of fire typically)

It really depends on your build.. (if you're primarily using 2h rifles etc - look into the Kraken constellation)
 
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