#1  
Old 10-25-2017, 07:21 PM
Swiftyhorn2705 Swiftyhorn2705 is offline
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Default Dreaded Dawn

Welcome to Dreaded Dawn, this is a mod that I am working on currently and will be updating at regular intervals.

At its heart this mod is going to try and reinvent things a bit, there will be a lot of new pet themed masteries that attempt to create a new way of playing with pets. They will be a part of the players arsenal in a meaningful way and there will be a sort of relationship between the player and the pets that I feel is not in the vanilla experience. This is the initial aim of the mod and currently I am working on the Wolf Lord mastery.

Alongside this I am going to attempt to make the game into a more faster paced hack and slash, this will include a rebalancing of enemies, and giving the player access to more aoe style abilities and hack and slashy style skills.

This mod will be heavily inspired by the way Diablo 2 did things, with masses of basic enemies and packs of "champions" that have special affix's and skills, as the game progresses they get more and more skills and buffs, and eventually start to influence the other mobs around them.

The way I will be attempting to do this is by first making all enemies much more aggressive and increasing their vision range, similar to how diablo 2 felt with monsters running to you from the edge of the screen.
Second I will be adding packs of mobs to the enemy pools in a structured way. This means that you will come across say 20 zombies, with 3 champions in the mix. The champions will have skills, but the normal zombies will not. However as the you grow in level and the game progresses, these champions will grow in power and have more skills and bigger pack sizes and start to influence the normal monsters around them imparting part of their power onto them.
Third thing will be to also make Hero's more structured, they will have similar monsters surrounding them and will be somewhat tethered to them, so say an Undead boss will have 5 champions following them around with similar skills and aggression. This will make the encounters harder without having to just increase the number of bosses themselves, as the relationship between the champions and bosses will make them overall stronger, again using auras and buffs.
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The first mastery is coming along nicely at the moment, although the game currently is using grimmer and grimmest, this will change to my own style of balancing as the mod progresses.
This first mastery is a Wolf Lord class, specialising in Dual Wielding and cleaving down enemies with the help of pets. This includes an Alpha Wolf who is an high attack speed tank, and a beserker who is a sort of shaman elder with dual axes and throwing abilities. The mastery is best played on the front line side by side with pets as they bounce off each others skills. Most skills require you to dual wield melee weapons, this is unique to this mastery and others will have their own flair. There are still a few skills not yet implemented, but I would say the mastery is playable and about 75% complete at the moment. Although the damage numbers and overall balance is not done yet, I am working on it currently.

Later the mod will also include the following Masteries:
The botanist: Alchemist/Druid mix
Gang Leader: Leader of Human Resistance with human summons
Zombie Lord: A wall of zombies accompany you and do various effects depending on your skill choices.
Orc Warchief: more of a sit back and buff/heal style of summoner with an orc warband to control
Plus others that are still in very early design stages.

Link updated on 06/11/2017 @5.30pm gmt - This is Grimmer and Grimmest version, can be pasted over older versions and is save compatible.

https://mega.nz/#!kfhiiLLb!NyTMquJcE...5FFV3xFXeedZxI

Last edited by Swiftyhorn2705; 11-14-2017 at 09:29 PM.
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  #2  
Old 10-25-2017, 07:23 PM
Swiftyhorn2705 Swiftyhorn2705 is offline
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Reserved for more details later
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  #3  
Old 10-26-2017, 10:30 AM
Kotli Kotli is offline
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Ok I give it a try and good luck with the rest.

Edit: Cant access the new class it not showing up in class list (note I have AoM expansion installed).

Last edited by Kotli; 10-26-2017 at 10:46 AM.
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  #4  
Old 10-26-2017, 04:44 PM
Swiftyhorn2705 Swiftyhorn2705 is offline
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Ok sorted, it was my fault forgot to update it before uploading Sorry

Last edited by Swiftyhorn2705; 10-26-2017 at 05:00 PM.
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  #5  
Old 10-27-2017, 11:38 AM
Kotli Kotli is offline
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Quote:
Originally Posted by Swiftyhorn2705 View Post
Ok sorted, it was my fault forgot to update it before uploading Sorry
The download still don't give the mastery for me. Looking at the folders and files it looks like you forgot to build the mod in the mod tools before uploading it/or you uploaded the working files instead of the built mod files.

Last edited by Kotli; 10-27-2017 at 11:55 AM.
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  #6  
Old 10-27-2017, 06:54 PM
Swiftyhorn2705 Swiftyhorn2705 is offline
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Should be fine now, let me know if its still bugging out, it was making 2 seperate arz files which were conflicting.
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  #7  
Old 10-28-2017, 10:41 AM
Kotli Kotli is offline
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Quote:
Originally Posted by Swiftyhorn2705 View Post
Should be fine now, let me know if its still bugging out, it was making 2 seperate arz files which were conflicting.
Cant Download saying needs invalid decryption key please enter valid key or get creator to fix it. Since the problem is double arz files I managed to get the old DL working.

Looks cool and seems to be good work what you got so far. BTW Alpha wolf stats don't increase but the cost does with extra skill points.

Last edited by Kotli; 10-28-2017 at 10:57 AM.
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  #8  
Old 10-28-2017, 06:58 PM
Swiftyhorn2705 Swiftyhorn2705 is offline
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Yeah hes only level 1 at the moment, was debating moving his skill to higher level so he gradually unlocks them, easier to copy and paste him once his skills are set than editing lots of different times. I will do more work on him tomorrow once I decide his other skills, going to give him 2 more modifers, maybe 3, and rearrange his different skills to unlock at different levels. Maybe give him the charge and basic attack at level 1.

Last edited by Swiftyhorn2705; 10-28-2017 at 07:00 PM.
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  #9  
Old 10-28-2017, 11:41 PM
larkbc larkbc is offline
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After reading this thread, I checked and I have double .arz files too. But it's playing, and I didn't know which to remove, so I left it.

I've only made one mod (currently in unusable condition), but I like drafting long outlines. I have six such, but only one is really a pet class: Rose (raises roses, of course).

The ratdogthing is loud. Sounds like a one-ton rabbit.
By level ten, it is also fairly useless: slow, does little damage and often dies faster than I am allowed to respawn it. By level 12, a Champion can take it out in two hits.

I couldn't decide between Nightblade, Shaman and Soldier for the second mastery; went with Demolitionist for the default attack. Working my way up the Fire Strike line.
Maybe some sort of retaliation build would've been best?

The mastery bar only gives 6.5 attribute points per skill point. Demolitionist gives 10.

I seem to be leveling very slowly. Gutworm had 9 levels on me, so I needed a dozen health potions. I just took the Burrwitch Village rift and I'm not quite level 13.

Suggestions, notes and random ideas:
Fix spelling mistakes.
Sentences should have periods.
Luna is probably not a moon in GD's world.
Have some of the pets draw aggro (tough ones and/or fast swarmers).
Consider giving the character a default attack.
-A Cadence-style Claw/Claw/Bite with some debility effect on the Bite?
-Debility: one or more (chances?) of: slow, knockdown, -bleed & -physical resists, ??
Give a substantial bonus to daggers? 1.) Off the top of my head, I can't think of a mastery that really uses them. 2.) They're faster (only slightly, for some reason) and you say you're going for on-hit effects. 3.) If you think of them as substitute claws, they're thematic.
A Berserk mode? More damage & offense, less armor & defense.
-If something gives you a tiny on-hit chance of super-regeneration (like your Immortality, but at any health), then that would be your signal to go nuts.
-Alternatively, give the berserk mode the tiny chance and include the regen in it.
-If you do lots of hits (two weapons, high speed, secondary on-hits), it'd happen a lot.
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  #10  
Old 10-29-2017, 04:16 AM
Swiftyhorn2705 Swiftyhorn2705 is offline
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Yeah the link was updated so you should have only one file now.
I will try to answer your feedback one by one.

Issues with sound, I play my games muted as I have ultra sensitive hearing, I may take the sounds off until its ready, then add them back and tweak them, let me know if you would prefer that, if not it will stay the way it is for now.

Spelling errors mean nothing to me as such as early state really, its certainly readable, so really not fussed until mod is released or close to, not my strong suit and not really wanting to stress myself being a perfectionist yet.

Luna simply refers to a moon, all planets have moons (most have multiple), or they would just be dead gas worlds, or asteroids, not sure what you mean by your comment here.

The pet is useless past a certain point due to not having more than 1 level yet, I will add the rest once his skills are in order as its quicker to copy paste than constantly updating 26 versions of him. This will be done this week coming. I will make a post informing people when this is done, as its clearly a big thing for the class.

There will be a taunt added to immortality that will allow pets to gain aggro when it procs. It is not ready yet, but I do agree the class could do with it.

The class does not have a default attack as it does not need them, it uses passives that proc on hit and crit. This is also to allow it to work well with other melee classes who already have their own defaults. This may change later on, if I feel it really is lacking. Also bear in mind there will be 6-7 masteries, this is just the first one.

The class does have a debility attack, but not implemented in your version yet, its a shout style that weakens all enemies within 12 yard range, thinking of making it 16 yards, still not finished yet. Its essentially a area wide piercing debuff that does some damage and slows enemies and reduces defense. Il finish it either tomorrow or early next week.

It does not need a bonus to daggers since it naturally has bonuses when dual wielding, all the passives require dual wielding melee weapons to be active, unsure if that's obvious, but I will add it to the tooltips soon so its more clear for people. This would mean daggers may be the natural choice of weapon for this mastery since all 1handed melee weapons would be buffed.

Beserk mode is already implemented? The passives bright flashes and high alert are both beserk style procs, again they need 2 melee weapons to work though. Its also present on the charge attack, that makes you and pet get a buff and go crazy.

Not sure he needs an on hit to give super regen when he naturally gains life on hit after the charge, its meant to be used to initiate and give life regen for you and pet.

I think you may have not been dual wielding melee weapons, which is the main focus of the build, to work hand in hand with the pets on the front line, like a dual wielding barbarian.

Some more details while im here, the pet will change this week coming, his skills will start to be available at different levels, and his rabis will also spawn more werewolves if people die while affected by it. He will also buff other pets at a cost to himself, this will be to make the pets he summons more deadly temporarily. He will get a taunt, just need to fit it in, my first idea is to test it with immortality, but may change that so its available sooner. Also thinking about whether to make a bigger summon at the end of the tree, that will summon either 3 spirit people as past elders, or a big summon that goes crazy for 20 seconds. If you can think of anything else, feel free to post, but this is very early stages at the moment, numbers will be tweaked once the skills are functional and in a working state that im happy with.
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