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#2131
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![]() Quote:
#14. If you would read the entire first post, the secret cow level has been changed. Instead of the leg allowing you to enter the cow level once per difficulty, now a goblin named ????? will randomly spawn and drop a 'Mysterious Key' that has a cow symbol on it. |
#2132
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Thank you for the response. I understand there is no merc system in Grim dawn, but currently it is using up a boots slot for a component. Instead, it could be done in a way as with the wisp, just a sort of potion. Also, making it permanent is kind of a problem, e.g., once a follower dies, you can summon it again. They are also a bit over-powered, especially at the beginning.
About the cow level, I read the first post, and I know it is an encounter. However, it would still be nice to have the item (Wirt's leg); at lower levels it is a nice one. |
#2133
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First half of Act 5 is coming in 0.5.0 update. Release in summer 2019. 1. Fixed 2. Fixed 3. Fixed 4. Can you be more specific? I guess you are referring to attack animation. Current animation is the best one I could find and I dont have time to make a brand new one. 5. Most likely not happening, too much work. 6. Feature 7. Not happening, too much work. 8. Ressurect is not possible, only pet summon skill with cooldown. 9. I like more space. 10. Too much work for such a small feature. 11. Minimap serves that purpose. 12. Fixed 13. Current way of implementing mercenaries is the best one I could come up with since I cannot use a potion usable skill due to player being able to summon multiple mercenaries at once that way. 14. Original method of opening cow level will be implemented later. |
#2134
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Got it. Thanks for the detailed info.
A gambling system would be quite nice. I missed that in the original Grim Dawn. I guess, the random crafting is OK, but not the same. For 4) I mean the animation of dying, they "expire" into some ghost form. Never mind, probably also too much work. 9) Me too, but this is too cheap. 1 gold piece for the first expansion only as opposed to 20k? in vanilla GD. 13) Understandable then. However, it seems to be scaling with player lvl? A bit overpowered, my first Rogue follower in Act 1 is pretty indestructible throughout. Looking forward to your next update. Will post here if I have anything else to suggest. Also, will the characters from 0.31 be compatible with 0.4 or we will need to start a new game? Last edited by KmljKaljich; 02-11-2019 at 02:55 PM. |
#2135
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Crates attitude that Random crafting is equivalent of Gambling.
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#2136
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Okay then. That settles it.
Anyway, there is another bug. I am playing a Sorceress as main class, but have added a second class too. Now there is a bug on the title screen: "Level 12: Tag not found: tagSkillClassName" |
#2137
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![]() Quote:
a) Load modded game and go back to the main menu b) Add custom tags into your main game files |
#2138
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Got it. I did A), just start the mod new game and go back to the main menu. The proper name is there.
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#2139
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Am I missing something?
Currently a lv. 18 Sorceress/Necro, and I've spendt a few points into Glacial spike and Ice Blast, but I cannot pick either or the skills? Appreciate all feedback, thank you ![]() |
#2140
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That's because those skills are modifiers to Ice Bolt (round skill icon).
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Tags |
diablo 2, map, mod |
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