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Old 01-20-2013, 09:57 PM
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Cool Grim Misadventures #14: Recruitment and Rebuilding

Greetings Grim Dawn fans!

Changing it up a bit today, as I’ll be writing this episode of Grim Misadventures. I’ve fed Zantai to the Rifthounds, but made sure I could reanimate him later so he can continue to bring you your regularly scheduled program in the future.

So over the past few months I’ve been working on the tech side of things to make improvements in the game. Some of these are polishing up existing systems to make sure they work properly when you get your hands on them. While these are essential to make the game playable and fun, they’re sometimes not the most exciting to talk about.

However, there are also some completely new gameplay features that we haven’t discussed yet! One of these I’d like to share with you today as the subject of our little Grim Misadventure.

Recruitment and Rebuilding
One of the themes in Grim Dawn is a world in ruin, with the survivors struggling to rebuild. As such, it would seem a bit out of place to have towns filled with people living a comfortable life with all of the services they need.

Thus, the towns in Grim Dawn are struggling and will evolve as the game progresses. What’s more, we want you to play a direct part of this rebuilding!

When you enter Devil’s Crossing at the beginning of the game, (the main Survivors area consisting of the ruined Burrwitch Prison atop a small island) the place will be just holding itself together. Most bridges leading away from the island will be destroyed, the prison will be sparsely populated and filled with rubble, and bad guys will periodically attack a weakened guard contingent over the last bridge left leading to the mainland.

Sounds depressing huh? Well you get to help fix it! Scattered throughout the world will be NPCs that are either captured, lost, or just trying to fend for themselves. By helping them out you might discover that they have skills that could be useful to the Survivors back at Devil’s Crossing. At this point, you can decide to bring them back and help your desperate refuge grow into a thriving town! (And don’t worry, you won’t need to escort them halfway across the world, as we have portals in the lore )

The benefits of this aren’t just cosmetic, as this can have a mechanical payoff as well. One example would be finding a traveling merchant, broken down on the road, desperately trying to defend his caravan of goods. By rescuing him and giving him a place in Devil’s Crossing, he will then turn into a vendor, (complete with market stall) and provide higher quality goods, possibly at a discount!


Fig 1. Depressing / useless rubble pile. Old and busted.


Fig 2. Fully equipped advanced merchant! New hotness.

These changes are permanent, so you can watch these towns improve over time, based on your actions. The majority of these also won't be found on a linear path, so exploring the world will be rewarded! We currently have this technology in the game with a few other NPCs/areas designed and implemented, and will be ready for Alpha! Even so, I’d love to hear your ideas for more!

A doctor who spruces up an infirmary, and provides better healing? A carpenter who can repair bridges opening up other areas? Or even just discovering a few kegs of ale in a cellar, (pristine and untouched by the new horrors that inhabit Cairn) that make a few of the Survivors want to break out into drinking songs. The possibilities are endless!

Keep your monitors tuned to this forum for more Grim Dawn updates. The next misadventure will be arriving 02/03/13! Remind me to rez Zantai before then… sometimes I forget.
Attached Images
File Type: jpg NoMerchant.JPG (211.5 KB, 8449 views)
File Type: jpg MerchantRescued.jpg (339.8 KB, 8540 views)

Last edited by Jalex; 01-20-2013 at 10:03 PM.
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Old 01-20-2013, 10:09 PM
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Oh noes, Zantai didn't do the Grim Misadventures this time around. The world is coming to an end.


Thanks for the update, Jalex. I like it that we can make progress with the merchants. Makes the gameplay much more worthwhile, and I cannot wait for more Grim Misadventures, next month.
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Old 01-20-2013, 10:11 PM
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Excellent, love this type of stuff!
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Old 01-20-2013, 10:24 PM
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eisprinzessin eisprinzessin is online now
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Awesome - I'd like to see a place, which was completely overrun by enemies or at least kept by some outlaws / cultists. You clear the place. Maybe a human enemy surrenders to you and becomes an ally. You can then ask survivors, which are struggling in more miserable places to go to this refuge.

Not sure if it fits your lore, but some riftgates (portals) might require some care or need to be uncovered. So, you might need to collect some items to reactive a riftgate, or if you convince some miners to join you, then they could repair a collapsed mining tunnel. They would find a portal for you ... not to speak of some ore, from which a blacksmith could produce items for you.

You could attract all kinds of artisans to the places, where human survivors gather.
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Old 01-20-2013, 10:50 PM
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Wink Rescuable Mercenaries

Even though I doubt we'll be seeing them, I'd love to be able to rescue a named mercenary who agrees to fight for you, giving you an equippable "scroll" item (a mercenary contract) that goes in the "talisman" slot, allowing you to summon him/her whenever in need. Over the course of the game you'd be able to build up quite a diverse retinue of mercenaries. But like I said, this might need to be modded in/added in with expansions (if you guys at Crate like the idea of mercenaries ). Anyway, awesome work Jalex!
Cheers for the update,
Younghappy
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Last edited by Younghappy; 01-21-2013 at 04:27 AM.
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Old 01-20-2013, 10:58 PM
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This is the feature I am looking forward to the most (aside from the new mod tools) and I have to say you wrote up a really nice preview.

I am really looking forward to the alpha.
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Old 01-20-2013, 11:15 PM
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That looks great. According to the post of eisprinzessin :

I think it would be great if you help that kind of strangers, send them back to the city ,where they are waiting in the tavern and might give you some kind of sidequest. Or Regular quests as the game is processing.

That would feel like a really "living" place.

Hope you understand what i mean
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Old 01-20-2013, 11:42 PM
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Looking great.

The one thing that makes me worried about permanent improvements is reaching the full potential, with nothing left to improve. Not sure how this would be solved. Periodic attacks on the outpost, penalties for dying and/or stakes for failing quests is getting your town plundered... or unlocking a "Defend The Fortress" type mission once you reach full completion, with the downside that the cretins will damage your town.

Anyway, I love the idea of slowly upgrading a crappy outpost to a, well, less crappy outpost
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Old 01-21-2013, 12:05 AM
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Thanks for the awesome update! This sound really exciting.

No wonder alpha didn't make the X-mas release. But I like the delay + new features better.
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Old 01-21-2013, 01:13 AM
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Brilliant! Love this idea, can't wait to see it in action.

I'm not too worried about reaching full potential. Crate will hopefully be busy working on expansions so it will take a long time before we reach that point - and by then the world event that a gate opens inside Devil's Crossing and you are forced to evacuate the surviors to a new crappy outpost will be ready
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