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Author Topic: Ex-Titan Quest Developers working on a new game: Grim Dawn  (Read 11841 times)
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Razgon
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« Reply #80 on: November 06, 2013, 07:45:05 AM »

I bought this, since I love the genre it seems. I had some major issues at first, so if anyone else like me have a pretty nice rig, but have severe graphical lag, try forcing the game to use your real graphics card. I had to do so through NVIDIA control  panel.

Oh, and the game is pretty fun so far :-)
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« Reply #81 on: November 11, 2013, 04:48:07 PM »

Yeah I got this via Steam Early Access over weekend (had a modest $3-off sale).

Combat's very visceral and gut-busting, and the environs are as nice as I remember Titan Quest's. The option to combine two classes into one (or not) at L10 and any time after is fun as was TQ's class mixing stuff. I remember TQ feeling way way too easy on its initial difficulty mode. So far, Grim Dawn seems a bit more challenging from the get go.

The pacing feels a bit more deliberate/tactical than some of the other action RPGs I've been playing of late (Path of Exile, Marvel Heroes, Adventures of Van Helsing). Still fun/exciting, still often tackling huge hordes, just kind of a refreshingly different gameplay experience imho.

I like that the tree's less about making you fret about choosing from dozens of active skills and more about a reasonable number (I counted maybe 9-10 on the Soldier's tree) and then picking how you customize them with passives. Or else just throwing points at the lower slider to generally improve your character.

I guess the caveat is that with Path of Exile free and even the vastly improved since launch Marvel Heroes free, it's a bit tough to convince folks to drop $30 on an incomplete, no-multiplayer-yet, slightly rough around the edges action RPG in its alpha state.

It's very fun and satisfying combat though, and as someone with debilitating FPS motion sickness issues, I'm just enjoying this unexpected isometric action RPG golden age -- spent the weekend playing Path of Exile, Marvel Heroes and Grim Dawn. icon_cool

I'm sorry I didn't get in on the Kickstarter and stuff, just wasn't paying attention.  icon_smile So far working on one Soldier (love the Blitz charge, and various sword attacks), and one Demolitionist (tossing the explosive cocktails reminds me of dwarves in Bungie's Myth) separately.
« Last Edit: November 11, 2013, 04:51:12 PM by Blackjack » Logged

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« Reply #82 on: November 11, 2013, 09:58:14 PM »

Hey BJ, how is it we never seem to game together since we apparently like all the same games lol!

I've been playing the alpha on and off (I did catch the KS on this) but it definitely seems much more polished now.  Essentially if you like Titan Quest you'll probably enjoy this as a "spiritual" (though darker) sequel.  All in all I think I like the feel of this better than PoE, but I do have a couple of technical issues.  First of all it doesn't seem like you can scale the UI so the fonts and buttons look tiny to me.  I think there are timers on the skills but I can't tell if they are represented graphically, so often I am hitting a button and nothing happens.  I'd love a configurable UI.  Also similar to State of Decay, the environmental graphics can be so dense and dark that the color palette can drown out the mobs.

The good news is that the gameplay itself is solid, with all the bells and whistles TQ had and a very similar customization system. 
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« Reply #83 on: November 12, 2013, 05:23:58 AM »

I do find it odd that they don't seem to mention what the story for the game is on their Steam page.
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« Reply #84 on: November 12, 2013, 05:35:11 AM »

Quote from: CeeKay on November 12, 2013, 05:23:58 AM

I do find it odd that they don't seem to mention what the story for the game is on their Steam page.

Story?  There are evil loot piñatas that need their blood squished out of them roaming the world.  Do that until you kill the big evil.  smile
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« Reply #85 on: November 12, 2013, 05:37:24 AM »

Quote from: EngineNo9 on November 12, 2013, 05:35:11 AM

Quote from: CeeKay on November 12, 2013, 05:23:58 AM

I do find it odd that they don't seem to mention what the story for the game is on their Steam page.

Story?  There are evil loot piñatas that need their blood squished out of them roaming the world.  Do that until you kill the big evil.  smile

but why are the piñatas evil?  why are they carrying loot?  where did they get the blood?  are they vampire piñatas?  what is my motivation not to just team up with the big evil and destroy the rest of the world in a violence filled orgy of bloody piñatas and loot?  I MUST KNOW!!!!
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« Reply #86 on: November 12, 2013, 01:55:00 PM »

Quote from: rittchard on November 11, 2013, 09:58:14 PM

Hey BJ, how is it we never seem to game together since we apparently like all the same games lol!

I've been playing the alpha on and off (I did catch the KS on this) but it definitely seems much more polished now.  Essentially if you like Titan Quest you'll probably enjoy this as a "spiritual" (though darker) sequel.  All in all I think I like the feel of this better than PoE, but I do have a couple of technical issues.  First of all it doesn't seem like you can scale the UI so the fonts and buttons look tiny to me.  I think there are timers on the skills but I can't tell if they are represented graphically, so often I am hitting a button and nothing happens.  I'd love a configurable UI.  Also similar to State of Decay, the environmental graphics can be so dense and dark that the color palette can drown out the mobs.

The good news is that the gameplay itself is solid, with all the bells and whistles TQ had and a very similar customization system.  
We used to play Words With Friends but you kept ignoring your turn!  icon_razz

Yeah scaling UI is on everyone' wish list. My understanding is the tiny dev team is focused on big picture stuff (fixing bugs, building Act II and the 5th class etc), though I'll bet they have a list of 'quality of life' improvements like that to work on.

Official forums are very lively:
http://www.grimdawn.com/forums/index.php
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« Reply #87 on: November 12, 2013, 06:56:53 PM »

Quote from: Blackjack on November 12, 2013, 01:55:00 PM

Quote from: rittchard on November 11, 2013, 09:58:14 PM

Hey BJ, how is it we never seem to game together since we apparently like all the same games lol!

I've been playing the alpha on and off (I did catch the KS on this) but it definitely seems much more polished now.  Essentially if you like Titan Quest you'll probably enjoy this as a "spiritual" (though darker) sequel.  All in all I think I like the feel of this better than PoE, but I do have a couple of technical issues.  First of all it doesn't seem like you can scale the UI so the fonts and buttons look tiny to me.  I think there are timers on the skills but I can't tell if they are represented graphically, so often I am hitting a button and nothing happens.  I'd love a configurable UI.  Also similar to State of Decay, the environmental graphics can be so dense and dark that the color palette can drown out the mobs.

The good news is that the gameplay itself is solid, with all the bells and whistles TQ had and a very similar customization system.  
We used to play Words With Friends but you kept ignoring your turn!  icon_razz

Yeah scaling UI is on everyone' wish list. My understanding is the tiny dev team is focused on big picture stuff (fixing bugs, building Act II and the 5th class etc), though I'll bet they have a list of 'quality of life' improvements like that to work on.

Official forums are very lively:
http://www.grimdawn.com/forums/index.php

Oops I am so bad with Words With Friends lol!  I go in phases I guess, haven't been on it much lately :-)

I didn't realize they were doing a 5th class, that's good to know!  So much harder for them since every new class needs to be tested as a combo with all the existing ones.
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« Reply #88 on: November 12, 2013, 11:20:56 PM »

Gotta turn on the Words With Friends turn alerts or you'll never know.  icon_smile

The fifth class is apparently the Arcanist, but haven't found much detail on it yet. I would guess it's more of a pure spellcaster type.

The Grim Dawn Wiki mentions a Vigilante mastery class too but that would seem to add up to 6.  icon_razz I read some yakking about a possible guns-focused mastery class so perhaps that's the Vigilante, or perhaps the Wiki is out of date.
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« Reply #89 on: November 13, 2013, 12:29:33 AM »

Quote from: Blackjack on November 12, 2013, 11:20:56 PM

Gotta turn on the Words With Friends turn alerts or you'll never know.  icon_smile

The fifth class is apparently the Arcanist, but haven't found much detail on it yet. I would guess it's more of a pure spellcaster type.

The Grim Dawn Wiki mentions a Vigilante mastery class too but that would seem to add up to 6.  icon_razz I read some yakking about a possible guns-focused mastery class so perhaps that's the Vigilante, or perhaps the Wiki is out of date.

They have lots of plans for expansions, so they're probably already planning several classes beyond the five already known.
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« Reply #90 on: November 13, 2013, 01:24:29 PM »

Yeah saw a dev post they hope to add more than one mastery with the extra content but maybe a bit early to talk about a specific number. The fifth mastery is at least planned before release version's finalized.
http://www.grimdawn.com/forums/showthread.php?t=10706&highlight=soldier+steel
Quote
It's a resource constraint, not a desire constraint.

Unlike TQ though, we intend on adding more than one mastery with future content. icon_biggrin

YouTube already has a trillion Grim Dawn gameplay videos, but...

Here's my first  Cool Although I have some cool boss battle footage, I'd rather not spoil things so I didn't include any of that.

Grim Dawn gameplay footage (alpha, Steam early access)
http://youtu.be/oZArr4xv8v4
*This is mostly fairly early in the storyline, and I haven't added in a second class mastery yet. So just using a few Soldier actives and passives. I tend to rely heavily on Blitz the most, also the wide melee swing attack, Blade Arc.

Cadence:
Quote
Cadence is the core combat skill of the Soldier mastery. When used in place of your left click, your auto attacks will generate charges. Every third charge, you will slam your target with an overhead swing. Modifiers for this skill add bleed damage that resonates with nearby enemies and a chance to unleash one of three devastating effects with every Cadence.

Blade Arc:
Arched swing that slices through multiple targets around you.

Blitz:
Technically you just need a melee weapon for this but if you have a shield, you make a tremendous charging bash with it that devastates groups and individual targets alike. While I was a bit disappointed there's no dedicated shield mastery skill set like in TQ, I do tend to blame that for my Titan Quest Tendinitis because the shield skills were lower in damage (but imho awesome to use/watch in action) -- so maybe it's for the best for my wrist health  icon_smile

Forcewave:
Quote
Forcewave is a close combat wave attack which stuns your enemies. It also serves as an excellent early level area of effect attack. Modifiers for Forcewave cause it to reduce armor and increase the stun duration along with added bleed damage.
I should use it more often, I just often forget that I have it (I assigned it to my mouse wheel button)

Beyond that, you can see my guy sometimes leaping up and bringing his sword down or doing a thrust; those are "% chance skills" that have X% chance of triggering when you attack.
--------------------
As of mid teens I haven't really found an uber weapon. A short sword that has a 16% attack speed modifier has been useful, and found a good axe with multiple modifiers (and of course I'm putting in various gem things). The store has some things that sound great but are ludicrously expensive (I'm not interested in hacking my savegames).

I think I've done all quests except the Warden but no matter how many times I exit and come back in (the "blockades" on the map randomize), I can't seem to find a route north to the Warden. Everything seems blocked north of Burrwitch Village. I'll check the forums about that.

I explored to the east and there's this big, padlocked metal door but I don't know if that's a weird path to the Warden (no idea how to unlock it), or perhaps is a gate to future planned content. From dev posts, Act II will be west across the currently broken bridge by the prison/town.
« Last Edit: November 13, 2013, 02:21:03 PM by Blackjack » Logged

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« Reply #91 on: November 13, 2013, 03:43:25 PM »

ooh, they have the dual classing again?  I liked that about TQ, even if you could level yourself into a corner with the builds at higher difficulties. 
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« Reply #92 on: November 13, 2013, 06:09:49 PM »

Quote from: Caine on November 13, 2013, 03:43:25 PM

ooh, they have the dual classing again?  I liked that about TQ, even if you could level yourself into a corner with the builds at higher difficulties.  
Yes, starting at L10 (you don't have to, it's optional, or you can add the second mastery any time after that), you can add in any other class as a second class. You can also just pick the other mastery briefly to scan the skill tree, and then immediately undo it.

They have cool names for the various mastery-combos -- I looked them up:
Quote
Nightblade hybrid builds: Blademaster, Saboteur, Witch Hunter, and Nightstalker.

Occultist hybrid builds: Witchblade, Pyromancer, Witch Hunter, and Warlock.

Demolitionist hybrid builds: Commando, Pyromancer, Saboteur, and Deathdealer

Soldier hybrid builds: Commando, Witchblade, Blademaster, and Outlander.
Don't ask me what's what, my tiny mind can't figure it out yet. I know Soldier/Demolitionist is Commando.  icon_smile

You're not limited in terms of what you can equip, but for the most part certain types of things (melee for Soldier, ranged for demolitionist) tend to make a bit more sense with some specific skills, but you can quick swap weapon types and many players seem to like doing that.

Yeah as in TQ it's possible to spread yourself too thin across the couple masteries. I think with me I had a Shield mastery in TQ and then something else that maybe didn't compliment it well and so I probably had to do way too much clicking cause I just wasn't doing enough damage (thus the TQ Tendinitis syndrome  icon_razz)

I think it also helps because there really aren't that many active skills in each tree. If one finds only having a few buttons to click tedious then you can mix in some from another set (by default, 0-9 keys are bindable or you can change them in options). Occultist has some really nice pet type skills (raven, hound, floating eye) with their own passive buffs later on.

For now I'm just slogging as Soldier only and while I would say it gets a bit repetitive, I just enjoy the animations so much it doesn't bother me. I should branch out soon though.  icon_smile
« Last Edit: November 13, 2013, 06:26:33 PM by Blackjack » Logged

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« Reply #93 on: November 14, 2013, 06:40:46 AM »

I finally finished act 1 in the wee hour. The last waypoint is really not very close to the final dude, and I just couldn't bear the thought of having to go through all those hordes of munsters to get there again tomorrow. The Warden is tough but not unfairly so, and they don't do the D3 schtick of him full healing before you return to  your portal.

Got a pretty cool sword and shield amongst the end rewards.

Did finally add in Occultist for the Witchblade hybrid, though I just put in enough points to get the Raven pet.

Can't wait for Act 2, detailed at the forums other day:

 Grim Misadventure #34: Just Over the Bridge

http://www.grimdawn.com/forums/showthread.php?t=10708
Quote
After you repair the bridge in Devil’s Crossing, you will enter the area known as the Arkovian Highlands, wherein you will have your first encounter with the ruthless gang that is terrorizing this region.
But ugh, I need some rest.  icon_smile

And trust me, if you like fighting zombies, BY GOD MAN, Act I will throw more zombies at you than you perhaps ever wanted to face.   paranoid They're even labeled "Walking Dead," which is of course all the rage these days.  icon_smile
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« Reply #94 on: November 15, 2013, 09:27:04 AM »

Demolitionist's Grenado. Is good (image below).  icon_smile While I've mostly lost interest in alt-itis in this type of game, so far every class mastery in GD is so much fun simply to play, it doesn't feel tiresome to go through zones and quests again.  icon_cool

Went with Occultist as second skill set again, and this time trying to get the raven pet and its healing passive asap (have it at L13).

If you like to blow zombies, beasts and HP Lovecraftian giant eye monsters into spectacular geysers of goo, you'll probably want to be a Demolitionist. I recommend wearing eye goggles though.  icon_smile While you don't have to use guns or bows with Demolitionist, it has one nice active main attack that has passives requiring a ranged weapon. And it's kinda refreshing in this kinda game to fire away albeit with relatively sluggish revolvers and rifles.

--------------------------
And a new build came out today. It's auto-updated on Steam:

Build 15 notes
http://steamcommunity.com/games/219990/announcements/detail/1784844770866652410
Quote
Build Notes:

Tech:
    Added opt-in anonymous statistics reporter. Reports dxdiag logs and various gameplay stats back to our server.
    Crashes should no longer break character save files.
    Fixed a crash that could occur when particle based decals were applied between regions.
    Fixed a bug where simultaneous pet attack/pet death could result in missed quest credit.
    Fixed a bug where loot orbs had a small chance to generate no loot.

Game:
    The amount of Aether Crystals required for the Kasparov's Experiment quest has been reduced to 4 from 5.
    Increased the rate at which base weapon damage scales up between item tiers.
    Increased base damage for 2h guns.
    Reduced defensive ability on certain common monsters and champions.
    Reduced the number of dynamic barriers in various levels, notably Wightmire, which is much more open now.
    Reworked parts of Wightmire, adding a secondary road to serve as a more obvious but less direct path through the swamp while making the Milton Hart quest location a little more of an "off the beaten path" destination.
    Set Warden to "Never Roam" in hopes that he will finally stay in his room!
    The one-shot chest in the mine containing the captive rovers has been moved to a new, higher level, location. Characters that have already looted this chest will not get a second chance at its new location.
    Direni now has a maximum level he can spawn at when hostile.
    Most One-Shot chests now spawn randomly around their areas (ie. the Burrwitch Estates one-shot chest will always be somewhere in the Burrwitch Estates).
    One-Shot chests will now only be marked as opened after the player has actually opened them, rather than merely discovering them (Yes, this includes the Warden's chest, which has been reset for all characters).
    Added a new component (Viscous Venom). Adds poison resist to armor.
    Added line of sight checks to Bloody Pox, Sigil of Consumption, Doom Bolt, Curse of Frailty.
    Fixed a missing roof hitbox causing a line of sight issue.
    Added partial localization files to distribution.
« Last Edit: November 15, 2013, 09:49:27 AM by Blackjack » Logged

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« Reply #95 on: November 15, 2013, 01:26:03 PM »

A few glorious minutes of gooey kablooie Demolitionist footage (in case you don't want to sit through the 25 minute Demolitionist video some guy posted earlier).

The Demolitionist (Act I)
http://youtu.be/20OufVzGaK0
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« Reply #96 on: November 21, 2013, 06:28:19 PM »

*interrupts the Playstation 4/XBone forums with a cameo PC post that will immediately slide back to page 4 in the forum category*   We put the fun in funeral

I completed Act I with three of the four classes (Soldier, Demolitionist, Nightblade). I found Nightblade trickiest though once I put a few points into the 360-degree Whirling Death dual-wield attack (Nightblade's melee attacks are mostly of the "% chance to occur" variety passives), I found it easier to tackle large groups. If you don't have that, large groups can be a pain.

While I technically enjoy Soldier and Demolitionist more, Nightblade's teleporting-to-target-and-attack does tremendous damage and seemed to let me better take down certain bosses quickly. I seemed to need a few less deaths to take out the Act I finale boss for example.

Demolitionists' various explosives attacks are unbelievably fun and great on large groups though sometimes it's tough to make some space to use them. Soldier was a blast, but I found all that frantic clicking a little tough on the wrist (still no Titan Quest Tendinitis thank God).

Although I haven't seen an ETA on Act II going in, I did see some dev posts suggesting they hope to have that in by early 2014. Which sounds far away but is like 6 weeks away.  icon_smile

It's funny how on the initial run, it feels like GD doesn't have enough waypoints, and that the last waypoint is too far from the final boss (though currently, you can simply drop a waypoint outside the room, fight, die, zip back to your portal, create a new one - lather, rinse, repeat). On subsequent playthroughs, imho, felt like there were plenty and the last waypoint placement was fine.

Most folks will finish Act I maybe around L15-17, depending on how fast you run through things. Current cap is L25. One side quest off to the east (locked door you can unlock) has an L28 boss.
« Last Edit: November 21, 2013, 06:32:03 PM by Blackjack » Logged

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« Reply #97 on: January 03, 2014, 05:58:24 PM »

New build posted Dec. 31. Although players claim it's on Steam, I have auto-updates enabled for it and so far don't see any evidence of the build updating. Harumph. icon_confused

Bringing in the New Year with B16 v0.2.1.4!
http://www.grimdawn.com/forums/showthread.php?t=11644
Quote
With B16 out, we should be starting internal testing for Act2 very soon and then, barring no major problems, it should hopefully be out by the end of Jan or early Feb.
Supposedly looks a little sharper now, with improved textures, rock textures and a new lab dungeon set for the Warden's lab. Couple new side quests mentioned.

Supposedly much tougher now as they've made some balancing nerfs on classes, boosted enemy armor and ability to damage you, while apparently boosting the damage by skills provided by equipment.

Not really a major update per se, but the nerfs/enemy buffs seem to have really made it more challenging. Medierra also said co-op multiplayer (under development) is coming along, and they hired one former Titan Quest dev to help with that:
Quote
Multiplayer is getting close - just today a programmer solved one of the biggest remaining problems; a positioning sync issue. The next big thing is figuring out how to work quest status, since some quest result in world changes / allow different completion options. Then there are some minor bugs. We have a new programmer starting in a couple weeks and he actually did some of the original multiplayer work for TQ, so that should help accelerate things a bit.
« Last Edit: January 03, 2014, 06:10:34 PM by Blackjack » Logged

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« Reply #98 on: February 28, 2014, 06:58:11 PM »

Crate added Act II earlier this week, revamped the UI and improved graphics, added tons more weapons, equipment, enemies etc. If you finished Act I, you need some coinage and a few of that lasso string item (name escapes me) to rebuild the broken bridge and access the Act II environments to the west on the world map. You don't need to start a new character unless you want to - I don't think there's a min. level to access Act II. I think you want to complete the main Act I stuff, and then there seems to be a new final quest (from the commander in his office, I think it is) that awards you a big lump of coins to help cover said bridge repair costs.

Act II
http://www.grimdawn.com/forums/showthread.php?t=12560
Quote from: Medierra
We're very excited to be releasing Act II today, which will roughly double the playable content and raises the level cap to 35. There are also tons of general improvements, including the redesigned HUD, lore codex, graphical enhancements, loads of new items and insidious quests.

We still expect to revisit Act 2 to layer in a bit more content, as we've done with Act 1, so it isn't totally final yet. We have plans to expand the challenge UG "Steps of Torment" and add in another quest. However, we wanted to get it out to everyone in Feb as we'd said we would and we also need to be able to move on to adding in other coming features, such as the blacksmith / recipe crafting, a new quest reward display, dual wielding of pistols and the integration of Act 3 content.

Changelog:
http://www.grimdawn.com/forums/showthread.php?t=12565

I only dabbled in a bit Wednesday. While the initial Act II environs didn't impress me too much beyond maybe the running streams, did run into some pretty tough new enemy types here and there. Roughest seem to be a bunch of these "rock monsters" that appeared to have a mix of immunity and resistances to my various attacks. Lot more ranged attackers in general (human and otherwise).

The co-op isn't in yet fwiw.
« Last Edit: February 28, 2014, 07:08:10 PM by Blackjack » Logged

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« Reply #99 on: March 02, 2014, 04:15:22 PM »

Some peeks at Act 2 munsters. Graphics and FX look better all the time though I've turned off antialiasing at this point for frame rate issues.

Shield of Knives or something. I knew it was time to back off  icon_razz


Thunder wolf. There really aren't that many lightning-focused enemies to this point.


Shamblers, which seem to come in a few different varieties in Act II (Moss, Earthen etc.):

*These like to swarm, and so far I have found them very difficult to whittle down. Their "rock armor" seems to deflect physical attacks to some extent, and have a lot of immunities.
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« Reply #100 on: March 02, 2014, 04:22:34 PM »

Crate's always adding more items in updates, here's some interesting ones:


*Yeesh, 29% speed boost, I'm afraid my brain won't be able to process it. I'm unclear on if the -75% speed affects me or the enemy that hits me.  confused


Interesting pistol. I think firearms will be more meaningful if/when they add the Gunslinger class Crate's talked about.


First really powerful Badge (tiny slow below/right of character's belt) I've run into. This is one of those temp skills that has a small chance to trigger when hit.
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« Reply #101 on: August 31, 2014, 02:51:50 PM »

Co-op multiplayer arrives! (addendum: PVP too, it's an option when you set up an MP game)
http://steamcommunity.com/app/219990/discussions/0/34096318787624648/
Quote
Build 20
With the release of Build 20, you may now host and join multiplayer sessions in Grim Dawn! Please be aware that this feature is still being improved upon so while it is playable enough to be fun, it is very likely that you will encounter performance issues, crashes, and bugs. As always, please post your findings here.

Enjoy!

[Major New Features]

    Multiplayer is now available! You can now host and join multiplayer games via Steam.
    
Note that this is feature includes a large amount of background changes, and though they went through extensive testing, something may still have slipped through. Please report any multiplayer-related crashes, quest errors and character bugs at our forum.
    -The Main Menu has been overhauled so that getting right into the action is faster than ever
    -All masteries now feature a new set of skill modifiers called Transmuters. These modifers open up new build opportunities by providing you with the choice of specializing a skill at the cost of some trade-offs.
    -Dismantling is now available at the Inventor. You must first complete a short quest (available after repairing the bridge to the Arkovian Foothills and rescuing the apprentice).
    -Dismantling allows you to turn items you do not want into valuable scrap and components by destroying them with dynamite. Note that some components drop more commonly from Dismantling.
    -Steam-Cloud saving can now be enabled under Options. The first time this is done, character saves will need to be transferred to a new directory. This process is automatic, but may take some time, depending on how many characters you have.
This uses Steam to offer a game browser list, and you can have private games. No battle.net secure server situation, so no doubt a lot of savegame hacking will take place soon.

You can see on the right side of the screen what other players look like. This can at least give you an idea of how players in the game are equipped:
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« Reply #102 on: September 13, 2014, 04:13:31 AM »

I doubt anyone plays this but I'll set up a game tonight anyway, and pretend it's the gold old days.  icon_smile

I recommend filtering out at least "full" games in the game browser, and that'll make the list easier to look through.

Name: GT Forum game
Password: ronb

I'm using an L12 character, still a bit shy of some waypoints in Act I.
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« Reply #103 on: September 13, 2014, 12:40:27 PM »

Quote from: Blackjack on September 13, 2014, 04:13:31 AM

I doubt anyone plays this but I'll set up a game tonight anyway, and pretend it's the gold old days.  icon_smile

I recommend filtering out at least "full" games in the game browser, and that'll make the list easier to look through.

Name: GT Forum game
Password: ronb

I'm using an L12 character, still a bit shy of some waypoints in Act I.
That was so popular (not), I'm doing it again this morning. L15 or 16 now.  retard
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« Reply #104 on: September 13, 2014, 12:56:57 PM »

I don't really want to play the game until it's officially released, though I've been a backer since the very beginning of this game's development.
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« Reply #105 on: September 13, 2014, 04:29:36 PM »

Quote from: TiLT on September 13, 2014, 12:56:57 PM

I don't really want to play the game until it's officially released, though I've been a backer since the very beginning of this game's development.

Yeah, same here.  I've been waiting for the finished version before jumping in, especially since releases seem to go in fits and starts.

I guess it doesn't help that I also have Diablo 3 and Marvel Heroes to sate my hunger for action RPG right now. 
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« Reply #106 on: September 13, 2014, 05:54:05 PM »

For those of you interested in this, Humble has it for $16.24
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« Reply #107 on: September 15, 2014, 06:22:36 PM »

Meant to mention, per some dev updates, Arcanist spellcaster class/mastery (fifth and final for release afik; gun-focused Vigilante seems to have been dropped at this point) is up next. While I'm not sure of ETA, I've already started getting Arcanist-specific loot items in game. It should appeal to fans of D3's Wizard and D2's Sorceress. Reading the skills list reminds me of a mix of those, to some extent.

Crafting is in the game too now, I haven't really explored it yet.

Arcanist: Part I
http://www.grimdawn.com/forums/showthread.php?t=16199
Quote
“To Arcanists, the manifestation of magic is not some unexplainable mystery or the will of the gods, but a science meant to be unraveled. This pursuit of knowledge drives all Arcanists, always eager to discover a new technique to make their namesake. Arcanists warp Aetherial and elemental energy to their will, creating devastating demonstrations of power that rival small armies. However, such raw force leaves little in terms of defense.”

Arcanists are masters of the elements as well as the raw force of magic that forms the mysterious Aether. They manifest this power through anything ranging from trivial weapon enchantments to rays of pure destructive energy. Though Arcanists may have a few tricks up their sleeves to ensure their survival, the primary focus of their spell-work is in obliterating their enemies before they even need to resort to such tactics.
Arcanist: Part II
http://www.grimdawn.com/forums/showthread.php?t=16505
=============
While it's pretty stable, I did have a couple crashes during lengthy play sessions Friday and Saturday. I submitted crash reports and brief notes via the reporting utility that's built in.

MP seems pretty stable if you can join a game. Had a really fun PUG game Saturday evening with 4 people. While the people joining said they had good pings connecting to my game, my own frame rate was a bit struggling at times.

The Torment tomb stuff gets pretty crazy and apparently you eventually reach areas where personal rifts (teleports) aren't allowed. So once you die, you can't get back in there, I guess on that particular instance.

I would say one key drawback of the lack of a central bnet-type server (beyond security) is you can't "hand off" hosting of the game. If the host leaves, the game drops and everyone's kicked out. So when I died on the Torment tomb stuff I just chatted with the others and agreed to keep hosting the session until they said they were done.

I'm not sure everyone you meet will be so goody two shoes thoughtful.  icon_smile So if you're doing the Torment type stuff, I would probably make sure the host is committed to sticking around even if he croaks.

I'd estimate right now with Acts 1, 2 and the early part of Smuggler's Trail (some pretty crazy, screen filling size trolls at that point), you can probably get into the mid-upper 20s just doing the content that's there now. And then I guess people are doing the Torment stuff over and over, or just starting Veteran difficulty games.
===========================

btw, I belatedly realized yesterday just how awesome Nightblade mastery blade is. Diablo II Barbarian fans should enjoy its dual wielding-ness but its spinning knives skills/animations are real showstoppers imho, never get tired of watching them.  icon_cool While the Nightblade mastery doesn't have too many defensive buffs you can hybrid to another set for that or else just revel into wading into large groups and eviscerating them.  icon_twisted

http://grimcalc.com/GrimCalc?Class1=Nightblade&Class2=Nope
-No leap attack but Shadow Strike lets you zip quickly to a target. It's sort of a riff on the Soldier's Blitz skill.
-Ring of Steel is awesome for chopping up adjacent targets, and has a cool visual.
-Blade Barrier (similar visual to Ring of Steel but the spinning blades animation stays in place a few secs) is a shield that buys some time if you need a break.

==========
While I love Demolitionist and have been focusing on working all the way up that mastery tree, I do find that when I'm playing with player types that do more straight ahead damage (rather than me tossing grenades and flame emitting traps), sometimes I feel they don't need me around at times.
http://grimcalc.com/GrimCalc?Class1=Demolitionist&Class2=Nope

I got to try the Thermite Mine skill yesterday, which drops a clump of three pyrotechnic charges that shoot sky high vertical jet flames when enemies approach. Some of the enemy AI actually runs away from these things, which may or may not be a good thing in a given situation.  icon_smile
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« Reply #108 on: September 15, 2014, 08:09:51 PM »

i'm not playing this until it's done either
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« Reply #109 on: June 13, 2015, 01:27:33 AM »

Many moons later, they have finished Act 3.  Which is still not the end of the game.  They had this to say in the Kickstarter update email:

Quote
With Act 3 completed, we march to the final segment of the game and our targeted full release, late this year. Coming up in the next few months we will release a yet unannounced 6th class, the new skill devotion system, legendary items and Act 4, in which you will face the final confrontation with the Aetherials and Chthonians. Thanks for sticking with us on this long journey!
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« Reply #110 on: July 03, 2015, 10:13:33 PM »

Stay classy, Crate!  smirk


I got re-addicted (had put maybe 93 hours into GD but hadn't played in many months) to GD, wanting to try Act 3 and see all the improvements and additions I've missed. Gotten my Soldier/Demolitionist (primarily Soldier) character and my Demolitionist each to L35. Cap's now 50. I've yet to play on Veteran mode, but certainly at times Act 3 certainly keeps me on my toes.  paranoid I've had people join my game and apparently decide after our various butt kickings that they aren't up to a challenge. Or I'm just laggy.  icon_smile

My Demolitionist found a Marauder Set Belt which enables dual-pistol usage, and that's been fun. I still find Soldier's Blitz (charge, with or without a shield smash at the end) so much fun. The game doesn't have a full Shield line of abilities as in Titan Quest and maybe with my infamous Titan Quest Tendinitis (which I tended to blame on using shield attacks that didn't do enough damage and thus required a lot of hotkey spamming), that's not a bad thing.

I'll share some screenshots/videos later, I'm trying to avoid bosses, key storyline details (it's not Shakespeare but surprises are surprises right?), stuff but I think it's fair to showcase the general Act 3 environs and some basic enemies.

Factions now come into play. You work your way to Respectability with one and then you can buy pricey items from the Faction vendors.

Maybe just be because I can finally run the game with all details cranked up, but it looks much snazzier than I remember, at least in terms of animations, auras and certain character models. I'm sure they can only improve a 10-year old engine so much, but I enjoy how it looks today vs. maybe a year or two back.
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« Reply #111 on: July 05, 2015, 09:45:30 PM »

I was chatting on Steam with Engine 9 about some of the technical/gameplay/convenience differences between Grim Dawn (which uses and then builds upon/tweaks the Titan Quest engine) and Titan Quest, which I finally got on Steam (TQ Gold) yesterday so I could try to get back into it. Though hopefully avoiding Titan Quest Tendinitis as in 2007  paranoid icon_razz

A few differences...

Rifts (Grim Dawn) vs. Rebirth Fountains and Portals (Titan Quest):
Grim Dawn:
-L key drops a two-way Rift (portal) anywhere in the game world.
-The portal remains open if you die.
-The portal remains open when you return from village/town etc. until the next time you cast a Rift. I like this feature because it's easy to forget to recast the portal.

Titan Quest:
-L key drops a two-way Rift (portal) anywhere in the game world.
-The portal CLOSES if you die. You can restore from the most recent Rebirth Fountain you touched, but this can be WAAAAAAAy far away from your "death point."
-The portal CLOSES when you return from village/town etc. You can still drop a portal here or there as a safe point to run to. But since when you die, your portal closes and you're zipped to a Rebirth Fountain, getting back to the location you were at can be a hassle (if yer dead  icon_razz).

======================================
Camera View Rotation:
Grim Dawn:
-Hotkey lets you rotate the camera view as you see fit (or, you can ignore the feature). However, it's very easy to completely lost your orientation with the map. Currently there's no "default rotation" hotkey, so I tend to favor just making moderate camera rotation adjustments.

Titan Quest:
-No camera rotation.

======================================

Scaling UI (button sizes, text sizes of the quest tracker etc.)
Grim Dawn:
-A UI scaling slider in options lets you simply adjust the size of the interface and the quest text as you see fit. I keep mine pretty large due to terrible vision.  icon_smile I love this, and it means even at the highest resolutions you can adjust the UI to what's comfortable for your eyes.

Titan Quest:
-No UI scaling option. I couldn't play TQ at my desktop rez (1920X1080); the buttons and text are too tiny, even if the game's graphics look swell at that rez. Many people have much higher resolutions today, and I just can't imagine playing it at super high rez resolutions unless players made some sort of UI scaling mod to allow for that.

===================================
Auto-Loot Pickup:
Grim Dawn:
-Per Diablo 3, GD has some auto-loot pickup. Currently, health potions, energy potions (mana) and iron coins (gold) are automatically picked up if you move into the near vicinity of them. I like how it works, and of course you still have mounds of items to click on so it's not like you're lazy.  icon_smile

Titan Quest:
-As with say, original Diablo, you have to laboriously click on everything -- gold, potions, items. It's really old-school.  icon_razz

==================================
Loot Visibility Settings
Grim Dawn:
-A simple drop-down menu lets you choose whether to "see" items on the ground of X quality and better. I set mine to just show Magic+, but others prefer to only see the really Good Stuff. I think you still need to sell a fair amount of trash to cover expenses.  icon_smile

Titan Quest:
-Loot not visible on the ground -- you had to use ALT key, which then displayed EVERYTHING on the ground.

===================================
Instanced Loot
Grim Dawn:
-Default setting for multiplayer is "instanced loot" so there's no battling for items or click-contests for items. If you're a masochist and prefer that, you can enable the option as host.  icon_smile A simple icon on the game browser shows you at a glance whether it's "instanced loot" or "free for all loot."

Titan Quest:
-No instanced loot, at least as far as I can remember. It's a moot point since "Powered by Gamespy's" demise essentially meant the end of multiplayer for Titan Quest though I've read about some hardcore fans at least trying to find ways to still play it in multiplayer.

=========================
Components (gem-like things for upgrading)
Grim Dawn:
-Added some builds ago, a simple inventory button auto-combines any components in inventory for you.

Titan Quest:
-No auto-combining. Not really a hassle in the early going, but as you pile up the upgrade components, it can be laborious to keep combining them manually.
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« Reply #112 on: July 06, 2015, 04:06:39 AM »

TQ definitely had the ability to filter what you see on the ground, I think it was even in by default.  Ctrl was one rarity filter, alt was another and you could change it.  In fact it was the first game to allow this type of loot filter and it was sorely missed by me in other games.  Thankfully most of them have adopted it now.

the loot being shared from all people was a by-product of a feature I loved in TQ that isn't in GD which was that if a critter had special loot, they were usually using it and it showed.  I'd much rather have that than instanced loot.

Multiplayer still worked last I tried it, which was less than a year ago and well after the gamespy demise. 
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« Reply #113 on: July 07, 2015, 01:18:33 PM »

Shaman (6th mastery) officially announced:
http://www.grimdawn.com/forums/showthread.php?p=247322#post247322

Focused on two-hand melee and lightning powers.
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« Reply #114 on: July 07, 2015, 01:27:47 PM »

Quote from: Harkonis on July 06, 2015, 04:06:39 AM

TQ definitely had the ability to filter what you see on the ground, I think it was even in by default.  Ctrl was one rarity filter, alt was another and you could change it.  In fact it was the first game to allow this type of loot filter and it was sorely missed by me in other games.  Thankfully most of them have adopted it now.

the loot being shared from all people was a by-product of a feature I loved in TQ that isn't in GD which was that if a critter had special loot, they were usually using it and it showed.  I'd much rather have that than instanced loot.

Multiplayer still worked last I tried it, which was less than a year ago and well after the gamespy demise.  
Thanks for the item filtering tip. Sorry that I haven't played TQ in 8 years and didn't remember that.  icon_smile

GD still has keys for filtering common and "no filter," doesn't have the "filter broken items" key as TQ did.

I don't know what the TQ multiplayer situation was a year ago. If you try to pull up the game browser now, you get a blank list still saying "powered by Gamespy," and a "Network problems detected" message. While the game supports LAN, it didn't support, say, direct IP connection afik, so I don't know how you'd connect anyone without resorting to some sort of 3rd party online game networking software (a modern Kali if you will).
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« Reply #115 on: July 07, 2015, 01:49:03 PM »

I expect more from you Blackjack. If you are going to compare it to TQ, you should go back and do a full play through and provide tons of screenshots reflecting it. slywink Loved that game, I would actually enjoy that.
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« Reply #116 on: July 07, 2015, 09:06:33 PM »

haven't checked multiplayer since then, but LAN was an option so you can always use Hamachi or something similar
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« Reply #117 on: July 07, 2015, 09:29:41 PM »

looks like the steam version has/had multiplayer post gamespy  and Hamachi works still with the others
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« Reply #118 on: July 18, 2015, 06:32:13 AM »

Just played for 20 minutes and decided I need to wait until it's further along. This game's interface is very rough, it still needs a lot of work. Tiny font on everything, a tutorial kept advancing while things are going on in game (pause the game if you want to teach me how to play it), an awkward inventory system, limited info on stats that makes me feel like  I have to dig for info on the character screen, click and hold on an enemy and I am running past it instead of attacking, etc. It looks like it has great potential, but needs a lot of work.

Comparing this to Titan Quest seems very strange at this point.
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« Reply #119 on: July 18, 2015, 07:11:40 AM »

to me it feels just like TQ and has the same problems (such as the awkward inventory, limited info and tiny font)

I haven't had that issue with running past an enemy except for when I actually missed and thought I had clicked on them and hadn't since their 'click boxes' are really tiny.

I'm not sure most of your complaints are going to change at any point before this is 'done'.
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