Modérateur: Modérateurs Grim Dawn
We've gotten help from quite a lot of people over the years. The current core, full-time team is:
GrimJim - environmental artist.
Zantai - designer
Rhis - programmer
Tumbledown - animator
Allminoxy - character / equipment artist
Medierra - all the leftover shit
Other currently active part-time or volunteer people include:
SirGrolan - programmer
Finbogg - animator
Soundz - audio fx and music
USA2000Gold - music
Jalex - quest implementation / scripting
And various other people who aren't on the forum.
j'suis curieux de cette histoire de v. finale repensée
v0.1.8.2 (b12)
Art:
- Added 3 new crossbow models to remove duplicates.
- Updated autosort button in inventory to be move visible.
- Updated most 1-30 epics with final art
- Updated the spell effect on Reflective hero monsters to stand out better
- Begun replacing the map legend icons with final art
- Updated several NPC faces with final art
Animation:
- Many improvements and clean up of our base player character rigs, to more efficiently create new animations and redo old ones.
- Overhaul on combat timing and pacing. Attacks are faster and more powerful.
- Completely revamped existing player character animations:
- New 1H Gun combat stance/idle animation
- New 1H Gun default attack animation
- New 1H Gun transition to idle animation
- New 1H Melee Weapon combat stance/idle animation
- New 1H Melee Weapon default attacks (3 total)
- New 1H Melee Weapon attack left 90 degrees animation
- New 1H Melee Weapon attack right 90 degrees animation
- New 1H Melee Weapon arc attack animation
- New 1H Melee Weapon blitz attack animation
- New 1H Melee Weapon cadence attack animation
- New 1H Melee Weapon jump attack animation
- New 1H Melee shield & sword combo attack animation
- New 1H Melee shield bash attack animation
- New 1H Melee transition to idle animation
- New 2H Gun combat stance/idle animation
- New 2H Gun default attack animation
- New 2H Gun transition to idle animation
- New fast spell cast animation
- New slow spell cast animation
- New kick animation
- New idle animation
- Zombie Beserkers have an updated mesh, rig and animation set.
Game:
- The Personal Riftgate is now available immediately to all new characters. The Kasparov quest has been changed and will now grant an additional skill point. Existing characters will not receive this reward retroactively. You will need to start a new character to benefit.
- The door to the DC prison now opens automatically (once you have clearance from Bourbon)
- Added a new boss encounter to the Depraved Sanctuary (access to the treasure room is now sealed by his presence)
- Added a new randomly appearing cave to the Burrwitch Outskirts, featuring a brand new challenge.
- A significant balance pass has been done on Rare and Epic items. For details and feedback, check out this thread: http://www.grimdawn.com/forums/showthread.php?t=9400
- Improved the notes/directions provided in the quest log
- All common quality components are now 3 or 4 fragments to completion and all epic quality components are now 4 fragments. This is a net buff to incomplete components, and no change to completed components. NOTE: If you had any incomplete components in your inventory, they may have become completed with no bonus.
- The sell value of completed components has been increased
- Rare components are now a lighter color to distinguish them from common components
- A few new completion bonuses have been added for components
- Component drop rates have been reduced to account for the fragment changes
- Added 17 new Components (9 of which can drop in Alpha)
- Component minimum level requirements have been adjusted. This will mostly impact passing on gear to Alts.
- The Devil-Touched Ammo Component now provides a fire damage bonus instead of chaos
- The Unholy Inscription Component now provides a vitality damage bonus instead of chaos
- Increased the protection values on heavy armor, physique requirements increased to match
- Increased the protection values on medium and light torsos/helms
- Adjusted the physique requirement equation for armor, shield and waist items (This will result in a net decrease in physique requirements on non-heavy armor)
- Adjusted the spirit requirement equation on focus, ring and necklace items (This will have minimal effects on low levels and is intended primarily to balance long-term scaling.)
- Caster helms and torsos now also require spirit
- Slightly increased the base energy regeneration provided by caster helms and torsos
- % attribute bonuses on gear have been reduced
- Pet damage on items has been reduced (this stat was scaling too well in the longterm)
- Adjusted some unintentionally low level requirements for certain rare affixes. Some of your gear may become unusable in Alpha.
- Reduced the level requirements on a few rare prefixes to increase low level variety
- Added 34 new rare prefixes and suffixes, mostly for shields and armor, to increase gear diversity
- updated the Guardians summoned by the Marrow Band and certain rare affixes
- Health potion cooldown reduced to 12s and cost to 150 iron
- Soldier: slight increase to % weapon dmg for Forcewave.
- Occultist: new FX, changed fragment type of top tier skill to exploding projectiles, slight increase in dmg tier for base poison and acid.
- Quest items can no longer go into the transfer stash
Tech:
- Additional mouse buttons are now bindable.
- Shift-Left click will transfer items to/from the smuggler's stash when it is open. Right click is used to equip items or apply components.
- Weapon swapping is now queued when attacking or using a skill.
- Fullscreen mode now constrains the cursor to the screen.
Bug Fixes:
- Fixed a bug where lifeleech sound effect would continue to play after monster deaths.
- Fixed a bug where binding rotate camera to the mousewheel would result in continuous rotation.
- Fixed a bug causing components not to be combined with items when the "Yes" button was over an equip slot in the UI.
- The Inventor no longer destroys your Components when right-clicked out of the Inventor UI.
- Fixed an inconsistency between combat damage text and greatest damage dealt
- Fixed an issue with Abner, the Forsaken One gaining an invisible barrier around him
- Fixed issue with Thorned Horrors frequently spawning large concentrations of heroes
- Fixed issue with life leech where it would increase damage by the amount of damage converted to health.
- Fixed issue with Rage Hulks being invisible
- Fixed moving when pressing the quest tracker button.
- Can no longer pick up items behind dialogue boxes.
- Can no longer use potions when at full health / energy.
- Potions and all other skills will make a sound when pressed on cooldown.
- Quest objectives that are complete will no longer keep popping up when additional quest items are obtained.
- "Chat Command: All" hotkey renamed to Quickbar Switch.
- Fixed a bug where quest punctuation was invisible under some lighting conditions.
- Quest items and potions now correctly removed from inventory through quests
v0.1.9.7 (b13)
Animation:
- All new player character run animations.
- Player character animation set for the Nightblade mastery.
- Slightly cut down the delay on ranged attacks before you can move again to provide a more responsive feel.
Game:
- Nightblade mastery now available!
- Burrwitch Outskirts has been reworked to provide a more distinct environment shift from Wightmire, more of a change of enemies and more interesting and varied flow.
- New sound effects for pistols, rifles and crossbows.
- Probability to Hit System: Fixed legacy bug that was causing critical hits and misses not to be calculated properly, created a new equation to provide better scaling at higher levels, rebalanced player and enemy offensive and defensive ability.
- Adjusted enemy skills to try to smooth some of the damage spikes people have been experiencing.
- Standard skill throw speed increased 10%
- Physical and pierce damage bonuses from cunning slightly increased
- Demolitionist: Reduced Mortar Trap cooldown from 60 to 48
- Demolitionist: Changed Blast Shield to be self-targeting only
- Demolitionist: Increased damage on Firestrike and Explosive Strike
- Demolitionist: Increased damage on Stun Jacks and Full Spread damage
- Demolitionist: Decreased cooldown on Canister Bomb and Grenado
- Demolitionist: Revised damages, significantly increase damage and reduced radius of Grenado and mods
- Demolitionist: Revised damages and increased damage on Cannister Bomb and mods
- Demolitionist: Flashbang confusion chance now increases with skill level
- Demolitionist: Blast Shield cooldown reduced from 24 to 18 seconds
- Demolitionist: Temper modifier values rebalanced
- Demolitionist: Added new skills Ulzuin's Chosen, Unquenchable Flame, Vindictive Flame and Ulzuin's Wrath, bringing Demolition up to an equivalent number of skills / points as other masteries.
- Soldier: Blade Arc cooldown removed, mana cost reduced and damaged reduced accordingly in order to differentiate it from Blitz. Blade Arc will now provide more spammable AoE damage that is efficient against crowds but not as much against single opponents.
- Soldier: Blitz damage reduced and cooldown slightly increased. This should reorient it a little more toward crowd control and mobility rather than straight up AoE damage.
- Soldier: Field Command converted from duration to toggled buff. Bonuses changed from protection and attack speed to %protection, %OA and %DA.
- Soldier: Added %Physical Damage bonus to Fighting Form
- Soldier: Increased %Weapon Damage on Forcewave (also fixed bug that was causing %Weapon damage not to work on this skill type)
- Soldier: Changed Will to Live to use new %Healing plus an absolute heal value and removed regen over time
- Soldier: Internal Trauma skill now actually causes internal trauma damage
- Soldier: Adjusted Overguard to give a big boost to shield recovery and then had the block chance scale over time. The more frequent chance to block should make the skill a little more effective at lower levels
- Soldier: Added chance for fear to Warcry
- Occultist: Increased Curse of Frailty slowing effect from 33% to 50%
- Occultist: Added a small amount of gradually increasing % heal to the Raven's Mend ability.
- Occultist: Increased Eye of Dreeg physical and poison damage at mid/high levels.
- Occultist: Increased Sigil of Consumption vitality damage.
- Occultist: Adjusted scaling on Wightfire to increase higher level damage.
- Occultist: Added absolute elemental damage to storm spirit and slightly reduced %elemental
- Occultist: Slightly increased raven's storm orb damage scaling.
- Adjusted Pet control modes (Aggressive, Defensive, Normal). Defensive mode now greatly favors attacking enemies that are attacking the player.
- Dramatically increased the probability of Focus items generating a % dmg suffix, over other stats.
- Rare Affix balance pass to selectively raise / add bonuses to some of the more underwhelming rares. This wasn't a comprehensive effort, we've been going through them as they come to our attention, so there may be more to come in the future.
- Epic item balance pass
- Adjusted the level drop range of epic items and the level requirements of epics in the 1-25 range. Epics now start at a minimum level requirement of 14, stats adjusted to match. You may encounter some new epics within the Alpha that you cannot equip yet.
- Slightly increased the % dmg values on low level armor and accessories.
- Increased % pierce dmg on gear.
- Rings, Amulets and Medals now have base stats. The different varieties of accessories provide different base bonuses.
- Rings, Amulets and Medals can now drop as white quality.
- The Warden's door now re-opens when he is defeated.
- Removed level requirement from common armor and adjusted physique requirements to compensate. Often by the time players met the level requirement, they had already exceeded the physique requirement, such that characters with higher physique were not gaining as much benefit from their investment by being able to equip higher protection armor early then other builds since they were gated by level.
Tech:
- Improved speed of the Lua binding layer.
Bug Fixes:
- Fixed a bug resulting in incorrect lighting when there were no visible lights.
- Fixed a bug where pathing obstacles could be placed incorrectly on animated objects located offscreen.
- Fixed a bug in wave based attack skills where weapon damage was not taken into account correctly.
The latest update should fix stash troubles people were having with new characters and includes various other fixes and changes.
v0.1.9.9 (b13 hotfix)
Tech:
- Fixed a bug where the player transfer stash would be corrupted when created.
- Fixed a bug where the log could be spammed by a PFX warning message.
- Fixed a bug where it was possible to permanently mind control monsters under certain circumstances.
- Fixed a bug where mind controlled monsters awarded incorrect faction points when killed.
- Fixed a bug where the highlight applied to the transfer stash when attempting to add quest items was incorrect.
- Fixed a bug where monster states would not be correctly saved when a monster was in the process of dying.
- Fixed a bug where the player inventory could be corrupted when affected by script actions.
- Fixed a bug where incomplete components would not be correctly removed from inventory when used.
Game:
- Retaliation damage is no longer applied when attacks miss.
- Monsters under the effects of mind control are now attackable.
- Fixed missing hit box on trapdoors making them hard to select.
- Fixed Hellhound detonation skill, which sometimes wasn't hitting enemies
- Rebalanced Azure Matriarch.
- Adjusted Viper Lord squall skill to hit later so there is more opportunity to dodge. Removed the slow.
- Reduced chances of double hero spawns at lower levels.
- Adjusted Milton Hart to be a little faster but less hard hitting.
- Reduced damage absoprtion of Warden's low-health rally skill.
- Reduced devouring swarm damage at lower levels.
- Slightly increased drop rates on several types of enemies, primarily for champions.
- Slightly increased breakable drop rates.
- Small boost to rare drop rates on chests
- Reduced jewelry drop rates in favor of more armor drops
- Lowered base offensive ability on heroes.
- Increased attribute bonus for pierce and magical damages.
- Reduced travel speed of raptor sonic screech so that it can be dodged.
- Increased damage but reduced attack intervals of mosquito and bone rat projectile attacks.
- Occultist: Increased Dreeg's Evil Eye poison damage.
- Occultist: Increased poison and acid bonus from Terrifying Gaze.
- Occultist: Reduced energy cost of various skills.
- Occultist: Updated hellhound and raven bios with OA / DA values appropriate for the combat system changes.
- Reduced normal mode reflection aura on heroes from 100% to 33%
- Removed reflection aura from Gethrand and replaced it with ring of flame.
- Added 1-time special chest to Warden's room for new characters. Unfortunately, won't appear for those that have already killed the Warden once.
Reply With Quote
v0.2.0.0 (b14)
Tech:
Default mouse control scheme changed to lock onto targets when attacking and moving.
Previous click and hold mouse control scheme is now available as an option ("Classic Targeting" = off).
Fixed a bug where attempting to move to the player location would result in strange movement.
Fixed a bug where characters with no specific death behavior would remain visible.
Fixed a bug where death effects were sometimes not played.
Fixed a bug where corpses would not dissolve when offscreen.
Fixed a bug where some buff effects would show a partial cooldown on their status icons.
Game:
Loot drop rates have been adjusted to even out the distribution of powerful items. The intent is to have rare items dropping more consistently without creating all-or-nothing situations that leave some players feeling satisfied and others wishing for better drop rates.
5 one-shot chests have been added to the world to encourage exploration.
Fixed an issue where Direni would stand idle for several seconds before attacking when players chose the hostile resolution.
Fixed an issue where Direni would transition to combat without preserving his original facing.
Fixed an issue with Poison and Bleed Duration Reduction attributes being incorrectly added to displayed resistance values or reseting the respective resistance to 0 (based on which item was equipped first).
Loot orbs can no longer be broken by monsters.
Occultist: Added -%physical damage to Curse of Frailty and -DA to Vulnerability.
Zombie Fire Soldiers - they exist...
Zombies should occasionally spawn in more fire / poison oriented packs
Reduced skill reclamation cost
Reduced time before animation interrupt is allowed on gun attacks to improve kiting responsiveness
Balancing adjustment to various enemies
Minor increase to breakable object (barrels, crates, etc) drop rates
v0.2.0.1 (b14)
Tech:
Fixed a bug where some resource types were not unloaded correctly when no longer used.
Fixed a memory leak when loading navigation data.
New crash reporter.
v0.2.0.3 (b14)
Tech:
Fixed a bug where proxies would always spawn the maximum number of monsters in their range.
Fixed an exploit involving item granted skills which allowed the skill cooldowns to be bypassed.
Game:
Occultist: Small increase to top levels of Solael's Witchfire damage
Demolition: Small increase to top levels of Firestrike
Nightblade: Pneumatic Burst pierce decreased to account for the increase in pierce bonus from Cunning.
Soldier: Reduced physical damage of Forcewave.
Reworked a buff on Viloth that wasn't well telegraphed but giving him a significant boost in damage.
Armor physical damage absorption decreased for both players and enemies.
Enemy physical damage has been scaled down to compensate.
More health potions will drop in the first few levels to allow players to build a small stock at a time when the price of buying them is still prohibitive.
Probability to hit and OA / DA formulas, along with enemy attribute, OA and DA values have been adjusted again to smooth out some scaling issues.
The amount of OA/DA dervived from 1 point of Cun/Phy has been lowered from 0.66 to 0.5. This affects enemies as well as players, so it won't mean a reduction in player effectiveness. It will increase the value of OA/DA gains from skills and gear.
Most importantly, we are pleased to announce what is perhaps the crowning feature in Grim Dawn: player long johns! You will now start with pants that you can remove to expose totally styling long johns. In all seriousness though, the main purpose of this was to provide starting leg armor to help reduce the early armor to damage curve.
v0.2.0.4 (b14)
Game:
Bumped up loot drop rate across all enemies
Increased champion pool spawn rate to compensate for previous fix
Increased base physical damage to bring it back up a little from the previous reduction and added small chance for "extra hard" hits to make damage a little more dynamic.
v0.2.0.6 (b14)
Tech:
Fixed a bug where components could be applied to the wrong weapon when applying them while dual wielding.
Fixed a bug where notes would be unreadable at low resolutions.
Fixed a windows xp incompatability issue.
Game:
Cleaned up characater stats UI display.
Slightly increased the period quest reward notifications remain on screen.
Increased enemy base phyiscal damage, primarily at higher levels
Soldier: Increased %weapon but decreased physical damage on Forcewave to provide better long-term scaling while reducing the power of maxing it out early.
Fixed the Warden's aether trap skill
Added new lore items: Creed's journal entries 3 and 4, and Alister's Diary. More to come...
v0.2.0.8 (b15)
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, Bladestorm.
Fixed a missing roof hitbox causing a line of sight issue.
Added partial localization files to distribution.
Retourner vers Discussions sur le jeu et son développement
Utilisateurs parcourant ce forum: Aucun utilisateur enregistré et 7 invités