Archive for the ‘Grim Dawn’ Category

Grim Dawn Skill Caps

Posted: August 12, 2011 in Grim Dawn, Stalking Medierra

I’m currently designing the masteries to include 24 skills, as opposed to TQ’s 20 per mastery. Also, skills tend to have more levels. Most skills in Grim Dawn have 12 or more levels with some going up to 20. All skills, regardless of their normal cap, also have an ultimate cap 10 levels higher, as opposed to TQ where the ultimate caps were generally only 4-6 levels higher than the normal cap.

Each mastery has 8 tiers at the moment but I’ve reserved space in the UI for a 9th tier. I may either add in 1 additional master skill to each mastery that will boost all essential stats and damage (to help boost power at very high levels) or I may save it to add in some future high-level skills in an expansion.

While the later idea of releasing additional skills sounds cool, I honestly have no idea right now, how I’d make that work since the masteries are already pretty loaded with 24 skills a piece. I think a passive “master skill” to boost power levels in the end-game could be cool though or perhaps a couple for elevating different stats.


Haha, I like the thread title!

We may agree to disagree or, perhaps, it may be just a misunderstanding based on an imprecise communication of ideas on my part.

Often when I talk about making the game darker, people assume I mean visually darker. What I really mean, is thematically darker. When I say “sexier” like God of War, I’m speaking figuratively and not talking about actual sexual content and I’m not advocating that it should have been like God of War. Mainly, I’m just saying that we should have been a bit bolder in our decision making and advertising of the game. There seemed to be a constant fear during the development of Titan Quest about upsetting this or that segment of the audience or someone’s grandmother. I was literally told by one of the higher-ups that the game should be designed so that his grandmother would want to play it (even though his grandmother had never played a game before in her life). We were building a game with relatively complicated and hardcore gameplay systems but trying to make it thematically and visually appealing to as wide a casual audience as possible. The end result, is that the game was a little more bland and generic in some respects than it should have been and the game world didn’t do much to convey a sense of danger.

One example of this would be the mandate that enemies not use language or build anything that would make them seem like they had more than animal intelligence. It was felt by one of the higher-ups that people might feel wrong killing enemies that displayed any obvious intelligence. I guess somehow it is wrong to fight intelligent enemies but okay to slaughter dumb animals? We also weren’t originally allowed to have humans die, ever, in the game and no human corpses. (more…)

First Grim Dawn video footage, eh not exactly footage but just a simple two times 360 degrees pivoting on character, parading the Old Groove environment and at the same time, preview of weather system.

Oh and to avoid any confusion cause by fan-voice and end up blaming the game studio, this is my quote not their. The video only just a sneek peek of Old Groove environment, just like the video title said.

Like it on here and youtube, share on Facebook, tweet it and share it with the world!

Since medierra hinted on releasing some video on Grim Dawn forum, I’ve been quite restless.

We expect to release our first video before the end of the month or, at the latest, sometime in November. We’ll be starting out with something pretty simple, just a quick pan-around of one environment to whet your appetite. We hope to release a new environmental every month or so building up to a gameplay video. At least, this is our current plan.*

*All plans are subject to change without notice and videos may be delayed or changed based on availability. Crate employees and their relatives are not eligible to enter. Videos may be void in some states. Please see official rules for more details.

  • Combine any of five distinct skill classes each with multiple skill trees in which to specialize. Advance your class mastery up to 75 levels to unlock dozens of powerful skills and synergistic modifiers. New classes will be periodically released through downloadable content.
  • Destructible environments give evidence of your massive battles while collapsing stonework and flying shards of furniture can be used tactically to cause further injury to your foes.
  • Dynamic Weather brings the world to life with region-specific climates and a variety of weather effects. A sunny day can cloud over with mild rainshowers that builds into a booming thunderstorm. Variable wind gusts blow grass and affect objects like windmills and window shutters.
  • Gameplay systems designed to expand for 200 levels of character progression, equipment, and enemies to fight makes for ridiculous amounts of replay value.
  • Connect with old friends or make new allies in glorious multiplayer. Specially balanced multiplayer encounters will put your teamwork to the ultimate challenge.
  • Collect blueprints that allow you to combine salvaged components into unique crafted items and then, later, use those basic crafted items with higher-tiered recipes to complete items of unprecedented badassness.
  • Camera rotation enhances the three-dimensionality of the world and gameplay while levels are still designed so that players are not forced to rotate the camera.
  • Refined loot system drops less junk items and ensures more consistent rewards from hero and boss monsters.
  • Satisfying enemy damage and death effects with an option to enable blood and gore.
  • New quest and conversation system will allow players to choose quest paths and rewards, interact with NPCs in more interesting ways, and an intuitive quest creation wizard will make life a lot easier for modders.
  • An NPC faction system lets the player improve their relations with different NPC groups to earn rewards as their favor increases such as merchant discounts, new items, and additional quest lines. However, aiding one faction could turn a rival faction into your enemy. Choose which side you will support!
  • The ability to spend money to reclaim skill and attribute points alleviates the fear and frustration of having to make early, uninformed decisions that could permanently nerf a character.

Check out the Grim Dawn gallery for full list of Grim Dawn pre-alpha screenshot to date.

Promosing feature discussed in the forum. This list is taken from my blog at gameriot hellforge community.
Most of this are comparison to TQ system.

  • Larger inventory, less item AxB size. Stash and shared stash still in discussion/development. Still not sure about how they decide to make stash. The concerns is to remove the painful chore of moving loots to and from dozen of mules.
  • Better loots. In TQ, the loots is very diverse and so many unique loots. In fact it’s more than Diablo 2 loots. But most of epic/unique loots are beyond the ‘normal’ modes. Almost 70% loots are in Epic and Legendary difficulties (which is equal to Nightmare and Hell in Diablo 2). This flaw is promised to be optimized to better distribution of loots to make gameplay feel more rewarding.
  • Classes. Right now, the confirmed classes is soldier class, demolition class, illutionist/assasin and aetherialist. Another one is still been working on, but among considered class theme is a ranged based class and vampire theme. source
  • New kind of items/gears. Shoulder pad, hoods and long jacket is a welcome one, giving fresh feeling to APRG loots.
  • Gears will look more badass with heavier armor will have bulkier looking, and cloth and leather type armor like assassin gear will look more form-fitting.
  • Randomize dungeon is a promising one but still no words from developer about the randomize system.
  • Like in the official feature list, combat will feel more alive. Hit fx, criticals with camera shake, blood spatter, death fx, and ragdoll with dismemberment / gibs is already implemented. They also plan to allow monster to be knockdown while still alive and get back up. source
  • One music track is there for download. Try listening to it.
  • Improved modding tools. If you’re similar with TQ modding kits, you know how painful it is. You can check the modding tools in the forum with screenshots.

Check out the latest screenshot from upcoming ARPG Grim Dawn, from the spiritual maker of Titan Quest, Crate Entertainment. Check out their development forum.

Improved lighting and new swamp arts. This was great indeed.

2010feb21 swamp01 med