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Victorian era, fantasy action role-playing from the lead gameplay designer of TITAN QUEST!
Victorian era, fantasy action role-playing from the lead gameplay designer of TITAN QUEST!
Victorian era, fantasy action role-playing from the lead gameplay designer of TITAN QUEST!
12,457 backers pledged $537,515 to help bring this project to life.

Recent updates

Multiplayer and skill transmuters live with Build20

32 likes

Greetings,

It is with great excitement that we announce the release of multiplayer. I know for many this has been the most eagerly awaited feature. It is still in the testing phase and our programmers are currently working to improve it and fix remaining bugs. We feel it is now generally playable enough to be fun despite occasional odd behavior and crashes. With a larger audience testing we can isolate those and get them fixed in good time. We are also still working on some additional features and improvements for multiplayer, such as personal loot, hardcore filtering in the server browser, etc.

The other big new development is skill Transmuters, which alter the way certain skills work, allowing them to be used differently. For some, this means eliminating the cooldown for the trade-off of decreased damage.  Others can be enhanced but require certain weapon configurations. This opens up many new build possibilities as some secondary skills can now be used as primary attacks and some primary attacks can be converted into more powerful secondary skills with a cooldown. Ability to convert damage on some skills should also create some interesting synergies.

There are many other fixes and improvements in B20, including new start menu, new skill page UI art, inventor item dismantling, new ground textures for Warden's Lab, etc.

For a more detailed list, check out the update notes on the forum.

The Arcanist class is also soon to be released, so keep an eye out for that in the next month!

-Arthur

Progress Since Act II

41 likes

Grim Greetings,

I normally try to reserve sending updates through KS for big announcements, so as to spare your email too much spam but it has been long enough that I felt a proper KS update was in order.

By the way, for anyone who would like to receive notification of all our updates, you can do so by following us on Facebook, Twitter or just by periodically checking the feed on our homepage. Of course, we also encourage everyone to participate on our forum and voice your feedback.

Build 19 has gone live today and unleashed two-handed melee weapons along with the "roguelike" dungeon, Steps of Torment. It also includes a new experimental constitution mechanic that is intended to help out-of-combat regen not seem infinite and more of a resource you need to use somewhat strategically. Previously we released dual wielding for pistols, so that checks a couple of stretch goals off the list!

Build 19 also includes a lot of behind the scenes coding work to make our new quest system work with multiplayer, in advance of our anticipated multiplayer release this summer (possibly by the end of July). These changes required a lot of testing and fixing that prevented us from releasing B19 sooner but we've already gotten a lot of work done on B20 content in the meantime.

In Build 18 we introduced crafting with over 150 item recipes and a new quest to rescue one of two rival blacksmiths. We also added a veteran mode starting difficulty for players who wanted a little more challenge. The character info sheet received a major overhaul to provide much more detailed information about your characters. For example, OA and DA roll-overs now show your chance to hit, miss, crit and be crit by your last target / attacker. In Build 18 we also greatly randomized the way enemies were spawned, resulting in more diversity in the mix and size of encounters. Most enemies also now switch from run to walk once they've closed within a certain distance of the player and then back to run if the player gets out of range, promoting a more controlled feeling to combat and allowing for more tactical movement on the player's part when dealing with big groups of hard-hitting enemies.

Since the release of Act II, we've also done a bit of work to improve the look of the environments and lighting. We've adjusted textures, added assets and tweaked environmental effects to make areas more distinctive.

There have been tons of smaller improvements, balancing changes and fixes that can be found in our change logs.

Act III is shaping up nicely with about 80% of the environmental art finished, 60% of the terrain currently built and the enclave of Homestead finished but not yet populated. About 65% of the enemies and one of the end-game bosses are finished. Now that dual wield pistols and 2h melee is released, our animator will be able to focus more of his time on enemy animation. We're hoping to release Act III this fall. Some progress has also been made on Arcanist and, depending on how playtesting goes, that might be ready in August.

We also have a secret new layer of character development in the works that will add a lot of depth and diversity to class builds but it is a little premature to talk about yet. We look forward to sharing more information on that in the coming months!

Until next time...

Arthur

Act II is Upon Us

44 likes

Hello Grim Dawn Backers,

As promised in the last update, we have information for you this week about the status of Act II and the status is that it is released. ; )

Some of you may have no doubt noticed Steam updating in the early morning hours and seen the forum posts. We wanted to be low-key with the initial roll out to ensure there were no major problems, but things are looking good so far.

Not only does B17 include Act II, which roughly doubles the game content, but also a number of other improvements, including the updated HUD and UI, a move key-binding, a force-move key-binding, the lore codex, ability to view / compare items on ground, new world map, larger mini-map and much more.

Check out the forum announcement for further details and change log.

Like Act I, we'll still be continuing to add a little bit of additional quest and lore content, such as additional floors to the challenge dungeon "Steps of Torment" and making other refinements. In the coming months you can look forward to dual wield pistols, recipe based crafting, and a new quest reward screen, just to name a few things. Multiplayer is coming together more quickly now that we have a dedicated network programmer and we expect it to debut early this summer.

We really hope you all enjoy the second part of the game and look forward to your feedback!

-Arthur

Grim Dawn Soundtrack Available for Download!

17 likes

Greetings from developmentland!

The Grim Dawn original soundtrack is now ready to download from Humble Store for everyone with the $35 or higher reward tier (excluding the $48 co-op expansion bundle, which doesn't include it).

For more details and how to resend your Humble Store link, check out the forum post: http://www.grimdawn.com/forums/showthread.php?p=145999#post145999

News about Act 2 release coming later this week.

We hope you enjoy!

Bringing in the New Year B16 Style

25 likes

We've just pushed out B16, which includes a ton of cool improvements and additions, including 2 new side quests, a little more environmental variation in the early areas, a couple small undergrounds, a new art set for the Warden's lab and more!

The release of B16 also means that we're about to begin internal testing of Act2, which is very close to being completed. We're hoping to have it out by the end of Jan or early Feb.

http://www.grimdawn.com/forums/showthread.php?t=11644

Happy New Year everyone!