Grim Dawn Grim Misadventures #93
-
Category: News ArchiveHits: 1631
It's time to clock in for another "Grim Misadventures" feature for Grim Dawn, during which designer "Zantai" introduces us to the functionality that will be available within the Quest and Conversation Editors when they're released as part of the game's modding tools, while also tackling a FAQ regarding the upcoming suite. From the FAQ:
Will modifications/game overhauls be capable of being applied to the main campaign, or will we have to work with the Custom Campaign switcharoo with Custom Campaign-specific characters again for that sort of stuff?
Modding tools will allow you to create Custom game modes. Editing the Main Campaign would constitute editing core game files, which is technically possible (see Soulvizier for Titan Quest as an example of this), but is not directly supported by the modding tools.
How much easier will it be to blend textures around map edges?
So long as textures exist in both regions, you should have no trouble blending them seamlessly.
Can we put objects near edges without too many problems?
With the exception of Set Pieces (which have an area that must be fully encompassed by a single world region), you can place objects as close to the world edge as you like.
Are objects now really pathable?
You can create objects such as bridges and platforms that are pathable, while still allowing pathing underneath them.
Undergrounds. I see a great deal of beautiful asymmetry in the game's dungeons (Darkvale Gate for example). Did the "grid type" (sorry can't remember name) maps survive? Are there curved assets? How can you make curves in grid mode?
The Grid Dungeon system was not used in the creation of Grim Dawn levels.
I remember Rhis said a long time ago that anything like a scoring/tracking system between players can be done with the right scripts. Is this still true? Ie. monster kill, death etc.
Those functions are not currently exposed to Lua, but if there is high demand for them they could potentially be added.
Is it possible to mod in custom music and ambient file?
Yes, you can add custom music and sounds to your mods.
If you're familiar with Warcraft 3 siege map, is it something like that possible?
This was a type of mode where players try to hold out in a fixed area as monsters continuously assault them? That should be possible with extensive Lua scripting.
I wonder what can be changed by mods. For example: Disabling critting dots? Changing how Conversion works?
Things like that are core engine functionality and cannot be edited with the modding tools.
Will it be possible to edit how the damage types work? For instance, make that only 4 or 5 damage types exist in the game, with the related resistances, and with the damages over time computed over the related damage types, for instance all the fire damages always do an extra x% burn damage over y seconds.
You would have to completely remove any reference to certain damage types from every skill, item and monster. Not impossible, but a major task to tackle. The second and third parts require editing core game functionality and cannot be done with the modding tools.
Will it be possible to edit how the masteries work? For instance, make that the first mastery can unlock the skills up to level 50, while the second mastery can only unlock up to level 40. And will it be possible to select a third mastery?
Both of these would require editing core game functionality and cannot be done with the modding tools.