Grim Dawn Patch v1.1.4.0 Live
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The massive v1.1.4.0 patch for Grim Dawn, Crate Entertainment's hack 'n' slash action-RPG, is now live. The patch updates the game's difficulty to offer a smoother, more enjoyable challenge, introduces some new visual options, adds a number of quality-of-life features, and offers numerous miscellaneous fixes and improvements. The complete patch notes go on for quite a while, so here's something to get you started:
[Special Thanks]
The team wishes to express our sincere gratitude to the modding community for not only providing our players with new content to enjoy but also new features and utilities that they otherwise would not have access to.
With today’s update in particular, we wish to thank GlockenGerda for their hard work in creating Grim Internals and inspiring the team to incorporate several quality of life features that have proven to be a staple within the playerbase. We hope that these now baseline features will be a boon to all of our players!
[Deferred Rendering]
With this patch, you can now toggle Deferred Rendering under the Video Options.
Deferred Rendering utilizes additional graphics memory to reduce total draw calls per frame by around 30% or more. This should result in a decent performance increase, especially at high video settings. Complex scenes, such as Devil’s Crossing and parts of Fort Ikon, should see the largest gains.
With Deferred Rendering also come additional video setting levels: Very High for Reflections and Particles. With Particles set to Very High, you can enjoy awesome lighting effects on various spells and abilities that will make combat at night and in undergrounds especially dynamic!
Note: Deferred Renderring does require DirectX 11, so if you are running DirectX 9, you will not be able to toggle this setting. Deferred Rendering also uses FXAA Anti-Aliasing, so that option becomes a toggle rather than a drop-down when the new renderer is enabled.
[Update to Game Difficulty]
With this patch, the base game has received a substantial balancing overhaul of Normal/Veteran and Elite difficulties, over 1800 database records in all!
We felt that, over time, the base game’s difficulty has waned significantly relative to the power growth of player characters, and even compared to the Ashes of Malmouth and Forgotten Gods expansions.
We’ve narrowed the gap between the expansion content and the base game content, meaning that the lower levels should feel more exhilarating to play and the jump between difficulties will be much smoother.
Does this mean the endgame has gotten more difficult? Well, yes and no. No because we focused balancing on the early game (roughly levels 1-60), but yes because we’ve updated old monster and boss encounters to deal damage in line with expansion enemies. All in all, the challenge should feel more consistent!
[Major New Features]
- Auto-Loot for Components, Consumables and Crafting Materials is now available! Simply toggle the option in in the Game Options!
- Partial Components that are looted are now automatically merged with other Partial Components in your inventory.
- Monster Health Bars are now available! To enable them, open the Game Options menu and select your desired settings under the HUD tab.
- Monster HUD has been overhauled with updated visuals.
- Game Options menu has been updated with a new tab. The General tab has been split into Gameplay and Interface for better organization, and also cause General was ready to explode with options.
- The Crafting UI now has a Search Bar to filter through your blueprints based on name or specific stats, similar to the Devotion search.
- Owners of the Ashes of Malmouth expansion now have a Search Bar within the Stash, which will highlight items based on your parameters.