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Grim Dawn

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Jun 19, 2014
Community Announcements - Zantai
Over the last week, we have been making sure that our latest major update, Build 19, was a stable and fun experience for all of you.

In light of that, we released a series of hotfixes that addressed several issues our players had brought to our attention, as well as some small adjustments to the new Constitution mechanic.

In case you missed our Build 19 notes, you can read the (huge) list of changes here.

Hotfix changes below:

  • Fixed an issue with +Skill bonuses not appearing on Relics and Component Completion bonuses. As this was a display issue only, existing items that had generated these bonuses should now correctly display all of their stats.
  • Fixed an issue with items being deleted from the Shared Stash
  • Fixed an issue with the Ancient Shambler boss sometimes not spawning
  • Updated community localication fonts. This includes missing fonts for Russian users.
  • Increased the drop rate of Food Rations and Vital Essence
  • Increased the fast-regen rate of Out-Of-Combat Regeneration
Community Announcements - Zantai
We are proud to announce that another major build has just gone live for Grim Dawn.

With this update, you can now access some of the most challenging content available in Grim Dawn to date, with the addition of two rogue-like floors to the Steps of Torment. Also, those of you who prefer to take on hordes of monsters with a huge hammer can now do so with the brand-new two-handed melee weapons category, Epics included!

And that's only scratching the surface. You can read the complete changelog here.
Community Announcements - Zantai
We are proud to announce that another major system has come online: Crafting!

With the addition of crafting, Grim Dawn has taken another significant step towards feature-complete. This system is available now with the release of Build 18.

In case that was not news enough, Build 18 adds several other exciting features to the game, including:

  • Crafting is now available! A new quest that begins in Burrwitch Outskirts will have you choose between two rival blacksmiths vying for control of a sacred hammer. Each blacksmith has their own unique style that will be imprinted upon every item they craft for you.
  • Over 150 crafting recipes have been added to the game.
  • The character sheet has been overhauled to provide a much more detailed view of your stats from gear and skills. Offensive and Defensive Ability rollovers now display the chance to hit/crit based on your last target/attacker.
  • Normal difficulty now has "Veteran" mode, which boosts various enemy stats, notably damage and also increases the number of champions and heroes that can spawn. Veteran isn't meant to be brutally challenging but should be enough to make normal difficulty more interesting for skilled players, while allowing us to balance the default for the average player. Veteran can be turned on and off from the character selection screen. Characters who play through normal difficulty on veteran mode should end up a little better equipped to tackle epic difficulty once it becomes available.
  • Increased randomization of enemy spawns - a new method of placing spawn proxies allows us to provide much greater randomization in terms of how enemies are distributed. You'll now find that the location of enemies is more random and that they can sometimes appear in much larger and more diverse packs.
  • Dual wielding of pistols is now possible via skills granted by items. One such item can be crafted with the new blacksmith.


You can read the complete changelog here.

Development News:
We've made significant progress with multiplayer after having to rewrite a lot of the existing code that was originally written for GameSpy (which is shutting down). The last tricky component is designing a system to resolve differences in player's quest progress and quest choices. Allowing people who have made divergent quest choices to play together is particularly difficult but we think we've arrived at a reasonable solution and have begun implementing it. We're currently estimating that multiplayer may be ready in late July but we'll have a better idea once we finish the quest syncing and do some testing to see how well it is functioning.

Two-handed melee weapon animations have been finished and the last of the common item art is almost done. You can expect to see them in the next build, which shouldn't be long.

The lower floors of Steps of Torment will also be included in the next build and introduce a new "Rogue-like" mechanic where a key must be used to enter and then, once inside, portals do not work and the only way out is by death or surviving to the end. New varieties of traps will make reaching the end especially challenging.

The first section of Act III, the Jagged Waste, which leads into Homestead, the Act III "town," is nearly finished but missing quests and points of interest. The basic layout of the survivor enclave in Homestead is done and build-out has begun on the farmland around it. We should be able to show off some early screenshots in the next month or two.
Announcement - Valve
Today's Deal: Save 33% on Grim Dawn!*


Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Wednesday at 10AM Pacific Time
Community Announcements - Zantai
You guys have been busy with Act II, and we have been busy making sure your experience is as smooth as possible

In light of this, we just released our latest patch for the game, bringing Grim Dawn to v0.2.3.4!

This hotfix includes corrections to several issues players have observed since Act II went live, as well as some balancing adjustments to gear and masteries.

You can read the full patch notes here.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Adam Smith)

There was a time when I found ARPGs exciting, my buttocks glued to the tiny swivel-stool before the one-armed bandits of Diablo II and Titan Quest, hoping that they would spew shiny loot into my lap. In recent years I’ve managed to shake the habit. I poked at Diablo III for a while but kept my distance and even though I enjoyed Path of Exile in its early days, I haven’t felt compelled to revisit its blighted shore. Grim Dawn tempts me though. My memories of Titan Quest have become rosier than dawn’s fingers and Alec’s impressions of the team’s long-awaited follow-up were pleasing. Act II of the Early Access release is now available, and it introduces choice and consequence.

… [visit site to read more]

Feb 26, 2014
Community Announcements - Zantai
We are pleased to announce that Act II, roughly the second third of the full release, has been released to the public!

This release should just about double the available content and raises the level cap to 35. There are many general improvements, including the redesigned HUD, some graphical enhancements, loads of new items and insidious quests.

In summary, you can look forward to:
106 New Items!
23 New Bosses and Mini-Bosses!
17 New Quests!
10 New Enemy Types!

We hope you enjoy and look forward to your feedback. :)

You can check out the changelog here
Jan 17, 2014
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alec Meer)

Lots of grim, not too much dawn so far. Which is a shame. Dawn’s so pretty. Might lift the spirits after all that zombie-twatting in the gloom. Still, that is what we’ve signed up for: Grim Dawn, an action RPG created by much of the team (and the tech) behind Titan Quest, is here to be our alt-universe Diablo III. No fancy business models (other than Steam Early Access), no unorthodox DRM (other than Steam), no drowning in lore and cinematics, no slickness at the expense of all else: just getting on with the zombie-twatting. Spiders too, naturally. (more…)

Community Announcements - Crate Entertainment
Some interesting polls have been posted by playtesters on the forum and we're interested to see the results. Cast your votes if you haven't already.

Game difficulty:
http://www.grimdawn.com/forums/showthread.php?t=11371

Ease of finding quest objectives:
http://www.grimdawn.com/forums/showthread.php?t=11375
Community Announcements - Crate Entertainment
Follow this link to view / respond on the Grim Dawn forums:

http://www.grimdawn.com/forums/showthread.php?p=127112#post127112

Build Notes:

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.
  • Fixed a missing roof hitbox causing a line of sight issue.
  • Added partial localization files to distribution.
...

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