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楼主: silversaint

【角色扮演】严峻的曙光·Grim Dawn专属讨论区 (Ashes of Malmouth)

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 楼主| 发表于 24-5-2013 08:12 PM | 显示全部楼层
海盗你的角色是Occ+Demo吗?
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发表于 25-5-2013 12:55 AM | 显示全部楼层
silversaint 发表于 24-5-2013 08:12 PM
海盗你的角色是Occ+Demo吗?

我玩纯occultist的。

- Pet Focus
- Debuff
- Curse (Dot)


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发表于 25-5-2013 11:15 AM | 显示全部楼层

Grim Dawn Alpha Build 10
v0.1.6.3 (b10)

Game:
- Finalized minimap north pointer art.
- On Attack spells on items should now properly trigger.
- Increased visibility on Warden's spike attack.
- Summoned creatures no longer grant experience or drop items.
- Darlax, Devourer of Dreams should no longer stun for excessive amounts of time.
- Decreased potion cost and cooldown.
- Increased potion drop rates.
- Reduced skillpoint reclamation cost.
- Adjusted the distribution of Components to further favor armor over weapons.
- Melee auto-target config adjusted to allow melee skills that hit multiple targets to hit enemies a little further away.
- Soldier: Increased health per level provided by the mastery training / decreased % health provided by Military Conditioning.
- Blitz cooldown and energy cost reduced; damage adjusted accordingly and with more emphasis on absolute physical and less on weapon % to make it less gear dependent.
- Blade Arc reworked with cooldown but lower energy cost, targets increased from 3-5, % weapon dmg increased significantly, physical dmg converted to physical trauma duration dmg, % chance of knockdown added.
- Will to Live cooldown reduced from 32 to 30 and duration increased from 5 to 6 seconds.
- Fixed Counterstrike, removing the non-functioning % weapon dmg and adding physical and bleed damage.
- Buffed the Forecwave modifier Rending Force, increasing damage modifier and armor reduction.
- Removed chance to freeze from Zombie Cold One melee attack - now only chance to freeze on cold nova skill.
- Adjusted Occultist and various other skills to accomodate the fixed bonus damage to non-elemental magical damage types.
- Buffed Blackwater Cocktail modifier Intense Heat.
- Slightly increased the bonus to physical damage provided by cunning.
- Character stats now shows block recovery time.

Tech:
- Improved resource preloading for objects outside the immediate view frustum.
- Improved the speed at which player state data is saved.
- Improved the speed at which database records are loaded by the engine.
- Fixed many cases where resources would not be preloaded result in stuttering, more to come!
- Fixed a bug where characters could jump between different levels of the navigation mesh.
- Fixed a bug where clicking an item while holding shift would cause the player to move.
- Fixed a crash that could occur when no sound devices were present on a system.
- Fixed a bug where the window would not be centered when launching the game in windowed mode.
- Fixed a bug where spirit based bonuses would not be applied to certain damage types.
- Fixed a bug where total damage modifiers would not affect aether or chaos damage.
- Fixed a bug where stackable items would behave incorrectly when added to the stash.
- Fixed a bug where screenshots would overwrite each other.
- Fixed a bug where minimap graphics would be rendered out of order.
- Fixed a bug which caused the area name display to vanish when changing graphics options.               
                                                                                                                                                                                                                                                               

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 楼主| 发表于 30-5-2013 03:09 PM | 显示全部楼层
Grim Dawn Alpha Build 11 Changelog

v0.1.6.9 (b11)
- Adjusted the damage on item granted skills and procs.
- Replaced the Hellfire and Earthbound rare affix procs with new skills.
- Replaced the active skills on Boltspitter and Marauder's Quickdraw Gloves with on attack procs.
- Adjusted Wightmire environment to reduce resource loading burden.
- Reduced some enemy damage to compensate for the fixed spirit bonuses.
- Improved the speed at which resources are loaded from archives by the engine.
- Added inventory item background highlights based on item quality.
- Hotslot skills activated via keyboard shortcuts are now automatically targeted at the current cursor location.
- Added corpse persistence option (min = corpses instantly dissolve, max = corpses dissolve after 1 minute).
- Removed unused "crit shake" options, "camera shake" option moved from Video options to Gameplay options.
- Fixed a bug in the player stash where the expand stash button could be activated when the stash was fully expanded.
- Fixed a ui ordering bug which prevented items from being placed in the lower left corner of the player stash.
- Fixed a bug where the player portrait would intercept mouse events intended for the clock widget.
- Fixed a bug where pet UI would be incorrectly positioned after a resolution change.
- Fixed a bug where the hardcore particle effect on the character select menu would not be removed when changing characters.
- Basic weapon attacks are now targetable at any range when no-move key is pressed.
- Fixed a bug where weather detail level option would revert to last setting when weather was turned off.
- Fixed a bug where unified and unique group objects would persist through game sessions.
- Reduced number of levels loaded directly when teleporting to improve load times.
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发表于 31-5-2013 11:59 AM | 显示全部楼层
哇,1GB的更新???
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 楼主| 发表于 18-8-2013 12:10 AM | 显示全部楼层
Arthur更新了一个很长的updates,真的很长!

"Lazy devs, where's my game?!" or "Delayed satisfaction"

重点。。。

- B12 is a big one with an overhaul of the animation system, reworked and some new animations, a major performance improvement to pathing, which has been the cause of some people's stuttering issues and many other changes. We expect to roll that out in a week or two.

- It is still going to be a few months at least before we can release Act 2 and we don't have a firm date for that yet.

- It is August and we have to announce a delay, a significant one. I apologize for that and we are working hard to ensure that Grim Dawn will be worth your wait. Under the circumstances, we are also planning to alter our release schedule somewhat to compensate so that access to the game is no longer tied to specific development milestones, which I'm not sure really made sense to begin with. Instead, it will be more like earliest, earlier, early access.
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 楼主| 发表于 4-9-2013 11:29 AM | 显示全部楼层
Grim Misadventure #29 - Mug Shots

旧NPC新脸


http://www.grimdawn.com/forums/showthread.php?t=9545
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发表于 6-9-2013 03:00 AM | 显示全部楼层
觉得能跟diablo 3 fight 吗?
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发表于 7-9-2013 02:19 AM | 显示全部楼层
五芒星 发表于 6-9-2013 03:00 AM
觉得能跟diablo 3 fight 吗?

从grim dawn最近的trailer令到我感觉到diablo 2的feel,diablo 3 给我有点失望的感想,那些没玩过diablo 1 和 2 的玩diablo 3会觉得好玩,我觉得diablo 3没有diablo 1 和 2 的恐怖和dark fantasy,mystery的感觉。。在diablo 1 和 2里,你第一次玩时根本不知道那些boss会从某个地方冲出来攻击你,在diablo 3,完全没有惊喜。。。grim dawn给我有点好的印象,看好grim dawn了。。。
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 楼主| 发表于 8-9-2013 09:48 PM | 显示全部楼层
等着Grim Dawn Alpha B12补丁的来临。。。

Currently the content for B12 is done and we're just working on a couple lingering bugs.

It has been taking a while to get it to a release-ready state because there were so many big changes. Most notably those aimed at improving pathing performance have required a lot of additional fixes. Pathing interacts with many different systems, from character and enemy movement to targeting, to spawn placement, to where UG doors place the character upon entering / exiting. Making fundamental changes to such an integral system can require a lot of clean-up. A couple times we've thought we were good to go and then found additional issues. We don't want to release a patch knowing it will introduce significant new bugs.

So, it could really be any day now but we won't know until we get there.
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 楼主| 发表于 13-9-2013 01:42 PM | 显示全部楼层
Grim Dawn Alpha B12 Change Log


v0.1.8.2 (b12)

Art:
- Added 3 new crossbow models to remove duplicates.
- Updated autosort button in inventory to be move visible.
- Updated most 1-30 epics with final art
- Updated the spell effect on Reflective hero monsters to stand out better
- Begun replacing the map legend icons with final art
- Updated several NPC faces with final art

Animation:
- Many improvements and clean up of our base player character rigs, to more efficiently create new animations and redo old ones.
- Overhaul on combat timing and pacing. Attacks are faster and more powerful.
- Completely revamped existing player character animations:
- New 1H Gun combat stance/idle animation
- New 1H Gun default attack animation
- New 1H Gun transition to idle animation
- New 1H Melee Weapon combat stance/idle animation
- New 1H Melee Weapon default attacks (3 total)
- New 1H Melee Weapon attack left 90 degrees animation
- New 1H Melee Weapon attack right 90 degrees animation
- New 1H Melee Weapon arc attack animation
- New 1H Melee Weapon blitz attack animation
- New 1H Melee Weapon cadence attack animation
- New 1H Melee Weapon jump attack animation
- New 1H Melee shield & sword combo attack animation
- New 1H Melee shield bash attack animation
- New 1H Melee transition to idle animation
- New 2H Gun combat stance/idle animation
- New 2H Gun default attack animation
- New 2H Gun transition to idle animation
- New fast spell cast animation
- New slow spell cast animation
- New kick animation
- New idle animation
- Zombie Beserkers have an updated mesh, rig and animation set.


Game:
- The Personal Riftgate is now available immediately to all new characters. The Kasparov quest has been changed and will now grant an additional skill point. Existing characters will not receive this reward retroactively. You will need to start a new character to benefit.
- The door to the DC prison now opens automatically (once you have clearance from Bourbon)
- Added a new boss encounter to the Depraved Sanctuary (access to the treasure room is now sealed by his presence)
- Added a new randomly appearing cave to the Burrwitch Outskirts, featuring a brand new challenge.
- A significant balance pass has been done on Rare and Epic items. For details and feedback, check out this thread: http://www.grimdawn.com/forums/showthread.php?t=9400
- Improved the notes/directions provided in the quest log
- All common quality components are now 3 or 4 fragments to completion and all epic quality components are now 4 fragments. This is a net buff to incomplete components, and no change to completed components. NOTE: If you had any incomplete components in your inventory, they may have become completed with no bonus.
- The sell value of completed components has been increased
- Rare components are now a lighter color to distinguish them from common components
- A few new completion bonuses have been added for components
- Component drop rates have been reduced to account for the fragment changes
- Added 17 new Components (9 of which can drop in Alpha)
- Component minimum level requirements have been adjusted. This will mostly impact passing on gear to Alts.
- The Devil-Touched Ammo Component now provides a fire damage bonus instead of chaos
- The Unholy Inscription Component now provides a vitality damage bonus instead of chaos
- Increased the protection values on heavy armor, physique requirements increased to match
- Increased the protection values on medium and light torsos/helms
- Adjusted the physique requirement equation for armor, shield and waist items (This will result in a net decrease in physique requirements on non-heavy armor)
- Adjusted the spirit requirement equation on focus, ring and necklace items (This will have minimal effects on low levels and is intended primarily to balance long-term scaling.)
- Caster helms and torsos now also require spirit
- Slightly increased the base energy regeneration provided by caster helms and torsos
- % attribute bonuses on gear have been reduced
- Pet damage on items has been reduced (this stat was scaling too well in the longterm)
- Adjusted some unintentionally low level requirements for certain rare affixes. Some of your gear may become unusable in Alpha.
- Reduced the level requirements on a few rare prefixes to increase low level variety
- Added 34 new rare prefixes and suffixes, mostly for shields and armor, to increase gear diversity
- updated the Guardians summoned by the Marrow Band and certain rare affixes
- Health potion cooldown reduced to 12s and cost to 150 iron
- Soldier: slight increase to % weapon dmg for Forcewave.
- Occultist: new FX, changed fragment type of top tier skill to exploding projectiles, slight increase in dmg tier for base poison and acid.
- Quest items can no longer go into the transfer stash

Tech:
- Additional mouse buttons are now bindable.
- Right click will transfer items to/from the smuggler's stash when it is open.
- Weapon swapping is now queued when attacking or using a skill.
- Fullscreen mode now constrains the cursor to the screen.

Bug Fixes:
- Fixed a bug where lifeleech sound effect would continue to play after monster deaths.
- Fixed a bug where binding rotate camera to the mousewheel would result in continuous rotation.
- Fixed a bug causing components not to be combined with items when the "Yes" button was over an equip slot in the UI.
- The Inventor no longer destroys your Components when right-clicked out of the Inventor UI.
- Fixed an inconsistency between combat damage text and greatest damage dealt
- Fixed an issue with Abner, the Forsaken One gaining an invisible barrier around him
- Fixed issue with Thorned Horrors frequently spawning large concentrations of heroes
- Fixed issue with life leech where it would increase damage by the amount of damage converted to health.
- Fixed issue with Rage Hulks being invisible
- Fixed moving when pressing the quest tracker button.
- Can no longer pick up items behind dialogue boxes.
- Can no longer use potions when at full health / energy.
- Potions and all other skills will make a sound when pressed on cooldown.
- Quest objectives that are complete will no longer keep popping up when additional quest items are obtained.
- "Chat Command: All" hotkey renamed to Quickbar Switch.
- Fixed a bug where quest punctuation was invisible under some lighting conditions.
- Quest items and potions now correctly removed from inventory through quests


http://www.grimdawn.com/forums/showthread.php?t=9630
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 楼主| 发表于 18-10-2013 03:56 PM | 显示全部楼层
Grim Dawn Build 13 & Nightblade Class

v0.1.9.7 (b13)

Animation:
- All new player character run animations.
- Player character animation set for the Nightblade mastery.
- Slightly cut down the delay on ranged attacks before you can move again to provide a more responsive feel.

Game:
- Nightblade mastery now available!
- Burrwitch Outskirts has been reworked to provide a more distinct environment shift from Wightmire, more of a change of enemies and more interesting and varied flow.
- New sound effects for pistols, rifles and crossbows.
- Probability to Hit System: Fixed legacy bug that was causing critical hits and misses not to be calculated properly, created a new equation to provide better scaling at higher levels, rebalanced player and enemy offensive and defensive ability.
- Adjusted enemy skills to try to smooth some of the damage spikes people have been experiencing.
- Standard skill throw speed increased 10%
- Physical and pierce damage bonuses from cunning slightly increased
- Demolitionist: Reduced Mortar Trap cooldown from 60 to 48
- Demolitionist: Changed Blast Shield to be self-targeting only
- Demolitionist: Increased damage on Firestrike and Explosive Strike
- Demolitionist: Increased damage on Stun Jacks and Full Spread damage
- Demolitionist: Decreased cooldown on Canister Bomb and Grenado
- Demolitionist: Revised damages, significantly increase damage and reduced radius of Grenado and mods
- Demolitionist: Revised damages and increased damage on Cannister Bomb and mods
- Demolitionist: Flashbang confusion chance now increases with skill level
- Demolitionist: Blast Shield cooldown reduced from 24 to 18 seconds
- Demolitionist: Temper modifier values rebalanced
- Demolitionist: Added new skills Ulzuin's Chosen, Unquenchable Flame, Vindictive Flame and Ulzuin's Wrath, bringing Demolition up to an equivalent number of skills / points as other masteries.
- Soldier: Blade Arc cooldown removed, mana cost reduced and damaged reduced accordingly in order to differentiate it from Blitz. Blade Arc will now provide more spammable AoE damage that is efficient against crowds but not as much against single opponents.
- Soldier: Blitz damage reduced and cooldown slightly increased. This should reorient it a little more toward crowd control and mobility rather than straight up AoE damage.
- Soldier: Field Command converted from duration to toggled buff. Bonuses changed from protection and attack speed to %protection, %OA and %DA.
- Soldier: Added %Physical Damage bonus to Fighting Form
- Soldier: Increased %Weapon Damage on Forcewave (also fixed bug that was causing %Weapon damage not to work on this skill type)
- Soldier: Changed Will to Live to use new %Healing plus an absolute heal value and removed regen over time
- Soldier: Internal Trauma skill now actually causes internal trauma damage
- Soldier: Adjusted Overguard to give a big boost to shield recovery and then had the block chance scale over time. The more frequent chance to block should make the skill a little more effective at lower levels
- Soldier: Added chance for fear to Warcry
- Occultist: Increased Curse of Frailty slowing effect from 33% to 50%
- Occultist: Added a small amount of gradually increasing % heal to the Raven's Mend ability.
- Occultist: Increased Eye of Dreeg physical and poison damage at mid/high levels.
- Occultist: Increased Sigil of Consumption vitality damage.
- Occultist: Adjusted scaling on Wightfire to increase higher level damage.
- Occultist: Added absolute elemental damage to storm spirit and slightly reduced %elemental
- Occultist: Slightly increased raven's storm orb damage scaling.
- Adjusted Pet control modes (Aggressive, Defensive, Normal). Defensive mode now greatly favors attacking enemies that are attacking the player.
- Dramatically increased the probability of Focus items generating a % dmg suffix, over other stats.
- Rare Affix balance pass to selectively raise / add bonuses to some of the more underwhelming rares. This wasn't a comprehensive effort, we've been going through them as they come to our attention, so there may be more to come in the future.
- Epic item balance pass
- Adjusted the level drop range of epic items and the level requirements of epics in the 1-25 range. Epics now start at a minimum level requirement of 14, stats adjusted to match. You may encounter some new epics within the Alpha that you cannot equip yet.
- Slightly increased the % dmg values on low level armor and accessories.
- Increased % pierce dmg on gear.
- Rings, Amulets and Medals now have base stats. The different varieties of accessories provide different base bonuses.
- Rings, Amulets and Medals can now drop as white quality.
- The Warden's door now re-opens when he is defeated.
- Removed level requirement from common armor and adjusted physique requirements to compensate. Often by the time players met the level requirement, they had already exceeded the physique requirement, such that characters with higher physique were not gaining as much benefit from their investment by being able to equip higher protection armor early then other builds since they were gated by level.

Tech:
- Improved speed of the Lua binding layer.

Bug Fixes:
- Fixed a bug resulting in incorrect lighting when there were no visible lights.
- Fixed a bug where pathing obstacles could be placed incorrectly on animated objects located offscreen.
- Fixed a bug in wave based attack skills where weapon damage was not taken into account correctly.
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 楼主| 发表于 19-10-2013 06:53 AM | 显示全部楼层
Grim Dawn Beta开始了。有谁已经购买Pioneer或Epic版本,
或者在Grim Dawn Kickstarter订购有early access的玩家们。
现在你可以进入world of Cairn了。

http://www.grimdawn.com/forums/showthread.php?t=10079
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发表于 19-10-2013 09:57 AM | 显示全部楼层
之前有alpha就不用等key了?
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发表于 19-10-2013 11:56 AM | 显示全部楼层
kira 发表于 19-10-2013 09:57 AM
之前有alpha就不用等key了?

是的,没错。
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 楼主| 发表于 23-10-2013 05:38 AM | 显示全部楼层
Grim Dawn Beta v0.1.9.9 (b13 hotfix)

Tech:
- Fixed a bug where the player transfer stash would be corrupted when created.
- Fixed a bug where the log could be spammed by a PFX warning message.
- Fixed a bug where it was possible to permanently mind control monsters under certain circumstances.
- Fixed a bug where mind controlled monsters awarded incorrect faction points when killed.
- Fixed a bug where the highlight applied to the transfer stash when attempting to add quest items was incorrect.
- Fixed a bug where monster states would not be correctly saved when a monster was in the process of dying.
- Fixed a bug where the player inventory could be corrupted when affected by script actions.
- Fixed a bug where incomplete components would not be correctly removed from inventory when used.

Game:
- Retaliation damage is no longer applied when attacks miss.
- Monsters under the effects of mind control are now attackable.
- Fixed missing hit box on trapdoors making them hard to select.
- Fixed Hellhound detonation skill, which sometimes wasn't hitting enemies
- Rebalanced Azure Matriarch.
- Adjusted Viper Lord squall skill to hit later so there is more opportunity to dodge. Removed the slow.
- Reduced chances of double hero spawns at lower levels.
- Adjusted Milton Hart to be a little faster but less hard hitting.
- Reduced damage absoprtion of Warden's low-health rally skill.
- Reduced devouring swarm damage at lower levels.
- Slightly increased drop rates on several types of enemies, primarily for champions.
- Slightly increased breakable drop rates.
- Small boost to rare drop rates on chests
- Reduced jewelry drop rates in favor of more armor drops
- Lowered base offensive ability on heroes.
- Increased attribute bonus for pierce and magical damages.
- Reduced travel speed of raptor sonic screech so that it can be dodged.
- Increased damage but reduced attack intervals of mosquito and bone rat projectile attacks.
- Occultist: Increased Dreeg's Evil Eye poison damage.
- Occultist: Increased poison and acid bonus from Terrifying Gaze.
- Occultist: Reduced energy cost of various skills.
- Occultist: Updated hellhound and raven bios with OA / DA values appropriate for the combat system changes.
- Reduced normal mode reflection aura on heroes from 100% to 33%
- Removed reflection aura from Gethrand and replaced it with ring of flame.
- Added 1-time special chest to Warden's room for new characters. Unfortunately, won't appear for those that have already killed the Warden once.

http://www.grimdawn.com/forums/showthread.php?p=121690
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 楼主| 发表于 2-11-2013 12:51 PM | 显示全部楼层
Grim Misadventure #33 - New Baddies

Troll


Half-Troll


http://www.grimdawn.com/forums/showthread.php?t=10343
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 楼主| 发表于 4-11-2013 11:22 PM | 显示全部楼层
v0.2.0.0 (b14)
Tech:

- Default mouse control scheme changed to lock onto targets when attacking and moving.
- Previous click and hold mouse control scheme is now available as an option (target lock = off).
- Fixed a bug where attempting to move to the player location would result in strange movement.
- Fixed a bug where characters with no specific death behavior would remain visible.
- Fixed a bug where death effects were sometimes not played.
- Fixed a bug where corpses would not dissolve when offscreen.
- Fixed a bug where some buff effects would show a partial cooldown on their status icons.

Game:
- Loot drop rates have been adjusted to even out the distribution of powerful items. The intent is to have rare items dropping more consistently without creating all-or-nothing situations that leave some players feeling satisfied and others wishing for better drop rates.
- 5 one-shot chests have been added to the world to encourage exploration.
- Fixed an issue where Direni would stand idle for several seconds before attacking when players chose the hostile resolution.
- Fixed an issue where Direni would transition to combat without preserving his original facing.
- Fixed an issue with Poison and Bleed Duration Reduction attributes being incorrectly added to displayed resistance values or reseting the respective resistance to 0 (based on which item was equipped first).
- Loot orbs can no longer be broken by monsters.
- Occultist: Added -%physical damage to Curse of Frailty and -DA to Vulnerability.
- Zombie Fire Soldiers - they exist...
- Zombies should occasionally spawn in more fire / poison oriented packs
- Reduced skill reclamation cost
- Reduced time before animation interrupt is allowed on gun attacks to improve kiting responsiveness
- Balancing adjustment to various enemies
    Minor increase to breakable object (barrels, crates, etc) drop rates

v0.2.0.1 (b14)
Tech:

- Fixed a bug where some resource types were not unloaded correctly when no longer used.
- Fixed a memory leak when loading navigation data.
- New crash reporter.

v0.2.0.3 (b14)
Tech:

- Fixed a bug where proxies would always spawn the maximum number of monsters in their range.
- Fixed an exploit involving item granted skills which allowed the skill cooldowns to be bypassed.

Game:
- Occultist: Small increase to top levels of Solael's Witchfire damage
- Demolition: Small increase to top levels of Firestrike
- Nightblade: Pneumatic Burst pierce decreased to account for the increase in pierce bonus from Cunning.
- Soldier: Reduced physical damage of Forcewave.
- Reworked a buff on Viloth that wasn't well telegraphed but giving him a significant boost in damage.
- Armor physical damage absorption decreased for both players and enemies.
- Enemy physical damage has been scaled down to compensate.
- More health potions will drop in the first few levels to allow players to build a small stock at a time when the price of buying them is still prohibitive.
- Probability to hit and OA / DA formulas, along with enemy attribute, OA and DA values have been adjusted again to smooth out some scaling issues.
- The amount of OA/DA dervived from 1 point of Cun/Phy has been lowered from 0.66 to 0.5. This affects enemies as well as players, so it won't mean a reduction in player effectiveness. It will increase the value of OA/DA gains from skills and gear.
- Most importantly, we are pleased to announce what is perhaps the crowning feature in Grim Dawn: player long johns! You will now start with pants that you can remove to expose totally styling long johns. In all seriousness though, the main purpose of this was to provide starting leg armor to help reduce the early armor to damage curve.

v0.2.0.4 (b14)
Game:

- Bumped up loot drop rate across all enemies
- Increased champion pool spawn rate to compensate for previous fix
- Increased base physical damage to bring it back up a little from the previous reduction and added small chance for "extra hard" hits to make damage a little more dynamic.

http://www.grimdawn.com/forums/showthread.php?t=10451
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 楼主| 发表于 6-11-2013 07:53 AM | 显示全部楼层
v0.2.0.6 (b14)

Tech:

- Fixed a bug where components could be applied to the wrong weapon when applying them while dual wielding.
- Fixed a bug where notes would be unreadable at low resolutions.
- Fixed a windows xp incompatability issue.

Game:
- Cleaned up characater stats UI display.
- Slightly increased the period quest reward notifications remain on screen.
- Increased enemy base phyiscal damage, primarily at higher levels
- Soldier: Increased %weapon but decreased physical damage on Forcewave to provide better long-term scaling while reducing the power of maxing it out early.
- Fixed the Warden's aether trap skill
- Added new lore items: Creed's journal entries 3 and 4, and Alister's Diary. More to come...

http://www.grimdawn.com/forums/showthread.php?t=10451
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发表于 6-11-2013 01:47 PM | 显示全部楼层
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