Grim Dawn Patch v1.1.9.2 Available

Even though at this point Grim Dawn is essentially content-complete, and Crate Entertainment is mostly focusing on their upcoming town builder Farthest Frontier, they were still able to put together a new patch for their Lovecraftian action-RPG.

In fact, it ended up being their biggest one yet, packed with item and class-related adjustments that seem to go on forever. So, here's everything but those, and you take it from there:

Courtesy of our first ever public playtest, we give you Grim Dawn’s largest changelog…ever!

We hope you enjoy this massive list of improvements to the game’s balance that will hopefully give you many more opportunities to create your unstoppable monster slayers.

For the full list of changes, see below:

[Crucible]
  • Increased reward quality scaling on Gladiator difficulty, with a more substantial increase at higher waves.
  • Reduced Max Number of Grava’Thul’s Void Pools that can exist at any one time in the Crucible
[Tech]
  • Fixed an issue where certain item skill modifiers for pets would not correctly update the tooltip if multiple copies of the same modifier were equipped. This was a display issue only.
  • Fixed an issue where casting skills with keyboard would behave inconsistently with casting the same skills via the mouse. This has resulted in an approximately 5% correction to Attacks per Second and DPS calculations in the character sheet. This correction was done to more accurately reflect actual gameplay performance and impacts the tooltips only.
[Animation]
  • Updated Jump Attack animation speed for 1h-melee and 2h-melee to match the speed used when dual wielding. This animation is used in many WPS skills and granted weapon attacks from items and components, as well as Soldier’s Markovian’s Advantage, and should result in a roughly 34% improvement.
[Game]
  • Reduced Crowd Control Resist granted by the Unstoppable Mutator.
  • Nemesis Bosses now have slightly reduced Crowd Control resists, also affects a select few bosses that had similar resists (Ex. The Sentinel). This change will mostly impact builds reliant on Crowd Control to maximize damage.
  • Increased drop rate of Ugdenbloom from Rotting Stumps and Ugdenbog Golems, for real this time. Previously change only affected Ashes of Malmouth and not Forgotten Gods.
  • Various human enemies and bosses no longer have scaling Elemental Resistance. This previously only applied to the Crucible game mode but is now game-wide.
  • Damage converted to Physical is now properly reduced by Armor. This fix also applies to Retaliation damage converted to Physical.
  • Reduced Armor on high armor enemies (ex. Bosses/Nemesis) at levels 90+. This reduction starts out small and scales up to roughly 10% for the highest level enemies encountered.
  • Fixed an issue where rarely some enemy-only items would unintentionally drop as white quality equipment
  • Fixed an issue that may be causing the Chthonian nemesis, Benn’Jahr, to very rarely not spawn
  • Fixed an issue where Benn’Jahr, Fabius, Moosilauke and Zantarin had lower than intended resists against certain damage types. This also results in them having lower resistances to other damage types they were not intended to have elevated values against.
  • Fixed an issue where Valdaran had higher than intended Lightning resist
  • Fixed an issue where hotkeys could become stuck when pausing the game