The game officially releases on the 19th!
ANON CREATED A CHARACTER FOR THE GAME! POLL RESULTS FINALIZED!
The poll results have been counted and the votes are tallied up. 3 boards (/tg/, /v/ and /vg/) were tasked with voting to create a named hero character for the game, which will be included on release day. The character will be summonable via a secret menu in the stage coach by pressing enter. After a week of voting, the following is what you and your fellow autists created:
Name: Briar Patch
Class: Plague Doctor
Clothing: Red cloak w/gold trim
Battle Skills: Plague Grenade, Noxious Blast, Disorienting Blast, Incision
Camping Skills: Encourage, Self-Medicate, Experimental Vapors
Quirks: Manslayer, Nymphomania, Deviant Tastes
No, but seriously, great job on making her quirks useless. I would expect no less from you guys. Oh, but there was still her personal trinket to design...
Name: Lewd Vial
Item Type: Vial
While Camping: +SPD, +ACC, +Stress Resistance, -PROT, -Disease Resistance, -Trap Resistance
You all deserve a round of applause for that one. It was a fun week, everyone. Make sure to check out your handiwork in the game on the 19th!
flavor RP text so you can feel bad/good when you send them to their death, of course
and Grave Digger is better girl to be quite sinceramente familia.
>those 2 traits together will only cause people to use her more
Reminder that Arbalest is the worst class
She really is completely terrible. Not finding myself liking the jester either, but he still has much more uses than the arbesist.
These guys, however, can get good when used well.
I have a team of Arbalest+Bounty Hunter+Houndmaster+Leper and with the heal buff Arbalest gives as well as Houndmaster's stuns/marks/debuffs, nothing can stop my Leper. NOTHING
I just figured out that my lvl 3 characters (and I have not grinded at all) won't go on a quest to kill Swine Prince because it's below them. Meanwhile veteran dungeons barely offer anything new than old enemies with amped up stats. Very dissapointing. I basically have to hire new heroes and do several dungeons to kill a boss that I could do right now. I think this is the worst example of scaling I have seen in a video game. Don't punish the player if you can't balance your shit, and I'm not complaining about RNG at all because that's the whole gameplay.
the only times you get truly dicked are when a rare miniboss shows up occasionally before a boss fight. like one in ten dungeons maybe, and then it's only an issue if you were already flagging.
theres things that lower accuracy, or resistances etc so theres always the element of chance, but you have appropriate skills to manage it, so I guess it's closer to BoI
By two rounds, the plague doctor can rake in more damage, along with a houndmaster. In addition, she takes up the spot of a decent healer or status user. Her ability to perform well has been rather lackluster in my experience.
>Plague doctors often unintentionally carried the plague themselves due to insects, fleas and ticks taking refuge in their heavy coats and masks
fem plag doc playing host to those same parasites in her sweaty, furry underarms and unshaven muff
Hey man, I'm just sayin'
I mean everyone would be pretty raunchy, bathing wasn't exactly a thing back then, but plaguey would be twice as bad from dealing with death and decay all the time; just think about how bad she herself must be even after you strip off half a dozen layers of heavy, stained leather
He didn't trust the food, so the food got angry and killed him.
Thanks! Here's a plague doctor shaking it.
>read everyhting carefully as fuck
>ready for my first real mission
>waste like 5k on provisions
>go into room
>see an altar of sorts
>"Put a torch here m8"
>place a torch in it
>fucking raidboss pops out
>spend 10 mins fighting it. It eventually kills everyone
>lose my shekels and desire to play game
i got 96 and 70, that should be good enough
BOI. You have to be legit retarded to get your party wiped even if you get ambushed
What's the problem? You should be training up multiple parties so you gotta have some level 1s or 0s available unless you just kind of ignored an area. Just think of this as a chance to play around with heroes you haven't yet.
>By two rounds, the plague doctor can rake in more damage
To what, enemies with high protection? In the time it takes PD to critically injure 2 backliners Arby would have erased 1 or more if she crits. Pretty likely that she'll crit considering with restring crossbow alone she'll have 20%+ crit chance.
>find mysterious eldritch altar in an evil dungeon
>tells you to put a torch on it if you want your shit fucked up
>put a torch on it
>it fucks your shit up
the best part of this game is watching people complain about shit they could have avoided by reading or just not being stupid
I have trained multiple parties, they were all above the required level I knew nothing about. Then I made a lvl1 party, got to the Swine Prince and had no chance. It's because I have no patience to grind them to lvl2 and kill him and the game bores me with that shit.
That sort of happened to me, but I only lost the 1 hero and ended up retreating after killing the Shambler. But I mean I sort of knew what I was getting into given what the altar text said.
This game is still more forgiving than Warhammer Quest at least.
Is this common? For a character to have all skills unlocked? Or is every Abomination like this?
It says something like 'If you wish to embrace the darkness' or something to that effect. I mean it is a freaky eldritch altar in an evil dungeon man. What were you honestly expecting?
PLayed last night, I had a shitload of fun, can i get it?
where can I see the full image of this?
I like a big girl
2xplague grenade is going to cause 12-16 damage to 2 enemies at the backrow at early levels. It also helps that those in the backrow also tend to have low HP to begin with, allowing for the heavy hitters to focus on guys that can bring in the hurt. In addition, the blight damage becomes a lot more effective with bosses, as there is always the issue of things going awry, so having a constant damage counter helps a lot. That, and she has much more utility outside of a terrible mark and a mediocre heal.
Except the Arbalest can one round someone in the backrow easily, it hits on average for about 12~
If needed, you can use your occultist to pull the soon to be corpse from the backrow, or bombard it for 4-5 damage
Plague doctors grenade is okay. It's useful on those creatures that are weak too it with high prot. So cove. Situational otherwise, her heal, stun, and reposition are far more useful. Keeps her only being able to harass the enemies 3-4 really though, unless she needs to heal someone for 1 hp or to heal statuses.
>I KNEW IT!
What did he mean by this? Is he supposed to say that in some other situation?
bathing wasn't exactly a thing back then
That's a common misconception, people bathed at least a couple of times a week.
>What did he mean by this? Is he supposed to say that in some other situation?
He had an Affliction. Probably Paranoid. He didn't trust the food the player was trying to make him eat.
In complete agreement with the both of you. Huge bush is a fetish of mine
I'm always amazed how badly designed western video games are.
You do realize I cannot either lose or win? I heal for way more than the damage he does and I cannot attack him. Every fucking thread on /v/ has become a hugbox, you people are unbearable.
>people aren't agreeing with me!
>I WILL NOT STAND FOR THIS
>17 turns on tier 1 swine
will reply back saying he spent 12 of those healing
I bet you attacked lil biggy a few times first. It's a learning experience. Did you name your heroes after your friends or something? Stop being attached.
>one game has an issue that seems very hard to come by
>western videogames are all bad
So if I were to find any kind of issue with a japanese game, they'd all be trash too, right?
I am unsure what your actual complaint is. All I can see is that your team sans the Abom is dead, and you are choosing to stay in an endless healing/damage loop instead of progressing by retreating and coming back with a properly setup team.
I cleared the game already, son. That's why I'm giving you a tip on how to stop being bad and learn from your mistakes. Regardless, like another anon pointed out. You can transform in rank 1.
Get to it, faggot.
this is the first time i won by retreating in an rpg
do you shills get paid to git gud on both reddit and here at the same time? or is it just run of the mill aspergers's?
To be fair, if it's his first time, it's natural to want to try to eliminate an enemy that is marking and debuffing.
My first time against him I did that, but a Crusader took 4 death's doors to finish the job. Needless to say, I learned the hard way.
You killed the Swine Prince. Willbur doesn't count, because it's not the swine prince. If you such so hard, just sell the game to someone here, isntead of being a total fag about it.
>Quest is to kill swine prince
>You killed swine prince
>You completed the quest
>That's wrong apparently
No he's always been able to transform in rank 1 since first release. He's just trying to stir the pot.
Source: Me, I've been playing the game an autistically absurd amount once I saw he was released.
Lol. I haven't had that happen yet. I manage Stress pretty well to the point where Resolve tests are kind of rare for me. But then again I haven't run Aboms much either. I might have to try loading one up with the Virtue trinkets and see if I can get that to proc.
>and yet it would not have counted if the abomination died
>another example of shit game design.
it would have. You literally don't know what the fuck you're talking about
>inb4 "how would they know if everyone died? Shit game"
If it is so shit then why are you still playing? I mean if you hate it that much just stop and go play something else.
As per the hero file, it can launch from any position except the 4th. I don't get what the devs gripe with the 4th rank is. You can't use a lot of heals on it either. Even if the healer is in the 3rd position.
>and yet it would not have counted if the abomination died
Confirmed for talking out your ass
I couldn't tell you. I never voted or took part in picking the class. I'm sure it was a bunch of horny anons just wanting more plague doctor porn
cant blame them
But like I said, I'll mod it when it comes out if I don't like it. Just stick around the threads or check nexusmods around release for any changes to it.
I think the game needs a hard debuff class or something else that can manage well in the 4th slot. I feel like I'm throwing Occ or Vestal in there just because you often "need" the heals.
Because the backer incentive was to create a personalized version of an existing class, not a brand new one altogether, like the Abomination which was a whole different backer tier. Anon backed a certain amount to be allow to do this and decided to let us, /vg/, and /tg/ create it together.
I love when they get Virtues. Had my Jester get one the first time I used him. He got some Leadership one. Kept buffing people with it.
I still can't work out of the Virtue/Affliction chance is fixed for everyone, or if it is determined by class though.
Fair enough. So is it just going to be a recoloring or something? I can mod variant classes into the game all day without paying a dime.
Not really trying to make the guys efforts sound wasted, but I'm still confused overall with it.
>because i can talk about shit i dont like whenever i please you fucking youpvoter.
That wasn't what I asked but ok. Your lack of reading comprehension certainly explains part of your predicament.
The pope unintentionally protected himself very well by having two large flames situated constantly around where he sat. This was a put off to any insects that could have come his way.
It was worth the 10USD it was on sale for, but arguably not the 20USD it currently is. That might change come the launch on the 19th, but no idea if the price will go up as well.
It's less randomly generated than those. Its always the same 4 areas and backgrounds, but the enemies and layout are different to those areas. You still rely on RNG not to fuck you though, and its possible to work through it. But at the same time its possible to just get fucked by things out of your control even when you minimize risks. As long as you can handle the occasional loss it's worth $10-15, but $20 is pushing it.
Actual guy who asked here, you're a saint, bruv
Cool Guy thanks you
>Kills a Shambler but loses a highwayman in the process
>Reward: 800 gold and 1 holy water
What the fuck happened? I'm so close to completing my ancestral trinket collection.
>Never use torches, obviously
>Always find shambler altars but can't spawn them
>If I take 1 torch, that's a slot that could fit 1500-5000 gold, or a nice trinket
I agree with this. It is similar to FTL in a way that occasionally the RNG will just fuck your shit badly and ruin a run. But for the most part you can work around it if you plan ahead and minimise your risks. At least unlike FTL your whole game isn't ruined when this happens, just that dungeon run and maybe some decent heroes.
It is also fairly easy to modify some of the game files to change things you don't like as well. Like stack limits for example. You can even go so far as to add in things like starting provisions based on the classes you bring if you learn the syntax.
But still hard to justify 20USD as it currently stands. Even if the narration is pure aural sex.
>Never use torches, obviously
>Always find shambler altars but can't spawn them
>If I take 1 torch, that's a slot that could fit 1500-5000 gold, or a nice trinket
>hwy gets barfed on and gets the red plague
>-75% bleed resist, -5% crit, -10% hp
>pd cures it for free at camp
If I didn't have to worry about heroes going over resolution xp I'd just cure every disease via PD
Wait, you can do that? Can you tell me how? I'd love to be able to stack quest items like grain bags and poison flasks and shit. Thanks.
The file you need to modify is the;
Open with Notepad. Change the ".stack_limit" values as you see fit.
There is a bunch of other shit you can play around with in the files as well.
Why is the Cove battle theme so perfect?
>just beat the collector AND the siren in the same run
>my lineup was
I HAVE NOTHING TO FEAR WHEN EVERYONE ON MY TEAM IS A THREADT TO MY TEAM
Not the anon, but did it just allow you to buy the upgrades without the corresponding resolve level? If so I imagine they just removed the ".upgradeRequirementCode" tags in the hero files. So compare the Vestal's and one of the other classes that already works and see if that is it.
Files are in the;
\DarkestDungeon\heroes\[Hero class you want to look at]\
folder, in the info.darkest file. Open with Notepad.
careful anon just looking at those harpoon fish triggers me
>strong attacks in any row
>just enough HP to require a high roll to kill in one attack
>will pull your backrow sluts
What other size 1 monster will consistently damage you from any row?
>Battle Skills: Plague Grenade, Noxious Blast, Disorienting Blast, Incision
>No Battlefield Med
Is there a config option to let my level 3's go on lower level missions? I just wanna keep having fun and growing my party, not switching to newbies...
You have slightly restored my faith in /v/ anon. You may also want to check out the upgrade files if you don't agree with upgrade prices. There is a shit ton of stuff that can be modified in the various files available.
Even to the point where you can have it start with various provision items depending on the classes you take on embark like how the Houndmaster gets those treats. Like starting with a Shovel if you bring a Grave Robber for example.
That is just for gear. To do it for skills would be in;
then the hero file you want to modify. Change the "prerequisite_resolve_level" as you see fit. I imagine a Find & Replace for it to have 0's would work. The other pre-req stuff in there would be for the check that the building and previous skill level has already been met. Provided I am reading the syntax right.
Unfortunately given how they have structured the files you would need to do this for each hero class.
Hope that made sense.
No worries mate. Happy to help.
>use Beast's Bile
>both the blight and debuff were resisted
>does 0 initial damage
Makes perfect sense. Just wasn't sure where to look for adjusting that.
I'll make sure to see if that works at release as well.
My biggest problem has been gearing level 3-4s this playthrough. It seems that if you progress through the 1-2 content without really losing heroes, you are significantly poor for buying the 3-4 gear once you level.
So, one of two things. I reduce costs slightly, maybe 10-15% at most. Or I grind more dungeons, which I'm not necessarily against. I'll see how I feel when I get there at release.
25 Hours in and I'm just ready to edit the files.
Gotta have heals AND stress heals, and gotta keep spamming them to keep from going insane. Constantly maintaining torch, maintaining buffs, maintaining stress level. My sessions turn to pure tedium real fast.
Got a squad that cruised through up to level 3, never even had to take off with them:
Jester / Occult / Man At Arms / Leper
Of course send them after a boss and it's impossible because bosses aren't designed to be safely grinded down (which is very easy to do in normal fights) most of them require you to meet some kind of Damage requirement, otherwise they will simply overwhelm you with insanely powerful attacks.
So go figure with Jester popping nothing but buffs and Stress heals, Occult doing damage when he can but mostly healing during heavy damage, Man At Arms not being real damage, and Leper only being able to chop away at the first two rows, bosses are a nope.jpg. Great squad for Explore missions, horrible squad for everything fucking else.
I've sent a dozen suicide squads to their dark deaths to run my gold back up, but again, it just turns to tedium - something I HAVE to do in order to keep the gold up trying to keep another damage-based squad sane enough long enough to get leveled and geared enough to drop a boss - IF they can make it there without dying or going nuts.
that stuff does sound pretty interesting as well, but I don't want to break the game too hard
I just want my lategame to stay in lategame, and not be forced to grind low levels over and over just cuz of one unlucky run
besides, resistances and stuff would still be at their lvl 0 levels, so it kinda balances itself out
So, after 25 hours you ran into one situation in which your team could not handle. So, instead of trying out other classes and teams, you're broken down enough to just start cheating?
Explain your problems more and I'll give you some tips. Until you get a vanilla run to Champion, I wouldn't recommend editing files.
Well if they lock down or compile the files on release I will be pissed. Though given they have said they will be doing Steam Workshop support for this I somewhat doubt it. All I need to find now is where the triggers for dialogue and level checks are stored.
I am tempted to modify the actual hero skill upgrades so they are a little more worth it. As it stands like 1 extra damage and +1% crit isn't really worth it. I swear there is a Crusader upgrade that doesn't actually increase at all by the looks of things. Or at least according to the ingame displayed values.
Also to fix stupid bullshit like 'Lol can't heal the 4th positon because reasons'.
Skill upgrades give accuracy, which is the biggest upgrade. The weapon upgrades are minor damage and crit, which I'll agree is very minor for the bonus but still greatly necessary. I think editing would be one of the keys to making Leper be his proper frontal damage tank. Then again, he really just needs accuracy.
Not healing 4th spot makes some sense to me, depending the class. It helps clarify that they are not meant to be a healer. But I would remove it from Arbalest for certain. Crusader, not likely.
>Explain your problems more and I'll give you some tips.
Biggest problems I have are I don't understand how to run squads that don't have very obvious roles, or maybe I don't understand what the roles should actually be.
IE: Parties without obvious stress healers.
Jester is the most straightforward Stress healer. Guaranteed 10+ off a single target, I can usually keep everyone under control even under pretty heavy stress attacks. But besides that and his really good party buff, he does nothing else.
Same thing with normal healers. Besides Vestal and Occultist, I don't see how people can roll with just the psuedo-heals other classes can do like Leper / Houndmaster / Arb.
Inevitably when I don't put a Jester in the back row or bring an Occultist / Vestal, I
have a bad time.
I agree accuracy is definitely useful, but the upgrade amounts just seem arbitrarily poor. The best upgrades are the ones with abilities like Blight and their chance goes up a semi-decent amount. I don't want to go overboard, and would probably increase the costs to match, but the skill upgrades themselves for a lot of stuff just don't feel useful when compared to gear upgrades.
I just can't reconcile the Arbalest being able to bandage from Position 3, and not be able to target Pos4. I mean it is right behind you bitch. Or even worse,be in Pos4 and not be able to target Pos4. I agree there would be situations where it makes sense, but some of them just seem bizarre. Like the Crusader uses holy light to heal, but can't target Pos4. But when a Vestal does it with holy light, she can.
Any changes I make I try to keep thematic and somewhat balanced rather than just outright cheaty.
I rarely use the pseudo heals, but I think what your issue is is that you prioritize stress too much. As long as you get the occasional crit and kills, you can heal a lot of stress in combat. Depending on the area though, you can use holy water on fountains and booths to relieve tons of stress.
Just don't use it on occult scrawling.
A lot of classes have a self heal or self stress management tool. There's also Guard skills that Houndmaster and Man At Arms have to mitigating damage.
One team I like when not running with a dedicated healer is MaA, Abom, Hound, Plague / Grave. There's a lot of room for variation as well, depending what dungeon you're aiming for.
I would upgrade your stage coach first to get a larger roster. Recruit classes you're comfortable with and really play around with classes and their skills. Controlling the battle is what you should aim for, not just faceroll damage (although sometimes that is very useful as well).
There's two heroes: those that eliminate the backlines and those that eliminate the frontlines. You want to stun/eliminate rows 3 and 4 the first turn every fight because those are the ones that deal stress damage or focus on your squishy backliners. You can outheal hp damage but not stress so you absolutely must erase stress attackers above all else.
>I just can't reconcile the Arbalest being able to bandage from Position 3, and not be able to target Pos4. I mean it is right behind you bitch. Or even worse,be in Pos4 and not be able to target Pos4.
Guard pos4 when pos4 can potentially be hit so you never need to heal it.
Hey, so I was looking though the concept art for Darkest Dungeon and saw some interesting looking monsters in the lower left corner of this picture.
Do you think they're scrapped ideas, older versions of bosses we already got, or possibly bosses we'll see in the final dungeon?
You get limited transformations. It seems anon already used his up.
They also say different things when the necromancer attacks them.
The Leper says he sees his death, but already knows it well. The Hellion says she sees how she'll die, but is unafraid. The Bounty Hunter sees visions of death as well, but dismisses them as mere tricks, and the occultist refers to the necromancer's magic as "fascinating and terrifying."
Getting a bit of stress isn't the end of the world, that's why we have stress relief buildings, camping, and B-teams.
But yeah, I also tend to struggle without bringing a healer. The game used to be easy enough that I could run away in pitch darkness easy peasy, buy now I try to keep things nice and bright instead.
Instead of trying to focus on healing stress, focus on killing the stress dealers (witches, fish shamans, wine skellytons, etc) early on in battle
Probably. The saves carried over every other time they updated the game.
I don't think the game has the mechanics to be able to use skills "around" the caster. At least there's no examples of it in the skills that I seen, hero or enemy.
This is why I would mod in Arbalest to be able to heal all 4 spots, since she's pretty underwhelming to begin with.
If Crusader is in Pos3/4, I have no disagreement with him being able to heal all positions. Being in 1/2 though, I don't think he should be able to heal 4 just for the sake of balance. His heal is pretty strong overall for a tank / undead dps.
>Guard pos4 when pos4 can potentially be hit so you never need to heal it.
Yes I know that. But it just doesn't make sense in many of the contexts that you can't heal Pos4 for arbitrary reasons. Especially if you are trying to do so from Pos3, or worse Pos4.
More concept art. I'm guessing the qt two spaces over from the fishman is either an early version of a cultist witch, or possibly an older version of the siren. She looks a bit too tall to be a recruitable hero. I'm guessing the males with pointy headed robes are early cultists.
>use Flashing Daggers
>both crit and kill
God damn, the narration fucking makes this game.
Yeah I couldn't find anything that is based on position either. Which is really a huge oversight in terms of good syntax and design. Especially given how they have setup their syntax using the symbols already.
I'd completely agree with heals being based on that sort of positioning as well. Like the Arb only being able to heal the Pos she is in, and the one in front and behind her. As she uses the physical medium of bandages. Which would also make the Vestal and Occultist more useful for healing since their magic could target anywhere regardless of where they are standing.
If I had to guess I would say they couldn't think of a decent way to display it on the info for the ability and just decided it wasn't worth the effort to put in.
They should also have syntax for all forward Pos from me, and all back from me, if they could set it up.
>I imagine they just removed the ".upgradeRequirementCode" tags in the hero files.
huh, that's one way to do it, but I altered the upgrades themselves to require resolve level 0. I also changed the costs to what they were before the houndmaster patch.
>The bottom left looks like an old design of the occultist witch.
Assuming she's the same sized relative to the other characters on the chart, she looks big enough to be a boss. She also has a weird tentacle tongue, which seems like a unique enough talent for a boss monster.
It's just little snippets from the official website. The art book is just for kickstarter backers who coughed up enough shekles for it, so I doubt they'll put all the concept art up publicly.
I hope someone uploads it when they release it though.
Another concept art. Does anyone know what the words for the lady next to the proto-occultist says? I can't make it out, but she looks like an early version of the Grave Robber.
The narrator Wayne June also did some audiobook Lovecraft novels.
Thank you to whatever anon pointed this out in one of the old DD threads.
I want these fucks in the game.
Two different things. The thing I mentioned was for the Weapon/Armor upgrades. The other is for the actual Skill upgrades.
Unless they have redundant code which given the clusterfuck of a file structure they have would not surprise me.
Who knows, maybe they'll show up in the final dungeon.
It kind of makes me hope for a mod where people could choose old designs in addition to the recolored variants. That way, if you ran two crusaders, you could have one with a helmet, and the retroCrusader who has his face exposed.
they do. The files in darkest dungeon>upgrades>heroes folders have the specific upgrades for both weapons and skills, and their requirement in resolve level.
There's another folder detailing the stats of the heroes, and their upgrades, which have certain requirements you can remove.
You can either remove requirements outright, or make the requirements be resolve lvl 0, which is the same thing.
Oh fuck me I just checked and yeah it does look redundant. Or more likely that one I mentioned is some trigger for dialogue or something. Might be the actual upgraded Weapon/Armor image. Fuck.
That's actually a really easy change. The only difficulty of course is redoing the .skel and animation files.
Anyone know what program DD devs used? I read it was Spine somewhere, but I'm not sure.
His voice is just so perfect for this game and horror in general
Ok now that I look at it even further, I think removing the upgraderequirementcode actually means removing the check for requirements and the cost as well. I.e. without that tag it doesn't even bother checking the values in the Upgrades files.
So whilst it would have the same outcome, it also wouldn't cost anything which was unintended.
They really need to consolidate a lot of this shit.
I hope someone mods this into an h-game. Just replace the stress meter with lust.
oh god yes, loosing would be so much better
If any of you are having a bad time this is how you break the game. Ideally you want an occultist arbalest, hellion, and most importantly an abomination. Choose a long or medium quest and camp in the first room Occultist gives 20% dmg buff to abomination arbalest 25% another 25% to himself use the remaining time to add extra buffs. Then steam roll the entire dungeon literally best strategy ever
Ok adding the Houndmaster's Howl 1 effect to the Vestal's group heal was a good idea. And doesn't break her. Chance of some small stress removal is much nicer. Might add the Howl 2 to her single heal as well.
Making the Jester's stress removal target all is a bit broken though. I might change it so that it does target all but only has a chance to proc. Like an 75% chance or something. Also made is usable from Pos3 so that he doesn't just have 2 builds.
I guess earlygame people prefer the consistent damage from DOTs, but lategame with good trinkets, camping buffs, and full dark runs, anything that's not crit based raw damage is trash. Arbalest has one of the highest critrates in the game, and her damage range always covers backline enemies full life bars.
Only reason I don't use her is because I stack double aboms jester houndmaster to prevent enemies from ever gaining a turn, and her base speed is too low.
>mfw Abomination will never be nerfed because muh backer backlash
It is in the;
File. Down the bottom. Change the resolve level thresholds to 99. They will still bitch and show dialogue but you can still slot them.
Nice opinion friend. I am sure that my 65% chance of a 3 Stress heal when using that ability will completely break the game. I like my thematics. You will just need to deal with it.
Stress healing is unviable. How many casts of stress healing does it take to cure a single goblet crit?
Focus on acting first and instant killing backline enemies first. Stress isn't supposed to be healed in the dungeon unless you're camping, that's the entire reason why we have so many stress buildings in town.
Even healing isn't really needed. Compare how many casts you need to heal up an enemy crit, versus just stunning that enemy every other turn.
Your counter point of how this will make the game too easy is what? It doesn't exactly let me just waltz through everything. And isn't as good as a dedicated Stress healer.
If I was going to go full casual I would just use all high levels on low level dungeons. With removed upgrade restrictions. But that would be boring as fuck.
>when using that ability will completely break the game
You're trying to act like your change is minor, but you are literally making 1 ability fire off two.
You might as well combine plague doctors stun and blight backline into one, or have characters automark enemies they attack.
WHAT THE FUCK KILL THAT THING HOLY SHIT REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
Hellion always been best girl, if only you could get her to take a bath.
Sources of stress healing are uncommon for a fucking reason. Stress heal gold attrition keeps the player from always being able to afford a decked out party every run. Eventually the player can but until then they'll have to send out some heroes with subpar gear and skills every so often
>And isn't as good as a dedicated Stress healer
It's better, actually, because you're healing both health and stress for the entire team in a single turn. There's a reason Howl only affects Stress and Divine Grace health. Now if you have a HM in your group you will never have to use that ability, you're casualizing the game by removing strategy and decision making.
I mean, he's definitely really strong but him not being able to party with some of the classes is assuredly a downside
Also if he was able to transform more than once than he'd definitely be broken, but I feel like all the stress it adds to your team is balanced enough
Fucking heartattacks man
>Hellion always been best girl
But anon, GR > PD > Vestal > Hellion > Arbalest
Except that hyperbole suggestion of yours would in no way be balanced. Given how much stress damage some bullshit can throw out in a single turn, and at best your team can reliably remove about 15 from a single target in a go, minor stress healing like this doesn't seem that unbalanced. Especially since it is based on a chance to proc.
It is a minor change given that I have kept it as Howl 1 for all levels of her healing so it doesn't scale. Unlike the Houndmaster's actual ability.
It is thematic and doesn't break the game. So why not.
Doubt it will make them feel any less mad but I have added it as its own effect. Dropped the proc rate to 50%. And have 3 tiers of it which do 2, 3, and 4 Stress heal respectively. Time to boot DD up and see if that actually worked.
Why do some characters just start a dungeon with some stress on them already?
I just hired him and we immediately went into Coves and he's at 20stress
He doesn't have any negative quirks for it
got you covered
FUUUUUUUUUUUUUUUUUUUUUUUUUUUCKXDFR,MGHVSZEFKJGHGZHSV EFDKHJZST HJEGCFVAWKUETVF
sent a fucking suicide squad into the warrens, Vest, Arb, Hound, Hell. Cleaned up shop with no troubles, found the collector and wrecked it, found a thing to summon a shambler and wrecked it
then A SINGLE FUCKING TENTACLE KILLED MY ENTIRE FUCKING PARTY
LOL MISS MISS DODGE MISS MISS HEART STRESS STRESS STRESS RESIST RESIST STRESS HEART ATTACK HEART ATTACK DEATHBLOW HEART ATTACK
GOD FUCKING DAMMIT WHY
Well it worked exactly as intended. And shows up in the ability info to boot. And despite it supposedly being so broken the team still got a shit ton of stress stacked on them from a single encounter. If you want it here is what I did friend.
Add the following in your;
//Relief of God
effect: .name "Relief of God 1" .target "target" .curio_result_type "positive" .chance 50% .healstress 2 .on_hit true .on_miss false .queue true
effect: .name "Relief of God 2" .target "target" .curio_result_type "positive" .chance 50% .healstress 3 .on_hit true .on_miss false .queue true
effect: .name "Relief of God 3" .target "target" .curio_result_type "positive" .chance 50% .healstress 4 .on_hit true .on_miss false .queue true
I put it above the NOT CURRENTLY REFERENCED effect.
Then in the;
file add the effect to the abilities you want it on. I have it setup as;
combat_skill: .id "divine_grace" .level 0 .heal 3 5 .launch 43 .target @4321 .is_crit_valid True .effect "Relief of God 2" .generation_guaranteed true
combat_skill: .id "divine_grace" .level 1 .heal 4 6 .launch 43 .target @4321 .is_crit_valid True .effect "Relief of God 2"
combat_skill: .id "divine_grace" .level 2 .heal 5 6 .launch 43 .target @4321 .is_crit_valid True .effect "Relief of God 2"
combat_skill: .id "divine_grace" .level 3 .heal 6 7 .launch 43 .target @4321 .is_crit_valid True .effect "Relief of God 3"
combat_skill: .id "divine_grace" .level 4 .heal 7 8 .launch 43 .target @4321 .is_crit_valid True .effect "Relief of God 3"
combat_skill: .id "gods_comfort" .level 0 .heal 1 2 .launch 432 .target @~1234 .is_crit_valid True .effect "Relief of God 1"
combat_skill: .id "gods_comfort" .level 1 .heal 1 3 .launch 432 .target @~1234 .is_crit_valid True .effect "Relief of God 1"
combat_skill: .id "gods_comfort" .level 2 .heal 2 3 .launch 432 .target @~1234 .is_crit_valid True .effect "Relief of God 1"
combat_skill: .id "gods_comfort" .level 3 .heal 2 3 .launch 432 .target @~1234 .is_crit_valid True .effect "Relief of God 2"
combat_skill: .id "gods_comfort" .level 4 .heal 3 3 .launch 432 .target @~1234 .is_crit_valid True .effect "Relief of God 2"
You can do something similar to anything. Best to copy existing abilities and rename and tweak though unless you want to properly figure out their syntax.
Fuck thought I said it. But obviously put that in the section for the Vestal. Since it looks like their syntax looks for the effect in the section for the hero/monster that uses it. Unless they have just used some fancy separation and comment structure. But better safe than sorry.
does the level 6+ dungeons wide as the ones from the game trailer?
that shit would be dope.
I thought the idea is that they also heard the call from beyond and it sent them nuts. But they escaped whatever sanitarium they were put in.
They would be better suited for some setting like an old and abandoned part of town. Same for the Bandits. You could also have shit like diseased lepers and what not.
I liked this game a lot more when the devs didn't go out of their way to gank every viable strat because muh spirit of the game.
They updated it so you can customise shit, now you can do more than disable just corpses, but also stall mechanics and other stuff. If you don't like one of their changes things are better now since you can choose what to keep and what to get rid of
Nice, I was hoping for something along >>323378929's lines, not dissapointed at all. Very nice.