Lords of Xulima

Lords of Xulima

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Deepest Dark
Tags: Ruleset
File Size
0.857 MB
Oct 19, 2015 @ 4:55pm
May 16 @ 11:36am
47 Change Notes ( view )

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Deepest Dark

"Death comes for all. Some sooner than others. Do you fear the Dark mortal? No? Perhaps you should..."

An ominious howl, the crack of unnatural lightning, a pained scream. Silence.

The figure turns, burning eyes piercing your very soul as they spark with an unnatural green light.

"Can you challenge it?"

Warning: You must select Hardcore Ironman difficulty.

Most features will behave oddly or not function at all if you don't. It's also recommended you start a new save, I am uncertain what effects it would have if loaded in a vanilla run and if nothing else not starting from the beginning breaks the balance of the mod.

This mod is complete and has been for a few weeks (I'm just an idiot and didn't change this post).

A lone ship sails through the dark waves. On board is a skeleton crew - a gaunt man dressed in a hooded emerald robe, face seemingly locked in a perpetual mocking grin, as several other men who seem deep in the grasp of insanity keep the ship on course in these treacherous waters. He knew full well of the dangers of the currents here - those who entered would not leave. That was fine, this land was... promising. The figure's grin grew wider. Yes, this would prove most... interesting. A dull thump, the sound of the mystery ship's hull striking the sandy beach.

And then 2 quiet, ominious words...

"It begins..."

What is Deepest Dark?

Deepest Dark is a difficulty mod originally made for a different game, however as a result of this allegedly challenging game entirely lacking in challenge by default, as well as some extremely unprofessional, unethical, and outright offensive behavior from the developers I cut support of it as I could not endorse such a game in good conscience. Since then I have kept my eyes open, in search of a different game I could exercise my creative talents in - one that is difficult by default, not horrifically broken, and that is maintained by caring, competent game developers who also understand games from the end user perspective. Lords of Xulima is such a game, and when I saw Steam Workshop support was finally available, calling me enthuiastic would be an understament. There were some short term technical problems with my having purchased the game from the wrong retailer and not having that Workshop support available, however fans of my past work really wanted this, and so I will deliver!

Who are you?

I am a challenge gamer, have been for the entirety of my adult life. While I am fine with self imposed challenges such as LLGs, SCCs, etc on games not inherently difficult and not marketed on that basis, I do prefer games that are naturally hard so I can be challenged without holding back. I found the Roguelike genre because for the most part it delivers on this, as well as providing the mechanical depth that makes intelligent play entertaining. A game need not have permadeath though and I also enjoy games (generally tactical and/or RPG) that don't have permadeath but that still make success non trivial and failure punishing.

I also deconstruct game design for fun and have became very good at analyzing game systems while just playing them at the same time, a talent that results in coherent, generally well thought out and well aimed design decisions and vision if say... I start modding. My primary design goal is always creating a diverse and interesting metagame, as no one enjoys a difficult game where you just spam one thing because it's the only thing that works, or worse, a trivial one dimensional game.

What is your stance on modding?

Put simply, mods should alter, enhance, or extrapolate on a game - not fix it. It's ok if a game isn't perfect by default, but any game that isn't good without mods also isn't worth creating mods for. That's my stance. Lords of Xulima is quite enjoyable as it is, offering some 300 hours and counting and so if I can expand that further so much the better. My previous work has extended the lifespan of a game by well over 1,000 hours and I was working with weaker material then. I'm quite confident I can exceed my previous project here.

So just what did you do in Deepest Dark?

I always start small and expand the scope and scale of the project as my knowledge, experience, and confidence grows.

Reduced most sources of resistance, and capped resistances at 75%.
Altered every enemy and formation in the game. All of them. Sometimes extensively.
Heavily ltered Cursed Hound progression so that they remain scary throughout the entire game.
Expanded encounter tables, with at least one new encounter in every zone.
Began major ability and class rebalancing efforts.
Greatly reduced the effectiveness of chain stunning.
Enhanced enemy strength, sometimes greatly.
More than doubled the number of quests in the game.
Added a few new mechanics that start appearing as early as Sporia Forest.
Item rebalanced, aimed at making items that only come from monster drops be more useful and have some unique niche.
Eqnchantments rebalanced, aimed at making more magical properties useful and a larger gap between magic and non magic items.
Equipment rebalanced, aimed at making one handed weapons (especially Daggers) and shields more useful and Battle Hammers and Flails less silly. Also makes all bow class weapons as well as Spears and Polearms more useful by introducing more dangerous backrow enemies which all of these weapons can hit.
Massive spell rebalance, most lower level skills cost fewer skill points unless they remain relevant through the whole game, most spells cost less mana and/or do more damage, target selection on some spells is changed, and the highest level skills for Cleric and Mage are more powerful and class exclusive (not learned by Arcane Soldier, Paladin...)
Skill/class change summary here: http://steamcommunity.com/sharedfiles/filedetails/?id=748385432 ( assumes familiarity with vanilla skills, if you're not click here:http://steamcommunity.com/sharedfiles/filedetails/?id=343439867 )
Enemies now drop equipment, not just consumable healing items. This equipment is whatever they are using or the closest approximation. Some special enemies have other drops...
As an anti save scum measure, bosses have a 100% drop rate on anything they drop. Most normal enemies have low drop rates on equipment... but there are many of them.

Most of my future ideas concern adding new areas, new enemies/bosses, AI work, and so on which is either not possible now or I am not sure if it is possible yet and wouldn't do it right away in any case. Even as is now though, look what you have done...
Popular Discussions View All (6)
Sep 7, 2016 @ 10:23pm
Celerity, Executor of Impunity
Nov 16, 2015 @ 12:19pm
PINNED: It begins...
Celerity, Executor of Impunity
Feb 1 @ 2:04pm
Accidental genius.
Celerity, Executor of Impunity
< >
BigRowdy Apr 3 @ 4:54pm 
got it
Celerity, Executor of Impunity  [author] Apr 3 @ 4:17pm 
Traps are really nasty early on. Unfortunately I don't have full control over the table so they're either dangerous early on and less dangerous later or not dangerous at all. My advice is watch your environment, if you see any blood or corpses or locks about advance very cautiously. If you're in an indoor area advance cautiously.
BigRowdy Apr 3 @ 3:40pm 
Just my 2 cents. I LOVE difficult games. Overall i love your mod. My one issue is traps. I have been insta-killed like 10 times which makes me rage-quit. Am I doing something wrong?
Celerity, Executor of Impunity  [author] Mar 16 @ 1:44pm 
If you beat the Ogre that early you weren't doing that badly.

I usually go for training and equipment and consumables.

I wouldn't call Paladins a gimped anything anymore. I've gotten a lot of good use out of them, and if you're good enough you can do no Cleric runs.

I'm not sure if shurikens are affected by buffs, otherwise it's pure skill level making them really good early on and still ok later.
Trash Player Mar 16 @ 6:58am 
Mind giving me some tips how to spend money starting out? How to decide the split between consumables and eq.?
My furthest run hit the golden forest with the ogre dead but I made some really bizarre/stupid decisions early, like spending on training before eq., and using a badly-built Pally(a gimped soilder that occasionally heal) instead of Cleric. (I think Pally can substitue Cleic in this mod with the right build, seeing Mass Regen is gone and Pally getting same skill timetable barring the last few spells, EP is an issue though but Con bonus is there)
Team is Barbarianx2, Pally, Bard, Thief. Shurikens spam is real, killed ogre by level 6.
How does the attack rating of Shuriken work though? Fixed by skill level? Can it be buffed by other sources? If fixed only, then Bard is beyond awesome.
Celerity, Executor of Impunity  [author] Feb 6 @ 6:37pm 
*glances at library of 2,000 mod videos*
*glances at you*
Every fight is winnable. Every single one. Most are winnable at the point you first encounter them, a few you should come back in a few levels for. If you are level 15 both of those should be very doable. I've beaten them both with less.
Blackguard Feb 6 @ 4:14am 
Wie soll ich bitteschön Nengorth mit 9 Wachen schaffen
Die Gegner sind völlig überpowert
Mit Leveln ist nichts mehr
Blackguard Feb 6 @ 3:12am 
How you kill the Cursed Hound with 1400HP my Party Gaulen,Soldier,Thief
Summoner,Mage Priest
Fluent Feb 1 @ 10:55am 
Nice work! My video will be going up sometime soon (next few days or so). Pretty wicked so far. :)
Celerity, Executor of Impunity  [author] Dec 8, 2016 @ 11:36am 
Early on there's not a lot of repeats. Later on, those are left in on purpose so you have the resources for the hardest fights. Sure I could do it, but then you'd be so severely underleveled later you'd constantly die before getting a single action.