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Stress is a more controversial topic, while parties with stress heals do pretty well and can even "cure" afflicted heroes, the ones lacking such abilites are already struggling when fighting against several dedicated stress dealers. So if stess gets increased they will become even less viable. Right now i can't say much about veteran dungeons, I tried some of them in my old save and got pushed into poverty, probably my heroes weren't enough upgraded, overconfidence is a very skilled killer.
Well that first paragraph was one big jumble of developer jargon, so let's talk 'stress'! I want to do away with one standard stress number and move towards creating unique numbers for different attacks. Just like the main game, I want stress to be a manageable challenge across all tiers, and PBD 5.0 may be the first step in the right direction in this regard.
The tier 1-3 jump is, frankly, unacceptable at the moment. It's too large of a gap, and it requires way too much Apprentice grinding in order to overcome. PBD was always meant to be challenging and tactical, but never frustratingly unfair.
It all boils down to the fact that absolutely none of my systems have been perfect the first time around, and they never will be. The most important thing is refining these systems, additions, and mechanics after testing and feedback. The biggest insult to fans of the mod, and to the mod iteself, would be implementing something and calling it 'perfect' right out of the door.
2016 is already proving to be an exciting year as we inch closer to the release of Darkest Dungeon, and with it, the release of Pitch Black Dungeon 5.0! You’ve all been so respectful and exquisite; I couldn’t ask for better fans!
I raise my glass to everyone and wish you all the best for the new year!
In addition to ‘starting over’ with enemies, I’m going to make certain affixes appear on certain tiers. This complicates matters further and makes organization much more difficult, but I believe that the difficulty of the task only makes it more worthwhile and interesting. Systems come, systems go, and some systems change dramatically; as Tyler Sigman himself has said before though,
That quote is what kept me going while designing PBD 4.0, and it’s going to work again with the time spent developing PBD 5.0!
As a small note, I’ve redesigned the AI of both the ‘Inspirational’ and ‘Prophetic’ affixes to be more responsive, deadly, and less ‘dirty’ than having a bonus initiative that can be used through surprises. I know you’ll all be glad to hear that!
the redisign of "Insipirational" and "Prophetic" is an excellent idea, their ability to work through surpises always confused me
With that out of the way, I’m not sure about a timeframe with PBD 5.0 at the moment. There’s going to be a lot that changes, and a lot that may possibly break. Removing features from the mod is a last resort, but a possibility. I still have a lot of design work to do for the update, but getting it out quickly is not too important to me. The most important thing is releasing a balanced and stable update! If it takes a few weeks or longer to make, so be it!
Literally anyone can become a beta tester for PBD 5.0! All you have to do is add me and ask. I’ll provide a link to the beta version and you can play it or test it to your heart’s content. 95% of the time the beta versions are completely stable and will not crash or have an effect on your save, but they may be imbalanced; just a warning.
Thank you all for your support and patience during this hectic time! I know 4.81 is stable, but not properly balanced; this will change with 5.0!
https://www.youtube.com/watch?v=ehisvImoDGY
how will you interact with that ng+ mode with your mod?