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Bir çeviri sorunu bildirin
ie: lvl 3 heros refuse to go in lvl 1 dungeons because they claim it is too easy, maybe you can remove this limitation?
keep up the good work!
I'll see what I can find!
Just wanted to say thanks for your work, esp so early. xD
Is garbage! It doesn't make the game "harder" it just makes the grind twice as long for no payoff!
I apprechiate you took the time to mess with the files included with the game but have you even finished the base game yet?!
(*)No bandages means the inability to activate a lot of curios(treasures).
(*)Removal of deathblow renders many trinkets obsolete and the fact you removed being able to keep trinkets doesn't help if you roll a +DB Resist trinket
(*)The extra gold is offset by higher gold costs to upgrade
I could go on but this isn't good game design, this is lazy beyond belief! You removed stuff with no real understanding and you edited penalty numbers with no just rewards!
One thing you could add also is less stress from when your own team crits. It's too easy to maintain stress only based on your teams' crits, especially if you go with a jester.
I've been poking around the jsons for other things but you can do this by editing
Program Files\Steam\steamapps\common\DarkestDungeon\campaign\quest\quest.json
resolve_level_threshold_table
Set everything high enough to allow higher level characters to do lower level quests
You can max out a lot of the buildings before even beating the 2nd version of each boss, which is kinda lame. A longer progression, or at least more stuff to spend heirlooms on would be appreciated.
i looked at this and it seems to be what i was looking for. i suppose i should of poked around the files my self since there a simple text format. haha
Thanks for the suggestions, but please try to remain objective when giving criticism. As the description says, I need a lot of feedback on this one. To address some of the issues you pointed out...
-Bandages are going to be given out in a lot more areas of loot, as I have already buffed their chances in some areas. You're going to have to take a risk for greater reward
-I might buff Deathblow resistances of trinkets, but I don't want to add them back into the 'failure loot'. You want them? You're going to have to finish that quest!
-Most extra gold is only obtained by completing a quest. As this mod makes it difficult to do so, you won't often see that extra gold. I may buff how much is kept upon failure, but for now I need more feedback.
You bring up excellent points, but please try to keep it rational and objective next time.
I'll take a look at that. Is it really easy to maintain stress only based on crits?
This mod should make progression take a lot more time, although like I said I'm not the best at the game and I haven't had much time to play it with all the modding I've been doing. Try it out and see if it feels more lengthy.
At level 5, my heroes never, ever have to recreate. With no torches they crit like CRAZY. I'd vastly prefer if A) darkness does not increase crit rate and B) crits only reduce stress on the person critting.
I'll write it down and see if I can squash the mechanic a bit. I'd like bringing a Jester to be the only way to really keep stress down.