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November 29, 2016
PizzaSHARK Jul 2, 2017 @ 7:48pm
Seeking clarification on rules.json strings
The guide written by RedHookTyler is pretty good at explaining the basics, but a lot of this file isn't covered and I think it's the file I want to be looking at to do what I want to do with the game.

Basically, I want to remove a lot of the effects of the torchlight system and make them baseline - for example, rather than monsters getting ACC/DMG bonuses at low light, they'd get those bonuses regardless of light level, with light level mostly only determining stress modifiers, surprise/scout chances, etc, and for these to apply to Radiant mode - this would mean I would need to use the modes/radiant/shared/rules.json rather than the DarkestDungeon/shared/rules.json file, right?

I have a lot of questions about what specific strings mean, so I'll just go down the list:



"cutoffAlwaysMiss": 0.00,
"cutoffAlwaysHit": 0.90,
"exessCritMult": 0.0,
"excessCritMax": 0.20,

The first two seem simple enough - maximum chance to miss (you can have targets you can never hit, but can never get above 90% to-hit.) I don't know what the excessCrit strings refer to or affect. Do these values affect monsters as well as players, or only players?


"tile_light_loss"

This table refers to amount of light lost per tile; 6 per unexplored tile, and 1 per explored tile, right? So I could increase the other two values to 7 (or whatever I want) to increase light lost per tile, right?



"darkness": {
"lowest_excluded": true,
"range_table":


These tables are where I'd want to make the changes, right? There are already values for "monster_attack_increase" and similar, and I'd just want to make them all the same if I wanted monsters to, for example, have +15% DMG and +5 ACC regardless of light level, right? It looks like I want to use a full integer value despite the DMG value being a percentage (15.0 instead of 0.15), right?



"hallway_hunger_starve_HPdmg": 0.20,

I see this value for determining how much HP is lost on a failed hunger check, but what determines how much stress damage is taken?


"consecutive_miss_reduction_acc_buff": 0.04,


This is the mentioned string that determines the hidden bonus to player ACC if they repeatedly miss. Would this mean a 4% bonus or a +4 ACC bonus (is there even any difference?)



Finally, would any of this also need to be done for the DLC or does the rules.json also cover DLC locations?