Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I recommend experimenting with the crew bell but yes, it does mean holy lance will not move you forward and enemies can not move your party. It opens up new strategies, but requires that hero to first use a friendly skill. I think it is a strong effect with a bit of creativity from the player and worthy of the unique mechanic from the crew fight.
Thank you for your feedback and I hope the mod has made the game more enjoyable for you.
1)Until further notice this trinket is vanilla. I couldn't get the item to behave.
On it's intended implementation: Consensus was that stress penalties on items are usually of little consequence at high end play compared to other stat penalties. Conversely speed buffs are very strong and +25% dmg with one ability is already a competitive dmg trinket, not to mention the potential +75% for a finisher.
2) I feel like it would be doing too much, it's already very flashy. I don't want it to solve the first round, it's just one piece and your second trinket could be a focus ring instead.
3)That would make it more effective since Abomination is quite good at removing their own stress. I'll consider that if I get around to another update.
Further suggestions should be submitted as a comment on the google documentation in the description.
1)Crescendo box: While the changes were necessary as it was a budget Ancestor's candle the stress debuff is a bit too much. Since you will need a buffer or healer to activate it is a straight up debuff all the other times.
2)Overture box. Since all the penalties are so high after first round, I think a big ACC increased at first round is justified so you won't be punished extremely harshly.
3)Abomination's Restraining lock. This one is my most conflicted. While is a very good buff, I think the best way for it to be used is to just remove the initial stress on team altogether and increasing it on himself (since you can then choose to stress heal yourself after and it is considered restraining).
take your time, the idea of make that box an attacks-booster is really interesing so im kind o hoping you can pull it out.
Thanks for the compliment, and I'm glad people are enjoying the mod. I just finished testing it to see if I could recreate your issue and I see what you mean now. Thank you for bringing this to my attention, I will try to find a fix for it but it might be a while before I do, so sorry about the non functional box in the mean time. As a Temporary fix I'll try and revert it to vanilla in the next patch so people can still use it, but in the patch after that it should function as I intended it. The code for effects like that one is a bit esoteric and requires some weird stuff to do properly, it's a bit confusing to me on how to do buffs with a conditional duration.
i dont see the efect of "Crescendo Box": its effect dont manifest in the usual "blue arrows" indicating they're active (i triedusing a friendly skill: i tried healing, and buffing units, even with flare albarests' flare...) so i dont know if the effect apply and i can't see it... OR the trinket does not work... OR im a Goffy AA dingus and i dont know how to activate its magical hability.
can you help me? or wich hability of wich hero can i use to trigger it's mod magic?
btw the rest of the trinkets are SUPER USEFUL NOW TYTY.
flagellant.entries.trinkets.json
musketeer.entries.trinkets.json
shieldbreaker.entries.trinkets.json
If you do this you may want to copy the mod and place it in your mods folder in the darkest dungeon directory. If you don't do this the files will be added back in the next time I update the mod.