Lords of Xulima

Lords of Xulima

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Deepest Dark
 
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Tags: Ruleset
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0.857 MB
19 Oct, 2015 @ 4:55pm
23 Nov, 2019 @ 11:50am
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Deepest Dark

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Description
"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Deepest Dark is a difficulty mod originally made for a different game, however as a result of this allegedly challenging game entirely lacking in challenge by default, as well as some extremely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 (8)
9
16 Nov, 2015 @ 12:19pm
PINNED: It begins...
Celerity, Executor of Impunity
6
7 Sep, 2016 @ 10:23pm
>:)
Celerity, Executor of Impunity
4
1 Feb, 2017 @ 2:04pm
Accidental genius.
Celerity, Executor of Impunity
< >
228 Comments
dms.filho 27 Jan @ 7:19am 
Ok, it worked, thx !
Celerity, Executor of Impunity  [author] 28 Dec, 2019 @ 10:00pm 
Did you subscribe? If you did go in game and click the icon at the title screen and select this mod then start a new game on hardcore ironman difficulty.
dms.filho 28 Dec, 2019 @ 12:41pm 
How I do to play Deepest dark with Lords of Xulima ?
Celerity, Executor of Impunity  [author] 27 Dec, 2019 @ 6:41pm 
I thought one guy tried that but I dunno what came of it. Really though a difficulty mod for that game is not necessary as it's a rare one that is hard enough and deep enough already once you get past the low level stuff.
caloxus 27 Dec, 2019 @ 6:39pm 
I wish someone would take up Elmineage Gothic, huh? :steamhappy: So all the resources of the game can be opened and edited absolutely everything, if you understand. Starting from the graphic part and ending with parameters and skills with tasks.
caloxus 27 Dec, 2019 @ 6:35pm 
Understood thanks. I went through one character and at the end of the game for a long time to fight with each opponent, but not very difficult. Just for a long time ... When I finish Gothic, maybe I will continue your mod.
Celerity, Executor of Impunity  [author] 27 Dec, 2019 @ 4:01pm 
Unfortunately it cannot, the modding tool is quite limited in what it can do. It does not even allow for letting enemies drop magic items or adjusting trap damage tables so they aren't instagibs at low levels and not so dangerous at high levels. Certainly good ideas that I am familiar with but the most I can do is making you combine everything you learned by dealing with many different threats at once. The last few encounters of the game are by far the hardest even for maxed out parties.

If I could add unique items the chest quest would be an obvious choice.
caloxus 27 Dec, 2019 @ 3:15pm 
The work is huge, well done. But personally, when I played many times with and without a mod, I caught myself thinking that at the end of the game it would become a bit boring. There is nothing that could support interest to the end. Can introduce some new mechanics for the main characters, and not just edit monsters? For example, in Elminage Gothic there are great ideas that you can adopt. We have Summoner who could capture monsters depending on their resistance or there is a Thief who could steal or remove itemes from enemies. Moreover, strong monsters that I would like to capture would be in the second half of the game. Also useful and unique items. Of course, I don’t know if all this can be done ...
Celerity, Executor of Impunity  [author] 26 Dec, 2019 @ 9:48pm 
Out of curiosity I did a search for videos of this mod. Couldn't find a thing that was new, and a lot of unmodded videos showed as false positives despite not even mentioning the mod in the comments.

That's a bit disappointing. Should I start doing it myself then?
Madfingers 23 Nov, 2019 @ 11:55am 
Ty! Will do.