Lords of Xulima

Lords of Xulima

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

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Deepest Dark is a difficulty mod originally made for a different game, however as a result of this allegedly challenging game entirely lacking in challenge by default, as well as some extremely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 (9)
9
Nov 16, 2015 @ 12:19pm
PINNED: It begins...
Celerity, Executor of Impunity
6
Sep 7, 2016 @ 10:23pm
>:)
Celerity, Executor of Impunity
4
Feb 1, 2017 @ 2:04pm
Accidental genius.
Celerity, Executor of Impunity
294 Comments
Jan 28 @ 10:38am 
2 Kayderim: The ideal tactic is to have Barbarians in the first row or two Barbarians and a Paladin, in the second a Cleric, a Thief and the last one at their discretion.

If you like difficulties, then the game is played in solo mode, with vanilla paladin or cleric, and in this mode there are even more difficulties, but it's more boring when it comes to solo mode...
Jan 27 @ 12:00pm 
I see, thank you.

The reason i wish there was an option to play without ironman is because the game didn't aged very well in technical terms, last year it was a battle just to get it to open and i had to tweak with the resolutions a lot until i find the one the game accepted.

And since i play while listening to podcasts and watching youtube, i constantly do alt-tab and sometimes when i come back, the game is on blackscreen with the video bugged, i have lost like 6 hours of grind because of this problem.

But just now i re-downloaded the game and i managed to get it to work first try, maybe this is a good sign, i guess i'll just do my grinding near the city gates and only auto-tab after i save the game.

Anyhow, thanks for this mod man, i can't play this game without it anymore since i find vanilla way too easy, and the extra encounters are awesome, especially the one against the 4 princes
Jan 27 @ 11:49am 
It doesn't work without ironman. It's intentionally broken because otherwise what would happen is you'd save scum past everything until you can't. Then you'd blame me, when the earlier encounters are designed such that they teach the strategy for later encounters and you'll miss that with save scumming.

And most of my parties had little or no AoE (unless you count Bard Sleep/Death, which is the best AoE anyway). One was even your exact party, another had a Barbarian in place of someone, likely the DS. I'm not sure about Soldiers and Thieves, though Soldier should be like Barbarian but with slightly less damage and more weapon strike options. Thief would probably work if you pretend it said Ninja and use a katana, but I haven't tried it.
Jan 27 @ 11:43am 
Also, my last run was with Paladin, Cleric, Bard, Arcane Soldier, Divine Summoner, i didn't have any trouble with single target fights up until the fire titan, but some fights like the 10 green spiders on the desert took me a lot of grind, simply because my group doesn't have much AOE.

I'm planing on re-starting again, have anybody tried doing a run with mages / soldiers / barbarians / thiefs in this mod? I really want to play with my previous setup, but idk, i might try something new.

Which class would you guys recommend?
Jan 27 @ 10:44am 
Hey Celerity, how does the mod work without ironman? Is it only the prices on shop that are broken or is it something else?
Jan 27 @ 12:44am 
Hi. Everything's fine, it's me, Blackguard ;) I've already played through your mod. Unfortunately, I didn't know that this undead group also disappears after Nengorth is dead. I've learned something new again... can't be helped. Yeah, I always take out the three princes' pets first. But thanks for the tip. I checked yesterday how old the save file was; it was from January 4th, 2026 in Germany. Anyway, I'll make the best of it. Ultimately, it's only a few herbs and some XP I'm missing 😅
Jan 26 @ 11:51am 
It isn't something I thought of since I am always meticulous and assume anyone playing this already knows vanilla. As long as we're on the subject, don't fight the third prince before his two main minions. If they try jumping in the fight with him you will have more than 10 enemies on screen at once = crash. That is a mod specific problem but the only solution is nerfing either the minions or boss encounter. And be careful about consumables on hotkey 8, something (forgot what) would make you waste them without any effect. That's also in vanilla and I don't know why.
Jan 26 @ 8:11am 
That's a shame, I thought there was still a chance to change something. No, I only have a very old save file from three weeks ago, but that would take too long. Thanks anyway for your time.
Jan 26 @ 7:54am 
Yes, all those would work. Except for the small problem that I'm about 95% sure the mod has been complete for at least six years meaning that, among other things the mod files are not on this computer. And the computer they are on isn't one that I'm sure is working, and isn't one I'm gonna fool with instead of hibernating through the current weather. So assuming you don't have a save from before the prince, missing one optional quest isn't something fixable.
Jan 26 @ 1:31am 
Or you could put this group in the castle area, specifically in the walled area by the castle, where there were no enemies from the start in the normal game; that would also work.