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
Even after I reenabled it, there are still two heroes waiting in the stage coach. If I don't recruit them, will your mod recognize and remember that they've appeared in that play-through, and as a result not spawn the town events that would offer them?
This does not apply to mod-added heroes.
You can still add mod-added heroes to your game, but there is no easy way to make them randomly spawn.
Thanks for your reply! After doing some testing it seems that i really had bad luck. I started a new run with crimson court deactivated and everything was fine. I still feel the spawnrate could be a little bit higher (I got 6 new heroes by week 17), but that might just be another personal rng experience. If the math says that the roster should on average be complete by round ~40, that sounds fine to me.
I commend you for trying to do a run with Crimson Court activated. That said, I never did that myself so I wasn't aware that it can stop you from getting new heroes.
My advice would be to delay activating Crimson Court until you have maybe 10-12 heroes in your roster. I wouldn't want to mess with the Crimson Court files because balancing that alongside the random spawns is another nightmare on its own and isn't the focus of this mod.
As for the low spawn rates, it's possible that you were just unlucky. In one playthrough, I was only missing 1 out of 18 heroes around Week 40. However, I did avoid almost all quests that resulted in a guaranteed Town Event.
Still, that's the second report that says it feels too low. I'm considering bumping up the chance to spawn
Those are translation errors. It is safe to ignore them. They will not cause issues.
If you want to help translate the mod so it can support your language, you can make a post here:
https://steamcommunity.com/workshop/filedetails/discussion/1544901668/1742226629870175106/
1. Do you have other Town Event mods installed? If yes, place this above those.
2. Did you install the 'No More Heroes - Reborn' or 'No More Heroes - Vanilla Ruleset' mod? Those are required for this mod to work. Links in the mod description.
3. Is your mod load order corrent? 'Slow Arrival' should be ABOVE 'No More Heroes - Reborn' or 'No More Heroes - Vanilla Ruleset' like in the first preview pic.
4. In the in-game gameplay options, do you have Town Events set to 'OFF'? If you do, the Town Events that spawn Heroes will not trigger. Set it to 'NORMAL' or 'PLENTIFUL'
If everything works as intended, you should have 2-3 new heroes by week 10.
There is also a factor of other events interfering. Events are flying left and right and they obviously block the hero events, especially those flagged as higher priority. I am now avoiding quests that give events upon completion to increase my chances.
According to my graphs, if you are on Week 45 and are missing 3 more heroes, you should have a 59.3% chance of getting a new one. Just unlucky, I think, but do tell me if I should bump it up. Though I think it has more to do with Town Event chance itself rather than the Hero Spawn rate.
As for the CoM stagecoach recruits, yeah, they can be a problem. I can try and add a patch but that might break the game for those that don't have CoM installed. We'll see. For the meantime, you can go to:
\DarkestDungeon\dlc\735730_color_of_madness\campaign\town_events\com.town_events.events.json
and change this:
"id": "shard_hungry",
"base_chance": 2.0,
"per_not_rolled_additional_chance": 1.0
to this:
"id": "shard_hungry",
"base_chance": 0.0,
"per_not_rolled_additional_chance": 0.0
to disable that recruitment Town Event.
What I liked on both runs was how different they were because I've got a very different set of heroes each time.
I have rescued one hero from Courtyard dungeon, and had a chance to recruit some from CoM Stage coach though. I think that is not intended, so I just ignored it.
That's nice to hear. Have you got all your heroes yet?
Can you check if you have disabled Town Events?
Load your save > Press "Esc" key > Options > Gameplay > scroll down until you find "Town Events"
"Town Events" should be set to "NORMAL" or "PLENTIFUL"
If it is set to "OFF" town events (including dead_recruit) will not happen.
Which .json doesn't allow the dead_recruit event to happen? I edited this event in all DLC, mods and the main game, but this event still does not occur!
"id": "dead_recruit",
"base_chance": 15.0,
"per_not_rolled_additional_chance": 5.0,
"cooldown": 2,
"requirements": {
"minimum_week": 5,
"dead_heroes": 0,
"hero_level_counts": [],
"upgrades_purchased": [],
"trinket_storage_count": 0
},
"town_ambience_paramater_ids": [],
"tone": "good",
"sprite": "town_event_day_of_the_dead",
"sprite_attachment": "graveyard",
"data": [
{
"type": "dead_recruit",
"string_data": "",
"number_data": 3.0
No. The whole point of "No More Heroes" is that you only get 1 of every class. If they die, that's it.
If you are lucky, you can get them back via the resurrection town event. But it's a very rare event, so you can't rely on it.
Does your mod imply compensation for deceased heroes by newcomers of the same class? If one of the heroes dies, then after a while the hero of the same class will come?
As for Class Mods, this does not support those.
This mod only works with the default heroes.
I purposely omitted that line of code because I wanted the recruitment events to be part of the regular event pool.
By adding "priority": "higher" to those events, they become part of a special event pool and are no longer as random as I inteded them to be.
I don't own the Crimson Court DLC so I can't verify if it can outright disable those new events, but so far nobody else seems to be having the same issue as you.
It's also possible that you set the in-game option of 'Town Events' to 'OFF'. This disables regular events but not special ones, which can explain why you managed to get the DLC heroes but not the default heroes.
A quick note to everyone: Based on testing, you should have 2-3 new heroes (not including DLC) by Week 12. Their spawn chance is very high in the early game and lowers everytime you get a new heroes.
The problem was due to the fact that I played with Сrimson Court. I solved the problem by adding the following lines to each event:
"priority": "higher",
Another problem with adding a Class Mod with No More Heroes - Slow Arrival.
I bypassed this problem too, but it would not be bad if someone told, it would be RIGHT to solve it.
No. This only works for the default characters.
The person who made the Voivode likely included a special spawn event in the class mod itself.
Do you have other mods installed that affect town events? It could be causing a conflict.
Place 'Slow Arrival' above those.
The location of the mod is correct.
No plans on adding Mod Class support for this one.
If you want to make it yourself, go ahead.
If I understand it correctly, you have changed all the events giving resolve level to specific idle heroes to instead award a single hero. So no more bonus resolve level events? Great idea! No resolve for a single hero you might not even have.
6% base chance +1% per week seems also very balanced.