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In this mod it can't be enabled or disabled, it is just simply removed
>> I think it gives the courtyard a certain uniqueness
IMO design of Bloodlight stick good to huge sizes of CC maps (I mean these maps which were in original CC). But during making my mod, I figured out that with smaller sizes (which closer to core locations) Bloodlight isn't fit well and it is make playthrough easier. Also role of torches became undefined so all that made me to do a step in direction to remove Bloodlight and "+1 stress" rule.
Also I kept in my mind that some players like to get some challenge by playing torchless runs, which original CC don't support any way.
So I guess there are still a lot of stuff left in CC which make this location super very unique from any other still :)
P.S. Just in case about your request (\scripts\raid_settings.json)
If not, think you could tell me which files I'd need to edit?
You are welcome :)
Regarding your question: nop, this part of CC-design is untouched, I only modified chances of getting curse during battles.
Does this change the chances of heroes being infected in treatment facilities with cursed heroes?
Modding of DD it is not as simple as it look like, still lack of many info and settings about game resources. But I would be appreciate, if you will give me correct "guid_override" for battle music in CC :)
I personaly like to do torchless campains, so never liked idea that CC has static bloodlight so that is why I remove it. Also for those who play with torchess will be additional challenge (same as in other locations).
@Lepo
Thanks for understanding idea of why this mod has been created and you are welcome :)
I hope you will like it. Also I'm sure there are plenty of ways to improve it, but at current state I guess it is already very playble and challenging for players. So feeedback will be always welcome.
Fixed dungeon is so bad design i really don't understand what they were thinking.
I'm gonna restart my run with this mod. Very well done!
Hi! Would be appreciate if you can provide your save with that issue.
Save folder is located:
C:/Program Files (x86)/Steam/userdata/{your_ID}/262060/remote/profile_{number}/
(if your steam is installed with default setting)
Also I think I have assumption what it can be.
I'm pushed new update with fixes. Please try it and respond if that solve your issue.
I'm no longer certain it's because of the mod, but all the same - if you have any advice or can help at all, please do so - I have absolutely no idea how to fix this issue at this point.
(I have: Removed all related mods, steam-checked files.)
To clarify, I did originally have a couple other mods (Improved Curse and Decreased Chance of Curse) but I disabled them when I realized there was a problem, and this is still happening.
I'd really appreciate it if you looked into this problem!
Also, do you mean that you are started new game without any other mods installed, but only with this one (or other were enabled too)?
Marvin's seo's classes
Werewolf class
Twilight Knight class
The librarian class
Complex Compulsions
Better nomad Wagon,
Marvin Seo's crimson court trinkets for his classes,
CoM trinkets also for his classes
Acolyte of the sun
Amphiteatre district mod
Memorial grounds district mod
Faster scouting
Faster Walking
3 sexy skin mod
I've tried starting a new game with the mod and it crashes, and it stops as soon as I remove it. There might be an incompatiblity somewhere in there but I'm not sure what if there is.
1) What other mods do you have installed?
2) After what quest you get crash?
DD1 - yes, I guess it can be replaced with RNG-map (it is very look like common boss-mission map).
DD2 - here I guess predefined map fit well, because of quest items (RNG-map can spoil all, I mean when all 3 quest's locations will somethere near entrance).
DD3 - here I'm not sure that I can manage and control position of Locus Beacon, it may also randomly spawn somewhere near the entrance and spoil all maps walkthrough
DD4 - here is predefined map also fit well.
So as you see only DD1 worth to change.
P.S. If you want to try RNG-maps for darkest dungeon itself, you can try mod "the Nightmare" (with a lot of other features). But I guess you can do these RNG-maps only after beating DD4.
P.S.S. For personal use I made reworked version of "the Nightmare" mod, which is not modify DD-location, I added separate location with own name. It is using darkest dungeon environment (maps are RNG-generated) + mobs from DD1-2, but I didn't publish it yet.
>> also I presume torches no longer carry the +3 ACC (1 battle) buff.
Correct, torches only bring light and special buffs are disabled (same as negative buffs: +Stress and -Bleed Resist)
>> also can you still find those chests with the bonus CC trinkets in them in the boss missions?
Here is a bit complicated situation:
- that kind of chest still exists in 1st quest (with Crocodile),
- in random maps it is not appear, but there are a lot of different special events during any CC-quest which will allow you to farm CC-trinkets (and farming pace with these events even higher, than farming pace of predefined maps with these CC-trinkets chests).
>> and might you consider doing a similar thing with the darkest dungeon itself, since you say you dislike the non-randomly generated aspect?
Well, I can say I dislike these mile-long corridors and boring backtracking maps in CC, but some predefined i'm ok with :)
For example I didn't modified CC1 - it is short and fast
also I presume torches no longer carry the +3 ACC (1 battle) buff.
- changing settings of basically all mobs and bosses in CC (they are look like original, but they most get some small/big changes),
- create it own monsters mashes,
- changing rules of blood,
- bring new virulent quirks,
- bring new trinkets,
- remove infestation,
- bring new separate varieties of each bosses for apprentice/veteran/champion,
- (and many other features).
It is really big overhaul mod , which is bring new alternative view of CC.
My mod isn't dig that deep. My goal was stay closer to all what exists now in original CC, but only add that feature with map generation and make some fixes around it (so monsters are the same as original in CC, bosses are the same, but every visit of boss map now will bring different map + you can do random missions inside that location).
:shaking eyes emoji: