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Ah, I hadn't considered that xD Thanks for catching it before it went live t.t
Not at the moment unfortunately - I have tentative plans for higher corruption levels to alter how much gold you get or add new mechanics to the elite and boss fights, but I got distracted working on the level 5-8 expansion ^.^'
I'll hopefully have a beta version out soon-ish? Adding all the encounter descriptions, BG music and cutscenes might be a while off, but I have most of the encounters and items done? I'm mostly just waiting on being in the right mood to write all the events, and then plugging everything together.
It probably won't be very balanced at first though, since the encounters haven't been very well play tested <.<
Yeah, I'm definitely of two minds about the current difficulty. It's quite fun coming up with OP party comps to challenge it, and if you're doing something with good classes like a fighter and a cleric, you never get too comfortable.
But I have heard a lot of people complaining that a lot of less meta parties struggle even on normal, even if they didn't take say a cleric or used a monk as their primary DPS.
It's probably too much work to rebalance the whole game, I'm definitely interested in looking at road block elite encounters that punish people for building a party with less popular classes.
Dawnsbury.IO.TerminatingException: An exception from a non-main thread caused game termination.
---> System.Collections.Generic.KeyNotFoundException: The given key '2199' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Dawnsbury.Core.Tiles.MapGenerator.LoadMapFromFile(TBattle battle, String filename) in C:\src\dawnsbury-days\Maingame\Core\Tiles\MapGenerator.cs:line 72
at Dawnsbury.Campaign.Encounters.RandomEncounter.Init() in C:\src\dawnsbury-days\Maingame\Campaign\Encounters\RandomEncounter.cs:line 47
at Dawnsbury.Assets.<>c__DisplayClass18_0.<<StartFetchingThread>b__4>d.MoveNext() in C:\src\dawnsbury-days\Maingame\Assets.cs:line 204
--- End of inner exception stack trace ---
at Dawnsbury.MainGame.Draw(GameTime gameTime) in C:\src\dawnsbury-days\Maingame\MainGame.cs:line 116
at Microsoft.Xna.Framework.Game.Tick()
Thanks for the report! The bug should hopefully be fixed now ^^
Oh my bad, I must've accidentally broken that when I fixed that last bug report t.t
I have a problem with a bandolier though. For some reason it doesn't allow me to put on property runes like shocking or flaming. It says you can only put one rune, which there's none
Ah, thank you, that was a great bug report ^^ It should be fixed in the next update!
Oh yeah, the toggles in the options menu are just for enabling the high difficulty setting in free encounter mode and hiding the failed run icon - the only way to try out the Rat Monarch in free encounter mode is to import a character from an Adventure Path that has met the requirements.
You'll have to keep exploring, but you're on the right track ^^
I'm so glad you're enjoying my work ^^
A level 5-8 expansion is currently in the works as I plug away implementing new high level monsters, encounters, events and magic items. But it might be a little ways off with so much content to fill out ^^
You can see some of the new enemies under Roguelike (high level) in Free Encounter mode tho ^^
Thanks for the report! I don't think I ever would've spotted that one on my own t.t It should be fixed now as of the last update ^^
Much appreciated! I'd actually totally forgotten to check that form after most of the early playtested opted to give me feedback directly on discord, but there was actually a few submissions backed up there with some great feedback!
Thanks! I'm glad you're enjoying it!
As for the Rat Monarch dedication, the archetype feats and multiclass system are unfortunately limited to the DawniiExpanded mod at the moment, and it's a bit tricky to get different mods to interact with each other, so mine are stuck as standalone feats.
If I add more, I'll bundle them together like Danni does so it's a bit less messy though ^^
Adding more level 4 encounters is a bit tricky, since most of the fights are balanced around being level 2, and then slapped with a weak or elite template to generate a lvl 1 and 3 variant, so I'd have to create a pool of level 4 ones from scratch.
But it probably wouldn't require any new enemies, just more of the current ones, so I can look into it as a possible future extension ^^
But let me know if that doesn't work and I'll look into it further?