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The culprit was in the xml file in the mod's localization folder, which.. I'm guessing was probably updated in the past month of patching? Unsure! But it was this line:
<entry id="effect_tooltip_kill_enemy_type"><![CDATA[Clear all %sS]]></entry>
I just changed it to %ss instead and (after trying to figure out how) recompiled it into a loc file, then replaced the English one in the mod's folder. But if you're running a UI mod that capitalizes the rest of the word, then you'll end up having "CORPSEs" I suppose... Regardless, it's pretty tiny. I just like to polish things :)
As for the mod itself... I had a ton of things to write here, but then realized steam comments have a character limit.
Is this phrase bugged on heroes like the Leper and Occultist who have corpse clears by default? For me, all corpse clear moves show "clear CORPSES". I'm running UI enhancement though, which might hide this. I don't see what I could have changed that would affect that though.
...And this might be the smallest bug report ever, but I noticed that the phrase "clear corpses" is written as "Clear corpseS" in the ability descriptions. Not sure if that's a typo or just something wonky with how the game puts that text together.
I was wondering if you'd be open to reversing the nerf Red Hook made to the Abomination where he can only Transform to and back once? I'm honestly not sure that needed to happen.
On the subject of Red Hook changes that didn't need to happen, would it be do-able to change Solo such that it's no longer limited to 2 uses again, but in return making it so that the buff to Finale from Solo lasts only 3 turns such that you can only have a maximum of two instances of it?
Lastly, do you think Caltrops could be changed to be usable from all ranks? As it is now, if say you want to run Wounding Helmet so you don't use any of the Bounty Hunter's stun or move skills, you'd still have to run him in Rank 2 or 3 the same way you would if you were running Flashbang. I feel like this would open up a few more options.
Thanks :)
I fixed Illumination right up for real this time - forgot to add the "True" value after .ignore_stealth, lol. Should work as intended now. I also reduced damage on Flare, great point that I hadn't considered. A skill that loaded with utility doesn't need damage anyway.
Keep any more bugs and suggestions coming!
Also, do you think you could drop Rallying Flare's damage to -100% or make it not target the entire enemy team? Since you're still intending for it to be usable against the Swine God it's not great that it can potentially do damage to Wilbur
Thanks and sorry for the delay! Just uploaded an update that should fix the Illumination issue. This mod has been my first foray into any kind of modding/coding work, so I'm not surprised I forgot a line or two in places. If you find any similar weirdness, let me know and I'll try to fix them up as fast as possible.
On the holy water front - no idea. Nothing I've changed in the hero files should mess with this, and I remember using Holy Water for things like Siren the last time I played, so I can't imagine it's on my end. Hope you get it figured out!
Also, Holy Water doesn't seem to be working for my heroes (not Crimson Cursed), and I can't think of any other mod I might have that could have caused this (my game could just be broken in general), does your mod edit the hero files in a way that might have affected this? :)
So glad you're enjoying the mod, btw!
Sorry for the late-ish reply.
Manacles and Rampart both hit up to 3 iirc. But honestly, I have no idea what you could do either, I don't blame you at all. No matter what you do about this though, you've honestly done a great job thus far :) This Houndmaster thing isn't make-or-break by any means
For example - you ran a HM rank 1 because you valued a stun here? Take a BH/HWM in rank 2 for very solid damage, or perhaps a buff character like PD/ Antiquarian to supplement the HM's fragility.
Like I said, I don't really have a great answer unfortunately. From everything I've seen and played, when a stun is readily available in DD, it will trump other choices pretty handily, especially one with solid damage and reach (keep in mind that Blackjack reaches ranks 1, 2, or 3, giving it a range advantage over stunning blow, manacles, etc - I think it's the only stun in the game with that kind of target flexibility). I'll give a Hound's Harry buff a consideration if I update again, though! Skill still feels underwhelming.
Thanks so much for the great feedback!
I'm torn myself - I'm not terribly happy with that direction, but I didn't really know what else to do. Stuns are straight broken in this game, and I don't use that term lightly. Because of how the combat functions, stuns are far and away the most useful thing to do to an enemy (to the point that even no-damage stuns like PD's blinding gas see overreliance). HM's stun does pretty solid damage and has one of the best stun chances in the game, and I didn't want to kill its usefulness entirely. He's the best single target stunner in the game, I'd say, and that should be reason enough to run him rank 1 over a tankier character (on top of his self-heal, guarding capability, and reliable bleed application). It's the same reason I changed Hellion's YAWP to position 2 only - I want people to have to make the choice between whether stuns or damage are more relevant in the current fight/dungeon and build around that.
I just entered another dungeon, wanted to change skills and... this. Every other character Was ok.
I can't find the source of this issue also.
No problem, this is why we test out things ;)
That's really strange. I can't see anything in my code that would mess stuff up like that, but I'm also far from an expert at this kind of thing. I've only run this mod with my higher level classes so far, and I think I've changed skills on the Vestal mid-dungeon without issue. I might start a new file soon and maybe I'll find out what's up with this. Sorry!
So... something colides with the buffs.effects.
The mod is on top of my mods, I use only skin/faster animation/faster combat/faster walking mods. Nothing more.
After disabling skills, I can;e enable any skill, and she is without skills.
This didn't happen before.
Really good ideas! For my last update I was very close to going wild with changes, and implementing niches onto every single ability in the game that was samey (pure damage skills and stuns come to mind). I ended up not going for it because the limitations of DD modding makes it so that the pool of effects quickly runs dry too. For example, if the Crusader has stacking damage buffs, acc debuffs on damage spells, a speed buff, he becomes overloaded compared to other characters, rather than unique.
I think you're undervaluing the Crusader a bit as well - he's not as defensively strong as the MAA, but he's easily the most offensive tank in the game. Smite and ZA hit very hard for what they do, even against non-Unholy enemies. On top of that, with the guard I've given him, he's the only tank who has access to a healing, stress healing, and a guard. He also excels in shuffle teams more than MAA.
I appreciate the ideas and will consider them for any future updates. Thanks!
I think giving him a protection debuff on stunning blow would also give him an option to chip down high protection units (who usually have high stun resist) with the help of heroes like Houndmaster or Bounty Hunter. Zealous accusation can be given an accuracy debuff so it's not just similar to hew and adds a bit of flavour to the skill. A three turn small damage buff on landing smite would also make damage dealing crusader in areas other than the ruins more viable if you decide to chain it instead of using other skills.
That's a fantastic idea - it'd made sense for every (or at least most) classes to have a provision they supply. I might implement that into this mod, or perhaps into a new, separate one. Thanks for the great idea!
I was just wondering if you where thinking of altering there starting provisions e.g. the occultist bringing laudanum to help in deal with the mental strain of holding back his powers or the jester brining a key instead of herbs because he just doesn't seem like the sort of person to keep/need medicine on him at all time's. just an thought keep up the good work.
It's working on my end, so I'm not sure what the issue is. I did base the code off the Crimson Court files for the Flagellant, so it's possible that the dlc is required for that particular change. If so, very sorry!
Just as a note though, I did update the mod with some of my own Jester changes to improve the new Finale play-pattern. If you're dead set on having the old Finale opener style available that's fine, but if you just wanted some reasonable buffs to the new concept check my changelog and see if it resonates with you. Have a good one!