You've got an old school grid-based map with fog of war in the lower part of the screen that you use to select your desired destination, moving from room to room. And like the trailer, your movement tracked as a marker moving over tiles. However, simultaneously, in the main gameplay screen everything is presented in side view, like you saw in the trailer (walking through the crumbling halls, smashing barrels, digging through corpses for food, fighting off horrid beasts, etc) . The camera is obviously pulled out further in the game, but the steadycam look and feel is there.
Each and every adventurer you recruit will develop a unique combination of predispositions, proclivities, flaws and strengths – factors that must be carefully considered when forming a party and leading it through horrific environs. Furthermore, how you perfom in the dungeon will have lasting and impactful consequences on their continued development. You are put smack-dab in the role of a squad leader or sports team manager, doing your best to keep the human factors from fracturing your team or destroying their effectiveness.
In short, we want to create the kind of team interaction and tension that arises in the most desperate situations. We want Hudson’s panic from ‘Aliens’, MacReady’s booze-battling from ‘The Thing’, James’s detached sadism from ‘The Hurt Locker’. We want you to manage a party of human heroes faced with almost insurmountable odds. If you can lead them to victory, you’ll have earned it.
Don't worry, they'll be doing a Kickstarter. So you'll inevitably be seeing this thread again.
I reached out to the devs. We'll see if took the bait!
I reached out to the devs. We'll see if took the bait!
If you call it bait they'll know something's not right!
So we're going for a hybrid approach: You've got an old school grid-based map with fog of war in the lower part of the screen that you use to select your desired destination, moving from room to room. And like the trailer, your movement tracked as a marker moving over tiles. However, simultaneously, in the main gameplay screen everything is presented in side view, like you saw in the trailer (walking through the crumbling halls, smashing barrels, digging through corpses for food, fighting off horrid beasts, etc) . The camera is obviously pulled out further in the game, but the steadycam look and feel is there.
Your stable of heroes is totally refillable - you'll be hiring and firing guys as you go. Some might simply become too broken to be of any use, or a really awesome new class might wander into town and you want to make room for him/her.
The overworld is persistent - heroes may come and go, and you'll eventually have a whole mess of tombstones in your graveyard.
I'd love to explore differentiating instances of the same class, it's definitely on my radar, but we're a small team, and want to build out from the core of the game.
Just what I was thinking. Even if the visual of the characters stay identical for members of the same class, DF-esque randomly generated appearance/personality text goes a long way for people who are used to imagining their characters. With that said, hopefully this project will be successful enough that there's time and money to spend creating variation in character appearances. In any case, what we've seen so far looks delightful.QuoteI'd love to explore differentiating instances of the same class, it's definitely on my radar, but we're a small team, and want to build out from the core of the game.
Understood, that gets said a lot by indie developers. FWIW, even changing the hair color or the trim color on their clothing can go that one inch farther in making them believably different from each other.
That, or simple text statistics that may not even have an effect on gameplay. (Ex: His is fat. His is middle-aged. Her face is wrinkled. Her beard is braided into twin braids. ect....)
You know it!
Now I assume that unless we pick the worst people imaginable that our heros will at least be made of sterner stuff.
In that we shouldn't be tripping over constant mental breakdowns right?
But a "hero" and a "Human" are the same thing in my mind. Yet a trained human doesn't suddenly have break downs because he fought rabid dogs unless they have a mind of a twig.
One last question for now.....is the name of your dev studio taken from the H.P Lovecraft short, the Horror at Red Hook?
I'd disagree here because a "hero" and a "human" are not mutually exclusive.
Would pay double if it involved tentacles and cute girls :xred hook plz no
I hate these threads about really awesome games when I'm trying to save money/time :( But at least it's not done yet... though that kinda makes the problem worse.
I'd buy a game just on the pitch of "send a group of people somewhere to die horribly". Would pay double if it involved tentacles and cute girls :x
Would pay double if it involved tentacles and cute girls :xred hook plz no
I hate these threads about really awesome games when I'm trying to save money/time :( But at least it's not done yet... though that kinda makes the problem worse.
There is an inherent feedback loop there (each successive incapacitation increases the chance of a party wipe), but we have some plans for how to address it. And we also don't want to design out that feedback loop completely because it's a real-world mechanic! If the soldier on your left and the soldier on your right both panic, there's more pressure on you! Overall, our philosophy is that "Bad things happen. Really bad things tend to be partially or wholly your fault."
--Tyler
I'd suggest moral boosting items, like booze and drugs, that adventurers can get addicted to. After all, there must be a reason adventurers are always found in the pub, right?
QuoteI'd suggest moral boosting items, like booze and drugs, that adventurers can get addicted to. After all, there must be a reason adventurers are always found in the pub, right?
That was already mentioned once somewhere else; basically they develop a trait for heavy drinking, so when they have booze on them they'll drink to overcome their fears but get progressively more drunken along the way, giving you a choice to let them indulge their habit for safety's sake....or not letting them indulge for safety's sake. I probably got that a little wrong, but it's the gist of it, drinking to deal with cowardice.
Sooo, any rough estimate on when I can throw money at you? :D
So somebody said Kickstarter in 2014. Where's it at guys? My money isn't going to throw itself you know.According to their Twitter account, it's set to start February 10th. Definitely looking forward to backing it.
I like this.By posting in this thread, I have assured a timely reminder.
It's just a shame i'm going to have completely forgotten about this when it does actually come out.
The game mechanics are going to be really important for a kickstarter. Concept is one thing, but implementation means everything in games. You'd have to convince people that it's more than just an idea and that there's at least a rock solid prototype finished.
The Mighty 1100: Back us at the $29 Tier or Higher
The "Mighty 1100" is what we are calling those of you who have subscribed to our newsletter and supported us this far. There are actually more than 1100 of you now, but we want each of you to know how much we value your support.
Originally, we were going to require you to back at the $49 (ADVENTURER) level to get the Mighty 1100 exclusive rewards, but we've decided to lower that to the $29 Tier (SEEKER) instead!
AND, it gets better yet: we have a $25 Early Bird Tier with limited spots allocated. So if you act fast on Monday, you can get the $29 Tier for only $25! Early bird gets the worm!
Bottom line is: we appreciate your support this far, and we don't want it to be a burden for you to be able to get the Mighty 1100 special rewards.
How you Get the Mighty 1100 Rewards:
When Kickstarter begins, pledge at the $29 (SEEKER) level or higher.
What You Get (Mighty 1100 Rewards):
You get all of the normal SEEKER rewards of: Game, Early Access, a PDF Adventuring Manual, a PDF Estate Map, and a Credit in the game.
Your Credit gets upgraded from "Founder" to "Mighty 1100!"
CREST OF THE 1100: When the game releases, you will receive a special Steam Key that adds the Crest of the 1100 into your game. This is an equippable item, usable by a single character at a time, that has a very special power: it reduces Stress Damage to the character whenever the Torch level is low. In other words, when all hope is lost and things are dark, the strength of the Mighty 1100 may shine through!
MIGHTY 1100 AVATAR: Get an awesome special 250x250 pixel avatar only for the Mighty 1100 which you can use for profile pictures, in forums, and other places. Find your fellow Mighty 1100 on the web!
How will you know I'm part of the Mighty 1100?
After the campaign, we will match up those who have backed at SEEKER ($29) or higher with those on our mailing list. If your are on both, we'll add you to the Mighty 1100 list.
If your Kickstarter email address is different than your mailing list address, it will be a little harder. You'll need to email us after the campaign and give us your Kickstarter address so we can match up the records. It might take some time, but we'll get it sorted eventually!
Any chance the kickstarter will have a playable demo?
Check it out:
http://www.youtube.com/watch?v=BvKI-UxJTCQ
Kickstarter is up!!In with the bricks.
https://www.kickstarter.com/projects/1460250988/darkest-dungeon-by-red-hook-studios?ref=discovery
I kinda wish the stretch goals up to $200,000k weren't stretch goals. They're very desirable things to have. (Randomized boss fights is kind of a must for a game like this. The effect added a ton of replayability and surprise to The Binding of Isaac.)
Beyond that level, the stretch goals aren't so desirable to me.
300,000 is around where the stretch goals stop mattering as it is the last one I even care about.
and like a lot of kickstarters it even has stretch goals that seem to make the game sound even worse (Rent-a-Hero)
I think nothing bad happens to your hero.
It is basically a... SOCIAL FEATURE!... Where you are rewarded for other people using your stuff.
Like Dragon Dogma.
Don't knock the feature till you see how they plan to utilize this social feature... (Though, it would be kinda funny and also utterly fail to send a character and have em come back totally messed up from it. Or maybe they could implement it in an awesome way... who knows.)I think nothing bad happens to your hero.
It is basically a... SOCIAL FEATURE!... Where you are rewarded for other people using your stuff.
Like Dragon Dogma.
Yeah. That'd kind defeat the whole purpose of leveling your own heroes. I agree I'm not being on Social! features for their own sake. That's time and money that can usually be spent on a better, non-social experience.
Also because I didn't mention it before: Love love love the look of town, with the dungeon squatting behind in the background. Very cool.
Ah, I guess I'm pretty capable of ignoring social features when I don't want to use em...
Well happy days.
My estimate is the game will pull in between $113,000 and $150,000. I'm lowballing it, especially with so many days to go and pledge total still quite low, but I'm going on games like Rivercity Ransom Underground. Also good, solid titles with name recognition that didn't go 1000% funded. I'd like to be wrong with, so we'll see.
Secondly, I finally noticed character color customization on the stretch goals......at $250,000. Far be it from me to question what you guys think a feature is worth or would add to the cost of development but....ouch
RE: Colors
It's actually a fair amount of work. Every playable character has upwards of 10+ poses, and each pose is broken up and rigged in order to do the animations when they are idling, combat idling, and walking. We'd need to generate a mask for each pose, and one for each of the anim cutout sheets, then apply that in-game to adjust the color. Existing source art would need adjusting, additional coding would be required, and we'd need to implement a UI for color selection as well as a palette of 'legal colors' (no pink crusaders!).
As the artist, I definitely *want to do it, but make no mistake, it's work.
-Chris
ive seen that gt video, and there realy is a lot of stuff i like.
hwoever, this "merchant" thingy, with purely utility party members, i was thinking like:
yeah, sure good to know that guy, but why wouldnt i just have him waiting in town?
ive seen that gt video, and there realy is a lot of stuff i like.
hwoever, this "merchant" thingy, with purely utility party members, i was thinking like:
yeah, sure good to know that guy, but why wouldnt i just have him waiting in town?
I like the idea of a merchant class, you could think of them as greedy and willing to risk their life's to get the treasure inside the mansion.
One thing I really want to know is if the heroes will have physical afflictions as well e.g. Missing limb
given the fact that this is a rather dark game... and im more a treasure hunter manager then a sole suvivor...
why would i take that guy with the missing limb with me?
i wouldgive him some extra money andretire him.
Currently we have the following heroes confirmed for the game:
Plague Doctor
Crusader
Vestal
Highwayman
Bounty Hunter
Leper
CLASS REVEAL on GAMETRAILERS.COM - coming within the next day! (Soon!)
Mystery Class - HINT: "Why so serious?" (Dohon thinks: Jester)
Mystery Class - ? ? ?
Mystery Class - HINT: He's worth his weight (Dohon thinks: Tombrobber)
Mystery Class - ? ? ?
Lord Tier Class Design - Even we don't know yet!
Houndmaster ($90k Stretch)
Stretch Goal 175k Hero #1
Stretch Goal 175k Hero #2
ive seen that gt video, and there realy is a lot of stuff i like.
hwoever, this "merchant" thingy, with purely utility party members, i was thinking like:
yeah, sure good to know that guy, but why wouldnt i just have him waiting in town?
I like the idea of a merchant class, you could think of them as greedy and willing to risk their life's to get the treasure inside the mansion.
One thing I really want to know is if the heroes will have physical afflictions as well e.g. Missing limb
Well I saw in one video a Crusader had a Wandering Eye affliction. So the precedent for physical afflictions is there at least. But it'd be a little weird for for a guy to freak out at the darkness and, like, lose an arm. It's doable but I sense it's not in the current affliction schema to any noticable degree.
Well I saw in one video a Crusader had a Wandering Eye affliction. So the precedent for physical afflictions is there at least. But it'd be a little weird for for a guy to freak out at the darkness and, like, lose an arm. It's doable but I sense it's not in the current affliction schema to any noticable degree.I was thinking more damage happening in battle rather than them literally having the limbs scared off them :P for instance your highwayman taking a critical hit to the face leaving him horribly scarred and unable to see out of one eye or something like that.
It will be a nightmare to balance all of them, ensuring that none of them are overpowered or 'generic'.
Inspired by the Shadow Over Innsmouth and the crossover of things maritime and ancient: the Cove. Expect a challenging, sickening, and wet dungeon environment filled with blasphemous rituals to aquatic Gods. Your heroes will never look at the ocean the same way again...
The game is ~$3k away a new dungeon tileset, monsters and the works, approximately a 20% increase in the amount of content. If you've been waiting to back, now would be a jolly good time to do it.
Hoping it can hit $300,000 for my precious colors, but I think it will push hard for $250k and probably fall off from there.
7. I get why cinematics are on the stretch goal list now......you guys really do want to do a graphic novel. And you should! You've clearly got the skills to do it well! But there's a point where a game designer's desire for picturesque storytelling is in conflict with delivering fun to their audience. Anyone who considers themselves a writer and has also GM'd roleplaying games know this: you love your own prose and sense of place you're creating but that doesn't necessarily mean your audience is riveted by it, or feeling it as much as you are. I mean...look at the walls of text I generate.This is a pretty awesome way to do it.
So consider this. If you make the money to do cinematics, instead of going all out and littering the game with them (which unless you're clever won't feature our characters...), why not pay Wayne June more money to narrate over the gameplay itself! Shamelessly rip off Bastion, but you don't have to go to the degree it did. What if when a character became afflicted, the game grabbed the gender of the character and the affliction type. And then we could hear Wayne June belt out something like "Fear clutched his heart like a steel gauntlet, and his weapon slid from numb fingers" or "Hunger gnawed at her belly, clawing fingers of fire tearing into her stomach. Sullen, shamefully, she turned to the rations while the others slept and gorged in darkness......"
I think it achieves several goals. #1, it converts actual gameplay into a semblance of a cutscene. You may not have the artistic freedom to frame things the way you want, but it utilizes the fact your in-game art and your out of game are mostly identical. Add a liberal dose of that melodic, tortured voice Wayne has and you've basically got 50% of a cutscene right there almost.....Secondly, it makes OUR characters the focus of the action. You're not breaking immersion by going to a cutscene and showing default characters, asking the audience to imagine their characters approaching that door, doing that thing.....it's our guys, because Wayne June is talking about them! And thirdly.....moar Wayne June! Fourth, since I assume our characters and their barks will not be voiced, it keeps some sort of vocalization in the game. Wayne June as your guide, your narrator and the chronicler of your doom.
Some things you'd need to do it. It'd need to be random when he talks. Otherwise you use too much of a good thing and it becomes bad. It also allows you to cheat a little bit, and not have him voice every affliction or virtue. That way the player never really knows when he's going to speak or not, and it's a shock or surprise when he does.
There are some downsides. You don't get to draw or be director as much. The amount of voice work for him multiples dramatically.
Virtue x2 for Gender, x? for variation.
Affliction x2 for Gender, x? for variation.
But somehow I think this is what I've kind of been wanting in my head since the start. And I can say I will get far, far more mileage out of that several dramatic, lengthy cut scenes. He really is a source of flavor that could be put to use in a lot of extra ways, to add a sense of narrative to gameplay without having outright narrate cutscenes. Even little flourishes, such as "And they stepped down into the ruins beneath the manner" when you first enter a dungeon. Or if you flee the dungeon he might say, before you cut back to the town screen "They ran, breathless and trembling, the talons and eyes of the damned at their heels."
@Justin & everyone -
Morning! A quick heads up that our plan is actually already to have Wayne provide color commentary as you adventure, akin to what Bastion did, though perhaps less frequently. It won't impact the cinematics, it was already scoped into the 'core' game @75k.
-Chris
So for those of you who can't/didn't want to do Kickstarter, you can now buy any of the digital packages from their website via PayPal. The order will be fulfilled through The Humble Bundle Store.
http://darkestdungeon.com/buy/
Things to note:
This is a DRM-free option.
You will NOT be able to participate in the Early Access portion of the game. Early Access will only be done through Steam.
Questions answered, wishes fulfilled. Occultist and the Man-At-Arms are the two reveals.
That just leaves the Tomb Robber, Jester, Merchant and the Backer Class.
So,
Man-At-Arms
Crusader
Leper
Helion
Highwayman
Tomb Robber
Houndmaster
Bounty Hunter
Vestal
Plague Doctor
Occultist
Jester
Merchant?
Lord Class.
And I suppose the backer class also counts as another. That's quite a class list.
That is an awesome class list. More games should do classes like this.
Argh. I really wanted to pledge to this, but what the heck is this 'Amazon' business?
As if having to use Paypal for so many things wasn't bad enough, now I'm supposed to make a new account on some other site? ???
Do we know if character sprites will change if we change weapons or armour ?
why can the healer heal in the heat of battle, but not while walking around in the dungeon?
this doesnt make much sense to me. also, i think replenisch hitpoints after battle would make balance the fights more easy, while stress and affections still provide a mecanic that increases the tension during longer runs.
I think the stress related side will probably come into play a lot more in a longer campaign. Not only will you have to deal with "stress damage", but also have a far higher chance of that setting off something disasterous due to a long list of previously accrued afflictions amongst members of your adventuring crew. That's on top of things that will be set off normally (doesn't like rats/undead/blood/darkness/your plague doctor) and party management stresses outside the dungeon (alcoholism/needs to pray/still doesn't like your plague doctor).
I'm hoping it will be like that anyway.
I'm just the sort of player that, when they can firmly see the edges of the box a game loses something,
That happened to me a bit when they just spelled out the dungeon equipment. Like, bringing supplies is cool. Bringing supplies because there's a chance of an event that's explicitly articulated as a check to penalize you if you didn't bring a specific item, then I'm not in the dungeon anymore. I'm playing a game. It's not a pickaxe or a cavein, it's a gold tax and a random check to see if you paid your gold tax.
This is the kind of game that would do well, for me at least, to keep its man behind its curtain.
So what's up Red Hook? You guys have been pretty quiet other than the Twitch streams since the end of the Kickstarter. Time for an update?They actually just posted a Kickstarter update on Sunday; it deals with the brigands stretch goal. Basically just outlines a couple of types you'll run into and what their function is in the dungeon. The also announced an unofficial fan site/forums that can be found at darkerdungeon.com (http://www.darkerdungeon.com).
should definitive communicate more.
the last blog entry is the announcement of the (very sucessfull) kickstarter campaing. it ends with the words "More to come soon!" and is 7 month old.
as much as i like the artwork and everything ive seen from the game so far, this kind of non communication is excactly what i do not like to see in crowdfounded projects.
I can throw a rock and hit the development team. Seriously, they are like 10 blocks from my own development office. I have spoken to them a couple of times and they are a nice crew but very young in every sense of the word. I love their aesthetic and they literally bring art to everything they touch. It's their strong point, and hopefully it makes up for any other shortcomings.
Thought you'd be interested in this, "Epic Manager", a "football manager but D&D". Seems to have more focus on interacting with the world then this, but similarities abound. Here's an RPS article http://www.rockpapershotgun.com/2014/10/27/dungeons-dragons-talent-scouts-epic-manager/#more-244927, and here's the kickstarter. https://www.kickstarter.com/projects/1106152318/epic-manager-create-your-own-adventuring-agency
“The current Early Access build is playable with 3 complete dungeon environments (Ruins, Weald, and Warrens), 10 character classes, 9 town building types, 5+ quest types, 30+ monsters, 130+ items, and more than 30 interactive dungeon objects. There is currently no end to the game in Early Access, so players can keep raising heroes and embarking on quests indefinitely. The full version of the game will have an end to the story.”
Got my keys from the Humble Bundle. I'd be diving right in but I'm still at work. (And apparently my work laptop's onboard video is so shitty it can't handle OpenGL 3.1) I'll get down and dirty in the dungeon later.
Got my keys from the Humble Bundle. I'd be diving right in but I'm still at work. (And apparently my work laptop's onboard video is so shitty it can't handle OpenGL 3.1) I'll get down and dirty in the dungeon later.
There was a humble bundle?! Aaaaah!
It does! It does and this is the best day of my life.
I'm passing this forbidden secret on to my dorf frands:
It's not accessible through the humble store search or anything but it's still there. Here (http://www.humblebundle.com/store/darkestdungeon_earlyaccess/Dkwodkfhj2) you can buy the game and get early early access (early being right now!) for 20 bucks.
(Reynauld becomes abusive and shit-talks people whenever they make a mistake, further stressing everyone out. Meri becomes paranoid and refuses help, whispering doom to the rest of the party)
2. Hero's can't go on missions two levels below them >.<
I may have missed it, but how did you guys get the game?
I may have missed it, but how did you guys get the game?
You need to be a backer, 20$ or more. If you are, you should have gotten an email with a link to the humble bundle store.
Otherwise, you can buy into Early Access on Monday.
I beat the necromancer. Pretty scared of the swine prince but the best thing to do might just be to spam your hardest attacks and say yolo
Well, low level dungeons are farmable, by the virtue of free-to-hire units. It doesn't matter if they complete the mission or not. They just need to make it back with at least 1 of em alive. Survivors can be kept or thrown away. Remember, they are expendable. They will always make at least a minimum of 1-2k profit, in case you run away. Roughly 5-6k if you complete the quest. (Suppose that depends on how well you play with whatever party rolls you get.)
All you really need is to upgrade the caravan so that you get 4 recruits every week. (I think it is pretty hard to 'lose the game'... since you have all the tools to claw your way back after a big loss.)
There is no horror in total chaos. Horror is located in the entropic transition from a greater to a lesser state of order on the way to chaos, with all the little collapses pointing toward the big one.
Hellions and bountyhunters I have not tried yet. So I wont opinate about them.
so do we like this game or
I'm still experimenting with different options for the damage component of my stun-stacking team. If hte leper becomes more consistent at higher levels that's great, it's his main problem.
God, I can't wait. I wanna play this so bad.
Question: Flavour-Wise, what's the Leper like? Is he literally just a guy with leprosy?
- I always bring a shovel. Always. I think it'd be worth it to bring 2 when exploring the Weald, since I seem to consistently encounter walls there. Walls are just too expensive in terms of stress, health, and torchlight. Not too much of a discovery, but so useful that I feel it bears mentioning.
- Bringing guaranteed success (Are they guaranteed success?) items might be worth it, I think. I just went through a skirmish in the Weald, encountering an old, rotten tree trunk. Using a medicinal herb at that moment gave me 12 food, so I definitely came out ahead, even if I was doing fairly well in the skirmish so far. I've also had decent luck with keys when exploring the ruins. I imagine you can use the holy water on altars to purify them. Maybe you can also use a torch on experiment tables/bookcases? You have the option, but I don't remember an event that seems like it would necessitate a torch. Maybe like two medicinal herbs/one key when exploring the Weald, and two keys/one medicinal herb when exploring the ruins might be a decent experiment.
- There's one skill that, for me, makes Vestal totally worth it: Dazzling Light. Fair chance to stun, +5 torch? Hell yes. Vestal + Occultist means that, if you get the right set of enemies, you can basically heal your whole team (minus bleed damage) and recuperate your entire bar of torchlight by chain-stunning an enemy will high health, low stun-resist. It doesn't really help with the stress, though, but if you added a Crusader who can relieve stress, you could probably get a fair amount done there, too. I'm still in the beginning of the game, so I really don't believe that this strategy will hold up later on in the game where enemies will probably have a lot more stun resist, but it's fairly useful so far. It helps to have a backup stun, though.
[/i]
So it seems like I bring a lot more crap than you guys. My standard short-ruins kit is three keys, 3 holy water 8 or 12 torches, twelve food and two shovels.
I've had very good luck with holy water on the urns. Typically I get 1000-1500 gp worth of stuff out of one urn. Keys seem more hit or miss to me, but often convert into heirlooms, so it's all good.
I usually bring 4 shovels to the welad, since they help digging up bodies...
I'll also note though that I seem to have good luck hit every curio I find, rather than ignoring them like others in this thread. The loot from them is what's sustaining my treatments, more so than the quest rewards.
Especially when I learned you can run out of missions with a certain difficulty offering. That's why I was in the Weald in the first place, is there were no more apprentice Ruins missions.
Well I was on a pretty good roll until I a) gambled on a Leper guaranteed to have a freak out early in the mission, and b) got totally reamed by spiders in the Weald. Almost the whole party was crippled in one horrible fight. Masochist is pretty bad, btw. Anything that involves dealing or taking damage, they'll pipe up and make the one dealing or taking suffer stress damage. AND they sometimes hurt themselves on their turn. AND they actively refuse heals. And then my fucking kickass Dismass who I'd sent to Sanitorium to heal a cough came back with "Known Cheat" cured instead. Nice. Didn't realize a fact was a psychological problem you can cure. With pretty much all of my Lvl 1 guys at half stress already, and falling down below 10k, I'm promptly flushing this game save down the drain. Especially when I learned you can run out of missions with a certain difficulty offering. That's why I was in the Weald in the first place, is there were no more apprentice Ruins missions.
I figure you need at least....7 to 8k per mission to help your party recover and be able to afford the stuff that nets you more gold when you provision for your next mission. It would be really, really nice if they let you keep your left over provisions.
I'm starting to notice 2 things with all these harrowings: your rewards are better the worse you come out of a fight.
And the downside of support characters is that they're reducing your attacks per round.
I'm starting to think those loot cleanser items are really helpful in making sure you break even in a run or turn a profit, if you don't plan to finish it. Provisioning is not cheap at all once you start loading up for medium dungeons and start bringing loot cleansers.Them loot items really do help. At the very least, you want them shovels. Half the dungeoning is being prepared.... to loot and mitigate stress. It is normally a poor idea to try to loot some stuff without loot items.
I think this is the other way around: tougher fights have better rewards but you come out worse from them
QuoteAnd the downside of support characters is that they're reducing your attacks per round.
This is why I love occultists better than vestals. You can have a healer and still keep a number of skills that can make it worth your while. My occultists come in two main flavors: knife + debuff + abyssal + healing or 2 debuffs + abyssal + healing
Beware of relying on A Teams. Sometimes your heroes might leave (for good? I dunno). I just had one of my favorite bandits (not superDismas, thank Nyarlathothep) leave "looking for a vision" after I left him meditating in the abbey to de-stress him. After seeing this I think cycling characters is even MORE important, as to have something decent to fall back on if this (or dungeon death) happens, instead of raw noobs.From my experience, they come back, eventually... as long as there is still room in the roster for them to come back.
Beware of relying on A Teams. Sometimes your heroes might leave (for good? I dunno). I just had one of my favorite bandits (not superDismas, thank Nyarlathothep) leave "looking for a vision" after I left him meditating in the abbey to de-stress him. After seeing this I think cycling characters is even MORE important, as to have something decent to fall back on if this (or dungeon death) happens, instead of raw noobs.
Also apparently people have already beaten the available content at 42 hours. The mind boggles. Maybe if I'd stuck out some runs I'd be farther along but I struggle to see how it would have been possible. I think there's just a threshold you pass with this game where bad runs don't hurt you as much. Getting to that threshold is the hard part.
1. It's random. Periodically they'll get hungry.
2. You can only camp in longer quests. You'll automatically receive firewood when you can camp and you just right click it.
3. Later on you'll unlock the guildhouse, where you can upgrade abilities; the blacksmith, where you can upgrade gear; and the survivalist, who upgrades camping skills.
Is there any reason to use the Jester? Haven't recruited one, had one to pop up available but the skills seemed pretty useless. So far I'm rolling with Vestal/Occultist, Plague Doctor for crowd control (yay for stun grenades), two tanks. When doctors are too insane I replace the slot with a Grave Robber, but she seems quite...average.
The game doesn't really have *that* much RNG. It is in a way like BloodBowl, risk management.
Shit hits the fan manager.
Edit: The true test of your resolve.
So far I'm rolling with Vestal/Occultist, Plague Doctor for crowd control (yay for stun grenades), two tanks. When doctors are too insane I replace the slot with a Grave Robber, but she seems quite...average.I'm surprised you find plague doctors good for crowd control at all, given their low versatility. The stun grenade only works on the back row people, and it can miss. Same with plague grenade. Once you kill two enemies (the two weakest?) then you're stuck with their shitty front row attacks.
I'm still unimpressed with Grave Robber. Her damage is low, and rather than all the moving ranks to stun and yadda yadda, which can still get resisted, you can get a bounty hunter wailing on dudes from anywhere in the lineup, or pulling them to the front, or using his flashbang.
I'm still unimpressed with Grave Robber. Her damage is low, and rather than all the moving ranks to stun and yadda yadda, which can still get resisted, you can get a bounty hunter wailing on dudes from anywhere in the lineup, or pulling them to the front, or using his flashbang.
Of course, the enemies seem to know this so she gets ganged up on a lot. Lost more than a few Grave Robbers because of that.
Anyone have any good tips on how to take on the swine prince? I had a good party - Crusader, Hellion, Highwayman, and Vestral. They pretty much walked through every battle up to the bastard, and then got completely stomped. He hit everyone every round for 6-12 damage and is immune to stun. I hurt him, but no where near as fast as he hurt me. Lost the Vestral and fled the battle with everyone else at death's door. I'm...just not sure how to deal with that one.
I'm still unimpressed with Grave Robber. Her damage is low, and rather than all the moving ranks to stun and yadda yadda, which can still get resisted, you can get a bounty hunter wailing on dudes from anywhere in the lineup, or pulling them to the front, or using his flashbang.I'm kinda meh with the backward moving stun, since I don't really rely on em.
Anyone have any good tips on how to take on the swine prince? I had a good party - Crusader, Hellion, Highwayman, and Vestral. They pretty much walked through every battle up to the bastard, and then got completely stomped. He hit everyone every round for 6-12 damage and is immune to stun. I hurt him, but no where near as fast as he hurt me. Lost the Vestral and fled the battle with everyone else at death's door. I'm...just not sure how to deal with that one.Blight/Bleed/Critical the big pig. Don't bother with anything fancy/gimmicky. Getting a lucky dodge on an attack or mark really does help though. You did upgrade your characters equipment and skills?
Where you attacking or pulling the little pig? Cause you really shouldn't attack the little pig.
this looks like a lot of fun but im a bit wary of early access lately. Is it worth the 20$ as it stands right now?
True, I'm still pretty early in the game so there's little camping, but I'd argue that being better in combat alleviates the need to camp in the first place.
True, I'm still pretty early in the game so there's little camping, but I'd argue that being better in combat alleviates the need to camp in the first place.
There are some pretty sick buffs you can give yourself during camping too. I don't know if they last the mission or until next camp or what though.
I really like the Jester. He does pretty high consistent damage (with a lot of crits happening) that can reach back pretty far, and he's also surprisingly resilient because he has a really good dodge score.
on occasion I will sort of cheese it by killing the meanest stuff and leaving one weak enemy I can out heal (stress heals and HP heals if I have a jester and a Vestal)
Thoughs on the Warrens? I'm finding the diseases quite debilitating, since they cost a sanitarium slot and a thousand gold to cure...
so if someone says the tutorial is hard due to RNG I personally imagine that they'd had to of been screwed REALLY hard for that to be the case.
and it's kind of like Blood Bowl in that managing the risk (and knowing when to submit yourself to RNGesus) is part of being good at the game.
They would need to buff up the bosses. With luck and a good plan, a boss can be destroyed just as easily as a party of maggots.
That being said, I think there are more elegant ways to handle the level cap then the current method, so I don't really support it in general. However, the bosses don't particularly need an exception.
So on the topic of getting traits; Imma side with the "totally makes no sense" camp. I went through a dungeon with no humans or beasts, and two come out with hating humans and hating beasts... Also I'm getting a few guys who still get clashing traits (can only pray and refuses to pray) with the latest update, I'm guessing I have to do a fresh save?You can use the sanitarium. Not a huge loss of cash, compared to starting over. If the Sanitarium is not unlocked yet, play another week or two.
So far the most damaging thing in the game I've seen is a leveled merc using his collect bounty ability on a marked enemy. I had a level 2 merc with upgraded equipment crit for 40 damage with that. I wish there was another class that could mark enemies, so I could use it in tandem with the merc rather then having to use a second merc to make quick use of it. Its really great for bosses regardless, since the marked status lasts for a long time.
So, here my first thoughts on the game, after playing it for around 5 to 8 hours:
- Bleed and Blight seem hillariously useless on anything but Bosses. In any regular fight, you want to kill everything as fast as possible. There is absolutely no reason to use a DoT that can potentially miss, not apply it´s effect (RESIST LOL) and only does 2 damage max on the hit itself. Stun is, thank god, very useful for keeping some of the really mean attacks from hitting.
WARNING!Oh, poo! Thanks for the info, I was wondering about that. I guess I won't be wasting my 20 EUR then!
You need OpenGL 3.2+ in order to play this. So older laptops probably won't cut it.
Why a game with such shitty graphics would have such a high graphics requirement...especially since it didn't always have that requirement, I'll never know...
The actual statements range from overwrought despair to the absurdly macabre to Alien Movies quotes. The only voiced thing in the game is the narrator.
Re: Occultist vs. Vestal. Vestal can still totally get overwhelmed by AoEs, especially at the beginning. 2 + 5 isn't even enough to cover half of a nasty crit. Occultist heal maxes at 10 to start but there's a lot of variance. He will heal for 0 sometimes, and when he does that two to three times in a fight and maybe adds some bleed, it puts the Vestal's reliability in perspective. They are my favorite support pair at this point though. They compliment each other's short comings nicely. Not sure I'd want them for a boss fight because that's a low damage party, but for general dungeon survival they are teh best. Especially if your Crusader has his stress heal.
Blight sucks because it has no damage component in any application you get. Bleed does though. I don't get the reasoning. If Blight did more damage, were more reliably applied or resisted less often, the fact it does no damage on application would seem more justified. Meanwhile, Bleed works on the majority of guys, has plenty of damage added in with the attack and can be stacked pretty easily until you're doing 5 damage a round, or more. Blight doesn't last longer, hit harder or affect stats in any other way we know about. So, yeah. Make Blight 2 to 3 damage base per stack, or let it last twice as long, and let it do 80% damage on the Plague Doctor's attack like most abilities, and I think it'd be right on par with Bleed. Plague Doctor is the closest thing we have to a pure support character, not because of the quality of her support abilities, but because of the near total lack of damage abilities that are worthwhile. She's also like one of the most vulnerable characters to get moved out of the back ranks. I've had Plague Doctors that can do nothing from the front two ranks. Nothing at all.
In a similar vein, while the Occultist is more obviously useful, his damage pretty much sucks compared to melee. Haven't diddled with his front rank attacks yet, mostly because one of them comes with -5 Torch....which there's no way in hell I'm using that, except in the most dire circumstances.
Lastly, and this may sound whiny and weird, but the turnorder drives me mental. There isnt any indication on who moves when, and it seems completely arbitary at times. Enemies who went last on one turn, go first the very next.
Blight sucks because it has no damage component in any application you get.
Blight sucks because it has no damage component in any application you get.
That isn't true.
Grave Robber's blighter thing does more then 1-2 damage. Also another surprising one, Plague Doctor's single target blighter does more then 1-2 damage.Blight sucks because it has no damage component in any application you get.
That isn't true.
K, what ability does it get used with that doesn't result in 1 to 2 damage on strike?
I'd rather see bleed and blight do different things. Right now they're just different labels on the same basic effect. It'd be better if blight had more of a debuff effect with slight damage and bleed was more damage oriented. It'd make things much more interesting.
Well that's a good start. Now let's hear about some crit changes. ><(http://cdn.techtub.in/wp-content/uploads/2014/12/057-262x123.jpg)
Also curious, the Blight Damage increase on the PD. Does it do 3 damage per round? 2?
Oh, and did anyone had problem with the old mofo hag? What is the strategy here? She killed two whole squad already, and one was with my "chosen one" caracter (i even renamed him Aragorn, do you know how important he was to me old bitch? DO YOU ?). She keeps pulling one of my best caracter in her fucking chamber pot, cooking him slowy and, god, how many actions does she has? She can put one in the pot, get one of my caracter sick and blow them with a spoon of her fucking soup before my team wakes up. And as soon as i get my member out of the pot (cause most of the time, it's the one who is the most important to attack her, in the back) she just puts him back in, like you know, it's fun.
Bring a merc to mark her and use collect bounty or a helion and you'll be fine. Grave robber might be good too.Alas, Collect Bounty can't target her - she's considered to be the back 2 spots and CB targets the front 2.
Yeah, I feel the same; the game doesn't really reward you much for success. In a way it reminds me of Oblivion, the tougher you get the tougher the enemies get, negating the benefit of leveling up. Beating bosses likewise gives you nothing... So it would be nice if you get get at least some permanent, village-related boosts from your success occasionally, so even hero mortality wouldn't be the main problem.
Likewise, would be nice to sometimes get higher level heroes right from the coach. Some kind of (your lowest level hero)-2 formula or the like.
I've got through quite a few weeks now, and I still feel the biggest problem is the lack of a feeling of progress. I come off every mission without feeling like I've achieved something, I've sort of just done a mission to keep things about equal with some small advances or back steps depending on how lucky I've been.
I'm all for hard (the harder the better!), but you need rewards and progress of some sort.
Really it's all down to RNG. While something like DCSS uses RNG for everything, it manages to feel mostly fair. With this you just get a few crits or tempting goblets in a row and you've just lost your entire team. Turn order would help with this (as you'd be able to plan more) or just toning down the amount of stress abilities/crits.
If the enemy landed 9 critical hits and your boys were near death, why not just flee?
I don't really see this game as all that difficult possibly because I am quick to cut and run. In fact any time my guys get surprised and disorganized I retreat and try again.
I am taking the game slowly and haven't done much of note even though it is week 15 or something.
You do have progress in the way of heirloom items... that is, if you make it back.
If money is that tight, you'll have to cut some of your keepers out and/or let them languish in depravity till your financial situation is improved.
In a green short run, you can clear it with 8 food, 4 torches and 1-2 shovels with 4 fresh ones. Or at the least, retreat when appropriate.
Green medium runs, I regularly do them with 12 food, 6 torches and 2-3 shovels. Of course, retreating when it gets bad...
... If you do bring extra stuff like keys, bandages and medicine, they pay out for themselves in extra stuff/gold, if you know where to slot em. Short runs, 1 of each and medium runs, 2 of each. Should come out to paying for themselves and providing extra heirlooms by the end, if you manage to use at least half of em.
Agreed that transience of quirks and how arbitrarily they're assigned is a big minus in caring about your guys. They played up Pre-Kickstarter that those were somehow nuanced but right now it just seems to be a big 'ol random mess. They haven't had too much to say on that front, either.This was something that disappointed me. I kept looking for meaning in how the perks were given but it seemed completely random. They also played up a lot about how unique the personality and the traits would make each character, whereas really they're just a collection of stat. changes. Even if they had done something like given them different clothing and a few different 'end game' skills, that'd have spiced stuff up a bit.
"Balance changes" = multiple nerfs to heroes, buffs to all the baddies that were already painful to fight.
Not sure I like this update at all. None of the balance changes I was actually hoping for are in effect. :-/
I'll probably start a new game to test out the two new classes, I guess.
1. & 2.
3. Character attachment - Would like that to be fleshed out more. I don't mind the perma-death, but I'd like to care a bit more about my guys. Being able to change the names and colors is cool, but I'm being encouraged by the meta-game to think of the individuals as all disposable. That seems to run against the tension of the combat though. Whatever guy dies, well, I have another couple in the wings.
4. Trinkets. Still not feeling it. Can I have equipment that doesn't harm me in some way pls? Forcing me to make my characters take on different roles, and building them together into a functioning team, that's all well and dandy. But does it really mean that we have to do away with that tried and true cornerstone of dungeon spelunking that is finding some nice little piece of equipment?
I abuse stress reduction abilities and while in camp I focus solely on stress reduction skill uses.
I should probably do a more recent run through given some of the changes they've made. I will document it and post it up in a few days!
I don't understand how you can survive the increased crits and stress gain. Getting locked out of lower level missions keeps your guys from becoming stress immune, so.I haven't played in like a half a year, but... back when I plaeyd (which sounds about like when Jeshin played) this is what I would have said:
Disabled torch snuffing during combat to prevent admirable but sneaky torch snuffing at combat end to receive bonus loot
Got to week 20 or so and I had my squad of best heroes wiped out in two battles where the enemies got to attack in the first rounds and scored like 7 critical hits in those two battles.
Other than that the game seems nice, however, I enjoy failing at FTL or Invisible inc, cause the campaign lasts like 3-4 hours, here, you may invest hours and hours of gameplay and get screwed over or play yourself into a corner. Not sure if I like that, I can see myself rage quit in most campaigns and not returning to the game for months.
I tried different battle strategies, but ended up convinced that sheer damage dealing abilities overweight everything else. (except shuffling enemy melee fighters back). Some buffs seems tempting to use, but again, nothing seems to beat killing an enemy fast and not be attacked by it in next round. Any thoughts on this?That is the winning strategy, yes. If the enemy doesn't act, you take less damage. If the enemy is dead, you don't have to stun them.
I tried different battle strategies, but ended up convinced that sheer damage dealing abilities overweight everything else. (except shuffling enemy melee fighters back). Some buffs seems tempting to use, but again, nothing seems to beat killing an enemy fast and not be attacked by it in next round. Any thoughts on this?
And a lot of buffing suck, raise accuracy or evades is moot if the rng pee on you.+100% accuracy has its uses.
Man At Arms has THE tank buff. Increases PROT, causes him to get Marked Target so attacks go to him, and activates the Riposte Buff so he'll counter attack anyone that attacks him.
dots are more valuable and can critI now want to build a full DOT party and just melt everything.
I haven't really investigated the matter, but according to some people, the game itself has a number of arbitrary gamey mechanics which don't make much sense from a logical standpoint, so I suppose this is one to add to the list.
Strictly speaking, they are paid rather handsomely for their... well, their recovery, at least, if not their services directly. Though I guess 75g rations and 1000g tavern visits could be argued as another gamey thing.I haven't really investigated the matter, but according to some people, the game itself has a number of arbitrary gamey mechanics which don't make much sense from a logical standpoint, so I suppose this is one to add to the list.
Add in the game being turnbased, being limited to four party members and everyone working for free. Games are allowed to be gamey, because they're games.
Strictly speaking, they are paid rather handsomely for their... well, their recovery, at least, if not their services directly. Though I guess 75g rations and 1000g tavern visits could be argued as another gamey thing.I haven't really investigated the matter, but according to some people, the game itself has a number of arbitrary gamey mechanics which don't make much sense from a logical standpoint, so I suppose this is one to add to the list.
Add in the game being turnbased, being limited to four party members and everyone working for free. Games are allowed to be gamey, because they're games.
You don't even have to bother destressing them or even provide rations in the dungeons.Strictly speaking, they are paid rather handsomely for their... well, their recovery, at least, if not their services directly. Though I guess 75g rations and 1000g tavern visits could be argued as another gamey thing.I haven't really investigated the matter, but according to some people, the game itself has a number of arbitrary gamey mechanics which don't make much sense from a logical standpoint, so I suppose this is one to add to the list.
Add in the game being turnbased, being limited to four party members and everyone working for free. Games are allowed to be gamey, because they're games.
They're basically working for brothel and board :)
Games are allowed to be gamey, because they're games.
The game is definitedly nastier. I'm having *real* money problems. To the point that I'm resorting to what I once thought was "twinkish": increase the wagon straight off to 4 heroes so that if worse comes to worst, I can push myself back into the green through consecutive suicide runs.And if the level-up heroes get targeted and wiped out first?
In fact, I find that it is most prudent to, at least at the start, send your level-up heroes with throwaway squads. If the redshirts start to die, time to retreat and call it a day.
Problem will come when my favorites start to level up and I have to send them into nasty runs. I'm guessing I'll have to play far more conservative then and offset the difference with noob suicide runs.
I do not see what is so easy about the mid game.Spoiler: Rant (click to show/hide)
*sigh* Goddamn this game. I get into it for a day or two, think I've finally broken through to some sort of playable balance and then it goes to shit when I try to keep playing.
It's feels a lot easier at low level however, I could complete dark runs without issues with a balanced group. Unless that was luck, it's hard to tell.
3) It's possible to build really bad parties. I don't know enough about what you were using to say,
So I noticed they made the shovel persistent. Doesn't that make it even less of a meaningful decision? It becomes a tax. If you pay 250 gold before a mission, there's a chance of go fuck yourself. If youd on't, there's a chance of double go fuck yourself.
I wish they'd just remove the cave-ins entirely or change their mechanics. They do nothing to make the game more interesting.
Speaking of which, orbs. Without spoiling them for me (I almost won once, 7 hp left) is there anything to be gained from activating one, or are they just yet another fuck you mechanic?
Okay, so I think I'm going to have to stop trying medium missions in the ruins. Bone commanders are just completely flattening every team that comes across them.Your teams sound pretty boned.
occultist is pretty sucky as of late, because as far as it's healing skill is concerned, higher skill levels further increase the chance of bleed. And outside it's healing skill the occultist's usefulness is pretty situational.
*Snip*
Why is the punishment for burning books 95 stress?
His bleed just isn't good enough, I don't think. Not enough to care about and his damages are low. Jester can easily stack up huge bleed, he's like a bleed plague doctor.Early bleed is sucky... but two levels in it begins to increase... and then it stacks much better.
I haven't actually tried the front-line houndmaster with lick wounds yet, I'll give that one a shot instead of harry, which doesn't get much use. My worry there is that aside from the mark, without bleed he's just a shitty man-at-arms.
There's a few correlations but they're mostly based on the monster itself, not the type. Pelagic monsters are resistant to bleed but that's not a tag and not all eldritch monsters are resistant to bleed.
There's a few correlations but they're mostly based on the monster itself, not the type. Pelagic monsters are resistant to bleed but that's not a tag and not all eldritch monsters are resistant to bleed.
And Skeletons are immune to bleed, but that doesn't mean all Unholy are.
heh, opps. Ill take it out, since I solved that issue anywho.
The body horror in this game is real. And probably one of the more fridge horrorish bits here. Is it all cthulu inspired bits that play on body horror?
The warrens imply a whole lot of humans were and are eaten there. Easily the most revolting of the settings.
There is a question as to where all these people who keep dying are coming from. You could say the zombies, plant horrors, and slime-surrounding-skeletons are all using long dead corpses as a "base". But that doesn't explain who the bandits rob to support themselves, or where the pigmen are stealing food/abducting people from. It seems unlikely that one village could support all that without being destroyed, but the setting seems like such a desolate backwater that it raises questions... maybe the land the game is set in is closer to civilization than it might appear?
I keep considering getting this game
But my fear is it will just be another one of those games that is so tough that it stresses me out and I have to feel "prepared" before playing it again leading me to never actually playing it.
I keep considering getting this game*I* keep trying to get this game in Blaze's giveaway :P
So uhhh... How do you camp?
So uhhh... How do you camp?
Any remaining move will serve to heal the party from dmg and stress, and you can easily keep extending fights quite a while this way.Seven words:
Why do we tarry and invite danger?
I wish I knew now safe it was to continue after a certain amount of mental instability. I could have finished my first dungeon hands down.
-snip-
FINALLY got this. Thanks steam holiday sale!Now take on the Wizened Hag in the Weald.
Beat the Apprentice Necromancer with two Vestals, a Crusader and a Bounty Hunter. Was getting worried when the necro managed to get to 3rd rank and it became clear I wasn't gonna win through attrition, but then I used my Bounty Hunter's smoke bomb or whatever to stun the bastard while drawing him into 2nd rank, then my front line bashed his face in.
Yeah...I just got my ass kicked by that one as it so happens :(FINALLY got this. Thanks steam holiday sale!Now take on the Wizened Hag in the Weald.
Beat the Apprentice Necromancer with two Vestals, a Crusader and a Bounty Hunter. Was getting worried when the necro managed to get to 3rd rank and it became clear I wasn't gonna win through attrition, but then I used my Bounty Hunter's smoke bomb or whatever to stun the bastard while drawing him into 2nd rank, then my front line bashed his face in.
I had a crazy-ass time with that fight.
Darkest Dungeon is on sale as a part of the Autumn Steam Sale. 40% off, $12 instead of $20.Maybe if it works on your computer. It doesn't work on mine, so it'll probably be two or three years before I can play this. But I will play it!
Worth it? I heard mixed opinions about it when first released in early access.
Yeah...I just got my ass kicked by that one as it so happens :(I just barely beat her my second time, after a total party wipe the first time.
Cheap ass shit too. "Into the Potx100" because obviously no-resist formation fuckers that also deal damage EVERY FUCKING INSTANT is a great boss design.
Thinking of doing a Darkest Dungeon let's play. There will be dorfings, and once dorfed you can provide input on how your character is geared, skilled, treated, and what missions you want to go on.I vote the estate be named the "Ebony Raven Way" estate :P
Anyone interested? Setting up the op and first update now. Will link in my sig.
So... thoughts on the latest patch & latest class?
To me the abomination seems a bit on the overpowered side.. what with it fulfilling the functions of several classes in one neat package.
I guess it's a balancing point that it doesn't seem to fulfill those functions very well... still...
As for the Abomination, it's too early to tell. But using him implies excluding some go-to classes. (Crusader, Vestal.)
Spoiler: Hag (click to show/hide)
Am I going to have to start a new file in order to see the new stuff? I'm not all that far in, but my current run isn't going horribly yet and I'd rather not abandon it unless I have to.Nah. I got an abomination recruited from the cart in the run I've been playing prior to this update.
I was gonna spend the night enjoying this game, but I'm now too pissed off for that to happen.
Good lord. Debuffs upon debuffs upon debuffs.This bears repeating, I think. Did Rend For The Old Gods really need to add a stress-increasing debuff on top of its bleed effect, when you consider how often Cultist Brawlers are found in combination with enemies that already induce massive amounts of stress? Or did Blanket Fire, already an annoying party-wide damage dealer, need to become even more annoying with party-wide debuffs as well? A character can potentially be knocked into Death's Door from a single critical attack, does it really need to punish the player further with debuffs that persist until you return to the Hamlet?
That was barely enough to deal with starvation on medium sometimes thanks to randomLOLhunger.
I really dislike the provision limit, just on principle. They're dictating a finite limit to how you can deal with the RNG. Granted, something is probably reasonable. 16 food is unreasonable though? That was barely enough to deal with starvation on medium sometimes thanks to randomLOLhunger.
As for the enemy attack debuffs...that would seem like the kind of thing you add in over champion and w/e difficulties. Just seems like more beating the shit out of people from Day 1 for new players.
That was barely enough to deal with starvation on medium sometimes thanks to randomLOLhunger.
To be honest they need to remake the hunger system completely. As is you can literally eat 4 units of food with everyone to heal and next corridor they suddenly starve.
My god... they're the Youtube of games - every update makes things a bit worse for no adequate reason.
Aye, the food limit is high enough that it's a non-issue. Which raises the issue of "Why bother?" I don't know what problem it's supposed to be solving. If the game's supposed to be exploratory, learning how much food to take seems like a reasonable thing to ask people to learn - especially compared to things like "The Plague Doctor is almost mandatory for the Cove because you pretty much need Blight". But, yeah, I really only object on principle - in practice, it changes nothing.I think the issue is people completing missions by throwing money at them. Like, let's just bring 100 food and heal to full after every fight. Its not like money is terribly limited in this game.
I still think it might have been better to try to adjust the balance by adjusting provision prices, rather than limiting mechanic. You are hardly pushed for resources once you reach a certain point.
Aye, the food limit is high enough that it's a non-issue. Which raises the issue of "Why bother?" I don't know what problem it's supposed to be solving. If the game's supposed to be exploratory, learning how much food to take seems like a reasonable thing to ask people to learn - especially compared to things like "The Plague Doctor is almost mandatory for the Cove because you pretty much need Blight". But, yeah, I really only object on principle - in practice, it changes nothing.I think the issue is people completing missions by throwing money at them. Like, let's just bring 100 food and heal to full after every fight. Its not like money is terribly limited in this game.
-snip-
Corpses have been optional for a while now IIRC, but I'm glad to hear that the death's door debuff's persistence can be turned off. That thing was pretty nasty.I've been playing default settings and it seems a reasonable design decision.
Yea.
EDIT: Made a quick save and played until it gave me the tutorial for corpses. No mention of loot. So there's no reason to even have corpses, really. Why play with corpses on at all, then. All it does is make the game harder.
The response to people concentrating attacks on the front ranks to cripple the back ranks was to add corpses.I do like how they're making some aspects of the game optional. A lot of the game is reliant on rng and rng can be fickle and/or insanely punishing. Adding options adds variability. So for example, a new player who's having a hard time can remove the permanent death's door debuff to help him survive the early game where options are limited and rng is more punishing. Rather than just have a new player bash his head against the hypothetical wall and get frustrated and quit the game altogether because rng gave an awful early game short dungeon with 4 blockages, no successful trap disarms and nothing but fights full of skeleton clerics throwing chalices.
The response to people complaining about the enemies holding ranks with corpes was to make them optional.
So, who crapped their pants when they encountered the [Spoiler] COLLECTORI cleared a level 1 (green) "beat all room fights" mission fairly quickly in the ruins and felt it was safe enough to explore a bit for extra loot. Ran into the COLLECTOR as a random hallway battle. Didn't think it was bad at first.
Name one thing about this game that's fair.
debating whether to get this game or not. The thread here is certainly long enough to show me that folks like it, but I dont really like "hard for the sake of being hard" games much. For example, I really liked FTL when I first started but after making almost no progress on many attempts, I just burned out. I like to feel some sense of progression and the meta-game ship upgrade thing in FTL wasnt enough for me.I think you'll like this game most of the time, because there is definitely a strong sense of progression as your heroes become more powerful and you cross off goals.
So, will i like this game?
EDIT: To clarify that last part, characters who crack from stress become Afflicted with a psychological problem. If you target such a character with some ability, for instance healing, they may refuse to allow it. It used to be that this would not only prevent you from executing your plan, the character who did the healing or whatever would also lose their turn. Now your plan is just ruined, but you can try and salvage it - which is something I like the game to be encouraging at every opportunity.
That's because they've toned it down, back around the addition of the corpse update they were constantly increasing for the sake of being hard (Agh maggots and dodging corpses!) And then the heart attack from overstress added at the same time, pretty sure those forums were half in revolt over it at the time.EDIT: To clarify that last part, characters who crack from stress become Afflicted with a psychological problem. If you target such a character with some ability, for instance healing, they may refuse to allow it. It used to be that this would not only prevent you from executing your plan, the character who did the healing or whatever would also lose their turn. Now your plan is just ruined, but you can try and salvage it - which is something I like the game to be encouraging at every opportunity.
Reading the latest patch notes, this was removed. The action fails but you keep the turn for something else.
It's not hard for the sake of being hard, but it's a game where things can turn bad at any moment and losing a character is most often because you wanted to push through with a tired and stressed party than bad luck. I did have bad luck however and I rage quit because of this.
Reading the latest patch notes, this was removed. The action fails but you keep the turn for something else.That's exactly what I mean - the action fails but you keep the turn. This is a huge improvement because it still gives you a bad situation, "Oh no, my plan is ruined because I can't get this guy to move or be healed or whatever.", but it also lets you try to make the most of it because you can react by changing your plan. Losing the turn just forces you to tolerate a bad situation. From the game's self-description, I feel like it ought to be encouraging the "Make the most of it" gameplay, which does require giving you options and chances to save yourself, instead of the "Tolerate it" gameplay, which requires creating a sense of tension because a run of bad luck can ruin everything and sometimes that's that.
It's not hard for the sake of being hard, but it's a game where things can turn bad at any moment and losing a character is most often because you wanted to push through with a tired and stressed party than bad luck. I did have bad luck however and I rage quit because of this.
Only drops Trapehezadron and that is only to sell, sadly. I mean a lot of cool things could have been done, but... eh.
He doesn't only drop tetrahedron, the second time I killed him this run he dropped a severed hand in a bag type thing that was a rare. And the time after that he dropped a camo cloak.
[img]http://puu.sh/mkZup/b1f9291d9d.jpg[/im]... Isn't he the starting highwayman? ... Is he dead in your game?
This is what the collector dropped the second time I killed him.
So, these Abominations. I like using them for tanking. They don't have any attacks in the very front, but in the one-back they can do stun attacks I think? And they have that self heal that seems pretty robust.
I think one guy in the party got killed while I was tanking with this Abomination, without any healers (a Highwayman. All of my deaths in this particular file have been Highwaymen so far, ripip), but everyone else was... pretty alright. I think.
Anyway yeah. Relatively sturdy, stun attacks, self-heal. Good tank, even without his big gimmick move dealie, in my opinion.
Does the Doc have a heal? I thought they only got battlefield medicine, which stops bleed and blight, and doesn't -actually- heal HP or anything. I just love the Cultist because they like, the only guys that have a strong heal. Incidentally, Docs are one of my favorite classes, because of that strong back row stun and their ability to clear corpses. I also uh maybe have a hardon for plague doctors in general they are so cool looking hnngh.Battlefield medicine heals 1 hp at level 1, but it can be leveled up to increase the max hp (lvl2 heals max of 2, lvl3 has max of 3, etc) and it can crit for bonus healing, like all heal skills. The fact it can cure bleed or blight for both the doctor and the target means it effectively heals the amount of damage the blight/bleed would've inflicted over time. I typically don't carry bandages or antivenom, so blight and bleed damage can really wear down my party without a healer or a plague doctor to stop it. Other healers like vestal can't prevent bleed/blight damage, only heal. So they can heal more health per cast than plague doctor but also have to compete with the damage over time as well as the damage enemies might inflict with their next attacks.
Now that I think about it a plague doctor and cultist could compliment each other. Cultist heals but inflicts bleed, doctor removes the bleed that same turn. Because it takes 2 actions instead of 1 it probably shouldn't be relied on every turn. That extra action spent healing could've been used for damage or stunning or something.
If you backed the game for stupid amounts of money, the backer survey for designing your own trinket has gone out. There's a problem with it, as no one seems to have authorization to access the Google Doc, but I imagine they'll get that straightened out soon.Yeah, this sounds pretty lackluster. Maybe they'll get into more complicated effects than they've been willing to do so far, so you can get corpse feasting or... is heal on kill/recover stress on crit like stuff in? That'd be some low hanging fruit, if not.
You'll have until the 12th to submit your design. The item should be available to use by the 19th (seems like a really small window....)
I'm not as excited by this backer reward as I once was; the way RH has envisioned trinkets means a lot of really interesting ideas will probably be rejected as too complicated, unworkable or "doesn't fit the schema of huge penalty/decent buff item."
I think it's a real pity trinkets have ended up so boring, and fan submitted ideas probably won't change that.
I'm making a DOGE cloak with all sorts of thiefy traits on it at the cost of reduced HP, and reduced Virtue chance in low torchlight.
I'm making a DOGE cloak with all sorts of thiefy traits on it at the cost of reduced HP, and reduced Virtue chance in low torchlight.Spoiler (click to show/hide)
Well it's technically more than a reskin. New model, new animations, probably new barks. Same abilities and gear though, IIRC.If they start making skinpacks.... Im gonna need a trip to the Sanitarium.
Well it's technically more than a reskin. New model, new animations, probably new barks. Same abilities and gear though, IIRC.
Same abilities and gear though, IIRC.
My point exactly.Well it's technically more than a reskin. New model, new animations, probably new barks. Same abilities and gear though, IIRC.Same abilities and gear though, IIRC.
So...a junk class with nothing new to add. I really hope you're remembering incorrectly on that, because otherwise it sounds like a waste of dev time.
So what's the consensus on the game as released? Seems praise was less than unanimous during late Early Access. Also how finished is it? I know some games come out of EA with a ton of near future planned content on the way.I'd say it's pretty good. Balance is fine, I think, although early game can be rough due to heavy reliance on rng and rng loves to be a prick.
The final dungeon is in, man, that happened yesterday. Unless there's something I'm missing. There's still the Merchant class to be added, though.Aaaaaw snaaaaaap I didn't hear about that. I'll have to try it soon.
Started a new game since it's released. Does the game feel a lot easier to anybody else? I haven't played since before the Abomination release.
I've got two saved games right now, one is in week 54 and I've almost got a team of level 3s put together to start on the next tier of adventures.
My newest game that I started after release I'm at like week 20, I have five level 3s and I'm just waiting for the newest ones to recover, and I've only had five deaths so far, three of them on one mission.
Is the gamea lot easier now, or have I just incorporated all the lessons I learned from playing before?
Also I haven't had much trouble with corpses. There's lots of ways to clear them and as often as they hinder me they help me out by keeping enemies in the back ranks where I want them.
Frankly Tier 2 dungeons are where my "game's totally manageable now" illusions break down.My experience has been
a few dozen miscreants who volunteered for the job is a small price to pay
probably not with any tentacled lip-smacking, though, so really there's a staggering degree of empathy on display hereQuotea few dozen miscreants who volunteered for the job is a small price to pay
Says Cthulhu.
Something I'm not too happy about right now is that I have this weird situation due to level restrictions. I have a whole bunch of level 3 decent characters who suddenly aren't permitted to go on level 1 quests anymore, but get hammered really badly on level 3 quests. I have a decent roster of 11 characters, most of them are level 3, but everybody is slowly falling apart from the stress while before I was kicking ass.I (still) feel like the game would do a lot better with an xcom style system of escalating the difficulty of missions and having a loss condition. Its already got a Long War-esque system of fatigue built into it and one that makes a lot more sense at that.
The way to proceed is obviously to get a bunch of fresh blood in and use them to make money to heal up my higher tier guys I guess. But that feels stupid. It's kind of so annoying I'm thinking of just quitting DD and forgetting about the whole thing, even though I like the game overall. I just don't want to have to game their system in order to proceed.
So do lower level quests eventually become unavailable, regardless of if you have low ranking people in your party? Simply due to having done those dungeons so much?
WTF Is... - Darkest Dungeon ?
https://www.youtube.com/watch?v=J-spazTn-4U
Maybe that's what all the complaining about the game being made harder and harder and catering to the hardcore crowd were?No, I don't think so. I came in well after that addition, and I still have felt that way. I don't mind exploits being taken out, but there is a difference between that and arbitrarily reducing your odds of success.
Maybe that's what all the complaining about the game being made harder and harder and catering to the hardcore crowd were?No, I don't think so. I came in well after that addition, and I still have felt that way. I don't mind exploits being taken out, but there is a difference between that and arbitrarily reducing your odds of success.
There's probably a little from both. Which is one reason why I like the configurable stuff in the Options menu.
Seriously a button to remove all the trinkets from the heroes a la x-com would do a lot of good.This is a thing actually, as of the holiday update or the human bondage update. It's a button in the trinkets "chest" menu.
I think equipment just effects how much damage the initial hit does, if any.
I hate surprise for that reason. A free turn against your party would be PLENTY, but no, you get an entire turn of wasted reshuffle actions on top of it. I love it when when my healers get moved to the front and then are cut down by monsters like they're freaking weed whackers. There's pretty much nothing you can do in that situation except grin and bear and say "oh how much fun this hardcore bullshit is."
I just got a TPK against the Hag with a Lv 3 party... I think my not bringing bleed was my downfall. Still, I am finding the Veteran levels more challenging than the early levels, so I do think they just adjusted the difficulty curve.The couple of times I've tried beating veteran level bosses, I barely got by with a party of lv3s. I think for bosses you'll want to be slightly higher leveled and better equipped than the bare minimum. Like, 3 is the minimum to reliably go on veteran level quests. So level 4 or 5 (if that level can go on veteran level missions) would be a safer bet for veteran boss fights than lvl3.
I've found the veteran bosses pretty easy. The necromancer was tough mainly because I only had two DPS and one was crusader so he rarely had a chance to attack.My primary source of dps in the veteran necromancer fight was actually 2 crusaders (for the bonus damage against unholy) using holy lance, smite, and zealous accusation. Had a vestal for healing, and a jester for support to keep everyone's speed and crit chance up. Everyone was lvl3 with lvl3 gear.
It makes the shovel slightly less stupid, it no longer feels as much like a tax on you for not buying a shovel every game, but still.Man, fuck walls. Most annoying feature of the game, either bring 3 or 4 shovels or have rng throw tons of walls at you, forcing you to either go around or more often than not have to take the stress damage because you just so happen to have to go through that blocked passage to clear the mission.
Did you know that you have to click the shovel in the cave-in screen to use it? And if you use it, it consumes the shovel to clear the block with no penalty?Hahahaha, I did this forever. I knew something was amiss because he kept explaining that "Without tools of iron, you must rely on flesh and indefatigable purpose," but I had tools of iron and so couldn't figure out the problem.
Fuck my life.
It summons the whole group. So, yeah, kill the lighter every turn. Make sure you kill it before it gets a turn after the Cannon dies, too - it's got a nasty attack.
Shovels can be annoying, but on the plus side if you find you're not seeing many walls, there are often curios you can use them on to prevent them from hurting you. Graves in the Weald are a favorite - often jam-packed with loot.
Shovels can be annoying, but on the plus side if you find you're not seeing many walls, there are often curios you can use them on to prevent them from hurting you. Graves in the Weald are a favorite - often jam-packed with loot.
How do people not know?It summons the whole group. So, yeah, kill the lighter every turn. Make sure you kill it before it gets a turn after the Cannon dies, too - it's got a nasty attack.
Shovels can be annoying, but on the plus side if you find you're not seeing many walls, there are often curios you can use them on to prevent them from hurting you. Graves in the Weald are a favorite - often jam-packed with loot.
are you fucking serious
Spoiler (click to show/hide)
The XP required to level has been reduced in the last update. A lot.
How do people not know?It summons the whole group. So, yeah, kill the lighter every turn. Make sure you kill it before it gets a turn after the Cannon dies, too - it's got a nasty attack.
Shovels can be annoying, but on the plus side if you find you're not seeing many walls, there are often curios you can use them on to prevent them from hurting you. Graves in the Weald are a favorite - often jam-packed with loot.
are you fucking serious
You can use various items, like the medicinal herbs(or was it antivenom?) on piles of meat in the blight dungeon. Holy water on unholy/corrupted looking thingsand bookcases.Bandages on sharp-ish looking things.
I havn't loaded this game up in a long time...
Spoiler (click to show/hide)Spoiler (click to show/hide)
Seems in keeping with their "No you play the game our way" philosophy.
I really hope modding is possible for the game. There are so many design decisions, so many pointless hardcore restrictions, that actively diminish my enjoyment of the game.
1/10
I don't like how enemy attacks do damage to my guys. Stress has got to go too.
Remove lordcooper.
Anyway, i LOVE the new quotes. I had a bounty hunter once say: "Its like that time in the weald.... except without all the spiders." I burst out laughing.
So, everyone, whos your favorite class? Mines bounty hunters. Decent dodge, great accuracy, they can knockback, stun, and bleed, and they have a greater damage output then a leper usually.Abomination is probably my favorite. Good utility, good damage, pretty badass design in beast form, fun risk/reward aspect and requires some different party planning to get around the "no vestal or crusaders w/ abominations" restriction.
Hellion: "Alright bros, status check. I'm at 2hp."
Grave Robber: "Same."
Jester: "I'm on death's door."
Arbalest: "I think my pancreas is in my eyeball."
People talking about the bounty hunter reminded me that I really want to try a party that does extra damage to marked enemies. I usually shy away from those, because it requires wasting a turn to get the mark out... but dayum, that bounty hunter has a +90% damage to marked target! The houndmaster gets buffs, and the arbalest too?A mark party works pretty well. I took an arbalest, houndmaster, and two bounty hunters on a lvl1 weald mission once. Houndmaster typically did the marking, bounty hunters hit things until they died, and arbalest either healed or shot things until they died. Typically houndmaster went first every turn, so he got to mark things and the other party members could attack the marked target in the same turn.
I've also tried a couple of runs without healers. They are... so far, surprisingly successful. Though, to be fair, I'm trying mostly tier 1 stuff still :P
I don't like how enemy attacks do damage to my guys. Stress has got to go too.
That's sarcasm, mate.I don't like how enemy attacks do damage to my guys. Stress has got to go too.
So the thing with that is that stress and trauma are the entire points of the game. It's literally what is advertised about this game, and is the core mechanic/atmospheric aspect of the game.
You might have better luck playing another game. DD without stress is basically a crappy little mobile game or something, and that isn't fair to everyone else playing it who enjoys the stress/trauma mechanics.
That'sI don't like how enemy attacks do damage to my guys. Stress has got to go too.
So the thing with that is that stress and trauma are the entire points of the game. It's literally what is advertised about this game, and is the core mechanic/atmospheric aspect of the game.
You might have better luck playing another game. DD without stress is basically a crappy little mobile game or something, and that isn't fair to everyone else playing it who enjoys the stress/trauma mechanics.sarcasmshitposting, mate.
I just gave the game a try. Week 3. My highwayman became an alcoholic. Nice. :o
I renamed him. He lives [and dies soon I suppose] under the name "Ivan" from now on.
I just gave the game a try. Week 3. My highwayman became an alcoholic. Nice. :o
I renamed him. He lives [and dies soon I suppose] under the name "Ivan" from now on.
I renamed Dismas back to his original name when I realized that there is an achievement for keeping him alive along with Reynauld until the last mission.
Speaking of him, I found his head in a secret room, I'll give it to him for the next run. Monsters, meet Dismas, and his head, and his head.
Started this up again a few days ago after a long haitus to give me something to do until XCOM2 unlocks. Hadn't played all that far in before, and that was long before the Cove got added. The early game seems a lot easier this time around. Not sure if that's due to a bit more familiarity on my part or if they actually made it easier.One impression I've got is that low levels have gotten a lot less dangerous and risky, but high levels are as brutal as anything, to the point that it's kinda bullshit.
But so far I've only had a few deaths (mostly due to some bad luck and a terrible lvl 0 who went hopeless and ruined an entire run. I've killed off a few bosses already and almost have my first level 3 team ready to go.
Ive done similar things. Dark runs can make compelte scrubs gods or turn them into finely ground meat
Ive done similar things. Dark runs can make compelte scrubs gods or turn them into finely ground meat
Does it? I mean the challenge of the mission doesn't really influence their development. A guy who levels up on dark runs isn't going to be any stronger than a guy who levels up on regular runs. In fact considering the stress and diseases and afflictions, he's almost definitely gonna end up worse.
More stats, and more variable stats, would lead to a natural selection situation which would make dark runs more productive of high-power characters. In Old XCOM I put my recruits through the wringer, ensuring the guys with better natural stat setups were the ones who got through and became real team members.
A plague doctor blacked out duringhisher week in the tavern and "misplaced" my only sacred scroll trinket. That trinket lets vestals' heal skills heal 33% more hp
Thanks, alcohol.
Wait, they can misplace stuff that they don't have equipped? I thought they could only lose shit they have on them, which is why I started stripping everyone of everything the moment they come back to town :VIIRC, they lose stuff they have equipped first, and if they've got nothing on them they lose stuff in inventory. I basically don't use the tavern anymore.
For some reason the game runs REEAALLY slow now :(
Also when did guys in town start healing a little stress per week? That change alone is a huge boon, and contributes to the early game feeling a little easier.
I kinda want to try a team of four Grave Robbers stacked with Dodge boosting trinkets to see how well that would fare.RNGesus downvotes this idea.
I kinda want to try a team of four Grave Robbers stacked with Dodge boosting trinkets to see how well that would fare.RNGesus downvotes this idea.
F*ck. I was forced to flee from the collector fight, because 3 chars in my party had like 10% HP left. I almost won, but he resisted 2 stuns in a row and re-summoned his minions...talk about bad luck. :oBetter to have to retreat with 3 guys at 10% hp than to have to retreat with 3 guys dead.
Dodge abuse can definitely be effective. I tried it with Man-at-Arms and got extremely good results. Pretty much only lost to frequent party-shuffling, which fucked all my contingencies for dealing with people actually getting hit. Seems to fall off in the Darkest Dungeon itself, though - enemy hit rates seem jacked to a ridiculous degree. 90+ Dodge did avoid a moderate number of hits, but hit rate was still a good deal higher than the 10% minimum.I kinda want to try a team of four Grave Robbers stacked with Dodge boosting trinkets to see how well that would fare.RNGesus downvotes this idea.
I never said it was a good idea, I just said I want to try it. :P
Does the Collector stick around after you retreat, forcing you to either find another route or give up the quest?
But if you're gonna do that you'll be sacrificing one or two sources of potential damage/cc which is way too much imho. Having one dedicated support is ok, but I think two is way too big of a hit on your damage output which is a must if you want to survive. Because killing them before they can hit you is better than dodging or absorbing their hits.?
One thing that makes me wonder in all the X-com games, even the original from the 90's, and the Xenonauts, is how weak the aliens actually are, your soldiers are real menace to them each scoring dozens of kills throughout the game.
I would like to see alien game in which it, statistically, takes several of your men to actually kill a single alien. I reckon the gameplay would suck due to the fact that there would be virtually no leveling of your men and I have no idea how to balance the overall experience to be enjoyable, but I've been pondering the concept for quite some time now and find it appealing.
Anyways, had a dark run in the cove, was doing really well, took barely any damage, had some nice loot. Then, on my way to the last room I run into the fucking shambler, my first encounter with the bugger so I have no idea what it does. Party got nearly wiped there and ended up super stressed, think only my Plague doctor survived without stupidly high stress and low hp :CI thought the shambler could only be encountered if you run into that shrine that says "you should sacrifice a torch to seal your doom" or something.
You're not using an old save are you? sometimes quirky things happen...That could be it. I've been using the same save since before the human bondage early access update.
Yeah. TBH the biggest turn-off before was the near-constant state of bankrupcy. which led to suicide grinding.
They had two updates where they changed the exp need for leveling and similar, so thats why you lost or got a level.You're not using an old save are you? sometimes quirky things happen...That could be it. I've been using the same save since before the human bondage early access update.
Yeah. TBH the biggest turn-off before was the near-constant state of bankrupcy. which led to suicide grinding.
I don't bother with low-light runs on anything but Short missions because I'm walking away with more loot than I can carry by the end of anything else anyway, but the risk vs reward on those does seem about right.That's smart, I'll try that.
Huh, it does seem to save in battle. Probably to prevent savescumming. Finished that run with great success and some nice loot. Also finally braved up enough to attempt a veteran boss run on the siren. Holy shit, while the battles leading up to here weren't too hard I had to pull out. That scaly bitch stole my bounty hunter on turn one and proceeded to murder my plague doctor with him. Occultist barely got out too :CFrom what I saw on a Vinesauce video, bringing along 4 holy waters (one for each party member, take them before entering the boss room) helps quite a bit to prevent the siren from stealing your party members. Stacking stuns and DoTs helps. Basically, the player managed to kill the Siren in only a few turns without taking a single point of damage.
No idea how I'll handle her tho, stuns maybe? Tho she's damn resistant to them it seems as all of them failed. And that 190 hp is a bitch to get trough when she takes your main source of damage which then causes your secondary source of damage to move into a position where he can't actually plague grenade her anymore :V
Huh, it does seem to save in battle. Probably to prevent savescumming. Finished that run with great success and some nice loot. Also finally braved up enough to attempt a veteran boss run on the siren. Holy shit, while the battles leading up to here weren't too hard I had to pull out. That scaly bitch stole my bounty hunter on turn one and proceeded to murder my plague doctor with him. Occultist barely got out too :COh man, the siren and stealing party members. The first time I fought her I had two abominations for dps, a plague doctor, and a jester in the back for dealing with stress and buffing.
No idea how I'll handle her tho, stuns maybe? Tho she's damn resistant to them it seems as all of them failed. And that 190 hp is a bitch to get trough when she takes your main source of damage which then causes your secondary source of damage to move into a position where he can't actually plague grenade her anymore :V
Clearly the strat to deal with the siren is to bring 4 jesters.Huh, it does seem to save in battle. Probably to prevent savescumming. Finished that run with great success and some nice loot. Also finally braved up enough to attempt a veteran boss run on the siren. Holy shit, while the battles leading up to here weren't too hard I had to pull out. That scaly bitch stole my bounty hunter on turn one and proceeded to murder my plague doctor with him. Occultist barely got out too :COh man, the siren and stealing party members. The first time I fought her I had two abominations for dps, a plague doctor, and a jester in the back for dealing with stress and buffing.
No idea how I'll handle her tho, stuns maybe? Tho she's damn resistant to them it seems as all of them failed. And that 190 hp is a bitch to get trough when she takes your main source of damage which then causes your secondary source of damage to move into a position where he can't actually plague grenade her anymore :V
3/4 times the siren got a chance to steal a party member, she chose the jester. All the jester could do was play the lute for her. Hellaciously lucky, because the one opportunity where she chose one of my abominations, he dealt 15 damage with rake to both my other abomination and my plague doctor due to the buffs I'd been giving them. She only had one turn with my abomination before I killed her. If she had stolen one of my two abominations right from the start I probably would've had to back out, and probably lose some dudes.
Also, didn't think about holy water, mostly because I rarely use the items on characters, only when absolutely neccessary. I'm far too greedy to let a curio go to waste if I can help it XD
What stat does the mind control go off of anyways? Debuff? I might have some trinkets to help with that.
Huh, it does seem to save in battle. Probably to prevent savescumming. Finished that run with great success and some nice loot. Also finally braved up enough to attempt a veteran boss run on the siren. Holy shit, while the battles leading up to here weren't too hard I had to pull out. That scaly bitch stole my bounty hunter on turn one and proceeded to murder my plague doctor with him. Occultist barely got out too :COh man, the siren and stealing party members. The first time I fought her I had two abominations for dps, a plague doctor, and a jester in the back for dealing with stress and buffing.
No idea how I'll handle her tho, stuns maybe? Tho she's damn resistant to them it seems as all of them failed. And that 190 hp is a bitch to get trough when she takes your main source of damage which then causes your secondary source of damage to move into a position where he can't actually plague grenade her anymore :V
3/4 times the siren got a chance to steal a party member, she chose the jester. All the jester could do was play the lute for her. Hellaciously lucky, because the one opportunity where she chose one of my abominations, he dealt 15 damage with rake to both my other abomination and my plague doctor due to the buffs I'd been giving them. She only had one turn with my abomination before I killed her. If she had stolen one of my two abominations right from the start I probably would've had to back out, and probably lose some dudes.
Man guys level up fast now. Exactly two short Veteran missions takes them from 3 to 4. This is currently my biggest problem with the game. You can't make the cash you need to upgrade guys to the level they must run at. It's something like 80 Deeds to unlock Lvl 4 weapons and armor, when on a good run I'm getting 10 Deeds.
I really dislike how I'm constantly feeling like I'm stuck between a rock and a hard place when it comes to my roster. Half the strategizing in the game right now is figuring out how you can run a week with the guys you have, without a) forcing guys into missions where they don't have the gear or the skills up to snuff, b) running an awkward team because it's the only thing you can put together this week or c) recruiting 4 pieces of shit (who I no longer have room for in my roster) just so you can pass the week.
If it's any consolation, the dev team still has a hands-on approach to development even after release, so maybe they'll have rebalanced it in time for you to give it another shot? They do listen to player criticism, I think. Sort of like recently, with the returning of resolve thresholds back to normal after players complained, for example.Man guys level up fast now. Exactly two short Veteran missions takes them from 3 to 4. This is currently my biggest problem with the game. You can't make the cash you need to upgrade guys to the level they must run at. It's something like 80 Deeds to unlock Lvl 4 weapons and armor, when on a good run I'm getting 10 Deeds.
I really dislike how I'm constantly feeling like I'm stuck between a rock and a hard place when it comes to my roster. Half the strategizing in the game right now is figuring out how you can run a week with the guys you have, without a) forcing guys into missions where they don't have the gear or the skills up to snuff, b) running an awkward team because it's the only thing you can put together this week or c) recruiting 4 pieces of shit (who I no longer have room for in my roster) just so you can pass the week.
I was like that too for a long time. The mid-game can be quite a slog just cause you don't have enough slots to keep everything moving effectively and the works get gummed up. You run out of space for disposable rookies and somehow you still can't manage to field an optimal teamcomp.
The religious restriction on abominations is fucking bullshit. I think my abomination went on two total missions once he got out of tier 1.
And then I got to the darkest dungeon and was very disappointed, but XCOM came out so it didn't matter. Probably not coming back to the game.
And then I got to the darkest dungeon and was very disappointed, but XCOM came out so it didn't matter.
There are new enemies for each dungeon difficulty level, so there is more variety than you'll see from the beginning of the game. The thing that's a bit iffy is just the time it takes to level up vs the time it takes to make enough money to outfit for the new levels vs the grind needed to upgrade the blacksmith.QuoteAnd then I got to the darkest dungeon and was very disappointed, but XCOM came out so it didn't matter.
Care to elaborate? I've been avoiding DD spoilers but at this point I think I need to know if it will be worth the slog.
My assumption is: it's just like every other dungeon in the game, except with "quests", different background tiles, enemies that we've known about since the first trailer video and the boss fight.
Tho the good thing is the blacksmith is a one time thing, so once that's over with you just need to scrounge up the manpower for the run itself. And the money too :VThat would almost certainly require retiring veterans to allow the deeds to catch up without breaking the bank :-(
QuoteAnd then I got to the darkest dungeon and was very disappointed, but XCOM came out so it didn't matter.
Care to elaborate? I've been avoiding DD spoilers but at this point I think I need to know if it will be worth the slog.
My assumption is: it's just like every other dungeon in the game, except with "quests", different background tiles, enemies that we've known about since the first trailer video and the boss fight.
QuoteAnd then I got to the darkest dungeon and was very disappointed, but XCOM came out so it didn't matter.
Care to elaborate? I've been avoiding DD spoilers but at this point I think I need to know if it will be worth the slog.
My assumption is: it's just like every other dungeon in the game, except with "quests", different background tiles, enemies that we've known about since the first trailer video and the boss fight.Spoiler (click to show/hide)
I only play DD one hour at a time and it's alright. Not all games are meant to be played all day.
I only play DD one hour at a time and it's alright. Not all games are meant to be played all day.Yah, thats the game. The first levels your like "Bah, feel my wrath" tgen it cranks it up a notch. The first levels are like gateway drugs.
Also, killed the flesh. Gosh it was easy.
Yah, i have like 300 of everything.... And 5 deeds. Doesnt help that you need deeds for pretty much everything upgrade-wise.Especially since the blacksmith is so important, but the wagon even more so.
I have fully upgraded all stress builings.... And i havent even started a hard mission yet.By 'hard', do you mean 'veteran', or 'champion'? Because I don't find an upgraded hamlet even that useful until I start doing veteran missions with a few healthy lvl 3s. I treat lvl 1s as glorified lvl 0s and don't even bother to destress them (instead opting to release them from service if they are too stressed to save money) unless they happen to be someone worth keeping at all costs, like Vestals or Occultists. I try not to dish out hamlet services until the character is lvl 2 or very close to it.
I have fully upgraded all stress builings.... And i havent even started a hard mission yet.
This thread has taught me that I play this game very weirdly. I maxed the Blacksmith before I dumped more than cursory investment into the wagon, because I tend to focus on a small number of heroes at a time. When a party got killed off, I'd just recruit a new one, making do with whatever the wagon gave me and I had leftover. Until the endgame, my roster was never even full.Neat.
That's hardly the most optimal way to go about it. Ideally you want to have a full roster so that you can tailor each party for the run you're doing, since different areas and different kinds of runs require different folks to be doable with as little issue as possible.You forgot that he was useless anyways, because lvl 5s will only accept Champion dungeons like the masochists they are.
Also just beat my first veteran boss, did the necromancer, wasn't really too difficult since I stacked stuns and blight and kept shuffling him all over the place with my occultist so the most he did was stress out some of my guys and that was it. And with that, I got my first level 5 dude, the occultist, which doesn't mean much atm since I can't really afford either the guild or the blacksmith upgrades to give him the top tier stuff or skills. I think my big issue right now are portraits, mostly because I fucking hate going into the warrens :V
*Snip*
The occultist is amazing. Until his Wyrd Reconstruction heals 0 damage three times in a row, and then you're in a tough spot :DRNG is RNG. By which I mean RNG is a cold cruel bitch with a grudge who loves to see you suffer.
Got 1,500 gold and some ancestral map trinket that increases scouting and trap disarm chance by 25%. Not sure if that was worth a level 1 occultist with lvl 1 gear. Graveyard attributes occultist's death to "an ally".I would say it was worth it. You can recruit another Occultist, and if you don't like the map, Ancestral trinkets sell for more than enough to upgrade gear to level 1, and probably pay for the stress relief on the survivors.
The occultist is amazing. Until his Wyrd Reconstruction heals 0 damage three times in a row, and then you're in a tough spot :D
So I've been going through the Backer Trinket's list....some of these things are pretty broken. Like "bonus, bonus, bonus, -20% Trap Disarm in Position 1" or "Bonus bonus bonus, -10% Monsters Surprised/Bleed/Move/Blight/Stun Resist While Camping." There's 297 of them and using certain combinations you can basically get to stuff like +46% Heal or +30% Damage or +10% Crit with pretty much trivial penalties. Some of the ability combinations don't even make sense as they're described. What would "-3 SPD vs. Marked" even mean? Or "+50% Food Consumed On The First Round."
Also there are some trinkets which radically reduce Resolve XP. Like the "Necronomicon" (+26% Heal, +4 SPD, -48% Resolve XP.)
Anyway, some anime action:I think your image is borked. It didn't work for me until I opened the link in another tab. (http://att.3dmgame.com/att/forum/201601/26/1836571mnt4fwxn2a82sff.jpg)Spoiler (click to show/hide)
Anyway, some anime action:I think your image is borked. It didn't work for me until I opened the link in another tab. (http://att.3dmgame.com/att/forum/201601/26/1836571mnt4fwxn2a82sff.jpg)Spoiler (click to show/hide)
Pretty stark contrast between the two art styles.
Just you know, those trinkets are in a way cheats and are not balanced, and also they dont drop in game, so the only way to get them is to use the code.
If you aren't having fun, I'd say quit, do something else. At this point I'm only in it because I want to hear the narration for the final missions and there's only 2 of those left.
(or at least give you the opportunity to do ALL the bosses on ALL difficulties).
Guys, guys...
Is it really true, that I can't kill the first (green level) bosses with a roster of lvl. 3+s? 'Cause I painstakingly (you have no idea what amount of emotional, physical and mental pain is hidden behind this word) leveled up EVERY SINGLE FUCKIN' CLASS to level three, and now they refuse to do lower level runs. Is there no way around this? Can't you finish off the lower level bosses on veteran and higher, so I can use my guys/gals? Do I really have to level up a new batch of goons, spending sick hours I already spent?
Did the game really just meta-fuck me over?
I think yalls just need to do a dark run once and awhile. Maybe like 1 dark, 3 light, repeat. Dark runs easily double you loot haul.
Well, theirs a 50/50 chance. I think RNGesus has been lenient on my with dark runs in exchange for always giving bosses crits.I think yalls just need to do a dark run once and awhile. Maybe like 1 dark, 3 light, repeat. Dark runs easily double you loot haul.
And wreck heroes. If you don't care about any of your heroes, dark runs are great. If you're trying to keep them, they can easily end up a wash.
Yeah, ultimately I find that dropping enemies quickly is almost more important than anything, including healing sometimes.
That said, I ALWAYS forget to give the dog their treat during boss fights. Always.I see this surprisingly often, to the point where many Youtubers toss some of their loot to get the treasures from the boss and leave with a pair of treats in their back pocket.
So....veteran run. vestal/hm/leper/leper party. [withstand & solemnity on both lepers] Full HP & 0 stress after I finished the mission. I gotta test this setup more.
A leper Fated is pretty killer though, throw on some redemption bands and you're golden.Does fated proc that often? I've got a couple heroes with fated, not sure if I want to use the sanitarium to lock it now or later, or at all.
I actually really like the Leper Armband that gives +30% heals. Add that on top of your healers already running 25%+ heals, and heal can monster heal himself. I've seen him crit heal himself for 40+. I think Leper may be my favorite tank at this point. Crusader is good, Man At Arms is good, but Leper combines high damage, self-sustainability and good tank HP.
Most of the tanks do have some way of healing themsekves. Only barbarian doesnt. And shes got aldrenaline rush, which is almost as good.
Throw in a Maintain Equipment camp buff and he'll have 60%. Though I don't know why I'd use it over his party-wides; MAA has some pretty awesome camp skills.Yes, in terms of non-self buffs, bounty hunter and Man At Arms are the best.
If the Leper had self prot and self mark target, I probably wouldn't use the other tanks as tanks.Leper actually has a self-buff that gives +25% protection. Withstand at level 1 heals 9 stress and gives +25% protection now, I don't think it used to do that.
this changes everythingSpoiler: ruins curios (click to show/hide)
Using a torch on the piles of scrolls will also cure quirks.
So guys, i wanna as, another question: Which charcater is your facorite in terms of personality? Mines Jester and Bounty Hunter. Hunter because whenever he crits hes just "snort, no biggee, ive seen worse" and the jester because hes pretty much the Joker from Dark Knight. When i fought the last boss, he got powerful and just cackled as his allies crumbled. Hell be laughing still....in the end.
UNEDUCATED SAVAGES!So guys, i wanna as, another question: Which charcater is your facorite in terms of personality? Mines Jester and Bounty Hunter. Hunter because whenever he crits hes just "snort, no biggee, ive seen worse" and the jester because hes pretty much the Joker from Dark Knight. When i fought the last boss, he got powerful and just cackled as his allies crumbled. Hell be laughing still....in the end.
FM'LATGH, GRAH'N.
On a unrelated note, I've just realized what keeps me coming back.then you will love this:
I wanna make to love the narrator's voice.
then you will love this:Daaaaaaamn that's a pretty good playlist.
https://www.youtube.com/watch?v=77xxGopjMbY&index=14&list=PLCbN-op7qL6dg9T8S43Vb787nwYJRMViG
EDIT: this is unrelated, but occultists look damn good with a healing buff trinket like a chirurgeon's charm
saw a crit for 56 healing once, it was magnificent, especially since the target was at death's door at the time
good gods the dankest dungeon levels are god awfully difficult...Spoiler: Potential Spoilers (click to show/hide)
good gods the dankest dungeon levels are god awfully difficult...Spoiler: Potential Spoilers (click to show/hide)
Nope! Try the Cove. Enjoy getting your nards sliced in half by a giant crab. Have fun
The bleed is a complete joke. Yeah, in terms of net hp gained/lost it's a consideration. A consideration completely invalidated by the first 10 pt heal he throws out.The bleed an Occultist throws out is actually potentially a threat, but mostly because the damage ticks can be deathblows. Desperate situations can make that a real problem in conjunction with a botched heal.
Then again, I think Bleed in general is basically a joke until you reach the DD.
Also, the veteran heroes are supposed to be useful because they give a 30% xp bonus to other heroes. So... in theory you could use them as companion mentors to other prospective heroes...
Say you have 2 rounds left in a blight. If you land another round, that blights damage adds to the new blight, but the timer goes to 3 rounds.Yeah, the timer displays the longest duration of all the active effects. I am almost certain, though, that both Blight and Bleed expire after 3 rounds, so that in that example you'd have stacked Blight damage for 2 rounds, at which point the first would expire and only the latest would apply. Otherwise you could stack it indefinitely, and that's definitely not what happens. In boss battles, it tops out after 3 rounds and further applications just keep you level. I suppose I don't need to specify boss battles, but nothing else lives long enough.
...Does that mean i can take those guys on level one miss-actually let me try that. Welp no i can't i don't need a 30% bonus xp for my level five guys...by that point most of the grinding is done. If i could take the level sixes to low level missions though, that would make them very usefulThe idea is that you'll take low-level heroes on missions that are too hard for them. The 30% XP bonus pays off a lot in this case. IIRC, a level 0 will jump straight to level 2 after one mission. It's extremely risky, though, and in no way makes up for the inconvenience of needing to train up new guys in the first place.
Terrible. Thats about the best summary that comes to mind.
Haven't been in the DD yet, so I have no idea what it's like there. :P
Perhaps I can complete the game with 0 casualties.
QuotePerhaps I can complete the game with 0 casualties.
Getaloadofthisguysmuganimeface.gif
Just don't forget those talismans of flame.
If you want a tiny bit of help: Don't bother bringing shovels and keys, load up on bandages, food, and torches, blight isn't as big an issue as bleed here. Stress however, is pretty big.
@nenjin
In the DD, there are no curios, no collapsed walls, nothing. A game's final challenge is supposed to be an exam on everything the player has learned so far, bringing together all the elements of gameplay for a memorable climax. So apparently traps, curios, loot, procedurally-generated dungeons, and character growth were totally peripheral to the experience, and the REAL game was just losing a lot in battles because the RNG is an asshole.
I shouldn't be this surprised. Or, for that matter, this salty.
Sweet Jesus, I cannot advise you strongly enough against bringing Lepers to the first mission.
A word of warning: the first boss of the DD is called the shuffling horror for a reason.
I'm suggesting no Lepers, to be clear.Oh. Misread your earlier post. I english good.
I just installed the new patch. Forget about the Antiquarian, the Highwayman got buffed into a new level of holy crap.I got a highwayman off the stagecoach (this is the version before antiquarian patch) that had the slugger perk that gives +15% melee damage and his camping skill unparalleled finesse, which gives dodge, speed, and damage and accuracy to his melee attacks for 4 fights. Made a melee based build with wicked slice, open vein, duelist's advance, and tracking shot for a self buff and to let him do (chip) damage to back ranks. Works pretty good aside from being limited to targeting the first two ranks for his two main dps attacks (open vein and wicked slice).
- New Class: Antiquarian!
- New Stage Coach upgrade tree: higher level heroes to recruit!
- Quest Rewards: Heirloom type is no longer tied to each region. Instead, a random heirloom reward is generated for each individual quest.
- Heirloom Exchange: trade heirlooms in town! You lose a little in each trade, but this is a quick fix to get that upgrade you really need.
- reduced deed costs in blacksmith
Guys. You can now exchange heirlooms. There's a little rotating arrow symbol by the heirloom counts in the hamlet screen. You can trade a number of one kind of heirloom to get 1 of another kind of heirloom. For example, 3 crests to get 1 deed or 1 bust.
Finally all these excess crests I get can be put to good use.
Can you get antiquarians in old saves? I've done something like 4 missions in a row now and haven't gotten a single one from the cart, with 5 heroes a week.
Removed ability to use Firewood while in the middle of camping, thus starting a new camp. You can no longer camp, while you camp, even though you all like to camp.
I think protection is more useful than dodge. Protection is guaranteed to reduce physical damage, while stacking tons of dodge doesn't guarantee that characters avoid damage. By stacking up dodge they should have good chances to dodge, maybe, hopefully, but rng is rng and shit can go wrong real fast.I find that dodge becomes unreliable at higher difficulties, enemy attacks are just too accurate at that point. That, and it means you'll be going max torch or else the boost becomes rather meaningless.
Lost another leper. Was going to fight the necromancer lord. Didn't even reach the boss. The leper gets hit by a couple unlucky crits by undead and gets knocked to death's door. Next turn the skeleton cleric with the chalice gets the first move and kills my leper by throwing wine in his face. First hit while on death's door, and he's dead. Of course. He was a champion at lvl 6, too. Had to abandon the quest after that, he was one of the party's main dps dealers.
My two leper bros are reunited (in death) at last.
Tried an apprentice medium Weald Dark run, double antiquarian, double highwayman. Both highwaymen had a dark bracer and moon ring, antiquarians had a single SPD trinket (Fleet florin and Quick Draw Charm, use trinket scrounge for the other slot). The idea was to PM! asap, and then have the HWM use Duelist Advance. Brought lots of food as I didn't have any healers.
So many crits... Walked away with ~14,000 extra gold. Health did get somewhat dicey though.
1. The antiquarian's gold buff does stack, with two that makes 2500 gold per stack.
2. Any treasure spots seem to always drop at least one of their unique treasures (minor/major antique 275/1000 gold, minor antiques stack to 20). Torch sconces seem to be an exception though.
3. PM! buff does stack. (I took a Bloodletter's point blank shot for 2 damage)
4. Nervous stab is surprisingly accurate. The darkness crit buff made it moderately more effective than festering vapors. (Though the manslayer's ring from trinket scrounge probably added to it.)
I somehow want to amend the thread title for this lark, but I don't have the room to not put in something that would have people popping in going "WHAT?!?!"Do it like a Gawker headline.
Also, revives get more expensive each time and there's a risk of failure that steadily increases. Normal failure just fails... critical failure makes them permanently dead. Or a really expensive guaranteed revive. At any time, there's also a different purchase that'll reset the cost and failure rates, but those are pricy too.
....you...
Are suggesting....
DD should go freemium...
Dude. No. Just. No.
TOWN EVENTS – bonus recruits, extra supplies, facility closures, and more! Each event is presented with unique key art and commentary by the Narrator (Wayne June), and many are supported with additional in-game art. Be warned, The Hamlet is not as safe as it once was… (Note: you can adjust the frequence of Town Events in the OPTIONS menu, although they are mandatory for NG+)
Added a Default Party Order Button, find it on your Map in a dungeon!Yay.
Trap disarm tooltip in tray now takes difficulty into account to accurately display chance.If only that could quell the infinite rage of watching my characters fail a 110% trap disarm chance.
It seems to have brought him back with nearly maxed-out stress, but I agree. Life in this world is horrible and traumatic and people who come back from the dead should never be the same again (at least not without some very expensive therapy).
It seems to have brought him back with nearly maxed-out stress, but I agree. Life in this world is horrible and traumatic and people who come back from the dead should never be the same again (at least not without some very expensive therapy).
On the other hand, with life in there being what it is, death may have come as a blessed respite.
Trying desperately to push on, but all of my healers are dead. My last occultist died to the shuffling horror. It's been 10 weeks or so, and not a single lvl 3 vestal or occultist has arrived on the stagecoach. And if I recruit a novice, I then have to recruit a whole team of novices to level them up. This is getting really annoying.
Trying desperately to push on, but all of my healers are dead. My last occultist died to the shuffling horror. It's been 10 weeks or so, and not a single lvl 3 vestal or occultist has arrived on the stagecoach. And if I recruit a novice, I then have to recruit a whole team of novices to level them up. This is getting really annoying.
Pretty much this is what dissuades me from playing more of it. I'm ok losing guys. But not this catch-22 "Zerg into the dungeon to pass the week" shit.
The thing about the Crimson Curse is that people get too attached to their characters. Once you got the curse, you are pretty much on the clock until you defeat one of the DLC bosses.I... don't actually feel I´m in trouble. I get blood hunt quests often enough to keep all my infected heroes well provided.
The curse can also spread via stress-relief activities if you put a cursed character there, but actually using those activities is not exactly the best idea because the best way to relieve stress is to just take the high-stress character to a run with a jester.Or quarantine. ANd mind you, some chars can benefit from the curse. Most notably meleers.
Meanwhile, the Flagellant is OP as fuck. He can apply ludicrous amounts of bleed and can heal both himself and others for most of their health.
How is darkest dungeons? Worth the buy? Is it repetitive at all or is there a lot of variety?
I will note that, as it involves you building up a large roster of characters, DD can have terrible dungeon runs happen but rarely anything campaign ending. At worst you throw some newbies into the dungeon in the dark a few times to build up money before cycling them out and building up a proper team again. Even though parties can wipe you don't lose all the upgrades you've done to town so it is easier to train/equip new recruits as time goes on.
So it's not quite as bad as some roguelikes in the sense that a really bad run of RNG generally won't make you start over from the beginning.
Some masochist has added mimics to Darkest Dungeon. (http://steamcommunity.com/sharedfiles/filedetails/?id=1232771625&searchtext=)Jesus Christ how stressful
Some masochist has added mimics to Darkest Dungeon. (http://steamcommunity.com/sharedfiles/filedetails/?id=1232771625&searchtext=)
Any tips for surviving the mid-late game? When I play Darkest Dungeon I tend to lose interest at that point in the game after a few soulcrushing defeats. I try to press on, but after losing my best heroes and trinkets I feel disheartened and lose interest in playing after floundering around for a while.
Is there a good way to adequately prepare for the third tier of dungeon? I know the game can be RNG heavy, but I feel like it's more that I am doing something wrong than I am being unlucky because I always get completely smashed fairly quickly once I send in my level 5 heroes to those dungeons.
Any tips for surviving the mid-late game? When I play Darkest Dungeon I tend to lose interest at that point in the game after a few soulcrushing defeats. I try to press on, but after losing my best heroes and trinkets I feel disheartened and lose interest in playing after floundering around for a while.I really think the game should just kill you if you lose all your high level characters. The way Xcom does. It doesn't make sense to have a game where the player can lose everything, but have no loss condition.
Is there a good way to adequately prepare for the third tier of dungeon? I know the game can be RNG heavy, but I feel like it's more that I am doing something wrong than I am being unlucky because I always get completely smashed fairly quickly once I send in my level 5 heroes to those dungeons.
Well, unless you're playing on Stygian or something, in which case everything's already become too dangerous for them to do and you just hit the endgame timer before you can really get up to speed again.Or you unlock the gitgud matrix and solo the HoD with an antiquarian. Swear down you see people doing the most insane of strats and I can barely keep my dudes from getting heart attacks every time they stub their toe, it's absolutely stressful
Oooh, what is this Stygian difficulty with a timer? That sounds like exactly my speed, I should get back into this game.
yeah I post on game threads I haven't played in a while, sue me
The RNG was just too high
it's absolutely stressful
We have, after lengthy consideration, decided to make The Musketeer DLC available free to all owners of Darkest Dungeon, effective on release of The Color of Madness DLC on June 19th (on Steam).
As you know, The Musketeer has been an Adventurer-Tier Kickstarter Exclusive. Since her release, we’ve honored that exclusivity and have publicly maintained the position that we had no plans to release the class to non-backers, regardless of how much money people were willing to pay!
The reality is, counterfeit mods of the class already exist, and it’s impossible to effectively prevent those from being distributed. Ultimately, as we move forward with our follow-up title, we feel that releasing this class to the larger community will add richness to the game, increasing value to all who own it.
We hope that you’ve enjoyed the lengthy period of exclusivity, and that you understand our desire to leave the game in as good a shape as we can. We’re pleased to offer you a free code for the “The Color of Madness” DLC in order to preserve the value of your pledge. Your game code for The Color of Madness will be sent out via BACKERKIT, so check your email or log in to your account to redeem. (It may take a day or so to distribute)
Sooo, anyone have an opinion of the dlc?
P: Just wanted to say that I began a stygian playthrough, annnnd dismas died to the bloodletter on week 1.
“Beta Arbalest”?
“Beta Arbalest”?
I think he was just making a joke and showing some solidarity to the Arbalest.
Welp, decided to splurge and spent about $15 on getting all 3 DLCs - The Color of Madness, The Crimson Court, and The Shieldbreaker.
Hopefully they won't enrage me more than the base game can :P
What have you been dying from?Mostly the problem is that everyone seems to focus fire on Dismas.
I myself seem to find my own heroes missing and critting somewhat more often than they used to be, and they've also been recieving more crits than before the update (or again, so it seems).
Only one death so far, but then again I've only played for a few weeks on a completely fresh save. I don't know how my other saves will be affected by this (especially not my Modded Estate). Fingers crossed!
I'm just having crap rolls.
my stuns keep failing or my occultist hits bleed and zero healing or I misjudge stygian mode health/damage.
ran into 2 muskets and 2 bloodletters before the recruit level necromancer, for instance. knew that my fresh party was going to get packed in but kept at it and lost our healer to bleed. massive musket fueled bleed. we had the necro down to 25% tbf, but once the party catches an affliction their dpt dropped and it was over.
Unless the restriction got removed recently, Abominations can't run in the same party as Vestals. Or Lepers or Crusaders.
That restriction was removed with the latest patch.
Eh, I feel it was more theme than balance. And that theming made them bad, balance wise.How is it theme to prevent holies from going out with bobs, whereas they were perfectly fine with hellion, occultists, and antiquarians?
OMG why would you literally make a reskin of a unique preorder character for your game, then release the preorder without modding it?
A shame too since muskets could easily be a neat 'hit all the things for graze damage and debuffs' character. OR, make the crossbowgirl a damn tank-buster, giving her more prot-reducing.
dumb. lame. kind of nonsense. why?
The snow reminds me of The Thing. Looking forwards to battling formless monstrosities in a blinding snowstorm~It immediately reminded me of At the Mountains of Madness, which is a Lovecraft story that's also set in Antarctica and features formless monstrosities.
Hopefully that means the characters gain more character, not being "crusader #6" but "my crusader".Honestly, the extent of how faceless the mooks ended up being when DD first dropped (compared to how the game had been hyped and advertised beforehand) was what led to me dropping the game early on. I felt a bit cheated, and never really got over that enough to engage in Flesh Grinder Simulator 2000 past the earliest days before even The Weald had been implemented.
My best guess for dd2 based on what they've said is that the game structure is about bringing a group of adventurers on a journey across the world while the apocalypse is happening. Which means no more hamlet, probably less opportunity to recruit new characters, which in turn makes them individually less expendable. And probably a campaign lose condition if you let everyone die.I'd be so down for this. Might make DD2 a game I playthrough more than once as opposed to DD1 which I enjoyed but never finished.
Hopefully that means the characters gain more character, not being "crusader #6" but "my crusader".
The idea of a journey is neat, I've got this picture of a rougelite approach where you get a party, set off and eventually you get ground down to dust. But the things you did might impact the next party, so they might get a little bit further, or you might've fucked up majorly and now have to find an alternate route. The more I think about it the more I like the idea of multiple shorter runs, tied together by an overarching goal, mostly because the original DD turned into such a bloody grinder towards the end that I usually just gave up on it since it was too much of a slog to finish the whole thing. This approach could offer a middle ground, where the major end goal is still a grind to get to but you have these smaller goals leading up to it (and yes I understand it'd be similar to different regions of the estate, but I think they could push it further so that each journey is mostly unique, with special events and such and how you might approach it) which are further broken up by the actual dungeon runs.
Still, wait and see for the most part, even if it doesn't turn out the most fun thing, I'm giddy for the new artwork and narration they'll introduce as that was probably the strongest aspect of the first one.
Gameplay wise, losing makes game more difficult with the opposite of doing better makes it easier is kinda bad.Okay, that only took me about four tries to read correctly. I'm fine.
There was a game a while ago that did basically this - it was a roguelite and you basically grew older every turn, but passed stuff on to the next generation when you died. It was ok, but after a while I just got sick of doing the starting bit all over again. It's difficult to have that 'one more turn' feeling if you've just lost most of your progress. Not to say it couldn't work though, I could imagine if they pulled it off it'd be great.
It's not the one where the guy made the game and everyone hated it, so then he made a sequel which was the exact same game and everybody still hated it and now also hated him for sleazy business practices, is it?I believe the amount of games that that can be applied to is roughly the size of the population of Rhode Island. Could you narrow it down a bit?
Because that game sucked.
There was a game a while ago that did basically this - it was a roguelite and you basically grew older every turn, but passed stuff on to the next generation when you died. It was ok, but after a while I just got sick of doing the starting bit all over again. It's difficult to have that 'one more turn' feeling if you've just lost most of your progress. Not to say it couldn't work though, I could imagine if they pulled it off it'd be great.
Off-topic but may I have the name of this game?
There was a game a while ago that did basically this - it was a roguelite and you basically grew older every turn, but passed stuff on to the next generation when you died. It was ok, but after a while I just got sick of doing the starting bit all over again. It's difficult to have that 'one more turn' feeling if you've just lost most of your progress. Not to say it couldn't work though, I could imagine if they pulled it off it'd be great.
Off-topic but may I have the name of this game?
Except you absolutely can run away, precisely because you might find yourself in a possibly unwinnable situation and need to call the quest off. AFAIK you can retreat from any battle in the game.I suspect you can't run away from the final boss, but yeah.
Except you absolutely can run away, precisely because you might find yourself in a possibly unwinnable situation and need to call the quest off. AFAIK you can retreat from any battle in the game.
I didn't say it'd be easy to run away, but if you know you can't win a fight it's far and away better to keep trying to flee than get your whole party killed for no gain. Even if just one survives, that one will gain some experience and bring back any loot you've found.
Not sure I agree. There's an element of RNG everywhere, from who goes first to how much damage an attack does. Without any RNG layer, it would be a pure build / decision making process. Hell even MTG has an element of RNG in what cards are available, when.
Now, that said, people have always criticized the RNG in DD as being too heavy handed. That crits matter too much no matter which direction you're looking. So I don't think it should be a surprise that it's still true in DD PvP.
But I wouldn't fault anyone for considering it hot garbage. It's easy to overlook that in the SP because you can save scum or w/e. But that sense of "I had that!" and being robbed, when there is another human player involved, I can easily see that being a bridge too far.
Like I said, I was watching a stream and a dude failed to get a deathblow at pretty much the most critical moment, and my instantaneous reaction was to close the stream, much like I'd switch away from a TV program that was inflicting weaponzed levels of cringe. As per my original post, DD works on my anxiety and sense of "entitlement" more so than most games I've ever played. Which is why I'd never touch the PvP, even with another balance pass.
I don't know why, almost no other game I've played has caused me to have such a visceral reaction to RNG like DD. (Maybe XCOM, Cultist Simulator to a much lesser degree.)
"The community reads a most unsettling passage."
>Darkest dungeon 2
“You remember our house, opulent and imperial...
>EGS
Its a festering abomination!”
"Welcome home, such as it is. This squalid hamlet, these corrupted lands, they are yours now, and you are bound to them."
Just learned via this new trailer (https://www.youtube.com/watch?v=r90qCpMSV7I) that DD2 is going to be an Epic Games Store exclusive.
Love the game, love Red Hook, but fuck that. Guess I'll miss the hype train, no big loss.
Just learned via this new trailer (https://www.youtube.com/watch?v=r90qCpMSV7I) that DD2 is going to be an Epic Games Store exclusive.
Love the game, love Red Hook, but fuck that. Guess I'll miss the hype train, no big loss.
Yeah no thanks, I don't need a chinese botnet on my PC thank you very much.
I come back to this game every so often. The atmosphere is awesome, the gameplay's a little simplistic though. Some classes seem just pointless, like abomination and hellion, they just seem like crappier versions of better heroes. Any good team including a jester and vestal/occultist causes you to lose out on some of the possible combinations, which seems like a shame.
My biggest complaint is the fact that by doing this they've more or less spat in the face of modders. Modding is a huge part of the DD community, and they even have a Weekly Mod Showcase. A lot players know the names of Marvin Seo, Miraclebutt, and yes, even Muscarine, (Lotta M's there. Huh.), even if they dont play with any mods. Having the game up for a year on a platform that only just got mod support (And a shit one at that), is a pretty big middle finger.Damn, I hadn't considered that. I guess when you describe Epic as "more console-like" the hate makes a lot more sense. :P
I think this whole hate wave over Epic exclusivity is kind of uncalled for.It's definitely into meme territory, but there are a lot of little things to hate about Epic. If they wanted to be a shining rival instead of a vile usurper they (mostly) could have done so.
There are however a few games clearly inspired by Darkest Dungeon, even with similar graphics.Mistover and... Deep Sky Derelicts?
Hmm, guess I'll probably buy Into the Breach on Steam then if Epic is doing all that weird stuff to people's machines.
Heck, if you have the Color of Madness DLC you can get a pretty clear idea of what DD2 is like. Imagine the whole game of DD1 was just the Mill. Over and over. Nonstop.
QuoteHeck, if you have the Color of Madness DLC you can get a pretty clear idea of what DD2 is like. Imagine the whole game of DD1 was just the Mill. Over and over. Nonstop.
:'(
Not what I wanted to hear. For me the best part of DD was the exploration, and the combat broke up that monotony so both continued to be enjoyable. Crimson Court took that combo over the top and made it into a slog, and Color of Madness as you said just made the combat the focus.
Some enemy keeps laughing all the time.
Classic lover's pox
Also I'm just imagining the pitch for DD2
"What if darkest dungeon... Had no dungeon..."
"A Darkest Dungeon....WITHIN a Darkest Dungeon."LOADSA MONEY
The real dungeon was the friends we made along the way.Sounds stressful
Classic lover's pox
Also I'm just imagining the pitch for DD2
"What if darkest dungeon... Had no dungeon..."
The real dungeon was the friends we made along the way.
Dang, popped in to see what people thought of it in here and was blasted away by the hatred... Is it really that bad? I was never able to get into Darkest Dungeon because of its awfully unfun metaprogression based around juggling the usage of a bunch of randomly assigned meta resources, as much as I liked everything else about it. All the reviewers ive seen play it have been really enthusiastic also.Beauty is in the eye of the beholder. Like I said before: would you enjoy Darkest Dungeon 1 if it was just the Farmstead? If you would, then maybe you'd enjoy Darkest Dungeon 2. It's certainly not my can of beans and I'd not go around recommending it, at least in it's current form. Though I am hard pressed to see how the core gameplay loop could change into something I'd recommend...
I do agree the characters look way too "active" though, especially on like, passive screens where they arent doing anything.
Classic lover's pox
Also I'm just imagining the pitch for DD2
"What if darkest dungeon... Had no dungeon..."
I think one thing roguelike makers forget is that the fundamental basis of what makes a roguelike roguelike is not permadeath, but the game being fun, challenging and interesting due to its game rules alone+1 to Wildermyth (I already have Battle Brothers).
*EDIT
At least I discovered Wildermyth and Battle Brothers now
Darkest Dungeon 2: Taking freeform adventure and putting it BACK ON THE RAILS. :Ppretty much. I'm pretty bummed out (as far as you can be bummed out about a game I mean) about this because I had expectations about DD2, and I honestly dont see this shaping into anything I'll like. I mean this is DD-FTL. And I didn't like FTL. It might get better than it's current incarnation but the core gameplay loop it's pretty meh, and it's highly unlikely they'll add to that or change that in any significative manner. If DD1 development is anything to go by, we will get more "campaigns", the interactions between the characters might get tweaked, and combat balance will be tweaked. But the core game itself, what you see is what you get.
What I find even worse is that it has metagame unlockables, that are pretty major... so to get to a point where you have a realistic chance of success, you have to fail umpty-times. Unlike FTL where the only unlocks were... ships?
Update: I've played the latest patches and now its clearer what the devs are aiming at, and have changed my mind about the game (first development version was terrible. Now its actually pretty good).
I love it. I was very skeptical when it came up. But I love how it came out.Did their bride check clear this time?
I love it. I was very skeptical when it came up. But I love how it came out.
I love it. I was very skeptical when it came up. But I love how it came out.
(http://i.imgur.com/vbYf3t3.gif) (https://imgur.com/vbYf3t3)
Favorite line so far: "Tread carefully. This is Swine country."
If someone has a 6/20 blue relationship and a 12/20 Gold......WTF does that mean!
...
Chapter 2. I start out with Helion, Flagellant, Grave Robber, Plague Doctor. I see the Dreaming General region boss within the first few nodes and figure, fuck it, at least get the achievement and maybe a chance at the end boss.
Favorite line so far: "Tread carefully. This is Swine country."
"Isn't this a disinfectant?"If someone has a 6/20 blue relationship and a 12/20 Gold......WTF does that mean!
...
Chapter 2. I start out with Helion, Flagellant, Grave Robber, Plague Doctor. I see the Dreaming General region boss within the first few nodes and figure, fuck it, at least get the achievement and maybe a chance at the end boss.
...?
Blue is bad, gold is good. That's it. At least this game does the mercy of making relationships reciprocal; I remember playing Zafehouse: Diaries where one guy absolutely loved everybody else, and they all hated him to the point they literally threw him to the zeds. Also, by virtue of how relationship changes work, they tend to tilt in one direction, and are nigh impossible to get out of.
You start getting a chance of relationship synergies at 4/8/14/17, with below 4 and 8 being negative synergies. Most 14+ synergies take the form of -1stress, but I had an amorous (17+) relationship between Dismas and Paracelsus that gave the PD health every time the HM used Pistol Shot. Combo that with a trait that gave him regeneration, and he was getting like 7hp/turn without doing anything.
Try the boss of The Sprawl if you want an easy entrance to the Mountain, and a pretty useful trophy for a crit team; I just did him on Chapter 2 as the very first encounter and came out around 80% intact. Having said that, my team is pretty good for taking him down.Spoiler: Boss notes. (click to show/hide)
If someone has a 6/20 blue relationship and a 12/20 Gold......WTF does that mean!
...?
Blue is bad, gold is good. That's it. At least this game does the mercy of making relationships reciprocal; I remember playing Zafehouse: Diaries where one guy absolutely loved everybody else, and they all hated him to the point they literally threw him to the zeds. Also, by virtue of how relationship changes work, they tend to tilt in one direction, and are nigh impossible to get out of.
You start getting a chance of relationship synergies at 4/8/14/17, with below 4 and 8 being negative synergies. Most 14+ synergies take the form of -1stress, but I had an amorous (17+) relationship between Dismas and Paracelsus that gave the PD health every time the HM used Pistol Shot. Combo that with a trait that gave him regeneration, and he was getting like 7hp/turn without doing anything.
So are positive/negative feelings essentially two values that get tracked separately? And if either hit the threshold something develops? I know it checks every Inn and there's a chance for something to develop. I just feel the UI is a little confusing.
Plague Doctor? Yeah she's always been female as far as I know.
Edit: Oh wow, I just got two negative synergies, with everybody having at least 11 relationship... but there was a +10% negative relationship passive effect running at a time.