Stoner's Replies

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Viewing 15 posts - 1 through 15 (of 23 total)
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  • in reply to: Red tint in combat #326024
    Stoner
    Stoner
    Participant

    Thanks, but I’m not talking about effects, I actually look to turn off red tint as visual. Pre-Crimson Court they weren’t present and now they look a bit out of place for me and quite distracting is all. That’s why I posted in Mods section.

    in reply to: Need help with combat speed and color #325894
    Stoner
    Stoner
    Participant

    Need help with combat speed and color

    I took very long break from DD and now with all the updates I wanted to give it another shot.

    1). Combat is too slow for me, so I’ve tweaked friendly_skill.tmes, melee.times, melee_crit.times, ranged.times and ranged_crit.times by dividing all time values on 2. My problem is ranged_crit.times, during critical attacks both my heroes and enemies camera loses focus. It’s hard to describe, that’s why I have attached file for someone with better knowledge to check numbers and say where I messed up. These values work perfectly well for every other file than ranged_crit.times, and I did it this way in prior game versions for all listed files, and it always worked perfectly well. I have tried different values for ranged_crit.times but it always looks messed up, I really don’t know what I’m missing. Any help would be greatly appreciated.

    2). Another small issue I have is that during some attacks, hero and enemy models colored in red tint. In previous versions it wasn’t like that. I can see why it was made so from designer point of view, but it’s a bit uncomfortable for me. If there’s a way to remove this red tint, I would be grateful for some tips.

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    in reply to: Community Discussion – Pain Points #234994
    Stoner
    Stoner
    Participant

    Glad to see that dev still supports this game and wants to improve it, rare sight nowadays.

    On subject, considering I modded everything that was setting me off (thanks for easily moddable game resources) I don’t really have any “pain points”, only “fun points” but nevertheless I have shelved this game for quite some time, the reason is: repetitiveness. Just got tired seeing those 4 dungeons over and over again, considering I have finished game twice.

    Hopefully with new updates this will be addressed. I still don’t get the idea why, for example, Wolves at the Door haven’t been turned into 5th dungeon, it has unique and beautiful stage, new enemies, with some effort could be turned into another dungeon quite easily, but it’s just one time event… Also would be good to see Final Dungeons expanded somehow, it has the most beautiful and atmospheric stages in the game, toughest and scariest looking enemies, but when you learn them, it takes you literally 4 runs and you done with them and don’t see it until you get to the late game again. Some randomness or just ability to grind it like other dungeons would be very welcome, but turn those 4 stages as boss encounters or something. Seriously, that’s a lot of content missing off for no apparent reason which kills diversity pretty hard.

    P.S. As a minor improvement: ability to exchange heirlooms for small amount of gold would be very welcome. And considering RNG, I see that most people aren’t happy with it, but I certainly am, I wouldn’t advice touching it, because without it game loses it’s main focus IMHO.

    in reply to: How can I play with just 8 companions? #179975
    Stoner
    Stoner
    Participant

    Very odd request… It is nigh impossible to beat this game with single party composition. If you struggle with companion management, than I don’t think this is a game for you, because it is basically built around your roster and managing it, much more than anything else. You gotta have a full roster ASAP and have every class (2/1 of each) equipped with trinkets and different skills to complement each other. Your roster must be as flexible as possible, because higher you go, more challenges you will face, which will require completely different party setup every time. There are no uber parties in this game that can tackle everything, each of champion dungeons require about 2-3 different types of parties depended on task, bosses are another story and final dungeon is completely different too.

    The only thing I can suggest is to download some mod which makes your heroes like super powerful so they never die, but it would definitely kill all the fun this game provides, so there won’t be any point to play either way…

    in reply to: Jester Set-up #174056
    Stoner
    Stoner
    Participant

    Using him exactly as BJ does. Tried him up front, works semi-decently in normal-veteran dungeons, but in champions he gets one-shot death doored very often since he is very fragile and if you won’t be able to have him under protect or quickly shuffle like in 100% of battles, it may turn sour very fast. Safest way would be rank 3 bleeder/stress healer IMO.

    in reply to: Favorite Character #165296
    Stoner
    Stoner
    Participant

    Occultist, Abomination and Jester. With MaA or Hellion up front it’s devastating combo.

    in reply to: [WIP] The Twilight Knight (in Darkest Dungeon) #153702
    Stoner
    Stoner
    Participant

    She is definitely gorgeos, art work is fantastic and judging by those latest pics, she’s even hot =)

    Regarding suggestion, pretty much same what AJ said, plus body skin tone doesn’t match with face (which you probably know yourself), and yes, silver hair fits her perfectly IMO, would like to see it in each color palette.

    in reply to: [Class Mod] Trap Maker #151182
    Stoner
    Stoner
    Participant

    I have to give you props for your mods, art design is incredibly good, you capture DD art theme so well… amazing. Sorry I’m not big on new classes because vanilla ones are more than enough for me now, considering I’m very busy tweaking and balancing them, but once I would need something fresh, I’ll start with yours, no doubt.

    Keep up the good work, hope RH hires you eventually =)

    in reply to: Few questions about gameplay mechanics #151116
    Stoner
    Stoner
    Participant

    Thank you very much.
    1.That’s strange, since I definitely had few (negative only) quirk “dodges”, probably bug.
    2.Good to know, never found any info on that.
    3.Never got any disease at Brothel or any other stress treatment facility, would make sense tho…
    4.Because I’m modding this game to some extent, want better understanding of how the dialogue system works.

    I see, though I have seen several cartoonish games so far, and the only recent ones I remember having 4 fingered humanoids was games from Klei entertainment, that’s why I assumed they have some influnce over DD visual style.

    in reply to: Creating new effects #142506
    Stoner
    Stoner
    Participant

    40 isn’t completely accurate, it’s 10 per member still. Thing is, it’s very rare when your entire party is stressed in equal measure, in 90% of times (in my practice anyway) I had one member that suffers from it and has to be quicky de-stressed, that’s where Jesters’ come in with his beautiful buff. So having 40 per member with even tiny debuff is rather a waste of turn if not more than 2 dudes really need it, which is pretty uncommon case… Correct about Jester more or less, and it’s also safe to say that if you spam with that skill, you will suffer from lack of DPS/bleed stacks and in turn can have some serious drawbacks in combat. Same with my DPS guy.

    Try applying mass stress heal to any DPS-based class just for the sake of experiment, you’ll see it’s really not that good as it looks on paper.

    in reply to: Loot tables #142503
    Stoner
    Stoner
    Participant

    Started to mess around with new heirloom exchange menu to attach gold exchange there. It feels easy and doable, but i get crashes on each attempt.

    When I add new exchange tab, game doesn’t recognize it, when I switch heirloom with gold, game can’t read it and has 0 parameter in that slot. Then in estate.json file I set:
    “id”: “gold”,
    “is_heirloom”: false
    to true

    Game did recognize gold and even had its accurate icon, but as soon as I click, it crashes. There’s also string problem when gold set to “true”, but I can fix it in localization without problem I guess. Since there are no obvious error indications, I’m trying to figure out what else may be tied there not allowing this simple transaction… Any ideas?

    in reply to: Creating new effects #141930
    Stoner
    Stoner
    Participant

    Good news! In next update heroes will be able to move with buff skills.

    @fluxgryphon
    I just took Crusaders stressheal and slapped it across the party, 10 at lvl 5 isn’t too much really. Thanks for pointing out Howl though, good to know.

    Yay~! Cool that that worked too. 10 at level 5 is a reasonable amount, I thinks.

    sorta makes jester’s obsolete though.

    Nope, Jesters’ stressheal is the best in game and I reckon always will be, the main point not stressheal itself, but -DMG% buff, and single target skills are always more effective than group ones in my practice, regarding both stress and hp heal. Anyway, I put mass stressheal on custom DPS hero with a drawback of -5 Torch per cast, plus I sacrifice damage in turn for that, overall it really doesn’t seem as usefull as I expected, rather well balanced IMO.

    in reply to: Creating new effects #136805
    Stoner
    Stoner
    Participant

    Good news! In next update heroes will be able to move with buff skills.

    @fluxgryphon
    I just took Crusaders stressheal and slapped it across the party, 10 at lvl 5 isn’t too much really. Thanks for pointing out Howl though, good to know.

    in reply to: Community Discussion – End Game Grind #134772
    Stoner
    Stoner
    Participant

    I don’t know how legitimate my points will be, but dying or dismissing characters and rectuiting new ones is actually big fun part in this game for me, so recruiting higher level heroes or using xp boost is totally out of my own perspective. The actual grind for me is gold and heirloom farming mostly. As I see it, people are afraid to lose heroes, because each loss of high level geared hero is catastrophic hit on finances, and in that case hiring new seeker and going on gold farming becomes a routine, thus turns to grind.

    There’s a problem we have: game must punish player for big mistakes or bad luck rather hard to be challenging, and to stimulate player be much more careful and thoughtfull with his decisions and moves. And that seems like how RH envisions the main focus of their game. If we eliminate hard punishment it will kill grind and make game much less challenging. That’s pretty rough choice here, I simply don’t see any solutions. It’s good that team is trying to reduce grind as much as possible but that tackles this issue on very superficial level, that won’t make any noticeble impact in the end.

    I personally modded the game the way I find it fun and almost perfectly balanced, but it definitely wouldn’t make many other players happy… It’s very commendable what Red Hook is doing right now, but I’m convinced that it’s just simply impossible to make original game open for larger public without breaking it’s core mechanics and intended focus, so grind simply can’t be dealt with…

    in reply to: [CLASS MOD] Warlock 2.0 (available for download) #130603
    Stoner
    Stoner
    Participant

    The effects look simply fantastic. But one thing I don’t clearly undertand… To create those you have to be pretty good at graphical editors, so why didn’t you try to alter Warlock skins a bit more? He has basically Occultists’ looks with a few minor tweaks (lich form is surely an interesting addition), if he would stand out visually more from vanilla classes, I guess he’d be more uhm, unique, and definitely more interesting.

    Overall you’ve done an incredible job, but in future if you consider working on Warlock skins a bit more it would be most welcome. Thank you for creating this class, great addition to many other decent mods.

Viewing 15 posts - 1 through 15 (of 23 total)