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Reply To: [Modpack] Darkest Dungeon Community Remix

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I realize it’s been quite a while since this was a thing, and the full game has been released. Have this pack been updated to work with the latest version (full game) or if not, are there any chance of it being updated?


Reply To: Looking for Talented Artists and/or Class Ideas!

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I’m not the most talented artist but I have a few ideas! (Some stronger than others!).

I’d be happy to bounce some ideas around and/ do some writing for this. I’ve written things in the DD style (to the best of my ability before) and would be happy to contribute.

Here’s a link to a couple of big posts of prologue I did for the Houndmaster. http://www.darkestdungeon.com/topic/the-hound-masters-prologue/

"The world is indeed comic but the joke is on mankind." - H.P. Lovecraft.

Reply To: Looking for Talented Artists and/or Class Ideas!

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If you dig through the blacksmith section of the forums you’ll find a bunch of class ideas people post from time to time, I’ve got a few in there as well.
Actionjack makes allot of good class ideas but is also a modder.

Stagecoach modifications, no idea where to start

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Hi! I’m Pastafarian, friendly neighborhood random person who’s put *checks* 72 hours into this game and counting oh my.

I’ve actually never made a mod before, but I am driven to try to make one now. Specifically, I want to modify the Stagecoach such that once you defeat all of the Apprentice bosses (Bandit Cannon, Siren, Prophet, etc), you get heroes that are a little bit higher in level (level 3, with level 2 skills); once you defeat the Veteran and Champion versions of all the bosses, your stagecoach recruits would be a little bit higher still, and then a little higher still.

I don’t necessarily want to get into why I feel so strongly about this from a game design standpoint, but I, well, do. Enough to spend my time for the first time figuring out how this works… but I have literally no idea where to start.

Halp? Pointers, even just in the form of links to FAQs/guides/whatever, would be super appreciated. I’m not a neophyte to programming (I work in Swift and Python for a living), just a total noob when it comes to modding.

Reply To: Looking for Talented Artists and/or Class Ideas!

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Hey Hobbes, you can add me on steam at Oliver Queen is a Beautiful Man and we can talk more about the art. I think it would be an absolutely awesome mod! And PorkyLabrador, I’d love to hear any ideas you have here too! You can put them here or also contact me on steam. Thanks guys!

Reply To: Looking for Talented Artists and/or Class Ideas!

Should I rework actionjack's Pit Fighter class?

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actionjack’s Pit Fighter class was awesome concept. but I didn’t want edit effects.darkest file. and want some change skill effect, performance

should i get permission? i really want pit fighter skin

Reply To: Should I rework actionjack's Pit Fighter class?

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I loved the class to but yes you should definitely get his permission!

"The world is indeed comic but the joke is on mankind." - H.P. Lovecraft.


Reply To: Should I rework actionjack's Pit Fighter class?

Adding a new brain – what am I missing?

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I am in need of help (again!)

I’m trying to add a new AI to monster_brains_definition.json file. I’ve tried quite a few ways to implement it, but the result is always the same: game gives an error message about missing a brain ID from ancestor_big_D, which is the last AI in the original file. No matter where I slap my code, the error message is always about ancestor_big_D.

I’m fairly certain I haven’t broken any tags. The only way this makes sense to me is that the number of lines in the file is somehow important, but I can’t figure out where should I look to change such parameters?

Any help would be appreciated!

Reply To: Stagecoach modifications, no idea where to start

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I don’t think this is possible. I’m a couple of weeks old noob in modding, so take my words with a shovelful of salt. By now I have learned that if there is no precedent about some function at least in some form or another, it will be next to impossible to achieve.

However, the March 8th update should add some new mechanic that lets recruit higher level heroes if right conditions are met.

Reply To: Looking for Talented Artists and/or Class Ideas!

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Some random class ideas. I doubt some of the concepts are even possible since they go against the standards of the current classes, but might serve as starting points for further ideas:

A fallen ghostly hero. I have not determined what the best flavor of character it should be beyond that. Would be neat to modify all damage this class takes into stress damage (ghosts don’t have “health”). It also might be interesting if the ghost had no direct combat damaging abilities due to his ghostly form having no substance.

A summoner of some type. Think the Necromancer boss, but re-created as a player class who is limited to one active summon at a time, with different possible summons. The summons could be magic elementals, demons, raised corpses, or however you wish to flavor it. These summons may require space on the battlefield, meaning your party would have to be short one hero in order to have space, or they might take place next to the hero similar to the Hound Master and his dog.

A Ronin – (wandering Japanese samurai), a fearless damage-dealing class who greatly values Honor.

a [Martial Artist] – there are various martial arts one could choose from to skin a Hand-to-Hand fighter. One idea I find intriguing is switching between various stances for different bonuses/maluses or maybe even skills.

the Changeling. Can copy the class and abilities of one of your other party members. Not sure how the skills should work – a random 2 or 3, or maybe all 4 but can only change once per battle and then it changes to a “default” appearance at the end, similar to Abomination. Alternatively, perhaps the changeling can only copy one of your opponents – though that seems even more difficult to me.

the Hypnotist. Debuffs enemies, Buffs allies, and possibly a skill which causes one enemy to attack another.

Crazy Cat Lady – a reskin of the Hound Master with an old lady and her many cats.

Atmospheric Expansion Mod

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Hey y’all!

I want to write a mod for Darkest Dungeon that would increase the number of barks. Barks are those text boxes that occasionally appear above the characters. I think these are a really great opportunity for characterization that’s being underused by the writing team, and I want to try to fix that.

The only problem is that I have no idea how! This seems like it would be pretty easy to do, but I really have absolutely no idea how to get started, can someone help me out here? I’d really like to get to the point where characters are talking to each others – although I realize that that’s maybe less easily done.

If someone could help me out, that would me amazing!

PS: which is your favorite class and why?

Reply To: Atmospheric Expansion Mod

How do you add trinkets manually?

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I want to do some in-game testing, but I’m having trouble getting the trinkets added to my inventory that I want/need, and the grind is taking far too long. How can I manually add the trinkets to my inventory stores (similarly to the Backer trinkets, perhaps)?


Reply To: Stagecoach modifications, no idea where to start

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Then I’ll be back on March 8th, I guess. :)

Thanks!

Reply To: Atmospheric Expansion Mod

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Okay, thanks, glad to hear it won’t be too difficult.

Do you know how hard it would be for me to change the triggers for the barks? I think there are plenty of times when a bark needs to exist, but doesn’t. I’d really like it if some barks could trigger others, so that there could be times when one hero says something and another responds, like:

“This expedition is doomed.”
“Stand tall, friend.”

Or

“This expedition is doomed.”
“(Gulp)”

Reply To: How do you add trinkets manually?

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If you know your way around the code jungle, why not replace a trinket you already have in your inventory with the stats you want to test?

Reply To: Class Mod's I've been working on

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Thanks actionjack I’ll take a look into all that you have pointed out, plus I’m currently comparing your latest Pit Fighter version to all my old scripts so I can update them that way, thanks for replying it actual helps a lot.

Reply To: How do you add trinkets manually?

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I’ve been looking around, how would one modify items? I cannot find the correct file.

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