Hi @all,
does anyone one if you can alter the probability of the appearance of certain hero classes in the stage coach? For example better chances to get a Vestal or a Jester?
Hi @all,
does anyone one if you can alter the probability of the appearance of certain hero classes in the stage coach? For example better chances to get a Vestal or a Jester?
[MOD] Astronomer custom class v16707
Adds the custom class Astronomer to Darkest Dungeon. The Astronomer acts as a back row magic based attacker, he can also serve as a healer if needed. He is a Scientist who studies the stars and seeks out fallen meteorites and star stones in ancient relics and artifacts.
“The Astronomer is highly intelligent – a scientist who studies the stars and heavenly bodies. He spends his time researching and seeking out fallen stars and pieces of moon rock. It is rumored many ancient relics possess the power of the stars – which brings him desperately in search to the Darkest of Dungeons.”
DOWNLOAD LINK: http://www.nexusmods.com/darkestdungeon/mods/282/?
Skills:
Staff Bash – Basic Melee attack.
Solar Flare – Heal
Black Hole – Ranged Magic, attack 1 target.
Galaxy Swirl – Applies random bleed, debuff, and blight to the enemy party.
Wormhole Hook – Melee attack, pulls an enemy forward.
Earth is Round – Shuffles enemy party.
Saturns Rings – Buff, Prot Self.
<Astronomer v16707> is not an official Red Hook Studios product or product modification, and Red Hook
Studios
Inc. is not responsible in any way for changes or damages that may
result from using the mod. Furthermore, “Darkest Dungeon” and the
Darkest Dungeon logo are trademarks of Red Hook Studios Inc. All content
in the game is Copyright Red Hook Studios Inc. All rights reserved.
Current class mods/variants:
Shadow-Dancer, Maiden, Paladin, Lord, Blackguard, Falconer, Apothecary, Huntress, Baron, Diablo Pack (Necromancer, Sorceress, Monk, Demon Hunter, Witch Doctor)
DOWNLOAD FROM: http://www.nexusmods.com/darkestdungeon/?
My personal Art work and Novels: www.stevenmouland.com
While in the heroes coach hit “enter” and you can type the names of certain heroes to make them appear. A list of heroes can be found here
Cool stuff, thanks. But as far as I understand, that applies only to Backer heroes, not to heroes classes in general. Thus “new” hero classes (mods) will not be affected. Is there any possibility to bring new hero classes directly in the stage coach, for testing reasons?
I don’t know why but that latest atlas file causes crashes at dungeon load screens. I’ve tried changing a few different values and it’s not working. Even changing them back to the default values! I don’t know what it was about the last one that worked but it worked. I’m honestly baffled for now. Oh well, busy evening ahead. I suppose I’ll get back to trying to fix it later then :(.
It may be unrelated as reverting back to the older placeholder files has not fixed the problem. Great. Now I get to go hunting down other alternative sources of the issue. What joy.
Removing some files that were not causing a problem before fixed this. Sort of. Now there’s a crash at dungeon exit. Defend sprite still displays oddly. What a day I’m having :(.
Apothecary has been updated with additional skins. Feel free to download her if you enjoy her class.
DOWNLOAD LINK: http://www.nexusmods.com/darkestdungeon/mods/195/?
Current class mods/variants:
Shadow-Dancer, Maiden, Paladin, Lord, Blackguard, Falconer, Apothecary, Huntress, Baron, Diablo Pack (Necromancer, Sorceress, Monk, Demon Hunter, Witch Doctor)
DOWNLOAD FROM: http://www.nexusmods.com/darkestdungeon/?
My personal Art work and Novels: www.stevenmouland.com
sigh, guess it’s time to consider redrawing or stretching out images.
Hello,
I’ve added the effect that I want the item to invoke; I added the strings for it as well; now I’m missing one crucial piece:
in order to add it to the store menu, I need to “define” the item somewhere – it’s icon, it’s effect etc… I tried grepping for “bandage”, “antivenom” and other casual starting items in order to find out where the definitions are – but no luck…
Are the item definitions really hardcoded? For example, where is it defined that the “dog_treat” provision will invoke the “dog_treat” effect when used? Where is the “bandage”‘s effect?
I’ve already covered the “fx” folder stuff and the atlas, now i’m just trying to get rid of the nasty null-pointer crash when i add my new “healing_potion” item to the store via provision.json
The effect I want to refine initially looks like this, if anyone wants to take a jab at this idea as well:
effect: .name "healing_potion" .target "performer" .item 1 .chance 100% .cure 1 .heal 12 .healstress 15 .queue false
just chewing ideas and concepts… but one thing I would suggest to think about is not just her strength, but what would be her weakness as well. What would she be weak against, and from there, you could find ways to help boost her usability.
You know, I’m honestly not sure if I’ve answered this yet so here goes.
One main weakness is that she’ll have inherited the Leper’s low Bleed resistance. She’s supposed to be vulnerable to bleeding attacks which makes her more vulnerable in the Warrens and the Cove. More on that soon.
Another vulnerability is that she’s supposed to gamble on Virtue tests. You know how the Occultist’s healing is a gamble on bleeding. The Abomination is a gamble because he causes so much stress to the party. Her gamble is that she wracks up stress very quickly and can easily become a liability to the party. Initially she’s there taking away people’s stress (and ramping up her own stress levels in the process) and then boom! She makes a resolve check and either becomes virtuous or afflicted. I wanted to find ways to buff her virtue chance (probably through camping skills) but I haven’t been able to get the whole self stress part of her concept working yet.
She’s good at resisting stress & removing it from herself but she’s essentially the same as tanking up on backer trinkets like the Crest of the 1100 and going book burning in the hope of becoming Virtuous. But a lot less random & a bit more reliable. It’s not going to be easy to give her much that will affect virtue (outside of a few camping skills)
There’s a third weakness that’s kind of slipping my mind right now (or at least I think there is) but those two are a start, right?
sigh, guess it’s time to consider redrawing or stretching out images.
Since I’m now relatively crash free I’m going to try tweaking a few values again to see if it helps.
IF you look at the stagecoach json file, you’ll notice something like this:
"first_hero_classes" :
[
"plague_doctor",
"vestal"
]
Tried experimenting with that?
Frustratingly I haven’t been able to get the defence sprite to display differently yet. I notice that your image is 9 pixels taller than the original (to allow for the width of the legs & feet). Somehow it’s showing up in game correctly so the atlas file is letting that happen without the skel file causing too many problems. I wonder if trimming off those 9 pixels to reduce the image back to it’s original size would help resolve this issue. Failing that I’m going to try crudely stretching the image to see if that helps.
I only just saw the new poses WIP you uploaded on Saturday. I honestly don’t know why it didn’t show up before but I see it now. I miss the riposte pose. It’s only temporarily missing, right?
Okay. Time for me to get back to experimenting with this.
I like to go overboard with my mods but along the way there’s been issues, about 6 hours of trouble shooting issues and I’ve reached the end of patience. I wanted to see if anyone has confirmed any compatibility issues between mods. First thing none of my mods require to edit the effects.darkest file, other than that it’s a few new classes and skins.
Classes Mods:
Baron
Eldritch_Knight
Kunoichi
Paladin
Phiore
All Diablo Classes (6 classes)
Skins:
Crusader 40k
Highwayman Blood Born
Vestal 40k
Thats just about it, the allot of my time was figuring out how the hell to edit the effects but I gave up after a few hours of crashing. So has anyone had any issues with any of the mods i’ve posted?
Hey I want to start modding this game after playing it so much. I wanted to start with making a new class.
I found this guide on the reddit from a while ago:
How to make a class mod in 20 easy steps from darkestdungeon
I followed all the steps, skipping the art for now and just doing all the file manipulation and effect creation etc.
I got to the point of launching the game to test and I started a new file, but after I recruited my new class I started to load into the dungeon and every time it gives me this crash message.
Assert Failed
((uint 32)character_count <size)
BinaryRender::ReadString in utils/h/binary_render.h line179
buffer too small!
I can post the code for my effects file that i added, i dont see any glaring issues, but im not too familiar with the syntax they use in the file, i learned what I could from looking at other classes. I added one mechanic of buffing an ally’s damage against marked targets. However from looking at the crash report it seems like an overflow from a string character count, which I dont understand.
Please help if you have any ideas I really want to try modding this game, I am familiar enough with the JSON files to edit them but this crash I cant find a directory or anything. Thankyou in advance!
Check you’ve renamed the vfx effects to match the class name that you’ve used for the sprites, the atlas & the skel files. You want all of them to consistently use the same class name.
Alright so these 3 from my Diablo pack are fully updated: Necromancer, Demon Hunter, and Sorceress. Here are the download links and promo art for each.
Necromancer Download Link: http://www.nexusmods.com/darkestdungeon/mods/293/?
Demon Hunter Download Link: http://www.nexusmods.com/darkestdungeon/mods/294/?
Sorceress Download Link: http://www.nexusmods.com/darkestdungeon/mods/278/?
Current class mods/variants:
Shadow-Dancer, Maiden, Paladin, Lord, Blackguard, Falconer, Apothecary, Huntress, Baron, Diablo Pack (Necromancer, Sorceress, Monk, Demon Hunter, Witch Doctor)
DOWNLOAD FROM: http://www.nexusmods.com/darkestdungeon/?
My personal Art work and Novels: www.stevenmouland.com
I trimmed it down and I am just cleaning it up a bit. Might be best to stick with the sizes since I can’t get the stretching to work properly. And yeah, her image is a bit odd and I am not sure why it’s that way. Usually, when an image is smaller than the space, everything is shifted up. With her’s however it’s centered in the middle and might be stretched a bit. Many I should leave the space in the middle or see if I can get another one to work.
That feeling when you miss a period in a file name lol. brings me back to missing semicolons in Java. Thanks for letting me know to look at it with fresh eyes, time to start grinding mods out in my free time. 🙂
That feeling when you miss a period in a file name lol. brings me back to missing semicolons in Java. Thanks for letting me know to look at it with fresh eyes, time to start grinding mods out in my free time.
Welcome to the party – always great to see another modder join the fold. 🙂
Current class mods/variants:
Shadow-Dancer, Maiden, Paladin, Lord, Blackguard, Falconer, Apothecary, Huntress, Baron, Diablo Pack (Necromancer, Sorceress, Monk, Demon Hunter, Witch Doctor)
DOWNLOAD FROM: http://www.nexusmods.com/darkestdungeon/?
My personal Art work and Novels: www.stevenmouland.com
Hmm. Tough call. I know we’ve been able to stretch them bigger or distort them (like the sword in her animated poses) but I don’t know if having the image larger than the skel file is what’s causing the problem. It could be the pixel offset. It might be better to work with another pose for a bit. I’m going to try one or two little tricks (rescaling the image to fit inside the normal one and see how it displays then) and I’ll get back to you with the results.
There’s some space we’re not using. I know she’s crouched low but I’ll try using that as the second of those one or two things – stretching her up a bit to see how she looks then. As I said, I’ll try them out and get back to you. Sorry I haven’t responded sooner but the forums were down all weekend.