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On a side note I had to wait until I completed the Old Road to enable this, after two failed attempts on the Old Road I had to give up and do it the normal way, might be a bit tough for Reynauld and Dismas in my opinion.
Awesome mod. Looking forward to see how well it meshes with monster mods.
What i wonder before installing this mod, whether can i play this without enabling DLCs?
A person without having any of the DLCs will be able to play this mode?
Will it crash? Or there'll only be some empty spaces in enemey groups. Like having one of crimson court enemy in the party when u had the dlc; but since u won't have the dlc, the enemy party will have 3 enemies bc of the missing dlc.
I have all the DLCs' so i am good with any answer given to me. But i just want to know to be sure. And I'll install and enable this mod in my (already started) campaign without waiting for an answer.
Here we go..
I generally like the changes to formations and I would still consider this mod to be a net positive to my overall enjoyment of the game.
The only thing I'm unhappy with is the Courtyard.
I personally like running teams that are not optimal in terms of raw combat strength but in return are interesting to play with.
For instance, while Vestal is objectively the best healer I like to run teams with other healers because they're more fun to play with.
Because the current formations in the courtyard have such a high damage output the number of viable teams is comparatively small, however.
There are completely overtuned formations like Bone Defender + Chevalier + Chevalier + Bone Bearer.
Way too many formations contain Chevaliers and Bone Spearmen.
I'm manually changing the game files to reduce the strength of Chevaliers because the Courtyard is otherwise just really tedious and too hard to be fun.
I finished the Baron quest and the fights were manageable for the most part.
I think the fights immediately after the first Crocodilion are too hard, but other than that I think the quest was fine.
Specifically, I think the rate at which you get formations consisting of only strong enemies is too high.
It doesn't give you any space to heal back up on an easier encounter.
I don't think it is, but by any chance I will ask , is it compatible with the Monster Variety Project ? It's a mod that add many enemy types with new skins and abilities, it seems very cool as well, and combined with yours it should be awesome. But high chance it conflicts I guess
@Lolita
I think it's an odd bug. It's happened to be once but I have not found a way to replicate it. The Warren mash has tutorial formations which I did not change. It might be due to a combination of mods or some unusual circumstance.
Again, thank you.
Thanks for the catch. Definitely an oversight on my part.
Isn't it supposed to be as in the first line instead the second as in your mod?
dlc/580100_crimson_court/features/crimson_court/modes/bloodmoon/shared/rules.json
dlc/580100_crimson_court/features/crimson_court/crimson_court/modes/bloodmoon/shared/rules.json
As you can see there's an extra "crimson_court" that is not present in original game folders.
Just ignore this if that's intended.
Thanks.
Anyway, the 2 & 4 variants in both the Crimson Court and regular dungeons are no longer present, so it should be fully compatible now =)
For now I'm recommending that users place my mod above yours (since I only have level 2 and 4 mash files so nothing of yours is overriden, either in the standard or Formations Only versions) but if you were to delete those files (the game doesn't use them without my mod installed) then our mods would be fully compatible! :) You can friend me if you want to chat further :)
Thanks for letting me know. That size 5 was a mistake, probably a remnant when I was testing what would happen if you extended beyond size 4. That's now fixed.
I've already phased out the Farmstead enemies in veteran and champion dungeons as they needed a new soundbank (which I can't create) in order for their audio to work properly outside the farmstead.
Some vampires, like the chevaliers, sycophants etc will work fine outside courtyard because sound was specially created for those instances. Not for the steward though, so I've phased him out too.
Even without those enemies, the rank and file of the enemy should still be quite a doozy, and a serious challenge even for short runs.
Thanks again.
Manservants don't make any noises in battle, and the debug text gives the same "Could not find event by id for event'event:char/enemy/steward_vo_aggro" and so on errors as it did for the Plowhorse when I was running this on my "main" save file with the "Formations Only" edition.
(I've seen the Supplicant and the Manservant so far - the Supplicant had its noises but the Manservant didn't)
Also, I noticed when I went to the Weald (Apprentice) that there was at least one comp that didn't get added because it was "size 5" - think it included a brigand Bloodletter, two spiders, and a cultist Witch - I think I've seen some "size 5" comps before in other places so you might want to comb through your mashes again.
I still think this mod is pretty neat, though.
https://i.imgur.com/oDRKFHp.png
https://i.imgur.com/1iBZzlx.png
https://i.imgur.com/2TmBbtH.png
Disabling only this mod fixes the issue, and I don't have the Ronin installed otherwise.
I like some of the others changes. The secret room question is bothersome though, that one really help getting set up.