Darkest Dungeon®

Darkest Dungeon®

Overlord Enhanced
124 Comments
Cathelia Samicora  [author] 29 Oct, 2024 @ 8:39pm 
@Damm
shard是官方DLC农场的货币"星晶",请注意本mod启用时,必须启用官方DLC疯狂色彩(农场),最好也必须启用官方DLC猩红宫廷,两个官方DLC请都开启,这个要求也已经写在本mod工坊页面的DLC需求中了。
反胃 28 Oct, 2024 @ 6:48am 
然后 多弹出一次的错误报告如下:
Assert Failed:
(pltemClass != nullptr)
Invalid item class in loot table shard
反胃 28 Oct, 2024 @ 6:40am 
请问一下我开启了霸王版本的话。 游戏读取的时候就会闪退。他和什么mod 冲突吗?我刻意避开了你的CLASS MOD的。
Cathelia Samicora  [author] 16 Oct, 2024 @ 10:39pm 
@灰风
女妖之嚎这个源于dnd(龙与地下城)的奥术法术过于闻名,以至于你可以自己随意百度关于其的细节。作者丸山也是一个dnd跑团迷,因此他这里的女妖之嚎就是致敬dnd同名法术。
Cathelia Samicora  [author] 16 Oct, 2024 @ 10:37pm 
@灰风
....
抱歉但是你可能理解反了,女妖之嚎源于dnd九级奥术,是范围即死,但对即死免疫比如亡灵标签无效。万象死终源于dnd超魔专长,超魔的意思是强化或者赋予一个法术其原本并不具有的特性,比如必定最大伤害、+50%伤害、+50%持续时间等。万象死终则是一个赋予原法术无视一切免疫的超魔效果,但额外需要付出一个代价:即时生效的法术不得不变成延迟生效。所以万象死终强化下的女妖之嚎将无视夏提雅的吸血鬼亡灵的免疫即死标签,但却不得不等N秒而不能立即生效。
灰风 16 Oct, 2024 @ 3:00am 
似乎作者对骨王这个人物并不了解,女妖之嚎是扩大万象死终范围的超位魔法,而万象死终设定是连岩石和空气都能给予死亡的力量,不应该有不死生物免疫。感觉应该把女妖和死终效果合并,然后加个天空坠落的全体高伤害技能。
yumi_coke 11 Jul, 2024 @ 2:05am 
@Cathelia Samicora 好谢谢确实缺了不死生物被动
Cathelia Samicora  [author] 9 Jul, 2024 @ 6:52pm 
@yumi_coke 道具使用者的差异化,需要专属怪癖(对骨王而言是专属疾病:不死生物被动),而不死生物被动需要至少进行一次法术翻页才能获得,且可能在某些意外时候被洗掉(比如治愈全镇疾病的城镇事件)。因此,发现不死生物被动没了的时候,请进行一次法术翻页,再用道具。
yumi_coke 9 Jul, 2024 @ 1:47pm 
为啥骨王用自己从氪金道具会有压力惩罚? 不是说除了骨王其它人用会有压力,那这么说骨王用了不会有压力惩罚
Cathelia Samicora  [author] 7 May, 2024 @ 7:07pm 
@粉色妖精小姐♪ 这是一个原版BUG,但其实并非“在补给里没法把东西再卖回去了”,而是BUG发生时只能将补给栏第一个物品卖回。该BUG非恶性且可能暂无方法修复,请在需要卖回时,将目标物品挪到第一格再卖,或者直接取消出发,返回大地图,重新出发。
粉色妖精小姐♪ 7 May, 2024 @ 11:47am 
我用了这个mod后在补给里没法把东西再卖回去了,取消mod就正常了,这个bug有办法解决吗
Cathelia Samicora  [author] 9 Apr, 2024 @ 3:13am 
@逍遥烈风 理论上不应该出现这种情况,请检查是否开启了风灵月影的无限道具,并重试该测试过程,检查该问题是否"可复现"。
逍遥烈风 9 Apr, 2024 @ 12:44am 
为什么亡灵骑士卷轴明明有空位却使用后没有效果,我是在战斗中使用的
酒客 14 Mar, 2024 @ 9:19am 
好的 大佬晚安
Cathelia Samicora  [author] 14 Mar, 2024 @ 8:52am 
@酒客 那个被动技能只是纯描述,没有任何实际代码意义。先准备碎觉了,你加一下我的steam好友,明天具体和你说吧。
酒客 14 Mar, 2024 @ 8:50am 
那我到被动里把冷却的effect复制到别的技能上也有效果么?
Cathelia Samicora  [author] 14 Mar, 2024 @ 7:59am 
@酒客 这一版的骨王已有专属怪癖,就是那个专属疾病"不死生物被动",常驻负向禁用因为需要常驻,目前最惯用的手法就是写进专属怪癖里。
酒客 14 Mar, 2024 @ 5:17am 
要写怪癖来达到这种效果吗?看得一愣一愣的
Cathelia Samicora  [author] 13 Mar, 2024 @ 8:33pm 
@酒客 “一场战斗只能用6次,但是用了一次得冷却两回合”也是可以围绕正负抵消禁用实现的,但需要精细的数学准备,举个例子:专属怪癖常驻禁用-10000,使用技能时赋予2回合的禁用buff且赋值为+20000,因此用了一次得冷却两回合。同时,使用技能时赋予1场战斗的禁用buff且赋值为+1700,当同一场站斗使用第五次后,该1场战斗的禁用buff叠加至1700*5=8500,+8500的绝对值小于-10000的绝对值,所以使用第五次后的2回合冷却结束后,仍然可以使用第六次。然而使用第六次后,该1场战斗的禁用buff叠加至1700*6=10200,+10200的绝对值大于-10000的绝对值,所以使用第六次后的2回合冷却结束后,【不可以】继续使用第七次。至此,迂回完成。
酒客 13 Mar, 2024 @ 7:38pm 
并不是,只是改了心脏掌握之后发现其他技能可有可无了,所以我想限制一下,就比如说一场战斗只能用6次,但是用了一次得冷却两回合,只是看了一晚上的教程有点懵逼
Cathelia Samicora  [author] 13 Mar, 2024 @ 7:29pm 
@酒客 其次,如果你希望冷却机制像魔兽世界某些充能次数的技能一样,每一次技能使用的机会或者说冷却是独立回转的,那么正向禁用buff无需做额外的事情,直接声明回合即可。如果你希望第一次使用后冷却完全不计时,而第二次使用后必须等待冷却结束才能恢复所有两次,那么就比较棘手了。
Cathelia Samicora  [author] 13 Mar, 2024 @ 7:26pm 
@酒客 可以,但是需要略微复杂的迂回代码:通过正负抵消的禁用减益(正负之和为正时禁用生效,而和为负和零时禁用不生效)先设置常驻负向禁用,然后技能使用后获得正向禁用,并令两次及以上正向禁用之和的绝对值才大于常驻负向禁用的绝对值,从而实现第一次正负抵消仍为负,第二次正负抵消则为正,于是实现技能可用两次,两次后转变为不可用。
酒客 13 Mar, 2024 @ 5:50pm 
佬,问一下能不能让技能有使用次数的同时又有cd?
Cathelia Samicora  [author] 12 Mar, 2024 @ 4:08am 
@酒客 /摸摸头
酒客 12 Mar, 2024 @ 3:07am 
(恼)
Cathelia Samicora  [author] 11 Mar, 2024 @ 7:42pm 
@酒客 是。
酒客 11 Mar, 2024 @ 1:29pm 
话说回来哥们难道是国人作者吗?
酒客 11 Mar, 2024 @ 7:53am 
I understand now, thank you for your help. I really like this MOD
Cathelia Samicora  [author] 11 Mar, 2024 @ 6:29am 
@酒客 And when Necromancy Metamagic is active (by using The Goal of All Life is Death, you will get this metamagic for the next cast), certain monster types that are immune to Necromancy damage will be partially ignored, such as unholy, which is consistent with the original anime/novel. Note that cauldron type is always immune to Necromancy damage, since kill the cauldron by true damage will result in critical bug.
Cathelia Samicora  [author] 11 Mar, 2024 @ 6:23am 
@酒客 This is from the Necromancy Spell Passive, which is a lore-friendly design, as Grasp Heart & Cry of the Banshee cannot harm certain monster types such as unholy & cauldron, since they are not alive.
酒客 11 Mar, 2024 @ 6:05am 
Sorry, I forgot what I modified. Using Grasp Heart to stun enemies will give them an immune effect to Grasp Heart damage. Is this normal?
Cathelia Samicora  [author] 10 Mar, 2024 @ 1:34pm 
@酒客 Yes, by changing ". on_miss false" to ". on_miss true", the chance of dealing true damage will always be a fixed value, no matter target's HP is above or below the threshold.
酒客 10 Mar, 2024 @ 11:42am 
Okay, thank you, I get it. So changing ". on_miss false" to ". on_miss true" and then setting ". change" to 50% can give Grasp Heart a 50% chance of causing damage each time?
Cathelia Samicora  [author] 10 Mar, 2024 @ 9:39am 
@酒客 Sorry but this cannot be done. Just as I said before, due to the special mechanism of this skill, the chance for high-HP target is always the chance for low-HP target divided by 20. The workaround used in this skill is actually based on Hit/Miss system, and using Redhook's global rule of minimum guaranteed hit chance as 5%. Since you cannot raise the actual hit chance above 100%, you can only raise the chance of Grasp Heart towards high HP targets to 5% (because 100%/20=5%), while the chance towards low HP target is 100% at this time. Thus, 50% for high HP is IMPOSSIBLE in this workaround.
酒客 10 Mar, 2024 @ 8:42am 
I don't want Grass Heart to deal damage every time. What I mean is that enemies with health below 50% have a 100% chance of doing damage, while enemies with health above 50% have a 50% chance of doing damage
酒客 10 Mar, 2024 @ 6:01am 
Okay, thank you very much. The description font color is normal now
Cathelia Samicora  [author] 9 Mar, 2024 @ 7:09pm 
@酒客 About the purple color, you should locally compile the XML into loc2. To do so, you need to set <UploadMode> in project.xml from "direct_upload" to "dont_submit", and change the mod path <ModDataPath> to yours. Then drag the project.xml onto "steam_workshop_upload.exe" which locates in "DarkestDungeon\_windows\".
Note that you best move the mod from the workshop folder (steamapps\workshop\content\262060\) to DarkestDungeon\Mods, in case the workshop updates and erase all your modifications. Besides, remember to delete the integrity verification file "modfiles.txt".
Cathelia Samicora  [author] 9 Mar, 2024 @ 7:03pm 
@酒客 "If I want Grasp Heart to trigger 100% damage"... Do you mean no matter whether target's HP is lower than a certain percentage, you always want Grasp Heart to deal true damage? If you do, find the effect "Ainz Grasp Heart X", change the chance to 100%, then change the parameter ".on_miss false" to ".on_miss true".
酒客 9 Mar, 2024 @ 11:57am 
I have successfully changed the skill description, but the font color has changed to purple. How can I solve this problem?
酒客 9 Mar, 2024 @ 10:18am 
@Cathelia Samicora So what do you mean is that if I want Grasp Heart to trigger 100% damage, I need to set. change to 2000%?
Cathelia Samicora  [author] 7 Mar, 2024 @ 12:17am 
@酒客 Lastly, since the skill description is wrote by custom tooltip workaround, change these code will NOT change the skill description chance of Grasp Heart & Cry of the Banshee. If you need to change the description, you must change the custom tooltips in XML files within localization folder, and you need to compile the XML file into loc2 to make it functinal.
Cathelia Samicora  [author] 7 Mar, 2024 @ 12:14am 
@酒客 For Cry of the Banshee, similar to the above, find the effect "Ainz Banshee Kill X" (X should be 1/2/3/4/5 for each skill level), then change the chance in the same way.
For the friendly damage chance of Cry of the Banshee, change the chance of effect "Ainz Kill Friendly chance hpabove X" and "Ainz Kill Friendly chance hpbelow X" (both X should be 1/2/3/4/5 for each skill level). Literally, the former one controls friendly damage chance towards high-HP partners, while the latter one controls friendly damage chance towards low-HP partners. Note that chance of friendly damage is functional in a reverse way, as 60% does not mean 60% chance to deal damage to partners, but actually means 100-60=40% chance to do so.
Cathelia Samicora  [author] 7 Mar, 2024 @ 12:14am 
@酒客 Which damage? Do you mean the chance to deal true damage by skill Grasp Heart & Cry of the Banshee? If you do, please open the file "steamapps\workshop\content\262060\2265563218\effects\ainz.effects.darkest", find the effect "Ainz Grasp Heart X" (X should be 1/2/3/4/5 for each skill level), change the parameter ".chance" from 20%/25%/30%/35%/40% to what you need. Note that chance is the one when Grasp Heart hits a low-HP target. For high-HP target, due to its special mechanism, the chance is always divided by 20 (e.g. 40% will become 40/20=2%).
酒客 6 Mar, 2024 @ 5:44pm 
This is a great work, but can you tell me how to increase the chance of causing damage?
Cathelia Samicora  [author] 4 Jul, 2023 @ 7:33am 
@BadCaKe
Sorry I'm not familiar with Black Reliquary, and might need more time to have a look into it. You may post the detailed error information to me if it is convenient, I might be able to help you debug it.
BadCaKe 4 Jul, 2023 @ 5:43am 
Mind updating this class for Black Reliquary please? I tried updating few class for it but idk what I'm doing but they always comes with error with the trinkets among other things.
Cathelia Samicora  [author] 7 Dec, 2022 @ 7:28pm 
@绝世凌凌 Sorry there's no such plan, but you may do it yourself by deleting the following effects in "ainz.info.darkest" to disable Aura Of Horror passive:
"Ainz On Crit Friendly"
"Ainz Skill Negative DotStress 1"
"Ainz Skill Negative DotStress 2"

Besides you need to delete the following effects in "ainz.entries.trinkets.json", otherwise the hamusuke pet trinket might work weirdly:
"Ainz Hamusuke Neutralize Aura Of Horror Non-Crit"
"Ainz Hamusuke Neutralize Aura Of Horror Crit"
绝世凌凌 7 Dec, 2022 @ 5:32am 
How wonderful the work is. This mod is balanced and interesting,but a little weak with monster enhanced mod.Would you please release another version without "double-edge knife".Thanks you very much for your awesome work so far.
Cathelia Samicora  [author] 4 Mar, 2022 @ 6:12pm 
@Alarick Never mind :-)
Alarick 4 Mar, 2022 @ 2:10am 
So it does, my apologies.