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You can check the guide here for a list of curios: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2364827241
hopefully. going to post spoilers
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The whole hamlet is actually on a time loop. It's why you can have two highwaymen or two crusaders. In lore (especially with DD2), there is only really 1 of them. The whole hamlet is stuck on this time loop, with multiple smaller time loops going on. There is only actually one siren, one hag, one drowned crew, and one swine king. (necromancer, flesh, and pounder there can be multiple of). But due to the time loop of the hamlet, we are constantly re-fighting them. also most likely RL budget reasons we are constantly refighting them rather than unique bosses at each difficulty.
The farmstead is just where time gets really broken.
As far as I recall you made a huge pumpkin boss. A second boss could have been the Miller's wife, which I really liked the design of.
With your permission, I'll make custom art for any recycled curios so that they are unique if they act differently than vanilla. I'll do a run and see which would make sense to do.
Farmstead is a place where space and time bends around itself, in an ever looping manner. you can endlessly fight miller. Yet seeing him show up 3 additional times is now a problem?
Vanilla dungeons have two man bosses. The mod emulates that by re-using the miller as one of the two bosses. Similar to how courtyard plus reuses the garden guardian and croc as their two bosses.
> For example, curios that behave differently. This is confusing and seems unnecessary to reuse these sprites, since making new unique graphics for them curios should be relatively easy.
Budget for a non-artist. Also the only curio that works completely differently is the hearth which no longer gives camp. The fare and harvest still heal stress, the stockpile still gives supplies, Gleaming Shards still gives crystal shards.
I think after trying the full mod and enjoying exploring the new dungeon, what ended up dissuading me was the recycling of assets. For example, curios that behave differently. This is confusing and seems unnecessary to reuse these sprites, since making new unique graphics for them curios should be relatively easy.
Also, another janky oddity was seeing the Miller spawn in both wave missions and this dungeon at the same time. You get two living millers in two areas which to me looks out of place, and also not necessary since you already created new custom bosses for this mod.
I suppose I could make personal patches to address these things.
{LINK REMOVED}https://drive.google.com/file/d/1zg7A_Nqa9hiNnz8wvACb8GTWoxS4QTwj/view?usp=sharing
Removing those assets won't really create a lite version of the mod: it will just make mod that has nearly everything this mod has except one thing. And that's why I said no, those are the main attractions OF THIS MOD.
If you want to play just wave missions, you can do that, with this mod. All the monsters in this mod already show up in just wave missions. If you just want to farm endless for the trinkets, you can do that with this mod.
I have asked others who separated the monsters into just a wave mission mod to remove them, and DMCA one mod who removed to remove it. the mod will remain whole.
Removing those assets won't really create a lite version of the mod: it will just make mod that has nearly everything this mod has except one thing. And that's why I said no, those are the main attractions OF THIS MOD.
If you want to play just wave missions, you can do that, with this mod. All the monsters in this mod already show up in just wave missions. If you just want to farm endless for the trinkets, you can do that with this mod.
Sorry, maybe it is the DD2 Duelist Class Mod that has caused it.
The error report makes me think that it was an error about the monster's mashes.
It is hard to imagine that it was actually from a hero mod ╮(╯▽╰)╭
Removing the dungeon and just having the wave missions, would just remove part of the attraction for this mod.
Troubleshooted a bit and found out that Prisoners Anywhere is the cause, specifically its out-of-the-box patch for Farmstead+ no longer being valid due to the changes to map generation update to this mod (Farm+) from March.
Prisoners Anywhere can still be used alongside Farmstead+, but Farmstead+ must take priority (load above). Only downside is that you won't get any prisoners to rescue here.
Not asking for anything, just wanted to give a heads up. Already posted in the Prisoners Anywhere comment section, but the mod hasn't been updated since 2022.
these curios are fascinating and I wanna know what else they can do
Once after completing the mission in Farmstead, I unlocked a lot more missions. Is it a bug?