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>New Modes: Do No Harm and Optimal Warfare.
>>Do No Harm: Is the Trench Doctor's original heal and buff skillset.
>>Optimal Warfare: Enables highly potent blights and attack buffs at steep costs.
>New skins. More colors. More vibrant. More wow.
>New trinkets. These synergize with his new mode.
>New Medical Studies: Survivor's Guilt, Gaol Fever, and Gas Gangrene.
>>These are in their own loot table, including for Red Grimm, so you can farm Medical Studies more easily.
>DISCLAIMER: All new art (trinkets and skins) by me. Don't bother Zyonmila if you have any complaints, aim those at me.
Hopefully everyone enjoys the update. Thanks for reading, and have a great weekend!
Got rid of Red Grim's death rattle (destress and horror clear) due to bug.
->I will try to find a replacement, but I want to fix the error first.
Lowered Red Grim spawn rate from 33% to 10%.
Slightly lowered HP of Specter on Veteran and significantly on Champion tier.
Increased Specter's resistance to Bleed and Blight cause ghost.
To answer your other question. I will think about making a patch to tweak "Back Off!" to allow it to be more of an attack. However, thematically the character is not a fighter. This is even reflected in the low ACC of "Back Off!" The character's healing and buffing are also balanced around his lack of offensive abilities.
Thank you for playing the mod and for your patience with the localization issue.
>Healer- If you want your Doctor to focus solely on healing, then using "Breath it in" for the quest long buff will benefit you.
>Tank Buffer- Putting your tank in position 1, buffing with "Trench Hero," and then hitting the enemy with "Overdose" can utilize the tank's buffed Dodge, while also making the most of their Riposte, if active.
>Speed Manipulation- If you have a team of speedy characters, then you can use "Overdose" to get bonus damage on the enemy before they act; or, you can use "Fastball Special" to engineer a Speed advantage.
>Bleed/Blight Team- Not only can the Doctor's healing help sustain the party through a longer DoT fight, you can also use "Vile Injection" to open up a tough enemy to DoTs.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3379485476
It took me a while to test it since I reduced the rate so much.
>I double checked, there is a limit of 1 instance to the Red Grim per rank, per quest. Meaning, either you had two Trench Doctors, or evolved the quirk and then fought the subsequent difficulty.
>The baggage is part of the character's balance. It's because of his brokenness/trauma that he pushes himself to do so much. That said, you raise a valid point about the howl. I feel that annoyance myself. I may revisit and expand Red Grim's skillset to be more unique in the future. I currently have a few other mods in development though.
>The Trench Doctor's affliction isn't entirely negative. It boosts his healing done, while debuffing his healing received. So, even if he became afflicted, you'd still have some benefit.
Thank you for taking the time to share your opinion and not just unsubscribe.
I love WW1, and I want more medically inclined classes, but god damn does he have some baggage that makes him detrimental to my gameplay experience by merely existing in my party.
However, the PTSD events are some of the most annoying fights to deal with in the game. It might just be me but I care little for the plot the character has, and they're a liability in every run they're sent on because of their PTSD.
They're always virtuous, thankfully, so the fight is a bit more manageable. I would've uninstalled the mod if they were only getting afflictions.
That said, his Affliction is not a complete negative. It boosts his healing done, while debuffing his healing received. Thus, if you can keep him safe, it may be better for a pure heal build to have him Afflicted.
I'm sorry your Doctor hasn't gone Virtuous, but thank you for your patience to post your question. If you have any other questions, feel free to ask.
Haven't seen em get a virtue once
lol, love that word. Anyways, if you're having a rough time with the stress, consider the Priorities trinket to asset with mitigation; and, when doing the miniboss, have your Trench Doctor's companions kill the ghost. The affliction they get, Psychosis, helps with stress/Affliction builds.
Thanks for the comment, and I'm glad you like the mod.
Since your previous comment I have updated the mod. The offending effect is gone, as another person running into your issue confirmed. The update also added/balanced a few things.
Thank you for following up, and I do appreciate your empathy. I hope you continue to enjoy the Trench Doctor, though if you don't want to, I understand.
If the problem still persists, then here's a questions:
Are you referring to the double heal of his "Keep Going" skill? Or, are you possibly referring to one of his bonus heals when Valorous? (Before the patch removed these, he could heal after being hit or on turn start.)
Update:
>Audio: Both minibosses have audio now.
>>The ghost is, in fact, spookier with gun noises.
>Dialog: Utilized a new call method I found for activating dialog.
>>Dialog will now activate 100% when ghost hits Trench Doctor.
>>There is also progression in his statements between the 3 fights.
>Balance: Ghost is the puppeteer, so I leaned more into this.
>>Hitting the ghost will weaken its concentration on the mortal plane, making it easier to hit.
>>Killing the ghost will reduce Red Grim's Protection for the rest of the fight.
>>Killing Red Grim will grant a large stress heal to the party to negate potential heart attack after parties.
I was lucky but I think it's a pretty good testament to how powerful the boss encounter is if you're unprepared and below in levels.
And, just out of curiosity, what was the team you lost to Red Grim? Did they die to stress or damage? And, you are right, you can technically start the Red Grim quest at Champion level and just breeze through the first 2 fights.
Also, minor miniboss tweak. I changed Red Grim's aggro heal from 15% to 10%. This should help make him easier to kill.
Also, my file is completely frozen due to a loop caused by his virtue animations/programming? Like his act-out happens and the screen freezes. Like nothing can be selected to get to the next turn (skills, provisions, nada).
Would love to get some help for this one since I'd hate to lose my current save.
And yeah again,nice mod overall.
Also, if the first time you fought Red Grim, the ghoul, it had 60hp, then I'm guessing you're playing on Stygian or above, or with a difficulty mod enabled.
In the files, the first Red Grim has only 50hp, but Stygian adds 20%, which would explain the 60hp. I play on Darkest difficulty, since it's normal mode and allows me to balance things without the game inflating or deflating numbers.
I'm glad to hear that you like the idea of the mod; and, that you're willing to potentially tweak things to experience all it can offer.
But a lvl1 dungeon with a ghoul with 60hp that heal 1/3 of it (18) each rend,can do it twice in turn (seriously wtf),isn't fun,nor hard,but obnoxious
The class thing is just "stress you out of your mind" for sometime 2 battles in a row while giving 1 battle buff and debuff,like either debuff me,or stress me,its just obnoxious and become Darkest Management
The fact he just stress all day to force comps with stress healers or just dudes like flagellant,feel so restrictive
Its just my 2cents ,but this one is just more con than pro imo in its state,ofc I ain't asking you to change stuff to cater to me,just gonna change some stuff to either stress less and debuff more or reverse,having both same time is just,annoying,make me feel I'm playing StS