Darkest Dungeon®

Darkest Dungeon®

The Lost Crusade
59 Comments
NKVD 14 Jul @ 12:45am 
@What's up I encountered the same problem, and the game crashed directly.
DayDreamingBB 4 May @ 1:03am 
Weird question, but are the Judicator mace attacks meant to be so quiet? I was expecting a thunkier noise but i can barely hear it and sounds like a miss.

Otherwise, amazing mod and its fun to run into them!
What's up 1 May @ 6:52am 
When the 2-type knight unleashed his skills on the two priests in the back row, my game froze. I have encountered this situation many times when I tried again. I don't know if it's a mod conflict or something, so I can only uninstall this MOD
Small grass 2th 1 May @ 12:10am 
Thank you for your answer,even though the problem remains unsolved.:stalker_cry:
Small grass 2th 1 May @ 12:05am 
I try closing all mods except this mod,but it seems like the crush still happens as usual,the bug may cause the existing save in fighting to freeze.:stalker_cry:
Stingu  [author] 27 Apr @ 6:18pm 
@Small grass 2th from what magnet said it should be some issue from your side with some other mod


1-Sm1lE (ง'̀-'́)ง
well you have to drop them, when they dont have the highest chances of dropping + lost legion enemies should be rather uncommon
1-Sm1lE (ง'̀-'́)ง 26 Apr @ 10:22pm 
haven't tried this, but aren't these trinkets too OP? there's barely any negative stat with how good they give
Small grass 2th 18 Apr @ 1:35am 
I killed the Cleric Errant at first,then the Legion Seneschal use its denfence on his team,including the Cleric Errant‘s body and the guy with gun,then the game got into crash.The crash still happen while I enter the save again.
Kaname Madoka 21 Mar @ 10:47am 
yeah probably my fault but wanted to report just in case haha
Stingu  [author] 21 Mar @ 9:32am 
@kaname it is possible that it didnt update sometimes steam is like that but if it would happen again then i will take a look on that issue once more.
Kaname Madoka 21 Mar @ 8:44am 
Just happend the same thing Corvo said to me like 5 minutes ago. Maybe i havent updated the mod?? anyways the same thing happend, skipped turn, loot deleted but also i couldnt move my part and when i exited the room they wouldn't move either. Had to Alt F4 but after entering again the loot returned and i was able to move again lol
Stingu  [author] 20 Mar @ 8:06am 
alright it should be fixed
pwnd 19 Mar @ 5:09am 
i actually came here to report the same bug as corvo. also wanted to mention that the spawn rate for these members seems rather high, since adding this mod all the short dungeons i do they are around 40-60% of the battles i encounter when keeping torch high
corvo_de_cartola 18 Mar @ 7:58pm 
It happened again same thing as before: https://imgur.com/a/W9DoAHp
corvo_de_cartola 18 Mar @ 2:33pm 
Hi! I found a bug, i don't know why it is happening, when one of the shield enemies uses the attack that shines light on one of your heros he just skips his turn and the name of the attack gets stuck on the screen until one other enemie uses another attack, the game deleted my loot and wouldn't let me open a chest after the combat or enter any room, also I couldn't open the menu to exit, so I had to press alt f4 to get out of the game but fortunately when I got on the game again all the bugs disappeared, and I got the loot back (I am in week 2 if that's important)
Stingu  [author] 28 Feb @ 6:31pm 
@Sidewinder well you would have to edit the mash file most likely by changing the lowest value of the torch
Sidewinder Swindler 28 Feb @ 2:26pm 
Already had the Friar Mendicant mod for years now, would really love to encounter these guys regardless of Torch level cause i love lootmaxxing by being torchless, any chance to get them to spawn in with that circumstances as an option?
Stingu  [author] 22 Feb @ 9:13am 
@Devil nope shouldnt be in old road and I hope that after yesterday fix they won't spawn on weald/ruins cause i added that their mashes require completed tutorial ruins quest.
Karla 21 Feb @ 7:20pm 
Are these dudes supposed to spawn in the old road? I managed to kill the guys off as well with just Reynauld and Dismas. Encountered them for a little while now, they really don't feel like much of a threat at least in apprentice, veteran they can put up some fight but they're so susceptible to just getting burst down turn 1 or 2. They feel like Collector in difficulty, honestly I'd make them always ambush the player. At least that was the change I made to make them a little scarier. Just a thought.
Stingu  [author] 16 Feb @ 3:50pm 
@born huh I used the sounds from the original mod, I guess i never paid any attention on how loud they are in there?
born 2 carry,4ced 2 last hit 16 Feb @ 12:28pm 
lost rabble sound effects are too loud!
The Sorting Helmet 10 Feb @ 3:20pm 
Amazing port, love these guys and glad to see 'em around in Base DD. I feel they could use a small bump of power in their favor though, a semi-rare enemy faction could afford to have a bit of a spook factor in them and the lack of a prep round I think holds them back just slightly. When Judicator get stuns off, they're scary. Any thoughts to implement damage vs stun or mark capabilities for them as a whole? Could even let them debuff healing received on the player.

Anyways, just a couple passing thoughts I had after using them a little bit now.
Stingu  [author] 8 Feb @ 8:41am 
@o'cholera alright I did the changes, hope that it will look like it should, also did a change in file for sounds so the rabble might have them like they should now.
Frederick O'Cholera 7 Feb @ 11:40am 
@Stingu
Go to "art" files of all these monsters ( monsters/[monstername]/[monstername]_ABC/[monstername]_ABC.art.darkest ) and replace everything that goes after: riposte_skill: .id "lost_riposte" with: .anim "defend" .targchestfx "senes_ripo_targ" .misstargchestfx "senes_ripo_targ" .area_pos_offset 0 10 .target_area_pos_offset 0 0

Example:
riposte_skill: .id "lost_riposte" .anim "defend" .targchestfx "senes_ripo_targ" .misstargchestfx "senes_ripo_targ" .area_pos_offset 0 10 .target_area_pos_offset 0 0


Important information:
1) The name of the riposte must stay the same, so if it says .id "cleric_riposte" it must stay .id "cleric_riposte" not .id "lost_riposte"
2) Ignore lost_seneschal art files.
Stingu  [author] 6 Feb @ 2:15am 
@o'cholera ye riposte one is something that i couldnt figure out still since all the stuff are copied (which also applies to the friar retreat move etc.) they are like in BR
Frederick O'Cholera 5 Feb @ 12:45pm 
Half of the enemies do not have a riposte animation, this wouldn't be a problem if the big guy didn't give the whole party a riposte with one of his skills.
My suggestion is to make everyone to have defend pose as their default riposte animation and that-lightning-from-the-sky as their default FX to make it consistent and not overload the visuals with two attacks in one animation, they don't have other ways to activate it anyway.
And speaking of visuals, currently Friar uses defend animation as his retreating animation, it would be nice you replaced it with the one from The Incandescent Whisperer where it using mirrored defend sprite and fx, just to make it more dynamic.
Also I believe either Friar or Puniser uses a very low quality and pixelated light beam target fx which is very noticeable, while another has nearly identical beam in a higher quality
Stingu  [author] 4 Feb @ 6:29am 
@MagikShadowe hm I copied the sounds from mendicant friar mod and set up rabble stuff so that they use the sounds from it tho they did not had stuff like spawn/hurt in friar mod so had to use the ones that peasant uses, wonder if splitting them caused the issue in any way.
Also do they not have any sound at all or have a wrong one?
MagikShadowe 2 Feb @ 10:46pm 
Hey, love this mod, but strangely, some of the sounds are missing - mostly in regards to the Lost Rabble and Lost Peasant (i forget his name but the one on his own). Now, I AM using the Mendicant Friar mod, so I'm wondering if that's messing with anything. Specifically, whenever the Lost Rabble goes to buff themselves with Uprising, they don't yell as a crowd like they did with the Mendicant Friar mod. Further, when they attack with Riot, they don't make the proper sound, either. I doubt this is intentional - maybe the sound of them curing themselves (even when they don't have a status on them) covers it up? I'm not certain. Love this mod, hope it helps.
corvo_de_cartola 30 Jan @ 8:39am 
Hi! The crossbow description is wrong, instead of giving a buff on every attack hit its giving a buff on only one hit, if that was the intent i would recomend writing “(max of one target)” at the end instead of only “on ranged hit”.
Epiphany 27 Jan @ 7:38pm 
Love this mod so far, it'd be very cool to see more Black Reliquary ports if possible- such as the Kvarotz
CaduMaru 25 Jan @ 3:33pm 
It would be cool to have all of them as playable characters, because they in themselves already suit the game a lot, so I think it would be cool to have a class mod for them.
Stingu  [author] 25 Jan @ 12:56pm 
@Just Felix yea


@成分复杂的黑之魂 well if i happen to get translations then yea
成分复杂的黑之魂 24 Jan @ 9:03pm 
Hello!Will other language translations be added to the module in the future?
Hostile Geometry 24 Jan @ 8:47pm 
Does this work with other enemy mods? And on an ongoing save?
Stingu  [author] 23 Jan @ 11:56am 
@W0lfZKiller343 check if after redownload it will work fine since i added 1 file after grungle reported it
W0lfZKiller343 23 Jan @ 8:37am 
I mean, mate this is what the game saws before crash: Assert Failed:

(atlas_file_entry>m_DataSize =

pineDataFactorycLOADINGTHREAD_Bulld in spinedata_factory.cpp line 88

Couldn't read file C:/Program Files (x86)/Steem/steemapps/workshop/content/262060/3410590731/monsters/lost_rabble/fix/lost_ral

ESC to skáp
W0lfZKiller343 23 Jan @ 8:25am 
Mod limit?, there's a limit for the mods??
Stingu  [author] 23 Jan @ 5:02am 
@GrungleFunkBunk yea i missed atlas file for 1 move at least i assume thats the issue, already patched
GrungleFunkBunk 23 Jan @ 3:37am 
Ok, new issue, don't know at all what it means, maybe a problem with effects? I'll just write it verbatim;

SpineDataFactory::LOADINGTHREAD_Build in spinedata_factory.cpp line 88

Error Located in Monsters/Lost_Rabble/fx/lost_ral
GrungleFunkBunk 23 Jan @ 2:52am 
Yup, a quick re-download fixed the error string warning. Weird how the workshop arbitrarily picks what to update and when. My other mods were all caught up, just this one wasn't.
Stingu  [author] 23 Jan @ 2:07am 
@WolfZkiller343 Are you sure its cause of this mod? Maybe you hit the mod limit unless it's the same thing that Grungle had if so then redownload the mod

@GrungleFunkBunk yea there was an issue when I added the new monster but i patched it straight away, redownload the mod (since steam sometimes works in a weird way with updates)
hermit07 23 Jan @ 1:34am 
@Stingu
Yes. It would be great if these enemies started appearing in Vermintide and Isles as well.
GrungleFunkBunk 23 Jan @ 1:34am 
I'm getting an error warning that the "Medicant" has an string issue with it's audio(?), no idea what that means but I thought I'd report that.
W0lfZKiller343 22 Jan @ 9:09pm 
Hello, the mod make the game crash mate.
Stingu  [author] 22 Jan @ 4:08pm 
Just in case there is a new enemy that you might know from The Incandescent Whisperer (the peasant rabble) which is named here Lost Rabble and will appear in vet/champion dungeons.
Stingu  [author] 22 Jan @ 3:58pm 
@ydx6 only on torch 50+ but if you wish you can edit it in files


@hermit07 you mean as in sunward/vermintide ones?
Tremor806 22 Jan @ 1:48pm 
I really like the spawn rate for these guys. They aren't too overbearing and I don't have to edit their spawn chance down to cater to my style of play. This is great.

I wish more enemy mods defaulted to a lowish spawn chance.
hermit07 22 Jan @ 6:39am 
Is it possible to make support for modded dungeons?
ydx6 22 Jan @ 4:04am 
I hope I can still encounter them in pitch - black conditions. Is it possible to make a modification to achieve this?
Stingu  [author] 21 Jan @ 1:06am 
@Valewin on first one Bowman/Hierophant/Rudiment, on second one Bombard/Estranged/Silent and on 3rd/4th one you can see Philomath/Wretch/Tanker