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All combat rooms are empty, line error as in the next page from here (ive posted the problem 2 years ago, nobody helped).
I think the potions should cost at least 1000gold if not even more.
They carry the whole Homestead ( non plus ) because its based on a single fight event as example.
Its Step 7 or 8
My question is , is there a way limit the potions for lvl 6 quests only? they seem to be super unbalanced for lower quests and the price is way to cheap.
I tried raising the price in the txt. to 1000g each but it somehow didnt change anything.
If there is a way to raise the price to 1k - 2k gold each or limit them for only lvl 6 quests I would highly appreciate.
my game is overlapping cuz of elixiers also i had to download provision addon or my blood vials wont show up / count
I just had a campaign into Week 38 get wiped by some strange error in one of the hamlet defense missions this mod introduces. I didn't get a good look at it, and I didn't understand what it was saying, but I can confirm that it happened when I tried to have a hero interact with an Altar of Light with a holy water, causing a crash. When I loaded back in my party had been reduced to the 2 vanilla heroes in it, and upon abandoning the quest and returning to the hamlet, all of my mod heroes and trinkets had been deleted, and the expanded roster had been reset back to its vanilla value. As this mod has not been updated in some time, I would advise others to be wary in using it.
Also would modded trinkets that increase drop chance for trinkets (Legendary trinkets: greedy ring) affect it?
If this tip helps anyone out try doing long nightmare missions with groups with high scouting and make sure it's a 90% room clear one. This way you can avoid alot of fights(Mostly hallway ones) considering some are brutal and getting a mob with 30% damage and high crit buffs can be a party killer. Once you complete this quest you get access to the mythic item. The random bosses are oddly easy considering they don't gain any random buffs so boss hunting is also an option as you can still get rare drops from them.
Also some item combos are the Origin of life on jester. Allows for a 3 hp heal with use of battle ballad. Or Coat of Furtivity on anyone capable of using an aoe ability as from experience it seems to roll 50% chance to stealth self on all enemies hit. Using some modded heroes so I can't speak for who to put this on. Falconer?
I'll probably post more interesting combos later. Great mod with no issues!
Console log was displayed.
FMOD: Could not find Event by id for event'event:/char/enemy/skeleton_courtier_tempting_goblet'
This notation seems consistent with the symptoms. How can I fix it?
https://imgur.com/a/bgyf65b
Im seeing the new trinkets, so it's weird I can't see the new dungeons
Yeah, I really wanted to try this mod, but the change in the way that the supply menu is displayed makes it very annoying. To me, not all inventory slots are visible while using this mod.
So I was editting the rules for darkest while what I wanted was the bloodmoon file that is on the "modes" folder of the dlc, not the "DarkestDungeon" folder.
I changed all the rules files of all game modes and now lvl 7 traps work fine.
I found it on \DarkesDungeon\shared\rules.json close to the end.
"difficulty_trap_base": [
0.0,
0.0,
0.0,
0.20,
0.20,
0.40,
0.50,
0.60
],
the 0,50 is the traps for lvl 6 missions, I added the ,0.60 after that, so on lvl 7 missions it will be like having lvl 0 heros on lvl 1 missions; that alone will up the difficulty a good chunk.
If you guys want to add them your self you can go the the core game folder on \DarkesDungeon\props\trap_definition.json
Just remember to backup the file before doing any changes.