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Personally I'd go for a low light level, making you work with different trinkets other than the no-brainer Ancestral Candle (Regarding the uncanny Light Level of 51 ;)), or Sunring/Cloak/Bracers/Crowns (speaking of the Crimson Court/regular dungeons here).
Thanks for your contribution!
Found how how to have custom Torch Rules by looking at the crimson court files. Found under the quest.generation code for the crimson court, the following.
The follwing caught my attention. The torch_settings and the raid_rules_override. The raid rules override made me thing of the script folder, which has raid_settings in it.
My Hunch was right and I found
So I copied this JSON file over to a private Mountains Mod I created to test stuff in. I then edit'd the file to look like this.
I also added a heat.buffs folder to the shared. This file contains the effects of heat.
Some quirks I noticed when screwing around so far. If you add in an item under "torch_setting_item_buffs" under the torch settings data table, it will make it you can only use the item once inbetween battles. I don't know if this is hard coded or not.
Since I currently have heat attached to light level, I can not force set the dungeon to 49 light level like I want to.
The line "overlays": [ "battle_round", "light_torch" ] seems to control if you get the light meter or the blood torch.
No effect trying add Speed and Stun resistance to the darkness rules. did not work.
Heat is currently Tied to the light level.
Light 100-76
+3 Speed
+30% Stun resistance
Light 75-51
+1 Speed
+10% Stun resistance
Light 50-26
-1 Speed
Light 25-1
-3 Speed
-20% Stun resistance
Light 0
-5 Speed
-40% Stun resistance
-5% Max HP
What was acomplished
1a) Created the new Torch Type: Heat
1b) Added effects to the new torch type based off light level.
2) Created the Custom Map rules: MM
3) Added the custom map rules and Torch type to Mountain Generation and have it successfully work.
What needs to be done
1) Find some way to communicate the effect to the player, following solutions have been thought of, we just need to figure it out
1a) A buff icon tied to the light levels for each effect; Toasty, Warm, Chilled, Cold, Freezing.
1b) A tutorial pop up stating that Light level is also a Heat meter in the mountains. This I think would be the easiest.
1c) Add custom effects to the darkness meter. This solution i tried and couldn't get to work.
1d) Add a custom light bar. I can't find the information that states were the Light bar / Blood Torch is placed and how the names work on it. This is a solution I tried to do but couldn't figure it out.
Or alternatively have a slight reduction at all times and then have an exponentially greater Hp reduction every lower heat level?
Something along those lines:
0% > -5% > -10% > -30% > -50%
The numbers could obviously take tweaking, if it's not possible to introduce other effects than static debuffs through the heat meter.
Onother idea here would be to have -5% HP Reduction at the lowest level every few steps, maybe the game could make a heat check, similarly to how hunger works, just more commonly, and add a HP reduction debuff that stacks and goes away once you camp?
This would require a lot of finetuning to balance out the game, but I am not sure how limited the system is.
Also - why not make a food unuseable if heat metter is low? or made so it can't heal? (frozen food)
Right now, here are the pro's and con's I feel.
Speed. When you're cold, you don't really want to move as much. The Colder you are, the lower your speed.
Freezing to death. We can't really translate that into a new satus atm since it seems a part of status effects are still hidden (or we haven't decoded it completely yet). So I've been using stun as my analog for freezing. The "to death" part I think will translate as peroidic damage better, however a lower max HP seems to be more fair.
High warmth/Light. This is one thing I actually feel pitch black dungeon got insanely right. Things will be attracted to the warmth. Sure, you won't need to deal with lower speed or stun resistance, but instead will have to deal with more encounts up in these frozen hills.
I didn't Thought obout that, but that sounds cool
Speed:
Not just that you wouldn't "want" to move as much in the cold, but if you wanna excercise, which translates into fighting combat, then your limbs and sinues have to be warmed up, instead of stiff, that's why colder status is a fantastic translation into speed reduction or speed buffs.
Freezing:
Maybe have a stun resistence reduction at lower heat/light levels to "simulate" freezing (which there already seems to be)?
High warmth/Light:
Good idea about the increased number of encounters. But I don't know how you would translate that into the game, maybe make a risk of faster reinforcements if the heat is at it's peak?