Darkest Dungeon®

Darkest Dungeon®

[OUTDATED] The Mountain - New Dungeon - Community Project
Heat Meter
I am currently taking the idea of a unique torch mechanic that Crimson Court had to the Mountain as a heat level instead of light level.

Light level = set to 51
High Heat = More Dodge, and stun resist
Low Heat = a Decrease in stun resistance
No heat = A massive decrease in stun resistance and perodic damage.
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Showing 1-15 of 17 comments
Schadenfreude 19 Jul, 2017 @ 3:13pm 
I discourage the idea of periodic damage, rather turn it into a percentage decrease for maximum HP, this reduction works already as damage and ensures it can't just be ignored via healing or eating, turning heat into a central mechanic of the dungeon that players simply have to work with (unlike for instance ignoring certain boss mechanics entirely, like the Crockery pot of the Hag, and rather zerging down the Hag, instead of freeing your Hero in dire straits)!

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!
Last edited by Schadenfreude; 19 Jul, 2017 @ 3:17pm
Moon/Void Slime 19 Jul, 2017 @ 4:25pm 
Documentation of progress

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.

"type": "farm_bloodcrate", "torch_setting" : "bloodlight", "raid_rules_override": "cc", "chance": 1, "length": 1, "required_plot_quest_completed":"plot_crimson_court_0", "required_plot_quest_not_completed":"plot_crimson_court_3" }, { "type": "kill_statue", "torch_setting" : "bloodlight", "raid_rules_override": "cc", "chance": 1, "length": 2, "difficulty_override": 5, "required_plot_quest_completed":"plot_crimson_court_3" }

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

{ "torch_settings_data_table": [ { "key": "bloodlight", "data": { "burn_down_enabled": false, "hero_buff_list" : ["courtyard_bloodtorch_bleedresist_debuff"], "overlays": [ "battle_round", "blood_torch" ], "torch_setting_item_buffs": [ { "item_type": "supply", "item_name": "torch", "hero_buff_list": [ "courtyard_torch_acc_buff" ], "monster_buff_list": [ ] } ] } } ], "raid_rules_override_data_table": [ { "key": "cc", "data": { "hallway_stress": { "hallway_per_tile_stress_damage_fwd": 1.0, "hallway_per_tile_stress_damage_chance_fwd": 1.0, "hallway_per_tile_stress_damage_backing_up": 5.0, "hallway_per_tile_stress_damage_chance_backing_up": 0.55 }, "darkness": { "lowest_excluded": false, "range_table": [ { "range": { "lower": -3.402823e38, "upper": 3.402823e38 }, "value": { "stress_chance_increase": 10, "stress_damage_increase": 10, "monster_attack_increase": 0, "monster_damage_increase": 0, "monster_crit_increase": 0, "loot_increase_gold": 0, "loot_increase_treasure_draws": 0, "player_crit_increase": 0, "player_def_increase": 0.0, "player_scouting_increase": 0.0, "monsters_surprised_increase": 0.0, "heroes_surprised_increase": 0.0 } } ] } } } ] }

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.

{ "torch_settings_data_table": [ { "key": "heat", "data": { "burn_down_enabled": true, "hero_buff_list" : ["heat_spd1_buff", "heat_spd2_buff", "heat_spd1_debuff", "heat_spd2_debuff", "heat_spd3_debuff", "heat_stunresist1_buff", "heat_stunresist2_buff", "heat_stunresist1_debuff", "heat_stunresist2_debuff", "heat_stunresist3_debuff"], "overlays": [ "battle_round", "light_torch" ] } } ], "raid_rules_override_data_table": [ { "key": "mm", "data": { "hallway_stress": { "hallway_per_tile_stress_damage_fwd": 1.0, "hallway_per_tile_stress_damage_chance_fwd": 1.0, "hallway_per_tile_stress_damage_backing_up": 5.0, "hallway_per_tile_stress_damage_chance_backing_up": 0.55 }, "darkness": { "lowest_excluded": false, "range_table": [ { "range": { "lower": -3.402823e38, "upper": 3.402823e38 }, "value": { "stress_chance_increase": 10, "stress_damage_increase": 10, "monster_attack_increase": 0, "monster_damage_increase": 0, "monster_crit_increase": 0, "loot_increase_gold": 0, "loot_increase_treasure_draws": 0, "player_crit_increase": 0, "player_def_increase": 0.0, "player_scouting_increase": 0.0, "monsters_surprised_increase": 0.0, "heroes_surprised_increase": 0.0 } } ] } } } ] }

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.
Moon/Void Slime 19 Jul, 2017 @ 5:24pm 
tried the following

"raid_rules_override_data_table": [ { "key": "mm", "data": { "hallway_stress": { "hallway_per_tile_stress_damage_fwd": 1.0, "hallway_per_tile_stress_damage_chance_fwd": 1.0, "hallway_per_tile_stress_damage_backing_up": 5.0, "hallway_per_tile_stress_damage_chance_backing_up": 0.55 }, "darkness": { "lowest_excluded": true, "range_table": [ { "range": { "lower": 75.0, "upper": 3.402823e38 }, "value": { "stress_chance_increase": 0, "stress_damage_increase": 0, "loot_increase_gold": 0, "loot_increase_treasure_draws": 0, "player_stun_resistance_decrease": 0, "player_speed_increase": 0, "player_scouting_increase": 15.0, "monsters_surprised_increase": 25.0, "heroes_surprised_increase": 0.0 } }, { "range": { "lower": 50, "upper": 75 }, "value": { "stress_chance_increase": 0, "stress_damage_increase": 0, "loot_increase_gold": 0, "loot_increase_treasure_draws": 0, "player_stun_resistance_decrease": 0, "player_speed_decrease": 0, "player_scouting_increase": 15.0, "monsters_surprised_increase": 25.0, "heroes_surprised_increase": 0.0 } }, { "range": { "lower": 25, "upper": 50 }, "value": { "stress_chance_increase": 0, "stress_damage_increase": 0, "loot_increase_gold": 0, "loot_increase_treasure_draws": 0, "player_stun_resistance_decrease": 20, "player_speed_increase": 2, "player_scouting_increase": 15.0, "monsters_surprised_increase": 25.0, "heroes_surprised_increase": 0.0 } }, { "range": { "lower": 0, "upper": 25 }, "value": { "stress_chance_increase": 0, "stress_damage_increase": 0, "loot_increase_gold": 0, "loot_increase_treasure_draws": 0, "player_stun_resistance_decrease": 40, "player_speed_increase": 4, "player_scouting_increase": 15.0, "monsters_surprised_increase": 25.0, "heroes_surprised_increase": 0.0 } }, { "range": { "lower": -3.402823e38, "upper": 0 }, "value": { "stress_chance_increase": 0, "stress_damage_increase": 0, "loot_increase_gold": 0, "loot_increase_treasure_draws": 0, "player_stun_resistance_decrease": 60, "player_speed_increase": 6, "player_scouting_increase": 15.0, "monsters_surprised_increase": 25.0, "heroes_surprised_increase": 0.0 } } ] }

No effect trying add Speed and Stun resistance to the darkness rules. did not work.
Moon/Void Slime 19 Jul, 2017 @ 5:55pm 
Current Set up

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
Moon/Void Slime 19 Jul, 2017 @ 6:31pm 
So, I got it working so far. The issue is I don't know how to communicate the warmth mechanic to the player.
Moon/Void Slime 19 Jul, 2017 @ 7:30pm 
I can't figure that out atm. I am a bit too tired and have been trying to work on it all day Once Oks comes on, I'll give him what I worked on today.

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.
Moon/Void Slime 19 Jul, 2017 @ 7:40pm 
In all Honesty, I would rather have 1A be the way we communicate warmth. an Icon not being there that just shows up When in a dungeon will get the player attention. expecially if it changes with light levels.
Vulpix 19 Jul, 2017 @ 9:00pm 
Is it possible to just make the light meter the heat meter? I dont have much of an understaning of the code so im not sure if what im saying is possible, but you could display an icon below the center of the light meter that would tell you the what the actual light is (I believe it was said to make the light like 51, so it could when moused over show that info). Then, the light meter just becomes the heat meter, and the additional icon at the top would immediatley catch the players attention. Once again, dont know if thats possible.

Last edited by Vulpix; 19 Jul, 2017 @ 9:03pm
Schadenfreude 20 Jul, 2017 @ 1:54am 
Is it possible to make the HP reduction gradually stack?

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.
Last edited by Schadenfreude; 20 Jul, 2017 @ 2:03am
Schandmaul 20 Jul, 2017 @ 2:22am 
I would suggest, rather than a D.O.T style effect, why not have the characters also have a drop in speed (Perhaps 25%, Perhaps more) and a decrease in healing recieved for as long as the torch is low light.
Time Monster 20 Jul, 2017 @ 3:28am 
i not at good at ideas. But i would suggest at making a PUNISMENT for a high LVL of heat. Like less accuracy and lower speed. Idea of heat is sure great, but for a following logic - it shoul have "balanced" state. It's just like be careful with fire - it might burn you.

Also - why not make a food unuseable if heat metter is low? or made so it can't heal? (frozen food)
Last edited by Time Monster; 20 Jul, 2017 @ 3:41am
Moon/Void Slime 20 Jul, 2017 @ 4:15am 
I do like the idea of greater HP reduction over perodic damage.

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.
Time Monster 20 Jul, 2017 @ 5:33am 
Originally posted by Moon slime:
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
Last edited by Time Monster; 20 Jul, 2017 @ 5:33am
Schadenfreude 20 Jul, 2017 @ 6:15am 
Originally posted by Moon slime:
I do like the idea of greater HP reduction over perodic damage.

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.

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?
Last edited by Schadenfreude; 20 Jul, 2017 @ 6:33am
Ox  [developer] 20 Jul, 2017 @ 6:30am 
It looks very interesting.
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