Darkest Dungeon®

Darkest Dungeon®

[OUTDATED] The Mountain - New Dungeon - Community Project
Super Vlad 20 Jul, 2017 @ 9:35pm
Frostbite
So some of the guys on the discord (MeepTMW, Landgreen, Void_slime, and Time) were discussing an idea for a disease for the Mountain: Frostbite. It would be like how the "warrens have bleed and weald has blight" (Landgreen).

MeepTMW had this outline:
1) Use Drowned Crew's Immobilize to prevent them moving. Extra damage when pushed if immobilized.
2) Stun them multiple turns but give them higher PROT
3) Random chance to skip tuirns
4) Less Dodge
5) You are blue
6) Frostbite itself is a disease. However enemies may still have slowing effects

Heroes would also be more resistant to it at high levels of heat and could randomly get it by being at 0 heat.

There was also an idea being thrown around of being able to get multiple instances of it (or increasingly severe levels of Frostbite), although I'm not a coder so I wouldn't be sure if that is possible.

Time also had the idea of a quirk or trinket (like a warmstone) making you immune to Frostbite.

Ideas and input welcome!
Last edited by Super Vlad; 20 Jul, 2017 @ 11:45pm
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Showing 1-6 of 6 comments
Time Monster 21 Jul, 2017 @ 5:07am 
There was an idea that a hero that died will became an enemy
like with a siren thing
Last edited by Time Monster; 21 Jul, 2017 @ 5:08am
Super Vlad 21 Jul, 2017 @ 12:59pm 
New Outline (mashup of Dizzy and MeepTMW)

Levels: Shivering, Frostnip, Frostbite

1) Less move resist, extra damage when pushed, able to move less spaces
2) Random chance each turn to make them shiver, making them pass their turn.
3) At max level, there is a chance to freeze, stunning them (but giving higher prot since they're in a block of ice)
4) Less Dodge, Max HP, and Speed (10% / 20% / 40%)
5) You are tinted blue (or just have some sort of inicator above your head, like CC).
6) Frostbite itself is a disease. However enemies may still have slowing effects


Maybe when they die with Frostbite, they turn into a Ice Thrall, which joins the enemy team if there's room.
Last edited by Super Vlad; 21 Jul, 2017 @ 1:00pm
Super Vlad 21 Jul, 2017 @ 5:16pm 
This disease was going to be a major part of the Mountain area, causing there to be items around it to prevent it. This should be a pretty severe disease.

I mean, frostbite is serious.
Schadenfreude 21 Jul, 2017 @ 6:27pm 
Originally posted by Dizzy The Lucario:
Originally posted by Super Vlad:
This disease was going to be a major part of the Mountain area, causing there to be items around it to prevent it. This should be a pretty severe disease.

I mean, frostbite is serious.

I was more saying that wouldn't you be always shivering? Also by items preventing it, I could just use a plague doctor and naturally be more resilient vs obtaining it, due to how diseases are calculated. Strap on Subject #40 Notes and be basically invulnerable to it, like the Crimson Curse itself.

This is a good point, I wouldn't wanna see the heat meter turned into just a level of how likely it is to contract a disease, because heroes like the plague doctor, or graverobber would enable you to ignore a central mechanic of the entire dungeon.

Make Frostbite separate is my suggestion.

Make it turn dire for you if someone contracts it, and let the player prepare accordingly with the right heroes, but don't substitue the heat meter mechanic for it.
Last edited by Schadenfreude; 21 Jul, 2017 @ 6:28pm
The fact is, while you can implement new diseases and quirks, you can't implement a new game mechanic. If Frostbite is really that unique, it will not be programmable. Make frostbite a disease, and make it a disease tied to the dangers of the cold. If anything, I'm sure there is a way to make a specific disease more frequently effect an individual under specific circumstances, because that has been calculated in other regions and in town already. But we cannot make the impossible, unless the game developers give us the tools to add more than mere mods...
Frostbite if anything could be a disease that is tied to heat, and the torch level can be tied to heat. As we currently know, if the torch is out, it will be cold, if it is radiant, than it is flaming to the point of it being 'a blazing star'. Frostbite would likely have a chance occuring in Shadowy, Dark, and Pitch Black light levels, the lowest light levels... and thus the lowest heat levels.
Frostbite, if realistically implemented as a disease, would have multiple effects - decrease all resistances a small amount, decrease SPD, Dodge, ACC, a moderate amount, decrease PROT a large amount. This would make it very severe a disease though... but... if we want to be both realistic and balanced, Frostbite could not focus on resistances and only the others.
If anything, there is no way to implement a heat meter on its own seperate means that would be properly functional... which is why I'm using torch levels... as torch levels would actually effect warmth. Also, torch is refilled to full while camping, it makes sense a campfire would combat the cold that causes Frostbite. With a method for warmth already existing in game, we should use it.
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