Darkest Dungeon®

Darkest Dungeon®

Level 2 and 4 Quests
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retrotheft  [ontwikkelaar] 7 aug 2018 om 18:15
Issues and Bug Reports
Please post any strange behaviour here!
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1-15 van 27 reacties weergegeven
is it normal or it is only me i found weald monster during cove map?
retrotheft  [ontwikkelaar] 7 aug 2018 om 19:22 
I was ABOUT to say I think it's normal, but after actually checking the Cove files.... they're exact duplicates of the Weald ones. I'll need to create monster combos for the cove. The Ruins, Warrens and Weald are all what you would expect, but it looks like someone copied the Weald ones to the Cove and then left it. Give me some time and I'll create Cove ones (they're a bit involved.)

Edit: I've made Cove files now, so everything should work as expected.

Laatst bewerkt door retrotheft; 8 aug 2018 om 22:14
After installing the mod I found that whenever I looted curios in level 2 or 4 quests - I would be given no reward, therefore I cancelled the level 2 quest I was in and went ahead and uninstalled the mod. However, now on my quest select screen there's 3 mission slots on each area - Even if there are less than 3 missions available, furthermore. The ruins area only displays these 3 black slots - And no quest.
retrotheft  [ontwikkelaar] 8 aug 2018 om 21:46 
Hey Bub - I had that loot issue while testing the mod too, it's due to another mod's loot table having taken priority over the Level 2 and 4 Dungeons one. You should be fine if you place Level 2 and 4 Dungeons at the top of the list (though if you have Darkest Dungeon tactics place that above again.) As for the black slots, if you have uninstalled the mod it shouldn't be affecting your quests anymore, provided you respawn the generated quests. This may require embarking on a quest to progress the Hamlet for a week. (If you retreat you'll need to clear at least 3 rooms or 2 battles first, otherwise the Hamlet doesn't advance.)
Laatst bewerkt door retrotheft; 8 aug 2018 om 22:13
Hey! I'm not sure what's up, but I'm using your mod in tandem with the formations mod you reccomend (Darkest Dungeons Tactics, the formation only flavor), and I'm actually still experiencing the bug Warius was; Weald enemies in the Cove, and strangely enough no sound effects from said enemies either. Very strange! This was on a Lv2 map. Could it be there's something screwy going on with how those mods interract?

I need to ammend; it's *only* the Weald specific enemies not making sounds (rabid dog, fungal scratcher); the cultists do make sounds. It's very weird and might not be your mod, but wasn't sure with cove enemies just not showing at all.
Laatst bewerkt door Honeywine; 12 aug 2018 om 17:00
retrotheft  [ontwikkelaar] 12 aug 2018 om 17:35 
Huh. That's odd... I definitely included a Cove enemies file to fix that issue, and AFAIK those combination files shouldn't influence any sounds. Can I ask what DLC you have activated? I'm taking a look now.
Laatst bewerkt door retrotheft; 12 aug 2018 om 17:35
Sure! I'm currently using all of the available DLCs; Musketeer, Crimson Court, Districts, Flagellant, Shieldbreaker, & Color of Madness, in that order. That seems the default order to me, but if that is wrong and can be changed I'm happy to try!
retrotheft  [ontwikkelaar] 12 aug 2018 om 17:53 
Okay, so you're definitely loading Darkest Dungeon Tactics Formations Only enemy files. That mod actually includes enemy files for quests level 2 and 4 (which is unnecessary since they don't appear in the main game without my mod lol). Try placing Level 2 and 4 Quests above Darkest Dungeon Tactics and then do another Cove Level 2 Quest. The enemies should be vastly different. But regarding the lack of audio... I'm really not sure about that. All I can think is that each dungoen only loads the audio for some enemies. I'll replicate your setup and do some testing.
Alright, I may have misread the mods' pages; I coulda swore I should load yours in below formations, but I've def made that mistake before, so I'll try it now! Thank you so much for your help! The sound really isn't too big an issue; it doesn't hinder gameplay at all. Just really appreciate you taking the time to try to help and thank you also for making this mod at all. I feel it adds a nicer curve to the game. :)
Laatst bewerkt door Honeywine; 12 aug 2018 om 18:04
retrotheft  [ontwikkelaar] 12 aug 2018 om 18:04 
Okay, I've looked at the Darkest Dungeon Tactics files a bit more and I think I see what's happened. It looks like the creator copied the original game files over and them modified the Level 1, 3 and 5 ones, so they're amazing. But it looks like they left the Level 2 and 4 ones the same as they were in the original game files. I had previously thought that they'd also changed those, but it appears not. That's my oversight and kind of stuffs my recommendation up. What it does mean though is that you should be fine to put Level 2 and 4 quests above Darkest Dungeon Tactics in the list and everything should work fine.
retrotheft  [ontwikkelaar] 12 aug 2018 om 18:04 
And yeah, thanks for the kind words! I agree it helps ease out the difficulty curve a bit :D
Oh brilliant! thank you. I'm running another Lv2 Cove run now just to see, but I'm pleased as punch that you were so helpful. Don't worry, you aren't responsible for others' mods, your recommendation is still good in my book!

Editing to add; that did it! Cove enemies now appearing again.
Laatst bewerkt door Honeywine; 12 aug 2018 om 18:08
retrotheft  [ontwikkelaar] 12 aug 2018 om 18:09 
Well, I'll move Darkest Dungeon Tactics to the Mod Compatibility section and reverse the recommended order. What it also means is that I should create more Monster Combination files for the 2 and 4 quests! On your new Level 2 quest you should find packs of Cove enemies with combinations of both Level 1 and Level 3 Cove Monsters, but at the moment I haven't created files like that for all the dungeons. Maybe I'll do that now. :) Cheers!
After installing, one of the missions in the crimson court is completely blacked out, the circle is there but it's only black and clicking it does nothing, the mission to kill the viscount is still there though.

Is this because of the quest limit? Since this mod says it's 17 and I got 17 quests available this week (not counting the one that's blacked out) I guess that's what preventing that quest to appear. The only other mod I have that adds new quests is Town Wars and it only adds 2. I also have CoM installed.

If it's the quest limit's fault, is it possible for you to increase the quest limit to, maybe, 20 available quests per week?

retrotheft  [ontwikkelaar] 12 aug 2018 om 20:07 
Hey mate, thanks for getting in touch! I had that issue happen during testing and it's due to the game being unable to find the correct icon for a quest type that it's spawned. I checked Town Wars but it doesn't add anything to the courtyard so it sounds likely that it's just a bug with my mod. I might have mistyped an icon name or something. Let me look into it and I'll get back to you.

Edit: The icons I added for the two general courtyard quests - farm_bloodcrate and kill_statue, appear to be correct - the only other quests that Crimson Court adds are plot quests, but they don't need new icons, and as you mentioned, the Viscount quest is working fine. Are you sure you don't have any other mods which create new courtyard quest types?
Laatst bewerkt door retrotheft; 12 aug 2018 om 20:27
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