Don't Starve

Don't Starve

Hero in the Dark
 Dit topic is vastgepind, dus het is waarschijnlijk belangrijk
kraken121  [ontwikkelaar] 21 apr 2015 om 10:01
Hero in the Dark FAQ
What is Hero in the Dark?

Hero in the Dark is a mod collaboration project for Don't Starve that focuses on incorporating traditional fantasy elements and lore while retaining the artistic style and the survive or die elements of Don’t Starve. A large focus of the lore and design of the mod will be from D&D and other games/books within the genre. Barbarians, shadow knights, druids, Necromancers etc etc


Please remember to follow and vote for the mod.

What does this mod add? (not all of this is in the mod yet)

Hero in the Dark adds things on ALL levels of the game, from xp levels, multi level dungeons, quests, many items and legendary items, new resources, many spells, 12 character classes, a naming convention, many new monsters, new turfs, special abilities etc

How is the combat system different in “Hero in the Dark”?

Basically we rewrote the entire combat system, we added many different damage types(more will be added in over time)

Physical damage – This is the basic damage that is done by blunt force.
Example: When you attack with a spear it will be Physical damage.
Fire damage – This is damage done by fire based weapons, fire, magic etc Example: when a fireball hits you it will do fire damage.
Cold damage – This is damage done by cold based weapons, magic etc Example: The ice storm spell will do cold damage and physical damage to you.
Electrical damage – This is damage done by electricity. Example: If a lightning bolt hits you it will do electrical damage.
Poison damage – This is damage done by poison attacks, magic etc Example: If a poison spider bites you, it will do physical damage to you and you will get poisoned, which will then do poison damage to you over a set amount of time.
Holy damage – This is damage done by holy magic, weapons etc Example: The Clerics Call Deity spell will do holy damage to the target.
Force damage – This is damage done usually by force based magic Example: If the Wizard casts the Magic Missile spell, the damage will be force damage.
Death damage – This is damage done by death attacks, spells etc Example: certain undead might attack you and you will take death damage instead of physical damage.

So here is a combat example: Lets say you are fighting a goblin that is wearing a football helmet and wood armor. You attack the goblin using a spear, the spear does physical damage ONLY so the damage will go through the wooden armor then the helmet and the remainder will be taken off the goblins total HP.

Now lets say you attack the same goblin with a magic missile spell. The magic missile is force damage and the wooden armor / football helmet have no force damage resistance, so the magic missile will bypass the wooden armor and the football helmet and directly damage the goblins HP.


I want to help out, how do I join the team?

To be honest, we will be very selective when letting new people join the team. We will take into consideration your forum behavior, etiquette, other projects your are involved in and contributions. You are more than welcome to post in the suggestions thread If you are interested in joining the team. We always need more artists ;)

How many items does this mod have?

The current planned amount of items is HUGE, I will create an items thread soon.

How much magic do you have planned for the mod?


How many monsters do you have planned for the mod?

Again, a very large list.

When will this mod be finished?

We are currently in a beta stage, we just wanted to get the mod out there for everyone to enjoy while we continue to add more and more into the mod. So, it will be awhile until it is finished.
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I just happened upon this and I'm really excited to see this take off. Don't Starve is one of my favorite games and I'm really interested in this mod!
some creatures have 150%-200% resists, what point?
it's for planned debufs?
>100% will heal them instead damaging?
orian34  [ontwikkelaar] 6 nov 2015 om 22:38 
Origineel geplaatst door Rincewind:
some creatures have 150%-200% resists, what point?
it's for planned debufs?
>100% will heal them instead damaging?
Yup! That's it!
I didn't find on wiki information about current bufs/debufs. I recenly saw screenshots with "LOH" on player. What does it mean? Also what level of drunkness is safe? at 70 you starting droping items, so <70?
orian34  [ontwikkelaar] 7 nov 2015 om 6:31 
Origineel geplaatst door Rincewind:
cut
It's because, for now, there is not a lot of them, so every effect is listed on it's root-link(that means, if a creature gives a debuff, it will be told in the creature page what the debuff does).
Also, about the drunkiness, i don't really know what is the best reward/risk setup to be on. Guess i'll have to check that one time.
orian34  [ontwikkelaar] 7 nov 2015 om 6:33 
Origineel geplaatst door Rincewind:
some creatures have 150%-200% resists, what point?
it's for planned debufs?
>100% will heal them instead damaging?
Also, i missed the debuff part of your question. The higher resistances already gives health instead of damage. And i don't know/think it's related to planned debuffs.
thx for answers :)
if it not a secret what your are focus for now? i saw boots slot in inventory, so it's about it or about missed characters?

and btw, with activated mod there still vanilla characters avaiable to select, is it ok? do you plan to adopt them with mod's reality? (lvls / resists /whatever)?
orian34  [ontwikkelaar] 7 nov 2015 om 12:13 
Origineel geplaatst door Rincewind:
thx for answers :)
if it not a secret what your are focus for now? i saw boots slot in inventory, so it's about it or about missed characters?

and btw, with activated mod there still vanilla characters avaiable to select, is it ok? do you plan to adopt them with mod's reality? (lvls / resists /whatever)?
About the focus, i should let kraken decide what to answer :P
And we let the vanilla/other mods characters to be avalaible at use. But we won't tweak them, so you would lose all the special features of the ones on the mod. You could still play with the modded world, but no levels or special abilities.
watched code, and yes, most hurtful things from drinks is started at 70 when each minute you are droping something from inventory.

can i ask about current state of player's stats like stun resistance.
atm i see that stun resistance currently do nothing, but make some sound if you are not dead and stun resistance > math.random(). Or i am wrong?
And what is stun here? intterrupting current action or it's planned "debuff" when target can't do anything for amount of time (like in some mmo) ?
orian34  [ontwikkelaar] 7 nov 2015 om 16:31 
Origineel geplaatst door Rincewind:
watched code, and yes, most hurtful things from drinks is started at 70 when each minute you are droping something from inventory.

can i ask about current state of player's stats like stun resistance.
atm i see that stun resistance currently do nothing, but make some sound if you are not dead and stun resistance > math.random(). Or i am wrong?
And what is stun here? intterrupting current action or it's planned "debuff" when target can't do anything for amount of time (like in some mmo) ?
i think the stun is what happens when you have birds around your head and you're not able to do anything for a small moment. It's already in game, and only happens from a spell(mostly from the wizard's) and if you're drunk while trying to cast a spell(and i think the Thunder Strike does it aswell).
Laatst bewerkt door orian34; 7 nov 2015 om 16:38
oh yes, i remember this wizard's cast spam on poor orc.
thx for explain.
i just want reassurance that your team hasnt given up on this project
i noticed the thief in the screenshots but i cant play as him
yeah would be nice to have an update.
Did you remove crafting recipes of Smelter/Furnace?
Can't find recipes at science tab
(Monk, 19lvl)
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