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Ranged/Melee Only means the Hero character who uses a skill tagged as such (Chop, Hew, Smite etc for Melee) will gain that benefit.
The speed from "Skirmisher/Gunslinger Training" is quite nice since it'll make you more likely to start the next turn earlier.
The Protection and Dodge are kinda throwaway, but still aren't bad to get.
It is a neat idea to consider consolidating the Hamlet and Darkest Dungeon quirks, but I am unlikely to do it. It's a maybe, at best.
And for the last question :
I believe every quirk except for like, maybe one? Has the same random chance to be generated.
Since there's so many added, it generally makes everything more rare. It makes it harder to Min/Max, and most new additions enable more unique builds.
Like a full Mark party with units who otherwise wouldn't benefit from it, or situationally powerful healing.
I hope this answers the questions you had, and it's good to see people enjoy this mod after so long. Apologies for not seeing this earlier, I got no notifications!
Hello, GraySloth
I thank you for your observations, and suggestions. While you may be right, from my experience with Skilled Parry and other skills that bolster your defensive stats after using melee/ranged skills, they're actually saved until it's your turn again.
I experimented with this initially by setting + SPD after using a melee skill to 999, which means if it worked, the Crusader used for testing would always go first. He proceeded to go first for the rest of a Dungeon as long as he melee attacked.
Nonetheless! I can always re-test it and ensure it hasn't changed, but I'm confident that the effect is applying but simply isn't reading out to the player due to how the modified stats read out. (Only when your skill is active and highlighting an applicable enemy. You can see this behaviour with the Crusader's Damage Bonus vs Undead, and highlighting a different enemy type behind the animation reflects different stats.)
If it does prove to not work as intended, your suggestion would fit well enough for it's replacement.
As for the other elements, such as Eldritch Phobia and more, I'll have to scratch up on some more of the buff file knowledge in order to get these to apply appropriately. I do remember that this is a more modern change once again, which made traits like this more dangerous to have as having only 1 eldritch entity present means all stressors will deal bonus stress until he's dead.
I might also just be entirely wrong about this, it's been several years since I've done things in these files! Times have changed, as do how the game's internal rulesets.
As for the Slippery / Tight Grip, that's just a honest oversight. When you're looking at this many lines of code, it's easy to have mistakes slip through the cracks. I'll be able to update and tweak things again thanks to the fact the project file is now set back up and functioning.
What I was trying to add was for Eldritch Phobia there is also attacking_monster_type which triggers when attacked by a given monster type.
Anyway. I tested the prot and speed melee attack buffs and just looked at the character sheet and never saw them reflect stat buffs after their turn ended but maybe this is just a visual issue.
Thanks for the quick response and good luck.
But yes, I believe the prot/dodge/speed melee attack buffs are only buggy in terms of visuals. I'll re-test to ensure, and probably add some custom description to them to make them easier to understand. "+15% PROT after performing a Melee/Ranged Attack" or something along those lines should be good.
If it is non-functional, it'll be changed.
Interesting. I assume it's generally buggy. I'll consider replacing it, but if it is indeed functional, it's not a major priority. You did say stuff like the dodge and prot% worked with riposte? It's because most ripostes are tagged melee, some are ranged in modded classes.
I just tested it and ripostes reset stats and melee type ripostes procs a meleeonly buff, so it seems like offensive meleeonly type like dmg crit acc don't cause any strange behavior that I can think of but defensive ones and speed get cleared when opening up the character sheet making them kinda buggy.