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- 2015-3-16

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Instructions: Find your Darkest Dungeon directory (should be Steam > SteamApps > common > DarkestDungeon).
Copy paste the original folders anywhere and keep them.
Download the mod, extract in that directory and overwrite all.
Reversion: Copy paste your original files back where you found them.
If a patch comes out this mod should still work unless the patch modifies the same files. It will be automatically overwritten though so you’ll need a new install. While this shouldn’t cause save conflicts I recommend starting a new game for the mod so that you can properly test the full progression.
Deepest Dark is meant for those who enjoy the game but don’t find it challenging enough in its current implementation. It makes the early game slightly more difficult and the mid and late game significantly so. This mod is still in its first draft and might have tuning problems or bugs. So far it makes the following changes:
Version 1.081:
Herbert West – Orkfaeller. Take 2.
Added a number of exploit prevention measures.
Swine God? Truly, more divine salted pork has never been served…
Version 1.08:
CTHULHU FTAGHN!
The Necromancer is now a little smarter.
The Necromancer’s strongest attack now actually is.
Swine boss fight has been considerably revamped.
The Hag is a little tougher.
Herbert West – Orkfaeller. Fear it.
Bone Commanders now properly bone you.
Large Corpse Eaters traded a bit of strength for intelligence and horror.
Word of God wants Swinetaurs making people shit their pants. So I made it happen.
The Warrens and Weald are now significantly more tactical and somewhat more difficult.
Who let them dogs out?
Version 1.07:
Tentacles were not eating enough faces. This has been corrected.
The Necromancer’s strongest attack now actually is.
Swine Prince/King/God fights slightly adjusted.
Player crit damage slightly reduced. Normal hit damage remains the same.
Yawp now inflicts normal Stun instead of Strong Stun.
Shadow Fade now inflicts Strong Stun instead of normal Stun.
Anti chain stun measures further enhanced.
Version 1.06:
Added a few additional AI improvements.
Corrected a few combat mechanic oversights.
Buffed a few underpowered enemies.
Version 1.051:
Adapted files for patch 7794.
Version 1.05:
Made the Necromancer a little less keyboard SMASH worthy. But only a little. Kappa
Version 1.04:
Fixed several very persistent and annoying bugs.
Fixed an oversight on Our Supreme Ruler Wilbur!
Added a mod/version indicator (contact me if you can help create something fancier).
Version 1.03:
Recalibrated enemy stats after enemy protection was massively nerfed.
Version 1.022:
Wilbur modifications are now correctly saved.
Version 1.021:
Reduced enemy protection scaling at mid and high levels.
Version 1.00/1.01/1.02:
Enemy formations are now more aggressive, particularly later in the game.
Further improved anti chain stun mechanics.
The narrator apparently cannot count.
Fixed a base game bug where the melee Fungi’s AI did not work correctly.
Skeleton Defenders now more disruptive and interposing.
Skeleton Spearmen aren’t as easily deterred from putting sharp things where they don’t belong.
The Necromancer is in a good place. Casual keyboards will be in many good places around the room.
Known bugs:
Non English clients will encounter string errors with some new attacks, I can fix this if you translate.
New attacks have no sound effects, this is hard coded for now so I can’t fix it.
Future development:
AI scripting is by far the most time consuming modification I’ve done, and this only shows some of the things I’ve figured out… It will be a while before I can enhance every enemy like this, or even the significant ones.
Version 0.5:
You get some rabies, and you get some rabies, and YOU get some rabies!
Version 0.42:
Slightly buffed all level 5 bosses.
Version 0.41:
Added the forgotten Gargoyle buff.
Greatly increased the penalty for artificially prolonging combat.
Version 0.4:
Fixed an error where artifacts of another mod experiment were included with this one.
Mirrored base game difficulty buffs before adding my own.
Buffed Blanket Fire.
Slightly buffed some enemies, particularly larger ones.
Buffed a few enemy stress attacks.
Added a few sneaky evil tricks.
Version 0.3:
Further calibrations made on large enemy durability.
Further calibrations made on enemy DoT effects.
Version 0.2:
Further enemy DoT adjustments for level 3 and 5 enemies.
Most level 3 large enemies had their evasion reduced and life increased.
Some level 5 large enemies had their evasion reduced and life increased.
Version 0.11:
Corrected a problem in which I gave enemies abilities that don’t actually exist.
Weakened the lowest tier of enemy bleed and blight effects.
Version 0.1:
Reverted most enemy nerfs that have been implemented in the last few days (except Blanket Fire).
Level 1 enemies deal increased damage but have a reduced critical hit rate (their overall damage output is higher but more consistent).
Level 3 enemies deal increased damage and have increased survivability.
Level 5 enemies have significantly increased damage and survivability.
Enemy damage over time effects are stronger.
Bosses have been significantly buffed, especially their highest level versions.
Things that will be added when I learn how:
Deathblow resist revamp based on damage dealt – probably can’t do this one without programming knowledge.
Deepest Dark mode – I am missing a few variables here, if I could find them I could do this.
Everyone that finds the current game not challenging try this and let me know what you think. Still trivial? Overdid it?
Known bugs (1.051):
New attacks will not display their names correctly on non English clients, help me translate and I will fix this for you.
New attacks have no sound effects, this is hardcoded and I can’t fix it at this time.
http://www.darkestdungeon.com/topic/deepest-dark-mod-0-1-build-7544/ Deepest Dark - for everyone finding the current game unchallenging.
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