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KickStarter Darkest Dungeon Pre-Release Thread

PhantasmaNL

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Arbalest and Man at Arms are available now, Houndmaster will be on 15th when the next patch will be released (with also apparently big changes to the sanatorium).
 

stony3k

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I've only played this recently, and I really like the Arbalest class. That said the game is hard enough to be stressful, but that makes winning all the more fun. Waiting eagerly for the full release
 

Gord

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I think what the game needs, aside from some more polish and tweaking, is also some improved variety.
The combat and dungeon crawling is well done, but it does get a bit samey eventually.
 

stony3k

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I think what the game needs, aside from some more polish and tweaking, is also some improved variety.
The combat and dungeon crawling is well done, but it does get a bit samey eventually.
Agreed. Hopefully the two new dungeons will help.
 

PhantasmaNL

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new patch tomorrow
im wondering what they mean with the "Corpses in combat"
also im interested in the balancing and tuning, the "endgame" as it is now is still a bit too easy
HoundMaster2.jpg
 

PhantasmaNL

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im wondering what they mean with the "Corpses in combat"

apparently this

Monsters now leave corpses when they die. These corpses hang around for a bit, refusing to let enemy ranks instantly collapse. The result? The enemy’s formation will hold together longer. Yes, that means more Tempting Goblets thrown at your face. Just give in and drink it, already!

Corpses can be eliminated by doing additional physical damage to them, including DOTs (bleed, blight). They will also go away on their own after some time.

If a monster dies due to bleed or blight, they won’t make a corpse. After all, there was too much of the body withered or bled away! So this is a nice side benefit of DOT-ing things.

Corpses do a couple things mechanically, but the main objective is to enhance positional strategy further and provide more nuance and tactical alternatives to the time-honored strategy of "just bash the guy in front until there are no guys left."

hmmm

id post the complete patch notes but they are in a 12 page pdf..
 
Self-Ejected

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im wondering what they mean with the "Corpses in combat"

apparently this

Monsters now leave corpses when they die. These corpses hang around for a bit, refusing to let enemy ranks instantly collapse. The result? The enemy’s formation will hold together longer. Yes, that means more Tempting Goblets thrown at your face. Just give in and drink it, already!

Corpses can be eliminated by doing additional physical damage to them, including DOTs (bleed, blight). They will also go away on their own after some time.

If a monster dies due to bleed or blight, they won’t make a corpse. After all, there was too much of the body withered or bled away! So this is a nice side benefit of DOT-ing things.

Corpses do a couple things mechanically, but the main objective is to enhance positional strategy further and provide more nuance and tactical alternatives to the time-honored strategy of "just bash the guy in front until there are no guys left."

hmmm

Sounds good to me.
 

PhantasmaNL

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Did only a few noob runs (on a new campaign, so i dont kill off all my nice high level heros in my week 78 campaign right away..)

the corpses make things a bit or a lot more complicated depending on group. Also they dont vanish when you kill a DOTted monster with a regular attack, only when they die from the DOT. Or if you use the PD "move" bomb on a still alive monster apparently (may be a bug). You can attack and damage the corpses.

monster info when moused over is cool, the *swoosh* sound effect each time you do, eh not so much

lots more stress from the stress attackers like the goblet guys (noob runs), two attacks that hit: 50 or thereabout stress

combined with the diseases thrown in (with nice effects like -75% bleed resist for example) this means even more "cannon fodder processing" at the start of a campaign than usual, since paying for removal of all that stuff is not worth it in that stage of the game, better recruit some free newbs (to make matters more difficult im guessing this will be changed in the 1.0 version, like paid recruitement or a penalty for firing your heros or something. They will come up with something nasty im sure lol)

they stated that the economy is basically fucked and they didt address that in this patch, but it seems changed: in this short campaign i made significantly more gold than i can remember from my "main" campaign (which is probably the opposite of what they should be aiming for)
 

stony3k

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I'm fine with increasing the amount of gold early on, especially if they want to discourage cannon fodder processing. They seem to be encouraging more deaths in game and less metagaming, which is good.
 

Lucky

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They explain their reasoning behind the biggest changes that this patch makes, so that’s why it’s twelve pages. The actual changelog is about six pages long. I'm avoiding the spoilery parts, so I didn't read most of it, but I was happy to see their thoughts on the game’s difficulty and how they're responding to the feedback. It shows that there's a good chance that they won't neuter the difficulty and that they're capable of separating valid complaints from the typical steam whining. Like this bit:
One frequent point of feedback that we receive is that heals generally don’t keep pace with incoming damage from enemies. This is actually core to the philosophy of the game, and every time we hear that comment we actually take that as a positive and rub our bellies as though we just had a delicious Sunday roast. Every quest in Darkest Dungeon is meant to be a sort of fighting withdrawal against a superior force—given enough time and enough battles, you will fall. The accumulated stress and wounds will bring your heroes to their knees—you just ideally want to complete the quest before this happens. Philosophically, if healing (or stress healing) were strong enough to keep pace in each combat, then you could adventure indefinitely. Healing is meant to be a stopgap against death—use it judiciously and sparingly to keep heroes off of Death’s Door, or help arrest a combat gone bad. But as a general matter of course, we will always be striving to make healing feel underpowered compared to what you might expect in other RPGs where the rule of the day is stay at full health and just spam potions when the red globe empties. By far the most common complaint overall is our gracious lord and destroyer, RNGesus. Darkest Dungeon aims to strike a tenuous balance between plan and chance. There is no denying that there is a lot of variance in the game—too much in some specific spots. We have already sculpted a few mechanics under the hood to try to avoid ridiculously cruel and unlikely chains of events (e.g. 12 failed retreats in a row), and we have no doubt that we’ll be improving some more systems as well. But again, creative direction and design philosophy are very important considerations for us. Unlike, say, a pure strategy game, making all the right choices in Darkest Dungeon will not always guarantee a favorable outcome. The game is *sometimes* unfair (by design), cruel (by design), and unpredictable (by design). Even when you assemble the perfect team and provision appropriately and manage your risk, we want things to occasionally go pear-shaped and therefore put you in unexpectedly out-of-control situations where your favorite heroes die. BUT, if you play smart in the long-term, the game should reward you accordingly and we will continue striving to make it so. We do, after all, want to reward clever play! The analogy we use internally is poker. Poker players understand that holding pocket Aces greatly increases your chance of winning a hand, but they do not guarantee it. Sometimes you make all the right moves, and suffer a bad beat. Darkest Dungeon is a game about administering the occasional bad beat to you, and then watching eagerly to see how you take it. That being said, to quell any conspiracy theories, we currently DO NOT have an AI Director type system that measures how you are doing and then makes things harder or easier on you accordingly. That is, if you are playing well and having an easy time of it, we won’t necessarily spring Shamblers in every hallway for you. At least not yet…

Suffice it to say that RNGesus is never going complete away in this game, but we may try to reform some of his most problematic habits.

Here’s the quick overview they give of the biggest changes in the patch:
Houndmaster Hero
Steam Cloud Save
In-Game Glossary: access it by clicking the BOOK icon
Sanitarium reworked: lock positive quirks, treat diseases
Diseases and Quirks now separate
Replaced enemy tooltip with full enemy panel!
Corpses in combat
Medicinal Herbs and Holy Water now consumable
Class adjustments and skill changes
Lots of general balancing and tuning
Audio enhancements
…and more!

And here’s the full changelog:

BUILD 9687 – PATCH NOTES

GAMEPLAY, ART, IMPROVEMENTS, ETC:
2 slot monsters should make 2 slot corpses
A few new tutorial events
Activity lock logging.
Add disarm to trap resistance tooltip.
Add disarm to trap resistance tooltip.
Add equipped_trinkets to hero data for analytics.
Added camping bonus icons to the quest info screen.
Added fallback weak attacks for monsters that can be totally out of position and have to pass.
Added rounds to buff / debuff tooltip.
added team Gatling Gun
adjusted PROT ramps to make things a bit easier at L1
adjusted quest rewards: generally reduced gold rewards (inflated economy) but adjusted LONG quest rewards higher. Fixed all boss quest rewards, as they were all over the place.
arb/battlefield_bandage++
BH/Collect Bounty: added MAN KILLER
Buffs from item source now show up in buff and debuff tooltip.
change to guaranteed starting skills of jester, PD, vestal because when more than 1 is specified, you aren't guaranteed both anyway
character panel ui cleanup/improvements
Corpses
Created Enemy Panel
crusader/heal skills++
Cultist Brawlers do more dmg to marked targets
Disease resist pop up for curio interaction with disease result.
Dog Treats!
Dog Treats: only start with 1 per mission. This is more exciting and more of a decision of "when should I use it"
DOT kills don't spawn corpses
DOTS AND PROTS
fade transition between raid and raid results screen.
finally just went ahead and made skeletons totally bleed immune
fixed issue where Bandits Sense, Hounds Watch, and Tracking camping skills would only ever trigger one or the other of the two effects, instead of both!
fixed so GR always starts with poison dart
fixing alpha problem when the activity slot overlay gets rendered in.
Fungal Artillery and Maggots now sometimes cause disease
Gargoyles: gave a bunch of PROT. They are stoneskinned mofos
Ghoul "Howl" can cause "The Worries" disease
GR, Arbalest, Jester: adjusted the Self Speed buffs to have a progression
GR: made Poison Dart a guaranteed starting skill and removed Thrown Dagger as a guaranteed starting skill
GR: Poison Dart: increased blight strength and added a blight debuff, Toxin Trickery: added a speed buff from using it
Grave Robber now has "Snuff Box" skill which cures a disease in herself
Have the guard skill fail if the target is already guarded.
hero trap resistance++ to make disarms more reliable
hero upgrading/resolve level prereqs are as before this patch except to get final upgrade you must be Resolve Level 5
Heroic End --> Finale
Holy Water --> consumable
Houndie is all donesie!
Houndmaster/Hound's Rush: added BEAST KILLER, removed stacking DEF debuff but still has stacking PROT debuff
houndmaster/self heal++
Houndmaster/Whistle: adjusted buff values and added small DEF debuff to enemy
Houndmaster: adjusted base dmg down as part of DPS analysis
improved communication of base chances to bleed/blight/move/etc.
Improvements to pop text display, lifetimes, etc.
increased ACC of Occultist's curse/debuff skills, but lowered damage
jester/heroic end dmg/crit++
jester/inspiring tune: converted to a single target
jester/solo can be launched from R4
Jester: big rework to his skills and mobility to create the Song Progression mechanic. Increased his bleed DOTs.
L1 monsters-->crit reduced
L5 Monsters: increased HP, damage, and crit
last bit of sanitarium work.
leper/lots of skill rework + self heal++
made it so that you can't equip two trinkets of the same type.
made long missions a tad longer and increased the # of battles
Maggots have lowered DOT resistance
Medicinal Herbs --> consumable
Monster CRITs monsters now get better crit % with level
Monster panel cleanup high5
MONSTER PROTS: added PROT to several monsters in each dungeon. This should make DOTs more
relevant but also increase difficulty and combat length some, especially in L3/L5 dungeons. Additional tuning expected on ongoing basis, especially as we measure the results.
Monster resistances adjusted (generally downward, esp for DOTs and debuffs)
Monster surprise can now happen on scouted rooms.
more loadscreen tips
New Quest Complete seal and sequence
new quest info and quest complete sequence.
normalization pass on Heal HPS for all classes
Occultist: Daemon's Pull now clears corpses
PD/Emboldening Vapours: improved dmg bonus and added speed buff
PD: Disorienting Blast now clears corpses
PD: tuning adjustments to Noxious Blast and Plague Grenade
Plague Doc - changed Preventative Medicine camping skill to be a Cure Disease skill called...wait for it..."The Cure"
Player CRIT progression reduced (trinkets, skill progression)
Player CRITs reduced dmg multiple (from 2.0 to 1.5)
Player CRITs reduced stress relief, esp companion stress relief
putting the decimal in crit stats.
reduced failed mission stress penalty a bit (30 to 20)
Reduced killing blow stress relief some
Removing diseases from the stage coach heroes.
renamed some quirks for length and readability considerations
Sanitarium changes: reinforce positive quirks, remove neg and perm neg quirks, treat diseases
Small dungeon hero panel no longer shows quirks--view the full hero character sheet instead
surprise tuning to make greater differences in Light and Dark
tuned down skeleton blight resist a bit
UI fixes, cleanup
updated and added new Quirks
Upped GR Poison Dart accuracy
Vestal/Illumination and Occultist/Hands from Abyss: allowing to target rank 3
vestal/judgement self heal slight –

SOUND IMPROVEMENTS and FIXES:
- New SFX for letting someone go
- New mouseover to fit the new monster mouseovers in dungeon
- New SFX for clicking a “sort” button on roster and trinkets.
- New UI mouseover sound for roster
- New SFX for corpses appearing / dying
- New SFX for Gibbering Prophet’s pews - hitting them, and breaking them.
- New hag VO
- Revised Hag’s tenderize, grab, taste
- New SFX for Leper’s Chop
- New SFX for Leper’s Purge
- New SFX for Leper’s Revenge
- New SFX for Leper’s Withstand
- New SFX for Jester’s Finale
- New SFX for Jester’s Solo
- New SFX for Highwayman’s Tracking Shot
- Revised SFX for Grave Robber’s Poison Dart
- New Houndmaster SFX
- New Houndmaster Camping SFX
- New SFX for entering the Statue in town
- Revised frequency of Wayne’s VO in Dungeon
- Fixed incorrect tutorial VO triggering upon starting an existing file
- Fixed incorrect VO when you kill a two-slot enemy (now it triggers properly)
- Fixed incorrect VO when you destroy a corpse (Wayne doesnt say anything anymore)
- New purchase SFX in town (with procedural coin splashes!)
- Guard SFX created
- Guard Failed SFX created
- riposte fixed
- New SFX for riposte enabled
- New SFX for using medicinal herbs as an item
- New SFX for using holy water as an item
- New SFX for using dog treats in the game
- new brigand pointblank shot
- revised cultist pull/push
- fixed all the broken parameters
- new sfx for brigand fuseman hotshot
- new voice for unclean giant
- new voices for carrion eaters
- new events for weaker versions of various enemy abilities
- new sfx for skeleton shield bash miss
- revised swine prince attacks
- revised marked hit
- revised bolster
- new sfx for fungal bloat fierce swipe
- revised formless flesh heal
- A SHIT TON OF MIXING

BUG FIXES:
added a resist pop up if a curio interaction tries to give a hero a disease but fails because of resistance.
Added more audio error checking.
changed buff tooltips to say until camp if their duration is -1.
delay the reading of save files until the main menu. This should give ample time for steam to finish uploading/downloading files.
Fix apply death fx crash.
Fix battle stall after tutorial message.
Fix clearing popup props on death.
Fix effect buff duration bug.
fix problem with camera swinging back and forth when a new round starts.
Fix to audio crash with hero step.
Fix to battle crash when cleaning up raid.
Fix to crash when you have more heirlooms then gold items.
Fix to dead heroes with queued looping halos halting the raid screen.
Fix to narration getting stomped by boss narration.
Fix to narration history in town saving.
Fixed artifacts caused by gui tooltips not using the correct shader when a fullscreen blur is the last object to be renderered.
Fixed being able to use shovels and keys out of curios and obstacles.
Fixed memory stomping bug caused by the monster re-rank still modifying the deleted monster positions.
fixed memory stomping bug...added additional code to guard against future problems.
Fixed next initiative target desire crash.
Fixed pips not updating when cycling through heroes on character display.
Fixed problem where the first time you backtracked you got -6 taken away on the last door tile.
Fixed problem with being able to move between rooms when there are queued afflictions.
fixed problem with quest info not going away during crit melee timescripts.
fixed problem with the quest complete showing up before the battle on the last room.
fixed QUIRK_lightbelow_DMG and QUIRK_lightabove_DMG
fixing bug where text save files wouldn't be identified as valid save files.
fixing problem with the old road not playing.
merged tile torch bug fix when backtracking on last tile.
Merged: Fixed problem with being able to move between rooms when there are queued afflictions.
Reformat moving to fix bola bug.
Remove crit if damage is 0.
Remove stress heal popup if heal is 0.
Removed check/ripste block to see if attack will cause stun on the MAA before the riposte happens.
Updated stall penalty logic.
yet more UI fuckery
 

Metro

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Played this a decent amount so far in EA but the changes are so significant that I'll probably wait until it's in release state before picking it up again. I think I read where they added or fixed items or something? IMO, the current (previous) itemization is/was fairly trash.
 

prodigydancer

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I think I read where they added or fixed items or something? IMO, the current (previous) itemization is/was fairly trash.
Some trinkets are fairly good. Anyway, the roadmap says that a major tweaking pass is still on their to do list.
 

PhantasmaNL

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On trinkets, you cant equip two of the same anymore. I did this sometimes, not sure if it stacked properly though.
 

prodigydancer

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Well, I know I'm hopelessly bad at roguelikes but in earlier builds I at least did so-so. With this new patch the difficulty skyrocketed even in L1 quests. Enemies focus healers a lot more often, stress accumulates faster and corpses of course make things even worse.
 

PhantasmaNL

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Well, I know I'm hopelessly bad at roguelikes but in earlier builds I at least did so-so. With this new patch the difficulty skyrocketed even in L1 quests. Enemies focus healers a lot more often, stress accumulates faster and corpses of course make things even worse.

Another thing is that your heros dont crit that much anymore, but the monsters seem to have been boosted crit wise...a lot. The bone arbalest (lvl1) in the ruins seems to crit every other turn. Lvl1 for a new player (without trinkets) is pretty hard, even short runs lead to all your heros beaten up and full of stress or surrendering the quest. Getting a group of heros up and running will be very tough. But after that the difficulty will ease. And Lvl1 for players with good trinkets are of course considerably easier, to counter this i expect lvl requirements on trinkets or something...
 

prodigydancer

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Crit modifier is now 1.5x instead of 2x. I'm not sure if crit chance is also nerfed but crits aren't quite as helpful as they used to be because lower modifier, enemy PROT and corpses. Self-buffs are now quite potent... if you can afford casting them instead of doing damage or stuns.

They said that they wanted to increase difficulty mostly in endgame that was reportedly far too easy for competent players. I cannot comment on that because I'm still building my A-team. But early game is definitely more deadly now. The funny part is that they also wanted to make grinding with 0-level disposable teams less necessary, yet I find myself grinding more than before and disposable now means it: usually someone ends up dead instead of just highly stressed and low on health. Finally, bad luck can still screw you up pretty bad. I went from full HP/low stress to healer dead/high stress in literally one battle against an otherwise unremarkable group of cultists.

Locking positive quirks costs ~7k gold (less with full upgraded Sanitarium) and removing certain negative ones is also more costly. The only really nice thing is that "very rare" trinkets seem to be less rare but maybe it's just a bud.
 

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