redditor said:
You've mentioned in the Kickstarter updates that entry into the Darkest Dungeon zone is likely to be a one way trip. However, are there any plans to introduce a NG+ like feature where buffed up heroes can stick around for a while, or will the game 'reset' after defeating the 'final boss' similar to a session of FTL?
Currently there are five regions (dungeon areas) in the game, with the Darkest Dungeon being the hardest. The way it works is, you use the other regions to build up a strong party of heroes first. When you are ready, you send them into the Darkest Dungeon on their potentially one-way trip to accomplish their goal. If they succeed, those heroes actually survive and are back in town, where they can be used to help power-level and train up other heroes. However, that particular hero or heroes will never go down to the DD again ('they have the "Never Again" trait.) So they are grizzled old vets that can lend wisdom but will, hell no, ever go back!
Actual game completion metagoal requires multiple trips (and multiple parties) to successfully get through the darkest dungeon. And after you complete this metagoal (sealing Darkest Dungeon), the game wraps to NG+.
SomeRedditDude said:
I was wondering if there are any plans to allow for the customization of party members beyond their equipment, for example with skill trees or specializations?
In the Kickstarter it says there will be ways to upgrade skills in town, but will it be possible to play different styles of Plague Doctors, for example? The party roguelike style reminds me of Etrian Odyssey, which is where I think this question comes from.
From another comment you made, you said that older, wiser heroes can train newer ones; might it be possible that they might even pass off unique skills with certain class combinations?
Yes, each class has class-specific skills that can be trained up. You will get to choose which skills to upgrade first, so there is some degree of 'speccing' that goes on, although not to the degree of Diablo II, say. For example, with the Highwayman, you could spec him to be more front-line weighted or spec him to be more back line. Eventually you could get all skills ugpraded to even him out, but you might not feel that's a useful investment if you like how you have him in your party.
The quirks are something that are interesting, too. As you acquire quirks (positive and negative traits), you can burn off quirks you don't like and try to get a collection of quirks that fits the class. For example, a +Ranged Accuracy quirk (Eagle Eye) is great for a Highwayman, but not as useful for a Crusader.
SomeRedditDude2 said:
- How many quirks are you shooting for in the final version of the game? How many are negative and how many are positive? Is it possible to lose quirks?
- How many abilities does each class have? Do they have all abilities unlocked from the start? Do classes have passive abilities?
- We've seen some of the abilities of the Crusader, Highwayman, Plague Doctor, and Vestal. Can you discuss some of the abilities that the other classes may use both in and outside of combat?
- Is equipment separated by class? While I would imagine that weapons are separated by class, would an Occultist be able to wear the same armor as a Crusader or Man-at-Arms?
- How do you recruit classes in the hamlet? Are all the classes unlocked at once or do you need to reach certain progression points in order for specific classes to show up?
- You've talked about the five different dungeons players will be exploring, and how the Darkest Dungeon will be the hardest. For the other four, can you explore them in any order, or is there a set order one should follow?
- In order to leave the dungeon, do you need to walk back to the exit or is there another way of retreating from the dungeon?
- Are you required to camp? Do you need to be in certain locations in the dungeon to make camp or are you able to make camp anywhere?
- Do you need to provide rations for each member of the party when camping?
- In regards to the darkness; we know that as you advance through the dungeon your torch fades, raising the difficulty. Are there ways to relight your torch?
- Can you give more information about possible events that may occur in the various dungeons? Will the events in the Weald differ from ones found in the Cove?
- You can manage your quirks and afflictions in town, reducing and/or removing them for a cost (gold and time). We're still playing with the total 'quirk loadout size', but our core assumption is that the number of negative vs. positive quirks will be the same.
- Each class has about 8 abilities total. They aren't all available from the start - you must train new abilities and upgrade your favorites in order to progress your hero. Additionally, each hero can only have 4 abilities slotted at the same time, allowing you to effectively play with different builds.
- Off the cuff? The Bounty Hunter can grapple enemies, pulling them forward, and juggling their order. This exposes weaker back row baddies to melee damage, and potentially forces melee opponent out of range! The Hellion can cause a bleed effect, which in turns triggers her frenzy, increasing her damage substantially.
- Yes, our classes are archetypal - that is, there is no cross-polination of gear between them. This was done as much for a thematic reason as for a production reason. We wanted iconic classes that were immediately recognizable, and with only me doing the art, we couldn't afford all the variations
- Heroes will wander into the Hamlet randomly, so each time you visit the Stagecoach, you'll get a different set of heroes to peruseand potentially recruit. Some will be completely blank slates, whereas others will come with some better gear, but some quirks as well. You can recruit up to about 20 heroes, depending on how deep your pockets are
- You can actually explore any dungeon at any time! Even the Darkest Dungeon. Sure, grab 4 FNG's and head up the hill to the end of the world. Don't say we didn't warn you! Players will look at their estate map, and select quests based on where they want to go at the time.
- When you accomplish your goal, you'll immediately be taken to a reward/wrap up screen, and brought back to town. Retreading is not nearly as fun as treading.
- You can make camp in most rooms, and it require you consume firewood in order to do so. The stress mechanic is such that camping is critically important, so you'll want to come prepared.
- Party members all pull from your common food supply when you make camp. You have the option to starve, snack, eat, or feast, each one replenishes different levels of health and stress. Except starving. That just sucks.
- Camping resets your torch, so when things get really rough, you'll want to light a fire, and grab some zzz's.
- Events are interactive objects are themed per dungeon, so for instance, Food Spoilage will happen much more frequently in the toxic Warrens, and Gangrene will pop up in the salt-soaked Cove.
AnotherRedditor said:
Will we see crafting/socketing/enchanting in the game? I personally like putting a "personal touch" on weapons or armour, so I really like crafting.
Also how much music do you expect to included at release? Will there be variations for each dungeon, each floor or maybe even depending on the monsters? Sometimes the combat music in turn-based RPG's can be quite boring when you've played 20 hours, so just wondering how much you are doing to keep it as fresh as possible.
We've talked generally about a weapon/armor mod system, and it's sitting at the very top of our wish list. If things go well over the coming months, it might be added during early access. Additionally, we have an interesting mechanic that allows you to use inventory items when you interact with an object to change/affect the outcome. FOr example, a 'dark idol' might instill madness in your hero if you interact with it, but if you use holy water first, it might become a blessed fountain. Not crafting per se, but mechanically similar in some respects - experimentation, item consumption, etc.
Music-wise we're looking at dungeon themes, a town theme and an escalating combat mix. We're doing everything we can to avoid aural fatigue and enhance the experience of dungeoneering! Plus Chatwood is a boss, so the more we have from him, the better