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Vestals Gone Wild!
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# ? Feb 18, 2015 13:24 |
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# ? May 25, 2024 13:35 |
So here's a weird thing I noticed. One of the steam cards is for an Arbalest. The character on the card doesn't seem to be any of the ones I can see in game.
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# ? Feb 18, 2015 14:03 |
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I can't seem to find a release date for this on PS4. Should I just pick it up on PC now, instead?
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# ? Feb 18, 2015 14:13 |
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This game is absolutely fantastic.
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# ? Feb 18, 2015 14:20 |
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Nuebot posted:So here's a weird thing I noticed. One of the steam cards is for an Arbalest. The character on the card doesn't seem to be any of the ones I can see in game. Will be coming in a later update, along with the Man-at-Arms, Houndmaster, and presumably the Merchant. Can't wait; that's another melee frontliner with a totally badass design, a heavy-hitting alternative to Highwaymen, and a utility class that may have something to do with your inventory.
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# ? Feb 18, 2015 14:24 |
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Nuebot posted:So here's a weird thing I noticed. One of the steam cards is for an Arbalest. The character on the card doesn't seem to be any of the ones I can see in game. Not in the game yet.
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# ? Feb 18, 2015 14:25 |
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Oh holy poo poo, while using GameSave Manager, I found a backup folder in my saved game, and creating a new profile and pasting that into it results in it restoring all my characters. Salvation! FROM TO
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# ? Feb 18, 2015 14:29 |
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God drat but this game has style in spades.
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# ? Feb 18, 2015 14:56 |
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Mignola is kind of the king of style so anything that draws inspiration from his years of work is bound to pick it up too.
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# ? Feb 18, 2015 15:12 |
toasterwarrior posted:Will be coming in a later update, along with the Man-at-Arms, Houndmaster, and presumably the Merchant. Can't wait; that's another melee frontliner with a totally badass design, a heavy-hitting alternative to Highwaymen, and a utility class that may have something to do with your inventory. What they said in one of the dev streams during the kickstarter was that the plan for the Merchant was that he'd be a bad class in combat but you'd get more gold revenue if you brought him along. He may get an emergency blunderbuss attack that consumes gathered loot but does lots of damage.
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# ? Feb 18, 2015 15:25 |
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Hieronymous Alloy posted:What they said in one of the dev streams during the kickstarter was that the plan for the Merchant was that he'd be a bad class in combat but you'd get more gold revenue if you brought him along. He may get an emergency blunderbuss attack that consumes gathered loot but does lots of damage. Considering that as-is you're basically hitting capped gold amounts from dungeon crawling anyway due to inventory size limits I really hope this merchant bonus applies after a dungeon has finished or outside the normal inventory system, or that concept is absolutely dead on arrival.
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# ? Feb 18, 2015 16:35 |
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Ramc posted:The Something Awful Forums > Discussion > Games > Darkest Dungeon - I've been trying to get Rabies on my best Leper for exactly this reason. I am a little more partial to "Darkest Dungeon - Our Lepers have deviant tastes, and so do we."
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# ? Feb 18, 2015 16:38 |
Meiteron posted:Considering that as-is you're basically hitting capped gold amounts from dungeon crawling anyway due to inventory size limits I really hope this merchant bonus applies after a dungeon has finished or outside the normal inventory system, or that concept is absolutely dead on arrival. I have never had the slightest bit of problem with money even when I don't go dark or really try for gold. How communicative are the devs? I mean the game is fun and all but it definetly feels like like a beta still. If they feel like it's going to stay in early access awhile longer that's fine I suppose but if they feel they just need to add the last two dungeons, eh.
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# ? Feb 18, 2015 16:51 |
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Anatharon posted:I have never had the slightest bit of problem with money even when I don't go dark or really try for gold. Iirc, the tentative release date for the full game is in about 6 months. The dev's seem pretty responsive, since launch (2/4) there has been about 14 patches (some were simple fixes). I'm not sure how active they are on their website's forums though. I mostly follow the game through this thread and steam.
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# ? Feb 18, 2015 17:03 |
MacheteZombie posted:Iirc, the tentative release date for the full game is in about 6 months. The dev's seem pretty responsive, since launch (2/4) there has been about 14 patches (some were simple fixes). I'm not sure how active they are on their website's forums though. I mostly follow the game through this thread and steam. The devs seem pretty active on twitter but I think they've released more patches than they've made forum posts that I've seen. I mean that to compliment their high number of patches, seriously it's like one a day or more. Only problem is about half the time there aren't any patch notes, just *problemfixed*
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# ? Feb 18, 2015 17:05 |
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Monster w21 Faces posted:Mignola is kind of the king of style so anything that draws inspiration from his years of work is bound to pick it up too. Check out Mignola's Fafhrd and the Grey Mouser comics if you can find them.
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# ? Feb 18, 2015 17:06 |
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Hieronymous Alloy posted:The devs seem pretty active on twitter but I think they've released more patches than they've made forum posts that I've seen. I mean that to compliment their high number of patches, seriously it's like one a day or more. Only problem is about half the time there aren't any patch notes, just *problemfixed* I got the 14 patch count from the steam page, so I don't know if there have been anymore. I agree that more patch notes would be nice. This is the first time in awhile I've been following a game close enough to really care though so it might just be over-excitement, haha. I love exploring these dungeons! I just wish they would add a way for player's to keep positive quirks on their Heroes instead of the random add/drop once you get max quirks.
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# ? Feb 18, 2015 17:11 |
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RottenK posted:Can't wait for porn mods For the Leper
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# ? Feb 18, 2015 18:12 |
MacheteZombie posted:
This is probably the most common comment I see on the Steam feedback forums. I think the developers are worried it will make for overpowered, homogenized characters at endgame but I hope they change their minds.
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# ? Feb 18, 2015 18:19 |
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Maybe they should just lock positive quirks. Swapping them only makes characters less distinctive and memorable.
Jackard fucked around with this message at 18:26 on Feb 18, 2015 |
# ? Feb 18, 2015 18:23 |
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Jackard posted:Maybe they should just lock positive quirks. Swapping them only makes characters less distinctive and memorable. See I like the idea of them getting new quirks, it's like they are experiencing personal growth and not just stat growth, if that makes sense. However, I think there should be some control over that "personal growth." I almost wish each hero only got 5 positive quirks, but you selected which positive ones to keep anytime a new one appears (and you have to take the new one). I think it would be more balanced then say 7 positive quirks and control. They also should look at removing quirks that do the same thing but better, i.e. the scouting quirks for 10% and 20%, maybe consider something like certain quirks rank up in someway. A hero can start off as a Ruins Scrounger (or gain it) and as they repeatedly enter the Ruins it eventually ranks up into Explorer.
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# ? Feb 18, 2015 18:54 |
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You can learn new skills and all that does is make everyone feel the same. This would be no different.
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# ? Feb 18, 2015 18:59 |
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It would be kind of interesting if certain quirks could interact and combine into something new - for instance, the death obsession and bloodthirsty quirks could combine into a Macabre quirk that has both of their effects, and occasionally creeps other party members out when the character makes disturbing comments. The Sanitarium could remove that single bad quirk instead of removing the two individual ones, but on the other hand, death-obsessed/bloodthirsty characters are mostly a mild annoyance during exploration, whereas the added stress effects would make Macabre a more serious issue and possibly necessitate treatment. You could do some devious things with other quirks, like letting Hagiomania and Fated combine to form a God Complex quirk that grants Fated's very nice effect, but causes the hero to act extremely irrationally in specific situations. It would be funny to see some of the whacked-out dysfunctional heroes that resulted from accumulating a pile of combo quirks. "Yeah, this is Urry. He's a binge-eating daredevil Jester with a god complex and a problem with panic attacks. I keep him around because he's night-adapted and believes he's a vampire, which makes him really good for no-light loot runs."
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# ? Feb 18, 2015 19:07 |
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Seems to me like you should be able to lock a max of four quirks just like you can only have four active combat abilities and four active camp skills. You could put check boxes next to quirks on the character sheet to pick the ones you want to hold on to, or make that a function of the sanitarium.
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# ? Feb 18, 2015 19:08 |
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Lotish posted:Seems to me like you should be able to lock a max of four quirks locked just like you can only have four active combat abilities and four active camp skills. You could put check boxes next to quirks on the character sheet to pick the ones you want to hold on to, or make that a function of the sanitarium. That sounds like a fantastic late-game heirloom sink. Burn all those saved-up heirlooms on the expensive Sanitarium upgrades that let you lock positive quirks (for a price). Burn all that saved-up gold on locking positive quirks. More useful and interesting stuff to do with the loot you accumulate is always good.
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# ? Feb 18, 2015 19:11 |
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So what Protection does, IIRC, is add (whatever percentile added) EFFECTIVE health to your dudes. Kind of like an extra buffer before they have to chew into their real HP bar. So a Leper uses his protection skill that adds 20% Protection. He's got 40 health, so he effectively has 40 (+8) health.
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# ? Feb 18, 2015 19:18 |
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Just picked this up yesterday and it's excellent. Question: Is upgrading skills as worthless as I think it is? The benefits seem so minor except for healing abilities, and if I have to choose between removing stress, buying supplies, upgrading gear, and upgrading skills, I'll take the first three every time. Also, is there any documentation for exactly what each stat does?
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# ? Feb 18, 2015 19:22 |
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Eschatos posted:Just picked this up yesterday and it's excellent. Question: Is upgrading skills as worthless as I think it is? The benefits seem so minor except for healing abilities, and if I have to choose between removing stress, buying supplies, upgrading gear, and upgrading skills, I'll take the first three every time. Also, is there any documentation for exactly what each stat does? Upgrading skills is worth for the Accuracy buff alone, but they are also worth it for the other bonuses as you get deeper in the upgrades. However, you are doing things in a good order (stress, provisions, gear, skills) in my opinion. There is a guide on the steam page outlining all the skills, including camping skills. I'm not sure if it is up to date with any of the changes like the Hellion's Breakthru having a debuff now. Here's the guide: http://steamcommunity.com/sharedfiles/filedetails/?id=385396369 However, it is not up to date with some of the skill changes so be wary. Edit: Realized the guide I posted doesn't answer your question. MacheteZombie fucked around with this message at 19:40 on Feb 18, 2015 |
# ? Feb 18, 2015 19:29 |
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Skill upgrades aren't really necessary at all early on but by medium difficulty dungeons you'll definitely want the extra accuracy and effect chances since enemy dodge and resistances shoot up quite a bit.
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# ? Feb 18, 2015 19:38 |
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And of course you'll want to upgrade healing abilities, particularly Vestal powers, asap. Going from a possible 4 heal to a 6 heal, or a 1-2 all-heal to a guaranteed 2 all-heal, is a huge step up.
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# ? Feb 18, 2015 19:40 |
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I think I'd like to have fewer quirks per character, but give them multiple degrees of severity. As it is, people don't really have a ton of personality just because there's too many traits for you to possibly remember (and there frequently isn't a ton of indication of them being active).
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# ? Feb 18, 2015 19:44 |
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Captain Invictus posted:And of course you'll want to upgrade healing abilities, particularly Vestal powers, asap. I prefer Occultist actually, with a Crusader for backup healing. Also, goddamn curious is a liability on any level with iron maidens.
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# ? Feb 18, 2015 19:46 |
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Eschatos posted:I prefer Occultist actually, with a Crusader for backup healing. I use Occultists on one of my teams (lvl 3-4) and haven't bothered upgrading his heal past the rank 1 (0-12 HP, 1 bleed dmg). The bleed ranks up, so I haven't bothered. Also with Occultists you should be wary of certain trinkets. I've seen plenty with +% to Bleed chance, his only bleed being the heal. Curious and Compulsive drive me up the wall. Usually the only reason one of my higher level heroes needs stress relief is because they became afflicted with one of those quirks and touch book piles for a whole dungeon.
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# ? Feb 18, 2015 19:50 |
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How do the resist percentages work out mechanically anyway? Is it something like chance to work = (spell % chance) x (1 - resist %)?
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# ? Feb 18, 2015 19:59 |
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Decided to try a short level 3 dungeon, managed to lose my level 3 highwayman and vestal on the first fight. Fuuuuuck.
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# ? Feb 18, 2015 20:01 |
Scrub-Niggurath posted:How do the resist percentages work out mechanically anyway? Is it something like chance to work = (spell % chance) x (1 - resist %)? Seems like it. I suspect most of the "under the hood" formulas in this game are fairly simple -- it really is basically a computerized board game / paper and pencil D&D session.
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# ? Feb 18, 2015 20:02 |
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MacheteZombie posted:I use Occultists on one of my teams (lvl 3-4) and haven't bothered upgrading his heal past the rank 1 (0-12 HP, 1 bleed dmg). The bleed ranks up, so I haven't bothered. Also with Occultists you should be wary of certain trinkets. I've seen plenty with +% to Bleed chance, his only bleed being the heal. Putting a -% to Bleed trinket on the occultist makes this not an issue. I've gone entire runs without it causing bleed.
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# ? Feb 18, 2015 20:30 |
The Lord of Hats posted:I think I'd like to have fewer quirks per character, but give them multiple degrees of severity. As it is, people don't really have a ton of personality just because there's too many traits for you to possibly remember (and there frequently isn't a ton of indication of them being active). This is also one of my complaints. Having to click into the character sheet to see their quirks gets irritating when I'm trying to assemble a party, I wish it would just pop up if I moused over their portrait for a second or two. Ditto for trinkets; I want a little mini stat box that shows all their relative info so I can compare two heroes more easily.
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# ? Feb 18, 2015 20:39 |
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Yeah it gets really hard to even display on a character with all the conditional stuff, oh this guy has +15 acc but -10% damage in low light on tuesdays, so...eh whatever lets take him.
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# ? Feb 18, 2015 20:40 |
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# ? May 25, 2024 13:35 |
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RottenK posted:Just checked the modding forum on steam, people are already making rebalance mods and new classes. I hope this game develops an active modding community. A singular strike!
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# ? Feb 18, 2015 20:42 |