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the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

LowellDND posted:

Yup, that did it. Cleared a small and a medium with no deaths.

Now, how does camping work? Should I focus on any group builds right now, or just getting everyone to level 3? Right now all my town stuff is being spend on the tavern and the wagon.

As you play the campaign you'll start seeing medium and long missions pop up. These have more rooms to explore, larger rewards, and start you with 1-2 (depending on length) campfire items.

When you camp, you can spend up to 8 food for extra party-wide stress relief/healing (I believe at maximum you heal 25% health on everybody and recover 10 stress, so vastly more efficient than regular food.) You also have 12 "ticks" to spend activating your characters' camp abilities, which range from recovery to long-term buffs with a couple oddball utilities thrown in.

Early in the campaign you shouldn't get too focused on any characters; they still may die, and level 3 characters aren't very useful early on since you don't have the upgrades/equipment to handle level 3 missions and can't send them on level 1 missions anymore.

Your goals are to build up a stable pool of level 2s, upgrade the town, and explore various dungeon areas to unlock and eventually defeat bosses. Even boss missions are level-locked, so if you don't want to waste extra time grooming low level parties later on it's important to tackle low level vosses early on before you level up your whole roster to 3+.

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Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Gabriel Pope posted:

Don't forget plenty of torches (about 12 minimum)

Wait, what? 12 minimum for a short run? 8 is plenty.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

Wafflecopper posted:

Wait, what? 12 minimum for a short run? 8 is plenty.

I guess it depends on how keen you are to fully explore the map. If you want to explore every nook and cranny without your light dropping 8 is usually not going to see you through.

EDIT: I do 8 myself, but that's because I'm planning on doing any completionist looting in the dark.

the holy poopacy fucked around with this message at 02:21 on Nov 16, 2015

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Gabriel Pope posted:

I guess it depends on how keen you are to fully explore the map. If you want to explore every nook and cranny without your light dropping 8 is usually not going to see you through.

EDIT: I do 8 myself, but that's because I'm planning on doing any completionist looting in the dark.

I just did a short run where I took 8, fully explored everything, kept light at radiant the whole time, and finished with 4 left over. Admittedly I found more torch sconces than usual along the way, but I take 8 at most on short runs and it's always been enough to keep light at radiant for a full clear. Maybe if you get really unlucky with finding more along the way and also run into a lot of monsters that reduce light you might run out by the end but that would be really unusual.

tokenbrownguy
Apr 1, 2010

Remind yourself that overconfidence is slow and insidious killer.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

A little too slow given that I've pretty much beaten the game.

Coolguye
Jul 6, 2011

Required by his programming!

LowellDND posted:

Now, how does camping work? Should I focus on any group builds right now, or just getting everyone to level 3? Right now all my town stuff is being spend on the tavern and the wagon.
Camping works by right-clicking a bundle of firewood while in a room. You get to eat food (ALWAYS bring enough to burn 8 and have a 'feast' unless you are doing an early camp with healthy characters), and then you get to use camping skills that are taught by the survivalist.

You generally want to use your camp time to apply as many buffs as possible. There are healing skills, but the basic thing is that you generally prevent more damage (both stress and health) by buffing than you recover by healing. As for what's good, well, that largely depends on your play style, but stress resist is basically never wasted since stress directly relates to how long the hero will be out of action after the mission (or how much they'll cost to get them ready). For this reason, some people prefer to camp VERY early (like, first or second room) to stack these buffs on before something bad can happen. The other school of thought is to clear a couple of rooms and camp when the Feast benefit can really help you. Again, personal preference, really.

As far as builds, don't worry about it. All heroes except maybe the Jester are decent, just play with them and have fun. As far as town stuff, upgrade the blacksmith and the guild before any stress relief stuff like the tavern or the chapel. The gear and skill upgrades heroes get from these places are hugely important since they're basically the only straight upgrades you get in the game, but they are very expensive both in terms of heirlooms and in terms of gold invested.

tokenbrownguy
Apr 1, 2010

Wafflecopper posted:

A little too slow given that I've pretty much beaten the game.

Death waits... for the slightest lapse in concentration.

There needs to be a Darkest Dungeon quote generator like the Martin Luther insult generator.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

Wafflecopper posted:

I just did a short run where I took 8, fully explored everything, kept light at radiant the whole time, and finished with 4 left over. Admittedly I found more torch sconces than usual along the way, but I take 8 at most on short runs and it's always been enough to keep light at radiant for a full clear. Maybe if you get really unlucky with finding more along the way and also run into a lot of monsters that reduce light you might run out by the end but that would be really unusual.

Actually yeah you're right, I was thinking about my "usual" loadout which is actually for medium runs. Mea culpa. It doesn't take that much to run through 8-9 torches, but yeah taking with 8 should do you 90% or more of the time.

paradoxGentleman
Dec 10, 2013

wheres the jester, I could do with some pointless nonsense right about now

I always use camping as an healing and stress relief opportunity first and for buffing second. Having an opportunity to fix up the party if things go bad is too big a boon to pass up.

Coolguye
Jul 6, 2011

Required by his programming!

paradoxGentleman posted:

I always use camping as an healing and stress relief opportunity first and for buffing second. Having an opportunity to fix up the party if things go bad is too big a boon to pass up.

The issue is that if you buff up early the chances of something going wrong are very very low

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.
Yeah, been a while since I played, but it often felt like camping immediately and cleaning guns among other things was always the best call in Highwaymen's parties. Prevention better than cure and all that, the known cost of a campfire early better than taking a beating before you can buff the party.

Inexplicable Humblebrag
Sep 20, 2003

The highwaymen always leave town with filthy, filthy guns

Kly
Aug 8, 2003

camping immediately seems like a waste to me. why not go an encounter or two first THEN camp and regain all the stress/hp/light you lost in the first few fights you may have lost it in?

Chair In A Basket
Aug 6, 2005

I'm basically Jesus.

Nap Ghost
The argument would be that the buffs you receive from camping will help prevent or at reduce the damage/stress that you would accrue otherwise. Seems to matter way more on red difficulty dungeons than easy or mediums.

Kly
Aug 8, 2003

Chair In A Basket posted:

The argument would be that the buffs you receive from camping will help prevent or at reduce the damage/stress that you would accrue otherwise. Seems to matter way more on red difficulty dungeons than easy or mediums.

but you can go one or two fights THEN camp and fully recover all the stress and hitpoints you may have lost in those fights with a feast camp AND buff yourself. I think camping right away in the first room is a waste, especially if you get ambushed.

Bogart
Apr 12, 2010

by VideoGames

Kly posted:

camping immediately seems like a waste to me. why not go an encounter or two first THEN camp and regain all the stress/hp/light you lost in the first few fights you may have lost it in?

Remind yourself that overconfidence is a slow and insidious killer.

Time_pants
Jun 25, 2012

Now sauntering to the ring, please welcome the lackadaisical style of the man who is always doing something...

Kly posted:

camping immediately seems like a waste to me. why not go an encounter or two first THEN camp and regain all the stress/hp/light you lost in the first few fights you may have lost it in?

I used to do this, but honestly, there are more than a few situations in which you could realistically get ambushed and have things go horribly wrong by not having the extra offense such that you could theoretically lose a character or incur significant enough losses that you could not recover even by camping. Plus, if you have to spend camping time recovering health or Stress, you're more than likely losing out on combat or Scouting buffs that would save you more health/Stress down the line.

Ultimately, it comes down to preference, but I've often found that it's better to camp immediately as a preventative measure than to hold off and save it as a reactive measure.

Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.

Time_pants posted:

I used to do this, but honestly, there are more than a few situations in which you could realistically get ambushed and have things go horribly wrong by not having the extra offense such that you could theoretically lose a character or incur significant enough losses that you could not recover even by camping. Plus, if you have to spend camping time recovering health or Stress, you're more than likely losing out on combat or Scouting buffs that would save you more health/Stress down the line.

Ultimately, it comes down to preference, but I've often found that it's better to camp immediately as a preventative measure than to hold off and save it as a reactive measure.

Are you Timepants on youtube? I enjoy your Darkest Dungeon videos, if so.

Hiveminded
Aug 26, 2014
Getting back into the game after a very long hiatus. I became addicted to dark runs before I stopped playing, to the extent that I can no longer handle playing at any light level above Black as Pitch. Stress is so much more a problem now with what seem to be changes to both my own crits and enemy crits; does anyone here know of any good builds/configurations that can still operate and succeed in max darkness?

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

I've never tried to build a party especially for dark runs, but I guess you'd want to avoid DoT-dependent characters like the witch doctor as they don't benefit so much from the extra crits. You might want to consider bringing at least one stress heal ability and stress resist trinkets/camp buffs. Trinkets and buffs that reduce the chance to be surprised too. Trinkets that give buffs in the dark (Moon Cloak etc) are obviously good. Other than that, anything that works in the light should work just as well in the dark.

Time_pants
Jun 25, 2012

Now sauntering to the ring, please welcome the lackadaisical style of the man who is always doing something...

Soothing Vapors posted:

Are you Timepants on youtube? I enjoy your Darkest Dungeon videos, if so.

I am!! Glad you like them! Even though I don't get a lot of views, I love doing the series. Darkest Dungeon is amazingly fun to LP.

MacheteZombie
Feb 4, 2007

Wafflecopper posted:

I've never tried to build a party especially for dark runs, but I guess you'd want to avoid DoT-dependent characters like the witch doctor as they don't benefit so much from the extra crits. You might want to consider bringing at least one stress heal ability and stress resist trinkets/camp buffs. Trinkets and buffs that reduce the chance to be surprised too. Trinkets that give buffs in the dark (Moon Cloak etc) are obviously good. Other than that, anything that works in the light should work just as well in the dark.

Are the moon trinkets still good? I don't do many all dark runs, and the downside of lower stress resist would seem to be pretty penalizing since heroes take more stress in the dark anyway.

I'm sure buffing mitigates some of that but still.

Normal Adult Human
Feb 12, 2012

by FactsAreUseless
Once you start doing dark runs stress doesn't matter until it hits 100 because any relief will reduce 100

FourLeaf
Dec 2, 2011

Normal Adult Human posted:

Once you start doing dark runs stress doesn't matter until it hits 100 because any relief will reduce 100

Wait, what?

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

MacheteZombie posted:

Are the moon trinkets still good? I don't do many all dark runs, and the downside of lower stress resist would seem to be pretty penalizing since heroes take more stress in the dark anyway.

I'm sure buffing mitigates some of that but still.

That's a good point, I forgot they got changed. Haven't actually done a dark run since that went in.

FourLeaf posted:

Wait, what?

Also this.

Bogart
Apr 12, 2010

by VideoGames
Abomination's supposed to be out today. On my lovely laptop, so I can't check. :v:

Inexplicable Humblebrag
Sep 20, 2003

patch notes

specifically:

quote:

Experiment with D8 initiative instead of D10

lmao jesus christ

Victor Vermis
Dec 21, 2004


WOKE UP IN THE DESERT AGAIN

Bogart posted:

Abomination's supposed to be out today. On my lovely laptop, so I can't check. :v:

quote:

STEAM PATCH NOTES TEXT

Inhuman Bondage - November 30, 2015
Build #11887 (PC and Mac)
"It's no use crying over spilt milk, because all of the forces of the universe were bent on spilling it.”

--W. Somerset Maugham

INHUMAN BONDAGE
This update adds a unique new playable hero, new monsters, rare trinkets, and a host of new features!

NEW HERO CLASS - THE ABOMINATION
The Abomination, designed by our Lord Tier Kickstarter backer, Josh L, aka "MaxKojote" is a twisted concept indeed! A brooding and desperate man, the Abomination has been outcast, branded and imprisoned due to the "sickness" that lies within him. Completely unlike any other hero to wander into the Hamlet thus far, the Abomination can switch between two forms during combat: human and beast. Each form has different combat skills, so you'll need to figure out the strengths of each. But beware: the Abomination unsettles religious heroes so much that they refuse to serve with him. Additionally, the emergence of a beast in combat is a stressful event for other party members! Fortunately, they recover somewhat when the Abomination returns to his brooding (but human) self.

NEW MONSTERS - THE COLLECTOR AND THE MADMAN
This update also features two brand new monsters, again designed by Kickstarter backers!

THE COLLECTOR is a tall and terrifying figure - a king in yellow! Just what he collects is something we'll save for you to discover, but rest assured it's unsettling! The Collector is a challenging miniboss encounter created by Ryan C.

THE MADMAN is a natural fit for the corrupted expanses of the Estate. He wanders every region, joining up with the myriad horrors and shouting (stressful) prophesies of doom! Evasive and troubling, the Madman was designed by Josh L.

NEW TRINKETS
There are new class-specific trinkets of varying rarities for the Abomination, and of course, some special loot from the new monsters.

MONSTER IMPROVEMENTS
Many monster AI improvements have been made, with particular emphasis on Veteran and Champion level monsters.

Many Veteran and Champion level monsters now have extra skill "riders" in the form of debuffs and other new wrinkles. This gives monster progression more flavor, and presents some new complications as you advance through the game.

STRESSSSS
In general, we've been finding that Veteran and Champion level quests haven't had the same relative stress threat as starting quests. This is due to a variety of factors, including relative power progression of heroes compared to monsters. Our intent is for stress to be a tough consideration the whole game through, just like health. We definitely want to reward increasing player skill and knowledge, too. Ideally, the game should be a tightrope walk the whole way through.

Some of the above mentioned monster changes are intended to raise stress in higher level missions, and we'll continue looking for ways to get it to where we want it. However, it's not our intent to drive up difficulty/stress of Apprentice level quests, so we'll be monitoring those, too. Your feedback is valuable - keep us posted!

PROVISION LIMITS
The Estate now has limited provisions to sell, depending on what length of quest you embark on. The intent here is not to unduly constrain you, but rather to control extreme loadouts (like 16 stacks of food). You remain free to over or under provision, based upon your budget and risk tolerance.

HEART ATTACK REVISION
Heart Attacks are an important part of the game, but the abrupt wall and insta-death sometimes presents too big of a penalty for some chains of uncontrollable events. In this update, we are experimenting with a revised system which works as follows:
Upon hitting 200 stress, the hero is reduced immediately to Death's Door (0 HP). Unless healed quickly, the hero will be vulnerable to death.
Additionally, stress is dropped to 170 after this happens.
If stress rises to 200 again and the hero isn't yet off of Death's Door, he dies immediately.
If the hero is not on Death's Door and stress rises to 200 again, the same cycle begins again (dropped to Death's Door).
Finally - if you have a Heart Attack and get healed off of Death's Door, there is a persistent debuff for the rest of that quest, reflecting the wear and tear on the hero's body.

Our intent is to retain the deadly aspect of Heart Attacks, while also allowing for a little more play to save heroes that hit that limit. Many players have found the binary nature of the existing heart attacks to be frustrating.

We'll be monitoring the new system and will decide about its permanent inclusion a bit later.

MORTALITY DEBUFFS
Almost dying is, we're assuming, a mildly traumatic experience. To reflect that in-game, we've introduced Mortality Debuffs. If a hero is reduced to Death's Door and then healed off of it, he is given a set of debuffs that last for the rest of the quest. This reflects the toll on his body from facing down death.

Additionally, there is a larger set of debuffs that occur if the inciting event was a Heart Attack, as mentioned above in the Heart Attack section.

STALL PENALTY
Deliberately prolonging battles is always a risky proposition when facing bloodthirsty fiends. We’ve had a system in place for a while that discourages this, but we’ve revamped that system with the nucleus of a new one. As before, the party will become agitated, taking stress damage as the fight drags on against a lone adversary. Protracted pugilism is a noisy affair - those who ignore their parties’ warnings will attract the attention and ire of enemy reinforcements!

We expect some kinks as we refine this system, so we’ll be monitoring feedback.

HERO TUNING/BALANCE
Leper - increased crit; increased Withstand stress heal slightly
Plague Doctor - increased blight dmg slightly; increased physical damage of disorienting blast
Tweaked Debuff resistances for classes to give more differences and reflect the classes better. Those affected: BH, LEP, MAA, OCC, PD
Man-at-Arms: his Riposte was originally 1 round, but a while ago a bug crept in that raised it to 3 rounds, which is longer than intended. In this build, we are experimenting with setting it to 2, and will be looking for feedback on the overall power of this move.

OTHER NOTES, FIXES, ADDITIONS, and ADJUSTMENTS
Experiment with D8 initiative instead of D10
Monster ai improvements - skill and mark cooldowns to limit overuse of some skills
Cove - "Call of the Deep" nerf
Cove - Fishy Shaman brain improvement
Shambler now transports you to a rift in time and space.
Add confirm for retreating out of battle that will result in death.
Add trinket sell instruction text.
Added disease icon to roster icon.
PLUS MORE - see complete notes here:
http://www.darkestdungeon.com/inhuman-bondage-patch-notes/

As always, report any bugs you find in the Steam Forums / on twitter @darkestdungeon / via email support@redhookgames.com. Rest assured we'll be monitoring and working on fixes as fast as we are able!

Delve deep and let fly the beast within,

--the Darkest Dungeon team

Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.

DOWN JACKET FETISH posted:

patch notes

specifically:


lmao jesus christ
In theory that sounds like a good thing, less of Thralls going before Grave Robbers on turn 2 plz. I thought initiative was a d20 though because the Matchman has a -19

Inexplicable Humblebrag
Sep 20, 2003

-20 will absolutely guarantee the matchman goes last even if he rolls 10 and the least-speedy-possible character rolls 1

my point was that d10 was remarkably high and it's taken this long to drop it. it's a good change, i think!

dogstile
May 1, 2012

fucking clocks
how do they work?
That new class sounds really cool and actually has mechanics that suit the game! Props to the designer, that's not common.

On the stress no longer instant killing you thing, i'm going to miss the opportunities it brings, namely my guys getting unsettled and dying because of a bad joke.

GloomMouse
Mar 6, 2007

"Do not count dead heroes trinkets towards ancestors trinkets"

What does this mean? I've only ever got one ancestors trinket (+25% Virtue) before, is there a limit to how many you can get/hold?

Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.

DOWN JACKET FETISH posted:

-20 will absolutely guarantee the matchman goes last even if he rolls 10 and the least-speedy-possible character rolls 1

Makes sense

GloomMouse posted:

"Do not count dead heroes trinkets towards ancestors trinkets"

What does this mean? I've only ever got one ancestors trinket (+25% Virtue) before, is there a limit to how many you can get/hold?

You can only get one of each ancestor's trinket, so if it counts the ones on corpses you'll never get that trinket again

MadHat
Mar 31, 2011

Soothing Vapors posted:

Makes sense


You can only get one of each ancestor's trinket, so if it counts the ones on corpses you'll never get that trinket again

Which while hilarious and and sort of works thematically was a bit too much of a gently caress you by the game. Will be interesting to see how the new Mechanics work out.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
Camping right away now is very risky. With the changes to Heart Attacks and Deaths Door having a hero hit 200 stress drops him into Deaths Door, and being in Deaths Door debuffs you for the rest of the dungeon. They've also started to add debuffs which last until camp, so if you've already camped you're stuck with it for the rest of the dungeon as well.

It's still a viable choice, but it's a gamble.

Jinx
Sep 9, 2001

Violence and Bloodshed
So just played a new game for a bit - if you previously found the start of the game annoying and tedious, it's even better (worse) now. Many monsters got buffs to their attacks (bandit fusiliers debuff dodge on their group attack, and the cultist bleed guys inflict a stress resist debuff on their bleed attack) and it feels like everything does significantly more stress damage (crit for ~40 stress in a starter dungeon).

Also:

quote:

Shambler now transports you to a rift in time and space.

I'm assuming that you can no longer retreat from the shambler fight?

P.S. Leper is still pretty crap, sorry.
P.P.S. Death's door debuffs are insane (-10 acc, -25% dmg, -ve stress resist and more), so basically as soon as a hero hit's DD, he becomes a serious liability.

Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.

Jinx posted:

So just played a new game for a bit - if you previously found the start of the game annoying and tedious, it's even better (worse) now. Many monsters got buffs to their attacks (bandit fusiliers debuff dodge on their group attack, and the cultist bleed guys inflict a stress resist debuff on their bleed attack) and it feels like everything does significantly more stress damage (crit for ~40 stress in a starter dungeon).

Also:


I'm assuming that you can no longer retreat from the shambler fight?

P.S. Leper is still pretty crap, sorry.
P.P.S. Death's door debuffs are insane (-10 acc, -25% dmg, -ve stress resist and more), so basically as soon as a hero hit's DD, he becomes a serious liability.
haha jesus Red Hook

Inexplicable Humblebrag
Sep 20, 2003

yaaaay

also i thought you couldn't retreat from the shambler before? i ragequit* my previous run because of that

*decided to wait for the full release to start again, so it would be fresh and new

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Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.
Reddit is reporting that the stall penalty now applies even if you are legitimately trying to kill a dude but miss, if you are stunned and literally cannot kill a dude, or if your monkeys (newly stressed-out from all the stress buffs) stress-pass your turn

This patch sounds hilarious, I can't wait to get home and lose all my level 6s :getin:

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