The Occultist is currently the only hero possessing abilities able to lower the amount of light. The usage of torches or certain abilities, such as several Vestal and Crusader abilities, will raise the light meter, while other abilities, typically used by some enemies, will lower it. While the light level can only be increased on your current turn, it can be decreased at any point outside of attacking cutscenes this can be exploited to allow for increased loot gain after the last turn while the enemy dies of bleed/blight or a hero is stress healing after a killing critical hit. It is possible to manually lower the light level by increments of 25 or completely by interacting with the light meter itself (check the in-game tooltip), you can also raise it with a Left Click at the cost of 1 Torch. When entering a dungeon, light is set to the maximum level at 100 points, and will gradually deplete as the party enters rooms or corridor segments while traversing the map, at the rate of 1 unit when traversing explored segments and 6 units when exploring new areas (7 in Stygian Mode). Playing at low light levels is thus more risky, but grants higher rewards.Īdditionally, at 0 light, every hallway battle has a small chance of being replaced with an ambush by a Shambler (1% in Apprentice level dungeons, 8% in Veteran level dungeons, and 12% in Champion level dungeons). Less light will also increase the amount of loot gained by the party, in addition to augmenting the chance of the heroes scoring critical hits. Lower levels of light will increase incoming stress, increase the chance of the party being surprised, and grant boons to the enemies. When the light is at high or maximum levels, the party will suffer less stress damage and will be affected by various benefits, while increasing the chances of scouting ahead and surprising monsters, granting a certain degree of safety to the expedition. 7 The Courtyard (The Crimson Court DLC).6 Light thresholds (with Cartographer's Camp).5 Cartographer's Camp (The Crimson Court DLC).All content in the game is Copyright Red Hook Studios Inc. Furthermore, “Darkest Dungeon” and the Darkest Dungeon logo are trademarks of Red Hook Studios Inc. is not responsible in any way for changes or damages that may result from using the mod. ![]() This mod is not an official Red Hook Studios product or product modification, and Red Hook Studios Inc. form the bottom of my heart, thank you three so very much. your input from testing is invaluable, as is the screenshots you provide. While you guys might not be coders/artists/animators. Super Special thanks to Ori, Chape, and Batted. And a big thank you to all those who donated to help make this a reality.Play Testing and Special thanks: Chape, Batted, G97, Chasse, JacktheRipper, Soul, SB312, Dalvest, Vinny, Orimurax, Very Whale, IronFist, Deadlist.Localization: 54NBB (SChinese), ShallowIris (korean A/B).Art: Dragonith, Jenns, Sketch, Koala, Mon Slime, Selafio_Carcayu, Dismas, Comrade, Gemstar.Great for those who have a lot of modded heroes. An expanded shard shop with many new trinkets, since shards are now easier to come by.An easier time to get shards, since you are no longer forced to do endless.To also help out with the above changes with more horror enemies, there are now more horror resistant trinkets.Bring Laudunum! Also suggestions: Seraph or Lamia mods can help you out here. This mod changes the farmstead enemies (who mostly use horror already) to all use horror effects.Do not expect curios from endless mode to act the same as in the regular dungeon version. The mod has 8 new curios and re-uses curios endless in new ways.This dungeon aims to have a unique feel: As such the dungeon is 'larger' on average than regular dungeons of the same length, however there are no hallway battles.Eleven new monsters to help populate the farmstead. ![]() Mainly just for the satisfation of beating them.
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