Darkest Dungeon®

Darkest Dungeon®

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The Anomaly - Storyline
   
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标签: Town Event, Quest
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40.334 MB
8 月 5 日 上午 9:38
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The Anomaly - Storyline

描述
An Anomaly has become part of the Hamlet unexpectedly, you will have to deal with the consequences.

Special thanks to Chogex for allowing me to use their Fallen Heroes mod as a baseline for some of my implementations.

Introduction

Welcome to The Anomaly mod page for Darkest Dungeon. This is my first mod, and with it I introduce a new storyline which will force you to be confronted with who and what you have become.


Disclaimer: In order to get full functionality out of this mod the following DLC should be enabled: Crimson Court, Colour of Madness and Shieldbreaker.
Be sure not to use this mod together with the previously mentioned Fallen Heroes mod!
I have yet to test this mod in a full run or do balance testing, both due to a lack of time. I am open to recomendations or ideas.


Story

An unexpected Guest arrives at the Hamlet, drawn by similar reasoning as your own. Throughout your stay it becomes clear this Guest's goals do not align with your own, causing for conflict within the Hamlet.

This story is told through:
  • 21 new Town Events
  • 16 new Quests
  • 15 new Custom maps
  • 17 new Bosses
  • 18 new Journal Entries

Spoilers

Due to the lack of full run testing up to this point, I will point out when the first event should take place and what it should be: Ruckus in The Woods, starting week 6 with a quickly increasing chance.

Notes/Support

  • Localization Currently only in English
  • Looking for Artist who would be open in helping me with some additions
  • Looking for help with localization

14 条留言
Quceka  [作者] 10 月 26 日 上午 4:07 
They should never disappear, I have tested both cases of "failing" to do a quest on my own save (i.e. doing something else or failing/leaving the quest) and in both cases the quest remained available.

Could you maybe give some more detail as to when they seem to disappear for you?
rtgeorge 10 月 25 日 下午 4:59 
If I miss a quest, will it pop up again later? i'm having to miss out on a ton of quests due to my mods somehow uninstalling themselves, causing me to lose all my high level characters who were modded
Quceka  [作者] 9 月 27 日 下午 12:02 
Thank you for finding the issue, I am currently working on making it so that there are no more issues with overlap between the Fallen Heroes mod and this one. Until then I will add the disclaimer to not use both mods together since it clearly causes issues
CLens 9 月 27 日 上午 8:24 
Okay, so digging into the mod files I have found the issue.

The fight that happened to me doesn't exist in your files. It was a random encounter mash from the Fallen Heroes mod consisting of a Hellion, a Shieldbreaker, an Antiquarian and an Occultist.
Except, since your mod and Fallen Heroes use the same naming scheme for the enemies, it picked out your antiquarian_D, which is a Darkest-tier boss monster posing as a Hero instead of Fallen Heroes' antiquarian_D, which is just a 30 HP meat pinata.

So the takeaway here is that this was mostly a user error but please put a disclaimer to not use this mod alongside Fallen Heroes lest things break.
Quceka  [作者] 9 月 27 日 上午 4:15 
Hey CLens, I am sorry to hear this. Could you perhaps give me a bit more context on where this encounter happened? It sounds like it didn't happen during an actual mod quest, but this shouldn't be happening so that is why I am interested.

Concerning the balancing of (a lot) of the bosses, I have had similar experiences with most of these being too strong. I tried to make it so each boss would have at least one weakness/strategy which could be used, but even with me knowing the behaviours I have a (very) difficult time. So be sure I will be nerfing a lot of the bosses who are just too strong.
CLens 9 月 26 日 下午 3:11 
Just got TP'd by an Antiquarian with infinite summons with Darkest level damage, the ability to steal your characters, effectively three actions per turn, high double digit Dodge and triple digit HP in an Apprentice mission. So that was fun. Not.
Quceka  [作者] 9 月 24 日 上午 10:26 
Thank you amasii, I hope you will enjoy it!

It "Can" conflict with the Fallen Heroes mod (I am currently working on removing this conflict), and to my knowledge there is nothing else it should conflict with unless another mod uses the same prefix(es) as I do, these being "anomaly" or "anom"(which I doubt).

TLDR without the technical mumbo jumbo, with high certainty the only conflict which could arise is the Fallen Heroes mod (as of version 1.0)
amasii 9 月 18 日 下午 3:45 
This looks amazing!!! Thank you for satisfying your ambitions. What a time to be playing DD!
Is it bug-free? I am a bit afraid to shove it in into my ongoing week 70 playthrough with around 200 mods enabled. **Can** it conflict with anything?
Quceka  [作者] 9 月 3 日 上午 6:17 
Thank you all for the comments and the suggestions!

I am about to start my own full run (at last I know...) so I will be able to check if the town events trigger correctly (because week 188 is ridiculous tbh ;) )

The suggestions are very interesting, using some of the skins present in the workshop to distinguish my heroes is a great idea. Making it so modded heroes also work is an interesting idea, although I am not sure how viable it is due to the differences in how heroes and monsters are implemented in the game (but I will definetly look into it!).
Extreme Jihad 8 月 23 日 下午 9:20 
The first town event took until week 118 to trigger for me. This is likely because I play with a lot of mods so the game wanted to get all the recruit events many custom classes come with out of the way first. Just leaving this comment here in case someone doesn't get the first event early and wonders whether the mod is working or not.