Darkest Dungeon® II

Darkest Dungeon® II

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Kingdoms Faction Integration
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1.114 MB
8 月 23 日 上午 9:43
9 月 30 日 下午 2:09
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Kingdoms Faction Integration

描述
Current Update (Version 1.213)

Click Here to check the Change Notes for the mod's most recent update

Summary of Recent Changes:

- Implemented Incursions
- Improved Encounter Logic
- Introduced "pity" Lair Maps to Confessions

What does this mod do?

Kingdoms Faction Integration aims to fully integrate the Module-exclusive factions into both Confessions and Kingdoms game mode, allowing you to encounter all enemies and bosses, regardless of your preferred game mode. This mod includes an adjusted Crimson Curse, exclusive to Confessions game mode.

The mod has options for adjusting faction encounter rates.

Mod Status

This mod is feature complete! No major updates are planned

Future updates will only be tweaks and bug fixes for current features

Features

1. Road Encounters : Kingdom Factions can be fought on the Road, and use a dynamic spawn rate to ensure frequent encounters.

2. Lair Encounters : You can locate new Lairs, challenge the Kingdom Faction's Boss, and earn unique trophies.

3. Incursions: Kingdom Factions can invade other regions, making them very dangerous. Are you up for the challenge?

4. Bait : You can adjust the spawn rate of enemies using Bait Items.

5. Crimson Curse (Confessions): The mod includes an adjusted Crimson Curse, exclusively when playing in Confessions game mode.


Road Encounters

With this mod enabled, Kingdom Factions have a chance to spawn during Road Battles. The mod uses a dynamic spawn rate to guarantee encounters, without causing them to become too frequent.

Kingdom Factions have a default 10% spawn chance
After 3 battles without encountering them, they have a 33% spawn chance
After 6 battles without encountering them, they have a 66% spawn chance
After 9 battles without encountering them, they have a 90% spawn chance

As an additional precaution, Pillagers/Gaunts will have to be fought occasionally (every 12 battles) before these factions are allowed to spawn.


Lair Encounters

Each time you defeat a Road Encounter, you will obtain a [Lair Map (Scrap)] item. Gathering enough of these will allow you to restore them into a random, complete [Lair Map] Stagecoach Item. Equipping this item will allow you to locate an Apex Faction's Lair at the next [Creature Den]

This special Lair functions like any other Lair: 3 waves of enemies, with the final wave being the Faction Boss. Defeating the Faction Boss will reward you with a unique Trophy.

To view trophies in this mod, check the [Trophy Effect List] discussion thread on the discussion page. Click Here to check the page

Additionally, the Hoarder will always sell 1 Lair Map (Scrap) per visit. You can use this feature in case you get very unlucky with spawns.

Incursions

Incursions are special Region Modifiers that modify the main faction of a region. Specifically, when an Incursion is active, the main (Native) faction will be replaced by the stated Incursion faction, replacing them during Resistance and Road encounters. These events are dangerous, but are an opportunity to gain more loot.

In Confessions, each Region has a 12% chance to suffer from an Incursion.
In Kingdoms, Incursions begin at Escalation 2 and happen periodically (roughly once every 7 days)

Bait

If you feel like the encounter rates are too low, wish to challenge yourself, or just want to farm Map Scraps: You can buy Bait Items from any Inn. Bait Items set the spawn rate of Kingdom Factions to 90% while you have them in your Stagecoach Inventory.

There are 3 different bait items, each setting the spawn chance to 90%. The only difference is which Kingdom Faction you will encounter. The [Enmity's Pendant] Item will set the spawn rate to 90%, but the faction you encounter will be random.

Kingdoms Game Mode (Special Note)

This mod is 100% compatible with Kingdoms game mode. When used for Kingdoms game mode, the mod will only spawn the non-main faction(s):

Hunger of the Beast Clan : No Beastmen encounters/lairs/incursions will spawn
Secrets of the Coven : No Coven encounters/lairs/incursions will spawn
Curse of the Court : No Courtier encounters/lairs/incursions will spawn

Crimson Curse (Confessions)

When playing in Confessions game mode, the Crimson Curse will behave differently:

1. Accelerated Progression: The Crimson Curse will progress faster. The Curse will progress over the course of several battles, instead of days. The average duration of each state is 3 battles.

2. Wasting Death: A hero that remains in Wasting state for too long will die.

Click Here for more details

Crimson Curse (General)

When playing outside of the Curse of the Court module, the following Crimson Curse-related features are enabled:

1. Unique Assistance Encounter A hero with Crimson Curse will have a unique Assistance Encounter. This encounter will grant the hero a large quantity of Blood, to help sate the Crimson Curse.

2. Vendor Updates: Field Hospitals can sell The Cure. Hoarders/Field Hospitals will always sell Blood.


Curse of the Court Compatibility

Current Compatibility Status: Complete

This mod is fully compatible with the Curse of the Court

Known Issues

1. Disabling the mod while having heroes with Crimson Curse will not remove the curse from the heroes.

Issue Fix: Use this mod (The Cure, Everywhere) to manually fix the issue.

热门讨论 查看全部(4)
0
8 月 31 日 上午 7:31
置顶: Crimson Curse Adjustments
Seignar
0
8 月 23 日 下午 3:38
置顶: Appended/Override Notes
Seignar
0
8 月 23 日 下午 3:23
置顶: Compatibility Notes
Seignar
36 条留言
David Hogins 9 月 25 日 下午 5:06 
@Seignar you only have the option to take blood from encounters when you're starving, unfortunately.
icole1500._. 9 月 25 日 上午 11:13 
Yes, it only happened when the hero fed themselves mid-turn.
Seignar  [作者] 9 月 25 日 上午 9:32 
@ David, The Blood is sold by Hoarders, and anytime you go into an Assist encounter with a cursed hero (that isn't in passive state) they should give you a special option that will grant you Blood. If this isn't happening, then you might have a bug. I would ask that you re-download the mod, as I don't seem to experience this same issue on my end.

@Icole, Has this only happened when you feed the hero mid-turn (it is their turn, and that hero is using the Blood on themselves)? I did find a slight oversight with the curse timer, that would cause the timer to be briefly ignored. I'll look into fixing this, and the previous Inn item issue you mentioned.
icole1500._. 9 月 25 日 上午 9:09 
Something broke the Crimson Curse's timer in the recent updates, cursed heroes might starve right after you give them the blood, in the same battle.
I usually wait until my heroes hit the Wasting state, give them the Blood, they go back to the Passive state and then they sometimes become Craving right after their turn.
David Hogins 9 月 25 日 上午 1:35 
No im not really using any other mod.

Its more of the fact that blood is really hard to acquire if you dont fight them, you cant cure this in the hospital, blood is not sold anywhere by default neither the cure.

It is overly easy to get hit once in the beginning of a run, contract the curse and not get a single vial ever again.

Not only that, in lair fights each phase will progress the disease, making it even worse to run lairs with a cursed character.

But i appreciate the effort. Great mod aside from that.
Seignar  [作者] 9 月 24 日 上午 10:18 
Ok, so I threw out another update, with another attempt at fixing issues with Crimson Curse. First, if you're experiencing issues with Crimson Curse progressing very quickly, this is likely a conflict with another mod that introduces similar mechanics to the Crimson Curse (Darkest Delights does this).

This new update should fix this conflict issue with Darkest Delights (and any other mods). If you want to play with this mod's version of Crimson Curse, drag this mod to the top of your mod list (literally click the mod, and drag it to the top in the in-game menu). Otherwise, place this mod at the bottom of your mod list.

If this does not fix your issues, then I'm sorry, but I don't know what more I can do.
MaskedNightmare 9 月 23 日 上午 11:16 
@David Hogins
I 2nd this. Even after the hotfix, lost my jester within two rounds after getting the curse the battle prior.
icole1500._. 9 月 23 日 上午 10:09 
Okay, Mr. Developer one more little issue, the inn Items from Kingdoms modules linger for 3 regions even in Confessions, that's almost an entire run. A little game breaking considering how strong some of them are.
I hope you can make some adjustments for those items, if possible :steamhappy:
David Hogins 9 月 22 日 下午 2:45 
Any way to remove the crimson curse? Lost a run because a single encounter showed up and never again.
Seignar  [作者] 9 月 21 日 下午 4:42 
@icole, Did a quick hotfix to fix both of your issues. Your Jester should reset their state to Passive once you enter the initial Valley battle. Also, the Crimson Curse should now have its normal progression in the beast clan module.