Darkest Dungeon® II

Darkest Dungeon® II

Kingdoms Faction Integration
Wyświetlanie 1-10 z 26 pozycji
< 1  2  3 >
Aktualizacja: 30 września o godz. 14:09

Version 1.213

Old Blood Changes

1. Lowered Relic cost to 12 when found in a shop (before: 16 Relics).

2. If you have 3 or more infected Heroes in your party, all sources of The Old Blood will spawn +1 additional instance of it.

3. The unique Bloodlust/Wasting Assist events have had their Torch penalty reduced to 25 (before: 40 Torch).

4. The unique Passive Assist event is now guaranteed to occur, whenever possible.

Inn Item Changes

1. All Faction Inn Items now 1 Region duration when playing in the Confessions game mode. They still have a 3 Region duration when playing in the Kingdoms game mode.

Aktualizacja: 27 września o godz. 5:22

Version 1.212b

Trinket Changes

Bloodlust (All Variants) : Updated code to consider the one-turn grace period of the Crimson Curse, when attempting to triggers its Starve effect

Aktualizacja: 27 września o godz. 5:11

Version 1.212

Bug Fixes

1. Fixed Crimson Curse instantly progressing to the next state, when feeding infected Heroes mid-turn.

* All Crimson Curse states now have a 1-turn Grace period where they are not allowed to progress to the next state until the hero has started their turn

Aktualizacja: 25 września o godz. 9:11

Version 1.211b

Vendor Changes

1. Field Hospitals now sell The Old Blood. The price and quantities are identical to the Hoarder.

Aktualizacja: 25 września o godz. 8:53

Version 1.211

Bug Fixes

1. Fixed a bug that was causing Kingdoms Factions to spawn more frequently than intended

Aktualizacja: 24 września o godz. 9:38

Version 1.210

Encounter Logic Changes

This update features a minor overhaul for how Kingdom factions are encountered:

Before
Kingdom Factions had a default 10% chance to spawn
If they were not encountered within 5 battles, their spawn rate would temporarily increase to 80%, until encountered

New Encounter Rates

Kingdom Factions still have a default 10% chance to spawn
If you do not encounter them within 3 battles, their spawn chance increases to 33%
If you do not encounter them within 6 battles, their spawn chance increases to 66%
If you do not encounter them within 9 battles, their spawn chance increases to 90%

Additionally:

1. If you have less than 3 Map Scraps and do not have a Lair Map, their spawn rates will receive a boost (around +15% chance).

2. There is now an additional prerequisite before you can encounter them. You must have fought either Pillagers or Gaunts within the last 12 battles.

3. When using Bait, the encounter spawn chance is 90%, and will ignore the Pillager/Gaunt prerequisite.

The intent of this overhaul is to make encounters less predictable, as previously it was obvious when you were going to fight them, as long as you kept track of your battles. Additionally, this will ensure Pillagers/Gaunts don't just vanish from your run if you only sometimes get into Road Battles.

Miscellaneous Changes

1. If you're playing in the Denial Confession, Kingdom Factions will drop 2 Map Scraps, instead of 1.

2. The Hoarder now sells up to 3 Map Scraps (before: up to 1). Note that he may sell less Map Scraps if you already have some in your stagecoach, but he will always sell enough to get up to 3.

3. The "pity" Lair Map (introduced in the previous update) sold at Inns will not be available if the next region is The Mountain.

Compatibility Update (Part 2)

1. Made further updates to Crimson Curse "overrides" changes. If you're using other mods that make changes to the Crimson Curse, place this mod on top of your mod list

Aktualizacja: 21 września o godz. 16:30

Version 1.202


Crimson Curse Changes

1. This mod now overrides the Crimson Curse quirk, instead of appending to it
* If you're using multiple mods that alter the Crimson Curse, this should prevent overlapping effects

2. When fighting in the Valley, the Crimson Curse will be set to Passive state at the start of combat.
* This is relevant when using heroes between successful Confession runs, as the hero will retain the Crimson Curse.

Shop Changes (Confessions)

1. After completing Region 2, a random Lair Map will be available for purchase at the Inn. The price is 40 Baubles (Base price of 25 Baubles + a 15 Bauble "convenience fee")

* For the Denial Confession, this will be available after Region 1, instead

2. The price of Map Scraps (in Confessions) have been reduced to 10 Baubles (before: 20 baubles)

Bug Fixes

1. Fixed Crimson Curse having Confession's accelerated progression when playing in either the Beastmen or Coven modules

Aktualizacja: 5 września o godz. 3:47

Version 1.201

Bug Fixes

1. Fixed The Blood not interacting with Crimson Curse outside of the Curse of the Court module

Note: Using this item does not apply Crimson Curse to the hero, but will still sate the Crimson Curse.

2. Fixed The Wine not interacting with Crimson Curse outside of the Curse of the Court module

Note: Using this item does not apply Crimson Curse to the hero, but will still sate the Crimson Curse.

Aktualizacja: 5 września o godz. 3:47

Aktualizacja: 3 września o godz. 13:52

Version 1.2

Implemented Incursions

General Info

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. This means:

1. All Resistance node battles will be replaced by the Incursion faction
2. All road encounters against the Native faction will instead be battles against the Incursion faction.

Additionally, the invading faction's Lair will become active, without the need for a Lair Map.

During Incursions, the invaders will benefit from their Escalation 1 modifiers (Lairs will still use Escalation 3 modifiers)

Native Factions include: Cultists, Fanatics, Plague Eaters, Cadavers and Fisherfolk
Incursion Factions include: Beastmen, Witches and Bloodsuckers

Note: If using Bait Items, they will override Incursion encounters. You should still expect Incursion encounters at Resistance nodes

Confessions

In Confessions, Incursions have a ~12% spawn chance per Region (each Apex faction has a ~4% to start their own Incursion). While unlikely, it is possible for multiple Incursions to be active at a time.

Kingdoms

In Kingdoms, Incursions begin at Escalation 2 or higher. Once they begin, Incursions have a high chance (~50%) to occur, but with the following restrictions:

1. Each Faction is restricted to specific regions (Beastmen -> Tundra; Witches -> Tangle; Bloodsuckers -> Shroud)

2. Each Faction has a 30 day cooldown before they can attempt another Incursion

3. Incursions can only occur once every 7 days. Note that a "day", in this case, doesn't count if you pass the time; you must travel to other regions for it to count.

Additionally, the Region's length will be doubled during Incursions.

Rewards

Do to the increased difficulty that Incursion Region has, the rewards have been modified:

1. In Confessions, an additional (+4 or +8) Relics and Baubles are looted from each Incursion encounter
2. In Kingdoms, an additional (+2 or +4) Relics and Baubles are looted from each Incursion encounter
3. Incursion encounters have a 10% chance to drop Lair Map (Scrap) (instead of 100%)

Other Changes

1. Stress damage from the Wasting/Bloodlust version of Assistance encounters has been reduced to 2 (from 3)

2. Increased Loot obtained from Road Encounters (Beastmen/Witches/Bloodsuckers)*:

A) +4 Relics and Baubles (Confessions)
B) +2 Relics and Baubles (Kingdoms)

*These changes do not apply to Incursion encounters

Bug Fixes

1. Fixed certain (Crimson Curse) Assistance encounters incorrectly displaying the amount of Stress damage received.