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Ananse

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AnansetheSpider

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48 comments

  1. SirDanest
    SirDanest
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    Dead mod, I guess? That's a shame, the extra classes looked awesome.
    1. Magor1975
      Magor1975
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      i still hope for miracle,hundred ppl waiting for update include me.Look at the Pitch black,more than 5K downloads,and this is much better mod.
      Maybe autor need a little push and motivation .
  2. trelian5
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    Would it be possible for me to just put the classes into my game?
  3. Magor1975
    Magor1975
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    best mod i play,good job man.
    Any chance to update for newest version 15015?
    1. SirDanest
      SirDanest
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      Hoping for the update too!
  4. Norveejun
    Norveejun
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    Just a heads up, mod doesn't work with the newest update. If you guys are having issues with missing IDs and anything else, that's why. For me, whenever I try to change the skin of one of my members above #4 it CTDs.

    Mod looks great, looking forward to an update to make it functional again so I can try it out.
    1. mrriddler21
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      Just to add to the above. The specific missing data is related to the "monster brain" file which control AI preferences for monsters.

      Darkest Dungeon/Raid/ai/Monster_Brains_Definitions (the other file labelled "stable" doesn't seem to need to be modified)

      So on loading your game will show errors like "no monster brains for id: brigand_fusilier_D" etc...

      I just went in and copied the whole section for "id: brigand_fusilier_C" and changed it to id: brigand_fusilier_D and then repeat for all the other missing IDs. No idea if it'll work when those missions come up but it gets rid of the errors you see on loading.

      Edit: Eh, going to have give up. I can't reconcil the error involving ancestor_big_D in the brain_monster_definitions file. Tried using both the mod file and the default game file as the base and it always stick around. There's probably some other field that has been changed. All the other ones can be fixed (I think in theory).
  5. Phreeze1337
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    EDIT: Just tried to run the first expedition, and I keep getting crashes. Not only that, but something with the 'no id cultist_brawler' with something to do with 'brain'. I'm no tech genius, so it's frustrating to see this happening.
    Help?
    1. drumhs
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      Out of curiosity, did you try installing the mod on the newest version of Darkest Dungeon (the version with town events)? Because I do believe the new version would also need an update to the mod to function (Pitch Black Dungeon needed one). Ananse hasn't interacted with anyone here or on reddit (at least about PBS) for a bit now (as is obvious with the thread below this one concerning albert and making names for the trinkets), so an updated version hasn't been made yet. If this is the case, simply use a backup of the old game files (I always save mine, I hope you've saved yours) or be patient and wait for Ananse to update the mod. If this isn't the case, I have no idea.
    2. cscowcow
      cscowcow
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      I guess that if you got a legal copy of the game, you can download a cracked one of the version you wanted barelly legally, right ?
      I'm so curious about this Mod, that i'm angry against RedHook for releasing this update XD
  6. Albert889
    Albert889
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    I'm loving your work man, i've been playing for just 4 hours and I feel as if the game is new altogether. But I do have a question. Some of my trinkets are named "Martyr 1" or "Houndmaster 2". Is this a bug on my part or is this something that hasn't been covered yet in the development process?
    1. AnansetheSpider
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      As part of the redesign process, all of the hero trinkets from vanilla were removed and replaced with custom ones of my own making - 1 common, 1 uncommon, 1 rare, and 1 very rare per class. I haven't gotten around to naming most of them, and so they still have placeholder names like Houndmaster 1, Inquisitor 3, etc.

      If you decide you like the mod enough to lend a helping hand, coming up with actual trinket names is something that would be easy for anyone to do on a small scale. So, like, you could post back here with

      Houndmaster 1 = Spiked Collar
      Houndmaster 2 = Golden Whistle

      etc.

      and there's a high chance it would go straight into the next update.

      Thanks for playing, enjoy!
    2. Albert889
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      I think I easily manage that. But if you had a list of trinkets and their effects, it would save me alot of time looking at their effects because the file that contains the effects is not the same file as the one that contains their names. I can't really imagine you had something so handy, but I wanted to ask anyways.
    3. AnansetheSpider
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      unfortunately it is as you say - there is the trinkets.json file, which contains all the trinkets named like "houndmaster_1", the buffs.json file, which defines all of the effects on those items (most of them are pretty self-explanatory, if you can decipher what SPD-2 could possibly mean), and then there are all the trinket images in the panels directory. I would imagine the simplest way to do it would be to open the json files in one window, the panels folder in another window, and a text document up in a third window where you write names. So for houndmaster_1 you'd check the panels image and the json file and write a name that somewhat corresponded with both (or whatever. I set the bar pretty low with houndmaster_1). Which you could then just write to me, or if you're feeling ambitious, edit the miscellaneous localization file where the item names are stored. But you don't have to do that part if you don't want

      And for the record, this would make you the most useful person I've encountered in this whole process by far. Which I'm sure I'll probably remember, to the extent I am able to coherently recall anything.

      As an aside, if you encounter any items that just don't make any sense (ie, ranged damage on a melee class), the explanation for them is the same as the reason no such list exists as might fulfill your request - I do most of my work drunk between the hours of midnight and 6AM. Go ahead and fix them if you feel up to it, I won't take offense.
    4. Albert889
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      Alright, I've started work on the new names and such. I ran into a bunch of confusion 15 minutes after starting. It appears that each class has 12 trinkets though I can only find 4 of them. For example Heart Locket, Old Locket, Fragile Locket, Heirloom Lock, Sturdy Lock, Heavy Lock, Star Padlock, Alloy Padlock, Spiked Padlock, Rage Chains, Lunar Chains, and Cursed Chains, This is the order in which it states the trinkets in the localization file. Thing is, I can't find any traces of anything after trinket 4 in any of the trinket or buff files. I'm a bit confused as to what to do in terms of the ones after number 4. If I missed something really obvious then i'm sorry to bother you but i'm at a bit of a loss here as to where they are or if they exist at all. Thanks
    5. Albert889
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      Alright Ananse, I'm finished. How do I send you the file?
  7. drumhs
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    Something I've found in my time of playing is that the profane faction really seems to be missing healers compared to the holy faction. Particularly, they have no real frontline healer. If you tried to think of a "fantasy archetype" for a profane healer that works in the frontline, you'd probably find yourself at a loss for ideas (I certainly was stumped when I tried to think of one. After looking around online for one, I found that Warhammer online has a class known as "Disciple of Khaine". Thematically, they're elves that serve Khaine, elvish god of murder. They seem to either wield two swords, or a sword and a focus item (either a chalace or a skull). Mechanically, they're medium to heavy armoured melee fighters and healers. They steal "Soul essence" from their enemies through their swords and can use this to restore themselves, their allies, or channel it into stronger attacks. I've tried to create this class on my own, but found that I don't know how to program separate modes into a class (like how the abomination has). The basic idea is they would have to alternate every turn between generating soul essence and using soul essence, with a different set of abilities for the "empowered" mode (filled with soul essence) and "drained" mode (no soul essence). no ranged abilities, and would generally need to be in the front to heal as well. Base damage would be the same as a houndmaster, medium armour, health, and dodge.
    Level 1 abilities would be as follows

    Soul Infusion, usable when empowered, switch to drained, single target heal that's twice as effective as a vestal's single target heal, targets all ranks, usable from all ranks (the reasoning of making it twice as effective as a vestal's heal is that, you can only use it every other turn. And if it so happens someone hits death's door when you're drained, you're gonna have to wait another turn ,and hope you don't miss with consume soul, to be able to heal again. Basically it's to trade relaibility for the extra power of a weak attack every other turn)

    Blood offering, usable when drained, bleed self (for half the amount soul infusion heals) and stress heal self, switch to empowered

    Consume Soul, usable when drained, switch to empowered if it hits a non corpse (I don't know if it's possible to code in an ability to not trigger on corpses), base damage melee attack usable from ranks 1 and 2, targets enemy rank 1 or 2

    Soul Dispersal, usable when empowered, switch to drained, group heal that's twice as effective as vestal's group heal (same reasoning as soul infusion) targets all friendlies, usable from all ranks.

    Rend Soul, usable when empowered, switch to drained, melee attack that does double base damage. consume soul + rend soul is about the same damage as 2 turns of crusader's basic attack. This would allow the khaine's disciple to be (almost) as effective a frontline fighter as a crusader. Less so because it's a weak attack followed by a strong attack, meaning you'll have a hard time killing enemies on the first turn before they can kill you. You also have to hit with the weak attack to even be able to use the strong one. usable from rank 1+2, hits enemy ranks 1 or 2.

    Soul Inspiration, usable when empowered, switch to drained, some kind of stress heal. This one I'm not sure about. It doesn't really exist in warhammer either, and I feel like it might make this class a bit too versatile.

    Steal Life, basically a melee version of vestal's judgement. Usable while drained, doesn't switch between drained or empowered. -50% damage, heal self for 4 (half of soul infusion). usable from rank 1 and 2, hits enemy ranks 1 or 2.
    (most abilities based on warhammer disciple of khaine abilities)

    I hope you like the idea Ananse, feel free to use it in any way you please. I really just think the profane should have a battle priest equivalent.
    1. AnansetheSpider
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      cool stuff ! Here's a few disjointed initial responses:

      1. I like the class, obviously I would want to change the lore a bit bc to fit the DD universe. But it seems like a cool idea in theory.

      2. Overall, the Profane faction is meant to feel a bit "healer-lite" relative to the Holy faction. That said, it's possible that the current version of the game pushes too far in that direction, or doesn't give Profane enough toys to compensate for the lack of healing.

      3. I really like the idea of a bimodal class that doesn't get a "free" switch (like the abom has). The truth is there's an amazing amount od esign space left over in modal classes, and this gives me a bunch of cool ideas to work with
    2. AnansetheSpider
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      After a bit of thought, I think I like that class enough to make it pretty much as written - I don't suppose you'd be interested in making up some art for it? And before you say you don't know how, keep in mind I don't either, and I've somehow gotten 20ish classes to functional levels of artistic distinction from vanilla
    3. socalaries
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      Love the idea.
    4. drumhs
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      Unfortunately, when I tried to make the class for myself, I did look at the art files. Had no idea what I was looking at. However, the vestal's body (plates on robes, both male and female disciples seem to wear them) isn't far off from the concept art of the Disciple of Khaine. Taking the body from (Fowest Green's)Cultist Vestal skin, replacing her mace with a sword (perhaps the crusader's), replacing her head (your witches head would probably do fine, I don't think it being an elf really matters that much), and I don't know how hard it would be to replace the book with a chalice/skull, looks like it might be more difficult but the book would probably be fine as a focus item, would make the class look (relatively) true to its original form and distinguish it from the others. (I assume this is how most people do visual mods in darkest dungeon, taking assets from other parts of the game and bringing them together in unique combinations. At least that's what it's looked like most of the time to me, but what do I know)

      When I wrote this class's info.darkest and effects.darkest lines, I wasn't able to figure one thing out. Is there a way to exclude corpses (or any individual species type) from activating abilities like how you can specify individual ones to trigger abilities. In case that isn't clear, I could not find a way to keep steal life from healing self when attacking corpses, or keep consume soul from triggering the transform on corpses (not to mention that I didn't know where to write in the game's code the specifics of each transform, that each fight needed to start as drained, and end each fight by switching off drained, etc, but I'm sure you know how to do all that), is excluding corpses even possible in the current build of the game? Also, in case you were ever wondering, I am the same "drum_bass" from reddit.
  8. joey4track
    joey4track
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    Can we expect an update soon? Not sure if it's just because I am on the current version of DD and PBS isn't compatible or what but some of the animations for some of the classes are messed up. For example, whenever the medic uses his skills he will turn into a vestal for the animations. Really enjoying the mod, thanks!
    1. AnansetheSpider
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      its not you, plenty of the animations are currently incomplete. I am primarily a coder, and I've put on my artist hat a bunch for this mod but I'm not very good at it. Frankly, I am hoping other people step up to the plate at some point in development (which is already happening a little bit).

      As for an update, expect one soon! I was holding off for a while in anticipation of the April 26th patch, because I didn't know if/to what extent it was gonna mess up code I already had in place. Also, now that it's stable at the very least, I'm planning to have regular updates a little less often (once every two weeks or so).

      TLDR; expect an update soon!
    2. joey4track
      joey4track
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      Thank you, looking forward to it!
  9. OBAYER
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    Hey there ! Great mod, great job ! But i have strange issue - no sounds for new heroes and new abilities. Any ideas ?
    1. AnansetheSpider
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      Right now there is nothing that can be done about this on the modders' end - it is a known issue that Red Hook has promised to address in the future at some point. Pretty much all the work I'm doing on DD is contingent on my belief in that promise Whether it's a month from now or a year or whatever, as soon as its possible for sound to be implemented, I'm on it.
    2. OBAYER
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      Oh, good to know it, thanks for reply.
  10. Pivoslave
    Pivoslave
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    Can I have a permission to separatly upload new classes on Nexus,mentioning this mod and giving link to it?
    1. AnansetheSpider
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      Permission granted, let me know what you do and I'll check it out/maybe mutually mention