Darkest Dungeon Catch All

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Color of Madness DLC is out for PC at least. $5

Looks like its partially inspired by The Color out of Space where a cosmic fragment corrupts a farm and village. It was always one of my favorite stories.

No new classes this time. Its a new area with a twist on the dungeon exploration mechanics. Instead of exploring a map it looks like you essentially have a long hallway. They describe it as 'endless' but you do have a goal, pushing towards the cosmic fragment and harvesting crystals, which are a new currency for use with a new merchant.

Ill be trying it out at lunch, looks fun Hopefully its not for too high level characters, because my old save doesnt have any!

There aren't any new classes but there is an old class skin being released as free DLC with the core game patch, also released today...

THE MUSKETEER!
First, a bonus! As many of you know, we created a Musketeer class (a mirror skin of Arbalest), and this class was a Kickstarter exclusive for two years. We’ve decided to now release the Musketeer for free to all owners of the game. It’s a “FreeLC”, meaning you just have to download the DLC and add it to the game.

I've chucked DD up as a RPG club nomination. I doubr it'll make the cut but I would like to play more, less intimidating as part of a group maybe.

Look what I got...

IMAGE(http://i1200.photobucket.com/albums/bb321/kergguz/20180722_112238.jpg)
IMAGE(http://i1200.photobucket.com/albums/bb321/kergguz/20180722_112253.jpg)
IMAGE(http://i1200.photobucket.com/albums/bb321/kergguz/20180722_112031_001.jpg)

OOOOoooooo Fancy!

parallaxview wrote:

OOOOoooooo Fancy!

It really is, and the best bit about it is it was completely free

My brother kickstarted the game waaaaaaay back, so long ago he can't even remember what tier he backed it at or what the rewards were. Turns out an art book was one of the rewards, they sent him two, and he was kind enough to give the spare to me since I really dig the game. The art book really is lovely. The diorama set I don't really care for but my son's having fun with it.

I fired this up to play something different. A played a little a couple months ago. I think I like the idea of Darkest Dungeon a bit more than I like the game itself. Mostly because I want to remember too many of the details and feel like I need to take notes. I want to remember what I fought in each dungeon, what their strengths and weaknesses were, what curious are found there, etc. I want to plan for my dungeon excursions.

My memory is crap about these things. The enemies list their attacks when you discover them which is nice, but I want to remember what position they make them from, how much damage they do, etc... At least the attacks list their special effects.

So most of my problems are mostly due to what I'm bad at, remembering things.

robc wrote:

I fired this up to play something different. A played a little a couple months ago. I think I like the idea of Darkest Dungeon a bit more than I like the game itself. Mostly because I want to remember too many of the details and feel like I need to take notes. I want to remember what I fought in each dungeon, what their strengths and weaknesses were, what curious are found there, etc. I want to plan for my dungeon excursions.

My memory is crap about these things. The enemies list their attacks when you discover them which is nice, but I want to remember what position they make them from, how much damage they do, etc... At least the attacks list their special effects.

So most of my problems are mostly due to what I'm bad at, remembering things.

I keep a shortcut to a wiki. I use it to look up which area I'm about to go into and remember which items are pack, and I use it to look up what items to use on which curios, because the trial-and-error approach kills my interest.

The game at least remembers the effects of items on curios and will mark the item's effect when you're presented with a curio, so that at least is a self-solving problem.

If you've fought a particular monster before their abilities will be displayed in the bottom right corner of the screen.

No shame in using the wiki, especially for curios

We have a sheet of notes on the coffee table. Especially helpful when taking long breaks from the game. I should get back to it...

When I was playing it, I got by on the Wikis as well to prepare for areas and deal with curious. I can't remember a person's name five seconds after I've heard it. I sure as hell can't remember what to hit with a shovel and what to use herbs on.

Jonman wrote:

The game at least remembers the effects of items on curios and will mark the item's effect when you're presented with a curio, so that at least is a self-solving problem.

That was a good addition when they added that in.

kergguz wrote:

If you've fought a particular monster before their abilities will be displayed in the bottom right corner of the screen.

I know that is in my post

It's that I want additional info about the attacks that I've observed - like what position they can use it from or how much damage it does. I just feel like I need to keep notes.

I imagine that stuff may be in the wiki, so I may have to use it like others mentioned above. I just wish it displayed that info in game once you've observed it in game.

Jonman wrote:

I keep a shortcut to a wiki. I use it to look up which area I'm about to go into and remember which items are pack, and I use it to look up what items to use on which curios, because the trial-and-error approach kills my interest.

I'm sure there are plenty of good resources out there, but I like this one for its good concise section on prepping for a dungeon run in each specific location.

Hangdog wrote:
Jonman wrote:

I keep a shortcut to a wiki. I use it to look up which area I'm about to go into and remember which items are pack, and I use it to look up what items to use on which curios, because the trial-and-error approach kills my interest.

I'm sure there are plenty of good resources out there, but I like this one for its good concise section on prepping for a dungeon run in each specific location.

I just got into this game and am *loving it so much*

Thank you for the link to that wiki, it's helped me loads. I wasn't even aware you could use items on curios for the first couple dozen hours I've dumped into this game. Now all my level 5 and 6 heroes are intensely afraid of everything but they trudge on. Just finished my first long mission (harrowing) and fought the big bird that stole my trinkets. Only had 5 heroes die so far and I'm almost a year into the game (from the week's progression anyway, just started playing 10 days ago).

I didn't get the expansions for it yet cuz I figured I'd try and conquer the main game first. Are they worth it to get to a new player?

The expansions widen the game rather than lengthening it. They're good for new players. I'd think carefully about the Crimson Court though. What it adds can be hard to deal with for a new player.

If you've played a couple dozen hours, made it a year in game, and only lost 5 heroes, then you are a lot better at this game than I am. I've lost countless heroes

I realized after a few failures that it's a perfectly acceptable strategy to treat the fresh new heroes as disposable. Sometimes you send in 4 newbies with no food and no torches and no medicines-- A Dark Run--pushing them in as far as you can, leaving one alive to flee with a backpack full of loot but so psychologically scarred that you've no choice but to kick the hollowed out husk of human being to the curb.

I guess I've become the true monster.

For new players I heartily recommend the radiant mode. It shortens the campaign by smoothing over the progression. In addition, there have been LOTS of quality of life improvements when it comes to replacing party members and recovering from disasters.

For context, my first normal campaign took just shy of 99 hours to complete. So shortening is somewhat relative here.

Dude I always assumed that was just "easy" mode so I went for the standard difficulty. Now I'm over 52 weeks in and the difficulty seemed to jump up? Not just because I'm doing tougher dungeons, it seems tougher even at regular ones. Hm.

Hangdog wrote:

I realized after a few failures that it's a perfectly acceptable strategy to treat the fresh new heroes as disposable. Sometimes you send in 4 newbies with no food and no torches and no medicines-- A Dark Run--pushing them in as far as you can, leaving one alive to flee with a backpack full of loot but so psychologically scarred that you've no choice but to kick the hollowed out husk of human being to the curb.

I guess I've become the true monster.

After losing 3 full parties of high-level mercs I started resorting to using disposable rookie squads to recoup the lost expense, too. :evilgrin:

I've always thought of DD as a very capitalist game.

NathanialG wrote:

I've always thought of DD as a very capitalist game.

It is. And I love both this comment and you.

Minotaar wrote:

Dude I always assumed that was just "easy" mode so I went for the standard difficulty. Now I'm over 52 weeks in and the difficulty seemed to jump up? Not just because I'm doing tougher dungeons, it seems tougher even at regular ones. Hm.

Not quite the case. Radiant lowers the experience required to level and raises the amount of gold you earn per run. So it really speeds up the game, eliminates most of the need forn grinding, and makes it easier to replace lost high level characters.

The actual combat encounters remain the same difficulty. It may feel easier because your characters are more likely fully upgraded, but it’s the same brutal difficulty.

I HIGHLY recommend it.

Doing it now! Radiant here I come. Just found these minis online, and since I paint minis, just ordered them and the highwayman as well.
IMAGE(https://i.etsystatic.com/14864911/r/il/a6830c/1478290181/il_fullxfull.1478290181_24hp.jpg)

Ooooo those are amazing. If I was a better mini painter I'd buy them.

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