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"can_remove_with_camping_skill" : false,
You'd need to change all these to true if you wanted it to work.
On the topic of that dialogue I do agree, I made a lot of strings so there's always some small things that fall through the cracks. I'll put those on my list and see if I can't get an update out sometime soon.
I hope to hear more from you and if you do check out the overhaul come find me on our discord if you like, I always like hearing what people think of it!
Regarding how it works in classic DD: While it's great for adding a bit more interesting challenge, from a narrative standpoint it feels strange to be in a situation in which you're often seeking out getting your characters infected with the crimson curse in order to cure them of worse diseases. The crimson curse and the diseases you added feel like they're working to defeat each other mechanically, and kind of ruin the atmosphere that each would otherwise create on their own. One possible solution might be to make the effects of the crimson curse worse, another might be to make bloodsuckers avoid drinking the blood of characters with obvious disease symptoms (i.e. preferring other attacks against characters in the later disease development stages, perhaps with an occasional bark to point out that they seem to avoiding contact with that character).
She started bleeding from her eyes (1 hp per turn for 14 turns). Every 1-4 turns it would stack, getting to the point that she was losing 1/3 of her hp every turn. I kept using bandages on her, but then ran out, and then ran desperately to every throbbing hive I could find, activating them to try to get her infected with the crimson curse to override her eye infection and save her life. I had to heal her every turn of combat, but I eventually got her infected with the curse, at a heavy health and stress cost to the rest of my party. Fun stuff.
Fundamentally what it does is make diseases a much bigger drain on your resources, which forces you to give a lot of consideration to avoiding them. The lowly disease charm (+20% disease resist, -2 dodge) becomes one of your most valuable trinkets that you want to bring on most expeditions. Maxing out on holy water and using it in battle becomes more important. You need to carefully consider when you can afford warrens expeditions. The grave robber's and plague doctor's camp skill mostly just add 4-battle +20% disease resist buffs now (instead of curing diseases), but even in those nerfed forms they're absolutely worth using most of the time.
I found two issues with the mod currently, in case you plan to update it.
1) Shieldbreaker's camping skill. I believe this mod ignores the default.camping_skills.json in its /dlc directory, and only reads from the "default" one in /raid causing shieldbreaker to lose Encourage, Wound care, and Pep talk.
2) Man-at-arms' Bolster skill (specifically lv 3 and 4) normally buffs -15% stress dmg, but with this mod it debuffs +15% stress instead. I looked in /shared/buffs/ new.buffs.json and under "STRESSDMG-15" it is missing minus sign on line 3394, which the "amount" should be -0.15 (negative value).
speaking of forgotten dungeons, where the hell did you get that font in its description from? or are they just really cool looking pictures that use words?
i love testing this on my guinea pigs heroes lol