Added story portrait, it shows in places like hospital or trainer.
NOTE: Portrait during choices is still bugged. I have tried to fix it in numerous ways but it just doesn't seem to work. It's still a priority for next updates.
Update 0.7
BUG FIXES ______________________
- Knight now properly clears stacking deathblow resist debuff after surviving death door attacks at combat end, instead of keeping them forever.
MISCELLANEOUS _______________________
- Added default name - Roderich
Update 0.6
BUG FIXES ______________________
- Knight's passive (benediction) is now applied at combat start and cleared at combat end, instead of being applied once with infinite duration.
That should fix Knight losing his passive on occasions like summoning him from a memory or replacing him with a Bounty Hunter.
Every subsequent Death Doors will have classic effect: add 2 weakness tokens -3 speed
BALANCE
Flashing blade:
Damage unchanged Bleed removed Now applies 1 weakness token to enemies hit
BUG FIXES
Knight's corpse now has size of 1 instead of 2
Unfortunately, enemy Knight's corpse also has size 1 now. This issue is more complicated that it sounds and this is a workaround for now to prevent hero 4 from going off screen if Knight dies.
Update 0.3
Skill icons are here
Update 0.2
BALANCE ___________________
HP 60 -> 50 - He's still the tankiest out there, but less obnoxious Speed 4 -> 3
Have at you Cooldown 1 -> 2 (still a solid skill and a way to get back to position 1, but slightly more vulnerable vs enemies that mix up formation)
Riposte Bleed 3 -> 2
MISCELLANEOUS _____________________
Portrait redesigned (it's slightly off and doesn't "light up", but I'll look into it again in future updates)
Still no custom skill icons, looking into it now...
BUG TRACKER (here I will post bugs that I'm aware of)
Balance - 1. Currently enemy knight has the same skill parameters as hero knight (except benediction) - I will need to investigate this issue and find out how to separate their abilities
Anims - 1. When selecting Biting blade or Flashing blade and waiting few seconds before using it breaks his animations until doing another action - Unfixable right now
Miscellaneous - 1. He's too damn big! - Yeah I tried to use custom scale argument to reduce his size by 20% that Binarsun came up with, but it seemed to create an endless loading loop for EGS platforms so that's disabled for now until I'll learn how to make it not buggy. 2. His corpse takes 2 spaces instead of 1 - working on it now.
how TF do i install this i downloaded the dependent file placed it in the the darkest dungeon 2 folder then opened the zip of this file and placed it in the "mods" folder it never loads what am i doing wrong?????????
Hello, would it be possible to have a custom hero for the Lost Battalion's Drummer? I really like his playstyle and I would love to have an opportunity to play around with his skills & gimmicks as a support, if possible of course. Aside from that, this is a really awesome mod.
Thing is I could probably make drummer easily, but he is kinda designed to buff / work around other lost battalion monsters, unlocking special attacks for them etc.
As far as I know he only has 1 skill animation so it would be kinda boring to make him as standalone support hero as all he'd do would be banging dem drums.
But I'll take a detailed look into him and see if I could make it work.
Thanks a lot! I'm glad you'd be willing, I have tried to do the files myself but there was clearly something wrong and after trying to fix it and make it work a couple of times, I eventually ran out of ideas on what I could've screwed up and decided that it would be easier to ask someone for help. But still, thanks a lot for looking into it, I hope it turns out to be doable!
If you want you can just use my files as a guide. Compare it to lost_battalion_knight.csv and see what I changed and why. Should be easily doable once you learn what parts of code represent what things in game.
I'll have a look onto drummer some time, but can't promise any new mods for now.
I'd do it just for you as it wouldn't be a long process, but I'm very burned out atm with some personal issues and can't really bother creating anything.
Also, thanks for kind words and I'm happy you like my work.
That's what I had initially done actually, I used your Knight files as a guide and replaced them with what I thought would make sense, but I guess i'm still missing some knowledge which is totally normal. But don't worry about it, you don't have to do it now, take all the time you need to recover, I'm happy enough as it is that you'd be willing to make my request real. Best wishes to you.
Nevermind, funnily enough I finally got it to work, I just need help with the icons for the UI now, since I can't find them anywhere at all. Unless you made custom ones for your Knight mod? Thanks in advance!
Funny you should ask, as I was *kinda* going to make death as a hero as my 2nd mod after Knight is all ready.
The long way to make a full scale mod like this is complicated. Takes patience and creativity on finding clever ways to make an enemy look like a hero. I had to offer my soul to the Unspeakable Thing Beneath The Manor to design the Benediction feature. I won't be making any guides yet as I still haven't fully understood and mastered DD2's modding possibilities. I often just tried various things and one of them worked.
The short way would be just taking my files and replacing everything that relates to Knight to relate to Death instead. You will still need to give yourself a bit of time and few tries to understand how to change the game now without official mod tools, but many things are possible and I try my best to discover more every day.
In case you want to try, the audio path to death will be Audio,YourHeroNameHere,event:/actors/monsters/shared_death/,
You need to specify it or otherwise hero will have no sound at all. It was one of my first problems while creating Knight.
Excuse me, can you tell me where you got the icons for the knight from? I made the death character work, but I need to add a few graphic fixes to make the hero look satisfactory. Thank you in advance!
BUG: the knight gets debuff to a death blow, not for one fight like all the other characters, but forever, until the end of the act. I think it's because the game still considers him as enemy.
The enemy knight has a special feature: when he enters the deathdoor, he gets a buff of +5 speed and +50% damage. Will this character have the same feature?
Right now he doesn't. He gets 2 weakness tokens like any other hero.
Im having a setback with some graphical elements I wanted to include before balacing/adding special features like his unique Death's door mechanic.
I'm sure I will add this feature maybe at slightly weakened state like +3 speed +30%dmg as he counts as 1 hero whilst enemy knight uses 2 spaces so he's naturally meant to be stronger.
I can't get the benediction token, after the first battle in valley. The knight loses the string "removes dot_knight" from his conditions. Don't now why this happen :/ (But i like the idea of his mechanic. That looks super cool)
With custom heroes becoming a thing, is there potential for kit swapping? Like putting the Man at Arms skills on the Leper for example? Animations might not always make sense, but I can dream of such a future.
Yes, I could easily make a mod where Leper has MAA skills. Naturally, for animations to make sense i would have to replace offensive skills with offensive skills and same thing with defensive skills / buffs, so if either class has more skills of certain type you would have to skip those or make different skills out of them if that makes sense?
Say leper would use Solemnity but skill data would've been replaced with MAA Bolster.
Or MAA would use Crush, but it would have Purge parameters.
It would really be just a lot of text swapping and maybe writing custom localization, but yes, totally possible.
40 comments
GRAPHICS
____________________
Added story portrait, it shows in places like hospital or trainer.
NOTE: Portrait during choices is still bugged. I have tried to fix it in numerous ways but it just doesn't seem to work. It's still a priority for next updates.
Update 0.7
BUG FIXES
______________________
- Knight now properly clears stacking deathblow resist debuff after surviving death door attacks at combat end, instead of keeping them forever.
MISCELLANEOUS
_______________________
- Added default name - Roderich
Update 0.6
BUG FIXES
______________________
- Knight's passive (benediction) is now applied at combat start and cleared at combat end, instead of being applied once with infinite duration.
That should fix Knight losing his passive on occasions like summoning him from a memory or replacing him with a Bounty Hunter.
Should work with existing saves.
Thanks Rebox47
Update 0.5
BUG FIXES
__________________________________
- Knight now properly gains 1 benediction token in every combat, instead in only the first one in the Valley.
Update 0.4
BIG CHANGES
NEW UNIQUE DEATH'S DOOR MECHANIC - BENEDICTION
Knight will now start combat with 1 Benediction token
Benediction:
Upon entering Death's Door for the first time:
remove all weakness tokens
add 1 speed token
add 1 strength token
add 1 block plus token
add 6 regeneration (3 turns)
remove 1 Benediction
Every subsequent Death Doors will have classic effect:
add 2 weakness tokens
-3 speed
BALANCE
Flashing blade:
Damage unchanged
Bleed removed
Now applies 1 weakness token to enemies hit
BUG FIXES
Knight's corpse now has size of 1 instead of 2
Unfortunately, enemy Knight's corpse also has size 1 now. This issue is more complicated that it sounds and this is a workaround for now to prevent hero 4 from going off screen if Knight dies.
Update 0.3
Skill icons are here
Update 0.2
BALANCE
___________________
HP 60 -> 50 - He's still the tankiest out there, but less obnoxious
Speed 4 -> 3
Have at you
Cooldown 1 -> 2 (still a solid skill and a way to get back to position 1, but slightly more vulnerable vs enemies that mix up formation)
Riposte
Bleed 3 -> 2
MISCELLANEOUS
_____________________
Portrait redesigned (it's slightly off and doesn't "light up", but I'll look into it again in future updates)
Still no custom skill icons, looking into it now...
Balance -
1. Currently enemy knight has the same skill parameters as hero knight (except benediction) - I will need to investigate this issue and find out how to separate their abilities
Anims -
1. When selecting Biting blade or Flashing blade and waiting few seconds before using it breaks his animations until doing another action - Unfixable right now
Miscellaneous -
1. He's too damn big! - Yeah I tried to use custom scale argument to reduce his size by 20% that Binarsun came up with, but it seemed to create an endless loading loop for EGS platforms so that's disabled for now until I'll learn how to make it not buggy.
2. His corpse takes 2 spaces instead of 1 - working on it now.
Mod won't work as the plugin is broken. Until RH releases mod tools or rebuilds their file structure I'm unable to make custom classes work again :/
As far as I know he only has 1 skill animation so it would be kinda boring to make him as standalone support hero as all he'd do would be banging dem drums.
But I'll take a detailed look into him and see if I could make it work.
I'll have a look onto drummer some time, but can't promise any new mods for now.
I'd do it just for you as it wouldn't be a long process, but I'm very burned out atm with some personal issues and can't really bother creating anything.
Also, thanks for kind words and I'm happy you like my work.
After you find an icon that you like, you need to put it in your mod's Sprites folder and specify icon path in your Hero.csv. Use Knight as example.
The long way to make a full scale mod like this is complicated. Takes patience and creativity on finding clever ways to make an enemy look like a hero. I had to offer my soul to the Unspeakable Thing Beneath The Manor to design the Benediction feature. I won't be making any guides yet as I still haven't fully understood and mastered DD2's modding possibilities. I often just tried various things and one of them worked.
The short way would be just taking my files and replacing everything that relates to Knight to relate to Death instead. You will still need to give yourself a bit of time and few tries to understand how to change the game now without official mod tools, but many things are possible and I try my best to discover more every day.
In case you want to try, the audio path to death will be
Audio,YourHeroNameHere,event:/actors/monsters/shared_death/,
You need to specify it or otherwise hero will have no sound at all. It was one of my first problems while creating Knight.
Hope that helps
hero_man_at_arms_assets_all
hero_occultist_assets_all
hero_leper_assets_all
with AssetStudioGUI
Edit - I found a a bit in the code that was causing the issue.
Each hero has an argument
deaths_door_survive_effects,deathblow_chance_shaping_heroes_e,
While knight still had the argument
deaths_door_survive_effects,deathblow_chance_shaping_e,
Must've overlooked that. Should be all fixed now.
Im having a setback with some graphical elements I wanted to include before balacing/adding special features like his unique Death's door mechanic.
I'm sure I will add this feature maybe at slightly weakened state like +3 speed +30%dmg as he counts as 1 hero whilst enemy knight uses 2 spaces so he's naturally meant to be stronger.
(But i like the idea of his mechanic. That looks super cool)
I have implemented an experimental fix that SHOULD apply his passive on the combat start regardless of external parameters...
I'll do a quick run with him and test if the issue has been resolved. Thanks for pointing it out.
Say leper would use Solemnity but skill data would've been replaced with MAA Bolster.
Or MAA would use Crush, but it would have Purge parameters.
It would really be just a lot of text swapping and maybe writing custom localization, but yes, totally possible.