zenmetsu006 Posted June 1, 2022 Posted June 1, 2022 Would it be possible to turn the tentacle monster from LL into a playable class? I would love to have the little guy on my side gobbling up his teammates to heal/protecc them, but don't know if that sort of friendly capture mechanic is possible. I'm picturing something like abom where he transforms between "empty" and "full" mode to differentiate movesets. Looking for some expert opinions here before I give real modding a go, I've only ever cobbled together other people's art assets. eg) the roster_bggrad that inspired this class idea XD 1
Fasterflight225 Posted June 1, 2022 Posted June 1, 2022 13 minutes ago, zenmetsu006 said: Would it be possible to turn the tentacle monster from LL into a playable class? I would love to have the little guy on my side gobbling up his teammates to heal/protecc them, but don't know if that sort of friendly capture mechanic is possible. I'm picturing something like abom where he transforms between "empty" and "full" mode to differentiate movesets. Looking for some expert opinions here before I give real modding a go, I've only ever cobbled together other people's art assets. eg) the roster_bggrad that inspired this class idea XD Hmm... In THEORY, it's possible, but there's no evidence I know of Heroes being able to perform such acts. I don't see why it would be IMpossible... If actually grappling people is impossible, then you can use LL's current workaround, permanently stun the target until the 'hero' transforms back. Obviously, this leaves them out in the open for people to target, so pair that with a permaguard I guess, stealth maybe? The biggest hurdle will be the Walk and Idle sprites. Everything else art-related can be forged without issue, but animations are hard, you know?
SparklySnuggly Posted June 1, 2022 Posted June 1, 2022 Xelsword's concept for the Supplicant monster: 9
Guest Posted June 1, 2022 Posted June 1, 2022 2 hours ago, SparklySnuggly said: Xelsword's concept for the Supplicant monster: Spoiler Puff-puff
Saber2th Posted June 1, 2022 Posted June 1, 2022 (edited) 6 hours ago, zenmetsu006 said: Would it be possible to turn the tentacle monster from LL into a playable class? I would love to have the little guy on my side gobbling up his teammates to heal/protecc them, but don't know if that sort of friendly capture mechanic is possible. I'm picturing something like abom where he transforms between "empty" and "full" mode to differentiate movesets. Looking for some expert opinions here before I give real modding a go, I've only ever cobbled together other people's art assets. eg) the roster_bggrad that inspired this class idea XD Oh man that would be awesome, it's like Hag's Pot but on your side. The "victim" completely untargetable and each turn instead of damage, it would stress heal a little bit. When it's safe for the "victim" to come out, the tentacle monster can ejaculate/heal her by an amount of how long she's been in there and then it bring her back out into the battlefield. Edited June 1, 2022 by Saber2th
zenmetsu006 Posted June 2, 2022 Posted June 2, 2022 10 hours ago, Fasterflight225 said: Hmm... In THEORY, it's possible, but there's no evidence I know of Heroes being able to perform such acts. I don't see why it would be IMpossible... If actually grappling people is impossible, then you can use LL's current workaround, permanently stun the target until the 'hero' transforms back. Obviously, this leaves them out in the open for people to target, so pair that with a permaguard I guess, stealth maybe? The biggest hurdle will be the Walk and Idle sprites. Everything else art-related can be forged without issue, but animations are hard, you know? Yeah... I'm hoping the existing skeletons/anims/audio etc will copypasta cause I have no clue how to create any of that stuff. 3 hours ago, Saber2th said: Oh man that would be awesome, it's like Hag's Pot but on your side. The "victim" completely untargetable and each turn instead of damage, it would stress heal a little bit. When it's safe for the "victim" to come out, the tentacle monster can ejaculate/heal her by an amount of how long she's been in there and then it bring her back out into the battlefield. My thoughts exactly! I'll try slapping the cauldron effects onto an existing character's kit to see what happens. That stacking heal is a good idea too. A % cure like flagellant seems appropriate, something like 25% each turn the "victim" spends in the oven so you don't have to bake high hp characters forever. Removing party members from combat for multiple turns seems balanced enough to me, even if they get crapped back out with full hp. He could also go feral when afflicted like a good little tentacle monster... randomly gobbling up ladies or refusing to spit them out when told.
Fasterflight225 Posted June 2, 2022 Posted June 2, 2022 22 minutes ago, zenmetsu006 said: Yeah... I'm hoping the existing skeletons/anims/audio etc will copypasta cause I have no clue how to create any of that stuff. That's what I'm saying, you can't do that with walk/idle animations. TECHNICALLY, you can recycle the Combat animation for the idle, but you can't, fudge, walking. You HAVE to find some-work around. ...I guess this IS technically a tentacle monster, so sliding across the floor isn't impossible to explain, but it'll be the hardest bit to figure out, I'm sure.
Mud Posted June 2, 2022 Posted June 2, 2022 25 minutes ago, zenmetsu006 said: My thoughts exactly! I'll try slapping the cauldron effects onto an existing character's kit to see what happens. That stacking heal is a good idea too. A % cure like flagellant seems appropriate, something like 25% each turn the "victim" spends in the oven so you don't have to bake high hp characters forever. Removing party members from combat for multiple turns seems balanced enough to me, even if they get crapped back out with full hp. He could also go feral when afflicted like a good little tentacle monster... randomly gobbling up ladies or refusing to spit them out when told. This thing would need to be hella powerful to go with this kind of ability, I reckon. Losing turns to heal is a steep cost to pay when turn economy is hugely important in DD and disabling or outright killing foes is the most effective form of damage mitigation there is.
Popular Post zacpahec111 Posted June 2, 2022 Popular Post Posted June 2, 2022 On 5/23/2022 at 10:17 PM, zacpahec111 said: This is my prototype skin variation for the vestal skin mod - (Vestal Hell Priestess Replace skin) by anaertailin. Hi all, I would like to share with you a little progress in my work. I think this will be the final character design. The waiting animation is completely ready. Since new animations and details have been added, my mod will not be compatible with the anaertailin skeleton. There are plans to make 1-2 skins for this character (different colors, slightly changed design). Also, if the desire does not disappear, I thought to redraw the icons of weapons and armor of the character. 24
zenmetsu006 Posted June 2, 2022 Posted June 2, 2022 2 hours ago, Fasterflight225 said: That's what I'm saying, you can't do that with walk/idle animations. TECHNICALLY, you can recycle the Combat animation for the idle, but you can't, fudge, walking. You HAVE to find some-work around. ...I guess this IS technically a tentacle monster, so sliding across the floor isn't impossible to explain, but it'll be the hardest bit to figure out, I'm sure. Moonwalking sounds more like a feature than a bug to me! 2 hours ago, Mud said: This thing would need to be hella powerful to go with this kind of ability, I reckon. Losing turns to heal is a steep cost to pay when turn economy is hugely important in DD and disabling or outright killing foes is the most effective form of damage mitigation there is. Oh it's for sure impractical as hell, but so is leaving hostile tentacle monsters alive to do their thing... which may or may not happen every time I encounter one cause I like the barks. After a bit of preliminary digging I've found a few lines that seem relevant effect: .name "CaptureHag" .target "target" .chance 100% .capture 1 .capture_remove_from_party 1 .on_hit true I'm guessing this is what the hag uses to throw people into her pot, but it doesn't say where they go, control what happens once they're inside, or (most importantly) define how to release them,. The empty/full cauldron .info touched on this: captor_empty: .performing_monster_captor_base_class hag .captor_full_monster_class cauldron_full_A captor_full: .captor_empty_monster_class cauldron_empty_A .release_on_death true .release_on_prisoner_at_deaths_door true .per_turn_damage_percent 0.0875 but I have nooooo idea how to turn any of that info into something useful. Fiddling with existing effects is easy enough, I've customized pretty much every class to my liking, so for now the targeted stealth + stun workaround seems 10000000% more practical even though mah immersion would suffer for it.
Fasterflight225 Posted June 2, 2022 Posted June 2, 2022 1 hour ago, zenmetsu006 said: Moonwalking sounds more like a feature than a bug to me! Oh it's for sure impractical as hell, but so is leaving hostile tentacle monsters alive to do their thing... which may or may not happen every time I encounter one cause I like the barks. After a bit of preliminary digging I've found a few lines that seem relevant effect: .name "CaptureHag" .target "target" .chance 100% .capture 1 .capture_remove_from_party 1 .on_hit true I'm guessing this is what the hag uses to throw people into her pot, but it doesn't say where they go, control what happens once they're inside, or (most importantly) define how to release them,. The empty/full cauldron .info touched on this: captor_empty: .performing_monster_captor_base_class hag .captor_full_monster_class cauldron_full_A captor_full: .captor_empty_monster_class cauldron_empty_A .release_on_death true .release_on_prisoner_at_deaths_door true .per_turn_damage_percent 0.0875 but I have nooooo idea how to turn any of that info into something useful. Fiddling with existing effects is easy enough, I've customized pretty much every class to my liking, so for now the targeted stealth + stun workaround seems 10000000% more practical even though mah immersion would suffer for it. It seems like the way it's set up is the hag 'Captures' someone, triggering the Pot to change into its full form. When the full pot is destroyed or the captive hits deaths door, it spits them back out, reverting to its empty form. These forms are technically separate monsters, so doing this for heroes... I dunno how that would pan out. Obviously, the same thing can't be done... Unless? No, later. The big, glaring issue here is what happens if multiple heros get gobbled. Obviously, limit the Tentacle Beast to 1, you're not allowed to just eat half your party and call time-out. I'm questioning what happens if the Enemy eats one of your heroes, either the Hag, the Fanatic, or an LL-specific asshole once that shit works again. Fucking Slaver Queen boss fight still CTDs, even with the Common Crashes Patch. It'd be insane to assume BOTH heroes get released should one be set free, but I don't know. that could be trouble. As for the work-around, remember that Attackers can call for specific animations for Defenders to use. Obviously, this animation needs to be universal, so 'Camp' seems obvious... But what about 'Dead' from the Circus? Obviously, vanilla carcasses wouldn't be usable, but Xelsword's sprites? Now THAT would work, and it'd be obscured by the Stealth filter, too. Perhaps one could create their own 'Stealth' effect that disappears people. Replace the icon, either fullblack or some kind of fun overlay... Maybe an X-ray view cutting off their heads? It'd be super fucking jank, but could be fun. ...Right, later. What if, okay, instead of a Tentacle Beast, Tentacle Summoner, who throws her teammates into Tentacle Beasts she summons. I don't know if you can spawn shit into the Hero's party, but if you could, you could yoink people and replace them with generic full monsters, and when they die, yadda yadda... though you can't have multiple of the same monster eating people at the same time. I think. There was more at play that one time I saw something similar happen. Ooh, use the overlay! Custom effect, the 'FX' is the Tentacle Beast, disappear the Hero... Now THAT might work, assuming the hero being disappeared can happen. Could it...?
SparklySnuggly Posted June 2, 2022 Posted June 2, 2022 Bone Spearman monster concept by ever so prolific Xelsword: 12
zenmetsu006 Posted June 2, 2022 Posted June 2, 2022 (edited) 6 hours ago, Fasterflight225 said: It seems like the way it's set up is the hag 'Captures' someone, triggering the Pot to change into its full form. When the full pot is destroyed or the captive hits deaths door, it spits them back out, reverting to its empty form. These forms are technically separate monsters, so doing this for heroes... I dunno how that would pan out. Obviously, the same thing can't be done... Unless? No, later. This is part of why I wanted the character to transform like abom, but yeah... I've pretty much given up on a true capture mechanic. There's precedent for both halves of the idea but that doesn't mean they play well together. 6 hours ago, Fasterflight225 said: As for the work-around, remember that Attackers can call for specific animations for Defenders to use. Obviously, this animation needs to be universal, so 'Camp' seems obvious... But what about 'Dead' from the Circus? Obviously, vanilla carcasses wouldn't be usable, but Xelsword's sprites? Now THAT would work, and it'd be obscured by the Stealth filter, too. Perhaps one could create their own 'Stealth' effect that disappears people. Replace the icon, either fullblack or some kind of fun overlay... Maybe an X-ray view cutting off their heads? It'd be super fucking jank, but could be fun. This all sounds amazing, especially because my whole roster is Xelsword already, but what would that command be? I thought characters just use their sprite.defend when struck, rather than the attacker prompting a definable animation response. Is it possible to force a target to maintain this animation state until they're no longer in stealth/stun? That way a character stays "dead" until the tentacle monster sets them free again. Would this be something akin to the drowned crew anchor grab? 6 hours ago, Fasterflight225 said: ...Right, later. What if, okay, instead of a Tentacle Beast, Tentacle Summoner, who throws her teammates into Tentacle Beasts she summons. I don't know if you can spawn shit into the Hero's party, but if you could, you could yoink people and replace them with generic full monsters, and when they die, yadda yadda... though you can't have multiple of the same monster eating people at the same time. I think. There was more at play that one time I saw something similar happen. Ooh, use the overlay! Custom effect, the 'FX' is the Tentacle Beast, disappear the Hero... Now THAT might work, assuming the hero being disappeared can happen. Could it...? Another intriguing option, thanks for all your input! LL has some "friendly" enemy spawning stuff like this, various pregnancies or the Milk Maid trait come to mind, I'll take a look at how it works. A "hostile" tentacle monster with attacks that heal instead of hurt the party sounds promising, that way it stays within the realm of monster ai instead of creating a whole class out of them. You can make the ai target low health/high stress party members, no? Edit: Okay, so the drowned crew stuff seems very promising. There are two versions of the monster, drowned anchor and drown anchored, with the latter holding targets in place with a base.effect called "immobilize". Adding stealth and a health regen on top of this seems super easy to implement, and simulates what I'm wanting to do here especially if you can force the target to assume a "dead" animation while immobilized. This way you could just kill the tentacle monster when you want to end a capture, versus relying on the monster ai. Would it be possible for this theoretical tentacle summoner to mark targets in your party for capture? Edit 2: Okay, so I found the summoning prompts in LL, added them to an antiquarian ability I don't use, and successfully summoned a functioning tentacle groper! The specific .effect is .summon_count 1 .summon_can_spawn_loot true .summon_monsters ll_tentacle_beast_1 .summon_chances 1.0 I set can_spawn_loot to false, presumably so you can't loot your own summons, not sure if that's what that does though. I also removed the groper's two other attacks so it would only use the capture command. Creating a custom monster to facilitate all of this is obviously the end goal, but I wanted to make sure things worked before going that far. So, this summoned groper successfully captured my leper and started giving her the business. Summoning a second groper did cause issues though, as you seemed to suspect. Once my leper got captured, both gropers switched to their alternate capture sprite. Killing the first groper released my leper as intended, but the second groper stayed in "capture" mode as if it still had a victim trapped inside. Killing the second groper resulted in a black screen asset error (not a hard CTD), seemingly because the game had attempted to clone my leper and knew it shouldn't. The most obvious solution to this is limiting the summon ability to 1 use per battle, or simply deciding not to summon more than one at a time. Summoning a friendly groper into battle when there is already a wild one on the field would likely cause the same issue, so that would obviously be a no-no as well. Edited June 2, 2022 by zenmetsu006
Sahlo Qah Posted June 2, 2022 Posted June 2, 2022 The Vixen Class Mod at Darkest Dungeon Nexus - Mods and community (nexusmods.com) Finally got around to uploading this for all the non-steam users out there. Keep in mind it'll always be preferable to use the workshop version if you can. 2
Fasterflight225 Posted June 2, 2022 Posted June 2, 2022 2 hours ago, zenmetsu006 said: This is part of why I wanted the character to transform like abom, but yeah... I've pretty much given up on a true capture mechanic. There's precedent for both halves of the idea but that doesn't mean they play well together. This all sounds amazing, especially because my whole roster is Xelsword already, but what would that command be? I thought characters just use their sprite.defend when struck, rather than the attacker prompting a definable animation response. Is it possible to force a target to maintain this animation state until they're no longer in stealth/stun? That way a character stays "dead" until the tentacle monster sets them free again. Would this be something akin to the drowned crew anchor grab? Another intriguing option, thanks for all your input! LL has some "friendly" enemy spawning stuff like this, various pregnancies or the Milk Maid trait come to mind, I'll take a look at how it works. A "hostile" tentacle monster with attacks that heal instead of hurt the party sounds promising, that way it stays within the realm of monster ai instead of creating a whole class out of them. You can make the ai target low health/high stress party members, no? Edit: Okay, so the drowned crew stuff seems very promising. There are two versions of the monster, drowned anchor and drown anchored, with the latter holding targets in place with a base.effect called "immobilize". Adding stealth and a health regen on top of this seems super easy to implement, and simulates what I'm wanting to do here especially if you can force the target to assume a "dead" animation while immobilized. This way you could just kill the tentacle monster when you want to end a capture, versus relying on the monster ai. Would it be possible for this theoretical tentacle summoner to mark targets in your party for capture? Edit 2: Okay, so I found the summoning prompts in LL, added them to an antiquarian ability I don't use, and successfully summoned a functioning tentacle groper! The specific .effect is .summon_count 1 .summon_can_spawn_loot true .summon_monsters ll_tentacle_beast_1 .summon_chances 1.0 I set can_spawn_loot to false, presumably so you can't loot your own summons, not sure if that's what that does though. I also removed the groper's two other attacks so it would only use the capture command. Creating a custom monster to facilitate all of this is obviously the end goal, but I wanted to make sure things worked before going that far. So, this summoned groper successfully captured my leper and started giving her the business. Summoning a second groper did cause issues though, as you seemed to suspect. Once my leper got captured, both gropers switched to their alternate capture sprite. Killing the first groper released my leper as intended, but the second groper stayed in "capture" mode as if it still had a victim trapped inside. Killing the second groper resulted in a black screen asset error (not a hard CTD), seemingly because the game had attempted to clone my leper and knew it shouldn't. The most obvious solution to this is limiting the summon ability to 1 use per battle, or simply deciding not to summon more than one at a time. Summoning a friendly groper into battle when there is already a wild one on the field would likely cause the same issue, so that would obviously be a no-no as well. 'Kay, so LL started experimenting with the discovery that by using '.custom_target_anim' in the .art file, they could cause Attackers to request specific animations from the defenders. It was used in exactly one build, causing some friendly buff skills to trigger the receiver's 'Camp' animation, and then promptly disabled by using animations that do not yet exist, as the mod continues to fucking cut off its legs to run faster. Basically, you can have characters say 'If you have 'THIS' animation, play it instead of your normal combat/defend animation.' Obviously, using this on heroes is limiting, as the only (practical) animations everyone has in common are Combat, Idle, Defend, and Camp. But what if, you took the Butcher's Circus 'Dead' sprites, which Xelsword has included with all their heroes, and called THAT instead, adding them to the vanilla heroes as part of the class mod? The running theme among them is 'fucked silly' so it works, and it makes use of artwork most people don't see, because who even plays with Butcher's Circus? I personally recommend against summoning enemies with healing abilities. LL does that, a lot, and it really kind of sucks. After all, they're just attacking with negative damage, it's nothing that unique or interesting. But, yeah. The most interesting take on this is probably a friendly version of the Drowned Crew attack, with the underwater and kelp FX replaced with FUN TIMES, using the stun/stealth-or-guard combo. It works when the enemy's ranks are full, it's something we've legitimately not seen before, and it keeps things nice and fun.
zolto121 Posted June 2, 2022 Posted June 2, 2022 On 6/1/2022 at 5:51 PM, Fasterflight225 said: How isn't it working? It's the same skeleton as Xelsword's ordinary shieldbreaker, you install it like a normal skin. Are you running the Standalone, or running the Workshop version and haven't deleted Modfiles.txt, or something else obvious? Probably a good call. Hopefully this time, the disabled quirks will be brought back online. Maybe grabs will be fixed, dare we dream? Also, the old Slaver was fine... assuming you didn't encounter them during your first few missions after the Tutorial crypts. They'd immediately Yoink and you'd have to fight the X3 defensive statline of the Brigand Blood (X3 health + like 20% dodge) and another Brigand, while under fire from your yoinked hero. Ancestor help you if they yoinked your healer. Hell, LL can still spawn the Slaver Miniboss in the literal Old Road room fight, if you douse the torch for the first Bandit for the extra loot. It's not a BIG chance, but I've seen it happen at least twice, and it's an instant wipe, if admittedly a short reset away from being fixed. It's still broken skeleton. I always do the same for every skin - replace the main files in the main folder. For every other skin (including other shieldbreaker skins) it works. But this particular one just refuses to work. About low light Slavers they still can happen often. I've once had 3 encounters in the row with 2 slavers in each encounter. It all happened on one corridor and one room in weald.
deathlyhill Posted June 3, 2022 Posted June 3, 2022 8 hours ago, Soft_Scales said: The Vixen Class Mod at Darkest Dungeon Nexus - Mods and community (nexusmods.com) Finally got around to uploading this for all the non-steam users out there. Keep in mind it'll always be preferable to use the workshop version if you can. make more classes i love it sad my first died rip
Fasterflight225 Posted June 3, 2022 Posted June 3, 2022 6 hours ago, zolto121 said: It's still broken skeleton. I always do the same for every skin - replace the main files in the main folder. For every other skin (including other shieldbreaker skins) it works. But this particular one just refuses to work. About low light Slavers they still can happen often. I've once had 3 encounters in the row with 2 slavers in each encounter. It all happened on one corridor and one room in weald. Wait, what are you replacing? It's a skin, you shouldn't be replacing anything, and if you ARE, just use the default Requested Shieldbreaker version, since it doesn't matter if it's compatible with the other Xelsword skins! ...If you're curazy for some reason and DEMAND doing things the hard way, then something to keep in mind is that vanilla classes are hard-coded to demand (Classname)_A-D skins, and the game will generate missing texture skins if they don't exist.
Saber2th Posted June 3, 2022 Posted June 3, 2022 All this talk about the Hag's Cauldron and tentacles, I'm surprised no one tried to tie it to the trap mechanic. A common tentacle trap that takes the one who springs it and trigger a simple 3v1 battle to get your hero back. Seems simpler in scope and it's right in the alley with Lustiest Dungeon.
MissTellie Posted June 3, 2022 Posted June 3, 2022 (edited) 49 minutes ago, Saber2th said: All this talk about the Hag's Cauldron and tentacles, I'm surprised no one tried to tie it to the trap mechanic. A common tentacle trap that takes the one who springs it and trigger a simple 3v1 battle to get your hero back. Seems simpler in scope and it's right in the alley with Lustiest Dungeon. LL has a two slaver monsters the will "charm" your hero to fight against you and one that will disable/trap a unit while they are defiled. I don't recall the monster transforming like the Fanatic's pyre or the Hag's cauldron. Rather the animation changes but not the monster/type/hp etc. It might be worth checking out the Slaver Lieutenant monster. Edited June 3, 2022 by MissTellie
Fasterflight225 Posted June 3, 2022 Posted June 3, 2022 55 minutes ago, Saber2th said: All this talk about the Hag's Cauldron and tentacles, I'm surprised no one tried to tie it to the trap mechanic. A common tentacle trap that takes the one who springs it and trigger a simple 3v1 battle to get your hero back. Seems simpler in scope and it's right in the alley with Lustiest Dungeon. It'd probably be a little more complicated then that... assuming your heart is set on it grabbing the person who sets it off. There's two traps in the Crimson Court, one deals damage and bleed, the other spawns a fight. So, spawning fights with traps is simply possible. It's the same fight every time, I think, which would mean there's no worry about spawning generic monsters. If you don't care if the person who actually sets off the trap gets grabbed, then you could just spawn a fucker with a maximum-priority yoink and go from there. ID'ing the correct target... I guess you could Mark them with the trap, and have the attack target marked people? ...It wouldn't be that difficult to set up, ignoring how LL literally disabled fucking yoink effects because the development is so scatterbrained and they were causing problems.
SparklySnuggly Posted June 3, 2022 Posted June 3, 2022 Large Carrion Eater monster concept by Xelsword: Another big girl~ ❤️ 18
skyporn1234 Posted June 3, 2022 Posted June 3, 2022 Does anybody have previewss for kotbasil's lusty skin variants? I know his primary releases are on nexus but I'd like to check out the secondary variants but even the preview is behind the $5 dollar tier. I was gonna sub to him but patreon doesn't accept prepaid cards I guess.
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