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Darkest Dungeon Erotic Mods


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Posted
On 1/2/2025 at 3:18 PM, niknerozz said:

 


If you combine the skins into the original mods; check the original mods. DELETE the modsfiles.txt and steam_workshop_uploader.txt, if there is any. 

Tx it worked like a charm !

Posted
7 hours ago, yahijo said:

Here you go, Vintage is "the" or one of the main artist that created those classes, i uploaded all of the classes he/she has created, some where shared to me by other members, also, when you request mods please add the name as well as the link of what you request so that others can quickly identify and find them in case they need 

6-#Vintage's.7z 46.35 MB · 5 downloads

thank you so much and i will keep that in mind for future requests :D

 

Posted (edited)
7 hours ago, niknerozz said:

 

For Witch, you could go route of Temptress (I was about to say Succubus but we already that custom class mods). 
- Crotch Crest fx or increase sensitivity curse. or buff that also give stress. 
- For your version of weakening curse, Butcher Circur's Occultist has one ability called "Stygian Embrace" that heals for 1-2 and stealth to allied unit. I think you can check Butcher Circus file (Im not sure you have it or not seems you don't have the Steam version). 

 

 

I am actually testing my new events but I never got it to show up in game (the RNG...). 
I'm trying to expand all vanilla heroes events like idle Crusader getting idle resolve (Crusader only has extra recruit event in the vanilla) with custom FX and event images BUT I could only make SMALL static FX and I haven't make the fx yet.  

If this works, I could try to make custom event for all of the Xelsword standalone classes - I just replace the vanilla name with standalone. 
Happy New Year & small Apology

Yeah, sounds good if you or anyone could implement that it would be great, because even if i can't use others could and like the change better, having choices would be for the best, oh and great work on the art for those events, yeah something like a event that occurs 100% chance after a specific quest kinda like when in the vanilla game where you recover i they relic of the church in the ruins, right after you get and event where the abbey is free, i remember that some quest give events like that, well that could be answer to see awesome events like this for sure and could be used to show the aftermath of a chain of quest, like what i wrote about the ending for a possible quest where you face a boss version of the Witch or the Priestess, so after completing the quest and returning to the hamlet you get and event where an image shows one or the being finished, see that could be a more manageable solution than to create an mp4 of a motion comic showing that and still convey the intended message after all Doom had a one picture ending plus some text.

Edited by yahijo
Posted (edited)

Now before i get to work on posting the rest the edits i want bring a topic for discuss, since i have been messing around with the games files and mods i noticed that skins for the vanilla hero fall in two categories, the skins that modify the skeleton files and the ones that don't.

 

The ones that modify the skeleton are not compatible with regular skins and the artists that created them most have their reason for requiring that, but and this is the main point of my argument, why do animations are so close to the vanilla ones?

 

What i mean is this, if you when to the lengths of even modifying the skeletons that again i'm sure it was more work that sticking to the original class constrains and thus shows your commitment, why not make more original and expressive animations?

 

Here is an example, when looking at the pictures you could say that the artist did what i just say that they dint so what gives?, well yes the pose is a little different but the context is still the same, an overhead swing aim at the head.

 

Xelsword made the swing to clearly resemble the original, now i always have issues with that animation because in both vanilla and modded version it feels like they stop the swing short, the hit feels light.

 

Now i get why the artist would make it like that, maybe when making from scratch the class it was easier to make it like that by following the already made animation or deliberately made it like that to keep it consistent with the original, i did the same with some of the backgrounds for the color of madness that i posted, i wont hold that against Xelsword, but when creating skins for a vanilla class or a mod you have more freedom since much of the work is already done.

 

Here is what i mean, the skeletal animations are too much trouble to mess around i get that, but the static images animations like the ones shown on the pictures don't require an skeleton and thus can be as creative as you like, the only limiting is the fx associated to that action.

 

In this case Xelsword probably made the swing to coincide with the vanilla game fx for that attack, but even so the picture could have a more heavy looking swing by bending her elbow in the animation, or making the sword broader and longer.

 

I mean did you know you can replace (even in the vanilla game) this crusader animation for any of the others classes animation and the games shows the other class animation without issue.

I did it with the grave robber's pick attack, so the skeletal animations of the Crusader played normally but when doing that attack the sprite showed the grave robber using her pick axe, seriously try it yourself its really fun.

 

This can be used to make skins even more distinct from one another for example i don't agree too much with the defend animation that Xelsword drew for the Templar where she flat out takes the hits to the chest, where the crusader actually parries with his sword.

 

Well for the Templar i once chance that animation of defending to the one where she elbows the foes and it looks like she tries to counter the hits with some CQC when being attacked, this works even with different versions of the skin, be it different color or the "sfw ver" and the "nsfw ver".

 

Here is an example of what i mean, you can treat the clothed version of the Templar as it's own and give her defend animation, a proper defending animation, be it a dodge, parry or blocking with more armored part of her gear.

 

And the nsfw ver like is already,  where she takes the hit directly, so you have the clothed ver where she defends in an orthodox way, and the nsfw ver with normal animation the same goes for palettes changes.

 

And that is what i mean, aside from the skeletal animations, the static picture animations can be as wacky as you like, each version of a skin be it a palette swap or a nsfw ver is treated as it's own each could have it's own little twist.

 

When creating a class from scratch this is too much work to do, but after that is where community comes in, is you create a palette swap you can be creative with the static animations, give it some quirks like, on different attacks giving different weapons, that is an easy change, like for example with the Templar's Holy Lance attack give her a real lance.

Templar.sprite.attack_sword.png

crusader.sprite.attack_sword.png

Edited by yahijo
Posted (edited)

Here is better done, look at the Vestal, again not that heavy attack by the vanilla vestal and look at that same attack in the skin by Hazu.

 

Yes Hazu's skin ignores a little the fx but in this case is negligible, look at how deep is that swing in combat with sound and shaking it look awesome,anyway that is what i wanted to comment, dint mean to sound preachy at the end of the day i really appreciate the effort that all you creators put in your work be it skins, monster or full on classes  

vestal.sprite.attack_mace.png

vestal.sprite.attack_mace.png

Edited by yahijo
Posted
20 minutes ago, yahijo said:

Now before i get to work on posting the rest the edits i want bring a topic for discuss, since i have been messing around with the games files and mods i noticed that skins for the vanilla hero fall in two categories, the skins that modify the skeleton files and the ones that don't, the ones that modify the skeleton are not compatible with regular skins and the artists that created them most have their reason for requiring that, but and this is the main point of my argument, why do animations are so close to the vanilla ones?, what i mean is this if when to the lengths of even modifying the skeletons that again i'm sure it was more work that sticking to the original class constrains and thus shows your commitment, why not make more original and expressive animations?, here is an example, when looking at the pictures you could say that the artist did what i just say that they dint so what gives?, well yes the pose is a little different but the context is still the same an overhead swing aim at the head, Xelsword made the swing to clearly resemble the original, now i always have issues with that animation because in both it feels like they stop the swing short, the hit feels light, now i get why the artist would make like that, maybe when making from scratch the class it was easier to make it like that by following the already made animation or deliberately made it like to keep consistent with the original i did the same with some of the backgrounds for the color of madness that posted, i wont hold that against Xelsword, but when creating skins for a vanilla class or a mod you have more freedom since much of the work is already done, here is what i mean the skeletal animations are too much trouble to mess around i get that but the static images animations like the ones shown on the pictures don't require an skeleton and thus can be as creative as you like, the only limiting is the fx associated to that action, in this case Xelsword probably made the swing to coincide with the vanilla game fx for that attack, but even so the picture could have heavy looking i the swing or the sword broader, i mean did you know you can replace even in the vanilla game that crusader animation for any of the others classes animation and the games shows the without issue i did with grave robbers pick attack so the skeletal animation played normally but when doing that attack the sprite showed the grave robber using her pick axe, seriously try it yourself its really fun, this can be used to make skins even more distinct from one another for example i dont agree too much with the defend animation that Xelsword drew for the templar where she flat out takes the hits to the chest, where the crusader actually parries with his sword,, well for the templar i once chance that animation of defending to the one where she elbows the foes and it looks like she tries to counter the hits with some CQC, and that is what i mean, aside from the skeletal animations the static picture animations can be as wacky as you like.

 

 

 

Buddy, it feels like you speaking with only one breath. I have difficult time reading this. 
I appreciate it if you could arrange your paragraphs. 

 

Posted

Another pair, though not really with synergy in mind is just that arbalest and the musketeer have some unfortunate history together, so for the Sharpshooter and the Sniper i tried to make the more distinct than the arbalest

 

Sharpshooter( i when with a ranged unit that actually stands at the front lines due to heavy armor and carrying a bulky sturdy weapon, also i focused on raw damage and AOE but little to no effects)

"sniper_shot"  -20% usable in position 21 hit targets ~123, a heavy piercing bolt shoot at a column of foes

"suppressing_fire" usable in position 21 hit target 4, no power penalty, a heavy spike is launched at an arc straight to an enemy CO or healer

"sniper_mark" move 1 usable in position 4321 hit target 1234 effect "Arb Mark Target", essentially a way for her to say "I'm coming for you" after being pushed back

"bola" dmg -60% .crit -10% usable in position 21 hit target 12 effect "Hero Strong Stun 1"

"blindfire" dmg 10% usable in position 21 hit target 123 "on_crit_prot" "beast_debuff_3", her basic and best attack gives her some Prot for one turn

"battlefield_bandage"  usable in position 21 hit ally @123  .effect "Arb Stacking Heal 1", same as vanilla but usable at the front lines, can't heal 4 position, too far away from the front

"flare"  "ranged" dmg -30% .crit -9% .launch 21 .target ~234 raining arrows at the back row of opposing armies, i liked the angle of the animation so i change it to an AOE

 

Sniper( where with the Sharpshooter i went with unpersonal uncaring what get hits frontal warfare, for the Sniper i went ruthless do what we must, so she is light instead of heavy and stands at the backrow, her weapon is way smaller than the Sharpshooter so she has less attack in all her attack, but she makes up for it with higher crit/acc and quick feet)

"aimed_shot" dmg -10% .crit 11% usable in position 43 hit target 234 effect "GR Dagger Dmg Marked 1" "Stun Killer 1"

"smokescreen" dmg -100% usable in position 43 hit targets ~234 ignore_stealth true  effect "Weak Blight 1" "MultiStun 1" "Big Ecto Slime Debuff 5", widespread chemical warfare

"call_the_shot" dmg -100% .crit 0% usable in position 43 target self effect "on_crit_crit" "Hwy Riposte 1", when rushed she is not afraid to get in a gunfight, ups crit for one turn

"buckshot" dmg -80% usable in position 43 hit target 123 effect "Mark Target" "Caltrops Prey Debuff 1" , hit to mark a high priority to kill target

"sidearm" .dmg -50% move 2 backward usable in position 4321 hit target ?12 effect "Arb Self Speed 1" "on_crit_def" , time to reposition

"patch_up" usable in position 43 hit allyt @234  .effect "Arb Stacking Heal 1", cant heal the vanguard, too dangerous

"skeet_shot" dmg -100% usable in position 43 hit all targets ~1234 ignore_stealth effect "Suppression 1" "MultiStun 1" "FlareLight 1" "Destealth", the spotter/flusher role some enemies get so surprised at being spotted that they froze on the spot, lowest vanilla chance to stun

so yes, she has only one effective attack and her AOE dont damage directly, but any foe that stops moving will be one-shot

Sharpshooter.7z Sniper.7z

Posted
41 minutes ago, niknerozz said:

 

Buddy, it feels like you speaking with only one breath. I have difficult time reading this. 
I appreciate it if you could arrange your paragraphs. 

 

yeah , i normally i proof write in a txt and then post, but im doing it live since i'll be busy the rest of the day and i really want to upload today what i have, so yeah bear with me and sorry

Posted

For the Dancer i went with pure mechanics and trying to fill a role that i feel is not much common so the animations and the attacks dont mesh that well, but i feel like Xelsword went too far with the pole dancer theme.

She is a front liner that sneaks around to the back row of the enemy to destroy supports and hiders/guard me annoyances

"pierce" dmg -10% usable in position 321 hit target 12 .is_crit_valid True .ignore_protection true

"break_guard" dmg -50% usable in position 321 hit target 1234 ignore_guard true  .effect "Clear Guarded Target" "Block Guard" "Daze Slowdown 1"

"adders_kiss" .dmg -10% usable in position 21 hit target 34 effect "SB Adder Blight 1" "SB Dmg Marked 1"

"spearing" dmg -60% usable in position 321 hit target 34 effect "SB Spearing Blight 1" "Mark Target"

"expose" dmg -40% usable in position 321 hit target 1234 ignore_stealth effect "Expose Crit Debuff 1" "Destealth" "SB Slow 1"

"single_out" dmg -40% usable in position 21 hit targets ~34 effect "SB Adder Blight 1"

"serpents_sway" VANILLA

like i said pure mechanics she likes to be at the front to reach the enemy back row, has limited use in the 3 position or against the front row, she is like the kid from that scene from Vinland Saga anime, but yeah feels like she need more tweaking.

dancer.7z

Posted
25 minutes ago, yahijo said:

For the Dancer i went with pure mechanics and trying to fill a role that i feel is not much common so the animations and the attacks dont mesh that well, but i feel like Xelsword went too far with the pole dancer theme.

She is a front liner that sneaks around to the back row of the enemy to destroy supports and hiders/guard me annoyances

"pierce" dmg -10% usable in position 321 hit target 12 .is_crit_valid True .ignore_protection true

"break_guard" dmg -50% usable in position 321 hit target 1234 ignore_guard true  .effect "Clear Guarded Target" "Block Guard" "Daze Slowdown 1"

"adders_kiss" .dmg -10% usable in position 21 hit target 34 effect "SB Adder Blight 1" "SB Dmg Marked 1"

"spearing" dmg -60% usable in position 321 hit target 34 effect "SB Spearing Blight 1" "Mark Target"

"expose" dmg -40% usable in position 321 hit target 1234 ignore_stealth effect "Expose Crit Debuff 1" "Destealth" "SB Slow 1"

"single_out" dmg -40% usable in position 21 hit targets ~34 effect "SB Adder Blight 1"

"serpents_sway" VANILLA

like i said pure mechanics she likes to be at the front to reach the enemy back row, has limited use in the 3 position or against the front row, she is like the kid from that scene from Vinland Saga anime, but yeah feels like she need more tweaking.

 


I like the Dancer as pole dancer theme.
- We can take Jester Finale fx  to mimic Spear impalement. I know that she already have javelin throwing. 
- She can pole dancing to either stress heal or motivate allies like buff or clear horror. 
Standalone version does not has snake nighttime ambush (I think), so she can be happier than vanilla Shieldbreaker. All of her vanilla kits are OP except for Adder's Kiss. I never pick pick that ability. 

For your edit; Does she moves a lot like in vanilla? 

Posted

Next is the Harlequin, visually one of my favorites, she is very nimble constantly keeping a one turn dodge buff and has great control of her position, since i really like her melee skills those were my main focus ,but i also like how the rest of her skills ended up.

 

"dirk_stab" usable in position 21 hit target 123 ignore_guard true  .effect "on_crit_def" "on_crit_speed" "on_crit_crit", her best attack, gives her some nice one turn buff

"harvest" dmg -33%  move 1 back, usable in position 321 hit target 12 effect "Strong Bleed" "on_crit_def"

"slice_off" dmg -33% move 1 forward usable in position 432 hit target 12 effect "Strong Bleed" "on_crit_def"

"battle_ballad" per_battle_limit 3 usable in position 4321 target all ally @~1234 effect "Damage Buff 1", this a +20% increase in dmg, it sounds overpowered but i have tested extensively and the limit does a good work balancing since im sure you dont put 4 dps classes together like in the nch production video of monster hunter world with 4 long sword dps pros, in practice just 3 or 2 heroes benefit from the buff and there are always lost turns so yeah the limit works(shard dust)

"inspiring_tune" per_battle_limit 3 usable in position 4321 hit all allies @~1234  .effect "Inspiring Tune", another overkill, not really, again i have tested it and yes in common encounters is really useful but not really in long fights or against heavy stressers, at max level it gets just to the Jester's lvl 3 heal stress and does not give the stress reduction buff, still with a way to refresh her skills she is really good, too good maybe... maybe

"solo" dmg -100% per_battle_limit 3 usable in position 4321 target self effect "Hwy Riposte" "Mark Self" "snake_scale" "on_crit_crit", i see this as a taunt, like "come at me knave, psyche, blocked, sucker", this requires the Shield breaker dlc and may need some adjusting.

"heroic_end" usable in position 43 hit target 1234 effect "on_crit_crit", is just a ranged attack now but i wanted an effect the ignores guard and stealth and for each of those removed inflict a heave dmg multiplier that would offset a negative dmg value like -10% maybe more, thematically like "when you felt safe was when Damocles Sword hit your back".

Yeah i like using her a lot

harlequin.7z

Posted
15 minutes ago, niknerozz said:


I like the Dancer as pole dancer theme.
- We can take Jester Finale fx  to mimic Spear impalement. I know that she already have javelin throwing. 
- She can pole dancing to either stress heal or motivate allies like buff or clear horror. 
Standalone version does not has snake nighttime ambush (I think), so she can be happier than vanilla Shieldbreaker. All of her vanilla kits are OP except for Adder's Kiss. I never pick pick that ability. 

For your edit; Does she moves a lot like in vanilla? 

Yeah i do like the pole dancer thing, i meant that for the animation doing that in combat is stretching it, but the animation themselves yeah really nice.

The Jester's fx would indeed be a good fit, when i have time I'll get around to include it in an attack.

Happier than vanilla Shieldbreaker, now that is a low bar to clear, but yeah her smile is nice and a spirit lifter is always welcome.

No i dint  find that the vanilla moved too much that is always manageable i mean i use the Hood class so i know what i'm talking about.

i just wanted a melee front liner that destroyed the stress dealers or the bosses that are only in the back, at the time i have some bad runs with annoyances like that and wanted someone specialized in dealing with them.

The Sharpshooter does about the same but this one does it better is a melee fighter benefiting for the more plentiful melee trinkets and does not looks bored/depressed.

 

Posted
18 minutes ago, yahijo said:

 

The Sharpshooter does about the same but this one does it better is a melee fighter benefiting for the more plentiful melee trinkets and does not looks bored/depressed.

 


For my version of Sniper, I make her as Caitlyn from LoL - criminal hunter and strategist. Not as wicked as Bounty Hunter. 
- I replace the mark-clearing ability (forgot the name) with Headshot; STUN and higher damage but low accuracy. Increase accuracy vs Marked to make this as not-always-available stun ability. Consume marked debuff, like old Seraph class. Inspiration is taken from Darkest Dungeon 2 Highwayman. 
- Buckshot is escaping to backrow abilities while marking the frontline. 
- Having small pistol is so much fitting for Riposte (like old west gunslinger duel) but I decide not to put it. 

Most of the abilities are still same as Arbalest. I only replace abilities that I rarely use. 

Posted

Finally is the Pariah, this one i make more like parody of how Xelsword named and drew her in comparison to the Leper, you know a leper.

 

So since she tall looks healthy, clean and i bet she cover her face so that her beauty does not  distract her allies, like how in the cartoon Flapjack there is a dude so handsome that has to wear a bag on his face so as to not get mobbed, i made her extra healthy, 10% more HP but less dodge and 80 disease resistance.

 

Also i said something like that before but Xelsword could have been more original with their weapons, but hey he/she is artist, and again a damn good one a that i will leave it at that, lastly this class uses code from others classes, so to get her work you need to have those classes enabled, sorry, i did say i can't code.

 

"chop" usable in position 12 hit target 12 effect "Weak Stun 1" "Stun Killer 1", is the same as vanilla, but low chance to stun to reflect her superb superb physique

"hew" dmg -25% usable in position 12 hit targets ~12 effect "MultiStun 1"

"focus" dmg 2~10% usable in position 1 .target 1 effect "Push 1A" "Weak Stun 1" "Stun Killer 1", my favorite attack, is swift, is heavy, is brutal

"revenge" usable in position 432 target ally @1234 effect "Guard 1" "Heal Stress 1", this is MAA vanilla guard, the heroes feel safe from being protected thus some stress relief, and is one of her few back row skill, looks to me more like taking an oath except you know for the fx.

"withstand" usable in position 1 target all allies ~@234 effect "GB_guard_tooltip_1" "Graveborn Protect 1" "GG Clear Guard Performer" "Clear Guard Target" "Grave Guard 1" "Heal Stress Chance 1", this uses code from the Graveborn class, she takes all individual attacks going to her allies, and have a chance to heal some stress of each ally when used.

"solemnity" per_battle_limit 3~4 usable in position 1234 .target self effect "LeperHealSelf 1" "Cureself" "Arietta Clear Horror Self 5" "HealSelfStress 1" "Meister Acupuncture Clear Debuff",

heals herself, removes bleeding and blight, removes horror and debuff effects and heals stress, 4 uses at max lvl, uses code from the Lamia and meister classes because i couldn't get the effect of laudanum and herbs to activate.

"intimidate" dmg -100% usable in position 4321 .target self effect "GR Acc Buff 1" "Hwy Riposte 1", increase her acc for one turn, is her only back row offensive capability.

She is like the woman that won against Aiki in the manga Aiki-S, yet keep in mind that the acc of her attacks is the same as vanilla leper.

So yeah, if i went overboard with anyone is this one, the solemnity may be the tipping point.

Paraiah.7z

Posted
25 minutes ago, niknerozz said:


For my version of Sniper, I make her as Caitlyn from LoL - criminal hunter and strategist. Not as wicked as Bounty Hunter. 
- I replace the mark-clearing ability (forgot the name) with Headshot; STUN and higher damage but low accuracy. Increase accuracy vs Marked to make this as not-always-available stun ability. Consume marked debuff, like old Seraph class. Inspiration is taken from Darkest Dungeon 2 Highwayman. 
- Buckshot is escaping to backrow abilities while marking the frontline. 
- Having small pistol is so much fitting for Riposte (like old west gunslinger duel) but I decide not to put it. 

Most of the abilities are still same as Arbalest. I only replace abilities that I rarely use. 

Yeah i wanted an effect where she does more dmg if she hits a foe that haven't move yet and extra if she moves first the anyone else

I feel the low acc high dmg attack with bonus hit on the stunned is not worth it, i use the jianshi's attack version that and just with reliable marking, if you change the stunned bonus hit to bonus hit when moving first than the target then is like she can pick on slowpokes no problem but faster foes than her gives her trouble, the debuff and spd penalties would weight heavy on her

The buckshot for escaping was my first idea too, but in my mind the animation was like she pulled a huge super shotgun and was sent back due to jumping to control the recoil and escape that way i could keep the mark for the intended purpose and buffing her reaction time "spd" to play in her "i got enough time, i got this"

yeah the hip gun was made for riposte it looks fitting.

maybe her get away could be integrated in her "move" skill like with the silent class i think it was 

Posted

This one is such a WIP that i wont even bother, just a quick "maybe like this...", her mace attack looks like it could shake and be an AOE, one of the buff has her lift her mace with lightning, maybe use vestal judgement fx for a ranged attack, i was going for more a magic user where she creates floating shields for her allies, like Naofumi, one time block but well that's it

Shieldmaiden.7z

Posted
4 minutes ago, yahijo said:

Yeah i wanted an effect where she does more dmg if she hits a foe that haven't move yet and extra if she moves first the anyone else

I feel the low acc high dmg attack with bonus hit on the stunned is not worth it, i use the jianshi's attack version that and just with reliable marking, if you change the stunned bonus hit to bonus hit when moving first than the target then is like she can pick on slowpokes no problem but faster foes than her gives her trouble, the debuff and spd penalties would weight heavy on her

The buckshot for escaping was my first idea too, but in my mind the animation was like she pulled a huge super shotgun and was sent back due to jumping to control the recoil and escape that way i could keep the mark for the intended purpose and buffing her reaction time "spd" to play in her "i got enough time, i got this"

yeah the hip gun was made for riposte it looks fitting.

maybe her get away could be integrated in her "move" skill like with the silent class i think it was 


Yea it is not worth it. DD 1 has 4 ability slots per Hero, unlike DD2. I don't use 5 slots mods coz I like it to stay as 4. 
I'll test this more to get proper verdict; whether to stay as it is, or to just give accessible stun move or scrap it. 

 

27 minutes ago, yahijo said:

Finally is the Pariah, this one i make more like parody of how Xelsword named and drew her in comparison to the Leper, you know a leper.

 

Paraiah.7z 1.86 kB · 1 download


All offensive moves are overboard, imo but I can see that small unreliable stun chance is fun when you land it. 
Putting Highwayman riposte in almost all heroes is kind of OP. 

Posted

And this one is a little more flesh out but still very much WIP, for the Templar i envisioned a CO that stands ad the very back and cast single or wide buff to her party/army but not to herself, and as long as those buff are active any attack to her would be intersected by her minions/heroes with those buff active, her zealous accusation more like a proper ranged attack spell, and her charge attack usable at the front on positions 1 and 2 at once causing stumble, giving the idea of a Vanguard CO that charges and breaks enemy ranks and disrupts them.

 

As for the others classes the lack of capability to code their own effect or find one on other classes to fit with their animations is what have at such a stump with them that i don't even have a concept for them.

 

Well that's all from me at the moment, good day to all

Templar.7z

Posted (edited)
18 minutes ago, niknerozz said:


Yea it is not worth it. DD 1 has 4 ability slots per Hero, unlike DD2. I don't use 5 slots mods coz I like it to stay as 4. 
I'll test this more to get proper verdict; whether to stay as it is, or to just give accessible stun move or scrap it. 

 


All offensive moves are overboard, imo but I can see that small unreliable stun chance is fun when you land it. 
Putting Highwayman riposte in almost all heroes is kind of OP. 

Yeah i wanted some kind of retaliation, not just riposte, something along the lines of, on being attacked moves to position 1 along with attacker, like "gotcha", or accumulate a count of some kind that can be used as payment for a skill maybe refresh skills like when Links uses his Mirror shield to adsorb damage and spit it back,  also something that uses resources like bandages or laudanum on reaction, or again replenish them but that sounds more like an skill, anyway since i dint find anything like that i went with generic riposte damage, it sucks i know.

Edited by yahijo
Posted
12 minutes ago, yahijo said:

Yeah i wanted some kind of retaliation, not just riposte, something along the lines of, on being attacked moves to position 1 along with attacker, like "gotcha", or accumulate a count of some kind that can be used as payment for a skill maybe refresh skills like when Links uses his Mirror shield to adsorb damage and spit it back,  also something that uses resources like bandages or laudanum on reaction, or again replenish them but that sounds more like an skill, anyway since i dint find anything like that i went with generic riposte damage, it sucks i know.

The closest to that would be Flagellant's low health abilities. 

DD1 dont really have 'end of turn' passive abilities except for enemies. 

Project Iron Crown manages to impliment token system into DD1 but I have yet to test it. 

Posted (edited)

I never try this but you could test to put Plague Doctor self cure effect into the riposte. This will make performer to cure the bleed blight during riposte BUT im not sure the sequence of applying buff and receiving dots. 

Like, if the enemy is doing bleed attack - im not sure the new bleed will apply last or will be removed when riposted. 

You could make the riposte deal 0 dmg and no crit if you only want pseudo-triggered abilities.

Self heal during riposte could be an idea like Bloodsucker life stealing abilities trigger after attack. 

 

I know you could add effect to riposte because Entrenched class mark attacker during riposte. 

Edited by niknerozz
Posted (edited)

And one final topic for consideration, i don't mind difficulty but if i see weakness i exploit it so for that and visual reasons i don't play much low light runs, but i do follow the rules of the dungeons, like i don't change always 100 torch level of lets say the farmstead, where I'm at getting at is we are missing a dungeon that is mechanically (i don't like much the dark filters makes the art and mods loose something) pitch black, where would such dungeon be located?, how do you justify in lore?, not just another cave or dark forest right?.

The location could be anywhere, from the moon to a neon city, how to justify that?, in the MMorpg Ragnarok online, after the defeat of Satan Morroc and the opening of the rift the frontier was found there along with new sentient species and danger areas and MVPs, so lets say that due to the comets fall a new fracture in space leading to a new are was found recently, if not that then an extension of the coves leading to the bottom of the ocean where some unknown source causes that people can breathe or stable air tunnels are forming, there is your aesthetics possible lore, and connection to an existing area.

Lastly if someone is thinking of creating a new enemy faction and wants idea for said faction, well i was watching Agent Aika recently, the original that took place in a suspiciously post apocalyptic? looking world and ocean ruins, another connection there, so yeah the Delmo Corps faction for the win. peace.

Edited by yahijo
Posted
48 minutes ago, niknerozz said:

I never try this but you could test to put Plague Doctor self cure effect into the riposte. This will make performer to cure the bleed blight during riposte BUT im not sure the sequence of applying buff and receiving dots. 

Like, if the enemy is doing bleed attack - im not sure the new bleed will apply last or will be removed when riposted. 

You could make the riposte deal 0 dmg and no crit if you only want pseudo-triggered abilities.

Self heal during riposte could be an idea like Bloodsucker life stealing abilities trigger after attack. 

 

I know you could add effect to riposte because Entrenched class mark attacker during riposte. 

Yeah that is easy to do, i added the mark on hit to the Sniper's riposte, the game treats the riposte as an skill, to witch you can add effects like bleeding, blight, mark, etc.

As for healing as a riposte the Monster Savant class does that i believe, i wanted more original effects like what i said about pulling attackers to the hero, that can be done by adding the Pull 3 effect to the riposte, but moving the hero at the same time maybe adding move 3 to the riposte but i wanted something like the Homunculus boss but not with vanilla stun effect more like stuck in place and when it tried to mover or attack it gets slammed

Posted

Here is the line

riposte_skill: .id "riposte1" .level 0 .type "ranged" .atk 105% .dmg -50% .crit 9% .launch 1234 .target 1234 .is_crit_valid True  .effect "Mark Target"

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