Darkest Dungeon® II

Darkest Dungeon® II

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Body of Rework
   
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1 sep, 2024 @ 8:38
10 sep, 2024 @ 13:45
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Body of Rework

I 1 samling av simone.barbaro
Mountain boss rework pack
5 artiklar
Beskrivning
Body of Rework

Complete overhaul of the act 5 boss fight. Adds a big challenge to each phase of the fight. Including skill rework and new effects.

This is the last of my "Mountain boss rework pack".

What does the mod actually do?

Read on if you want to get spoiled on the new mechanics:

Phase 1
For the first phase I simply increase blight buildup and debuffs. A big change is now the boss will use combo to keep the bight on your heroes even when he does the big attack.

- More blight on getting it, even from ranged attacks
- Catabolize skill: on combo does not remove blight
- Catabolize skill: debuff targets to take more blight
- Trammel skill applies additional negative tokens and combo
- Acid reflux skill debuffs blight resists more

Phase 2
This is where the difficulty starts to scale up a lot,
Big change, the Haymaker skill is now multi-target. Why? Because it does not remove the Contempt tokens!

- Glare skill now transfer all dots from the boss to the target
- Glare skill also applies a few negative tokens and horror
- Haymaker skills are multi target and don't remove Contempt tokens, so each time one more hero gets hit
- Hammer skill stuns on combo
- Trammel skill applies additional negative tokens and combo

Phase 3
I might have overdone the changes here, I wanted this phase to really be a challenge rather than a long victory lapse. The boss debuffs more, the minions have more danguerouns effects and most importantly the boss gains more buffs as his health decreases.

In more detail:
- Cherubs apply combo
- Cherubs worship generation is more consistent
- Face your failure debuffs the hero
- When the phase starts, the boss destroys your positive tokens and gives you horror
- The boss uses combo to deal more damage
- The boss slowly reduces torch
- at <90& health the boss gains more resistances
- at < 75% health the boss deals more damage
- at < 50% health the boss gains a new action each turn
- at < 25% health the boss deals dots on each hit
- Finally, but definitely not least, the Exultation skill your heroes do on the boss has damage reduced to 150


This mod is compatible with the Bastard's Beacon for a truly terrifying boss fight. However, bring only your top team, it will be significantly harder than the original fight.

Hope you enjoy, please don't forget ot comment your feedback and experience, would love to know how you found the fight.

Mountain boss rework pack

Find all the other Mountain boss reworks I did in this collection: https://gtm.steamproxy.vip/workshop/filedetails/?id=3322577259
You can download each of them as standalone or all toghether, they don't affect one another in any way.
7 kommentarer
simone.barbaro  [skapare] 1 dec, 2024 @ 3:30 
RATi congratulations! I took a break from dd2 and the workshop so I saw only now your video. Left a comment there. Happy you enjoyed the mod
RATi 10 okt, 2024 @ 9:18 
simone.barbaro  [skapare] 10 sep, 2024 @ 13:45 
Thank you for the feedback, glad you liked it.
For your first point, that is actually something I did not change from the original, so it should do exactly as the original.
On the other point yes, it should not apply the effect on miss, that was a bug. But the effect is one of the low health buffs of the boss.
Aidan 9 sep, 2024 @ 7:52 
Hello again! Finally got around to doing an act 5 run with this mod and it was an excellent experience overall

I'd say the difficulty falls of a smidge past Phase 2 but a much better conclusion and tougher experience for those looking for it

That being said I ran into one 'strange' issue:

Strange Axis is not functioning as intended it seems:

The token inversion is not consistent, I'm sure there are more examples but the ones I noted down are: Crit and occasionally dodge

On miss, Strange Axis applied DoT equivalent to empty vessel (1 of each DoT)

Very odd
simone.barbaro  [skapare] 5 sep, 2024 @ 8:16 
Thank you for the comments,
Regarding glare, I can tell you I tried with a dot team and the boss has so many actions before casting that ability that you can still reliably get the most out of the dot damage. So you can play around that.
Aidan 4 sep, 2024 @ 17:09 
These are very cool changes overall! I appreciate the last phase changes the most; however, on paper, I'm a bit skeptical of Glare transferring dots on the target from what I'm reading, seems like relying on dots, or lacking any alternatives is extremely dangerous or a death sentence at times, this can potentially slow down the fight a ton and I'm unsure if it leads to a more fun fight, but I could be mistaken!
Aidan 4 sep, 2024 @ 17:09 
Everything's clear for the description, except for some parts of Phase 3


- Face your failure debuffs the hero
Debuffs them how?

- The boss uses combo to deal more damage
How much more? With all attacks?

- The boss slowly reduces torch
small spelling error here <90% - at <90& health the boss gains more resistances
- at < 75% health the boss deals more damage
- at < 50% health the boss gains a new action each turn
- at < 25% health the boss deals dots on each hit
Which resistances? How much more damage? Any dot? If so, is it random, and what value? (what number and how many rounds)