Darkest Dungeon®

Darkest Dungeon®

The Anomaly - Storyline
16 Comments
Quceka  [author] 1 Nov @ 3:48pm 
Thank you for the info. I will look into making sure they do not disappear!

On the specific events you mention triggering, this is very odd as this should not be happening based on their prerequisites. But I will also look into why this is happening.
rtgeorge 1 Nov @ 2:35pm 
The quests disappear when you do another quest instead of them. I don't know what happens when I retreat from them, since I only ever did one which was the arbalest fight and I won that one. I do have the pet cemetery and mountain quests installed, so maybe that would break it? One thing I did notice was that I got the town event for the enemy heir getting sick of my lack of progress and leaving before I got the event for the fight where you're supposed to meet them for the first time on the old road.
Quceka  [author] 26 Oct @ 4:07am 
They should never disappear, I have tested both cases of "failing" to do a quest on my own save (i.e. doing something else or failing/leaving the quest) and in both cases the quest remained available.

Could you maybe give some more detail as to when they seem to disappear for you?
rtgeorge 25 Oct @ 4:59pm 
If I miss a quest, will it pop up again later? i'm having to miss out on a ton of quests due to my mods somehow uninstalling themselves, causing me to lose all my high level characters who were modded
Quceka  [author] 27 Sep @ 12:02pm 
Thank you for finding the issue, I am currently working on making it so that there are no more issues with overlap between the Fallen Heroes mod and this one. Until then I will add the disclaimer to not use both mods together since it clearly causes issues
CLens 27 Sep @ 8:24am 
Okay, so digging into the mod files I have found the issue.

The fight that happened to me doesn't exist in your files. It was a random encounter mash from the Fallen Heroes mod consisting of a Hellion, a Shieldbreaker, an Antiquarian and an Occultist.
Except, since your mod and Fallen Heroes use the same naming scheme for the enemies, it picked out your antiquarian_D, which is a Darkest-tier boss monster posing as a Hero instead of Fallen Heroes' antiquarian_D, which is just a 30 HP meat pinata.

So the takeaway here is that this was mostly a user error but please put a disclaimer to not use this mod alongside Fallen Heroes lest things break.
Quceka  [author] 27 Sep @ 4:15am 
Hey CLens, I am sorry to hear this. Could you perhaps give me a bit more context on where this encounter happened? It sounds like it didn't happen during an actual mod quest, but this shouldn't be happening so that is why I am interested.

Concerning the balancing of (a lot) of the bosses, I have had similar experiences with most of these being too strong. I tried to make it so each boss would have at least one weakness/strategy which could be used, but even with me knowing the behaviours I have a (very) difficult time. So be sure I will be nerfing a lot of the bosses who are just too strong.
CLens 26 Sep @ 3:11pm 
Just got TP'd by an Antiquarian with infinite summons with Darkest level damage, the ability to steal your characters, effectively three actions per turn, high double digit Dodge and triple digit HP in an Apprentice mission. So that was fun. Not.
Quceka  [author] 24 Sep @ 10:26am 
Thank you amasii, I hope you will enjoy it!

It "Can" conflict with the Fallen Heroes mod (I am currently working on removing this conflict), and to my knowledge there is nothing else it should conflict with unless another mod uses the same prefix(es) as I do, these being "anomaly" or "anom"(which I doubt).

TLDR without the technical mumbo jumbo, with high certainty the only conflict which could arise is the Fallen Heroes mod (as of version 1.0)
amasii 18 Sep @ 3:45pm 
This looks amazing!!! Thank you for satisfying your ambitions. What a time to be playing DD!
Is it bug-free? I am a bit afraid to shove it in into my ongoing week 70 playthrough with around 200 mods enabled. **Can** it conflict with anything?
Quceka  [author] 3 Sep @ 6:17am 
Thank you all for the comments and the suggestions!

I am about to start my own full run (at last I know...) so I will be able to check if the town events trigger correctly (because week 188 is ridiculous tbh ;) )

The suggestions are very interesting, using some of the skins present in the workshop to distinguish my heroes is a great idea. Making it so modded heroes also work is an interesting idea, although I am not sure how viable it is due to the differences in how heroes and monsters are implemented in the game (but I will definetly look into it!).
Extreme Jihad 23 Aug @ 9:20pm 
The first town event took until week 118 to trigger for me. This is likely because I play with a lot of mods so the game wanted to get all the recruit events many custom classes come with out of the way first. Just leaving this comment here in case someone doesn't get the first event early and wonders whether the mod is working or not.
DatCrazyOokamii 12 Aug @ 6:57am 
Can't wait to try this out in a run.
neIVIesis 7 Aug @ 6:57am 
A simple suggestion, why not use some of the skins from the workshop to distinguish your heroes? Particularly, the custom skins that cannot be used with other skins. A mod like this is a perfect use case for that.
Krasnal 6 Aug @ 8:30am 
Can you also ask about using modded fallen heroes other creator? That could be nice addition not just base heroes but also modded ones:).
neIVIesis 6 Aug @ 7:42am 
Interesting premise, so you have a rival that recruits same heroes as you