Don't Starve Together

Don't Starve Together

Zack the Nightmare Lord
47 Comments
Winda Greene 28 Apr, 2017 @ 12:13am 
It works,thanks a lot!
[☆] Zackreaver  [author] 27 Apr, 2017 @ 3:13pm 
@Winda Greene, Hello winda, in order to get unstable nightmare fuels Zack must perform the killing blow on nightmares. Unstable nightmare fuel has a perish time as well, when they perish they become regular nightmare fuel, so use it quickly.
Winda Greene 25 Apr, 2017 @ 8:20am 
Hello my friend,could u plz tell me where can I get unstable nightmare fuels?Nightmare fuels cannot be used to build Zack's own weapons,that really bothers me =.=
[☆] Zackreaver  [author] 12 Jan, 2017 @ 7:38pm 
Alrighty then, I'll implement some compatibility with that mod next thing I get around to it. And it's fine, if a player decides to add mod's to change up the game it's entirely their call. And adding compatibility to modded items like that shouldn't be too big a deal.

However do keep in mind that theme will be maintained, but I cannot promise balance will be maintained when using mod's belonging to other editors, it's entirely at the host's discretion. however, if you have any balance suggestions regarding that specific mod compatibility, I might just create a discussion for it.
Stewk ⁧∞⏳ 12 Jan, 2017 @ 7:16pm 
soz mb

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=805637556&searchtext=expanded

The link should be correct now. The author told me this one was designed especially for single player into DST to help a bit about Chess Pieces bosses, but sounds good to expand Zack kit without making him too OP.
[☆] Zackreaver  [author] 12 Jan, 2017 @ 2:32pm 
Hey steroidz, that link you gave me isn't loading up. Could you see if it was linked properly?
Stewk ⁧∞⏳ 11 Jan, 2017 @ 7:09pm 
Hello, I want to make an incredible server and I love this char. Could you add a compatibility about shadow stuff (http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=805637556&searchtext=armory) and make it possible for Zack to imbue more weapons/armor with Nightmare Fuel ?

Want to bring him as the true and only Nightmare Lord. ;)
Deja Vu 20 May, 2016 @ 10:42pm 
@Zackreaver
Just came from work so i'll go to sleep in a bit and after i get my other things done i'll try to post some config option ideas.
[☆] Zackreaver  [author] 20 May, 2016 @ 10:20pm 
@Deja Vu: Ouch, I guess due to my lack of evidence to back up the contrary I'll have to go with what your saying about the coding. In terms of mod support, I can't really argue there, Don't starve definately has an extended lifespan as a result of it, though it would be highly debatable on whether or not it can survive without. However I feel that because it has mod support and such a bustling community that it makes appreciating vanilla as a sort of standard.

I'd personally love to have a conversation on this in the future as it sounds like an excellent topic towards game design as a whole. Since I do feel like the way don't starve was balanced is a very graceful way, but yes it does come around to personal taste.

At any rate, I'm not against configuration options, but seeing as how I'm pro-vanilla it's hard for me to think of what people want so suggestions towards it are most appreciated.
Deja Vu 20 May, 2016 @ 10:00pm 
@Zackreaver
I guess this all boils down to personal taste. IMHO i think Klei has done a horrible job at the game so far on every single aspect there possibly exists, from gameplay to coding. Of course there are people who agree and disagree with me, as it is with everything else in this world. If there would be no mod support, the game would be long dead. This is why i felt the game needed a complete overhaul and things that could be modified should be modified.
By adding config options to as many things you can imagine in your mod, you are ruling out any possible unbalancing scenarios. Yes, if you use Wilson stats as base and going from there, you are, in a way, eliminating some balance issues, but a lot more still exists (recipe ingredients for custom items to name one). For example you can take a look at TF2 Soldier mod and few others, very nice config options got added to it after i talked to the author, enough to make the mod very flexible for heavily modded servers.
[☆] Zackreaver  [author] 20 May, 2016 @ 9:52am 
Also some of the values on my mod are based off of global stats. If you were to raise the regular spears damage, then the nightmare spear gets affected as well as it uses the spear's globals. Same with the durability enhancement effect of his specialized armor. It's a percentage, meaning that whatever the original value was it gets changed. It has some mod compatibility.

Which is why I was surprised that it would be "unbalanced" on a modded server, would getting access to his nightmare equipment easier/harder have made him unusable? Would his wilson stat pool make him too weak/strong?

I could even tie his stats directly to a global (Like wilson's stats for example) so that mod's could adjust it indirectly on the fly.
[☆] Zackreaver  [author] 20 May, 2016 @ 9:19am 
The way I see it, my favorite kinds of mod's are the kind that add new content to explore and experience, or the ones that just add quality of life.

Which is sort of the reason why I mostly designed my characters to be on par with the vanilla cast, not only is it the easiest scenario to balance for, but it's also got the playtesting of the entire community + the developers who are working on the game. If I were to take into account every possible mod combination the workshop had to offer, I'd be at this forever. And I actually have other characters I'm working on. Which is why it's easier to just create config settings on demand, as I won't really know what people would want.
[☆] Zackreaver  [author] 20 May, 2016 @ 9:18am 
@Deja Vu: I can see how in those situations adjusting stats can seem necessary. Though personally I feel like sometimes over-modding don't starve can be a little detrimental to the experience. I find that Klei has done quite a wonderful job balancing the game so far, and for the most part their design decisions mesh together with how the game works very well. There are some exceptions of course (Such as a majority of crock pot recipes being useless, and others being overpowered).

Some mod's also trivialize other features (Like eel being fishable on surface, tungsten making flint worthless) or create artificial difficulty changes (buffing enemy health = takes more hits or buffing enemy damage = players have less health)
Deja Vu 20 May, 2016 @ 7:19am 
@Zackreaver
Currently i'm working and i have 1 other project that needs to be finished, but after that, i can post the stat suggestions etc.
How is this unbalanced on any seriously modded server?
The original cast does not necessarily need to be modified in order to unbalance things. The environment and default game mechanics are the ones that are heavily modified. By that, i mean altered recipes, various resources are more or less available in the world depending on the server, new recipes introduced etc. That said, the items that are introduced by this mod can either be very easily crafted, or it would be very hard to craft them.
Deja Vu 20 May, 2016 @ 7:19am 
The item damages and armor damage absorption and general item durability stats can be modified in a server (done so in my server) so that means Zack's armor and weapons would either be too weak or too strong ("DST Tweak Tool" should give you the idea about what can be changed in the game and how it can unbalance things, yet it gives a very flexible way to re-balance the gameplay and make it very fun/challenging). Same goes for characters stats. For example hunger rate mods, HP regeneration mods are all out there, which means that some stats need to be changed depending on the server and other characters in there.
Hope this gave you some sort of an idea how things can be unbalanced when servers are modified.
[☆] Zackreaver  [author] 20 May, 2016 @ 6:40am 
@Deja Vu: I know how to make configuration options, it's not hard just time consuming. Since they all have to be preset, I can't just put in a slider for stats, there needs to be a table of values to choose from. So some actual suggested numbers would be helpful for that if it's something you really want. While your at it, go ahead and post those in the suggestion discussion, since it's impossible for me to predict what everyone wants, it would be better if I just add values as people request.

But also I have to ask out of curiousity, how on earth would this mod be unbalanced on "any seriously modded server"? I tried to keep this character balanced alongside the original cast, so for him to be unbalanced on a modded server, then the server would have to be modifying the original cast as well.
Deja Vu 17 May, 2016 @ 10:06am 
@Zackreaver
Can you please add more config values for the characters HP, Sanity, Hunger. Also config values for custom item crafting recipes, the ingredients and amount of them used etc. Damage done by weapons should be configurable, armor values configurable etc. Currently This mod only fits in vanilla game at best. On any seriously modded server this mod can't be used as it is unbalanced. Adding config values is not hard at all, if needed take the code from my Craftable Gears mod and use that. A good example of a mod that can be fully configured is Archery mod, perfect example.
Would like to use this character in my server, but currently i can't. Anyway thanks in advance.
[☆] Zackreaver  [author] 17 May, 2016 @ 7:08am 
@YoukCat: I pride myself on making sure that my characters are on par with the default cast, the weapon is powerful but has a high cost and a drawback for using it.

In terms of "Game Breaking" first off, it doesn't break the game, I tested it to make sure it works. Second, it won't ruin your game either, it will be more exciting once one of your players actually manages to craft it. It's really expensive, and with good reason, by the time you have it, pretty much everyone should already be wearing full nightmare gear, so it's on par with those but with a hidden risk involved. Beware.

But please, let me know any feedback you have once you've checked it out.
Katrina 16 May, 2016 @ 7:32pm 
I'm considering running a server with this character, but that powerful weapon that I don't know about, you don't have to tell me what it is. Just can you tell me if it would be game breaking or fine?
[☆] Zackreaver  [author] 24 Apr, 2016 @ 5:01am 
@Usha: Pff, who cares about their sanity, you need your fuel, let them continue to be guinea pigs. Muaha.
Usha 24 Apr, 2016 @ 2:45am 
@Zackreaver ah, I see, thanks, I usually let other people kill the shadows as they tend to not do it on purpose and thus they need the sanity boost, thanks anyway, it is pretty interesting this way =)
[☆] Zackreaver  [author] 7 Apr, 2016 @ 2:43am 
Also here's a tip, you don't need to go insane to get unstable fuel, you only need to land the killing blow. Instead of you going insane, have someone else go insane. You can still attack nightmares that are attacking another player if you simply press the F (attack) key. Additionally, you can craft and wear his unique nightmare crown, which causes nightmares to have reduced attack speed (As long as Zack is not insane). This is visually represented by the nightmares flashing while they are near you.

The crown was designed in a way to encourage teamplay with other people, and unstable nightmare fuel was to encourage Zack to actually get into the fight, rather than having other people fight for you until you get good equipment.
[☆] Zackreaver  [author] 7 Apr, 2016 @ 2:42am 
@Usha: It's intentional, his nightmare equipment is effectively his way to "circumvent" his main weakness, which is non-nightmare weaponry and armor. The unstable fuel implementation was a nerf to prevent his unique craftable gear from making his weakness overall non-existant. The idea is that his unstable equipment grants him freedom from his weakness but only for a limited time. Similarly to how Wolfgang needs to keep his hunger above a certain threshold.

The "normal" fuel can still be used to make a dark sword and nightmare armor which do not suffer any penalties when he wears it. However the bonus's to the dark sword was nerfed because killing terrorbeaks in 2 strikes of the dark sword felt extremely underwhelming considering those are actually supposed to be a problem.

These adjustments were made because I felt the character's strength was starting to eclipse the original cast, especially considering his nightmare staff has incredible potential once it's made.

Usha 6 Apr, 2016 @ 11:00pm 
I don't know if it has been mentioned before or if it's made on purpose, but it doesn't let me use "normal" nightmare fuel for either the watch or his weapons/armor, only the nightmare fuel he spawns with or nightmare fuel from killing the shadows, not the one you can refine from dark petals. This makes it much more complicated as you need to go insane and kill shadows in order to build anything. That aside, I really like the mod =)
[☆] Zackreaver  [author] 31 Jan, 2016 @ 10:25pm 
Glad to hear it, I'll consider putting in config options at some point, at the moment though I'm gonna work on things, at any rate I'm gonna be nerfing the night spear next update. It's outperforming it's cost
Deja Vu 31 Jan, 2016 @ 7:29pm 
@Zackreaver
Yes, that is all fine. The main problem in my server with this mod is that the server is heavily modded and everything is tweaked, including different armor HP and DEF values with weapon DMG etc. If i add a new mod (this one for example) i need some sort of configuration options to better balance it for my server.
Anyway you can re-balance your mod, add configuration values and simply use it with default values yourself and for servers which need better balancing, can tweak the mod a bit, both worlds happy.
I like the mod, it seems a really nice addition to my server!
[☆] Zackreaver  [author] 31 Jan, 2016 @ 6:49pm 
@Deja Vu: I could, I very much could. Though I primarily am trying to balance my character(s) to be up to par with the original cast without obsoleting them.

Perhaps I'll add customization in a later update but if you have any suggestions for rebalancing the character feel free to offer feedback.

Right now I'm mostly trying to tweak the numbers myself based on my personal playtesting experience.
Deja Vu 31 Jan, 2016 @ 6:18pm 
@Zackreaver
Can you perhaps add some configuration options to the mod to better balance this character for different servers? By configuration options i mean the custom armor HP and DEF values, Weapon damages etc?
[☆] Zackreaver  [author] 31 Jan, 2016 @ 12:48am 
@Zanit: Sorry about the late response, but my mod doesn't seem to silence any axe sounds. There might be a different mod causing your problem.
[☆] Zackreaver  [author] 31 Jan, 2016 @ 12:40am 
I just released his overhaul, let me know if any problems come up in the bug reports.
[☆] Zackreaver  [author] 28 Jan, 2016 @ 12:03am 
I'm currently working on an overhaul for this character. I personally feel that the playstyle is too laid back and easy, so I'm going to make him harder to play, but in an interesting way. I'll start a discussion about it for those who are interested.
FantaBook 25 Dec, 2015 @ 11:01am 
Wow, I just want to make a comment here:D Zack, are you me?
[☆] Zackreaver  [author] 26 Nov, 2015 @ 5:55pm 
axe sounds huh? That is strange, I'll see if my mod is the cause and if theres anything I can do about it.
Zanit 26 Nov, 2015 @ 5:26pm 
IT BROKE EVERYTHING! D8 Not really; but after I downloaded it, axe sounds stopped working, and i can't find a single way to fix it.
[☆] Zackreaver  [author] 24 Oct, 2015 @ 12:05am 
A new update is upcoming for the addition of caves and ruins. I'm about to add support for the caves and ruins exclusive equipment that coincide with this character. This does not include every item, only the items that involve nightmare fuel or purple gems.
[☆] Zackreaver  [author] 16 Oct, 2015 @ 8:00pm 
If it is, it wasn't intended. But that sounds like something interesting though.
FallenFromGlory 16 Oct, 2015 @ 1:41pm 
... Is this a Heroes reference? I feel like it is. Zack as in Zachary Quinto? The insane clockmaker? Sylar? Maybe?
[☆] Zackreaver  [author] 30 Sep, 2015 @ 2:55am 
@Dragan232: Unintentional, but hilariously identical. I'm surprised I didn't notice. But then again, with the massive world out there, it's impossible to keep anything 100% unique.
Dragan232 31 Jul, 2015 @ 5:14am 
Keanu Reeves
[☆] Zackreaver  [author] 29 Jul, 2015 @ 3:15pm 
@Demonhead: That is what I was aiming for, I intend for all of my modded characters to feel just as compelling and balanced as the rest of the don't starve vanilla cast.

I'm glad to hear that goal is being achieved.
The Clash at Demonhead 29 Jul, 2015 @ 8:20am 
@Zackreaver

That'd be amazing. I've chosen him as my representative in a few servers. He's got a great feel to him overall. Feels right at home along side the original cast in my honest opinion.
[☆] Zackreaver  [author] 28 Jul, 2015 @ 11:31pm 
@Demonhead: The artist pointed that out too, I'll make his head a little bigger.
The Clash at Demonhead 28 Jul, 2015 @ 9:27pm 
Hella awesome and unique character. I only have one gripe... He seems quite smaller than every other character.
Ysovuka 13 Jul, 2015 @ 6:23pm 
@author, thank you for respecting our wishes.
[☆] Zackreaver  [author] 13 Jul, 2015 @ 6:22pm 
@Ysovuka: I'm terribly sorry for doing that, I hadn't realized.
Ysovuka 13 Jul, 2015 @ 6:14pm 
@author, please remove the banners those are copyright material. You do not have permission to use them, if you want to use banners as such you will need to create them yourself, that does not look like the ones Gondar specifically made for our collaborations.
Coconut2 12 Jul, 2015 @ 7:17pm 
Cool mod :P