Lords of Xulima

Lords of Xulima

Deepest Dark
271 Comments
Kayderim 4 May @ 7:03am 
Is there any way i can modify this mod? I want to make it playable without Ironman because i lost many hours of grinding duo to black screen and crashes when i alt - tabbed, if it's possible to do, how can i do it?
Celerity, Executor of Impunity  [author] 4 Mar @ 5:37am 
This. Raising the elemental strike level does nothing but waste mana. Since I am not sure what causes the bug, I capped the skills at level 1. Mages still should be better overall even if they do less single target damage since AS doesn't learn any of the high tier spells. AS is more like a Barbarian than a Mage.
Kayderim 3 Mar @ 9:59pm 
That's how Arcane Soldier works, even in the vanilla game. The damage of flame / frost strike increase mostly with weapon skill level, and it's not worth to level it up because the mana cost increase way too much for little improvement
WonderBra 13 Dec, 2024 @ 8:29am 
Arcane soldier flaming strike damage is bugged? The burning damage kind of going up with bow damage even with the skill only stuck at level 1 that it make my mage look like a fail caster. Too overpower.
Kayderim 30 Aug, 2024 @ 4:40pm 
It happened to me when i alt - tab, acidentally press alt + enter to force the game into a window mode, and opening other programs while playing the game, when it happened it happened, the audio keeps going but i can't do anything other than reset.


I guess i'll try playing with compatibility with older windows and opening anything i need before starting the game
Celerity, Executor of Impunity  [author] 30 Aug, 2024 @ 4:06pm 
Lower difficulties are intentionally broken because all save scumming will do is ensure you don't learn the skills it's teaching you before you need them so you will hit a wall where you can't get past bosses no matter how many times you try.

And I've never heard of that blackscreen bug. The only crash I remember is if you speak with the beast prince before killing off his dogs, and that's caused by > 10 enemies in one fight.
Kayderim 30 Aug, 2024 @ 2:37pm 
Yeah, i messed up, my paladin also lost all axe skill levels too, so i'm take this oportunity to restart and fix some mistakes i did, and this time i'll make a new save file everytime.

Also, what happens when you play the game without the ironman? I had some problems in my previous playthrough where the game got black screen after i tabbed and made me lose quite a few hours of progress, so that would help preventing that a bit
Celerity, Executor of Impunity  [author] 29 Aug, 2024 @ 8:00pm 
I assume you saved the game with the mod off? If so, you likely screwed yourself, especially if you don't have other saves. Provided you didn't save with the mod off, I don't see how anything would break. It's also not something I can fix on my end.

At least you're past the point where level 1-20 spells are more than an auto attack? Though if you also lost the mana recover skill...

Did you lose everything a unmodded DS doesn't normally have or only the mage spells?
Kayderim 29 Aug, 2024 @ 6:15pm 
Hey guys, so i was playing with this mod and reached up to devonia and was starting to clear VIlak, and i had to format my computer. When i got back, my divine summoner lost all his mage spells, even after i reactivated the mod, the skills aren't even showing up at the skill table.

Is there any way to fix this? I can probrably get by like this, but i don't think i'll have a good time with my DS nerfed like this
Celerity, Executor of Impunity  [author] 27 Aug, 2024 @ 7:32pm 
Brittle Armor does stack and can make any enemy have defense 0 with enough casts. But those are very high defense enemies, and they have 60k life because anything burnable will die in under a minute otherwise. They can be beaten at very low levels provided you can take one hit and live. I think the earliest kill was around 24? Though it becomes easy starting at 50.

Humble Bee is an auto win as long as you get a turn and have any spell. They are incredibly squishy, far more so than the dogs. Though they do have the same speed and evasion I think, or that might have been the second tier bees and dogs.

Lightning wouldn't work on those enemies anyway. I forget at which point I quit using frost strike and started using fire on the ancient dogs, though I always burned the golems. And this is one of those cases where not selling all your spores would be helpful.
Celerity, Executor of Impunity  [author] 27 Aug, 2024 @ 7:32pm 
If Gaulen is doing anywhere near 600 damage, the rest of your party is quite weak.

Cursed Hound Ancients, or more precisely Rasmura is the point where the game is balanced around the assumption you have max resist vs whatever the enemies are using. Though, if they are meleeing you that hard, you must have really bad defense.

I don't remember the divine demons being that dangerous. Only moderately so. And they aren't very durable.
edward_surdeanu 27 Aug, 2024 @ 9:12am 
7. I agree with making chain stunning less overpowered, but I think you went in the opposite direction too much and really dangerous foes like ancient cursed hound or guardians need frost strike, stunning and lightning to lock them down or your back line will suffer fatalities, no matter the level of resistances or constitution at every level up.
8. Overall, extremely well designed enemies. I really have to think how to beat them and to a lesser extent game the merchants to acquire accurate weapons and good armour.
edward_surdeanu 27 Aug, 2024 @ 9:12am 
4. Does brittle armour actually stack or did you make some high level bosses immune to it? It doesn't seem to have an effect on earth guardians. By the way, did you give them 60000 hp to make it almost impossible to beat them for herbs?
5. Divine summoner Kersket and Taliet summons are of very good power and design. They really help even against strong enemies.
6. You made the humble bee as dangerous as an adult cursed hound, if the player has no icy touch or lightning spell.
edward_surdeanu 27 Aug, 2024 @ 9:11am 
As promised, the feedback, at least up to Devonia and the demons.
1. The barbarian is useful for the first half of the game, but as soon as you get an accurate katana, Gaulen, fed the strength herbs can get as big or even bigger damage than. I think your changes to critical hit chances for all weapons made the barbarian redundant in the later half, except for resisting stuns from the melee demons.
2. The ancient cursed hound is way too powerful: 5 hits lightning, speed 100, 3600 hp. It takes 3 immortati or 6-7 zilwan to kill him and he gives 55 bleeding and like 20 wounds to front line, even with 65% resistance to organic. Also him and some demons have 30-60% resistance to divine, the element that they should actually be vulnerable to. Was that your plan or a leftover from the original game?
3. The second level silence and mana steal demons, kabruz are way more dangerous than necromancers due to immunity to divine, coming in pairs and not really being frozen for long.
edward_surdeanu 12 Aug, 2024 @ 4:24pm 
Thank you, Celerity. That sounds good. I will build my characters accordingly and give feedback as I advance through the levels. For now, the AS ice strike and the ice/lightning summon seem to be the most useful in dealing with ulrog warriors, weapon masters and strong enemy groups, while the cleric is mostly spammjng regeneration on the frontline.
Celerity, Executor of Impunity  [author] 12 Aug, 2024 @ 1:29pm 
Porfic makes a significant difference at later levels. It doesn't stack with itself but does stack with Aura of Protection, and the mass version is still in.

Immortati can one or two hit kill most of the late game demons and undead and is the best way of sniping them down. I wouldn't suggest relying on summons for that as both their behavior and targeting is random.

All the traps are buffed, but if you move carefully, you won't get zapped several times at once. Walk, don't run. If you don't have maximum lightning resistance on everyone at that point, you'll have far worse problems.
Celerity, Executor of Impunity  [author] 12 Aug, 2024 @ 1:29pm 
Those golems are really annoying if you don't have a Soldier or Barbarian. They're still beatable though as by that point you will have decent base damage and Strength, of which about half that will get through their defense (you'd need attack of 3.71x their defense for full damage, which only those two classes can manage). Also, defense does reduce damage from physical spells, the AS is better off attacking.

The silence skill is bugged from vanilla and I'm not sure why. It works when enemies use it on you. That said, the scythe demons are glass cannons and are divine immune, but not the other elements so you can freeze them. I think they are weak against lightning, but I don't remember. Cold also works reasonable well. And as far as mana steal goes, the Necromancers and their higher versions were far more annoying.
edward_surdeanu 11 Aug, 2024 @ 9:25pm 
3. I do not see any difference of this lower levels, but does porfiric increased defense from cleric, paladin and herald stack or not? Do they make a huge difference to incoming damage at later levels, or should I focus on aura of protection as the best defensive skill, as nothing stacks with it?
4. Is the cleric Ray of Gods very strongly recommended at the end of the game? Do the demigods, demons and strongest cursed hounds have such massive HP pools that it would take dozens of divine rays from Alnaet summon to kill them?
5. Did you make the lightning generators in Ovengel Castle even more deadly? I remember they killed in you base game with two shots and sometimes you couldn't avoid one of the four rays without save scumming and learning the pattern. Would hardcore ironman make them a terrible chore?
edward_surdeanu 11 Aug, 2024 @ 9:25pm 
Thank you, Celerity. I created a new team, focused on disabling abilities and it works much smoother, at least in the beginning and up to the elite soldiers of Khornil.
I do have a few questions regarding the later parts of the game so I do not get stuck because I do not have the appropriate team skills and composition:
1. I remember the Guardian of Red Pass and maybe some of the late game bosses are immune to every disabling skill, to frost, fire, bleeding, wounds. Is a Barbarian strongly recommended for them or can I deal enough physical damage with stone arrow/meteor from arcane soldiers and divine summoner, before they overwhelm my team with group damage?
2. In such skill heavy team, silence or energy absorption from the demons will be a big threat. Can those demons with the scythe that take my PP from entire team be silenced themselves or is the skill still bugged and I need to keep them disabled at all costs?
Celerity, Executor of Impunity  [author] 7 Aug, 2024 @ 11:56am 
The early game you can get through with high damage. Later game battles will take a while no matter what. But you will gain one or more levels from every single fight, so it balances out.
edward_surdeanu 7 Aug, 2024 @ 11:21am 
Thanks a lot. I will restart my run, put more emphasis on consumables and work on better team synergy and support skills. You are absolutely right that I try to use overwhelming offence to brute force and get disappointed when a class does not kill quickly or provides great healing. Again, thank you for the amazing mod.
Celerity, Executor of Impunity  [author] 7 Aug, 2024 @ 11:05am 
You will need potions and skill points, because of the scaling even at this point a skill point likely costs over nine thousand (make your own jokes) but a potion is what? 180? I forget the number, but it's a small one. You will want some Speed/Energy levels later, but only after your Constitution is high enough that you aren't getting 2-3 hit killed by things. And the herbs will help in the meantime.

Divine Summoner is a support class. They're objectively better than mages in every way at low levels since they get all the low level spells and Divine Prayer. It levels off later, and their summons can do good damage, but they use random skills and targeting. Golot makes a ton of money and Kersket can take even endgame stuff.
Celerity, Executor of Impunity  [author] 7 Aug, 2024 @ 11:05am 
Wounds need a lot before they do anything. That said, you'll never get over 85-90% accuracy without first rendering enemy evade = 0. That means freeze/sleep/stun/wound stacking. Stun is the most resisted status because it's free and there were many derping their way through with mace spam, which works until it doesn't.

Bard songs only become reliable if you're higher level than they are, which means Learning. That said, a 50% chance of hitting means half the enemies get stunned. If your mana is < 36, remember there are items that boost mana directly and they are most effective on those with cheap and efficient skills (Bard, AS).
Celerity, Executor of Impunity  [author] 7 Aug, 2024 @ 11:04am 
Cursed Hounds do not have the smart AI at that level, and if they did it'd actually make them easier because you could make that character a lightning tank. I thought about it but realized it'd make every hound encounter assured death since they kill in three hits when they first appear and also first appear in groups of three.

Mage at low levels is support, you poke at things with the cheap beginner spells or lock with Icy Touch. They don't do good damage until they get the higher level spells, and even then they are likely the weakest class even though they were the second most buffed.

Soldier gets all the weapon skills cheap, has a very high accuracy, and can snipe things with Brutal Strike. They aren't quite as high damage as a Barbarian, but it's very close. And Barbarian is the only class that keeps pace with Arcane Soldier damage while also being far more consistent.
Celerity, Executor of Impunity  [author] 7 Aug, 2024 @ 11:04am 
Everything until the first castle/witch/temple should be considered a tutorial. And about the third enemy you face starts showing a common theme of big enemies that can kill you in two hits but that appear alone (at first). So by the time you reach the adult hounds you should already have a strategy for something like this. Brute forcing just means you'll be hard walled by the things you can't brute force because the game expects you know the proper strategy by now, and that starts about right after the tutorial ends.

If you put all lightning resistance on one character, that means everyone else dies and then they die alone. Resistance goes on whoever needs it, and that means lightning on everyone and organic on your melee, especially the front and center ones as almost every organic attack is a poison bite.
edward_surdeanu 7 Aug, 2024 @ 10:29am 
2. Soldier seems OK at low levels, but loses offensive power quickly in mid levels, as his wounds or stuns do not really impede the monsters, rarely does a mob fumble their hits even whey have like 10 wounds. Stuns also run out after 5 seconds or so it seems. Do all gatekeeper mobs have stun resistance?
3. Bard stunning song is always resisted by the ulrog warriors, hounds, weapon masters etc. He can stun the back line fine, but only twice before having to drink potions. Should I spend my cash on potions rather than skill points? Is energy a skill that should be raised? It only gives 2 PP, rather than 4 HP for constitution. I prefer to buy skill points and raise meditation instead.
Paladin, barbarian, cleric, arcane warriors are all working well.
Divine summoner has much stronger summons than in the base game, but they do so little damage per hit to important mobs compared to their staying power.
edward_surdeanu 7 Aug, 2024 @ 10:28am 
I do have items, but enough only for one character to be fully protected, usually the paladin for his aura of healing and protection that saves my hide continuously.
The biggest issue and the greatest achievement of the mod is the targeting AI, his friends love to take advantage of the weakened state of some of my characters in rounds 3 or 4 and drop a lightning bolt on the cleric before he can heal himself with divine prayer.
Also mana management is a challenge, it seems that drinking a potion is not a fast action and I need to drink one on the paladin and cleric almost every 3rd round.
Finally, may I give some feedback and check about the correct use of some of the classes?
1. Mage, at least at low to medium levels, seem to do very little damage, usually no more than 10% of the HP of monsters of the same level with the highest spell and his stuns from lightning or freeze from blizzard never last long. Is there a better strategy for it or it becomes a powerhouse at high levels?
edward_surdeanu 7 Aug, 2024 @ 10:28am 
Thank you for the advice.
Yes, I was talking about the level dependent one that comes with friends.
It is my fifth try at the mod, as I quickly learned what strategies do not work.
Now, I am raising constitution, rather than agility like in the base game. I just hate missed strikes, but this led me to the wrong builds that died too quickly and agility never seems to bring the hit percentages to 90% for any of the important enemies.
I did not think that 5 seconds of freezing would amount to much, thank you for the tip. I usually go with the fire dot, but it kills it too slowly. The spores I usually sell, I will remember to keep them. Salves I do use, but they heal only 40 HP, I believe.
I made it far enough by saving before difficult fights and just spending real time trying again and again until I find a way that limits loses. The fangs from the puppies are very useful.
Celerity, Executor of Impunity  [author] 7 Aug, 2024 @ 7:58am 
If you don't have any of those, and also haven't been raising constitution, I'm impressed you made it this far.

All of my test runs were lowest day count runs, so no reshuffling shops more than the absolute minimum. I think I was at day 70 at the end on my best run. That said, you should have something between lightning/elemental/all resist items and herb gathering and immunity skill.
Celerity, Executor of Impunity  [author] 7 Aug, 2024 @ 7:58am 
Define the first. There is one that appears by himself but is skippable until later, and then there's the level based ones that appear with a few puppies. I assume you mean the second one.

I assume you're using freeze, right? It won't completely nullify him, but it will slow him down enough that regeneration and divine prayer can keep pace. Anyone can use icy touch from items, mage and divine summoner can cast the spell, and then the best option is frost strike. Spores cure stun on the entire party. Healing salves heal adjacent for situations where the cleric/paladin can't keep pace (and there will be many of these).
edward_surdeanu 7 Aug, 2024 @ 7:43am 
Thank you for an amazing mod, Celerity.
You really put a lot of work in it and it shows.
If I may give some feedback regarding the difficulty: the first adult cursed hound that appear at levels 13-14 is a showstopper. It has 1400 hp, two shots any of my backrow units, inflicts 20 poison to the front line and it is accompanied by his friends who, due to good AI cast lightning on the backrow that was weakened by the adult, so you do not have time to heal it.
I have tried multiple strategies with different line ups: to heal with paladin, take speed and constitution, instead of speed and agility at level up, put as many lightning resistance items on the weakest guys. How do you fight it? Do you game the system by reloading the merchant until he has many electric resistance items, enough for everybody? Is there something that I did not think about? Bard songs are not strong enough to stun the adult, cleric does not have elemental resistance, immunity is only a few extra protection points.
Celerity, Executor of Impunity  [author] 22 Mar, 2024 @ 10:12pm 
The first few levels are easier because level 1 and 2 characters aren't so inept and the plant gathering thing is rounded out but yeah, the first of everything is basically a tutorial. Before some people would try brute forcing through, and that works on some of the early stuff, but later stuff will wall it and then they will be screwed. Watch the mechanics and enemy behavior.

There's also some bonus fights harder than the forced ones. One guard formation is harder than the prince and another isn't that much easier.

I still don't think there is anyone else that has no deathed everything.
Kayderim 19 Mar, 2024 @ 5:55am 
Damn, i'm loving this mod, the beggining may be easier since a lot of characters seem buffed, but after that you feel like you're in a survival horror game, enemies make you really earn your loot and xp.

I just finished clearing the guards from nabros and went to fight the prince, the fight is a joke in vanilla because he's alone, but now he have 9 other guards with him, and he puts regen on the whole team.

I'm only about level 14 yet but i'm looking foward to see the battles from mid - end game, i'm glad divine summoner got buffed because mine is carrying me hard on these guard fights and these damn bees
beterli 12 May, 2023 @ 6:22am 
Полное прохождение мода смотрите на моем канале,простое и за призывателей
Lords of Xulima -Deepest Dark
https://www.youtube.com/@lordsofxulima-deepestdark3299
scavenger 3 Oct, 2022 @ 6:36pm 
To sum it up Nagumo, your suppose to kinda ignore the inn since you do have a rest option, food is also very easy to get since the beginning area once cleared, is capable of getting you around 3 days of food, which is actually great considering food is capped at 4 days.
Nagumo 2 Oct, 2022 @ 4:27am 
Why is the cost to take a night at an inn so overpriced? I play on HC and highest difficulty but 8k for a night and 4 for a rumor, seriously??
scavenger 20 Sep, 2022 @ 9:19am 
I see what they did now, sneaky bugger. Thought the mod felt different, and finally found out why a day ago. Celerity wanted the mod to be played on ironman, so everything but that was made much tougher, can't seem to sell, blessings cost astronomical, no easy cures, and even arena fight bets were minimized to 1. Nightmare difficulty huh :3
Gonna keep going unless a actually impossible fight was made...otherwise that is just being a bad modder. One thing to make the unpreffered difficulty harder, just being a ahole if a dead end was added.
✙205🍉🐆→ 18 Nov, 2021 @ 9:52am 
♂Deep Dark Fight♂ :steamthis:
Madfingers 10 Jun, 2021 @ 10:28pm 
Inasogard,

Celerity added some buffage to the DS class. Before the pets would become useless in the 40-50 range in vanilla. With his buffs they are adequate to lvl 70 and seem to go down hill from there. I wish he could take whatever he did and give em a little more so they would be viable around 90. Or give them a little something extra since the DS requires litterally all extra points for the build which can cause some of your other classes to be deficient.

But, overall he has greatly improved the class...which just a little bit more could be done to it.
OldGoo 18 Apr, 2021 @ 2:24pm 
2 beterli: а теперь попробуй пройти в соло режиме и получишь ещё больше удовольствия на айронмане...
beterli 18 Apr, 2021 @ 5:25am 
Прошел , мод шикарный получил огромное удовольствие,спасибо создателю!
Inasogard 21 Mar, 2021 @ 6:20pm 
@Celerity, Executor of Impunity

Started playing with your mod. Having a good time. Since you are no longer modding it or updating it, possible to get the files to make a few more changes for solo play? Won't re-post it. I am able to open it, but when i try to make any changes and save it privately on my computer. I get the following error

"Could not find a part of the path 'C:\Users\name\Documents\My Games\Lords of Xulima\Mods\DeepestDarkREBUILDPJSalt_20E3E478\Info.jxmod.tmp'

Loving the mod so far, just want to try and make some tweaks for a Divine Summoner solo run attempt.
Celerity, Executor of Impunity  [author] 2 Dec, 2020 @ 9:56am 
The first made me lose all interest in the series. Regardless it'd be minimum 500 hours before I even started a mod then minimum 500 before it's ready and I just don't game anymore so it is a moot point.
kirill-busidow 2 Dec, 2020 @ 6:04am 
You can circle dance in LoG1, but for most harder (not-starting) enemies you cant circle dance for LoG2. Did you play LoG2 at all?
Some enemies move faster, some enemies strafe faster and some ambush you.
Celerity, Executor of Impunity  [author] 2 Dec, 2020 @ 5:04am 
Circle dance the game? Not even interested in looking at it.
kirill-busidow 1 Dec, 2020 @ 11:56pm 
Not even Legend of Grimrock 2 mod? This game is good and can be modded, some challenging mods already. With hope
Celerity, Executor of Impunity  [author] 1 Dec, 2020 @ 2:10pm 
Nah. This sort of thing requires a mostly good game I really give a fuck about, and since I am not gaming at all anymore that's just not gonna happen.
kirill-busidow 1 Dec, 2020 @ 1:57pm 
Awesome mod. Any new mods for other games planned, Celerity?
Celerity, Executor of Impunity  [author] 4 Oct, 2020 @ 10:21am 
They should cost about 52. Did you ignore the multiple warnings and pick a difficulty other than Hardcore Ironman?
troika 4 Oct, 2020 @ 8:20am 
Why does a blessinng cost 75,000 at level 1?