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I guess i'll try playing with compatibility with older windows and opening anything i need before starting the game
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.
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
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?
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
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.
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.
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.
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.
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.
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.
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.
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?
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?
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.
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).
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.
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.
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.
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?
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.
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.
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).
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.
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.
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
Lords of Xulima -Deepest Dark
https://www.youtube.com/@lordsofxulima-deepestdark3299
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.
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.
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.
Some enemies move faster, some enemies strafe faster and some ambush you.