Inhuman Bondage — Patch Notes

Nov
30

Inhuman Bondage — Patch Notes

INHUMAN BONDAGE

This update adds a unique new playable hero, new monsters, rare trinkets, and a host of new features!

NEW HERO CLASS – THE ABOMINATION

The Abomination, designed by our Lord Tier Kickstarter backer, Josh L, aka “MaxKojote” is a twisted concept indeed!  A brooding and desperate man, the Abomination has been outcast, branded and imprisoned due to the “sickness” that lies within him.  Completely unlike any other hero to wander into the Hamlet thus far, the Abomination can switch between two forms during combat: human and beast. Each form has different combat skills, so you’ll need to figure out the strengths of each. But beware: the Abomination unsettles religious heroes so much that they refuse to serve with him.  Additionally, the emergence of a beast in combat is a stressful event for other party members! Fortunately, they recover somewhat when the Abomination returns to his brooding (but human) self.

NEW MONSTERS – THE COLLECTOR AND THE MADMAN

This update also features two brand new monsters, again designed by Kickstarter backers!

  • THE COLLECTOR is a tall and terrifying figure – a king in yellow! Just what he collects is something we’ll save for you to discover, but rest assured it’s unsettling! The Collector is a challenging miniboss encounter created by Ryan C.
  • THE MADMAN is a natural fit for the corrupted expanses of the Estate. He wanders every region, joining up with the myriad horrors and shouting (stressful) prophesies of doom! Evasive and troubling, the Madman was designed by Josh L.

NEW TRINKETS

There are new class-specific trinkets of varying rarities for the Abomination, and of course, some special loot from the new monsters.

MONSTER IMPROVEMENTS

Many monster AI improvements have been made, with particular emphasis on Veteran and Champion level monsters.

Many Veteran and Champion level monsters now have extra skill “riders” in the form of debuffs and other new wrinkles. This gives monster progression more flavor, and presents some new complications as you advance through the game.

STRESSSSS

In general, we’ve been finding that Veteran and Champion level quests haven’t had the same relative stress threat as starting quests. This is due to a variety of factors, including relative power progression of heroes compared to monsters. Our intent is for stress to be a tough consideration the whole game through, just like health.  We definitely want to reward increasing player skill and knowledge, too. Ideally, the game should be a tightrope walk the whole way through.

Some of the above mentioned monster changes are intended to raise stress in higher level missions, and we’ll continue looking for ways to get it to where we want it.  However, it’s not our intent to drive up difficulty/stress of Apprentice level quests, so we’ll be monitoring those, too.  Your feedback is valuable – keep us posted!

PROVISION LIMITS

The Estate now has limited provisions to sell, depending on what length of quest you embark on.  The intent here is not to unduly constrain you, but rather to control extreme loadouts (like 16 stacks of food).  You remain free to over or under provision, based upon your budget and risk tolerance.

HEART ATTACK REVISION

Heart Attacks are an important part of the game, but the abrupt wall and insta-death sometimes presents too big of a penalty for some chains of uncontrollable events.  In this update, we are experimenting with a revised system which works as follows:

  • Upon hitting 200 stress, the hero is reduced immediately to Death’s Door (0 HP). Unless healed quickly, the hero will be vulnerable to death.
  • Additionally, stress is dropped to 170 after this happens.
  • If stress rises to 200 again and the hero isn’t yet off of Death’s Door, he dies immediately.
  • If the hero is not on Death’s Door and stress rises to 200 again, the same cycle begins again (dropped to Death’s Door).
  • Finally – if you have a Heart Attack and get healed off of Death’s Door, there is a persistent debuff for the rest of that quest, reflecting the wear and tear on the hero’s body.

Our intent is to retain the deadly aspect of Heart Attacks, while also allowing for a little more play to save heroes that hit that limit.  Many players have found the binary nature of the existing heart attacks to be frustrating.

We’ll be monitoring the new system and will decide about its permanent inclusion a bit later.

MORTALITY DEBUFFS

Almost dying is, we’re assuming, a mildly traumatic experience.  To reflect that in-game, we’ve introduced Mortality Debuffs.  If a hero is reduced to Death’s Door and then healed off of it, he is given a set of debuffs that last for the rest of the quest.  This reflects the toll on his body from facing down death.

Additionally, there is a larger set of debuffs that occur if the inciting event was a Heart Attack, as mentioned above in the Heart Attack section.

STALL PENALTY

Deliberately prolonging battles is always a risky proposition when facing bloodthirsty fiends. We’ve had a system in place for a while that discourages this, but we’ve revamped that system with the nucleus of a new one.  As before, the party will become agitated, taking stress damage as the fight drags on against a lone adversary.  Protracted pugilism is a noisy affair – those who ignore their parties’ warnings will attract the attention and ire of enemy reinforcements!

We expect some kinks as we refine this system, so we’ll be monitoring feedback.

HERO TUNING/BALANCE

  • Leper – increased crit; increased Withstand stress heal slightly
  • Plague Doctor – increased blight dmg slightly; increased physical damage of disorienting blast
  • Tweaked Debuff resistances for classes to give more differences and reflect the classes better. Those affected: BH, LEP, MAA, OCC, PD
  • Man-at-Arms: his Riposte was originally 1 round, but a while ago a bug crept in that raised it to 3 rounds, which is longer than intended. In this build, we are experimenting with setting it to 2, and will be looking for feedback on the overall power of this move.

OTHER NOTES, FIXES, ADDITIONS, and ADJUSTMENTS

  • Experiment with D8 initiative instead of D10
  • Monster ai improvements – skill and mark cooldowns to limit overuse of some skills
  • Cove – “Call of the Deep” nerf
  • Cove – Fishy Shaman brain improvement
  • Shambler now transports you to a rift in time and space.
  • Add confirm for retreating out of battle that will result in death.
  • Add trinket sell instruction text.
  • Added disease icon to roster icon.
  • Added validation so curio effects will error if being added to skills.
  • Big monsters should now disable stall penalty correctly
  • Corrupt save handling before loading campaign.
  • Cultist witch incantation doesn’t crit
  • Custom stall mashes per region
  • Diseases can no longer be purged.
  • Do not count dead heroes trinkets towards ancestors trinkets.
  • Enable backup saves on mac.
  • Fix controlled hero initiative crash.
  • Fix monster skill effects being specified as curio. (Fix to till next camp debuffs)
  • Fix persisting boss loading screen when starting new campaign.
  • Fix piglet double turn.
  • Fix q,e camping exploit.
  • Fix to guardian’s shield buffs and a few other buffs that should’ve been Back Rank dependent instead of HP dependent
  • Fix to move effect bug involving different sized monsters.
  • Fix to not being able to right click certain heroes while camping.
  • Fix to siren save crash.
  • Fixed problem with ambushes in curio/treasure rooms wiping the curio/treasure if you come out and come back in.
  • Fixed problem with map icons not behaving properly between curio/treasures and battle with curio and battle with treasure.
  • Made narration samples start immediately.
  • More trinket buff fixes
  • Move effects can be applied to the corpse of the monster you killed.
  • Mute now works for cinematic.
  • New mute and master volume options.
  • Remove ability to select skill during event.
  • Remove boss room icon once boss is killed.
  • Removed “Target:” specification on effect descriptions.
  • Start map zoomed out to see entire map.
  • Unselect skill when you go into event.

This topic contains 61 replies, has 33 voices, and was last updated by Woodclaw Woodclaw 1 year, 6 months ago.

  • Author
    Posts
  • #84730
    PorkyLabrador
    PorkyLabrador
    Participant

    Wow, what a load of stuff!

    Looking forward to getting started.

    #84731

    Razzoriel
    Participant

    I’m playing Darkest Dungeon right now, but it didn’t seem like you guys updated the build yet. When can we know the exact time these changes go live?

    EDIT: Nevermind, just got it!

    #84732
    Daimera
    Daimera
    Participant

    “But beware: the Abomination unsettles religious heroes so much that they refuse to serve with him.”

    That makes me sad, as a religious person who likes monsters. :C

    “Shambler now transports you to a rift in time and space.”

    Now THAT’S interesting and I can’t wait to see it!

    Everything looks exciting! I may not play immediately, but I’ll definitely drop by the stream to see how this all works out! You’d better damn well trigger a Shambler fight, John!

    Wherein I occasionally draw fanart and/or attempt to write a fanfic. Pick your poison (or don't, and possibly survive).

    #84733
    PhantomSlippers
    PhantomSlippers
    Participant

    I’m excited to see all this in play, unfortunately I have to wait awhile I’m a sad panda :c

    #84735

    ShadowDatsas
    Participant

    YEAHHHHHHHHHHHHHHHH
    I havent even read the notes yet but the size satisfies my so hard

    #84741

    ShadowDatsas
    Participant

    What the…..
    Is it me or stress is now impossible? I got affliction from the second fight only (!!!).

    #84742

    ArgusEyedOracle
    Participant

    King in yellow, you say? As if the Mensis cage and face coat didn’t intrigue me enough.

    #84744
    BoneJangles
    BoneJangles
    Participant

    The Abomination has got some badass skills.

    Jingle jangle your organs'll dangle

    #84747

    Morris
    Participant

    Some explainations would be nice. As much as I am looking forward to trying out the patch, I would like to understand a few details:

    Religious heroes won’t work with Abomination – even to this day, I do not comprehend what makes a hero in DD count as “religious”. Hieromania and the like? Or will certain classes (ie. Crusader and Vestal) refuse to work with the new guy altogether?

    Diseases can no longer be purged – does this mean the sanitarium won’t be able to cure the heroes, and we can only rely on Plague Doctor’s camp skill? God, I hope that’s not the case. Can anybody confirm?

    Fan class suggestions - Musketeer, Ratcatcher and more:
    http://www.darkestdungeon.com/topic/class-idea-musketeer/

    #84749

    ArgusEyedOracle
    Participant

    I think cutting off the use of certain classes altogether would be two extreme.mi think it would have to do with certain quirks.

    Perhaps multiple diseases can longer be treated at once?

    I’m afraid I cannot confirm on this, but this seemed to be my understanding of it. I think the alternatives would be too unprecedented.

    #84751
    BoneJangles
    BoneJangles
    Participant

    Leper Vestal and Crusader can’t work with Abomination.

    Jingle jangle your organs'll dangle

    #84752

    Puph
    Participant

    I’m not happy about stress increase in higher level dungeons. Not because it’s too hard, but because it exacerbates a flaw I see in this game.

    I can no longer grind Apprentice dungeons because I have 25 heroes at Veteran level. I’m forced to get slaughtered in Veteran to farm the last few upgrades, or I have to dismiss 4 heroes to farm in Apprentice. In either situation, I am losing the gold I need to keep myself alive in veteran.

    Both of these choices are off-putting to me. I understand the developers don’t want Veteran heroes to farm Apprentice dungeons, but the alternative (dying in veteran, or dismissing hereos) is not fun. Now that my veteran heroes are more prone to stress, my problem is worse.

    I would appreciate a way to get more gold for veteran without punishing the player.

    Thanks for hearing me out.

    #84756

    draconichero
    Participant

    I do find it interesting that the Abomination can’t work with religious heroes. This changes the battle flow somewhat especially with the new death’s door recovery debuff.
    Like, there are only so many other heroes who can heal the entire party besides the vestal and the Crusader. The Plague Doctor, The Occultist and The Arbalest come to mind and the first one does minimum healing.
    With this new penalty, I can’t just use the Plague Doctor to keep my heroes off death’s door when they reach it. Healing now has a more careful part to strategy.

    As of right now, I haven’t yet unleashed the beast as it were, but I simply don’t have the time to do another quest at the moment. I can’t wait to see how useful/risky it is to do so.

    #84757

    Morris
    Participant

    Leper Vestal and Crusader can’t work with Abomination.

    Geesh, really? This is just mean from a gameplay perspective. It would make more sense if they suffered/inflicted more stress on each other during a conjoined dungeon run or something (when the Abomination transforms – I don’t see why they couldn’t at least tolerate him in human form). Meh… maybe they will consider it for later releases.

    Fan class suggestions - Musketeer, Ratcatcher and more:
    http://www.darkestdungeon.com/topic/class-idea-musketeer/

    #84759

    Kakimori
    Participant

    The only thing that initially concerns me about these changes is the persistent debuff upon hitting Death’s Door especially for heroes like the Grave Robber, who literally get one-shot by a crit from trash mobs (30+ damage) in Veteran level dungeons.

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