[MOD] Hero in the Dark (original thread)


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111mglk_jpg.png

 

 “Hero in the Dark” – Is a traditional fantasy mod This mod will incorporate traditional fantasy elements and lore while retaining the artistic style and the survive or die elements of Don’t Starve. A large focus of the lore and design of the mod will be from D&D and other games/books within the genre.  Barbarians, shadow knights, druids, Necromancers etc etc

 

 The goals of this mod are to make an alternate form of Don’t Starve, not to add on to its current game. We plan on adding in creatures, events, more lvs, boss mobs, items, dungeons, unique leveling system, 12 playable characters etc.

 

Here is the first version, it is in alpha still. We currently still have some art placeholders included in the mod until we get better artwork to work with. We are still looking for more artists to join our team. We need things from Characters, items, monsters, terrain etc We are currently looking for 2 to 3 artists to help us give face to this mod. If you are interested please send me a pm.

 

(Note: this is still in Alpha, we are still missing some artwork, like barbarian portrait and some other things, I am not posting this to steam as of yet)

 

Please give feedback within this thread and bug reports here or in a PM to me.

 

List of people on the team:

 

Design/Coding:

@Kraken121  

@DeathDisciple

 

Artwork:(need more artists for icons/characters/monsters/items)

@ soul (Druid,Paladin)

@ EmielRegis (Barbarian)

@ TheDanaAddams

@Scalepelexis   (so much! ;) )

@Sabeku

@bmknauff (http://brentknauff.wordpress.com/) (Orcs)

 

Concept Art

@talmatityaho

 

Feedback

@ TheDanaAddams

 

Text: Still looking for one or two people for text

Testing: ( I am looking for 1 or 2 testers to test pre-release versions of the mod)

 

(If you are interested in joining our team, please take the time to consider if you have enough time to contribute, we have put hours and hours into the coding, we are very far ahead "code wise", so please take time to consider joining and not just ask me on a whim. Whether it is art, code, text or play testing, this takes many hours. So please don't waste our time.)

 

http://forums.kleientertainment.com/files/file/518-mod-hero-in-the-dark/

Edited by kraken121
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The Heroes start to awaken….

 

First two heroes are…

 

98g9wg_jpg.jpg

 

Barbarian

  1. The Lower his life gets the stronger his attacks
  2. Chops / mines 50% faster
  3. Can eat raw meats with no neg effects
  4. Has double the hunger values
  5. Has a “rage” clicky ( a separate button), when toggled , loses hunger and sanity every 2 sec for a boost in speed, resists and atk speed

XP table

Levels

Xp needed

Barbarian (+5hp +1 hunger per lv)

1

0

 

2

500

.1 melee dmg increase

3

1,000

Can eat raw meats with no neg effects

4

1,500

 

5

2,000

run speed+.05

6

2,500

chops/mines 50% faster

7

3,500

.1 melee dmg increase

8

4,500

 

9

5,500

Rage ability  raising atk speed by 30% , resists by 25% run speed by .50 at a cost of -10 hunger/ - 5 sanity every 2 sec

10

7,000

run speed+.10

11

8,500

.1 melee dmg increase

12

10,000

 

13

12,500

 

14

15,000

.1 melee dmg increase

15

17,500

run speed+.10

16

20,000

 

17

30,000

.1 melee dmg increase

18

40,000

Rain does not lower sanity

19

60,000

run speed +.05

20

80,000

Improved rage ability  raising atk speed by 50% , resists by 50% run speed by .50 at a cost of -10 hunger/ - 5 sanity every 2 sec

 

 portrait2_zpscb47eaab.jpg

 

Druid

  1. Animal companion
  2. Own druid spells
  3. Loses sanity from chopping down trees, picking grass and twigs
  4. Loses sanity for killing an innocent, ie. Rabbits, birds etc etc

XP table

Levels

Xp needed

Druid (+5 sanity, +1hp per lv)

1

0

 

2

500

 

3

1,000

lv 1 spells

4

1,500

 

5

2,000

Summon pet

6

2,500

lv2  spells

7

3,500

 

8

4,500

lv 3 spells

9

5,500

 

10

7,000

lv 4 spells

11

8,500

 

12

10,000

lv 5 spells

13

12,500

 

14

15,000

 

15

17,500

posion resist 50%

16

20,000

 

17

30,000

 

18

40,000

gets double from eating plants and veggie

19

60,000

 

20

80,000

better pet stats and dmg

 More Heroes will awaken soon…

Edited by kraken121
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 Here is what we have currently implemented into the mod,

 

4dana.jpg f2k808.jpg

  1. Leveling system – There are currently 20 levels you can achieve. Each monster in the game has its own xp value, the tougher the monster the more xp will be gained. Each time a prototype is created you will gain a small amount of xp. The xp needed to hit cap is a lot, our mod plans on adding in a lot of late game content. Each lv gained will be a very small amount of stat gains (barbarian gets 5hp,1 hunger per lv). Each character has unique abilities/spells and other boosts that will be unlocked as they level up.
  2. Random item generation (new weapons, armor and shields! – Certain monsters have a chance to drop items and armor that have 3 tiers each, Lesser – normal – Greater.
  3. Armor system has been redone – To prepare for what is implemented later in the mod, armor values have been adjusted. Grass is now 20%, wood 40%,marble 60%, and more armors have been added in, the higher the tier, the greater armor value  it has.
  4. Monsters – Only a small fraction of what we have planned for monsters are implemented, but there are some new ones in, be careful digging up graves and be wary of letting meat rot hehe
  5. Unique player characters – Each playable character added to this mod will have its very own and sometimes vastly different play style. From spells to pick pocketing to tracking!
  6. Naming ! – Name your hero! It’s never the same hero twice!

Version 0.03

  1. Goblins – Goblins huts will be placed around certain biomes during world gen. Three goblins will spawn from each hut. Goblins will have a small chance to drop things from a certain random item table, as well as the huts upon destroying the huts. Some goblins will spawn with stove pot helms, these helms are made by the goblins, so they are not very strong, but players will be able to equip these items. These nasty creatures are social, so be careful, they love to gang up on you!

  2. Modified the hound wave mechanic (Raiding) – As the hound waves progress, when you have hit the max number of hounds that can come upon you, the next wave will include 1 less hound and plus 1 goblin, the wave after that will include 2 less hounds and plus 2 goblins, until you get down to two hounds and the rest will be goblins. (note; we raised the lowest possible time (days) in between hound attacks, so, you not be getting raid attacks as frequent but the raid attacks will become harder)

  3. The Goblin Kings dungeon – Our first dungeon! This includes a 4 floor cave like experience with randomly placed rooms from our room list. Be wary future adventures, this dungeon contains many goblins, traps, treasures, goblin guards, some new creatures, items and the nasty Goblin King! Don't stay in the Goblin Kings realm for too long or you are likely to be set upon  ;)

  4. New playable character – “The Paladin” This righteous hero lives to battle the forces of evil. He has many new abilities and starts with his trusty “holy sword” a little stronger than a spear and gives a very small amount of sanity per hit(tier 1). (note; character Large portrait coming in next update and check the first page of the thread for more stat and level spoilers once I get the portrait)

  5. Many new items/weapons/monsters for you to find on your own.

Edited by kraken121
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What we have coded but no artwork for yet or placeholders,

  1. Raiding - goblins, we have these planned to spawn from "huts"  like pigs and merms

Orcs, we be similiar but setup in special event type locations like small military camps

Orges, rare spawn in mountain biomes after set amount of days in game

 but that brings me to raiding, the first part we want to introduce with the monster wave is raiding the player, "base wars"

 

As time progresses goblins will start joining in hound attacks, then there will be less hounds, more goblins as the game progresses, eventually tapering the hounds down and having more goblins, then leading to orcs joining in the raiding with the goblins and hounds, whipping the goblins/hounds to attacking the player first. Then as the game progresses, more orcs, less goblins, hounds(will always have at least 2 hounds for tooth purposes, and we have another mob planned that drops them as well) Then eventually an Orgre will be the slave driver pushing the orcs on to the player.

 

 So as for raiding goes, as the game progressess,

 

 hounds - more hounds - hounds joined by goblins - hounds(less) joined by more goblins - hounds(less)-goblins join by orcs- hounds(less) goblins(less) joined by orcs(more) - hounds (less) goblins (less) orcs joined by 1 ogre, granted this will be around the 200 to 300 day range by that point, after which i plan on adding in mini boss type encounters to join in the raiding

  1. We have many other monsters already coded and ready to be put in, but we just need the artwork, for example,

Dryad

 A dryad’s delicate features are much like a female elf ’s, though her flesh is like bark or fine wood, and her hair is like a canopy of leaves that changes color with the seasons.

 

 just like tree guardians, a dryad has a chance to arrive. Upon arrival, it will change the tree that was triggered into a special tree, "Dryad's tree" linked to that dryad, the dryad will be immune to dmg until that tree is cut down. The dryad will not move far from the tree. Upon the Dryad tree spawning along with the Dryad, 3 tree guardians also spawn, the longer the in game world has been going on , the higher % chance there is of spawning a Dryad.

 

The future of the mod

  1. Dungeons – we have this partially coded, dungeons from large to small for the players to explore and deeper cave levels with new threats to behold.
  2. Randomly generated quests – again we have this very partially coded, I’m waiting until I get more characters in to work on this further.
  3. Epic quests for a weapon/item that is unique per character, long long long to complete quest.
  4. Monsters taking over biomes, WAR, what is it good for..
  5. Many many more plans hehe
Edited by kraken121
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There are lots of items going into this mod, so I will post some basic spoilers about some of them.

 

Flaming swords

melee weapons

Flaming Sword

Description

50/100/150 uses

Drop mech/craft mech

from spider dens/rabbitholes/humanoid monsters/merm,pig,goblin,orc huts/chests

Damage

55/65/80

Tier 1

5% chance to do 50 fire dmg and light enemy of fire

Tier 2

15% chance to do 50 fire dmg and light enemy on fire

Tier 3

30% chnace to do 50 fire dmg and light enemy on fire

Frozen swords

melee weapons

Frozen Sword

Description

50/100/150 uses

Drop mech/craft mech

from spider dens/rabbitholes/humanoid monsters/merm,pig,goblin,orc huts/chests

Damage

55/65/80

Tier 1

5% chance to do 50 ice dmg and freeze enemy

Tier 2

15% chance to do 50 ice dmg and freeze enemy

Tier 3

30% chance to do 50 ice dmg and freeze enemy

 

freeze = half movement speed, half atk speed

Daggers

melee weapons

Dagger

Description

100/125/150 uses

Drop mech/craft mech

from spider dens/rabbitholes/humanoid monsters/merm,pig,goblin,orc huts/chests

Damage

40/50/60

Tier 1

Thief Only(5% chance to do 3x dmg)

Tier 2

Thief Only(15% chance to do 3x dmg)

Tier 3

Thief Only(30% chance to do 3x dmg)

Vorpal Axe

melee weapons

Vorpal Axe

Description

50/100/150 uses

Drop mech/craft mech

from spider dens/rabbitholes/humanoid monsters/merm,pig,goblin,orc huts/chests

Damage

60/70/85

Tier 1

3% chance to insta kil enemy

Tier 2

7% chance to insta kill enemy

Tier 3

12% chanec to insta kill enemy

Sword of undead bane

melee weapons

Sword of Undead Bane

Description

50/100/150 uses

Drop mech/craft mech

from spider dens/rabbitholes/humanoid monsters/merm,pig,goblin,orc huts/chests

Damage

55/65/75 (vs undead 65/75/90)

Tier 1

5% chance to insta kill undead

Tier 2

10% chance to insta kill undead

Tier 3

20% chance to insta kill undead

Note: There are Axes in the mod as well with the same effects as the swords, certain Heroes will do slightly better dmg with swords or axes.

 

Armor (basic armor values have been changed in this mod)

 

Grass suit

225 durability and absorbs 20% of physical damage.

Wooden armor

450 durability and absorbs 40% of physical damage.

Marble suit

1050 durability and absorbs 60% of physical damage. Wearing the Marble Suit slows the character movement speed by 30%.

Night Armor

750 durability and absorbs 80% of physical damage. Wearing the Night Armour drains 10 sanity/minute and decreases Sanity by 10% of total damage taken (not only absorbed by the armor).

Thulecite suit

has 1800 durability and absorbs 90% of physical damage. Wearing the Thulecite Suit also raises sanity by 3.3/min.

Snurtle shell armor

has 1050 durability and absorbs 80% of physical damage (or 100% while hiding inside), right click to go inside the shell.

Frost Armor

Armors

Frost armor

Description

 

Drop mech/craft mech

 

Absorb/AC

 

Tier 1

has 1000 durability and absorbs 70% of physical damage. (enemies that atk player have a 10% to turn to ice, keeps player cool in summer,-10% run speed)

Tier 2

has 1500 durability and absorbs 80% of physical damage. (enemies that atk player have a 20% to turn to ice, keeps player cool in summer,-7% run speed)

Tier 3

has 2000 durability and absorbs 95% of physical damage. (enemies that atk player have a 30% to turn to ice, keeps player cool in summer,-5% run speed)

Fire Armor

Armors

Fire armor

Description

 

Drop mech/craft mech

 

Absorb/AC

 

Tier 1

has 1000 durability and absorbs 70% of physical damage. (enemies that atk player have 10% chance to take 50 fire dmg,keeps player warm in winter,-10% run speed)

Tier 2

has 1500 durability and absorbs 80% of physical damage. (enemies that atk player have 20% chance to take 50 fire dmg,keeps player warm in winter,-7% run speed)

Tier 3

has 2000 durability and absorbs 95% of physical damage. (enemies that atk player have 30% chance to take 50 fire dmg,keeps player warm in winter,-5% run speed)

 

Shields (note: shields take up your backpack slot. Function: after dmg has been calculated {armor + helm} then the shield will absorb % of that dmg, once they have absorbs a certain amount of dmg, they will break)

Wooden shield

Shields

wooden shield

Description

a shield made out of wood

ingreds

20 wood, 5 rope

dmg absorbed

100

rock shield

Shields

rock sheild

Description

a shield made out of rocks

ingreds

20 stones, 5 rope

dmg absorbed

200

marble shield

Shields

marble shield

Description

a sheild made out of marble

ingreds

20 marble, 5 rope

dmg absorbed

400

bone shield

Shields

bone shield

Description

a sheild made out of bones

ingreds

20 bones, 5 rope

dmg absorbed

200, sk gets +2 sanity every 5 sec

mirror shield

same as marble until we get enemy spell casters in the mod
Edited by kraken121
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Loses sanity from chopping down trees, picking grass and twigs

NOooooooo, that was plan for my character :grumpy:

 

Looks interesting, do you plan to make any global goal? I mean not just survive 1000 days in camp.

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"End Game Content"

 

Dont.. just dont.  Make content not end-game content.  Content should be enjoyable for the duration of a game from start till finish forever.  Dont put in artificial level caps.  If you think it should take 1000 game days to get to level 40 then set a formula that will progress along those lines.  Use scalable formulas that can be logarithmic, linear, or exponential in design  but caps should be avoided.

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NOooooooo, that was plan for my character :grumpy:

 

Looks interesting, do you plan to make any global goal? I mean not just survive 1000 days in camp.

 

 

"End Game Content"

 

Dont.. just dont.  Make content not end-game content.  Content should be enjoyable for the duration of a game from start till finish forever.  Dont put in artificial level caps.  If you think it should take 1000 game days to get to level 40 then set a formula that will progress along those lines.  Use scalable formulas that can be logarithmic, linear, or exponential in design  but caps should be avoided.

That was an error on my part, I edited the post to fix it.

 

We don't have plans for "end game" content but instead its "late game" content. What I mean by this is the challenge of survival will become harder as the mod progresses instead of easier. There will be no end to the mod but more challenges will arise as the player progresses through the mod.

 

The "levels" are really only a way to balance characters from gaining abilities too early, just like the ruins do with the crafting, the amount of stat gains per lv is very little.

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stuff

 

I by no mean meant to imply the mod would end.  I meant 'end game content' exactly in the way you used it and the way every game uses it.  its a bad thing.  ALL content should be meaningful at all times.  The longer you play the more powerful things should get if you want.  But you shouldnt have a reduced set of content that becomes the only things still meaningful in the end.

 

End Game (late game) content is a horrible, horrible concept in every single RPG that uses it.

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I by no mean meant to imply the mod would end.  I meant 'end game content' exactly in the way you used it and the way every game uses it.  its a bad thing.  ALL content should be meaningful at all times.  The longer you play the more powerful things should get if you want.  But you shouldnt have a reduced set of content that becomes the only things still meaningful in the end.

 

End Game (late game) content is a horrible, horrible concept in every single RPG that uses it.

Just because you add in "late game content", does not mean you have to reduce the "earlier" content to render it useless, it's finding that balance that matters. ie...the ruins, giants, ancient altar etc etc

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Ok, a bunch of things about so-called 'endgame', the way I see them.

 

 Endgame vs grind to endgame. The concept pushed down our throats by fail mmos, but also partially human nature. If you set 'cap' at 20, everyone has to optimize to hit it, ruining their game in the process and 'expecting' something to happen. Why? It's in your head. Same with any other sort of goal.

 

It's not about 'endgame' it's about progression. Can you call anything that you can't do at day 1 'endgame', or 'late game', and horrible at that? Just how boring was Oblivion because of it trying to fix that 'issue', no feeling of success, achievement, when you conquer anything because it all scales to nothingness anyway. Besides, can you really start a game and run to ruins right away? If you can, amazing, but most of us can't... progression. It already exists.

 

Content is gated by your power. It's not called level, but it's there, in form of crafting, the recipes unlock, resources, they are all forms of power, and forms of gating that power behind 'grind' for drops/ingredients/blah blah. And there is a cap. The most powerful item. Whatever we consider 'enough' of whichever rare resource. It's there. Level is a guaranteed progression method, nothing more, nothing less. And just one of them.

 

Content you have is already reduced to what you can conquer by your power. And once you have everything unlocked and tons of crafting ingreds you will no longer want to make weaker stuff, so content is reduced by your increased power too, even as is (ruins armor, dark sword, etc etc). It is not our mod that is about to reduce the viable content, it is already reduced.

 

If anything we are trying to 'fix' the problem of reduced content (and existing challenges being too weak/player being too powerful later on) by 1. increasing dangers as time progresses, yes, in existing/early accessible zones too 2. adding extra challenges to conquer on ALL levels. So yes, we can debate if 'levels' are the best option or putting special one time 'recipes' would be or something... etc, but you need to keep increasing both the power and the challenges to keep player interested.

 

And after all, this is not RPG but survival, danger should raise faster than the player capability to beat it, instead of turning into godmode (that it currently does). Killing a hound or 4 is not gonna be much of a challenge on day 500... neither is killing a werepig or a few bunnies gonna gain you much anymore. The vanilla game has stopped. Guess Giants will add up new stuff when they're actually in. We're gonna make our own spawns/invasions too. But eventually you want to 'open up' new zones instead of herding same beefalos as well.

 

And no, you would not survive later invasions anywhere easier than you would survive a deerclops naked at day 1. Environment adapts to your presence. Survive, (divide and) conquer, adapt, or die. As the world changes, some stuff you might find from new mob invasions, some from dungeons/strongholds. The difference is, you will need to explore, instead of being able to sit in godmode camp surrounded by 1000 pigs and pretend that 'all content is meaningful' because you have not gone into the danger zone(s), and game is not forcing you to move out either.

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Hey, just saw this topic. If you guys want to include or use a version of my RPG Items mod, you are more than welcome. Seems to fit fairly well, and I did abandon the mod a couple months back. So you can really do whatever you want with it.

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Hey, just saw this topic. If you guys want to include or use a version of my RPG Items mod, you are more than welcome. Seems to fit fairly well, and I did abandon the mod a couple months back. So you can really do whatever you want with it.

Thanks, I will have to take a look at it.

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Still looking for one or two people for text,

 

and  we are looking for 1 or 2 testers to test pre-release versions of the mod

 

Next update is coming soon...

 

(I just waited 7 weeks for some character art and just got excuses upon excuses, so If you are interested in joining our team, please take the time to consider if you have enough time to contribute, we have put hours and hours into the coding, we are very far ahead "code wise", so please take time to consider joining and not just ask me on a whim. Whether it is art, code, text or play testing, this takes many hours. So please don't waste our time.)

Edited by kraken121
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I downloaded it and it is "out-of-date". Btw I am on standalone. Seems endlessly cool though.

 

A suggestion, it would be interesting for the player to have an upgradable base. Not just like the normal way, like you can build parts of a structure and piece them together in different ways. For example, you could build supports,  then add a roof for rain protection. Then add walls and a fireplace for heat. Maybe add something like a houndius shootius on, have one on each corner. It should also be expandable.

 

I was not able to play due to the above problem, and I don't know If that fits what you had in mind, but if it does plz add something like that.

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I have answered the standalone issue on dl page but I will crosspost here as well, for the sake of visibility.

it's not the mod that isn't up to date with standalone, it's standalone's api version that is not up to date to steam api version. Klei refuses to update API version on standalone apparently until ROG is ready or so, which is putting us in a very frustrating situation, it's either standalone clients won't run it out of the box or steam clients complaining the api is outdated...

 

But like I said above, you can just extract it etc and open modinfo.lua in notepad or something, and change

api_version = 5

to

api_version = 4

 

and it will work fine.

 

I know it's a hassle, but It's honestly an issue out of our control, however we set it one part of the user base will have an issue until standalone is patched properly by Klei.

 

People running/preordering ROG and having different version would have been one thing, but updating whole steam userbase and causing this discrepancy of versioning is... well, I'll spare everyone the rant, enough said that I find this whole steam-exclusivity unacceptable

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Very nice idea for a mod. It's pretty much what I've wanted Don't Starve to be in terms of Gameplay (minus the levelling - but I can deal with that. Reminds me a bit of Fallen Enchantress) since I began playing back in the alpha days.

 

If you need help testing with balance, I'd be happy to assist since it's what I do. 

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