Darkest Dungeon®

Darkest Dungeon®

Anemone's Blighted Graverobber (OUTDATED)
17 Comments
Anemone  [author] 3 Sep, 2021 @ 11:12am 
Anemone  [author] 12 Aug, 2021 @ 11:41am 
In addition, after 1.1's release, I will release a Black Reliquary patch. This patch will only work with the 1.1 version of the mod, not 1.0. It will override Black Reliquary's Grave Robber, and she will be themed (as much as possible) after Amberblight, with possible Amberblight FX integrated into her mode indicator (since it is an actor dot fx, I think I could use the amberblight fx and have it overlayed over her sprite permanently as a "neutral amberblight", with permission from the BR team of course).

Remember to swap over to the 1.1 release upon release!
Anemone  [author] 12 Aug, 2021 @ 11:37am 
1.1 release is set to be ready soon. I will be releasing 1.1 as a seperate mod upload, keeping this one as is for those who want to keep this version of my GR rework.

1.1 will contain many new barks, a disease chain that imitates drunkenness and being hungover in ways that synergize with possible builds on her, as well as with the Crimson Curse. This will hopefully include her "drunk" disease being compatible with the CC, which usually is not possible. This disease will be largely beneficial, massively raising her stress resistances to certain sources, raising her stun resist, and slightly lowering her very high accuracy (with increased acc on skills to compensate).

1.1 will also contain the custom fx I have done, including mode specific fx! As mentioned, Adon is working on a mode indicator, which I plan to do a few things with.
Anemone  [author] 8 Aug, 2021 @ 11:04pm 
New animations added to preview images
Anemone  [author] 6 Aug, 2021 @ 2:00pm 
Just a rework
R6>cs 6 Aug, 2021 @ 5:13am 
Is this a separate class mod or GR rework?
Anemone  [author] 5 Aug, 2021 @ 3:13pm 
Added a preview of the animation updates im trying to make. Last slide. I can't make them different colours based on her mode (that I know of, that takes some Seo level of knowledge), but I hope these make her a little more dynamic feeling.
Anemone  [author] 4 Aug, 2021 @ 6:12pm 
The Good Stuff should be working now. I just need to fix one issue with it and another skill. Once I find a fix for that I will upload the changed code, and that'll probably be the last update until I get the actor dot animation. I'll release that in a 1.1 release, and I want to try to "update" her animations a tiny bit to better match some more recent dd class animations. If I can pull it off, you'll see what I mean.
Anemone  [author] 4 Aug, 2021 @ 5:07pm 
I've changed Shadowfade a bit to see if it makes her a little more consistent, since that seems to be a complaint, and Shadowfade doesn't seem super useful now.

+66% dmg for 2 rounds (next attack) > +7 flat dmg for 2 rounds (this should make even fade - darts a decent combo since it adds flat dmg to each hit of the cleave, but shouldnt add any dmg to her riposte )
+8% crit for 2 rounds > (yes) +50% crit multiplier.

e.g. on Lunge at max lvl: 13% base crit +12% crit mod = 25% crit chance. Shadowfade will add +12.5% crit chance to Lunge, instead of just +8%.

And if you use Shadowfade in Dagger, that is a 25% +8% +8% crit chance before (49% crit chance), now (25% + 8%) x 1.5 = 49.5% (barely any change). So she doesn't get to absurd levels of crit chance, just a fair 50/50 still if she spends a turn to Shadowfade and set up.
Anemone  [author] 4 Aug, 2021 @ 1:25am 
Glad to know it works. I've commissioned Adon to do the mode indicator with an actor dot fx, so its gonna be good.
Puben 4 Aug, 2021 @ 1:09am 
Ah whoops, know the feeling! Can confirm it definitely works now. Good luck with the other stuff too!
Anemone  [author] 3 Aug, 2021 @ 10:19pm 
Okay NOW you should have sounds! tl;dr i changed the project id on my public project file to my private test version by accident so i was just uploading what I thought was the public version, to the private version of the mod that I was using. So of course my sounds worked!
Anemone  [author] 3 Aug, 2021 @ 8:07pm 
Also I am currently working on a mode indicator. I've gotten as far as getting white square textures to show up, so hopefully I can make them work and she'll feel a little more intuitive!
Anemone  [author] 3 Aug, 2021 @ 8:06pm 
Huh weird. I manually defined all her sounds last night. I'll check this version and see if I get sounds. Thanks for telling me. I might have just not uploaded properly it last night.
Puben 3 Aug, 2021 @ 7:58pm 
Looks interesting, a bit to keep track of but not -too- far from vanilla from what I've seen with my small amount of testing so far.
Heads up though, sounds are still not working. I believe you'll need to actually reference the audio files from a separate .guid_overrides file in the audio folder, as explained here [www.nexusmods.com]? Don't quote me on that though, I'm not very well versed in fiddling with this, especially since it's changing an already existing hero.
Unless it's something odd like the wrong version having been uploaded. That can happen aswell!
Anemone  [author] 2 Aug, 2021 @ 11:59pm 
Sounds added. Please subscribe and re-subscribe if you are not hearing sounds for her skills.
Anemone  [author] 2 Aug, 2021 @ 10:08pm 
I have figured out how to get sounds working (sorry about that, first class mod). I'm gonna get those done and uploaded tonight.

Version 1.1 will include some new stuff. Really as much as possible. Including: an indicator of her current mode as a visual (think: Legion's Bloodlust indicator but less intrusive.)

I am also still trying to make mode specific effects working, so that all of her animations will have separate "tints" based on her mode. In fact, I may be able to achieve it through a tint, similar to how Stealth changes the color of your character, her Cloak mode would have a green hue that applies to her skin, weaponry, and visual effects. It this is possible, I will do my best to get it working. First, I need to learn Dragon Bones!