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Because productivity is not enough to keep updates at a sufficient rate, I have in mind to turn off the sponsorship and leave only the lowest price slot. Won't shut it down completely, partly because some of the content is not suitable for uploading to steam, and partly because I can still do some occasional updates.

The other main reason is that DD2 will become a 3D game, the mod production costs further increase, although we have the ability to complete 3D models and animations, but it depends on the sales performance of DD2. I will continue to make my favorite content in DD2 if it is appropriate.

All of the above is unclear right now, so I can't make a conclusion for now.

As far as our team's discussions go, the preference is to keep patreon as it is. But I think you can reasonably adjust (reduce) your sponsorship amount, and I must admit that the current update rate is substandard. In any case, thank you for your support.


After Orca is done, we will not fill the work period with minor content. We intend to go full steam ahead with the last character. Suspend activities for a short period of time after all the expected roles are completed.

Comments

A weird cat

Interesting. I didn't know they went for 3D for DD2. From their latest interview they have confirmed the game will be using Unity, which means we should have much higher freedom in terms of modifying skills, mechanics and such. I've personally had some rough experience modding assets in Unity but hopefully the community is able to figure out an elegant way to add/modify models. Just to make sure I'm reading this correctly, Orca is not the last character right?

GhastRiv

Yes, Orca is not the last character. Unity should open up a lot of new possibilities.Red Hook says in the promo's text blurb that "this promo was created using in-game character models and rendering techniques"(This is not the original text, but that's what it says), which I assume means DD2 will use 3D models. I'm not sure, but I think I understand it correctly.

A weird cat

Yep, you can read a bit more about that in their interview https://www.pcgamer.com/interview-darkest-dungeon-2s-new-3d-look-monsters-the-narrator-and-its-surprising-aspirational-spirit/ Either way I'm looking forward to the Orca and the next upcoming character. Thank you for your awesome works!

Emenel

In fact, your level of work is incredible (even considering the difference in style). I know that these tasks are sincere and take a long time. However, some people think that this long time can be tiring, so even if it is not completed, showing the interim process or sketch will help them wait, I think.

Emenel

Also, your animation is uniquely well-made in the mode community, so you should keep in mind that even the lilyth alone has gathered this amount of sponsors. DD is even a nearly five-year-old game. In my opinion, you'll be famous enough to get some financial help after you release a few more modes that are scheduled.

Emenel

However, everyone agrees that lilyth is excessively powerful in the Korean community. I reworked several classes in the community, and lilyth is also well adjusted. This is the address: https://mega.nz/file/Ib5F1TTC#NwEtdR8H8SJa5K8azrUoHcoKa5EZTQ0Td_mEsUQGEnA A very powerful character can also be fun. However, I think that expression as a game effect is just as important as graphic elements. For example, the Catapult consisted of some simple skills, but it still did a good job of expressing cavalry. I think lilyth was so powerful that I just thought it was OP, and her personality and concept were not well revealed. The direction is of course your freedom. But in my opinion, it would be better if the game was well-mixed and balanced enough.

Emenel

For example, hiding in another dimension is fun enough. It is also good to absorb enemy forces that are bleeding or to be a member of a marker-bleeding party. However, lilith uses all of his free-turn skills whenever possible to attack the enemy, cross dimensions and then attack again, leaving no room for testing other strategies. It is best to slaughter enemies, but it is not worth the strategy game. If you adjust it or make a new hero, I recommend you select some strong and weak parts and make them accordingly. For example, lilith has many great strengths: a 35% reconnaissance probability, a high critical probability, invincible, wide-area markings, high damage, and a party 30 stress heel in Virtue. However, there are only one or two disadvantages, and they are not fatal weaknesses. If there were enough weaknesses, lilith could have been a very strategically entertaining hero (what if lilith had done a significant amount of HP damage to the party)?

GhastRiv

You're right, maybe Lilith had some interesting mechanics at the beginning of her design, but my bias made her overpowered in actual performance. I can understand players who want to continue to experience the original monsters and retain some challenge for themselves to play. I'll look at this tweaked version in detail for future data reference, thanks for your work and support! I'm all for other people modifying character data to get the results they want. But for Lilith, she has been released for some time, so I'm not going to update the public version again.

TouchMe

Merry Christmas enjoy your holiday! Looking forward to your upcoming projects