of darkest potatoes and maybe dungeons too

@VastleCania said i should do a little screenshot lp and until someone fixes selectbutton removing my webms i might as well do something while waiting cough cough nudge nudge

I bought this over the Klei publisher sale weekend, currently near the end of the game at about 50+ hours, so there are some minor late game spoilers here. the fundamental game loops stay the same for the whole game

this first post will be geared for people who have never played this game, from a fairly late-game mission which isn’t that much different from early-game missions, explaining how the game flows and what you do in its primary game loop, so if you know what’s up just ignore me. i have used no spoilers personally so i don’t actually know anything about the endgame personally and am probably missing all kinds of random stuff.

i had never played this game in early access, so i don’t know what it was like then

this screen shows up every time you start the game. it is very clear that this is a hard, challenging game.

more than hard, i think this game is grueling. it asks for a lot of your time, and it doesn’t really give you the tools to do a lot of things without spending a lot of time and effort to unlock them first.

say hello to The Darkest Potato Estate. it filled me in with The Darkest when i started a new savegame and i thought something really dumb would be good to follow it up with.

there’s a +15% bonus damage in The Weald so I’m going to do something there most likely, probably especially because of the boss i have available there.

I forgot to get a screenshot of ā€˜town’ itself so oh well you don’t get one!

here’s the stat screen. short rundown:

  • every character has a rank and class, this is a max rank Crusader. he’s also one of the starting characters so this guy is anything but a spoiler!
  • on the left you have quirks. the yellow ones are ā€˜good’ quirks, the red ones are ā€˜bad’ quirks.
  • bad quirks can be removed at the Sanitarium for a small price, and good quirks can be locked so they are not overwritten for a much higher price. the red icon next to the bad quirk names means that one’s locked and will not be removed without spending a small fortune. bad quirks lock naturally over time so get rid of them quickly!
  • for stats: dodge is directly subtracted from enemy accuracy, prot is a flat percentage damage reduction, spd affects turn order, acc mod affects accuracy, crit affects critical rate, and hp/dmg are hp/damage.
  • the 5s above his sword and armor indicate that they are level 5. you cannot change a character’s equipment but you can level it up; 5 is the maximum.
  • there are two equip slots for accessories named ā€˜trinkets,’ but he doesn’t have any right now. more on that a bit later.
  • on the right side, there’s a listing of 7 combat skills and 7 camping skills. you can have four combat skills and four camping skills equipped at any given time. you can switch these at anytime outside of combat.
  • the numbers below each combat skill are its level; the higher it is, the more powerful it is. these, too, can be leveled up.

it is expensive to upgrade armor to the max. each level of armor increases evade by a fixed 5 and hp by an amount depending on class.

but mostly, i have this screenshot because i want to draw attention to the hammer resting on the anvil in front of the blacksmith. the handle is attached wrong! how the heck does he work like that? i have not been able to unsee this after first noticing it.

upgrading skills, too, its fairly expensive.

the upgrade screen helpfully tells you what the current level is and the next level will be when you hover your mouse over a skill, as shown. attack skills go up by a flat 5 accuracy per level.

you’ve probably picked up that, yes, that is directly offset by the increase of evasion that armor gives, and enemies too will gain the same values or greater so you will have to upgrade to keep up. you can easily invest 20,000 or more into a single character for equipment and skills alone. since you’ll need a party of four so you’ll need to get a steady source of income to support them!

this is the mission selection. ignore the very confused jester on the right.

the final dungeon, shown in the upper right, is the titular Darkest Dungeon, and is unlocked from the very beginning of the game. you can send a team of level 0 characters into it if you like, but they will probably die. i still haven’t gone into it yet, so don’t spoil me on this please!

there are four areas, the Ruins, the Warrens, Cove, and the Weald. each zone has a theme, with specific types of enemies and content. the Ruins is mostly undead, the Warrens is horrific diseased pig-beast-things, the Cove consists of eldritch fish-men, and the Weald is a mixed bag of humans, eldritch fungal horrors and other fun creatures.

the circles below each zone are the areas you can access. green is low difficulty (lv0~2), orange is veteran(lv3~4), and red is champion(lv5~6). once a hero outlevels a zone, they cannot go back to a lower level zone. you can send a character to a zone they are not high enough level for, but their stress level and gain will be much higher than it would otherwise be.

the spokes on each circle indicate the length of the mission. no spokes is a ā€˜short’ mission, 3 spokes is a ā€˜medium’ mission, and 5 spokes is a ā€˜long’ mission. medium and long missions include camping, short missions don’t. in general i feel that medium missions are the easiest ones.

you cannot skip a week. you cannot skip taking a mission. you must send a team of four adventurers possibly to their doom, every week.

i take a boss mission, which is a medium length champion difficulty mission to defeat the Hag Witch.

i decide to bring a team of two crusaders(paladins), a vestal(cleric-type complete with mace-bat), and a jester(bard). why i do this will become evident later! the primary weakness of this team is that nobody can reduce enemy Prot, so i will be doing relatively reduced damage against tankier enemies.

when you pick a mission you’re sent to the provisioning screen. here you can buy a number of items, usually an expedition will run you about 4-6k fully kitted out. you spend a lot of money in this game. i decide on this: little bit of all-purpose, maybe a few too many torches. you always want to buy all the food that is available, so i have 24 rations worth.

the other items are: 1x firewood(you get 1 per camping session, automatically given per mission type), 4x holy water(increases resistances, purifies curios), 6x medicinal herbs(removes debuffs), 4x shovels(breaks down field obstacles), 3x keys(unlocks chests, important), and 4x antivenom(removes blight)

and off we go! the map is in the lower right pane, dungeons are very uniformly laid out, with rooms connected by 4 map tiles worth of corridor. if you succeed in a scouting roll(i did at the start here), you get to see what’s ahead.

you can choose to walk left or right on the upper screen, or you can click on a map location to start walking there. going to mostly crop out the bottom stuff for now.

the red bar underneath a character is his HP, the little squares underneath that indicate current stress level, and the icons above indicate buffs/debuffs. currently they only have the +15% damage buff that the town crier told us about.

first encounter surprises the enemy! which is not necessarily a good thing, but is okay here. it means all of our characters go first.

during each combat round, every character and enemy goes (at least)once. (in the case of surprising the enemy, this means all enemies go at the end of the first round, and then if they’re fast they can all go first at the start of the second round, and that can really hurt)

there’s two fungal dudes up front, those are tanks and have 50% prot so i’ll be doing half damage. behind them is a fungus artillery guy, he has ranged attacks and inflicts blight(damage over time) to party members. and all the way in the back is a crone, she needs to be taken out immediately because she inflicts really nasty debuffs to accuracy/dodge and can add nearly 20% stress per hit.

we start off by having the jester do Solo, which moves him to the front of the party and does a 22% accuracy debuff to all enemies. he has curios to increase his evasion so he won’t be in too much danger up front, but he can still get whomped pretty hard, especially if the crone curses him.

crusaders have a lunge skill they can use when they are in the back two party slots; it moves them forward one party slot and attacks an enemy in the back two slots. he lands a crit on the crone, killing her instantly.

they can’t hit the front rows with the lunge skill, but they have a different combat skill for that which they can only use from the front two rows.

that’s the main plan for this party: jester solos himself to the front, and then the crusaders alternately lunge the back to shreds until nothing remains, then they sit up front and slowly whack at the tanks until they die from it.

(yes, this is a screen from a different yet nearly identical fight, who cares)

several fights later, my vestal catches the disease Ennui from some corpse bugs. these guys have low HP and are easy to kill, but evasive and fast enough that they tend to go first so sometimes this just happens and you have to deal with it.

diseases give a permanent debuff, this one drastically reduces ā€˜virtue chance’ which is how likely your char is to not freak out when they max out Stress. only a few camping skills can cure diseases on the field, none of which we have, otherwise we have to wait until town to cleanse it off.

stress will not be a problem on this run because both crusaders and the bard can reduce stress in combat, so this is basically irrelevant. it could be very relevant if i didn’t, though!

sometimes, scouting finds secret doors. you never find these without winning a scouting roll, so whether or not you know about these is pure luck! they always contain treasure. i decide to save this one for after the boss.

i camp in the lower left room before the boss after clearing out the encounter on the path. when you camp, everyone gets to rest. you consume a number of food at the start of resting, up to 8, which can reduce stress and restore HP.

camping skills can reduce stress, give buffs, clean off bad status. in this case, most of what i have are stress reduction or debuff cleansing so i don’t get much out of this. the bard gives a +5% critical bonus to one of the crusaders.

if nobody uses a skill to prevent an ambush, there’s a chance you can get ambushed with no light at after resting. this always surprises your party, shuffling your team order randomly. vestals and crusaders both have one for this, so we’re good.

and here’s the Hag Witch, with her witch’s pot!

every boss has three tiers, so i’ve already fought her twice on the lowest and veteran difficulty levels. so you just get Grade Up versions of each boss in this game, which isn’t a bad thing and often requires more dedicated teams at the higher tiers.

what’s in the pot? well,



you are!

if nobody’s in the pot, she picks a random party member to dunk into the pot at the start of each turn. the pot does 10% of max HP for everybody’s turn, so up to 50% damage total per turn. it drops them out if they reach 0 HP.

this is a surprisingly lethal boss fight, especially if she dunks the same high HP char in over and over since they take longer to heal.

she is considered to be in the back two rows and can only be hit by attacks that reach that far, so you can 100% guess my strategy right now is to just have the crusaders lunge her to death. it is entirely possible to go into this fight and not be able to hit her at all, if your team only has melee. i’m currently kicking myself for not moving the vestal to the front before the fight started, but moving her up is an easy fix.

aside from that, she has ā€œMeat Tenderizer,ā€ which whomps the whole party. if a critical lands on a party member, stress is applied to everyone, so that can add up pretty quickly if you have no way of reducing stress.

she only has about 140HP so she goes down pretty quick. she also only ever picked the jester to dunk in over and over, which is actually like the best possible result!

honestly surprised how many crits i’m getting! was only around 15%/20% for the two crusaders but they rocked her good

she drops a very, very nice book that i’ll probably equip on someone for a future fight

the quest is done, and i can leave the dungeon at any time by clicking a button, but i still have to raid that secret room, so we keep going…

one last encounter on the way. there’s a tree branch carrying fungus dude here. he’s pretty cool. his main gimmick is, um

he fucking hurts.

he can whallop either of the front two characters, and does more damage than the crusader has HP. this does not kill, it brings him to Death’s Door.

getting Death’s Door even once adds a permanent debuff until quest end, reducing damage, accuracy, and some other stuff i can’t remember. if a character is hit during Death’s Door, including by damage over time, he must resist a Death Blow to survive. if he fails, he’s dead and gone for good, never to return. healing him even the slightest bit will get him out of that state, and will not die even if the next hit brings him back to it. the debuff remains though.

the cultist in the back, like the crones from above, can inflict debuffs and stress rapidly, so we want to take care of her quickly.

the jester has the skill Finale, which he can oly use from the very front of the party, which does massive damage to one enemy and then shuffles him to the rear of the party and inflicts a massive debuff on him for a few turns which reduces damage, accuracy and dodge dramatically. you can probably see the cycle here where he Solos to the front, and then does a Finale to get out of there, and then throws buffs up from the back row.

in the secret room is a chest, which we open with one of the Keys we brought along when Provisioning. if you don’t use a key, you don’t really get much of value, but instead we get these… things… which are worth 2500 gold each. absolutely worth hauling keys to the end!

a fine haul.

heirlooms are used to upgrade the town. I don’t really need that many anymore and should probably prioritize money, but so many crests were dropping i couldn’t help but fill up my inventory with them. we get a decent amount of busts and deeds, too. i needed a lot of these to let the blacksmith upgrade my equipment and the guild upgrade my skills.

at the end of each mission xp is given to any characters that need it, and diseases and quirks, both good and bad, are alloted out to characters randomly. in this case our vestal had a random good quirk replaced with Steady(-10% Stress), which i’m considering spending the money to lock, and Reynauld picks up The Black Plague, which we definitely need to get cured.

and back at town…

Fuck.

so that’s darkest dungeon’s game loop! you organize a party, you raid, and you try not to have anyone stress out in the process.

i don’t know if i will do more posts like these, but i figured chronicling one mission wouldn’t be a big deal. also the hag is one of my favorite bosses for being incredibly silly

feel free to discuss the game in this thread in general

8 Likes

Yo this is awesome, thank you for writing it up. This is exactly the kind of thing I need to feel satisfied without spending my time + money on the game, which is… I dunno how you feel about that. But I really appreciate it!

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yay I was thinking about making a thread about darkest dungeon (the abbreviation DD is reserved for best game dragon’s dogma sorry) but I thought it was bad manners to start a thread about a game just to ask if I should play it or not >_>

so thank you for this threaaaaad

i’ve watched about 20x more gameplay than i have played games in the past few years (mainly because of my japanese studying focus, since it’s way easier for me to deal with videos of jp games with commentary that i can rewind as needed!)

so uh, knock yourself out

but i’m probably not going to be doing too many posts like that!

It is stunning how many videogames mess up imagery for blacksmith tools’. Just spend five minutes reading up on the profession on Wikipedia and checking out images on any search engine.

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Has Mike Mignola ever tweeted about this vidcon

Stack Dodge, win constantly

yeah, evasion is kind of no-brainer OP in this game. you avoid not just attacks but debuffs, dots, shuffles, and most importantly stress. which is kind of a big deal when the enemy is guaranteed crits x% of the time.

wars of attrition via prot/healing/debuffs generally lead to everyone getting stressed out because of crits, as i’ve discovered the hard way, so having 2 or 3 evasion heavy builds (antiquarians, jesters, man-at-arms, grave robbers, etc) in your party really adds up quickly.

(in combat i honestly would have been better off with an occultist than a vestal in the run i had here but my vestal was the one with weald scouting and welllll that definitely paid off)

well, i had no idea what he was going to do but vvulf beat me up real good

next time i’ll be ready for that

time to do something more useful with my time!

Did…did I request this?

Well it’s really cool, I’ve been wondering about this game. Looks too hard for me frankly but the art is fantastic

i mixed up you and Torque apparently don’t mind me

this is roughly how scatterbrained i have been

2 Likes

i’ll do a money grinding session in pure darkness, no problem

(full size)

errrrr

at least i got an achievement out of it?

edit: on a side note: yes, the orb thing there summons it, i know, because i lost a party to it awhile ago. i didn’t use it. this was a field encounter.

ā€œan event to resurrect a character and it’s letting me choose the awesome man-at-arms that died on the boss fight, awesome let’s get him backā€

he has no equipment and no skills. just, absolutely nothing. but he still has hard-skinned locked and that’s probably worth it!

this game is determined to make me grind for anything and everything

It’s a little thing but the merc name defaults in this are too fun to overwrite

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this game has successfully bored me away from doing the final parts

i took one attempt at the titular Darkest Dungeon(well, the first phase of it, the game’s pretty clear there’s more than one) and i almost-but-not-quite had it, so now i’m out two characters (one from a heart attack, one from retreating)

it’s just… when this game is good it’s good but it doesn’t want me to experience its best parts that much.

i’ll probably come back when i’m feeling more up to it

Aw :frowning:

http://www.darkestdungeon.com/radiant-mode-dev-update/

darkest dungeon: actually finishable by people who value their time mode drops next month

also new enemies for champion mode dungeons, woo

Not Actually Suffering Mode has been added to a beta branch.

They also rebalanced the normal mode to have less ridiculous expenditures economically, which is nice.

Might make another attempt at finishing this, then. Oreshika update first though.

I’ve been poking at this and they really could have fixed the endgame if they made it possible at all to power-level characters. I lost all my high level healers and it’s been seriously like 15-20 hours trying to get some leveled up. You can throw a level 1 in a party with three bonus exp level 6’s, but they will basically just die instantly to stress regardless of what items you stack on them.

Pretty excited for the upcoming DLC, though. Promo art got me hype:

I got this free because the art programmer is a good friend of mine but I still can’t get into it. The way the numbers are presented just doesn’t gel with me. I tried again with radiant mode and it just doesn’t quite stick, it’s not promising enough other than a grind

For all the turn based games that suddenly decided they had a real market after new xcom I’m not sure this one took the right lessons from it

they fixed the linux version so it actually works so i tried it and i ended up just sitting back and staring at the town screen and thinking back on all the horrible, horrible grind it put me through

it’s kind of like… there really is a good game here but it doesn’t want me to play it.