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Black Reliquary›Events›Captain's Log: Mod Tool Development Part 3
Community

Captain's Log: Mod Tool Development Part 3

Black Reliquary · published 6 months ago

All eventsPlayers around this dateRead on Steam

Attention Crew!

This log is a continuation of a series of logs that reviews the development of new modding tools for Darkest Dungeon. We highly recommend that you check out Part 2.5 before reading this log.

This log won't be reviewing 1.0 content; it's focused on addressing the future of the tools as presented in Part 2.5.

Mod Tools - Present and Future

We're excited to announce that gibbed, our primary developer for the mod tools, has been actively available and working on the mod tools over the past two months. Thanks to that, we’ve reached a point where we have a minimum viable build ready to launch alongside 1.0. This means our worst-case scenario, having to abandon the mod tools entirely, is officially off the table!

Moving forward, 1.0 development will be worked on in tandem with the mod tools, unlike last year where 1.0 development was frozen.

Our top priorities are wrapping up the remaining work from Part 2 (Trinket Trigger buffs require more research) and exploring a Mac and Linux port for Black Reliquary.

If we’re able to complete those in a timely manner, any remaining time before the 1.0 release will go toward expanding modding capabilities or introducing new features to Black Reliquary. Expanded effect parameters and an independent Black Reliquary Steam Workshop are high on that wish list.

New Buff Rules

We’ve also added a handful of new buff rule types tied to quest data. Some of these are fairly niche, but we wanted to ensure there are rules available for every piece of exposed quest data.

  • "rooms_explored"

    Checks the number of rooms explored over the entirety of a quest. The entrance counts as room 1.

  • "battles_completed"

    Checks the number of completed battles over the entirety of a quest. Includes all battles, including prop-related monster spawns and ambushes.

  • "hallway_steps"

    Checks the number of hallway tiles walked over the entirety of a quest. Counts backtracking.

  • "monsters_killed"

    Checks the number of monsters that die over the entirety of a quest. Size 0 monsters increase this value.

  • "monsters_encountered"

    Checks the number of monsters that appear over the entirety of a quest. Monsters spawned mid-battle and Size 0 monsters increase this value.

  • "ambushes_encountered"

    Checks the number of ambushes you've had over the entirety of a quest.

  • "curios_investigated"

    Checks the number of curios your party has interacted with over the entirety of a quest.

  • "traits_applied"

    Checks the number of resolve checks your party has had over the entirety of a quest. Entering the quest with an afflicted hero doesn't increase this.

  • "deaths_door_applied"

    Checks the number of times your party has been hit to 0 HP over the entirety of a quest. Despite the name of this, it's not actually tracking Mortality debuffs.

Each of these will also have a "min" version, which checks to see if you're >= a specific value. Even if a few of them are niche, we’re excited to see how modders make use of these new options and what creative ideas come from them.

Here's a quirk we've made using these new rules:

Announcing Wundertrench

Two developers from Team Reliquary, Slightly_Seal and Zap, have recently unveiled a brand new tactics RPG with some familiar aesthetics. They plan to release a demo in a few months.

Wundertrench is a gritty isometric RPG with roguelike elements that takes place shortly after the fall of Ostvengr. Lead squads of four into an ever-shifting trench to scavenge resources, recover lost technology, and fight back horrors of flesh and steel that stir below.

If that sounds like your cup of tea, you can wishlist here.

Conclusion

Shameless self-promo aside, this log is pretty short, as it's mostly just to communicate that we've secured a viable build for 1.0 and that we are continuing to develop the mod tools.

There will likely be another update log for the mod tools, but we will only move forward with a Part 4 if there are enough meaningful additions to justify a full write-up.

Regarding the 1.0 release, we're still on track to complete it in late 2026. Unlike before, we're not freezing 1.0 development while working on the mod tools, so our estimate isn't changing. We're still not in a position to give a more specific timeframe than that, as there's still a good chunk of 1.0 content we need to finish, but it's nice to finally be able to see the light at the end of the tunnel.

========================================================================

Thanks again for your support and patience,
-Team Reliquary

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