Check out these mods that lighten up the Darkest Dungeon Updated January 13th, by Meg Pelliccio: Fans are still excitedly awaiting the release of Darkest Dungeon 2, which is due to launch in early access on the Epic Games Store sometime this year. However, in the meantime, fans of the franchise can replay the original and even make it a little easier on themselves with a mod or two.
There are plenty of mods out there made by the fan community to help make the game easier and more forgiving. This is super helpful for players who want to complete the game but usually struggle, or for fans who want to replay without raising their stress levels as much on their next playthrough. The True Heroes Mod which is now onto version 2. This mod reworks the game to make it less about sheer luck and makes it more rewarding for players who like to strategize.
This mod rebalances the stats of the heroes, increasing the damage dealt, resistances, character speed, healing skills, HP, and more. There also some added inventory upgrades with this mod that can prove rather useful too. The Roster Size Increase mod is an absolute godsend as it increases the number of heroes you can keep on hand to a total of The usual number your roster holds by default is 28 on Darkest or Stygian difficulty mode or 30 on Darkest, so this mod grants quite an increase.
Considering that your heroes can die permanently, as well as them needing time to remove stress and afflictions between runs, it's always useful to have some more back up heroes on hand, all of whom can be ready to journey out on a new adventure should your favorites be busy.
Though the Faster Walking Mod doesn't necessarily make your gameplay easier, it does speed things up quite a bit, which just generally makes for an overall smoother playthrough. This mod increases the forward walking speed of characters from to , while their reverse walking speed increases from to As with any procedurally-generated dungeon crawler , the dungeons can be vast and get rather boring, so if you can pick up the pace a bit, it definitely helps.
As you travel through the catacombs of Darkest Dungeon, your party will often come across curios and objects of interest that you can interact with. Many of these require players to use certain items on them.
To simplify the game somewhat, the Curio Hints mod adds an additional graphic to curios so you can see which item you need to use on which curio. Additionally, if no graphic is displayed, this means either no item is required or the curio will have a negative effect on your team.
As with most games, players are limited with what they can buy as they simply don't have the funds to purchase everything. In Darkest Dungeon, it's not as if the dungeons are particularly generous in their rewards either. This line houses the variable that determines how many times an enemy can act each round. This line determines what monster class the enemy will become upon death. As you can see the cutthroat will turn into a corpse.
This line contains mostly booleans all in this example, but other enemies have other modifiers. The booleans in the cutthroat example determine such things as the stall penalty and surprise mechanics. We'll continue to look at the Apprentice Brigand Cutthroat, but this time we're going to focus on the art of the enemy.
The 'anim' folder contains the battle animation for the monster along with the static sprites of their attacks. The 'fx' folder contains all of the skill fx that appears on the enemy, weapon, or target when a skill is used. Both the animations and skill fx are made in the application " Spine2D [esotericsoftware. Just be aware that general bone movements and boundaries cannot be modified without the use of Spine2D.
The monster will use any skill with a heal attached to it when a valid target has less HP than the given threshold. If an attack has an effect that targets a specific status stunned, poisoned, bleeding, etc The monster will use a skill if another monster of a specified base type is still alive.
The monster will use a skill if a specified monster is not alive in the current encounter. This skill's base chance is added to the mix on the performing initiative of the monster.
To clarify, this is not the round that is being specified, but rather the performing turn of the monster. This giant in the example, if stunned in the first round before it can act first, will still have this skill selection desire during the second round. The monster will choose a marked rank. Currently this is only used by the Prophet and Vvulf. The monster will choose the companion with either the lowest or highest health, as determined by the data. The monster will choose the hero with the highest or lowest stress, as determined by the data.
The monster will choose the hero with the highest or lowest resistance to the specified effect, as determined by the data. Quirks, apart from their in-game strings, are handled in two main files. You'll need to set the specifics of the quirk and then set the buffs if the quirk has any.
Below we'll use two quirks as examples! On the left you can see the disease of Black Plague, and on the right we have the Claustrophobia quirk. This id will be used to identify the quirk for strings and incompatibility between other quirks. This variable, if set to false, will not show the assigned buffs for the quirk. This variable, if set to true, will show the custom string description in lieu of the actual buff s assigned.
This variable, if set to true, will show the curio interaction chances for the quirk. This variable is the chance of the quirk to be given in relation to the other quirk chances. This boolean, as it appears, determines whether the quirk is positive or negative. Can be "physical" or "mental". Physical quirks are more likely to be given at the end of a quest to heroes that leave with lower health.
Mental ones are more likely to heroes that. You can list here the quirks that will not be given to the hero if they possess the currently specified quirk. Here you can specify curio tags that the quirk will force the hero to interact with.
This requires the next value to be greater than 0. The chance for the hero to interact with a curio tagged with the specify tag from the above value. If set to 'true' the hero will steal the loot when they forcibly interact with curios and the resulting outcome is loot.
Afflictions and virtues known as traits can be modified easily, and others can be added with little work. For this section we'll simply identify the different parts of a trait so you can modify or add your own ones with ease!
ID, Curios, and Buffs. Editing or creating trinkets is incredibly easy, so below we'll take a look at the Ancestor's Bottle and Selfish Pendant to cover the majority of possibilities for a trinket. This determines both the cost of the trinket to purchase from the Nomad Wagon, and the gold earned from selling it.
Trinkets are sold for This limit determines how many of a specific trinket the player is allowed to have. When this limit is reached the player will not earn any more of a specific trinket. If set to 0 the player can hold an infinite amount of the trinket. This allows you to set a specific dungeon where the trinket can only be found. Loot tables are confined to a single file, and scanning the file should provide you with enough examples to accomplish anything you may be attempting.
We'll provide a few examples below with information on how to manipulate and understand certain variables. The difficulty that the table applies to. If set to "0" the table can be called by all difficulties. The dungeon that the table applies to.
If left blank the table is universal. Below we will describe some of the sections and what they mean in regards to quest generation and descriptions. These are very large and expansive file, so please explore the file to understand the workings of it beyond what is explained here. This value determines the amount of stress damage that the party receives upon failing a quest for any reason.
These are the quest goals that are assigned to quests and determine what the team must accomplish before the quest can be considered completed. These four variables, located directly above this section, determine what needs to occur in order to progress a week in the hamlet.
This is where you set types with defined goals so that later in the file you can call these types to be generated for a given week. Plot quests are quests that, apart from VVulf, will stay around until they're completed.
These are usually boss quests or quests that take place in the Darkest Dungeon, but the tutorial Crypts quest is also considered a plot quest. Base Section. The level of the dungeon that is required before this quest can appear. Note that this is NOT the difficulty or length of the dungeon but rather the level that appears on the skull.
This boolean value marks the quest as a quest required to move along the story and spawn subsequent quests. This boolean determines whether or not the quest is needed to progress to the next plot quest in that area. This boolean determines whether or not you can repeat the quest after initially completing it. This boolean determines whether or not there's a statue checkbox for completing the quest. This boolean determines whether or not additional XP is given to heroes based on a later table.
You'll probably want to keep this set to false so you can manually tweak a single XP value for the quest yourself. This boolean determines whether or not the requirements to progress a week are enabled.
This boolean determines whether or not the player is allowed to retreat from the quest. This boolean determines whether or not you can fail attempts to retreat from battle. If set to 'false', you can fail. This value determines how many party members are automatically killed if you retreat from the quest.
This boolean determines whether or not surprises are enabled during the quest. This boolean determines whether or not scouting is enabled during the quest. This boolean determines whether or not all stress is removed from all heroes in the hamlet upon successful completion of the quest. If the quest is ignored, as it is with VVulf, this section can be expanded to describe what hamlet upgrades should be removed, if any.
If the quest is failed this section can be expanded to describe what hamlet upgrades should be removed, if any. If the quest is failed this section can be expanded to describe what buffs to apply to the entire hamlet roster, if any.
If the above section is filled out with buffs, this value represents the minimum hero level that the buff should apply to. Whether or not the quest will warn you about the amount of provisions you should be taking.
This section can be filled in with suggested trinkets so that a prompt is given to the player before embarking. This section can be filled out to determine what starting provisions or supplies the embarking team will be given. In the 'quest. In order to effectively communicate such an expansive amount of data, the table below will describe the general nature and purpose of the data sets. Each line of this section is a specific week, with more quests being generated as the in-game weeks pass.
For each of the area where quests can naturally generate not plot quests , this section can define how many quests must be completed before each area opens up and can spawn quests. In this small table you can set what level of quests should generate for what resolve levels you have in your roster. This much more massive table determines, for each area, what quests are available to spawn for what week.
Each table in the separated square brackets denotes a week. Right away we can see that the first week in the Ruins there's only a single quest that can even be generated -- a short exterminate.
This section determines what heirlooms can be rewarded from quest rewards. Note that this applies only to quest rewards, not loot.
The amount of XP to reward to heroes upon successful completion of a quest. The trinket table to determine the rarities of trinkets that can be rewarded as quest rewards. Random dungeon generation can only be controlled via a small number of variables. Below we'll use a medium Ruins explore as an example to describe how to manipulate each variable.
To determine which mod youre enabling, cross-reference the ID in the path at the bottom to the ID of the folder you copied to your SD or reference the icon of the mod. It does if youre in touch screen mode. Its not difficult and I was suprised to see that the mod loader is entirely left intact.
Im not fully sure yet how to get the name of the mod to show up in the mod selector, but this should at least cover how to enable mods. Not sure how to fix this, but for now, just merge the mod folders you want to use into one, itll keep working anyway as long as there are no file conflicts. The base game limits the number of tickets that characters can equip to just two each, which is a shame as these equipable items can be rather handy. However, the 3 Trinkets mod allows you to add an additional slot for each character so you can maximize the benefits of these items.
Coupled with the Better Trinkets mod that was previously mentioned, the combination of the two could really help players build some powerhouse characters. Be warned though, you must unequip all trinkets before installing this mod.
As with any game with RPG elements, the limited inventory space can be a real pain, especially when dungeon diving. It's additionally frustrating when your inventory is already full and one of your heroes dies, meaning you either have to drop loot to gather up their fallen trinkets or leave them behind. Fortunately, the Larger Inventory Stacks mod increases all item stacks to 50 and increases the money stack to , As an additional bonus, the mod also makes the sell-back price of items the same as the purchase price.
Adding new classes to the game with mods is a great way to add some replay value to Darkest Dungeon— plus, it's even more fun when the class is a familiar character from another well-known gaming franchise. The Yennefer of Vengeberg mod adds the fan-favorite sorceress from The Witcher series. The Yennefer class uses the Shieldbreaker class as its basis.
This modder has managed to faithfully create the Darkest Dungeon style, while also recreating Yennefer perfectly. This is the perfect mod to play while you wait for the next season of Netflix's The Witcher. With heroes who permanently die should they fall in battle, as well them needing to spend time in town to reduce their insanity, players are wise to keep their roster looking healthy with a decent mix of classes to ensure they have more characters on standby.
The most you can have in your roster on Darkest or Stygian difficulty modes is 28, while Radiant difficulty mode grants you 30 slots. The Shieldbreaker DLC adds an additional slot as well. However, the Roster Size Increase mod increases your roster size to 50 heroes in total. If you're looking to expedite your dungeon crawling antics, then the Faster Combat mod will certainly speed things up a bit.
This mod reduces the combat animations by half speed, though it leaves the critical hit animations unchanged. This will considerably shorten the amount of time that players spend in battle, and will, therefore, make the overall adventure pass a lot quicker.
This is a welcome change as the biggest criticism players normally have of dungeon crawlers is the repetitive time sink. Another way to speed up your Darkest Dungeon journey is to install the Faster Walking mod, which increases your normal forward walking speed from to , and also increases your reverse walking speed from to
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