Darkest Dungeon
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Zakimas

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Zakimas

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About this mod

Mod that heavily changes heroes as well as their abilities and effects to fit them into one of four class archetypes.

Permissions and credits
This mod was made with the intent of having each of the 15 heroes currently in the game fit into a class type that would also dictate their position in your departing squad. What started with that intention led to a bunch of different changes to damage values and ranges that ended up this mod release.

(May 28) I am going to update this mod for crimson court once it comes out.
(July 29) nvm this wont get updated for the foreseeable future

Update: V0.99
small changes, guard ability does not have to be spammed for front liner chars - its a QoL fix
vestal bash is not awful now, hound prot debuff changed to account for its spammable-ness

Changelist: (Might be missing a few details | Readme file has more information)
V 0.99 Features:
SPD issues with negative quirks/diseases fixed
Jester debuff more likely to work
Hound PROT debuff not so amazing (-17% prot)
Vestal mace bash +50% dmg mod
Front liner guarding mechanics changed so you do not have to spam the ability every turn,
  (duration changed to 30, ability still does not end turn)
Vvulf changes are removed, vvulf will act as he normally will in vanilla game.
Ancestor tentacle idol working as intended
V 0.98 Features:
Guide for how to complete first mission included with mod :)
Backer trinkets removed from game (in hopes of speeding up curio interaction)
  !!Make sure to get rid of any backer trinkets in your game before installing!!
Trophy-rarity trinkets are arranged above all other trinkets in trinket inventory screen
Ancestor's Tentacle idol trinket quantity limit removed - if you have all the other trinkets from shambler,
  then you should always get one of these.
Hero Changes:
Front-line heroes - movement removed from guard ability.
Antiquarian - heal ability gives blight resist as well as stacking healing buff, flashpowder
  debuffs reduced, now applies effects in single debuff chance, non-heal vapors do not clear
  marked status or bleed/blight effects (Plague doctor does this) anymore (still clears stun),
  kris stab ability does not have such weird targeting, non-vapor abilities have more specific
  locations to be used from.
Crusader - Smite still removes stun from target but no longer removes marked status, zealous accusation
  changed to be more justified as marking self along with prot bonus (its more powerful), zealous accusation
  effect is changed from blood spatter to the effect from battle heal (so it looks less physical and more magical),
Highwayman - more specific locations to use skills, duelist's advance moves hero forward 1, can hit front 3.
Leper - purge ability can slightly lowers enemy prot
Grave Robber - lunge ability no longer benefits from targeting marked enemies.
Jester - Finale can be used from either of the front two locations and does not end turn, solo ability no longer
  moves hero.
Plague Doctor - buff ability boosts damage and crit for whole team, bandages do not clear marked status.
Man-At-Arms - Prot bonus from defend ability changed to not be so OP at low levels (boosts prot by 10/15/20/25/30),
  Retribution ability changed to buff riposte while riposte is activated naturally when MAA guards, Retribution
  now ends turn when used, retribution ability will now look nicer, Bellow is not such an insane debuff, Bolster
  only buffs dodge and crit now.
Vestal - Judgement no longer heals self, lower single target healing so that vestal is not so OP.
V 0.96Features:
If following typical squad comp building for this mod, every combination of units you can put together
that have a Crusader or Leper as the front liner will have a name in the quest select screen.
!!! Because one of the files edited to make this happen is in the localization folder, be sure to run the
localization.bat file after drag+dropping the mod files into your directory
You can now request names for certain squad compositions on the relative discussion page, reachable through
the Squad-Mod forum page on nexus mods itself.
Mod now contains folder labeled "Vanilla Files" - this allows for an easy uninstall :)
Hero Changes:
- Exhaust effects generally lowered.
- Abomination is less awful. Transformed benefits from bleed effects, human can blight all enemies
- Jester dirk stab moves jester forward 3 to position him for finale.
- Arbalest sniper shot tooltip is simplified
- Crusader does not always mark self now
- Hounds rush does slightly more damage
V 0.9
- Diseases proc more often.
- Quest items stack up to 3.
- More distinct hero abilities.
- More trinkets appear in wagon.
- More firewood for quests (1/2/4).
- No heirloom loss when exchanging.
- Occ Wyrd Bleed only lasts 2 turns :)
- Provision items have no resell value.
- Trinket effectiveness increased heavily.
- Increased stagecoach and roster max size.
- Heirloom stacks are huge. Crests stack to 96.
- 'Very Common' rarity trinkets are less awful.
- Provision menu before quest is organized nicer.
- High-level trinkets' effect listings look nice.
- Heroes level up slightly different (more linearly).
- Should be higher heirloom reward for quest complete.
- Many buildings available earlier on (guild especially).
- Damage values for heroes don't have a range they can inflict.
- Trinkets shouldnt decrease spd, some reduce acc/dodge a little.
- 1.5-2x curio amounts in dungeons (1.5x in ruins/warrens, 2x in weald/cove).
- Damage values generally massively reduced (lvl 5 gear lowest is 5, highest is 14).
- After quest the treasure blinks thru really quickly but heirlooms are normal speed.
- Heroes changed to fit within one of 4 class types. Healer, Support, Damage or Front.
- Gems are worth at least 500gp, provision items stack higher and gold doesnt stack as well.
- That nasty looking -40% dmg debuff doesnt impact your damage as much as you think it would.
- Many hero abilities now do not end the turn, these abilities have a light blue box around them.
- Without antiquarian you can barely carry any gold, with antiq u can carry a ton of gold. It is better to keep gems w/o one and to keep gold when you bring one.
- Camping skills arent the same. Typically cost less time or have better effects, heroes do not start with class specific camp skills anymore though.
- Damage class abilities that have bonus dmg vs marked are still viable for damage when used continuously but they severely impair damage potential from other abilities for that char.
- Vvulf wont occur until after week 30 AND you have 6 lvl 6 heroes, there are at least 10 weeks between attacks, if you ignore he takes 6 building upgrades, if you fail quest midway he takes 3 upgrades. You can still run away but 2 ppl die if you do.

Timeline:
July 9, 2016: initial release.
July 9, 2016: 0.95 release, introduced squad names for crusader/leper-lead squads.
July 10, 2016: Introduced change to starting heroes dismas and reynauld, dismas begins with riposte instead of grapeshot blast and reynauld starts with battle heal instead of Zealous accusation.

Legality:
"Squad-Mod" is not an official Red Hook Studios product or product modification, and Red Hook Studios Inc. is not responsible in any way for changes or damages that may result from using the mod. Furthermore, "Darkest Dungeon" and the Darkest Dungeon logo are trademarks of Red Hook Studios Inc., all rights reserved.