English is not my primary language, therefore, I don't take any responsability if a lurking grammatical monstrosity jump off the screen and bite you
This mod attempts to balance the game mainly by improving skills and trinkets that are useless/too situational, doing a "upwards leveling", thus, making the game arguably easier; having that in mind, I made a patch for this mod specifically for torchless runs (in which camping and skills don't affect torchlight)
Uniform Darkness 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 content in the game is Copyright Red Hook Studios Inc. All rights reserved.
Overview
Skills reworked
Most of them (the weaker ones, especially) were tweaked to be moreuseful, being viable in a wider variety of situations, but overall kept the form they were originally meant to be; expect a tougher time deciding which ones you will bring to the dungeons
AoEs improved
Almost all of them now have better DMG mods or some other tweak to make them also a more feasible choice in a greater number of occasions
Cheaper skills
Since you're encouraged to use a greater number of them, the cost of learning and upgrading was lowered by 50% and 20%, respectively
Stage Coach reworked
Roster maximum size increased to 40 [in other words, 2 slots perclass + 2 extra teams (let's just pretend the Shieldbreaker simply didn't happen yet XD), experienced recruits also appear more often, which should reduce grinding
Trinkets reworked
In general, only the strongest ones have side effects now; itemization towards CRT, DODGE, PROT and Stress resist improved, which should make a more defensive
playstyle more viable
(Trinkets introduced with the Crimson Court expansion were not changed, however, I plan to do so when I finish playing the DLC;))
Nomad Wagon reworked
Up to 18 trinkets available per week, trinkets are overall cheaper [but also sell for less] and rarer ones appear more frequently
Marks reworked
Skills like Sniper Shot have a DMG mod greater than +100% vs marked targets, but clear the mark; more skills mark the target or have small bonuses against marked [like Pistol Shot]; marks now debuff PROT and DODGE, not one or the other
More options for healing
Crusader's, Arbalest's, Antiquarian's and Plague Doctor's healing capabilities were substantially improved (I really don't like that the original game has 16 classes, but only one of them is a reliable healer). The Vestal is still the best healer, however, having the best single-target heal and the only group heal
DoTs [Blights and Bleeds] improved
Most of them do a bit more damage, being more often a better option compared to direct damage
Special Thanks to
Maester Silvio, for his tutorials of Darkest Dungeon modding on YouTube, that helped me greatly
FilthyRobot, for his guides/analysis that taught me a lot about the game
Everyone who supported me, my family, my friends, my dog (even though I don't have one), my girlfriend (that I also don't have) and you, you marvelous person, who spent a little bit of your own precious existence in this world reading my work, I wish you a very nice day.
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