Darkest Dungeon II

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ALX

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alx70

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Mod that combine others balance mods, compatible with each other.

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You will receive a message that the game files are damaged but its ok.
New path changes and some trinkets.
I revised some changes that were unnecessary in my opinion, and added new ones.
So, changes compared to vanilla:

Plague Doctor:
Blinding Gas has 33% chance to apply daze.
Blinding Gas+ has 25% chance to apply second blind.
Disorienting Blast and Disorienting Blast+ has 100% chance to apply weak.
Ounce of Prevention gives more resists.
Surgeon can use Battlefield Medicine and Indiscriminate Science from Pos1 and Pos2.
Physician's Ounce of Prevention+ apply 20% stress resist.

Grave Robber:
Glint in the Dark can reach 1,2,3,4 but require enemy has stealth or hp<50%.

Highwayman
Open Vein can reach enemy Pos3.
Sharpshooter's Double Tap secod shot can attack any target.
Yellowhand's -10% bleed res debuffs ignore enemy debuff resist.
Yellowhand's Grapeshot Blast apply 2 bleed.

MAA:
Stand fast gives 50% move resist.
Courageous Abandon damage depends on the number of block and block plus+ tokens that MAA has.
Sergeant's Bolster remove weak and vulnerable from target instead of self.
Sergeant path move res reduced from 100% to 50%.

Hellion:
A lot of changes. Maximun number of winded tokens is 1. Skills that apply winded require that the hellion does not have a winded token. Carcass can ignore this requirement and has a 75%t chance of getting 2 blocks. The calculation is obtained for each block separately, that is, you can get one block.
Wicked Hack remove winded if enemy has combo.
Toe to Toe gives block instead of move forward.
Adrenalin Rush more heal but no heal on attack.
Bleed out has cooldown 1.
Bloodlust gives heal on attack.
Breakthrough can be used from Pos1.  Breakthrough+ do not apply winded. 
Howling End less damage, less cooldown, move forward instead of back.
Berserker's Bleed Out and If it Bleeds heal 10% if enemy has combo.
Carcass"s Wicked Hack apply vulnerable if enemy has combo.

Jester:
Play out+ remove vulnerable.
Soloist has no speed debuff and Finale do not apply vulnerable.
Intermezzo's Inspiring Tune+ gives 25% stress resist.

Leper:
Move res increased to 50 (with altar bonus)
Purge deals more damage.
Withstand gives more resists.
Solemnity gives block+ instead of stress heal.
Reflection heal 2 stress.
Revenge changed, 35% max selfdamage, extraturn with strength or crit.
Intimidate ignore Blind. 
Ruin each round apply damage increase.
Break deals more damage.
Only tempest can get blind tokens at combat start.
Tempest's Hew and Break +1 damage.
Monarch changes: +2 speed. Skills do not apply blind. Vs non-cosmic Chop, Hew and Break deals -75% damage.
Monarch's intimidate do not apply taunt.

Occultist:
Wyrd reconstruction with 2 unchecked power heal at max value.
Anamnesis deals more damage.
Chaotic offering has 50% to apply burn, 25% to daze, 20% to weak, 5% to stun. Chaotic offering+ cant stun.
Malediction ignire enemy debuff resist.
Aspirant's Scarifical stab and Binding Shadows can apply dodge to occultist.

Runaway:
Firefly can reach any rank.
Hearthlight can remove blind on team at any level.
Ransack apply combo.
Dragonfly deals more damage.
Firestarter+  also apply burn to attacker.
Survivor's Controlled Burn deals less burn instead of -20% burn piercing.

Vestal:
Ministrations, Divine Comfort, Mantra can be used from any position. Only Hands of Light and Mace bash can be used only from 1,2. Only Judgement and Divine Grace cab used from 3,4.
Confessor's and Chaplain's conviction tokens havent bonuses. Confessor's Hands of Light and Judgement  has 10% Debuff Piercing. Chaplain has +20% to bleed, burn, bleed, move, stun resistances.
Mantra require minimum 2 conviction tokens, Mantra+ can use 3 conviction tokens.
Illumination apply combo.
Judgement apply burn if enemy has combo. 2 conviction bonus decreased to +50% damage. No 3 conviction bonus.
Mace bash ignore block, dodge, guard if enemy has combo. 2 conviction bonus +50% damage. No 3 conviction bonus.
Wanderer's Mantra works like Anamnesis, damage all enemies and Mantra+ can apply burn.
Confessor's Hands of Light+ can apply combo. Judgement apply vulnerable if enemy has combo. With 2 conviction apply weak. No 3 conviction bonus.
Confessor's Mantra remove 2 negative tokens. Mantra+ with 3 conviction tokens gives +20% debuff resists.
Chaplain's Hands of Light heal self. 
Chaplain's Mantra heal 2 stress. Mantra+ with 3 conviction tokens gives +10% stress resists.

Flagellant:
Endure cost 20% health and apply +1 stress to Flagellant.
Suffer heal 1 stress to Flagellant.
Maniac's Sepsis+ can remove enemy positive tokens depending on the negative tokens he has.
Exanimate's Punish and Acid Rain has 30% Blight piercing at 75% health and +1 blight at 50% health.
Exanimate's Lash Gift require 33% hp and heal 15% hp, but gives strength instead of crit. Lash Gift+ gives crit but no strength.
Exanimate's Sepsis heal to 45% at the end of the next turn.
Scourge's Lash Gift apply 3 guard. Lash Gift+ also apply strength.

Crusader:
Wanderer's Rallying cry also apply strength.
Banneret Rallying cry apply 2 immobilize.

Trinkets:
Empty Stein: Raucous Revelry do not apply winded.
Emancipation: If HP < 33%: +25% DMG
Icon of the Light: while the hero is standing on consecration he receives +15% stress resist.

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Installation:  Drag the folder "Dungeon II_Data" into your main Darkest Dungeon II directory.  Original backups included.
Compatibility:
Mod is not compatible with any mods that change files:
actor_paths_data_export.Group.csv
buff_data_export.Group.csv
hero_flg_data_export.Group.csv
hero_gr_data_export.Group.csv
hero_hel_data_export.Group.csv
hero_hwm_data_export.Group.csv
hero_jes_data_export.Group.csv
hero_lep_data_export.Group.csv
hero_maa_data_export.Group.csv
hero_occ_data_export.Group.csv
hero_pd_data_export.Group.csv
hero_run_data_export.Group.csv
hero_ves_data_export.Group.csv
token_data_export.Group.csv