Darkest Dungeon® II

Darkest Dungeon® II

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Enemy Barks Mod (Sea Shanties Update)
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General: Quality of Life
Tags: Dialogue
File Size
Posted
Updated
2.404 MB
27 Jul, 2024 @ 6:11pm
18 May @ 4:27pm
21 Change Notes ( view )

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Enemy Barks Mod (Sea Shanties Update)

Description
Sea Shanties Update
I'm gonna chalk up the sheer tardiness of this update with having a metric ♥♥♥♥ load of real life events screwing with my mental health and the fact I was busy working on other things alongside it. I had the words written for most of the enemies in the Fisherfolk faction for a while, but I was always stalling on the code-side of it, so as the cloaker once said, "Better late than never!" (proceeds to kick you in the head)

"Your coin, your carriage-We want it all."

This mod aims to give the enemies a voice, and occasionally give everyone else the ability to speak for the ones that can't speak (mainly Creatures). Currently unfinished, but will be finished sometime soon, and I'll update the mod as I finish factions.

Currently finished factions;
* Pillagers
* Gaunt (except Ghoul but I don't know what to do for that loser)
* Fanatics (A bit buggy though, will look into at some point. They tend to not bark as much after igniting, even with a guaranteed chance to bark)
* Plague Eaters
* Swine Folk
* Lost Battalion (They are like 99% done, already implemented in the data, and really there's no reason I should remove them from the current build)
* Fisherfolk (I know I waited a long time to release this but yeah they're essentially all done)

Factions I'm almost done writing but haven't implemented;
* Cultists (All done, except for stretch goals. Also wanted to save them for last for obvious reasons)

Factions I've barely started;
* Animals (All creature characters will be spoken for by humanoids)
* Some Minibosses (Collector, Shambler, Death, Warlord)

As of now, enemies have a 15% chance to bark on attacks they use consistently, and special attacks have a 20% chance to use a crit-like bark, with actual crits having a 60% chance. They also have a 40% chance to bark when fights start and when hitting death's door. Minibosses and likely lair bosses will get opener barks (I would like everyone to have openers but I don't know how to program it.)

Special Thanks to the members of the DDcord for helping me write, edit, and review my barks, including AgentChops1 (Helped with writing the Fanatics and Plague Eaters), Blu_ni, Random Internet Person, and Kettle (Reviewed my gaunt barks).
88 Comments
DJ Cloaker 5 Sep @ 9:45pm 
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kept 19 Jul @ 10:03pm 
ccan the beastmen speak norwegian,,
ÜberMorpth 14 Jun @ 8:23am 
Most of the Denial confession boss barks are bugged, they have weird strings in their barks so they look weird. Might just need some tweaking to fix them
Jontej 7 Jun @ 7:44am 
Thanks for the update!
kept 2 May @ 9:18pm 
:3
The Man 18 Apr @ 8:04am 
Love this mod so much, looking forward to seeing progress!
HOi to the power of TEMmiE  [author] 12 Apr @ 1:16pm 
Alright I'm gonna force myself to actually get back to work to get the next update out
CoffeyDude, unfortunately the bark effects can't be adjusted for length.
Shufflinghorror, unfortunately I can't adjust the location that a bark spawns on a character.
Literally a bark effect is just the id and chance to occur, there's not much more I can really control so I've just worked with what I've had.
Old man 9 Apr @ 9:49pm 
i think the death and dogs are glitched, the text bubble appears where it should not
CoffeyDude 16 Mar @ 10:25am 
Hello! Thank you for making this mod, I've really liked all the things it adds to the game. Personality and flavor are some of the things I love most about this game, and your mod adds to that.

I have a question: is there something that adds to the length of how long barks last? My eyes aren't great and it takes me longer to read the small text than it stays on the screen sometimes!
( ͡° ͜ʖ ͡°) 20 Feb @ 10:07am 
Alright, so I'll keep experimenting with the mod tools, knowing it is possible, thank you :steamthumbsup: