Darkest Dungeon®

Darkest Dungeon®

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Regional Brawlers
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General: Monsters
Class Mods: Skins
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2.738 MB
8 sep @ 22:09
14 sep @ 23:02
5 ändringsnotiser ( visa )

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Regional Brawlers

Beskrivning
Regional Brawlers
Zealot bodyguards to their acolytes, each brawler will guard his handler's dreams and plights to the very end.


Pelagic Brawler
  • More crustacean than human
  • Prowls the Cove
  • Eldritch & Human
  • +10% bleed resistance



Fungal Brawler
  • Little more than a fungal puppet
  • Inhabits the Weald
  • Eldritch & Human
  • +10% blight resistance
  • -5% bleed resist
  • can spread diseases



Ravaged Brawler
  • Mutilated by the swine
  • Escaping the Warrens
  • Human
  • On the brink of death: -3 health, diminished resistances, bleeding
  • +1 speed, her sight alone horrifies heroes
  • can spread diseases


Installation Requirements
Regional Enemy is a hard requirement for this mod to work. Without it, your game won't break, but these new acolytes won't show up in your game.

Other regional enemies are recommended, but not required.

NOTE: Typically, new monster mods add new mashes to the game. However, because I am editing common enemies, I have to edit vanilla mashes. In order to do so, this mod requires my Regional Enemy mods which contains all the mashes to all current and future Regional Enemies I make.

A note on Mash Mixers, Mash Randomizers, and the ilk.

MASH MIXERS only work with mods that the author of the mix decided to consolidate. As such, it's an approach that is HIGHLY incompatible with monsters mods not included in the mix, or that were released after that mixing was done.

The only point of a Mash Mixer is if you want to strictly use the mods included in the mix, and not have to tinker with patches. I think there's a place for a Mixer to consolidate al the monster mods in a Mod List that is meant to be installed as is.

But If you:
  • want to pick and choose your own monster mods,
  • are a tinkerer
  • want to install mods just released

Then Mash Mixers will be highly incompatible and you should ditch them.

Conversely, you can ask the mash mixer author to add whatever new or old mods you want.


Credits
This mod would not have been as polished without the kind contributions of:
  • TheAwkwardHeady for adding custom animations
  • Paizurix1 over at Nexus for fixing the hemorrhage fx to work as I originally intended

Localization
Translated into all languages supported by the base game courtesy of Copilot.

Legal Disclaimer
"Regional Brawlers" 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.


12 kommentarer
neIVIesis  [skapare] 15 sep @ 5:34 
@Orsa fair enough. By popular demand I nerfed the horror effect significantly. See change notes for details.

The main concern is that horror does stack. So having multiple cultists spawn together in the Warren becomes a force multiplayer.

The update will greatly mitigate this.
Anton 14 sep @ 21:37 
I see what you mean, this does increase the usage for laudanums, but it doesnt scale well with ravaged cultists' mechanic. I still in my opinion that the stress damage they give should be reduced (either 2 stress for 3 rounds or 3 stress for 2 rounds for example) or removing the debuff after their death (so players need to tunnel-vision them for additional tactical depth).

Right now, their stress damage is impactful enough to make Warrens the toughest region. As it stands, it will be a guaranteed 6/9/12 stress per hero (unless you could wipe them quickly to use laudanums after the skirmish). and in the worst case if you get to fight 3+3 ravaged back-to-back, at least two/three of the heroes are guaranteed to take 18 stress damage from meeting them.

This doesn't even touch on meeting madmen or other stress dealers in the warrens. Or only 9 laudanums could be bought from the caretaker and all of it being used up already.
neIVIesis  [skapare] 14 sep @ 14:20 
@kaptan davuk It's horror, not stress per se. Vanilla already has a way to deal with horror via laudanum, which frankly is grossly underutilized in the base game. Just pack some for Warrens.
Kaptan Davuk 14 sep @ 12:00 
The amount of stress "Ravaged Brawler" gives is absurd, yes sight is horrendous but 6 stress for 3 turns is just too cruel.
neIVIesis  [skapare] 14 sep @ 10:27 
@sir fartzalot Thanks, that's the idea, to have them blend seamlessly into base game in every way.
Sir Fartzalot 14 sep @ 9:23 
SO cool. Feels like part of the game.

Love the animations as well, they’re just so fun and gross
neIVIesis  [skapare] 14 sep @ 8:49 
@orsa horror is supposed to only happen once at the beginning of the round. It's not supposed to stack in every round.

However, the acolyte does it once, and so does the brawler in the warrens. So if you got a party with multiple of them, the horror from each stacks once. This makes bringing laudanum actually useful now.

To balance them, they will die much quicker given they have half resistances, less hp, and are bleeding loosing health every round.
neIVIesis  [skapare] 14 sep @ 8:46 
@kidora The mod is only localized for English. There are a dozen languages available in the base game, but unfortunately I don't speak any of those and can't translate it.

I could try machine translations.
Kidora 14 sep @ 8:04 
Can u fix names for Polish Language please?
For example i see name "Cove_Brawler_A"
Anton 14 sep @ 2:51 
can you tweak the horror debuff when facing the ravaged brawler and acolyte? Either lower the stress value/remove the horror debuff after they are defeated.

Since the horror stacks, 6 stress (assuming 3x2 with the acolyte) for multiple rounds is quite insane