Darkest Dungeon® II

Darkest Dungeon® II

Kingdoms Faction Integration
44 Comments
Celto 24 Oct @ 2:11pm 
Are the integrated factions specific to certain regions or can they just show up anywhere in any region?
Peter Pilz 21 Oct @ 9:42am 
The inn items of the beastmen and witches appear to have an issue in their descriptions, showing only blue text and not the effect.
icole1500._. 12 Oct @ 1:19am 
No-no, I mean the second line of text reads "Turn Start: Remove Blindness when self Bleed, Weakened, Vulnerable" when it's supposed to be "Turn Start: Remove Blindness, Weakened, Vulnerable when self Bleed", it's still works properly, it's just the description messed up.
Though, to be honest, I was going to report 1 region duration a week ago until I noticed a little note on the bottom xd
Seignar  [author] 11 Oct @ 6:42pm 
@icole: Issues fixed with the latest update. But, I don't see what the issue is with the Cravat's description; I'm guessing its that the Kingdoms text at the bottom is hard to see?

@Lit: Was she in Wasting state? Wasting state heroes die if left unfed for too long (3-4 battles).
icole1500._. 10 Oct @ 11:58am 
Also Blood Splattered Cravat's description is messed up, it works just fine, it's just the description
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3584379395
icole1500._. 10 Oct @ 9:19am 
Oh and also! I found a couple of bugs/overlooked issues.
Bloodsuckers can reapply Crimson Curse to infected heroes, if the hero was craving and the curse got reapplied, they go back to the passive state.
And you can flee from the boss fight in the den (if the Dam option is on), that's something you cannot do in the boss fight in a normal lair. (Wonder if you can do anything about it)
icole1500._. 10 Oct @ 7:32am 
Hey, Mr. Developer, can you please make the Cure more accessable? That thing is too damn rare with how frequently Crimson Cuortiers infect people.
I visited 3 hospitals in my run, and i didn't find a single Cure.
Please, either make it guaranteed (or more likely) to appear at the hospitals or add more sources where you can get it.
(Buy it at the inns or even make it with The Purifier stagecoach item from the final step of the Curse of The Court quest?)
Lit' 熊仔 9 Oct @ 7:47pm 
My Boudica had half of the HP and carried Crimson Curse, but she died by attacking an enemy in the Den.
David Hogins 25 Sep @ 5:06pm 
@Seignar you only have the option to take blood from encounters when you're starving, unfortunately.
icole1500._. 25 Sep @ 11:13am 
Yes, it only happened when the hero fed themselves mid-turn.
Seignar  [author] 25 Sep @ 9:32am 
@ David, The Blood is sold by Hoarders, and anytime you go into an Assist encounter with a cursed hero (that isn't in passive state) they should give you a special option that will grant you Blood. If this isn't happening, then you might have a bug. I would ask that you re-download the mod, as I don't seem to experience this same issue on my end.

@Icole, Has this only happened when you feed the hero mid-turn (it is their turn, and that hero is using the Blood on themselves)? I did find a slight oversight with the curse timer, that would cause the timer to be briefly ignored. I'll look into fixing this, and the previous Inn item issue you mentioned.
icole1500._. 25 Sep @ 9:09am 
Something broke the Crimson Curse's timer in the recent updates, cursed heroes might starve right after you give them the blood, in the same battle.
I usually wait until my heroes hit the Wasting state, give them the Blood, they go back to the Passive state and then they sometimes become Craving right after their turn.
David Hogins 25 Sep @ 1:35am 
No im not really using any other mod.

Its more of the fact that blood is really hard to acquire if you dont fight them, you cant cure this in the hospital, blood is not sold anywhere by default neither the cure.

It is overly easy to get hit once in the beginning of a run, contract the curse and not get a single vial ever again.

Not only that, in lair fights each phase will progress the disease, making it even worse to run lairs with a cursed character.

But i appreciate the effort. Great mod aside from that.
Seignar  [author] 24 Sep @ 10:18am 
Ok, so I threw out another update, with another attempt at fixing issues with Crimson Curse. First, if you're experiencing issues with Crimson Curse progressing very quickly, this is likely a conflict with another mod that introduces similar mechanics to the Crimson Curse (Darkest Delights does this).

This new update should fix this conflict issue with Darkest Delights (and any other mods). If you want to play with this mod's version of Crimson Curse, drag this mod to the top of your mod list (literally click the mod, and drag it to the top in the in-game menu). Otherwise, place this mod at the bottom of your mod list.

If this does not fix your issues, then I'm sorry, but I don't know what more I can do.
MaskedNightmare 23 Sep @ 11:16am 
@David Hogins
I 2nd this. Even after the hotfix, lost my jester within two rounds after getting the curse the battle prior.
icole1500._. 23 Sep @ 10:09am 
Okay, Mr. Developer one more little issue, the inn Items from Kingdoms modules linger for 3 regions even in Confessions, that's almost an entire run. A little game breaking considering how strong some of them are.
I hope you can make some adjustments for those items, if possible :steamhappy:
David Hogins 22 Sep @ 2:45pm 
Any way to remove the crimson curse? Lost a run because a single encounter showed up and never again.
Seignar  [author] 21 Sep @ 4:42pm 
@icole, Did a quick hotfix to fix both of your issues. Your Jester should reset their state to Passive once you enter the initial Valley battle. Also, the Crimson Curse should now have its normal progression in the beast clan module.
icole1500._. 21 Sep @ 10:35am 
And also, i was playing some Confessions and encountered a little issue.
If you finish the run and one of your heroes has a Crimson Curse, their stages of craving do not reset back to passive.
I had to finish the run in the inn due to not wanting to risk my Jester dying from wasting, and at the crossroads he's still wasting, i'm afraid of picking him and watching him die at the Valley road battle. :steamsad:
The Screenshot
icole1500._. 19 Sep @ 2:37pm 
Hey, Mr. mod creator, i was playing The Hunger of The Beast Clan with this mod enabled and the adjustment to Crimson Curse for Confessions seem to be present in Kingdoms modules as well, heroes begin to starve a lot faster in the middle of battle.
A very cool mod though :steamhappy:
Peacekeeper 12 Sep @ 7:15pm 
there are only faction monsters spawn. I saw no pillagers since I used the mod.Didnt see antiquarian, gaunts and others.Is it fixible?
Seignar  [author] 12 Sep @ 6:36pm 
I'm pretty sure it is a conflict with Darkest Delights. The mod had a recent update that added a way to get Crimson Curse in Confessions, which required them to also make a similar edit to the Crimson Curse so it progresses faster.

What is happening is that the edits from both mods are not "conflicting"; Both mods are handling curse progression at the same time, so sometimes Darkest Delight is progressing Curse (turn start), and sometimes this mod is progressing curse (turn end).

I'll see if I can fix this on my end.
StreamLined 12 Sep @ 1:45pm 
I think I'm having a bug or issue with the length of the crimson curse in confession mode. When afflicted with the curse my characters are going from sated to craving or even wasting over the course of a single battle. As an example, I had put one into bloodlust at the final inn and after the proceeding battle at the oblivion rampart they ended up wasting. The only other mod i have other than skins or paths is darkest delight, so I'm unsure if it's a mod interaction issue.
MasterSpooker5 5 Sep @ 4:52am 
Thank you! And I agree about them not giving the disease, it should only come into play when the courtiers are in play
Seignar  [author] 5 Sep @ 4:00am 
Just did an update fixing the issue. The Blood/Wine will now feed the Crimson Curse. However, they will not inflict Crimson Curse on your uninfected heroes. This is intentional, since Curse is more dangerous in Confessions, I do not want to add yet another source of infection.
MasterSpooker5 4 Sep @ 1:33pm 
I don't know if this is an issue with the way the curse is implemented in confessions or a bug but in Kingdoms you can go up levels by using the wine and the blood from the basegame on cursed heroes, but this doesn't appear work in Confessions?
Seignar  [author] 4 Sep @ 4:22am 
No way to to update the mod to fix that particular issue.

Use this mod (The Cure, Everywhere) to fix the issue.
KiriK_175 4 Sep @ 12:48am 
And how to remove the curse from the heroes? I tried the mod, turned it off, but the curse remained... :stress:
Seignar  [author] 3 Sep @ 5:04pm 
The mod has been updated to Version 1.2, with the implementation of Incursion events. This is the final major update for the mod.

This isn't to say there won't be anymore updates, just that updates will be limited to tweaks and bug fixes.
Seignar  [author] 1 Sep @ 8:23pm 
The mod has been updated to Version 1.1d. This is an important update, as this update has fixed the last remaining compatibility issues with the Curse of the Court update. Specifically, Bloodsuckers enemies will now use their Escalation 3 abilities while in Confessions, and will now gain their Hive buffs in Lairs.
Peter Pilz 31 Aug @ 9:12am 
Thank you!
Seignar  [author] 31 Aug @ 8:54am 
@Peter: Thanks for pointing that out! It was actually much more serious than that (Scraps didn't drop, anywhere!)

Just did a quick hotfix for that. Check to make sure steam has updated the mod to Version 1.1c; it should fix the issue.
Peter Pilz 31 Aug @ 8:33am 
love the way the bloodsuckers are implemented, but their road fights seem to not drop lair scraps in confessions at least?
Nebelwesen 30 Aug @ 4:45pm 
Amazing work!
Seignar  [author] 28 Aug @ 10:41pm 
Army barricades don't break the mod. The DLC barricades will spawn normally, and don't have any beastmen/coven/bloodsuckers encounters in them.

@Jontej : No, it IS possible to have their spawn rates be different in Kingdoms; I just coded them to be the same. I'll consider reworking their spawn rates in Kingdoms, but for now my focus will be implementing the Bloodsucker faction (and Crimson Curse)
dpredaking 28 Aug @ 4:22pm 
First time i've seen a mod on a workshop and thought i might actually use that at some point, the other is blackest reliquary but thats hyper-well known if you know the game has mods, and i still need the shieldbreaker DLC, might actually do this one though,

PS: I know its probably a reasonless question, but this doesnt break with binding blade army barricades right?
Jontej 28 Aug @ 10:35am 
I see, regarding how this mods functions, do the have to be the same? In my mind it might be a bit more immersive to have them be a rare treat, if you think you have defeated the other 2 factions, so it would be logical their numbers are low. Just my thoughts, I will certainly use this nonetheless. :lunar2019piginablanket:
Seignar  [author] 28 Aug @ 10:01am 
The spawn rates in Kingdoms is the same as in Confessions; 80% until you encounter them, then it temporarily drops to 10% until you complete 5 battles.
Jontej 28 Aug @ 6:53am 
This is great! Thank you. What are the spawn rates in Kingdoms mode?
kept 26 Aug @ 2:27pm 
wwhy don't these use the road encounter sprites for the beginnings of all of the kingdoms campaigns, , , ,
fare 25 Aug @ 8:30pm 
we love you vro
Seignar  [author] 24 Aug @ 5:07pm 
Mod does work for Darkest Delights. The Compatibility Notes thread (listed above) has been updated with information
Rayla The Brave 24 Aug @ 1:49pm 
This is great! Does it work with Darkest Delight?
Gordolobo690 #TF2isEasy 24 Aug @ 10:33am 
i lvo you:resmile: