Darkest Dungeon®

Darkest Dungeon®

Regional Brigands
34 Comments
Kan'Tarr 10 7 Oct @ 11:02pm 
Good luck.
Kan'Tarr 10 7 Oct @ 10:57pm 
You need a more time to creating. And base heroes...
neIVIesis  [author] 7 Oct @ 10:37pm 
yes, I like the "dread hook" idea. I'd be willing to redo that mod, and have each hero look a lot more like the courtiers and even have a bug transformation each.
Kan'Tarr 10 7 Oct @ 10:34pm 
Courtyard... Hmmm. Heroes like a Cho's "Fallen Heroes", but with red-colored eyes?
Kan'Tarr 10 7 Oct @ 10:32pm 
Farmstead - refracted potato.
neIVIesis  [author] 7 Oct @ 10:30pm 
That's an option. For Farmstead I'd like to do more farm workers and farm animals: crystallized goats, pigs, and a bull. Milkmaids, shepherds, wagoners, etc.

For courtyard more enemies inspired by French nobility, and also mutated animals mixed with insect parts like the crocodile.
Kan'Tarr 10 7 Oct @ 10:23pm 
Vampiric and refracted brigands?
neIVIesis  [author] 7 Oct @ 10:19pm 
Well, all my regional enemy series of mods are focused on vanilla's "common enemies" that are recycled in the common dungeons. The point is to create more variety and avoid asset flipping. The DLC dungeons don't have most of these common enemies, instead they have unique enemies.

I might release new monsters for the courtyard and farmstead, I have several ideas.
Kan'Tarr 10 7 Oct @ 8:03pm 
You focus only a ruin, cove and warren dungeons. What sou say about Courtyard and Farmstead?
Kan'Tarr 10 7 Oct @ 7:42pm 
Good mod.
neIVIesis  [author] 5 Oct @ 7:58am 
@fightgarr Obviously feel free to install the ones you like. With that said, the cultists do still look and fight like cultists, I kept them recognizable on purpose, but just twisted.

The concept behind their change in appearance is that they have been "infected" with whatever disease or curses have corrupted any given dungeon. The ones in the Weald have the mushroom necrotic disease, and the ones in the Cove have the Pelagic plague that turned a girl into the mermaid boss.

The ones in the Warrens completely look human, but have been tortured and mutilated by the swine. So they are completely thematic, and their changes are meant to make sense in universe.

Even in Vanilla, notice how the same cultists have mutated into the tentacle creatures when in the Darkest Dungeon. So my edits are consistent with that.
Fightgarr 4 Oct @ 10:51pm 
your skeletons mod has looked really good in-game and these guys look even better so i'm gonna add this one now too, thanks for your hard work! (still not touching the cultists ones; those boys and girls need to keep their uniform appearance, otherwise can they really call themselves cultists???)
JLW2490 21 Sep @ 2:42pm 
Wonderful
Merc 21 Sep @ 5:45am 
excelent mod, makes the world feels a little bit more alive
neIVIesis  [author] 20 Sep @ 6:49pm 
@110 thanks! I appreciate your thoughtful acknowledgement. I have a couple more things coming out soon.
110 20 Sep @ 10:04am 
I really enjoy all of your work. For now, I’m mainly using the Regional mods, but I wish you nothing but the best in all your future projects. :)
solvius90 20 Sep @ 1:12am 
My spawning issue still hasn't been resolved. I have a lot of monster mods and patches for them. How exactly should I arrange my mods in the load order? Previously, I often encountered monsters from mods and vanilla ones, but now there are a lot of vanilla ones.
By the way, special thanks for the Russian translation in the mods😁
neIVIesis  [author] 19 Sep @ 10:16pm 
What do you mean? All the Brigands are unified in this mod.

If you're referring to all the "Regional Enemies", then may be. All the mashes are unified already, so there would be no benefit to an all in-pack per se other than just consolidating them all into 1 download, but that comes at the cost of some modularity.

It might also take some time, cause I have a few other mods to work on. A new class, plus some new custom monsters. And may be some proper hero skins.

All that would take priority over an all-in-one. But we'll see.
110 19 Sep @ 8:31pm 
I apologize for asking, but do you have any plans to release a unified version of all the Regional Brigands mods released so far?
neIVIesis  [author] 19 Sep @ 10:29am 
Hey, mushrooms can only take a hungry man so far...
:)
Tyrannical T.C 19 Sep @ 9:52am 
truly cutthroat these brigands, they be looting ruins and selling monster parts in the black market.
neIVIesis  [author] 19 Sep @ 6:46am 
No, there should be no conflict at all with immersive background and any monster mod. They edit completely different things.
solvius90 19 Sep @ 6:34am 
Yes, with the patches and the correct load order, everything works. Thanks. Does Immersive Background conflict with this mod, or did I mess something up?
neIVIesis  [author] 19 Sep @ 6:24am 
Place the "Regional Enemies" mod, which is the core of all my regional enemies, above all other monster mod patches. That will ensure you get all of regional enemies to show up.
🍫ChocoMenta🌿 19 Sep @ 6:07am 
maybe next can be crimson court enemys regional
solvius90 19 Sep @ 12:39am 
By the way, thanks for the patches. I haven't tested them yet. I'll keep an eye on the chances of your new enemies appearing with them.
solvius90 19 Sep @ 12:20am 
Sorry for not being more specific. It's not a new game. I removed the Immersive background and the crashes stopped. I also removed the Mashed mixer. But now your enemies aren't spawning.
Do patches for other mods interfere with spawning? For example, Here Be Monsters: Void's HFLM Compatibility Patch
neIVIesis  [author] 18 Sep @ 10:37pm 
@solvius90 If you had a crash you need to give me more details. In which dungeon? Was it a new save game, or an existing game?

Did you make sure to install requirements?
Morag Tong 18 Sep @ 8:57pm 
It's been really cool to watch this project expand. Thank you for working so hard on it.
neIVIesis  [author] 18 Sep @ 3:56pm 
It's possible.
Krasnal 18 Sep @ 11:54am 
Really cool . Any chanse when you finish all your projects planned also do some skins for sunward isles or vermintide? I always on that 2 as part of the game now:)
neIVIesis  [author] 18 Sep @ 11:04am 
@solvius90 No new monster mods are compatible with mash mixers. It's an approach not built for compatibility with new or upcoming mods, unless the mod author decides to update them directly.

Mash mixers would make sense to consolidate mod lists, or if you want JUST the mods that the mash mixer author wants to use. If you want to pick your own monster mods, ditch the Mash Mixers.
solvius90 18 Sep @ 10:55am 
Will these mods be compatible with Modded Mash Mixer? What's the load order? I tried installing them at the very top, without Mash Mixer. The game still crashes. I even deleted the background mods.