Darkest Dungeon®
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Regional Acolytes
   
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General: Monsters
Class Mods: Skins
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Regional Acolytes

Описание
Regional Acolytes
This installment of my Regional Enemies series introduces three acolyte variants to each of the main vanilla dungeons. Venturing outside the ruins has brought dire consequences . Their physical appearance and attributes now document their affliction.


Pelagic Acolyte
  • Infected with the pelagic curse
  • Inhabits the Cove
  • Eldritch & Human
  • -5% blight resistance
  • +5% bleed resistance



Fungal Acolyte
  • Decayed by the fungal plague
  • Roaming the Weald
  • Eldritch & Human
  • +5% blight resistance
  • -5% bleed resistance



Devoured Acolyte
  • Captured & dismembered by the swine
  • Escaping the Warrens
  • Human
  • In the brink of death: -3 health, diminished resistances, bleeding
  • +1 speed, her sight alone horrifies heroes


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 Acolytes" 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.


Комментариев: 8
neIVIesis  [создатель] 14 сен в 23:04 
Horror has been significantly nerfed, see Change Notes for details.
Sir Fartzalot 14 сен в 9:27 
SO GOOD
neIVIesis  [создатель] 13 сен в 10:02 
@rtgeorge They apply horror on spawn, once, at the beginning of the encounter. Their consequent attacks do not cause horror. It only happens once.

To balance it out, they have lower hp, and are bleeding. This is only the case for the Warren variants.
rtgeorge 13 сен в 9:22 
by "her sight alone horrifies heroes" does that mean their attacks apply horror, or does that mean even just encountering them automatically applies horror to your party?
neIVIesis  [создатель] 12 сен в 8:16 
@browns buns Yes, it works with all enemy mods. Worse can happen is that you get my regional variants + common enemies as well.
Brown Buns 12 сен в 3:15 
This is really cool! Will try it out for sure
But how does it work with a modded setup that has a lot of extra enemies?
neIVIesis  [создатель] 10 сен в 19:07 
Gracias!
Коррегидор де Инд 10 сен в 18:21 
Hermoso