Darkest Dungeon®

Darkest Dungeon®

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Regional Enemies
   
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General: Monsters
Tags: Mashes
File Size
Posted
318.824 KB
8 Sep @ 10:11pm
1 Change Note ( view )

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Regional Enemies

Description
About Regional Enemies
Each region in Darkest Dungeon has enemies endemic to the region. The Cove shelters all manner of the abominable fish folk. The Warrens are the hunting grounds for the swine, half human half pig aberrations. The weald is a graveyard where life continues at its most decayed, as a puppet to the fungal plague.

And then we have common enemies that look exactly the same no matter where they spawn. We all understand Red Hook was a small studio trying to meet deadlines on a tight budget. They did amazing. But after almost 10 years and thousands of mods, it's time to revisit these common enemies.

The aim of this mod it add more enemy variety in a way that is both logical and lore-friendly. Common enemies will still be recognizable, but they will each display traits that reflect their biome.

Among these common enemies, we find:
  • Cultist Acolytes (done)
  • Cultist Brawlers (done)
  • Skeleton Rabble (done)
  • Spiders (planned)
  • Maggots (planned)
  • Brigands (in-progress)
  • Madmen (in-progress.) - An excellent custom madman already exists for Warrens
  • Ghoul


Installation

This mod on its own does nothing. It contains the mashes for each of my stand alone Regional Enemy mods. So you need this, plus at least one, and preferably all, of the stand alone regional enemies, such as:
  • Regional Acolytes
  • Regional Brawlers
  • Regional Skeletons

This mod needs to be placed ABOVE ALL enemy mods. I will release patches for enemies made by other authors if needed that will supersede this.

This mod is a hard requirement for all and any of my Regional Enemies mods. Due to the way that common enemies are handled, I have to edit vanilla mashes for each common enemy type. For the sake of my sanity, they will be centralized here and updated here as I release new enemies.

Mod Compatibility
This will work with most monster packs out of the box and without a patch. Such as:
  • Home of the Lost Monsters
  • Here Be Monsters
  • Stonequeen's Court
  • Bristle and Bone
  • Project Iron Crown packs
  • Koala's Creature Collection
  • etc
These monster packs create their own mashes and add them to the game. So you get vanilla monster mashes, plus each of the new mashes added by those packs. The result are lots of mashes with lots of enemy variety.

My mod works a little different, because I need to replace vanilla common enemies with my new custom variants. So I have to edit vanilla mashes. Only mods that also replace vanilla mashes would conflict. Fortunately, there are very few mods that do this, such as the Bound Lunatic: Madman Replacer for which I made a patch.

The Fine Print on compatibility
With all that said, some of these monster packs might add back in their custom mashes vanilla enemies that I swapped. So without a patch, you might see again, for example, normal cultist acolytes in Warrens as well as my custom variants depending on which mashes loaded for you on that particular encounter.

So nothing would "break", you just get everything thrown in like a festering stew.

Ideally, I would patch each monster pack to ensure they reference my custom regional variants as opposed to vanilla's generic common enemies. That would be a bit if a daunting task since there are so many monster mods out there. Other authors are welcome to patch on their end, or I might do it if there's enough downloads to warrant the extra work for me.

Legal Disclaimer
"Regional Enemies " 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.

10 Comments
you are an awesome human being. keep creating.
› Cream Gravy 14 hours ago 
These are great, I love seeing the mod community thrive still
neIVIesis  [author] 9 Sep @ 9:53pm 
@killo Wyatt Glad you like them. The acolytes I did over 2 years ago, just never got around to releasing them. I have several more mods that I did a long time ago on my queue to release.
Kilo Wyatt 9 Sep @ 8:18pm 
Sick idea, I hope the rest of the enemies come out well
COLID10S 9 Sep @ 6:32pm 
Thank you, i will give a like, the designs look amazing and well fitted
neIVIesis  [author] 9 Sep @ 11:12am 
It shouldn't conflict with any monster mods that add their own mashes. My mods add its own mashes, plus edit vanilla mashes.

Only mods that edit vanilla mashes would conflict, such as Bound Lunatic, for which I created a patch.

However, other monster mods might add back vanilla common enemies into their mashes. At which point you'll get my regional enemies in some encounters, and still see vanilla common enemies in other parties added by other mods.

I'll consider making patches for other monster mods if I break 1k downloads, meaning if there's sufficient interest from users to warrant the extra work :)
COLID10S 9 Sep @ 10:43am 
Does it work well with Here Be Monsters?
neIVIesis  [author] 9 Sep @ 6:18am 
Mash mixer compiles a few monster mods and puts them all into massive vanilla mashes. I'm unsure what criteria MoonVoid uses for the compilation, as some excellent monster mods such as StoneQueen's Court, Bound Lunatic, and Brigand Deserter were excluded.

These mashes are so vast that even if you were to install other monsters not included in that pack, the chances of seeing them in-game are basically null.

A patch would have to be made.
Whatparents 9 Sep @ 3:53am 
I'm using mash mixer. I think the solution is changing every vanilla monsters' id line with yours.
Rio 9 Sep @ 12:06am 
Looks amazing! Any idea how this would interact with mash randomizer mods? Would specific patches need to be made?