Darkest Dungeon®

Darkest Dungeon®

63 hodnocení
Regional Enemies
   
Ocenit
Přidat do oblíbených
Oblíbeno
Odebrat z oblíbených
General: Monsters
Značky: Mashes
Velikost souboru
Přidáno
318.824 KB
8. zář. v 22.11
Poznámky ke změnám (1) – zobrazit

Klikněte na „Odebírat“ pro stažení položky
Regional Enemies

Popis
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.

Počet komentářů: 22
neIVIesis  [autor] 15. zář. v 17.23 
@lovecraft Vanilla cultists and rabble are still found in the Ruins. And yes, it is safe to only install the monsters you want. You won't get crashes or anything like but. BUT, your mashes might be a monster short once in a while from whatever variants you didn't install. This is the reason I recommend all.

Keep in mind, with other monster packs you don't get a choice. They give you the wheat with the chaff.
Lovecraft 15. zář. v 17.13 
It's safe to add one of the monster mods while ignoring the others? I like the skeletons, but also vanilla cultist consistency.

Also any plans for DLC variations? Crystalline common monsters in the farmstead :steamhearteyes:
neIVIesis  [autor] 15. zář. v 5.38 
Brigands reside in the Weald, so new Ruins variant will be introduced. Common enemies, which is the scope of this series, are not really present in Farmstead or Courtyard (save for maggots and spiders and those someone already did).

With that said, I have some cool ideas for new enemies for Courtyard and Farmstead, but it would be a separate mod if I get around to them.
PhantomFiend 14. zář. v 23.52 
One more thing: are there plans to introduce enemies based Ruins, Farmstead Plus, and Courtyard Plus?
neIVIesis  [autor] 14. zář. v 19.47 
@PhantomFiend Absolutely, I use necrophobia. All my monsters will leave a custom corpse.
PhantomFiend 14. zář. v 16.02 
I love these new enemies! When you release the maggots, spiders, gargoyles and possible more, could you make it compatible with the Necrophobia mod?

Here's the link:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3153266557&searchtext=necro
neIVIesis  [autor] 13. zář. v 8.55 
@raizen725 Yeah, I'll probably do a compilation version once all the common enemies are done. But since that could take a while, I decided to release as I complete them so other ppl can experience them.

You can install only the regional monsters you want, the only side effect is that some mashes would be a monster short. What is a hard requirement is the "Regional Enemies" that contains the mashes.

I use Conexus for much better load order control than vanilla's mod organizer.
Raizen725 13. zář. v 1.36 
will you make a all in 1 mod for all the monster as soon as you finish the rest the enemy set akin to "here be monsters"? i would like to use it, but the way mod works is essentially just going to search and rearrange all over again as the normal darkest dungeon mod loader in game is a bitch to set up for new game. and i dislike a certain i could just edit the file with a single enemy like i did the slaters.
neIVIesis  [autor] 11. zář. v 19.46 
@the bean hunter Yes. This only affects vanilla mashes. However, if a monster pack places any "common" enemies in their own mashes, they will show up in your game unless a patch is made.

Modders using common enemies would need to swap'em with my regional variants for each dungeon.

If downloads hit 1k for each monster I release, I might do these patches myself. But first I'd release ALL of the custom "common" enemies so I only have to patch once.
The Bean Hunter 11. zář. v 18.14 
I'm going to assume that this only affects the base mashes and mashes added by modded monster mods will continue to have the ordinary cultists, correct?