Darkest Dungeon®

Darkest Dungeon®

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Regional Enemies
   
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General: Monsters
Tags: Mashes
File Size
Posted
Updated
335.858 KB
8 Sep @ 10:11pm
18 Sep @ 7:39am
2 Change Notes ( view )

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Regional Enemies

Description
Regional Acolytes
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 (JUST RELEASED!)
  • Madmen (in-progress.) - An excellent custom madman already exists for Warrens
  • Ghoul


Installation
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.


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.

23 Comments
neIVIesis  [author] 1 hour ago 
Mod updated to include support for "Regional Brigands".
neIVIesis  [author] 15 Sep @ 5:23pm 
@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 Sep @ 5:13pm 
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  [author] 15 Sep @ 5:38am 
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 Sep @ 11:52pm 
One more thing: are there plans to introduce enemies based Ruins, Farmstead Plus, and Courtyard Plus?
neIVIesis  [author] 14 Sep @ 7:47pm 
@PhantomFiend Absolutely, I use necrophobia. All my monsters will leave a custom corpse.
PhantomFiend 14 Sep @ 4:02pm 
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  [author] 13 Sep @ 8:55am 
@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 Sep @ 1:36am 
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  [author] 11 Sep @ 7:46pm 
@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.