Darkest Dungeon®

Darkest Dungeon®

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Regional Brigands
   
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General: Monsters
Class Mods: Skins
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27.493 MB
18 SEP a las 7:24
7 OCT a las 11:44
2 notas sobre cambios ( ver )

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Regional Brigands

Descripción
Regional Brigands
Fortune seekers, ex-convicts, deserters, and all manner of unscrupulous opportunists were hired by the ancestor to repress the town's folk. These marauders now roam free and eke a living by any murderous means. They have no alliances and serve no gods other than to revel in their own ambition and debased instincts.

This mod customizes the common brigands to have a unique flavor for each dungeon. Vanilla Brigands will still appear in the Weald, their home base. But given this area is a graveyard where most fauna is infected with the fungal plague and thus inedible, Brigands will now venture into other dungeons to hunt for meat and pillage. Gameplay and stats will remain be the same across all variants. However, loot drops have been adjusted to match their new look: Brigands in Ruins drop gold and gems, while in the Warrens and Cove they'll drop provisions.

Ruins Plundering Party
The crypts offer little more than dry bones in the way of sustenance. But they are ripe with much treasure.










Cove Butchering Expedition
Fresh meats and all manner of brined delicacies are to be found in the coast.










Warrens Poaching Raid
A most succulent feast available for those willing to risk life and limb.










Installation Requirements
Regional Enemies is a hard requirement for this mod to work. Without it, your game won't break, but these new brigands 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.

Compatibility

This mod will work with all monster enemy packs out-of-the-box in the sense that there shouldn't be any crashes. Most monster mods use their own mashes, and my regional enemies edit vanilla mashes.

If a monster pack ads back common enemies, then you will get my variants plus the original common enemy from vanilla. In order to ensure ONLY my variants are always available and that they replace common enemies even reintroduced by another monster mod, then patches must be made.

Current patches available for:
  • Dogs & Brigands
  • New Enemy: Brigand Deserter
  • Pelagic Hybrid (Monster Mod)
  • Pelagic Hybrid (Monster Mod)
  • Project Iron Crown: Pillagers Backport

A note on Mash Mixers and Mash Randomizers.

Mash mixers only work with mods that the author decided to consolidate into a vast mash to override all other mashes, which get blanked out. It's an approach that is HIGHLY incompatible with monsters mods not included in their mix, or that are released after that mash mix was done.

You can try to place my "Regional Enemies" above the mash mixer, but I can't guarantee that it will work.

(I frankly don't see a point to a mash mixer if you intend to run enemy mods not included in the mix. That defeats the whole point of having the mash mixer in the first place. You can either ditch the mash mixer, or ask the author to include the mods you want such as this.)

Localization
Includes all languages supported in the base game.

Legal Disclaimer
"Regional Brigands" 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.





Discusiones populares Ver todo (1)
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23 SEP a las 21:01
Tears Chalice
neIVIesis
34 comentarios
Kan'Tarr 10 7 OCT a las 23:02 
Good luck.
Kan'Tarr 10 7 OCT a las 22:57 
You need a more time to creating. And base heroes...
neIVIesis  [autor] 7 OCT a las 22:37 
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 a las 22:34 
Courtyard... Hmmm. Heroes like a Cho's "Fallen Heroes", but with red-colored eyes?
Kan'Tarr 10 7 OCT a las 22:32 
Farmstead - refracted potato.
neIVIesis  [autor] 7 OCT a las 22:30 
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 a las 22:23 
Vampiric and refracted brigands?
neIVIesis  [autor] 7 OCT a las 22:19 
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 a las 20:03 
You focus only a ruin, cove and warren dungeons. What sou say about Courtyard and Farmstead?
Kan'Tarr 10 7 OCT a las 19:42 
Good mod.