Darkest dungeon mods wont download






















This mod turns the maggot enemy into a hero. He's probably not very balanced, but he's cute to me and proves that you can make enemies into heroes! Note: Being what he is, he's a little glitchy. Glitches include: He has the afflicted sprite until he ent The Conqueror Class Mod. Created by Kroxigor Kwail. Courtesan - Class Mod. The Inquisitor. The Inquisitor is made for one thing : Weaken. While not the best tan The Warden Class Mod. Copy the effects, heroes, localization, raid, and upgrades folders.

Navigate to your Cannoneer - Class Mod. Exaelus' Revenant Class Mod. Created by Exaelus. The Crow. The Crow is a backline DPS and also a powerful blighter. With his large skillset, Chosen Cultist Class Mod. Created by GhostSeeker. Exaelus' Prodigy Class Mod. Trap Maker - Class Mod.

High Priestess Class Mod. Martyr - Class Mod. Exaelus' Seer Class Mod. Ronin - Class Mod. Warrior and Warlock Class Mods. Add 2 new heroes with 11 skins 1. Exaelus' Scourge Class Mod. Reaver Class Mod. Musketeer Reworked Standalone Outdated. Created by O'Nightmare! Please use new version instead! This is Androu1's Musketeer that was fixed for Color of Madness buil Created by nuva. Commissar - Class Mod. Fanatic Hero. Created by decimator I have resurrected this 3 years later as I finally prevailed over the incompetent Steam uploader.

Steam update brings new skins as well as the town events that were always in the other versions. Google Drive download is still good, but f Shield Maiden - Class Mod. Witcher Class Mod. Created by Onetama. Both the Slayer and Cataphract class mods were created by modder S-Purple, who has become well known in the Darkest Dungeon community.

So I recommend checking out his other class mods as well. As explained by the modder himself, the Revenant was heavily inspired by games like Dragon Age, Warcraft, and Darkness.

Primarily a tank class, the Revenant has a few additional skills that will come in useful on your runs. Like his life steal skill Siphon Life and his high chances to inflict bleed. While the base game does offer quite a wide variety when it comes to trinkets, additional options are always good. The Trinket Overhaul Project gives you exactly that, giving you an additional 75 custom trinkets to play around with. Despite the game being a dungeon crawler, not all the fun has to happen down in the depths of dungeons.

Expanded Town Events aims to keep your time in the Hamlet even more interesting by adding a lot more town events. The mod adds a total of 23 new events to the game, 12 of which are positive town events, 2 neutral, and 9 negative.

The modder did his best to keep everything as close to vanilla as possible. So nothing should feel out of place, and even added in some new quirks to make things even more interesting. Other than the mini-boss itself, the mod throws in a new trinket set and a couple of new districts to explore as well. Just note that the mod requires that you own both DLCs, so make sure you have those before downloading this.

Cool new items are always a nice addition. Modders have gotten much more creative with their class mods, bringing in completely unrelated characters from other video games. Marvin Seo has become one of the most well-known names in the Darkest Dungeon mod community for his original class mods.

The concept is already interesting to begin with, as the Sisters are said to be two souls trapped in one body. This value determines how many party members are automatically killed if you retreat from the quest. This boolean determines whether or not surprises are enabled during the quest. This boolean determines whether or not scouting is enabled during the quest. This boolean determines whether or not all stress is removed from all heroes in the hamlet upon successful completion of the quest.

If the quest is ignored, as it is with VVulf, this section can be expanded to describe what hamlet upgrades should be removed, if any. If the quest is failed this section can be expanded to describe what hamlet upgrades should be removed, if any.

If the quest is failed this section can be expanded to describe what buffs to apply to the entire hamlet roster, if any. If the above section is filled out with buffs, this value represents the minimum hero level that the buff should apply to. Whether or not the quest will warn you about the amount of provisions you should be taking. This section can be filled in with suggested trinkets so that a prompt is given to the player before embarking. This section can be filled out to determine what starting provisions or supplies the embarking team will be given.

In the 'quest. In order to effectively communicate such an expansive amount of data, the table below will describe the general nature and purpose of the data sets. Each line of this section is a specific week, with more quests being generated as the in-game weeks pass. For each of the area where quests can naturally generate not plot quests , this section can define how many quests must be completed before each area opens up and can spawn quests.

In this small table you can set what level of quests should generate for what resolve levels you have in your roster. This much more massive table determines, for each area, what quests are available to spawn for what week. Each table in the separated square brackets denotes a week. Right away we can see that the first week in the Ruins there's only a single quest that can even be generated -- a short exterminate.

This section determines what heirlooms can be rewarded from quest rewards. Note that this applies only to quest rewards, not loot. The amount of XP to reward to heroes upon successful completion of a quest. The trinket table to determine the rarities of trinkets that can be rewarded as quest rewards. Random dungeon generation can only be controlled via a small number of variables. Below we'll use a medium Ruins explore as an example to describe how to manipulate each variable. The general 'connected' feeling that a dungeon will have.

A higher number means that rooms are more likely to be connected with hallways. A lower number means the opposite. The minimum and maximum amount of hallway battles that you will find in the dungeon. The minimum and maximum amount of hallway traps that you will find in the dungeon. The minimum and maximum amount of hallway obstacles that you will find in the dungeon. The minimum and maximum amount of hallway curios that you will find in the dungeon. The minimum and maximum amount of hallway hunger tiles that you will find in the dungeon.

Do note that backtracking has a chance to spawn additional hunger tiles not associated with this number. The minimum and maximum amount of room battles to generate, including all of the relevant variables below. The minimum and maximum amount of just room battles just enemies to generate.

The minimum and maximum amount of guarded room treasure curios to generate. The minimum and maximum amount of room treasure curios no enemies to generate. Custom dungeons are best made in either Google Sheets or Microsoft Excel. First thing you'll need to do is obtain the spreadsheet necessary for map-making. Explanations for how to make a map are included as comments in the cells.

Google Sheet [docs. Some may find it helpful to re-import the file into something like Microsoft Excel or Google Sheets. Doing this will actually allow you to re-export it back into a csv file that the game can use, but it is an optional step that is recommended due to how difficult it can be to understand this specific file on a first look.

For this example we'll be taking a look at the Locked Strongbox curio which is the second curio in this file. It is highly recommended that you look at the setup for all curios to better understand individual mechanics and how they are set up. Missing even a single comma may result in the file being unreadable by the engine, so caution is urged. Lastly, any sets of strings sentences of text , located in this file are NOT read by the engine.

Changing, adding, or removing the sentences will have no effect on what is seen in-game. You may have to click this image to see it more clearly There are 13 lines in the image above, and in the table below you'll find a general explanation for the first 12 lines line 13 is redundant for this explanation and what they mean.

As mentioned above, use other curios as examples for what you want to tweak or add, and use this reference as a supplement if you're confused.

In the first line we have three values which serve mainly as references and information for the curio itself. The number 2 in this line represents that it's the second curio in this file. Immediately after that we have the Curio's name. Note that this is not the name that appears in-game, rather one that helps you know what it is. The last bit here notes that there are 'mixed' effects possible. You can get loot or get a nasty DoT. Other curios may be completely good or bad in their possible effects.

There's nothing that you want to change in this line, and none of it is read by the engine. If you imported the csv to a spreadsheet program you'll see that these are all column headers mainly used in easily reading the following lines. The first value in this line is incredibly important. This ID, following the format of having no spaces, will be used when you want to reference art and strings that will appear in-game.

Following that is the effect of 'Nothing', or interacting with the curio and having nothing happen. After 'Nothing' you'll want to put the weight of the 'effect' to happen. This weight is divided by the curio's total weight of effects. Here you can set the chance of loot, if any, and the tables it should call. The '1' in the column after 'Loot' is the weight of that 'effect' to happen. There are only two possible effects for the Locked Strongbox, loot or a DoT. As you can see in the 6th line, 'Effect' has a weight of 1 as well.

Add up the weights and then divide the current 'effect' weight by the total. The engine will only take weights into account. When loot is awarded it will award all loot tables listed for the specified number of draws for each table. This line lets you set a quirk reward as a curio interaction. An excellent example of the quirk effect can be seen on curio 7, the Stack of Books. This line lets you set effects that are given when interacting with the curio.

A maximum of three possible effects can be added to a curio's effect rewards. The weights in lines are different from the overall weight of individual interaction types like loot, quirk, and effect. The immediate first value is quite important. The 'Yes' or 'No' will determine if the curio prompts the player for any item inputs or whether the curio can just be used like a sack or crate. If your curio has no item interactions, set this to 'No'. The 'Purge' effect allows you to remove a quirk, positive or negative.

Curio 5, the Eldritch Altar, shows an excellent example of this. This line allows you to set scouting events that can trigger as an effect. Curio 20, the Bookshelf, has a great example of this effect.

Much like the other effects you must set weights for the different scouting examples to proc, but the data that you put into the proper column is a bit different. As you can see in the Bookshelf, there is a '0 - curios' and a '0 - all' listed. The number in each is the number of rooms this scout will go, so both will only extend to the hallways on each side. The string on the opposite side of the dash describe what the scout will reveal.

As recommended at the top of this section, take a look at all curios for further examples. The first two string values in this line are the curio 'tags', or two describing tags of what the curio is. These are used mainly by quirks that interact with specific curio tags, like Hyromania or Bloodthirsty. The 'teleport' effect after the tags is unused and dysfunctional, so it is not relevant to the curio's overall functionality.

After two of the commas in this line you can set a third tag, though it's not set on all curios. You can see this in the next curio in the file, the Goal Strongbox. It has the tags of 'Treasure', 'Goal', and 'All'. The last tag is used mainly by the quirk of Curious, which can interact with any curio tagged with 'All', which is all of them.

This line also lets you set a disease effect. An example of this can be seen in the 8th curio, the Iron Maiden.

Nothing in this line needs to be edited; it acts mainly as a separator and reference line for the following item interactions. This is the first item interaction. You can use any of the main 'effects' as item effects, but note that you can only have a single possible effect tied to a single item.

It is not possible, for instance, to have a Skeleton Key give loot or a quirk on the same curio. Take a look at all of the curios for many, many examples of item interactions and their precise formatting. Town building information can be found primarily in two spots. The first area contains all of the building information aside from the upgrade costs. The second contains only the upgrade costs. General Information. Town events can be both modified and added very easily. To start, open up the base.

Below we'll cover the sections one by one Town Event Chance Setting. The base chance for the event to appear. Percentage chance each week is this number divided by the total of all base chances of available events.

Each week that passes, if the event requirements are being met, this number is added to the base chance. The base chance will reset to the designated value when this event is rolled.

A set of, as it says, requirements that must be met before the event can be rolled. The general attitude of the event. This can be set to 'good', 'bad', or 'neutral'. The collection of buffs, town modifications, or general changes that the event gives.

We're on 1. If you were asked to "migrate project to new version" upon loading this project file, you'll need to re-download and reopen this project file with the correct version of FMOD Studio. Most background art can be found in the various area folders located in the 'dungeons' folder. These images are fairly easy to change with any image editor.

The general dimensions themselves should be adhered to. Backgrounds and hall tiles can be modified or added with no other work needed! HmF PennyWi5e 9 Nov am. Does anyone know of a good guide for recoloring heroes? Sonuel 25 May pm. Rizencraft 15 Apr pm. I've been trying to change the localization of a class mod, but to no avail, even after following the directions.

Can anyone help? Menzaim 2 Apr pm. Great guide! Perhaps here I was able to find the answer to my question. Which parameter is responsible for the effects of the heroes, which are applied when the torch is high or low for example, in occultist. Samuel Wizard the First 6 Mar am.



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