Darkest Dungeon®

Darkest Dungeon®

680 ratings
Complex Compulsions
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
615.685 KB
6 Aug, 2018 @ 3:32pm
14 Aug, 2018 @ 7:03pm
16 Change Notes ( view )

Subscribe to download
Complex Compulsions

In 1 collection by retrotheft
RetroTheft's Darkest Dungeon Mods
2 items
Description
Could a Kleptomaniac steal your heart?

Complex Compulsions revises the game's eighteen forced interaction quirks, in an effort to discover whether players might actually allow their heroes to go poking at Curios if they're getting something back in return. The goal is to help make each character more unique while testing just how much players are willing to tolerate from their star stress sponges.

I've done my best to create balanced and logical conditions, based on the original 18 compulsive quirks in the game. If it causes a forced interaction, it's been updated in this mod. For instance...

Sitiomania now not only causes your Hungry Hungry Hippocrat to probe every carbon-based object within reach, she'll also eat more. However, she receives greater healing from eating food, and has a boosted immune response as a result of all that touchy-feely time with mould spores.

Ablutomania will still make your Arbalest wade into fountains and wishing wells in an effort to wash away the war, but now they'll also put their over-developed domestic skills to use by keeping themselves fresh, clean and unmarked at all times!

Or how about Reynauld? Man, that guy... what in the holy land could possibly be worth letting him steal your bling, over and over and over again? Surely nothing, right? Right? Well, that one might take a while to work out. He sure does love loot though.

Complex Compulsions introduces new dynamics to combat, too. Heroes with Necromania will grow more and more excitable as the corpses pile up. Fascinations with injury may elucidate foreign anatomies, but can also lead to needlessly prolonged suffering. And over-indulged obsessions... well... even the battlefield is no safe space from some compulsions...

If you've been feeling dangerously in-control, like your heroes could use a little more depth and complexity, or just that the Sanitarium has gotten quite enough gold now thank you very much, then you might enjoy Complex Compulsions.

Note: quirks are still obtainable by all classes, classes mentioned above were merely narrative licence. Also, the chances for forced interactions remain exactly the same, I haven't changed those.

Localization
The mod should work fine in all languages, but it's only fully localised for english. Non-english languages will not see the updated quirk descriptions for quirks which do not state their buffs explicitly (about half of them). This may make it difficult to determine exactly what the effects are. Will gladly accept any help in this area with my profound gratitude.

DLC Compatibility
I've tested this in vanilla and CoM and everything seems to work fine. Crimson Court should be good too. Let me know if there are any issues and I'll jump on them right away.

Mod Compatibility
Complex Compulsions should be compatible with most mods. It only alters the compulsive quirks, and adds its own buffs where necessary. If you want to use it alongside other mods that alter quirks, your best bet is to place Complex Compulsions above the other mod, that way you know only the compulsive quirks will be changed, and all the other quirks will be altered by any other mods you have activated.

Known Issues
***Important***
1. If you want to disable this mod on an existing save, be sure to check your roster for any heroes who possess the "Never Alone" quirk. You will need to treat this quirk before being able to safely disable the mod.
2. If you find that the updated quirk descriptions aren't showing up, it's likely because there is another mod which is altering the quirk above Complex Compulsions in the mod list. This can be fixed by raising Complex Compulsions higher in the mod list. The mod doesn't change many files so it should be pretty safe to give a high priority to. The only conflicts are going to be with mods which specifically alter the forced interaction quirks.
3. You may notice that the full quirk descriptions don't display in the Sanitarium - tooltips there seem to only want to display either the buffs or the description, but not both. This looks like behaviour of the game itself, which I can't do much about.

----

'Complex Compulsions' 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.
Popular Discussions View All (6)
30
10 Apr, 2024 @ 10:08pm
PINNED: Issues and Bug Reports
retrotheft
12
11 May, 2022 @ 8:29pm
PINNED: General Feedback
retrotheft
10
29 Jan, 2023 @ 12:50pm
PINNED: Balance Adjustment Feedback
retrotheft
77 Comments
Peluceus Donmian 15 Nov, 2023 @ 2:51am 
To be fair the concept of a quirk being negative in itself is entirely subjective, after all, a kleptomaniac's compulsion isn't seen as detrimental to themselves when they are benefitting a ton from it.

If you can, you should make Kleptomania chances tied to their battle position. IE people in the front or back have the highest chance of triggering kleptomanic tendencies cus they will be the first or last to see the loot. But to compensate, each trigger gives them a small buff for the rest of the expedition.
affairs most succubussian 16 Oct, 2023 @ 3:43am 
Strongly disagree with commenter below. This makes the game *so* much better. Heroes feel a little more alive, a litte more flavoured, unique. High recommend. Just wish there was more compulsions tbh.
libero2711 30 Aug, 2023 @ 7:30am 
cool idea but removes the point of, *ahem*, negative quirks being, you know, negative. id love to be seeing these ideas implemented elsewhere, but unfortunately quirks are better off as being JUST positive or JUST negative, cool ideas tho! just doesnt fit the current vanilla style, im afraid
Maschinenmensch 23 Apr, 2023 @ 9:12am 
Magnificent, absolutely wonderful. My ray of light in the darkest. Nietzsche once said that a man who has a why can overcome almost any how, but a man who has Complex Compulsions can overcome any object less complex, and all this talk about why and how becomes irrelevant.
Amelio 22 Oct, 2022 @ 3:35pm 
cool idea, but it basically makes "compulsions" really strong buffs instead of something bad, if it gave a single buff plus a debuff and the vanilla effect it would be really nice and I would subscribe, unfortunately it's not the case
gettodachopanow 26 Aug, 2022 @ 1:33am 
Looks like an interesting mod, but does it make the game easier?
omnicowdemon 15 Aug, 2022 @ 9:51pm 
This is incredible. Bravo good sir.
Vuohi 10 May, 2022 @ 1:21pm 
Interestingly, I sometimes still get unmodified versions of the quirks but leaving the game and then reloading replaces them with the modified versions. Perhaps some other mod's re-adding the default versions?
Vuohi 8 May, 2022 @ 3:42pm 
Hmm, I got a flagellant with Guilty Conscience. Does the bonus it now gives to the Redeem heal also work on his self-heal?
Vuohi 8 May, 2022 @ 5:55am 
This looks like a good idea! I've thought myself that the compulsion-type quirks should have some kind of mitigating effect, to make always getting rid of them a less obvious strategic choice. I'll give it a try and see how it works.