Darkest Dungeon®

Darkest Dungeon®

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the Crimson Court: New Vision
   
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9.720 MB
1 Sep, 2019 @ 8:35am
6 Jul, 2021 @ 1:27pm
15 Change Notes ( view )
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the Crimson Court: New Vision

Description
I'm a big fan of Darkest Dungeon and was really excited when it first DLC was came out back in 2017. But soon my excitement changed with a frustration. During playing Crimson Court (CC) I always had that weird feeling, that DLC is lack of something and I noticed that there were many streamers or players (same as me) which:
- or always avoiding to start CC quests in early/middle campaign, and start it in late game.
- or don't activate this DLC even if they have it.


SUBJECT
Mod's goal is to make CC more playable during whole campaign and more enjoyable (in terms of DD). I wouldn't call it as big overhaul mod, but it isn't just a small mod as well. It is something in the a middle.


FEATURES LIST

Maps:
main feature that for CC any boss's map or any ordinary map will be randomly generated no more boring predefined maps, but with only exception, that first CC-map will be the same as original, means - predefined. • CC-area is now allow you to do classic quests "explore" and "cleanse" with dungeon's length short/medium/long. in original only missions were: "kill boss" and "gather blood" • any CC boss's random map will be LONG-type also please notice that now you can't regroup, this quest is working same way as in any classic boss-fight location: "1 map - 1 try".

Infestation:
• chances of getting curse is way lower now: - "Curse Weak" 31% > 12%, - "Curse Strong" 45% > 18%, - "Curse Boss" 75% > 33%. so visiting CC-locations for farming will be more confy, and less pressure from getting curse in core locations during high infestations • each wave in invefestations now longer for 1-2 weeks. in summary will be around +14 weeks, so pressure for players will be less a bit • lower chances of getting fights vs CC mobs, during high infestations in core locations. but if you want to get invitations asap there will be cocoons

Hamlet:
• now in hamlet first СС-event ("intro") won't be repeating continuosly anymore, now it will appear once (you get notice and it will open CC-location on 3-rd weak), and right after all next weaks you will be able to get game's common hamlet's events.

Inside area:
• quest with "Garden Guardian" is removed in this mod, but you are still will be able to meet mini-boss "Garden Guardian" in any CC-quest, but only with "some special action" try to find out which one action • there are a few CC-curios which will bring special events and special fights. • Crocodile now is a wandering mini-boss, but only inside CC-location chances to meet him: 2% - apprentice; 5% - veteran; 8% - champion. • For CC-location added wandering mini-boss which is weaker version of Fanatic ("Fanatic's Doppelganger"), which appears with certain conditions: more vampires in your party, less chances to meet him. He isn't so hardcore as original Fanatic, but still can bring some troubles, but your win will be good rewarded. please notice, that data of original Fanatic is untouched and not modified, Fanatic's Doppelganger is fully separate mob.

Trinkets:
• now you can farm CC-trinkets during your campaign much faster (it will be prize for some events), but don't expect that it will be too easy get them. • random СС-trinkets will be prize for medium/long champion dungeons in CC. same as ancestral trinkets in core locations • Baron and Viscount now drop 2 CC-trinkets instead of 1.

Etc:
• blood stack changed from 6 to 8. • with new random-changes there is no place for "Bloodlight" in CC-locations, so it is removed and replaced with classic burning light. So you need to bring torches or not, if you are prefer to do torchless runs. Also please notice that torches no longer carry the "+3 ACC" buff, but negative buffs from "Bloodlight" have also been disabled (+Stress and -Bleed Resist). • with new random-changes there is no place for original rule of CC-hallway stress ("+1 stress" during walking), so it is removed and replaced to classic rules of hallway stress.


MOD'S STATUS
Mod is playable and finished, but it is possible, that will be some small fixes and little tuning up.
Also feedback/thoughts/opinions will be appreciated.


RECENT CHANGES
- fixed presence of battle music (due to the lack of game resources information - battle music is used from Ruins),
- lower chances to meet wandering Crocodile and Fanatic's Doppelganger,
- CC long maps (same as bosses maps) are now closer to the settings of long maps in core locations.
- fix of visual bug with empty rooms on the map (check section "Known Issues").


KNOWN ISSUES
- As some of your probably noticed, that during CC quests, not often, but there are a few rooms on the map, which may shown as empty, but they actually contain mobs. I tried fixed it, but I have suspicions that is the game's bug. It is not critical, but yeah that issue exists.
Patch from 6-th july 2021 should fix it!


COMPATIBILITY
It is pity, but this mod won't be compatibile with any mod which modify Crimson Court plot-quests settings. But If CC-mods bring only trinkets, district's building then all should work well.


UNINSTALL
If you decided to uninstall mod, you need to start new quest in some classic area (Warrens/Weald/Cove/Ruins). During being there (until returning to the estate), you need quit to main menu and uncheck the mod in mod's list. Then you can return to your save, finish map and then return to Hamlet.


SPECIAL THANKS
Thanks to author of "Crimson Court Virulent Overhaul" (Seignar) for letting me to use a few of his ideas/files inside my mod.
46 Comments
ravenz 19 Apr, 2024 @ 9:56pm 
is this compatible with Level 2 and 4 Quests?
NikoKV  [author] 10 Aug, 2021 @ 2:01am 
@LZK
In this mod it can't be enabled or disabled, it is just simply removed
JillSandwich 9 Aug, 2021 @ 6:48pm 
I'm sorry, how do you enable Bloodlight?
NikoKV  [author] 1 Aug, 2021 @ 11:30pm 
@Helena:Redgrave
>> I think it gives the courtyard a certain uniqueness

IMO design of Bloodlight stick good to huge sizes of CC maps (I mean these maps which were in original CC). But during making my mod, I figured out that with smaller sizes (which closer to core locations) Bloodlight isn't fit well and it is make playthrough easier. Also role of torches became undefined so all that made me to do a step in direction to remove Bloodlight and "+1 stress" rule.
Also I kept in my mind that some players like to get some challenge by playing torchless runs, which original CC don't support any way.

So I guess there are still a lot of stuff left in CC which make this location super very unique from any other still :)

P.S. Just in case about your request (\scripts\raid_settings.json)
Helena Redgrave 31 Jul, 2021 @ 3:49pm 
Never mind, I figured it out, great mod :steamthumbsup:
Helena Redgrave 30 Jul, 2021 @ 11:10pm 
Would a version (or patch) that keeps Bloodlight be possible? I think it gives the courtyard a certain uniqueness, it doesn't quite feel the same without it.

If not, think you could tell me which files I'd need to edit?
NikoKV  [author] 21 Jul, 2021 @ 3:12am 
@PotaDOH
You are welcome :)
Regarding your question: nop, this part of CC-design is untouched, I only modified chances of getting curse during battles.
PotaDOH 19 Jul, 2021 @ 11:30am 
Thanks for making this.
Does this change the chances of heroes being infected in treatment facilities with cursed heroes?
NikoKV  [author] 6 Jul, 2021 @ 1:32pm 
@PotaDOH Yeah it is an old issue, but recent patch (6th july) should fix it.
PotaDOH 5 Jul, 2021 @ 7:37pm 
This was in the courtyard.