Darkest Dungeon® II

Darkest Dungeon® II

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GNiko's Disease Overhaul
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2 Feb @ 10:07am
28 Feb @ 1:25pm
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GNiko's Disease Overhaul

Description
Overview

This mod aims to change the design space of Diseases from a purely negative mechanic meant to punish the player to a risk-reward mixed effects, along the lines of the Crimson Curse of DD1 - Ideally, these Diseases should have a similar power level as a rare Quirk or Trinket, but with strong downsides that can be built around to mitigate their effects.

Disclaimers

I apologize if the subject of codifying real illnesses with horrible consequences into videogame mechanics with upsides is a sensitive topic - I do not intent to belittle the impact they had and some still have, this is more a "just for fun" experience.

Additionally, having fourth quirk or even a third trinket slot with no real opportunity cost is going to inevitably change the balance of the game even if I do give them downsides, so this mod is very likely to make the game easier. I am always open to balance feedback, and will try to tune these effects to be somewhat in line with what you can expect from the unmodded game, but there will always be some disconnect.

Acknowledgements

  • Amove (@bmove) for the idea behind The Worries, feedback, and real world diseases knowledge.
  • Cristian (@s.court) for playtesting and sending useful feedback on the Diseases.
  • elementalscion (@elementalscion) for proofreading and typo hunting.
  • Parallel (@parallel4978) for his guidance when learning the code behind Diseases, and his idea behind The Runs.
  • Qasar (@qaser7) for the idea behind Botulism.
  • Sammy (@eclecticspaghetti) for the ideas behind The Oozes, and general common sense insight.
  • Tiftid (@tiftid) for his coding knowledge and insight. Half of these effects wouldn't be working without his help.
  • And a general thank you to the people in the Grave Raptors Discord Server[discord.com] for their motivation and feedback - they kept this months-long project bearable.



Changes

General Diseases
These are the most common ones you'll see - unless the source can inflict only a single type of Disease, it will apply a random General Disease. These are meant to have a lesser impact on runs.

Bad Humors


Bloody Flux


Cholera


Diphtheria


Dysentery


Hemic Rot
The Swine Skulker enemies from the Sluice can only apply Hemic Rot with their Skills.


Hemorragic Fever


Hemorrhoids


Leprosy
Leper can now finally get Leprosy, having a unique description and an altered third effect just for him.


Periodic Paralysis


Rabies
The Gnasher and Gander enemies from Creature Dens can only apply Rabies with their Skills.


Smallpox - Incubating
This Disease works a bit differently - it will randomly progress stages, with Incubating having a minor effect, Pustuling having strong negative effects, and Immune being only stat boosts. The advanced stages of Smallpox can ONLY be obtained through progression in the previous stages.

Smallpox - Pustuling

Smallpox - Immune


Syphilis


Tarantism
The Spitter and Webber enemies from Creature Dens can only apply Tarantism with their Skills.


The Goops (ah-choo!)
The Ectoplasm and Mucilage enemies from the Catacombs only apply The Goops (ah-choo!) with their Skills.

The Goops (AH-CHOO!)
If you gain “The Goops (ah-choo!)” while already having that Disease, you will instead receive this version.


The Oozes
The Carrion Eater and Carrion Devourer enemies from the Creature Den can only apply The Oozes with their Skills.


The Runs




Special Diseases
These are rare Diseases only obtained through their respective Boss' move, Academic's Study events, or the new Experimental Malady Inn Item. These are meant to have a greater impact on your character's playstyle and build.

Algal Bloom
Obtained from Leviathan's "Tidal Surge" (5%)


Botulism
Obtained from Harvest Child's "Sapid Drippings" (5%)


Brittle Bones
Obtained from Warlord's "Paro" (5%)


Creeping Cough
Obtained from Librarian's "Smokestack" (5%)


Fainting Spells
Obtained from Dreaming General's "Unsettling Whispers" (5%)


The Worries
Obtained from Shambler's "Stentorious Lament " (5%)


Typhoid
Obtained from Collector's "Show Collection" (5%)


Wasting Disease
Obtained from Death's "Shadow of Death" (5%)




Other Changes
A new item, Experimental Malady, has been added to experiment with new Diseases at the start of a run and as a reward from Chirugeon’s Table. Additionally, the Cultist Trinket "Sickening Silence" has been modified to accommodate some Diseases being stronger than others, and the price of Disease Removal at Hospitals has been reduced from 12 Relics to just 8 to make up for the opportunity cost.



Disease Pools
Due to running into the character limit, refer to this spreadsheet[docs.google.com] for all Disease Sources and Academic's Study interactions.
15 Comments
Mysticfeather 15 Feb @ 5:18pm 
I do run other mods with it. It doesn't happen every run, but when it does happen it happens at either the first inn or the last. My other suspicion is it could be related to having more than 6 quirks on one character (One of the mods I run allows 5 positive and 5 negative quirks on a character). Going to try re-enabling this and disabling that one to see if it still bugs out upon getting the Experimental Malady.
GNiko  [author] 14 Feb @ 11:49am 
Are you running any other mods alongside the Disease Overhaul? How many times has this happen? Does it happen regardless of team compositions too?

I haven't received other reports of this bug yet, but I'm trying to replicate it myself to see if it's something specific that could trigger it.
Mysticfeather 14 Feb @ 11:44am 
I love the changes that this mod makes to the diseases, but the Experimental Malady item is bugged. Sometimes when I get that item it takes away the Skill Trainer and Wrainwright tabs at inns for the rest of the run. (Usually if this bug happens it happens in the Resentment confession, but it does happen in other confessions too).
crowmangler 10 Feb @ 4:51pm 
Regardless of if that comes to fruition, incredibly cool mod of great quality.
GNiko  [author] 10 Feb @ 4:26pm 
Actually, Bubonic Plague was in the original draft for this mod - originally, this was also meant to contain a "Disease Expansion" with new ones themed for the bosses, with Bubonic Plague being a Disease from Death, and working like the Cultist Trinket "Temptation". I ended up temporarily shelving those ideas due to how much the mod was ballooning in scope and workload, but I haven't completely abandoned those yet.
crowmangler 10 Feb @ 11:35am 
Actually nvm suggestions arent really that good to yammer on about here. 10/10 mod would contract Small Pox again
crowmangler 10 Feb @ 11:34am 
Could we just get the Bubonic Plague, like straight up. No positives complete debuffs; maybe as some sort of hard mode lel.
GNiko  [author] 7 Feb @ 7:17pm 
@Maniacman2030 I know someone out there is probably going to take it the wrong way regardless of what I say, but I still feel like it can be a sensitive topic for people going through difficult situations in real life, and I don't want to take away from how uncomfortable that can be, so I feel like I should at least acknowledge that
GNiko  [author] 7 Feb @ 7:15pm 
@DrDramatik Don't get me wrong, I make mods for fun mostly for myself, but knowing that other people also find enjoyment in them makes it even better.

If you are planning to get into DD2 modding, you can always come around on DDcord or the Grave Raptor's Discord Servers, where usually I and other talented moders like giving a hand to newcomers. We love to see more people get into the hobby!
Maniacman2030 7 Feb @ 4:31pm 
Don't be worried about who will take what a certain way. Just remember, it's a video game, it doesn't have to be 100% realistic and it's impossible to say or do something without someone getting mad or offended over it.