Darkest Dungeon®

Darkest Dungeon®

Exaelus' Arduous Edition Mod
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Update: 24 Jul @ 6:54am

[22.7c]

- Updated loading screen for Exile.

Update: 23 Jul @ 9:54am

[22.7b]

Balance changes:
- Drowned Crew anchor now heals the boss by 4/6/8% of MAX HP whenever it's released.

Update: 23 Jul @ 9:34am

[22.7a]

Balance changes:
- Drowned Crew HP increase by 25% on all levels.
- Drowned Crew regeneration increased by 15%.

Update: 23 Jul @ 8:54am

[22.6h]

Balance changes:
- Viscera boss additional stun target increase changed from 3 to 4.

Update: 23 Jul @ 8:41am

[22.6g]

Balance changes:
- Necromancer damage done reduced by 2 on all levels.

Update: 23 Jul @ 8:29am

[22.6f]

- Fixed some art dimensions.

Update: 22 Jul @ 10:06am

[22.6e]

Balance changes:
- Skeleton Arbalest can now only use Piercing Hail from positions 2 and 3.
- Slowed down Crimson Court infestation by 100%.

Update: 17 Jul @ 5:13pm

[22.6d]

- Rat Faulty Grenade now takes initiative yet again.
- Rat Faulty Grenade damage reduced from 8/12/16 to 6/8/10.
- Rat Faulty Grenade is now four times less likely to be cast.
- Rat Smoke Grenade is now four times less likely to be cast.

NOTE:
I want the grenades to have some uniqueness to them so the most annoying ones will now be casts very rarely, to not stress the player too much.

Update: 15 Jul @ 7:52am

[22.6c]

- Localization update.

Balance changes:
- Rat no longer takes initiative with it's Faulty grenade.
- Rat now deals 2 more damage with it's Faulty grenade.
- Rat now has a 10% less chance to inflict disease on all levels with it's Malady Grenade.
- Rat stun chances reduced by 10% on all levels with it's Flash grenade.

Update: 14 Jul @ 2:23am

[22.6b]

Balance changes:
- Positive and Negative quirk chances adjusted to feel better.

Completing a mission with no stress chance for positive quirk = 80% up from 60%.
Completing a mission with stress chance for positive quirk = 60% up from 50%.
Completing a mission with no stress chance for negative quirk = 20% down from 40%.
Completing a mission with stress chance for negative quirk = 40% down from 50%.

Failing a mission with no stress chance for positive quirk = 40% same as before.
Failing a mission with stress chance for positive quirk = 20% down from 25%.
Failing a mission with no stress chance for negative quirk = 60% up from 40%.
Failing a mission with stress chance for negative quirk = 80% up from 70%.

- Ailing quirk chance to disease hero reduced from 5% to 2%.