Darkest Dungeon®

Darkest Dungeon®

Darkest Dungeon Tactics
49 Comments
S3V3R 21 Sep, 2022 @ 2:22pm 
Very nice mod, I wonder, is it compatible with "level 2 and 4 quests"?
OmNomOU81 12 Aug, 2022 @ 11:16pm 
This mod replaced the first brigand encounter on the Old Road with a mosquito from Crimson Court, a dog, a fungus artillery, and a slime. So that's probably not intended.
TheyCallMeVincenzo 13 Jun, 2020 @ 7:19am 
Yo, does anyone want to make a mod that adds purely just names for different formations? Or point me in the direction of that mod if it exists?
Corey_ 3 Jun, 2020 @ 7:41pm 
Man if I didn't know any better I'd think this mod fucks with Death's Door percentages I've had 5 instant death rolls 5 weeks now! In my original playthroughs I'd almost never let anyone die. I love the enhanced difficulty though and it's really put a spin on the game and made me struggle early on so far.

On a side note I had to wait until I completed the Old Road to enable this, after two failed attempts on the Old Road I had to give up and do it the normal way, might be a bit tough for Reynauld and Dismas in my opinion.
Shaddoll 19 May, 2020 @ 7:11pm 
Just started playing a new save with this bad boy...and it's pretty brutal sometimes. I love it. I find myself bringing way more provisions then usual and spending my turns more strategically.

Awesome mod. Looking forward to see how well it meshes with monster mods.
Slick Willy 2 May, 2020 @ 12:53pm 
Great mod. Ive got hundreds of hours, and this brings a breath of fresh air to each area. Nice seeing ruins enemies mingled with CC mobs, makes it a lot harder.
Dragorm 16 Jan, 2020 @ 11:20am 
Don't enable this mod before (on new campaign) your very first run.
Dragorm 15 Jan, 2020 @ 2:29pm 
Update: It works on ongoing campaign. I haven't got a crash yet :D.
Dragorm 15 Jan, 2020 @ 7:48am 
Can i use this mod with my ongoing campaign? It should be fine i suppose...


What i wonder before installing this mod, whether can i play this without enabling DLCs?

A person without having any of the DLCs will be able to play this mode?
Will it crash? Or there'll only be some empty spaces in enemey groups. Like having one of crimson court enemy in the party when u had the dlc; but since u won't have the dlc, the enemy party will have 3 enemies bc of the missing dlc.
I have all the DLCs' so i am good with any answer given to me. But i just want to know to be sure. And I'll install and enable this mod in my (already started) campaign without waiting for an answer.
Here we go..
Yukine 22 Mar, 2019 @ 4:56pm 
Forgot to include this in the comment below, but if the answer is yes. Could you make a mod that just makes the difficulty changes? Or would that still conflict?
Yukine 22 Mar, 2019 @ 4:55pm 
Would this conflict with mods that add new enemies such as the new Moonlit dungeon & other boss/miniboss mods?
DER RÜTTLER 4 Sep, 2018 @ 3:13am 
I don't want to disable this mod.
I generally like the changes to formations and I would still consider this mod to be a net positive to my overall enjoyment of the game.
The only thing I'm unhappy with is the Courtyard.

I personally like running teams that are not optimal in terms of raw combat strength but in return are interesting to play with.
For instance, while Vestal is objectively the best healer I like to run teams with other healers because they're more fun to play with.
Because the current formations in the courtyard have such a high damage output the number of viable teams is comparatively small, however.
Seyren 'D' Windsor  [author] 2 Sep, 2018 @ 4:40am 
Actually, you can disable this mod and the formations go back to normal. It's safe to disable at any point of time.
DER RÜTTLER 2 Sep, 2018 @ 4:27am 
The Viscount Courtyard quest is completely overtuned.
There are completely overtuned formations like Bone Defender + Chevalier + Chevalier + Bone Bearer.
Way too many formations contain Chevaliers and Bone Spearmen.
I'm manually changing the game files to reduce the strength of Chevaliers because the Courtyard is otherwise just really tedious and too hard to be fun.
DER RÜTTLER 28 Aug, 2018 @ 3:02pm 
Regarding my previous comment:
I finished the Baron quest and the fights were manageable for the most part.
I think the fights immediately after the first Crocodilion are too hard, but other than that I think the quest was fine.
DER RÜTTLER 26 Aug, 2018 @ 2:17pm 
I think the courtyard is too hard with this mod (Bloodmoon, Baron quest).
Specifically, I think the rate at which you get formations consisting of only strong enemies is too high.
It doesn't give you any space to heal back up on an easier encounter.
Seyren 'D' Windsor  [author] 21 Aug, 2018 @ 2:52am 
I think Monster Variety Project injects its own mashes and replaces existing ones which likely makes it incompatible. This mod keeps the theme closer to vanilla.
estusor 21 Aug, 2018 @ 2:25am 
This really peeks my interest. Any mod that makes the game more tactical does ^^. Coupled with a good hero overhaul that must be a nice combination:)
I don't think it is, but by any chance I will ask , is it compatible with the Monster Variety Project ? It's a mod that add many enemy types with new skins and abilities, it seems very cool as well, and combined with yours it should be awesome. But high chance it conflicts I guess
Seyren 'D' Windsor  [author] 18 Aug, 2018 @ 4:02am 
@hellements: I don't believe the patch will change anything. It adjusts the infestation encounters (conditional mash) but this mod already mixes the bloodsuckers with the dungeon's natural denizens. Thanks for letting me know as always.

@Lolita
I think it's an odd bug. It's happened to be once but I have not found a way to replicate it. The Warren mash has tutorial formations which I did not change. It might be due to a combination of mods or some unusual circumstance.
fabcard 16 Aug, 2018 @ 7:33pm 
@Seyren 'D' Windsor Hello again. So we had an update on DD which is now build 24357 and I noticed that the "*.mash.darkest" files inside the folder dlc\580100_crimson_court\features\crimson_court\dungeons got changed. I don't know if you are aware of that and I'm wondering if this mod needs to be updated or not.
Again, thank you.
A Pile of Snekos 16 Aug, 2018 @ 1:16am 
Weirdly, if I play on Darkest difficulty, the very first dungeon (with Reynauld and Dismas walking to the Hamlet) has 4 enemies in the first fight and a I regularly get pulped. I doubt this is intended since this doesn't happen on Bloodmoon.
Seyren 'D' Windsor  [author] 15 Aug, 2018 @ 6:59am 
@hellements

Thanks for the catch. Definitely an oversight on my part.
fabcard 14 Aug, 2018 @ 10:13pm 
@Seyren 'D' Windsor Hello there. I just installed this mod to try it out and I noticed something on the folders.
Isn't it supposed to be as in the first line instead the second as in your mod?
dlc/580100_crimson_court/features/crimson_court/modes/bloodmoon/shared/rules.json
dlc/580100_crimson_court/features/crimson_court/crimson_court/modes/bloodmoon/shared/rules.json
As you can see there's an extra "crimson_court" that is not present in original game folders.
Just ignore this if that's intended.
Thanks.
retrotheft 12 Aug, 2018 @ 7:49pm 
@Seyren 'D' Windsor: Nice one mate, thanks for the prompt response! Love your work :)
Seyren 'D' Windsor  [author] 12 Aug, 2018 @ 7:34pm 
@retrotheft: Thanks for letting me know. I've removed those unnecessary files in both versions of the mod. Sometime back, I actually did modify a few of those mashes with the intent to do something more with them.

Anyway, the 2 & 4 variants in both the Crimson Court and regular dungeons are no longer present, so it should be fully compatible now =)
retrotheft 12 Aug, 2018 @ 6:28pm 
Hey mate! I've created the mod Level 2 and 4 Quests and after receiving some feedback from users I noticed that your mod included mash files for quests that are level 2 or 4. At first I thought you had created all new mash files for these and so I recommended your mod to people who are using mine. However just now I've realised that those files in your mod are actually just copies of the original game file ones. (Check Cove 2 and 4 - they actually have Weald enemies in them, and also Warrens 4 has the A versions of enemies.)

For now I'm recommending that users place my mod above yours (since I only have level 2 and 4 mash files so nothing of yours is overriden, either in the standard or Formations Only versions) but if you were to delete those files (the game doesn't use them without my mod installed) then our mods would be fully compatible! :) You can friend me if you want to chat further :)
Brickbat 23 Jul, 2018 @ 1:30am 
Thanks man. I just realized how much rules.json changes and I'm surprised Red Hook even allows so many variables in one easily conflicting file.
Seyren 'D' Windsor  [author] 23 Jul, 2018 @ 1:07am 
This mod's workshop number is 1425215747. Open the folder and find all 3 rules.json. Find the line "quirks_max_locked_positive" and change it to your desired value.
Brickbat 22 Jul, 2018 @ 8:34pm 
I would but the torch and difficulty changes are something I don't want to pass up on. What is mod number for the steam workshop folder (Steam\steamapps\workshop\content\262060\??)?
Seyren 'D' Windsor  [author] 22 Jul, 2018 @ 6:09pm 
@Brickbat: You can change all the rule files so that the max quirk is 7. There's one file for each difficulty. Alternatively, you can use the Formations Only version of the mod which shouldn't conflict.
Brickbat 22 Jul, 2018 @ 12:42am 
Is there a way to adjust the max lockable pos/neg quirks since its on the same file? Since its not compatable with the 7 max quicks I was wondering if there was something I could do on my end.
Seyren 'D' Windsor  [author] 19 Jul, 2018 @ 1:54am 
@Generic: You are welcome, and I hope the mash improvements change things up for you in fairly unpredictable ways.
Eyesaac 18 Jul, 2018 @ 10:49pm 
Dude, all of your mods are just amazing. Like wow. They all add a certain depth to the game, changing the meta while still retaining the Darkest Dungeon aesthetic. Keep up the amazing work
Seyren 'D' Windsor  [author] 13 Jul, 2018 @ 8:36pm 
@Jaea

Thanks for letting me know. That size 5 was a mistake, probably a remnant when I was testing what would happen if you extended beyond size 4. That's now fixed.

I've already phased out the Farmstead enemies in veteran and champion dungeons as they needed a new soundbank (which I can't create) in order for their audio to work properly outside the farmstead.

Some vampires, like the chevaliers, sycophants etc will work fine outside courtyard because sound was specially created for those instances. Not for the steward though, so I've phased him out too.

Even without those enemies, the rank and file of the enemy should still be quite a doozy, and a serious challenge even for short runs.

Thanks again.
Jatea 13 Jul, 2018 @ 4:39pm 
I'm trying this mod out on a new savefile, and I'm encountering a similar issue to the one I posted on your "Formations Only" mod - except it's with the Courtyard enemies, or at least the Manservant.

Manservants don't make any noises in battle, and the debug text gives the same "Could not find event by id for event'event:char/enemy/steward_vo_aggro" and so on errors as it did for the Plowhorse when I was running this on my "main" save file with the "Formations Only" edition.
(I've seen the Supplicant and the Manservant so far - the Supplicant had its noises but the Manservant didn't)

Also, I noticed when I went to the Weald (Apprentice) that there was at least one comp that didn't get added because it was "size 5" - think it included a brigand Bloodletter, two spiders, and a cultist Witch - I think I've seen some "size 5" comps before in other places so you might want to comb through your mashes again.

I still think this mod is pretty neat, though.
Seyren 'D' Windsor  [author] 7 Jul, 2018 @ 6:46pm 
Sorry, was making my own edits and uploading a private mod. Got it mixed up.
Sir Zorba 7 Jul, 2018 @ 4:11pm 
Why is there a file for the Ronin class in this mod? It seems to be trying to read an incomplete file list and is causing crashes after a few errors pop up:

https://i.imgur.com/oDRKFHp.png
https://i.imgur.com/1iBZzlx.png
https://i.imgur.com/2TmBbtH.png

Disabling only this mod fixes the issue, and I don't have the Ronin installed otherwise.
Seyren 'D' Windsor  [author] 7 Jul, 2018 @ 2:55am 
It's kind of offset by the much lower chance for the party to be ambushed in low light. As for secret rooms, they should still show up every now and then, maybe approximately 67% less often than vanilla.
arnaud_defrance 7 Jul, 2018 @ 2:36am 
It might be worth increasing the drop for low light-runs. In the base game it's already unprofitable to run low-light since critical and monster accuracy are so punishing. The drops aren't worth it, especially on apprentice.

I like some of the others changes. The secret room question is bothersome though, that one really help getting set up.
ArachnidCommunist 2 Jul, 2018 @ 1:50pm 
Thanks
Seyren 'D' Windsor  [author] 2 Jul, 2018 @ 3:08am 
@ironsuaba If you prefer a version of the mod that doesn't make any changes to difficulty or scouting but retains all the changes and improvements to enemy rank and composition, you can find a link above in the updated description.
Seyren 'D' Windsor  [author] 2 Jul, 2018 @ 2:53am 
I see. Apologies. While critical scouting is effectively disabled, the minimum chance is still there. I've triggered critical scouting in a few dungeons but it's very rare. Let me check the chances again.
ArachnidCommunist 2 Jul, 2018 @ 1:25am 
You can't get the secret room revealed if your scout wasn't critical - I know that for sure, I have checked. Well, unless this mod changes things...
dem22 1 Jul, 2018 @ 5:00pm 
i agree this looks very promising! i am a big fan of tactics games. i would leave a few 2-3 monster battles there are times you have to try to heal up a little -- not stalling heal -- but sometimes there's no other way! live your concept of re-allocating monsters to other others too.
Seyren 'D' Windsor  [author] 1 Jul, 2018 @ 4:51pm 
Secret rooms don't rely on critical scouting.
ArachnidCommunist 1 Jul, 2018 @ 11:01am 
Without critical scouting, how am I to find secret rooms?
Seyren 'D' Windsor  [author] 1 Jul, 2018 @ 7:45am 
I don't think mini-bosses should be a problem as such mods usually add conditional mashes (separate files) and should not overwrite anything in this mod.
Kope 1 Jul, 2018 @ 7:35am 
I'm guessing mods that add mini bosses will also work?
Kope 1 Jul, 2018 @ 7:34am 
This looks really interesting. I'll give it a go now o/