Darkest Dungeon®

Darkest Dungeon®

Monster Variety Project Legacy
472 Comments
Feffin 2 Jul @ 3:27pm 
To hell with this mod, just get Sunward Dungeon for more, difficult, content. :blight:
lilMobStick 22 Apr @ 5:55pm 
@Tunco in case you still ain't figured it out, the quest for research table appears right after you raid the Darkest Dungeon for the first time (you don't even have to survive).
At least that's how it happened for me. If it doesn't do that, move this mod higher up your load order it's probably conflicting with something
Tunco 4 Jun, 2023 @ 2:18am 
hello fellas this mod is a must play, still im having issues finding the resarch table, literally i have lots of spells laying around but not a single quest in the ruins for these, someone can tell me how do that works?
Luicetta 26 Mar, 2023 @ 1:38pm 
i found a bug with he conjuration spell and crimson court, one of my characters spawned a spider during the baron boss fight and prevented him from spawning now the quest is broken and i cant complete it
Homebrew  [author] 28 Nov, 2022 @ 11:34pm 
It should be yea. This mod doesn't overwrite anything so should work with any other mod in theory
Arkus 28 Nov, 2022 @ 6:35pm 
Would this mod be compatible with Here Be Monsters Mod? since they add monsters too, just curious since i'm new to mods and stuff.
Homebrew  [author] 31 Oct, 2022 @ 3:14pm 
Use the new 1.5 version without the spell addon. Currently the only way to disable it
Fischy 31 Oct, 2022 @ 3:58am 
is there a way to remove spells and the quest bc currently the ruins are filled with the spell quest and i would like to have a few more normal missions in the ruins
HellSpoon 22 Jan, 2022 @ 2:56pm 
ah i see i will check out the new version then, thank you
Homebrew  [author] 22 Jan, 2022 @ 10:16am 
Yea the spawn chances in this version are a bit all over the place. I did make it a bit more consistent in 1.5
HellSpoon 20 Jan, 2022 @ 6:53am 
i wish the enemy spawns were bit more predictable cause i tried playing few ruin missions and i got like 2 skeleton enemies
so building for like anti-unholy enemies was not worth much
Fischy 26 Dec, 2021 @ 3:22pm 
ok it worked after reloading so i dont know
Fischy 26 Dec, 2021 @ 3:18pm 
any idea why the game could crash after i kill a mindfleyer colector?
GrimRose0w0[TTV] 25 Sep, 2021 @ 11:38pm 
Genuinely, this is interesting. With that said, those Vestal, Acolyte, and Flagellant variant Skins are pretty cool, wish I could actually put them on my guys to spice up variety. All of them are really nice looking.
edo20090 20 Sep, 2021 @ 7:27am 
hello , this mod is very nice and funny but i don't now how to use a spell , somone can help me please ?
Homebrew  [author] 21 Apr, 2021 @ 11:26pm 
For now it is. But there are some plans for opening up the Discord again soon
Javi. 21 Apr, 2021 @ 10:36am 
How is this mod going? I can test the game for you, or did you cancel it already permanently?
Jabel 24 Mar, 2021 @ 3:28pm 
That's too bad to hear. Hope things get better for you.
Homebrew  [author] 22 Mar, 2021 @ 10:38am 
It's going very slowly atm. Got lots of other stuff to do and covid hasn't really been that nice to me. Although 2.0 is already pretty far. I almost have all 4 regions prefixed. I think I need to do 2 more skeletons. After that each monster has 4 prefixes and there's 73 unique prefixes at the moment. Most of my testers also quit playing so not much progress
Jabel 22 Mar, 2021 @ 7:31am 
Still planning to release version 2.0?
Homebrew  [author] 26 Jan, 2021 @ 7:48am 
It's a known issue. Game just crashes if too much content is loaded regardless of mod conflicts
thebarth 26 Jan, 2021 @ 5:39am 
There is other mod conflicting with this one. I used this mod before and it worked fine, but i downloaded a lot mods after and the game crashes if i want to redownload this. Any idea what kind of mod conflicts with it and what files it edits?
followurheart 19 Jan, 2021 @ 2:39pm 
Feels like I'm seeing WAAAAY too many brigands now.. I don't think I should go through an entire medium length Cove run without seeing a single fishman
Mojique 27 Dec, 2020 @ 10:21pm 
I'm getting consistent CTDs upon killing the Mind Flayer Collector. Please fix.
Homebrew  [author] 6 Dec, 2020 @ 10:04pm 
You usually get this issue when you run too many monster mods together
Splinkus The Wise 6 Dec, 2020 @ 8:43pm 
How common are the prefixed enemies supposed to be? They seem to be extremely rare in my save. Granted, I play with over 100 mods at a time, so it could really be anything, but would this be caused by the Mash Variety? Any tips on load order to maybe fix this? Or are these enemies intended to be exceptionally rare? Other, new enemies (the new bandits, dogs, etc.) appear regularly, only prefixed enemies seem to be rare.
FREND 28 Nov, 2020 @ 5:57am 
I think Level Restrictions Removed was pulling monsters into dungeons below their level. That mod was supposed to only affect the heroes. When I had it on, pretty much every mob by second dungeon was from your mod and all were something with 35+ hp and healing.
Homebrew  [author] 28 Nov, 2020 @ 5:53am 
There's some things that are a bit unbalanced but overall it's pretty alright. Due to the variety you'll get punished more if you make shitty comps. Also this build is pretty old and I basically redid a lot already for 2.0
Bud 27 Nov, 2020 @ 9:36pm 
@CommanderData enemy can't riposte if you kill them in one blow
FREND 27 Nov, 2020 @ 4:30pm 
Incredibly unbalanced. So many enemies with riposte w/ effects.
Homebrew  [author] 7 Nov, 2020 @ 1:12pm 
If you join the discord and apply for tester you can use the dev build. It's basically just an early access build. Ready to be used in main save if you want.
tac 4 Nov, 2020 @ 7:53pm 
Question! What did you do to increase the town event likelihood? Did you just increase the chance?

I'm asking because I would like to change the files to reflect that, but I don't know what your plan for that was.
tac 6 Oct, 2020 @ 2:48pm 
Ah okay. Thanks!
Homebrew  [author] 6 Oct, 2020 @ 2:59am 
The block usually means you get the lvl 1 quirk. Higher levels are really rare to get naturally so it's recommended to use the item
tac 5 Oct, 2020 @ 11:59pm 
Do I need to have an empty quirk slot to upgrade a spell quirk to master? Do I need to have the item for it? At the moment, I keep getting the master quirk resisted (noticeable with a seemingly random disease resist that I believe is really just the upgraded rank to the quirk being "resisted").
Ezarkal 2 Oct, 2020 @ 4:09pm 
Thanks
Homebrew  [author] 2 Oct, 2020 @ 3:24pm 
It should still level up even if you lock it
Ezarkal 2 Oct, 2020 @ 1:45pm 
A question: Would locking a "spell rank" quirk prevent future level-ups in that spell category?
Ezarkal 2 Oct, 2020 @ 11:55am 
Nice. I'm very eager to see this. This mod is truly awesome.
Homebrew  [author] 2 Oct, 2020 @ 1:19am 
I know. I've already changed a lot in 2.0. Prefixes are redone from scratch (more uniform balance) and Mind Flayer also has been reworked (New kit/summons). The pack hunter are removed already. The mind flayed hwm are removed too (We have other flayed monsters now).
Ezarkal 1 Oct, 2020 @ 5:14pm 
Alright... speaking of unbalanced, here's another: Veteran quest level pack hunter harrying gnashers. Once again, same boss run, (2 runs in a row that fails from similar stuff). Once again a party prepared for a boss, first encounter of the run. I'm at round 7, all of my characters low HP, all the pack full HP, because they regenerate up to 12-15 HP per turn and summon a new gnashed as soon as one of them die... mix in their high dodge, and you get another broken combo.
Ezarkal 1 Oct, 2020 @ 5:01pm 
The 4x mind flayed highwayman group is waaaaayyyyyyyy too overpowered.
I mean seriously, the number of lev 5-6 parties equipped for fricking boss fights that they countered is just ridiculous. Either reduce their speed, their bleed or their crit... or make is so that highwayman cannot spawn in groups of 4.

Now I gotta grind up another vestal, because they wiped mine out in 1 round, on the first encounter in a boss quest. Needless to say my whole party was equipped to the teeth and should've been able to deal with at least one random encounter, especially from full HP.

Otherwise, great mod. I especially like the spells.
Bud 28 Sep, 2020 @ 3:50pm 
with the mind flayer collector, he can take your hero even if he's solo ruining the entire run, would it be possible to retcon this or are you firm about it?
Homebrew  [author] 18 Sep, 2020 @ 8:24am 
I mean it's already playable on my discord if you apply as tester :p
wallace8766 18 Sep, 2020 @ 7:12am 
That would be grand as an early release. Was planning a let's play challenge fairly soon. Really excited for this. We can help test this.
tac 17 Sep, 2020 @ 3:51pm 
That might be a better approach anyway. Get some stuff you think is working and let your users break the mod into oblivion; it would help with bug finding.
Homebrew  [author] 17 Sep, 2020 @ 2:06pm 
I might cut some corners and move some stuff I had planned to addons so I can release it earlier
wallace8766 17 Sep, 2020 @ 9:56am 
That's cool. Everything works still here. 2.0 hopefully isn't too far off.
tac 13 Sep, 2020 @ 3:22pm 
Gotcha. Looking forward to 2.0!
Homebrew  [author] 13 Sep, 2020 @ 10:36am 
The spawn chance in this version is a bit low compared to the new 2.0 version. It shows up eventually. Blue strings are possible. But my full effort is going into the 2.0 version so I won't be doing bug fixes for this version.