Darkest Dungeon®

Darkest Dungeon®

Full Roster Start (Vanilla Hero Classes)
37 Comments
coffee 28 Sep, 2023 @ 2:14pm 
it supports korean localization wow thanks
Hemaka 13 Jun, 2023 @ 4:58am 
Great mod, saved me plenty of time to recruit them all manually. Thank you!
NordicHorde 10 Nov, 2022 @ 2:08pm 
Is there is a specific reason we have to wait till upgrade 2 before switching to another roster mod? I ask cause I didn't and I now can't recruit more than 53/54 heroes and I'm not sure if that is the problem.
Valse Griffyre 23 Jul, 2022 @ 8:11am 
Is it true that some mods/dlcs add flat numbers to the total roster size? Is that why i have 5 more space than what it said in the mod description?
MyMateMalcolm 17 Jan, 2022 @ 3:47pm 
with this mod my abom has spasm of the entrail from the start wtf? i dont use abom but stil
Mustang0524 4 Mar, 2021 @ 4:13pm 
Ty for this.
Master Basher 22 Nov, 2020 @ 3:10am 
To add on William, he was formally named "Shag and Scoob", predetermined name wise.
AresXShepard 30 May, 2020 @ 10:36am 
@gWorldz Whew, glad to hear my intuition was right. Thanks again for putting together this mod and the modding guide. I have had a great time using them in my games!
gWorldz  [author] 30 May, 2020 @ 10:20am 
@AresXShepard I think I figured out what it is, your changing the files then they are checking with my workshop version and throwing error files don't match. I was coming here to say the same thing you said more or less. I think its just what you said it is doing in mod folder doesn't check the repository files it only loads the local version. You might try copy and rename the mod folder and edit the .xml file changing mod name and info to make your own custom variants.
AresXShepard 30 May, 2020 @ 7:14am 
@gWorldz Here's a simple example that I just tested out: I only modified persist.roster.json in your mod folder by changing the default crusader's name_id from "hero_name_reynauld" to "hero_name_reynauldx" (i.e., add an 'x' to the name). When I activated just your mod in a new game, the game crashed to desktop after the Old Roads cutscene before gameplay starts. In the past, I experienced similar behavior when modifying other entries of persist.roster.json in your mod file. I am definitely no programmer, but it almost seems like I am violating some sort of checksum condition when I edit your files. However, when I copy over your files to the corresponding main game folders and make changes there, the game without mod activation works just fine with the changes I made. So that's the workaround I have been using to get your mod working for my games.
gWorldz  [author] 27 May, 2020 @ 8:13am 
@AresXShepard I'm interested in which files you are having trouble with, I've not had allot of time lately for playing or updating my mods but didn't have any trouble with live edits when I was testing. Going to send a request to add you to my contacts so I can look into the issues and will get a fresh install up to work with and see if theres anything that will sort this issue
AresXShepard 26 May, 2020 @ 11:10am 
I have found that any changes to the files in this mod (even if it is the only mod active) causes the game to crash. However, these mod files are great to use as a template for directly modifying the game files... just remember to make a backup of the respective game files first! :)
Valse Griffyre 21 May, 2020 @ 9:25am 
Can I modify the file and add in other hero/character mods?
LeoArcticaa 9 Aug, 2019 @ 3:13pm 
@gWorld - its ok ^^Real life is more important that steam life :P
gWorldz  [author] 9 Aug, 2019 @ 12:44pm 
Arblest and Musketeer have some weird lower chance modification by default so you don't get overwhelmed by them. I'm not saying that's whats going on for sure but that is a default game tweak made for the Musketeer DLC ... in retrospect I believe but I could be wrong.

My understanding is that Arblest and Musketeer **together** should appear as often as the other classes. I am not currently playing and will be too busy to verify but try thinking of Arblest and Musketeer as the same class and see if you are getting one or the other at the standard rate.

I am sorry for not being as active as I used to be but lives a little more complicated than it used to be for me and my family :steamsad:
LeoArcticaa 6 Aug, 2019 @ 8:25am 
I dunno if anyone else has this problem but does anyone have trouble getting the Musketeer to appear? I already have one from this mod (yay) but for some reason, no more will appear.

Anyone else notice that?
gWorldz  [author] 18 Jul, 2019 @ 8:42pm 
Yea, without recruiting, using DLC or mod heroes you won't be able to finish ... might be able to complete one mission with 3 if you are extremely lucky though :|

However, this mod doesn't prevent you from recruiting more heroes from the stage coach, it just guarantees that you start the game with 1 of each class. You can recruit as many from each class as you want.
AKinkyOmegaWolf 17 Jul, 2019 @ 8:03pm 
so i just noticed that if you use this and try to only use your starting heroes no recruiting youre screwed for the darkest dungeon cause you only get 15 so in one mission you have to send 3 thats assuming no deaths earlier in the campaign
ttk22 10 Nov, 2018 @ 8:30am 
It's Nice!! Thanks!
InariForges 5 Aug, 2018 @ 12:32pm 
Yeah other mods work, this one started working after starting 5 new games *shrugs*
gWorldz  [author] 5 Aug, 2018 @ 11:34am 
@Zia Vidarr I've tried playing with and without DLC in all modes with this as my only mod with no issues, all I did was ...

1. Subscribe to this mod.
2. Activate it in the mods panel.
3. Complete the Old Road tutorial.

I have no idea what else I can do to troubleshoot your issues and solve the problem.

Do you have a key in inventory on Old Road?
How many heroes can your roster hold after the tutorial?

I'm just wondering if any part of the mod is working for you o.O

Do other mods work for you without issues?
InariForges 5 Aug, 2018 @ 5:58am 
It's the only mod I have so it's automatically at the top of the mod list, but it isn't adding anything
gWorldz  [author] 3 Aug, 2018 @ 7:13pm 
Darkest Dungeon\scripts\starting_save\persist.roster.json would be the file that is adding them to the roster. If other mods you have installed are modifying this file as well it could be a load order issue, try moving the mod up in your mod list. Placing it at the top of your list will give it priority over other mods that affect the same files.

This doesn't add them to the Stagecoach this just adds them straight out of the tutorial, you will have all of them and in the Stage Coach there will be 2 additional random heroes if you want to get them after increasing roster size.
InariForges 3 Aug, 2018 @ 8:17am 
So, I've subscribed to the mod, it's enabled on my new save aaaaand get into the town with just the 2 starter guys, check the caravan, and theres only the 2 normal ones in there. How do I get the full range?
(水花) Perplexist 21 Jul, 2018 @ 7:36am 
Keep up the good work
gWorldz  [author] 20 Jul, 2018 @ 11:01pm 
@Raizemberg until I can find a better way this is what I came up with :steammocking:

Roster Bonus Start (Marvin Seo Classes)
Just adds 1 of each of his classes to the roster at start.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1444999328

Full Roster Start (Marvin Seo's Classes)
This the on that adds 1 of each of his classes and all the vanilla heroes to the roster at start.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1446432570
gWorldz  [author] 20 Jul, 2018 @ 3:46pm 
I'm not sure making these roster bonus start mods is going to be viable in the long run so I'll only be making 2 new formats for alternate versions.

1. Starting roster with heroes from authors with 5+ New Class mods currently working with latest build that give me permission to include reference to their classes and only have their new classes in these.
2. Starting roster with heroes from those authors that have their new classes plus the Vanilla Full Roster.

That way I don't have outrageously large numbers of heroes on a roster at start. This means if you are wanting different authors heroes in a Full Roster mod you'd be better pulling them from the Author packs I make and pasting them into the Full Roster mod manually. Using this method you could just take this mod and add in the classes you want to persist.roster.json if you know what you are doing.
gWorldz  [author] 20 Jul, 2018 @ 3:29pm 
At the moment this is only Vanilla I have one in development for other workshop classes but I'm not sure about doing *all* workshop classes because that list can get fairly large and would need to increase the roster count beyond standard in order to hold any that are activated for that particular run. Thats really the easy part the aggravation is going to be manually creating a ***default*** for all the workshop authors new class mods (100+ at the moment with more coming o.O).
(水花) Perplexist 20 Jul, 2018 @ 7:39am 
This is an interesting and useful mod. I have a question that may have been implied, but does this include workshop classes? Like does it autodetect the individual players roster and includes all optional heroes? Or does it only contain the vanilla heroes?
Warius 19 Jul, 2018 @ 7:44am 
you have been really exaustive thank you very much
gWorldz  [author] 18 Jul, 2018 @ 11:52pm 
As for increasing the roster size there are a couple ways to do it but most of us just modify the stage_coach.building.json but this may make other mods that use this method conflict. The simplest method is to create a custom file that increases the roster a set number like the shieldbreaker.roster.json file that uses a simple block of code to add 1 to the existing roster.

To do that just make your own MODNAME.roster.json file and include ...

{
"additional":
{
"roster_size": 1
}
}

... placing a copy of the file in these directories.
MODNAME\campaign\roster\MODNAME.roster.additional_variables.json
MODNAME\modes\radiant\campaign\roster\MODNAME.roster.additional_variables.json

Adjusting the number directly add to the rosters default size for each upgrade.

I will write all this up as a guide when I finish current projects, probably be a couple days though. The good thing about this method is there should be no conflicts with other Stage Coach mods this way.
gWorldz  [author] 18 Jul, 2018 @ 11:47pm 
I think the guide I made yesterday covers how that file functions and what you need to add custom entries ...

How to Guide: Add New Heroes to the Old Road
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1444048473

The roster adjustments and explanations in particular start with File persist.roster.json (1 of 3)

Quick Overview of whats required ...

1 - In persist.roster.json edit "nextGuid": 5, to be 1 more than all heroes present in your roster if you have Plague Doctor and Vestal first classes editted out.
File persist.roster.json (2 of 3) details how each heroes section functions.
2 - Use Reynauld example and edit it to what you need making sure to increase the ID number by 1 for each new entry.
3 - Set status to 0 for any that will not be present in Old Road tutorial, in truth is easier without adding them to the that raid.
4 - For "actor" variable set the name and hp and then set your "heroClass"
5 - Then select Quirks, Combat and Camping Skills for your hero
gWorldz  [author] 18 Jul, 2018 @ 11:43pm 
@Raizemberg I'm working on a mod right now that does this for Marvin SEO's class mods but doesn't modify the game otherwise, also going to be at least a couple days as I'm trying some things out I've not done before.

Theoretically doing what is asked for should be possible without much effort but if you had both roster mods they would conflict so would be either this mod that mod or a third mod that merges both together. I know this not a perfect solution and I am going to end up making many variants in the weeks ahead for other New Class authors with half dozen or more custom classes.

We don't want this as part of those class mods though as it could easily create mod conflicts if more than 1 class author used this method due to overriding each mods persist.roster.json file loading only the top one or it just brick due to Guid conflicts in the roster. :steamfacepalm:
Warius 18 Jul, 2018 @ 5:56pm 
I'd really like to have both mods working together, and apparently they are compatible eachoter :steamhappy:.

do you mind giving an explanation how to edit persist.roster.json and adding new mod classes? It could be very very appreciated
Warius 18 Jul, 2018 @ 5:56pm 
this mod should be merged with the LAST OF US by MO.

With this mod you have istant recruit of all classes you wish, even with quirks desired, which is great, but this mod is lacking something about special features of "last of us".

The problem of Last of US mod, is that recruitment comes only from events where you list all heroes starting with level 0 (which is fine), but most of the times extra custom classes come along with other recruit event, making difficult enlarging the roster without edtiding any single event of every mod! But it has extremely wonderful special additions like revive event etc.

with this mod we can have whatever class mod we want, with any level of personalization, but I couldn't add any custom class, receiving or an error or failure of the first mission resulting in an empty roster.

𝓗𝓮𝓵𝓸 18 Jul, 2018 @ 10:06am 
Is there a way to add modded classes to this format? I wish to add Marvin Seo's classes.
Gibolin 18 Jul, 2018 @ 12:10am 
hey thanks ! I even asked for such a mod in the game discussions.

I will gladly start a new game with this