Darkest Dungeon®

Darkest Dungeon®

The Fixer - Army of Bones
44 Comments
[FRZ] MooNy 18 Sep, 2024 @ 1:29pm 
First off, thank you for fixing and tuning the original mod!
But I think you tuned down the mashes too much. I play with some other enemy mods, and i never see these anymore. I did take a look at the files, and from what i've seen many mods just use a chance of "1" for spawning while this one uses "0,3" resulting in almost never showing up.
Maschinenmensch 4 Aug, 2024 @ 5:47am 
Nice
Still mourning for mega-skullet though
ibuprohpen 18 May, 2023 @ 9:17am 
Wait so do we need both mods still?
Powerfull 1 Mar, 2023 @ 10:22am 
The skullets are using it on round two btw
Powerfull 1 Mar, 2023 @ 10:22am 
Skull shatter does more than 20 damage to the whole party, Bleeds, And does substancial stress damage. It's way to overpowered.
tac  [author] 27 May, 2022 @ 12:56am 
@Filip_G I believe the mash chances were lowered, but they might still be higher than vanilla chances. They don't drop vanilla trinkets I believe.
Filip_G 26 May, 2022 @ 11:24pm 
Is it possible to get the chalice and musicbox trinkets from these mobs? Cos I'm almost not encountering the original monsters at all...
Xcassi84X 12 Mar, 2022 @ 8:56am 
@tac Thanxxx for your explanation! I think that the you are right and that it's a localization issue...
tac  [author] 6 Mar, 2022 @ 5:29pm 
@Xcassi84X It has been a while since I've touched this mod, but I don't recall that being an issue during testing. My best guess is that playing with the Italian version means there might be some localization issues when using certain mods. When I was adjusting the localization files back when I was working on the project, I had only fixed the english version, so there could be issues for other languages.
Xcassi84X 6 Mar, 2022 @ 10:28am 
Hi, I have added your mods to a new save, i play in italian version with a lot of mod (Farmsted plus, Courtyard plus, Vermintide, Sunward) but sadly when the enemy attack appear the blue string of command instead of the name of attack and one time the game crash. It's possibile to solve? Because i really love the design of the monsters ( of course i have NOT installed the actionjack version)
tac  [author] 24 Mar, 2021 @ 4:43pm 
It may take some time. Some fixes have made our mods "separate" in the sense that some files in this mod won't overwrite the original and I'm still trying to figure out what I want to do with these current files I have on the workshop. Deleting them outright might not be a good idea anymore now that there's a good chunk of people using this, so I'll see if I can hide the visibility, but keep the file up. That SHOULD allow people to keep using the mod without anything wacky happening, however my focus would be completely on the new, more dependent versions from that point forward.
tac  [author] 24 Mar, 2021 @ 4:43pm 
@Jabel I was able to get in touch with ActionJack and it seems like this mod will be able to stay up. It's hard to explain my plan, but basically I have to make this mod more dependent on their original (i.e. get rid of the art assets on this mod because I did nothing with them and require you get the original mod to actually get the art assets). Everything this mod does will be able to overwrite the original and it will hopefully seem on the user end like nothing has changed. The only difference will be you will need the original mod as well and there will be a certain order you will need the two mods.
Jabel 24 Mar, 2021 @ 3:15pm 
Please keep your versions up in one form or another. The originals are too outdated; I wouldn't play with them. Yours however, have been maintained and are well balanced in my playthrough. Thanks for your work btw.
tac  [author] 23 Mar, 2021 @ 6:25pm 
*Resend a friend request is what I should say actually.
tac  [author] 23 Mar, 2021 @ 6:24pm 
@Jabel I'm not entirely sure. It seems like the recent update was for the cursed sword and mega skullet. Perhaps some balance changes came in alongside fixing crashes for mega skullets, but I am not entirely sure. If that is true, these two mods are still quite different unless more was done behind the scenes. For example, this mod deals with some issues regarding mashes (monster formations) and has the overhaul for the assassin.

This is a good time for me to get in touch with them though. The most I think can do to contact AJ is send a friend request, so we'll see how that goes.
Jabel 23 Mar, 2021 @ 6:34am 
I noticed the original mod was updated a few days ago but reading through the comments there seems to be bugs. Keeping this version on for now, it's been working fine (on week 60). Any reason to switch back to the original?
Noir 28 Feb, 2021 @ 10:42pm 
Thank you very much, I got a little bit scared when I saw a stackable - 15% max hp debuff for 3 quests. xD
tac  [author] 28 Feb, 2021 @ 5:21pm 
New update should be up for that fix.
tac  [author] 28 Feb, 2021 @ 5:21pm 
@Noir Okay yeah, my bad on that. I forgot to change the duration type elsewhere in the mod's files. It should be 3 rounds now, not 3 quests.
tac  [author] 28 Feb, 2021 @ 5:12pm 
@Noir Wat! I'll look into this right now!
Noir 27 Feb, 2021 @ 4:52am 
waaaaiiiit a second....what you did is not reducing the swords debuffs to three rounds, it´s three quests now! That´s even worse than before...please fix this as soon as possible
Noir 21 Feb, 2021 @ 12:52am 
Thanks alot, I really appreciate your work to rebalance those three mods. Great work!
tac  [author] 20 Feb, 2021 @ 6:22pm 
@Noir the duration should be 3 rounds now. Hopefully now you don't have to worry about your heroes getting multiple vicious stacks of the debuffs anymore, outside of mashes that have many cursed swords.
tac  [author] 20 Feb, 2021 @ 6:17pm 
@Noir I'll add a 3 round duration to the debuff now.
Noir 20 Feb, 2021 @ 9:18am 
Out of curiosity, did you change something on those stupid swords? like their damage debuff that lasted for the rest of the quest? this one sure is too much in the original mod. Hope that I didn`t overlooked it, but I couldn`t find sth about them in the mod description.
tac  [author] 17 Dec, 2020 @ 3:59pm 
@ALE199-ITA Not in apprentice quests. I kept that for veteran and champion quests to keep it more in line with when stealth shows itself in vanilla.
ALE199 16 Dec, 2020 @ 8:52pm 
I have a question, do bone assasin have Stealth?
tac  [author] 11 Dec, 2020 @ 12:49pm 
@Captain Trek Update should be live soon with the mash removed.
Captain Trek 11 Dec, 2020 @ 7:05am 
For reasons beyond my comprehension, ActionJack thought it was a good idea to include an encounter consisting of four Madmen in his apprentice-level mash. This has been preserved in your version and I would STRONGLY advise getting rid of it, as this is an outrageously unfair encounter for a party of seekers to run into.
tac  [author] 25 Oct, 2020 @ 9:09pm 
New update is live! The bone assassins have had a lot of changes in the background that will make them more lethal. Check the description!
tac  [author] 17 Oct, 2020 @ 7:34pm 
@Tengo coronavirus :D If the original mod was, then yeah. I didn't change any file names or any names of monsters and buffs.
Icaro 17 Oct, 2020 @ 7:28pm 
this works with pets and koalas creatures ?
tac  [author] 16 Oct, 2020 @ 12:54am 
There we go. There were a couple more iterations in the mashes. I think you should be clear. Just make sure to disable the original mod just in case.
tac  [author] 16 Oct, 2020 @ 12:48am 
Actually, no you're right, there's a couple more entries for the mega_skullet in the mashes. Gimme one sec.
tac  [author] 16 Oct, 2020 @ 12:41am 
Disable the original mod while in the hamlet though.
tac  [author] 16 Oct, 2020 @ 12:39am 
Oh yes. I haven't actually done any tests where the original mod is active. I highly recommend disabling the original mod.
grub 16 Oct, 2020 @ 12:19am 
well, I downloaded this mod, went on a ruins mission and there is a mega skullet. Maybe I did something wrong(I mean maybe I should put the fixer above the original mod)
tac  [author] 15 Oct, 2020 @ 11:34pm 
@leon2356 That is odd. Well, if it is any comfort, I did not crash in the loading screen during testing! Here's hoping all goes well.
leon2356 15 Oct, 2020 @ 11:32pm 
But this was on the actionjack vers. I have not tried yours yet.
leon2356 15 Oct, 2020 @ 11:31pm 
@tacticalweapon1

in the loading screen when loading into the homunculus mission. After it finished and it said to tap space or click to start, it would immediately crash after starting.
tac  [author] 15 Oct, 2020 @ 11:20pm 
@leon2356 how did the homunculus crash your saves might I ask?
leon2356 15 Oct, 2020 @ 11:16pm 
This was my fav mod from actionjack but i had to drop it due to the Homunculus crashing my saves, hope this fixes it. Can't wait to get back into it!!!
tac  [author] 15 Oct, 2020 @ 12:55pm 
@M.4.R.R.K In my testing, I used this mod in a seperate test save that started fresh, but when testing the house of piggies, I was 15ish weeks in already. I believe it should be safe, but to be 100% safe, make sure to back up your game before proceeding.
CathMario 15 Oct, 2020 @ 10:40am 
Is it okay to use on an already existing save?