Darkest Dungeon®

Darkest Dungeon®

Stonequeen's Court
74 Comments
Kranot  [author] 9 May @ 7:05pm 
@nelVlesis i... didnt even realize thats a rule for stonework
Kranot  [author] 13 Mar @ 10:32am 
@corvo_de_cartola nope just new enemies
corvo_de_cartola 25 Feb @ 3:54pm 
Hi! Does the mod add any new trinkets?
TheLastRampart 25 Dec, 2024 @ 10:42pm 
So I really liked this mod when I installed it mid playthrough. Adds some quality new enemy fights. That being said this mod is not well balanced for new playthroughs. when I started a new campaign with this enabled I realized that these enemies are scaled for late game and that really hurts
Fanum Of The Lore 27 Feb, 2024 @ 7:40pm 
If someone wants to add a compatibility patch for The Nightmare and or Koala Creature Collection that would be really sick and doing so would make you really cool and accomplish all your life goals and make world peace.
neIVIesis 31 Aug, 2023 @ 4:51pm 
@kranot Awesome enemies now that I've fought them so many times. One minor suggestion is to keep them consistent with other Stonework enemies and add the "Unholy" tag.
Kranot  [author] 6 Jun, 2023 @ 5:36am 
@shrimp father the trick is that each statue has a glaring weakness you can exploit. For example; the Knight statues which halbierds will only act on first 2 rows; if they end up at 3rd and 4th rank they pass their turn. you just have to pay attention to their stats and archetype (melee, backline etc)
small fiend smacker 5 Jun, 2023 @ 2:53pm 
kinda op and have a pretty big spawn rate. in comparison to other early game enemies, these have higher health, higher damage, more buffs, more protection, all while having decently high dodge despite being statues. wouldnt recommend.
Kranot  [author] 6 May, 2023 @ 6:28am 
@123jazz2007 nope just an enemypack
123jazz2007 6 May, 2023 @ 6:04am 
Is this part of a much bigger mod, or is it just an enemy pack? Will there be a new class mod associated with this in the future?
Kranot  [author] 5 May, 2023 @ 5:42pm 
@Spectral Knight wire me like 1500 euro and ill happily make it happen
Spectral Knight 5 May, 2023 @ 11:17am 
We NEED the knights as a new class! Those heavy lawbringers are perfect.
neIVIesis 1 May, 2023 @ 8:52pm 
I just had my first encounter with a full party of these statues. Very high-quality visuals and animations. Kudos!
Kranot  [author] 10 Dec, 2022 @ 12:29pm 
@Raizen725 i dont think you can do that without some codingknowledge wich i dont have. the mod was coded by voidslime. i just bankrolled it and made the concept
Raizen725 9 Dec, 2022 @ 4:49pm 
weird thing to ask but can you tell how can i disable these guys for ruins run and only courtyard enemies?

mostly because i already too many enemies mod at the ruins
Kranot  [author] 7 Oct, 2022 @ 7:30am 
@Decarabia if we get this request more often we will do so. but for now we arent changing anything yet
Tacty 7 Oct, 2022 @ 5:37am 
To be honest, I like the statues in the courtyard. But there is a small question about the ruins.

So the question is, can you lower the spawn rate of these statues a bit for Apprentice. Not much, 5-10 percent of what is now. It's just that they spawn often (or is it intended to be so?). And I'm not sure that groups of 0-1 levels can easily kill 4 statues with 20+ HP, guard, riposte.
CaptainSnafu 9 Oct, 2021 @ 9:56am 
Good work !!
Papa Willy 29 Aug, 2021 @ 9:56am 
I discovered that interaction by accident and on the run i almost wiped; I managed to pull backrow enemies forward and mend myself as those 2 remaining halbierd statues ended up at the back, passing for 2 consecutive turns - that saved me and my low lv heroes.
I like the jester statues attack names; I see the inspiration ;p

Cheers!
Kranot  [author] 29 Aug, 2021 @ 5:17am 
@Wilhelm glad to hear you liked it. also you are the first person to actually comment on how to exploit there weaknesses. this is ver yintentional. i like to give things clear upsides and downsides
Papa Willy 29 Aug, 2021 @ 4:42am 
I am honestly surprised this mod does not get enough recognition!

While I was looking for mods that would expand my experience I stumbled upon this and decided to give it a go...
First of all I must say that in the vanilla and even some mods, stonework type enemies were... lacking; a dedicated trinket againts them and a boss in the Crimson Court. BUT this?
New stonework enemies are tough, even on veteran they can demolish your team if you don't know what to do at first which made me almost wipe one time... but every enemy has a weakness. Apart from focusing one at a time some can be even cheesed to an extend! For example; the Knight statues which halbierds will only act on first 2 rows; if they end up at 3rd and 4th rank they pass their turn which is a cool interaction (similar with arbalest skeletons in the ruins). Amazing animations too!
Good job & keep it up!

Cheers!
Kranot  [author] 20 Jun, 2021 @ 12:47pm 
-Localization fixes
-Lowered damage of the App versions of monsters
-Cut spawn rate in App dungeons in half
-Judge and Ruler statue now has a mark FX
-seraph should have an FX on the buff
-fixed stress scaling

i hope everyone who had issues and complaints will enjoy this new state of things
Cat 19 Jun, 2021 @ 10:48am 
Can confirm, even in champion dungeons these things are ridiculous. Near-impenetrable resistances, prot and decent hp, massive amount of damage on everything, high numbers. While not a wipe at lower tiers outright, encounters with 4 of these are just a pain, a drag, and ridiculous. Great art and animation wasted on something that I'm going to uninstall again until they've been nerfed.
Postman Pat 16 Apr, 2021 @ 10:05pm 
@kranot wow that would be great! They're a cool flavour for sure, I am just too weak-of-will to keep around at this time. Will definitely favourite and check in to see what you decide to do with it!
Kranot  [author] 16 Apr, 2021 @ 4:24am 
@Postman Pat we are aware and plan to move them to nly the hard missions. i can see why people dont wanna fight them in easy and normal missions. depending on when the programme can make time we will post an update
Postman Pat 15 Apr, 2021 @ 8:30pm 
Great animations and while I like additional enemies, cannot recommend this to others at this time.

These enemies are ludicrously powerful. Every time I run into a group of these it's a wipe. They deal *far* too much damage and their abilities have too much range. Maybe this can be re-enabled once I've got trinkets and some runs under me, but against level 0s and 1s these encounters are insane and are completely gating my normal game progression by basically ensuring the entire party will be on death's door or dead as a result of the encounter.

If their level one scaling is any indicator of what they look like as the game progresses - I cannot recommend this mod to anyone playing vanilla+, without a "3+ trinket" mod. I simply don't see how a vanilla+ player could deal with these encounters other than sheer luck.
Jabel 5 Apr, 2021 @ 9:13pm 
IMO these enemies need a second weakness/strat to kill them. Im not saying make them bleed or make a second way easier than the intended way (make it harder if anything).
It seems the issue people are having with these enemies is because theyre only susceptible to one specific strategy, if your party doesn't have that composition, you're out of luck.
Vitão SKINS 5 Apr, 2021 @ 7:25pm 
I'm removing the mod for now. So far it's really unfair to fight against those guys in bloodmoon early game. Maybe if they only appear in lvl 3 + dungeons it'll be more balanced. The artwork, animations and so on is nice though.
Leafclubb🍃 ♫ 5 Apr, 2021 @ 3:42pm 
I like having more stonework enemies since they are few, but looking at the comments about the spawn rates discourages me. Especially as a player with many monster mods installed.
HostilePoolNoodle 27 Mar, 2021 @ 1:51pm 
@derpthebugbear I've had the same, been trying Bloodmoon deathless again with modded enemies, and 5 of the opening quests were all stonework enemies, same combination in each fight.I don't think they're too difficult, but imo they might be a bit too resistant to blight in the early game. Other than that, I've been enjoying the mod a lot so far!
Kranot  [author] 26 Mar, 2021 @ 3:09am 
@derpthebugbear maybe putting them in anny difficulty is toomuch. maybe ill move them to only medium and hard quests
DerpTheBugbear 25 Mar, 2021 @ 1:09pm 
Spawn rate in the Ruins still feels high to me. I'll keep playing with it some to see if I've just been having bad RNG. Started a new game and the very first quest I ran had all stonework enemies in every fight. The next Ruins quest was no different.

I wonder if it's possible to have them spawn less often in the Ruins in the early game, but in later weeks you get more. It's just that they're pretty tough in the early game. That and I'd like to see some enemy variety in any case.
Kranot  [author] 25 Mar, 2021 @ 12:21pm 
@jabel yeah cant do much about that. thats just how stoneework type enemys work. they tend to ignore bleed pretty hard. so asmuch as that makes bringing bleed teams to the court a risk i couldnt exactly change how that works. after all making stonework that bleeds is like making pelagics that are good at resisting blight
Kranot  [author] 25 Mar, 2021 @ 12:19pm 
@kennyzxc yeah we are aware and will add some polish with new effects and sounds in the next patch
kennyzxc 25 Mar, 2021 @ 10:51am 
The eroded ruler statue doesn't have a sound effect on it's declare outlaw attack . just an observation.
Jabel 25 Mar, 2021 @ 2:00am 
Mod itself (and spawn rate) working on my end and the enemies seem really cool but I had to uninstall. Reason being is I made a group of lvl6's to kill a boss with bleeds. Four of these stone guys show. I had nothing to deal with their Prot and was destroyed.
Galaxian_Insomniac 18 Mar, 2021 @ 8:03pm 
oh, yeah its working for me now, forgot to say earlier.
Kranot  [author] 17 Mar, 2021 @ 12:53am 
@??? hmmm then either thats an unknown bug or your mod is in conflict with another mod
??? 16 Mar, 2021 @ 4:25pm 
I just subscribed last night, for the first time, after seeing the comments saying the issue was fixed. And yet nothing but statues.
Kranot  [author] 16 Mar, 2021 @ 8:21am 
@??? make sure you are on the most recent patch. the coder lowered their spawnrates afew days ago
??? 16 Mar, 2021 @ 2:20am 
This mod is still replacing all encounters in the ruins with these enemies. They're buck wild and fun to fight, but not when they replace literally everything else.
DOOT SLAYER 15 Mar, 2021 @ 5:58am 
week 5, already lost 3 heros to them, in early game those things are fucked up
Wolfentanyl 14 Mar, 2021 @ 4:31pm 
Tested it for a bit, seems to work properly now
Galaxian_Insomniac 14 Mar, 2021 @ 1:33pm 
@Kranot k, let me test it out, thanks!
Kranot  [author] 14 Mar, 2021 @ 1:26pm 
@longtail @177013 @wigglyblue @galaxian_insomniac @spacecowboy ok i was informed by my coder that this recent patch fixes it. make sure you are now updated and spawnrates should normalize
WormEaterKing 12 Mar, 2021 @ 7:29pm 
rock
WigglyBlue 11 Mar, 2021 @ 3:59pm 
Yeah, only statues for me as well-
Galaxian_Insomniac 10 Mar, 2021 @ 11:25pm 
same here, all statues for me
Bubblegum_Bitch 10 Mar, 2021 @ 10:48pm 
All stone fights in my ruins
Scarf 10 Mar, 2021 @ 1:33pm 
@kranot I do yeah.