Darkest Dungeon®

Darkest Dungeon®

Cho's Hero Reworks
63 Comments
Cerbrosyn 6 Jun, 2023 @ 8:29pm 
Occultist has no changes?
Encharrion 11 Oct, 2022 @ 1:08am 
Not sure where to put this, but the standalone mod for the occultist rework seems to be missing? I can't find it anywhere.
Kemo the Banana 10 Sep, 2022 @ 4:29pm 
Hello, I really enjoyed the highwayman changes and was hoping if there was a stand alone mod for that one like some of the other heroes. I think there used to be one but I can no longer open it
Weeb Dealer 16 May, 2022 @ 12:23pm 
Ew, multiplayer.
jk, that's a really simple fix, thanks for responding!
Chogex  [author] 16 May, 2022 @ 2:57am 
It's a tooltip from butcher's circus dlc (which is free). You should be able to fix it if you install that dlc.
Weeb Dealer 15 May, 2022 @ 7:47pm 
the tooltip for the Musketeer's Patch up isn't displaying correctly for me. level one for instance says

Patch Up 1
Heal 2-3
Heal 1 HP
[<buff_rule_tooltip_target_hpbelow>]

Any insight as to what might be causing that?
Chogex  [author] 14 Nov, 2021 @ 8:31am 
Go to Steam\steamapps\workshop\content\262060\2481459771\heroes\grave_robber

edit grave_robber.info (any text editor will do, including default notepad)

Remove these effects from poison darts: "CBG Blight X" "CBG Darts TT X"
And add "Blight X" on each level of the skill instead (replace X with numbers 1 through 5)
The Red Comet 14 Nov, 2021 @ 8:16am 
If I wanted to change the grave robber's Poison Darts back to being Blight rather then corrosive (for the sake of trinkets) what would be the best way of doing that? I love your mod outside of that.
Seven Samurott 29 Sep, 2021 @ 1:15pm 
Were you still going to do a trinket rework? I've been really eager to see what your take on them will be.
Chogex  [author] 16 Aug, 2021 @ 8:40am 
All per battle skills refresh for each battle, unlike in vanilla
ivanir 16 Aug, 2021 @ 7:45am 
Just started the mod, and it feels to me that with nerfed healing, nerfed destress and so many per-battle skills Farmstead will be completely impossible...
Wrecker013 22 Jul, 2021 @ 8:14am 
I'm really torn between trying this out and continuing with Gyll's reworks, what's the difference? Is this one better in people's opinion?
lighting mcqueen 15 Jul, 2021 @ 7:59am 
Thank you for that lightning fast fix
Chogex  [author] 15 Jul, 2021 @ 7:11am 
Fixed a typo, it should be all good now
lighting mcqueen 15 Jul, 2021 @ 6:14am 
Rain of sorrows doesn't seem to bleed anymore
Toxic Masculinity 12 Jul, 2021 @ 7:48pm 
Finally got a chance to test Vestal out more and some of the others as well. In my opinion, Vestal is now great. Lowering the reduced healing on next turn was the fix that was needed. I also really like that she doesn't self heal on the random heal skill anymore. Yes, it was nice having additionally free healing, but too much of a good thing is a bad thing, and without challenge and strategy this game could get pretty boring. I think the changes you've made really improve the classes a lot, but don't overpower them so much that you don't have to strategize and play smart which is the really fun part of this game. Well done, and thank you very much for sharing these changes with all of us.
虚灵!虚灵在! 11 Jul, 2021 @ 8:05pm 
没有中文呀
Chogex  [author] 5 Jul, 2021 @ 2:50am 
Haven't played the game in a bit to be honest, but I remember my biggest pet peeve with this vestal as a healer was the random heal being used on herself, since the other one always self heals already. Now that I finally removed the self targeting from the random heal, the bonus heal you get from Divine Comfort each round should be more consistent.

Going from -75% to -50% could be a reasonable change.
Toxic Masculinity 4 Jul, 2021 @ 11:31pm 
Nice, thank you for updating it so fast. I still have to test to make sure it works properly on my end, which I'm going to do right now, but I agree 2 rounds makes much more sense, as it was strange having the mark go away in the same turn as getting it. I also don't know why I called him "Man-At-Wars" in my last post, but okay lol.
As for Vestal, I still have to do some more runs with her to see what exact tweaks I could suggest. She does need something, I'm just not exactly sure what it is yet. She may even be perfect after getting more used to the changes. Maybe others could chime in on this. A strong maybe though, would be to have the "reduced healing on next turn" be 50% instead of 75%.
Chogex  [author] 4 Jul, 2021 @ 10:42pm 
Thank you for the short feedback. I've added another round of duration to Man-At-Arms self mark (should now be 2 as it was just 1 previously).

Also Vestal's random target heal can't self heal anymore.

I'm curious what types of tweaks would you like to see made to Vestal?
Toxic Masculinity 4 Jul, 2021 @ 5:19pm 
I've tested almost all the classes, and I love all of them so far. It's gonna be hard going back to vanilla after this. The only issue I've ran into so far is:

- Man-at-War's self marks disappear at the end of his turn which renders the effectiveness of the skills that give them down a lot. (May also be the same on Crusader too, or any other self markers)

Can someone confirm if this is just on my end (e.g. mod conflict, even though this is almost at the very top) or if it is actually like that do to the coding? If so, please fix as that's the only drawback so far.

I like the Vestal changes a lot as well. It's fun learning how to use all new tactics for a class I usually have on auto pilot. Plus, with her healing changes, it forces you to switch up tactics for your other classes too and play smarter which is also really fun. It just needs a few tweaks here and there, but great job and thank you very much for sharing these.
Chogex  [author] 13 Jun, 2021 @ 9:16am 
Yes. She'll also still allow you to have bigger gold stacks as well.
DiamondDew 13 Jun, 2021 @ 6:54am 
I know the antiq doesn't gain antiques in level 5 dungeons, but does she still let you gain more shards during an endless run?
StarrySunset 9 Jun, 2021 @ 6:14pm 
Can I get the old version of Vestal? This one doesn't feel right.
Chogex  [author] 1 Jun, 2021 @ 12:15pm 
Did you delete the modfiles.txt file?
236NintenSt 1 Jun, 2021 @ 9:12am 
trying to use the original abomination seems to uh, break the mod by doing the method you listed to only use some of them.
Vitão SKINS 30 May, 2021 @ 6:37am 
I've now played with the Vestal and so far it has been great! Congrats on making the ''battle vestal'' viable. Mace bash capable of stunning is an great idea + hand of light melee buff and free action? 10/10 and she's still capable of proving some healing in the frontline. I really enjoyed illumination's changes too I'm using it a lot more now.
Arbalest : I'm enjoying her changes too she is capable of marking by herself and healing or debuffing accuracy in the same turn, amazing. Bola is useful now too. Good Job!
Chogex  [author] 29 May, 2021 @ 6:29am 
Thank you!
Vitão SKINS 28 May, 2021 @ 6:05pm 
Wow, WHAT AN AMAZING MOD. So far I've tried the Leper and this rework made him much more interesting and enjoyable to play. Now he can tank, dish more relient damage and execute foes at full hp. As soon as I try the other ones, I'll be posting it here.
RndmPlb 25 May, 2021 @ 2:17pm 
Wonderful, thank you very much !
Chogex  [author] 25 May, 2021 @ 2:08pm 
Yes, if they don't have a riposte skill, they just won't gain riposte.
RndmPlb 25 May, 2021 @ 1:24pm 
You're welcome friend, btw I wanted to ask, is it safe to use the Plague Doctor's riposte buff on modded classes ?
Chogex  [author] 25 May, 2021 @ 11:23am 
Thank you, that's great to hear
RndmPlb 25 May, 2021 @ 5:01am 
I have to disagree here, Vestal and Shieldbreaker's reworks are really nice. Everything that was OP was adapted (not just values nerf, whole new mechanics !) and everything that was lame is now enjoyable. Thank you very much Chogex, as always, you deliver the top quality mods. Made me play DD again after so long.
Mr.Pepper 24 May, 2021 @ 5:33am 
King Crimson ? More like King of Bad opinion, got em
Chogex  [author] 22 May, 2021 @ 1:42am 
Thank you for the insightful feedback

So heroes that play out the same as in vanilla are good, but ones that are reworked to play a little differently are bad
The Deceiver 21 May, 2021 @ 10:06pm 
Some of these were good Antiquarian and Highwayman were okay but in general this is by far the worst rework I've ever seen especially with the Vestal and the Shield Breaker
Chogex  [author] 20 May, 2021 @ 1:50am 
If you just place those other mods above this one, they'll take priority. If you want a mix of both you'll need to copy/paste changes into a manual install of one of the mods.
Joevahkiin 19 May, 2021 @ 8:02pm 
well i might come back to dd after 6 months just to check out this mod :)
Btw. Is there a way to delete some of the changes?
I have other mods that change few skills and I would like to keep them.
🐍 CrimSnek 🐍 16 May, 2021 @ 11:34am 
wait a minute... "Abomination works like all other heroes, no more transformation"? o-o
Encharrion 12 May, 2021 @ 7:40pm 
Highwayman's Grapeshot Blast seems pretty bad. Like, worse than the original skill that was also bad. According to the google doc, it has a 0.33 crit multiplier (which doesn't show up in the tooltip, which I assume is a technical limitation), and now works from positions 3 and 4 instead of 2 and 3 (in theory this is an even trade, in practice it makes it way harder to use with duelists advance, and prevents him from using point blank shot to get in position for it). It has a marginally stronger debuff now I guess? Is there something I'm missing here?

Also, hasn't come up yet as I am still early in the game with this mod, but it seems to me that HWM's riposte skill using half the base damage but having a large buff on the second use of the skill is going to make building for riposte damage awkward, as +DMG buffs are going have their effectiveness reduced by almost half.
Chogex  [author] 11 May, 2021 @ 1:45am 
@2283543359

1. I'm not too worried about balancing for torchless since that is an arbitrary restriction that only a very few people are going to play with. Personally I only play the game on bloodmoon, so in my experience the changes are fine even for long quests. You just can't rely as much on stalling.

2. DD3 is completely doable. While the previous strategies were nerfed for it, at least an equal amount of new strategies were created. E.g. Vestal and Crusader can Stun rank 4, DoTs were buffed for the late game so Flagellant and Plague Doctor deal more damage to rank 4 and many of the other weaker skills that could deal backline damage on heroes like Highwayman, Grave Robber, Musketeer etc. were buffed.
Chogex  [author] 11 May, 2021 @ 1:33am 
@初日之晓 There is no Chinese translation unfortunately
2283543359 10 May, 2021 @ 6:57pm 
These reworks are indeed novel and interesting. However:

1.after the stress healing skills being nerfed (over a long battle), long expeditions on bloodmoon & torches banned difficulty become much more dangerous.

2.I haven't tried yet, but I suppose DD3 (bloodmoon and torches banned as well) could be a bit too difficult since Iron Swan and Puncture cannot deliver consistent damage to rank 4 from rank 1.

初日之晓 10 May, 2021 @ 6:43pm 
Is there a sinicization of simplified Chinese
Niko 10 May, 2021 @ 10:03am 
Ahh, right I remember someone said that was how damage calculation worked.

I see we had differing ideas on toxic trickery's viability.

It is hard to make toxin trickery competitive with shadow fade as a damage buff without making it broken or making shadow fade obsolete either. That is going to require some brainstorming.

I will give more feedback when I get to play the other reworks.
Chogex  [author] 10 May, 2021 @ 6:08am 
Thanks for the feedback!

1. Lunge is still her best damage dealing skill, and the positive damage modifier already amps up other damage buffs. Damage is calculated by first multiplying base dmg with dmg mod and then applying buffs, which means that +dmg is more effective with +dmg mods and less effective with -dmg mods.

All of her damage dealing skills deal bonus dmg vs Blighted, so it's not like increasing lunge dmg vs blighted a bit would incentivize blight synergy too much.

2. I was hoping it would have the exact opposite use; the buff is meant to be the primary component, so it would be a round 1 skill with some delayed healing as a bonus. I did not think too much about how it competes with Fade, as I see them as 2 different types of skills for different party set ups, but it's a fair point.

I'll have to think about adding another small battle long buff to go with the damage. Another option would be to trade the dodge and dmg buffs on Bolster and Toxin Trickery.
Niko 10 May, 2021 @ 4:40am 
I really like what you did with grave robber. Instead of just being a lunge bot, she is more diverse in her choice of actions now, the blight synergy you implemented with her is really good. Especially with flashing daggers, that skill was never used. Great work!

I also have some suggestions for her if it you don't mind.

1. Make lunge blight damage bonus scaling better since it only has 25% bonus damage upfront now, I was thinking 2% more each level and at level 5 it is 40% blight bonus damage. Even more incentive to have more blight synergy with your party.

2. Toxin trickery is usable now, but the heal and buff don't complement each other. I never use it to open a battle for the damage buff since shadow fade is just better. It is usable during the stalling/healing phase of the fight to get extra healing, so the damage buff might as well not be there. Maybe make the damage buff persist into the next battle? Or a % chance at blight cure?

Chogex  [author] 10 May, 2021 @ 3:40am 
It's rare but yes, an enemy might get an action in before highwayman gets both of his attacks in.
Niko 10 May, 2021 @ 3:05am 
Yes it was in fact in the old road. Almost died to the starting fight since I had half the stats haha. Does that mean that sometimes it can cycle through the enemy before highwayman's 2nd turn? Hopefully just for other allies.

But it is pretty strong having 2 actions, don't have to worry about overkilling. I can live with the limitations.