Darkest Dungeon®

Darkest Dungeon®

Project Iron Crown: Pillagers Backport
22 Comments
EIRUDY 23 Jul @ 5:04am 
I recommend increasing the chances of encounter.
Rubber Duckie 5 Feb @ 9:46pm 
No Antiquarian?
Zotlan  [author] 23 Jan @ 3:50pm 
@Asket401 It is not intended, and has been fixed with this new update, apologies for this and thank you for the report
Asket401 23 Jan @ 12:36pm 
Implication used Boom twice in a row without loading before the 2nd shot, is this supposed to happen?
KarolTheWildOne 28 Dec, 2024 @ 7:20am 
they are not appearing, I recommend increasing the chances of encounter.
Zotlan  [author] 18 Dec, 2024 @ 2:02pm 
That should already be fixed, unsub and resub to force update the mod.
筑基大能 18 Dec, 2024 @ 12:11am 
D:\SteamLibrary\steamapps\workshop\content\262060\3324134179\raid\ai-dd2_pillager_firemouth.monster_brains FAILED asset
TheAwkwardHeady  [author] 9 Nov, 2024 @ 6:13pm 
Removed, and also compressed the mod down from 27mb to 15mb so thats cool
Malek Deneith 13 Oct, 2024 @ 5:46am 
Just letting you know that you have a screenshots folder amidst the mod files.
TheAwkwardHeady  [author] 8 Sep, 2024 @ 7:46am 
I jsut pushed a small patch that lowers the spawn rate significantly. As well as nerfed Firemouths hp by a tad.
TheAwkwardHeady  [author] 8 Sep, 2024 @ 4:03am 
It does make them more common just by the fact that there are more possible mashes to be chosen from a list. If i had to ballpark, i'd say about doubling brigand spawn chance overall?

Remember, the more mods you have, the more mashes are added. DD spawning works off a weighted system, so just adding more mashes naturally lowers the spawn chance of anything else once its added.

So if I were you, i'd download all the monster mods i want, then adjust vanilla mashes weight higher. Its super easy to do, legit just a number in a txt.
Wyr 6 Sep, 2024 @ 11:59am 
Will this overall make bandits more prevelent in other areas, or are the ratios of bandits to normal enemies the same, just with these enemies interspeared?

As, it's a personal little gripe when faction mods end up making the enemies so common as to drown out the normal undead in the ruins, as an example
Edifier 6 Sep, 2024 @ 2:19am 
I really like your monster mod, thank you for sharing
🩸 Нюк 🩸 5 Sep, 2024 @ 8:37pm 
очень здорово ! возможно можно адаптировать и переработать модельки монстров в Игровых героев =)
I'm The One Who Quacks 5 Sep, 2024 @ 3:02pm 
Went on a long warrens quest after installing the mod, around 8 encounters were with these mobs, and I had a The implication encounter as well, maybe the spawn rate is a bit too much atm.
TheAwkwardHeady  [author] 5 Sep, 2024 @ 11:30am 
@Poison: yes
Poison 4 Sep, 2024 @ 11:54pm 
Did this mod add "The Implication"? I was doing a normal Weald run and a literal CANNON just, appeared. When I looked it up, it seems to be like a DD2 thing? So I'm wondering if this mod added that?
Sethg98 4 Sep, 2024 @ 2:25pm 
@The Life Extinguisher enemy team comps aren't generated randomly, they're picked from a preset list, so yes the bandits from this mod will not pair with other modded bandits without a compatibility patch that adds crossmod mashes
The Life Extinguisher 4 Sep, 2024 @ 1:05pm 
The description says that they'll party up with other vanilla brigands and such, but what about other modded brigands, like the bushman/Ned Kelly guy from Here be Monsters or something? Would the DD2 guys be excluded from a potential mash, or would this mod in turn exclude the bushman?
Sethg98 4 Sep, 2024 @ 7:31am 
Love this mod, the enemies fit seamlessly and really help flesh out the brigand faction. Can't wait for future backports
Hammi 4 Sep, 2024 @ 6:49am 
Amazing stuff, thank you for putting these out! Adds a lovely amount of variety to the areas. Can't wait for more.
Boldas 3 Sep, 2024 @ 11:36pm 
One great DD2 port after another. Thanks a lot!