Darkest Dungeon®

Darkest Dungeon®

Complex Compulsions
 This topic has been pinned, so it's probably important
retrotheft  [developer] 9 Aug, 2018 @ 9:46pm
Why I Made This Mod
I know this makes a fairly weighty change to the way in which negative quirks are viewed (by, you know, adding positive effects to them), so I wanted to share some of the reasons why I made the mod in the first place.

First of all, I think in their current form, compulsive quirks are simply an annoyance that only exist until you can afford to have them removed, so by around the mid-game I typically have a full roster of heroes with barely any negative quirks (except the building specific ones, natch). So there's all this room in the negative column for quirks and unique characteristics, but the space is mostly unused. That seemed a shame to me.

Secondly, once the compulsive quirks have been removed, forced interactions simply leave the game entirely. That's a whole mechanic which the developers wrote in that just sort of disappears by a certain point in the game. I wanted to see if I could tweak things so that forced interactions remained part of the game the whole way through.

Thirdly, I've had plenty of moments when a compulsive character scored some sweet loot that I would otherwise have not gotten, simply because I had no plans to touch the Curio. So, you know. It's not all bad.

If you came and read my spiel, thanks! I'll let you in on a secret: I actually added one new quirk to the game with this mod. It's called Never Alone, and it will interact with Haunted curios with the same chance as Paranormania (40%). It will also cause torchlight to burn more slowly. (It's limited to one hero per roster, so you can't deck out a whole party with it. Sorry Cheeselords.)

If people are into this mod I would like to do a second one which adds all new original quirks. If that's something you'd be interested in let me know! :)
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Showing 1-2 of 2 comments
Varina 13 Aug, 2018 @ 8:05pm 
keep it up i wait for next mod
muddball 14 Aug, 2018 @ 12:33am 
This is the kind of thinking that is needed. You took something annoying that players had to spend some cash removing. There was no meaningful choice, and that's not a good mechanic. The entire idea of the game is to make the best of a bad deal.
Last edited by muddball; 22 Feb, 2021 @ 12:26am
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