Darkest Dungeon®

Darkest Dungeon®

Samurai
Redeloper 18 Jul, 2019 @ 10:35am
About Chosen Undead I Mentioned in The Comments
I was recently thinking about how my request for a Chosen Undead mod should change the gameplay since the protagonist is supposted to be a solo adventurer and the very player character. I will reffer to The Chosen Undead as genderless character in this discussion.

Forgive me to posting it here but I seriously couldn't do that anywhere else since steam limits regular comments to have 1000 signs in it including amount of spacebar usage and using multiple comments to include it would be widely considered as spam.

Lore:
  • Before The Ancestor died he told The Caretaker to go behind the borders of the country in order to find basically any graveyard and use undead's sign on one of the corpses in order to turn a deceased fellow into the Chosen Undead. Why behind borders? Because in the book he read it was said that Chosen Undead risen from the corrupted soil will have many flaws. During the ride back Caretaker in an attack of stress broke stagecoach and escaped in panic as he detected approaching bandits but he managed to put the undead sign on one of the tombstone if the undead would have to die on the way back.
  • Exp is supposted to be an ancient energy reinforcing chosen undeads, allowing them to further develop themselves. It is granted after slaying sinister leaders and always in amount of 2. The undead must return to own grave in order to receive them but death results in them disintegrating.
  • Stress is considered to be a negative energy weakening body from the inside. The organism weakens once enough stress gets involved at once and only complete lack of it at the time can reverse the effect.
  • Horror is considered to be a chemical state of organism that develops stress over time.
  • The chosen undead uses personal grave teleporter to enter a mission and teleport back to own grave explaining why there is no need to return back to the starting room. After teleporting out it takes about one week before Chosen Undead appears in the selected destination. Teleporting back to The Hamlet consumes no time.
  • Teleporting back to Hamlet does cure blight, bleeding and death's door debuffs while also restoring health. It is all implied in the lore.
  • Journal pages can only be gained by doing Caretaker's goals and are different in their names and content presented.
  • Crimson curse progresses only after teleportation to a mission explaining why it does nothing in The Hamlet with it's own progression.

About The Protagonist:
  • Is supposted to be the player character.
  • Starting name is "[Name Yourself].
  • All his rangered attacks are magical so the player doesn't need ammo.
  • Cannot develop any quirks related to forceful curio interaction or stress.
  • Starts with no quirks.
  • Has a lot of skins including female variants.
  • Starts with no camping skills.
  • No night time ambush prevention skills.
  • Camping skills are lasting in a manner of rounds not battles but the round counter is very large.
  • Food consumption is increased by 200%.
  • The weapon is personal raw strength and mind power. Upgrading it can only increase damage dealt, chance to debuff targets and chance to sutn targets.
  • The armor is personal flesh and blood system. Upgrading it grants higher health, speed and dodge amount.
  • The Protagonist still wears armor and melee weapons besides of what is said above.
  • Silent- Makes no dialogues. if it is impossible to prevent The Chosen Undead from speaking at all please at least reduce the amount of dialogues to minimum possible.
  • No skills with limited usage.
  • No skills that cause self-buffs, regeneraton, aegis or stealth.
  • Has one skill that can drain health of enemies.
  • Cannot receive a virtue.
  • Has own unique affliction called simply "Afflicted". It only does weaken stats and does not affect behaviour.

Changes In Mechanics:
  • "From Beyond" triggers every time the protagonist dies. Skills and equipment resets so buildings about character's development won't stop being useless suddenly.
  • Limited amount of mission failures in Darkest and Stygian/Bloodmoon difficulty modes. 12 failures of missions results in save file being deleted for "You have proven yourself not worthy enough so The Caretaker have removed forcefully undead's sign from your gravestone killing you permanently". Killing final boss will reset the counter as well as the boss can be killed multiple times to keep reseting it. Keep in mind that it rises upon direct defeat not death so if you complete the mission and die after it without leaving yet it won't raise.
  • Tavern, Abbey, Stage Coach and Sanitarium cannot be accessed.
  • Cost of camping skills cannot be reduced.
  • Survivalist has a new upgrade with seven levels of it's progression each one allowing purchase of different skill. Camping skills still remain as expensive as in vanilla game.
  • Completing the game in Stygian/Bloodmoon mode does not result in week limit being removed and it is set to a value of current week plus 105. It took Caretaker some time to figure everything out and that's why you start the game with a week limit of 86 (or 100 in Bloodmoon mode) instead of 105.
  • Exp can be gained only by killing quest bosses. Apprentice-4 veteran-6 champion-8 and darkest-12. It isn't granted if the protagonist died for lore reasons. Killing final boss results in automatic level up to level 6.
  • No random hunger check.
  • The following mechanics can no longer affect stress in any way: Walking in corridors, failing a mission, critical hits, removing blockades without shovel, retrating from combat, traps (with Weald being an exception as it induces horror) and embarking on a mission of much higher level than Protagonist's resolve.
  • Removing blockades by using a shovel now drains 10 torch light and 25 torch light without a shovel.
  • Food can only be eaten during camping while the game asks for the food amount that needs to be consumed and during hunger checks.
  • Torchlight now drains for the amount of 1 (2 in Stygian/Bloodmoon mode) per tile traveled regardless if it was already explored or not. It also drains for amount of 1 (2 in Stygian/Bloodmoon mode) during fights at the end of every turn.
  • Various curio interactions rework to make the adapt to new stress lore related logistics.
  • No level restrictions.
  • No bonus stress received on missions of higher level than the player's resolve.
  • Darkest level quests won't warn about sacrificing yourself during retreat since no sacrifice can occur at all during solo playthrough. Instead the text is rewritten to a warning about how hard the task is.
  • When a hero receives move effect dodge increases slightly but accuracy greatly drops. Both effects last 2 rounds.
  • Debuff to found loot in lower torch light levels instead of a buff.
  • Debuff to chance for a critical hit in lower torch levels instead of a buff.
  • The main torch is renamed to Flame Torch and is described to need more than just one torch to get fully lit.
  • Torch light does not determine stress taken.
  • Debuff to chance to surprise enemies in full light.
  • Buff to surprise enemies in lower torch light levels.
  • Trinkets related to specific classes can now be used by Chosen Undead.
  • No buff or debuff now lasts in a form of battles and it does in rounds instead.

Changes In Level Design:
  • Brigand Incursion will occur regardless of Protagonist's resolve level. Amount of heroes required is only 1. Other requirements remain the same as in vanilla game.
  • Trapped chest on The Old Road is replaced with regular heirloom chest.
  • Brigand's tent is replaced on The Old Road with traveler's tent.
  • Transcending terror can appear anywhere in The Weald.
  • Room curios can appear in corridors.
  • The easter egg in the last mission with red hook wishing player good luck is removed.
  • On the description of the first darkest dungeon mission it is impled that Shuffling Horror is the leader of shamblers. The mission also doesn't mention anything about relics to recover.
  • Talisman of flame is not granted after completing the first darkest dungeon mission.
  • There are no districts in town related to specific classes.
  • There is no puppet theatre district.
  • There are only 3 mastery levels of all 4 base locations and all take longer to fill up.
  • Some of the 8 base bosses appear earlier due to dungeon mastery. As an example:The Brigand Cannon (apprentice) can be fought after mastering Weald to level 2 while The Hag (champion) comes on third level mastery.
  • Defeating second level mastery bosses is not necessary to access third level mastery bosses.

Changes In Enemies:
  • All templars have their reveal skill nerfed. It still consumes entire torch light entirely however.
  • Hag Witch uses all her 3 basic skills during combat not just meat tenderizer.
  • Drowned Crew uses all their basic 3 skills during combat not just boarding clutch.
  • Veteran and Champion variants of fungal scratcher have all their skills apply blight not just one.
  • Those slimy enemies from The Weald cannot reproduce themselves anymore but their protection is very high.
  • All enemies from apprentice and champion level dungeons are as strong as their veteran counterparts. Less enemies spawn in apprentice and veteran level dungeons to adjust difficulty. Darkest level enemies remain the same. Enemies having only champion variants existing in vanilla game remain champion and can only appear in champion level dungeons as usual.
  • All base 8 bosses only have one level variant of them. Weaker bosses who cannot use their special skills due to player's party featuring only one person are being champion but not all. All of them can be fought again for exp farming as they keep being resurrected by their followers. Respawning takes 16 weeks so the player can feel like killing them does something good for The Hamlet.

Other changes would also be needed but there are so many of them that I am too lazy to write them down.

If for some reason you don't like some of the things written her you don't have to implement them it's just a design help. I do understand the fact that it's only just a class mod but I always wanted Darkest Dungeon to be a game that makes more sense than it already does. You cannot make a character take damage from bleeding or blight during camping and other thigns like that but it's always fun to make the game make more sense when some of it's ridiculous features cannot be easily explained. Just imagine yourself how many people would download this mod since you are one of the most respected Darkest Dungeon modders. What if The Beartaffy would start his own twitch series of it?
Last edited by Redeloper; 21 Jul, 2019 @ 4:23am
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Redeloper 21 Jul, 2019 @ 4:24am 
I made a mistake at some point of writing it. It said previously that vanilla week limit is 91 while in reality it is 86. I fixed it already.
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