Darkest Dungeon®

Darkest Dungeon®

More Quirks Mod
JohnMcHobo 19 Jun, 2021 @ 6:26am
Question on mechanics
I love this mod, however a few of the descriptions don´t help me much.

Quick Block : +10% Prot Melee Only
Quick Step : +5 Dodge Ranged Only
Braced For Impact : +10% Prot Ranged Only
Does this mean "gives this bonus Against melee/ranged enemy attacks" or "gives this bonus if the hero uses those"?
I tend to read it the first way.

Skirmisher Training : +4 Speed Melee Only
Gunslinger Training : +4 Speed Ranged Only
I have no idea how these work... does it mean "speed buff if he uses a ranged/melee attack"?


As for the "Darkest Dungeon" and "Hamlet" quirks...it would be nice if those were combined into one or two very powerful quirks, since they are so hyperspezific.

Are all traits weighted equally in hero generation?



I love some of the heroes this mods creates, meet Mortimer, the Arbalest with "Fear of Giants" and "Micro Hater" -> I hate easy targets.
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Whisper The Wolf  [developer] 2 Jul, 2021 @ 10:06am 
A personal response, just for you :

Ranged/Melee Only means the Hero character who uses a skill tagged as such (Chop, Hew, Smite etc for Melee) will gain that benefit.

The speed from "Skirmisher/Gunslinger Training" is quite nice since it'll make you more likely to start the next turn earlier.

The Protection and Dodge are kinda throwaway, but still aren't bad to get.


It is a neat idea to consider consolidating the Hamlet and Darkest Dungeon quirks, but I am unlikely to do it. It's a maybe, at best.


And for the last question :
I believe every quirk except for like, maybe one? Has the same random chance to be generated.

Since there's so many added, it generally makes everything more rare. It makes it harder to Min/Max, and most new additions enable more unique builds.

Like a full Mark party with units who otherwise wouldn't benefit from it, or situationally powerful healing.


I hope this answers the questions you had, and it's good to see people enjoy this mod after so long. Apologies for not seeing this earlier, I got no notifications!
JohnMcHobo 2 Jul, 2021 @ 10:11am 
Thanks for the detailed answer.
Whisper The Wolf  [developer] 2 Jul, 2021 @ 10:14am 
You're welcome.
Whisper The Wolf  [developer] 8 Nov, 2024 @ 11:03pm 
Originally posted by GraySloth:

- Shortened for Response -

I hope any of this helped ❤️

Hello, GraySloth

I thank you for your observations, and suggestions. While you may be right, from my experience with Skilled Parry and other skills that bolster your defensive stats after using melee/ranged skills, they're actually saved until it's your turn again.

I experimented with this initially by setting + SPD after using a melee skill to 999, which means if it worked, the Crusader used for testing would always go first. He proceeded to go first for the rest of a Dungeon as long as he melee attacked.

Nonetheless! I can always re-test it and ensure it hasn't changed, but I'm confident that the effect is applying but simply isn't reading out to the player due to how the modified stats read out. (Only when your skill is active and highlighting an applicable enemy. You can see this behaviour with the Crusader's Damage Bonus vs Undead, and highlighting a different enemy type behind the animation reflects different stats.)

If it does prove to not work as intended, your suggestion would fit well enough for it's replacement.



As for the other elements, such as Eldritch Phobia and more, I'll have to scratch up on some more of the buff file knowledge in order to get these to apply appropriately. I do remember that this is a more modern change once again, which made traits like this more dangerous to have as having only 1 eldritch entity present means all stressors will deal bonus stress until he's dead.

I might also just be entirely wrong about this, it's been several years since I've done things in these files! Times have changed, as do how the game's internal rulesets.



As for the Slippery / Tight Grip, that's just a honest oversight. When you're looking at this many lines of code, it's easy to have mistakes slip through the cracks. I'll be able to update and tweak things again thanks to the fact the project file is now set back up and functioning.
GraySloth 8 Nov, 2024 @ 11:32pm 
Sorry I deleted my comment by mistake trying to edit it, here it is for reference
Originally posted by GraySloth:

Thank you so much for the time and energy you put into creating and maintaining this mod, the features are very creative and ambitious and I appreciate it very much.

Having used and loved this mod for years now I have a few points of critique. I am not exactly an expert so I might be wrong about some of these points but as far as I believe these are some issues:

For the "eldritch_phobia" buff, the rule_type "monsterType" only procs the buff when a hero is attacking a monster, so as it is, it basically doesn't do anything at all.
What should be used instead is "monster_type_count_min" with 1 in the float. This will proc the effect while at least one of that type of monster is alive in battle.

The same is true for "monsterSize", like "monsterType" it only procs when attacking, so the stress components of the micro and giant quirks don't do anything and unfortunately I don't believe there is a size equivalent to "monster_type_count_min" so there isn't a way to implement these ideas.

I assume you intended for skills like Skilled Parry to do something like "+7 Dodge after performing a melee attack" but that isn't what they do.
meleeonly and rangedonly only work while the skill is selected but then it immediately fades after their turn ends, so buffing dodge or prot like this only has any benefit while getting riposted, which is something, but I don't think it's what was intended or what someone intuitively thinks when they see these quirks. If you would like to keep them for their riposting potential I recommend adding a tooltip like (When riposted) so it's clear what they do.

For Skirmisher Training and Gunslinger Training, they do absolutely nothing because the speed is gone before any initiative calculation could occur.
I would suggest instead of meleeonly and rangedonly use "in_rank" with 0 in the float for Skirmisher Training and "in_rank" with 3 in the float for Gunslinger Training. This will give a speed buff for being in the 1st and 4th positions respectively which is pretty close to the intention.

Tight Grip and Slippery Grip should probably be incompatible.

What I was trying to add was for Eldritch Phobia there is also attacking_monster_type which triggers when attacked by a given monster type.

Anyway. I tested the prot and speed melee attack buffs and just looked at the character sheet and never saw them reflect stat buffs after their turn ended but maybe this is just a visual issue.

Thanks for the quick response and good luck.
Whisper The Wolf  [developer] 8 Nov, 2024 @ 11:44pm 
All good, all good. I can actually see the original comment despite it being deleted, but I got a little curious when it disappeared!

But yes, I believe the prot/dodge/speed melee attack buffs are only buggy in terms of visuals. I'll re-test to ensure, and probably add some custom description to them to make them easier to understand. "+15% PROT after performing a Melee/Ranged Attack" or something along those lines should be good.

If it is non-functional, it'll be changed.
GraySloth 8 Nov, 2024 @ 11:52pm 
So I just did that speed test you suggested and it did appear to work, EXCEPT when I inspected the characters sheet between turns which seemed to break it. Might be a bug with the game.
Whisper The Wolf  [developer] 8 Nov, 2024 @ 11:54pm 
Originally posted by GraySloth:
So I just did that speed test you suggested and it did appear to work, EXCEPT when I inspected the characters sheet between turns which seemed to break it. Might be a bug with the game.

Interesting. I assume it's generally buggy. I'll consider replacing it, but if it is indeed functional, it's not a major priority. You did say stuff like the dodge and prot% worked with riposte? It's because most ripostes are tagged melee, some are ranged in modded classes.
GraySloth 9 Nov, 2024 @ 12:25am 
Well it works when attacking into a riposte is what I meant. However if it's buggy in the way that I think it is it also means the base game is bugged and any offensive stat buff on a meleeonly also buffs riposte attacks if you don't open up the character sheet.

I just tested it and ripostes reset stats and melee type ripostes procs a meleeonly buff, so it seems like offensive meleeonly type like dmg crit acc don't cause any strange behavior that I can think of but defensive ones and speed get cleared when opening up the character sheet making them kinda buggy.
Last edited by GraySloth; 9 Nov, 2024 @ 1:17am
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