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Pitch Black Dungeon - Gameplay Overhaul Mod - OUTDATED THREAD
Pitch Black Dungeon - Gameplay Overhaul Mod

Pitch Black Dungeon is the mod that everyone seems to be clamoring for. I can’t blame them; people love a challenge. The sad thing is, after making this mod I’m going to fall asleep with pity for them. Why, you may ask?

This mod is hard...very hard. The intent of this mod is to keep the foundation of Darkest Dungeon there while increasing the difficulty of most aspects by an insane amount. I did just that, and I don’t regret the decisions. What I do regret is having to give it to all of you and watch as you get angry. So in advance, I am terribly sorry.

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PITCH BLACK DUNGEON HAS MOVED

Click HERE for the new thread!

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List of changes:
Version ALPHA .03 - 2/11/15
-Main -Fixed issue where new effect was not in my files -Heroes -All -Deathblow resistance increased to 40% -Jester -Removed the buff to Inspiring Tune -Loot -Further increased chances to find bandages & antivenom -Trinkets -Deathblow Resistance -Buffed all Deathblow Resistance stats on Trinkets by 5%
Version ALPHA .02 - 2/9/15
-Main -Updated files for Revision #7587
Version ALPHA - 2/9/15
-Quests -Failure Loot -Removed Trinkets, Heirlooms, Jewellry, and Gems from being kept -Halved gold kept after failing a quest -Store items -Removed Antivenom and Bandages from being purchased -Stress Penalty -Increased penalty from 30 to 50 -Scout Quest Type -You now need to explore 100% of the rooms instead of 90% -Gold Rewards -Increased all gold rewards for quests by 25% (rounded down) -Heirloom Rewards -Increased all heirloom rewards for quests by 2 -Hero Generation -Increased maximum number of negative quirks to 3 (minimum still at 1) -Buildings -Abbey -Increased duration of ‘Go Missing’ random event by 1 week -Nomad Wagon -Reduced number of trinkets available by 1 per tier past the first -Stage Coach -Changed number of recruits available after upgrades -Maximum upgrade now provides 4 heroes -Tavern -Increased duration of ‘Go Missing’ random event by 1 week -Dungeons -Curios -Increased chance of negative quirks from Curios by 10% -Increased Blight and Bleed effects on Curios -Heroes -All -Removed Deathblow resistance; they get hit, they die -Plague Doctor -Buffed Battlefield Medicine to have a true 100% chance base -Jester -Buffed Inspiring Tune by 1 point each level -Inventory -Stack limits -Gold stack limit increased to 2000 -Gemstone stack limit increased by 1 -Loot -Gold value of gems increased by 10% -Increased chances to find Antivenom and Bandages -Obstacles -Increased torchlight penalty by double -Increased health penalty by double -Traps -Increased the blight effect from traps -Increased stress from traps -Added 10% to health damage penalties -Effects -Increased the potency of all blight effects -Increased the potency of all bleeding effects -Stress Traits -Increased stress amount of trait comments (aka ‘Stress Barks’) by 4 -Building Upgrades -Increased the cost of upgrades by at least 2 heirlooms per tier -Hero Upgrades -Increased cost of all upgrades by 10% -Enemies~~~(STILL WORKING ON)~~~ -Many things will be adjusted about enemies but this will come after feedback on the other changes Current Version - ALPHA .03 Works with revision #7587 2/11/15

Newest Update Status:
PITCH BLACK DUNGEON HAS MOVED

Click HERE for the new thread!

Why is this in Alpha?
I don't feel it's complete without the enemy changes. It's a lot to change and it has a huge impact. Version 1.0 will be when the enemies are done.

Pitch Black Dungeon download:
{LINK REMOVED}

Installation notes are included within the archive.

Important:
This mod may or may not break your current save, so it is recommended that you start a new game.

Make sure to compare the revision number in the changelog to the one that you are playing. If you intend to use this mod primarily, it is recommended that you disable updates until I have the mod updated to the newest build.

Legality:
Pitch Black Dungeon is not an official Red Hook Studios product or product modification, and Red Hook Studios Inc. is not responsible in any way for changes or damages that may result from using the mod. Furthermore, "Darkest Dungeon" and the Darkest Dungeon logo are trademarks of Red Hook Studios Inc., all rights reserved.

Help test:
I could really use A LOT of feedback about this mod as I am personally not too great at the game and have been spending a lot of time modding instead of playing. Please let me know how things are and what things need to be changed. If you encounter any bugs or have any criticism, post it here! I’m dedicated to tweaking the necessary files to deliver the most solid and balanced mod that I can.

Youtubers & Streamers:
Play and stream with this mod, please! I think it's really awesome and could make for some great footage. Let people know about the game and the modding community, maybe they want to get slaughtered too!

Other mods:
Lighter Dungeon: Lighter Dungeon is a modification to Darkest Dungeon that makes gameplay much easier and helps to balance out some of the tougher aspects of the game. This mod is aimed at players who personally have a tough time with the retail version of the game or for players who wish to have a handhold while they learn the ropes of the game.

Twisted Dungeon: A modification to the dungeon generation making each trek even tougher, but perhaps more rewarding as well. COMING SOON![/b]
Last edited by Maester Silvio; Feb 12, 2015 @ 11:10am
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Showing 1-15 of 37 comments
Maester Silvio Feb 9, 2015 @ 8:05am 
Minor Fixes
Some minor changes were made to the post regarding typos and formatting. Everything should be good now.
(PEW)HeatBlade Feb 9, 2015 @ 10:14am 
awesome work! think i can make a request? haha, for the "lighter dungeon" that nerfs the difficulty a tad, do you think you can make a addition or a standalone mod that makes heros that are high levels be able to go into weak dungeons?

ie: lvl 3 heros refuse to go in lvl 1 dungeons because they claim it is too easy, maybe you can remove this limitation?

keep up the good work!
Maester Silvio Feb 9, 2015 @ 10:22am 
Originally posted by HeatBlade:
awesome work! think i can make a request? haha, for the "lighter dungeon" that nerfs the difficulty a tad, do you think you can make a addition or a standalone mod that makes heros that are high levels be able to go into weak dungeons?

ie: lvl 3 heros refuse to go in lvl 1 dungeons because they claim it is too easy, maybe you can remove this limitation?

keep up the good work!

I'll see what I can find!
Dayvd Feb 9, 2015 @ 10:53am 
It's great seeing what you have come up with so far. I'll def look into this once I get a bit better at normal gameplay. Shame the KS didn't reach the goal where they included Steam Workshop, might of made it a bit easier for all you modders out there.

Just wanted to say thanks for your work, esp so early. xD
x2Madda Feb 9, 2015 @ 11:15am 
Wow this mod...
Is garbage! It doesn't make the game "harder" it just makes the grind twice as long for no payoff!
I apprechiate you took the time to mess with the files included with the game but have you even finished the base game yet?!
(*)No bandages means the inability to activate a lot of curios(treasures).
(*)Removal of deathblow renders many trinkets obsolete and the fact you removed being able to keep trinkets doesn't help if you roll a +DB Resist trinket
(*)The extra gold is offset by higher gold costs to upgrade

I could go on but this isn't good game design, this is lazy beyond belief! You removed stuff with no real understanding and you edited penalty numbers with no just rewards!
Love this, I'll play with it for sure on my next playthrough.

One thing you could add also is less stress from when your own team crits. It's too easy to maintain stress only based on your teams' crits, especially if you go with a jester.
Satoru Feb 9, 2015 @ 11:26am 
Originally posted by Maester Silvio:
Originally posted by HeatBlade:
awesome work! think i can make a request? haha, for the "lighter dungeon" that nerfs the difficulty a tad, do you think you can make a addition or a standalone mod that makes heros that are high levels be able to go into weak dungeons?

ie: lvl 3 heros refuse to go in lvl 1 dungeons because they claim it is too easy, maybe you can remove this limitation?

keep up the good work!

I'll see what I can find!

I've been poking around the jsons for other things but you can do this by editing

Program Files\Steam\steamapps\common\DarkestDungeon\campaign\quest\quest.json

resolve_level_threshold_table

Set everything high enough to allow higher level characters to do lower level quests
Mindmaker Feb 9, 2015 @ 11:53am 
Originally posted by x2Madda:
Wow this mod...
Is garbage! It doesn't make the game "harder" it just makes the grind twice as long for no payoff!
I apprechiate you took the time to mess with the files included with the game but have you even finished the base game yet?!
(*)No bandages means the inability to activate a lot of curios(treasures).
(*)Removal of deathblow renders many trinkets obsolete and the fact you removed being able to keep trinkets doesn't help if you roll a +DB Resist trinket
(*)The extra gold is offset by higher gold costs to upgrade

I could go on but this isn't good game design, this is lazy beyond belief! You removed stuff with no real understanding and you edited penalty numbers with no just rewards!
I'm not going to use that mod, but I don't think it's completely thoughtless.
You can max out a lot of the buildings before even beating the 2nd version of each boss, which is kinda lame. A longer progression, or at least more stuff to spend heirlooms on would be appreciated.
(PEW)HeatBlade Feb 9, 2015 @ 12:13pm 
Originally posted by Satoru:
Originally posted by Maester Silvio:

I'll see what I can find!

I've been poking around the jsons for other things but you can do this by editing

Program Files\Steam\steamapps\common\DarkestDungeon\campaign\quest\quest.json

resolve_level_threshold_table

Set everything high enough to allow higher level characters to do lower level quests


i looked at this and it seems to be what i was looking for. i suppose i should of poked around the files my self since there a simple text format. haha
Maester Silvio Feb 9, 2015 @ 7:49pm 
Originally posted by x2Madda:
Wow this mod...
Is garbage! It doesn't make the game "harder" it just makes the grind twice as long for no payoff!
I apprechiate you took the time to mess with the files included with the game but have you even finished the base game yet?!
(*)No bandages means the inability to activate a lot of curios(treasures).
(*)Removal of deathblow renders many trinkets obsolete and the fact you removed being able to keep trinkets doesn't help if you roll a +DB Resist trinket
(*)The extra gold is offset by higher gold costs to upgrade

I could go on but this isn't good game design, this is lazy beyond belief! You removed stuff with no real understanding and you edited penalty numbers with no just rewards!

Thanks for the suggestions, but please try to remain objective when giving criticism. As the description says, I need a lot of feedback on this one. To address some of the issues you pointed out...
-Bandages are going to be given out in a lot more areas of loot, as I have already buffed their chances in some areas. You're going to have to take a risk for greater reward
-I might buff Deathblow resistances of trinkets, but I don't want to add them back into the 'failure loot'. You want them? You're going to have to finish that quest!
-Most extra gold is only obtained by completing a quest. As this mod makes it difficult to do so, you won't often see that extra gold. I may buff how much is kept upon failure, but for now I need more feedback.

You bring up excellent points, but please try to keep it rational and objective next time.
Maester Silvio Feb 9, 2015 @ 7:51pm 
Originally posted by Heavenfall:
Love this, I'll play with it for sure on my next playthrough.

One thing you could add also is less stress from when your own team crits. It's too easy to maintain stress only based on your teams' crits, especially if you go with a jester.

I'll take a look at that. Is it really easy to maintain stress only based on crits?
The Haney Feb 9, 2015 @ 7:52pm 
I love it. I wish I could love it to death.
Maester Silvio Feb 9, 2015 @ 7:53pm 
Originally posted by Mindmaker:
I'm not going to use that mod, but I don't think it's completely thoughtless.
You can max out a lot of the buildings before even beating the 2nd version of each boss, which is kinda lame. A longer progression, or at least more stuff to spend heirlooms on would be appreciated.

This mod should make progression take a lot more time, although like I said I'm not the best at the game and I haven't had much time to play it with all the modding I've been doing. Try it out and see if it feels more lengthy.
The Haney Feb 9, 2015 @ 7:53pm 
Originally posted by Maester Silvio:
Originally posted by Heavenfall:
Love this, I'll play with it for sure on my next playthrough.

One thing you could add also is less stress from when your own team crits. It's too easy to maintain stress only based on your teams' crits, especially if you go with a jester.

I'll take a look at that. Is it really easy to maintain stress only based on crits?

At level 5, my heroes never, ever have to recreate. With no torches they crit like CRAZY. I'd vastly prefer if A) darkness does not increase crit rate and B) crits only reduce stress on the person critting.
Maester Silvio Feb 9, 2015 @ 7:55pm 
Originally posted by The Haney:
Originally posted by Maester Silvio:

I'll take a look at that. Is it really easy to maintain stress only based on crits?

At level 5, my heroes never, ever have to recreate. With no torches they crit like CRAZY. I'd vastly prefer if A) darkness does not increase crit rate and B) crits only reduce stress on the person critting.

I'll write it down and see if I can squash the mechanic a bit. I'd like bringing a Jester to be the only way to really keep stress down.
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Darkest Dungeon® > Modding > Topic Details
Date Posted: Feb 9, 2015 @ 6:15am
Posts: 37