Darkest Dungeon®

Darkest Dungeon®

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Darkest Dungeon Tactics (Formations only)
   
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Jul 2, 2018 @ 2:59am
Aug 15, 2018 @ 6:58am
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Darkest Dungeon Tactics (Formations only)

Description
This is the version of Darkest Dungeon Tactics which contains only the improvements to the party composition of enemies without tweaks to the game's rules.

If you want a much harder version of Darkest Dungen Tactics without the time/hero limit, you can find it here: https://steamcommunity.com/sharedfiles/filedetails/?id=1425215747

Want more end game diversity to increase difficulty / rewards at your own control and leisure? Check out: https://steamcommunity.com/sharedfiles/filedetails/?id=1447699854

Want a marathon campaign setting with increased maintenance costs? Find it here: https://steamcommunity.com/sharedfiles/filedetails/?id=1438310168

Want a new set of balanced prismatic quirks with a dark twist? https://steamcommunity.com/sharedfiles/filedetails/?id=1444846200

Description taken from original page:

Requires ShieldBreaker, Crimson Court & Color of Madness.

Darkest Dungeon Tactics

This modification primarily increases, rearranges and improves enemy rank formations. It integrates enemies from ALL DLCs more naturally into your overall campaign rather than having most of them reclused in one zone. They are assigned new (and rare) groupings based on the dungeons they are spawned in and respect the original atmosphere of each location.

These changes only affect a single file type, and it is intended that Darkest Dungeon Tactics be as compatible as possible with other mods. (no changes were made to items, heroes or monsters)

Stronger enemy types are more frequent, and enemy party formations are more cunning than ever. Vanilla formations that included 4 rapid dogs or just 3 maggots have been changed or mixed with other enemy types in the area. Most fights are at least 4 v 4, and it is on the player to carefully manage and outlast the enemy.

Enemies from the Courtyard are also introduced into the default dungeons, albeit at a very low chance. This means that your heroes may get the Crimson Curse without having started the DLC. This changes up the pacing of the campaign. However, none of the infestation's effects or the fanatic's arrival will begin until you actually do the Crimson Court so that delaying the DLC remains an option.

Snakes from the ShieldBreaker DLC can also have new appearances in revised formations. The same goes for Farmstead enemies. No longer are these enemies isolated. They are now aligned with the corresponding dungeon's denizens but are rarely encountered.

Finally, select enemies from the Darkest Dungeon can now make rare appearances in all champion level dungeons. This gives a sense of the growing power and perversion coming from the estate.

< Enemy Formation Changes >

Most enemy parties with 2 - 3 monsters have been increased to the maximum of 4. No changes to bosses, minibosses or specific monsters.

Enemy dungeon formations have been made more cunning and varied in all locations except the Farmstead.

The tutorial dungeon formations (the first dungeon after the hamlet) have been made easier to ease the rough start.

Common enemies like bandits, ghouls and others will now sometimes be grouped with the natural denizens of the dungeon. However, you will NEVER see Weald creatures appearing in Ruins etc. This respects the design of the original dungeons.

Larger sized monsters now show up more regularly in a number of new formations you probably don't expect. Care has been taken in their deployment so that they are still fairly rare. Fights with such champions are more likely to occur in room encounters and champion dungeons.

Crimson Court enemies will make an appearance regardless of whether you have started the DLC. They are present in all vanilla dungeons (except darkest) as very rare encounters and are mixed with the local denizens. Particularly, the more elite vampires which by default are confined to the Court itself, can now show up in Veteran / Champion dungeons.

The Crimson Court regular missions will now also have certain undead units in their ranks. Bear that in mind when preparing for it. The scripted missions will now also have most of its composition line maxed out, with greater variety and a few subtle tweaks.

Crimson court enemies that show up during the infestation will now spawn alongside the creatures of that dungeon. You will no longer run into fights that are entirely composed of bloodsuckers. In most circumstances, this makes the fights much harder.

Farmstead and Shield Breaker enemies can spawn in all dungeons at very low chances. They will mingle with the dungeon's spawns in new positions and arrangements.

The elite units from the Darkest Dungeon can show up in Champion dungeons at a very low chance. If they do appear, they should only show up in more forgiving compositions.

< Compatibility >

Mods that add trinkets, heroes, dungeons, skins, rework of boss tactics or monster adjustments should be fine as this mod makes no direct changes to them.

Mods that adjust dungeon mashes are incompatible.
12 Comments
Huntsman Sep 24, 2022 @ 9:35am 
First enemy group on the old road, on Radiant difficulty, killed Dismas within two turns. This is just... not a well-balanced mod.
budderhydra Dec 7, 2021 @ 11:29pm 
do dungeon mashes include modded enemies?
Shay Mar 3, 2019 @ 2:30pm 
Is this compatible with the VIrulent Courtyard mod?
Seyren 'D' Windsor  [author] Aug 11, 2018 @ 5:52am 
Thanks, got that fixed.
NoirC Aug 11, 2018 @ 5:48am 
Got a debug message, in warren 3 mash, swine_reaver_B brigand_blood_B swinetaur_B combination is of size 5 which is too big.
Seyren 'D' Windsor  [author] Jul 2, 2018 @ 11:15pm 
Yeah, only the farmstead enemies have no audio if they spawn outside of the farmstead. I have been told it's not possible to fix without coming up with a new soundbank. The errors won't show though, unless you have the debug enabled.

I considered removing the farmstead enemies from vanilla dungeons but at the moment, since their spawn chance is miniscule (only a few formations exist for them at a much lower probablity than the rest of the compositions), I might leave them be.
Jatea Jul 2, 2018 @ 10:57pm 
Tried this out today, seems like a pretty good way to spice up the game without major additions.

Though, I encountered some errors when I went to the Ruins and found a comp of 2 webber spiders and a CoM Plowhorse - the Plowhorse made no sounds and I saw the errors of " FMOD: Could not find Event by id for event'event:/char/enemy/plowhorse_vo_hurt' " and so on for the other plowhorse's noises.

(I went to the actual Farmstead to see if another mod I had might've broken the CoM enemy sounds, but they work fine in the actual Farmstead - just at least not in the Ruins and probably elsewhere with CoM enemies)
Seyren 'D' Windsor  [author] Jul 2, 2018 @ 7:56pm 
I am not sure. If those mods make changes to default mashes, then it's obviously incompatible.

New monsters and minibosses usually don't modify existing mashes but add them in through conditional mashes. But best to check with the mod's author as well.
plouto777 Jul 2, 2018 @ 9:40am 
How does this interact with the scarlet ruins compositions?
Pelandes Jul 2, 2018 @ 8:05am 
Just one question. Mods that add new enemies, such as Army of Bones, House of Full of Piggies and Dreadnought Onslaught (or new bosses, such as Unleashing the Kraken or the four Mini Bosses created by A Slightly Startled Seal)... are those compatible with this mod? If they are, I'm getting this!