Darkest Dungeon®

Darkest Dungeon®

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Roaming Cultists
   
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General: Monsters
File Size
Posted
Updated
1.693 MB
Jul 22, 2018 @ 6:55pm
Nov 9, 2020 @ 11:20am
18 Change Notes ( view )
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Roaming Cultists

In 1 collection by Chogex
Cho's Mods
14 items
Description
NOTE:
This mod requires you to run the game within the beta branch and the launch option "-disable_monster_preloading". Using this launch option may cause the game to stutter for a second whenever a battle is about to begin, but completely prevents ctds and whiteboxes, which were common with this mod before the update.

To opt into the beta, right click darkest dungeon in your library, select "properties" and then the "beta" tab. Then simply select the "coming_in_hot" branch from the slider.

To set the launch option, right click darkest dungeon in your library and select "properties" again. Under the "general" tab, click the "set launch options" button and then write "-disable_monster_preloading" (without the quotes), click "ok" and you're set.

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Groups of shrouded cultists have been sighted in the regions surrounding the Hamlet. Those who've gotten close enough to see what they were up to, have reported sightings of abhorrent eldritch summoning rituals...

Requires both the Crimson Court and Color of Madness DLCs

Description

Roaming Cultists adds a new roaming encounter to Darkest Dungeon. The encounter is completely dismissable, as the cultists boast a healthy 1 HP each and simply killing them will let you avoid all possible harm. However, for those that crave the void, the first round should be spent observing the cultists, as they engage in a summoning ritual.

The Roaming encounter (which is guaranteed in the region they're roaming) is a ritual summoning, which allows you to replay any boss fight in Darkest Dungeon. Only 1 of the Cultists needs to survive to complete the summoning at the very end of the first round.

The Cultists will summon a random boss if left alone for the first round, killing themselves in the process.
To summon the boss you wish to fight, just equip the trinket associated with that boss!
E.g. if you've equipped a head trinket from the Collector, the Cultists will summon Collector for you to fight. A full list of trinkets that can be used for boss summoning can be found below.
For this purpose I have created 4 new trinkets. These are used to summon the Crocodillian and 3 of the Darkest Dungeon bosses.

The bosses will all drop their usual loot, which means that you can farm certain bosses somewhat easier, if you so wish.

Bosses on the random summon list include:
Mini-Bosses:
Collector
Shambler
Bosses:
Siren
Drowned Crew
Necromancer
Prophet
Swine Prince
Flesh
Hag
Brigand Pounder


Trinkets used for boss summons

I've hidden the trinkets inside spoilers, in case some people might want to discover which trinkets summons which bosses by themselves. If you wish to see how to summon a specific boss, just hover over the blacked out text! Bosses not mentioned individually are explained in the "Most Bosses" section.

Most Bosses:
Any boss that has a trophy trinket, can be summoned by equipping that trinket.
Example: If you wanted to summon Necromancer, you'd have one of your heroes equipped with Necromancer's Collar.


Mini-Bosses:
Collector Any of the 3 head trinkets
Shambler Any of the 5 Ancestral trinkets dropped by Shambler; Ancestor's Bottle, Candle, Map, Scroll or Tentacle Idol
Fanatic Pagan Talisman
Crocodillian Bulrush - Trophy for the new apprentice boss quest.

Bosses
The Garden Guardian Sculptor's Tools
The Miller Mildred's Locket
The Sleeper Comet's Lens

Uninstallation
Due to how roaming bosses were implemented in CoM, simply disabling this mod from your save file will not allow you to play on that save without this mod. The game will still look for the roaming id on the embarking screen if a quest had the id before disabling the mod. As such, I have created Roaming Cultist Removal mod, which will work as a placebo for the game and keep an ineffective version of the roaming id alive. If you wish to get rid of this mod on your savefile, replace this mod with that mod and then follow the instructions written in the description of Roaming Cultist Removal.

TL;DR:
Replace this mod with Roaming Cultist Removal on your save file and then follow the instructions on that mod's page to get rid of any and all traces of this mod.

Credits
Huge thank you to Anonymous Koala for drawing the defense sprite of the cultist.
Color edits, trinket "art" & code by yours truly.
57 Comments
Bog Feb 28 @ 9:31am 
funny
Khaled Jul 27, 2023 @ 1:45pm 
Mod does not need beta (at least for me)
VörðrNíðhöggr Oct 30, 2022 @ 12:10pm 
Is the beta mode still needed for this mod to work?
Raxus Apr 5, 2020 @ 8:59pm 
Protip, if you want to get rid of this mod without using the placebo mod, download the darkest dungeon save editor, go to persist campaign mash, and remove the parts NOT associated with the thing. Worked for me
Kope Apr 2, 2019 @ 8:33am 
Will this now work with the recent beta patch opt in?
diziothevoice Nov 7, 2018 @ 2:31am 
Very good mechanics!
As said it could crash with a lot of mods... but interesting mod.
It could be a good idea to farm bosses on the early game with this mod, than deactivating it, and add some more mods on the late game ^^
Ubersberg Oct 23, 2018 @ 6:19am 
This sounds awesome! Nice to hear that you're back modding Darkest Dungeon, your mods are really high quality. ^^
Chogex  [author] Oct 22, 2018 @ 4:15pm 
I am currently working on a new mod. It will be a brigand incursion like quest, but it will only have a single fight, where you fight waves of enemies from the different regions. Each wave is handcrafted with unique synergies and interactions between the monsters. Not only that, but there are multiple variations to each wave, which means that each playthrough of the boss is going to be unique. The short version of the lore is that a portal to another reality opens up within your hamlet and you will have to fend off these invaders to close the portal.

The mod is currently nearly finished when it comes to the fight itself and is currently being play tested by anyone willing (I still need to do 3 variations for a champion wave). Things left to be done include rewards, town event art, overall polish, rewriting most of the monster names/lore tidbits and adding sounds to all the attacks.
Chogex  [author] Oct 22, 2018 @ 4:13pm 
I won't really be updating my older mods much, only fixing any bugs etc. that might still exist.
Ubersberg Oct 22, 2018 @ 3:33pm 
Ok, thanks for the help and just out of curiosity, are back developing mods ore updating your old ones?