Darkest Dungeon®

Darkest Dungeon®

Heroic Mode
26 Comments
Milutin Vasic Mar 13 @ 10:54am 
As the people say, reynauld's heal and ispiring cry have no tooltips. Otherwise, no issues so far. Good mod
silas Jun 10, 2023 @ 2:40am 
Amazing mod so far doing a nuzlock on it its really fucking hard and fun each boss is a extremely
hard challenge shuffling horror is soon hope i dont wipe my party:yawp::stress:
Alurak  [author] Jun 25, 2020 @ 4:25am 
Shrieker's quest should appear as in the base game: as long as there are trinkets missing, you have the chance of taking the quest (unless it was the quest where you get unique trinkets). As for reynauld's heal, I guess it might have something to do with incompatibility or something. Some other people mentioned the issue, but I play with the mod myself and the skill works as I intended.
Sweet Bublex Jun 23, 2020 @ 3:54am 
And reynald's heal now do nothing.
Alurak  [author] Feb 21, 2020 @ 5:42pm 
Ok, sorry for that, I think I might have looked at the wrong folder. Folder 262060 is Darkest Dungeon's steam id, and inside it, you will find all mods by its id. You can either look for the mod id (I think it is this webpage URL (1487167265)), or you can try to search for "Heroic Mode", since that will find some files within that folder.

Hope that solves it, enjoy your time playing.
MadBobby7351 Feb 20, 2020 @ 3:49pm 
I tried your method and im sure it works but the only problem i ran in to stopping me from trying it is that the 1613609178 folder was not present in the previous numbers folder. Thank you very much for the help so far and hope i can fix this
Alurak  [author] Feb 18, 2020 @ 6:09am 
PS: This would have to be done after every update of the mod, but I don't plan on updating it (if I do, it will be on a separate one).
Alurak  [author] Feb 18, 2020 @ 6:07am 
Thanks @Madbobby7351, I'm glad you like it. Since I don't really know what might be causing the crusader not to work (can't reproduce it on my end), here's a workaround that should cancel crusader changes:

Go to your Steam directory, and once there navigate to
"steamapps\workshop\content\262060\1613609178\heroes" and delete the crusader folder.

That should revert changes so that the game uses the vanilla crusader, so you can play with the rest of the mod intact. I have also uploaded a separated version for those changes, they might happen to work separately.

The only reason I can think of for that problem, is that the game is trying to use another file of the base.effects other than my mod's, either vanilla or another mod.

I hope that workaround helps, let me know if it does.

Cheers

MadBobby7351 Feb 17, 2020 @ 9:01pm 
Fantastic mod, love being able to have the xtra character customisation with more trinkets while not making the game too easy but there is one problem im having. I have no mods on that alter the characters skills but yet even when i put the mod in top priority the crusaders 2 healing abilities are all blank slates with no effects. I want to use this mod, i really do but the crusader is my second most loved hero of all of them and i need his inpiring cry move working. Please let me know how i can fix this if its something im doing wrong or look back over your tweeks to the crusaders moves. THANK YOU!
Brazi' Nov 15, 2018 @ 9:49pm 
Ty for your answer :)
Alurak  [author] Nov 7, 2018 @ 11:10am 
PS: IT IS NOT supposed to be played on max difficuly, it is designed around Darkest. In the description I mention I made it as an alternative harcore mode without game over conditions.
Alurak  [author] Nov 7, 2018 @ 11:08am 
Well, I've been playtesting recently and you are not the only one to mention it. Yes, it seems that dodge is a problem in early, I will look into lowering it. I suppose I didn't take into account the low base accuracy heroes have at the begining.
Brazi' Nov 7, 2018 @ 10:15am 
Hey, is this supposed to be played on max difficulty?
Also, early game is ruined by enemies' dodge chance immo, seriously they dodge way too often, which is ruining the fun. Pretty sure you tweaked something the wrong way here, i could be just unlucky, but it's consistent in every battle. The early game is already hard enough imo, having all buildings unlocked and lowering the dodge chance is what could make this mod times better.
Enjoy
Kinkymuffin Sep 25, 2018 @ 7:03pm 
I'm happy to help you if you want. I'm not a modder, but I know how to edit buffs, effects, heroes, trinkets etc.

Anything that can be opened in Notepad++ I can edit. If I can be of use let me know.
Alurak  [author] Sep 25, 2018 @ 11:39am 
Thank you for the feedback! You seem to be the exact kind of player for which I decided to publish the mod for ^^.
Some quick notes:

> I'm preparing a new patch, in which I will nerf some monsters (my hand slipped way to much on Swine Skiver's damage among others) and add brand new abilities for some.

> Monster surprise chance (surprising them) is already lowered. I had the same thing in mind about having more slots for trinkets that increse surprise chance. However, as monsters in later levels become stronger, you are actually expected to fill those slots with combat-related trinkets, otherwise, while being able to surprise monsters a lot, you would perform quite poorly in combat.

> Dodge would probably be a good thing to tweak by reducing the chances on lower levels and rising it on higher levels, as a ACC check for heroes (you are expected to have more trinkets and better quirks).


[Part 1]
Alurak  [author] Sep 25, 2018 @ 11:38am 
> Since I can't actually invest much effort on modding, I don't have plans to include new monsters, art or complex scripts. However, as I'm getting used to messing around with monster data, expect to see something more than just tweaking numbers. I might consider adding contributors if any happen to be interested.

> There are no changes to drop rates, anything unsual may have originated from recent official patches.

Right now I'm a bit short on time, but eventually I'll be releasing updates. And again, thank you for the feedback.

[Part 2]
Kinkymuffin Sep 24, 2018 @ 6:14pm 
- Consider opening all buildings straight away. It can be very rng if you get bad starting spells, and this version is so punishing that it may mean you almost definitely need to restart.

This is all I can think of so far. I'll keep playing and provide more feedback.

If you want to make it eaier to communicate add me as a friend.

Great work so far, really digging the difficulty.

P.S Those god damn spiders with reposte are brutal.

Part 3
Kinkymuffin Sep 24, 2018 @ 6:14pm 
- I think (if possible) monster surprise chance should be lowered. Surprising the enemy is incredibly strong and reducing this chance makes the game harder in a good way. Especially since 4 trinkets slots means stacking mons surprise is not that hard.


- Some of the monsters have very high dodge for level 1 dungeons. I think this could be reduced. Constantly missing is not a fun mechanic, and a (in my op) bad way to enforce harder difficulty. Perhaps lowering some of the high dodge on the monsters at low levels, and increase their health instead. It still takes as long to kill them, but the player feels more enjoyment because hitting is satisfying and missing (especially a lot) is quite frustrating.



Part 2
Kinkymuffin Sep 24, 2018 @ 6:14pm 
I've had a chance to play for a good few hours, thought I'd give you my initial thoughts. These are just my opinions, I am not a game developer and I could be completely wrong. (I'm playing on Bloodmoon)

- First off, I love the difficulty at the beginning of the game. It's pretty savage. The monsters hit hard, crits are especially punishing, and they seem quite tanky. I struggled to not struggle for a good 10 or so missions. Narrowly completeing each one, retreating from I believe two.

- Monster variety seems nice so far. Need to see more to say more.

- I noticed a very low drop rate of gear, is this intentional? Or am I unlucky. I think it's good though, it makes it really feel like your scraping for anything.

- Bone Arbelests / Archers in Ruins seem to have a maybe slightly too high crit chance and / or damage at low levels. Meles are hitting for 7-10, and they hit for 12+ and the crits up to 20~. Consider lowering their crit chance or damage slightly?

Part 1
Kinkymuffin Sep 23, 2018 @ 7:34pm 
Sorry took me longer than expected to get round to this. I'm starting now, will give you some feedback soon
Alurak  [author] Sep 8, 2018 @ 2:34pm 
Nope, it doesn't. It's actually inconsistent regarding some trinket effects. Might consider alter those trinkets on a new patch or just move the class changes into another mod.
LtHoneybun Sep 8, 2018 @ 2:18pm 
Does Crusader's inspiring cry not heal stress anymore?
Alurak  [author] Sep 8, 2018 @ 1:11pm 
Yes, just the Crusader and the Arbalest. If you are playing with other class tweaks, just put that above this mod on the priority list and should work fine.
Eleongo Sep 8, 2018 @ 7:12am 
Do you only reworked 2 heroes? I am planning to play it with other class tweak mod
Alurak  [author] Aug 28, 2018 @ 11:47am 
Awesome, it would be quite helpful, considering that I haven't been able to test end game content among other things :P
Kinkymuffin Aug 27, 2018 @ 7:32pm 
Love the idea. I've been playing PBD mod for sometime, on Sygian difficulty.

I will try your mod out and give feedback. Give me a couple of days I'll report back here.