Darkest Dungeon®

Darkest Dungeon®

The Fixer - House of Piggies & Meat Boss
28 Comments
tac  [author] May 14, 2023 @ 11:31pm 
@Niccole I don't know if any DLC has been added since this mod's release. Assuming there wasn't, then yeah.
Dayglowpanda May 14, 2023 @ 10:26pm 
does this mod still function with the current dlc?
tac  [author] Dec 20, 2020 @ 3:29pm 
@Captain Trek Yeah, thanks for the advice. I'll update the information now.
Captain Trek Dec 20, 2020 @ 2:10pm 
Yeah, I didn't realise Meat was bundled in with this one. Thanks. You might want to change the name and mod description to reflect that. And remove the thing about the KCC incompatibility because, well, that's not actually a thing.
tac  [author] Dec 19, 2020 @ 3:28pm 
@Captain Trek Ahhhh okay. Yeah, I could have sworn I fixed that issue with this mod some time ago. Having the standalone miniboss mod might be causing it. Don't worry about the boss disappearing after you remove it though, this mod has that boss in it already.
Captain Trek Dec 18, 2020 @ 3:48am 
So I spoke with Koala, and she reckons the problem relates to the Meat miniboss, not House Full of Piggies. She also reckons she already fixed it and that I must be running and outdated version of KCC. So I've deleted and redownloaded KCC and I'll let you know if I get the bugged encounter again.
tac  [author] Dec 12, 2020 @ 1:09am 
Yeah, I'm convinced that this behavior may just be an incompatibility that may be due to an issue somewhere that shouldn't be having an issue in the first place. I put up a note about this incompatibility in the description.
Captain Trek Dec 11, 2020 @ 11:53pm 
Yeah, I just double-checked and there aren't even any KCC Warrens mashes that use the KCC pile. Only Weald mashes do.
Captain Trek Dec 11, 2020 @ 11:33pm 
Weirdly, I can't find anything in either mod that could be causing it. It was two of the KCC piles (as opposed to the HFoP piles, where are actual proper enemies rather than just weird corpses and HAVE been spawning as normal for me) and nothing else, but the closest thing to a mash that could produce something like that is this one:

fix_pile_A fix_pile_A swine_axetosser_A swine_hooker_A

Even if the game derped and spawned the KCC piles instead of the HFoP ones, you'd think the axe tosser and the hooker would still appear.
tac  [author] Dec 11, 2020 @ 12:51pm 
@Captain Trek Yeah, for some reason this mod doesn't seem to be working with KCC, which is what I'm guessing you have installed. In a vacuum it works fine, and I tried changing monster names to avoid compatibility issues, but it seems to persist.
Captain Trek Dec 11, 2020 @ 8:00am 
It seems sometimes in the Warrens you can get encounters that are just meat piles (corpses), and the battle ends instantly in your victory.
tac  [author] Oct 20, 2020 @ 5:25pm 
New update is live! Swine hashish got cleaned up a little bit to function as they were probably intended by ActionJack
tac  [author] Oct 20, 2020 @ 3:53pm 
Swine hashish are being looked at. They don't seem to be working properly in regards to stealth. They may see a full overhaul which will take some time.
tac  [author] Oct 15, 2020 @ 11:19pm 
@leon2356 I hope you enjoy the adjustments! I am sad that actionjack stopped updating them too, but hey, if he ever comes back, he has free labor that was done for him XD

If you run into troubles, let me know. Currently the only thing that I fixed that was causing crashing was mega skullet in army of bones, who I just removed entirely.
leon2356 Oct 15, 2020 @ 11:04pm 
@tacticalweapon1

Also Also Thanks for fixing this mods! they were some of the first mods i got for this game and i loved the enemies and trinkets they added. But after actionjack stopped updating them some of them started to crash my saves so i had to get rid of them.

Can't wait to play them again!
tac  [author] Oct 15, 2020 @ 11:03pm 
@leon2356 I actually just finished! As for the actual boss, not too much has changed (bear in mind, my personal experience with the cove monsters was lower than the other two mods). I did change the massive prot buff when a tentacle is summoned. It's gone now. I'm open to suggestions on how to tackle it. I'd wait until that mod is uploaded though, then we can talk there.
leon2356 Oct 15, 2020 @ 10:58pm 
@tacticalweapon1

Thanks!

Also do you have any plans to rework the kraken?
tac  [author] Oct 15, 2020 @ 10:53pm 
@leon2356 As in, only subscribe to this mod or the original.
tac  [author] Oct 15, 2020 @ 10:53pm 
@leon2356 No. In fact, I would choose one or the other.
leon2356 Oct 15, 2020 @ 10:48pm 
Do i need the original mod for this one to work?
tac  [author] Oct 15, 2020 @ 5:11pm 
Final update is live! I'm going to do some double check-style testing, but other than that, all major updates are done! I'll be in monitoring mode, as the description said, so if there's any more feedback you guys have, let me know!
tac  [author] Oct 15, 2020 @ 4:10pm 
Axe tosser is a marking demon now. Currently trying the "dancing" swine hooker idea. Also, to make sure that the hooker doesn't mess over any strategies, I gave swine berserkers a movement skill if they find themselves in the last rank. Testing all things at the moment. This will probably be the final update before I move on to the cove.

That doesn't mean I'm done here however! If you have any issues; a monster is too weak or too strong, let me know!
tac  [author] Oct 15, 2020 @ 3:17pm 
Current adjustments for the axe tosser are only in my test build atm.
tac  [author] Oct 15, 2020 @ 3:16pm 
Things are looking okay on my end. I started implementing more mark-based gameplay with the axe tosser.

Current plans:
1. Opening move is a mark attack.
2. All future attacks will relentlessly target the marked target with increased damage (numbers are 50% apprentice, 75% damage veteran, 100% damage champion)
3. If the little demon is still alive when the mark fades, the majority of the time, they will mark again.
tac  [author] Oct 15, 2020 @ 2:24pm 
New changes are out. I had to unsubscribe and resubscribe to see the changes though as a heads up to you guys.
Slackboy101 Oct 15, 2020 @ 2:00pm 
I was JUST bitching about how I wanted o fight the new enemies with no BS, thanks dude!
tac  [author] Oct 15, 2020 @ 1:56pm 
Ideas have been implemented in the test build. Doing some isolated testing to make sure they are operating as intended.


What is being changed:

1. Swine zerker dmg buff from a riposte lasts one turn. Also the buff from the riposte no longer applies a speed buff (doesn't make sense with the duration being one turn).
2. Apprentice swine hashish do not start in stealth.
3. Pig poles had a slight duration change on their self prot buff. (reduced to 3 rounds).
4. Axe tosser's squeal no longer apply a dmg buff to the swine's party.
5. Swine Princess' damage buff has been lowered in duration and in effect.


That is all for now. The new update will go live if I don't find anything weird. Expect more comments as more ideas come up (I have two ideas that will slightly overhaul two of the enemies).
tac  [author] Oct 15, 2020 @ 2:25am 
Already have some additional ideas: 1. The dmg buff when a swine zerker hits you lasts exactly one turn. I feel like it not only fits balance, but the idea a bit better (after one hard hit, the zerker calms a bit). Also, the dmg buff from the axe tossers' squeal is getting removed. Apparently it is the swine princess' ability to do that, and axe tossers don't come off as team buffers, so that is my reasoning for that. The princess' buff might get nerfed in duration as well. Those are my ideas atm, they will be implemented sometime later. It is getting late over here.