Darkest Dungeon®

Darkest Dungeon®

The Mountain - Updated Version
251 Comments
Nitsah 13 hours ago 
You can with a ini editor (i don't know if changing the quest to a earlier one will break it) go into SteamLibrary\steamapps\workshop\content\262060\2279458041\shared\quirk and in mountain_frostbite.quirk_library and search for "can_remove_with_camping_skill" : false,

and set them all to "can_remove_with_camping_skill" : true, this should in theory allow camp skills and the cure root to remove
Chicken Jacques-ey Oct 11 @ 9:43pm 
The shivering should be allowed to be cured via sanitarium without having to kill a champion boss to save my characters :( just make it cost more or something. Lost my dude with so much cause fking frostbite killed him. Guess it's a learning experience but I'm still mad grrrrrrrrr.
Jack-Be-Lethal Sep 29 @ 5:59pm 
@EisernerHans You have to defeat one of the region bosses to get an item that WILL remove the Shivering disease from a single character.
Of course, after defeating the Champion difficulty ones, Shivering can just be removed via disease treatment.
EisernerHans Aug 27 @ 1:33pm 
Hi does anyone know how to cure the Shivering desease? ty in advance
Tears Aug 9 @ 1:51am 
你妈没了
LadyKara Aug 1 @ 4:12pm 
I would offer my hand at trying to help with an art revamp, as the... not bad, but not as good as the official creature skins... looking enemies, and the "Wendigo" being very inaccurate to the actual mythical wendigo are literally half of the changes I would make...
But um, I'm not a *great* artist, and I have no idea how to make a drawing into a skin for a game or anything like that. 😔
HKR31 Apr 29 @ 3:04am 
@Grim_Reaper I see
Even without the art revamp the mod is still very good
I had a ton of fun with it
Thanks
Grim_Reaper  [author] Apr 24 @ 6:31pm 
@HKR31 Sadly no plans for any art changes, I'm just not artistically talented and most of the assets come from the original were the artists where just community volunteers. Many mods nowadays commission artists, but this is a passion project for me, and not something I'd be willing to sink any money into.
HKR31 Apr 24 @ 3:57am 
I actually enjoyed the difficulty
I have played the dlcs and other expansion mods and i don't believe this is too difficult
My request would be to not nerf the difficulty by too much
My only complaint from this mod is the art
Any plans for art revamp?
Grim_Reaper  [author] Apr 9 @ 1:59pm 
@crazy sexy cool I totally understand what you mean, from the original mountain mod, shivering has been nerfed a lot, but perhaps it's time to lower the infection chance and negative effects even more. The boss dropping only 1 cure is a big oversight and I will update the boss drops to be more, 4-6 instead of the one (So you can cure the full party and sometimes some extra heroes). Same for the miniboss drops.

Also, I understand that the time limit is harsh which is why the shivering progresses very slowly if the hero stays in the hamlet for example. You really only have to worry about the progression while your heroes are on a quest.

I'm not sure about adding positives because it's really more meant to be a disease like Rabies then a "Curse" like CC. But I'm open to ideas about small upsides maybe, like how some stages of CC have buffs and debuffs.
Gideon Tenpenny Apr 9 @ 3:32am 
finally, they can use the warmstones (that you must go to the mountain to get, resulting in more disease,) to keep alive. but this doesnt remove the disease or give temporary benefits like the curse does. shivers are much more severe than the curse as a whole. the disease also seems more common than the curse as a whole, while fighting the wendigo his single ice breath move applied it to all four of my units.

again not trying to sound mean or evil. i admire the work put into any mod, but this one needs a lot a lot a lot of work it seems unlikely to get.

if you didn't have fun running through the mountain, it can be uninstalled at any time, which will remove the disease with no issues or casualties.
Gideon Tenpenny Apr 9 @ 3:16am 
the disease is even worse because unlike crimson court bosses it doesnt automatically cure all your units after beating a boss. AND the boss can only cure shiver for ONE unit. so if you have more than 1 unit afflicted, you must beat ALL SIX bosses WHILE ON A TIME LIMIT. units can die of this disease and this disease has multiple stages that get worse over time.
i was like "ok let me go fight the wendigo first boss" and ended up with 4 units shivering and ONE cure. no blood to prevent them from dying, nothing.
i wanted to be objective and thankful for the work on this mod, but the unfun aspects make the bad art assets even more apparent. unfun area with eyesore enemies and curios? whats even the point?
Gideon Tenpenny Apr 8 @ 11:24pm 
the fact your units can straight die of the disease is insane. i went to the mountain once and it was so much harder than the other areas i didnt want to go back, only to find out one of my guys is just gonna roll over and die soon lmao

as one of the comments below said, awesome mod but the disease is terribly unbalanced. the hard enemies are one thing but the disease is just crazy.

the crimson curse at least has benefits, you can build a supply of blood too, but i have absolutely no idea what can stop the shivering, meaning my unit will die unless i somehow get all the way to the boss before he does.
Goober Apr 2 @ 4:09pm 
also why is the tribal caller built like that
Goober Apr 2 @ 4:06pm 
dude who balanced this
Spider-Punk Mar 16 @ 10:45am 
I completely agree with what Dream said before me: having a disease you can't cure unless you complete all stages of the quest is a bit too harsh. I acquire enough unusable characters in the base game, thanks very much.
ydx6 Mar 16 @ 5:08am 
Can this mod be added during the game?
Dream Feb 19 @ 3:20pm 
the only thing I dont like is the shivering Disease. Every other part of the mod is awesome. But once a hero gets the disease they are pretty much unusable. skipping turns, losing speed and stressing out other party members is so devastating that i wont even bring them on a mission. Whereas the Crimson curse is a very manageable disease that even buffs you when you drink blood. id suggest either tweak the disease, make it removable in the sanitarium, or have cures spawn as rare loot in the mountain.
The Great Garrus Nov 26, 2024 @ 10:31pm 
sweet thanks a lot, i like the mod
Grim_Reaper  [author] Nov 25, 2024 @ 8:13pm 
@The Great Garrus The cure is dropped from the mountain bosses, and after beat all 6 of them (2 for each of the 3 levels) Shivering will be curable like any normal disease.
The Great Garrus Nov 24, 2024 @ 6:51pm 
will there be a cure for the shivering set of afflictions or even a cure questline
amon Nov 16, 2024 @ 3:05pm 
Getting this with no other mods enabled, All DLC enabled and disabled its the same result

Assert Failed:

(SpriteLibrary::Instance( ).GetSpriteIdName (string_hash(pActivateClass -> m_curioGraphicName.e)) !=nullptr)

LoadTypes in quest_class.cpp line 1343

Couldn't find quest activate curio heatstone_curio. Make sure this exists in the second column of curio_props.csv file
a upside down sudoku of death Nov 8, 2024 @ 8:39am 
is there any strategy for the wendigo boss as elite? It feels really cheap when he spams the roar twice and gets 54 hp right back
Grim_Reaper  [author] Oct 13, 2024 @ 6:49pm 
@Broly The Legendary Super Saiyan They should.
Broly The Legendary Super Saiyan Oct 12, 2024 @ 6:45am 
Do hero's in the hamlet take warmstones automaticly if they are on the last stage of shivering ? like how hero's take crimson blood from storage if they are about to die
Bryggel Jul 27, 2024 @ 9:01am 
great idea but like others users below already said, we really need an art revamp lol
Tsunami Wolf Jul 3, 2024 @ 4:52am 
is there a plan to contact a proper DD artists like S-Purple to get some proper assets for the particularly egregious enemies like the bear?
Joe Jun 26, 2024 @ 8:25pm 
Why Wendigo's heart doesn't work on multi-pos attacks like it suppose to?
Struthio Jun 26, 2024 @ 11:33am 
hell :( aight thanks
Grim_Reaper  [author] Jun 25, 2024 @ 12:48pm 
@Deputy Stinky Yes, but whichever mod is on top will override the music
Struthio Jun 23, 2024 @ 8:12am 
very cool mod, just needs a bit of fine tuning. Usable with vermintide?
Rincewind May 10, 2024 @ 1:36pm 
https://pastebin.com/H4UkS0Fn
Ok here we go, i also translated some new untranslated strings
now it doesn't show any errors with Eng and Rus xml files
Cathelia Samicora May 6, 2024 @ 9:57pm 
@Grim_Reaper
Thank you for the update!
Grim_Reaper  [author] May 6, 2024 @ 9:33pm 
@Cathelia Samicora Thank you for bring this to my attention, the Mountain will now use 1007~1009 instead.
Cathelia Samicora May 4, 2024 @ 12:44am 
@Grim_Reaper
The other plan is to change your 70~72 to 1007~1009, or change them to 2011~2013. According to Redhook's Glossary Retrieve Algorithm, since Redhook has used vanilla glossary numbers on 1001~1006 and 2001~2010, pick your new glossary numbers on 1007~1009 or 2011~2013 will surely to be visible by players even when there aren't any other mods using glossary, and players don't need my "Glossary Compatibility Fix" to see them too.
Please give me feedback if you have decide which new numbers to use.
Cathelia Samicora May 4, 2024 @ 12:42am 
@Grim_Reaper
Here I have two plan about this compatibility change for you:
One is to change your 70~72 to 104~106, as "Scarlet Ruins" already uses 63~97 (and it needs to switch its 61~62 to 98~99 in order to avoid conflict with Redhook vanilla numbers in 1~62) and the hero mod Voivode has already used 101~103. BUT according to Redhook's Glossary Retrieve Algorithm, if player don's install "Scarlet Ruins", your 104~106 will not be able to be seen by player, thus you have to tell players install my "Glossary Compatibility Fix", which might be inconvenient.
Cathelia Samicora May 4, 2024 @ 12:41am 
@Grim_Reaper
Greetings, sorry to disturb you. I have been planning a "Glossary Compatibility Fix" (https://steamcommunity.com/sharedfiles/filedetails/?id=3237616160) , and during this process I found that the glossary number used in your mod "The Mountain - Updated Version" are 70~72, but number 70~72 have already been used by another mod "Scarlet Ruins", so here I suggest you change the glossary term number 70~72 to some other numbers, in order to avoid glossary conflict.
Яндекс.Warhammer Apr 14, 2024 @ 5:37am 
Abbadoned?
Its_Noncontagious Apr 12, 2024 @ 4:26pm 
Is there any explanation on the crash only happens on high level mountain dungeons?
(got lots of mods, might be the reason. But it is just weird when it doesnt crash on level 1 dungeon )
шизопостинг Jan 16, 2024 @ 12:36am 
Okay, nevermind, I have uninstalled this mod. It was fun to explore for a while but then it became disappointing. It for sure needs strong visual overhaul. Summonable Wendigo is disapponting as it is almost the same as plot quest one. Tribal Chieftain boss is utter disappointment too. Although enemies are cool gameplay-wise, their sprites suck. Mod is good but it is too outdated and poorly-made.
Grim_Reaper  [author] Jan 4, 2024 @ 1:02pm 
@GetOnTheXnoxShinji Yes it is safe. If you remove it when you are at the hamlet you will lose all quirks, diseases and trinkets that come from this Mod but there will be nothing that breaks your save file.
Gaist Heidegger Jan 3, 2024 @ 11:46am 
It should be safe to uninstall mid-playthrough if you're back at the hamlet / not at a mountain location. It doesn't have roaming bosses or the like. That'll inherently remove its quirks / disease / trinkets etc. from your estate.
GetOnTheXboxShinji Dec 28, 2023 @ 11:50pm 
Can someone kindly remind me if this mod is safe to uninstall mid play through? Not mid mission or anything if I were to sit idle in the hamlet could I uninstall it and keep my file playable? I don't care about losing items or quirks or anything because is mods genuinely ruined my day lol. A simple yes or no would be amazing.
Butt Sheriff Dec 1, 2023 @ 5:21am 
Is this safe to use in a Save with SS and Vermintide (And manor) already? I do want to use it, so i want to know if theyre compatible
Oranch Nov 20, 2023 @ 5:13pm 
theres gotta be a better way to deal with shivering, or at least a way to delay its progression and know when to delay. my only problem is shivering it puts that hero basically out of comission once it goes high enough. its basically a deathblow on a hero but once it happens the hero is alive but basically dead weight. the speed debuff and chance to miss turns just make it unfun since the only way to heal it. is to beat the dungeon, the difference between this and crimson curse. is that you can get positives from crimson curse its just and extra step in planning and inventory space
NaughtyZeus Nov 1, 2023 @ 11:30pm 
Take away that shiviring ♥♥♥♥♥♥♥♥ and this dungeon could be something very cool.
Grim_Reaper  [author] Oct 21, 2023 @ 12:29pm 
@DutchPyro @solvius90 Finding the Mountains Heart will cure Shivering. And after beating the 2nd champion level mountain boss, the Shivering will be cureable in the sanatarium
solvius90 Oct 20, 2023 @ 3:36am 
I'm agreed with previous post - sprites are ♥♥♥♥. But other work was done at a good level.
By the way, how do you remove shivering?
DutchPyro Oct 18, 2023 @ 3:34pm 
does anybody know how to get rid of shivering or is it permenant and i should just let my character die?
шизопостинг Aug 26, 2023 @ 8:16am 
This mod is drawn very poorly. That trap sprite is hurting my eyes. :steamthumbsdown:
Summonable boss is the same boss as Wendigo.
Enemy balancing is questionable (boars and bears are pushover)
However, this mod has some very unique gameplay! Vendigo is good and balanced boss, and Shivering+warmstone is altering gameplay significantly due to fact that you're guaranteed to get at least 1 Shivering while doing your quest.
I haven't explored this mod fully, but it is very enjoyable. :steamthumbsup: