Darkest Dungeon®

Darkest Dungeon®

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Regional Enemies
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General: Monsters
Tags: Mashes
File Size
Posted
Updated
335.858 KB
Sep 8 @ 10:11pm
Sep 18 @ 7:39am
2 Change Notes ( view )

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Regional Enemies

Description
Regional Acolytes
Each region in Darkest Dungeon has enemies endemic to the region. The Cove shelters all manner of the abominable fish folk. The Warrens are the hunting grounds for the swine, half human half pig aberrations. The weald is a graveyard where life continues at its most decayed, as a puppet to the fungal plague.

And then we have common enemies that look exactly the same no matter where they spawn. We all understand Red Hook was a small studio trying to meet deadlines on a tight budget. They did amazing. But after almost 10 years and thousands of mods, it's time to revisit these common enemies.

The aim of this mod it add more enemy variety in a way that is both logical and lore-friendly. Common enemies will still be recognizable, but they will each display traits that reflect their biome.

Among these common enemies, we find:
  • Cultist Acolytes (done)
  • Cultist Brawlers (done)
  • Skeleton Rabble (done)
  • Spiders (planned)
  • Maggots (planned)
  • Brigands (JUST RELEASED!)
  • Madmen (in-progress.) - An excellent custom madman already exists for Warrens
  • Ghoul


Installation
This mod needs to be placed ABOVE ALL enemy mods. I will release patches for enemies made by other authors if needed that will supersede this.

This mod is a hard requirement for all and any of my Regional Enemies mods. Due to the way that common enemies are handled, I have to edit vanilla mashes for each common enemy type. For the sake of my sanity, they will be centralized here and updated here as I release new enemies.

Compatibility

This mod will work with all monster enemy packs out-of-the-box in the sense that there shouldn't be any crashes. Most monster mods use their own mashes, and my regional enemies edit vanilla mashes.

If a monster pack ads back common enemies, then you will get my variants plus the original common enemy from vanilla. In order to ensure ONLY my variants are always available and that they replace common enemies even reintroduced by another monster mod, then patches must be made.

A note on Mash Mixers and Mash Randomizers.

Mash mixers only work with mods that the author decided to consolidate into a vast mash to override all other mashes, which get blanked out. It's an approach that is HIGHLY incompatible with monsters mods not included in their mix, or that are released after that mash mix was done.

You can try to place my "Regional Enemies" above the mash mixer, but I can't guarantee that it will work.

(I frankly don't see a point to a mash mixer if you intend to run enemy mods not included in the mix. That defeats the whole point of having the mash mixer in the first place. You can either ditch the mash mixer, or ask the author to include the mods you want such as this.)

Legal Disclaimer
"Regional Enemies" is not an official Red Hook Studios product or product modification, and Red Hook Studios Inc. is not responsible in any way for changes or damages that may result from using the mod. Furthermore, “Darkest Dungeon” and the Darkest Dungeon logo are trademarks of Red Hook Studios Inc. All content in the game is Copyright Red Hook Studios Inc. All rights reserved.

28 Comments
neIVIesis  [author] Sep 29 @ 7:51am 
Above all enemies then my patches above it. Most enemy packs have their own mashes that don't conflict with this, but still, just to be safe place this above.
Bryggel Sep 29 @ 7:28am 
when you mean above all enemy mods, is it about yours or all mods that add enemies?
neIVIesis  [author] Sep 27 @ 3:59pm 
@The Big Large Once I release the regional spiders, this mod gets updated with those mashes. As this mod gets automatically updated when you lunch Steam, assuming you don't install the new spiders, then yes, you'll have missing "vanilla" spiders that were supposed to be swapped with my regional variants. YOu won't have a ctd, but you'll get a warning in-game and load into a mash short of spider monsters.

My regional enemies will always, however, leave the vanilla version of an enemy as native to one dungeon. In the case of spiders, that would be the ruins.

This is the reason I recommend all enemies to be downloaded, even if you do get the option of picking and choosing. Ultimately, I might consolidate them all into a single mod once all variants are done, at which point it's an all or nothing like any monster pack.
The Big Large Sep 27 @ 3:08pm 
Might be a dumb question but when the author releases a new mod, for example spiders, would the vanilla mash for spiders be slightly broken until we either remember to install it or edit files to fix it?
CLens Sep 23 @ 5:07am 
@Lovecraft
You can either delete the lines containing the regional cultists from the mash files or replace "warren", "cove" and "weald" with "cultist" in the files, like changing "warren_witch_A" to "cultist_witch_A". That works quite well even if it is a bit of a hassle.
Otherwise you might occasionally get a very scary error message when the game tries to spawn an enemy team containing enemies that don't exist.
neIVIesis  [author] Sep 18 @ 7:39am 
Mod updated to include support for "Regional Brigands".
neIVIesis  [author] Sep 15 @ 5:23pm 
@lovecraft Vanilla cultists and rabble are still found in the Ruins. And yes, it is safe to only install the monsters you want. You won't get crashes or anything like but. BUT, your mashes might be a monster short once in a while from whatever variants you didn't install. This is the reason I recommend all.

Keep in mind, with other monster packs you don't get a choice. They give you the wheat with the chaff.
Lovecraft Sep 15 @ 5:13pm 
It's safe to add one of the monster mods while ignoring the others? I like the skeletons, but also vanilla cultist consistency.

Also any plans for DLC variations? Crystalline common monsters in the farmstead :steamhearteyes:
neIVIesis  [author] Sep 15 @ 5:38am 
Brigands reside in the Weald, so new Ruins variant will be introduced. Common enemies, which is the scope of this series, are not really present in Farmstead or Courtyard (save for maggots and spiders and those someone already did).

With that said, I have some cool ideas for new enemies for Courtyard and Farmstead, but it would be a separate mod if I get around to them.
PhantomFiend Sep 14 @ 11:52pm 
One more thing: are there plans to introduce enemies based Ruins, Farmstead Plus, and Courtyard Plus?