The game makes inventory management a bit more complicated, making it doubly important to ensure you have enough slots to pick items up. Well this mod simply tweaks stack values in your inventory, making it so that a stack of any sellable item will be more valuable than one full stack of gold. Cool video game crossovers are always interesting though. And modding has made it possible with Darkest Dungeon. Modder Willydamn has pitched in as well, this time bringing Bloodborne to the world of Darkest Dungeon.
His mod reskins the Highwayman with that of the Hunter from Bloodborne, having him wield a gun in one hand and a blade in the other, just like the original. Another major feature of the class is that every 25 points of stress you gain above , increases his damage.
Which should make for some interesting strategic decisions. It all adds to the atmosphere in the game, and it all works really. It could have a huge impact on how tedious things might feel. There are only a number of different dungeons you go through across a playthrough.
This next mod adds 3 new backgrounds to all vanilla dungeons, which is great for adding some variety to the environments you see so often in the game. And True Heroes is the best way to avoid leaving things to luck. This is accomplished through a variety of tweaks to rebalance everything from hero stats, improved healing skills, and stat increases between levels. For the more advanced Darkest Dungeon players, exploring new classes is always a fun way to keep the game interesting.
There are tons to choose from, but maintaining a balanced roster is especially important if you want to build a successful team. And the Cataphract Class Mod works great for that. Try it out and see what you think! Current visibility: Hidden. This item will only be visible to you, admins, and anyone marked as a creator.
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Description Discussions Comments. Add to Collection. This item has been added to your Favorites. A collection of 54 items created by. Kroxigor Kwail. Marvin Seo. Frugi Lentesco. Balgin Stondraeg. All working class mods that work with crimson court dlc from most popular to most recent. Items Vamp - New Class Mod. Created by ActionJack. Created by Baron. He is inspired by the Final Fantasy series and uses ranged magic to inflict damage on groups of enemies.
Although his magic is strong, with such power comes heavy burdens This mod adds the custom class Red Mage to Darkest Dungeon. She is a hyrbid of the black, white, and time mages with an addition of her own mix of affliction damage and support Pit Fighter - Class Mod.
Assassin Class Mod. Good Girl - Class Mod. The Vampire. Created by Spyboy. Suck the blood of your ennemies and heal your team members by The maggot class. Created by trelian5.
This mod turns the maggot enemy into a hero. He's probably not very balanced, but he's cute to me and proves that you can make enemies into heroes!
Note: Being what he is, he's a little glitchy. Glitches include: He has the afflicted sprite until he ent The Conqueror Class Mod. Created by Kroxigor Kwail. Courtesan - Class Mod. The Inquisitor. The Inquisitor is made for one thing : Weaken.
While not the best tan The Warden Class Mod. Copy the effects, heroes, localization, raid, and upgrades folders. Navigate to your Cannoneer - Class Mod. Exaelus' Revenant Class Mod. The monster will choose the hero with the highest or lowest stress, as determined by the data. The monster will choose the hero with the highest or lowest resistance to the specified effect, as determined by the data.
Quirks, apart from their in-game strings, are handled in two main files. You'll need to set the specifics of the quirk and then set the buffs if the quirk has any.
Below we'll use two quirks as examples! On the left you can see the disease of Black Plague, and on the right we have the Claustrophobia quirk. This id will be used to identify the quirk for strings and incompatibility between other quirks. This variable, if set to false, will not show the assigned buffs for the quirk.
This variable, if set to true, will show the custom string description in lieu of the actual buff s assigned. This variable, if set to true, will show the curio interaction chances for the quirk. This variable is the chance of the quirk to be given in relation to the other quirk chances. This boolean, as it appears, determines whether the quirk is positive or negative. Can be "physical" or "mental".
Physical quirks are more likely to be given at the end of a quest to heroes that leave with lower health. Mental ones are more likely to heroes that. You can list here the quirks that will not be given to the hero if they possess the currently specified quirk. Here you can specify curio tags that the quirk will force the hero to interact with.
This requires the next value to be greater than 0. The chance for the hero to interact with a curio tagged with the specify tag from the above value. If set to 'true' the hero will steal the loot when they forcibly interact with curios and the resulting outcome is loot. Afflictions and virtues known as traits can be modified easily, and others can be added with little work. For this section we'll simply identify the different parts of a trait so you can modify or add your own ones with ease!
ID, Curios, and Buffs. Editing or creating trinkets is incredibly easy, so below we'll take a look at the Ancestor's Bottle and Selfish Pendant to cover the majority of possibilities for a trinket. This determines both the cost of the trinket to purchase from the Nomad Wagon, and the gold earned from selling it. Trinkets are sold for This limit determines how many of a specific trinket the player is allowed to have. When this limit is reached the player will not earn any more of a specific trinket.
If set to 0 the player can hold an infinite amount of the trinket. This allows you to set a specific dungeon where the trinket can only be found. Loot tables are confined to a single file, and scanning the file should provide you with enough examples to accomplish anything you may be attempting.
We'll provide a few examples below with information on how to manipulate and understand certain variables. The difficulty that the table applies to. If set to "0" the table can be called by all difficulties. The dungeon that the table applies to. If left blank the table is universal.
Below we will describe some of the sections and what they mean in regards to quest generation and descriptions. These are very large and expansive file, so please explore the file to understand the workings of it beyond what is explained here. This value determines the amount of stress damage that the party receives upon failing a quest for any reason. These are the quest goals that are assigned to quests and determine what the team must accomplish before the quest can be considered completed.
These four variables, located directly above this section, determine what needs to occur in order to progress a week in the hamlet. This is where you set types with defined goals so that later in the file you can call these types to be generated for a given week. Plot quests are quests that, apart from VVulf, will stay around until they're completed. These are usually boss quests or quests that take place in the Darkest Dungeon, but the tutorial Crypts quest is also considered a plot quest.
Base Section. The level of the dungeon that is required before this quest can appear. Note that this is NOT the difficulty or length of the dungeon but rather the level that appears on the skull. This boolean value marks the quest as a quest required to move along the story and spawn subsequent quests. This boolean determines whether or not the quest is needed to progress to the next plot quest in that area.
This boolean determines whether or not you can repeat the quest after initially completing it. This boolean determines whether or not there's a statue checkbox for completing the quest.
This boolean determines whether or not additional XP is given to heroes based on a later table. You'll probably want to keep this set to false so you can manually tweak a single XP value for the quest yourself. This boolean determines whether or not the requirements to progress a week are enabled. This boolean determines whether or not the player is allowed to retreat from the quest. This boolean determines whether or not you can fail attempts to retreat from battle.
If set to 'false', you can fail. This value determines how many party members are automatically killed if you retreat from the quest. This boolean determines whether or not surprises are enabled during the quest. This boolean determines whether or not scouting is enabled during the quest. This boolean determines whether or not all stress is removed from all heroes in the hamlet upon successful completion of the quest. If the quest is ignored, as it is with VVulf, this section can be expanded to describe what hamlet upgrades should be removed, if any.
If the quest is failed this section can be expanded to describe what hamlet upgrades should be removed, if any. If the quest is failed this section can be expanded to describe what buffs to apply to the entire hamlet roster, if any.
If the above section is filled out with buffs, this value represents the minimum hero level that the buff should apply to. Whether or not the quest will warn you about the amount of provisions you should be taking. This section can be filled in with suggested trinkets so that a prompt is given to the player before embarking. This section can be filled out to determine what starting provisions or supplies the embarking team will be given.
In the 'quest. In order to effectively communicate such an expansive amount of data, the table below will describe the general nature and purpose of the data sets.
Each line of this section is a specific week, with more quests being generated as the in-game weeks pass. For each of the area where quests can naturally generate not plot quests , this section can define how many quests must be completed before each area opens up and can spawn quests. In this small table you can set what level of quests should generate for what resolve levels you have in your roster.
This much more massive table determines, for each area, what quests are available to spawn for what week. Each table in the separated square brackets denotes a week. Right away we can see that the first week in the Ruins there's only a single quest that can even be generated -- a short exterminate.
This section determines what heirlooms can be rewarded from quest rewards. Note that this applies only to quest rewards, not loot. The amount of XP to reward to heroes upon successful completion of a quest. The trinket table to determine the rarities of trinkets that can be rewarded as quest rewards.
Random dungeon generation can only be controlled via a small number of variables. Below we'll use a medium Ruins explore as an example to describe how to manipulate each variable. The general 'connected' feeling that a dungeon will have. A higher number means that rooms are more likely to be connected with hallways.
A lower number means the opposite. The minimum and maximum amount of hallway battles that you will find in the dungeon. The minimum and maximum amount of hallway traps that you will find in the dungeon. The minimum and maximum amount of hallway obstacles that you will find in the dungeon. The minimum and maximum amount of hallway curios that you will find in the dungeon. The minimum and maximum amount of hallway hunger tiles that you will find in the dungeon. Do note that backtracking has a chance to spawn additional hunger tiles not associated with this number.
The minimum and maximum amount of room battles to generate, including all of the relevant variables below. The minimum and maximum amount of just room battles just enemies to generate. The minimum and maximum amount of guarded room treasure curios to generate.
The minimum and maximum amount of room treasure curios no enemies to generate. Custom dungeons are best made in either Google Sheets or Microsoft Excel. First thing you'll need to do is obtain the spreadsheet necessary for map-making. Explanations for how to make a map are included as comments in the cells. Google Sheet [docs. Some may find it helpful to re-import the file into something like Microsoft Excel or Google Sheets. Doing this will actually allow you to re-export it back into a csv file that the game can use, but it is an optional step that is recommended due to how difficult it can be to understand this specific file on a first look.
For this example we'll be taking a look at the Locked Strongbox curio which is the second curio in this file. It is highly recommended that you look at the setup for all curios to better understand individual mechanics and how they are set up. Missing even a single comma may result in the file being unreadable by the engine, so caution is urged. Lastly, any sets of strings sentences of text , located in this file are NOT read by the engine.
Changing, adding, or removing the sentences will have no effect on what is seen in-game. You may have to click this image to see it more clearly There are 13 lines in the image above, and in the table below you'll find a general explanation for the first 12 lines line 13 is redundant for this explanation and what they mean.
As mentioned above, use other curios as examples for what you want to tweak or add, and use this reference as a supplement if you're confused. In the first line we have three values which serve mainly as references and information for the curio itself. The number 2 in this line represents that it's the second curio in this file. Immediately after that we have the Curio's name.
Note that this is not the name that appears in-game, rather one that helps you know what it is. The last bit here notes that there are 'mixed' effects possible. You can get loot or get a nasty DoT.
Other curios may be completely good or bad in their possible effects. There's nothing that you want to change in this line, and none of it is read by the engine. If you imported the csv to a spreadsheet program you'll see that these are all column headers mainly used in easily reading the following lines. The first value in this line is incredibly important.
This ID, following the format of having no spaces, will be used when you want to reference art and strings that will appear in-game. Following that is the effect of 'Nothing', or interacting with the curio and having nothing happen.
After 'Nothing' you'll want to put the weight of the 'effect' to happen. This weight is divided by the curio's total weight of effects. Here you can set the chance of loot, if any, and the tables it should call. The '1' in the column after 'Loot' is the weight of that 'effect' to happen.
There are only two possible effects for the Locked Strongbox, loot or a DoT. As you can see in the 6th line, 'Effect' has a weight of 1 as well. Add up the weights and then divide the current 'effect' weight by the total. The engine will only take weights into account. When loot is awarded it will award all loot tables listed for the specified number of draws for each table. This line lets you set a quirk reward as a curio interaction.
An excellent example of the quirk effect can be seen on curio 7, the Stack of Books. This line lets you set effects that are given when interacting with the curio. A maximum of three possible effects can be added to a curio's effect rewards.
The weights in lines are different from the overall weight of individual interaction types like loot, quirk, and effect. The immediate first value is quite important. The 'Yes' or 'No' will determine if the curio prompts the player for any item inputs or whether the curio can just be used like a sack or crate.
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