Darkest Dungeon®

Darkest Dungeon®

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Regional Brigands
   
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General: Monsters
Class Mods: Skins
文件大小
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27.493 MB
9 月 18 日 上午 7:24
10 月 7 日 上午 11:44
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Regional Brigands

描述
Regional Brigands
Fortune seekers, ex-convicts, deserters, and all manner of unscrupulous opportunists were hired by the ancestor to repress the town's folk. These marauders now roam free and eke a living by any murderous means. They have no alliances and serve no gods other than to revel in their own ambition and debased instincts.

This mod customizes the common brigands to have a unique flavor for each dungeon. Vanilla Brigands will still appear in the Weald, their home base. But given this area is a graveyard where most fauna is infected with the fungal plague and thus inedible, Brigands will now venture into other dungeons to hunt for meat and pillage. Gameplay and stats will remain be the same across all variants. However, loot drops have been adjusted to match their new look: Brigands in Ruins drop gold and gems, while in the Warrens and Cove they'll drop provisions.

Ruins Plundering Party
The crypts offer little more than dry bones in the way of sustenance. But they are ripe with much treasure.










Cove Butchering Expedition
Fresh meats and all manner of brined delicacies are to be found in the coast.










Warrens Poaching Raid
A most succulent feast available for those willing to risk life and limb.










Installation Requirements
Regional Enemies is a hard requirement for this mod to work. Without it, your game won't break, but these new brigands won't show up in your game.

Other regional enemies are recommended, but not required.

NOTE: Typically, new monster mods add new mashes to the game. However, because I am editing common enemies, I have to edit vanilla mashes. In order to do so, this mod requires my Regional Enemy mods which contains all the mashes to all current and future Regional Enemies I make.

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.

Current patches available for:
  • Dogs & Brigands
  • New Enemy: Brigand Deserter
  • Pelagic Hybrid (Monster Mod)
  • Pelagic Hybrid (Monster Mod)
  • Project Iron Crown: Pillagers Backport

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.)

Localization
Includes all languages supported in the base game.

Legal Disclaimer
"Regional Brigands" 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.





热门讨论 查看全部(1)
0
9 月 23 日 下午 9:01
Tears Chalice
neIVIesis
43 条留言
neIVIesis  [作者] 10 月 19 日 下午 3:18 
Nice job tracking down the issue.
Gitses 10 月 19 日 下午 12:28 
Okay after a couple of hours of investigating and looking in some forums I'm pretty confident that the cause of the idle freeze bug is not this or any other mode but an elusive engine bug that made it to the final build of DD, the solution is pretty simple turn out. V Sync needs to be turned on, problem is in game there's no choice for that so if anyone has the same problem, you need to force enable it from your graphic's card driver program.
neIVIesis  [作者] 10 月 19 日 上午 11:11 
yes
Gitses 10 月 19 日 上午 10:04 
So regional enemies should go above the individual ones?
neIVIesis  [作者] 10 月 19 日 上午 9:34 
it depends on why you're installed.

"Regional monsters" (such as acolyte, skeleton, brigands, brawler) load order doesn't really matter.

"Regional enemies" (required for all monster packs) treat it as a very high priority patch. This contain mashes and needs to be placed above all monster mods and their patches.

Then put my patches for regional enemies that work with other monster packs at the very top, even above my "regional enemies".
Gitses 10 月 19 日 上午 9:25 
By the way is there a load order you recommend for your mods?
Gitses 10 月 19 日 上午 9:24 
I will investigate further, your mod's worth the effort!:steamhappy:
neIVIesis  [作者] 10 月 19 日 上午 7:41 
It must be a conflict. You can see from the images I posted their animated combat idles as they appear in-game.

But I’d be curious to find out which mod is creating this conflict for you.
Gitses 10 月 19 日 上午 4:45 
Hello great mod series that bring touch of new immersive variety, I have noticed that when battle starts some enemies covered by the mod don't have idle "breathing" animations and are completly static until they get hit. I'm pretty sure it's from this mod, since I used it alone in a trial run. If anyone had the smae experience let me know if it's a load order issue or it's just a side effect of how the mod works.
Kan'Tarr 10 10 月 7 日 下午 11:02 
Good luck.