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Ananse

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AnansetheSpider

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About this mod

This is a total gameplay overhaul mod for DD. Back up your original game files if you wish to keep them!

Permissions and credits
//DISCLAIMER

RED HOOK DISCLAIMER:
Pearls Before Swine 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

//UPDATES


1.10

I added camping skills to all the classes. YOU'RE WELCOME. You'll need them to deal with the newly re-balanced Ruins, chock full of nasty new mobs. 

1. I removed all brigands from the ruins for now.

2. As of right now, liches have been removed. Their brains just weren't up to snuff, and until I get it working the way I want it I won't put it in.

3. New abilities for Cultist Brawler, Cultist Witch, Bone Courtier, Skeleton Arbalist, Common Skeleton, Skeleton Militia, Spider Spiiter, Maggot, probably some I'm forgetting. It's a brave new fucking world.

4. New enemies: Cursed Giant, Poltergeist.

5. New encounters with the above variations: 1700




1.09

Big Update to Pearls Before Swine in the works. Not a whole lot of code, but I suspect it's gonna have a big effect...

Yall may have noticed all the changes in the last few patches have given you, the player, more options, more trinkets, better quirks to stack, 
cool new heroes and abilities to play with. You may have mistakenly gotten the impression that I was trying to make this game easier for you. 
That is not the case. Let this patch be the end of that illusion forever.

 *Added 4 new monsters TO RUINS BEGINNER LEVEL. Check the beastiary for deets. There are versions of them made up for higher level Ruins maps, but I
haven't done a mash for it yet because one of my room loads isn't working and is causing crashes and until I find one which it is, I don't want to do 
the other ones. But, umm, Ruins is no longer the easy dungeon. Maybe don't go there right away?

*Added 3 new monster genotypes, one each for Skeleton Arbalist, Skeleton Soldier, and Common Skeleton. The new genotypes have new abilities (see the 
beastiary for deets). You will also notice here the beginnings of what I am dubbing the "Durability System". Here's how it works. Your heroes get passive
protection, which is tits. But monsters now have attacks that apply permanent -protection buffs, generally 1 point at a time, to represent chipping away
at your armor. So taking lots of hits continually lowers your protection until you camp or use an herbs. IT JUST MAKES SENSE.

*Oh yea, and I tinkered with resolve levels and the amount of experience required to unlock higher level missions. Basically everything should take three
times as long. Vanilla DD was beatable in 50ish weeks with minimal effort. That is no longer the case. If you think this adjustment is too severe, be 
sure to leave a whiny rant about it somewhere. Honestly, only time will tell if this needs to get scaled down at all, because we're all so spoiled on 
the smooth journey through vanilla. So whatever, take it as an opportunity to get to know your heroes a bit better. Now you get to play with them for 
a while without constantly worrying about outleveling your bank account.

Which, conveniently, means you'll get to spend a bunch more time in Beginner Ruins.

Enjoy!



1.08

Fixed two graphical issues with Medic and Explorer that, while minor, are sure to be really fucking annoying considering they are two of your starting classes. So this should be a big enough QOL improvement to warrant an update.

1.07

HUGE UPDATE HERE ---

*A NEW GAME GUIDE - in the readme section, right here! Maybe not the information you want, but the information you deserve.

*REBALANCING - class rebalancing including adding base protection to all classes; made stats consistent across all classes; made tags consistent across all classes and implemented the beginnings of the FACTION SYSTEM.

*FACTIONS - As of now there are five factional tags in the game. Two of them are oppositional - Holy classes cannot mix with Profane classes, and vice versa. It is intended that on any given playthrough, a player should generally pick between Holy and Profane and not populate their roster with an even mixture of both (although that is still possible, it is discouraged by the party limitation mechanic). The third main faction is Mercenary - mercenaries can group with either Profane or Holy characters without restriction, but charge a price for their services (currently set at 250 gold/stack, like a reverse antiquarian bonus). The majority of classes currently fall into this category, providing a stable center for both main factions to draw from.The fourth faction is called Mercantile - like mercenaries, they can group with anyone, but unlike mercenaries they actually provide some passive benefit to the group (just like the antiquarian). The only two classes in this category SO FAR are the antiquarian and the explorer, who provides a passive bonus to your stacks of torches, food, and shovels, as well as providing additional loot of the same variety. The final factional tag is Arcane, which currently doesn't do anything at all. 

*NEW CLASSES - Since the last major update there are FIVE NEW CLASSES - the Witch, the Warrior, the Aeromancer, the Dervish, and the Shadowknight. Like all other classes they have four unique trinkets (one per rarity) and two fully functional skins. 

1.05

Everything seems to be working now which is a big fuck yea. Version 1.05 now is up now, and holy shit does it change EVERYTHING. On the surface all that it does is add a new class, the Warrior, which is based on art by Gramps, aka Cocowing, and COMPLETELY REVAMP THE TRINKET TABLE with stats that actually make sense and trinkets for every hero.

But on a deeper level it's so much more. I spent DAYS going through the fucking trinkets.json file trying to learn its ins and outs. Basically, it crashes if you do too much to it. So I had to rewrite it from scratch. And now the game purrs like a kitten. You know that little bit of lag you've always had when interacting with curios? Well it turns out that's because DD's trinkets.json file was janky as shit. 

TLDR I think I managed to make the game more stable than vanilla is currently, with fewer crashes and faster load times. You're welcome

//What is this??!

Welcome to Pearls Before Swine, a gameplay overhaul mod for DD. Let me repeat that a few more times to make sure you hear it, GAMEPLAY OVERHAUL GAMEPLAY OVERHAUL. This is not an attempt at a "balancing patch" or lame bullshit like that. This is a slow-motion ongoing process of gutting Darkest Dungeon completely, and restuffing the weird bloody skin with whatever the hell I feel like. Think of it like an homage to DD; or maybe a tribute to what the game might have been...

It draws inspiration from the Fall From Heaven mod from Civ IV, and from the game Dungeon Crawl Stone Soup. So if you know what either of those things are, then you'll have some idea what's going on here.

Right now we're in the Alpha Phase. And to be honest, the very beginnings of the alpha phase. Which is to say, right now the game looks an awful lot like vanilla DD. With the following exceptions:

*TWENTY new classes: Aeromancer, Battlepriest, Cryomancer, Deadhead, Dervish, Embalmer, Explorer, Hashishin, Inquisitor, Lavamancer, Martyr, Medic, Mummy, Musketeer (newish abilities and stats), Priestess, Shadowknight, Slaver, Snake Charmer, Warrior, Witch

*One hundred new quirks, all positive ones so far.

*Completely revamped trinkets with twelve specific for each class. 400+ trinkets total.


//Want to Help?

This is a massive project and I'm always looking for help. Whether its art, creative writing, design or development, web design, hell, if you're a fucking comm major we'll still find a use for you! Message me here, or on reddit. I've already got a new artist on board who should be contributing some new art assets shortly -- so if you'd like to get in on the ground floor of a mod that is going places, now is the time.