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| (___ | | | | | | | / \ | | | |______| \ / | | | | | | |
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by Zakimas
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Legality:
"Squad-Mod" 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 rights reserved.
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If you make posts about this mod on the DD subreddit pls include [ZSM] in the title :)
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~Important installation information:
> As a rule of thumb you shouldnt mod your game while in the middle of a dungeon.
> The very first quest is crazy difficult, the text file "README First mission guide" has a strategy to get thru it
~How to install:
> Go to steam\steamapps\common and drag and drop all the files within the folder "mod files" in the zip into
the DarkestDungeon folder, then run localization.bat (double click it) in your localization folder.
~How to uninstall:
> Go to steam\steamapps\common and drag and drop all the files within the folder "vanilla files" in the zip into
the DarkestDungeon folder, then run localization.bat (double click it) in your localization folder.
~Mod compatibility:
> Skin mods... :/
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BEFORE YOU PLAY: STUDY WHAT HEROES FIT INTO EACH CLASS!! (Classes are at bottom)
> As a rule of thumb, heroes with the most health are front liner, least health is damage, middle is support or healer.
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Quick gameplay guide:
> Old strategies probably won't work like they used to so be careful
> Don't be afraid of using the dmg bonus vs marked skills of the damage classes - these abilities can quickly take
down an enemy and you can always move back and forth in a hallway after the battle to remove the debuff.
> Front liner is meant to guard the damage class and do other stuff.
> Damage class obv has highest damage potential, but don't think other classes cant do any damage.
> Support class usually does debuff or DoTs. MAA defends and has a nasty enemy party shuffle.*
> Healers heal, can do other attack stuff.
> *Protip for man at arms: Have MAA defend damage class and front liner defend support, so MAA can riposte more.
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Planned features:
> Name that pops up over squad on hero estate mission select map screen for
each of the 207 possible squad makeups. (this will be the V1.0 release)
> Class mods for bosses in game (optional file when complete)
> Boss-Themed hero skins
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V 0.99 Features:
SPD issues with negative quirks/diseases fixed
Jester debuff more likely to work
Hound PROT debuff not so amazing (-17% prot)
Vestal mace bash +50% dmg mod
Front liner guarding mechanics changed so you do not have to spam the ability every turn,
(duration changed to 30, ability still does not end turn)
Vvulf changes are removed, vvulf will act as he normally will in vanilla game.
Ancestor tentacle idol working as intended
V 0.98 Features:
Guide for how to complete first mission included with mod :)
Backer trinkets removed from game (in hopes of speeding up curio interaction)
!!Make sure to get rid of any backer trinkets in your game before installing!!
Trophy-rarity trinkets are arranged above all other trinkets in trinket inventory screen
Ancestor's Tentacle idol trinket quantity limit removed - if you have all the other trinkets from shambler,
then you should always get one of these.
Hero Changes:
Front-line heroes - movement removed from guard ability.
Antiquarian - heal ability gives blight resist as well as stacking healing buff, flashpowder
debuffs reduced, now applies effects in single debuff chance, non-heal vapors do not clear
marked status or bleed/blight effects (Plague doctor does this) anymore (still clears stun),
kris stab ability does not have such weird targeting, non-vapor abilities have more specific
locations to be used from.
Crusader - Smite still removes stun from target but no longer removes marked status, zealous accusation
changed to be more justified as marking self along with prot bonus (its more powerful), zealous accusation
effect is changed from blood spatter to the effect from battle heal (so it looks less physical and more magical),
Highwayman - more specific locations to use skills, duelist's advance moves hero forward 1, can hit front 3.
Leper - purge ability can slightly lowers enemy prot
Grave Robber - lunge ability no longer benefits from targeting marked enemies.
Jester - Finale can be used from either of the front two locations and does not end turn, solo ability no longer
moves hero.
Plague Doctor - buff ability boosts damage and crit for whole team, bandages do not clear marked status.
Man-At-Arms - Prot bonus from defend ability changed to not be so OP at low levels (boosts prot by 10/15/20/25/30),
Retribution ability changed to buff riposte while riposte is activated naturally when MAA guards, Retribution
now ends turn when used, retribution ability will now look nicer, Bellow is not such an insane debuff, Bolster
only buffs dodge and crit now.
Vestal - Judgement no longer heals self, lower single target healing so that vestal is not so OP.
V 0.96 Features:
Starting mission with dismas and reynauld might be easier - dismas gets riposte ability and reynauld gets heal
V 0.95 Features:
If following typical squad comp building for this mod, every combination of units you can put together
that have a Crusader or Leper as the front liner will have a name in the quest select screen.
!!! Because one of the files edited to make this happen is in the localization folder, be sure to run the
localization.bat file after drag+dropping the mod files into your directory
You can now request names for certain squad compositions on the relative discussion page, reachable through
the Squad-Mod forum page on nexus mods itself.
Mod now contains folder labeled "Vanilla Files" - this allows for an easy uninstall :)
Hero Changes:
- Exhaust effects generally lowered.
- Abomination is less awful. Transformed benefits from bleed effects, human can blight all enemies
- Jester dirk stab moves jester forward 3 to position him for finale.
- Arbalest sniper shot tooltip is simplified
- Crusader does not always mark self now
- Hounds rush does slightly more damage
V 0.9 Features:
~~~~~tl;dr list:
- More curios
- Vvulf sucks :)
- Trinkets r cool
- Short quest firewood!
- Camp skills are different
- No resell for provision items
- Blue border skills don't end turn
- Inventory stacks are bigger except for money
- If no antiq then hoard gems, if yes antiq, hoard gold
~~~~~Vague and understated hero summaries:
- Man at arms is ok.
- Arbalest moves around.
- Hellion dislikes back row.
- Highwayman can spam a lot.
- Antiquarian not awful i guess.
- Vestal doesnt like undead, heals well.
- Grave Robber dislikes people even if dead.
- Occultist fights tentacles with tentacles.
- Hound Master dislikes beasts and tentacles.
- Plague Doctor stun hits one and might work..?
- Crusader tries constantly (and usually fails) to stun.
- Bounty Hunter likes to mark enemies, bleeds occasionally.
- Leper is unique among front heroes. Hates fish and dooty skeletons.
- Jester likes to hit 2 ppl at once. Finale is a weird skill rn. Give me feedback pls
- No abomination group restriction. Can transform lots + lower stressing at higher levels.
~~~~~Other:
- Diseases proc more often.
- More distinct hero abilities.
- More trinkets appear in wagon.
- More firewood for quests (1/2/4).
- No heirloom loss when exchanging.
- Occ Wyrd Bleed only lasts 2 turns :)
- Provision items have no resell value.
- Trinket effectiveness increased heavily.
- Increased stagecoach and roster max size.
- Heirloom stacks are huge. Crests stack to 96.
- 'Very Common' rarity trinkets are less awful.
- Provision menu before quest is organized nicer.
- High-level trinkets' effect listings look nice.
- Heroes level up slightly different (more linearly).
- Should be higher heirloom reward for quest complete.
- Many buildings available earlier on (guild especially).
- Damage values for heroes don't have a range they can inflict.
- Trinkets shouldnt decrease spd, some reduce acc/dodge a little.
- 1.5-2x curio amounts in dungeons (1.5x in ruins/warrens, 2x in weald/cove).
- Damage values generally massively reduced (lvl 5 gear lowest is 5, highest is 14).
- After quest the treasure blinks thru really quickly but heirlooms are normal speed.
- Heroes changed to fit within one of 4 class types. Healer, Support, Damage or Front.
- Gems are worth at least 500gp, provision items stack higher and gold doesnt stack as well.
- That nasty looking -40% dmg debuff doesnt impact your damage as much as you think it would.
- Many hero abilities now do not end the turn, these abilities have a light blue box around them.
- Without antiquarian you can barely carry any gold, with antiq u can carry a ton of gold. It is better
to keep gems w/o one and to keep gold when you bring one.
- Camping skills arent the same. Typically cost less time or have better effects, heroes
do not start with class specific camp skills anymore though.
- Damage class abilities that have bonus dmg vs marked are still viable for
damage when used continuously but they severely impair damage potential.
from other abilities for that char.
- Vvulf wont occur until after week 30 AND you have 6 lvl 6 heroes, there are at least 10 weeks between
attacks, if you ignore he takes 6 building upgrades, if you fail quest midway he takes 3
upgrades. You can still run away but 2 ppl die if you do.
!!!!==================================Classes===========================================!!!!
Healers (rank 4 or 3)
Vestal
Occultist
Antiquarian
Support (rank 4 or 3)
Jester
Man At arms
Plague Doctor
Bounty Hunter
Damage class (rank 2)
Highwayman
Grave Robber
Hound Master
Arbalest
Front Liners (rank 1)
Leper - withstand is defend ability
Hellion - yawp is defend ability
Crusader - bulwark is defend ability
Abomination - manacles is defend ability
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