Darkest Dungeon®

Darkest Dungeon®

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Darkest Dungeon Tactics
   
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28 Jun, 2018 @ 7:44am
15 Aug, 2018 @ 6:58am
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Darkest Dungeon Tactics

In 1 collection by Seyren 'D' Windsor
Tougher Campaign Settings
7 items
Description
Want a version of the mod with only the improvements to enemy compositions without adjustments to difficulty? You can find it here: https://steamproxy.net/sharedfiles/filedetails/?id=1429179072

Want more end game diversity to increase difficulty / rewards at your own control and leisure? Check out: https://steamproxy.net/sharedfiles/filedetails/?id=1447699854

Want a marathon campaign setting with increased maintenance costs? Find it here: https://steamproxy.net/sharedfiles/filedetails/?id=1438310168

Darkest Dungeon Tactics

This modification primarily increases, rearranges and improves enemy rank formations. It integrates enemies from ALL DLCs more naturally into your overall campaign rather than having most of them reclused in one zone. They are assigned new (and rare) groupings based on the dungeons they are spawned in and respect the original atmosphere of each location.

Additionally, small and very careful adjustments have been made to Darkest & Bloodmoon difficulty. These changes only affect a single file, and it is intended that Darkest Dungeon Tactics be as compatible as possible with other mods. (no changes were made to items, heroes or monsters)

Stronger enemy types are more frequent, and enemy party formations are more cunning than ever. Vanilla formations that included 4 rapid dogs or just 3 maggots have been changed or mixed with other enemy types in the area. Most fights are at least 4 v 4, and it is on the player to carefully manage and outlast the enemy.

Enemies from the Courtyard are also introduced into the default dungeons, albeit at a very low chance. This means that your heroes may get the Crimson Curse without having started the DLC. This changes up the pacing of the campaign. However, none of the infestation's effects or the fanatic's arrival will begin until you actually do the Crimson Court so that delaying the DLC remains an option.

Snakes from the ShieldBreaker DLC can also have new appearances in revised formations. The same goes for Farmstead enemies. No longer are these enemies isolated. They are now aligned with the corresponding dungeon's denizens but are rarely encountered.

Finally, select enemies from the Darkest Dungeon can now make rare appearances in all champion level dungeons. This gives a sense of the growing power and perversion coming from the estate.

Is Darkest Dungeon Tactics for me?

If you are a veteran player who probably got every enemy formation memorised and are looking for more challenging enemy compositions to shake things up, this mod is for you.

If you want a more challenging experience without deviating too far from how the game was originally designed, this mod is for you.

If you want a difficulty mod that is simply plug and play, this mod is for you.


Darkest Dungeon Tactics' Adjustments:

< Radiant Difficulty >
Default Radiant Mode grants a dodge bonus to the heroes at certain torch values. This has been removed. In addition, the player's critical scouting is halved. Changes & improvements in enemy formations apply.

< Darkest Difficulty >
Now inherits the stress changes, torch adjustments, trap difficulty and increased monster critical chance as applied by default Bloodmoon difficulty. The player's critical scouting is halved and the base scouting chance is reduced from 25% to 20%, making dungeons more unpredictable. Changes & improvements in enemy formations apply.

< Bloodmoon Difficulty >
Same as vanilla, but the increase in Monster HP has changed from +20% (Default) to +30% (New). This change is fairly minor, but puts certain monsters out of the range of one shot moves. The time and hero limit has also been REMOVED. Furthermore, camping only restores 75% of the torch rather than 100%. Scouting changes are same as the modified Darkest difficulty. Changes & improvements in enemy formations apply.

Subtle changes to light and darkness

(values on the left are vanilla)

< Torch Level 75+ >
Player Scouting Chance: 15 -> 10
Monsters Surprise Chance: 25 -> 10

< Torch Level 50 – 75 >
Monster Bonus Accuracy: 0 -> 5
Monster Damage Increase: 0 -> 10
Player Scouting chance: 7.5-> 5
Monsters Surprise Chance: 15 -> 5

< Torch Level 25 – 50 >
Monster Bonus Accuracy: 5 -> 10
Monster Damage Increase: 10 -> 20
Monsters Surprise Chance: 5 -> 0
Hero Bonus Critical Chance: 1 - > 0
Hero Surprised: 15 -> 5

< Torch Level 0 – 25 >
Monster Bonus Accuracy: 10 -> 12.5
Monster Damage Increase: 17.5 -> 25
Hero Bonus Critical Chance: 2.5 - > 0
Hero Surprised: 25 -> 7.5

< Torch Level 0 >
Monster Bonus Accuracy: 12.5 -> 15.0
Monster Damage Increase: 30 (Unchanged)
Hero Bonus Critical Chance: 3.0 - > 0
Hero Surprised: 40 -> 10

These edits are designed to be subtle, and not overbearing. The torch level has a more prominent impact at all levels and the player no longer gains certain advantages that can be exploitable.

Notably, scouting and suprising enemies are less affected by light levels, but in return, the player is less likely to be surprised in the dark.

Also, monsters are consistently (and progressively) dangerous at all but the highest torch level rather than suddenly receiving a huge damage buff when your torch hits 0 to 25

< Enemy Formation Changes >

Most enemy parties with 2 - 3 monsters have been increased to the maximum of 4. No changes to bosses, minibosses or specific monsters.

Enemy dungeon formations have been made more cunning and varied in all locations except the Farmstead.

The tutorial dungeon formations (the first dungeon after the hamlet) have been made easier to ease the rough start.

Common enemies like bandits, ghouls and others will now sometimes be grouped with the natural denizens of the dungeon. However, you will NEVER see Weald creatures appearing in Ruins etc. This respects the design of the original dungeons.

Larger sized monsters now show up more regularly in a number of new formations you probably don't expect. Care has been taken in their deployment so that they are still fairly rare. Fights with such champions are more likely to occur in room encounters and champion dungeons.

Crimson Court enemies will make an appearance regardless of whether you have started the DLC. They are present in all vanilla dungeons (except darkest) as very rare encounters and are mixed with the local denizens. Particularly, the more elite vampires which by default are confined to the Court itself, can now show up in Veteran / Champion dungeons.

The Crimson Court regular missions will now also have certain undead units in their ranks. Bear that in mind when preparing for it. The scripted missions will now also have most of its composition line maxed out, with greater variety and a few subtle tweaks.

Crimson court enemies that show up during the infestation will now spawn alongside the creatures of that dungeon. You will no longer run into fights that are entirely composed of bloodsuckers.

Farmstead and Shield Breaker enemies can spawn in all dungeons at very low chances. They will mingle with the dungeon's spawns in new positions and arrangements.

The elite units from the Darkest Dungeon can show up in Champion dungeons at a very low chance. If they do appear, they should only show up in more forgiving compositions.

< Compatibility >

Won't work with any mods that changes your maximum quirk(s), adjust torch levels or difficulty settings as all these changes are located within one file that this mod makes changes to.

Mods that add trinkets, heroes, dungeons, skins, rework of boss tactics or monster adjustments should be fine as this mod makes no direct changes to them.

Mods that adjust dungeon mashes are incompatible.
49 Comments
Arpeggio 21 Sep, 2022 @ 2:22pm 
Very nice mod, I wonder, is it compatible with "level 2 and 4 quests"?
OmNomOU81 12 Aug, 2022 @ 11:16pm 
This mod replaced the first brigand encounter on the Old Road with a mosquito from Crimson Court, a dog, a fungus artillery, and a slime. So that's probably not intended.
TheyCallMeVincenzo 13 Jun, 2020 @ 7:19am 
Yo, does anyone want to make a mod that adds purely just names for different formations? Or point me in the direction of that mod if it exists?
Corey_ 3 Jun, 2020 @ 7:41pm 
Man if I didn't know any better I'd think this mod fucks with Death's Door percentages I've had 5 instant death rolls 5 weeks now! In my original playthroughs I'd almost never let anyone die. I love the enhanced difficulty though and it's really put a spin on the game and made me struggle early on so far.

On a side note I had to wait until I completed the Old Road to enable this, after two failed attempts on the Old Road I had to give up and do it the normal way, might be a bit tough for Reynauld and Dismas in my opinion.
Midnight 19 May, 2020 @ 7:11pm 
Just started playing a new save with this bad boy...and it's pretty brutal sometimes. I love it. I find myself bringing way more provisions then usual and spending my turns more strategically.

Awesome mod. Looking forward to see how well it meshes with monster mods.
Slick Willy 2 May, 2020 @ 12:53pm 
Great mod. Ive got hundreds of hours, and this brings a breath of fresh air to each area. Nice seeing ruins enemies mingled with CC mobs, makes it a lot harder.
Dragorm 16 Jan, 2020 @ 11:20am 
Don't enable this mod before (on new campaign) your very first run.
Dragorm 15 Jan, 2020 @ 2:29pm 
Update: It works on ongoing campaign. I haven't got a crash yet :D.
Dragorm 15 Jan, 2020 @ 7:48am 
Can i use this mod with my ongoing campaign? It should be fine i suppose...


What i wonder before installing this mod, whether can i play this without enabling DLCs?

A person without having any of the DLCs will be able to play this mode?
Will it crash? Or there'll only be some empty spaces in enemey groups. Like having one of crimson court enemy in the party when u had the dlc; but since u won't have the dlc, the enemy party will have 3 enemies bc of the missing dlc.
I have all the DLCs' so i am good with any answer given to me. But i just want to know to be sure. And I'll install and enable this mod in my (already started) campaign without waiting for an answer.
Here we go..
Yukine 22 Mar, 2019 @ 4:56pm 
Forgot to include this in the comment below, but if the answer is yes. Could you make a mod that just makes the difficulty changes? Or would that still conflict?