Darkest Dungeon®

Darkest Dungeon®

40 beoordelingen
Longer Quests but Shorter objetives (And others)
   
Prijs
Toevoegen aan favorieten
Toegevoegd aan favorieten
Verwijderen uit favorieten
Bestandsgrootte
Geplaatst op
Bijgewerkt op
172.661 KB
26 jul 2021 om 7:59
28 sep 2021 om 6:35
10 wijzigingsnotities (weergeven)
Je hebt DLC nodig om dit item te gebruiken.

Abonneren om te downloaden
Longer Quests but Shorter objetives (And others)

Omschrijving
Requires The Crimson Court DLC to work!!!

Does what the title says, but a more complete version of the changes:
  • Random Quest sizes incresed by 50% (includes quantity of stuff inside those, like Hunger Checks, Secret Rooms and Traps)
  • Amount of progress required to finish random Quests objetives cutted by -50%/-66%
  • Prisoners now can spawn in any Region. Chance for them to appear scales with Quest size. Courtyard has more chance than the average for them to appear.
  • Scout: Nerfed passive scout chance to 10% (from 25%). "Critical" Scout chance raised to 66% (from 50%)
  • Traps: Disarming a trap now heals 5 Stress (from 8), but now gives a 50 rounds buff of +10% Trap resistance and +5% Scout chance

Additionally, does a small change to the Swine Prince Quest. Now requires you to slay both Willbur and the Prince to finish it properly. Previously you could kill just the Prince, then leave the fight and it would have counted as a Complete Quest.
Have fun.

This 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 content in the game is Copyright Red Hook Studios Inc. All rights reserved.
17 opmerkingen
Thunder5 7 jul om 0:48 
I would love if the Disarm Trap mechanic would be a standalone thing, if not base-game. its so good, but conflicts with other mods
Ember 14 jul 2023 om 12:52 
I think this bugs out with courtyard plus, as the fight against the sanguine golem just- doesn't spawn the boss.
Shake-Da-Boss-Pole 7 mrt 2023 om 14:27 
does this affect curio generation, or is it compatible with mods that add/adjust curio generation?
Ding Ding Dong 6 okt 2022 om 0:00 
Could this mod be the one crashing the maps with modded minibosses on them upon loadscreens?
Mafe  [auteur] 23 sep 2021 om 10:18 
Updated the mod, now Quests that where previously 50% of Progress required are now 60%. Thanks for the Feedback, and lemme know if there are issues!
Xellik 10 sep 2021 om 21:21 
I do have to agree that the quests seem to be a touch too short, could probably stand to be upped a bit. Other than that though, having a blast with this mod! Don't know if I could go back to vanilla after using this for so long
Genghis Penghis 6 aug 2021 om 10:47 
You're all good! So far its only been the once. I previously had Cho's garden guardian rework loaded above it if that could have caused it.
Mafe  [auteur] 6 aug 2021 om 6:51 
@Genghis Penghis Hi, I still alive

Did the issue happenned again or was just a 1 time thing?
Genghis Penghis 2 aug 2021 om 17:08 
Okay maybe something else I downloaded is messing with the generation rates. I entered a short skirmish today which only generated 6 rooms and 0 room battles. Which to me seems like its occasionally not actually increasing the amount of rooms generated.
Genghis Penghis 30 jul 2021 om 20:24 
I just started a new playthrough of it so its mostly just been apprentice level short/medium missions across the board. Typically I feel on the whole these missions are shorter, with a rare few being extremely short just due to how the RNG plays out. I think its close to being right length though, that's why I only suggested upping the percent completion to say 60%. It'll make them just a touch longer. And you're welcome!