Darkest Dungeon®

Darkest Dungeon®

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Heroes Unchained: Man at Arms
   
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General: Overhauls
Class Mods: Class Tweaks
File Size
Posted
Updated
274.734 KB
17 May, 2017 @ 12:50am
27 Jun, 2018 @ 10:31am
17 Change Notes ( view )

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Heroes Unchained: Man at Arms

In 1 collection by Loklin
Heroes Unchained
15 items
Description
FULLY COMPATIBLE WITH CRIMSON COURT AND COLOR OF MADNESS

Heroes Unchained rebalances many stats and skills of each classes: the goal is to offer more variety by buffing the "useless" abilities while also giving every class a more unique aspect.

This mod does not intend to break the game but on the contrary to make it more balanced by creating new skill and classes synergies.

Be sure to check out my other Heroes Unchained reworks.

Feedback and ideas are greatly appreciated!

Changes Summary

Added base PROT because...why...he wears heavy armor!

New Passive Battle Tactician: the Man at Arms attacks reduce the target DODGE!

Daddy Long Arms: Crush can be used from row 3 and deals more DMG.

Can you believe this guy had no Mark ability? Now he does!
41 Comments
Regisnaldo 15 Jun, 2022 @ 5:16am 
Yeah, Defender skill has a lower duration than intended.
Pikey 24 Oct, 2020 @ 4:42am 
@Minaro, @Banana - does anyone know how to edit this mod so that riposte/guard work for two turns? I think the highwayman mod suffers from the same error with riposte, it only lasts 1 turn when it should technically last 2
Minaro 14 Dec, 2018 @ 8:55am 
@Banana: This is due to a change Red Hook made back in ~june when CoM was released - there was a massive patch with lots of changes to the core game, one was the change of when the duration checks for buffs, debuffs and similar is made. They made changes as appopriate to all the core abilities, but anything in mods would be off compared to before. Effectively buffs made to others would have one more effective turn than before (as it would end before he could use them), while anything affecting the character themselves will last one turn shorter.

However, a lot of modders have either not picked up on this or made changes to take this into consideration - this modline is one of them. I noticed myself after picking up an old 'Unchained' save, some abilities that only effectively lasted for one turn will last for "two" (effectively often 1½) and while any selfbuffs lost one turn.
Rampant Banana 30 Nov, 2018 @ 7:36pm 
Also, would you consider releasing all of the unchained heroes as a single mod? and I forgot to mention in the last comment: Thank you for your contributions! I haven't had much time with it, but this mod series seems really awesome.
Rampant Banana 30 Nov, 2018 @ 7:33pm 
I don't know about the other characters, but MAA's Riposte and Guard abilities only last for one round. In the files the duration is probably listed as "2", but this value includes the turn that the ability is activated.

I don't know what it is, but a majority of hero mods seem to have made this same mistake. I'm just baffled that nobody has fixed them yet, and it's becoming frustrating.
PONYSHER 18 Oct, 2018 @ 11:31am 
Siempre sentia injusticia cuando mi arbalestera / mosquetera era atacada cuerpo a cuerpo y yo con el cruzado o el hombre de armas no podía. Aun no pruebo tu mod pero espero q la marca se da cuando activas proteccion a un aliado. tipo el hombre de armas se acerca para cubrir y le encarga al aliado cubierto q mate primero al enemigo marcado, no se, sinceramente espero mucho de este mod.
Belthazor 8 Oct, 2018 @ 5:59am 
Can the Guard and Riposte be made longer? Its weird as 1 turn event. Happy to edit your work myself but dont see a length/turn trigger in the files.
Orchirion 16 Jul, 2018 @ 10:42am 
His protection only last one round, is that suppose to happen? :goalastonished:
Jebuz 14 Jul, 2018 @ 3:37pm 
I have been using your mod and I have checked that the protection of the crusader and the other mercenaries wearing heavy armor does not raise the protection you mention, could you please check
leafgreenbeast 4 Jul, 2018 @ 11:50pm 
my dude you need. NEED. to nerf Bolster. +10 dodge all battle for one action is busted (especially if youre running a pair of them and/or an antiquarian)
i'm sitting at 30+ dodge across the board with a level 1 party, it's kind of insane.