Darkest Dungeon®

Darkest Dungeon®

Evolving Diseases
85 Comments
xeriyon 2 May @ 7:37pm 
cruel evil mod , i applaud you. . .
Haydern 1 Jun, 2024 @ 10:38am 
I think you can solve the Vermintide mod (Black Plague disease from Plague Monk) crash by changing the name Black_plague_1 to anything else (ex.: black_plague_6).
Haydern 1 Jun, 2024 @ 10:32am 
Solved the Gaoler crash by changing Here Be Monster tetanus on effects to tetanus_1
Haydern 1 Jun, 2024 @ 10:28am 
I think there is a consistent crash with other mods, especially new monsters that causes diseases. When the attack causes the diseases the game crash: Gaoler tetanus from Here Be Monsters: Full Release and Vermintide mod (Black Plague disease from Plague Monk).
Elysian Phoenix  [author] 6 Mar, 2024 @ 8:02pm 
@Diey There is no list avaliable. When it comes to diseases that lead to death there will be a warming. But apart from that it's a surprise I guess.
Diey 6 Mar, 2024 @ 9:58am 
Where can I find a list of all the new diseases added by this mod ?
CarlosR 19 Sep, 2023 @ 2:53am 
It's okay. I just commented to leave it as a warning for anyone who will try to use the two mods together.
Elysian Phoenix  [author] 18 Sep, 2023 @ 10:17pm 
@CarlosR I'm not surprised by that. This mod isn't a high enough priority for me to delve into making it compatible with other mods sorry.
CarlosR 18 Sep, 2023 @ 5:26am 
The game crashes with this mod if you have Here Be Monsters: Full Release mod.
icydepths 11 Aug, 2023 @ 1:46pm 
You have my thanks.
Elysian Phoenix  [author] 11 Aug, 2023 @ 4:21am 
@icydepths If you've already managed to give the camping skill the remove disease effect then the reason it's not working is because all the diseases have the tag:
"can_remove_with_camping_skill" : false,
You'd need to change all these to true if you wanted it to work.
icydepths 11 Aug, 2023 @ 2:09am 
Greetings. How could I revert to the original disease-removing camping skills? I've edited some line in default.camping_skills.json, but it doesn't seem to work. Thank you in advance.
Elysian Phoenix  [author] 8 Jun, 2023 @ 4:56am 
@Robin Claassen Well you don't need to hear me recommend the overhaul, I'd recommend taking a look at the page and seeing if it's for you at least. Though in the mod the Crimson Curse doesn't remove other diseases which would clear that one issue. With this mod not requiring Crimson court I didn't think that far (this mod isn't a high priority for me).

On the topic of that dialogue I do agree, I made a lot of strings so there's always some small things that fall through the cracks. I'll put those on my list and see if I can't get an update out sometime soon.

I hope to hear more from you and if you do check out the overhaul come find me on our discord if you like, I always like hearing what people think of it!
Robin Claassen 7 Jun, 2023 @ 9:37pm 
As a suggestion on a separate issue: When someone with the red weeping disease gets the bleeding effect, they say something like "Oh god, why is it coming out of my eyes?!" That's awesome it terms of the dramatic feeling it gives, but I don't recall seeing the word "god" used anywhere else in the game, so you might want to consider changing the wording to "Oh light".
Robin Claassen 7 Jun, 2023 @ 9:35pm 
Yeah, this mod is great. Thank you for gifting it to the community. I might check out your overhaul mod after my current playthrough.

Regarding how it works in classic DD: While it's great for adding a bit more interesting challenge, from a narrative standpoint it feels strange to be in a situation in which you're often seeking out getting your characters infected with the crimson curse in order to cure them of worse diseases. The crimson curse and the diseases you added feel like they're working to defeat each other mechanically, and kind of ruin the atmosphere that each would otherwise create on their own. One possible solution might be to make the effects of the crimson curse worse, another might be to make bloodsuckers avoid drinking the blood of characters with obvious disease symptoms (i.e. preferring other attacks against characters in the later disease development stages, perhaps with an occasional bark to point out that they seem to avoiding contact with that character).
Elysian Phoenix  [author] 6 Jun, 2023 @ 10:19pm 
@Robin Claassen Hey I'm glad you're finding so much enjoyment out of this then. I'll admit it's probably not very well balanced for classic DD as it is close to a straight rip from my main mod. It's interesting to hear how it changes the game in that regard though as I'd have no clue. Hope you have more fun with it! (or whatever equivalent there is to fun in DD)
Robin Claassen 6 Jun, 2023 @ 6:49pm 
Dealing with the effects of diseases that you've left untreated (so you can afford skill and equipment upgrades) is also a fun challenge. In my last expedition, my arbalest, who had developed an eye irritation in a previous expedition, had her infection develop to a point at which it was identified as "the red weeping".

She started bleeding from her eyes (1 hp per turn for 14 turns). Every 1-4 turns it would stack, getting to the point that she was losing 1/3 of her hp every turn. I kept using bandages on her, but then ran out, and then ran desperately to every throbbing hive I could find, activating them to try to get her infected with the crimson curse to override her eye infection and save her life. I had to heal her every turn of combat, but I eventually got her infected with the curse, at a heavy health and stress cost to the rest of my party. Fun stuff.
Robin Claassen 6 Jun, 2023 @ 6:47pm 
This mod takes disease, which was just an annoyance in the base game, and turns it into an interesting major mechanic that you need to base many decisions around. It makes the game even more Darkest-Dungeon-y: More challenging, more of a feeling of facing an overwhelming challenge, more fun.

Fundamentally what it does is make diseases a much bigger drain on your resources, which forces you to give a lot of consideration to avoiding them. The lowly disease charm (+20% disease resist, -2 dodge) becomes one of your most valuable trinkets that you want to bring on most expeditions. Maxing out on holy water and using it in battle becomes more important. You need to carefully consider when you can afford warrens expeditions. The grave robber's and plague doctor's camp skill mostly just add 4-battle +20% disease resist buffs now (instead of curing diseases), but even in those nerfed forms they're absolutely worth using most of the time.
Vuohi 27 Jan, 2023 @ 5:37am 
I get that the purpose of the different initial stages having the same name. Just felt that a eating healing penalty would make more sense for a stomach ache.
Elysian Phoenix  [author] 26 Jan, 2023 @ 8:31pm 
@Vuohi I feel like there's a little nuance there. A lot of diseases start with headache but may not have the usual headache effects which if you're paying attention may clue you into what eventual disease you'll get. It's not a big deal and I don't feel like it needs to be changed.
Vuohi 26 Jan, 2023 @ 8:21pm 
Hm. One of the initial disease forms that give their name as "Headache" has the effect of "-25% healing when eating". Wouldn't "Stomachache" make more sense there?
Vuohi 8 Jan, 2023 @ 8:59pm 
Hmm, I may have gotten the names mixed up. Anyway, thanks for the update!
Elysian Phoenix  [author] 8 Jan, 2023 @ 6:26pm 
@Vuohi I think I found a problem where the effect was being applied multiple times. It's fixed and I've also nerfed the effect. Also Unsual Temper is one of the first stage diseases so I certainly hope it wasn't that. (bad humours should be the final evolution)
Vuohi 8 Jan, 2023 @ 11:14am 
And I think the chance of it happening should probably be lower at least, it happened to me four times in one quest. (Though if I recall it wasn't Bad Humours but its evolved version, Unusual Temper.)
Vuohi 8 Jan, 2023 @ 11:13am 
Hmm. For me it snuffed the entire torch, and I don't think it was below 50 at the time.
Elysian Phoenix  [author] 8 Jan, 2023 @ 1:33am 
@Vuohi there is an effect on bad humours that reduces torch by 50. I dunno if that would be considered too much, a hero with a finished disease is meant to be devastating. It could be toned down though (maybe the chance of it happening?).
Vuohi 7 Jan, 2023 @ 11:40pm 
By the way, is the effect where a hero sometimes snuffs out the torch from this mod? If so, it might be better to make it only reduce light by one step - killing the light entirely is a little too harsh, I feel.
Vuohi 7 Jan, 2023 @ 11:37pm 
The gravestones show up properly now, thanks! Haven't yet tested if the bark strings work but I'll let you know if I notice any missing.
Vuohi 7 Jan, 2023 @ 11:32pm 
You're welcome! Glad if I could help.
Elysian Phoenix  [author] 7 Jan, 2023 @ 9:48pm 
@Vuohi ok I think I've fixed the string issues. Didn't realise I was missing something small so thanks for letting me know. I think I found out why gravestones weren't appearing as well. If you notice the gravestones show up now can you let me know (just make sure the mods updated). Thanks for your help.
Elysian Phoenix  [author] 7 Jan, 2023 @ 9:05pm 
@Vuohi I don't think they're related but I can at least that's something I can check.
Vuohi 7 Jan, 2023 @ 8:15pm 
Incidentally, I'm also seeing some missing bark strings, mainly related to Bad Humours and Dementia. Might that be related? I already tried unsubscribing from the mod and then re-subscribing to make sure it's the latest version.
Elysian Phoenix  [author] 6 Jan, 2023 @ 3:00pm 
@Vuohi I have no idea why that's happening. I imagine something is glitched for you. Even on the mod these diseases were made for that issue hasn't come up. Good luck!
Vuohi 6 Jan, 2023 @ 1:40pm 
Hmm, gravestones for heroes who died of a disease are missing for me, there's just a little couple pixels wide white rectangle in their place. Is anyone else having this issue or is my save just glitched?
Elysian Phoenix  [author] 29 May, 2021 @ 6:46pm 
@Aanwal Thanks so much for letting me know, this is a side mod so it doesn't get much attention from me. The problems should be fixed now. I hope you keep enjoying it, or dreading it I guess? (Those diseases can be scary)
Aanwal 29 May, 2021 @ 3:50am 
Hiya, thank you for your work, my vestal is enjoying her bad humours so far.
I found two issues with the mod currently, in case you plan to update it.

1) Shieldbreaker's camping skill. I believe this mod ignores the default.camping_skills.json in its /dlc directory, and only reads from the "default" one in /raid causing shieldbreaker to lose Encourage, Wound care, and Pep talk.

2) Man-at-arms' Bolster skill (specifically lv 3 and 4) normally buffs -15% stress dmg, but with this mod it debuffs +15% stress instead. I looked in /shared/buffs/ new.buffs.json and under "STRESSDMG-15" it is missing minus sign on line 3394, which the "amount" should be -0.15 (negative value).
Elysian Phoenix  [author] 24 Dec, 2019 @ 8:58pm 
@nebulus I imagine it shouldn't cause too much of an issue but I can't say so as an absolute certainty
nebulus 24 Dec, 2019 @ 6:37pm 
Would this mod be safe to uninstall mid-playthrough?
wedhro 5 Dec, 2019 @ 10:33am 
I'm really enjoying the progression and variability this mod introduces. I used to hate diseases, now they intrigue me.
Mr. Torgue 29 Jun, 2019 @ 8:56am 
'Its...too...much!' -Vestal, in the locked storage closet.
Elysian Phoenix  [author] 1 Mar, 2019 @ 1:27am 
@DemonBangg What you're suggesting isn't possible with the tools modders have. Either way this mod in particular is not a priority of mine. It's assets are mainly taken from my overhaul.
Hikanjoten 28 Feb, 2019 @ 5:33am 
Mmmm, somehow i like it, but ruins the purpoise of the skills… what if you make them replace the diseases for an early stage disease? sounds good and balanced to you? Your desition.
Elysian Phoenix  [author] 28 Feb, 2019 @ 1:31am 
@DemonBangg Yes it's intended. This was intended to make diseases stick a bit more. As it currently is diseases can be a bit too easy to remove for them evolving to actually matter.
Hikanjoten 27 Feb, 2019 @ 7:25am 
Hey, man. camping skills that cure diseases cannot cure anymore. is this intended?
Elysian Phoenix  [author] 2 Dec, 2018 @ 5:02pm 
@Δ 900 Mag Aye they are just pictures, had a friend make them for me. I've found resists to be a bit underpowered when other stats are avaliable on trinkets and the like so stacking disease resist doesn't really make the game any easier.
Δ 900 Mag 2 Dec, 2018 @ 4:59pm 
of course none of that gets to be a major issue -- modded or not -- if you just stack disease resist all over the place, but where's the fun in that?

speaking of forgotten dungeons, where the hell did you get that font in its description from? or are they just really cool looking pictures that use words?
Elysian Phoenix  [author] 2 Dec, 2018 @ 3:28pm 
@Δ 900 Mag Well I thought this mod would make things more difficult but I have no intent to balance anything yet. I play pretty much exclusively through my overhaul mod which these diseases were built for so it's difficult to remember what the normal game can be like.
Δ 900 Mag 2 Dec, 2018 @ 6:30am 
if you mean vanilla as in no mods, this thing makes the base game noticeably harder: multi-stage diseases that are more dangerous and expensive to remove and that some of the new diseases outright kill your heroes... "Bring the whole bottle. This will not be a short night." lol
Elysian Phoenix  [author] 1 Dec, 2018 @ 11:38pm 
@Δ 900 Mag glad you're having fun. I don't really know what this mod is like in a normal game context as I don't play vanilla anymore, so I'm glad it's working out. Description is fixed btw thank you.
Δ 900 Mag 1 Dec, 2018 @ 7:55pm 
looks like one of the seizures descriptions [<str_quirk_description_the_fits_2>] might be missing.

i love testing this on my guinea pigs heroes lol