Enemy Barks Mod

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Author: HOi to the power of TEMmiE

Last revision: 19 Aug at 22:14 UTC

File size: 2.37 MB

On Steam Workshop

Description:
"Your coin, your carriage-We want it all."

This mod aims to give the enemies a voice, and occasionally give everyone else the ability to speak for the ones that can’t speak (mainly Creatures). Currently unfinished, but will be finished sometime soon, and I’ll update the mod as I finish factions.

Currently finished factions;
* Pillagers
* Gaunt (except Ghoul but I don’t know what to do for that loser)
* Fanatics (A bit buggy though, will look into at some point. They tend to not bark as much after igniting, even with a guaranteed chance to bark)
* Plague Eaters
* Swine Folk
* Lost Battalion (They are like 99% done, already implemented in the data, and really there’s no reason I should remove them from the current build)

Factions I’m almost done writing but haven’t implemented;
* Cultists (All done, except for stretch goals. Also wanted to save them for last for obvious reasons)

Factions I’ve barely started;
* Animals (All creature characters will be spoken for by humanoids)
* Fisherfolk
* Some Minibosses (Collector, Shambler, Death, Warlord)

As of now, enemies have a 15% chance to bark on attacks they use consistently, and special attacks have a 20% chance to use a crit-like bark, with actual crits having a 60% chance. They also have a 40% chance to bark when fights start and when hitting death’s door. Minibosses and likely lair bosses will get opener barks (I would like everyone to have openers but I don’t know how to program it.)

Special Thanks to the members of the DDcord for helping me write, edit, and review my barks, including AgentChops1 (Helped with writing the Fanatics and Plague Eaters), Blu_ni, Random Internet Person, and Kettle (Reviewed my gaunt barks).