Regional Enemies

If you liked this item, please rate it up on Steam Workshop page.

Author: neIVIesis

Last revision: 18 Sep, 2025 at 15:39 UTC (1)

File size: 335.86 KB

On Steam Workshop

Description:
Regional Acolytes

Each region in Darkest Dungeon has enemies endemic to the region. The Cove shelters all manner of the abominable fish folk. The Warrens are the hunting grounds for the swine, half human half pig aberrations. The weald is a graveyard where life continues at its most decayed, as a puppet to the fungal plague.

And then we have common enemies that look exactly the same no matter where they spawn. We all understand Red Hook was a small studio trying to meet deadlines on a tight budget. They did amazing. But after almost 10 years and thousands of mods, it’s time to revisit these common enemies.

The aim of this mod it add more enemy variety in a way that is both logical and lore-friendly. Common enemies will still be recognizable, but they will each display traits that reflect their biome.

Among these common enemies, we find:

  • Cultist Acolytes (done)
  • Cultist Brawlers (done)
  • Skeleton Rabble (done)
  • Spiders (planned)
  • Maggots (planned)
  • Brigands (JUST RELEASED!)
  • Madmen (in-progress.) – An excellent custom madman already exists for Warrens
  • Ghoul
Installation

This mod needs to be placed ABOVE ALL enemy mods. I will release patches for enemies made by other authors if needed that will supersede this.

This mod is a hard requirement for all and any of my Regional Enemies mods. Due to the way that common enemies are handled, I have to edit vanilla mashes for each common enemy type. For the sake of my sanity, they will be centralized here and updated here as I release new enemies.

Compatibility

This mod will work with all monster enemy packs out-of-the-box in the sense that there shouldn’t be any crashes. Most monster mods use their own mashes, and my regional enemies edit vanilla mashes.

If a monster pack ads back common enemies, then you will get my variants plus the original common enemy from vanilla. In order to ensure ONLY my variants are always available and that they replace common enemies even reintroduced by another monster mod, then patches must be made.

A note on Mash Mixers and Mash Randomizers.

Mash mixers only work with mods that the author decided to consolidate into a vast mash to override all other mashes, which get blanked out. It’s an approach that is HIGHLY incompatible with monsters mods not included in their mix, or that are released after that mash mix was done.

You can try to place my "Regional Enemies" above the mash mixer, but I can’t guarantee that it will work.

(I frankly don’t see a point to a mash mixer if you intend to run enemy mods not included in the mix. That defeats the whole point of having the mash mixer in the first place. You can either ditch the mash mixer, or ask the author to include the mods you want such as this.)

Legal Disclaimer

"Regional Enemies" 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.

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.