The goal of Darkest Night, Brightest Dawn is primarily to enhance quality of life (general enjoyment of the game) without making it necessarily easier to win, but easier to build effective parties within. A lot of underperforming skills have received minor or major boosts, while some were made slightly worse in some ways to maintain balance. Positional requirements and self-moving skills were often targeted as ways to increase the number of viable party builds.

I attempted to use a light touch when possible, and many skills were not changed at all. I tried to stick to the themes already established by Red Hook. For example, before the recent patch that fixed Command not adding +crit to your party, that was actually the exact change I had dived into the data files to add. That I had came to the same conclusion on how to make an unappealing skill more competitive makes me believe the general feel of my mod will not stray very far from the base game.

After I felt like I had succeeded in my initial batch of combat-focused changes I expanded the scope of the mod to address quality of life issues beyond the dungeons themselves. As of 2.0 there are now tweaks to:

Combat & Camping

Inventory Stack Sizes & Gem Values

Town Upgrade Costs

Hero Quirk Generation & XP to Level

Trinkets & Trinket Loot Tables

Possibly more!

Please refer to the included documentation for accurate notes regarding the version you have downloaded. All changes I make to the game are documented. For the most recent notes, which include changes only found in the unstable branch, please go here:

Darkest Night, Brightest Dawn 2.0 Design Document

If you want to play with the latest and greatest changes, and aren't afraid of running into bugs (and potentially bad decisions that I'll end up undoing):

Unstable Branch at GitHub