Dungeon Delver

Started by Velatus on

Topic category: Mod showcase and discussion

Joined Oct 2020
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Dungeon Delver
Sun, 08/17/2025 - 20:07 (edited)

Dungeon Delver

Dungeon Delver is a mod I've been working on which uses some of the concepts from another mod I am developing (FBTUS), specifically the "Affix System" and "Evolving Threats." The main premise of the mod is to fight your way through the dungeons to gain access to powerful items such as Relics, Dungeon Blueprints, or Unique Weapons and Armour. Dungeons have a large range of variety created from the Affixes that can be generated on them, altering their aesthetics, possible generated rooms, or global modifiers within the dungeon (loot reductions/bonuses, stronger mobs, mini-bosses).


Progression

You will have to progress through dungeons to unlock access to higher tier dungeons, beat a tier 1 dungeon to get access to tier 2 dungeons, which in turn makes the dungeon more difficult but more rewarding. Dungeons also have a Rarity Modifier which affects the possible amount of Affixes on the dungeon and which affixes can roll. There is another system that affects how Dungeons Generate which is accessible through a Dungeon Generator Block. These allow you to either Insert a Dungeon Blueprint, or if you are currently inside a dungeon, choose from three possible options that can modify the current run such as adding a sub-branch to the next room allowing for even more rewards.


Dungeon Mechanics

Dungeons are built room by room, using a combination of procedural generation and controlled placement to ensure both variety and balance. Each dungeon is unique but certain rules govern the layout to maintain challenge and reward.

Room Types

Combat Rooms - Combat Rooms are filled with mobs and traps, with a rarer chance of being replaced with a Puzzle Room.

Loot Rooms - Loot Rooms are areas that contain chests, rare items, or relics. These are always found at specific stages in the Dungeon Track Sequence.

Structural Rooms - Structural Rooms are areas that bridge together each room type and offer no specific challenges or rewards.

Special Rooms - Special Rooms are areas that can replace Combat, Loot Room, and Structural Rooms with different variants or extra rewards.

 

Procedural Track System

Dungeons follow a procedurally generated track sequence to determine room progression. Some rooms are Guaranteed to appear at specific parts in the sequence, such as Loot and Boss rooms, while others are randomised. For Example, CCLPC*LCB would go in this sequence:
Combat Room -> Combat Room -> Loot Room -> Puzzle Room -> Special Combat Room -> Loot Room -> Combat Room -> Boss Room

While the dungeon will follow the track, the player can still add/alter rooms on the main track and add offshoots that can contain a few extra rooms based on the dungeons tier.

Affix Influence

Affixes dynamically alter the entire dungeon's properties such as enemy strength, loot quality, and mini-boss appearance. Here are a few of the current ones with an in-game example:
Voices of Destitution - Slight Nerf to the Quality of Loot Rooms

Guardian's Oath - A Mini-Boss encounter Replaces the First Combat Room

Entropy Unleashed - All Rooms have a Small Chance to be Replaced with a Special Room Type

Link to in-game example if it doesn't show for you

There are also Uber Affixes that can only appear if you get duplicated affixes. These can be major downsides or major upsides. Here are a few examples using the affixes above:
Voices of Destitution -> Chorus of the Damned - All Loot Chests have Only One Reward

Guardian's Oath -> Eternal Watch - Elite Guardian Mini-Bosses patrol every Major Room; each drops High-Value Loot

Entropy Unleashed -> Chaos Ascendant - 60% Chance per Room to be Replaced with a Special Room Type


Relics and Affixes

As previously mentioned, Affixes can alter properties on items such as Dungeon Blueprints, Weapons and Armour, but they can also appear on unique dungeon items called Relics. Relics allow the player to control specific properties on Dungeon Blueprints such as the base rarity, the dungeon tier, and the affix pool. Relics come in two forms; General and Unique.

General Relics come in four forms:

Relic of Origin - Influences the base rarity weights

Relic of Depth - Influences the tier of the dungeon

Relic of Fate - Influences the possible affix pool

Relic of Entropy - Rolls two relic affixes from either Relic of Origin, Relic of Depth, or Relic of Fate's pools with volatile outcomes (0.8x-1.2x)

Unique Relics Force singular specific properties onto dungeons, ignoring any Dungeon Blueprint Affixes that could change it. One example is "Reflection of the Final Step" which Inverts the Dungeons Track Sequence, meaning you will start the dungeon fighting the Dungeon Boss and progress through the dungeon until you make it back out.

You might have noticed from the images in the "Affix Influence" section of Dungeon Mechanics that there are affixes that make chests contain "Bloodied" or "Defiled" items. Items that are generated from these contain an extra unique affix pool relating to its theme name, so for "Bloodied", it would have a Physical based theme, and for "Defiled", it would have a Necrotic based theme. Any item within these categories can have access to unique affix pools:

  • Weapons
  • Armour
  • Materials
  • Relics

That's all I have to share for now. If you have any critique or ideas for the mod, please feel free to comment below.

Edited by Velatus on Sun, 08/17/2025 - 20:07