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I'm currently farming the Weald and wanted to know what kind of creatures I'd encounter. So, I browsed the files of the game source folder and found in C:\GOG Games\Darkest Dungeon\dungeons\weald several text files with data about it. I think there's one for every level (Apprentice, Veteran, Champion) but there's one more for each of the two first level. My theory is that one is irrelevant since the additional one for Apprentice level contains Unclean Giant who never appear at that level.

So I retrieved the data in a spreadsheet and made calculations for that level. Here are the results:

1) Chance to encounter specific monster (not about number!)
15% Cultist Witch
10% Rabid Dog
10% Fungal Bloat
10% Maggot
7% Brigand Cuthroat
7% Spider Spitter
7% Skeletton Common
7% Brigand Fusilier
5% Ectoplasm
5% Fungal Artillery
5% Cultist Brawler
5% Spider Webber
5% Madman
2% Brigand Blood

2) Chance to encounter specific type (not about number!; takes into consideration Fungal double type)
47% Human
27% Beast
20% Eldritch
6% Unholy

Conclusions:
The best heroes for the Weald at Apprentice level considering this data will be efficient against Humans first. Beasts are the second most common enemies but they have low life. They are usually harder to hit though.
So, the best Quirks, Trinkets and Skills for the Weald increase Damage against Humans and Accuracy against Beasts. Generally, Accuracy (or Dodge reduction) will be most important since almost 50% of all monsters will have a Dodge base value of more than 10.
Interestingly, the Cultist B... Witch is most often encountered. Expect stressful events then!
Protected enemies make for 23% of the total. For all those reasons, Bounty Hunters will really shine there.

That's all for now!

19/06/2016: New stats! Provisions suggestions for the Weald Long Exploration based on source data (map_generator.darkest and weald.props.darkest)!
Unfortunately, these forums don't allow for table formatting so you'll find everything in the attached images. The numbers show minimum, maximum and mean chances as well as rounding to the inferior and simple rounding.

First, let's give a look at the map events: Table 1.
So, for example, a map will contain a mean of 3 Obstacles. That is not to say you should always pick 3 Shovels for those. First, because you may not have to dig through all of them. Second, because you may find some. I have no data yet on the Provisions you can find, sadly.

Now, combined with the chance of Curios (these chances are valid for all Weald quests): Table 2.

Finally, a summary of the number of provisions you'll use to activate all Curios:
1) if you use Antivenom instead of Skeletton Key: Table 3.
2) if you use Skeletton Key instead of Antivenom: Table 4.
Please note again, that these numbers indicate how much in mean you'll use to activate all Curios (the Torch is for the Shambler's Altar). So, you may need more or less of these suggested Provisions based on what you find (Provisions and Curios).
Attachments:
table_1.jpg (20 Kb)
table_2.jpg (113 Kb)
table_3.jpg (21 Kb)
table_4.jpg (24 Kb)
Post edited June 19, 2016 by Abelf
Next I'll study the chance for each Curio to appear. I hope it will then be possible to determine what kind and what number of provisions should be taken. I reserve this second post just in case it's needed.
Thanks, very interesting.
I look forward to another area!
Ha! I would set the probability for the 'Hunger' event equal to zero!
This one is so freaking annoying.
You just know that you going to camp once or twice and take the food accordingly.
It was stupid to introduce a random hunger event!
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madgod.103: It was stupid to introduce a random hunger event!
I think hunger events are necessary so that you don't eat all your food for health. But it definitely shouldn't be random. If anything, hunger is a rather predictable occurrence. Simply tying it to the number of squares/rooms traversed should be enough.
Original post edited with new analysis! I may add more in the future, though processing and formatting the data is tedious.
About hunger: these are random events, yes but as you can see in my tables, the number of occurences are set (try to reduce every value to 0 and see what happens). I don't know how it spawns. There may be checks whenever you walk over a tile or when you enter/leave a room.
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madgod.103: It was stupid to introduce a random hunger event!
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Charon121: I think hunger events are necessary so that you don't eat all your food for health. But it definitely shouldn't be random. If anything, hunger is a rather predictable occurrence. Simply tying it to the number of squares/rooms traversed should be enough.
YES! Totally agree that they should have made it relative to the distance travelled. Also if they've all recently munched on some food - e.g. to regain some health after a battle that didn't go as well as hoped - then they should not be hungry again a few steps later!

I try to avoid eating food manually unless I've picked some up and am running low on inventory space, since I just know that as soon as they eat something - BANG I'll get the random hunger event a few steps later.

Also, whenever you get a hunger event, if you still have firewood left you should have an option to either just eat the food OR to use the firewood + food and camp right there. Mainly because it's happened a few times where I think "yeah I'll set up camp once I get into the next room" and then just before I get there - "we're hungry NOW". Grrrr.
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squid830: Also, whenever you get a hunger event, if you still have firewood left you should have an option to either just eat the food OR to use the firewood + food and camp right there.
That wouldn't work since you can only camp in rooms, while hunger events occur in hallways. The most realistic way to go about hunger would be to display it as a meter/bar, similar to health and stress. It's realistic – anyone can estimate their hunger level at any point. Then you can have hunger statuses from "full" through "slightly hungry (peckish :))" to "starving". And if you eat a few packets of food just before camping, then fewer units of food can make a feast, because your characters are reasonably fed when they set up camp.

All this would improve hunger management and add more strategic elements – like, do I have enough food to backtrack to the secret room with the newfound skeleton key?
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squid830: Also, whenever you get a hunger event, if you still have firewood left you should have an option to either just eat the food OR to use the firewood + food and camp right there.
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Charon121: That wouldn't work since you can only camp in rooms, while hunger events occur in hallways. The most realistic way to go about hunger would be to display it as a meter/bar, similar to health and stress. It's realistic – anyone can estimate their hunger level at any point. Then you can have hunger statuses from "full" through "slightly hungry (peckish :))" to "starving". And if you eat a few packets of food just before camping, then fewer units of food can make a feast, because your characters are reasonably fed when they set up camp.

All this would improve hunger management and add more strategic elements – like, do I have enough food to backtrack to the secret room with the newfound skeleton key?
Ah, didn't realise that you couldn't camp in hallways because I never tried!

What you suggest sounds like a bunch of good ideas though. Even if they don't add a hunger bar, they could still implement the hunger status (but hidden). They kind of already have a hidden hunger stat in that there is currently a limit to how much food you can feed someone before they say that they're full - all they'd have to do is expand on it slightly and tweak the current hunger mechanics to what you suggest.

Do devs read the forums in here? Because this is something that shouldn't be hard to implement while making the game better...