Changes to Soul Cartographer

by SoulOfDarkest·v1.0·Updated 2026-02-27

Essentially a rebalancing of the Cartographer area.

Screenshots 6 screenshots

About this mod Machine translation

Essentially a rebalancing of the Cartographer area.

Soul's Cartographer's Changes

🎮 **Changes in Soul Cartographer** - Give the Dark Dungeon exploration logic a new look!

✨ Module Introduction

I've always found the **Cartographer Area** in the game to be a bit weak, especially when playing in **Torchless Mode**. So, I made some changes that I think make more sense! This area is meant to be a map of the dungeon we're about to enter, not about Torchlight (interestingly, it's called "Illuminator Camp" in the game files).

So I made some adjustments to give it more benefit when the torch light fades, without making the "glow" brightness too bad.

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📊 Comparison of specific changes

The following is a numerical comparison between the mod version and the original version (vanilla version) under different torch brightness (100/75/50/25/0):

**Module version values**

  • **Pressure increase %**: 0 / 10 / 20 / 30 / 40
  • **Monster hit increase %**: 0 / 6 / 9 / 12 / 14
  • **Monster damage increased by %**: 0 / 5 / 10 / 17.5 / 25
  • **Monster critical hit increased by %**: 0 / 1 / 2 / 3 / 5
  • **Hero crit increased by %**: 1 / 2 / 3 / 4 / 5
  • **Hero dodge increased by %**: 10 / 8 / 6 / 4 / 2
  • **Hero Scouting reduced by %**: 15 / 10 / 10 / 7.5 / 7.5
  • **The chance of monsters being attacked increases by %**: 2.5 / 5 / 7.5 / 10 / 12.5
  • **The hero's chance of being raided increases by %**: 15 / 12.5 / 10 / 7.5 / 5

**Original value**

  • **Pressure increase %**: 0 / 10 / 25 / 35 / 50
  • **Monster hit increase %**: 0 / 5 / 10 / 12.5 / 12.5
  • **Monster damage increased %**: 0 / 0 / 10 / 17.5 / 30
  • **Monster critical hit increased by %**: 0 / 1 / 2.5 / 3.5 / 6
  • **Hero crit increased by %**: 0 / 0 / 1 / 2.5 / 3
  • **Hero dodge increased by %**: 2.5 / 0 / 0 / 0 / 0
  • **Hero Scouting reduced by %**: 15 / 7.5 / 0 / 0 / 0
  • **The chance of monsters being attacked increases by %**: 25 / 15 / 5 / 0 / 0
  • **The hero's chance of being raided increases by %**: 0 / 0 / 15 / 25 / 40

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🤔 Design ideas

You may ask: **"Why is it that the darker the environment now, the easier it is for monsters to be raided, but the harder it is for heroes? Why does the brighter torch make it easier for me to be raided?"**

💡 **My thinking** is: Because you are **more prepared** now! Thanks to the cartographer's map, you know the dungeon's layout like the back of your hand. So the darker the environment, the more unprepared it is for them (the monsters), rather than the other way around, the more ambush opportunities will be on your side.

Apparently, walking around with a bright torch will reveal your presence and alert them.

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⚙️ Other instructions

  • **Loot**: I **have not changed** the loot, I think the original version is just fine. This mod is purely a tweak to the combat/corridor mechanics.
  • **Cost**: It now costs more gold, but **Heirlooms cost significantly less**. (Personally, I don’t want to grind for materials all day just to unlock an area and leave the town waiting in ruins.)
  • **Difficulty**: The above comparison is based on "Stygian/Bloodmoon" difficulty, but to be honest, this camp doesn't differ much between difficulties. It should work on any difficulty and be more beneficial to you (for example, on Radiance difficulty, the pressure is also 40% at 0 torches, but you will have better scouting and loot with this mod).

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🔧 Compatibility

This is my first time changing districts, so I can't be 100% sure, but it **should* not be compatible with any mod that modifies the `districts_districts.json` file. (Some mods modify this file to lower the price. If anyone wants a version that includes my changes and lowers the price, you can open the file yourself and modify all the values ​​you want!)

It works with other mods that add custom areas. I have used several mods from fawn/courtyard-farmstead+ myself and have no problems so far.

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🎯 **That’s all! Tell me what you think, or if it causes any bugs (probably not, it' …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
Cartographer's changes
File size
541.3 KiB