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Darkest Dungeon® II News

2.03.79750 - Kingdoms - Curse of the Court

[p]Kingdoms: Curse of the Court[/p][p]"Hatched from the stagnant, brackish waters of the coast, a supernatural contagion is swarming inland!”[/p][p]Curse of the Court is the third free module for Kingdoms, the standalone grand campaign strategy mode for Darkest Dungeon II. Curse of the Court adds a complete new enemy faction and associated questline to complete. 
[/p][p]The Crimson Courtiers have returned! Insatiable Bloodsuckers have swarmed your Kingdom, carrying with them the dreaded Crimson Curse. Contain the spread, find the cure, and eradicate these vampirically-corrupted nobles before it’s too late.[/p][p][/p][p]Today’s update also includes new Achievements to earn, new music by Stuart Chatwood, and 3 new Kingdoms maps, featuring unique layouts each with their own set of challenges. These new maps are playable on any of the three different Kingdoms modules.[/p][p][/p][p]HEROES[/p][p]FLAGELLANT[/p][p]Wanderer[/p]
  • [p]Punish+ now increases Blight duration by +1 if the target has Combo[/p]
  • [p]Acid Rain+ now increases Blight dealt by +1 if the target has Combo[/p]
[p][/p][p]Exanimate[/p]
  • [p]Acid Rain and Acid Rain+ no longer have +30% Blight RES Piercing vs. Combo[/p]
  • [p]Acid Rain and Acid Rain+ now increase Blight duration by +1 if the target has Combo[/p]
  • [p]Punish and Punish+ no longer have +30% Blight RES Piercing vs. Combo[/p]
  • [p]Punish and Punish+ now increase Blight duration by +1 if the target has Combo[/p]
    • [p]Dev Note: We've re-tooled most skills that give RES Pierce vs. Combo to do a little more but Exanimate is already capable of dishing out heavy amounts of Blight. We decided to lean into that and replaced the RES Pierce with increased duration. Exanimate has a ton of punch but lacks innate ways to pierce RES, setting it a bit further apart from the other Flagellant Paths.
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[p]FIXES[/p]
  • [p]Fixed broken Academic View descriptions in several Shrines of Reflection[/p]
  • [p]Fixed Timeworn Volumes choice appearing before possible options have been unlocked at the Altar of Hope[/p]
  • [p]Fixed certain Kingdom boss tokens not appearing in the token glossary correctly[/p]
  • [p]Fixed hero specific tokens appearing in the token glossary when they should be hidden[/p]
  • [p]Fixed region specific tokens appearing in the token glossary outside their respective regions[/p]
  • [p]Fixed an issue with the Occultist Ritualist Path’s Weakening Curse+ debuff tool tip not correctly stating what it does[/p]
  • [p]Fixed an issue with the Pass skill in the Runaway’s first Shrine of Reflection combat presenting itself as a healing version of Pass[/p]
  • [p]Fixed an issue with the Dreaming General’s Strangle DOT occasionally not showing its remaining duration[/p]
  • [p]Fixed tooltip for vitrine panel in crossroads to now dynamically match custom keybind[/p]
  • [p]Crash fix which occurred when hovering the Smite skill in paths panel[/p]
  • [p]Fixed misaligned question mark on the Unknown Node at the Kingdoms boss regions[/p]
  • [p]Fixed items tooltip overlapping selected item in Kingdoms Inn and region detailed window[/p]
  • [p]Updated the control scheme so you can now drag Kingdoms map while side panel is open[/p]
  • [p]Fixed Inn panel on Kingdoms map screen activating the "Set Route" button purely based on distance without checking that the connection is valid.  [/p]
  • [p]Fixed Conditions and Quirks gained from Kingdom Inns to now show which Inn is the cause rather than a random Inn[/p]
  • [p]Fixed an issue where Inn delivery travelogue entry text would disappear after quit & load[/p]
  • [p]Fixed an obscure case involving the Murder Weapon trinket and a very low-health enemy: the skill damage and the instant-kill effect both killed the enemy, which confused the presentation side and left the enemy in a weird visual state. Now if there's an instant-kill effect, we skip the kill from the skill damage, leaving you with a corpse that behaves normally.[/p]
  • [p]Fixed the idle animation reset after Hero Story Abomination transformation[/p]
  • [p]Fixed driving banter from not firing correctly[/p]
  • [p]Fixed game logic to prevent militia from firing positive barks as the heroes are attacking them[/p]
  • [p]Updated user flow when changing/viewing hero paths at the crossroads to now have confirmation when path is switched[/p]
  • [p]Fixed an issue where deliverable items displayed with white placeholder in Travelogue[/p]
  • [p]Fixed road indicator positioning for ultrawide screen resolutions [/p]
  • [p]Various ultrawide resolution fixes for Inn navigation, Kingdoms difficulty selection, Kingdom Maps selection[/p]
  • [p]Fixed an issue where Heal preview isn't displayed if skill is quickly selected at turn start[/p]
  • [p]Updated Driving minimap to darken unchosen paths[/p]
  • [p]Corrected an awkward overlap on the Inn Upgrade panels in German [/p]
  • [p]Fixed an issue where some Heal Pop-ups in battle are larger than they should[/p]
  • [p]Fixed an issue where Replaced Heroes portraits at the party selection disappears when being swapped with another hero[/p]
  • [p]Added horizontal scroll to heroes in hero select screen (this is for new mod heroes to be accessible)[/p]
  • [p]Rearranged application of skill results so that skills that steal tokens and also happen to kill the enemy will have tokens to steal.[/p]
  • [p]Fixed path description getting cut off in hero select in other languages[/p]
  • [p]Fixed a Kingdoms map panel flicker when clicking quickly between regions[/p]
  • [p]Fixed an issue where location loathing mouseover tooltips stop appearing after map is closed once[/p]
  • [p]Added the notice and hotkey to Boss emblem at The Crossroads to access the Infernal Flame screen[/p]
  • [p]Combined Mastery Points awards in Travelogue[/p]
  • [p]Fixed hero, path, and biome tokens not showing up in the glossary while "Show all tokens in glossary" is active[/p]
  • [p]Fixed hero specific tokens appearing in the token glossary when they should be hidden[/p]
  • [p]Fixed region specific tokens appearing in the token glossary outside their respective regions[/p]
  • [p]Disabled orange vfx glow when selecting Bounty Hunter at the crossroads[/p]
  • [p]Gamepad: Updated flow to clearly display which difficulty is selected when navigating on the difficulty bar[/p]
  • [p]Gamepad: Fixed Bundle of Herbs effect out of alignment with Hero Sheet Conditions tab[/p]
  • [p]Gamepad: Adjusted button prompt locations in Academics View for skills in ultrawide[/p]
  • [p]Gamepad: Adjusted cycling prompt location on the Kingdoms map[/p]
  • [p]Gamepad: Fixed issue where highlighting arrow on the Path Comparison panel wouldn't go on Confirmation button[/p]
  • [p]Gamepad: Changed behavior when attempting to compare Paths to require input to select which path to compare[/p]

Darkest Dungeon II - Darkside Hero Creator Tool Update

[p]We've just pushed another update to the Hero Creator Tool found in the Darkside Modding project. [/p]
  • [p]Fix missing FMODEventTrack references on hero playables [/p]
  • [p]Fix character death timelines missing data and references [/p]
  • [p]Add Unlock Track resource for hero template (custom heroes will show up in the Altar of Hope by default) [/p]
  • [p]Add Chapter 5 boss fight Spectre [/p]
  • [p]Add additional CSV data to support unlock tracks and chapter 5 boss fight to the hero template[/p]
[p]This should now hopefully be everything you would need to create a full Confessions hero! If you are a modder, we would love for you to try this hero creation tool and let us know about any issues you have so we can make improvements! Post your feedback in our Discord, or shoot us an email at [email protected][/p]

Darkest Dungeon II - Darkside Modding Update

[p]We've just pushed a new modding update to our Darkside project. You can now create custom heroes![/p][p][/p][p]Release Notes:[/p]
  • [p]Added Hero Creation Tool window[/p]
  • [p]Fixed missing materials for numerous hero VFX[/p]
  • [p]Added Hero Template data directory based off Highwayman[/p]
[p]Heroes created in the Hero Creation Tool are based off the Highwayman and his data. However, newly created heroes will not have SFX or localization that matches the Highwayman. Strings not localized will appear as blue text and will display the localization key required to be made in the mod's dd2_loc_strings.txt file. We have plans to generate the loc keys required in the future![/p]

Kingdoms: Curse of the Court Releases August 28!

[p][/p][p]Our 3rd and final Kingdoms module, Curse of the Court, comes to PC and Mac on August 28th, with consoles to follow at a later date. [/p][p][/p][p]A supernatural contagion threatens to infect your lands and topple your Kingdom. Follow a new questline and face off against the Bloodsuckers, an all new enemy faction, who were previously featured in the Crimson Court DLC.[/p][p][/p][p]This new Kingdoms module releases alongside new maps to conquer, and achievements to earn.[/p][p][/p][p]Featuring a completely reimagined game structure, Kingdoms is a parallel game experience to the original Confessions game mode. Players will be tasked with defending the realm from incursions by all-new enemy-factions, including packs of ravenous Beastmen (playable in our Hunger of the Beast Clan module), and a coven of duplicitous witches (playable in Secrets of the Coven). [/p][p][/p][p]Be sure to join our Discord and follow us on social media for more.[/p][p]
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Darkest Dungeon II - Darkside Modding Update

[p]We've just pushed a new modding update to our Darkside project. Patch notes below![/p]
  • [p]Imported all Hero prefabs and their data files[/p]
  • [p]Imported Ghoul and Lost Soul enemies and associated data files[/p]
  • [p]Added FMOD project and FMOD plugin[/p]
  • [p]Added editor for timeline clip overrides for custom animations[/p]
  • [p]Add Zoom in Skill and Inline Skill creation buttons[/p]