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2.02.78608 - Steadfast Steward's Update - Coming_in_hot

[p]Welcome to the fifth Steadfast Steward’s experimental build! In order to test out these changes, head over to our public beta branches on Steam, Epic or GOG. 
[/p][p]For full details on what to expect from our Steadfast Steward’s Update and how to participate, please check out our Participation Details blog post, or see our intro post in the #general_info channel on our official Discord. [/p][p][/p][p]You may notice that these patch notes are more detailed than usual. We have included a number of ‘Developer Notes’ beside many of the entries here, to better express the intent behind the changes. By outlining our goals we hope that this will help measure if our intent is matching our implementation.
[/p][p]This update features work on the Runaway’s Arsonist path, as well as a number of trinket updates.[/p][p][/p][p]You can post your thoughts regarding this build in this thread: https://steamcommunity.com/app/1940340/discussions/0/603034244395063779/[/p][p][/p][p]You can also send us your thoughts on our official Discord, or via email at [email protected][/p][p] [/p][h2]HEROES[/h2][h3]RUNAWAY[/h3][p]Survivor[/p]
  • [p]Hearthlight and Hearthlight+ share Cauterize's FX and animations on this Path as the skill no longer targets enemies[/p]
[p]Arsonist[/p]
  • [p]This Path no longer has a 25% chance of gaining 3 Burn on Turn Start[/p]
  • [p]This Path no longer reduces DMG on various skills[/p]
  • [p]This Path no longer increases CRIT on various skills[/p]
  • [p]This Path no longer inherently increases Burn RES Piercing on various skills[/p]
  • [p]This Path gains +1 Burn Dealt and +2 SPD, to a max of 3 stacks, if the Arsonist has Burn at the end of a round. These buffs are lost if the Arsonist has no Burn at the end of a round.[/p]
    • [p]Dev Note: Much of the previous Arsonist's consistency with Burn application has been folded up into Wanderer's adjusted Hearthlight and Stealth synergies, so the Arsonist has been retooled as a high risk mid-ranks damage role that leans into the self-immolation angle with guaranteed self-Burn effects that fuel other skills. Stealth synergies and certain consistencies have been sacrificed for damage and unusual Burn manipulation options. As her Path seal says: "Everything burns."[/p]
  • [p]Backdraft is now a Path skill[/p]
  • [p]Backdraft and Backdraft+ launch ranks are 2 3[/p]
  • [p]Backdraft and Backdraft+ target all enemies with Burn[/p]
  • [p]Backdraft and Backdraft+ do not interact with DMG modifiers such as tokens or trinkets[/p]
  • [p]Backdraft and Backdraft+ double the Burn on the Runaway after use[/p]
  • [p]Backdraft deals 50% of remaining Burn on the Runaway as DMG to all targets[/p]
  • [p]Backdraft+ deals 75% of remaining Burn on the Runaway as DMG to all targets[/p]
    • [p]Dev Note: Backdraft is one of the primary outputs for the Arsonist's self-Burn, gaining DMG based on her own immolated state.[/p]
  • [p]Controlled Burn is no longer a Path skill[/p]
    • [p]Dev Note: Controlled Burn, true to its name, does not engage with the self-Burn mechanics of the Arsonist. We felt it was important to retain a method of safely applying Burn without igniting the Arsonist as well, just in case.[/p]
  • [p]Dragonfly and Dragonfly+ no longer have 33% Burn RES Piercing[/p]
  • [p]Dragonfly and Dragonfly+ now apply 2 Burn to the Runaway per Target hit; this cannot be resisted and is affected by any DOT modifying buffs and effects[/p]
  • [p]Dragonfly CRIT reduced from 15% to 5%[/p]
  • [p]Dragonfly+ DMG increased from 1-2 to 1-3[/p]
  • [p]Dragonfly+ CRIT reduced from 15% to 5%[/p]
  • [p]Firefly and Firefly+ no longer have 33% Burn RES Piercing[/p]
  • [p]Firefly and Firefly+ now apply 2 Burn to the Runaway; this cannot be resisted and is affected by any DOT modifying buffs and effects[/p]
  • [p]Firefly DMG increased from 1-3 to 2-4[/p]
  • [p]Firefly CRIT decreased from 15% to 5%[/p]
  • [p]Firefly Burn reduced from 3 to 2[/p]
  • [p]Firefly+ DMG increased from 2-3 to 3-4[/p]
  • [p]Firefly+ CRIT increased from 20% to 10%[/p]
  • [p]Firefly+ Burn reduced from 5 to 4[/p]
    • [p]Dev Note: Dragonfly and Firefly have been adjusted to support Arsonist's self-Burn mechanics.[/p]
  • [p]Firestarter is now a Path skill[/p]
  • [p]Firestarter and Firestarter+ target all enemies with Burn[/p]
  • [p]Firestarter and Firestarter+ copy the Burn from all targets to the Runaway[/p]
  • [p]Firestarter+ grants 1 Stealth[/p]
  • [p]Firestarter+ grants 1 Speed[/p]
    • [p]Dev Note: Firestarter has been reworked to provide an alternative method of accruing large amounts of Burn on the Arsonist at a risk.[/p]
  • [p]Hearthlight is now a Path skill[/p]
  • [p]Hearthlight and Hearthlight+ target a single enemy[/p]
  • [p]Hearthlight and Hearthlight+ require that the Runaway have Burn[/p]
  • [p]Hearthlight and Hearthlight+ have a cooldown of 2[/p]
  • [p]Hearthlight and Hearthlight+ transfer the Runaway's remaining Burn to the target[/p]
  • [p]Heathlight consumes any Arsonist buffs to heal 10% per buff[/p]
  • [p]Hearthlight+ consumes any Arsonist buffs to heal 20% per buff[/p]
    • [p]Dev Note: Hearthlight has been reworked as an emergency exit of sorts, displacing any remaining Burn and sacrificing accrued Arsonist buffs to quickly recover health.[/p]
  • [p]Ransack is no longer a Path skill[/p]
    • [p]Dev Note: The Wanderer version of Ransack provides a degree of self-defense that's otherwise missing from this Path and it no longer needs to suffer the previously reduced DMG.[/p]
  • [p]Searing Strike and Searing Strike+ no longer have 33% Burn RES Piercing[/p]
  • [p]Searing Strike & Searing Strike+ launch ranks changed from 1 2 to 2 3[/p]
  • [p]Searing Strike and Searing Strike+ now match the new Wanderer version's Burn values and Combo effect[/p]
  • [p]Searing Strike and Searing Strike+ do not benefit from Stealth[/p]
  • [p]Searing Strike and Searing Strike+ now apply 2 Burn to the Runaway; this cannot be resisted and is affected by any DOT modifying buffs and effects on the Runaway[/p]
  • [p]Searing Strike DMG increased from 3-4 to 3-7[/p]
  • [p]Searing Strike CRIT reduced from 15% to 5%[/p]
  • [p]Searing Strike+ DMG increased from 3-5 to 4-9[/p]
  • [p]Searing Strike+ CRIT reduce from 20% to 10%[/p]
    • [p]Dev Note: Searing Strike has been adjusted to not only serve the Arsonist mechanics but to allow use from further back in the ranks, as the Arsonist is less suited to rank 1 combat. This does give it a bit more overlap with Firefly, but the two remain differentiated by their reach and differences in direct damage output when needed.
      [/p]
[p]Runaway Trinkets[/p]
  • [p]Carved Toy: Reworked to +15% when self has Stealth, +25% Debuff RES Piercing when target has Burn, and Gain When Moved by Enemy: Daze or Taunt[/p]
  • [p]Knitted Blanket: Reworked to Gain on Burn Resist: Stealth, +1 Burn Dealt when target has Negative Token, and When Stress Damaged: Burn 1 (15%)[/p]
  • [p]Pile of Ash: Reworked to When Moving: Dodge (50%) or Dodge+ (15%), Apply to Attacker When Missed: Shuffle, and Gain when Hit: Knockback 1
    [/p]
[p]Gameplay[/p]
  • [p]Disabled the 1.5x combat audio when increasing the game speed and moved it to the Dam as a toggleable option[/p]
    • [p]Dev Note: We wanted to start testing the game speed feature with sync'd audio. Many players reported that it sounded a little too goofy and thus we want to try it out for a week where the audio remains at 1x. This means that some of the animations will be out of sync with audio. Please play and let us know if this is more distracting than the audio being sped up. If you want to try it with the audio sped up, we put that as an option now in the Dam.[/p]
  • [p]Weak tokens applied to heroes on entering Death's Door is reduced from 2 to 1[/p]
    • [p]Dev Note: There are a handful of changes to compensate for the new Weak token functionality. There will be additional changes in future builds.[/p]
  • [p]Obsession Max Loathing effect chance for Random Negative Quirk reduced from 100% to 50% and no longer has a chance to apply Shattered Will[/p]
  • [p]Spiked Barricade and Weapon Rack can no longer gain positive tokens[/p]
  • [p]Escalation Max HP buffs will no longer affect enemy corpses or Ancient Adversary[/p]
  • [p]Now after defeating Military enemies at Military Barricades they will be “driven out” resulting in other factions taking over the barricades for 3 regions[/p]
    • [p]Dev Note: There will likely be some awkward mashes in the first iteration, please provide feedback if you come across any mashes that are particularly frustrating or result in unpleasant gameplay.[/p]
  • [p]Slight increase to Military Barricade route weighted chance[/p]
    • [p]Dev Note: Military Barricade routes had a weight of 1/28 since they lacked variety. With the change to factions appearing at Military Barricades, the weighted chance has increased from 1 to 2, while Gaunts weighted chance was reduced from 3 to 2 in order to maintain the same ratio of combat routes to other routes.[/p]
  • [p]Shambler's Eye Trinket: Increased Crit buff per stress from +2% to +5%[/p]
  • [p]Selfish Motivation Trinket: Now only applies Blind, Immobilize, Taunt, or Vulnerable on turn start[/p]
  • [p]The Goops applying Slimed when targeting hero has been changed to targeting ally instead[/p]
  • [p]Mustache Cream Trinket: Extra action when targeting hero has been changed to targeting ally instead and chance increased from 33% to 50%[/p]
  • [p]Junia's Head Trinket: Removing 1 Negative Token and removing Combo when targeting hero has been changed to targeting ally instead[/p]
  • [p]Busker's Haul Trinket: Add Dodge when targeting hero has been changed to targeting ally instead and chance increased from 20% to 33%[/p]
  • [p]Undeserved Commendation Trinket: Add Crit when targeting hero has been changed to ally and chance increased from 10% to 15%[/p]
  • [p]Man-At-Arms Kingdoms final hero upgrade: Removing all Weak tokens when targeting hero has been changed to targeting ally instead[/p]
  • [p]Annotated Textbook Trinket: When targeting hero has been changed to targeting ally instead and chance to invert 1 negative token reduced from 100% to 65%. Reduced chance for Vulnerable token from 100% to 33%.[/p]
    • [p]Dev Note: Buffs that provide effects when targeting a hero were always intended to target allies, we didn’t have the functionality at the time. It created unintuitive situations such as Passing turns, as that’s considered a skill that’s targeting the performer. They’ve all been updated to function similarly, with some chances adjusted to compensate for the reduced targeting options.[/p]
  • [p]Entropic Enemies Battle Modifier: Chance to add a random token on turn end reduced from 100% to 50%[/p]
  • [p]The Jinx Quirk: Now more rare and can no longer be obtained from Inns[/p]
  • [p]Disarmer Quirk: Now less rare and can be obtained from Inns[/p]
  • [p]Shattered Will Quirk has been removed from quirk options when choosing to fight the Shambler[/p]
    • [p]Dev Note: We are considering removing all quirk options when choosing to fight the Shambler[/p]
  • [p]A Lesson Learned Memory: CRIT increased from +3 to +5[/p]
  • [p]A Long Recovery Memory: Disease RES increased from +15% to +25%[/p]
  • [p]Cat Food Combat Item: Purchase price reduced from 6 to 4[/p]
  • [p]Invigorating Intoxicant Combat Item: No longer provides a SPD or CRIT buff while on Death's Door. Now has remove all Weak on use, Deathblow RES buff duration increased from 3 to 5 turns, and When Entering Death's Door remove all Weak[/p]
  • [p]Added Dam option for Battle Advantages modifiers to always appear where appropriate[/p]
  • [p]Current Confession icon now displayed at the Crossroads[/p]
  • [p]Death's Head Trinkets: Reworked effects that are now randomized including On Kill effects. Each trinket will now have one On Entering Death's Door effect, one On Leaving Death's Door effect, and one On Killing Blow effect (ineffective against corpses).[/p]
  • [p]Mortal Ward: Now has On Leaving Death's Door: Crit Token, Dodge+ Token, and -2 Stress[/p]
[p]Fixes[/p]
  • [p]Fixed Weak token description to better describe new functionality[/p]
  • [p]Fixed token glossary not displaying tokens for reserve heroes[/p]
  • [p]Fixed unnecessary duplicate tokens from token glossary and necessary duplicate tokens now have path name added to their description[/p]
  • [p]Gamepad fixes for character sheet navigation[/p]
  • [p]Fixed issues affecting renaming memoried heroes in certain conditions[/p]
  • [p]Fixes to repeating hero goals[/p]
  • [p]Fixed short hero stat strings inconsistent character length[/p]
  • [p]General tooltip and Academic View fixes and improvements[/p]
  • [p]General animation fixes[/p]
  • [p]Updated Battle Advantage icons with proper assets[/p]
  • [p]Fixed missing SFX on Spearman’s Spear Toss when targeting a hero with combo[/p]
  • [p]Fixed Lair combat start heals displaying poptext[/p]
  • [p]Fixed missing UI after Lair fights[/p]
[p]Known Issue: When retreating in Confessions, the maximum loathing presentation will not trigger. Loathing will still be applied correctly however.[/p]

Expanded Modding Support and Origin Skins Available Now!

[p]We’re celebrating the start of the Steam Summer Sale by discounting Darkest Dungeon II to 50% off and adding 2 highly anticipated additions to the game![/p][p][/p][p]Today marks the launch of our FREE Hero Origin Pack. This pack is available for download now for PC and Mac on Steam, GOG and EGS (console release to come at a later date).[/p][p][/p][p][/p][p]The Hero Origin Pack contains the long awaited hero origin skins - the version of the Darkest Dungeon II heroes that you see in the Shrine of Remembrance. Once you've downloaded the pack, you'll need to complete each hero's Shrines to unlock their origin skin in the Cosmetics tab. You’ll be able to use the Origin hero skin for each hero in Darkest Dungeon II, including DLC Characters (Note: In order to access DLC character skins, you will need to own the associated DLC).[/p][p][/p][p]Get this new pack for FREE today.[/p][p][/p][p]Today’s release also includes expanded modding capabilities for Darkest Dungeon II. Our effort to bring the origin skins to life had the side benefit of laying the groundwork necessary to expand our modding tools, and allow for character modding. Modders will now be able to create unique hero skins and weapon kits
[/p][p]We have had a small group of mod creators test these new capabilities for the past several weeks, and help us add to the Darkest Dungeon II modding guide. We are extremely grateful for all their assistance in expanding mod support for Darkest Dungeon II.[/p][p][/p][p]They’ve been working on a number of different mods, which are now available in the Steam Workshop. We've collected a few examples to showcase some of the incredible work they have done so far.[/p][h2]Modded Hero Skin Examples:[/h2][p]Mod Name: Detective Dismas[/p][p]Mod Creator: ScruffC[/p][p]Detective Dismas is on the case! This mod dresses up the Highwayman as a detective.[/p][p][/p][p]Mod Name: The Googly Mod[/p][p]Mod Creator: Tranquil [/p][p]
A Darkest Dungeon mod classic has returned. Give all your heroes googly eyes, so they may better ogle the terrifying manifestations of their failure.[/p][p]
Mod Name: Armoured Vestal [/p][p]Mod Creator: Egthoridon
[/p][p]Dress the Vestal up for combat in a shiny new suit of armor![/p][h2]
Weapon Kit Example[/h2][p]Mod Name: Darkest Fumo: Occultist [/p][p]Mod Creator: aubrey_light[/p][p]Trade out the Occultist’s skull for a little Fumo![/p][p][/p][p][/p][p]
[/p]

2.02.78542 - Hero Origin Pack Release Patch Notes

[p]Hero origin skins have arrived in Darkest Dungeon II! Today’s update includes a number of gameplay improvements, as well as the tech required to both use our new hero origin skins and expand upon our current modding tools.
[/p][p]Origin Skins[/p][p]In order to get your Hero Origin Skins, you will need to download the new FREE Hero Origin Pack. This pack is available now for PC and Mac on Steam, GOG and EGS (console release to come at a later date). [/p][p]
[dynamiclink][/dynamiclink][/p][p]The Hero Origin Pack contains the long awaited hero origin skins - the version of the Darkest Dungeon II heroes that you see in the Shrine of Remembrance. Once you've downloaded the pack, you'll need to complete each hero's Shrines to unlock their origin skin in the Cosmetics tab. You’ll be able to use the Origin hero skin for each hero in Darkest Dungeon II, including DLC Characters (Note: In order to access DLC character skins, you will need to own the associated DLC)[/p][p][/p][p]Expanded Modding Capabilities[/p][p]Today’s release also includes updates to the Darkest Dungeon II Darkside modding project. Our effort to bring the origin skins to life had the side benefit of laying the groundwork necessary to expand our modding tools, and allow for character modding. Modders will now be able to create unique hero skins and weapon kits in Darkest Dungeon II. [/p][p]
We have had a small group of mod creators test these new capabilities for the past several weeks, and help us add to the Darkest Dungeon II modding guide. We are extremely grateful for all their assistance in expanding mod support for Darkest Dungeon II.[/p][p]
As a reminder for those looking to build/use mods, here is a list of resources:[/p]
  • [p]Currently, we are officially distributing the Darkside project on Steam via Steam Tools distribution for Darkest Dungeon II owners. The Darkside project obtained via Steam will always be up to date with the latest version.[/p]
  • [p]Here is the link to the official DD2 modding guide[/p]
  • [p]If you are a mod maker, consider exporting your mod so non-Steam users can use it, and upload it to your official Darkest Dungeon mod.io page. We have a handy "Upload to mod.io" button built right into the Darkside tool to assist with this process![/p]
[p][/p][p]Our team is excited to get both hero origin skins, and character modding out to the Darkest Dungeon community. We have even more exciting updates coming in mid July! Our Steadfast Steward release, which we’ve been working on since May, is nearly complete and will feature a number of community requested features and updates to systems such as Ordainment and memories. Head to our website and check our most recent set of patch notes to see what we’ve been working on! We'll be posting the full breakdown of changes when we push the final build in a few weeks. If you want to participate in testing these experimental builds, check out the coming_in_hot/experimental branches on Steam, Epic and GOG! [/p][p][/p][p]Gamepad Fixes[/p]
  • [p]Gamepad: Fixes navigation getting lost when swapping between gamepad + mk and toggling the inn panel[/p]
  • [p]Gamepad: Fixed inn panel reordering taking navigation inputs on controller[/p]
  • [p]Gamepad: Fixed view hero and move hero prompts overlapping by Kingdom banner on the Kingdoms Map[/p]
  • [p]Gamepad: Missing Toggle Tooltip prompt in Inn Storage at Inn Main Screen[/p]
  • [p]Gamepad: Changing Hero Path on The Crossroads moves the cursors on the bottom Path[/p]
  • [p]Gamepad: Fix for virtual keyboard on profile creation requiring you to back out and then re-select the input field[/p]
  • [p]Gamepad: Adjusted preselect location on character sheets for improved user experiences[/p]
  • [p]Gamepad: Fixed an issue where gamepad hover button prompts would disappear while cycling Physician tabs[/p]
  • [p]Gamepad: Fixed an issue where certain sections of the character sheet would not be accessible while on the Kingdoms map[/p]
[p][/p][p]Gameplay Fixes[/p]
  • [p]Fixed tight tooltip overlap in combat top left header[/p]
  • [p]Added portraits to party loadouts[/p]
  • [p]Added input options A and D to cycle characters in hospital / inn upgrade screen[/p]
  • [p]Updated DOT duration strings should match the color of the DOT[/p]
  • [p]Fix for localization string substitution confusing data and auto-loc token positions and potentially causing stack overflow[/p]
  • [p]Added trinket name to inline damage to resolve Reverberating Redoubt confusion[/p]
  • [p]Fix for combat item attacks causing VFX to spawn on the hero when the item was used on the final boss[/p]
  • [p]Fixed missing text on Shrine of Reflection retry button [/p]
  • [p]Fix for Combo damage poptext localization issue[/p]
  • [p]Fixed the driving camera being set to the incorrect height occasionally[/p]
  • [p]Adjusted Miss Poptext screen offset for the screen offset fix also added a screen limiter[/p]
  • [p]Fixed horse animation running too fast during narration[/p]
  • [p]Fixed for shadows clipping under snow[/p]
  • [p]Fix for Jester's weapons not appearing during the results of their second hero story[/p]
  • [p]Fixed an issue where Candle node loot would not spawn correctly in early regions, which also fixed certain biome goals not correctly generated for later regions[/p]
  • [p]Fix for abomination causing a softlock when switching from Beast to Corpse[/p]
  • [p]Fixed an issue where torch would drain during travel in inkfire realm on run start[/p]
  • [p]Added some Poptext queue sorting priority to sort Health Damage poptext first to help it read better with Deathblow checks[/p]
  • [p]Fixed an issue where the Abomination was unable to unlock all skills at once in Kingdoms[/p]
  • [p]Fixed an issue when pausing the game in an Oblivion tear while driving resulting in wild behavior[/p]

Steadfast Steward Week 4 Survey

[p][/p][p]Hello everyone,[/p][p]Our latest Steadfast Steward coming_in_hot build has been available to play for several days now, which means it's time for our fourth Exit Survey! [/p][p]This survey covers build 2.02.78390 that we released on June 19, and contains a total of 10 questions. Contained within this survey are questions regarding our recent experimental change to weak tokens, and more! Find the full list of patch notes for this update here: [dynamiclink][/dynamiclink][/p][p]Please only fill in the survey if you have tested the current coming_in_hot build. [/p][p][/p][p]Fill it in here: https://forms.gle/eCdUeCtKavg62AXx7 [/p][p][/p][p]This survey will remain open until June 26, 10am PT. [/p]

2.02.78390 - Steadfast Steward's Update - coming_in_hot

[p][/p][p]Welcome to the fourth build of our Steadfast Steward's Update. Over the next several weeks we will be deploying a new build with many experimental changes that will live on our public beta branches. Please use the in-game feedback tool or join our Discord to let us know your thoughts on these changes. We are trying out many changes and will be doing adjustments weekly. [/p][p][/p][p]This update features work on the Runaway's Wanderer and Survivor paths, and new battle modifiers.[/p][p][/p][h2]HEROES[/h2][h3]RUNAWAY[/h3][p]Wanderer[/p]
  • [p]Backdraft and Backdraft+ cooldown reverted to 1[/p]
  • [p]Backdraft no longer clears Burn from the source target[/p]
  • [p]Backdraft+ damage calculation increased from 75% to 100% of Burn[/p]
  • [p]Backdraft+ now clears the Runaway's skill cooldowns on CRIT[/p]
    • [p]Dev Note: Backdraft experiments continue. We often limit high damage potential moves to less frequent use but the constant give and take tick rate of DOTs as the core calculation for this skill's DMG means it's more about timing than spamming, so we decided to return the cooldown to its previous value.[/p]
  • [p]Cauterize and Cauterize+ launch ranks increased from 1 2 3 to 1 2 3 4[/p]
  • [p]Dragonfly now has 10% Burn RES Piercing when the Runaway has Stealth[/p]
  • [p]Dragonfly+ Burn RES Piercing when the Runaway has Stealth reduced from 20% to 10%[/p]
    • [p]Dev Note: Dragonfly is a pretty loaded skill already. We wanted to retain some Stealth synergy but not as potent as the single target options.[/p]
  • [p]Firefly and Firefly+ change to the direction of Combo Burn has been reverted[/p]
  • [p]Firefly now gains 10% Burn RES Piercing when the Runaway has Stealth[/p]
    • [p]Dev Note: Nice when it worked but it introduced issues with size 2 enemies that we're not inclined to solve with unique, special case rules for Combo consumption. Reverting the change guarantees that the Burn at least always has a target to which it can apply.  Stealth synergy is now available at the base level instead of requiring mastery to get some benefit.[/p]
  • [p]Firestarter and Firestarter+ Burn buff reduced from 3 to 2[/p]
  • [p]Firestarter and Firestarter+ Use Limits have been removed[/p]
  • [p]Firestarter and Firestarter+ Burn buff is now compatible with effects that influence Burn duration and amount such as trinkets or other buffs/debuffs[/p]
    • [p]Dev Note: We thought we'd try a balancing experiment with Firestarter by making it more readily available (AKA no use limit) at a slightly lower Burn value that could benefit from other influences, such as Physician's Cause of Death or trinkets.[/p]
  • [p]Hearthlight and Hearthlight+ are now considered Ranged skills[/p]
  • [p]Ransack and Ransack+ no longer spread Burn vs. Combo[/p]
  • [p]Ransack and Ransack+ no longer ignores 20% Burn RES when the Runaway has Stealth[/p]
  • [p]Ransack now grants 1 Stealth vs. Combo[/p]
  • [p]Ransack+ now grants 2 Stealth vs. Combo[/p]
    • [p]Dev Note: After some deliberation, we decided to try positioning Ransack as a sister skill to Run and Hide as a Stealth setup with Forward movement instead of Back, enabling front rank skills such as Dragonfly and Searing Strike to more readily benefit from Stealth synergies.[/p]
  • [p]Searing Strike and Searing Strike+ Combo effect has been changed to the random Burn spread[/p]
  • [p]Searing Strike gains +1 Burn when the Runaway has Stealth. This applies to the base Burn and the spread.[/p]
  • [p]Searing Strike+ gains +2 Burn when the Runaway has Stealth. This applies to the base Burn and the spread.[/p]
  • [p]Searing Strike+ Burn value increased from 2 to 3[/p]
    • [p]Dev Note: With Ransack losing the random Burn spread, Searing Strike felt like the right place to gain it. We feel that, between the differences in direct DMG, reach, and how the Stealth synergy interacts with the Combo effect, Searing Strike and Firefly can now serve different purposes. Searing Strike gets bigger spread while Firefly does it more reliably.[/p]
  • [p]Smokescreen has had all changes reverted[/p]
    • [p]Dev Note: We considered making adjustments to base Smokescreen to give it the same cooldown or restricting its ranks, but it's become an integral part of so many kits that we've decided to just leave it as-is on Wanderer.
      [/p]
[p]Survivor[/p][p]Dev Note: The Survivor Path has been retooled to be able to brawl rather than being forced into a support role with mechanics and skills that support an ebb-and-flow of health, alternately drawing fire and disappearing when needed. While Stealth still offers some Burn synergies, it can also be expended in bulk on various skills to sacrifice defense for more immediate gains.[/p]
  • [p]If the Survivor's health is still below 75% after receiving any heal, she has a chance to gain Dodge (50%) or Dodge+ (25%)[/p]
  • [p]Cauterize is no longer affected by this Path[/p]
    • [p]Dev Note: Survivor is intended to be more mid-and-front ranks capable as a combatant and not relegated to a support role, so we've decided to normalize the extremely "Wanderer+" Cauterize. There are other skills on this Path to provide additional avenues of healing. [/p]
  • [p]Controlled Burn is no longer affected by this Path[/p]
  • [p]Dragonfly is no longer affected by this Path[/p]
  • [p]Firefly is no longer affected by this Path[/p]
    • [p]Dev Note: These skills were only negatively impacted by the Path previously, having reduced Burn RES Piercing. We further wanted them to match the new Wanderer versions of the skills so that Survivors would still have some Burn options that, in the case of Dragonfly and Firefly, synergized with Stealth rather than expending it in bulk in the fashion of some new Survivor skills.[/p]
  • [p]Hearthlight is now a Path skill[/p]
  • [p]Hearthlight and Hearthlight+ target a single Hero[/p]
  • [p]Hearthlight and Hearthlight+ launch ranks are 1 2 3[/p]
  • [p]Hearthlight and Hearthlight+ target ranks are 1 2 3 4[/p]
  • [p]Hearthlight and Hearthlight+ are considered Heal skills[/p]
  • [p]Hearthlight and Hearthlight+ have a cooldown of 2[/p]
  • [p]Hearthlight and Hearthlight+ require the target to have Stealth[/p]
  • [p]Hearthlight and Hearthlight+ remove all Stealth from the target[/p]
  • [p]Hearthlight and Hearthlight+ heal for 10% per Stealth token on the target[/p]
  • [p]Hearthlight applies Regen 1 per Stealth token on the target[/p]
  • [p]Hearthlight+ applies Regen 2 per Stealth token on the target[/p]
  • [p]Hearthlight+ heals 1 Stress per Stealth token on the target[/p]
    • [p]Dev Note: The Survivor has a broader recovery option available in her version of Hearthlight, albeit at the cost of somebody's defenses. When mastered, it offers her a way to potentially alleviate some of the stress she's likely to absorb while tanking hits. Despite being a heal, we opted to keep Hearthlight strictly cooldown instead of use limited due to the Stealth cost. There was some consideration to make this purely cost the Survivor's Stealth but there are more interesting synergy options in trinkets, quirks, and other Heroes if it requires the target's Stealth instead. This one might be a bit loaded but it's more difficult to get the maximum effect out of it on other Heroes. We'll see how it goes.[/p]
  • [p]Ransack and Ransack+ no longer have innately reduced Burn RES Piercing[/p]
  • [p]Ransack and Ransack+ no longer spread Burn to a random adjacent monster vs. Combo[/p]
  • [p]Ransack and Ransack+ now remove all Stealth from the Runaway when used if there are positive tokens on the target that can be stolen[/p]
  • [p]Ransack DMG reduced from 3-6 to 3-5[/p]
  • [p]Ransack now steals 1 positive token per Stealth on the Runaway[/p]
  • [p]Ransack now ignores Block while the Runaway has Stealth[/p]
  • [p]Ransack+ DMG reduced from 4-8 to 4-7[/p]
  • [p]Ransack+ now steals 2 positive tokens per Stealth on the Runaway[/p]
  • [p]Ransack+ now ignores Block and Dodge while the Runaway has Stealth[/p]
    • [p]Dev Note: Since the Survivor is meant to be more survivable, we felt it appropriate to have Ransack provide a way to reduce enemy tokens while providing her with her own. In order to facilitate stealing the more defensive tokens, Ransack has gained some conditional ignores so that it doesn't consume what you may wish to steal. DMG has been slightly adjusted in accordance with the ignores and new utility.[/p]
  • [p]Run and Hide is no longer a Path skill[/p]
    • [p]Dev Note: Same reason as Cauterize; this was purely a "Wanderer+" version of the skill. [/p]
  • [p]Searing Strike and Searing Strike+ no longer have innately reduced Burn RES Piercing[/p]
  • [p]Searing Strike and Searing Strike+ have retained their former Wanderer DMG values[/p]
  • [p]Searing Strike has retained the former Wanderer Burn value of 2, or Burn 4 vs. Combo[/p]
  • [p]Searing Strike+ has retained the former Wanderer Burn value of 3, or Burn 6 vs. Combo[/p]
  • [p]Searing Strike and Searing Strike+ remove all Stealth from the Runaway[/p]
  • [p]Searing Strike and Searing Strike+ gain +50% CRIT per Stealth token on the Runaway[/p]
  • [p]Searing Strike and Searing Strike+ increase the duration of the Combo / non-Combo Burn by +1; this explicitly only applies to Searing Strike's Burn[/p]
    • [p]Dev Note: We wanted to remix the former version of Searing Strike that Survivor had in a way that paired with her melee Stealth consumption for added effect. Is +50% CRIT a lot? Sure, but at a single Stealth token it's no different from a Grave Robber's Combo bonus and at 2 Stealth tokens you're sacrificing a lot of safety for the payoff.[/p]
  • [p]Smokescreen is now a Path skill[/p]
  • [p]Smokescreen and Smokescreen+ launch ranks changed to 1 2 3[/p]
  • [p]Smokescreen is now a self targeting buff instead of an enemy debuff skill[/p]
  • [p]Smokescreen and Smokescreen+ move the Runaway Forward 1[/p]
  • [p]Smokescreen and Smokescreen+ grant 2 Taunt to the Runaway[/p]
  • [p]Smokescreen and Smokescreen+ grant a buff that applies Blind to any monster that attacks the Runaway. This lasts until the start of her next turn.[/p]
  • [p]Smokescreen and Smokescreen+ apply 2 Stealth to the Runaway at the start of her next turn[/p]
  • [p]Smokescreen cooldown is now 3[/p]
  • [p]Smokescreen+ cooldown is now 2[/p]
  • [p]Smokescreen+ enhances the buff to apply both Blind and Combo to any monster that attacks the Runaway. This lasts until the start of her next turn.[/p]
    • [p]Dev Note: We thought we'd try something a little different with Smokescreen, providing a way for the Runaway to pull hits -- giving her the necessary health runway for her Path passive -- before disappearing to make use of her various Stealth benefits. Depending on timing and maybe a little luck, there's a lot of potential Blind output. In addition, we've added a Forward movement so that she can be sure to be in the front ranks.[/p]
[p]Plague Doctor Trinkets[/p]
  • [p]Annotated Textbook: Now has Target: Hero: Invert 1 Negative Token (95%) or +1 Stress (5%), +50% Healing Given from Skills when Restoration Item is equipped and Turn Start: Vulnerable when first in turn order[/p]
  • [p]Early Experiment: Now has +1 Blight when Noxious Item is Equipped, Apply On Crit: Invert 2 Positive Tokens, and Gain When Moved by Enemy: Bleed 1 (15%) or Blight 1 (15%) or Burn 1 (15%)[/p]
  • [p]Storage Room Key: Now has Target: Ounce of Prevention Skills: Block Token, Target: Emboldening Vapours Skills: Regen 2, +1 SPD per Medicinal Gear Equipped, and Gain On Miss: -1 SPD (3 Turns)[/p]
[h2]Battle Modifiers[/h2][p]Dev Note: When looking at Battle Modifiers, we found that 8 was a fairly low number, which led to encountering the same battle modifiers too frequently. We decided to add several new battle modifiers to help add variety. We wanted to keep the buffs and effects relatively simple, and to tap into token interactions and effect triggers that most enemies can take advantage of. In addition to new battle modifiers, we updated several existing battle modifiers to reduce duplicate buffs and reduce frustrating stat buffs.[/p][p]
Current[/p]
  • [p]Ambush: Unchanged[/p]
  • [p]Elite Enemies: Removed +1 SPD[/p]
  • [p]Frenzied Enemies: Replaced +25% DMG with Combat Start: Strength Token and Gain When Hit: Strength Token (20%)[/p]
  • [p]Hale Enemies: Moved +15% Debuff RES to Impervious Enemies[/p]
  • [p]Hastened Enemies: Reduced SPD buff from +4 to +2[/p]
  • [p]Impervious Enemies: Reduced Stun RES buff from +50% to +25%. Gained +15% Debuff RES from Hale Enemies[/p]
  • [p]Infection Enemies: Unchanged[/p]
  • [p]Sturdy Enemies: Replaced +25% Max HP with Combat Start: Block+ Token x2[/p]
[p]New[/p]
  • [p]Entropic Enemies: Turn End: Add 1 Random Token[/p]
  • [p] Dev Note: Basically True Entropy for enemies[/p]
  • [p]Prowling Enemies: Random Enemy on Combat Start: Stealth Token x2 and +15% CRIT while Stealth[/p]
  • [p] Dev Note: Round Start was considered, but we opted to stick with Combat Start for now so it's not persistent throughout the fight which could lead to frustrating moments.[/p]
  • [p]Vengeful Enemies: Ally Death: Add 1 Positive Token[/p]
  • [p] Dev Note: We're starting with this single line effect for now as it's simple and clear around what's happening, even if it may not be as potent as some want it to be.[/p]
  • [p]Intimidating Enemies: Apply On Crit: Weak Token, Vulnerable Token, Knockback 1[/p]
  • [p]Dormant Enemies: Combat Start: Daze (33%) and Turn Start: Crit Token when Last in Turn Order[/p]
[p][/p][h2]GAMEPLAY[/h2]
  • [p]Update weak token so it is actually a 50% reduction after all other modifiers are applied[/p]
  • [p] Dev Note: This is a very experimental change with the hopes to improve the potency and clarity for Weak token effects. There's a lot of knock-ons and risks that come with something like this and we'll be monitoring the impact closely. Similar to the flat damage buff change with Ordainment, we have back up plans to revert if it introduces more problems than it solves. Please try out the change, provide any and all feedback around it, and we hope you enjoy it, even if it's short lived.[/p]
  • [p]Adjusted Memory Reroll pricing to be more accurate to full release intention: New prices are 4 > 8 > 16 > 32. Resets on next Altar Visit[/p]
  • [p]Adjusting quarter notches and health bar to be more accurate in combat[/p]
  • [p]Added line break to Requires and Ignores lines on enemy academic view[/p]
  • [p]Fix issue preventing Memoried heroes from obtaining hero goals again after they have been completed[/p]
  • [p]Fixed Bounty Hunter immobile in Kingdoms after respawning[/p]
  • [p]Fixed FACTION Hater quirks not displaying +15% DMG when facing FACTION correctly [/p]
  • [p]Added button on hoarder to allow players to see torch tooltip[/p]
  • [p]Fixed Visit a Shrine of Reflection hero goal never generating[/p]
  • [p]Fixed Swine Skulker Academic View[/p]
  • [p]Fixed Daemon's Pull hero goal being generated when Altar of Hope is completed[/p]
  • [p]Blessed and Cursed skill assignment now selects from all skills when skill bar isn't fully equipped[/p]
    • [p]Known Issue: If there are already Blessed/Cursed skills, any newly blessed or cursed skills will be randomly selected from all skills[/p]
  • [p]Fixed an issue with not being able to close the Dam screen with left click[/p]
  • [p]Gamepad: Kingdoms Campaign creation should use default name[/p]
  • [p]Gamepad: Error when Quitting Name field on the Profile creation screen in Big Picture mode[/p]
  • [p]Gamepad: Fixed an issue with complete your Confession focus isn't on the signature button after quickly selecting Confession[/p]
  • [p]Fixed an issue when Memory screen would jump scroll positions when clicking memory slots[/p]
  • [p]Fixed Bounty Hunter hero sheet from showing "visit shrines to unlock"[/p]
  • [p]Fix for Body of Work's crown VFX disappearing after a skill[/p]
  • [p]Act 5 Ordainment buff blight amount applied to attacker when crit reduced from 3 to 1[/p]
  • [p]Shambler's Eye: Fixed incorrect Healing Given per Stress debuff, it should be -5% per Stress rather than -10% per Stress[/p]
  • [p]Spearman: Spear Toss can now target rank 3 or 4 when they have combo, it now ignores Block and has increased crit against targets with combo, and will not apply combo if they have combo[/p]
  • [p]Warlord: Paro now applies small horror[/p]
  • [p]Fixed it so that other regions should be displayed first when The Mountain is enabled at all Inns[/p]
  • [p]Cruel Intent: Replaced Gain On Crit: Blind Token with Gain On Non-Crit: Blind Token.[/p]
    • [p]Dev Note: Cruel Intent is the most polarizing Cultist trinket around its use and concept, and with enough feedback that we've decided it needs to be adjusted (again). This change is a last attempt at keeping the core concept. Depending on feedback, we'll be considering a complete overhaul to this item.[/p]
  • [p]Stealth token icon has been updated[/p]
  • [p]Taunt and Stealth tokens now negate each other[/p]
  • [p]Favorite Toy: Now has +1 Bleed Dealt when Serrated item equipped, +1 Blight Dealt when Noxious item equipped, +1 Burn Dealt when Flammable item equipped.[/p]
    • [p]Dev Note: After reviewing feedback during testing, we've decided that Favorite Toy is still too strong compared to other Memories. Since it buffs ALL DOT types, we opted to add a condition that we feel is appropriate thematically and mechanically by adding item equipped conditions based on the respective DOT types. There are still other Memories on our watch list that may be adjusted in a future build.[/p]
[p]EDIT: Fixed a formatting issue and added a missing Dev note on the experimental weak token change[/p]