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Dark Deity 2 News

Patch Notes 1.12

Patch Notes 1.12


[h2]Changes[/h2]

  • Significantly improved performance optimization in combat scenes
  • improved performance optimization in the world map and base
  • improved performance optimization for on-map gameplay


[h2]Fixes[/h2]

  • Fixed an issue that allowed the final boss to move in unintended ways, potentially crashing the game
  • Fixed a variety of issues with unit interaction and battlesaving
  • Fixed issues with Wreathed in Flame and post battle interaction
  • Fixed issues with Repulsor Shield and post battle interaction
  • Fixed issues with Bleed and post battle interaction
  • Fixed issues with units dying on Demonic and not causing a game over in certain cases
  • Fixed an issue with the side objective for 0 unit deaths not ticking in certain cases

Patch Notes 1.11

[h3]Patch Notes 1.11[/h3]

  • Fixed an issue where battlesaving and loading in certain circumstances could lead to not getting the proper post level scene
  • Fixed a crash where giving inputs to both attack and cancel action could crash the game under certain circumstances
  • Fixed an issue where clicking through levelup screens could alter the fast forward functionality as well
  • Fixed an issue with the titan rune decreasing accuracy by the wrong amount
  • Fixed an issue where celerity was not applying its power reduction
  • Fixed an issue with the vicious rune having slightly incorrect value reductions
  • Fixed an issue where divine flow was decrementing stacks for ALL units with the ability active
  • Fixed a potential crash with the game trying to draw non existent enemies to the screen
  • Fixed an issue where casting an ability that brought you back to the action menu could default to the wrong menu slot and make it easy to accidentally end turn instead of acting
  • Fixed an issue with the hurricane ring not applying its effects when equipped in prebattle
  • Changed one of the upgrades for 'Bloodstroke' so that it doesn't have 3 of the same option



There are some issues right now with post-battle damage effects like bleed and 'wreathed in flame', as well as when both units in the combat die due to either those effects or 'repulsor shield'. Particularly this can bypass the death scripts and cause some unintended functionality like the resurrection ability failing to target that unit or not receiving a wound/ending the level on Demonic difficulty. If you run into one of these things - I am working on getting it fixed but want to be careful around pushing changes for it to the live build since there are so many different ways that these scripts interact. When I've had time to properly test it and make sure all is well I'll have a fix out for it soon!

Patch Notes 1.10

[h3]Patch Notes 1.10[/h3]


  • Fixed an issue where the new options from patch 1.09 were loading their functionality in reverse (auto fast forward was loading the longer levelups option state and vice versa)
  • Fixed an issue where the water in chapter 25 could be teleported onto
  • Fixed an issue with the Ravager Winds snaring upgrade applying blind
  • Fixed an issue with the Astral Reckoning snaring upgrade not applying
  • Fixed an issue with the Breaker snaring upgrade not applying
  • Fixed an issue with the Lightning Strike snaring upgrade not applying
  • Fixed an issue with the Enchant Weapon cleansing upgrade not functioning
  • Fixed an issue with chapter 12 not ending upon defeating the route boss (the big one) - which could also then lead to a crash.
  • Fixed an issue where buying the lowest item in the shop then attempting to buy the empty slot could cause a crash on controller
  • Fixed an issue where selling the lowest item in the shop then attempting to sell the empty slot could cause a crash on controller

Patch Notes 1.09 - Some Small New Features

[h3]Patch Notes 1.09[/h3]

Took a small ~1 day hiatus from bug fixing to add some of the most highly requested features, and will be returning so fixing things up now! Hope you have fun with the new additions!

[h3]New Options[/h3]

  • There is now a toggleable option to make it so your levelups don't auto advance. Stare at them as long as you like!
  • There is now a toggleable option to make it so fast forward is automatically on. It is still changeable with a click, but for any case where fast forward is appropriate, it will begin on with this option toggled.


[h3]New Campaign Customizations[/h3]
  • Shuffled Unit Aptitudes: This randomly adjusts each individual unit's aptitudes, swapping them around randomly.
  • Shuffled Unit Passives: This creates a pool of all 20 unit passives and assigns them at random to the team.
  • Shuffled Unit Personals: This creates a pool of all 20 unit personal active abilities and assigns them at random to the team.


Keep in mind that these new campaign customization options are fairly experimental, so you may run into untested interactions with them. I'll be sure to get anything serious with the mode patched up ASAP if it pops up, just make sure to report it in the Steam forums or our discord!

Patch Notes 1.08

[h3]Patch Notes 1.08[/h3]

Small patch today with one very important fix for the final chapter as I work on better itemizing what I need to get through this week and planning out some work looking further ahead.

  • Fixed an issue with the final chapter where the game could get stuck without completing the level
  • Fixed an issue where illuminate wasn't applying its buff immediately
  • The priest enemy in chapter 10 with incorrect stats is now properly scaled
  • Fixed a tooltip issue with the elemental ring



[h3]Features coming soon[/h3]
I'm still prioritizing bug fixing for now but there are a couple small options I'm starting work on to add this week that have been heavily requested. These are not live in THIS patch but are coming soon.
  • Option to have levelups NOT auto advance so you can have more time to process the info
  • Option to have fast forwarding be on by default without needing to click