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Discord Server Mod Contest: Winners

[h3]"Women and men; soldiers and outlaws; fools and corpses. All will find their way to us now that the road is clear."[/h3]

Our second mod contest ever held has concluded and the results are in! We first announced the contest on our Discord on November 18th and opened up submissions on January 19th. There were three amazing entries that you can see below!

The theme of the contest was Winter or Celebration, and modders were allowed to work in teams to make any type of mod.

[h2]Mod Contest Winners:[/h2]

🥇 First: 🥇



Bogatyr Class Mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=1976300413
Team:
Slightly_Seal - Coding/Design
Miraclebutt - Animation/Writing
S-Purple - Art Assets/Concepting
Smarmy Mormon Jesus - Help w/ Coding/Cut Artworks for Anim
totally not anonymous_koala - Help w/ Animation



🥈 Second: 🥈



The Itinerant Cook:
https://steamcommunity.com/sharedfiles/filedetails/?id=1978083682
Team:
Mhnlo - Art/Animation
BayBot - Coding/Sound



🥉 Third: 🥉



How the Bandits Stole Christmas:
https://steamcommunity.com/sharedfiles/filedetails/?id=1981436958
Team:
Snorlaxxo - Gameplay Design/Code
kaxen - Design/Art/Animation


Next contest will be held this month and will be an emoji contest! More details to come!

Thank you to everyone for your continued support. To join the Darkest Dungeon Discord Server, click the link below:

https://discord.gg/darkestdungeon

Darkest Dungeon Discord Server



[h3]“A spark without kindling is a goal without hope.”[/h3]
Did you know there’s a Darkest Dungeon Official Discord server with 11k+ Stalwart members?

The server started off as a place for testers to communicate with each other, give us feedback, and report bugs. We opened the server to the public just after CoM release, and by November 2019 we had 10k members! The server is a great place for all players, from new Seekers to Legends to chat, make new friends, and help each other out!

We regularly hold a variety of contests and are excited to be holding our 2nd mod contest!

The contest was previously announced on our server in November. Participants are allowed to work in teams up to 5 and can create any type of mod as long as it has a Winter or Celebration theme. Mod must be a new mod created for the contest, starting from November 18th, 2019.

Submissions close on Jan 27th!

Come join our Discord server by clicking here, for great company and more details on the contest!






Darkest Dungeon - Build #24839

Steam Build #24839
Darkest Dungeon
  • Change to assert message for running out of solutions.
  • Fix to estate summary bug with district buttons and controller.
  • Fix to districts blocking character sheet input with controller.
  • Fix for Fanatic's background offset bug
  • Fix to heroes not having combat_end buffs cleared on retreat.
  • Fix for shards collected amount not showing up on raid results screen
  • Fix roster scrolling w/ controller at high fps
  • Fix to monster AOE Friendly skills not working with one 2 slot monsters and 2 1 slot monsters.
  • Add command line argument to disable monster preloading. If you have white box issues please try this, but please note it will cause the game to stutter at battle start
    • -disable_monster_pre_loading
  • Additional heart attack variables cleared. Fixes stress relief activities for heroes that died of a heart attack when lost in time and space.


Modding
  • Doubled the default allocated resources.

Darkest Dungeon - Build #24787

Steam Build #24787 Darkest Dungeon
  • Fix to an activity log crash with Chinese font.
  • Fixed a typo in in Ghoul_B brain, deafening whine is now skull toss
  • Changed Bone Bearer’s Unholy Rally skill to prevent over-summoning.
  • Fix to Hag soft lock and various errors
  • Fixed a bug where act out comments would prevent heart attacks and afflictions on the pyre or in the cauldron.
  • Fix to battle saving stall and consecutive crit / dodge battle variables.
  • Using just one pop up font for Korean. Fixes missing pop up characters in Koreanb.
  • Fix to ignore stealth tag on aoe monster skills.
  • Reordered skill side effects with unselecting skill so that selection remains during side effects (fixes restraining padlock trinket’s stress damage reduction on party)
  • Fix to invalidate stall skill flag not being used with some enemy-targeting low damage skills (i.e. Man-at-arms’ Bellow)
  • Updated corpses to not prevent stall acceleration.
  • District controller support added. Open districts with “Square” button.
  • Controller: Show inventory frame on empty items in the raid inventory.
  • DLC related: Added Shieldbreaker, Flagellant and Musketeer upgrade overrides for different modes.
  • Added ignore_stealth to Shrieker skills to avoid stealthed hero exploit. (Sorry, not sorry)
  • Fix to hero ai (siren, random command act out ) not taking stealth into account with aoe.
  • Additional ignore_stealth improvements to Vvulf & Ancestor
  • Mod support: Added “Was Hit” trinket effects
  • Mod support: Fix to mod compatibility with duplicate trinket rarities.


The Crimson Court
  • Fix to prisoner room crashes and errors.
  • Fix to Countess egg error in graveyard
  • Hook up tooltip to infestation banner with controller.
  • Fix to icon tooltip for infestation banner.
  • Typo fix to graveyard entry for death by drinking blood


The Color of Madness
  • Fixed a bug where skills wouldn’t refresh between 2 wave raids
  • Fix to death effects not showing up when waves get cleared.
  • Fixed bug where threshold rewards were no longer properly awarded
  • Endless Harvest now gives out xp and rewarded quirks have been updated
  • Endless Rewards are given out even if haven't "completed" the quest
  • Added quirks rewards at end of Endless when reaching at least first threshold
  • Fix to skip curio / proceed wave overlay positions.
  • Fix to Color of Madness kill count achievements being off by one.
  • Enabled Hot area for Party Position to proceed. (Walking to the edge of the ‘room’ will allow you to proceed like normal dungeons when using controllers )

Darkest Dungeon - Build #24353

Steam Build #24353
This update contains some significant changes to Endless Harvest brought about by feedback and observation.

It’s important to us that Endless Harvest is an exciting, tense experience. Some of the balance and structure in the first deployment make it possible to advance through what we consider an excessive amount of kills (1000+!) which results in a drawn out experience lacking some of the tension and excitement that we feel is vital. These changes have been made to try to keep the experience “punchy”, while still retaining that incentive and challenge of bettering your kill counts...without requiring a dozen or more hours for a single deep run. We hope that you find them to be good changes for the long term health of the mode, just as we do!

Introducing Color of Madness Endgame Conditions!
  • Once you have progressed beyond 200 Kills, the shimmering space-time of the corrupted Farmstead takes on an endgame condition, called a “Reflection.” These are mutators that increase the difficulty of the quest in different ways from that point onward.
  • Unbearable Reflection:
    • Heroes: +33% Stress Dmg Received
    • Heroes: -33% Stress Heal
    • Monsters: +4 SPD
  • Reflection of Decay:
    • Heroes: -50% Healing
    • Monsters: +15% PROT
    • Monsters: +25% Stun Resist
    • Monsters: +25% Debuff Resist
  • Sanguine Reflection:
    • Heroes: -8% Deathblow Resist
    • Monsters: +7.5% Crit
    • Monsters: +3 SPD
  • Reflection Obscura:
    • Heroes: -20% Stress Damage Received (a boon!)
    • Heroes: -20% Healing
    • Monsters: +10% PROT
    • Monsters: +25% Damage


These conditions stack on top of other Light conditions already present in whatever room you are present in the Farm or Space and Time.

Battle Limit Skill Refreshments in Endless Harvest:

Battle Limited skills with battle-long durations were balanced for the normal game structure. In Endless Harvest, this resulted in them being overpowered because a given combat lasts much longer than a normal 4-monster combat.

Now in Endless Harvest, Battle Limited skills don’t refresh until the end of a given wave *group* instead of refreshing after each wave. This helps with the balance and creates some tension around when you should pop and lock those Leper combos.

Shard Dust, however, now carries the additional benefit of refreshing battle limited skills on an individual heroes. This is a zany idea that we think can be compelling and give you some additional tactical options. Of course, don’t hit that dust too much, or it will leave the hero worn out.

Changelist
Darkest Dungeon
  • Japanese Localization added for Darkest Dungeon, The Crimson Court, and The Shieldbreaker. (The Color of Madness is coming).
  • SOME SAY THAT CRITSMAS WENT TOO FAR. (Critsmas was when we increased crit %s AND added the OnCrit Buffs for each hero.) They are basically right. We have tweaked a number of crit values (skills, trinkets) down a bit to account for those OnCrit Buffs that were a late addition. Crits are still net+ from pre-Color of Madness release.
  • Total Scouting chance can now be seen as a tooltip on the Quest Provision screen.
  • Shambler loot increased
  • Champion Bone Courtiers should drop their special Chalice more often now
  • Moved Laudanum glossary entry to base game (from CC)
  • Fix to crash when killing siren with controlled hero with reflect damage.
  • Swinetaur brain improvements: hooked PIG SPEAR back up (it went missing!) and improved logic of Trot Retreat
  • Added buff/debuff+ icons to quest length duration buffs/debuffs.
  • Fix to double riposte overriding corpse crit clear.
  • Fix to centered icons swapping sides.
  • Carrion eater ACC++ on their main attacks
  • Fix to alpha curio bug in battle.
  • Leper crit tuning
  • reworded Help strings referencing Retreat Flag to say "Retreat Icon (which looks like an "X")"
  • Fix for quest generation that was creating too many quests in individual dungeons
  • Town buffs and debuffs now use the new Buff+ and Debuff+ icons.
  • Add ability to modify combat speed in the rules file.
  • Fix to removing mortality debuff camping skills and the has had heart attack flag cleared.
  • Riposte now won't trigger attack additional effects.
  • Game now saves every time you sell a trinket.
  • Fix to dead hero save load exploit.
  • Fix to heart attack save load exploit.
  • Mini-map will no longer auto center when scouting if you have the map_follow_party option set to off.
  • Adjusted Torch Tooltip zones to account for when there is a light meter or not.
  • Fixing loading issue where some spine_fx were missing (blood_splatter specifically)
  • Fixing loading issue where some spine_fx were missing (blood_splatter specifically)
  • Fix to swinatuar brains and trot retreat fixes.
  • Fix to journal crash if you uninstall dlc.
  • Added monster size check to unholly rally when corpses are disabled.
  • Reduced active area of realm inventory by removing empty background.
  • Arb/Musk fix to stagecoach chances for cases where user doesn't have Musketeer installed
  • Fix to Virtue Hero avoidance in several monster attacks (brains)
  • Added ability to specify clickable area of button
  • Fix to shambler ambush bug
  • Retroactively giving the In Such Haste achievement
  • Fixed a bug that affected specific encounter bgs (ie. Fanatic and Shieldbreaker Nightmares)
  • Fix to mashes being cleared from traps that spawn battles.
  • Fixing pop up props associated with heros to be drawn with the hero instead of after the fact.
  • Fixes spawn monster effect rendering in front of summoner during summon.
  • Fixed retreat raid button from popping up during teleport
  • Updated localization


Crimson Court
  • Adjusted Infestation - Players have consistently reported some dissatisfaction around the number of Bloodsucker spawns in dungeons during periods of High Infestation. In order to better preserve each dungeon’s identity, High Infestation has had the following adjustments:
    • Overall amount of hallway Bloodsucker encounters reduced, so as to not overwhelm a dungeon’s native population.
    • Egg Sac curios appear at High Infestation, allowing players an opportunity to opt-in to a Bloodsucker fight and farm Blood and Invitations.
  • Fixed a typo on CC Bleed Res Debuff 5 (ie. Champion monsters will now correctly apply bleed resistance debuffs to some of their attacks.)
  • Fix to countess not showing skill names on transforms


Shieldbreaker
  • We have been concerned to see feedback that some players believe the Shieldbreaker flashback battles are never-ending and therefore the SB isn’t given as much value as she deserves. We’ve implemented a few things to help communicate that there are only 7 flashbacks and they only need passed once. (Not once per recruited SB.)
  • Added a tutorial for flashbacks.
  • Flashbacks now have a 50% chance of happening on a given quest.
  • The Shieldbreaker will now bark to warn the player of an impending nightmare before resting.
  • Once the 7 flashbacks have been completed, all Shieldbreakers get a free restful sleep buff each time they camp!
  • Fix to controller exploit with flashbacks and ambush.
  • Fix to being able to retreat from a flashback.
  • Fix to immediately switching to room after not ambush camp and be visible sitting.


The Color of Madness
  • Reflections (see above)
  • Change to Battle Limited skill refreshment while in Endless Harvest (see above)
  • Wave spawned monsters now are placed more intelligently. (Front rank monsters will more reliably be placed in front; back rank monsters will more reliably be placed in back.)
  • Revised length of post-Spire wavepools for new Endless Harvest rules. (Each wave group is shorter now.)
  • Fix sorting of shard recruits.
  • Remove raid buffs when dying and going to time and space.
  • Remove plot quest required quirk heroes (shard recruits) from being calculated in hero level requirement for town events (vulf).
  • Added refreshing of skills in curio rooms
  • Abomination has an exception for his transformation
  • Shard dust refreshes skills when used
  • Remove roster limit quirk heroes ( shard recruits ) from being included in goals.
  • Adding colour_grades to monster art files. In particular Galaxy and Spire.
  • Geologic Study hall should no longer increase stacking of Tapestries and Antiquarian treasures
  • Fix to torch settings persisting after death in time and space.
  • Added Kill Count to Wave UI
  • Lowered Thing roaming icon on quest select screen to reduce overlap on 4th position quest icons above it
  • FIXED bug where once you've finished endless, game would reroll quests everytime you start it
  • Remove map references from help menu in wave raid.
  • Remove quest modifier buffs when you die and go to time and space.
  • Thing debuffs don't apply if the attack misses
  • Thing persists after retreat (you can't retreat to then roll a new encounter)
  • Fixed "preferred" typo in game code.
  • Fix to skill Refresh pop text.
  • Adjusted Shamblers encountered in the Farmstead to be equivalent to fighting at 0 light.
  • Updated miller success/defeat strings
  • Added controller support for nomad wagon and stagecoach for shard activities.
  • Fixed bug w/ crystal overlays
  • Sleeper's caretaker goal should now function correctly
  • Increased Crystal Aberrations stun resist 400 from 200 (This is to prevent it from surviving until wave reinforcement, resulting in bugs)
  • Fixed and issue around reloading a save during a turn where multiple Crystal Aberrations self-destructed resulting in one of the crystal surviving and causing an assert with wave reinforcements.


Modding
  • You can disable new Virtue loss at high stress and return to legacy system through an entry in Rules.json ("virtue_can_lose_from_stress" : false)
  • Added tag based quirk evolution duration buff.
  • Added a cure disease effect
  • Add variable to disable buff description.
  • Ability to have additional mashes based on quirk tags
  • Fix to mod support bug where hp dot duration percent mods where not being applied.
  • Added ability for multi target effects to have individual rolls on targets