NEW DIFFICULTY MODES
Oh, stop boasting mate! Yeah yeah, we heard you the first fifteen times, you killed a dragon. Not that anyone has ever seen a dragon here; might only be a big lizard for all we know. But if you're so tough, I've just heard about a bunch of new contracts available for “extra-seasoned mercenaries". Go ahead, and we’ll see you around. Or down under.
As for our green-blood right there, come here. You look a bit roughen up, don’t ya? No worries, it’s always hard the first time, but you made it home alive. That's a start, I s'pose. What contract did you take? That one?! That's for experienced mercenaries, rookie! Start with something more manageable and you'll be killing harrower infesters by the dozen later up the road.

[h3]Our warmest greetings, esteemed mercenaries![/h3]
On this glorious day, spirits are high as we come bearing much loot of a very, very useful kind: a sizable update containing two new difficulty modes that will be available both in the Guildmaster and Campaign modes.
We have spent a lot of time taking into account all of your bug reports and feedback about the game as we launched it, and thanks to it, have been able to implement many improvements, small and big.
Without further ado, I will let you go and venture into these patch notes as they unravel the mysteries of this new update.
- Blessed: Heroes start each scenario with +3 Blesses in their deck
- Healthy: Heroes have 50% more health
- Easy: Monsters, Traps and Gold will be 1 level lower

Deadly Difficulty:
- Deadly: Monsters, Traps and Gold will be 3 levels higher

we dope
As you venture through the lands of Gloomhaven in the newly released board game campaign, share with us your thoughts, screenshots, gameplay and virtually anything that you please on Twitter.
We also post fun content (*meeeeemes*) and share tips & tricks!
You can also join our dedicated Discord server here: discord.gg/gloomhaven to receive help and advice, meet other players and discuss any topic you want!
You will be received with tremendous friendliness and warmth!

As for our green-blood right there, come here. You look a bit roughen up, don’t ya? No worries, it’s always hard the first time, but you made it home alive. That's a start, I s'pose. What contract did you take? That one?! That's for experienced mercenaries, rookie! Start with something more manageable and you'll be killing harrower infesters by the dozen later up the road.

[h3]Our warmest greetings, esteemed mercenaries![/h3]
On this glorious day, spirits are high as we come bearing much loot of a very, very useful kind: a sizable update containing two new difficulty modes that will be available both in the Guildmaster and Campaign modes.
We have spent a lot of time taking into account all of your bug reports and feedback about the game as we launched it, and thanks to it, have been able to implement many improvements, small and big.
Without further ado, I will let you go and venture into these patch notes as they unravel the mysteries of this new update.
FACE TWO NEW DIFFICULTY MODES
- Added - A new Friendly Difficulty as well as a new Deadly Difficulty setting (+3) for show-offs. These are both available in the Campaign & Guildmaster modes where Easy has been rebalanced.
- Blessed: Heroes start each scenario with +3 Blesses in their deck
- Healthy: Heroes have 50% more health
- Easy: Monsters, Traps and Gold will be 1 level lower

Deadly Difficulty:
- Deadly: Monsters, Traps and Gold will be 3 levels higher

PATCH NOTES
- Updated - GUI improvements to the use of the Item Dampening Ring
- Updated - Mac beta builds to default to 1920x1080 windowed mode on initial launch
- Fixed - Issue in scenario 81 Temple of the Eclipse with being unable to undo the special scenario items Sphere of Midnight and Crystal of Zenith when used out of range of the boss
- Fixed - Issue in scenario 61 Fading Lookout with enemy activation state not saving correctly
- Fixed - Issue with monster active bonuses that are auras not correctly ending at the end of their duration
- Fixed - Crash when checking achievement unlock conditions that require a character unlock if you've retired the same class more than once
- Fixed - Cultist on death stopping other attacks
- Fixed - Issue in scenario 57 Investigation with the infested city guard elite not spawning if standee limit for city guard is exceeded
- Fixed - Softlock when you undo with an item choice (like with Cure potion) available
- Fixed - Not being able to cancel active abilities by clicking icons on portraits
- Fixed - Issue where loading screen was showing and hiding in the modding menu
- Fixed - Issue where non-modded campaigns where showing up within modding
- Fixed - Issue where re-joining a MP session could result in different road events for different players leading to desync
- Fixed - Issue in scenario 79 with being able to destroy statues
- Fixed - Softlock caused by short resting to death when all other mercs have cards selected and ready
- Fixed - Not being able to use item in Multiplayer after another item for the same slot was looted from a chest
- Fixed - Issue where skipping an action would not be processed correctly by all players that could result in a desync
- Fixed - Erroneous combat log display when using Tinkerer's Chimeric Formula
- Fixed - Crash caused by destroying certain props
- Fixed - Some monster AI not correctly considering AoE range
- Fixed - Missing special rule descriptions for scenario 22 & 67
- Fixed - Issue with active bonuses applied via an item from a player to a monster causing save data issues
- Fixed - Issue with rewards from reputation 10
- Fixed - Issue with the Push mod causing a desync in multiplayer
- Fixed - Issue with using items during the additional target selection phase when using Backup Ammo causing the ability to move on to the next state prematurely
- Fixed - Issue with retirement not triggering immediately when a merc completes their PQ
- Fixed - Softlock when clicking on a mercenary during a self heal action
- Fixed - Issue with scenario 79 + Mind control + invisibility
- Fixed - Issue in multiplayer if the party is blessed from a city event and then a new player joins the session
- Fixed - Issue in scenario 36 where the Prime Demon would not spawn
- Fixed - Issue when trying to load back into the same Tutorial after completing it
JOIN THE GLOOMHAVEN COMMUNITY
we dope
As you venture through the lands of Gloomhaven in the newly released board game campaign, share with us your thoughts, screenshots, gameplay and virtually anything that you please on Twitter.
We also post fun content (*meeeeemes*) and share tips & tricks!
You can also join our dedicated Discord server here: discord.gg/gloomhaven to receive help and advice, meet other players and discuss any topic you want!
You will be received with tremendous friendliness and warmth!
