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v.27253 Update

  • UI improvement, Ornate chests or 'Goal' chests (chests that do not give rewards other than completing Scenario objectives) will no longer display in 'completed quest' previews, so players can better tell which Scenarios they did not loot Treasure chests in
  • - Fixed an error that could occur after failing the tutorials a few times
  • - Fixed some issues with undoing attacks leaving items incorrectly activatable which could lead to further issues
  • - Fixed a Multiplayer issue with restarting round while another player is ending card selection that could result in a desync later that round
  • - Fixed a Multiplayer issue with some players not catching up during target selecting that could result in a desync in some situations
  • - Fixed a Multiplayer issue where desync could occur if one player is creating a character as another player is buying an item
  • - Fixed a Multiplayer issue in Scenario 79 Lost Temple, on the round after The Betrayer used its 'mind control' ability, an error could occur during card selection
  • - Fixed an issue in the Mindthief Tutorial where she would not have to perform a summon action to complete the objective
  • - Fixed an issue with Lightning Level 8 card Bone Breaker, or rather an issue with the 'Cannot Fly' condition it applies not having an icon in the target's hover UI
  • - Fixed a Multiplayer issue with Brute's Level 6 card Immovable Phalanx, if selecting the bonus from this ability very quickly after undoing an ability it can desync
  • - Fixed an error that could occur when using Saw ability Hold Back the Pain B in combination with the Item Black Card
  • - Fixed a Multiplayer issue where in certain circumstances players could incorrectly join while a round was in progress resulting in a desync
  • - Added more fixes around 'Undo' and 'Clear Targets' after items had been applied that could result in desync in Multiplayer
  • - Fixed not being able to join a Multiplayer session when already in a Multiplayer session
  • - Fixed a Multiplayer issue if a Client cancels certain active abilities, other clients would not correctly see this
  • - Fixed a Multiplayer issue with Lightning Ability Unstoppable Destruction B, deselecting the Long Rest was not being seen correctly by all players
  • - Fixed an issue in Scenario 48 The Boss Dark Rider was not correctly disappearing after performing an attack
  • - Fixed an issue with the enhancement, Infuse Any not correctly generating the element
  • - Fixed an issue affecting multiple abilities where VFX would play on all hexes instead of just the targeted ones, notably AngryFace All the Dooms also Cragheart's Massive boulder
  • - Fixed an issue where clicking on empty hexes after selecting a target for an ability, could result in the 'Undo' and 'Skip' buttons incorrectly becoming unusable
  • - Fixed a Multiplayer issue where granting an action to another player's summon could result in both players incorrectly being able to control the action
  • - Fixed a UI issue with Lightning ability Unstoppable Destruction, after canceling the active ability, the Long Rest button can appear incorrect
  • - Fixed an issue with Item Cure potion that could cause the game to get stuck or desyncs in Multiplayer
  • - Fixed some issues around clicking empty hexes when selecting targets that could result in softlocks
  • - Fixed an issue with the UI if selecting an item that adds movements after selecting a waypoint
  • - Fixed an issue with Spellweaver's Impaling Eruption, selecting certain targets would mean you could not confirm the attack
  • - Fixed an issue with being on the GoG version and joining a Multiplayer session hosted on the Steam version
  • - Fixed an issue where locked scenarios were made available to play after certain events.
  • - Fixed an issue where a monster card could appear blank when hovering over the model.
  • - Fixed an issue where you could still 'forgo an action' after performing a long rest.

Dev Blog #2

[h3]Greetings, fellow mercenaries![/h3]

Now is the time for you to meet the remaining two mercenaries from the upcoming Jaws of the Lion DLC: Voidwarden and Demolitionist.

As a reminder:

Each of these characters brings something new to combat within Gloomhaven Digital, including their own unique powerful ability when they reach level 5 so be prepared for spoilers about their gameplay and stop reading now if you want it to be a surprise!

[Note: some parts of this article are hidden under black lines to avoid spoilers - Hover over them if you wish to reveal the content!]

The important thing to know is that these characters are available to use in your core Gloomhaven scenarios and core mercs can take part in Jaws scenarios, neither are limited to their own content, so the amount of combos has increased massively.


[h3]Control Freak[/h3]

The Voidwarden has access to a wide range of abilities, suited to almost any occasion, as long as that occasion involves an assortment of fangs, claws and various rusty weapons pointed in your direction. She excels however at control, both via classic crowd control abilities, debuffing multiple enemies or by directly controlling ally or enemy actions. The sheer range of options for her top and bottom half abilities can be intimidating at first.

Also, due to her ability to buff her allies (often with minor drawbacks) she performs better in larger parties where there are more mercs to aid and more enemies to exterminate.

[h3]Call the Burn Ward[/h3]
The Voidwarden’s Level 5 ability allows them to summon a Ward, a defensive obstacle that both poisons nearby enemies and protects the Voidwarden with a defensive disadvantage shield. As the Ward cannot be moved once placed, you’ll need to think ahead to ensure she can stay close throughout the scenario to continue to gain its effects.

[h3]With friends like these[/h3]

When playing as the Voidwarden you need to ensure your allies actually ‘want’ the bonuses you are giving them. Unlike other support classes, the Voidwarden’s buffs often come with a drawback and that has the possibility of really hampering your friends’ plans. Then again, maybe they shouldn’t have looted ‘your’ chest?



Now who have we left until last? The Tinkerer with jet boots and massive punchy gloves and a pink bandana.. Also, why haven’t I dived straight into their abilities I hear you ask, well, if you are a Gloomhaven old salt, you might be ready to say ‘Oh that Demolitionist, it works in Jaws, but if you take them into the core Gloomhaven missions the levels aren’t set up right for their abilities.’

Well, Isaac heard you, and Isaac’s design team heard Isaac, and we heard Isaac’s design team, so for Gloomhaven Digital, the Demolitionist has had a bunch of redesigns and therefore, we’ll start with the rebalance and then move onto the play style…

Firstly a number of cards have had terminology changes, but that is across the board for Jaws, mainly ‘Objectives’ changing to ‘Obstacles with hit points’ so that a number of their abilities work in the core Gloomhaven experience.

The other more major changes are as follows:

Implode Bottom - The rework here gives the ability more uses, similar to a powered up version of a couple of the Cragheart’s abilities.

Rubble Top - This was the only card that used Destruction tokens which Isaac decided to remove from the Demolitionist’s gameplay, so this ability is changed to be a powerful attack.

Rubble Bottom - Rebalanced after the changes to Destruction tokens and pushing the Demolitionist’s Dungeon altering abilities.

Nowhere to Run Bottom - Another ability doubling down on Obstacle movement.

Mech Suit Top - You still get a mech, but instead of a simple heal (Not great if poisoned!), you get a free rest.

Mech Suit Bottom - The Loot has been upgraded to a small attack plus obstacle creation.


So, how does this make the Demolitionist play?

[h3]I can move any Mountain[/h3]

The Demolitionist now has their obstacle movement and creation ability turned up to 11. Obstacles can be utilized to funnel enemies into your allies’ path, or reroute them through traps. Whereas in the past the player had to juggle Demolition tokens, they have more options and keep access to the Demolitionists better cards. Just remember you can’t actually drop a rock on someone’s head, leave that to ol’ Craggie.

[h3]Mechwarrior[/h3]
The Demolitionist’s Level 5 ability gives them a decent health upgrade but more importantly refreshes ALL their discarded cards. This is now a key gameplay component, the moment to drop the mech will be extremely important although a slightly easier decision than Crystal face’s Reviving Ether.
Of course, the Demolitionist stomping about in a Mech also looks pretty cool!

[h3]Punch Out![/h3]

Aside from throwing rocks around and piloting a big robot, the Demolitionist is a melee damage dealer at heart, loving to get in close, smashing an enemy in the face and them pushing them away or backing off. They are best used protecting the squishier members of the team from danger.

The Demolitionist also have a pretty unique set of Perks, allowing them to remove a lot of Perks from their deck to get to their juicier hits more often, making every punch hit that little bit harder.

[h2]Perks[/h2]

How convenient… I talk about Perks, and then look, a Perks section… Many fans of Jaws also have remarked in the past that a couple of the mercs are missing classic Gloomhaven Perks and this affects them badly in the full Gloomhaven campaign.

Well, again Isaac has been thinking of you, so there are some minor Perk tweaks as well in Jaws Digital:

The Demolitionist & Voidwarden get an ‘Ignore scenario effects’ perk and the Red Guard gets a perk that unlocks ‘Ignore Negative Item Effects’ to have access to the swanky armor sets.

There are a few other minor tweaks to go along with these, but you’ll be able to check them out on the Perks screen in game.

The Hatchet declared themselves ‘perfect’ and sat in the corner sharpening their axes, so it was decided to leave them be.

In Conclusion


That’s it for now, why not post a thought on which mercs you want to try out first, or come to our Discord server and discuss strategies or find other players to take Jaws on with?

You can always follow updates, share content and memes with us on our Twitter or Facebook page, and check our awesome visual content on our brand new Instagram!

[h3]See you on May 17 for the Jaws of the Lion release, adventurers![/h3]

v.27128 Update

- Fixed a Multiplayer issue with Two Minis ability Concentrated Rage active.
- Fixed not being able to undo some abilities after already selecting a target for them.
- Fixed an issue with Angry Face Ability Expose T, was incorrectly removing Doomstalker's invisible condition.
- Fixed a targeting UI issue in Scenario 76 Harrower Hive, destructible walls not being highlighted in red correctly when targeting them with an attack.

v.27088 Update

  • Added basic controller support
  • Tinkerer Traps now have their own unique skins & improvements to the biome themed traps in different scenarios.
  • Added a tooltip to better explain Cragheart's Stone Pummel active, and when to destroy an obstacle to add bonus to attacks this ability will also autoselect an adjacent obstacle to be destroyed if there is only one available obstacle to choose from
  • Improved travel animations when traveling to and from City Scenarios in the main Campaign
  • Fixed the hitbox on traps being difficult to mouse over and bring up its info
  • Fixed not being able to swap cards in/out of the deck immediately after leveling up (no longer have to close and open the panel again)
  • Fixed props / obstacles changing how they look visually after reloading a save
  • When using the 'Retry scenario' function (after a scenario ends in defeat but before traveling back to Gloomhaven), the RNG, enemy cards and attack mods will now be regenerated (so they are not the exact same as first attempt).
  • Fixed an issue in Scenario 14 & 24 Rock Column had wrongly calculated HP
  • Fixed a Multiplayer issue in Scenario 52 (and similar) The special rule 'Forgo' action could cause desyncs
  • Fixed an issue in Scenario 21 Prime Demon hover UI improved to better explain the special rules
  • Fixed an issue with Scenario 80 Vigil Keep, Loot actions interacting wrong with the special chests meaning players could unfairly fail the scenario
  • Fixed a pathfinding issue with Jump movements and certain doors Destructible doors
  • Fixed an issue with changing keybindings where they would not save until after restarting, they now will.
  • Fixed a Multiplayer issue with Spellweaver's Impaling Eruption & single target items that could result in desyncs.
  • Fixed a Multiplayer issue with Triangles Level 9 card Elementalist's Doppelganger summon could cause desync if consuming an element
  • Made a change to Scenario 71 Special rule Windswept Highlands, special rule 'Push' to trigger at the start of every round after the first round
  • Fixed an issue with two players selling items at the same time.
  • Fix for Items Boots of speed / Quickness, if two mercs both have these boots, they are now both correctly prompted to use them & initiative remains correct after their turn.
  • Fix for special rule in Scenario 71 Ally summons will no longer focus Sleeping Drakes (previously they would focus them which would wake the target but the ally would not attack).
  • Fixed an issue with Sun ability Divine intervention if Sunkeeper doesn't have enough HP to mitigate damage round would stop progressing
  • Fixed TwoMinis ability Concentrated Rage correctly adds bonus when 'forgoing' an action
  • Fixed a campaign logic issue where players could incorrectly draw Road event 75 after completing Scenario 34 (After they killed the Elder Drake)
  • Fixed an issue with Scenario 69 where Objective would not correctly complete
  • Fixed an issue with Sun ability Unwavering Mandate, an error could occur when a merc dies during an extra turn granted by this ability
  • Fixed an issue with pushing an enemy that has retaliate onto a trap and them incorrectly retaliating when they should be dead
  • Fixed multiple Multiplayer issues around joining a session while another merc is retiring
  • Fixed an issue affecting Mac users with an underscore in their username
  • Fixed multiple issues around certain types of innate ability that monsters and Summons can have e.g Cultist's on-death
  • Added a fix for not being able to Undo certain abilities if those abilities are being performed after a move (in the same action)
  • Fixed the Battle Goal 'Pacifist' incorrectly incrementing after the first Round of a scenario
  • Fixed a Multiplayer issue with certain special scenario rules Ones that require Mercs to 'Forgo' an action where deselecting could desync players
  • Fixed how the icon displays for a particular effect granted by a certain prosperity 3 item Immovable / Heavy Greaves
  • Fixed an issue where ally summons & enemies would not negotiate terrain hexes correctly with their move actions in some situations
  • Fixed an issue with enemies whose spawn is triggered in the middle of a round (but not from opening doors) not acting at correct initiatives
  • Fixed an issue with the item Cloak of Phasing interacting incorrectly with two-hex obstacles
  • Fixed an issue where the confirm button could disappear if players used the 'view card UI' by pressing keys 1-4 whilst choosing a card to burn on a Short or Long rest
  • Fixed an issue with the main menu not working after encountering a certain error in gameplay
  • Fixed a softlock that could occur if using 'Restart round' during Spellweaver's Living Torch Summon's On-death attack
  • Fixed an error that could occur if monster is killed by being forced onto a terrain hex in certain situations
  • Fixed an issue with Mindthief's ability Silent Scream B, was only pushing 2 not 3
  • Fixed some instances of the "!" notification incorrectly being on Merc's equipment button when they did not have any new items
  • Fixed some issues around combos when using the ring items like Ring of Haste & Saw's ability Medical Packs

Dev Blog #1

[h3]Hail Adventurers![/h3]

The time has come to introduce you to the shady individuals available to hire as part of your mercenary troupe in Jaws of The Lion.

Each of these characters brings something new to combat within Gloomhaven Digital, including their own unique powerful ability when they reach level 5 so be prepared for spoilers about their gameplay and stop reading now if you want it to be a surprise!

[Note: some parts of this article are hidden under black lines to avoid spoilers - Hover over them if you wish to reveal the content!]

The important thing to know is that these characters are available to use in your core Gloomhaven scenarios and core mercs can take part in Jaws scenarios, neither are limited to their own content, so the amount of combos has increased massively.

For example, base Gloomhaven Digital has a total of 2380 mercenary combinations for a group of 4 characters, with the extra four Jaws mercs added unlocked, the number of combinations almost triples with 5985!

(Just be glad you aren’t the ones who have to ensure every single possible combination of abilities works!)



[h3]Get to the Chopper![/h3]
The Inox Hatchet comes fully loaded with an infinite array of deadly Axes, but like any other good craftsman, they have their Favorite. In this case it is represented by an ability that adds a reusable +3 modifier when used on your enemies.
Be aware though, that as an axe, it tends to get stuck in vital organs, demonic viscera and other people’s faces. Therefore an important thing to remember is that after you use the Favorite, you’ll have to go pick it up when the enemy is dead. Be careful not to spend turns retracing your steps while the rest of your party gets murdered in the next room!



[h3]A Breath of Fresh Air[/h3]
The Hatchet’s abilities generally enjoy a fresh breeze, so pairing them with Cthulhu or a character with access to infuse or consume any brand of element will unlock their more powerful effects.

At Level 5, the Hatchet gets access to an even better weapon that adds Wound and Push to the ranged attacks of your choice - unfortunately, they didn’t come up with a particularly imaginative name for the new axe.


[h3]When Push comes to Shove[/h3]
Even though the Hatchet is primarily a range damage dealer, they share the Brute’s penchant for shoving enemies around dungeons. This makes them a great choice for those dungeons full of traps and hazardous terrain. Of course, you can always bring along someone to make some traps for you.



[h3]Get Over Here![/h3]

The Valrath Red Guard has a decent selection of both melee and ranged attacks, but where they excel is targeting and damaging adjacent enemies with fire or just hitting them with a thing on a chain!
Flame Shroud is an early powerhouse and works somewhat like a simplified Retaliate, although the enemy only needs to become adjacent to trigger it.
Combine that with a wide array of abilities which Pull hapless adversaries towards you and follow up with radial attacks and damage and the Red Guard can hold the front line - especially against Shielded enemies.

[h3]The Luck of the Devil[/h3]
At Level 5, the Red Guard has access to the Sand Devil ability. Similar to a Summon, the Sand Devil allows the Red Guard to move enemies around the dungeon, triggering Muddle and dealing damage as they go. Combine this with their adjacent enemy targeting abilities and you’ll see the Red Guard is a master of positional combat.
Be aware, the Sand Devil can also move allies to give them an extra speed boost, just make sure to ask first, many people don’t enjoy the damage and muddling that comes with a free ride!


[h3]Flame War[/h3]
The Red Guard uses both Light and Flame elements and therefore combos well with Sun and certain Spellweaver builds. You’ll always need to balance both using the Elements but also setting up infusions to be used the next turn, the Red Guard without access to their consumes isn’t quite as effective.


In Conclusion


That’s it for today! We will see you next time with a blogpost about the 2 remaining mercenaries of Jaws of the Lion: Voidwarden and Demolitionist.
Make sure to check it out since we will be explaining key differences between the physical and digital format of the game!
Until then, why not tell us which merc you're most excited to try, or come to our Discord server and discuss strategies or find other players to take Jaws on with?

You can always follow updates, share content and memes with us on our Twitter or Facebook page, and check our awesome visual content on our brand new Instagram!

[h3]Till next time, mercenaries.[/h3]