Darkest Dungeon II - Darkside of the Mountain - Retail Release
Aug 22, 2024
Build #1.06.66916Â DARKSIDE OF THE MOUNTAIN RETAIL RELEASE
Mods have officially arrived on Darkest Dungeon II! Modding has been a key component of the Darkest Dungeon community for many years and we are absolutely thrilled to launch this feature to the public.Â
Modded Content is accessible differently this time around for Darkest Dungeon II. We’ve invested extra effort to maintain base-game functionality and ease of access to the game as we have designed it for you to play. Now upon launching the game you can access the dark side of the mountain!Â
On this side of the mountain, you can copy and migrate any of your profiles over to begin playing with your favorite mods! You can copy and rename a profile as many times as you wish to try out any combination of mods.
Each profile can have its own set of mods set to active and you are able to set the order they will be loaded to hopefully have control over mod conflicts if they arise.Â
As we stated before this initial release of official mod support is limited in what can be changed. For those curious about what is currently possible, this first update tackles the initial mod loading/overwriting logic and Steam workshop integration. Modders should now be able to create custom items from scratch (trinkets, combat items, inn items, stagecoach equipment) and also new hero palettes. It is also possible to create mods that change/alter any existing skills or data in the game that is currently contained in exposed csvs.
So far, we’ve been blown away by what the creators have managed to accomplish with the tools we’ve provided. Speaking of tools, we have also released the official Darkest Dungeon II: Mod Tools on Steam! This library item contains a Unity project that is necessary for making and publishing mods for the game. We’ve created a guide on how to use it and it is now being maintained by the same group of mod creators who’ve been testing it with us!Â
Currently, we are officially distributing the Darkside project on Steam via Steam Tools distribution for Darkest Dungeon II owners. We have also uploaded the Darkside project to Google Drive for non-Steam users to download. The Darkside project obtained via Steam will always be up to date with the latest version. If you download the project from Google Drive, you’ll just need to check back every once in a while to ensure you’re using the most recent version of Darkside.
If you own the game on Epic or GOG, once you are in the project, you'll see some Steam hookups, but you should be able to ignore these and build a mod locally. If for some reason this does not work, then flag that with us!
And for those of you who do not own the game on Steam, and want to simply use existing mods, have no fear! Mods will work the same on other storefronts but will require a little extra work to deposit the files in the correct location. We have set up an official Darkest Dungeon mod.io page where mod makers can add mods for non-Steam users. Instructions and details for Non-Steam Workshop Mod Creation and Installation can be found here.
Modding isn’t the only thing contained in this update! Darkside of the Mountain also contains reworks of the Man-at-Arms, Jester and Vestal. If you were mid-run with one of these characters you may want to check their kits before you continue as equipped skills and Mastery may have been affected.Â
Finally we are also launching our native MacOS support to all of our PC platforms (Steam, GoG, and EGS)! We hope those of you who purchased the game early and played it via a Windows emulator or dual boot, can now play it natively on MacOS! Or if you are a Mac only user, now’s your chance to join the action!Â
Thank you to everyone for your continued support. Over the next few months, our team will be fully focused on our new free game mode - Kingdoms - which is set for a late 2024 release. We’ll start sharing more details on this upcoming feature soon!
General:
Added Gamma Slider to adjust darkness
Added Traditional Chinese localization
Added Mac OS Native Build!Â
Various controller improvements
Man-at-Arms
Wanderer
The Wanderer Path has been adjusted to provide a more balanced arrangement of tanking, support, and offensive options
Bellow SPD debuff reduced from -3 to -2
Bellow+ SPD debuff reduced from -5 to -3
Courageous Abandon has been reworked to improve access to the DMG cap, flexibility, and thematic tone
Courageous Abandon and Courageous Abandon+ target ranks increased from 1 to 1 2
Courageous Abandon and Courageous Abandon+ cooldown removed
Courageous Abandon and Courageous Abandon+ now require at least 1 Block or Block+ token to use
Courageous Abandon DMG increased from 3-6 to 6-8
Courageous Abandon passive buff DMG range adjusted from 9-18 to 12-16
Courageous Abandon+ DMG increased from 5-7 to 8-10
Courageous Abandon+ passive buff DMG range adjusted from 15-21 to 16-20
Courageous Abandon and Courageous Abandon no longer gain discrete DMG bonuses from different types of Block tokens
Courageous Abandon and Courageous Abandon+ now gains +100% DMG if you have 2 or more Block or Block+ tokens in any combination
Courageous Abandon+ now grants Execution 2 when used with 3 or more Block or Block+ tokens in any combination
Courageous Abandon and Courageous Abandon+ now prevent Block gain for 2 turns after use
Command+ cooldown increased from 0 to 1
Command+ Strength tokens increased from 1 to 2
Defender and Defender+ now have a cooldown of 1
Hold The Line+ Immobilize tokens increased from 1 to 2
Stand Fast and Stand Fast+ now grant 2 Taunt tokens
Stand Fast+ no longer clears Combo
Stand Fast cooldown increased from 2 to 3 to better match Leper's Withstand
Stand Fast+ cooldown increased from 1 to 3 to better match Leper's Withstand
Fixed an issue with Strategic Withdrawal not correctly providing Death's Door effects if the skill missed
Sergeant
The Sergeant Path has been reworked to provide more direct access to support options and improve viability for back rank placement
Sergeant no longer has a chance to grant +50% Bleed/Blight/Burn RES to an ally on turn start
Sergeant no longer grants +100% innate Move RES
Crush, Rampart, Hold the Line, Courageous Abandon, and Strategic Withdrawal no longer have reduced DMG on this Path
Bolster is no longer affected by this Path
Bellow and Bellow+ now target all Heroes that are ahead of the Man-at-Arms in the lineup instead of all enemies
Bellow and Bellow+ launch ranks changed from 1 2 3 4 to 2 3 4 accordingly
Bellow and Bellow+ are no longer considered Ranged skills
Bellow and Bellow+ can no longer CRIT
Bellow and Bellow+ no longer debuff SPD or remove CRIT and Riposte tokens
Bellow and Bellow+ cooldown increased from 1 to 2
Bellow and Bellow+ now provide a +3 SPD buff to all targets
Bellow+ now removes 1 Negative token from all targets
Command+ cooldown increased from 0 to 1
Command and Command+ can now self-target
Command and Command+ no longer clear Blind
Command and Command+ no longer grant Strength
Command and Command+ now grant a buff to target Hero that causes their next successful hit to apply Combo to all struck targets; this buff remains until a successful hit is registered or the battle ends
Command+ now grants a Speed token
Crush and Crush+ launch ranks adjusted from 1 2 to 2 3 4
Crush and Crush+ target ranks reduced from 1 2 3 to 1 2
Crush and Crush+ no longer heal the MAA when hitting a target with Combo
Crush and Crush+ now provide an unconditional 2 point heal to all Heroes ahead of the MAA when hitting a target with Combo
Crush+ now grants 1 Immobilize to the Man-at-Arms when used
Retribution+ cooldown increased from 1 to 2
Retribution and Retribution+ now target all Heroes ahead of the Man-at-Arms in the lineup
Retribution now grants a Strength token to any target under 75% health
Retribution+ now grants a Strength token to any target under 100% health
Retribution+ now grants a CRIT token to any target under 25% health
Stand Fast and Stand Fast+ launch ranks changed from 1 2 to 1 2 3 4
Stand Fast and Stand Fast+ can now target any ally, including the Man-at-Arms
Stand Fast and Stand Fast+ no longer grant Block tokens or a recurring Block buff
Stand Fast+ cooldown increased from 1 to 2
Stand Fast now grants +30% Bleed/Blight/Burn RES for 3 turns
Stand Fast now grants +35% Move RES for 3 turns
Stand Fast+ now grants +50% Bleed/Blight/Burn RES for 3 turns
Stand Fast+ now grants +70% Move RES for 3 turns
Bulwark
The Bulwark Path has been reworked to better define its identity as a control tank rather than a soak tank
Bulwark no longer penalizes Crush DMG
Bellow and Bellow+ no longer debuff target SPD
Bellow and Bellow+ CRIT values have been removed accordingly
Bellow and Bellow+ now remove all Strength tokens from targets
Bellow+ cooldown has been removed
Hold the Line and Hold the Line+ no longer apply Immobilize to the Man-at-Arms to make him more performant in dance comps
Hold the Line and Hold the Line+ no longer innately pierce 10% Stun RES
Hold the Line+ no longer inflicts Stun vs. Combo
Hold the Line+ CRIT increased from 10% to 15%
Hold the Line and Hold the Line+ now inflict Stun if the MAA has 2+ Block or Block+ tokens in any combination
Hold the Line and Hold the Line+ now consume 2 Block or Block+ tokens (prioritizing Block) if the Stun threshold is met
Hold the Line+ now grants +30% Stun RES piercing if the MAA has 3+ Block or Block+ tokens in any combination
Hold the Line+ consumes an additional Block or Block+ tokens (prioritizing Block) if the Stun RES piercing threshold is met
Hold the Line+ now grants 1 Block+ instead of 2 Block
Hold the Line DMG has been reset to its normal base of 3-6 to counterbalance the improved stun capabilities
Hold the Line+ DMG has been reset to its normal base of 4-7 to counterbalance the improved stun capabilities
Rampart+ no longer inflicts Stun vs. Combo
Rampart and Rampart+ no longer inflict Daze
Rampart and Rampart+ no longer innately pierce 10% Stun RES
Rampart and Rampart+ now inflict 2 Immobilize if the MAA has 2+ Block or Block+ tokens in any combination
Rampart and Rampart+ now consume 2 Block or Block+ tokens (prioritizing Block) if the Immobilize threshold is met
Rampart+ now grants +30% Move and Debuff RES piercing if the MAA has 3+ Block or Block+ tokens in any combination
Rampart+ consumes an additional Block or Block+ tokens (prioritizing Block) if the Move and Debuff RES piercing threshold is met
Rampart+ knockback increased from 1 to 2
Rampart DMG has been reset to its normal base of 3-5 to counterbalance the improved control capabilities
Rampart+ DMG has been reset to its normal base of 4-6 to counterbalance the improved control capabilities
Rampart+ CRIT increased from 5% to 10%
Riposte now has a 33% chance to inflict Daze on the target
Stand Fast and Stand Fast+ launch ranks increased from 1 2 to 1 2 3 4
Stand Fast and Stand Fast+ no longer apply Taunt on this Path, making it easier to generate needed Block tokens to fuel Rampart / Hold the Line without drawing attention
Stand Fast+ still clears Combo like the old Wanderer version, helping to avoid drawing attention
Stand Fast+ cooldown increased from 1 to 2
Vanguard
The Vanguard Path has been reworked to expand its combat options in ways better suited to the Path's theme of sacrificing defense for offense
Vanguard no longer grants +20% HP
Vanguard no longer penalizes Bleed/Blight/Burn RES by 20%
This Path no longer affects Crush
Courageous Abandon and Courageous Abandon+ launch ranks changed from 1 to 1 2
Courageous Abandon and Courageous Abandon+ target ranks increased from 1 to 1 2
Courageous Abandon and Courageous Abandon+ no longer pierce Block
Courageous Abandon and Courageous Abandon+ do not gain +DMG bonuses from Block tokens on this Path
Courageous Abandon and Courageous Abandon+ do not remove or prevent the MAA from acquiring Block tokens on this Path
Courageous Abandon and Courageous Abandon+ base DMG adjusted to 4-6
Courageous Abandon CRIT chance reduced from 10% to 5%
Courageous Abandon+ CRIT chance reduced from 20% to 15%
Each use of Courageous Abandon increases the DMG of the skill by 2 for the remainder of the battle; this stacks up to 3 times
Each use of Courageous Abandon decreases the Vanguard's max HP by 6 for the remainder of the battle; this stacks up to 3 times
Each use of Courageous Abandon+ increases the DMG of the skill by 2 for the remainder of the battle; this stacks up to 5 times
Each use of Courageous Abandon+ decreases the Vanguard's max HP by 4 for the remainder of the battle; this stacks up to 5 times
Riposte DMG on this Path has been reset from 4-7 to its base value of 3-5
Each use of Riposte increases the DMG of the skill by 1 for the remainder of the battle; this stacks up to 5 times
Each use of Riposte reduces the Vanguard's Bleed/Blight/Burn RES by 8% for the remainder of the battle; this stacks up to 5 times
Bellow and Bellow+ are now self-target skills; all previous effects have been removed
Bellow and Bellow+ are no longer considered Ranged skills accordingly
Bellow and Bellow+ no longer have CRIT values
Bellow and Bellow+ apply 2 stack of the Courageous Abandon buff and debuff when used
Bellow and Bellow+ apply 2 stack of the Riposte buff and debuff when used
Bellow deals 2 point of Stress damage to the Man-at-Arms
Bellow+ deals 1 points of Stress damage to the Man-at-Arms
[Comm] Bellow+ will suppress Courageous Abandon or Riposte debuffs for 4 turns if activated when the relevant debuff stack is at its limit
Buff/debuff stacks granted by Bellow will not exceed the stack limits determined by the individual skills (i.e. 3 stacks for Courageous Abandon, 5 stacks for Courageous Abandon+, 5 stacks for Riposte)
Bellow and Bellow+ will not grant any buff/debuff stacks for Courageous Abandon if the skill is not equipped. Riposte is always considered to be equipped.
Stand Fast and Stand Fast+ launch ranks increased from 1 2 to 1 2 3
Stand Fast cooldown increased from 2 to 3
Stand Fast+ cooldown increased from 1 to 3
Stand Fast and Stand Fast+ no longer generate Block or Taunt tokens
Stand Fast and Stand Fast+ now remove all Vanguard (Courageous Abandon, Riposte) buffs and debuffs when used
Stand Fast and Stand Fast+ now heal 10% for every 2 Vanguard buffs removed, to a maximum of 50% at 10 stacks (5x Courageous Abandon, 5x Riposte)
Stand Fast+ now heals 1 Stress for every 2 Vanguard debuffs removed, to a maximum of 5 (5x Courageous Abandon, 5x Riposte)
Trinkets
Price of Pride: Replaced Bellow Skill: Stun Token (10%) with Self: Rampart Skill: Riposte Token
Standard of the Ninth: Removed Gain On Miss: If Rank = 1 Weak Token and Courageous Abandon Skill: +50% CRIT. Added Apply to Attacker When Hit: Remove 1 Positive Token and Gain when Crit: Weak Token
Undeserved Commendation: Reworked to Target: Heroes: Crit Token (10%), Command Skill: Block Token & Taunt Token, Apply On Miss: All Allies Behind: +1 Stress
Jester
Finale and Finale+ are now considered Ranged skills on all Paths
Wanderer
The Wanderer retains his previous identity as a flexible unit with some improved support and increased rank manipulation options
Battle Ballad and Battle Ballad+ target ranks increased from 2 3 4 to 1 2 3 4
Battle Ballad and Battle Ballad+ now have a cooldown of 1
Battle Ballad+ no longer clears Combo
Battle Ballad+ now provides an additional Strength token in the event that it doesn't land the 15% chance of a CRIT token, so it will always provide 2 tokens instead of only a chance of 2
Battle Ballad+ forward movement increased from 1 to 2 ranks
Encore and Encore+ now apply 2 Bleed to the target (formerly the Intermezzo version of this skill, now the default version)
Finale and Finale+ DMG bonus vs. Combo reduced from +100% to +50%
Finale and Finale+ cooldown increased from 2 to 3
Finale now heals 1 Stress if it kills the target
Finale+ now heals 2 Stress if it kills the target
Finale+ now has an Execution value of 1
Harvest+ CRIT chance increased from 5% to 10%
Play Out and Play Out+ target ranks increased from 1 2 3 to 1 2 3 4
Play Out+ movement increased from Back 1 to Back 2
Virtuoso
The Virtuoso Path has been reworked as a stress management specialist with a variety of team-supporting Encore effects
This Path no longer gains additional HP or SPD
This Path no longer penalizes Bleed, Blight, or Burn RES
This Path no longer randomly applies a +100% Stress RES buff to allies
Encore has been reworked into a unique version for this Path
Encore and Encore+ launch ranks increased from 3 4 to 1 2 3 4
Encore and Encore+ move the Jester back 2 ranks when used
Encore and Encore+ no longer have a cooldown
Encore and Encore+ no longer provide an Extra Action
Encore and Encore+ now target all allies, excluding the Jester
Encore now has a Use Limit of 2x per battle
Encore+ now has a Use Limit of 4x per battle
Encore and Encore+ receive unique bonuses from Battle Ballad, Echoing March, Inspiring Tune, Play Out, and Solo
Encore and Encore+ clear all "Next Encore" buffs when used
"Next Encore" buffs provided by the above skills will only be applied if Encore is equipped
Battle Ballad and Battle Ballad+ on this Path match the Wanderer version with the following exceptions:
Battle Ballad+ does not increase the number of ranks it moves the target
Battle Ballad causes the next Encore to grant Strength to all targets
Battle Ballad+ causes the next Encore to grant Strength (85%) or CRIT (15%) to all targets
Echoing March and Echoing March+ have been reworked as knockback skills
Echoing March and Echoing March+ target ranks adjusted from 2 3 4 to 1 2 3
Echoing March pull 1 changed to knockback 1
Echoing March debuff of Turn Start: pull 1 changed to Turn Start: knockback 1
Echoing March+ pull 2 changed to knockback 2
Echoing March+ debuff of Turn Start: pull 2 changed to Turn Start: knockback 1
Echoing March causes the next Encore to grant +2 SPD for 3 turns
Echoing March+ causes the next Encore to grant +3 SPD for 3 turns
Finale and Finale+ DMG bonus vs. Combo reduced from +100% to +50%
Finale and Finale+ cooldown increased from 2 to 3
Finale has a 50% chance per ally to heal 1 Stress if it kills the target
Finale+ has a 67% chance per ally to heal 1 Stress if it kills the target
Inspiring Tune+ no longer removes Horror
Inspiring Tune+ grants +100% Stress RES for 2 turns if the target has 7 or more Stress
Inspiring Tune causes the next Encore to grant +25% Stress RES to all targets for 2 turns
Inspiring Tune+ causes the next Encore to grant +33% Stress RES to all targets for 2 turns
Play Out and Play Out+ on this Path match the Wanderer version with the following exceptions:
Play Out+ does not increase the number of ranks it moves the target
Play Out and Play Out+ cause the next Encore to grant Block to all targets
Play Out+ causes the next Encore to clear Combo from all targets
Solo and Solo+ launch ranks increased from 3 4 to 2 3 4
Solo and Solo+ now target all enemies who have Combo
Solo and Solo+ no longer have a cooldown
Solo and Solo+ forward movement reduced from 3 to 2
Solo no longer applies Combo
Solo applies a random (weighted) Negative token to all enemies with Combo and consumes the Combo
Solo+ re-applies the Combo to all targets
Solo+ 2x Dodge+ tokens have been reduced to 2x Dodge
Solo now has a native CRIT chance of 5% and benefits from CRIT tokens
Solo+ now has a native CRIT chance of 10% and benefits from CRIT tokens
Solo causes the next Encore remove 1 Negative token (67% chance) from all targets
Solo+ causes the next Encore to remove 1 Negative token from all targets
Soloist
The Soloist Path has been reworked to focus on direct damage and self-sustainability via craftable Finale effects
This Path no longer penalizes HP
This Path no longer penalizes SPD
This Path increases the DMG of the next Finale by +2 whenever the Jester is missed by an attack, to a maximum of 3 stacks
This Path increases the DMG of melee skills by +1 until the end of combat whenever the Jester is missed an attack, to a maximum of 3 stacks
This Path no longer affects Razor's Wit, Fade to Black, or Slice Off
Finale and Finale+ DMG returned to Wanderer values
Finale and Finale+ DMG bonus vs. Combo reduced from +100% to +50%
Finale and Finale+ no longer have a cooldown
Finale and Finale+ backwards movement reduced from 3 to 2
Finale and Finale+ now have a Use Limit of 3x per battle
Finale and Finale+ receive unique bonuses from Battle Ballad, Harvest, and Play Out
"Next Finale" buffs provided by the above skills will only be applied if Finale is equipped
Finale and Finale+ consume all "Next Finale" and "Melee DMG" buffs when used
Finale and Finale+ store all consumed buffs as "Last Finale" buffs if Encore is equipped; these buffs are inactive and provide no benefit on their own
Encore has been reworked into a unique version for this Path
Encore and Encore+ no longer provide an Extra Action
Encore and Encore+ launch ranks increased from 3 4 to 1 2 3 4
Encore has a cooldown of 4
Encore+ has a cooldown of 2
Encore and Encore+ are now self-target skills
Encore and Encore+ restore all inactive "Last Finale" buffs to their active "Next Finale" state; this includes any stored "Melee DMG" stacks
"Last Finale" bonuses for Finale DMG and Melee DMG will be added to any active stacks (up to the 3 stack cap) rather than replacing them during restoration
Encore and Encore+ now move the Jester forward 1
Encore+ now grants a Speed token
Battle Ballad and Battle Ballad+ on this Path match the Wanderer version with the following exceptions:
Battle Ballad+ does not increase the number of ranks it moves the target
Battle Ballad causes the next Finale to ignore Blind tokens
Battle Ballad+ causes the next Finale to Ignore Dodge and Blind tokens
Harvest DMG increased from 3-4 to 3-5
Harvest CRIT reduced from 15% to 5%
Harvest+ DMG increased from 3-5 to 4-6
Harvest+ CRIT reduced from 15% to 10%
Harvest and Harvest+ launch ranks increased from 2 3 to 1 2 3
Harvest and Harvest+ no longer innately pierce Bleed RES
Harvest and Harvest+ no longer inflict Bleed
Harvest heals the Jester for 10% per Bleeding target hit
Harvest+ heals the Jester for 15% per Bleeding target hit
Harvest causes the next Finale to grant the Jester a 20% heal
Harvest+ causes the next Finale to grant the Jester a 30% heal
Play Out and Play Out+ on this Path match the Wanderer version with the following exceptions:
Play Out+ does not increase the number of ranks it moves the target
Play Out causes the next Finale to ignore Guard tokens
Play Out+ causes the next Finale to ignore Block and Guard tokens
Solo has been reworked as a risk/reward tanking skill
Solo and Solo+ launch ranks increased from 3 4 to 2 3 4
Solo and Solo+ are now self-target skills
Solo and Solo+ no longer apply Combo
Solo and Solo+ no longer grant Speed
Solo and Solo+ cooldown increased from 1 to 2
Solo and Solo+ now grant 2x Taunt tokens
Intermezzo
The Intermezzo Path has been refined to further emphasize its focus on Bleed and unpredictable support
Battle Ballad and Battle Ballad+ retain the former Wanderer target ranks of 2 3 4
Battle Ballad+ no longer clears Combo
Battle Ballad and Battle Ballad+ can no longer apply Dodge+ or Block tokens
Battle Ballad's (weighted) random bonus token list has been adjusted to select from Strength, CRIT, or Speed tokens
Battle Ballad+ adds a 5% jackpot chance of Extra Action to that list and increases the weighting of CRIT
Echoing March no longer applies the "On Move: Bleed" debuff when unmastered
Echoing March+ pull reduced from 2 to 1 to maximize value from the "On Move: Bleed" debuff
Echoing March+ continuous pull debuff reduced from 2 to 1 for the same reason
Echoing March+ now only rolls a single Debuff RES check when applying both debuffs; either both will apply or both will be resisted
Encore and Encore+ are no longer affected by this Path as the former Intermezzo version is the new default
Finale and Finale+ cooldown increased from 2 to 3
Finale and Finale+ DMG bonus vs. Combo reduced from +100% to +50%
Finale+ now deal an additional +50% DMG vs. a Bleeding target
Inspiring Tune and Inspiring Tune+ target ranks increased to full party AoE
Inspiring Tune and Inspiring Tune+ cooldown increased from 1 to 2
Inspiring Tune stress heal reduced from 2 to 1
Inspiring Tune+ stress heal reduced from 3 to 1
Inspiring Tune+ no longer grants a +20% Stress RES buff
Inspiring Tune+ no longer removes Horror
Inspiring Tune targets all Heroes with 5+ Stress
Inspiring Tune heals 1 Stress on all targets, plus an additional 1 Stress if the target has Bleed
Inspiring Tune+ expands targeting to any Hero with 5+ Stress or Bleed
Inspiring Tune+ separately heals 1 Stress if the target is Bleeding and 1 Stress if the target has 5+ Stress, allowing minor Stress healing of targets who are under the normal Stress threshold
Inspiring Tune and Inspiring Tune+ Bleed decreased from 2 (3 Turns) to 1 (3 Turns) to account for its AoE nature
Play Out and Play Out+ retain the former Wanderer target ranks of 1 2 3
Play Out+ retains the former Wanderer backward move value of 1
Play Out+ no longer clears Combo
Play Out and Play Out+ can no longer apply Strength or CRIT tokens
Play Out's (weighted) random bonus token list has been adjusted to select from Block, Dodge, or Speed tokens
Play Out+ improves those to Block+, Dodge+, Speed, or a jackpot 100% heal; this heal has no threshold
Solo and Solo+ no longer grant Speed
Solo and Solo+ now have an innate 5% CRIT chance to support Bleed application
Trinkets
Busker’s Haul: Overhauled to have Target: Hero: Dodge (20%), Target: Play Out Skills: Remove1 Negative Token, Target: Battle Ballad Skills: Turn Start: Forward 1 (1 Turns), and Turn End: If Relics in inventory < 25: +1 Stress (25%)
Royal Summons: Removed Target: Play Out Skills: Remove 1 Negative Token and Turn End: If Rank = 4: Add 1 Taunt Token. Added Gain On Crit: All Allies Behind: Add 1 Positive Token and Gain When Hit: Forward 1
Severed Finger: Replaced Slice Off Skills: +2 Bleed Dealt with Round Start: If Bleed: Add 1 Positive Token. Changed +1 Bleed Received to +1 Bleed Duration Received.
Vestal
Adjustments have been made to improve some skill synergies and make certain effects more accessible
Wanderer
Divine Grace HP threshold increased from 25% to 33%
Divine Grace base healing value reduced from 25% to 20%
Divine Grace+ now gains +10% chance to CRIT heal at 3x Conviction in addition to the +10% Healed
Hand of Light launch ranks increased from 1 2 to 1 2 3
Illumination and Illumination+ now inflict Daze
Illumination and Illumination+ now have an innate 5% CRIT chance and can consume CRIT tokens
Mantra and Mantra+ can now be used from all ranks
Mantra now benefits from Conviction
Mantra now gains +10% healed, for a total of 20%, at 2x Conviction
Mantra now gains an additional +10% healed, for a total of 30%, at 3x Conviction
Mantra+ heal bonus at 2x Conviction has been increased from +10% to +20%
Mantra+ tooltip format corrected to be consistent with Divine Grace's Conviction presentation
Chaplain
Path Seal description has been updated
Now has a 60% chance to receive an additional Conviction token when being CRIT
Hand of Light DMG increased from 1-2 to 2-3 to match Wanderer
Hand of Light+ DMG increased from 1-2 to 3-4 to match Wanderer
Ministrations is now a Path skill
Ministrations launch ranks changed from 3 4 to 1 2
Mantra and Mantra+ cooldown increased from 1 to 2
Mantra and Mantra+ no longer require that a target has Guard
Mantra is now a self-target skill
Mantra now benefits from Conviction
Mantra now gains +10% healed, for a total of 20%, at 2x Conviction
Mantra now heals 2 Stress at 3x Conviction
Mantra+ base heal reduced from 15% to 10%
Mantra+ heal bonus at 2x Conviction increased from +10% to +20%
Mantra+ will additionally target any Heroes with Guard, applying Mantra effects at half strength to them
Mantra+ tooltip format corrected to be consistent with Divine Grace's Conviction presentation
Confessor
Updated Confessor Conviction token description to use "RES Piercing" language instead of "Chance"
Updated Confessor Path Seal text to use "RES Piercing" language instead of "Chance"
Hand of Light launch ranks changed from 1 2 to 2 3
Hand of Light+ DMG increased from 1-2 to 2-3
Judgement DMG slightly increased from 3-5 to 4-6
Judgement+ DMG slightly increased from 4-7 to 5-8
Judgement+ CRIT increased from 5% to 10%
Judgement Weak tokens at 2x Conviction increased from 1 to 2
Judgement now also inflicts Daze at 3x Conviction
Judgement+ now also inflicts Stun at 3x Conviction
Mantra and Mantra+ can now be used from all ranks
Mantra and Mantra+ cooldown increased from 0 to 3
Mantra and Mantra+ no longer interact with Consecrations
Mantra and Mantra+ now target any Heroes with a Negative token
Mantra now benefits from Conviction
Mantra now removes 2 Negative tokens at 2x Conviction
Mantra now gains +10% healed, for a total of 20%, at 3x Conviction
Mantra+ now removes 3 Negative tokens at 2x Conviction
Mantra+ now gains +15% healed, for a total of 25%, at 3x Conviction
Mantra+ tooltip format corrected to be consistent with Divine Grace's Conviction presentation
Trinkets
Icon of the Light: Changed +2 Regen Dealt while in Rank 4 to +1 Regen Dealt or +2 Regen Dealt when Flame is 100. Changed Melee Skills: -50% DMG to Gain When Crit: Flame -5 (66%).
Profane Scroll: Reworked to +1-2 DMG, If Flame < 50: +30% Stun RES Piercing, Self: Ally Behind: Hand of Light Skill: Guard x2, Gain On Miss: +1 Stress (25%)
HEROES
Flagellant
Fixed an issue preventing Fester and Fester+ from being affected by Blight amount/duration/RES Piercing buffs and debuffs
Runaway
Firefly and Firefly+ Combo effect now correctly applies to an adjacent monster even if the target dies
Ransack and Ransack+ Combo effect now correctly applies to an adjacent monster even if the target dies
Fixed an issue preventing Firefly and Firefly+ Combo Burn from being affected by Burn amount/duration/RES Piercing buffs and debuffs
Fixed an issue preventing Ransack and Ransack+ Combo Burn from being affected by Burn amount/duration/RES Piercing buffs and debuffs
THE BINDING BLADE
Crusader
[Comm] Wanderer Rallying Cry has been reworked
Rallying Cry now removes all Blind, Weak, and Vulnerable tokens from a target
Rallying Cry+ now also removes all Blind, Weak, and Vulnerable tokens from the Crusader
Duelist
Fixed an issue with the Intrepide Path's buffs incorrectly stacking beyond 5
ENEMIES
Cultists
Altar: will no longer attempt to use the Altar of Cowardice or Altar of Obsession skill if there are no valid targets
Cardinal: Entropic Star launch ranks adjusted from 4 to 3 4; this increases its availability and, in most battlefield positions, reduces the frequency of Hollow Vessel as a result
Cardinal: Entropic Star now has a cooldown of 1
Cardinal: Entropic Star now inflicts a weighted selection of either Blind, Weak, or Daze instead of a Vulnerable token
Evangelist: Nocturne Commune now grants 1 Death Armor if the Evangelist is on Death's Door
Gaunts
Ghoul: Skull Toss cooldown increased from 0 to 1
Ghoul: Rend launch ranks increased from 1 2 to 1 2 3 4 to prevent a back rank Ghoul from having no attack options if both Skull Toss and Howl are on cooldown
Ghoul: Adjusted skill weighting to slightly favor Rend
Lost Battalion
Foot Soldier: Atrophic Cut no longer reduces Bleed/Blight/Burn RES in order to improve clarity of skill's debuff results
Pillagers
Hatchetman: Finishing Blow has been adjusted to provide value to the act of Guarding the skill's target
Hatchetman: Finishing Blow DMG reduced from 6-7 to 3-5
Hatchetman: Finishing Blow DMG increases by +100% if the target has Combo
Implication: MISFIRE! now properly counts as a missed attack and will no longer trigger On Hit effects from Ordainment, trinkets, etc.
The Sluice
Increased spawn rate of Hard Swine mashes during Resist encounters
Slightly increased the chances of the Shambler appearing at Road Encounters in Shadowy or lesser light
MINIBOSSES
Collector
No longer spawns when Trophies are in the inventory, a Trophy must now be equipped.Â
Improved Academic View skill descriptions for Collected Heads.
LAIR BOSSES
Leviathan
Breath of the Sea no longer removes a Dodge token from targets alongside its guaranteed hit
Eyes of the Deep and Eye of the Deep no longer remove a Dodge token from targets alongside their guaranteed hit
CONFESSION 4 Boss
SPOILER BELOW
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Teardown now ignores Stealth when target has You're Next token
GAMEPLAY
Stew Pot: Chance to produce items increased from 14% to 20%
Explosives Magazine: Chance to produce items increased from 11% to 20%
Tinker's Bench: Chance to produce items increased from 11% to 20%
Cruel Intent: Reworked to Combat Start: Blind x2, Gain on Crit: Blind x1, and Gain on Miss: +10% CRIT (1 Battle).
Snap Judgment: Replaced If Last in Turn Order: Add 1 Negative Token with If Last in Turn Order: -6 SPD.
Duration for DOTs now appear in more tooltips
Combat Items now use dynamic strings for tooltips resulting in minor description differences with no functional changes
Loot tables have been refactored to accommodate modding and future initiatives that should result in no functional changes
Character Sheet Path Seals are now limited to the same width as their Crossroads counterparts, giving them a consistent look
Fixed issue where The Shroud and The Foetor Almanacs were appearing at specific inns while on Denial
Known Issues
The Vestal changes have not been localized to all languages yet. We will be patching this early next week.