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Darkest Dungeon II

LizardWizard

Prophet
Joined
Feb 14, 2014
Messages
1,014
It's like I'm playing a live service game but this is single player.
A gazillion types of currencies, daily quests and so on.
I can like the overall direction of the game and at the same time criticize the updates I find bad.
I would not be playing for over 100 hours if I didn't like the game.
But having to unlock everything again is extremely frustrating.
They lied twice now.
The first lie was a year in early access, it will be longer.
The second lie was early adopters keeping their progress, another lie.
Who knows what else the future holds.

Agreed, I regret even yarring it. Can't remember when a Dev ( aside from Bethesda) decided to shit on their own fanbase so hard. No actual fan of DD1 was asking for this game
 

Max Damage

Savant
Joined
Mar 1, 2017
Messages
783
It's a shame they learned nothing from past mistakes and are doubling down on tedium instead of adding variety, tale old as time.
 

Larianshill

Arbiter
Joined
Feb 16, 2021
Messages
2,133
It's like I'm playing a live service game but this is single player.
A gazillion types of currencies, daily quests and so on.
I can like the overall direction of the game and at the same time criticize the updates I find bad.
I would not be playing for over 100 hours if I didn't like the game.
But having to unlock everything again is extremely frustrating.
They lied twice now.
The first lie was a year in early access, it will be longer.
The second lie was early adopters keeping their progress, another lie.
Who knows what else the future holds.
Funny reading people criticizing red hook studios, the dudes made a game which created its own genre by having lots of clones. They always try new things instead of going for the triple a approach. There is a reason you're here writing about games while they are revolutionizing the medium with each new entry.
 

Ibn Sina

Liturgist
Patron
Joined
Jul 12, 2017
Messages
1,027
Strap Yourselves In
The game is a bad mix of modules that don't go well together. Hopefully, the game will tank the company when it finally comes out.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,040
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://www.darkestdungeon.com/news/darkest-dungeon-ii-obsession-s-gaze/

New Confession: Obsession

Retail Update - 0.17.40265

A new Confession has been added, and with it, Ordainment modifiers, a new Mountain Boss and associated narrative content.


Hero Goals

  • Each hero, when generated at the Crossroads, will have a personal goal.
  • If you complete a hero’s goal, it awards candles at expedition end in value shown on the goal. The more difficult the goal, the better the candle reward.
  • Candles gained from completing hero goals are kept even when the expedition is failed mid-region or abandoned!
  • Initially, all of your heroes will generate very easy (“tutorial”) goals. As you complete goals, This will open up the standard pool of easy, medium, and hard goals.
  • Goals persist for that expedition only. When a new expedition is started, new goals are generated.
  • Tip: hero goals are very useful for farming candles

Region Variations

  • Each region has been updated with enhanced visuals and a distinct sub-biome to enhance immersion and create more variety in your journey!
  • The Sprawl: Keep a steady hand on the reins as you guide your coach through sewer sections clogged with offal and melted fat.
  • The Tangle: Plunge down between the roots of the great trees - a suffocating respite from the rain.
  • The Foetor: Withered fields and muddy road sections create a claustrophobic contrast to the open grazing lands.
  • The Shroud: Small islets stacked with rotting coral break up your route over the unsteady piers.


GAMEPLAY


Region Modifiers

  • Added 10 new Region Modifiers
    • Strategic Plan: +33% Battle Advantage Chance
    • Heavy Winds: -20 Max Flame
    • Big Game: +100% Creature Den Scouting & +200% Creature Den chance

Heroes

  • Non-damaging Bounty Hunter skills no longer count towards preventing stall penalties
  • Relationship Act Out attacks will no longer consume Strength or CRIT tokens

Cultists

  • Altars can now use the Altar of Obsession skill during the relevant Confession
  • Altar: Altar of Denial can now grant up to 2 Stealth tokens instead of only 1
  • Altar: Bone Weaving removes Blind tokens if the Confession is Obsession
  • Cherub: Brisk Bedevilment now moves the Cherub back 1 rank, not 2
  • Evangelist: Rush Judgement now moves the Evangelist forward 1 rank, not 2
  • Reduced chance of "out of position" attacks generating Worship to 33% from 60%

The Shroud

  • Heroes now have a low chance of healing 1 stress when the fog lifts

AUDIO

  • Added heaps, oodles, tons of new Academic lines to the game.
  • Added spawning ground miss sfx, altar ui revisions

MISC FIXES

  • Some Stagecoach items were improperly categorized rarity-wise (which impacts draw chances and also prices) and/or had incorrect rarity border display. These have been corrected. Items affected: Super Storage Trunk, Medicine Chest, Medical Equipment, Iron Brazier, Academic's Map, Chirurgeon's Map, Leaf Suspension, Worktable Loom, Mortar and Pestle, Blueprint Tubes, Assay Gear, Icebox, Whiskey Still, Alchemical Gear, Windchimes
  • Adjusted camera position for the Protege’s house and the confession screen at the start of a run
  • Added a button to toggle the new Region Goals panel - G
  • Fixed an issue with double-click looting breaking the UI
  • Fix to health max buffs not working on invalidated but preserved memory heroes.
  • Remove delay on banter effects to fix soft lock when hitting node mid banter, now the effects and barks will fire simultaneously, even if the bark is cut off when entering a node/combat/etc
  • Fixed an issue where tutorial archives scrolls when selecting entries to view
  • Various graphical issue fixes
  • Fixed an issue where the path tab for heroes at the crossroads was disabled if they had memories
  • Enabled the region goal panel to be accessible in the Sluice/Valley/Mountain
  • Added candle reward tooltips on hero goal UI
  • Fixed an issue with Hero ribbons swapping positions rapidly
  • Increment the run survive count on memoried heroes in the party when invalidating saves mid run
  • Removed the use of ‘99 tokens’ in tooltips and replaced with all or every given the context
  • Fixes an issue in the inn where a hero would stop animating
  • Fixes some Inn Item drag and drop issues
  • Fixes mouse-over issues in the story screen
  • Fixes for Riposte timelines stalling and softlocking the game
  • Fixes inconsistent lighting in the Results screen
  • Fixed Altar of hope watchtower speed buff showing up in a source tooltip
  • Tooltip position cleanup
  • Fixed an issue where dot tooltips appear empty initially
  • Fixed an issue where Tooltips jump on initial open in mastery trainer
  • Stagecoach max speeds and accelerations increased by 10% (except narration panel movement vars)
  • Full stacked inventory items have a gold colored quantity label

HOTFIX 0.17.40053



  • Add missing mud road material to stagecoach wheel VFX
  • Stitching Kit: Increased heal 10% to 20%
  • Transparent VFX missing from Driving, this affected a lot of the areas in driving
  • Additional fixes for profile panel soft locking the game
  • Fixes biome panel showing up briefly when returning to driving
  • Fixes an edge case where a user can lose items when removing stagecoach upgrades and unstacking max limit counts.
  • Fixes inventory item quantity stack colors not updating when unequipping stagecoach items


HOTFIX 0.17.40145


GAMEPLAY

  • Heroes now suffer a stacking 10% penalty to Deathblow Resist after a successful Deathblow save. This penalty lasts until the end of the current battle.
  • Hellion - Toe-to-Toe+ Taunt generation reduced to 2 from 3
  • Cultists - Fixed an issue with non-Altar Cultists being unable to receive Ordainment bonuses during the Obsession Confession
  • Increased scouting chance for Inns, Guardian, and Dungeon nodes by 10x as they should always appear on the map


Obsession’s Gaze (SPOILERS)​

Focused Fault

  • Increased Max HP from 150 to 200
  • Added additional skill
  • Crits from all skills now copy positive tokens
  • Added additional barks
  • Increased bark chance
  • Added description to Focus tokens


Cloistered Eye

  • Added chance to grow fully on the Observe skill
  • Increased Bleed, Blight, Burn resistance from 10% to 20%
Bifurcated Eye

  • Increased Max HP from 6 to 8
  • Increased Bleed, Blight, Burn resistance from 10% to 30%
  • Reduced Move Resistance from 20% to 10%


Cluster of Eyes

  • Increased Max HP from 6 to 12
  • Increased Bleed, Blight, Burn resistance from 10% to 40%
  • Reduced Move Resistance from 40% to 10%
FIXES

  • Seen token multiplied many times in final boss fight
  • Fixed an issue where Infernal Torch would drop to 0 due to a rounding effect.
  • Fixed an issue with the input system that would cause unresponsive or phantom inputs occurring

HOTFIX 0.17.40213


Obsession’s Gaze (Spoilers)

  • Increased Focused Faults HP from 200 to 250 and added debuff effect for Limerence
  • Minor eye boss bark fixes
FIXES

  • New travelogue entry for hero goal completion, and rejects wanderer from having a travelogue entry.
  • Hero objective toast also shows an actor sprite
  • Fixes blank portrait showing in turn order when a character dies to a DOT
  • Fixed an issue that let you continue a run when starting a new profile.
  • Fixed an issue where Hero Goal Complete notification appears inexplicably on region start
  • Fixed goal panel behaving poorly on widescreens
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,040
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.darkestdungeon.com/news/darkest-dungeon-ii-the-void-between-us/

Darkest Dungeon II: The Void Between Us​


“The Void Between Us”

M7 Relationship System Update
Just in time for the holidays!
Tomorrow’s update focuses exclusively on a rework of the Relationship & Affinity systems! The complexity and number of variables at work in these systems make them very difficult to model, so we want to turn this over to you and see what shakes out!

This update will remain on the Experimental Branch until early January. The team will be back at full strength then, and we’ll have had a chance to garner your thoughts, impressions, and critiques of the new system. We’ll make adjustments and tuning prior to moving the update to the retail (default) branch. We hope you enjoy it over the break!

The preponderance of changes can be broken into three broad categories:

1) Stress: Resolve will be tested anew!
Stress builds normally over the course of play, but we have brought back the tension of the original Darkest Dungeon's coin-flip results.
At max stress, a hero will most likely have a meltdown, but there is a chance they can become Resolute instead! Unlike DD1, Meltdown and Resolute are not enduring statuses. Rather they are moments of impact that can affect health, affinity, and character status.
Quirks, trinkets, and other factors can influence a character’s chance of becoming resolute.

2) Affinity: Why can’t we be friends?
We, along with many of you in the community, recognized that the previous system was a little too intrusive and not tactical enough. Our goal in this redesign has been to reduce the drag on play that affinity gains/losses presented, and expose some strategic telegraphing to you in combat.
  • All ‘random’ after-the-fact affinity gains/losses in combat have been removed.
  • Telegraphing: When selecting an action in combat, if the result will change affinity with another hero, then you will notice that change is telegraphed via an icon on said hero. This allows for more tactical considerations prior to executing the move. Dismas is bleeding out, but you want to use the Man-at-Arms to guard someone else? Dismas will make his displeasure very clear! In this way, we allow you to more actively sculpt your relationships through play. Our hope is that this new strategy vector will gently encourage the occasional suboptimal skill choice in favor of Affinity sculpting.
  • Affinity Scale: There is no more ‘negative Affinity’ - you either gain Affinity or lose it. Affinity is now measured in 0-20 pips, with the lower numbers indicating a poor or acrimonious leaning, while higher numbers represent a positive vibe between the heroes in question. The scale is broken up into 5 tranches, each labeled, so it’s easy to see how your people are feeling about each other.

3) Relationships: ‘Til the Inn do us part…
Relationships can now only form at the Inn, and last for the entire next region.
After arriving at the Inn, you’ll want to purchase and/or use your rest items to pump up your heroes’ affinities prior to hitting the ‘Rest’ button. You will then be shown what we’re calling the ‘embark screen’ where you’ll see the heroes looking out at the upcoming region. Any relationships that formed overnight will be presented here via click-to-reveal. High or low Affinity heroes have the greatest likelihood of forming relationships of the corresponding polarity, but it’s not guaranteed.

When two heroes enter into a relationship, one skill from each of their kits is selected and modified based on the relationship.
  • Negative relationships ‘curse’ skills - locking them to your skillbar in combat and placing a detrimental effect on the skill. Need to heal? Too bad Battlefield Medicine will cause stress to the envious Man-at-Arms!
  • Positive Relationships ‘bless’ skills, making them extra powerful with partner-centric effects like tokens, stress heals, buffs, etc. Thanks to a respectful relationship with the Runaway, the Leper’s Chop now has a chance to give her a STR token every time you use it!

This change essentially strips out the majority of random act-outs (ie. combat interruptions) and reintroduces them in a more tactically engaging way. You now have the ability to leverage a positive relationship to incredible effect, or mitigate a negative one.
Small-scale random relationship act-outs have been removed, effectively replaced by the skill blessing/cursing. However, positive relationships have two themed signature ‘big deal’ act outs each. They are powerful, and will interrupt combat with potentially expedition-saving impacts.

Because relationships last only for one region and then have a chance to reform at the next Inn, affinity still matters. Arriving at the Inn with low affinity between two heroes who are in a positive relationship will most likely result in a new, negative relationship forming.
embark_mountain.png

Other Notes:
  • Many Quirks that could plausibly affect affinity, relationships, or meltdowns have been retooled to be be more impactful
  • Removed direct damage from certain combat items preventing Strength token consumption. General tuning changes and tooltip improvements for combat items and trinkets.
  • A few new items added to the game–stay tuned for an announcement about them in the new year.

We’ve had a lot of fun improving this system and sincerely hope you enjoy it. As always, please share your thoughts with us on our official Discord, social media, and r/darkestdungeon - we read it all.
Happy Holidays from Red Hook!

https://www.darkestdungeon.com/news/darkest-dungeon-ii-2022-wrap-up/

Darkest Dungeon II: 2022 Wrap Up​


Dear Darkest Dungeon community,

This week we deployed Darkest Dungeon II’s The Void Between Us update to the experimental branch of the Epic Game Store. This is a wholesale reworking of the game’s Affinity System, which is our name for what encompasses affinity, relationships, and meltdowns. These changes were formulated with the help of a solid year of valuable player feedback, and we’re excited to finally get it into your hands. If you want to test it out in this pre-release format, just opt into the afore-mentioned experimental branch. Details about what’s involved in this system are here: https://www.darkestdungeon.com/news/darkest-dungeon-ii-the-void-between-us
2022 has been a busy development year for us. Early access has been instrumental in helping us shape and refine Darkest Dungeon 2. Here’s a look back at the host of updates that the game has seen so far: https://twitter.com/DarkestDungeon/status/1585343403872899072
We recently passed an amazing milestone of 6 million copies of the original Darkest Dungeon sold. (It’s an astonishing 16 million copies including DLC.) This is a firm reminder to us of how widespread our wonderful community is, and why we have to make Darkest Dungeon II the very best it can be.
As many of you have suspected, we’re going to take a little more time to finish up the remaining additions and improvements to DDII. We are revising our PC 1.0 launch date to Q2 next year - a bit of breathing room will make for a much better game. We’re fortunate to have the resources we need to invest in this extra effort. We’ll provide an exact date in the new year.
First thing in January, we’ll be launching the new relationship system to the main branch on EGS! Future updates will bring exciting driving changes, playable heroes, and more. We’re excited to make Darkest Dungeon II a truly stand-out experience, and we want to thank our community for the great feedback and support throughout our ongoing early access road trip.
Happy holidays to our Hamlet and Valley dwellers,

–Red Hook Studios
Darkest Dungeon II on Epic: https://store.epicgames.com/en-US/p/darkest-dungeon-2
Wishlist Darkest Dungeon II on Steam: https://store.steampowered.com/app/1940340/Darkest_Dungeon_II/
 
Self-Ejected

HereticGuy

Self-Ejected
Joined
Sep 11, 2022
Messages
218
no CRUSADER no BUY

I wasn't looking forward to buy the sequel, but since there is no Vestal either, I'm 2x not buying it :lol:
You are not not buying it? We're on to you, shill.

I have 9247 Turkish Liras, which roughly equals 25 cents. I can save enough money by the time Baldur's Gate 3 finish it's Early Access I think! :lol:

No no he's not buying it twice. Third time he would though.

You know my autistic psychology too well sir :lol:
Who_Are_You_Who_Are_So_Wise_In_The_Ways_Of_Science_Banner.jpg
 

1451

Seeker
In My Safe Space
Joined
Jan 1, 2011
Messages
1,383
The new update is great, now the game replaces the skills I picked mid run.
By the time the final product is ready it will be playing itself and the player will be watching.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,040
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
The new update is great, now the game replaces the skills I picked mid run.
By the time the final product is ready it will be playing itself and the player will be watching.

https://www.darkestdungeon.com/news/darkest-dungeon-ii-the-void-between-us-live-now/

M7 - The Void Between Us

Retail: 0.18.42155

M7 Relationship System Update Available Now on Retail!

Since early access launch, one of the areas of the game that has seen the most (useful!) critical feedback has been the Affinity System, which is our term for the system that encompasses hero relationships and all the related mechanics.

This update is a large-scale overhaul of the system. Our design goal in redesigning the system was to:

  • Focus on a smaller amount of big moments
  • Do a better job of communicating when a hero will be upset about something another hero does
  • Add back in some of the tension similar to Darkest Dungeon 1 resolve tests
  • Reduce the interruptions in flow and other annoyances
  • Polish, improve, and strengthen the system overall
We’ve had a lot of fun improving this system and sincerely hope you enjoy it. As always, please share your thoughts with us on our official Discord, social media, and r/darkestdungeon - we read it all.

Here are the big changes:

1) Stress: Resolve will be tested anew!

Stress builds normally over the course of play, but we have brought back the tension of the original Darkest Dungeon's coin-flip results.

At max stress, a hero will most likely have a Meltdown, but there is a chance they can become Resolute instead! Unlike DD1, Meltdown and Resolute are not enduring statuses. Rather they are moments of impact that can affect health, affinity, and character status.

Quirks, trinkets, and other factors can influence a character’s chance of becoming resolute.

2) Affinity: Why can’t we be friends?

We, along with many of you in the community, recognized that the previous system was a little too intrusive and not tactical enough. Our goal in this redesign has been to reduce the drag on play that affinity gains/losses presented, and expose some strategic telegraphing to you in combat.

All ‘random’ after-the-fact affinity gains/losses in combat have been removed.

Telegraphing: When selecting an action in combat, if the result will change affinity negatively with another hero, then you will notice that change is telegraphed via an icon on said hero. This allows for more tactical considerations prior to executing the move. Dismas is bleeding out, but you want to use the Man-at-Arms to guard someone else? Dismas will make his displeasure very clear! In this way, we allow you to more actively sculpt your relationships through play. Our hope is that this new strategy vector will gently encourage the occasional suboptimal skill choice in favor of Affinity sculpting.

Affinity Scale: There is no more ‘negative Affinity’ - you either gain Affinity or lose it. Affinity is now measured in 0-20 pips, with the lower numbers indicating a poor or acrimonious leaning, while higher numbers represent a positive vibe between the heroes in question. The scale is broken up into 5 tranches, each labeled, so it’s easy to see how your people are feeling about each other.

3) Relationships: ‘Til the Inn do us part…

Relationships can now only form at the Inn. Those relationships last for the entire next region.

After arriving at the Inn, you’ll want to purchase and/or use your rest items to pump up your heroes’ affinities prior to hitting the ‘Rest’ button. You will then be shown what we’re calling the ‘embark screen’ where you’ll see the heroes looking out at the upcoming region. Any relationships that formed overnight will be presented here via click-to-reveal. High or low Affinity heroes have the greatest likelihood of forming relationships of the corresponding polarity, but it’s not guaranteed.

By mousing over the Affinity scale, you can see the chances that characters will form a relationship with each other.

4) Tis a Blessing and a Curse

When two heroes enter into a relationship, one skill from each of their kits is selected and modified based on the relationship.

Negative relationships ‘curse’ skills - locking them to your skillbar in combat and placing a detrimental effect on the skill. Need to heal? Too bad Battlefield Medicine will cause stress to the envious Man-at-Arms!

Positive Relationships ‘bless’ skills, making them extra powerful with partner-centric effects like tokens, stress heals, buffs, etc. Thanks to a respectful relationship with the Runaway, the Leper’s Chop now has a chance to give her a STR token every time you use it!

This change essentially strips out the majority of random act-outs (ie. combat interruptions) and reintroduces them in a more tactically engaging way. You now have the ability to leverage a positive relationship to incredible effect, or mitigate a negative one.

5) Big Moments

Most of the small-scale random relationship act-outs have been removed, effectively replaced by the skill blessing/cursing.

However, positive relationships have two themed signature ‘big deal’ act outs each. They are powerful, and will interrupt combat with potentially expedition-saving impacts.

6) Affinity Must Be Maintained

Because relationships last only for one region and then have a chance to reform at the next Inn, affinity still matters. Arriving at the Inn with low affinity between two heroes who are in a positive relationship will most likely result in a new, negative relationship forming.

If you can maintain positive affinity between two heroes and they are able to reform a relationship again, that relationship will most likely be the same as before

7) Quirky

Many Quirks that could plausibly affect affinity, relationships, or meltdowns have been retooled to be be more impactful

GAMEPLAY

  • Several new items have been added to the game - stay tuned for more details about where they came from!
  • Base inventory increased from 18 to 20
  • Base candle stacking size increased from 2 to 3
  • The Stagecoach now has a dedicated spot for Infernal Flame, so this doesn't impinge on general stagecoach equipment strategies. (Note: we have long term plans to expand the Infernal Flame functionality, but it’s still a ways off.)
  • We removed direct damage from certain combat items preventing Strength token consumption. General tuning changes and tooltip improvements for combat items and trinkets.
  • A handful of inns now have unique shop selection thematic to the inn
  • Updated shop selection for The Hoarder, Field Hospital, and Inns
  • Vague trinkets will no longer appear in the final regions
  • Remove combat items, inn items, and vague trinkets from various road battle rewards

COMBAT ITEMS

  • Tooltip description improvements
  • Direct damage has been removed from the items below. They will no longer consume Strength tokens or interact with Block tokens.
  • Bear Trap
  • Crows Feet
  • Death Cap Spores
  • Incendiary Cocktail
  • Greek Fire Grenade
  • Ichor Bomb
  • Scrap Grenade
  • Spiked Ball
  • Thunderclap Grenade
  • Spore Grenade
  • Otherworldly Fragment
  • Ablative Powders: Increased Burn res from +40% to +66%. Added "Gain On Burn Res: Stress -1 (3 Turns)". Decreased max stacks from 4 to 2. Decreased Burn res buff duration from 4 to 3 turns.
  • Adrenaline Tonic: Removed max health restriction.
  • Clotting Powders: Increased Bleed res from +40% to +66%. Added "Gain On Bleed Res: Stress -1 (3 Turns)". Decreased max stacks from 4 to 2. Decreased Bleed res buff duration from 4 to 3 turns.
  • Crows Feet: Increased Speed debuff duration from 2 to 3 turns.
  • Neutralizing Powders: Increased Blight res from +40% to +66%. Added "Gain On Blight Res: Stress -1 (3 Turns)". Decreased max stacks from 4 to 2. Decreased Blight res buff duration from 4 to 3 turns.
  • Chalk Dust: Changed target single enemy to target enemy party.
  • Death Cap Spores: Added "-33% Blight Res (3 Turns)". Decreased Deathblow res debuff duration from 4 to 3 turns.
  • Fisherman's Net: Changed "Add Immobilize Token" to "Add 2 Immobilize Tokens". Added "-33% Bleed Res (3 Turns)". Increased Speed debuff duration from 2 to 3 turns.
  • Glimmer of Hope: Now only targets self.
  • Healing Salve: Added Restorative item tag.
  • Invigorating Intoxicant: Added "+6 Speed while on Death's Door (3 Turns)" and "+10% CRIT while on Death's Door (3 Turns)". Decreased Deathblow res buff duration from 4 to 3 turns. Decreased max stacks from 4 to 2.
  • Linseed Oil Flask: Added "-33% Burn Res (3 Turns)". Increased Move res debuff duration from 2 to 3 turns.
  • Pyrotechnic Dazzler: Changed "Add Daze and Add Stun (50%)" to "Add 2: Blind or Daze or Stun or Vulnerable or -4 Speed (3 Turns)"
  • Shimmering Powder: Changed "Add Stealth Token" to "Add 2 Stealth Tokens". Increased Speed buff duration from 2 to 3 turns. Decreased Move res debuff from 4 to 3 turns.
  • Stimulants: Increased Speed buff duration from 2 to 3 turns.
  • Smelling Salts: Replaced +2 SPD with Add Dodge.
  • The Blood: Changed "+3 Stress" to "Add Horror 1 (3 Turns)". Increased max stacks from 1 to 2.
  • Triage Kit: Added Restorative item tag.

TRINKETS

  • Tooltip description improvements
  • A Simple Flower: Increased chance for ‘Gain On Move Res: Heal 2’ and ‘Gain On Stun Res: Block+ Token’ from 66% to 100%. Reduced chance for ‘Gain On Crit: Melee Skills: Stress +1’ from 33% to 25%.
  • Anatomical Map: Increased chance to apply random negative token from 70% to 90%. Reduced chance to apply random positive token from 30% to 10%.
  • Befuddling Sundial: Increased chance for Heal 10% effect from 80% to 90%. Reduced chance for Stress +2 effect from 20% to 10%.
  • Blistering Bugle: Replaced ‘Gain On Miss: First Initiative: Vulnerable Token’ with ‘Turn Start: First Initiative: Vulnerable Token (33%)’. Increased chance for Taunt token from 33% to 50%.
  • Brilliant Brew: Increased Blight Duration dealt from +1 to +2.
  • Bulwark Band: Changed effect trigger from Gain When Hit to Gain On Miss.
  • Carved Toy: Increased chance to gain Crit while in stealth at the end of turn from 33% to 50%.
  • Clandestine Cape: Changed effect trigger from Gain When Hit to Gain On Miss.
  • Covert Cloak: Increased ignore Deathblow res from +33% to +66%.
  • Cursed Coin: Reduced chance for Riposte x2 from 100% to 50%.
  • Eyes of the Void: Reduced stress damage on If Stress = 5: Gain On Hit from +2 to +1.
  • Faceless Visage: Increased chance to shuffle enemy party from 20% to 100%. Increased chance to shuffle hero party from 5% to 100%.
  • Fate's Foreteller: Removed Max HP restriction.
  • Fishman’s Line: Replaced Bleed on hit requirement from Scrap Grenade to any item with the Serrated item tag.
  • Fishmonger's Gloves: Added ‘Apply on Hit: If Serrated item equipped: Bleed 2 (66%)’. Changed effect trigger from Gain When Hit to Gain On Miss.
  • From Beyond: Replaced ‘If Stress >= 7: +30% Deathblow Res, If Stress <= 3: -30% Deathblow Res’ with ‘+10% Deathblow Res per Stress, '+10% Debuff Res per Stress’.
  • Greater Hale Draught: Reduced Max HP buff from +22% to +20%.
  • Greater Sharpness Charm: Reduced Damage buff from +22% to +20%.
  • Grim Mask: Replaced ‘If Flame < 25%: +30% Positive Banter and If Flame > 75%: +30% Negative Banter’ to ‘If Flame < 40%: +40% Meltdown Chance and If Flame > 40%: +25% Resolute Chance’.
  • Guarding Gauntlet: Changed effect trigger from Gain When Hit to Gain On Miss.
  • Heart-Shaped Padlock: Replaced ‘If HP > 75%: +30% Positive Banter and If HP < 25%: +30% Negative Banter’ with ‘If HP > 75%: +25% Resolute Chance’.
  • Inert Indicia: Replaced ‘If Stunned: -100% Damage Received’ to ‘On Stun Res: Gain 1 Positive Token and "Gain When Hit: If Stunned: Regen 2’.
  • Inevitable End: Increased Negative tokens destroyed from 1 to 2. Increased ignore Deathblow res from +50% to +66%. Reduced Deathblow res per round debuff from -3% to -2%.
  • Jealous Whisper: Changed ‘When Moving: Add 1 Random Token’ to "When Moving: Add 1 Positive Token’. Reduced positive tokens provided when moved by ally skill from 2 to 1.
  • Leather Strop: Increased Bleed Duration dealt from +1 to +2.
  • Minor Sharpness Charm: Reduced Speed debuff from -3 to -2.
  • Mortal Ward: Now provides a Crit token, Dodge+ token, and Stress -2 on death’s door enter rather than one at random.
  • Oversprung Pocketwatch: Changed from Turn Start to Turn End. Reduced chance for Extra Action from 60% to 50%. Increased chance for Stun from 40% to 50%.
  • Pile of Ash: Increased Dodge+ chance when moving from 25% to 50%. Reduced stress on combat start when facing Gaunt enemies from +2 to +1.
  • Poison Ring: Added ‘Apply on Hit: If Noxious item equipped: Blight 2 (66%)’. Changed effect trigger from Gain When Hit to Gain On Miss.
  • Prodding Pendant: Increased chance for Gain When Stressed: Heal 33% from 5% to 10%.
  • Rotten Tomato: Increased chance for Combo on Breakthrough skills from 33% to 66%.
  • Rousing Ringer: Replaced ‘If an Enemy has Daze: -50% Damage Taken’ with ‘If any Enemy has Daze: +25% Debuff res’.
  • Royal Summons: ‘Turn End: If Rank = 4: Taunt’ will now add 2 Taunt tokens instead of 1.
  • Sacred Scribblings: Increased Burn Duration dealt from +1 to +2.
  • Scalded Skull: Replaced ‘+50% Healing Given per Missing Ally’ with ‘If Target has Burn: +50% Healing Given’.
  • Seamen's Boots: Increased chance for Block and Dodge when moving from 25% to 50%.
  • Selfish Motivation: Increased damage buff per Negative token from +20% to +30%. Reduced chance to trigger Negative token on turn start from 100% to 66%.
  • Shambler's Eye: Effects now scale per Stress and not per Stress %.
  • Sharpness Charm: Reduced Speed debuff from -4 to -3.
  • Sickening Silence: Increased Blight amount applied from 3 to 6. Added condition that only applies the -100% Disease Res when they have no disease.
  • Skeleton's Sight: Removed stress restriction.
  • Sneaker's Standard: Changed effect to target heroes rather than allies.
  • Sodden Sweater: Removed Max HP, Stress, and Rank restrictions.
  • Staggering Striker: Increased ignore Deathblow res from +33% to +66%.
  • Standard of the Ninth: Changed effect to target heroes rather than allies.
  • Storage Room Key: Increased chance for Regen and Block token from 33% to 66%.
  • Temptation: Increased Deathblow res debuff from -50% to -100%.
  • Tinderbox: Added ‘Apply on Hit: If Flammable Item Equipped: Burn 2 (66%)’. Changed effect trigger from Gain When Hit to Gain On Miss.
  • Unwavering Standard: Changed effect to target heroes rather than allies.
  • Stagecoach Equipment
  • Chirurgeon's Mixing Kit: Adjusted item production chances. Now has a small chance to produce Healing Salves and Triage Kits.
  • Inn Items
  • Boxing Gloves: Affinity +1 chance increased from 67% to 75%. Affinity -1 chance reduced from 33% to 25%
  • Morbid Joke: Affinity +6 reduced to +4
  • Playing Cards: Affinity +1 chance decreased from 75% to 67% and Affinity -1 chance increased from 25% to 33%
  • Songbook of Amorous Ballads: Affinity +3 decreased to +2, Increased Affinity -3 to -2
  • Songbook of Touching Dirges: Added 75% chance to Affinity +2. Added 25% chance for Affinity -1
  • Whiskey Flask: Reduced purchase price from 12 to 8 Relics
  • Morbid Joke: Increased Affinity +4 to +6

AUDIO

  • Add missing mouseover SFX to character sheet skill buttons (not sure why the ButtonAudioBhv's mouseover isn't triggering anymore; the unit test didn't catch it)
  • Add mountain biome select narration
  • Add inn node path narrations and subtitles
  • Play hero story results ambience properly for fully-completed heroes
  • Add some missing minor click SFXs to driving UI
  • Add region goal panel open/close SFX

FIXES

  • Various environment updates and polish
  • Various UI fixes and polish
  • Fix for an inventory issue where an unintended item can get added into an inventory filter
  • Show when disease-curing inn removes diseases
  • Fixed an issue where the hero shrine recap play button disappears on switching characters
  • Fixed an issue where quitting to main menu during inn affinity ticks leaves some UI disabled
  • Heroes with memories now properly display their path as locked at the Crossroads
  • Fix to shuffles on kills that get ignored due to removing of party member
  • Fix to actor size calculation being checked in a way that is always true causing future deaths to not be processed
  • Fixed some awkward UI behavior on the Altar of hope where screens would double populate
  • Fixed an issue where some tooltips on the Academic screen would go off-screen
  • Fix token icons in token poptext to be better aligned
  • Fixed an issue where the floating torch number gets stuck active after nodes & combats
  • Fix to biome goals / biome modifiers being lost when loading into an embark scene.
  • Updated camera positions for resolve checks on Hellion, Leper, Man-At-Arms, Occultist, Highwayman, Jester, Grave Robber, Bounty Hunter and Plague Doctor. The Hellion also lost her telekinetic powers
  • Fix to BH deathblow ignore buff for "Finish Him"
  • Fixed issue on Appalling Apron where Regen triggered on Horror
  • Fix to completed run goals not saving
  • Fixed an issue with blights missing a tag that would allow them to interact with affinity triggers and trinkets correctly
  • Fixed an issue where the heal amount was not being show while traveling
  • Fixed a UI issue where the selection arrow over an unselected quirk occasionally at the hospital
  • Fixed an issue where quitting to main menu or embarking during inn affinity ticks leaves some UI disabled
  • Fixed an issue with quirk text vfx sheen not looping/playing correctly
  • Fixed an issue where the inventory screen was inaccessible during story encounters
  • Fixed an issue with the target selection indicator getting stuck active with self-target skills
  • Fixed a UI issue where clicking and holding on an altar track button will continue it's hold timer even if the mouse is moved off the location
  • Fixed an issue with certain enemy initiative portraits not updating correctly when they transform into different states or types
  • Fixed some road textures z-fighting during region start camera pans
  • Fix for run goals relating to skill usage to complete when used the amount required and not the amount required + 1
  • Fix to any / all conditions not showing correctly when one or more conditions is hidden to fix run goals with hidden biome condition not displaying
  • Fixed an issue with the bark typewriter getting stuck
  • Fixed several Hero Goals not checking region conditions correctly. Removed several Hero Goals that weren't working as intended
  • Removed crit chance from "nocrit" affinity effects, as the Lord intended

KNOWN ISSUES

  • If the Obsession boss curses heroes’ Healing Received stat enough, it’s possible for any healing done to that hero (via other heroes or becoming Resolute, for instance) to start causing damage to the hero. We’ll fix this in the future.
  • When continuing a save the horses and stagecoach may be mis-aligned, this will be resolved upon start of a new run
  • Heavy Handed quirk applying to a riposte can cause a visual desync with the attacker's rank
 

Sarathiour

Cipher
Joined
Jun 7, 2020
Messages
3,281
THIS RELATIONSHIP AFFINITY MECHANICH IS BULLSHIT AND NO ONE SANE WANT TO PLAY MATCHAMKER ROGUELIKE HAAAAAAAAA


FUCK REDDIT , DISCORD AND THOSE PEOPLE IN GENERAL

:timetoburn::timetoburn::flamesaw::flamesaw::killitwithfire::killitwithfire:
 
Last edited:

Reever

Scholar
Patron
Joined
Jul 4, 2018
Messages
601
Since early access launch, one of the areas of the game that has seen the most (useful!) critical feedback has been the Affinity System
Than fucking remove it. Nobody likes this system and it makes no sense in the game.
All these horrible mechanics that are kept in the game just because the developers have a fixation to go "See, it's completely different from DD1!". Same with the token system.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
I've seen some gameplays and looks like they away took everything that was GOOD in DD1. That "relationship" system looks unnecessary and retarded as fuck. It doesn't even look like a sequel, looks like a entirely new game. Red Hook should hear the criticism and stop straying from what made Darkest Dungeon a great game...
 

Harthwain

Arcane
Joined
Dec 13, 2019
Messages
5,508
How come? DD1 main thing was that your heroes were expendable. They could just get killed in a bad roll and you'd get another
Expendable or not - it still tried to put emphasis on more personal aspects of heroes, such as their quirks and phobias. The problem is, the game itself wasn't able to translate these well into the gameplay so they ended up being irrelevant/boring footnotes at worst or annoying/nice-to-have bonuses at best, rather than something character-defining (as was probably originally intended). Streets of Rogue is an example of how traits can impact your playstyle in a big and meaningful way.

Relationships between characters is yet another element that is supposed to work in a manner similar to quirks and phobias, but the "lol-random" nature of it turned them into a joke. Jagged Alliance also had personalities and relationships, which played some role in shaping your team. You could expand on that idea further, maybe even turning it into its own proper system. Obviously in case of Darkest Dungeon the already existing design would make this problematic to implement. This is yet another reason for me why I think Darkest Dungeon 2 went the wrong way.
 

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