4 November 2021 Patch

The following patch was deployed on 4 November 2022 for Darkest Dungeon II.

BUG FIXES:

 * Fixed several combat affinity changes for healing and buffing that were broken and now should trigger correctly. These not working contributed to the problem that affinity changes were often due to illogical or annoying things like Kill Stealing.
 * A fix for a corrupt save issue which was caused by combat getting in a state where it would infinitely create saves.
 * Fixed an inventory exploit
 * Various improvements to our saving method to reduce file size and work more efficiently with our in-game report tool.
 * Updated the replay cinematic button at the House of Denial to be more legible/recognizable for relating to the cinematic
 * Audrey is now holding her daggers more appropriately when forming a relationship with others.
 * Paracelsus’ bag no longer disappears when forming a relationship with others.
 * Fix to combat barks not spawning. Characters will now be a bit more chatty while in combat (don’t worry these won’t be as interrupting as act outs)
 * Fixed an issue with hotkey mapping for skills in combat.
 * Various subtitle fixes
 * Fix for missing monitor select dropdown, added friendly monitor names.
 * Updated stress bar pips to better communicate important affinity thresholds.
 * Fix for meltdowns / act outs happening during hero story fights from driving stress…
 * Fix for dysentery effect double applying on load.
 * Fix for Recovery Marker not triggering for Riposte.
 * Disable fight breaking act out combo on Tap Root.
 * Fixes some item drag issues, one which leads to a soft lock
 * Fix to quirk log entries showing up from leper hero story fight.
 * Fix for Pit Fighter death's door conditions.
 * Fix to Dreaming General softlock.
 * Remove 1.0s wait when actors don't have a death timeline to fix turns being calculated with dead / removed actors..
 * Fix to removing a quirk that you have an act out for at the hospital.
 * Fix for some enemy heals not showing poptext.
 * Replace quirk icon reward with the correct version.
 * Fix to token view on death soft lock.
 * Updated Game Credits
 * In-game Cinematics can now always be skipped.
 * Added min cost to the store cost multipliers to prevent items from costing 0
 * Fixed DOT triggering again at the start of turn if you previously quit and then loaded back into combat
 * Fixes for end of combat issues that could result in rendering errors or post-skill effects being skipped

UI:

 * Increased font size for bottom left tooltips in combat.
 * Additional Resist labels for tooltips.
 * Added relic cost display to BRIBE resist story choices.
 * Biome goal label color update.

Affinity System (Relationships)
Large tuning pass based upon first observations. Short term goal is to have less chatter and instead have a smaller number of more meaningful moments.

Affinity changes:

 * Fixed up several important but broken affinity change events to do with healing, buffing.
 * Reduced proc rates for many affinity change events, especially the most annoying ones.
 * Increased effects of the most meaningful and logical of affinity changes. (e.g. Hero A is on death’s door and Hero B chooses to heal someone else. Hero A gets upset.)

Relationship Act

 * Audit and adjustment of all proc rates. Further iterations expected.
 * Generally increased magnitude of the things that positive and negative Act Outs can do. Looking for bigger moments and less noise and interruptions.
 * Added variety to some positive and negative act outs. For example, buffs might now include other tokens besides strength. Debuffs can included variety too.

Relationship Stat bonuses:

 * Reduced relationship DOT resist buffs/debuffs because they were stacking too high.
 * Reduced relationship Deathblow resist buffs/debuffs because was stacking too high

Meltdowns:

 * New stress after meltdown is 2 (was 5); chance of meltdown quirk reduced a bit. Goal was to reduce meltdown cycles.
 * Meltdowns will no longer give “Lost in …” quirks. Those are reserved for cosmic stuff.

Heroes

 * Reduced cap Deathblow Resist to 90% from 95%
 * Stress recovery from skills now operates on thresholds similar to Healing
 * Tooltips related to Stress threshold have been updated for better legibility
 * Prevented numerous skills from being used on corpses
 * Grave Robber’s Absinthe now has a Use Limit of 3
 * Grave Robber’s Dead of Night no longer triggers effects if it misses
 * Highwayman's Riposte max damage has been slightly reduced
 * Highwayman's Riposte crit rate has been slightly reduced
 * Highwayman’s Take Aim+ now grants 1 Dodge instead of 2
 * Jester’s Inspiring Tune has a slightly lower Stress threshold requirement for use
 * Man-at-Arms's Riposte max damage has been slightly reduced
 * Man-at-Arms's Bolster has been reworked
 * Plague Doctor's Ounce of Prevention+ now only heals Stress at threshold
 * Hellion's Raucous Revelry and Raucous Revelry+ now only heal Stress at threshold
 * Adjusted description of Hellion’s Winded Token to reflect that it persists until combat end
 * Occultist's Wyrd Reconstruction no longer has a Battle Limit. Let the 0 heal Bleeds commence in abundance.

Fanatics

 * Blind Shaman's Blazing Aegis now has a 2 round Cooldown
 * Whipper's Smoke 'Em no longer does damage and continues to ignore Riposte accordingly

Plague Eaters

 * Plague Eater "Bilious" skills are now guaranteed to be used on next action after consuming a Corpse

Lost Battalion

 * Lost Battalion Knight clears Blind when using En Garde
 * Foot Soldier’s can no longer resist the Taunt component of the Drummer’s Defensive Formation buff
 * Bullseye Barret can no longer fail to use Marked for Death because he's Blind

Cultists

 * Raised proc rate of Worship tokens on Evangelist/Cherub abilities to 100% from 67% on most abilities
 * The Evangelist/Cherub Worship Skill will activate automatically on Round Start if they have sufficient Worship, to a maximum of once per Round
 * Using the Worship skill now grants a 25% heal / clears DOTs on the targeted Deacon or Cardinal
 * Raised minimum damage on Deacon's Flesh From Bone
 * Fixed launch ranks for Deacon’s Flesh From Bone
 * Improved damage of Deacon's Weight of Worlds
 * Deacon now uses The Flesh Warps at combat start instead of on his first turn
 * Deacon's Sundering Steel removes Block tokens (but still respects them for damage reduction of the hit itself)
 * Cardinal's Exultation now ignores and clears Riposte Tokens

Pillagers

 * Antiquarian's Protect Me! now pushes Hatchetmen to the front and Crack Shots to the back, instead of forcing everyone to the front equally
 * Antiquarian's Invigorating Vapors now grants 1 Strength Token (25% chance) in addition to the Dodge
 * Antiquarian's Invigorating Vapors now affect herself in addition to teammates
 * Antiquarian's Invigorating Vapors can no longer target corpses

Others

 * Shambler mobility has been fixed when using Skills
 * Shamber behavior has been slightly adjusted

Dreaming General

 * Tap Root is no longer subject to retaliation or group attack actions, which caused the fight to stop functioning.
 * Dreaming General’s Strangle DOTs will no longer travel with a Hero should the line collapse
 * Heroes will now bark when using Whispering Darkness

SKILL CHANGES

 * HP raised to 90 for all locks, increasing overall HP of battle to 360 from 300
 * Shared skill Paralyzing Fear now inflicts Vulnerable in addition to the existing 75% chance of Stun
 * Latch of Regret's Ruptured Vessel now inflicts Weak
 * Bolt of Lamentation's Mental Lashes now inflicts Blind

BEHAVIORAL CHANGES

 * Whichever Lock uses Denial will also use their unique attack that round, increasing the total number of attacks each round by 1
 * Locks will abide by the 3 round Denial cooldown as long as 3 or more Locks remain
 * At 2 Locks, they no longer respect cooldown; one of the two will always use Denial and their unique skill
 * At 1 Lock, the remaining monster will use its Denial and unique every round
 * In addition, each Lock generates a unique buff on all surviving Locks when it dies.  These buffs last for the duration of the fight.

OTHER

 * Fixed several Hero skills that were inappropriately locked by certain Denials

Hero Stories:

 * Dismas Backstory 1: Adjusted description of Inhale to hopefully more elegantly outline that it cannot be Dodged
 * Paracelsus Backstory 1: Moved the Stress heal component of Rebuttal to the Professor's Cough so that you can't face tank the fight by spamming it
 * Added barks to cower and rally skills in Hellion chapter 2
 * Increased damage from enemies in Hellion chapter 2.

Misc Gameplay

 * Updated and added some Tutorials
 * Added more party names
 * Sluice: fix to generation so they can appear anywhere between VALLEY and MOUNTAIN instead of only in ONE SPOT
 * Battle modifier shaping: reduced chance in region 1, increased chances in later biomes, increased battle modifier chance with lower torch, increased power of some battle modifiers.
 * Battle configuration shaping experiment: no hards in first non-valley region; no easies once you are at 3rd full biome past valley.
 * Double Ghoul barricade mash no longer has a round limit. (Two ghouls enter no ghouls leave?)
 * Base scouting: 45% -> 37.5%. Goal is to ensure that scouting stagecoach upgrades and the Watchtower are valuable.
 * Base chance of quirk at inn: 75%->80%
 * Reduced mastery point loot proc rate at road combats. These are not the primary source of mastery points, but are a nice bonus when they happen.
 * Changed HOPE bonus for killing bosses from 200 to 400 to incentivize more boss kills
 * Antiquarian trinkets: wealth threshold to trigger their powers reduced from 75 to 35 to make them more valuable.
 * Fixes to Pillager battle configurations that had Crackshot in R1, where he is useless.
 * Guard token description fix.
 * Fix to Stimulating Poultice tooltip to make it accurate
 * Adjusted mop cost down.

Encounters:

 * Added disease glyph to appropriate choices
 * Fixed mystery loot glyph in caged creature cosmic story.
 * AVOID story alignment added disharmonious definitions
 * Misc fixes (barks, icons, alignments)