Darkest Dungeon® - Valve
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Darkest Dungeon® - RedHookTyler
More bug fixes related to THOSE FROM BELOW update that went out last week.

  • Fix to Stress damage calculation so stress resist is once again properly accounted for
  • Fix to summon target ranks and controlled hero move abilities.
  • Fish fish shaman heal AI so he (?it?) shouldn't heal non-wounded buddies
  • Fixed quest generation every time game is launched.
  • Fix to AI bug that came in with previous siren AI Fix.
  • Fixed siren AI bug.
  • Fixes situation where two heroes get overstressed, the first going virtuous reducing the second's stress and making him/her invincible to afflictions and heart attacks.
Darkest Dungeon® - RedHookTyler
More bug fixes related to THOSE FROM BELOW update that went out last week.

  • Fix to Stress damage calculation so stress resist is once again properly accounted for
  • Fix to summon target ranks and controlled hero move abilities.
  • Fish fish shaman heal AI so he (?it?) shouldn't heal non-wounded buddies
  • Fixed quest generation every time game is launched.
  • Fix to AI bug that came in with previous siren AI Fix.
  • Fixed siren AI bug.
  • Fixes situation where two heroes get overstressed, the first going virtuous reducing the second's stress and making him/her invincible to afflictions and heart attacks.
Darkest Dungeon® - RedHookBrooks
Hotfix - Build #10939

Continued fixes to last Tuesday's game update!
  • Fixed crashes in Hag and Drowned Crew boss fights.
Darkest Dungeon® - RedHookBrooks
Hotfix - Build #10939

Continued fixes to last Tuesday's game update!
  • Fixed crashes in Hag and Drowned Crew boss fights.
Darkest Dungeon® - RedHookChris
Hotfix - Build #10907

Continued fixes and tweaks to Tuesday's game update!
  • Fix to Plague Doctor affliction crash
  • Fix to random target not passing properly
  • Cannon AI Fix for B and C
  • Fix quest generation to guarantee 1 1 explore even if there is no convertible quests.
  • Making the "click map to advance" out of room announcement banner happen in the background.
  • Fixes to the graveyard always bringing up the very first dead character clicked on in the character panel.
  • Coming out of raid crash fix.
  • Updated siren to immediately switch sides when crit or deaths door happens.
  • cove quirks
  • caretaker goals: corrected Siren and Drowned Crew names
  • Thrall/Corpse tooltip corrected
  • Siren control progression adjusted
  • Siren stun resist increased slightly for L3/L5
  • Cove trap debuff duration adjusted upwards
  • Fixed the ability to spam click during hero act outs giving out multiple heals
  • Shambler should no longer ambush camping.
  • Conditional mash ambushes now specify can_be_ambush.
  • Removed unclean giants test ambush in difficulty 2 and 4 quests.
  • Removing guard when the guarding actor gets stunned.
  • health target desire now takes ratio into consideration instead of pure hp
  • added ghouls to cove
Darkest Dungeon® - RedHookChris
Hotfix - Build #10907

Continued fixes and tweaks to Tuesday's game update!
  • Fix to Plague Doctor affliction crash
  • Fix to random target not passing properly
  • Cannon AI Fix for B and C
  • Fix quest generation to guarantee 1 1 explore even if there is no convertible quests.
  • Making the "click map to advance" out of room announcement banner happen in the background.
  • Fixes to the graveyard always bringing up the very first dead character clicked on in the character panel.
  • Coming out of raid crash fix.
  • Updated siren to immediately switch sides when crit or deaths door happens.
  • cove quirks
  • caretaker goals: corrected Siren and Drowned Crew names
  • Thrall/Corpse tooltip corrected
  • Siren control progression adjusted
  • Siren stun resist increased slightly for L3/L5
  • Cove trap debuff duration adjusted upwards
  • Fixed the ability to spam click during hero act outs giving out multiple heals
  • Shambler should no longer ambush camping.
  • Conditional mash ambushes now specify can_be_ambush.
  • Removed unclean giants test ambush in difficulty 2 and 4 quests.
  • Removing guard when the guarding actor gets stunned.
  • health target desire now takes ratio into consideration instead of pure hp
  • added ghouls to cove
Darkest Dungeon® - contact@rockpapershotgun.com (Graham Smith)

Darkest Dungeon‘s [official site] recent updates have divided opinion with their new features and then made those features optional in response. Its latest Early Access addition seems more straightforward, adding a new dungeon region, new monsters, bosses, art, music and more to be traumatised by.

… [visit site to read more]

Darkest Dungeon® - RedHookTyler
Hotfix - Build #10878
Fix to issue preventing heroes from moving backwards

Hotfix - Build #10870
  • Crash fixes in multiple locations/situations
  • Drowned Crew fixes, Siren fixes
  • Trinket limits corrected so all Ancestrals are limited to 1 in the estate and everything else isn't
  • Crit display should be consistent to nearest 0.5%
  • Cove curios buffs should persist properly now
  • Misc other bug fixes

Hotfix - Build #10850
  • Bug fix: Bonuses from "skill instant" situations restored (marked target bonuses, bonuses vs enemy types, etc.)
  • Bug fix: Blight tooltips fixed so they don't show 0 dmg
  • Bug fix: Fix to crashes from dying from DOTs
  • Trinket fixes: Guardian's Shield corrected to a rank requirement, Book of Sanity now rarer than Book of Holiness
  • Bug fix: Heart attack barking restored
  • Bug fix: Bosses corrected to give trinket loot more reliably
  • Bug fix: music timing
  • Misc other bug fixes

THOSE FROM BELOW (THE COVE) - September 29, 2015
Build #10386 (PC and Mac)
"Ocean is more ancient than the mountains, and freighted with the memories and the dreams of Time." -- H.P. Lovecraft

The Cove
  • The Cove dungeon region, featuring 7 new monsters, 2 new bosses, new curios, all new environment art, and new music!
  • The Cove features monsters that are in general both fast and bleed resistant, and also have many bleed-causing attacks.
  • The Cove monsters also include some key mechanics previously unused by monsters, such as healing and guarding! These mechanics may begin to work their way into other dungeon regions in the future...beware!
  • You do not need to begin a new campaign to play The Cove. Cove quests will spawn alongside quests from other regions.

Gameplay
  • Idle heroes in town will recover a small amount of stress between quests even if not placed in active treatment at the Tavern or Abbey
  • By popular demand: unused dungeon supplies now sell back at the end of a quest (for a smallish percentage of their value)
  • Increased roster size a bit so players with full rosters can recruit some new heroes and go Cove spelunking even at low level quests
  • Streamlined combat flow to keep the pace brisk and reduce many of the small waits that occur between chained events
  • Revised the core combat damage calculation so trinkets and other buffs apply in a more even way to AOE attacks. This will preserve intended damage balance of AOE vs single target attacks and help keep both approaches situationally useful. Previously, trinket and other buffs were amplifying AOE damage unfairly with respect to single target attacks. The revised calculation applies the base skill modifier directly to the weapon damage, and then totals all other buffs before applying them to this base result.
  • Trinkets have received a much-needed balance pass. The goal was to ensure that rarer trinkets are more reliably valuable than less rare trinkets, and also to make many previously uninteresting trinkets (both general and class-specific) more interesting. While some trinkets will obviously be better than others for some classes, dungeons, or situations, we have improved many of the trinkets that were particularly weak or problematic. A few trinkets have been nerfed (in cases where the value was just too high compared to other trinkets). Some trinkets have had their rarity adjusted, and we will likely do more of this once we measure the results of these changes. Additional trinket adjustments may also be required in the future.
  • Trinket drops are a bit more constrained--you won't see as many rare drops in lower level dungeons.
  • Resolve level 0 and 1 heroes now have more disease resistance! After all, they are fresh off the stagecoach and are the healthiest they'll ever be!
  • Some more small mobs don't leave corpses (e.g. dogs, spiders, gargoyles)
  • Adjustments to the surprise mechanic: surprised monsters now act last in the first round but no longer lose an entire turn.
  • Players cannot retreat during the first combat round if they were surprised.
  • Retreating from combat adds stress
  • Some skills effects that didn't show % chance now show % chance in the associated skill tooltips (e.g. Jester stress heals)
  • Riposting heroes won't riposte against 0-damage causing attacks
  • Heroes and monsters generally shouldn't be able to crit on a 0 damage attack
  • Torchlight properly drops to 0 during camping ambushes
  • Corpses don’t give critting stress relief
  • Fixed bug where both +herosurprise and +monstersurprise was occuring in dim light. (Should just be +heroes surprised)
  • Camping ambushes always surprise the party
  • Reduced Resolve XP requirements for higher levels, as a step towards expected final Darkest Dungeon configuration.
  • Fix to Speed progression bug with Arbalest, Jester, Leper, Houndmaster. This comes across as a nerf for most of them but the old values were errors in the spreadsheet and some of the high speeds were unintentional.
  • Many misc bug fixes

Art
  • Heroes' armor icons now visually upgrade with each new rank
  • All quest objects (ex. Reliquary) now have unique art
  • Foreground layer added to every dungeon
  • New pop-text icons for greater 'at-a-glance' clarity on skill effects.
  • Tray icons/character panel icons restyled to match pop-text icons
  • Unique corpse art for different monsters
  • Rebalanced several enemy color tints
  • New pose for Plague Doctor's 'Incision' skill

Audio
  • Click to advance through plot quest (boss) narration on loading screens
  • Full music and sound design on the Cove!
  • - all new music by Stuart Chatwood
  • - ambiences
  • - wet footstep recordings
  • - all new props! Ever wondered what sifting a through a whale carcass sounds like? wonder no more!
  • - all enemies and bosses fully designed with unique attacks, impacts and voices
  • - live recorded voice of the Siren singing along to the battle track
  • nearly 100 new lines for the Narrator including more coverage for already existing events
  • Narration lines no longer limited to playing only 99 times in a given campaign
  • new music arrangements for hallway battles in all regions
  • redid all traps, trap disarms, trap dodges
  • redesigned impacts on some existing enemy attacks
  • retimed battle-end stinger and sound triggers
  • Brigand Pounder, Gibbering Prophet and Formless Flesh bosses now all have dungeon intro/outro narration

Final notes: the large amount of new content and features means that some bugs will likely have slipped through. Report what you find in the Steam forums / on twitter @darkestdungeon / via email support@redhookgames.com. Rest assured we'll be monitoring and working on fixes as fast as we are able!

Delve deep and remember: avoid all pacts with undead sailors!

--the Darkest Dungeon team
Darkest Dungeon® - RedHookTyler
Hotfix - Build #10878
Fix to issue preventing heroes from moving backwards

Hotfix - Build #10870
  • Crash fixes in multiple locations/situations
  • Drowned Crew fixes, Siren fixes
  • Trinket limits corrected so all Ancestrals are limited to 1 in the estate and everything else isn't
  • Crit display should be consistent to nearest 0.5%
  • Cove curios buffs should persist properly now
  • Misc other bug fixes

Hotfix - Build #10850
  • Bug fix: Bonuses from "skill instant" situations restored (marked target bonuses, bonuses vs enemy types, etc.)
  • Bug fix: Blight tooltips fixed so they don't show 0 dmg
  • Bug fix: Fix to crashes from dying from DOTs
  • Trinket fixes: Guardian's Shield corrected to a rank requirement, Book of Sanity now rarer than Book of Holiness
  • Bug fix: Heart attack barking restored
  • Bug fix: Bosses corrected to give trinket loot more reliably
  • Bug fix: music timing
  • Misc other bug fixes

THOSE FROM BELOW (THE COVE) - September 29, 2015
Build #10386 (PC and Mac)
"Ocean is more ancient than the mountains, and freighted with the memories and the dreams of Time." -- H.P. Lovecraft

The Cove
  • The Cove dungeon region, featuring 7 new monsters, 2 new bosses, new curios, all new environment art, and new music!
  • The Cove features monsters that are in general both fast and bleed resistant, and also have many bleed-causing attacks.
  • The Cove monsters also include some key mechanics previously unused by monsters, such as healing and guarding! These mechanics may begin to work their way into other dungeon regions in the future...beware!
  • You do not need to begin a new campaign to play The Cove. Cove quests will spawn alongside quests from other regions.

Gameplay
  • Idle heroes in town will recover a small amount of stress between quests even if not placed in active treatment at the Tavern or Abbey
  • By popular demand: unused dungeon supplies now sell back at the end of a quest (for a smallish percentage of their value)
  • Increased roster size a bit so players with full rosters can recruit some new heroes and go Cove spelunking even at low level quests
  • Streamlined combat flow to keep the pace brisk and reduce many of the small waits that occur between chained events
  • Revised the core combat damage calculation so trinkets and other buffs apply in a more even way to AOE attacks. This will preserve intended damage balance of AOE vs single target attacks and help keep both approaches situationally useful. Previously, trinket and other buffs were amplifying AOE damage unfairly with respect to single target attacks. The revised calculation applies the base skill modifier directly to the weapon damage, and then totals all other buffs before applying them to this base result.
  • Trinkets have received a much-needed balance pass. The goal was to ensure that rarer trinkets are more reliably valuable than less rare trinkets, and also to make many previously uninteresting trinkets (both general and class-specific) more interesting. While some trinkets will obviously be better than others for some classes, dungeons, or situations, we have improved many of the trinkets that were particularly weak or problematic. A few trinkets have been nerfed (in cases where the value was just too high compared to other trinkets). Some trinkets have had their rarity adjusted, and we will likely do more of this once we measure the results of these changes. Additional trinket adjustments may also be required in the future.
  • Trinket drops are a bit more constrained--you won't see as many rare drops in lower level dungeons.
  • Resolve level 0 and 1 heroes now have more disease resistance! After all, they are fresh off the stagecoach and are the healthiest they'll ever be!
  • Some more small mobs don't leave corpses (e.g. dogs, spiders, gargoyles)
  • Adjustments to the surprise mechanic: surprised monsters now act last in the first round but no longer lose an entire turn.
  • Players cannot retreat during the first combat round if they were surprised.
  • Retreating from combat adds stress
  • Some skills effects that didn't show % chance now show % chance in the associated skill tooltips (e.g. Jester stress heals)
  • Riposting heroes won't riposte against 0-damage causing attacks
  • Heroes and monsters generally shouldn't be able to crit on a 0 damage attack
  • Torchlight properly drops to 0 during camping ambushes
  • Corpses don’t give critting stress relief
  • Fixed bug where both +herosurprise and +monstersurprise was occuring in dim light. (Should just be +heroes surprised)
  • Camping ambushes always surprise the party
  • Reduced Resolve XP requirements for higher levels, as a step towards expected final Darkest Dungeon configuration.
  • Fix to Speed progression bug with Arbalest, Jester, Leper, Houndmaster. This comes across as a nerf for most of them but the old values were errors in the spreadsheet and some of the high speeds were unintentional.
  • Many misc bug fixes

Art
  • Heroes' armor icons now visually upgrade with each new rank
  • All quest objects (ex. Reliquary) now have unique art
  • Foreground layer added to every dungeon
  • New pop-text icons for greater 'at-a-glance' clarity on skill effects.
  • Tray icons/character panel icons restyled to match pop-text icons
  • Unique corpse art for different monsters
  • Rebalanced several enemy color tints
  • New pose for Plague Doctor's 'Incision' skill

Audio
  • Click to advance through plot quest (boss) narration on loading screens
  • Full music and sound design on the Cove!
  • - all new music by Stuart Chatwood
  • - ambiences
  • - wet footstep recordings
  • - all new props! Ever wondered what sifting a through a whale carcass sounds like? wonder no more!
  • - all enemies and bosses fully designed with unique attacks, impacts and voices
  • - live recorded voice of the Siren singing along to the battle track
  • nearly 100 new lines for the Narrator including more coverage for already existing events
  • Narration lines no longer limited to playing only 99 times in a given campaign
  • new music arrangements for hallway battles in all regions
  • redid all traps, trap disarms, trap dodges
  • redesigned impacts on some existing enemy attacks
  • retimed battle-end stinger and sound triggers
  • Brigand Pounder, Gibbering Prophet and Formless Flesh bosses now all have dungeon intro/outro narration

Final notes: the large amount of new content and features means that some bugs will likely have slipped through. Report what you find in the Steam forums / on twitter @darkestdungeon / via email support@redhookgames.com. Rest assured we'll be monitoring and working on fixes as fast as we are able!

Delve deep and remember: avoid all pacts with undead sailors!

--the Darkest Dungeon team
...