Jul 3, 2017
Darkest Dungeon® - RedHookTyler
Here is an update about Crimson Court and some related topics, including progress towards supporting Chinese and Korean languages in the game.

Crimson Court: 175,000 Copies and Counting

Thank you for supporting Darkest Dungeon!
Jul 3, 2017
Darkest Dungeon® - RedHookTyler
Here is an update about Crimson Court and some related topics, including progress towards supporting Chinese and Korean languages in the game.

Crimson Court: 175,000 Copies and Counting

Thank you for supporting Darkest Dungeon!
Darkest Dungeon® - RedHookTyler
Last night, overzealous gremlins took a large foam bat to Jingles the Jester, leaving him dazed, reeling, and about to break.

Today, after great popular demand, Jingles is able to once again bring down the house with a rousing Finale (though still not as earth shatteringly-quickly as he could during his popular setlist from two+ days ago).

Finale:
--Base damage bonus: 50%
--Crit chance restored (though still lower than previous incarnations)


Notes from the Jester's roadies:
1) As stated in yesterday's patch notes, we still intend Finale to be a powerful skill--but one that will take some effort and tactics to set up. We will continue monitoring and tuning as necessary. Our design philosophy for every hero is that there should be circumstances where that hero is extremely valuable. One of the most interesting comments we've seen about the Finale nerf (and wholeheartedly agree with) is that if a single skill nerf seems to ruin the overall utility of a hero, then that can be less of an indicator of that skill being flawed and maybe more of an indicator that the rest of his moveset is lacking.

2) The tuning of one skill should not be interpreted as indifference towards any other tuning adjustments that could or should be made. Sometimes it's more convenient and relevant to touch parts of the game that are tangential to other tasks going on. Right now, generally our focus is on fixing up remaining Crimson Court bugs but Finale was something we felt needed a more interesting setup.
Darkest Dungeon® - RedHookTyler
Last night, overzealous gremlins took a large foam bat to Jingles the Jester, leaving him dazed, reeling, and about to break.

Today, after great popular demand, Jingles is able to once again bring down the house with a rousing Finale (though still not as earth shatteringly-quickly as he could during his popular setlist from two+ days ago).

Finale:
--Base damage bonus: 50%
--Crit chance restored (though still lower than previous incarnations)


Notes from the Jester's roadies:
1) As stated in yesterday's patch notes, we still intend Finale to be a powerful skill--but one that will take some effort and tactics to set up. We will continue monitoring and tuning as necessary. Our design philosophy for every hero is that there should be circumstances where that hero is extremely valuable. One of the most interesting comments we've seen about the Finale nerf (and wholeheartedly agree with) is that if a single skill nerf seems to ruin the overall utility of a hero, then that can be less of an indicator of that skill being flawed and maybe more of an indicator that the rest of his moveset is lacking.

2) The tuning of one skill should not be interpreted as indifference towards any other tuning adjustments that could or should be made. Sometimes it's more convenient and relevant to touch parts of the game that are tangential to other tasks going on. Right now, generally our focus is on fixing up remaining Crimson Court bugs but Finale was something we felt needed a more interesting setup.
Darkest Dungeon® - redhookjohn
Darkest Dungeon
  • Increased max available Quests by 1: more choices!
  • First pass on tuning curio interaction delays, bark times, and other stuff to help speed up delays.
  • Shrieker steal event will now only happen after week 40 and will only happen once per campaign.
  • Jester’s Finale Skill Redesign (and Related)
    • Finale was too effective at one-shotting mobs without any real downside or lasting cost. Skill has been redesigned to preserve the intent as a powerful big mob finisher, which takes time and setup to achieve maximum power.
    • Finale
      • Battle limit of 1
      • Finale cannot crit
      • Finale accuracy increased greatly
      • Dramatically reduced base damage.
      • Finale leaves a 12 round DEF debuff, to represent exhaustion.
      • Other jester moves (“Dirk Stab”, “Inspiring Tune”, “Battle Ballad”) give a 7 round +20% stackable damage buff to Finale.
    • Solo
      • Accuracy increased
      • Battle Limit 2
      • Gives a 7 round +50% stackable damage buff to Finale.
    • NOTE: we want Finale to still feel awesome and vital, but it was wrecking the balance. We’ll be monitoring feedback on this redesign and will tune more if necessary to ensure it’s a valuable skill...but not toooooo valuable.
  • Puppet Theatre cost increased and damage bonus decreased
  • Reducing new Buff/Debuff Narration VO to be much more rare.
  • Fixed Monster attacks that could give incompatible quirks and crash the game.
  • Fixed Quirks being able to evolve while you are treating them.
  • Sped up several Cove Monsters Animations slightly (Now more they look more menacing!)
  • Fixed Equipping Trinkets out of the loot window.
  • Updated Man-at-Arms, Highwayman, and Vestals combat idle animations
  • Compressed some Tool-tip Strings (MaA Retribution)
  • Fixed from self heal skills not being able to trigger narration.
  • Standardized crit chances of heals.
  • Tooltip Formatting and UI fixes
  • Various string fixes

The Crimson Court
  • Fixed Achievements:
    • World End - now awarded for completing Bloodmoon.
    • An Unexpected Party
    • What Strange Bedfellows
    • Bloodcult
    • The Flesh is willing - Will now proc if you get your first Flagellant via Town Event and not Stagecoach
  • The Blood now stacks at 6
  • Bosses now award an Invite for the the subsequent boss (if you have already generated a boss quest this effect won’t appear until you start the next one.)
  • Removed Initial Heal amount on Restoration Pop Text (Should no longer show a 0)
  • Fixed Bloodmoon death limit
  • Fixed Crimson Court Set Trinket rarity(Should now also trigger the correct Shrieker fight when stolen)
  • Statue:
    • Shield is now stun immune
    • Increased HP/Prot slightly
    • Small increase to laser damage
  • Fixed the Courtyard appearing locked on the Quest Select screen..
  • Shortened infestation 2 and 3 top end variability
  • Fixed to curios breaking when in Boss rooms. (Chest in Countess room should now correctly give players the Green Key)
  • Viscount and Crocodilian can no longer critically heal (See, we do nice things sometimes)
  • Fix to hero initiatives being lost when Viscount feeds.
  • Fixed quirks/affliction curio interaction with the key chests. (Reynauld can no longer steal your CC quest keys, lol)
  • Added Subtitles for Crimson Court cinematics. (Only English for now, Localization on the way)

Workshop
  • Added “remove on battle complete” parameter to buffs.
  • Updated vestal combat idle; cleaned up combat idle cutouts (Will break skin mods)
  • Updated Highwayman combat idle; cleaned up combat idle cutouts (Will break skin mods)
  • Fixed for when a prisoner's hero class isn't found, to generate a new hero.
  • Ability to disable heal crits.
  • Added ability to generate random loot from quest curios.[/list
Darkest Dungeon® - redhookjohn
Darkest Dungeon
  • Increased max available Quests by 1: more choices!
  • First pass on tuning curio interaction delays, bark times, and other stuff to help speed up delays.
  • Shrieker steal event will now only happen after week 40 and will only happen once per campaign.
  • Jester’s Finale Skill Redesign (and Related)
    • Finale was too effective at one-shotting mobs without any real downside or lasting cost. Skill has been redesigned to preserve the intent as a powerful big mob finisher, which takes time and setup to achieve maximum power.
    • Finale
      • Battle limit of 1
      • Finale cannot crit
      • Finale accuracy increased greatly
      • Dramatically reduced base damage.
      • Finale leaves a 12 round DEF debuff, to represent exhaustion.
      • Other jester moves (“Dirk Stab”, “Inspiring Tune”, “Battle Ballad”) give a 7 round +20% stackable damage buff to Finale.
    • Solo
      • Accuracy increased
      • Battle Limit 2
      • Gives a 7 round +50% stackable damage buff to Finale.
    • NOTE: we want Finale to still feel awesome and vital, but it was wrecking the balance. We’ll be monitoring feedback on this redesign and will tune more if necessary to ensure it’s a valuable skill...but not toooooo valuable.
  • Puppet Theatre cost increased and damage bonus decreased
  • Reducing new Buff/Debuff Narration VO to be much more rare.
  • Fixed Monster attacks that could give incompatible quirks and crash the game.
  • Fixed Quirks being able to evolve while you are treating them.
  • Sped up several Cove Monsters Animations slightly (Now more they look more menacing!)
  • Fixed Equipping Trinkets out of the loot window.
  • Updated Man-at-Arms, Highwayman, and Vestals combat idle animations
  • Compressed some Tool-tip Strings (MaA Retribution)
  • Fixed from self heal skills not being able to trigger narration.
  • Standardized crit chances of heals.
  • Tooltip Formatting and UI fixes
  • Various string fixes

The Crimson Court
  • Fixed Achievements:
    • World End - now awarded for completing Bloodmoon.
    • An Unexpected Party
    • What Strange Bedfellows
    • Bloodcult
    • The Flesh is willing - Will now proc if you get your first Flagellant via Town Event and not Stagecoach
  • The Blood now stacks at 6
  • Bosses now award an Invite for the the subsequent boss (if you have already generated a boss quest this effect won’t appear until you start the next one.)
  • Removed Initial Heal amount on Restoration Pop Text (Should no longer show a 0)
  • Fixed Bloodmoon death limit
  • Fixed Crimson Court Set Trinket rarity(Should now also trigger the correct Shrieker fight when stolen)
  • Statue:
    • Shield is now stun immune
    • Increased HP/Prot slightly
    • Small increase to laser damage
  • Fixed the Courtyard appearing locked on the Quest Select screen..
  • Shortened infestation 2 and 3 top end variability
  • Fixed to curios breaking when in Boss rooms. (Chest in Countess room should now correctly give players the Green Key)
  • Viscount and Crocodilian can no longer critically heal (See, we do nice things sometimes)
  • Fix to hero initiatives being lost when Viscount feeds.
  • Fixed quirks/affliction curio interaction with the key chests. (Reynauld can no longer steal your CC quest keys, lol)
  • Added Subtitles for Crimson Court cinematics. (Only English for now, Localization on the way)

Workshop
  • Added “remove on battle complete” parameter to buffs.
  • Updated vestal combat idle; cleaned up combat idle cutouts (Will break skin mods)
  • Updated Highwayman combat idle; cleaned up combat idle cutouts (Will break skin mods)
  • Fixed for when a prisoner's hero class isn't found, to generate a new hero.
  • Ability to disable heal crits.
  • Added ability to generate random loot from quest curios.[/list
Darkest Dungeon® - contact@rockpapershotgun.com (Fraser Brown)

The Crimson Court [official site] has transformed Darkest Dungeon into a turducken of cruelty. Every layer of the tactical RPG is now laced with poison and jam-packed with barbs that pierce and tear with every bite. What was already an extremely challenging game has become considerably harsher and unyielding, so much so that even gluttons for punishment may balk at the prospect of fighting the new vampiric menace.

… [visit site to read more]

Darkest Dungeon® - redhookjohn
Hey everyone!

Now a week out of The Crimson Court and a flurry of patches, we just wanted to give everyone an update on how this week is going to be with builds. We are hoping to slow down build releases as we have resolved most of all the critical issues. We will be taking our time this week to collect fixes for all the current support issue and outstanding tickets(Cutscene Subtitles, etc) we have on our list.

We aren't done yet with final balance and tuning, as we are going to be reviewing our metrics and player feedback from the past week and now. So expect some changes later this week.

Thank you to everyone who has helped report bugs, shared their thoughts on the boards, and supported us by participating in yet another release!


Darkest Dungeon
  • Fixed bug involving the Trinket menu fading.
  • Fixed Raid end Quirk replacements from not appearing
  • Fixed Quirks not obeying defined rules for incompatibility. (Don’t worry you can still be a Gambler and a Known Cheat)
  • Fixed combat skill switching after targeting, can target incorrectly.
  • Fixed missing strings (Hopefully that’s all of them)

The Crimson Court
  • Added embark warning for first Courtyard quest.
  • Fixed Quirks unlocking/replacing on Cursed characters
  • Fixed Curse “Resist” pop-up appearing for characters who are already Cursed.
Workshop
  • Fixed bug preventing the changing of mod load priority
  • Fixed localization using variations indiscriminately when there is no base file string
Darkest Dungeon® - redhookjohn
Hey everyone!

Now a week out of The Crimson Court and a flurry of patches, we just wanted to give everyone an update on how this week is going to be with builds. We are hoping to slow down build releases as we have resolved most of all the critical issues. We will be taking our time this week to collect fixes for all the current support issue and outstanding tickets(Cutscene Subtitles, etc) we have on our list.

We aren't done yet with final balance and tuning, as we are going to be reviewing our metrics and player feedback from the past week and now. So expect some changes later this week.

Thank you to everyone who has helped report bugs, shared their thoughts on the boards, and supported us by participating in yet another release!


Darkest Dungeon
  • Fixed bug involving the Trinket menu fading.
  • Fixed Raid end Quirk replacements from not appearing
  • Fixed Quirks not obeying defined rules for incompatibility. (Don’t worry you can still be a Gambler and a Known Cheat)
  • Fixed combat skill switching after targeting, can target incorrectly.
  • Fixed missing strings (Hopefully that’s all of them)

The Crimson Court
  • Added embark warning for first Courtyard quest.
  • Fixed Quirks unlocking/replacing on Cursed characters
  • Fixed Curse “Resist” pop-up appearing for characters who are already Cursed.
Workshop
  • Fixed bug preventing the changing of mod load priority
  • Fixed localization using variations indiscriminately when there is no base file string
Left 4 Dead 2 - contact@rockpapershotgun.com (Brendan Caldwell)

The Steam summer sale is in full blaze. For a while it even blazed so hot that the servers went on fire and all the price stickers peeled off the games. Either that or the store just got swamped with cheapskates looking for the best bargains. Cheapskates like you! Well, don t worry. We ve rounded up some recommendations – both general tips and some newly added staff choices.

Here are the things you should consider owning in your endless consumeristic lust for a happiness which always seems beyond reach. You’re welcome.

… [visit site to read more]

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