Steam Build #24353 This update contains some significant changes to Endless Harvest brought about by feedback and observation.
It’s important to us that Endless Harvest is an exciting, tense experience. Some of the balance and structure in the first deployment make it possible to advance through what we consider an excessive amount of kills (1000+!) which results in a drawn out experience lacking some of the tension and excitement that we feel is vital. These changes have been made to try to keep the experience “punchy”, while still retaining that incentive and challenge of bettering your kill counts...without requiring a dozen or more hours for a single deep run. We hope that you find them to be good changes for the long term health of the mode, just as we do!
Introducing Color of Madness Endgame Conditions!
Once you have progressed beyond 200 Kills, the shimmering space-time of the corrupted Farmstead takes on an endgame condition, called a “Reflection.” These are mutators that increase the difficulty of the quest in different ways from that point onward.
Unbearable Reflection:
Heroes: +33% Stress Dmg Received
Heroes: -33% Stress Heal
Monsters: +4 SPD
Reflection of Decay:
Heroes: -50% Healing
Monsters: +15% PROT
Monsters: +25% Stun Resist
Monsters: +25% Debuff Resist
Sanguine Reflection:
Heroes: -8% Deathblow Resist
Monsters: +7.5% Crit
Monsters: +3 SPD
Reflection Obscura:
Heroes: -20% Stress Damage Received (a boon!)
Heroes: -20% Healing
Monsters: +10% PROT
Monsters: +25% Damage
These conditions stack on top of other Light conditions already present in whatever room you are present in the Farm or Space and Time.
Battle Limit Skill Refreshments in Endless Harvest:
Battle Limited skills with battle-long durations were balanced for the normal game structure. In Endless Harvest, this resulted in them being overpowered because a given combat lasts much longer than a normal 4-monster combat.
Now in Endless Harvest, Battle Limited skills don’t refresh until the end of a given wave *group* instead of refreshing after each wave. This helps with the balance and creates some tension around when you should pop and lock those Leper combos.
Shard Dust, however, now carries the additional benefit of refreshing battle limited skills on an individual heroes. This is a zany idea that we think can be compelling and give you some additional tactical options. Of course, don’t hit that dust too much, or it will leave the hero worn out.
Changelist
Darkest Dungeon
Japanese Localization added for Darkest Dungeon, The Crimson Court, and The Shieldbreaker. (The Color of Madness is coming).
SOME SAY THAT CRITSMAS WENT TOO FAR. (Critsmas was when we increased crit %s AND added the OnCrit Buffs for each hero.) They are basically right. We have tweaked a number of crit values (skills, trinkets) down a bit to account for those OnCrit Buffs that were a late addition. Crits are still net+ from pre-Color of Madness release.
Total Scouting chance can now be seen as a tooltip on the Quest Provision screen.
Shambler loot increased
Champion Bone Courtiers should drop their special Chalice more often now
Moved Laudanum glossary entry to base game (from CC)
Fix to crash when killing siren with controlled hero with reflect damage.
Swinetaur brain improvements: hooked PIG SPEAR back up (it went missing!) and improved logic of Trot Retreat
Added buff/debuff+ icons to quest length duration buffs/debuffs.
Fix to double riposte overriding corpse crit clear.
Fix to centered icons swapping sides.
Carrion eater ACC++ on their main attacks
Fix to alpha curio bug in battle.
Leper crit tuning
reworded Help strings referencing Retreat Flag to say "Retreat Icon (which looks like an "X")"
Fix for quest generation that was creating too many quests in individual dungeons
Town buffs and debuffs now use the new Buff+ and Debuff+ icons.
Add ability to modify combat speed in the rules file.
Fix to removing mortality debuff camping skills and the has had heart attack flag cleared.
Riposte now won't trigger attack additional effects.
Game now saves every time you sell a trinket.
Fix to dead hero save load exploit.
Fix to heart attack save load exploit.
Mini-map will no longer auto center when scouting if you have the map_follow_party option set to off.
Adjusted Torch Tooltip zones to account for when there is a light meter or not.
Fixing loading issue where some spine_fx were missing (blood_splatter specifically)
Fixing loading issue where some spine_fx were missing (blood_splatter specifically)
Fix to swinatuar brains and trot retreat fixes.
Fix to journal crash if you uninstall dlc.
Added monster size check to unholly rally when corpses are disabled.
Reduced active area of realm inventory by removing empty background.
Arb/Musk fix to stagecoach chances for cases where user doesn't have Musketeer installed
Fix to Virtue Hero avoidance in several monster attacks (brains)
Added ability to specify clickable area of button
Fix to shambler ambush bug
Retroactively giving the In Such Haste achievement
Fixed a bug that affected specific encounter bgs (ie. Fanatic and Shieldbreaker Nightmares)
Fix to mashes being cleared from traps that spawn battles.
Fixing pop up props associated with heros to be drawn with the hero instead of after the fact.
Fixes spawn monster effect rendering in front of summoner during summon.
Fixed retreat raid button from popping up during teleport
Updated localization
Crimson Court
Adjusted Infestation - Players have consistently reported some dissatisfaction around the number of Bloodsucker spawns in dungeons during periods of High Infestation. In order to better preserve each dungeon’s identity, High Infestation has had the following adjustments:
Overall amount of hallway Bloodsucker encounters reduced, so as to not overwhelm a dungeon’s native population.
Egg Sac curios appear at High Infestation, allowing players an opportunity to opt-in to a Bloodsucker fight and farm Blood and Invitations.
Fixed a typo on CC Bleed Res Debuff 5 (ie. Champion monsters will now correctly apply bleed resistance debuffs to some of their attacks.)
Fix to countess not showing skill names on transforms
Shieldbreaker
We have been concerned to see feedback that some players believe the Shieldbreaker flashback battles are never-ending and therefore the SB isn’t given as much value as she deserves. We’ve implemented a few things to help communicate that there are only 7 flashbacks and they only need passed once. (Not once per recruited SB.)
Added a tutorial for flashbacks.
Flashbacks now have a 50% chance of happening on a given quest.
The Shieldbreaker will now bark to warn the player of an impending nightmare before resting.
Once the 7 flashbacks have been completed, all Shieldbreakers get a free restful sleep buff each time they camp!
Fix to controller exploit with flashbacks and ambush.
Fix to being able to retreat from a flashback.
Fix to immediately switching to room after not ambush camp and be visible sitting.
The Color of Madness
Reflections (see above)
Change to Battle Limited skill refreshment while in Endless Harvest (see above)
Wave spawned monsters now are placed more intelligently. (Front rank monsters will more reliably be placed in front; back rank monsters will more reliably be placed in back.)
Revised length of post-Spire wavepools for new Endless Harvest rules. (Each wave group is shorter now.)
Fix sorting of shard recruits.
Remove raid buffs when dying and going to time and space.
Remove plot quest required quirk heroes (shard recruits) from being calculated in hero level requirement for town events (vulf).
Added refreshing of skills in curio rooms
Abomination has an exception for his transformation
Shard dust refreshes skills when used
Remove roster limit quirk heroes ( shard recruits ) from being included in goals.
Adding colour_grades to monster art files. In particular Galaxy and Spire.
Geologic Study hall should no longer increase stacking of Tapestries and Antiquarian treasures
Fix to torch settings persisting after death in time and space.
Added Kill Count to Wave UI
Lowered Thing roaming icon on quest select screen to reduce overlap on 4th position quest icons above it
FIXED bug where once you've finished endless, game would reroll quests everytime you start it
Remove map references from help menu in wave raid.
Remove quest modifier buffs when you die and go to time and space.
Thing debuffs don't apply if the attack misses
Thing persists after retreat (you can't retreat to then roll a new encounter)
Fixed "preferred" typo in game code.
Fix to skill Refresh pop text.
Adjusted Shamblers encountered in the Farmstead to be equivalent to fighting at 0 light.
Updated miller success/defeat strings
Added controller support for nomad wagon and stagecoach for shard activities.
Fixed bug w/ crystal overlays
Sleeper's caretaker goal should now function correctly
Increased Crystal Aberrations stun resist 400 from 200 (This is to prevent it from surviving until wave reinforcement, resulting in bugs)
Fixed and issue around reloading a save during a turn where multiple Crystal Aberrations self-destructed resulting in one of the crystal surviving and causing an assert with wave reinforcements.
Modding
You can disable new Virtue loss at high stress and return to legacy system through an entry in Rules.json ("virtue_can_lose_from_stress" : false)
Added tag based quirk evolution duration buff.
Added a cure disease effect
Add variable to disable buff description.
Ability to have additional mashes based on quirk tags
Fix to mod support bug where hp dot duration percent mods where not being applied.
Added ability for multi target effects to have individual rolls on targets
With this build we added the new Korean Localization provided by BADA Games. This new localization has replaced the old Korean and is selectable by choosing Korean (한국어) in the language select. Korean B or 한국어 (B) is the old localization which is still being re-worked by the original translator firm.
Thank you for your patience while we corrected the localization, and we hope you enjoy the new version.
Darkest Dungeon
The Collector: Man At Arms head now has a damage + stun attack. Vestal head now has a damage + stress attack. Also they should augment the offensive Dismas head better. This should make Collector less exploitable for stalling.
Updated monster brains: Post-virtue stress matters again, modified brain desires so stress target preferences can still target virtuous heroes. Improved handling of stun attacks vs already stunned targets.
Added an activity log entry for when The Shrieker adds new trinkets to his collection of baubles.
Fix to monster spawn fx not going away in code.
Fix to fix restore party order when clicking the skip curio button.
Shadow Fade no longer battle limited. Buffs adjusted accordingly (reduce duration on 1, reduce crit on other)
Drowned captain move resist boosted to 200+
Fix to default multiply of damage add buffs.
Increase string sizes of tooltips for trinkets and effects.
Removed blood splatter from seasoning attack
Updated swinetaur brain
Non-removable debuffs (debuffs resistant to Herbs) now have a unique icon.
Small Flesh Eaters HP+, now accelerate stall since they are weak mobs
Big Flesh Eater toughened up: more HP, more PROT, and attack does more dmg, brain tweak to attack more after marking
Focus Ring small nerf
Fix to Vulf bombs not going away.
Update to brains to fix when counting guarded monsters and has corpses.
Updated vestal judgement and judgement_target fx
Centered tray icons.
Fix to town progression goals.
Fix to trinket dragging crash.
Show battle limit and health requirements for skills in the guild
Added battle limit and health percentage validation check for tooltip length of combat skills.
Condensed Leper defend tooltips.
Fix to skill based buffs that are about friendly skills that do not heal aka “musical” quirk.
Fix to saves being loaded with improper interactions variable set.
Fix to target hp buff rules not taking the targets max hp into account for calculating percent.
Fix to death trinket effects when camping and during heart attack.
Turned off monster spawn FX for some monsters and bosses.
Fix to crit buff icon not updating.
Fix to quirks interfering with debuff plus icon.
Fix to dots causing plus debuff icon.
Fix to debuff icon not updating.
Singleton quirks cannot be locked. (Prevents useless spend of cash)
Fixed some missing strings (English for now)
Fixed bug where hero/monster selector temporarily appeared after friendly timescript
New short animations for non emphasis curio interactions
The Shieldbreaker
Obsidian blade trinket now actually obsidian.
Guarantee her trinkets if you lose them.
The Color of Madness
Optimized the loading for wave dungeons and audio streaming; this should resolve many of the “infinite loading” issues owners with low spec machines.
The Sleeper has been added as miniboss, can now reappear once you get past the initial phase of The Endless Harvest plot quest.
The Crocodillian has been added to The Farmstead as a potential boss. (You do not need to own Darkest Dungeon: The Crimson Court DLC for him to appear. OUR PLEASURE :)
The Collector has been added to The Farmstead as a potential boss.
Fixed combat duration bug with coat at arms.
added crit to horse trample
farm spacetime animation for sleeper boss fight
Provision boxes sometimes are empty (endless harvest supply balancing)
new wavepools in recurring section for testing in COMING IN HOT
Now only loading incoming dungeons
next step could be to only load boss if it's only a boss mash or mashes if it's a mash encounter
Fix to miller wife restore curio loop.
Remove high score tooltip.
wave bgs for monsters weren't being updated
Fix to wave transition barks.
Fix to duplicate trinket bug with endless.
Shard Mercs now take their 10% cut regardless if they survive the run or not.
shard merc clarification: doesn't take up roster spot (ENGLISH only)
Fix to various narration issues around curio rooms.
Fix to torch settings not being applied in space.
Fix to various background and boss/miniboss selection and loading.
Fix to reflect damage causing corpses on crit ripostes.
"coming_in_hot" 베타 버젼 (build #24121)을 스팀에 업로드 했습니다. BADA Games 에서 제작한 새 한국어 번역문이 이 빌드에 포함되어있습니다. 이 번역을 사용하시려면 게임 옵션 (Game Options)에서 Other 를 선택하시고 언어 (Language)중에서 Korean (한국어)를 선택하세요.
Korea B (한국어 B)는 예전 번역문입니다. 예전 번역을 맡았던 회사에서도 추가 작업한 새 번역을 기다리고있습니다.
공개베타 ("coming_in_hot" public beta)를 꼭 시행해보시고 저희에게 여러분의 의견을 전해주세요. 감사합니다.
- Red Hook Studios
Greetings Hamlet Dwellers!
We have uploaded a new build to "coming_in_hot" (build #24121). This build contains the new Korean localization by BADA Games. To select it please open the Game Options, Select Other, and in Language select Korean (한국어).
Please note that Korean B or 한국어 (B) is the old translation as we wait for the company to delivery their improved version.
Please switch to "coming_in_hot" public beta branch to gain access and give us your feedback on the new localization.
팬 번역을 제작했던 BADA Games에서 새로 제작한 공식 한국어 번역문을 받았습니다. 새 번역을 여러분에게 배포하기 전에 아직 할 작업이 남았습니다: BADA쪽에서 설문을 통하여 지정한 새 한글 폰트를 게임내에 적용 해야되는데요, 이 폰트가 여러분께서 읽기 더 편하고 마음에 들었으면 좋겠습니다.
작업이 완료되면 새 번역을 라이브 버젼으로 패치하기전에 여러분이 시행해볼수있도록 다시 연락드리겠습니다. 우리 레드훅과 BADA 모두 여러분의 피드백을 기대하겠습니다.
또한 이 전 한국어번역을 맡았던 회사도 계속 그 번역문의 개선을 위해 열심히 노력중입니다. BADA 버젼과 함께 여러분의 평과와 심의를 위해 보여드리겠습니다.
- Red Hook Studios
Greetings Hamlet Dwellers!
We have been delivered the second Korean translation, done by BADA Games, who created the original fan translation.
We are currently working on getting it implemented. Part of that work is a new font that was voted on from a poll BADA circulated to players. We hope this new font will be more legible and more to your liking.
Once we have this translation hooked up we will post again on how to access it before it gets pushed live. Both BADA and us would like to hear your feedback on the quality of the new translation.
We still have the original translation being revised as well, and we plan to provide that as an alternate once it's ready.
Ongoing support and tuning! We're looking into the endless loading, and crash bugs/blockers remain a priority. You can expect another update this week as we continue to iron out the kinks!
- Fix of a blurred countdown overlay - Various fixes and polish to animations for Color of Madness content - Districts panel tutorial event. - Added new Endless Quest reward art - Fix to progression goals in first two com quests. - Enemies killed achievement now uses the direct wave logic kill count during evaluation - fixes problem where aberrations are logged as kills. - Generate heroes if time doesn't progress to the amount of in time and space heroes - Fix rarity error on base game. - The Thing now also drops gold - Limit the amount of backup stage coach recruits to 4. - Fix to error in base game for missing shard texture in activity log. - Fix to music background index. - Remove unused wave logic bug. - Autogenerate quests when you have different amount of plotquests then the last time you played. - Added validation for kill self effects. - Palegic Guardian’s Cestus now launches from all ranks - Updated missing FMOD libs. - Herbs no longer clear debuff left from Finale (Jester) - Buffs no longer tick after bonus initiative turns. - Fixed trot retreat fmod error - Farm location tooltip on quest select. - Fixed a bug where upon reloading Death’s Door debuffs would come back if cleared before quitting. - Hag can now appear in Endless Harvest - Front Rank 2-slot AOE tuning: Hew, Rake, Zealous Acc - Nomad Wagon immediately unlocked when reaching hamlet. - Added and updated various tutorials and town events - Spire fight tune up and brain adjustments
오늘 한국의 현지화 개선에 대한 계획에 관해 업데이트되었습니다. 여러분 중 많은 분들과 마찬가지로, 우리는 번역이 내부적으로 우리가 설정 한 고품질 목표에 부합하지 않는다는 사실을 듣고 극도로 좌절하고 실망했습니다. 우리는 또한 한국 플레이어들이 원래 의도했던 것보다 훨씬 오래 번역을 기다리고 있음을 인정합니다.
이 권리를 달성하는것은 우리에게 우선 순위입니다.
우리의 계획은 다음과 같습니다.
우리는 사용 된 현지화 회사에 연락했으며 추가적인 자원과 감독을했습니다. 기존 현지화는 관리 할 수있는 한 빨리 개선 될 것이며, 업데이트 된 버전이 출시되면 귀하의 의견을 환영 할 것입니다. 아직 현지화 업체로부터 예상 대기 시간 를받을 수는 없지만 이러한 상황이 급박하다는 점에 깊은 인상을 받았습니다. 우리는 두 번째 현지화 회사와 계약을 맺고 게임의 개별화 된 완벽한 현지화를 진행하기 위해 녹색 조명을 제공했습니다. 이 두 번째 팀의 구성원은 원래의 팬 번역을 만드는 데 관여했으며 커뮤니티는 그 번역이 상당히 훌륭했다고 생각합니다. 그들은 우리에게 약 2 주 정도의 견적을주었습니다. 게임 내 한국어 현지화를 모두 구현할 계획이며 궁극적으로 어느 번역이 게임에 적합한 지 선택할 수 있도록 사용자 의견을 환영합니다.
레드 훅 (Red Hook)에서는 개발 노력을 고도로 연마하려고 노력합니다. 우리는 이러한 철학에 맞춰 한국의 현지화를 계속하기 위해 노력할 것입니다. 동시에 두 가지 번역 작업을 통해 가능한 한 빨리 훌륭한 한국어 경험을 얻을 수있는 최고의 기회를 드리겠습니다.
Dear Darkest Dungeon players:
Today we have an update for you regarding our plans to tackle the Korean localization improvements. Like many of you, we were extremely frustrated and disappointed to hear that the translation was not up to the high quality bar that we set for ourselves internally. We also acknowledge that we kept Korean players waiting for the translation much longer than we originally intended.
Making this right is a priority for us.
Here’s our plan:
We have contacted the localization company we used, and they have brought additional resources and oversight to bear. The existing localization will be improved as quickly as they can manage, and we will welcome your feedback when the updated version goes live. We do not have an ETA for this from the localization company yet, but we have impressed upon them the urgency of this situation.
We have contracted a second localization company, and have given them the green light to proceed with a seperate, complete localization of the game. Members of this second team were involved in making the original fan translation, and the community seems to feel it was by and large pretty solid. They have given us an estimate of approx 2 weeks.
We plan to implement BOTH Korean localizations in-game, and will welcome your feedback on them so we can ultimately choose which is the best one for the game.
At Red Hook, we endeavor to bring a high degree of polish to our development efforts. We will continue to work to bring the Korean localization in line with that philosophy. By working on both translations simultaneously, this gives us the best chance of having a great Korean language experience as soon as possible.