Black Barrow. Haunting my dreams, shadowing my days. Deep within, I fear what lies below - what we faced. Yet, here I am again, alone. I'm the Brute, I kill what people fear. I’ll kill my fear too.
FACE YOUR EXPECTED DOOM IN THIS NEW DLC
Lo and behold, mercenaries! Here is a quick summary of what you can expect from this DLC: A considerably harder experience than the base game. You’ll definitely have to git gud this time.
17 new delightfully brutal scenarios, each tailored to a specific base game Mercenary.
17 new items, usable only by one specific Mercenary.
Items & scenarios reworked and rebalanced by Isaac Childres himself to better fit the digital version.
New unique enemies and challenges.
You can already wishlist the Solo Scenarios: Mercenary Challenges DLC today on Steam, right below!!
To be able to spectate or play the Solo Scenarios: Mercenary Challenges content in multiplayer co-op, every player has to own the DLC.
IMPORTANT INFORMATION
You can only gain access to the DLC missions at Level 5 in the Story Campaign.
When a mercenary reaches Level 5, they are able to undertake their own Solo mission. Alternatively, you can gain access to the DLC unique rewards in the Guildmaster Mode when completing the 2nd Story mission for each mercenary.
You only gain access to the items if you complete the missions, these items cannot be sold or bought by other characters. The mercenary has to attempt the missions on their own and if they are successful, they are awarded their specific Solo item. This item cannot be sold or bought by other characters, and any later mercenaries of the same class must also complete this mission to unlock it.
You can play these missions online in a Multiplayer game, but your co-op companions will be in spectator mode, watching you hopelessly try to survive.
You can also play these missions offline. Then, to import the fruit of your hard labor to any game, it will be automatic if you’re the host, and if you are not the host and join a game, the host has the option to import any Gold, XP and Item you gained in the Solo Scenarios.
Note - DLC enabled save games cannot be reverted to non-DLC games.
FREQUENTLY ASKED QUESTIONS
Which mercenaries have their own solo scenario in this new DLC?
Each of the 17 mercenaries of the base game have access to their own tailored scenario. This does not apply to the Jaws of the Lion DLC mercenaries.
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How long is the DLC going to be at launch?
You can expect about 20+ hours to finish the 17 new missions.
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How much will the DLC cost?
The Solo Scenarios: Mercenary Challenges DLC for Gloomhaven will cost 4.99$ / 4.99€.
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Can we expect further updates / DLCs after that?
Although we cannot share anything at this point, we will keep supporting the game after the release of the Solo Scenarios: Mercenary Challenges DLC.
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How many languages will be supported on this DLC?
All the languages of the base game will be supported: English, German, French and Spanish.
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On which platforms will this DLC be released?
The DLC will be available on Steam and GoG for Windows & MacOS.
JOIN THE GLOOMHAVEN COMMUNITY
we rock (lol, pun intended)
This week, we celebrate 3 years since the Early Access launch of Gloomhaven. We are incredibly thankful for all the support you have shown over the course of this unique adventure, and cannot wait to share even more moments with you.
Happy Early Access Anniversary, Gloomhavenologists!
As you venture through the lands of Gloomhaven, share with us your thoughts, screenshots, gameplay and virtually anything that you please on Twitter. We also post fun content (*meeeeemes*) and share tips & tricks!
You can also join our dedicated Discord server here: discord.gg/gloomhaven to receive help and advice, meet other players and discuss any topic you want! You will be received with tremendous friendliness and warmth!
- Fixed an issue in Multiplayer where buying an item immediately after two Players create new Mercs at the same time, could result in Clients being unable to buy more items - Fixed an issue in Multiplayer that could result in a crash if one player is leveling up a Merc at the same time as another player creating a new Merc
Fixed an issue with MusicNote, Sun and Brute Mobilize Measure + Supportive Chant + Immovable Phalanx giving infinite move/attack combo. Fixed an issue with Voidwarden Lull into Oblivion getting passed immunity on bosses. Fixed an issue with Cragheart Clear the Way - being unable to move obstacles on tiles with other props. Fixed an issue with Cragheart Heaving Swing and Pulverize. Fixed an issue with AngryFace removing Rain of Arrows (and other abilities with multiple active bonuses) in multiplayer. Fixed a desync in multiplayer in scenario 60 Alchemy Lab when stunned and taking damage from the scenario rule. Added a fallback for unlocking personal quest progress (due to one player somehow blocking their progress on the PQ Fall of Man.) Fixed an issue where traps would not trigger when pushing a monster through a trap and then difficult terrain. Fixed an issue with AngryFace being unable to transfer Dooms with Lead to Slaughter and Rising Momentum.
- Fixed an issue in JotL scenario 23 Best of the Best, An error could occur when using convert heal to damage - Fixed an incorrect interaction with Red Guard's ability Blade Dance and JotL Monster Rat Monstrosities (on death ability) that could incorrectly allow the Merc to use the ability more than once - Fixed an issue with Sun ability Unwavering Mandate, could incorrectly grant an ally an extra turn even if they did not have cards available for it - Fixed a UI issue with the hex highlights not displaying correctly for Scoundrel's Thief's Knack Top - Fixed a specific issue affecting some saves meaning they could not be loaded - Fixed a specific instance of an error that could occur when Merc uses Jump move over an obstacle, trap and then ended move on another trap - Fixed a softlock that could occur if clicking an active bonus while disarmed - Further fixes around short rest to death in Multiplayer (hint: long rest and be a meat shield instead!) - Fixed a softlock with Spellweaver level 9 ability Black Hole B, hex selection issues - Fixed an issue with attacking an enemy that cannot be pulled/pushed, incorrectly triggers Retaliate of previous enemies attacked in the same action - Fixed an issue with AngryFace ability Frightening Curse not correctly transferring Doom to target within range 2
- Fixed a Multiplayer issue that could cause desyncs if leveling up a Merc then immediately switching another Merc of the same class into that slot in the party - Fixed a Multiplayer issue where it was possible (with specific timing) for Host to restart the round at the same time the Client has ended card selection resulting in desyncs - Fixed an issue in Scenario 79 Lost Temple, error when a Merc died to trap damage after being teleported by 'The Betrayer' - Added a fix for an issue with Pull abilities that would not force the player to use all the range of the pull which in turn could result in desync in Multiplayer
- Fixed a Multiplayer issue where skipping a Push ability could result in Retaliate being seen incorrectly by other players in the session - Fixed further issues in Multiplayer with short resting to death - Fixed a Multiplayer issue with Lightning ability Vengeful Barrage could result in a softlock when used - Fixed a Multiplayer issue with Boots of Speed & Quickness , Not all players correctly seeing the initiative if changed multiple times - Fixed an issue with opening a Multiplayer session whilst leveling up a Mercenary - Fixed a Multiplayer issue with Hatchet ability Excessive Force B spam clicking before other players had caught up on using this ability resulted in a desync - Fixed a Multiplayer issue where if a client is joining with a client already in the session then a character is deleted the joining player would not be seen correctly - Fixed some Multiplayer issues that could result in an error when selecting Saw medical packs during card selection phase - Fixed an instance where Demolitionist Drill Fist T ability was not correctly ignoring shield value of target
- Added a fix for some issues in Multiplayer when a Merc short rests to death
- Fixed various issues around discarding active abilities in Multiplayer that could result in desyncs
- Fixed a Multiplayer issue where it was incorrectly possible to change house rules & difficulty when mid-scenario resulting in desyncs
- Fixed an issue with Sun ability Divine Intervention, when an ally summon takes damage, the player is now able to choose NOT to use this ability to negate the damage
- Fixed a Multiplayer issue with Scenario 44 and Sun level 9 ability softlock when Redthorn ally was attacked with Sunkeeper's Divine Intervention active
- Fixed an issue with Demolitionist's ability Remote Detonation, an error could occur if consuming fire after destroying obstacle if the Merc was Disarmed
- Fixed a Multiplayer issue with Lightning Unstoppable Destruction, special short rest was not correctly refreshing items for all players in the session - Fixed a Multiplayer issue with TwoMinis ability Concentrated Rage, where it was incorrectly possible to use two actions with the same card half - Fixed a Multiplayer issue with discarding active abilities then short resting - Fixed Host not correctly seeing Clients if they short rest to death - Fixed an issue where looting gold could incorrectly make nearby gold piles (that were not looted) disappear visually - Fixed an issue in Scenario 76 Ally Summons incorrectly focus the destructible walls - Fixed an issue in scenario 76 Two of the destructible walls not correctly revealing the next room when destroyed - Fixed an issue in scenario 76 In specific circumstances it was incorrectly possible to kill some of the Vipers without actually dealing fatal damage - Fixed an issue with Hatchet abilities Ricochet & Care Package, not correctly healing if there is no adjacent enemy - Fixed an issue with Mindthief ability Cranium Overload, if mind controlling a monster that dies with an innate 'on death' ability - Fixed a Multiplayer issue with Cthulhu ability Epidemic, cancelling the active bonus at certain points was not correctly seen by all players - Fixed a Multiplayer issue where players could use a controller to switch characters while another player is joining resulting in desyncs - Fixed a Multiplayer issue where restarting round immediately after lots of 'Undos' (before other players have caught up) could result in a desync - Fixed a certain road event effect/outcome Each Merc suffer damage resulting in the game hanging while players are travelling to a scenario - Fixed an issue with enemy multi-target attacks where it was possible for the second target of the attack to incorrectly take no damage - Fixed a target selection issue with Cthulhu ability Willing Sacrifice, had to select Plagueherald as a target twice - Fixed an issue with the JotL enemy [spoiler[ Rat Monstrosity [/spoiler] it was possible for the game to freeze up after they used a certain ability - Fixed an issue with spawners incorrectly spawning enemies on the same hex as obstacles if there are not more available empty hexes - Fixed an issue with controlling an enemy into a Stun Trap then waypointing further movement for them, action would not end resulting in a softlock - Fixed an issue in Scenario 71 Windswept Highlands, the special rule could incorrectly push a Merc into a locked door if the Merc has the Item Cloak of Phasing - Fixed an issue with being unable to place a summon on a hex that a trap was just triggered in the same turn (was not being seen as an empty hex when it should) - Fixed Demolitionist ability Nowhere to Run, can now only move single-hex obstacles and was incorrectly selecting obstacles adjacent to the first move hex not the starting hex - Fixed Cragheart ability Clear the Way to only move single-hex obstacles - Fixed an issue in JotL Scenario 25 Destroying a 'later' room before destroying an 'earlier' one incorrectly teleports the party to a room that is already destroyed and crashes the game
A few known issues:
- Scenario 76 Harrower Hive its best to avoid this scenario at the moment, getting a certain road event can result in the save being stuck at the start of this scenario, we are testing a fix for this currently and aiming to get this patched over the weekend.
- Issue with Sun Level 9 ability in Multiplayer Divine Intervention, an error occurs if this ability is active and an ally summon is attacked that is being controlled by a client again, testing a fix and aiming to patch over the weekend.
- Its possible to click the Short Rest button immediately after performing a Short rest which can result in an error, testing a fix and aiming to patch over the weekend.
- Fixed multiple instances of attacks that have Push afterwards and target multiple enemies, skipping the first push no longer skips the Push for all remaining targets - Fixed a Multiplayer issue that could result in a softlock in certain situations during 'take damage phase' - Fixed downloading multiple levels from Steam Workshop only puts 1 level in the editor folder - Fixed a softlock that could occur if the attack modifier Add Target is drawn along with using the ranged attack item Volatile Bomb + another single target bonus such as item Stun Powder - Fixed an issue in Multiplayer where selecting a target obstacle for an effect, then deselecting and selecting again would not be correctly seen by all players all the time - Fixed an issue in Multiplayer where players could create a merc at the same time as another player joining resulting in a desync if they join before PQ is confirmed - Fixed an issue in Campaign Scenario 66 Standing on the pressure plate for a second time would not re-open the door meaning unable to finish the scenario. - Fixed an issue with Hatchet ability in JotL Scenario 19 Using the Favorite to destroy a nest would not spawn a chest - Fixed an issue when being prompted to reset GlobalData, it would not properly reset until game was restarted - Fixed a softlock in Multiplayer if undoing Scoundrel's Thief's Knack T after a trap was selected to be disarmed - Fixed having to activate Cragheart's Stone Pummel bonus, even for non destroyable obstacles - Fixed some issues with JotL DLC text when Windows is set to Turkish language - Fixed an issue in the JotL campaign scenario 5 (and other similar...) Blood Tumor 'heal for damage dealt' ability was incorrectly healing for each target when no damage was dealt - Fixed an issue with Angry Face ability Expose, spam clicking on the icon could result in an error - Fixed an issue in Multiplayer in very specific circumstances it was possible for client to join the session when the Round had already started resulting in a desync - Fixed an issue with shielding damage, for example with Brute's Warding Strength active, take 1 damage, block1 with Hide Armor, a charge from Warding Strength & Hide Armor would incorrectly be used (forced to use both shields even though only 1 damage taken) - Fixed an issue with the Boots of Speed not being available to use. - Fixed an issue with the item Cloak of Phasing not ending. - Fixed an issue with the Demolitionist radial damage perk using the wrong target. - Fixed an issue where some Obstacles will not be visible after reloading a save - Fixed an issue in Multiplayer if unlocking a Merc from an event while traveling to a scenario - Fix for special rules in scenarios 44 & 84 burn cards to negate damage to another character / ally - Fixed being able to Push / Pull certain obstacles when a Push / Pull attack modifier was drawn - Fixed multiple instances of skipping the first push on an ability that targets multiple enemies, incorrectly skipping all remaining Pushes too - Fixed an issue with Cragheart's Rocky End, Range was not correctly being increased after element consumed - Fixed a Multiplayer issue with the item Scroll of power, using this item twice in the same action was not correctly being seen by all players - Fixed a Multiplayer issue if discarding an active ability during the 'take damage phase' from the Wound condition - Fixed Music Note Ability Throw Voice T, players could incorrectly choose targets outside of its specified range - Fixed an issue in JotL Scenario 4 Summons with ranged attacks were focusing on the obstacles immune to ranged attacks - Fixed an issue with a certain JotL Mercenary combo Hatchet & Voidwarden - could not correctly use the Favorite with Gift of the Void's granted attack - Fixed the enhancement slot on Music Note ability Throw Voice B, not displaying correctly on the card - Fixed an issue with player's joining during card selection phase incorrectly seeing other merc's discarded cards which could result in a desync - Fixed a softlock if exhausting on a short rest at start of the round - Fixed a UI issue if selecting a mission in the City while already on a 'Linked quest' on the map, gave the impression that the session could not be progressed without reloading the save - Fixed a desync in multiplayer if a client joins part way through retirement. - Fixed an issue with Scenario 69 if the mercenary that first loots the doll exhausted. - Fixed an issue with Angry Face The Rising Momentum Doom is only transferring itself and not any other Dooms. - Fixed an issue where Saw can activate and deactivate Prep for Surgery mid movement. - Fixed an issue where Brute Immovable Phalanx can be used mid movement. - Fixed an issue with Voidwarden Signs Of The Void incorrectly staying on as an active bonus if used on a summon. - Fixed an issue with Angry Face Nature's Hunger Bottom + Wound reviving dead enemies. - Fixed an issue with the Add Target mod not working if it was not drawn first with advantage. - Fixed an issue where gold would still appear on the ground if it was looted from a doorway. - Fixed an issue in multiplayer if a client short rests to death