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cover-Darkest Dungeon II

Thursday, June 19, 2025 8:23:01 PM

2.02.78390 - Steadfast Steward's Update - coming_in_hot

Welcome to the fourth build of our Steadfast Steward's Update. Over the next several weeks we will be deploying a new build with many experimental changes that will live on our public beta branches. Please use the in-game feedback tool or join our Discord to let us know your thoughts on these changes. We are trying out many changes and will be doing adjustments weekly. This update features work on the Runaway's Wanderer and Survivor paths, and new battle modifiers.HEROESRUNAWAYWandererBackdraft and Backdraft+ cooldown reverted to 1Backdraft no longer clears Burn from the source targetBackdraft+ damage calculation increased from 75% to 100% of BurnBackdraft+ now clears the Runaway's skill cooldowns on CRITDev Note: Backdraft experiments continue. We often limit high damage potential moves to less frequent use but the constant give and take tick rate of DOTs as the core calculation for this skill's DMG means it's more about timing than spamming, so we decided to return the cooldown to its previous value.Cauterize and Cauterize+ launch ranks increased from 1 2 3 to 1 2 3 4Dragonfly now has 10% Burn RES Piercing when the Runaway has StealthDragonfly+ Burn RES Piercing when the Runaway has Stealth reduced from 20% to 10%Dev Note: Dragonfly is a pretty loaded skill already. We wanted to retain some Stealth synergy but not as potent as the single target options.Firefly and Firefly+ change to the direction of Combo Burn has been revertedFirefly now gains 10% Burn RES Piercing when the Runaway has StealthDev Note: Nice when it worked but it introduced issues with size 2 enemies that we're not inclined to solve with unique, special case rules for Combo consumption. Reverting the change guarantees that the Burn at least always has a target to which it can apply.  Stealth synergy is now available at the base level instead of requiring mastery to get some benefit.Firestarter and Firestarter+ Burn buff reduced from 3 to 2Firestarter and Firestarter+ Use Limits have been removedFirestarter and Firestarter+ Burn buff is now compatible with effects that influence Burn duration and amount such as trinkets or other buffs/debuffsDev Note: We thought we'd try a balancing experiment with Firestarter by making it more readily available (AKA no use limit) at a slightly lower Burn value that could benefit from other influences, such as Physician's Cause of Death or trinkets.Hearthlight and Hearthlight+ are now considered Ranged skillsRansack and Ransack+ no longer spread Burn vs. ComboRansack and Ransack+ no longer ignores 20% Burn RES when the Runaway has StealthRansack now grants 1 Stealth vs. ComboRansack+ now grants 2 Stealth vs. ComboDev Note: After some deliberation, we decided to try positioning Ransack as a sister skill to Run and Hide as a Stealth setup with Forward movement instead of Back, enabling front rank skills such as Dragonfly and Searing Strike to more readily benefit from Stealth synergies.Searing Strike and Searing Strike+ Combo effect has been changed to the random Burn spreadSearing Strike gains +1 Burn when the Runaway has Stealth. This applies to the base Burn and the spread.Searing Strike+ gains +2 Burn when the Runaway has Stealth. This applies to the base Burn and the spread.Searing Strike+ Burn value increased from 2 to 3Dev Note: With Ransack losing the random Burn spread, Searing Strike felt like the right place to gain it. We feel that, between the differences in direct DMG, reach, and how the Stealth synergy interacts with the Combo effect, Searing Strike and Firefly can now serve different purposes. Searing Strike gets bigger spread while Firefly does it more reliably.Smokescreen has had all changes revertedDev Note: We considered making adjustments to base Smokescreen to give it the same cooldown or restricting its ranks, but it's become an integral part of so many kits that we've decided to just leave it as-is on Wanderer.
SurvivorDev Note: The Survivor Path has been retooled to be able to brawl rather than being forced into a support role with mechanics and skills that support an ebb-and-flow of health, alternately drawing fire and disappearing when needed. While Stealth still offers some Burn synergies, it can also be expended in bulk on various skills to sacrifice defense for more immediate gains.If the Survivor's health is still below 75% after receiving any heal, she has a chance to gain Dodge (50%) or Dodge+ (25%)Cauterize is no longer affected by this PathDev Note: Survivor is intended to be more mid-and-front ranks capable as a combatant and not relegated to a support role, so we've decided to normalize the extremely "Wanderer+" Cauterize. There are other skills on this Path to provide additional avenues of healing. Controlled Burn is no longer affected by this PathDragonfly is no longer affected by this PathFirefly is no longer affected by this PathDev Note: These skills were only negatively impacted by the Path previously, having reduced Burn RES Piercing. We further wanted them to match the new Wanderer versions of the skills so that Survivors would still have some Burn options that, in the case of Dragonfly and Firefly, synergized with Stealth rather than expending it in bulk in the fashion of some new Survivor skills.Hearthlight is now a Path skillHearthlight and Hearthlight+ target a single HeroHearthlight and Hearthlight+ launch ranks are 1 2 3Hearthlight and Hearthlight+ target ranks are 1 2 3 4Hearthlight and Hearthlight+ are considered Heal skillsHearthlight and Hearthlight+ have a cooldown of 2Hearthlight and Hearthlight+ require the target to have StealthHearthlight and Hearthlight+ remove all Stealth from the targetHearthlight and Hearthlight+ heal for 10% per Stealth token on the targetHearthlight applies Regen 1 per Stealth token on the targetHearthlight+ applies Regen 2 per Stealth token on the targetHearthlight+ heals 1 Stress per Stealth token on the targetDev Note: The Survivor has a broader recovery option available in her version of Hearthlight, albeit at the cost of somebody's defenses. When mastered, it offers her a way to potentially alleviate some of the stress she's likely to absorb while tanking hits. Despite being a heal, we opted to keep Hearthlight strictly cooldown instead of use limited due to the Stealth cost. There was some consideration to make this purely cost the Survivor's Stealth but there are more interesting synergy options in trinkets, quirks, and other Heroes if it requires the target's Stealth instead. This one might be a bit loaded but it's more difficult to get the maximum effect out of it on other Heroes. We'll see how it goes.Ransack and Ransack+ no longer have innately reduced Burn RES PiercingRansack and Ransack+ no longer spread Burn to a random adjacent monster vs. ComboRansack and Ransack+ now remove all Stealth from the Runaway when used if there are positive tokens on the target that can be stolenRansack DMG reduced from 3-6 to 3-5Ransack now steals 1 positive token per Stealth on the RunawayRansack now ignores Block while the Runaway has StealthRansack+ DMG reduced from 4-8 to 4-7Ransack+ now steals 2 positive tokens per Stealth on the RunawayRansack+ now ignores Block and Dodge while the Runaway has StealthDev Note: Since the Survivor is meant to be more survivable, we felt it appropriate to have Ransack provide a way to reduce enemy tokens while providing her with her own. In order to facilitate stealing the more defensive tokens, Ransack has gained some conditional ignores so that it doesn't consume what you may wish to steal. DMG has been slightly adjusted in accordance with the ignores and new utility.Run and Hide is no longer a Path skillDev Note: Same reason as Cauterize; this was purely a "Wanderer+" version of the skill. Searing Strike and Searing Strike+ no longer have innately reduced Burn RES PiercingSearing Strike and Searing Strike+ have retained their former Wanderer DMG valuesSearing Strike has retained the former Wanderer Burn value of 2, or Burn 4 vs. ComboSearing Strike+ has retained the former Wanderer Burn value of 3, or Burn 6 vs. ComboSearing Strike and Searing Strike+ remove all Stealth from the RunawaySearing Strike and Searing Strike+ gain +50% CRIT per Stealth token on the RunawaySearing Strike and Searing Strike+ increase the duration of the Combo / non-Combo Burn by +1; this explicitly only applies to Searing Strike's BurnDev Note: We wanted to remix the former version of Searing Strike that Survivor had in a way that paired with her melee Stealth consumption for added effect. Is +50% CRIT a lot? Sure, but at a single Stealth token it's no different from a Grave Robber's Combo bonus and at 2 Stealth tokens you're sacrificing a lot of safety for the payoff.Smokescreen is now a Path skillSmokescreen and Smokescreen+ launch ranks changed to 1 2 3Smokescreen is now a self targeting buff instead of an enemy debuff skillSmokescreen and Smokescreen+ move the Runaway Forward 1Smokescreen and Smokescreen+ grant 2 Taunt to the RunawaySmokescreen and Smokescreen+ grant a buff that applies Blind to any monster that attacks the Runaway. This lasts until the start of her next turn.Smokescreen and Smokescreen+ apply 2 Stealth to the Runaway at the start of her next turnSmokescreen cooldown is now 3Smokescreen+ cooldown is now 2Smokescreen+ enhances the buff to apply both Blind and Combo to any monster that attacks the Runaway. This lasts until the start of her next turn.Dev Note: We thought we'd try something a little different with Smokescreen, providing a way for the Runaway to pull hits -- giving her the necessary health runway for her Path passive -- before disappearing to make use of her various Stealth benefits. Depending on timing and maybe a little luck, there's a lot of potential Blind output. In addition, we've added a Forward movement so that she can be sure to be in the front ranks.Plague Doctor TrinketsAnnotated Textbook: Now has Target: Hero: Invert 1 Negative Token (95%) or +1 Stress (5%), +50% Healing Given from Skills when Restoration Item is equipped and Turn Start: Vulnerable when first in turn orderEarly Experiment: Now has +1 Blight when Noxious Item is Equipped, Apply On Crit: Invert 2 Positive Tokens, and Gain When Moved by Enemy: Bleed 1 (15%) or Blight 1 (15%) or Burn 1 (15%)Storage Room Key: Now has Target: Ounce of Prevention Skills: Block Token, Target: Emboldening Vapours Skills: Regen 2, +1 SPD per Medicinal Gear Equipped, and Gain On Miss: -1 SPD (3 Turns)Battle ModifiersDev Note: When looking at Battle Modifiers, we found that 8 was a fairly low number, which led to encountering the same battle modifiers too frequently. We decided to add several new battle modifiers to help add variety. We wanted to keep the buffs and effects relatively simple, and to tap into token interactions and effect triggers that most enemies can take advantage of. In addition to new battle modifiers, we updated several existing battle modifiers to reduce duplicate buffs and reduce frustrating stat buffs.
CurrentAmbush: UnchangedElite Enemies: Removed +1 SPDFrenzied Enemies: Replaced +25% DMG with Combat Start: Strength Token and Gain When Hit: Strength Token (20%)Hale Enemies: Moved +15% Debuff RES to Impervious EnemiesHastened Enemies: Reduced SPD buff from +4 to +2Impervious Enemies: Reduced Stun RES buff from +50% to +25%. Gained +15% Debuff RES from Hale EnemiesInfection Enemies: UnchangedSturdy Enemies: Replaced +25% Max HP with Combat Start: Block+ Token x2NewEntropic Enemies: Turn End: Add 1 Random Token Dev Note: Basically True Entropy for enemiesProwling Enemies: Random Enemy on Combat Start: Stealth Token x2 and +15% CRIT while Stealth Dev Note: Round Start was considered, but we opted to stick with Combat Start for now so it's not persistent throughout the fight which could lead to frustrating moments.Vengeful Enemies: Ally Death: Add 1 Positive Token Dev Note: We're starting with this single line effect for now as it's simple and clear around what's happening, even if it may not be as potent as some want it to be.Intimidating Enemies: Apply On Crit: Weak Token, Vulnerable Token, Knockback 1Dormant Enemies: Combat Start: Daze (33%) and Turn Start: Crit Token when Last in Turn OrderGAMEPLAYUpdate weak token so it is actually a 50% reduction after all other modifiers are applied Dev Note: This is a very experimental change with the hopes to improve the potency and clarity for Weak token effects. There's a lot of knock-ons and risks that come with something like this and we'll be monitoring the impact closely. Similar to the flat damage buff change with Ordainment, we have back up plans to revert if it introduces more problems than it solves. Please try out the change, provide any and all feedback around it, and we hope you enjoy it, even if it's short lived.Adjusted Memory Reroll pricing to be more accurate to full release intention: New prices are 4 > 8 > 16 > 32. Resets on next Altar VisitAdjusting quarter notches and health bar to be more accurate in combatAdded line break to Requires and Ignores lines on enemy academic viewFix issue preventing Memoried heroes from obtaining hero goals again after they have been completedFixed Bounty Hunter immobile in Kingdoms after respawningFixed FACTION Hater quirks not displaying +15% DMG when facing FACTION correctly Added button on hoarder to allow players to see torch tooltipFixed Visit a Shrine of Reflection hero goal never generatingFixed Swine Skulker Academic ViewFixed Daemon's Pull hero goal being generated when Altar of Hope is completedBlessed and Cursed skill assignment now selects from all skills when skill bar isn't fully equippedKnown Issue: If there are already Blessed/Cursed skills, any newly blessed or cursed skills will be randomly selected from all skillsFixed an issue with not being able to close the Dam screen with left clickGamepad: Kingdoms Campaign creation should use default nameGamepad: Error when Quitting Name field on the Profile creation screen in Big Picture modeGamepad: Fixed an issue with complete your Confession focus isn't on the signature button after quickly selecting ConfessionFixed an issue when Memory screen would jump scroll positions when clicking memory slotsFixed Bounty Hunter hero sheet from showing "visit shrines to unlock"Fix for Body of Work's crown VFX disappearing after a skillAct 5 Ordainment buff blight amount applied to attacker when crit reduced from 3 to 1Shambler's Eye: Fixed incorrect Healing Given per Stress debuff, it should be -5% per Stress rather than -10% per StressSpearman: Spear Toss can now target rank 3 or 4 when they have combo, it now ignores Block and has increased crit against targets with combo, and will not apply combo if they have comboWarlord: Paro now applies small horrorFixed it so that other regions should be displayed first when The Mountain is enabled at all InnsCruel Intent: Replaced Gain On Crit: Blind Token with Gain On Non-Crit: Blind Token.Dev Note: Cruel Intent is the most polarizing Cultist trinket around its use and concept, and with enough feedback that we've decided it needs to be adjusted (again). This change is a last attempt at keeping the core concept. Depending on feedback, we'll be considering a complete overhaul to this item.Stealth token icon has been updatedTaunt and Stealth tokens now negate each otherFavorite Toy: Now has +1 Bleed Dealt when Serrated item equipped, +1 Blight Dealt when Noxious item equipped, +1 Burn Dealt when Flammable item equipped.Dev Note: After reviewing feedback during testing, we've decided that Favorite Toy is still too strong compared to other Memories. Since it buffs ALL DOT types, we opted to add a condition that we feel is appropriate thematically and mechanically by adding item equipped conditions based on the respective DOT types. There are still other Memories on our watch list that may be adjusted in a future build.EDIT: Fixed a formatting issue and added a missing Dev note on the experimental weak token change