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Darkest Dungeon II (Switch): all the updates (latest: Secrets of the Coven)

On this page, you will find all there is to know about the various updates for Darkest Dungeon II on Nintendo Switch.

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Darkest Dungeon II – Ver. ??? (Secrets of the Coven)

  • Release date: May 29th/30th 2025
  • Patch notes:

This update brings the following to the game:

  • adds second Kingdoms module, Secrets of the Coven
  • brings a number of community requested additions
    • Kingdoms Inn Storage: Ability to store items at Inns. Currently all Inns have a default of 3 storage slots, and this can be upgraded. Stash trinkets and consumables for your traveling heroes!
    • Kingdoms Sell Items at Hoarder: You can now sell items at Hoarders. Only recovers a small amount of the original value, but it’s still something!
    • Kingdoms Start Option for Paths: New difficulty option (on game setup) for hero path starting options at the crossroads; wanderer, random, or full selection.
    • Path Comparisons: When looking at a path on the crossroads or elsewhere you will see more information to differentiate it from the current active path
    • Kingdoms Party Selection helper: After you select your party you can use Shift+Right Click on other heroes to add or remove them from the Kingdom Map Roster for placement on start.
GENERAL
  • We moved the Cosmetic buttons from the Crossroads to a new tab on the Character sheet. Players can now change cosmetics whenever they are at an Inn or at the Crossroads via the character sheet. Note: You must have unlocked cosmetics first for this tab to be accessible.
  • Escalation 3 Flame drain has been reduced from 33% to 25%
  • Greatly reduced the appearance chance of Gaunt road battles in Escalation 3
  • Cage mounts Inn upgrade moved from advanced to basic wainwright inn upgrades
  • Horns of War Kingdom Event: Removed effect that reduced day count by 1. Increased number of spawned sieges from 1 to 3.
  • Beleaguered Kingdom Event: Updated description to reference all factions not just beastmen
  • All buffs from Hero Upgrades will now appear in the Conditions tab on the Character Sheet
  • Removed Taunt from most random negative token effects. Taunt will still be applied from specific effects such as those from True Entropy.
  • Updated Creature Den story choice that exchanges food for a Blight related debuff to match choice description. The debuff has been changed from enemy reduced blight RES to enemies gain blight 3 on combat start.
  • Added gamepad function so you can now change the Heroes position at Inn Overlay
DIFFICULTY
  • Pure random skill assignment (even the Abomination so you can get all human/beast skills if you are super unlucky)
  • Added Starting Paths option allowing players to start with wanderer paths, random paths, or full selection for their starting hero roster
ITEMS
  • Infernal Flames: Added +15% Candles of Hope bonus
  • Fragile Flame: Now applies 2 random positive buffs in addition to the 3 random negative debuffs. It’s possible to receive a buff and a debuff affecting the same stat that are combined into a single modifier.
  • Orbitoclast: Max Health debuff now only lasts 1 region in confessions and 3 regions in kingdoms
MONSTERS

Creature Den

  • Webber: HP reduced from 12 to 10
  • Webber: Starting Dodge reduced from 2 to 1-2 (50%)
  • Webber: Web Vulnerable reduced from 2 to 1
  • Spitter: HP reduced from 14 to 12
  • Spitter: Starting Dodge+ reduced from 2 to 1-2 (50%)

Cultists

  • Altar: no longer displays “Altar of X” skills in Academic View in Kingdoms mode
  • Altar: fixed an issue with Academic View tool tip for Boneweaving showing an additional empty Target section
  • Cardinal: Hollow Vessel stress damage reduced from 3 to 2
  • Cardinal: Entropic Star DMG increased from 4-7 to 6-8
  • Cardinal: Yawning Void stress damage increased from 1 to 1-2 (25%)

Confession Bosses

  • Lock tokens used by Shackles of Denial are now colored orange instead of blue to properly reflect that they do not interact with skills and effects that can interact with negative tokens, such as Holy Water
QUIRKS
  • Fixed an issue where Fisherfolk Hater effects were not properly applying
  • Fixed an issue where the damage reduction component of Hater quirks was not properly applying
FIXES
  • Highwayman: Fixed an issue where Sharpshot’s Double Tap could trigger Act Outs on the first hit rather than the second, leading to unintended behaviors

Darkest Dungeon II – Ver. 1.04 (Kingdoms)

  • Release date: May 1st/2nd 2025
  • Patch notes:
Kingdoms

“This squalid Kingdom, these corrupted lands. 

They are yours now, and you are bound to them.”

Kingdoms is the culmination of a year-long effort to bring an entirely new, stand-alone game mode to Darkest Dungeon II. Additionally, we’re excited to also launch the Inhuman Bondage DLC simultaneously!

A full description of Kingdoms is beyond the scope of these notes, but a few key points are important to note:

  1. Kingdoms is an all new game mode that is played independently of the standard Confessions mode. Be aware that item unlocks, Hero skill access/upgrades, Inn functionality, are all reset in a Kingdoms campaign, and are accessed in new ways as you play. Your Confession progress is entirely unaffected.
  2. Kingdoms and Confessions progress are largely independent, with only a few exceptions:
    1. Stagecoach skins must be unlocked in Confessions mode before using them in Kingdoms.
    2. Hero palettes and weapon kits must be unlocked in Confessions/Altar of Hope before using them in Kingdoms.

Thank you to our testers!

As with previous large releases, we relied heavily on multiple groups of volunteers who made themselves available to test this update. Your dedication to Darkest Dungeon is humbling to us, and your voluminous feedback and willingness to endure hardships have directly aided us in shaping Kingdoms.

GENERAL NOTES (Confessions and/or Confessions + Kingdoms)

Although the headline feature of this update is the new Kingdoms mode, we have also made a number of balance adjustments, bug fixes, and general improvements to the game as whole, many of which apply to Confessions mode.

 
General Changes:
  • Current hero affinity is now displayed at the inn when using items that effect relationships (i.e. whiskey)
  • Added a new feature to Hero Story Combat encounters. Now when failed players will have the opportunity to retry it once more before having to continue on
  • Updated Pip Highlighting Logic on Character Sheets and Crossroads UI to more accurately display enemy targeting and hero position preference based on skill selection
  • Added New Trophies 
  • General tutorial edits
  • Loot tables have been refactored to support Confessions and Kingdoms
  • Battle configuration tables have been refactored to support Confessions and Kingdoms
  • Increased Field Hospital shop variety
  • Road debris loot tables have been updated
  • Removed torch cost from Shambler interaction choice so it will still show up even if player has low torch already
Ordainment
  • Removed enemy speed buff from ordainment
  • Reduced Act 2 ordainment DMG and Max HP from +40% to +30%
  • Dev Note: further feedback on Ordainment is welcome, as it’s an area we are keeping an eye on
HEROES

BOUNTY HUNTER

  • Bounty Hunter is usable as a non-hirable hero in Kingdoms mode.

Wanderer

  • Wanderer path available exclusively in Kingdoms mode.

Professional

  • Professional path available exclusively in Confessions mode.
  • SPD increased from 3 to 5
  • Bodyguard Guard tokens increased from 2 to 3
  • Bodyguard Block tokens increased from 2 to 3
  • Caltrops is now a back ranks AoE
  • Caltrops DMG increased from 1-3 to 2-3
  • Come Hither DMG increased from 2-4 to 3-5
  • No Escape now ignores Guard
  • No Escape now removes all Guard
  • Uppercut CRIT increased from 5% to 10%

FLAGELLANT

Wanderer

  • Missing with Fester now correctly clears the missed corpse, keeping it consistent with other, similar skills such as Dead of Night

LEPER

Wanderer

  • Break now ignores Blind vs. Combo

Poet

  • Break now ignores Blind vs. Combo

PLAGUE DOCTOR

Wanderer

  • Disorienting Blast no longer has a chance to apply a Weak token
  • Disorienting Blast+ chance of Weak token increased from 25% to 100%
  • Plague Grenade and Plague Grenade+ now have a cooldown of 1
  • Plague Grenade+ CRIT increased from 5% to 10%

Alchemist

  • Plague Grenade and Plague Grenade+ now have a cooldown of 1
ENEMIES

CULTISTS

Exemplar

  • SPD increased from 4 to 6 to account for the loss of Ordainment SPD buff

LOST BATTALION

Dreaming General

  • Tap Root will no longer use The Growth Recedes on corpses

SWINE

  • [COMM] Dev Note: Swine have received a number of adjustments to improve their threat level in a way that better reflects the optional risk-reward nature of the Sluice

Skulker

  • Skulkers have been adjusted to provide a clear expectation of their combat role in each rank
  • HP increased from 15 to 18
  • SPD increased from 4 to 5
  • Now has a low chance to spawn with 1-2 Stealth tokens
  • Innate buff to Blight dealt while Stealthed increased from +2 to +3
  • Fouled Shank Blight increased from 2 to 3
  • Fouled Shank stress increased from 1 to 1-2
  • Fouled Shank launch ranks changed from 3 4 to 4
  • Fouled Shank no longer has a cooldown
  • Fouled Shank chance of disease increased from 15% to 25%
  • Pigsticker DMG increased from 6-9 to 6-10
  • Ragged Hook DMG increased from 3-5 to 4-8
  • Ragged Hook launch ranks changed from 3 4 to 3
  • Ragged Hook now has a 15% chance to inflict disease
  • Skitter can no longer be used while unable to gain Stealth

Skiver

  • HP increased from 20 to 22
  • SPD increased from 3 to 4

Brute

  • HP increased from 40 to 50
  • Stun RES increased from 40% to 60%
  • Now spawns with a buff granting +50% DMG vs. Dazed or Stunned targets
  • Block granted on spawn increased from 1-2 to 2
  • Smash DMG increased from 6-10 to 8-12
  • Smash stress chance increased from 50% to 75%
  • Squeal launch ranks changed from 1 2 to 1
  • Squeal target ranks changed from 1 2 to 1 2 3 4
  • Squeal now hits 2 random targets instead of 1
  • Squeal DMG increased from 4-7 to 6-10
  • Squeal stress damage reduced from 2 to 1-2
  • Squeal now applies Daze

Wilbur

  • HP increased from 48 to 56
  • Stun RES increased from 50% to 75%
  • Obliterate Body now shows the +100% CRIT vs. Combo property in Academic View
  • Obliterate Body DMG increased from 10-14 to 10-16
  • Obliterate Body now has a cooldown of 1, similar to Fulgore’s Combo-targeting skill
  • Obliterate Masses DMG increased from 8-11 to 8-12
  • Obliterate Masses stress chance increased from 50% to 75%
  • Shattering Squeal launch ranks changed from 1 2 to 1
  • Shattering Squeal target ranks changed from 1 2 to 1 2 3 4
  • Shattering Squeal now hits 2 random targets instead of 1
  • Shattering Squeal DMG increased from 6-8 to 8-11

Fulgore

  • Skewer now shows the +100% CRIT vs. Combo property in Academic View

MILITARY BARRICADES

  • Added additional Military Barricade mashes
  • Warlord no longer has mashes with Spiked Barricade

Spiked Barricade and Weapon Rack

  • Ranged Skills DMG Taken buff reduced from -50% to -25%
  • Removed permanent Immobilize token
  • Move RES reduced from immune to 75%

Spearman and Swordsman

  • Debuff RES reduced from 50% to 30%
  • Fixed combo skills applying combo effects to guarding heroes without combo

CHIRURGEON’S TABLE

Chirurgeon

  • HP reduced from 75 to 50
  • Leucotomy now applies Death Armor to Ghouls
  • Now has a second action while alone

Patient

  • HP reduced from 26 to 21
(SPOILERS) CONFESSIONS END BOSSES

CONFESSION 1 BOSS

  • Dev Note: We have slightly adjusted this fight to allow players to engage with some previously blocked tactical options
  • Latch of Regret Move RES reduced from IMMUNE to 30%
  • Bolt of Lamentation Move RES reduced from IMMUNE to 40%
  • Padlock of Wasting Move RES reduced from IMMUNE to 30%
  • Shackle of Despair Move RES reduced from IMMUNE to 10%

CONFESSION 2 BOSS

  • Dev Note: Numerous adjustments have been made to  this fight to help smooth the difficulty transition across Confessions. These changes are intended to allow a wider variety of effective parties and improve available counterplay while also clarifying some of the fight’s mechanics.
  • Body HP reduced from 280 to 250
  • Body Stun RES reduced from 60% to 30%
  • Body Bleed RES reduced from 40% to 30%
  • Body Blight RES reduced from 40% to 30%
  • Body Burn RES reduced from 40% to 30%
  • Body Debuff RES reduced from 30% to 20%
  • Front Lung Debuff RES reduced from 10% to 0%
  • Back Lung Debuff RES reduced from 10% to 0%
  • Death Armor reduced from 3 to 2
  • Threshold for initial access to Deep Breath lowered from 70% HP to 50% HP
  • Threshold for continuous Deep Breath use lowered from 30% to 20%
  • Sundering Exhalation with 1 Breath token DMG reduced from 10-20 to 8-16
  • Sundering Exhalation with 2 Breath tokens DMG reduced from 20-30 to 12-20
  • Sundering Exhalation with 1 Breath token Stress reduced from 2 to 1
  • Sundering Exhalation with 2 Breath tokens Stress reduced from 3 to 2
  • Sundering Exhalation CRIT chance reduced from 5% to 0%; it can still CRIT via outside influences such as CRIT tokens
  • Sundering Exhalation with 2 Breath tokens no longer grants a permanent increase in Burn dealt
  • Sundering Exhalation Academic View description updated for clarity
  • When destroying one of the Lungs, a visible buff is now added to the main body to make it clear that the targeting capabilities of certain skills have been improved
  • Wrath and Rancor CRIT reduced from 20% to 10%
  • Wrath and Rancor Stress reduced from 2 to a range of 1-2
  • Hysteria no longer has a low chance of applying Shuffle
  • Blind Rage Blind tokens reduced from 2 to 1
  • Blind Rage no longer grants Block+
  • Blind Rage no longer primes Combo
  • Blind Rage no longer gains +50% DMG below 50% HP for clarity
  • Blind Rage DMG increased from 4-7 to 6-8
  • Threshold for use of Dying Light raised from 50% HP to 70% HP
  • Dying Light has been redesigned to focus on Horror and Knockback, and no longer interacts with Combo or damages the Torch
  • Dying Light target ranks changed from 1 2 3 4 to 1 2
  • Dying Light cooldown has been increased from 1 to 2

CONFESSION 5 BOSS

  • Fixed an issue with Strange Axis having a very slim chance of not inverting all tokens on the target
ITEMS
  • Reduced cost of Vague trinkets from 10 to 5 Baubles
  • Healing Salve: No longer considered a common item in loot tables
  • Thrilling Tablet: Effects now check for Missing Ally rather than Missing Hero
  • Chalk Dust: Added -10% Debuff RES (3 Turns)
  • Shred of Decency: Added -33% Debuff RES (3 Turns) and no longer requires target to have Worship.
  • Grim Mask: Flame threshold for above and below updated from 40 to 50
  • Bone Mallet: Added If target has Daze: +25% DMG. Flame threshold updated from 40 to 50
  • Rousing Ringer: Replaced If any Enemy Team has Daze: +25% Debuff Res with If target has Daze: +33% Debuff RES Piercing. Flame threshold updated from 40 to 50
  • Covert Cloak: Flame threshold updated from 40 to 50
  • Goading Gargoyle: Flame threshold updated from 40 to 50
  • Pig Sticker: Flame threshold updated from 40 to 50
  • Staggering Striker: Flame threshold updated from 40 to 50
  • Searing Scripture: Steal Negative token and Combo on Endure Skills changed to Target Hero
  • His Prison: Replaced +10% Negative Banter with -20% Blight RES
  • Inert Indicia: Removed Gain when Hit with Stun/Daze buff. Added +100% Stun RES. On Stun/Daze resist now provides an additional positive token and regen 2
  • Charred Litany: Replaced +3 Burn Dealt and -2 Burn Duration Dealt with Apply to Attacker when Hit: Burn 1 and If target has Burn: +20% Stun RES Piercing.
  • Dark Impulse (Stress RES): Replaced stress damage effect 25% chance to deal 1 DMG with 10% chance to apply Horror 1
  • Holy Hymnal: Replaced If has Consecration: +25% Max HP (1 Region) with Turn Start: If has Consecration: -1 Stress (1 Region)
  • Impermeable Poultice: Now appears correctly in certain loot tables
QUIRKS
  • New quirk: Last Stand (bonus tokens if last ally alive)
  • Converted quirk Sluice Scrounger to Chthonic Scrounger so it will now function in the Sluice and the Catacombs
  • Converted quirk Sluice Tactician to Chthonic Tactician so it will now function in the Sluice and the Catacombs
  • Converted quirk Swine Slayer to Chthonian Slayer so it will now function in the Sluice and the Catacombs
  • Converted quirk Swine Hater to Chthonian Hater so it will now function in the Sluice and the Catacombs
  • Converted quirk Swine Fearing to Chthonian Fearing so it will now function in the Sluice and the Catacombs
  • Breacher story choices: changed from a STR benefit to a CRIT benefit because breacher already conferred str bonuses
GAMEPLAY UPDATES AND FIXES
  • Numerous bug fixes
  • The temporary Stun RES buff received after being stunned has been increased from +40% to +50%. This applies to Heroes and monsters alike.
  • Fixed Newborn Mutation tooltip description to clarify 33% chance to gain a Block token when hit, not on hit
 
BINDING BLADE DLC

DUELIST

Intrepide

  • Fixed an issue with Disengage+ unintentionally granting Guard to corpses

Fixes and Updates

  • Fix attempt for missing Warlord mini-map icon
  • Fieldstone: Turn End Stress reduced from +2 to +1

Darkest Dungeon II – Ver. 1.04 (Darkside of the Mountain)

  • Release date: October 15th 2024 (North America, Europe) / October 16th 2024 (Japan)
  • Patch notes:
General:
  • Added Gamma Slider to adjust darkness
  • Added Traditional Chinese localization
Man-at-Arms

Wanderer

The Wanderer Path has been adjusted to provide a more balanced arrangement of tanking, support, and offensive options

  • Bellow SPD debuff reduced from -3 to -2
  • Bellow+ SPD debuff reduced from -5 to -3
  • Courageous Abandon has been reworked to improve access to the DMG cap, flexibility, and thematic tone
  • Courageous Abandon and Courageous Abandon+ target ranks increased from 1 to 1 2
  • Courageous Abandon and Courageous Abandon+ cooldown removed
  • Courageous Abandon and Courageous Abandon+ now require at least 1 Block or Block+ token to use
  • Courageous Abandon DMG increased from 3-6 to 6-8
  • Courageous Abandon passive buff DMG range adjusted from 9-18 to 12-16
  • Courageous Abandon+ DMG increased from 5-7 to 8-10
  • Courageous Abandon+ passive buff DMG range adjusted from 15-21 to 16-20
  • Courageous Abandon and Courageous Abandon no longer gain discrete DMG bonuses from different types of Block tokens
  • Courageous Abandon and Courageous Abandon+ now gains +100% DMG if you have 2 or more Block or Block+ tokens in any combination
  • Courageous Abandon+ now grants Execution 2 when used with 3 or more Block or Block+ tokens in any combination
  • Courageous Abandon and Courageous Abandon+ now prevent Block gain for 2 turns after use
  • Command+ cooldown increased from 0 to 1
  • Command+ Strength tokens increased from 1 to 2
  • Defender and Defender+ now have a cooldown of 1
  • Hold The Line+ Immobilize tokens increased from 1 to 2
  • Stand Fast and Stand Fast+ now grant 2 Taunt tokens
  • Stand Fast+ no longer clears Combo
  • Stand Fast cooldown increased from 2 to 3 to better match Leper’s Withstand
  • Stand Fast+ cooldown increased from 1 to 3 to better match Leper’s Withstand
  • Fixed an issue with Strategic Withdrawal not correctly providing Death’s Door effects if the skill missed

Sergeant

The Sergeant Path has been reworked to provide more direct access to support options and improve viability for back rank placement

  • Sergeant no longer has a chance to grant +50% Bleed/Blight/Burn RES to an ally on turn start
  • Sergeant no longer grants +100% innate Move RES
  • Crush, Rampart, Hold the Line, Courageous Abandon, and Strategic Withdrawal no longer have reduced DMG on this Path
  • Bolster is no longer affected by this Path
  • Bellow and Bellow+ now target all Heroes that are ahead of the Man-at-Arms in the lineup instead of all enemies
  • Bellow and Bellow+ launch ranks changed from 1 2 3 4 to 2 3 4 accordingly
  • Bellow and Bellow+ are no longer considered Ranged skills
  • Bellow and Bellow+ can no longer CRIT
  • Bellow and Bellow+ no longer debuff SPD or remove CRIT and Riposte tokens
  • Bellow and Bellow+ cooldown increased from 1 to 2
  • Bellow and Bellow+ now provide a +3 SPD buff to all targets
  • Bellow+ now removes 1 Negative token from all targets
  • Command+ cooldown increased from 0 to 1
  • Command and Command+ can now self-target
  • Command and Command+ no longer clear Blind
  • Command and Command+ no longer grant Strength
  • Command and Command+ now grant a buff to target Hero that causes their next successful hit to apply Combo to all struck targets; this buff remains until a successful hit is registered or the battle ends
  • Command+ now grants a Speed token
  • Crush and Crush+ launch ranks adjusted from 1 2 to 2 3 4
  • Crush and Crush+ target ranks reduced from 1 2 3 to 1 2
  • Crush and Crush+ no longer heal the MAA when hitting a target with Combo
  • Crush and Crush+ now provide an unconditional 2 point heal to all Heroes ahead of the MAA when hitting a target with Combo
  • Crush+ now grants 1 Immobilize to the Man-at-Arms when used
  • Retribution+ cooldown increased from 1 to 2
  • Retribution and Retribution+ now target all Heroes ahead of the Man-at-Arms in the lineup
  • Retribution now grants a Strength token to any target under 75% health
  • Retribution+ now grants a Strength token to any target under 100% health
  • Retribution+ now grants a CRIT token to any target under 25% health
  • Stand Fast and Stand Fast+ launch ranks changed from 1 2 to 1 2 3 4
  • Stand Fast and Stand Fast+ can now target any ally, including the Man-at-Arms
  • Stand Fast and Stand Fast+ no longer grant Block tokens or a recurring Block buff
  • Stand Fast+ cooldown increased from 1 to 2
  • Stand Fast now grants +30% Bleed/Blight/Burn RES for 3 turns
  • Stand Fast now grants +35% Move RES for 3 turns
  • Stand Fast+ now grants +50% Bleed/Blight/Burn RES for 3 turns
  • Stand Fast+ now grants +70% Move RES for 3 turns

Bulwark

The Bulwark Path has been reworked to better define its identity as a control tank rather than a soak tank

  • Bulwark no longer penalizes Crush DMG
  • Bellow and Bellow+ no longer debuff target SPD
  • Bellow and Bellow+ CRIT values have been removed accordingly
  • Bellow and Bellow+ now remove all Strength tokens from targets
  • Bellow+ cooldown has been removed
  • Hold the Line and Hold the Line+ no longer apply Immobilize to the Man-at-Arms to make him more performant in dance comps
  • Hold the Line and Hold the Line+ no longer innately pierce 10% Stun RES
  • Hold the Line+ no longer inflicts Stun vs. Combo
  • Hold the Line+ CRIT increased from 10% to 15%
  • Hold the Line and Hold the Line+ now inflict Stun if the MAA has 2+ Block or Block+ tokens in any combination
  • Hold the Line and Hold the Line+ now consume 2 Block or Block+ tokens (prioritizing Block) if the Stun threshold is met
  • Hold the Line+ now grants +30% Stun RES piercing if the MAA has 3+ Block or Block+ tokens in any combination
  • Hold the Line+ consumes an additional Block or Block+ tokens (prioritizing Block) if the Stun RES piercing threshold is met
  • Hold the Line+ now grants 1 Block+ instead of 2 Block
  • Hold the Line DMG has been reset to its normal base of 3-6 to counterbalance the improved stun capabilities
  • Hold the Line+ DMG has been reset to its normal base of 4-7 to counterbalance the improved stun capabilities
  • Rampart+ no longer inflicts Stun vs. Combo
  • Rampart and Rampart+ no longer inflict Daze
  • Rampart and Rampart+ no longer innately pierce 10% Stun RES
  • Rampart and Rampart+ now inflict 2 Immobilize if the MAA has 2+ Block or Block+ tokens in any combination
  • Rampart and Rampart+ now consume 2 Block or Block+ tokens (prioritizing Block) if the Immobilize threshold is met
  • Rampart+ now grants +30% Move and Debuff RES piercing if the MAA has 3+ Block or Block+ tokens in any combination
  • Rampart+ consumes an additional Block or Block+ tokens (prioritizing Block) if the Move and Debuff RES piercing threshold is met
  • Rampart+ knockback increased from 1 to 2
  • Rampart DMG has been reset to its normal base of 3-5 to counterbalance the improved control capabilities
  • Rampart+ DMG has been reset to its normal base of 4-6 to counterbalance the improved control capabilities
  • Rampart+ CRIT increased from 5% to 10%
  • Riposte now has a 33% chance to inflict Daze on the target
  • Stand Fast and Stand Fast+ launch ranks increased from 1 2 to 1 2 3 4
  • Stand Fast and Stand Fast+ no longer apply Taunt on this Path, making it easier to generate needed Block tokens to fuel Rampart / Hold the Line without drawing attention
  • Stand Fast+ still clears Combo like the old Wanderer version, helping to avoid drawing attention
  • Stand Fast+ cooldown increased from 1 to 2

Vanguard

The Vanguard Path has been reworked to expand its combat options in ways better suited to the Path’s theme of sacrificing defense for offense

  • Vanguard no longer grants +20% HP
  • Vanguard no longer penalizes Bleed/Blight/Burn RES by 20%
  • This Path no longer affects Crush
  • Courageous Abandon and Courageous Abandon+ launch ranks changed from 1 to 1 2
  • Courageous Abandon and Courageous Abandon+ target ranks increased from 1 to 1 2
  • Courageous Abandon and Courageous Abandon+ no longer pierce Block
  • Courageous Abandon and Courageous Abandon+ do not gain +DMG bonuses from Block tokens on this Path
  • Courageous Abandon and Courageous Abandon+ do not remove or prevent the MAA from acquiring Block tokens on this Path
  • Courageous Abandon and Courageous Abandon+ base DMG adjusted to 4-6
  • Courageous Abandon CRIT chance reduced from 10% to 5%
  • Courageous Abandon+ CRIT chance reduced from 20% to 15%
  • Each use of Courageous Abandon increases the DMG of the skill by 2 for the remainder of the battle; this stacks up to 3 times
  • Each use of Courageous Abandon decreases the Vanguard’s max HP by 6 for the remainder of the battle; this stacks up to 3 times
  • Each use of Courageous Abandon+ increases the DMG of the skill by 2 for the remainder of the battle; this stacks up to 5 times
  • Each use of Courageous Abandon+ decreases the Vanguard’s max HP by 4 for the remainder of the battle; this stacks up to 5 times
  • Riposte DMG on this Path has been reset from 4-7 to its base value of 3-5
  • Each use of Riposte increases the DMG of the skill by 1 for the remainder of the battle; this stacks up to 5 times
  • Each use of Riposte reduces the Vanguard’s Bleed/Blight/Burn RES by 8% for the remainder of the battle; this stacks up to 5 times
  • Bellow and Bellow+ are now self-target skills; all previous effects have been removed
  • Bellow and Bellow+ are no longer considered Ranged skills accordingly
  • Bellow and Bellow+ no longer have CRIT values
  • Bellow and Bellow+ apply 2 stack of the Courageous Abandon buff and debuff when used
  • Bellow and Bellow+ apply 2 stack of the Riposte buff and debuff when used
  • Bellow deals 2 point of Stress damage to the Man-at-Arms
  • Bellow+ deals 1 points of Stress damage to the Man-at-Arms
  • [Comm] Bellow+ will suppress Courageous Abandon or Riposte debuffs for 4 turns if activated when the relevant debuff stack is at its limit
  • Buff/debuff stacks granted by Bellow will not exceed the stack limits determined by the individual skills (i.e. 3 stacks for Courageous Abandon, 5 stacks for Courageous Abandon+, 5 stacks for Riposte)
  • Bellow and Bellow+ will not grant any buff/debuff stacks for Courageous Abandon if the skill is not equipped.  Riposte is always considered to be equipped.
  • Stand Fast and Stand Fast+ launch ranks increased from 1 2 to 1 2 3
  • Stand Fast cooldown increased from 2 to 3
  • Stand Fast+ cooldown increased from 1 to 3
  • Stand Fast and Stand Fast+ no longer generate Block or Taunt tokens
  • Stand Fast and Stand Fast+ now remove all Vanguard (Courageous Abandon, Riposte) buffs and debuffs when used
  • Stand Fast and Stand Fast+ now heal 10% for every 2 Vanguard buffs removed, to a maximum of 50% at 10 stacks (5x Courageous Abandon, 5x Riposte)
  • Stand Fast+ now heals 1 Stress for every 2 Vanguard debuffs removed, to a maximum of 5 (5x Courageous Abandon, 5x Riposte)

Trinkets

  • Price of Pride: Replaced Bellow Skill: Stun Token (10%) with Self: Rampart Skill: Riposte Token
  • Standard of the Ninth: Removed Gain On Miss: If Rank = 1 Weak Token and Courageous Abandon Skill: +50% CRIT. Added Apply to Attacker When Hit: Remove 1 Positive Token and Gain when Crit: Weak Token
  • Undeserved Commendation: Reworked to Target: Heroes: Crit Token (10%), Command Skill: Block Token & Taunt Token, Apply On Miss: All Allies Behind: +1 Stress
Jester
  • Finale and Finale+ are now considered Ranged skills on all Paths

Wanderer

The Wanderer retains his previous identity as a flexible unit with some improved support and increased rank manipulation options

  • Battle Ballad and Battle Ballad+ target ranks increased from 2 3 4 to 1 2 3 4
  • Battle Ballad and Battle Ballad+ now have a cooldown of 1
  • Battle Ballad+ no longer clears Combo
  • Battle Ballad+ now provides an additional Strength token in the event that it doesn’t land the 15% chance of a CRIT token, so it will always provide 2 tokens instead of only a chance of 2
  • Battle Ballad+ forward movement increased from 1 to 2 ranks
  • Encore and Encore+ now apply 2 Bleed to the target (formerly the Intermezzo version of this skill, now the default version)
  • Finale and Finale+ DMG bonus vs. Combo reduced from +100% to +50%
  • Finale and Finale+ cooldown increased from 2 to 3
  • Finale now heals 1 Stress if it kills the target
  • Finale+ now heals 2 Stress if it kills the target
  • Finale+ now has an Execution value of 1
  • Harvest+ CRIT chance increased from 5% to 10%
  • Play Out and Play Out+ target ranks increased from 1 2 3 to 1 2 3 4
  • Play Out+ movement increased from Back 1 to Back 2

Virtuoso

The Virtuoso Path has been reworked as a stress management specialist with a variety of team-supporting Encore effects

  • This Path no longer gains additional HP or SPD
  • This Path no longer penalizes Bleed, Blight, or Burn RES
  • This Path no longer randomly applies a +100% Stress RES buff to allies
  • Encore has been reworked into a unique version for this Path
  • Encore and Encore+ launch ranks increased from 3 4 to 1 2 3 4
  • Encore and Encore+ move the Jester back 2 ranks when used
  • Encore and Encore+ no longer have a cooldown
  • Encore and Encore+ no longer provide an Extra Action
  • Encore and Encore+ now target all allies, excluding the Jester
  • Encore now has a Use Limit of 2x per battle
  • Encore+ now has a Use Limit of 4x per battle
  • Encore and Encore+ receive unique bonuses from Battle Ballad, Echoing March, Inspiring Tune, Play Out, and Solo
  • Encore and Encore+ clear all “Next Encore” buffs when used
  • “Next Encore” buffs provided by the above skills will only be applied if Encore is equipped
  • Battle Ballad and Battle Ballad+ on this Path match the Wanderer version with the following exceptions:
  • Battle Ballad+ does not increase the number of ranks it moves the target
  • Battle Ballad causes the next Encore to grant Strength to all targets
  • Battle Ballad+ causes the next Encore to grant Strength (85%) or CRIT (15%) to all targets
  • Echoing March and Echoing March+ have been reworked as knockback skills
  • Echoing March and Echoing March+ target ranks adjusted from 2 3 4 to 1 2 3
  • Echoing March pull 1 changed to knockback 1
  • Echoing March debuff of Turn Start: pull 1 changed to Turn Start: knockback 1
  • Echoing March+ pull 2 changed to knockback 2
  • Echoing March+ debuff of Turn Start: pull 2 changed to Turn Start: knockback 1
  • Echoing March causes the next Encore to grant +2 SPD for 3 turns
  • Echoing March+ causes the next Encore to grant +3 SPD for 3 turns
  • Finale and Finale+ DMG bonus vs. Combo reduced from +100% to +50%
  • Finale and Finale+ cooldown increased from 2 to 3
  • Finale has a 50% chance per ally to heal 1 Stress if it kills the target
  • Finale+ has a 67% chance per ally to heal 1 Stress if it kills the target
  • Inspiring Tune+ no longer removes Horror
  • Inspiring Tune+ grants +100% Stress RES for 2 turns if the target has 7 or more Stress
  • Inspiring Tune causes the next Encore to grant +25% Stress RES to all targets for 2 turns
  • Inspiring Tune+ causes the next Encore to grant +33% Stress RES to all targets for 2 turns
  • Play Out and Play Out+ on this Path match the Wanderer version with the following exceptions:
  • Play Out+ does not increase the number of ranks it moves the target
  • Play Out and Play Out+ cause the next Encore to grant Block to all targets
  • Play Out+ causes the next Encore to clear Combo from all targets
  • Solo and Solo+ launch ranks increased from 3 4 to 2 3 4
  • Solo and Solo+ now target all enemies who have Combo
  • Solo and Solo+ no longer have a cooldown
  • Solo and Solo+ forward movement reduced from 3 to 2
  • Solo no longer applies Combo
  • Solo applies a random (weighted) Negative token to all enemies with Combo and consumes the Combo
  • Solo+ re-applies the Combo to all targets
  • Solo+ 2x Dodge+ tokens have been reduced to 2x Dodge
  • Solo now has a native CRIT chance of 5% and benefits from CRIT tokens
  • Solo+ now has a native CRIT chance of 10% and benefits from CRIT tokens
  • Solo causes the next Encore remove 1 Negative token (67% chance) from all targets
  • Solo+ causes the next Encore to remove 1 Negative token from all targets

Soloist

The Soloist Path has been reworked to focus on direct damage and self-sustainability via craftable Finale effects

  • This Path no longer penalizes HP
  • This Path no longer penalizes SPD
  • This Path increases the DMG of the next Finale by +2 whenever the Jester is missed by an attack, to a maximum of 3 stacks
  • This Path increases the DMG of melee skills by +1 until the end of combat whenever the Jester is missed an attack, to a maximum of 3 stacks
  • This Path no longer affects Razor’s Wit, Fade to Black, or Slice Off
  • Finale and Finale+ DMG returned to Wanderer values
  • Finale and Finale+ DMG bonus vs. Combo reduced from +100% to +50%
  • Finale and Finale+ no longer have a cooldown
  • Finale and Finale+ backwards movement reduced from 3 to 2
  • Finale and Finale+ now have a Use Limit of 3x per battle
  • Finale and Finale+ receive unique bonuses from Battle Ballad, Harvest, and Play Out
  • “Next Finale” buffs provided by the above skills will only be applied if Finale is equipped
  • Finale and Finale+ consume all “Next Finale” and “Melee DMG” buffs when used
  • Finale and Finale+ store all consumed buffs as “Last Finale” buffs if Encore is equipped; these buffs are inactive and provide no benefit on their own
  • Encore has been reworked into a unique version for this Path
  • Encore and Encore+ no longer provide an Extra Action
  • Encore and Encore+ launch ranks increased from 3 4 to 1 2 3 4
  • Encore has a cooldown of 4
  • Encore+ has a cooldown of 2
  • Encore and Encore+ are now self-target skills
  • Encore and Encore+ restore all inactive “Last Finale” buffs to their active “Next Finale” state; this includes any stored “Melee DMG” stacks
  • “Last Finale” bonuses for Finale DMG and Melee DMG will be added to any active stacks (up to the 3 stack cap) rather than replacing them during restoration
  • Encore and Encore+ now move the Jester forward 1
  • Encore+ now grants a Speed token
  • Battle Ballad and Battle Ballad+ on this Path match the Wanderer version with the following exceptions:
  • Battle Ballad+ does not increase the number of ranks it moves the target
  • Battle Ballad causes the next Finale to ignore Blind tokens
  • Battle Ballad+ causes the next Finale to Ignore Dodge and Blind tokens
  • Harvest DMG increased from 3-4 to 3-5
  • Harvest CRIT reduced from 15% to 5%
  • Harvest+ DMG increased from 3-5 to 4-6
  • Harvest+ CRIT reduced from 15% to 10%
  • Harvest and Harvest+ launch ranks increased from 2 3 to 1 2 3
  • Harvest and Harvest+ no longer innately pierce Bleed RES
  • Harvest and Harvest+ no longer inflict Bleed
  • Harvest heals the Jester for 10% per Bleeding target hit
  • Harvest+ heals the Jester for 15% per Bleeding target hit
  • Harvest causes the next Finale to grant the Jester a 20% heal
  • Harvest+ causes the next Finale to grant the Jester a 30% heal
  • Play Out and Play Out+ on this Path match the Wanderer version with the following exceptions:
  • Play Out+ does not increase the number of ranks it moves the target
  • Play Out causes the next Finale to ignore Guard tokens
  • Play Out+ causes the next Finale to ignore Block and Guard tokens
  • Solo has been reworked as a risk/reward tanking skill
  • Solo and Solo+ launch ranks increased from 3 4 to 2 3 4
  • Solo and Solo+ are now self-target skills
  • Solo and Solo+ no longer apply Combo
  • Solo and Solo+ no longer grant Speed
  • Solo and Solo+ cooldown increased from 1 to 2
  • Solo and Solo+ now grant 2x Taunt tokens

Intermezzo

The Intermezzo Path has been refined to further emphasize its focus on Bleed and unpredictable support

  • Battle Ballad and Battle Ballad+ retain the former Wanderer target ranks of 2 3 4
  • Battle Ballad+ no longer clears Combo
  • Battle Ballad and Battle Ballad+ can no longer apply Dodge+ or Block tokens
  • Battle Ballad’s (weighted) random bonus token list has been adjusted to select from Strength, CRIT, or Speed tokens
  • Battle Ballad+ adds a 5% jackpot chance of Extra Action to that list and increases the weighting of CRIT
  • Echoing March no longer applies the “On Move: Bleed” debuff when unmastered
  • Echoing March+ pull reduced from 2 to 1 to maximize value from the “On Move: Bleed” debuff
  • Echoing March+ continuous pull debuff reduced from 2 to 1 for the same reason
  • Echoing March+ now only rolls a single Debuff RES check when applying both debuffs; either both will apply or both will be resisted
  • Encore and Encore+ are no longer affected by this Path as the former Intermezzo version is the new default
  • Finale and Finale+ cooldown increased from 2 to 3
  • Finale and Finale+ DMG bonus vs. Combo reduced from +100% to +50%
  • Finale+ now deal an additional +50% DMG vs. a Bleeding target
  • Inspiring Tune and Inspiring Tune+ target ranks increased to full party AoE
  • Inspiring Tune and Inspiring Tune+ cooldown increased from 1 to 2
  • Inspiring Tune stress heal reduced from 2 to 1
  • Inspiring Tune+ stress heal reduced from 3 to 1
  • Inspiring Tune+ no longer grants a +20% Stress RES buff
  • Inspiring Tune+ no longer removes Horror
  • Inspiring Tune targets all Heroes with 5+ Stress
  • Inspiring Tune heals 1 Stress on all targets, plus an additional 1 Stress if the target has Bleed
  • Inspiring Tune+ expands targeting to any Hero with 5+ Stress or Bleed
  • Inspiring Tune+ separately heals 1 Stress if the target is Bleeding and 1 Stress if the target has 5+ Stress, allowing minor Stress healing of targets who are under the normal Stress threshold
  • Inspiring Tune and Inspiring Tune+ Bleed decreased from 2 (3 Turns) to 1 (3 Turns) to account for its AoE nature
  • Play Out and Play Out+ retain the former Wanderer target ranks of 1 2 3
  • Play Out+ retains the former Wanderer backward move value of 1
  • Play Out+ no longer clears Combo
  • Play Out and Play Out+ can no longer apply Strength or CRIT tokens
  • Play Out’s (weighted) random bonus token list has been adjusted to select from Block, Dodge, or Speed tokens
  • Play Out+ improves those to Block+, Dodge+, Speed, or a jackpot 100% heal; this heal has no threshold
  • Solo and Solo+ no longer grant Speed
  • Solo and Solo+ now have an innate 5% CRIT chance to support Bleed application

Trinkets

  • Busker’s Haul: Overhauled to have Target: Hero: Dodge (20%), Target: Play Out Skills: Remove1 Negative Token, Target: Battle Ballad Skills: Turn Start: Forward 1 (1 Turns), and Turn End: If Relics in inventory < 25: +1 Stress (25%)
  • Royal Summons: Removed Target: Play Out Skills: Remove 1 Negative Token and Turn End: If Rank = 4: Add 1 Taunt Token. Added Gain On Crit:All Allies Behind: Add 1 Positive Token and Gain When Hit: Forward 1
  • Severed Finger: Replaced Slice Off Skills: +2 Bleed Dealt with Round Start: If Bleed: Add 1 Positive Token. Changed +1 Bleed Received to +1 Bleed Duration Received.
Vestal

Adjustments have been made to improve some skill synergies and make certain effects more accessible

Wanderer

  • Divine Grace HP threshold increased from 25% to 33%
  • Divine Grace base healing value reduced from 25% to 20%
  • Divine Grace+ now gains +10% chance to CRIT heal at 3x Conviction in addition to the +10% Healed
  • Hand of Light launch ranks increased from 1 2 to 1 2 3
  • Illumination and Illumination+ now inflict Daze
  • Illumination and Illumination+ now have an innate 5% CRIT chance and can consume CRIT tokens
  • Mantra and Mantra+ can now be used from all ranks
  • Mantra now benefits from Conviction
  • Mantra now gains +10% healed, for a total of 20%, at 2x Conviction
  • Mantra now gains an additional +10% healed, for a total of 30%, at 3x Conviction
  • Mantra+ heal bonus at 2x Conviction has been increased from +10% to +20%
  • Mantra+ tooltip format corrected to be consistent with Divine Grace’s Conviction presentation

Chaplain

  • Path Seal description has been updated
  • Now has a 60% chance to receive an additional Conviction token when being CRIT
  • Hand of Light DMG increased from 1-2 to 2-3 to match Wanderer
  • Hand of Light+ DMG increased from 1-2 to 3-4 to match Wanderer
  • Ministrations is now a Path skill
  • Ministrations launch ranks changed from 3 4 to 1 2
  • Mantra and Mantra+ cooldown increased from 1 to 2
  • Mantra and Mantra+ no longer require that a target has Guard
  • Mantra is now a self-target skill
  • Mantra now benefits from Conviction
  • Mantra now gains +10% healed, for a total of 20%, at 2x Conviction
  • Mantra now heals 2 Stress at 3x Conviction
  • Mantra+ base heal reduced from 15% to 10%
  • Mantra+ heal bonus at 2x Conviction increased from +10% to +20%
  • Mantra+ will additionally target any Heroes with Guard, applying Mantra effects at half strength to them
  • Mantra+ tooltip format corrected to be consistent with Divine Grace’s Conviction presentation

Confessor

  • Updated Confessor Conviction token description to use “RES Piercing” language instead of “Chance”
  • Updated Confessor Path Seal text to use “RES Piercing” language instead of “Chance”
  • Hand of Light launch ranks changed from 1 2 to 2 3
  • Hand of Light+ DMG increased from 1-2 to 2-3
  • Judgement DMG slightly increased from 3-5 to 4-6
  • Judgement+ DMG slightly increased from 4-7 to 5-8
  • Judgement+ CRIT increased from 5% to 10%
  • Judgement Weak tokens at 2x Conviction increased from 1 to 2
  • Judgement now also inflicts Daze at 3x Conviction
  • Judgement+ now also inflicts Stun at 3x Conviction
  • Mantra and Mantra+ can now be used from all ranks
  • Mantra and Mantra+ cooldown increased from 0 to 3
  • Mantra and Mantra+ no longer interact with Consecrations
  • Mantra and Mantra+ now target any Heroes with a Negative token
  • Mantra now benefits from Conviction
  • Mantra now removes 2 Negative tokens at 2x Conviction
  • Mantra now gains +10% healed, for a total of 20%, at 3x Conviction
  • Mantra+ now removes 3 Negative tokens at 2x Conviction
  • Mantra+ now gains +15% healed, for a total of 25%, at 3x Conviction
  • Mantra+ tooltip format corrected to be consistent with Divine Grace’s Conviction presentation

Trinkets

  • Icon of the Light: Changed +2 Regen Dealt while in Rank 4 to +1 Regen Dealt or +2 Regen Dealt when Flame is 100. Changed Melee Skills: -50% DMG to Gain When Crit: Flame -5 (66%).
  • Profane Scroll: Reworked to +1-2 DMG, If Flame < 50: +30% Stun RES Piercing, Self: Ally Behind: Hand of Light Skill: Guard x2, Gain On Miss: +1 Stress (25%)
HEROES
Flagellant
  • Fixed an issue preventing Fester and Fester+ from being affected by Blight amount/duration/RES Piercing buffs and debuffs
Runaway
  • Firefly and Firefly+ Combo effect now correctly applies to an adjacent monster even if the target dies
  • Ransack and Ransack+ Combo effect now correctly applies to an adjacent monster even if the target dies
  • Fixed an issue preventing Firefly and Firefly+ Combo Burn from being affected by Burn amount/duration/RES Piercing buffs and debuffs
  • Fixed an issue preventing Ransack and Ransack+ Combo Burn from being affected by Burn amount/duration/RES Piercing buffs and debuffs
THE BINDING BLADE
Crusader
  • [Comm] Wanderer Rallying Cry has been reworked
  • Rallying Cry now removes all Blind, Weak, and Vulnerable tokens from a target
  • Rallying Cry+ now also removes all Blind, Weak, and Vulnerable tokens from the Crusader
Duelist
  • Fixed an issue with the Intrepide Path’s buffs incorrectly stacking beyond 5
ENEMIES
Cultists
  • Altar: will no longer attempt to use the Altar of Cowardice or Altar of Obsession skill if there are no valid targets
  • Cardinal: Entropic Star launch ranks adjusted from 4 to 3 4; this increases its availability and, in most battlefield positions, reduces the frequency of Hollow Vessel as a result
  • Cardinal: Entropic Star now has a cooldown of 1
  • Cardinal: Entropic Star now inflicts a weighted selection of either Blind, Weak, or Daze instead of a Vulnerable token
  • Evangelist: Nocturne Commune now grants 1 Death Armor if the Evangelist is on Death’s Door
Gaunts
  • Ghoul: Skull Toss cooldown increased from 0 to 1
  • Ghoul: Rend launch ranks increased from 1 2 to 1 2 3 4 to prevent a back rank Ghoul from having no attack options if both Skull Toss and Howl are on cooldown
  • Ghoul: Adjusted skill weighting to slightly favor Rend
Lost Battalion
  • Foot Soldier: Atrophic Cut no longer reduces Bleed/Blight/Burn RES in order to improve clarity of skill’s debuff results
Pillagers
  • Hatchetman: Finishing Blow has been adjusted to provide value to the act of Guarding the skill’s target
  • Hatchetman: Finishing Blow DMG reduced from 6-7 to 3-5
  • Hatchetman: Finishing Blow DMG increases by +100% if the target has Combo
  • Implication: MISFIRE! now properly counts as a missed attack and will no longer trigger On Hit effects from Ordainment, trinkets, etc.
The Sluice
  • Increased spawn rate of Hard Swine mashes during Resist encounters
  • Slightly increased the chances of the Shambler appearing at Road Encounters in Shadowy or lesser light
MINIBOSSES
Collector
  • No longer spawns when Trophies are in the inventory, a Trophy must now be equipped. 
  • Improved Academic View skill descriptions for Collected Heads.
LAIR BOSSES
Leviathan
  • Breath of the Sea no longer removes a Dodge token from targets alongside its guaranteed hit
  • Eyes of the Deep and Eye of the Deep no longer remove a Dodge token from targets alongside their guaranteed hit
CONFESSION 4 Boss

SPOILER BELOW

  • Teardown now ignores Stealth when target has You’re Next token
GAMEPLAY
  • Stew Pot: Chance to produce items increased from 14% to 20%
  • Explosives Magazine: Chance to produce items increased from 11% to 20%
  • Tinker’s Bench: Chance to produce items increased from 11% to 20%
  • Cruel Intent: Reworked to Combat Start: Blind x2, Gain on Crit: Blind x1, and Gain on Miss: +10% CRIT (1 Battle).
  • Snap Judgment: Replaced If Last in Turn Order: Add 1 Negative Token with If Last in Turn Order: -6 SPD.
  • Duration for DOTs now appear in more tooltips
  • Combat Items now use dynamic strings for tooltips resulting in minor description differences with no functional changes
  • Loot tables have been refactored to accommodate modding and future initiatives that should result in no functional changes
  • Character Sheet Path Seals are now limited to the same width as their Crossroads counterparts, giving them a consistent look
  • Fixed issue where The Shroud and The Foetor Almanacs were appearing at specific inns while on Denial

Darkest Dungeon II – Ver. 1.03

  • Release date: August 29th 2024 (North America, Europe, Japan)
  • Patch notes:
  • Fix for an infinite loading issue
  • Improved stability (updated FMOD that fixes some of the crashes)
  • Fix for trinkets that got unequipped
  • Fix for duplicated skills
  • Fixed case that prevented player from changing the hero path
  • Placeholder text for Bounty Hunter bark corrected
  • Fix for cases when user could move trinket to another category in menu
  • Fixed navigation in Inn after closing hero sheet
  • Fixed mastery trainer reset
  • Sort button in inventory that was unreachable by controller is fixed
  • Fixed infinite candles exploit
  • Fixed placeholder on MaA skill names for other languages than english
  • Fixed case that prevented player from changing the hero path in Polish localisation
  • Removed sort button in inventory that was unreachable by controller
  • Improved readability for Mastery trainer reset
  • Minor visual fixes
  • Various UI fixes

Darkest Dungeon II – Ver. 1.02

  • Release date: August 6th 2024 (North America, Europe, Japan)
  • Patch notes:
General

General Fixes

  • Fix to prevent progress loss (this was mainly reported on Xbox, but the fix we implemented will go to all platforms)
  • Fix for the black screen on obtaining relationship at Embark screen
  • Fixed the missing input for back button after character selection Encounters
  • Fixed the bug where players couldn’t continue after return to the main menu
  • Resolved the issue where Resistance Encounters didn’t reduce Loathing  
  • Reverted changes to Man-at-Arms that were an early WIP version for our upcoming PC patch
  • Fixed shaking that occurred while driving in a long game session
  • Resolved an issue where placeholder text would appear in Bounty Hunter barks
  • Fixed an issue where controller input would be lost during driving

General Improvements

  • Improved Stability (specifically fmod related crashes)
  • Fixes in Localisation
  • Various visual fixes
  • Various UI fixes
Nintendo Switch Specific Issues
  • Fixed the pink placeholder that would appear under the Crusader when he is on Death’s Door and gets maximum stress
  • Resolved an issue where party loadouts were not saving
Known Issues

Known issues

  • Missing strings for Man-at-Arms ability descriptions (this has been fixed and will be in the next patch)
  • FMOD related crash (this has been fixed and will be in the next patch)
  • Path change at Mastery Trainer doesn’t refresh skill button, leading to the same skill to appear twice (this has been fixed and will be in the next patch)
  • Inn – Opening hero sheet doesn’t hide Inn’s tooltip, obscuring other tooltips in hero sheet (this has been fixed and will be in the next patch)
  • Inaccessible Quirks (will be fixed in the next patch)
  • Duelists Corpse Showed a Bark (will be fixed in the next patch)
  • Audio Hiccup on Transition From Combat
  • Shrine of Reflection Narrator Dialogues Play Twice

How to download updates for Darkest Dungeon II for the Nintendo Switch?

To download the updates for Darkest Dungeon II, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.

Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat.