Update log
Full Darkest Descent update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Gameplay
- Server
- Fixes
hi guys im here with a new patch
playing with what formatting looks good and whatever you get the idea. this is basically what every post following this will be like :3 heres some patch notes!
general changes
a few minor graphical improvements to enemies
changed status damage/healing formula to no longer scale to match enemy health
boss level scaling slightly increased and no longer affects the final encounter in dusted tundra
reworked enemy follow up attacks to be a lot more consistent (and punishing in multiplayer)
added text that explains how to view enemy details
added text in enemy details that shows how many actions they will perform
removed some placeholder sprites
skill changes
guard sucks to balance, lets see how this change will shift up how its used, this is the only skill im changing as of right now. i want to make it easier for enemies to break through guard without it becoming an entirely useless skill, i feel like some of the other changes to how enemies function compliment this change well.
guard now grants 10 percent damage reduction (down from 60)
guard now grants 100 armor (up from 20)
class changes
major fights are supposed to be long, but i feel like the minor fights are lasting a little too long, so i wanted to balance out damage scaling a little bit by just making each class slightly more powerful
fighter, alchemist and monk all gain +3 base power
mage
they are a very strong damage dealer but also fairly tanky right now, i want them to lean slightly more into a frail damage dealer role without making them too fragile. will likely look into this more as time goes on
+5 base health
-1 health on level
+2 base power
warden
very strong class already, but on the weaker side when it comes to dealing damage. its just kind of boring having to sit there and wait for an enemy to die, so i brought up their power and took away a bit of damage reduction
+1 health on level
+4 base power
-10 armor
myceliophile
i dont want them to step on the toes of the alchemist too much but im not really sure how i want to go about this without reworking a couple of their skills, will look into this later on but for now they should feel a little more in line with other classes
+10 base health
+2 base power
-5 armor
bug fixes
fixed server id text showing up in main menu, should no longer happen
fixed an issue where players could get stuck connecting to a game
fixed an issue where enemies could "die" and not be targetable by non-host players
error message when pasting an invalid code should now properly display
fixed a bug in multiplayer where non-host players could get stuck in combat after the encounter is finished
fixed a bug in multiplayer that prevented combat from ending in the same turn that a player dies
Source
