Darkest Descent
Steam News 6 October 20257mo ago

darkest descent gilded access patch!! yippee!!

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 mino…

Update log

Full Darkest Descent update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

5 fixes4 additions11 changes3 removals
  • Balance
  • Gameplay
  • Server
  • Fixes
removedgeneral changeschanged status damage/healing formula to no longer scale to match enemy health
removedgeneral changesboss level scaling slightly increased and no longer affects the final encounter in dusted tundra
changedgeneral changesreworked enemy follow up attacks to be a lot more consistent (and punishing in multiplayer)
addedgeneral changesadded text that explains how to view enemy details
addedgeneral changesadded text in enemy details that shows how many actions they will perform
removedgeneral changesremoved some placeholder sprites

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

Steam News / 6 October 2025

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