This update contains some significant changes to Endless Harvest brought about by feedback and observation.
It’s important to us that Endless Harvest is an exciting, tense experience. Some of the balance and structure in the first deployment make it possible to advance through what we consider an excessive amount of kills (1000+!) which results in a drawn out experience lacking some of the tension and excitement that we feel is vital. These changes have been made to try to keep the experience “punchy”, while still retaining that incentive and challenge of bettering your kill counts...without requiring a dozen or more hours for a single deep run. We hope that you find them to be good changes for the long term health of the mode, just as we do!
Once you have progressed beyond 200 Kills, the shimmering space-time of the corrupted Farmstead takes on an endgame condition, called a “Reflection.” These are mutators that increase the difficulty of the quest in different ways from that point onward.
Unbearable Reflection:
Heroes: +33% Stress Dmg Received
Heroes: -33% Stress Heal
Monsters: +4 SPD
Reflection of Decay:
Heroes: -50% Healing
Monsters: +15% PROT
Monsters: +25% Stun Resist
Monsters: +25% Debuff Resist
Sanguine Reflection:
Heroes: -8% Deathblow Resist
Monsters: +7.5% Crit
Monsters: +3 SPD
Reflection Obscura:
Heroes: -20% Stress Damage Received (a boon!)
Heroes: -20% Healing
Monsters: +10% PROT
Monsters: +25% Damage
These conditions stack on top of other Light conditions already present in whatever room you are present in the Farm or Space and Time.
Hailing from the distant windswept dunes of the east, the Shieldbreaker arrives in the Hamlet! Deadly as a viper, her iron will has been forged in the heat of the blazing desert sun. Though outwardly demure, her emancipation from the barren wastes came at a price so terrible, it haunts her dreams even now...
The Shieldbreaker is a powerful ally in the fight to reclaim the Estate and banish the evil that squats in the Darkest Dungeon. A highly-tactical hero with solid damage dealing capability, she truly excels when countering monsters with high protection and those who guard their allies. Her movement, speed, and targeted abilities make her a valuable ally for dismantling intractable monster groups. Though relatively low health, the Shieldbreaker is yet highly survivable in short bursts thanks to her Aegis shield.
Note: Some of the few remaining Crimson Court text strings are currently being translated--in particular, some of the subtitles. We expect to post those new translations in a few days.
New ‘Gather the Blood’ quest: the Courtyard will now regularly proc a quest that does not require an invitation. You can reliably loot bottles of The Blood in crates here, and get some practice against the Courtyard enemies.
Reduced blood drops some due to new blood farming quest. Will continue to monitor blood supply metrics.
Crimson Curse proc rates from monsters reduced somewhat.
Curse Contagion chances increased in buildings - make sure to properly quarantine!
It's now possible to have two Rat Carcass trinkets in your Estate at once - delicious!
Fanatic now drops “The Cure”, a consumable which can remove the Crimson Curse from an affected hero. The fanatic’s loot table was also punched up up with a bunch of cheddar (crests).
Courtyard bosses no longer give the curse since they're going to wipe it anyway if/when you beat them.
Implemented a first pass at reducing party stoppages when transitioning Curse states. This should smooth out the gameplay significantly. We’ll continue to monitor.
Refined Curse act-outs and stat changes to create more identity at each stage.
Last night, overzealous gremlins took a large foam bat to Jingles the Jester, leaving him dazed, reeling, and about to break.
Today, after great popular demand, Jingles is able to once again bring down the house with a rousing Finale (though still not as earth shatteringly-quickly as he could during his popular setlist from two+ days ago).
Increased max available Quests by 1: more choices!
First pass on tuning curio interaction delays, bark times, and other stuff to help speed up delays.
Shrieker steal event will now only happen after week 40 and will only happen once per campaign.
Jester’s Finale Skill Redesign (and Related)
Finale was too effective at one-shotting mobs without any real downside or lasting cost. Skill has been redesigned to preserve the intent as a powerful big mob finisher, which takes time and setup to achieve maximum power.
Finale:
Battle limit of 1
Finale cannot crit
Finale accuracy increased greatly
Dramatically reduced base damage.
Finale leaves a 12 round DEF debuff, to represent exhaustion.
Other jester moves (“Dirk Stab”, “Inspiring Tune”, “Battle Ballad”) give a 7 round +20% stackable damage buff to Finale.
Solo:
Accuracy increased
Battle Limit 2
Gives a 7 round +50% stackable damage buff to Finale.
NOTE: we want Finale to still feel awesome and vital, but it was wrecking the balance. We’ll be monitoring feedback on this redesign and will tune more if necessary to ensure it’s a valuable skill...but not toooooo valuable.
Puppet Theatre cost increased and damage bonus decreased
Reducing new Buff/Debuff Narration VO to be much more rare.
Fixed Monster attacks that could give incompatible quirks and crash the game.
Fixed Quirks being able to evolve while you are treating them.
Sped up several Cove Monsters Animations slightly (Now more they look more menacing!)
Fixed Equipping Trinkets out of the loot window.
Updated Man-at-Arms, Highwayman, and Vestals combat idle animations
Compressed some Tool-tip Strings (MaA Retribution)
Fixed from self heal skills not being able to trigger narration.
Standardized crit chances of heals.
Tooltip Formatting and UI fixes
Various string fixes
The Blood now stacks at 6
Bosses now award an Invite for the the subsequent boss (if you have already generated a boss quest this effect won’t appear until you start the next one.)
Removed Initial Heal amount on Restoration Pop Text (Should no longer show a 0)
Fixed Bloodmoon death limit
Fixed Crimson Court Set Trinket rarity(Should now also trigger the correct Shrieker fight when stolen)
Statue:
Shield is now stun immune
Increased HP/Prot slightly
Small increase to laser damage
Fixed the Courtyard appearing locked on the Quest Select screen..
Shortened infestation 2 and 3 top end variability
Fixed to curios breaking when in Boss rooms. (Chest in Countess room should now correctly give players the Green Key)
Viscount and Crocodilian can no longer critically heal (See, we do nice things sometimes)
Fix to hero initiatives being lost when Viscount feeds.
Fixed quirks/affliction curio interaction with the key chests. (Reynauld can no longer steal your CC quest keys, lol)
Added Subtitles for Crimson Court cinematics. (Only English for now, Localization on the way)
Greetings! Along with the Crimson Court DLC launch, we have made a variety of improvements and updates to the core game, which will be available to all users.
Ok, straight up we know you want detailed patch notes. We love making them. But with everything going on around the DLC launch, we couldn’t bring ourselves to go back through every commit log from the past 5 months for the base game. We might’ve forgotten some stuff. Call us lazy, call us exhausted. We’re sorry, and we love you.
Character class balancing and adjustments! Highlights include Crusader’s Bulwark of Faith, Highwayman’s Tracking Shot and Open Vein, Bounty Hunter’s Hook and Slice (Now, Caltrops!), Leper’s Intimidate, and maybe the biggest of all: Occultist’s Wyrd Reconstruction (now usable in any rank!).
Comprehensive trinket re-balancing: you’ll notice not only stat changes, but rarity/tiering changes as well for some trinkets. Thanks to Maester Silvio for his contributions!
Added Horror (Stress DOT) to a few monsters sprinkled around the dungeons...
Added Laudanum -a powerful tonic to combat Horror, available at a Provisioner near you.
Revised improper quest rewards for Cove boss quests to give higher rewards.
Inexplicably, you can now enter the dungeon with less than a full party. We advise against it!
New Affliction act-outs! Experience the mayhem and tomfoolery of characters attacking each other and sometimes rarely even forcing a retreat! (Don’t hate us too much.)
High torchlight levels now properly grant dodge bonus to heroes.
Combat skill tooltip optimization
Bug fixes and stability improvements.
Soundtrack: We have updated the Soundtrack to include all new tracks from the Crimson Court at no charge. Thanks to our composer, Stuart Chatwood, for this! If you haven’t purchased the Soundtrack, get on that!