15 August 2022 Patch

The following patch was deployed on 15 August 2022 for Darkest Dungeon II.

* Low light Cultist ambushes now include a Deacon or Cardinal instead of only standard Cultists
* Reaching maximum Doom will now result in an Exemplar fight
* You can no longer retreat from Guardian nodes
* Guardian nodes now consist of 2 Cultist battles, with the nature of the second battle being determined by biome

* Biome 1 ends with a Deacon fight
* Biome 2 ends with a Cardinal fight
* Biome 3 ends with an Exemplar fight
* Cultist fights on the Mountain are no longer randomized
* First fight contains an Exemplar
* Second fight contains a Deacon and Cardinal
* The Deacon's "The Flesh Warps" now randomizes whether it starts on the -50% melee or -50% ranged defense buff

All Worship skills are now considered Free Actions.  This means:

* They no longer occur automatically at the start of a round
* They occur as part of the Cultist's turn, so they are subject to Stun/DOT damage
* They do not end the Cultist's turn on use
* More than one Cultist can now Worship in the same round

### Gameplay

* [community]Updated how combat items and other free actions affect turns:
* An immediate benefit players will experience is that we’ve set it up so that Turn End triggers (certain trinkets, buffs, duration countdowns, etc) to only occur after a skill is used that would end the turn
* [community]Updated mini-map tooltips for Cultist Territory and Guardian nodes, to now use their lore /game terms of Oblivion's Ingress and Oblivion's Rampart respectively.
* Oblivion’s Ramparts now reduce Loathing by 1, instead of 2, because they are no longer optional
* Cultist encounters reward adjusted for changes to Oblivion’s Rampart wave count
* Reduced drop chance for cultist trinkets from all cultist fights
* Dark Impulse now drops from encounters at Oblivion’s Rampart
* Fixed an issue where both cultist trinkets would not be returned after a hero death
* [community]Dark Impulse: now drops with random effects and the inventory frame has been updated to match other Unforgettable trinkets
* [community]Generic trinkets no longer appear in The Academic's Study
* Uncommon Seashell now properly checks when the Leper is bleeding, not the enemy
* Food inn items no longer heal
* Fixed an issue with a Creature Den choice showing that it would Blind enemies when it would Daze them
* Footman's Grog: Removed -25% DMG Taken
* Trinket condition tool tips for stress now use the amount rather than percent
* Fixed an issue with a Creature Den flee option that resulted in combat instead
* Creature Den and Resist nodes that apply negative effects to monsters on start are now non-resistable
* [community]Fixed an issue where converting stacks of certain token types, such as Vulnerable to Block, caused them to cancel one another out before conversion was complete
* Fixed an issue where "Random' AoE Multi-Hit skills would ignore Taunt and Stealth tokens
* Fixed several combat items not triggering their VFX
* Fixed an bug where a HP debuff from a quirk caused from a meltdown would force hero into Death’s Door
* Fixed a Softlock issue caused by a hero corpse and extra turn effects
* Fixed an issue where an unprocessed stress trigger resulted in a seemingly random meltdown in the inn
* Fix to movement happening after effect results
* Fixed an issue where moved enemies would ignore the immobilized token from a bear trap
* Fixed an issue where a Trench Run biome would fail to generate due to impossible goals

### Hero

* Fixed an issue with Runaway's Searing Strike DOT not being correctly affected by trinkets

### Driving

* Various driving camera obstruction fixes
* The Inn lantern now correctly has it's light placed inside the lantern and not below it

### UI

* Fixed a mouseover hitbox with the stagecoach torch being obscured sometimes resulting in flickering UI elements
* Torch UI should now correctly deactivate during Narrative sequences
* The Tempting Goblet Inn tooltip has been updated to remove the misleading Until Next Inn portion of it's stress heal effect
* Fixed an issue that would show the torch value countdown in various game UIs when Infernal Torch is equipped
* Fixed a display issue with Ignores effects on skills, ie Grave Robber's Thrown Dagger Skill or Leper's Chop+
* Hero Path seal and text are now color coded to help distinguish them against each other
* Fixed some awkward Torch deactivation and activation around the Valley Bridge
* Fixed an issue where the Inn travelogue would use default names for characters rather than their player specified names
* Fixed an issue with Docker hatched from a Cabin Boy incorrectly having a 1-slot HP bar for 2-slot character
* Fixed an issue where the self-target indicator would briefly show on Pass