essentialsgogl.blogg.se

Darkest dungeon 2 act 2
Darkest dungeon 2 act 2











darkest dungeon 2 act 2 darkest dungeon 2 act 2

But as we noted on the previous roadmap, “ we will pivot as needed for the health of the game”. Our overall content scope remains largely unchanged. We are looking to add new decision-making layers to the driving sequences, which in turn open up new avenues to enhance the preparatory aspects of journeying. While we will not seek to directly emulate the DD1 experience, there is definitely room for growth here. The stagecoach sequences mirror the walking in DD1, but we recognize that the tension of stumbling on a trap, or the possibility of a blockage, ambush, etc, is missing from the current roadways. Driving:ĭarkest Dungeon II is not a reflex-oriented driving game. We are excited to revise the system to make the experience more active and engaging. We believe that the central thesis of relationships evolving and impacting a party’s capacity to survive the journey remains highly compelling. Remove some of the combat clutter and interruptions Make the benefits (and drawbacks) of relationships more active and tactical (less of a spectator sport) Our goals with the next pass on the relationship system are to:Īdd more meaningful choice into the system Knowing a relationship is headed in a positive or negative direction robs the reveal of its impact, and the amount of passive banter and frequent interruptions stemming from relationships can clog up the combat experience. Relationships are currently not as engaging as afflictions in DD1. The new system provides a much stronger and compelling link between expeditions, and is focused around an interesting hub through which you will increase your capabilities and unlock new items. We’re currently working on a complete overhaul of the progression system and look forward to sharing that with you. We have heard the community’s desire for something more evocative of Hamlet-style upgrades and decisions, and this dovetails with our own internal vision. The current xp/unlock system is quite minimal and lacks enough meaningful choices. We are assigning additional time and talent to three areas we believe are essential to creating a great game. In our assessment there are three main areas of the game that require work and dedicated focus. We have been following the discussions on Reddit and Discord keenly, and auditing the game ourselves. Consequently, our previous roadmap is no longer reflective of our production plan. We have heard from you that more frequent updates are preferable, and we agree! Going forward you can expect more frequent, smaller-scoped milestone releases. We’re also looking ahead to subsequent updates, and wanted to communicate some adjustments to our production plan. With the Shroud now live, the team is catching the last bugs and introducing a few final improvements. The Red Hook team had a lot of fun creating it. Our most recent update, “ The Shroud of the Deep”, contained a massive amount of new content, mechanics, and quality-of-life improvements. We hope you are all enjoying the barnacle bleeds, ordained enemies, and rolling fog!













Darkest dungeon 2 act 2