[/p][p]Please note that this build is focused on completing the remaining work from this summer’s Steadfast Steward’s update and thus will not be as expansive. Specifically, this update is focused on the following areas:[/p][p][/p]
- [p]Finishing the 2 remaining hero reworks - Hellion and Leper[/p][/*]
- [p]Adding 2 more options to The Dam[/p][/*]
- [p]Minor fixes and improvements [/p][/*]
Save files are found here: C://Users/Username/AppData/LocalLow/RedHook/Darkest Dungeon II/
How to access the coming_in_hot public beta branch on Steam:
[/p]
- [p]Right click on Darkest Dungeon II in your Steam library[/p][/*]
- [p]Click Properties[/p][/*]
- [p]Click Betas[/p][/*]
- [p]Choose ‘Coming_in_hot - experimental builds’ from the Beta Participation dropdown menu.[/p][/*]
How to send us feedback
The best way to do this is by joining the Darkest Dungeon Discord.
We have a specific section dedicated to the Steadfast Steward’s update with different channels for each hero rework
You can also email your thoughts to feedback@redhookgames.com"" target="_blank">feedback@redhookgames.com if you’d prefer to send feedback that way.
You may notice that these patch notes are more detailed than usual. We have included a number of ‘Developer Notes’ beside many of the entries here, to better express the intent behind the changes. By outlining our goals we hope that this will help measure if our intent is matching our implementation.
Read on to learn about all the changes present in today’s public beta build.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/42562846/174d71c57da2459f86129f601761bf269ed30e1f.jpg"][/img][/p]
HEROES
[p]Leper[/p][p]Wanderer[/p][p]Dev Note: The Wanderer Leper has been updated to improve his older utility elements and better weigh some of the values in his naturally wide DMG ranges, particularly in regards to skills that risk self-Blind. Some minor adjustments have also been made to base RES values.[/p]- [p]Chance of starting combat with 0-2 Blind with no RES roll has been changed to a guaranteed 1 Blind that rolls RES as normal[/p][/*]
- [p]Wanderer seal now reflects the Combat Start: Blind information[/p][/*]
- [p]Base Move RES increased from 20% to 30%[/p][/*]
- [p]Base Stun RES increased from 30% to 40%[/p][/*]
- [p]Bash DMG increased from 2-4 to 3-7[/p][/*]
- [p]Bash+ DMG increased from 3-5 to 5-9[/p][/*]
- [p]Bash+ Immobilize applied to self increased from 1 to 2[/p][/*]
- [p]Bash+ Immobilize applied to target increased from 1 to 2[/p][list]
- [p]Dev Note: DMG and utility have been improved. It still retains less average DMG than self-Blind skills since it doesn't have the same risk.[/p][/*]
- [p]Dev Note: Break's DMG and utility have been improved to better reflect its nature as a potentially self-Blind skill as well as better match similar Token-negating abilities found on other Heroes.[/p][/*]
- [p]Dev Note: Minimum DMG has been increased to provide a better overall average for your mastery point and better reflect the risk of self-Blind.[/p][/*]
- [p]Dev Note: Average DMG values have been adjusted to keep Hew competitive with more recent AoE skill additions.[/p][/*]
- [p]Dev Note: Intimidate has been adjusted to better match cooldowns on similar Taunts / Debuffs used by other Heroes. DMG has been improved to better match the overall nature of the Leper.[/p][/*]
- [p]Dev Note: DMG values have been adjusted to better match the overall nature of the Leper.[/p][/*]
- [p]Dev Note: Reflection has been reworked to provide broader utility and further differentiate itself from Solemnity as a support skill.[/p][/*]
- [p]Dev Note: Revenge has been reworked to enhance the risk/reward aspect, allowing the Leper to lean harder into outputting damage at a high defensive cost over a sustained period.[/p][/*]
- [p]Dev Note: Ruin has been revised to better reflect its original intention of converting DMG taken into a powerful attack in a way that's easier to visually process via the token system instead of a buff that appears to vanish out from under you.[/p][/*]
- [p]Dev Note: This prevents activating the skill when it will have no effect.[/p][/*]
- [p]Dev Note: Withstand has been revised to provide powerful tanking at a reduction to offense over a sustained period in a way unique to the Leper when compared to other Heroes.[/p][/*]
[/p][p]Tempest[/p][p]Dev Note: The Tempest has been revised to better reflect the Path's glass cannon risk/reward nature while expanding the viable skill options to more than Chop, even if Chop continues to remain a threat to the existence of anything in the front ranks.[/p]
- [p]Path Seal description has been rewritten[/p][/*]
- [p]Path seal now reflects the Combat Start: Blind information[/p][/*]
- [p]This Path no longer has +33% Debuff RES[/p][/*]
- [p]This Path no longer has +100% Disease RES[/p][/*]
- [p]This Path no longer has -25% Max HP[/p][/*]
- [p]This Path no longer has -3 SPD[/p][list]
- [p]Dev Note: Negative tokens are a valuable part of the Tempest's mechanics now so there's little reason to keep improved Debuff RES or Disease RES. Similarly, his need to work with negative tokens and the self-damage from his heavy hitters negates the need for a base reduction in HP.[/p][/*]
- [p]Dev Note: The 3 self-Blind skills -- Chop, Hew, and Break -- have all been updated to serve as core damage options for the Tempest. Their potentially higher DMG than Wanderer is offset by the increased risk of self-damage and a higher chance of self-Blind.[/p][/*]
- [p]Dev Note: Tempest's version of Revenge is designed to allow an alternate form of negative token cleansing than Reflection while helping to push those Chop hits to their limit. His original penalty to SPD has been folded into this version of Revenge, which lacks the increased SPD available on Wanderer.[/p][/*]
- [p]Dev Note: The Tempest's version of Ruin is intended to facilitate the changes in Tempest gameplay, allowing players to quickly pull negatives from an ally in order to fuel a bigger hit or centralize them on the Tempest for a quick Reflection cleanse. Pair with Revenge's CRIT token for the best of both worlds.[/p][/*]
- [p]Path seal now reflects the Combat Start: Blind information[/p][/*]
- [p]This Path no longer has +50% Stun RES[/p][/*]
- [p]This Path no longer has +50% Move RES[/p][/*]
- [p]Bash is no longer a Path skill[/p][/*]
- [p]Chop is no longer a Path skill[/p][/*]
- [p]Hew is no longer a Path skill[/p][/*]
- [p]Purge is no longer a Path skill[/p][list]
- [p]Dev Note: These skills were all receiving penalized DMG from the Poet Path and no benefits, so they have been removed.[/p][/*]
- [p]Dev Note: We wanted to give the Poet an interesting take on Break that still accomplished the elimination of defenses on a target but in a way that better fit this Path.[/p][/*]
- [p]Dev Note: We wanted Revenge to better reflect the nature of the Poet, with Regen that can feed into Ruin or self-survival and the ability to inflict negative tokens back on his attackers. This version of Revenge grants a little more Strength up front since it has no continuous generation.[/p][/*]
- [p]Dev Note: Sometimes a poem turns out to be an epic, so we wanted to give the Poet a way to dish out the damage when it really counted. The mastered version prevents the Strength tokens from being canceled by any Weak tokens between his turns.[/p][/*]
- [p]Dev Note: Solemnity as it previous existed was clearly Solemnity++ so it has been adjusted to better suit the Poet's regenerative nature.[/p][/*]
- [p]Dev Note: Withstand has been adjusted to fold in some of the Poet's previous innate RES bonuses, in addition to the small buff both of those values received at the base Wanderer level. A chance for continuous Taunt generation can keep focus on the Poet over time.[/p][/*]
- [p]Path seal now reflects the Combat Start: Blind information[/p][/*]
- [p]This Path no longer has -30% HP[/p][/*]
- [p]This Path no longer grants +50% Max HP in combat vs. Cosmic creatures[/p][/*]
- [p]This Path no longer grants +2 SPD in combat vs. Cosmic creatures[/p][/*]
- [p]When the Monarch kills any non-corpse target, he gains +1% Monarch's Oath permanently[/p][/*]
- [p]When the Monarch kills a lair boss, he gains +10% Monarch's Oath permanently[/p][/*]
- [p]Monarch's Oath stacks to +66%[/p][/*]
- [p]Monarch's Oath affects Chop, Purge, Ruin, and Solemnity[/p][/*]
- [p]Move is now a Path skill[/p][/*]
- [p]Move increased from Forward 1, Back 0 to Forward 2, Back 2[/p][list]
- [p]Dev Note: Positioning matters to the Monarch and the Leper isn't about to become a dancing class.[/p][/*]
- [p]Dev Note: The Monarch has shifted more in favor of positive token interaction and manipulation rather than negative, so Intimidate has been restored to the Wanderer version accordingly.[/p][/*]
- [p]Dev Note: More flexible ranks allow Purge to pair better with Reflection. In order to help keep the skill distinct from Break, which ignores Block, and separate it from non-damaging theft skills such as Highway Robbery, DMG on Purge has been kept lower and it does not ignore Block.[/p][/*]
- [p]Dev Note: The Monarch has been given a version of Reflection that better suits his ability to support other Heroes, allowing him to share his benefits with those around him.[/p][/*]
- [p]Dev Note: Execution makes an appearance in the Leper's kit at long last, conditionally. Ruin offers a way to finish targets off more easily, building up more Monarch's Oath, while also expanding the DMG buff to other skills and his allies.[/p][/*]
- [p]Dev Note: It's only fair that another signature skill benefit from all the work the Monarch puts in to gain his power.[/p][/*]
- [p]A Simple Flower: Now provides both Heal 10% and Block+ when resisting a Stun, Daze, or Move. Now has Turn End: Ally Behind: Add 1 Positive Token.[/p][/*]
- [p]Inevitable End: Completely reworked. Now has Turn Start: Forward 1, Turn End: +5% DMG (1 Battle) when last in turn order, and On Move: -1 SPD (1 Battle).[/p][/*]
- [p]Uncommon Seashell: Replaced Apply On Hit: Intimidate Skills: Combo Token with Apply to Attacker When Crit: Stun. Replaced -10% DMG Received per Negative Token with When Healed: Gain Block (50%) or Block+ (25%).[/p][/*]
- [p]Winded DMG penalty changed from -33% to a flat -2 DMG per token[/p][/*]
- [p]Winded SPD penalty reduced from -3 to -2 per token[/p][/*]
- [p]Skills that grant Winded can no longer be used when Winded is maxed at 3 tokens[/p][list]
- [p]Dev Note: Winded penalties were often so severe that even a single token could feel like it cratered the Hellion's capabilities. Switching to flat DMG causes the overall impact of the penalty to ramp up more smoothly over time without completely negating the Hellion's ability to deal damage (without the aid of Strength or Vulnerable tokens) at maximum Winded. It winds up gutting the min roll but you end up with a more interesting range of damage potential once tokens or her low health buffs get involved.[/p][/*]
- [p]Dev Note: Thresholds have been adjusted to better suit the Hellion's overall health pool, while the timing and management of the buffs has been adjusted to reduce the frequency with which they appear to be applied. Changes to the application and removal timing now allow the buffs to better interact with certain Extra Action elements as well.[/p][/*]
- [p]Dev Note: Adrenaline Rush has been adjusted to remove some restrictions on its use. As the Hellion's current Winded count influences several aspects of the beneficial effects, we felt it would be better to leave the timing of activation more fully in player hands. The self-healing capability has been toned down slightly to account for the potential increase in duration, freedom of use, and general balance. It does, however, still heal per target when using AoE skills.[/p][/*]
- [p]Dev Note: With the recent changes to Weak damage calculations, 2x Weak to 2 targets is a bit much for all the skill has going on so it has been reduced to 1. Adjustments have been made to improve some of the skill's overall utility and availability.[/p][/*]
- [p]Dev Note: Bleed Out has been slightly adjusted to abide by the new Winded properties and restrictions.[/p][/*]
- [p]Dev Note: We decided that Execution vs. a target that's already suffering from a DOT wasn't sufficiently impactful, so the skill's mastery version now lets the Hellion slaughter with far greater indiscrimination.[/p][/*]
- [p]Dev Note: Breakthrough has been reconstructed as a wide range area of effect skill capable of dealing significant damage when supported by Strength or the Hellion's low health buff. It can help remove defensive tokens from a number of targets at once and very quickly cap the Hellion's Winded in order to fuel refreshing skills like Adrenaline Rush.[/p][/*]
- [p]Dev Note: Howling End has been adjusted to pack some of the armor piercing punch of early incarnations but in a way that requires a little more thinking about how to interact with the Hellion's Winded kit instead of relying on Howling End as a round 1 delete key. As it both requires 3 Winded and does not remove them, skills or combat items that clear cooldown are still valuable for reactivating it.[/p][/*]
- [p]Dev Note: DMG has been slightly adjusted in both directions to better reflect her new reach, new Winded penalties, and provide a little more mastery value. Further adjustments are forthcoming.[/p][/*]
- [p]Dev Note: Raucous Revelry has primarily been adjusted to improve the value of mastery via expanded ally effects. Overall skill utility has been improved to make it more worth the Winded token it inflicts.[/p][/*]
- [p]Dev Note: Toe to Toe has been updated to account for the new Winded DMG penalty as well as the philosophical changes to how skills interact with Winded. In terms of cooldown, the changes keep Toe to Toe in line with other Taunt-generating skills. Additionally, this makes the skill available in situations where you aren't explicitly Taunt-tanking but want a mobility / lockdown skill.[/p][/*]
- [p]Dev Note: This only felt fair, given the Hellion lacks any means of moving herself back a rank with the changes to Howling End.[/p][/*]
- [p]This Path no longer has +20% max HP[/p][/*]
- [p]This Path no longer gains +25% DMG in Rank 1[/p][/*]
- [p]This Path no longer has a 25% chance to self-inflict 3 Bleed on Turn Start[/p][/*]
- [p]This Path now uses a unique version of Winded that applies -2 DMG and -1 SPD[/p][/*]
- [p]Additionally, this Winded applies 1 Bleed (3 Turns) per Winded on Round Start. This Bleed can be resisted.[/p][list]
- [p]Dev Note: Ravager Winded folds the old Path self-Bleed into a more interactive system and reduces the SPD penalty per Winded as an offset. The self-damage plays into some of her other skills but it can also be resisted for those who'd rather build not to deal with it.[/p][/*]
- [p]Dev Note: The Ravager has acquired some ways to juggle her own survival while doing some of her best work at the lowest HP possible.[/p][/*]
- [p]Dev Note: Adrenaline Rush continues to be a way for the Hellion to safety net but this version is more about incremental protection rather than burst recovery, particularly since the Ravager doesn't always want to boost her health back up too high. It provides an additional passive layer of protection to facilitate fighting down to the very end.[/p][/*]
- [p]Dev Note: Barbaric YAWP! allows the Ravager to tear down some critical defenses and prime a strong follow-up from allies. It's also the only variant of the skill that deals direct DMG, making it unique amongst Hellion play styles.[/p][/*]
- [p]Dev Note: This skill only had reduced Bleed RES Piercing so it has been restored to Wanderer version[/p][/*]
- [p]Dev Note: For the folks that like to flirt with danger, Bloodlust offers an easily calculable way to quickly trigger low-health or Death's Door benefits while applying some self-defenses. A quick drop to Death's Door followed by an easy kill to trigger her Path's passive 25% heal can put you ahead of where you were, particularly if paired with Adrenaline Rush's passive effect.[/p][/*]
- [p]Dev Note: The Ravager keeps a variation of the former Breakthrough, allowing her to participate in dancing teams and break down a target's defense.[/p][/*]
- [p]Dev Note: Ravager's version of Howling End is tailor made to make the most of her worst situation, gaining a total bonus of +75% DMG on Death's Door when paired with her low-health buff.[/p][/*]
- [p]Dev Note: This skill only had reduced Bleed RES Piercing so it has been restored to Wanderer version[/p][/*]
- [p]This Path no longer has -20% max HP[/p][/*]
- [p]This Path no longer has +10% Deathblow RES[/p][/*]
- [p]This Path now uses a unique version of Winded that applies -1 DMG and -1 Bleed Dealt[/p][/*]
- [p]This Path has a singular low-health buff that activates under 50% HP, granting +1 Bleed Duration Dealt[/p][list]
- [p]Dev Note: We wanted the Winded effect to more distinctly revolve around the Path identity, so it negatively impacts DMG to a lesser degree but disrupts Bleed as well. The SPD penalty has been removed since a slow DOT class tends to feel extra clunky. Similarly, the Berserker's low-health buff has been steered away from direct DMG and influences her Bleed instead.[/p][/*]
- [p]Dev Note: Bleed Out no longer needed a version unique to this Path with other changes that were made.[/p][/*]
- [p]Dev Note: With this skill, the Berserker gains a little more control over her Winded state but the action economy of it comes at a price. The passive effect being drive by Bleed source, rather than a count of Bleeding enemies, means it retains value when fighting both groups or single targets such as bosses. Work with your team to maximize the bonus.[/p][/*]
- [p]Dev Note: The Berserker has received a wholly unique skill in the game, marrying standard direct DMG and a DOT bomb effect for a potentially devastating attack with incredible reach. While the skill benefits greatly from Bleed on a target, we opted not to make it a requirement for targeting given that Howling End has a lengthy cooldown, applies Winded, and cannot interact with tokens. In the latter regard, it behaves like a DOT bomb.[/p][/*]
- [p]Dev Note: If It Bleeds no longer needed a version unique to this Path with other changes that were made.[/p][/*]
- [p]Dev Note: The coveted and long awaited ability to Bleed Rank 4 outside of the Bounty Hunter. What more is there to say? [/p][/*]
- [p]This Path uses the same Winded token as Wanderer Hellion[/p][/*]
- [p]This Path no longer gains Winded on Turn Start[/p][list]
- [p]Dev Note: Part of the overall Hellion experience is weighing and determining when it's in your best interests to generate Winded and the previous version of this Path made that decision for players by forcing a constant Winded state. We've opted to return that decision to player hands.[/p][/*]
- [p]Dev Note: The Carcass's Block generation has been very slightly toned down and her low-health buff has been adjusted to provide something more unique to her role, dramatically increasing her resistances when her health gets dangerously low.[/p][/*]
- [p]Dev Note: Adrenaline Rush lets the Carcass push herself harder when Winded, even using skills that would normally be blocked. She can continue to generate Block via her Path passive during that time and you can spend all of the Winded with Howling End or Bloodlust just before it's all removed anyways.[/p][/*]
- [p]Dev Note: Barbaric YAWP! is a solid tanking skill in its own right, especially with changes made to Weak in recent patches. Between that and Toe to Toe no longer interfering with Winded on this Path, Barbaric YAWP! didn't feel like a skill that needed a unique Carcass version.[/p][/*]
- [p]Dev Note: It's time somebody else gets to enjoy the Hellion's unique token type, whether they want to or not. The short duration of the tokens is reflective of just how damaging they are to a target's power.[/p][/*]
- [p]Dev Note: Carcass Howling End is very similar to Wanderer, but adjusted to feel more appropriate to her play style. While the skill lacks a cooldown, it does remove all of the Carcass's Winded so you're trading defense generation for offense.[/p][/*]
- [p]Dev Note: This version of Iron Swan allows the Carcass to reposition a little while disrupting the enemy backline and breaking Guard, leaving them exposed.[/p][/*]
- [p]Dev Note: Previously, Toe to Toe worked against the Carcass by applying Taunt while removing the Winded she uses to generate Block. This version better matches the Carcass play style, maximizing the amount of Taunt gained when she's also generating the most Block. She no longer Immobilizes herself, allowing dance comps or other skills like Iron Swan to assist in repositioning for Breakthrough when she wants to offload her Winded onto a deserving target.[/p][/*]
- [p]Dev Note: Wicked Hack used to remove Block but it never felt like a particularly cohesive element of the Carcass experience, so it has been removed. That kind of defense-cracking is the new Ravager's domain.[/p][/*]
- [p]Bloodied Branch: Completely Reworked. Now has +2 Bleed Dealt when self HP is 33% or less, +25% DMG when self Bleeding, and Turn Start: Bleed 1 (3 Turns) when Rank is 4.[/p][/*]
- [p]Empty Stein: Replaced Barbaric YAWP!: Gain Strength with Barbaric YAWP!: Apply -20% Debuff RES (3 Turns). Replaced +25% DMG when self Bleeding with Raucous Revelry: Gain Strength (95%) or Daze (5%) and Target: Ally: Apply Strength (95%) or Daze (5%). Removed Gain On Bleed Resist: Gain Weak (25%)[/p][/*]
- [p]Rotten Tomato: Completely Reworked. Now has +2 DMG when target has Combo, Target: Add 1 Weak when target Rank is 4, and Gain when Crit: Knockback 1.[/p][/*]
- [p]War Paint: Completely Reworked. Now has Combat Start: Strength x2 when Rank is 1 / 2 and Combat Start: Taunt x2 when Rank is 3 / 4.[/p][/*]
[/p]
ITEMS
- [p]Morbid Joke: Now has Self: +5% Resolute Chance per Positive Relationship and Self: +1 DMG per Negative Relationship.[/p][/*]
- [p]Experimental Remedy: Heal 100% is now always guaranteed. The chance for cure disease and removing negative quirk is 50/50.[/p][/*]
- [p]Pain Box: Chance for +1 Blight Dealt increased from 33% to 100%. Chance for +1 Blight Duration Dealt reduced from 33% to 25%. Chance for +33% Blight RES Piercing reduced from 33% to 15%.[/p][/*]
- [p]Blade Oil: Now has Riposte Skills: +2 DMG[/p][/*]
THE DAM
[p]We have added a few more options to the Dam. Players can now play extended versions of Acts 1 and 2 (in order to unlock the extended version, you must first beat the Act). We have also added the option for Death to appear in battle when the Flagellant is not in your party. In order to unlock this, you need to have beaten Death and Act 5.[/p][p][/p]GAMEPLAY
- [p]Updated Cultist trinket descriptions to clarify equip conditions.[/p][/*]
- [p]Applicable combat buffs from Trophies, Pets, Flames, and Alamanacs will now appear on the character sheet.[/p][/*]
- [p]Increased health threshold for Hellion's final Kingdom upgrade from 25% or less to 33% or less[/p][/*]
- [p]Enabled highlights in previews for tokens that could be stolen or converted[/p][/*]
- [p]Updated Kingdoms logic to prevent spawning kill contracts on inactive and/or boss regions[/p][/*]
- [p]Confessions runs that skip straight from the first inn to the mountain will now count for [/p][/*]
- [p]If you have an anti-block debuff, you will no longer lose vulnerability tokens when trying to gain block. (And the same for any similar cases)the Grand Slam achievement[/p][/*]
- [p]Disabled user control of Kingdom map, left click on hero portraits, and the pass day button when there is a siege to be resolved[/p][list]
- [p]Dev Note: We found many reports on PC due to players thinking they were softlocked on the Kingdom map when in reality they had sieges to resolve, but we allowed them to move off the sieges with m/kb where with gamepad we will focus attention to the Sieges. [/p][/*]
FIXES
- [p]Updated Unity version in accordance with Unity Security Breach recommendations[/p][/*]
- [p]Fixed an issue resulting in negative loot due to transferring items between different slots with differing stack size limits[/p][/*]
- [p]Fixed an issue with Cultist Evangelist spawning with too much Block in Kingdoms[/p][/*]
- [p]Fixed an issue with Cultist Altar applying too much regen in Kingdoms[/p][/*]
- [p]Fixed an issue with the target of Wanderer AGAIN! idling during skill use[/p][/*]
- [p]Fixed an issue when the turn order isn't changed after killing enemies via combat item follow up[/p][/*]
- [p]Fixed game locking when attempting to enter combat at Oblivion Ingress encounters in Kingdoms[/p][/*]
- [p]Fixed an issue when switching between Controller and Keyboard + Mouse resulting in input lost on active Siege[/p][/*]
- [p]Fixed a Travelogue entry iss where multiple deliverables wouldn't be logically combined[/p][/*]
- [p]Fixed some path descriptions that extended past screen border in path change panel[/p][/*]
- [p]Fixed a softlock when abandoning an expedition before choosing a boss[/p][/*]
- [p]Fixed a case where the lungs fight could get stuck if you saved the game with the lungs dead and the core still alive, and then loaded the game later. (The lungs are listed as proxies for the core, meaning that when the core dies, the lungs also die. However, the corpses were not listed as proxies. It turns out that when the actor converts to a corpse, it keeps the proxy data, but that data doesn't get saved. When you load a save, it gets the proxy data from the corpse asset so I marked the corpses as proxies for the core.)[/p][/*]
- [p]Fixed an issue on the path comparison panel sometimes shows cooldown text on cooldown-less skill[/p][/*]
- [p]Fixed missing green circles on certain skills which targets ally on the skill info tooltips[/p][/*]
- [p]Remove/Hide Memories Section of Character Sheet in Kingdoms Mode[/p][/*]
- [p]Updated UI logic for heal preview and effects with a chance to heal, now effects that are a chance to heal will no longer display as part of the skill preview[/p][/*]
- [p]Fixed incorrect Warlord encounter chance in later regions and Escalation 3[/p][/*]
- [p]Gamepad - Sort Inventory when switching its sections[/p][/*]
- [p]Gamepad - User can navigate on the Heroes at the Kingdom Hero Bar during active Siege[/p][/*]
- [p]Gamepad - Allow controller item splitting to be split into a single slot[/p][/*]