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[CG] Philip

DEFENDERS,

The long awaited Episode 2 Part 1 update has finally arrived! This update features a ton of new features and content such as The Summoner, Runes, Trading, New Defense Changes, 2 New Maps and more! Get ready as this is gonna be a long post! This update is currently out on PC Steam, Xbox and PlayStation! Unfortunately Switch will lag behind quite a bit until a later date.

 

The Outcast Summoner

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The Outcast Summoner, One of the most iconic heroes joins the battle for etheria! You’ll be able to create and try out the new hero along with all their abilities and minions for free.

 

General Features

Before we cover Hero Abilities, let's talk about some of the general features that the hero has first. The hero doesn’t have weapon slots and as such doesn’t have an actual attack. Instead the hero will be allowed to equip 2 pets at once. Additionally the Summoner will be able to equip Tomes and will be able to complete a weapon set using a single tome.

Regarding Minions we also have opted to not have Minion Units but instead use DU for the defenses. This solves 2 issues, the first being that players felt that they were missing out if they didn’t take advantage of having double the “DU” and additionally it would require we balance every map both past and present around having this feature. As such we’ve made sure that the DU of the minions is very light so that you can have more of them and fit them better into existing builds.

Finally the Summoner has the ability to hover by pressing and holding the jump key at any point while the hero is falling. They will still be able to take advantage of the double jump as any hero can.

 

Abilities

Primary - Minion Select

  • Since the hero doesn’t attack, his primary will be used to select his minions. You are able to do single selection by pressing once or you can do a multi select by holding the input and dragging around the ground reticle to select multiple minions. Additionally if you click and hold when telling them to move you can tell them to evenly space out on a line between 2 points.

Secondary - Overlord Mode

  • A big feature of the Summoner was his ability to go into overlord mode and have a more top down RTS style camera. This ability will allow the Outcast Summoner to pan around the map and place minions remotely as well as move them as necessary.

Active Ability - Flash Heal

  • Flash heal offers the ability to heal nearby heroes, Minions and defenses by a percentage of their max health, scaling off the hero's Ability stat.

Buff Ability - Pet Boost

  • While active the hero's pets will be buffed increasing attack damage and attack speed, scaling off the hero's Ability stat. This was a redux addition that we felt added a lot of potential to the hero being used as a DPS and playing off the ability for the hero to equip 2 pets.

 

Minions

Minion 1 - Archer (2 DU): Summons a Crystalline Dark Elf Archer. Shoots non-piercing arrows at enemies. 

Minion 2 - Spider (3 DU): Summons a Crystalline Spider to the battlefield. Flings webs at nearby enemies, slowing them down and doubling all damage they receive.

Minion 3 - Siren (4 DU): Summons a Crystalline Siren to the battlefield. She casts protective shields around defenses reducing incoming damage and also attacks offensively with her ranged attack.

Minion 4 - Dark Elf Mage (4 DU): Summons a Crystalline Dark Elf Mage to the battlefield. Casts fireballs and periodically heals themselves and other nearby minions, as well as heroes.  

Minion 5 - Ogre (5 DU): Summons a Crystalline Ogre to the battlefield. Crushes enemies within melee range and occasionally fires poison snot balls from a distance.

 

Runes

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Runes are a new feature that allow players to augment their defenses in new ways! These can range from simple additions to completely different abilities. Runes can drop from normal enemies at all levels of play as well as from victory chests. Each act has its own pool of which runes drop from enemies, and each map has a smaller subset of that act pool that drop in the form of a guaranteed drop from the victory chest. You can view where a rune drops on the rune UI itself, displayed as “Favored Map”

Since the Episode 2 Part 1 post we have since changed our minds about having generic runes in the game. This is mainly because we want players to feel like they can use the special runes designed for each tower without feeling punished for not using a generic rune that just gives them more power. We just think this provides a more fun opportunity to players and lets us continue to create more unique runes rather than balance the battle between unique and generic runes.

Currently there are about 53 runes in the game to playtest, some heroes and defenses are missing runes and we will be working on getting those in over time in smaller updates.

 

Trading

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The long awaited feature is here. As described in the Episode preview post, players are able to send trade requests with one another using the party bar in the top right of the pause menu. Once a player accepts a trade request, the two players may offer up items and gold between each other and then confirm the trade once they feel like they are happy with the trade.

 

Act 5 - 2 New Maps

With the first part of Episode 2 comes 2 new maps to kick off Act 5. After defeating the Lycan King, the heroes traverse a great desert uncovering forgotten locations along the way. The first 2 maps are available and can be played. However they drop the same quality of items that would be seen on the keep, as the increased item quality of act 5 will come with Act 5 boss map. 

 

The Bazaar (100 DU)

You’ll have to fight your way through the Bazaar in order to progress deeper into the secrets this desert holds! As a reward for completing this map on Survival, you’ll be able to obtain a pet version of Hammel!

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The Lost Metropolis (130 DU)

Defend your core from threats old and new in the shadow of structures from a forgotten civilization. This map doesn’t yet have a pet reward but will be added in the near future so stay tuned!

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Wave Progression Updates

We’ve seen a lot of feedback about how waves feel like they sorta just trickle out and don’t feel very lively. As such we’ve done some investigating and made changes to the way waves come out of their spawners. Players should see more enemies coming out of the spawners at a faster pace. Additionally because of this we’ve increased the total mob counts for the maps to ensure a balance with wave times.

 

Defense Changes

Squire - Sniper Tower

The Sniper tower offers the squire a new single target defense that will be very strong at defeating tanky enemies. It will use a special enemy targeting priority. This tower will replace the Bouncer Blockade as we felt the blockade was often overshadowed by the other blockades in the game.

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Huntress - Poison Dart Tower

The Poison Dart Tower is the first addition of a defense to the Huntress’s kit. The PDT will shoot 3 individual projectiles. These projectiles are fanned out so that they spread out and hit multiple enemies down the path. It will use a fodder targeting priority. This tower will replace the Darkness Trap, as it was the most unused defense in the game, the alternative was the Thunder Spike Trap which we felt could have more use cases.

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EV - Heat Cannon

The Heat Cannon provides a unique defense to the game. It’s a short ranged flamethrower defense that hits all enemies within its range arc. While this defense is limited in range it will more than make up in defense power. This defense will have a fodder targeting priority. It will replace the new empty slot where Reflect Field was.

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EV - Plasma Defense System

The Plasma Defense System or PDS is an omni-directional sentry that can target and attack up to 3 separate targets at once. The defense does have one major flaw in the form of a deadzone. The dead zone prevents the tower from attacking enemies that are too close to the tower. This defense will have a modified version of the special enemy targeting but instead prioritizes Djinns, Copters, and Wyverns before targeting other special enemies. This defense will replace the Shock beam, as we felt that the crowd control it provided was just outclassed by other crowd control oriented defenses regardless of balance.

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Auto Loot 2.0

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Make sure to take a look at your Auto Loot filters as they will have been reset. You’ll want to take some time to play around with the new system and make auto loot profiles for the different kinds of items you want to be picked up. As long as an item matches 1 of the filters in the list it will be picked up. Do note you can only have 8 filters currently.

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Auto Loot Filters also determine what Items get shown on your tactical map. We’ve even added a special icon for Runes, and a purple glow for any Fusion items. So make sure to be on the lookout for those.

Pet Balance

 

  • Pets
    • Monkey King
      • Damage stat scalar increased from 100 to 150.
      • Damage base increased from 25 to 50.
    • Mista Mine
      • Slow reduced from 50% to 40%

 

Hero Balance

  • General
    • Hero Abilities
      • Due to implementations for Runes and how those interact with abilities most abilities will have updated scaling which should be equivalent or a slight buff in power.
    • Stat Scalar Changes
      • Squire, Huntress, Monk, EV and Rogue all have a increased tower attack Rate stat scalar match Apprentice and Warden, The following towers should be buffed because of this change, some more than others:
        • Harpoon, Bowling Ball and Slice N’ Dice, Explosive Trap, Thunder Spike Trap, Electric Aura, Healing Aura, Proton Beam, Overclock beam.
  • Squire
    • Slice N’ Dice
      • Can now attack Sirens.
  • Apprentice
    • Flameburst
      • Starting damage increased from 192 to 250.
      • DU Reduced from 5 to 4.
  • Warden
    • Sludge Launcher
      • Base Damage reduced from 450 to 425
      • Tower Damage Stat Scalar reduced from 1.6 to 1.45
      • No longer slows by default, which can be reintroduced as a rune.

 

Map Balance

  • All Maps
    • All maps now have the same enemy caps as The Keep of 55, which is determined mainly by performance. This should decrease wave times on earlier maps that were being limited
  • The Keep
    • Added tower prevention volumes to the top of the walls as these were often used as safe spots and provided line of sight that was unbalanced for the intended map design
  • Alchemical Labs
    • Reduced amount of fodder enemies and spiders
  • Ramparts
    • Reduced amount of spiders on Ramparts 

 

 

Bug Fixes

  • Fixed issue with Halloween Copter Ogres spawning.
  • Fixed issue with Upgrade / Repair item effects weren’t stacking duration properly.
  • Fixed potential crash with damaging emitters.
  • Fixed issue with aiming past dead enemies would cause projectiles to shoot up into the sky.
  • Fixed issue with Loot not showing on the tactical map.
  • Fixed issue with Decoy not showing nameplates.
  • Fixed issue with Rift portals having 0 HP in mixed mode.

 

Misc.

  • Training Dummies have more health.
  • Training Dummies now can display DPS values above 2B without going negative.
  • Siren drops were dropping at much higher than expected levels.
  • Skeletons now take 1 second to respawn instead of 3.
  • Tavern difficulty scaling should line up with gameplay maps more closely now.


What’s Next?

Well now that Episode 2 Part 1 is out, the next focus is on getting the remaining Part 2 additions done. Currently looking at releasing that sometime early next year as with all the holidays coming up it will limit work capacity. Besides the remaining Episode 2 work, we may look at doing a smaller Winter Holiday update / event but let you know as that progresses.

 

Social Defenders

To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!

Chromatic Games

1aydan

Defenders,

This post will provide an update on development in general, the next update for Dungeon Defenders 2, and the upcoming in-game Halloween event.  The event will start this Friday, October 14th, and the event will go until November 4th.

Halloween Event

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The spooktacular theme is now back to DragonFall with all the spookiness you know and love.

 

Ol Peeper's Daily Gift

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Ol Peepers is now selling a spooktacular crate along with a green defender pack every day during the spooktacular event.

The spooktacular crate contains :

  • New Chaos 10 Shard

  • Festive Carnival Fireworks

  •  Dragonfall Popcorn Machine

  • Trust me Disguise

  • Lucky Bunny Mask

  • Rainbow ‘fro

  • Snow Liger

  • Imperial Grin

  • Hastening Salve

  • Strongman Salve

  • Enduring Salve

  • Spellcasting Salve

  • Tower of Power Salve

  • Enduring Salve

  • Impactful Tower Salve

  • Impactful Hero Salve 

  • Lucky Tower Salve

  • Lucky Hero Salve 

 

Spooky Pumpkin Head - One-time reward cosmetic Flair.

Screenshot 2022-09-19 150641.png

Black Market Dealer

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The Black Market Vendor now has another limited-time Flair: The Golden Spooky Pumpkin Head!

Emporium

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The mask factory was over stocked with old masks from a previous spooktacular event so we decided to bring them back for everyone to enjoy.

Development Update

I wanted to give a general update on all things DD2 development. It has been a pretty hectic few weeks with leadership changes, random back-end issues, internal build issues, and more recently the Xbox login issues that affected some of the development of the new patch. These hurdles also have impacted some of the transparency the game needs and hopefully, it can now change for the better. As all these hurdles have now been pretty much gotten over, the development effort for the next patch will start ramping up again to get it out as soon as feasibly possible.

What’s Next?

So as the title suggests, what is exactly next for dragonfall? It exactly hasn’t been a secret that Chaos 10 is coming toward the next update so how about we show / say some stuff that has been a secret. The next update is named “Mines of Etheria.”

Chaos 10

Chaos 10 is going to take a different direction this time compared to the other chaos tiers. While Assassins will be absent this time around, there will be three new enemies to take on instead of just one. We won’t be going into much detail about chaos 10 for now as it will be explained further at a later date. 

Hidden Caverns Region

Along with C10 this next update will be introducing a new region to the game with 2 new maps.

New Map : Crystal Mines

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Inside the mountains of Dragonfall, there is a long-abandoned mine full of precious crystals and gemstones waiting to be excavated.

New Map : Lava Caverns

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Deep below the ground lies a treacherous ancient lava cavern with mysterious crystals and signs of ancient magic.

???

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A strange new individual has come out of hiding to aid in the heroes’ defense against the enemies of Dragonfall.

 

Social Defenders

To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!

Chromatic Games


 

[CG] Philip

DEFENDERS,

For the first time ever in DDA’s history we are doing an in-game Halloween event. This event will feature some new cosmetics for both login rewards and in-game rewards from the new Halloween version of Ramparts. In addition to this every enemy across the game will receive a special Halloween theme for the duration of the event. This Halloween Update is live now on PC, Xbox and PlayStation and will go until November 4th, 2022.

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Login Event

If you login between the dates listed above, you’ll unlock the following transmogs:

 

  • Hallow's Evil Grin Mask
  • Fish in a Jar Mask

 

Halloween Spooktacular Map

With the introduction of the in-game Halloween event we have remade Halloween Spooktacular from the original game. This map will feature the new Halloween variants of the enemies permanently even after the Halloween event is over. It also has new lanes and an additional core to defend.

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Map Rewards

Completing the map will give you a Brain in a Jar Mask Accessory as a guaranteed drop, but for those out there that prefer a bit of gold to their look there will be a very low drop chance version that allows you to unlock the golden transmog variant of the Fish in a Jar, Brain in a Jar and the Hallow's Evil Grin Mask. The golden variants will only drop on Massacre though, be warned it can be very challenging for those just breaking into to Massacre.

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Halloween Enemy Skins

This Halloween event brings spooky variants of each of the enemies in the realm of Etheria. All across the game these enemies will spawn for the duration of the Halloween Event. Afterwards the enemy skins will only be present on the Halloween Map which will stay once the event ends.

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What’s Next?

Well with the Halloween Event now released, our next stop is the Episode 2 Part 1 PTR which will begin on October 28th. This will feature the Outcast Summoner Hero, 2 new maps, Runes, trading and more! Check out the full post talking about these features. Additionally if you are looking for DD2 news, check out the DD2 Halloween Event and Development Update Post coming out later today.

Social Defenders

To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!

Chromatic Games

 

 

1aydan

DD1 Update 9.0.0


News

DEFENDERS,

With great anticipation the new Dungeon Defenders 1 patch 9.0.0 update is now live! We are excited to hear about what the community thinks of this new development and the patch itself. A special thanks to the community member that helped make this new Development possible : Thales, Escev, Jeol, Tbolt, Moose, bee, Harry, Gigazelle, Alhanalem, Sam, and all previous CDT efforts in the past. A huge thank you to the community testers and anyone that participated in the beta!

WARNING -  

This update has changes in the save file format and upon loading this update your save file will no longer be compatible with older game versions.

Patch Notes : 

New Maps

All new maps have trophies that you can unlock for your tavern, with a second trophy for completing on Nightmare.
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The Striking Tree

  • Campaign Rewards - Staff of Flowers, Forest Rifle, Turtle Shell Polearm, Leaf Blade and Elf accessory set

  • Survival Rewards - Jade Serpent, Fairy and Jade Island. 

  • Generic versions of all of this map’s weapons drop on survival for the map, the same way as Eternia Shard maps

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Spooky Buccaneer Bay

  • Campaign Rewards - Demon Sword, Devil’s Spine and new Spooky accessory set

  • Survival Rewards - Little Wizard, Evil Eye and Pumpkin Skeleton on a Treadmill

  • Generic versions of all of this map’s weapons drop on survival for the map, the same way as Eternia Shard maps

Challenge: Halloween Invasion

  • Rewards - Moon Staff, Witch’s Broom and 2 accessories from the new Spooky accessory set. 1 set of rewards per account

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Challenge: Tavern Incursion

  • 6 Player map in the style of Temple of Polybius.

  • One extra life per player on Hardcore up to 3 lives, with a button at the start to remove the lives for an extra reward

  • Rewards - Jeweled Bident and Calamity Blade. 1 set of rewards per account

 

Balance

Akatiti

  • Added a new mask drop to the map rewards

Arcane Library

  • Added Fedora accessory

  • New accessory set bonus for Fedora and Librarian Glasses

City in the cliffs

  • Changed survival quality to Aquanos quality

Challenge: Temple of Polybius

  • Polybius pets drop at map completion. They work like guardians but can be upgraded to boost up to 6 towers

Crystalline Dimension

  • Buffed accessories to max accessory quality to be on par with other maps

  • Made accessories drop twice for everyone, even split screens

  • Made shields drop like on Omenak, where they are a random additional drop

Crystalline Resurgence 1-3

  • Changed survival quality to Infested Ruins quality

Embermount Volcano

  • Buffed accessories to max accessory quality

  • Changed survival quality to Infested Ruins quality

Emerald City

  • Added Emerald accessories with it’s own set effect

  • Sandstorm effects now are disabled on ultra low and low graphics qualities 

Flames of Rebirth

  • Buffed accessories to max accessory quality

  • Added Sword of Embers to challenge reward

Infested Ruin

  • Removed melee attack from Mini Wasp Queen Pet

Karathiki Jungle

  • Changed survival quality to Infested Ruins quality

Magus Citadel

  • Buffed accessories to max accessory quality

 

Talay Mining Complex

  • Changed survival quality to Infested Ruins quality

Tavern Defense

  • Added Party Horn with the same quality as Librarian Glasses from Arcane Library

  • Buffed Party Hats to be on par with Fedora acc from Arcane Library

  • Confetti set bonus now needs party horn and party hat

The Tinkerer’s Lab

  • Changed survival quality to Infested Ruins quality

Tomb of Etheria

  • Added missing 10% bonus movement speed to Spear of the New Kingdom

Winter Mire

  • Made Ban Hammer give a 10% movement speed bonus

  • Made Candy Cane give a 10% movement speed bonus

  • Made Winter Flame give a 10% movement speed bonus

Huntress, Apprentice, Squire and Monk Guardians can now be upgraded to boost up to 6 towers.

 

QoL

  • Added Inventory Quality Sorting button

  • Ultimate Crystalline Defender and Experience Orbs are now both tradeable and droppable.

  • Added a Damage Number Size Slider

  • Improved Graphic Settings 

    • Native support up to 4k (3840 by 2160)

    • Support for changing graphic settings in-game (Low, Medium and High)

    • Option to disable outlines

    • Ability to change the size of damage numbers across the entire game

  • Added item recovery on all maps

  • Players can send much longer messages now, up from 64 characters to 320

  • Added a built-in emulator to the game. Old emulators still work, so you can just keep using your current input settings.

  • New assignable bindings for controlling the built-in emulator. By default, they are:

    • Bindings=(Name="F2",Command="ControlEmulatorPlayer1")

    • Bindings=(Name="F3",Command="ControlEmulatorPlayer2")

    • Bindings=(Name="F4",Command="ControlEmulatorPlayer3")

    • Bindings=(Name="F5",Command="ControlEmulatorPlayer4")

    • Bindings=(Name="F6",Command="QuickAddSplits")

    • Bindings=(Name="F7",Command="KickAllSplits")

    • Bindings=(Name="F8",Command="ToggleSplitScreen")

  • Added dropped armor Icons to minimap

  • Added difficulty based coloration to the Harbinger mob

  • Added item censoring feature. It can be turned on or off in the options menu or with the default binding while in your item box / item info screen:

    • Control + C

  • Added boss timer skip feature. It can be used with the default binding:

    • Bindings=(Name="V",Command="BossTimerSkip")

  • The game now unpauses all emulator characters if anyone resumes while an emulator character is present to avoid getting stuck at the pause screen.

  • Reduced save frequency for redundant data, such as scores causing a save whenever an enemy is killed during a wave.

  • Added simple damage numbers feature

  • Overall game engine upgrade that should improve performance

  • Changed Siege Mech (Omenak) enemies to have four equipment drop chances

  • Changed Magic Missile enemies (Magus Citadel) enemies to have two equipment drop chances

  • Guardians now won't try to boost an already boosted tower (unless their boost is better)

  • Ability cooldowns reset on entering build phase

  • Added keybinds to select heroes on the main menu hero selection screen (0-9)

  • Lowered poly teleporting trigger volume's retrigger delay

 

Bug Fixes

  • Fixed issues with Wasp pet, Spear of the New Kingdom and Winter Flame on certain bosses

  • Fixed some spots that mobs end up stuck on infested ruins

  • Improved default network bandwidth and lowered network update intervals

  • Made Enchanted Bishop colorable

  • Removed double dropped equipment circle color on Spare Christmas Lights, Rudolph’s Spare Nose and Rudolph’s Spare Antlers 

  • Fixed a bunch of invalid enemy entries in the player stats UI

  • Fixed an issue where the map list snaps to another location

  • Fixed Crystalline Dimension only dropping 1 accessory for host

  • Control + T no longer adds untradeable items to trade

  • Fixed Wasp enemies taking more damage than intended from Lightning Towers

  • Placed Crystalline Dimension back on Quest for the Lost Eternia Shards

  • Fixed black screen issue on poly

  • Fixed Ogres spawning slowly at the end of wave in Wintermire survival.

  • Fixed an issue where the omenak brooch showed up as bracers

Misc Changes

  • Removed Discord integration to improve game stability

  • Changed the ranked home screen to have more useful links


Social Defenders

To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

[CG] Philip

DEFENDERS,

The long awaited Episode 2 Part 1 PTR is here! Players who own a copy on steam can access the steam beta branch and play the PTR to help us gather feedback and find bugs before release.

How to Join

We want you to join the PTR! If you own Dungeon Defenders: Awakened on PC/Steam, check out our forum post that shows you exactly how to join!

PTR Reward

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Given the Halloween nature, the PTR reward will be a RGB Pumpkin Mask Transmog, as what’s more spooky than a bit of RGB.

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If RGB is not your flavor, We’ll be allowing people to collect any of the previous PTR rewards in the past. You’ll be given the choice of reward in the survey. This includes the following rewards:

  • Forest Ally’s Wings
  • Eagle’s Wings
  • Crystalline Corgi

Episode 2 Part 1

So we already did a long winded reveal of the vast majority of the features coming in this update, so this post won’t be going into details but will serve as a quick overview of the contents with any changes.

Click here to read the full post to get a better understanding.

 

The Outcast Summoner

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The Outcast Summoner, One of the most iconic heroes joins the battle! In this PTR you’ll be able to create and try out the new hero along with all their abilities and minions. We are looking for feedback on the functionality and balance, as we are in the process of still getting Art, Animations, SFX and VFX all hooked up still.

Runes

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Runes are a new feature that allow players to augment their defenses in new ways! These can range from simple additions to completely different abilities. Runes can drop from normal enemies at all levels of play as well as from victory chests. Each act has its own pool of which runes drop from enemies, and each map has a smaller subset of that act pool that drop in the form of a guaranteed drop from the victory chest. You can view where a rune drops on the rune UI itself, displayed as “Favored Map”

Since the Episode 2 Part 1 post we have since changed our minds about having generic runes in the game. This is mainly because we want players to feel like they can use the special runes designed for each tower without feeling punished for not using a generic rune that just gives them more power. We just think this provides a more fun opportunity to players and lets us continue to create more unique runes rather than balance the battle between unique and generic runes.

Currently there are about 54 runes in the game to playtest, some heroes and defenses are missing runes and we will be working on getting those in as time permits or before release of the update.

 

Trading

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The long awaited feature is here. As described in the Episode preview post, players are able to send trade requests with one another using the party bar in the top right of the pause menu. Once a player accepts a trade request, the two players may offer up items and gold between each other and then confirm the trade once they feel like they are happy with the trade. 

 

Act 5 - 2 New Maps

With the first part of Episode 2 comes 2 new maps to kick off Act 5. After defeating the Lycan King, the heroes traverse a great desert uncovering forgotten locations along the way. The first 2 maps will be in the PTR and can be played. However they drop the same quality of items that would be seen on the keep, as we are still deciding if a quality increase before the boss / bonus difficulty is worth it currently.

 

The Bazaar

You’ll have to fight your way through the Bazaar in order to progress deeper into the secrets this desert holds!

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The Lost Metropolis

Defend your core from threats old and new in the shadow of structures from a forgotten civilization. n9VZ4nXhHjnwGhrAGLcTFkG3GsH3FS13mWS5wsew

 

Defense Changes

As outlined in the original post, there are 5 defense changes. The only difference between the post and the PTR is that we decided after reading feedback and playtesting that the combined Reflect field was causing more issues being the default EV defense, and as such we’ve made the original reflect field the default EV slot 2 defense. There is a rune to convert the reflect field into a blockade should you want to have that functionality back.

 

Auto Loot 2.0

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In the PTR your Auto Loot filters will have been reset. You’ll want to take some time to play around with the new system and make auto loot profiles for the different kinds of items you want to be picked up. As long as an item matches 1 of the filters in the list it will be picked up. Do note you can only have 8 filters currently.

 

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Auto Loot Filters also determine what Items get shown on your tactical map. We’ve even added a special icon for Runes, and a purple glow for any Fusion items. So make sure to be on the lookout for those.

 

Balance

This update is gonna bring a lot of balance changes to the game in the form of runes and other forms of balance tweaks. Due to the sake of time writing this post, There won’t be specific numbers, but will have those for the final post. Once the survey is out, there will also be questions for how you feel about those.

That said most defenses and abilities for Squire, Huntress, Monk, EV and Rogue got some kind of buff. So play around with those heroes and their defenses.

 

What’s Next?

The PTR will run for about 2 weeks, during this time we’ll see how the playtest goes, make adjustments, fix bugs and continue to polish up the features. After the PTR is over we expect to take about a week or so to finalize any remaining changes and then look at releasing the update.

 

Social Defenders

To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!

Chromatic Games

1aydan

DD1 Update 9.0.2


News

DEFENDERS,

:copter:This patch intends on fixing some issues in the game. :copter:


PATCH NOTES :kobold:

FEATURE :apprentice_small:

- Added the ability to privately drop mana (default hotkey control + m)

BUG FIX :goblin:

- Fixed a typo in Evil Eye's description
- Fixed an issue where swapping weapons doesn't cancel the cast of the previous one causing weird projectile interactions
- Added new description to Devil Spine level drop variant
 

1aydan

DD1 Update 9.0.1


News

DEFENDERS,

:copter: A patch was pushed this morning to address some issues in the 9.0.0 release :copter:


PATCH NOTES :kobold:

FEATURE :apprentice_small:

- Added controller support for the emulator that allows the player use a controller to control all emulated characters (Keyboard key binds still apply for spawning) 

BUG FIX :goblin:

- Fix for accessories being able to spawn with more upgrades than intended
- Fixed Spooktacular Bay not giving random rewards to players besides host
- Fixed an issue where the anti cheat was kicking people with certain colors on character skins
- Fixed some emulator would break some key bind commands
- Fixed an issue where the map selection UI would update client UI's
- Fixed an issue where the map selection wouldn't recover from adding players 
- Fixed an issue where the gargoyle accessories were rolling lower than intended
- Fixed an issue where the elf accessories wouldn't show the number of upgrades when on inventory
- Fixed an issue where the elf crown icon was too large
- Fixed an issue where the core drops were not correct on then new maps

[CG] Philip

DEFENDERS,

This post will provide an update on Episode 2 Part 1 work as well as announce the details about the upcoming In-game Halloween Event and Episode 2 Part 1 PTR. With that said let's get into it as this will be a long post!

Halloween Event

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For the first time ever in DDA’s history we are doing an in-game Halloween event. This event will feature some new cosmetics for both login rewards and in-game rewards. In addition to this every enemy across the game will receive a special Halloween theme for the duration of the event. This Halloween Update will be released on October 14th, 2022 and the event will go until November 4th, 2022.

Login Event

If you login between the dates listed above, you’ll unlock the following transmogs:

  • Hallow's Evil Grin Mask
  • Fish in a Jar Mask

Halloween Spooktacular Map

With the introduction of the in-game Halloween event we have remade Halloween Spooktacular from the original game. This map will feature the new Halloween variants of the enemies permanently even after the Halloween event is over. It also has new lanes and an additional core to defend.

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Completing the map will give you a Brain in a Jar Mask Accessory as a guaranteed drop, but for those out there that prefer a bit of gold or Neon to their look there will be a very low drop chance version that allows you to unlock the golden transmog variant.

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Episode 2 Part 1 Progress Update

The Outcast Summoner

As many of you know, the summoner from the original Dungeon Defenders game will be returning to DDA as The Outcast Summoner. This iconic hero has been one of the most requested heroes to return to DDA and as such we wanted to try our best to stay true to the original as best as we could, while also making adjustments to better fit DDA.

With that in mind, one of the things we felt strongly about was that the original model shown previously didn’t reflect what users expected for a remake of the Summoner. As such we’ve gone through reconcepted and made a new model that fits the theme better.

Here is a first look at the new model!

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Next up let’s talk about how the hero itself will work. After going through all the data from the Summoner Survey we have come to the following abilities, defenses and changes to the summoner.

General Features

Before we cover Hero Abilities, let's talk about some of the general features that the hero has first. The hero doesn’t have weapon slots and as such doesn’t have an actual attack. Instead, the hero will be allowed to equip 2 pets at once. Additionally, the Summoner will be able to equip Tomes and will be able to complete a weapon set using a single tome.

Regarding Minions we also have opted to not have Minion Units but instead use DU for the defenses. This solves 2 issues, the first being that players felt that they were missing out if they didn’t take advantage of having double the “DU” and additionally it would require we balance every map both past and present around having this feature.

Finally, the Summoner has the ability to hover by pressing and holding the jump key at any point while the hero is falling. They will still be able to take advantage of the double jump as any hero can.

 

Abilities

Primary - Minion Select

  • Since the hero doesn’t attack, his primary will be used to select his minions. Currently we only allow single unit selection but will continue to iterate on this as feedback is received.

Secondary - Overlord Mode

  • A big feature of the Summoner was his ability to go into overlord mode and have a more top down RTS style camera. This ability will allow the Outcast Summoner to pan around the map and place minions remotely as well as move them as necessary.

Active Ability - Flash Heal

  • Flash heal offers the ability to heal nearby heroes, Minions and defenses by a percentage of their max health, scaling off the hero's Ability stat.

Buff Ability - Pet Boost

  • While active the hero's pets will be buffed increasing attack damage and attack speed, scaling off the hero's Ability stat. This was a redux addition that we felt added a lot of potential to the hero being used as a DPS and playing off the ability for the hero to equip 2 pets.

 

Minions

Before we get started all the minions are still going through active balancing so these values might not represent what goes live for the PTR as well as adjusting balance as we receive PTR feedback.

Minion 1 - Archer (2 DU):

  • Summons a Crystalline Dark Elf Archer. Shoots non-piercing arrows at enemies. 

Minion 2 - Spider (3 DU):

  • Summons a Crystalline Spider to the battlefield. Flings webs at nearby enemies, slowing them down and doubling all damage they receive.

Minion 3 - Siren (4 DU):

  • Summons a Crystalline Siren to the battlefield. She casts protective shields around defenses reducing incoming damage and also attacks offensively with her ranged attack.

Minion 4 - Dark Elf Mage (4 DU):

  • Summons a Crystalline Dark Elf Mage to the battlefield. Casts fireballs and periodically heals themselves and other nearby minions, as well as heroes.  

Minion 5 - Ogre (5 DU):

  • Summons a Crystalline Ogre to the battlefield. Crushes enemies within melee range and occasionally fires poison snot balls from a distance.

 

Runes

This will mostly be a recap of the full runes introduction post as a lot of it remains unchanged from the original design but figured it was important to give a recap and fill in any blanks as needed.

Runes are broken down into two different categories they work in the following ways:

  • Hero Runes - Runes that affect your hero’s stats, attacks, and abilities.
  • Tower Runes - Runes that affect your tower stats and activation (whether that’s damage or utility).

Additionally, there are 2 types of Runes, General Runes and Class Runes and can be used in different situations.

  • General Runes - Runes that can be applied to any hero. These are typically flat stat increasing runes, with some slight variations.
  • Class Runes - Runes that are applied to a specific hero, or specific list of heroes.

Unlocking runes is a 2-step process. First you must obtain a rune which can be found by playing various gamemodes, maps and difficulties. Some runes will have specific drop locations while others will have random drop locations. Secondly you will need to pay a gold cost to consume the rune and permanently unlock the rank of rune.

Once you’ve unlocked a rune you can choose to use that rune in any of your available slots. Each hero has 2 Hero runes and 4 Defense Runes slots. Those rune slots can be set on each individual hero. Allowing you to add more customization to the way that hero builds.

With all that recapped, let's talk about some examples of runes we can expect to see in DDA.

Squire

  • Explosive Shield - Shield Throw explodes on hit, dealing 100% of its normal damage to all nearby enemies and increases number of Bounces by X.
  • Spear Trap - Every X Seconds when the Spike Blockade is attacked it shoots out 8 piercing projectiles damaging enemies for X% Tower Health.

 

Apprentice

  • Arcane Blast - Arcane Surge becomes a ranged piercing projectile which deals X% of secondary attack damage.
  • Bouncing Magic - Magic Missile Projectiles deal X% damage and bounces up to Y additional targets.

 

Huntress

  • Chance Grenade - Grenade Toss has a X% chance to spawn another grenade upon killing an enemy.
  • Shell Shocked - Enemies hit are slowed by X% and deal Y% reduced damage for Z seconds.

 

Monk

  • Mystical Repair - Tower Boost slowly repairs defenses for X% of tower health over Y Seconds.
  • Lightning Strikes - Every X Seconds, the Lightning Aura deals Y% tower damage to a single enemy within range.

 

EV

  • Decoy-GR - Decoy now shoots along with the hero at the same direction dealing X% of hero damage.
  • Electric Shock - Proton Beam has a X% chance to shock and stun enemies for Y seconds.

 

Warden

  • Yum Yum Seed - Sprout Seeds on-pickup restore X% HP and gives a Healing over time for Y% Max HP over Z seconds.
  • Focus Blossom - Beaming Blossom does additional X% damage for each attack made against the same enemy, stacking up to Y times.

 

Rogue

  • Multiple Marks - Increases max number of Marked targets by X.
  • Spin-To-Win - Carnage consumes -50% mana and does Y% of the original damage.

 

Outcast Summoner

  • Flash Buff - Defenses within Flash Heal gain Attack rate and Power for X Seconds.
  • Healing Master - The Dark Elf Mage Minion can also heal nearby defenses for X% of the normal minion healing.

Trading

Now with all this talk about runes, there is another way to acquire them that wasn’t mentioned above which would be through trading. Trading will allow 2 players to exchange items and gold between one another.

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Players can request to open a trade and then add items and offer gold. Not every item is tradable, specifically any kind of entitlement reward like from the Kickstarter. Outside of that you are free to trade Armor, Weapons, Pets, Offhands, Accessories, and now Runes.

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Additionally, we also added a new gameplay setting to auto reject trade requests for the popular few that don’t wish to be overwhelmed with trade requests. You can still send trade requests while this setting is enabled but any attempts for others to trade with you will be rejected without notification.

Finally, since we know players will want better ways to find other traders, we’ve added a way to host a public tavern with custom session names. While this isn’t a perfect solution, we hope we can improve this in the future and potentially look at new ways to host trading lobbies.

 

Act 5 - 2 New Maps

With the first part of Episode 2 comes 2 new maps to kick off Act 5. After defeating the Lycan King, the heroes traverse a great desert uncovering forgotten locations along the way.

The Bazaar

You’ll have to fight your way through the Bazaar in order to progress deeper into the secrets this desert holds!

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The Lost Metropolis

Defend your core from threats old and new in the shadow of structures from a forgotten civilization. BQGFydvf2t1zCnIIjX29NtykBE4GOsWwUQ-ZbA0P

 

Defense Changes

As we hinted at in one of our live streams there will be 5 changes to the defense roster. These changes are based on metrics, survey data and general community discussions. That said if the feedback from these changes is not well received we will look at making changes as needed.

Squire - Sniper Tower

The Sniper tower offers the squire a new single target defense that will be very strong at defeating tanky enemies. It will use a special enemy targeting priority. This tower will replace the Bouncer Blockade as we felt the blockade was often overshadowed by the other blockades in the game.

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Defense Rune - Piercing Upgrade:

  • Pierces an additional enemy and scales damage of the attack by X%.

 

Huntress - Poison Dart Tower

The Poison Dart Tower is the first addition of a defense to the Huntress’s kit. The PDT will shoot 3 individual projectiles. These projectiles are fanned out so that they spread out and hit multiple enemies down the path. It will use a fodder targeting priority. This tower will replace the Darkness Trap, as it was the most unused defense in the game, the alternative was the Thunder Spike Trap which we felt could have more use cases.

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Defense Rune - Blinding Darts:

  • Enemies hit by the Poison Dart Tower have a X% to become blinded for Y seconds.

 

EV - Combined Blocking + Reflect Field

In order to make room for the upcoming defense changes, we’ve decided to merge the Blocking Field and Reflect field. This means the defense will be able to serve as a wall or a reflect field and will have the same DU scaling of the original reflect field so that they continue to be used as they have in the past.

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Defense Rune - Electric Fence:

  • Blocking Field deals X% of Tower Health back to all attackers as electric damage.

 

EV - Heat Cannon

The Heat Cannon provides a unique defense to the game. It’s a short ranged flamethrower defense that hits all enemies within its range arc. While this defense is limited in range it will more than make up in defense power. This defense will have a fodder targeting priority. It will replace the new empty slot where Reflect Field was.

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Defense Rune - Immolation:

  • Heat Cannon applies a fire DoT onto enemies dealing X% of tower damage over Y seconds.

 

EV - Plasma Defense System

The Plasma Defense System or PDS is an omni-directional sentry that can target and attack up to 3 separate targets at once. The defense does have one major flaw in the form of a dead zone. The dead zone prevents the tower from attacking enemies that are too close to the tower. This defense will have a modified version of the special enemy targeting but instead prioritizes Djinns, Copters, and Wyverns before targeting other special enemies. This defense will replace the Shock beam, as we felt that the crowd control it provided was just outclassed by other crowd control oriented defenses regardless of balance.

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Defense Rune - Full Coverage:

  • Increases the Plasma Defense System’s defense range by X% but also increases the dead zone by Y%.

 

Auto Loot 2.0

This has been a highly requested quality of life for endgame players. Auto Loot 2.0 will allow players to have multiple loot filters using the existing setup. This allows players to have filters tied to specific types of items, for example having a Auto Loot Filter specifically for picking up Accessories or a filter to pick up only swords. As long as an item matches 1 of the filters in your list it will get picked up when Auto Loot happens.

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This UI will allow you to create and manage the multiple filter profiles. Each one can have a name and Icon associated to help associate them. You will be limited to 8 filters at any point.

 

Public Test Realm (PTR)

So now that we’ve talked about all the amazing things coming in episode 2, I know you all are dying to know when the PTR will go live. On that note I can say we are aiming for the PTR to go live on October 28th, 2022 pending any major setbacks. While we had initially planned for it to start early October we felt the extra time was needed, and with the Halloween event it would be odd to have those launch at nearly the same time.

 

What’s Next?

After the Halloween event is over and the PTR is finished we’ll look at releasing the update live after we’ve made any necessary changes based on player feedback. Once that is live we’ll begin work on the remaining Episode Part 2 work and keep you all updated as that is developed. Though it is too early to say what the timeline will be like at this moment.

Social Defenders

To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!

Chromatic Games

 

1aydan

DD1 Update Beta


News

DEFENDERS,

The Dungeon Defenders 1 beta is now live! This beta will be altering .cbb save files so if you wish to copy over your current save locally make a copy of your dundefheroes.dun and add .cbb to the end of it in your save folder likely located here: C:\Program Files (x86)\Steam\steamapps\common\Dungeon Defenders\Binaries\Win32.

HOW TO JOIN : 

  1. Go to your steam client 
  2. Find Dungeon Defenders 1
  3. Right click the name
  4. Select properties
  5. Go to betas
  6. Choose the moosebetabranch from the drop down
  7. Enjoy

Screenshot 2022-09-28 093805.png

Beta Patch Notes : 

New Maps

StrikingTreePreview.png

The Striking Tree

  • Campaign Rewards - Staff of Flowers, Forest Rifle, Turtle Shell Scepter, Leaf Blade, and Elf accessory set

  • Survival Rewards - Jade Serpent, Fairy, and Jade Island. 

  • A generic version of all of this map’s weapons drop on survival for the map, the same way as Eternia Shard maps

SpookBayPreview.png

Spooky Buccaneer Bay

  • Campaign Rewards -Demon Sword, Devil’s Spine, and new Spooky accessory set

  • Survival Rewards - Little Wizard, Evil Eye, and Pumpkin Skeleton on a Treadmill

  • A generic version of all of this map’s weapons drop on survival for the map, the same way as Eternia Shard maps

Challenge: Halloween Invasion

  • Rewards - Moon Staff, Witch’s Broom, and 2 accessories from the new Spooky accessory set. 1 set of rewards per account

TavernIncursionPreview.png

Challenge: Tavern Incursion

  • 6 Player map in the style of Temple of Polybius.

  • One extra life per player on Hardcore up to 3 lives, with a button at the start to remove the lives for an extra reward

  • Rewards - Jeweled Bident and Calamity Blade. 1 set of rewards per account

 

Balance

Akatiti

  • Added a new mask drop to the map rewards

Arcane Library

  • Added Fedora accessory

  • New accessory set bonus for Fedora and Librarian Glasses

City in the cliffs

  • Changed survival quality to Aquanos quality

Challenge: Temple of Polybius

  • Polybius pets drop at map completion. They work like guardians but can be upgraded to boost up to 6 towers

Crystalline Dimension

  • Buffed accessories to max accessory quality

  • Made accessories only drop 2 times per player account

Crystalline Resurgence 1-3

  • Changed survival quality to Infested Ruins quality

Embermount Volcano

  • Buffed accessories to max accessory quality

  • Changed survival quality to Infested Ruins quality

Emerald City

  • Added Emerald accessory set

Flames of Rebirth

  • Buffed accessories to max accessory quality

  • Added Sword of Embers to challenge reward

Infested Ruin

  • Removed melee attack from Mini Wasp Queen Pet

Karathiki Jungle

  • Changed survival quality to Infested Ruins quality

Talay Mining Complex

  • Changed survival quality to Infested Ruins quality

Tavern Defense

  • Added Party Horn with the same quality as Librarian Glasses from Arcane Library

  • Buffed Party Hats to be on par with Fedora acc from Arcane Library

  • Confetti set bonus now needs party horn and party hat

The Tinkerer’s Lab

  • Changed survival quality to Infested Ruins quality

Tomb of Etheria

  • Added missing 10% bonus movement speed to spear of the new Kingdom

Winter Mire

  • Made Ban Hammer give a 10% movement speed bonus

  • Made Candy Cane give a 10% movement speed bonus

  • Made Winter Flame give a 10% movement speed bonus

Huntress, Apprentice, Squire, and Monk Guardians can now be upgraded to boost up to 6 towers.

 

QoL

  • Added Inventory Quality Sorting button

  • Ultimate Crystalline Defender and Experience Orbs are now both tradeable and droppable.

  • Added a Damage Number Size Slider

  • Improved Graphic Settings 

    • Native support up to 4k (3840 by 2160)

    • Support for changing graphic settings in-game (Low, Medium, and High)

    • Option to disable outlines

    • Ability to change the size of damage numbers across the entire game

  • Added item recovery on all maps

  • Players can send much longer messages now, up from 64 characters to 320

  • Added a built-in emulator to the game. Old emulators still work, so you can just keep using your current input settings.

  • New assignable bindings for controlling the built-in emulator. By default they are:

    • Bindings=(Name="F2",Command="ControlEmulatorPlayer1")

    • Bindings=(Name="F3",Command="ControlEmulatorPlayer2")

    • Bindings=(Name="F4",Command="ControlEmulatorPlayer3")

    • Bindings=(Name="F5",Command="ControlEmulatorPlayer4")

    • Bindings=(Name="F6",Command="QuickAddSplits")

    • Bindings=(Name="F7",Command="KickAllSplits")

    • Bindings=(Name="F8",Command="ToggleSplitScreen")

  • Added dropped armor Icons to the minimap

  • Added difficulty-based coloration to the harbinger mob

  • Added item censoring feature. It can be turned on or off on the options menu or with the default binding while in your item box/item info screen:

    • Control + C

  • Added boss timer skip feature. It can be used with the default binding:

    • Bindings=(Name="V",Command="BossTimerSkip")

  • The game now unpauses all emulator characters if anyone resumes while an emulator character is present to avoid getting stuck at the pause screen

  • Reduced save frequency for redundant data, such as scores causing a save whenever an enemy is killed during a wave

  • Added simple damage numbers feature

  • Overall game engine upgrade that should improve performance

 

Bug Fixes

  • Fixed issues with Wasp pet, Spear of the New Kingdom, and Winter Flame on certain bosses

  • Fixed some spots that mobs end up stuck on infested ruins

  • Improved default network bandwidth and lowered network update intervals

  • Made Enchanted Bishop colorable

  • Removed double dropped equipment circle color on Spare Christmas Lights, Rudolph’s Spare Nose, and Rudolph’s Spare Antlers 

  • Fixed a bunch of invalid enemy entries in the player stats UI

  • Fixed an issue where the map list snaps to another location

  • Fixed Crystalline Dimension only dropping 1 accessory for host

  • Control + T no longer adds untradeable items to trade

  • Fixed Wasp enemies taking more damage than intended from Lightning Towers

  • Placed Crystalline Dimension back on Quest for the Lost Eternia Shards

  • Fixed black screen issue on poly

Changes

  • Removed Discord integration

  • Changed the ranked home screen to have more useful links

Social Defenders

To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

1aydan

FUTURE DD1 Development


News

DEFENDERS,
It has been a while since the last Dungeon Defenders 1 update from the Community Development Team, which after years of high-quality content and features being developed for the game unfortunately came to an end. However, enthusiasm within Chromatic Games surrounding DD1 extends to this day, and we are super excited to announce that the game will be receiving a new light. A handful of developers have decided to return to working on a new update for the live version of the game with the help of the community again. This includes some members of the CDT returning as well as some new faces.

What you can expect from this update is similar to what you have seen previously from the Community Development Team. This will include new maps, items, bosses, and features. We are planning to add some of the content and features present or previously worked on for Redux.

We will be monitoring community feedback on the changes we make, as well as looking for new features that you all want to see added to the game.

title_render.png
REDUX -
In the past, Redux was meant to be this new light, but it didn’t pan out the way we wanted due to the major split in communities and other issues. Redux is not going away with this new development, but the development will be paused for the time being.

:skeleton:
WHAT THIS WON'T BE -

As mentioned earlier this project is not a full company effort and is just a tiny subset of the company that is working on this purely on our time with help from some community members. This effort at first will also be on an our time basis approach to order to not effect development in other areas if possible.

:goblin:
WHEN? -

So if all of this sounds enticing, you might want to know “when?!”. We don’t typically announce dates for things like this, but in full transparency, the plan is to have an update out by sometime in October with select items and features from Redux as well as some new stuff.

:core_forum_Icon:
WHAT'S NEXT?-

If this update goes well with the community we will look at expanding the scope of our future updates with new content.. We would like to keep Dungeon Defenders 1 updates happening for as long as possible, but it depends on how the community feels about these new developments.

Social Defenders

To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

 

[CG] Philip

DEFENDERS,

The Pre-Episode 2 Patch 2 is now live on PC, Xbox and PlayStation, including some major enhancements to the endgame in the form of Endless Survival, Rifted Mixed and Pure Strategy, and lots of balance changes. Switch will catch up to this update at a later date. Let's dive into the changes!

Endless Survival

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Ever felt like 25 waves just wasn’t enough? Ever wish you could keep your build and keep playing forever? Well now’s your chance! Endless survival does just that by allowing the player to keep playing after wave 25 to no end. Each wave will get increasingly difficult, carrying on potentially forever. 

Item quality will stay the same as wave 25, as this helps to avoid too much power creep. Every 5 waves we will reward players with a Map Victory chest, which will contain the same item rolls and potential as that of Wave 25. Bosses will spawn every 5th wave and gain 20% health each time.

Endless Survival can be started by the host pressing continue on the summary screen. Players will still be able to start on higher waves but must start on a wave after a Victory Chest. (Ex: Every 5th wave such as 26, 31, 36)

Since loot quality doesn’t scale we have added special rewards for endless survival in the form of Golden Pet Transmogs! Every map has a golden pet transmog to unlock by beating wave 100 on Massacre Survival on the respective map. With the exception of the Golden Giraffe On a Treadmill which is unlocked by beating wave 100 Massacre Survival on every map (Act 1, 2, 3 & 4).

 

Cutting Attack Rate Caps

We’ve received lots of feedback overtime asking for changes to the attack rate caps and as such In this update we are cutting attack rate caps for defenses in half for PC, Xbox and PlayStation. This means towers will attack much faster than they have in the past. We’ve also removed the higher attack rate caps on specific towers like Deadly Striker and Sludge Launcher. Unfortunately this is the only change in this list that Switch users will not receive.

 

Bonus Waves are now Bonus Difficulties

Bonus Waves are now a feature of the past, and Bonus Difficulties will be replacing it. Bonus Difficulties work almost identically to how bonus waves work with one exception.

  • Instead of getting a bonus wave after completing the map, Bonus Difficulty will scale up the entire map’s difficulty and loot quality.

This means you no longer have to casually play through wave 23, 24 and 25 to get to the single hard wave that challenges you and provides the loot quality you are looking for. Bonus Difficulties unlock the same way as bonus waves and are usable in the same locations.

 

HUD Party Bar

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Tired of not knowing who is not readied up? Wish you could see who joined your game without having to go to the escape screen? Want to know what level your friends are?

Well now you can do all that and more! The HUD party is a way to see a quick all of that and more at a quick glance. You’ll be able to see Names, Hero Type, Hero Level, Hero Health and Ready up status.

 

4 New Fusion Pets

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We have added another set of 4 new Fusion pets for you to collect!

  • Act 1: Griffin
  • Act 2: Etherian
  • Act 3: Lil Bomber
  • Act 4: Lycan King Mini

Fusion Pet Drop locations have been adjusted. Here is the complete list of where to get Fusion Pets:

  • Griffin: The Deeper Well & Ancient Mines
  • Steam Robot: Lava Mines & Alchemical Labs
  • Paddle Ball: Magus Quarters
  • Little Wizard: Tornado Valley & Tornado Highlands
  • Etherian: The Ramparts & The Throne Room
  • Monkey King: Endless Spires
  • Lil’ Bomber: Arcane Library & Royal Gardens
  • Dragon: The Promenade & The Summit
  • Mega Chicken: Glitterhelm Caverns
  • Angry Cloud: The Mill & The Outpost
  • Mini Lycan Prince: The Keep
  • Demon Lord: Foundries and Forges

 

Rift Mixed & Pure Strategy

In order to fill out the game more and work towards our goal of eventually having more gamemodes open to the player at the endgame, we’ve added the ability to play those gamemodes with rifted enabled.

This will be something we continue to expand on in the future but wanted to offer the player the ability to play these modes with rifted enabled.

Pure Strategy will not be getting a rework in this update, We decided it was best to hold off on that rework till we can offer special rewards to go along with it. As currently other gamemodes are just offer inherently better rewards and so this is something we want to address at the same time.

 

Mixed Bosses and Bonus Difficulty

With Rift added to mixed mode we wanted to offer players more reason to play mixed as well. As such we’ve added Bosses and allowed Bonus Difficulties to be used on mixed. This means the waves will be harder but the loot will scale to that of the bonus difficulty selected.

 

Balance

The goal with these changes is to provide players with more options for Pets, Weapons and Defenses. As with anything in this patch we will be monitoring this to see if any further adjustments are needed. 

This is gonna be a long list so get ready!

 

Defenses

  • Squire
    • Spike Blockade
      • Health increased by 100%
    • Harpoon
      • Damage increased by 10%
    • Bouncer Blockade
      • Health increased by 100%
    • Slice N’ Dice
      • Health increased by 100%
  • Monk
    • Lightning Aura
      • Damage increased by 10%
    • Strength Drain Aura
      • DU decreased from 5 to 4
  • Apprentice
    • Magic Blockade
      • Health increased by 100%
    • Magic Missile
      • Damage increased by 10%
    • Flameburst
      • Damage increased by 10%
  • EV
    • Proton Beam
      • Starting Attack rate increased from 0.3s to 0.5s
      • Damage scalar increased by 10%
      • Overall this is a nerf to early game and a buff to endgame
    • Physical Beam
      • Health increased by 100%
  • Warden
    • Roots of Purity
      • Health increased by 100%
    • Wisp Den
      • Damage decreased by 10%

 

Pets

  • Angry Cloud
    • Increased damage by ~600% at the endgame
  • Demon Lord
    • Increased damage by ~185% at the endgame
  • Dragon
    • Increased damage by ~300% at the endgame
  • Etherian
    • Increased damage by ~20% at the endgame
  • Hippogriff
    • Increased damage by ~275% at the endgame
  • Lil’ Bomber
    • Increased damage by ~360% at the endgame
  • Lycan Prince
    • Fusion version gives Rift Armor
  • Mega Chicken
    • Increased damage by ~150% at the endgame
  • Monkey King
    • Decreased the damage increase per stack from 10% to 5%
    • Increased the damage stack limit from 10 to 30
  • Paddle Ball
    • Increased damage by ~55% at the endgame
  • Steam Robot
    • Increased damage by ~65% at the endgame
  • General
    • Increased movement speed of all pets by 200%

 

Weapons

  • Boss Weapons
    • We increased the damage scalars of all Demon Lord, Goblin Mech and Ancient Dragon Boss weapons to try to be within 5-10% of the potential power of a Lycan King Boss Weapon when dropped at similar quality.
      • The goal here is to allow players more choice to choose which of the boss weapons fit their playstyle the best. So playing Bonus Difficulties on Boss Maps should provide weapons with the potential to be as good as Lycan King Boss Weapons.

 

Bug Fixes & Misc.

  • Bonus Difficulty is now displayed on the pause menu in the bottom left corner.
  • Opening launch cinematic has been replaced by a simplified loading screen.
  • Fixed issue with a couple Mixed & Pure Strategy maps having wrong item quality drops.
  • Fixed issues with Fusion pets dropping a really low quality in higher difficulties.
  • Fixed issue where clients couldn’t cancel carnage.
  • Fixed issue with Foundries and Forges having the wrong experience in Survival.
  • Fixed Issue with auto sell loot total display showing negative numbers.
  • Fixed issue with woodland weapons not dropping.

 

What’s Next?

The next step for DDA is Episode 2 Part 1 PTR which includes Runes, Trading, The Outcast Summoner Hero, 2 Maps, The Bazaar and The Lost Metropolis. That’s not all though there will be additions coming in October that players will be excited for. Outside of DDA, we are still hard at work making a new update for DD2. 

Social Defenders

To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!
Chromatic Games

Chromatic Games

DEFENDERS,

Today we have a new update which includes a new hero, new enemy, new talent category, and ping system. We are also at PAX West (Booth 764) this weekend showing it off and doing some giveaways so if you are in the area please stop by!

Demo
With this update also comes a free demo! This is a shortened version of the game where you can play one map then fight the Demon Lord with the Squire and Apprentice. If you’ve been waiting to try the game out then now is your chance!


New Hero: Series EV-GR
The Series EV-GR is a ranged hero that defends Etheria by summoning decoys, channeling powerful lasers, and harnessing the new Pulsator tower technology!

EVProfile_Square_Larger.png

Weapon and Attack

  • Staffs - Fire magical bolts of energy at your foes!

Skill

  • Fire The Laser - Unleash a powerful laser blast to devastate a single foe! Can also be charged up to increase its damage.


Abilities

  • Decoy: EV-ATK - Creates a holographic copy of the hero which taunts enemies into attacking it. This Decoy also fires wherever the hero is aiming and firing. Once the Decoy is destroyed or after a duration it will explode dealing damage to nearby enemies.
  • Energy Cannon - Channels an energy beam which pierces through enemies dealing rapid damage to anything it touches.

Towers

  • Proton Pulsator - Fires pulses of protean energy which damage any enemies in its path.
  • Shock Pulsator - Releases pulses of electric energy which damage and stun enemies.
  • Blocking Field - Projects a field which blocks enemies from passing and reflects projectiles directly back at attackers.
  • Heat Cannon - Unleashes a cone of flame at a nearby enemy.
  • Plasma Defense System - Fires super fast balls of plasma which phase through solid objects. However, beware it’s deadzone as it has trouble targeting enemies that get too close!

Mastery Runes

  • Vitality - Max HP +20%
  • Strongarm - Attack +10%
  • Overclock - Attack Speed and Movement Speed increased with each Attack. Stacks 10 times.
  • Shielded - Shield +20%
  • Ultra Heated - Fire The Laser applies a Burn effect dealing damage over time and reducing enemy armor.

Unlock Condition
Defeat the Goblin Mech on any hero.
Please note the Mech will need to be defeated after the patch releases to unlock.


Runes
These are just a few of her Runes. Gain EV Hero Mastery levels and beat the game with her to unlock more.

  • Slowing Pulses - Proton Pulsators slow enemies.
  • Full Coverage - Plasma Defense Systems gain Range and no longer have a deadzone.
  • Distracted - Decoy reduces nearby enemy armor.


Talents
New Category: Gear
These talents are all about the items! This category adds 10 new Talents that provide all sorts of buffs to the way items drop and the gold system in general. Reduced prices from the Shopkeeper, discounts from the Blacksmith to upgrade your weapons, starting with extra gold, or even getting an additional rune choice!

NewTalents.jpg
Resets
In addition to a new category of talents we also have added a simple button to reset all of your talents. This will refund all points and allow more exploration of all the different builds available. This has been a highly requested feature and we wanted to make sure to get it in with this update!


New Enemy: The Siren
This powerful ranged enemy buffs nearby allies, throws magical bolts of energy, and launches powerful ground based attacks. Beware the Siren as she is on a similar power level of enemies like the Ogre!

Siren_Square.png

Abilities

  • Magical Bolt - This standard attack is a simple projectile but don’t ignore it as even the most simple of spells can be deadly in the right hands.
  • Armor Shield - After a brief cast she gives all nearby enemies extra armor. This buff only lasts for a short duration before she must recharge and re-buff so make sure to time your attacks for when it's down!
  • Ground Blast - The Siren will periodically target a player’s current location and then explode the ground there after a short casting time. This deals massive damage so it’s important to pay close attention and keep moving!


General
Enemy Schedules
Prior to this patch all enemy schedules were extremely randomized. This led to many of the groups of enemies just always feeling the same and didn’t allow us to design specific groups. Now, there is still a chance for these groups to be random but you will also notice that there will be more specialized pairings of enemies to provide new challenges.


Pings
We want players to be able to quickly and efficiently point out important elements to each other. To do this we have taken inspiration from other games and have added a smart ping system. It detects what has been pinged and then prints a message about it. 

PingSystem_Defend.png

Pings can be used by aiming and pressing the middle mouse button.

What's Next?
There is more exciting stuff to come for DDGR including major features! However, as a team the vast majority of our focus is now on DDA and DD2. This is where we feel our time is best spent and while we are by no means abandoning DDGR it will mean that updates will come more slowly. With the upcoming release of DDA Episode 2 Part 1 we are very excited to see what the future brings as we continue building the world of Etheria!

Social Defenders
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!
Chromatic Games

[CG] Philip

DEFENDERS,

The Pre-Episode 2 Patch 2 PTR is now live, and like last time we need help from our Defenders to test out all these upcoming changes! This PTR focuses on more endgame as well as balancing Pets and Weapons. We aim to run this PTR for a few weeks and tweak things as needed before releasing it to the live game including consoles.

 

How to Join

We want you to join the PTR! If you own Dungeon Defenders: Awakened on PC/Steam, check out our forum post that shows you exactly how to join!

 

PTR Reward

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For those that complete the PTR survey, the PTR reward will be slightly different this time around, We’ll be allowing people to catch up on any missed PTR rewards in the past. You’ll be given the choice of reward in the survey. This includes the following rewards:

  • Eagle’s Wings
  • Forest Ally’s Wings

  • Crystalline Corgi

For those that have all the PTR rewards or want something else, You can choose to enter in to win a set of Pizza Wings instead. 

Endless Survival

Ever felt like 25 waves just wasn’t enough? Ever wish you could keep your build and keep playing forever? Well now’s your chance! Endless survival does just that by allowing the player to keep playing after wave 25 to no end. Each wave will get increasingly difficult, carrying on potentially forever. 

Item quality will stay the same as wave 25, as this helps to avoid too much power creep. Every 5 waves we will reward players with a Map Victory chest, which will contain the same item rolls and potential as that of Wave 25. Bosses will spawn every 5th wave and gain 20% each time.

Endless Survival can be started by the host pressing continue on the summary screen. Players will still be able to start on higher waves but must start on a wave after a Victory Chest. (Ex: Every 5th wave such as 26, 31, 36)

Since this is a PTR and there will be a lot of tweaking to the scaling, there won’t be any special rewards and something that will be added once we have a better idea of how far players will get.

 

Bonus Waves are now Bonus Difficulties

Bonus Waves are now a feature of the past, and Bonus Difficulties will be replacing it. Bonus Difficulties work almost identically to how bonus waves work with one exception.

  • Instead of getting a bonus wave after completing the map, Bonus Difficulty will scale up the entire map’s difficulty and loot quality.

This means you no longer have to casually play through wave 23, 24 and 25 to get to the single hard wave that challenges you and provides the loot quality you are looking for. Bonus Difficulties unlock the same way as bonus waves and are usable in the same locations.

 

HUD Party Bar

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Tired of not knowing who is not readied up? Wish you could see who joined your game without having to go to the escape screen? Want to know what level your friends are?

Well now you can do all that and more! The HUD party is a way to see a quick all of that and more at a quick glance. You’ll be able to see Names, Hero Type, Hero Level, Hero Health and Ready up status.

 

4 New Fusion Pets

We have added another set of 4 new Fusion pets for you to collect!

  • Act 1: Hippogryph

  • Act 2: Etherian

  • Act 3: Lil Bomber

  • Act 4: Lycan King Mini

Fusion Pet Drop locations will be adjusted as well in this PTR. Here is the complete list of where to get Fusion Pets:

  • Hippogryph: The Deeper Well & Ancient Mines

  • Steam Robot: Lava Mines & Alchemical Labs

  • Paddle Ball: Magus Quarters

  • Little Wizard: Tornado Valley & Tornado Highlands

  • Etherian: The Ramparts & The Throne Room

  • Monkey King: Endless Spires

  • Lil’ Bomber: Arcane Libary & Royal Gardens

  • Dragon: The Promenade & The Summit

  • Mega Chicken: Glitterhelm Caverns

  • Angry Cloud: The Mill & The Outpost

  • Mini Lycan Prince: The Keep

  • Demon Lord: Foundries and Forges

 

Cutting Attack Rate Caps

We’ve received lots of feedback overtime asking for changes to the attack rate caps and as such In this PTR we are cutting attack rate caps for defenses in half for PC, Xbox and PlayStation. This means towers will attack much faster than they have in the past. We’ve also removed the higher attack rate caps on specific towers like Deadly Striker and Sludge Launcher. We’ll monitor these changes over the PTR and see if any adjustments are needed. Unfortunately this is the 1 change in this list that Switch users will not receive, unless major performance breakthroughs are made.

 

Rift Mixed & Pure Strategy

In order to fill out the game more and work towards our goal of eventually having more gamemodes open to the player at the endgame, we’ve added the ability to play those gamemodes with rifted enabled.

This will be something we continue to expand on in the future but wanted to offer the player the ability to play these modes with rifted enabled.

Pure Strategy will not be getting a rework in this update, We decided it was best to hold off on that rework till we can offer special rewards to go along with it. As currently other gamemodes are just offer inherently better rewards and so this is something we want to address at the same time.

 

Balance

The goal with these changes is to provide players with more options for Pets, Weapons and Defenses. As with anything in this patch we will be monitoring this to see if any further adjustments are needed. 

This is gonna be a long list so get ready!

Defenses

  • Squire

    • Spike Blockade

      • Health increased by 100%

    • Harpoon

      • Damage increased by 10%

    • Bouncer Blockade

      • Health increased by 100%

    • Slice N’ Dice

      • Health increased by 100%

  • Monk

    • Lightning Aura

      • Damage increased by 10%

    • Strength Drain Aura

      • DU decreased from 5 to 4

  • Apprentice

    • Magic Blockade

      • Health increased by 100%

    • Magic Missile

      • Damage increased by 10%

    • Flameburst

      • Damage increased by 10%

  • EV

    • Proton Beam

      • Starting Attack rate increased from 0.3s to 0.5s

      • Damage scalar increased by 10%

      • Overall this is a nerf to early game and a buff to endgame

    • Physical Beam

      • Health increased by 100%

  • Warden

    • Roots of Purity

      • Health increased by 100%

    • Wisp Den

      • Damage decreased by 10%

 

Pets

  • Angry Cloud

    • Increased damage by ~600% at the endgame

  • Demon Lord

    • Increased damage by ~185% at the endgame

  • Dragon

    • Increased damage by ~300% at the endgame

  • Etherian

    • Increased damage by ~20% at the endgame

  • Hippogriff

    • Increased damage by ~275% at the endgame

  • Lil’ Bomber

    • Increased damage by ~360% at the endgame

  • Lycan Prince

    • Fusion version gives Rift Armor

  • Mega Chicken

    • Increased damage by ~150% at the endgame

  • Monkey King

    • Decreased the damage increase per stack from 10% to 5%

    • Increased the damage stack limit from 10 to 30

  • Paddle Ball

    • Increased damage by ~55% at the endgame

  • Steam Robot

    • Increased damage by ~65% at the endgame

  • General

    • Increased movement speed of all pets by 200%

 

Weapons

  • Boss Weapons

    • We increased the damage scalars of all Demon Lord, Goblin Mech and Ancient Dragon Boss weapons to try to be within 5-10% of the potential power of a Lycan King Boss Weapon when dropped at similar quality.

      • The goal here is to allow players more choice to choose which of the boss weapons fit their playstyle the best. So playing Bonus Difficulties on Boss Maps should provide weapons with the potential to be as good as Lycan King Boss Weapons.


 

What’s Next?

Collecting feedback and testing, testing, testing! Make sure to fill out your survey in the PTR client and let us know what you think about the changes. Tell us what you like. Tell us what you don’t like. We expect the PTR to go for a few weeks, where you can definitely expect changes and we continue to get more information. Thanks again to our Defenders for taking the time to participate and give us feedback!


Social Defenders

To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!
Chromatic Games

[CG] Philip

DEFENDERS,

 

The Pre-Episode 2 Patch 1 is now live on PC, Xbox and PlayStation! Switch will get this update at a future date once it’s gone through certification. This patch adds many highly requested features and changes from the community.

 

Let’s get into all the great changes in this patch!

 

Siren Rework 

The Siren has been a point of frustration for many of our players and has received a rework. The reworked version will be targetable by towers and have two abilities and a normal ranged attack:
 

  • Ability 1 - Mitigate damage to nearby enemies. 

  • Ability 2 - Target players/defenses with a casted explosion that will cause damage if the player does not move away before the cast completes. 

 

Make sure to keep an eye on defenses and cores as The Siren will now attack anything in her path without needing to be provoked.

Note: Currently there is no difference between normal and rifted and is still considered a Rifted Enemy in both modes.

 

Pet Transmog

Do you want your Corgi to shoot fireballs? Well now they can! Pet Transmog can be accessed through the blacksmith and you can now transmog your currently equipped pet with any pet that you’ve unlocked.

 

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New Fusion Pets

What better way to welcome the addition of Pet Transmog than to add more pets to collect!

 

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In this patch we’ve added 4 new Fusion pets for you to collect!

  • Act 1: Steam Robot

  • Act 2: Little Wizard

  • Act 3: Dragon

  • Act 4: Angry Cloud

Players can obtain them by playing Rifted Survival on any act map except for the encore maps. Bonus Waves will roll between the map's pet and the Fusion pet (50/50 currently). We expect to add more in future patches.

 

Defense Range Decal

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For those that have played DDGR, we changed the defense range decal to a clearer and nicer looking blue range indicator that more concisely communicates your range without overriding the environment. We’ve brought this over to replace the green glow that is currently presented. Overall we think this should provide players with a less obstructive view of their defense range.

 

Changing enemy Elemental Resistance from 100% to 75%

Enemy Elemental Resistance has been lowered from 100% to 75%. This will not change how towers work. Elemental Towers will not target, Auras will not damage, and Traps will not trigger or damage elemental enemies.

 

Item Culling Changes

This change makes it so that instead of drops always replacing the lowest IPWR item on the ground once the max drop limit has been reached, it will now instead keep 20 Armor, 10 Weapons and 10 Offhand drops on the ground and replace an item of the same category. Pets and Accessories are no longer culled and will stay on the ground.

 

Rifted Enemies now drop Fusion Gear

Enemies now have a small chance to drop Fusion Gear when playing rifted. This isn’t meant to be a major source of Fusion Gear but will help players breaking into rifted to make sets easier.

 

Centered Perspective Camera Option

This was an addition that was done in DDGR to allow players to have a centered camera view and has been a popular request in the community. This can be enabled in the gameplay settings for users that prefer that camera angle.

 

Smart Upgrade and Repair

This new system will allow you to upgrade and repair defenses like never before! When enabled in the gameplay setting (Enabled by default). Each setting can be toggled on or off independently of each other.

 

Smart Repair will attempt to repair nearby defense to the reticle starting with the lowest health percentage. 

 

Smart Upgrade will upgrade nearby towers to the reticle in the order of their priority fully before going down to a lower priority tower. Two towers of the same priority will alternate between the lower upgrade level. The priority list is now:

 

  • Overclock Beam

  • DPS Towers / Traps / Auras

  • Blockades

  • Everything else

  • Reflect Field

 

Example 1: If you have a Harpoon Tower and a Spike Blockade, the Harpoon Turret will get upgraded fully before the Spike Blockade receives any upgrades.

Example 2: if you have 2 Harpoon towers and a Spike blockade, it will alternate upgrading the 2 Harpoon Towers to full before targeting the Spike Blockade

 

Balance

  • General

    • Item Effects

      • Irradiate can no longer activate on target dummies to allow users to more easily compare actual DPS values as irradiate.

 

  • Squire

    • Spiked Blockade

      • Health Increased from 1160 to 1392

    • Slice N Dice Blockade

      • Health Increased from 1225 to 1470

      • Damage Increased from 7 to 7.7

    • Harpoon Turret

      • Damage Increased from 60 to 73

      • Projectile is no longer destroyed by map geometry

    • Bouncer Blockade

      • Health Increased from 1087 to 1304

      • DU reduced from 2 to 1

    • Bowling Ball Turret

      • Damage Increased from 70 to 84

  • Apprentice

    • Elemental Barrier

      • Health Increased from 1160 to 1392

    • Magic Missile Tower

      • Damage Scaling Increased from 1.6 to 1.75

    • Lightning Tower 

      • Damage Increased from 20 to 22

  • Huntress

    • Explosive Trap

      • Damage increased from 375 to 412

      • Range Increased from 200 to 220

      • Rate Increased from 10 to  8

    • Inferno Trap

      • Damage Increased from 65 to 78

      • Effect Rate Increased from 0.65 to 0.5

    • Thunder Spike Trap

      • Damage Increased from 1500 to 1800

      • Rate Increased from 8.5 to 6.8

      • Can be overlapped with other Thunder Spike Traps outside of a small radius

  • EV

    • Blocking Field

      • Health Increased from 882 to 1058

  • Warden

    • Roots of Purity

      • Health Increased from 825 to 990

    • Shroomy Pit is now Shroomy Geyser

      • Use the new and improved Shroomy Geyser to yeet Shroomies to your heart's content!

 

Quality of Life

  • Warden's Sprout ground target changed to a projectile.

  • Updated Defense Range indicators to be more user-friendly.

  • The ‘Sell All’ hotkey returns as Left Ctrl + S (Hold) for keyboard and Left Thumbstick (Hold) for gamepad while in the inventory.

  • Added ‘Force Ready Up’ on the Escape UI for consoles.

  • Transmog items that can no longer be obtained will now be hidden on the transmog UI.

  • Updated item effect descriptions to say "Increases {stat name}" instead of giving the actual description of the stat.

  • Updated Stability's item effect description to say "Reduces Knockback from enemy attacks."

 

Miscellaneous

  • Entitlements no longer give items, but will now just unlock the transmog. Entitlements that were given as items are now sellable, but will not be tradable. Additionally those items will also be locked when logging in to prevent accidental selling.

    • Note: Any entitlement items sold at this point will be gone forever.

  • Added Social Button Bar to Main Menu.

 

Bug Fixes

  • Fixed a few issues to help with multiplayer disconnects.

  • Fixed an issue where the spawn door had some weird textures.

  • Fixed an issue where hackers can see non hacked games.

  • Fixed an issue where defeated enemies on the Tactical Map would still display despite being defeated.

  • Fixed issues with item effects spawning projectiles at the wrong location.

  • Fixed an issue where leaving a game that was lower difficulty than what your Tavern was previously set to would cause you to have difficulty scaling issues until hero swapping.

  • Fixed an issue where deleting your last transmog could result in a crash.

  • Fixed an issue where the client would occasionally crash when culling an item.

  • Fixed an issue where the session browser displays 9999 games found instead of 0 when no games found on initial open.

  • Fixed an issue where refreshing the Session Browser when there are no sessions will hide the X Games Found text instead of saying 0.

  • Fixed an issue where the Siren icon on the Tactical Map was too small.

  • Fixed some additional backend issues with Session Browser with games not showing up in specific cases.

  • Fixed issue where Ping was not shown in the controls UI.

 

[CG] Andrew

DEFENDERS,

Hey all! I’m not really one for long, drawn-out, goodbyes so I’ll do my best to keep this short. I have recently accepted a position at another gaming company, and today is my last day at Chromatic Games. Thank you so much for welcoming me into your community with open arms almost a year ago. I have truly enjoyed my time here getting to know everyone, and doing my best to help in any way that I could make sure your voices were heard. I understand the timing here isn't great, especially with the new community-centric approach to DDA development just now kicking off. However, I still have faith this process will still be as seamless as possible.

 

Thank you again for everything, and I’ll see you around!

Andrew “SNK” Bernard

[CG] Andrew

DEFENDERS,

Let’s talk DDA. It has been a year since we have released a significant update. We’re sorry and we will do better. However, apologies don’t mean anything without action, so we want to lay out a path forward that keeps our community engaged and us accountable. With that, we bring you the DDA Community Task Force.

 

DDA Community Task Force 

Internally, we have recently reorganized some of our structures to incorporate a small dedicated team to more readily and quickly respond to issues specifically on DDA. This team is headed up by Phil (of Funday Friday and Corgi fame) and he will be leading a handful of us to better cater to the needs of players. 

What does this mean? This means DDA will be receiving MUCH more frequent updates with significant changes to the game. These changes could include: Large meta-shifting rebalances, game mode revamps, attack speed cap partial or full reverts (yes, seriously), or other community requested features. We definitely expect to miss the mark on some of these changes, but with our increased ability to adapt we will be able to take risks that we have previously been afraid of taking. 

So now what does the future of DDA look like?

 

August

Two of the most apparent issues with DDA are (1) that players generally don’t have enough incentive to play game modes other than Survival, and (2) there is not enough variety in high-level, endgame play. This is something we want to address, while also adding features that the community wants to see. This first group of changes will attempt to address the following: 

  • Endless Survival

    • Giving players more challenges to push their gear to the limits and optimizing their builds to see how far they can progress.

  • Pure Strategy Rework

    • Adding engaging goals to make playing it feel special and give better rewards.

  • HUD Party Bar

    • QoL feature to see who is in your party at all times, with relevant information like Health, Level, and Ready Up Status.

  • Weapon & Pet Balance Iteration

    • Taking a closer look at itemization to find areas we can make more engaging and allow players to have more options.

  • Cutting Attack Rate Caps in half 

    • This will start with PC, with performance investigations for Xbox and PS.

  • QoL Changes to Bonus Waves

    • Scaling up the difficulty of the entire map as opposed to just 1 additional hard wave.

Note: We will start making the first round of these changes this month. We expect these adjustments to be significant, so there will be another PTR available for testing as well. 

 

Episode 2

We have some content in Episode 2 that is ready, and some that is not. In order to bring you some of the finished content sooner, we will be splitting it in two. The first half of Episode 2 will include:

This first part of Episode 2 will drop in around late September or early October with the second half of Episode 2 coming in November. If this proves to be successful, we may also decide to spread Episode 3 out over several smaller updates as well to make sure that we continue to give our players continuous, fresh content.

 

Updated Timelines

In order for this DDA Community Task Force to be effective, we will need to update the game much more frequently. Right now we anticipate this to include 1 or 2 updates per month, as well as a much more utilized PTR. We will make sure to communicate any changes through our social channels so that you always know what is going on and can give us feedback at every step. And speaking of feedback...

 

Community Surveys

We are very happy with the DDA surveys that we have been running over the past few months, and these will continue going forward. Because of your input we have made several changes, including everything from this past PTR, which will now be heading to live servers. You have given us so much thoughtful feedback, great ideas, and even some light-hearted trolling and we want to keep this up as we iterate on DDA. With this post we have launched our newest survey, regarding some of these upcoming changes.

Survey here!

 

What’s Next?

This update, we wanted to make sure that we kept the focus exclusively on DDA and our upcoming plans. However, fans of DD2 and DDGR fret not! We are still working diligently on all of our titles and have new and exciting updates in the works. Thanks for your understanding, and make sure to follow our channels below to stay in the know for all of our upcoming updates.

 

Social Defenders

To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!
Chromatic Games

[CG] Andrew

DEFENDERS,

The Pre-Episode 2 Patch 1 PTR is now live, and we need help from our Defenders to test out these upcoming changes! As mentioned in the Preview notes, this PTR will be focused on the implementation of a handful of new features, continuing to improve the overall quality of life in DDA, and fine tuning some of the balance on defenses!

 

How to Join

Are you excited to check out these changes early? Do you like giving your opinion in a meaningful way? Do you want an exclusive Crystalline Corgi Pet Transmog? If any or all of these apply to you, we want you to join the PTR! If you own Dungeon Defenders: Awakened on PC/Steam, check out our forum post that shows you exactly how to join!

 

Reward

Test with us and get a Crystalline Corgi! Make sure to play for at least 30 minutes and fill out the in-client survey to receive this cute new Corgi transmog to use for your first ever Pet transmog! This survey can be accessed via the pause menu.

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Siren Rework 

The Siren has been a point of frustration for many of our players and will be receiving a rework. The reworked version will be targetable by towers and have two abilities:

  • Ability 1 - Mitigate damage to nearby enemies. 

  • Ability 2 - Target players/defenses with a casted explosion that will cause damage if the player does not move away before the cast completes. 

Note: Currently there is no difference between normal and Rifted and the Siren is still considered a Rifted enemy in both modes.

 

Changing Enemy Elemental Resistance

Enemy Elemental Resistance is being lowered from 100% to 75%. This will not change how towers work. Elemental Towers will not target, Auras will not damage, and Traps will not trigger or damage elemental enemies.

 

Item Culling Changes

This change makes it so that instead of drops always replacing the lowest IPWR item on the ground once the max drop limit has been reached, it will now instead keep 20 Armor, 10 Weapons and 10 Offhand drops on the ground and replace an item of the same category. Pets and Accessories are no longer culled and will stay on the ground.

 

New Fusion Pets

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We have added 4 new Fusion pets for you to collect!

  • Act 1: Steam Robot

  • Act 2: Little Wizard

  • Act 3: Dragon

  • Act 4 Angry Cloud

Players can obtain them by playing Rifted on any act map except for the encore maps. Bonus Waves will roll between the map's pet and the Fusion pet (50/50 currently). We expect to add more in future patches.

 

Pet Transmog

Do you want your Corgi to shoot fireballs? Well now they can!

image (19).png

 

New Features

Pet Transmog 

  • Do you want your Corgi to shoot fireballs? Well now they can!

Rifted Enemies now drop Fusion Gear

  • This is our most requested change from our surveys and will help players better farm the Fusion gear they need!

Shroomy Pit is now Shroomy Geyser

  • Use the new and improved Shroomy Geyser to yeet Shroomies to your heart's content!

Smart Upgrade and Repair

  • This will make repairs a little less pain-staking. This feature can be toggled in the gameplay settings, and is on by default.

 

Tower Balance

Spiked Blockade

  • Health Increased from 1160 to 1392

Slice N Dice Blockade

  • Health Increased from 1225 to 1470

  • Damage Increased from 7 to 7.7

Harpoon Turret

  • Damage Increased from 60 to 72

  • Projectile is no longer destroyed by map geometry

Bouncer Blockade

  • Health Increased from 1087 to 1304

  • DU reduced from 2 to 1

Bowling Ball Turret

  • Damage Increased from 70 to 84

Explosive Trap

  • Damage increased from 375 to 412

  • Range Increased from 200 to 220

  • Rate Increased from 10 to  8

Inferno Trap

  • Damage Increased from 65 to 78

  • Effect Rate Increased from 0.65 to 0.5

Thunder Spike Trap

  • Damage Increased from 1500 to 1800

  • Rate Increased from 8.5 to 6.8

Elemental Barrier

  • Health Increased from 1160 to 1392

Blocking Field

  • Health Increased from 882 to 1058

Roots of Purity

  • Health Increased from 825 to 990

 

Quality of Life

  • Warden's Sprout ground target changed to a projectile.

  • Updated Defense Range indicators to be more user-friendly.

  • The ‘Sell All’ hotkey returns.

  • Added ‘Force Ready Up’ on the Escape UI for consoles.

  • Transmog items that can no longer be obtained will now be hidden on the transmog UI.

  • Added a gameplay option to toggle the DDGR Centered Camera Perspective view.

  • Irradiate no longer procs on target dummies in order to help temper DPS expectations.

  • Entitlements no longer give items, but will now just unlock the transmog. Entitlements that were given as items are now sellable, but will not be tradable.

  • Updated item effect descriptions to say "Increases {stat name}" instead of giving the actual description of the stat.

  • Updated Stability's item effect description to say "Reduces Knockback from enemy attacks."

  • Added Social Button Bar to Main Menu.

 

Bug Fixes

  • Fixed a few issues to help with multiplayer disconnects.

  • Fixed an issue where the spawn door had some weird textures.

  • Fixed an issue where hackers can see non hacked games.

  • Fixed an issue where defeated enemies on the Tactical Map would still display despite being defeated.

  • Fixed issues with item effects spawning projectiles at the wrong location.

  • Fixed an issue where leaving a game that was lower difficulty than what your Tavern was previously set to would cause you to have difficulty scaling issues until hero swapping.

  • Fixed an issue where deleting your last transmog could result in a crash.


What's Next?

Collecting feedback and testing, testing, testing! Make sure to fill out your survey in the PTR client and let us know what you think about the changes. Tell us what you like. Tell us what you don’t like. We expect to have about 1-2 weeks of this PTR, where you can definitely expect changes and we continue to get more information. Thanks again to our Defenders for taking the time to participate and give us feedback!

 

Social Defenders

To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!
Chromatic Games


 

[CG] Andrew

DEFENDERS,

Recently we conducted a survey to gauge community perception regarding some of the potential upcoming changes in our first DDA Pre-Episode 2 patch. After going over your feedback, we have decided on several changes that we will be making in our next update that you can test in the upcoming PTR. Traditionally, we tend to speak more generally about theses changes, but today we wanted to champion some of the more specific feedback you have provided through our various channels!

 

Pet Transmog

image (19).png

This is one of our all-time most requested changes and we are excited to finally be able to bring this to the community. We have had to clear some pretty big technical hurdles to make this work, but we are pretty sure you will love the results!

Attacking2.gif

While things may not add up one-to-one, (for instance the gemstones won’t have a melee attack animation when transmogged over a Monkey King) this gives even more customization than before. This will also remove permanently locked pets from your inventory if you choose to unlock and sell the pet that was previously unsellable, while keeping the transmog for it unlocked. This allows us do more pet giveaways without permanently punishing player inventory space.

 

Siren Rework

The Siren has been a point of frustration for many of our players and will be receiving a rework. The reworked version will be targetable by towers and have two abilities:

  • Ability 1 - Mitigate damage to nearby enemies (the Rifted version heals enemies once). 

  • Ability 2 - Target players/defenses with a casted explosion that will cause damage if the player does not move away before the cast completes. 

This should help players to not have to drastically change strategies just to deal with the Siren, while making her more interesting to play against than her current functionality. Additionally, the survey results we’ve seen so far show some concerns about the explosion ability and is something we will be keeping in mind as we move forward. We will also be carefully evaluating feedback we receive from the upcoming PTR.

 

Adding More Fusion Pets

Pets.png

Currently there are only 4 Fusion Pets in the game. Our goal is to continue to add more of them over time in order to expand the types available, and in this patch we’ll be adding another set of 4 fusion pets for you to acquire. We still have quite a bit to do when it comes to pet balance and Rifted reworks so things will likely change over time, but this should be a welcome addition in the short term.

 

Buffing Defenses

We will be buffing quite a few underperforming defenses (this includes blockades), though we are still deciding the specifics on each individual defense. This should give some new life to some underused heroes, and should shake things up a bit by opening more viable build combinations. In our most recent survey most of these proposed buffs were seen as overwhelmingly positive. We will still be keeping an eye on how these buffs affect each hero and will make further changes accordingly based on PTR feedback.

 

Changing Enemy Elemental Resistance from 100% to 75%

We have had a number of complaints (especially from newer players) that there is some confusion as to why certain enemies aren’t taking damage in certain scenarios. This can sometimes result in making a map uncompletable and creates a feedback loop of frustration. 

By reducing the amount of Elemental Resistance enemies have, players will still be incentivized to use a variety of elements while also alleviating some of the frustration that comes with the complete immunity to certain elements. Late game players are currently focused on using Fusion defenses, or are dealing with enemies that are so strong that the 25% reduction here won’t change the difficulty they’re playing at.

Based on our data only 21% of those surveyed were opposed to this change, so this is a change we feel is very safe to make in order to help clear up some of the confusion, especially for any new Defenders that are starting their journey.

 

Rifted Enemies will drop Fusion Gear

As we continue to rework the Rifted system, we wanted to make ground loot more impactful than it is currently. This will be a small drop chance but we will be monitoring this and making adjustments as needed, but we definitely agree with the feedback we have received. This was the most positively received proposed change in our last survey at almost 92% favorability.

 

Shroom Pit to Shroomy Geyser Conversion

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This is the sort of change we envisioned when we have previously talked about the positive effect that DDGR would have on DDA. Shroomy Pits have traditionally struggled to keep up with other defenses, and we feel this change makes them more competitive, more fun to use, and easier to balance.

 

Warden's Sprout Ground Target to Projectile Conversion

Changing the Sprout to a traditional projectile from a ground targeted ability is a quality of life improvement that will make it feel better to use in chaotic situations. It still keeps the seed pickup functionality, but now you can keep on slashing away without needing to have exact placement in the middle of combat.

 

Smart Upgrade and Repair

One area of the game that has always been a bit tough on players has been repairing and upgrading defenses, specifically Auras and Traps that are stacked on top of each other. One quality of life feature we are introducing is Smart Upgrade and Repair. In the case of repairing it will choose the closest defense with the lowest health percentage, and in the case of upgrading it will choose the lowest upgrade level. In either case you can still focus on a specific tower that you wish to repair or upgrade as you would normally.

These are optional gameplay settings you can enable/disable that will help auto-target nearby defenses to the reticle.

 

Item Culling Changes

Another area of the game that we’ve wanted to improve on is how loot gets culled. Currently the game allows 40 items on the ground and then once the 41st item drops, it finds the lowest IPWR item on the ground and takes its place. This can often lead to issues where players get a lot of weapons as they typically have more IPWR due to the way they are scaled. 

To counter this we’ll be changing this system to instead keep the best 20 Armor, 10 Weapons, and 10 Offhands on the ground. Whenever an item drops over the limit it will replace the lowest IPWR in that group. So Weapons will replace Weapons, Armor will replace Armor. This should allow players to see a larger variety of items on the ground at the end of the wave. 

In addition, Pets and Accessories no longer get culled so they will remain on the ground until they are auto sold, picked up by auto-loot, or you decide to leave the map.

 

Defense Range Decal

Before and After Decal.png

For those that have played DDGR, we changed the defense range decal to a clearer and nicer looking blue range indicator that more concisely communicates your range without overriding the environment. We’ve brought this over to replace the green glow that is currently presented. Overall we think this should provide players with a less obstructive view of their defense range.

 

Sell All Hotkey Returns

Another big quality of life request has been bringing back the Sell All Hotkey. The current way to access it has proved to be a bit more frustrating to players than we had expected, and as such we’ll be returning Left Ctrl + S (Hold) for keyboard and Left Thumbstick (Hold) for gamepad. This hotkey will have a popup warning asking the user to confirm the action before taking place.

 

Adding Force Ready Up on the Escape UI for Consoles

A while back we added a way for PC players to force ready up the wave if they were the host. Due to the limited keybind options available on the gamepad we weren’t able to add it to the gamepad for console players to use. Instead of leaving those players out, we've decided to add an option to force ready up on the escape menu. It works the same and only shows up for the host.

 

Bug Fixes

There can never be enough bug fixes, as such we will continue to try and fix issues where we can. Here are a couple notable fixes in this patch to look forward to:

  • Tavern Difficulty not being set properly when leaving a map.

  • Tactical Map enemies not going away instantly once they die.

  • A couple of fixes to hopefully help with multiplayer disconnects.

 

What's Next?

Usually this is the space where we like to talk more about mid and long term goals. However, today we want to bring up something in the more immediate future…a PTR! Next week we will be releasing a PTR with all of these changes so that you can get your hands on them early and let us know what you think before we finalize them. We also want to thank you again for taking the time to fill out all of our surveys and continuously giving us feedback. This patch and PTR are a direct result of your input and we couldn’t do this without you!

 

Social Defenders

To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!
Chromatic Games

[CG] Andrew

DEFENDERS,

We just released a hotfix to fix some of the early bugs and issues that we have found in the Shifting Sands Update. This hotfix is currently live for our Steam players, and should be live next week for those of you playing on console.

  • Fixed Chi Spirit dead zone directly in front of the tower.
  • Fixed some potential issues with the player shops not visually updating properly.
  • Fixed an issue where Frosty Explosion was hitting friendly towers on retry.
  • Fixed Spirit Charge and Concentrated Pyrotechnics damage buffs to function like Destruction.
  • Reduced Forest Roots poison buff from 25% to 0.5%.
  • Fixed some slows working on unslowable enemies.
  • Fixed some pathing issues on Saloon.
  • Fixed a problem where core death would not end the map on Tornado Canyon and Tornado Highlands.
  • Fixed Chi Spirit tower shooting 2 projectiles.
  • Fixed an issue where Queen Death Weaver, Ancient Wyvern, and Cyclone Shaper did not show up as bosses in lane billboards
  • Fixed quality of Talismans on Tornado Canyon and Tornado Highlands.
     
[CG] Andrew

 

 

DEFENDERS,

Do you like new maps? Do you like some of your heroes getting some significant updates? If so, then we have the patch for you! In this update, we are bringing Tornado Valley to DD2 along with a bunch of new and updated abilities for the Initiate, Adept, Mystic, Series EV2, and Lavamancer. Let’s get into it. 


New Region - Tornado Valley
Fans of other Dungeons Defenders games will instantly recognize our newest DD2 region: Tornado Valley. This region will have 2 new maps, and a new region specific enemy, a brand new boss fight. Make sure to stay hydrated as you attempt to weather the brutal lands of Tornado Valley!


New Map - Tornado Canyon

vlc_2022-06-28_09-25-04.jpg


Drops

  • Ancient Robot Arm 
  • Tuskin Rifle
  • Ancient Water Boiler (Canisters) 
  • Clockwork Sword
  • Staff of Sands
  • Plain/Shiny/Pristine Talisman


New Map - Tornado Highlands

vlc_2022-06-28_09-30-10.png

Drops

  • Corrupted Oculus (Staff)
  • Tome of Corruption
  • Corrupted Axe
  • Spear of Corruption
  • Corrupted Bow
  • Corrupted Dagger  
  • Genie Prince
  • Corrupted Genie Prince
  • 6x Plain/Shiny/Pristine Talisman


Region Specific Mods

  • Canyon Bells - Enemies on death have a x% chance to spawn a bell that does y% of your Ability Power as damage to all nearby enemies every second for 3 seconds and stuns them for 2 seconds. This effect can only occur once every 2 seconds.
  • Cyclostrophic Wind - Your attacks generate 1 tornado stack. At 5 stacks you launch a tornado forward, dealing x% of your Ability Power as damage to up to 10 enemies and sending them airborne. The effect has a cooldown of 3 seconds.
  • Genie King's Curse - While moving below 100 Speed, your Primary attacks deal x% of your Hero Damage stat as Earth Damage.
  • Genies Protection - After using an ability, gain x movement speed and reduce the damage you take by y% for 3 seconds.
  • Owl God's Wisdom - Your primary attacks deal x% of your Ability Power as extra damage. This extra damage can trigger once every 0.1s per enemy hit.
  • Blinding Sand - Your attacks have 15% to spawn a ball of sand on impact deal x% of your Hero Damage as Earth damage and slow movement speed and attack speed to all nearby damage.
  • Sand Path - Projectile attacks that hit the ground leave up to three patches of sand that deal x% of your ability power and reduce enemy movement speed by 7%. Each patch lasts z seconds.
  • Sand Storm - Generates a sandstorm around you that consistently deals x% of your Hero Damage as earth damage to nearby enemies.

Region Specific Pets

Genie Prince

  • Mana Swirl - Restore 500 ability mana. 

Corrupted Genie Prince

  • Magical Burst - Fires 5 magical bursts dealing 335% magical hero damage each. 

New Region Specific Enemy - The Windshaper

windshaper.png

The Windshapers have spent years training to master control over the air, allowing them to send devastating tornadoes towards players that pierce and knock up players in their path. Be warned though, they are not as frail as they may seem and will not be defeated so quickly.

 

New Boss - The Genie King 

genieking.png

Deep within Tornado Highlands lies the lamp of a familiar foe...but it has been entirely corrupted by the Old Ones' magic! This iteration of the Genie King can inflict a variety of crippling debuffs with its attacks, so be careful...

 

Hero Reworks

In an effort to spice things up, as well as help out some of our favorite heroes that needed that extra little boost, we have made some changes to some of their towers and abilities. We've wanted these heroes to be unique in their own right for a while, where they have their own unique kits but are still similar to the Monk and Apprentice. Now, we think we have struck just the right balance. Keep reading to see if your favorite hero was affected.

Note: The Adept and Initiate’s price will increase to 10,000 Defender Medals/1,500 Gems. This increase will take effect after 2 weeks, during this time they will both be on sale for 8,000 Defender Medals/1,000 Gems.


Initiate

Firework Cannon (40 DU) - Replaces Boost Aura. Shoots up to three fireworks at different enemies within range, dealing damage in a large area.

  • Concentrated Pyrotechnics (Shard) - Increases the damage of the Firework Cannon by x%, but increases the damage falloff by 50%.

Chi Spirit Tower (50 DU) - Replaces Sky Guard Tower. A spectral copy of the Initiate fires piercing Chi waves that damages and cripples enemies, increasing their damage taken.

  • Spirit Charge (Shard) - Increases the damage of the Chi Spirit Tower by x%, and increases the projectile size by y%.

Frost Strikes Aura (20 DU) - Replaces Lightning Strikes Aura. Deals powerful frost damage to a single enemy within its radius.

  • Frosty Explosion (Shard) - Enemies killed by the Frost Strikes Aura explode dealing x% of the Frost Aura’s Defense Damage as frost damage.
  • Lingering Frostfire (Mod) - Enemies suffer +x% extra Water Damage every second for y seconds when hit by Frost Strikes Aura.


Adept

Tesla Coil (50 DU) - Replaces Arcane Barrier. Generates arcing electricity that chains to multiple targets at once.

  • Reckless Shock (Shard) - Enemies hit by the Tesla Coil take x% more damage, but move 50% faster.
  • Ramping Voltage (Mod) - The Tesla Coil deals more damage as it strikes enemies, up to a maximum of x% extra damage. This damage increase resets after not attacking for 5 seconds.

Crystal Hammer (50 DU) - Replaces Earthshatter Tower. Slams the ground, sending a line of damaging crystalline spikes forward and hitting all enemies in a line.

  • Crystal Fissure (Shard) - Increase the width of Crystal Hammer's attack by 50%, and increase the Defense Power by x%.


Mystic

New Appeasement Tiers
The buffs originally granted by Appeasement were overly complicated and not very well explained. These new buff tiers are simpler while still rewarding the Mystic for remaining at high Appeasement while providing more or less the same power as before.

1% or more Appeasement

  • Ability Power x1.2 
  • Hero Damage x1.2
  • Damage Vulnerability x0.8 
  • Tower Damage x1.2

25% or more Appeasement

  • Basic attacks have lifesteal 

50% or more Appeasement

  • Basic attacks lower the Mystic’s active cooldowns 

100% Appeasement

  • AoE damage buff that deals 1000% Ability Power damage every second
  • 1.5x Speed 
  • Basic attacks make enemies take 10% more damage for 3s

Ability Changes

Lash Out

  • Increased damage by 200%

Call to Madness

  • Added target limit of 10
  • Reduced enrage range by 70%
  • Increased cooldown from 20 to 30
  • Reduced duration from 8.1 to 4.1
  • Reduced Madness Embrace duration increased from 4.6 to 3.2
  • Reduced Debilitating Madness damage taken increased from 66 to 20

Dark Torment 

  • Increase damage from 40 to 80
  • Decreased cooldown from 8 to 4 seconds
  • While the dagger is impaled inside an enemy all mystic damage is increased by 50%
  • Increased Dark Torment Tower damage multiplier by 600%
  • Increased Dark Torment Tower number of beams from 1 to 3
  • Removed ‘Sand Vipers Target enemies affected by Dark Torment’ 

Serpent’s Coil - Allowed as many Serpent’s Coils to be placed as DU allows. Added collision so they can be damaged by enemies. Can now be upgraded like other towers.
Added Tower Health to Serpent Coil Talent 

Snaking Sands - Detach damage from the stun so Snaking Sands can still damage enemies affected by Elder Wyverns or Headstrong. Buffed damage by 50%.

Sand Vipers - Increased base number of beams from 1 to 3. Beam ramping damage now properly scales with upgrades.

Viper’s Fangs - Damage dealt by this tower has been moved from the bubble pop and rain effects to the initial hit. The bubble attack also slightly knocks enemies back in addition to its knockup effect.

Obelisk - Removed Upgrade and Appeasement requirements from Obelisk buffs to simplify its usage.

  • Removed Flame Thrower
  • Removed Confuse buff
  • Removed Knock-up buff
  • Smite has a 20% chance to polymorph enemies hit into snakes 
  • Smite damage increased by 25%
  • Snake Polymorph increases damage by 20%

Snake Zealot Chip Mod - Reworked due to being made irrelevant by Serpent’s Coil.

  • Serpent Avatar (New) - The Serpent Avatar summoned by the Mystic at max Appeasement deals x% more damage.

New Talent: Poison Damage - Dark Torment and lash out poison damage increased by x%


Series EV2

New Passive - Series EV2 can now double jump and hover in the air afterwards. 

  • Note: The Bunny Hop Shard no longer works on Series EV2 due to this adjustment.

Anti Gravity Bots - Now home towards enemies exploding on contact.

Holographic Decoy - Replaces Death from Above. EV2 leaps backwards, leaving a decoy behind that taunts nearby enemies for a few seconds. As it expires, the decoy explodes and damages nearby enemies.

Aerial Mastery Shard - Reworked due to Death from Above being replaced. New Effect: Increases movement speed while flying by x. Dryad may now also equip this Shard.

Lavamancer

Secondary Attack - Dash now pierces through enemies.

Inflame/Harden - Has now been consolidated into a single ability, Inflamed. Inflamed reduces damage taken, taunts nearby enemies, and increases speed and damage for a period of time.

Tectonic Breaker (Shard) - Reworked due to above change. New effect: While inflamed, deal x% armor stat as earth damage and y% hero damage as fire damage every 3rd primary attack.

Charged Restoration (new Shard) - Charged secondary attacks restore x mana. Can only activate once per second.

Balance

  • Dryad Starfall now naturally pierces shields 
  • Reduced Ring of fire damage on hit from 60% to 30% and added Burring effect that scales off hero damage
  • Removed blockade requirements from Health/Power pylon
  • Piercing shot consumes all mana and damage also scales off % mana consumed
  • Increased piercing shot damage by 238%
  • Changed nimbus to a small AOE rather than single target
  • The following Shards have had their scaling changed from Defense Power to Defense Damage:
    • Explosive Surprise
    • Lateral Blast
    • Heavy Cannonball
    • Explosive Arrows
    • MegaRock
    • Glacier
    • Splody Harpoon
    • Oily Harpoon
    • Snakes on a Plane
    • Combined Power

Onslaught Mutators

  • BloodLust (New) - Enemies on receiving damage now move at +30% speed for 5 seconds.
  • Berserked (New) - Enemies now take +50% more Damage and deal +50% more damage.
  • Reckless (New) - Enemies now have +50% Movement Speed and +50% Damage taken.
  • Trollblood (New) - Enemies now heal for +2% of their max hp every second.
  • Speed Demons (New) - Enemies are 50% faster, but slow effects last longer on them.
  • Pain Aura (Removed) - Pain aura has been removed due to poor performance.

New Skins
We are adding 4 new skins that fit various desert aesthetics so that our players can defend Etheria in comfort and style while braving the conditions in Tornado Valley. We have also added Jade, Frost, and Galaxy Skins for the Mercenary and Countess that can be obtained in Defender packs.

 

Marauder Apprentice Skin - A magician of the sands.

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Wind Guardian Lavamancer Skin - The Guardian of the Tornado Valley. 

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Clockwork Squire Skin - Is he more man or more machine?

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Scarab Lord Abyss Lord Skin - Something is a little buggy with this hero.

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Bundles

Each of these thematic new skins can be accessed via the Emporium and purchased individually. For those of you looking to save a few gems, each skin can also be found in a bundle to help you balance fashion and efficiency!

  • Ancient Sands Bundle (1,400 Gems) - Scarab Lord and Wind Guardian Skins
  • Desert Conquerors Bundle (1,600 Gems) - Marauder Apprentice and Clockwork Squire Skins
  • Wind Guardian Bundle (2,300 Gems) - Lavamancer Hero and Wind Guardian Skin
  • Scarab Lord Bundle (2,300 Gems) - Abyss Lord and Scarab Lord Skin

Misc.

  • Player Shops - Player shops are back online! Which is very useful because you will need a TON of gold for...
  • The Golden Mask - The Golden Top Hat is now out of stock. But fret not Defenders with a taste for the finer things in life. We now are offering yet another solid gold cranial accessory in the Golden Mask! If you have more gold than you know what to do with, this mask is for you. As a bonus, the Golden Mask hides your tears that you are surely crying after paying that much gold.

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Bug Fixes

  • Fixed Immolation having an incorrect proc chance.
  • Fixed Oil Catapult Defense health talent description.
  • Fixed an issue where the respawn popup would show up when swapping characters.
  • Fixed an issue where the star progress bar wouldn't show past 840 stars.
  • Fixed an issue with the base XP values for onslaught on Wild Westival.
  • Fixed an issue where you can’t buy Fight Me Not in the Chaos 3 Shard Shop.
  • Fixed an issue where the matchmaking input defaults were being filtered out by the profanity filter.
  • Fixed an issue where there wasn't a second billboard for double spawn on the Jacked Sparrow.
  • Fixed an issue where the Countess’ abilities weren't counting toward the weekly ability mission.
  • Fixed an issue where the High Seas region was showing the wrong crafting material drop and fixed the order for the Chaos 9 amp.
  • Fixed an issue where rerolling missions doesn't save the reroll.
  • Fixed an issue where the Reflect Beams went to default textures on retry from wave.
  • Fixed an issue where the Drakenlord’s Frost Shield would stay up even when ignited.
  • Fixed an issue where the Spectral Knights in the Spectral Assault Prime Incursion were not doing their proper damage.
  • Fixed an issue where the reforging system could delete items if you replaced the consumed item in the middle of server update.
  • Fixed an issue where the Mercenary hero was messed up leading to bad shadows.
  • Fixed an issue where the impact effect on the Adept's Arc Lightning wasn't showing its impact VFX.
  • Fixed an issue where the Shatterquake mod was causing heavier than intended CPU usage.
  • Fixed an issue where some projectiles wouldn't hit the Jester Boxes.
  • Fixed an issue where the Runed Slicer sword had the wrong icon.
  • Fixed an issue where piercing projectiles wouldn't spawn ground based impact effects.
  • Fixed an issue where the Mystic’s shooting VFX wasn't spawning in the correct location.
  • Fixed an issue where Nether Archers' bounce can miss its target.
  • Fixed an issue where the Jester Boxes that spawn do not trigger the shard Critical Restoration.
  • Fixed an issue where mouse inputs can press abilities on the ability bar while building.
  • Fixed some controller navigation issues with the Liferoot region on the world map.
  • Fixed an issue where a lot of skins weren't on sale from the cosmetics UI.
  • Fixed Maw of the Earth Drake not attacking slow-immune enemies.
  • Fixed an issue where the Magic Mortar Tower in the create of hero screen was sideways.
  • Fixed an issue where the Fiery Fangs mod didn't correctly attune to Fire.
  • Fixed some controller navigation issues with the Liferoot region on the world map.
  • Fixed an issue where a few skins weren't on sale from the cosmetics UI.
  • Fixed Maw of the Earth Drake not attacking slow-immune enemies.
  • Fixed an issue where the Magic Mortar Tower in the create of hero screen was sideways.
  • Fixed an issue where the Snaking Sands Tower did no damage to dummies.
  • Fixed an issue where un slowable enemies where not getting the movespeed debuff from the Phased Mutatro.

What's Next?
We’ll be keeping an eye on this patch as it goes out and making sure we squash any bugs that may appear. We’re currently plugging away at major updates to DDA, but fear not, as we’re also looking into our next major DD2 update and trying to add some big features that might take us some time to get up and running. There’s a whole lot we’ve got planned, so stay tuned!

Social Defenders

To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!
Chromatic Games


 

[CG] Andrew

DEFENDERS,

If you follow our social media channels (and you should be by now) you may have noticed that I have been streaming a little more frequently during the week on our Twitch channel. I like to do this so that I can better acquaint myself with our streaming community, and have some fun while doing so. Live streaming is how I originally broke into the gaming industry, and is still something that I am still very passionate about. As such, I have been wanting to start a program to say thanks to our streamers, and today I am doing just that!

Here is a link to a very short form to fill out to sign up. That's it. Just fill in your Twitch channel and current email address (yes, you will actually need to check it) and stream any Dungeon Defenders game for a total of at least 20 hours every 2 weeks (Update: 40 hours every month) and I send you a few codes. These codes will usually be for in-game cosmetics that we are featuring in our games. You can use these codes for yourself, or to giveaway to your own communities however you see fit! The amount of codes received may vary each period, and each streamer in the program will receive the same amount.

This program is our way of saying thanks to you who already stream our games, as well as hopefully encourage a few new faces out there to begin. My hope is that this just the start of a program that will continue to evolve alongside our players and games! 

The first 2-week block starts today and runs through 3/28. Codes should be in your email within a day or two of the end of each 2-week period. 

Thanks, and have a good stream!

 

Social Defenders

To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!
Chromatic Games

[CG] Andrew

DEFENDERS,

Today we are putting out a small, but very impactful, update where we are happy to welcome back the Session Browser on Steam, PlayStation, and Xbox! (that feels reallllly good to finally type out btw) In addition to bringing back the browser, we are also enabling the DDGR hero costumes, changing the Dark Elf Warrior, and fixing some frustrating bugs!


Session Browser is back!

This feature is back, you’re once again able to find other Defenders to play with. We’re sorry it was gone for a while, but it was out of our hands and took a lot of work to get back up and running. This is currently live for Steam, PlayStation, and Xbox with Switch coming at a later date.

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Dungeon Defenders Going Rogue Costumes!

As promised in our release of Dungeon Defenders Going Rogue, we’ve provided five free costumes that were released in DDGR for DDA! You should be able to select them through transmog once you have the update.

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Misc.

  • Removed the Rifted Dark Elf Warrior Cloaking mechanic
    • This means that towers will be able to target and attack rifted warriors without needing to be a fusion tower.
  • Greatly increased the transparency of the Reflect Field’s texture to be less distracting.

Bug Fixes

  • Fixed a bug where Aim Assist was targeting defeated enemies
  • Fixed a bug where Inventory Stats points would mess up when you swap heroes on the stat page
  • Fixed a bug where XP/Radial Bars were not properly showing values
  • Fixed a bug where applying stat points changes in some cases would get rejected and return to the unspent pool
  • Fixed a bug where heroes would sometimes display -1 health
    • Let us know if you see this in game. We believe we fixed this, but it’s hard to reproduce on our end.
  • Fixed a bug where the secret room stairs didn't have collision, causing you to fall through

 

What's Next?

We’re currently working on getting these patches for Switch. Because of the changes we had to make to multiplayer, the Session Browser requires custom setup on each platform with their own requirements. We’ll keep you posted as to when those are coming out. We are continuing to work on DDA, using your feedback to greatly influence the things we work on, with more surveys on the way to get more of your feedback. We’re wanting to get more small patches out between now and Episode 2 that address some issues that have been outlined as we continue our work. There’s also more updates for DD2 and DDGR on the way, there’s so much we’re doing that we can’t wait to get out to all of you!

 

Social Defenders

To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!
Chromatic Games

[CG] Andrew

 

What is Dungeon Defenders Going Rogue?

It’s a whole new roguelite experience built out of Dungeon Defenders Awakened. You choose your hero to take on waves of enemies, creating unique and custom builds as you progress each time you play!

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Play as the Squire, Huntress, Apprentice, or Monk, acquiring powerful weapons, defenses, and runes to take on the hordes that await. And don’t fret, there’s more heroes coming!

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As you play, you’ll earn XP that you can apply to the talent system. This same XP is also applied to the Hero Mastery system and unlocks permanent attributes and runes on the specific hero that you’ve progressed! 

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As you level up, defeat bosses, and get faster and faster clear times, you’ll unlock weapons and runes to make your future runs even faster and further increase your power!

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There is a ton to experience in Going Rouge! Claw your way through the waves of enemies that are coming for your core, and take down completely reimagined boss experiences! The fun doesn’t stop there, as you can invite up to three friends to experience 4-Player Online Co-op to take on the challenges that await!


Why Going Rogue?

While working on our second major update for Dungeon Defenders Awakened, we were making a roguelite game mode that had a fresh start to it every time you play. As we continued to build the mode out, we were having so much fun, but we ran into multiple limitations (no multiplayer, profile save issues, loot dropping issues, and more). We were in love with the game mode, and the only way to get around those issues was to make it exist in its own environment. So that’s what we did!

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We’ve gone through and done everything we can to make sure that Going Rogue feels like a whole new experience, and justifies being its own standalone game. It’s quite literally Dungeon Defenders gameplay but going rogue. There’s a lot of opportunities to try things out that maybe don’t make sense in our other games. For instance: A speedrunning competition that is fair among all players. Which brings us to…


Going Rogue Dungeon Dash

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Starting now and continuing until April 3rd, we’re running a $10,000 Prize Pool Speedrunning Competition to celebrate our launch! We plan on having more structured contests as we continue to update the game, but for release we’re allowing things to be just a bit more chaotic. For more info, CLICK HERE!


Going Rogue Price and Bundling

Since Going Rogue is built out of DDA, we wanted to make sure we provided not only a fair price to purchase the game, but also something that rewards people for already owning DDA. That’s where the Dungeon Defenders Bundle comes in! If you own DDA, you’ll be able to purchase Going Rogue for a reduced price, and even better saving during our release sale. However, we’re also releasing with a sale, so purchasing Going Rogue through the bundle will be even less!

For our new Defenders that purchase Going Rogue, but do not own Dungeon Defenders Awakened, you’ll be able to pick DDA up for a reduced price as well through the Dungeon Defenders Bundle as well (and again, even cheaper when there is a sale going on).


Going Rogue Future Development

This game allows us to continue to scale out the content we make for our other games that fits within Going Rogue. We’re releasing with the base four heroes, but we will be bringing in all of the Dungeon Defenders Awakened heroes over time. As we create more maps, heroes, enemies, and loot, we’re also able to bring these things into Going Rogue and mold them to fit within the gameplay. This helps us be as  efficient as possible during development and allows us to create unique experiences for as many Defenders as possible!

 

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So what’s coming?

There’s quite a bit coming that we can talk about now, some sooner than others. Our current list includes:

  • Heroes
    • Warden
    • Series EV-A (EV-GR?)
    • The Rogue (definitely not confusing having a hero name in the name of the game)
  • Enemies
    • Sirens
    • Lycans
    • Rifted Enemies
  • Bosses
    • The Lycan King
  • Maps
    • The Keep
    • Lycan King boss map
  • Gear
    • Weapons
    • Runes
  • Difficulty
    • A third difficulty with greater challenges and stronger enemies.

Everything is fair game from our other games as well! We want our games to be a melting pot, where content can freely crossover where it makes sense.


Going Rogue On Consoles

Going Rogue is currently in Early Access on PC, meaning we’re getting a lot of balance and any major bugs sorted before going into a 1.0 launch. With the game using DDA as a base, we’ll be doing what we can to get the game out on all consoles that DDA is on. As we progress, we’ll keep you updated.


Going Rogue Known Issues

3 & 4 Player Enemy Visuals
There are currently some visual issues during 3 and 4 Player Online Co-op. Players 3 and 4 will see reduced enemy animations and some VFX may be missing. We’re working to fix these issues, but it is still playable.

Summary Screen
It’s functional, but it’s not pretty. We’re going to be getting this updated so that you have a more pleasant viewing experience of what you’re earning.

Party Bar and Player Lobbies
Sometimes it will show players in the wrong spot or not at all, this is purely visual. They are there as long as they show on their screen that they're in the lobby.


Dungeon Defenders Awakened Development

We’re still hard at work on Episode 2. We’ve shown the following with Episode 2 reveals:

As you’ll notice in Dungeon Defenders Going Rogue, there’s an overlap in features with runes being very core to the gameplay. These runes serve as an example of what you’ll be seeing in Dungeon Defenders Awakened as well. We’re still working diligently on Episode 2 and didn’t want to leave our brave DDA players hanging without spoiling some new content. So we’re going to talk about something you’ll be getting for free right now, and also giving a sneak peak at our next hero!


Free Going Rogue Cosmetics

First, the thing that you’ll be getting right away. In Dungeon Defenders Awakened, we will be providing the Going Rogue versions of the base four characters FOR FREE. We’ll be sending out an update later this week. All you’ll need to do is update your game once that update is out, and you will have them. That’s it. This is something we’re doing for ALL PLATFORMS. While Going Rogue won’t be on consoles right now, we want to make sure that all our Defenders are able to have fun with these new cosmetics! Getting the cosmetics onto consoles is going to be reliant on the certification process, so once they pass the individual platform certifications, we’ll have them out to you.

Second, we gave a very small tease on our next hero, which people had guessed, but we’ll announce it here as part of our Going Rogue celebration. 


The Outcast

An exiled general from the armies of the Old One after questioning if war was the answer, The Outcast uses his crystalline arm to command forces to aid him on the battlefield.

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We’re not going into his kit just quite yet, but the Outcast will be the answer to what many fans have been asking for — a remake of The Summoner that fits within Dungeon Defenders Awakened. This is also another hero that we’ll be bringing into Going Rogue as well. We’re serious about making the most out of all the things we’re creating!


Dungeon Defenders II Development

Oh you thought we were done? Not even close. We’re currently working on getting an update out for DD2 that includes new maps, a new enemy, a new boss, some new gear, which we’ll be talking about in the coming weeks. Past that we have some MAJOR things we’re going to be working on and getting your feedback, because we’ve got big plans and want our Defenders to be part of that process. We’re not going to talk about this much for right now, but stay tuned, big things are coming!
 

Social Defenders

To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!
Chromatic Games

 

[CG] Andrew

DEFENDERS,

Thank you for taking the time over the past month to fill out our DDA feedback forms. During this time we compiled and aggregated this data so that we could ensure that we address as many of the community’s concerns as possible, while also staying reasonable in what we can accomplish. Here is our action plan going forward at this point. We do anticipate that there will be more additions to this list, but we wanted to make sure that we came back to the community with the plans we currently have. Also, in another effort to be as transparent as possible, we have linked the results of our survey here. The only changes we have made are the omission of comments referencing specific people as well as any inappropriate comments.

** This list is not final, and things are likely to change overtime **

Pre-Episode 2

Siren Rework

  • The Siren has always been a controversial enemy. Originally our goal was to provide a unique challenge that incentivized the player to either be very active, or require specific build preparation. After considering the feedback, we’ll be reworking the Siren to have more of a traditional enemy feel. This will include allowing towers to target them, as well as removing their ability to give elemental resistance to enemies. In exchange, they will be getting a new set of abilities. This should alleviate some of the frustrations our players are experiencing. 

Rifted Dark Elf Warrior

  • It has been pretty clear that players are often confused or frustrated with the Dark Elf Warrior’s ability to not be targeted by non-fusion towers. Going forward we’ll be removing this restriction as we continue to investigate what a more permanent solution looks like. 

Session Browser

  • As mentioned in a previous post, we are actively working on restoring the session browser starting with PC in the coming weeks. Console session browsers are still a work in progress and we will keep you updated as with updates as we have them.

    Episode 2

    New Content

    • This will include all of the traditional episode content: New maps, heroes, enemy, and boss. So far we’ve revealed The Bazaar and Lost Metropolis. We’ve also teased the first hero, The Outcast, being a Summoner remake. We want to make sure we stay faithful to the original Summoner, while also making them a little more…balanced. We will be gathering more community feedback so that we can hit the mark on what you feel is important for this iconic Dungeon Defenders hero. Finally we’ll be looking into revealing even more content over time.

    Runes 

    • As outlined in the forum post, the goal with Runes is to provide the players with a new system that creates more hero and defense build diversity by letting you pick and choose what runes you will use to specialize your builds. These will also serve as a new item type to hunt for and unlock and as well as incentivizing trading.

    Rifted Reworks

    • Our goal here is to take the feedback from the survey and to iterate on the Rifted modifier in order to provide something that more players are happy with. Currently, it is very clear that players believe there are good and bad parts of Rifted. We have a few ideas in the works here, and will be coordinating these with the community and gathering more feedback on which path will be the best going forward.

    Trading

    • This has been a huge request since the launch of DDA and is something we definitely want to implement. This is also a significant undertaking. We really want this to get in and we’ll have more info on this overtime as we get closer to Episode 2.

    Balance

    Hero & Tower Balance

    • We’ve received a lot of feedback in this area including but not limited to: Hero survivability, hero DPS, Walls being weak, Harpoons and Traps needing some love, and some towers being too strong. We are keeping all of this in mind as we continue to iterate on the overall balance of the game.

    Weapon Balance

    • Our main takeaway from the feedback was that players want more weapon choices that are viable in the endgame. We’ll be looking at how to best balance various weapons to still be relevant in the endgame, not just the last boss weapon set.

    Pet Balance

    • We think that it is important to acknowledge the removal of builder pets by saying that our goal was to provide players the freedom to use any pet on their hero without sacrificing their ability to build. That being said, we will be looking at pet balance so that we can expand the list of viable pets, with a specific focus on combat pets. We’ll continue to investigate what we can do to incorporate more defense themed pets and how we can lessen the loss of builder pets.

    Loot changes

    • This topic had some wide array of opinions on where we should go with modifications to the loot system. We currently aren't looking at doing an overhaul to the existing system, but instead we hope that the changes mentioned here should make the loot experience feel better. Overall, the loot complaints we are seeing revolve around Rifted or how loot is acquired. That being said, there are improvements we want to make like better defining or adding loot tiers, and other ways to distinguish between good and bad loot.

    Episode 2 and Beyond

    ** These features may still come with episode 2 but are currently unknown in timeline**

    Boss Rush

    • This has been a popular request throughout the community. At this point we don’t exactly know what this looks like, but are actively exploring this idea. We will update you as we have a more tangible path forward here.

    Endless Survival mode

    • After looking through all of the survey results, it was frequently mentioned that you would like to see some kind of infinite mode where you could truly test the limits of your build. Currently we are not looking to create any kind of Onslaught system, but instead allow players to push their Survival builds as far as they want with increasing difficulty each wave. Rewards here are a little tricky. We want to be very careful not to introduce power creep or trivialize endgame loot grinding, so we’ll be investigating ways to encourage players to complete the harder waves while maintaining balance.

    Customizable Cores

    • Core customization is another highly requested feature, and is something we will be exploring. However, this requires additional UI elements, unlocking systems, and art/content to go along with it. Overall, we’d love to have yet another way to allow players to set themselves apart from one another, however this would pull our attention away from other potentially more important tasks. We will keep you updated on our decision making process here as we move forward.

    More Assault Maps

    • From our feedback, Assault challenge maps have been a very popular request. Previously, we have considered adding a full Assault Challenge game mode on every map. However, this isn’t practical on smaller maps like Deeper Well. Also, the time needed to set up a single map is more than we would like. That said, we are looking to add more assault maps where it makes sense, and provides a fun gameplay experience.

    More Challenges / Loot Changes

    • We are aware (especially after your feedback) that the current rewards are quickly outclassed and not viable for endgame. This is a tough challenge. If the rewards are more viable than what you get in other game modes, then it invalidates those rewards. We do agree that challenge rewards should have a purpose and is something that we will be investigating even further.

    Quality of Life Improvements

    • We will be improving the general quality of life of DDA as we move forward in this process, which will include loot, pets, rifted mode, etc. This is definitely a topic we will want to hear more specifics from the community on, and we will be releasing another targeted survey to further dive into specific concerns.

    Social Defenders

    To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

    For Etheria!
    Chromatic Games

    Chromatic Games

    DEFENDERS,

    We’re writing to give you an update regarding our upcoming PlayStation release. Everything has been locked, loaded, and ready to release for a while now. However, due to powers out of our control, the launch got pushed back due to certification obligations and delaying when we're able to get keys for Kickstarter, Backerkit, and Xsolla backers. This means the ones who have been with us since the beginning, would be coming in late. We don’t feel this is the right way to honor the pledges and want backers to start off on the same foot as other players that purchase the game on release through PlayStation.

    As a result we’re delaying our launch until May 24th, at 10:00 AM Eastern. We’re sorry for the late notice on this, but it’s something we just found out this week and have been working on getting all of our potential options mapped out, with this being the safest route that guarantees Kickstarter backers are playing on day 1.

    While this is bittersweet news, we also want to thank everyone for their feedback with our latest surveys, and we will have more to come for upcoming features (including heroes) to get your input as we develop them. One of the things we’re currently plugging away on getting up and running again is the Session Browser so Defenders can find others to play with once more. We should have this feature re-enabled for PC and Xbox in the coming weeks, with Switch and PlayStation coming later as their certification processes are a bit more thorough.

    That’s it for now, but once PlayStation is live, we’ll finally be out on all platforms, with more updates for DDA to come!

    For Etheria
    Chromatic Games

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