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[CG] Andrew

Hey Everyone! 


I’m Andrew Bernard, and I’ve recently joined Chromatic Games as your new Community Manager! I’ll be working with everyone here to hopefully fill Britt’s shoes as quickly and as smoothly as possible. Thankfully, I’m coming into a well-established and close-knit community so I’m sure the transition will be seamless. I look forward to connecting with everyone!

 

A little about myself: I’ve been gaming since I was old enough to hold a controller, and I play most every genre of game including: RPGs, Adventure, Survival, Roguelite, Co-op, and many others (Recently: Final Fantasy, Path of Exile, Valheim, Gunfire Reborn, Wildermyth). Professionally, I’ve worked as a Broadcast Producer and Esports Community Manager for SMITE at Hi-Rez Studios. During my time there I was a part of countless livestreams, LANS, 4 World Championships, and travelled internationally for 2 Dreamhack events (Sweden and Spain). Oh, and I also have a Bachelor’s degree in Business Administration from the University of Southern Indiana for those interested in my more formal education.

 

I love gaming, and I love talking to people about gaming. It is this passion that brings me to the Dungeon Defender community. My goal here is to be the bridge between you and Chromatic so that we can all better understand each other. I want to engage YOU wherever YOU are. So far, I’ve been a fly on the wall of the Dungeon Defenders community, and now I’m ready to step to the front and be your sounding board for all things good, bad, and meme.

 

Each day I’m learning more and more about this passionate community and can’t wait to get to know everyone going forward. Please don’t hesitate to reach out on anything!

 

For Etheria!

[CG] Andrew

[CG] LAWLTA

DEFENDERS,

Today we launched our Post-Episode 1 PTR to get some feedback from you, our GLORIOUS DEFENDERS, to help make DDA the greater every day. We’ve got some big hero buffs, changes to ability mana, secondary ability changes, and the Test of the Lycan being added. You’ll just have to guess what all has been changed. Actually, maybe we’ll just post the notes here. Yeah, that’s what we’ll do. Let’s get into it!

How to Join

It’s not too late to join the PTR build! We’ve received awesome and helpful feedback from tons of our GLORIOUS Defenders, and we want to make sure your voice is heard. If you own Dungeon Defenders: Awakened on PC/Steam, head over to our forum post that breaks down how to enter the PTR build on Steam: Click here to read the post.

Rewards

If this is your second time testing, your time spent testing the PTR (we ask at least 30 minutes if possible) and filling out our survey, you will earn a brand new reward, the Forest Ally’s Wings:

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If this is your first time testing on our PTR, doing the previously listed, you’ll unlock the Eagle’s Wings:

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We are able to track your account, so don’t worry about adding any identifying information, we’ll get the reward automatically unlocked on your account when Episode 1 launches. To ensure it gets unlocked, there is a question on the survey that has your “PlayFab ID” (this is what we use for cloud storage and account saving). Do not edit whatever is in that field, otherwise the rewards will not be able to be applied to your account.

In future PTR tests, we will have additional rewards for your time. We really appreciate your feedback and constructive criticism, and our goal is to give something back. :)

Test of the Lycan

A new test has been added for you to overcome! Taking on the Lycan King in a one-on-one duel, choosing to defeat him with either the Rogue or the Warden. Like other tests, your defenses can’t be used, and your gear doesn’t carry over. There are three tests to overcome, will you bark at the moon or be sent back home whimpering? Wolf jokes.

Currently the rewards are not available on the PTR but will be on launch.

General Changes

Kickstarter Weapon and Armor Names

If you backed us on Kickstarter for a specific tier, you were able to name some items that will spawn from time to time. We’ve now implemented this functionality and these named items should appear throughout your journeys!

Secondary Abilities

All Hero Secondary Abilities are now able to trigger Item Effects. Just to list them all out:
 

  • Squire’s Shield Throw
  • Huntress Grenade Shot
  • Apprentice’s Arcane Surge
  • Monk’s Ranged Attack
  • Series EV-A’s Grenade Shot/Arcane Surge
  • Warden’s Sprout
  • Rogue’s Ranged Attack

Things might get a bit wild with this change, but it should feel pretty good. :)

Mana

Mana in general was adjusted on our end so that it makes more sense and is easier to balance. Many players don’t know this, but the mana bar is 250 Mana Points for every hero. We’re simplifying this so that it’s 100 Mana Points because the cap on this never increases and there’s no reason for it to.

As such here are the major changes that come with that:

  • Mana Cap:  Reduced to 100 from 250.
  • ALL Ability costs have been divided by 2.5
  • Mana Regen Item Effects and pets remain the same.

Buff Mana Costs

Alongside this mana change, we’re also making a slight change to how buff abilities work. With the item effects introduced, Defenders got to mana-regen values where you can turn on something like the Squire’s Blood Boil and it never turns off. As such, we’ve introduced a new concept to help prevent them from always being on, but still have gameplay elements that reward players for stacking mana regeneration.

  • Buffs start at a 4 Mana Per Second drain, increasing that cost by 1 Mana every 10 seconds. 
  • Drain cost resets after the ability is turned off either by the player or until it turns itself off after there’s not enough mana.

This means players will not be able to keep it on infinitely, but crafty Defenders with mana regeneration will be able to keep the buffs up longer, while toggling on and off at the right moments to have very very high uptime.

Default Offhands

Any Hero that could have an Offhand item (Squire, Huntress, Apprentice, Monk, and the Warden) now has a default Offhand item that is there should they not have equipped one yet, or unequipped an item and not replaced it.

Projectile Tower Strength

We’ve gone through and increased the strength of the following projectiles in Massacre to be roughly 20% stronger:

  • Spiked Blockade
  • Bouncer Blockade
  • Slice and Dice Tower
  • Harpoon Tower
  • Bowling Ball Tower
  • Magic Missile Tower
  • Fireball Tower
  • Lightning Tower
  • Deadly Striker Tower
  • Beaming Blossom

This should bring these towers more in line with newer towers that pack quite a punch.

Tower Targeting Changes

When it comes to what towers focus there has always been some gray area with things changing depending on the tower (and this information not being public facing). With that, we’ve set up two types of towers— Fodder and Special. Here’s what it looks like:

Fodder Enemy-Focused Towers

  • Magic Missile Tower
  • Fireball Tower
  • Lightning Tower
  • Bowling Ball Tower
  • Shroomy Pit

Fodder Enemy Tower Priority

  • Orc
  • Archer
  • Goblin
  • Wyvern
  • Spider
  • Kobold
  • Dark Elf Mage
  • Dark Elf Warrior
  • Djinn
  • Lycan
  • Sharken
  • Ogre/Copter Ogre
  • Bosses
  • Goblin Copter
  • Skeleton

Special Enemy-Focused Towers

  • Deadly Striker Tower
  • Wisp Den
  • Beaming Blossom
  • Sludge Launcher
  • Harpoon Tower

Special Enemy Tower Priority

  • Djinn
  • Lycan
  • Sharken
  • Spider
  • Goblin Copter
  • Wyvern
  • Ogre
  • Dark Elf Mage
  • Kobold
  • Dark Elf Warrior
  • Bosses
  • Orc
  • Dark Elf Archer
  • Goblin
  • Skeleton

That’s a long list, and as we continue to develop DDA, we’ll be making this concept a bit easier to understand within the game itself. We wanted to take this as an opportunity to make this information public in some facet.

Heroes

Apprentice

Hero

  • Stats

    • Health scaling from Vitality greatly increased

      • Pre-Update at 5000 Vitality

        • Normal - Insane: 29,720 HP

        • Nightmare/Massacre: 230,481 HP

      • Post-Update at 5000 Vitality

        • Normal - Insane: 68,469 HP

        • Nightmare/Massacre: 530,976 HP

  • Abilities

    • Overcharge

      • Increases the Attack Rate scalar for towers by about 50%

        • Now closer in power with Tower Boost.

      • Now works with Auras.

      • Here’s how it works now:

Rate

0

5

10

50

100

500

1000

2000

5000

10000

NEW

0.38

0.54

0.61

0.84

0.97

1.38

1.61

1.89

2.33

2.74

OLD

0.25

0.36

0.41

0.56

0.65

0.92

1.08

1.26

1.56

1.83

 

  • Mana Bomb

    • Cast time decreased to 1 second from 3 seconds.

    • Player movement is no longer disabled when finishing the cast.

    • Reduced the amount of camera shake.

    • Fixed a bug with damage falloff being way too severe.

    • Falloff damage is now a minimum of 50% and scales linearly based on enemy distance from the epicenter of the cast.

 

Towers

  • Magic Missile

    • Now has 360 degree targeting.

    • Increased projectile speed to 3000 from 2000 (50% buff)

    • Decreased Defense Unit cost to 2 from 3 (33% buff)

  • Elemental Blockade

    • Increased health by ~100%.

  • Deadly Striker Tower (DST)

    • Increased damage by 30% in Massacre.

 

Huntress

Hero

  • Stats

    • Health scaling from Vitality greatly increased

      • Pre-Update at 5000 Vitality

        • Normal - Insane: 34,293 HP

        • Nightmare/Massacre: 265,939 HP

      • Post-Update at 5000 Vitality

        • Normal - Insane: 45,102 HP

        • Nightmare/Massacre: 349,762 HP

  • Abilities

    • Elvish Agility

      • Reduced movement speed and jump height to be easier to control.

        • No more slingshotting yourself off edges.

Towers

  • Proximity Mine Trap

    • Increased Base Health to 1.5 from 0.9

    • Reduced Base reset time to 10 seconds from 13.875

  • Inferno Trap

    • Increased Base Damage to 65 from 52.

    • Increased Exponent Scalar to 1.15 from 0.95.

      • Done to be more inline with the Lightning Aura

    • Removed the attack rate multiplier to keep the attack rate scaling the same across all difficulties.

  • Thunder Spike Trap

    • Increased the Exponent Scalar to 1.3 from 1.15.

      • Done to be more inline with the Wisp Den or Deadly Striker Tower.

 

Monk

Hero

  • Stats

    • Health scaling from Vitality greatly increased

      • Pre-Update at 5000 Vitality

        • Normal - Insane: 45,723 HP

        • Nightmare/Massacre: 354,586 HP

      • Post-Update at 5000 Vitality

        • Normal - Insane: 83,380 HP

        • Nightmare/Massacre: 646,615 HP

  • Abilities

    • Hero Boost

      • Removed the very minor +5 Healing Per Second it provided.

        • Might look into adding this in later in a way that is actually effective.

      • Decreased Ground Speed scaling by ~50%.

      • Ground Speed will now only apply to the Monk that cast it, and not other players.

        • No more slingshotting players off the edge “on accident.”

    • Tower Boost

      • Removed the very minor armor buff.

        • Might look into adding this in later in a way that is actually effective.

Towers

  • Enrage Aura

    • Now more likely to trigger a fight between enemies.

    • Ogres will attack enraged enemies.

    • Enrage no longer applies to Sharken or Lycan

    • Reduced the amount that upgrading scales the duration by ~50%.

      • This compensates for the increase to the effect triggering by default.

 

Series EV-A

Hero

  • Stats

    • Health scaling from Vitality greatly increased

      • Pre-Update at 5000 Vitality

        • Normal - Insane: 59,875 HP

        • Nightmare/Massacre: 464,333 HP

      • Post-Update at 5000 Vitality

        • Normal - Insane: 72,706 HP

        • Nightmare/Massacre: 563,833 HP

    • Movement

      • Increased by roughly 5%.

  • Abilities

    • Decoy

      • Damage now uses the element of the equipped/active weapon.

      • Increased Damage Radius by 50%.

      • Increased Damage by 20%

      • Increased Health by 25%.

      • Launches player in the air after use, gives air control and reduced gravity.

      • Cooldown increased to 5 seconds from 3 seconds.

Towers

  • Proton Beam

    • Base Damage increased to 20 from 15.

    • Diameter increased by 100%.

  • Shock Beam

    • Decreased reset time to 2 seconds from 3 seconds.

 

Squire

Hero

  • Abilities

    • Blood Boil

      • Slightly reduced the amount of damage gained from the Ability stat.

    • Secondary Attack - Block

      • Block Removed

    • NEW: Secondary Attack - Shield Throw

      • Upon activation, the Squire throws his shield where he’s aiming.

      • Damage scales from weapon damage, hero damage, and attack power.

      • Element is based on the equipped weapon’s element.

      • Cooldown starts immediately after casting.

      • Bounces: If an enemy is hit, the shield then bounces to the next nearest enemy until there are no more bounces left, up to a maximum of two additional bounces (three instances of damage). If there are no other nearby enemies then the shield returns to the caster.

        • The shield will bounce off terrain twice, checking for nearby enemies each time. If an enemy isn’t detected, the shield returns to the player.

Towers

  • Spiked Blockade

    • Reduced DU to 1 from 3 (66% Buff)

  • Harpoon Tower

    • Reduced DU to 5 from 6 (17% Buff)

    • Enemy Hitbox size increased to hit additional enemies.

    • Environment Hitbox size decreased to cause less unintended hits.

    • No longer stays stuck in walls.

      • Could not see this happening most of the time, made the game cost more resources to run, removed it to increase performance.

  • Bowling Ball Tower

    • Bowling Balls now explode on impact with the first enemy they hit dealing damage in an area around it.

  • Slice and Dice Tower

    • Reduced DU cost to 4 from 6 (33% Buff).

    • Range increased for spin up activation and damage dealt.

  • Bouncer Blockade

    • Reduced DU to 2 from 4 (50% Buff).

 

Warden

Towers

  • Shroomy Pit

    • Increased Health by 300%

    • Increased Range by 30%.

 

Bug Fixes

  • Fixed an issue where Roots of Purity’s range increase from Overclock Beam was only visual.

  • Fixed an issue for clients on gamepad that couldn’t correctly enter build mode after initially joining.

  • Fixed an issue where clients see the host’s health as zero or their previous active hero’s health amount.

  • Fixed an issue where damage would sometimes show differently between the tooltip versus the upgrade UI.

  • Fixed an issue where Sirens would get stuck on geometry while fleeing.

  • Fixed an issue where Sirens could get stuck on cores.

  • Fixed an issue where Deadly Striker Towers were ignoring Goblin Copter flares.

  • Fixed issues with Series EV-A’s stats not properly displaying.

  • Fixed an issue where the Rogue’s Carnage ability was not dealing damage to enemies.

  • Updated the tooltip to the “Double Edge” item effect.

  • Fixed an issue where the Lycan King can get stuck on lures.

  • Fixed an issue where Bonus Waves weren’t playing their Build/Combat music properly.

  • Fixed an issue where the Lycan King howl was not playing it’s SFX.

  • Added close buttons to the Filters and Upgrade UIs.

  • Fixed some issues with the crystal generators in Alchemical Labs. Nameplates, hurt flashes, and more have been improved.

  • Fixed an issue where the upgrade panel wasn’t showing total attributes.

  • Fixed an issue with the Goblin Copter’s rockets impact VFX streaking across the ground.

  • Fixed an issue where Pylon sound cues were not properly playing.

Summary

These are a lot of changes coming in to bring some heroes up in strength (some pretty significantly), provide some additional strength through item effects having them trigger off secondary attacks, and even some new content to overcome through the Test of the Lycan!

Make sure to access the survey through the escape menu to provide us feedback with all of the changes and additions made for the PTR round. Properly testing the PTR and filling out the survey will get you PTR-exclusive rewards, so make sure to not skip out!

What’s Next?

After we get feedback, we’ll continue our work on Episode 2 (and maybe start revealing some content coming with it). Episode 2 is still a while from being ready, but we’ll be teasing things out a bit earlier compared to Episode 1. We’re also hard at work on our PlayStation port of DDA and we’ll keep you posted with any significant updates as they appear.

BUT WE’RE NOT DONE YET. We’re also working on some new additions for Dungeon Defenders II. Yes, we’re developing both games and handling a PlayStation port all at the same time.

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] Brittani

DEFENDERS,

Last week, we discovered a way that Defenders can unintentionally flag themselves as a hacker since the Lycan’s Keep Update in Dungeon Defenders: Awakened. Today, we’ll be sending out a hotfix for this and resetting the hacker status on ALL currently flagged accounts.

What does this mean for flagged Defenders?

After the reset, all Defenders who were previously flagged as a hacker, regardless of prior actions, will no longer be flagged. As long as defenders’ accounts are clean from hacking modifiers, they will be able to join public online games normally.

How does a Defender become flagged as a hacker?

Some Defenders may still be flagged after logging into DDA after the reset due to modifiers on the account. Defenders are flagged as hackers when our anti-cheat system detects, well, cheating.

When a Defender is flagged, they can no longer join public online games but can still join lobbies with other flagged players. This does not remove the ability for non-flagged Defenders to (1) enter flagged friends’ games or (2) allow flagged players to attempt to enter friends’ games. If non-flagged hackers allow either of these events, they will be flagged as soon as they enter a game with a flagged friend.

We have some ways to help you avoid this, though. Read on!

How can you avoid being flagged as a hacker?

The easiest way to not be flagged is by not using stat modifiers and not allowing in or joining an online game with a flagged Defender. While this may seem easy, we know there are times Defenders don’t read a pop-up prompt or click too quickly or even misread the warning prompts. To avoid these mistakes as much as possible, we have some checks and balances in place, including automatically rejecting defenders from joining hacked sessions. For this situation, a prompt pops up to let Defenders know that the session they attempted to join was hosted by a flagged Defender. Defenders are automatically removed from the game and must change their settings to remove this automatic kick. (Please don’t do that!)

Sometimes flagged Defenders try to join online games from their friends list. When they do this, the host will receive a pop-up warning saying that a flagged player is trying to join the game. From there, Defenders will need to press “NO” to remove them from the game. Please do not click “YES”! All Defenders in that game will be flagged after the session.

Where do I go if I want to appeal my hacker flag in the future?

Moving forward, Defenders who wish to appeal the hacker flag on their account can fill out our Hacker Flag Appeal form here: Appealing Hacker Flag - Chromatic Games.

Filling out this appeal form does not guarantee Defenders will have their flag removed, but it does allow us to look into your account to see why you were flagged. (Basically, we can tell the difference between joining a game with a hacker versus actually hacking the game.) It’s also not guaranteed that Defenders will hear back from us about their appeal or the reason for the flag. If your appeal is approved and we remove your flag, we’ll let you know. Otherwise, Defenders will not hear from us.

Please do not spam our DMs on Discord asking about why you were flagged! We’ll refer you to this post from now on. :)

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] Brittani

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DEFENDERS,

It’s finally here! The Lycan’s Keep Update is live on PC/Steam and Xbox Series X|S and Xbox One, and Nintendo Switch (as of August 24th, 2021). We’ve been testing, revising, retesting, and re-revising this update for a couple of months. Now, we can’t wait for all Defenders to experience the big (and small) changes to Etheria.

We don’t want to keep you in the intro too long, so get scrolling! Read about all the goodies (and new baddies) included in The Lycan’s Keep Update.

TWO-WEEK EPISODE 1 LOGIN REWARD!

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First thing’s first, to celebrate the launch of The Lycan’s Keep Update and DDA on Nintendo Switch on the same day, Defenders who log in to the game will be rewarded with this fancy Royal Shroomy Hat. This login event will only last for two weeks, so go go go!

Since this is a login reward for the new update, Nintendo Switch Defenders will have two weeks from the release of the update on that console to earn that reward. Don’t worry; we wouldn’t let anyone miss out on the Shroomy hat fun.

New DLC - Supporter Packs

You asked, and we’re delivering, introducing our purchasable Supporter Packs! Have you always wished to look like a Gator while defending the Crystal? Well, us either, but now we can’t think of a better way to scare the baddies. You can grab the full Gator Gear Weapons and Accessories set for $9.99 USD. You’ll also find the Chromatic Costume set and DD1 Original Hero Paper Masks set for $4.99 USD. We can’t wait to see you all in your new gear!

Gator Gear Weapons and Accessories

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Chromatic Costumes

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Original Hero Paper Masks

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New Heroes

This update introduces two new defendin’ heroes to Etheria - The Warden and The Rogue! On top of the new heroes, we made some changes to the Hero Deck, including expanding it and making the active hero incentives stronger.

The Warden

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A guardian of the forest that was banished to the realm our heroes find themselves in, The Warden joins our roster to help push back the evils that stand in your way with plant-like defenses and a Wrath Mode to scare even the toughest enemies. In our prior surveys and roadmap voting, the Dryad from Dungeon Defenders II was one of the most requested heroes. The Warden is her spiritual successor, using the power of the forest to take down any foe that approaches.

Attacks and Abilities

Primary Attack: The Warden swings her mighty polearm like a scythe clearing a field, destroying foes that stand before you in melee range.

Secondary Attack - Sprout: The Warden calls forth a sprout that erupts from the ground, dealing low AoE damage to nearby enemies, shooting a seed a short distance away.

  • Normal Form: Picking up the seed instantly regenerates 15% of the Warden’s mana.
  • Wrath Form: The seed grants increased damage and movement speed for 5 seconds.

Ability 1 - Mushroom Circle: Beckons forth a burst of mushrooms from the desired location.

  • Normal Form: Mushrooms heal allies within the circle, while slowing enemy movement speed and reducing attack rate.
  • Wrath Form: Enemies take damage while within the circle. After 10 seconds, the mushroom circle erupts, dealing damage and stunning all enemies within the circle.

Ability 2 - Wrath Form: Calls upon the power of the forest causing the Warden to surge with energy. Wrath Form increases the strength of all her abilities and defenses while active, regardless of range.

Defenses

Defense 1 - Roots of Purity: Summons a blockade that can take a beating from enemies. Blesses the ground with the Zone of Purity around the roots that allows the Warden’s other defenses to be constructed. The Zone of Purity restores 1% HP per second to any hero within its coverage.

  • Mana Cost: 20 Build Mana
  • Defense Units: 1 DU
  • Wrath Form: The Zone of Purity becomes the Zone of Wrath, dealing damage over time to enemies within its boundaries, while also slightly reducing enemy damage.

Defense 2 - Wisp Den: Opens a portal, pulling through three wisps that focus down enemies within its range, always prioritizing high-threat targets.

  • Mana Cost: 50 Build Mana
  • Defense Units: 4 DU
  • Wrath Form: Wisps become enraged, attacking enemies for more damage.

Defense 3 - Beaming Blossom: Grows a flower that collects solar energy that then goes crazy towards enemies within its range, shooting a pure continuous beam of solar energy that deals high damage.

  • Mana Cost: 70 Build Mana
  • Defense Units: 5 DU
  • Wrath Form: The beam becomes magically empowered, piercing through enemies.

Defense 4 - Shroomy Pit: A pit appears that spawns a Shroomy, a brave mushroom warrior of the forest. Shroomies don’t have a lot going on in their heads, and as a result they do two things. Idly stand still, and as they spot an enemy, charge legs first (they’re a bit off-balance) and explode into enemies, dealing damage in a large area.

  • Mana Cost: 40 Build Mana
  • Defense Units: 5 DU
  • Wrath Form: Shroomies enter their own Wrath Form, applying a damage over time effect to enemies hit by their explosion.

Defense 5 - Sludge Launcher: Vines and logs are infused together, pulling in toxins from the ground, shooting out giant globs that explode on contact, dealing a large amount of damage to the first enemy hit and heavily coat them in sludge, lightly covering nearby enemies in sludge, slightly slowing them.

  • Mana Cost: 80 Build Mana
  • Defense Units: 7 DU
  • Wrath Form: If the Warden attacks heavily sludge covered enemies, they can be stunned for 1.5 seconds.

The Rogue

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This highly-trained elven warrior is the last remaining elite soldier from an ancient elven army, meaning he comes ready to battle enemies head on as a melee and ranged dual-wielding hero. As a combat-only defender, the Rogue is agile, dashing in and leaping out of battle as he sees fit.

A lack of defense towers does not mean the Rogue is without protection. Activating Umbral Form makes him invisible and his arsenal of devices combine to disable, enfeeble, and slow your enemies’ advances.

Attack and Primary Abilities

Weapons of Choice: Dual-wielding: Melee (Right hand) and Crossbow (Left hand)

Primary Attack - Melee Attack: The Rogue swings his equipped sword, dealing damage based on the weapon’s stats.

Secondary Attack - Ranged Attack: The Rogue fires his equipped crossbow, dealing damage based on the weapon’s stats.

Primary Ability 1 - Swift Assault: Dashes forward and deals AoE damage once reaching his destination.

  • From Umbral Form: The Rogue throws a single piercing deadly knife at an enemy, dealing massive damage to up to 3 targets.

Primary Ability 2 - Disengage: Throws a spread of daggers forward dealing AoE damage and applying Rogue’s Mark to all enemies hit during attack. The Rogue leaps backwards out of the danger, providing a gap between him and his foes.

  • From Umbral Form: Daggers deal more damage and pin enemies to the ground, immobilizing them for a short period.

Devices and Utility Abilities

Passive - Rogue’s Mark: Marks are applied to a maximum of 8 enemies while using Swift Assault, Disengage, or Primary and Secondary attacks. The Rogue can then activate debilitating Devices on Marked enemies.

Device 1 - Arcing: Snares Marked enemies with nets of lightning, disabling their attacks and abilities, as well as dealing a large amount of lightning damage.

Device 2 - Napalm: Incinerates Marked enemies, dealing a large amount of fire damage over a short time. Enemies also take increased damage from other attacks and abilities while Napalm is active.

Device 3 - Noxious: Injects Marked enemies with a highly potent toxin that slows movement and deals poison damage while Noxious is active.

Utility Ability 1 - Umbral Form: The Rogue becomes invisible for a short duration. While invisible, the agile hero has increased movement speed, damage, and empowered non-Device abilities. He cannot be targeted by enemies, but he can still take damage from their attacks if he gets within damaging range.

  • Damage: Increased by 10-50%
  • Movement Speed: Increased by 25-100%
  • Healing: up to 5% HP every 0.5 seconds
  • Duration: 5-10 seconds
  • Cooldown: 20-12 seconds

Utility Ability 2 - Carnage: The Rogue throws a flurry of deadly piercing daggers, dealing AoE damage every half a second throughout its duration. Defenders can move while this ability is activated and it can be channeled until you’re completely out of mana.

  • From Umbral Form: AoE damage radius is increased.

Hero Deck and Hero Level Changes

Hero Deck Changes

Now having four heroes is great and all, but based on prior survey results, we knew our Defenders wanted to build bigger hero decks. With the addition of the Warden and the Rogue, we knew this need would be even greater. Instead of 4 heroes in your deck, you’ll now have 6 HERO DECK SLOTS!

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A larger hero deck called for some changes to the Hero Deck Bonuses too. Defenders wanted more incentives for keeping heroes in their hero deck, so we did just that by revamping the bonuses. Check out those changes below:

New Deck Bonuses

  • XP is equally earned across all active heroes in Hero Deck.
  • Set Bonuses and Item Effects are only active in the Hero Deck.
  • Tower Damage for all heroes in the Hero Deck is increased by 20%.

Hero Level Changes

We have one more hero-related change for our Defenders. For all of you who feel reaching Level 100 wasn’t difficult enough, we’re increasing the level cap for all heroes to 105. The best items in The Lycan’s Keep update require Level 105 to equip, meaning you’ll need to conquer many foes on your journey to utilize the strongest gear available.

Pets

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New Pet - Happy Hera

  • Shoots exploding projectiles that deal damage to nearby enemies.
  • Restores HP for each enemy hit while attacking.

New Pet - Raging Zeus

  • Shoots exploding projectiles that deal damage to nearby enemies.
  • Chance to stun while attacking.

New Pet - Lycan Prince

  • Provides bonus armor to nearby heroes.

New Pet - Demon Duke

  • Attacks enemies both with melee and ranged attacks.

Airship

  • Increased chance to spawn with max projectiles (3).
  • Now shoots its projectiles at different targets if more than 1 target exists.
    • For example, with up to 3 projectiles, the targeting changes depending on the number of enemies:
      • 1 Target - 3 projectiles on the one enemy
      • 2 Targets - 2 projectiles on the first enemy, and 1 on the second
      • 3 Targets - 1 projectile on each enemy

Dragon

  • Increased chance to spawn with max projectiles (3).
  • Increased attack damage by 20%.
  • Now always rolls with Fire damage.
  • Updated projectile appearance.

Etherian

  • Increased base damage by 500%.
  • Increased melee extent by 185%.

Giraffe

  • NEW: While the hero with this pet equipped is ACTIVE in play the Hero Deck Builder bonus is increased by 5%.
  • Reduced Hero Stat scaling by 10%.

Griffin

  • Increased chance to spawn with max projectiles (3).
  • Increased attack damage by 20%.
  • Now always rolls with Lightning damage.
  • Updated projectile appearance.

Little Wizard

  • Now has 1 projectile.
  • Increased attack damage.
  • Rolls for any elemental damage, except Fusion.
  • Projectile travels through all map elements for a set duration, dealing damage to all enemies hit on path.

Mega Chicken

  • Increased projectile AoE by 15%.
  • Increased melee extent by about 43% Increased attack damage.
  • Increased scaling for hero stats.
  • Added VFX for projectile and melee attacks.

Mista Mine

  • NEW: While the hero with this pet equipped is ACTIVE in play the Hero Deck Builder bonus is increased by 10%.
  • Reduced Hero Stat scaling by 10%.

Monkey King

  • Decreased damage buff to 10% from 15%, while increasing the number of times it can stack to 10 from 5.
  • Increased base damage by about 1000%.
    • When fully buffed, he will now have about 260% more damage.

Paddleball

  • Increased base damage by about 2800%.

Ramster

  • Increased base damage by about 500%.
  • Increased melee extent by 185%.

Steam Robot

  • Increased base damage by about 400%.
  • Increased melee extent by 330%.

Fusion Pets

  • Fusion pets will now drop on Encore maps in Rifted Campaign victory chests, Survival Wave 14 victory chests, Survival Wave 25 victory chests, and Bonus Wave victory chests.
    • Magus Quarters: Paddleball
    • Endless Spires: Monkey King
    • Glitterhelm: Mega Chicken
    • Foundries and Forges: Demon Duke

All Melee Pets

  • Increased chance to drop with a max attack rate of 0.33 seconds.
  • Increased target range.
  • Increased stat scaling on Vitality by 8%.
  • Removed Knockback from all attacks.

All Ranged Pets

  • Increased chance of spawning with a max attack rate of 0.63 seconds.
  • Increased target range by 50%.
  • Increased all projectile speeds by 300%.
    • No longer target Siren. NEW Target Priority: Djinn > Copter > Ogre/Sharken/Lycan/CopterOgre > Spider > Warrior > Bosses > Everything else

Act IV Maps

We added in another round of maps for our Defenders to test their combat and tower-building skills, that also include NEW ENEMIES and a NEW BOSS. Keep scrolling for all the details on this juicy, new content. (Maps are listed in order.)

The Mill

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The Mill is the first stop the heroes make upon leaving the castle to continue their journey. They enter a bright and vibrant forest that used to be used to provide lumber and materials for building the castle and nearby towns. Though it seems calm and peaceful, an army of enemies awaits to prevent our heroes from pushing onward with their journey.

If you squint REALLY hard you’ll notice that this map is a remake of a fan favorite, and highly requested map, Mistymire. We made a couple of changes to make building defenses feel better, as well as modified some lanes to make things play out more smoothly.

  • # of Cores: 3
  • DU: 140

The Outpost

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The Outpost is a remake of the Drakenfrost Resort map from Dungeon Defenders II, a map that not many people have had the opportunity to explore and defend. It hangs on a cliff, overlooking where you’ve previously come from, and acted as a barracks of sorts to keep soldiers of Etheria stationed outside of town, with a giant belltower to warn of incoming threats.

  • # of Cores: 2
  • DU: 140

The Keep

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The Keep’s sheer size is a challenge in itself. Do you focus on pushing enemies into tight lanes to maximize AoE damage? Do you find the perfect hiding spot for your DSTs? Guess we’ll have to wait and see what The Keep has in store for defenders.

  • # of Cores: 3
  • DU: 145

Bonus Map: Foundries and Forges

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This bonus map probably looks like another familiar remake of one of DD1 Defenders’ favorites. The gorgeous (and deadly) lava that turn up the heat within the Foundries and Forges aims to give Defenders a bit of nostalgia with renewed fun.

  • # of Cores: 1
  • DU: 80

Enemies

Any good update also brings in some new baddies to liven up combat. Act IV introduces the baddest of them all - werewolves! Try not to get too scared while learning more about them.

Lycan

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Using this feral foe’s signature ability, “Howl,” the Lycan empowers himself and nearby enemies, reducing the damage of incoming attacks, and increasing their health and damage each time they’re attacked while howling. Lycan enemies show up on each of the new maps, but they show up in earlier waves as you progress through Act IV.

Lycan King

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Once you maneuver your defenses and combat to get around the Howling Lycan, you have one more challenge to save Etheria - the Lycan King! You’ll run into the King after defeating the final wave on The Keep. We won't spoil this for you, you'll have to experience it yourself!

Gear Changes

Gear has gotten a major facelift in this update, and for a lot of reasons. We took a heavy look at what Defenders are doing with gear, how well they understand it, and what that means for metas. The prior meta was boost-only to succeed. Boost builds are fun, but they shouldn’t be the only way to experience the game. We’re keeping boosting viable, but we’ve also added options to help give our ever-expanding roster of heroes and content more ways to be enjoyed.

Stat Changes

There’s a lot to unpack here, so let’s focus on the specific changes to each hero and tower stat.

  • Ammo and Reload Speed Removed
    • Crossbow alternate fires have been updated!
    • NEW - Grenade Shot: The Huntress gains the ability to shoot an arcing explosive that deals damage to enemies hit. If the Huntress is in the explosion radius, she gets launched based on her orientation to the explosion.
  • Agility
    • Cannot be upgraded, but instead scales from levels 1 - 50.
    • At Level 50, the movement speed increase is equivalent to 100 agility stat points from before Episode 1.
  • Block
    • Scales based on the source of the attack, with smaller enemies taking less block resources and stronger enemies taking more.
  • Casting
    • Scales based on your hero level up to a cap. The higher your level, the faster you build, repair, and upgrade defenses.
  • Charge Rate
    • Baked into abilities that charge (e.g. Apprentice Secondary Attack)
  • Knockback
    • Scales off specific weapons innately.
  • Melee Attack, Ranged Attack, and Elemental Attack
    • Merged into one “Damage” stat.
    • Damage scaling is the same as before.
  • Projectile Count (Polearms)
    • Scales with Monk’s level.
    • Start the game with a single projectile, and this number increases with Monk’s progression, with a max of 7 projectiles.
      • Unique boss weapons still change the shot pattern and scale with level.
  • Projectile Speed
    • Scales off specific weapons innately.
  • Skill and Boost
    • Merged into one “Ability” stat.
    • Scales all abilities based on this single stat.
  • New “Crit” and “Crit Scaling” Stats - Melee Only
    • Added Critical Strike and Critical Scaling stats to melee heroes weapons (Swords and Polearms).
    • Scaling applies to primary attacks only (not abilities or secondary attacks).

Item Stat Changes

Now that we have changes to the stats laid out, the presentation of stats are different now too. In the prior meta, a lot of players felt forced to only play with their defenses. Of course, we love a strategic, effective tower build to take on challenges in DDA, but it shouldn’t be the only way to take down the toughest baddies. Instead of forcing Defenders to choose between a defense-focused hero only and a damage-focused hero only, you now have the option for both.

Where stats show up changes within this update and we wanted to provide a breakdown of their new homes:

Hero Stats

  • Damage: Weapons, Pets
  • Attack: Weapons, Pets, and Offhands
  • Ability: Weapons, Pets, and Offhands
  • Vitality: Weapons, Pets, and Offhands
  • Armor: Helmets, Gloves, Chest, and Boots
  • Firing Solution: Crossbows, Staves, and Pets
  • Projectile Count: Crossbows and Staves
  • Critical Chance: Polearms and Swords
  • Critical Severity: Polearms and Swords

Tower Stats

  • Fortitude: Helmet, Gloves, Chest, Boots, Masks, Bracers, and Brooches
  • Power: Helmet, Gloves, Chest, Boots, Masks, Bracers, and Brooches
  • Def. Rate: Helmet, Gloves, Chest, Boots, Masks, Bracers, and Brooches
  • Range: Helmet, Gloves, Chest, Boots, Masks, Bracers, and Brooches

Offhands

All heroes that do not dual wield weapons have an Offhand slot. These are as follows:

  • Ammo Pouch: Crossbow heroes
  • Shield: Sword heroes
  • Tome: Staff heroes
  • Whetstone: Polearm heroes

Item Effects

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This is a new system for all gear in DDA. Item effects are unupgradable additional stats and effects that are applied on all your gear. For Episode 1, our goal has been to lay it out as a foundational system that we are going to continue to build upon.

They’re additional effects that roll on your gear. There are a ton of these (with more added each episode) that should help boost your strength. Some only roll on specific item types. Here’s the list of the new item effects:

Stat Types

  • These roll additional stats on pieces of gear that those stats could appear on.
    • Example 1 - “Increases your Power by X” rolls on armor and accessories.
    • Example 2 - “Increases your Attack by X” rolls on weapons and offhands.

Elemental Increases

  • These roll additional elemental damage increases.
    • Example 1 - “Increases your hero’s Fire damage by X%” rolls on weapons and offhands.
    • Example 2 - “Increases your defenses’ Fire damage by X%” rolls on armor and accessories.

On Attack

  • When using your Primary Attacks, these have a chance to activate.
    • Example 1 - “Your Primary Attacks have X% chance to Enrage enemies for Y seconds”.
    • Example 2 - “Your Primary Attacks have X% chance to explode, damaging all enemies in range. Y seconds cooldown”.

Impact on Current Heroes

With all of these big changes to gear, Defenders should notice a change in your current gear. To make sure everything scales correctly, upgrades have changed since stats are altered. As a result, we’ve removed the upgrades from all of your gear and refunded a plethora of gold based on those upgrades. We know this seems tedious to have to go through this, but this also lets you choose how to upgrade your gear within this new system.

Set Bonuses

Set Bonuses are additional stats and functionality that you get out of wearing pieces of a specific set at the same time. Not much is changing other than there’s more of them! Check out what’s new.

New Bonuses

Thundering Defense

  • Increase your defenses' Lightning damage by 50%.
    • Armor Set, 4 pieces
    • Like Fusion gear, your item stats are still increased, but by a lesser percentage.
    • This increase will make your Lightning Defenses your strongest defenses for this hero.

Plagued Defense

  • Increase your defenses' Poison damage by 50%.
    • Armor Set, 4 pieces
    • Like Fusion gear, your item stats are still increased, but by a lesser percentage.
    • This increase will make your PoisonDefenses your strongest defenses for this hero.

Erupting Defense

  • Increase your defenses’ Fire damage by 50%.
    • Armor Set, 4 Pieces
    • Like Fusion gear, your item stats are still increased, but by a lesser percentage.
    • This increase will make your Fire defenses your strongest defenses for this hero.

Deadly Defense

  • Increase your defenses' Physical damage by 30%.
    • Armor Set, 4 Pieces
    • Like Fusion gear, your item stats are still increased, but by a lesser percentage.
    • This increase will make your Physical defenses your strongest defenses for this hero.

Inspired Defense

  • Increase your defenses' damage by 25%.
    • Armor Set, 4 Pieces
    • Like Fusion gear, your item stats are still increased, but by a lesser percentage.
    • This increase will make your defenses your strongest defenses for this hero.

New Weapon Sets

Thundering Assault

  • Increases your hero’s Lightning Damage by 50%.
    • Weapons, 2 Pieces (Weapon and Offhand)
    • New to weapons, but plays off Lightning weapons you acquire.

Plagued Assault

  • Increases your hero’s Poison Damage by 50%.
    • Weapons, 2 Pieces (Weapon and Offhand)
    • New to weapons, but plays off Poison weapons you acquire.

Erupting Assault

  • Increases your hero’s Fire Damage by 50%.
    • Weapons, 2 Pieces (Weapon and Offhand)
    • New to weapons, but plays off Fire weapons you acquire.

Deadly Assault

  • Increases your hero’s Physical Damage by 30%.
    • Weapons, 2 Pieces (Weapon and Offhand)
    • New to weapons, but plays off Physical weapons you acquire.

Inspired Assault

  • Increases your hero’s damage by 20%.
    • Weapons, 2 Pieces (Weapon and Offhand)

Etherian Champion

  • Increase the Damage, Crit Bonus, and Attributes of all equipped Set Pieces by 30%.
    • Weapons, 2 Pieces (MeleeWeapon and Offhand)

Etherian Marksman

  • Increase the Damage, Attack Rate, and Attributes of all equipped Set Pieces by 20%.
    • Weapons, 2 Pieces (Ranged Weapons and Offhands)

New Hero Weapon Sets

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Apprentice’s Rearmed

  • Mana Bomb triggers 1 additional explosion for additional damage.

EV-A’s Protean Cannon MK II

  • Protean Surge deals 200% increased damage and ensnares enemies by 20% for 10 seconds.

Huntress’s Flock of Searing Gulls

  • Phoenix Shot now fies 2 additional projectiles that deal additional damage.

Monk’s Aura of Pain

  • Hero Boost deals additional damage to all enemies within the aura every second.

Rogue’s Marked for Death

  • Swift Assault reduces all enemy armor by 25% for 8 seconds.

Squire’s Spinning Steel

  • Circular Slice unleashes 4 Piercing Slashes dealing additional damage to all enemies in a line.

Warden’s Enraging Spores

  • Mushroom Circle has a 50% chance to enrage enemies. Effect persists for 10 seconds after Mushroom Circle ends.

Woodland Weapons

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This new forest-themed set features the following weapons:

  • Woodland Sword
  • Woodland Polearm
  • Woodland Axe 
  • Woodland Crossbow
  • Woodland Staff

Wolfsbane Weapons

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  • Drops after defeating Lycan King in Massacre Campaign and Survival.
    • Staff: Max 3 Projectiles with large AOE radius.
    • Bow: Max 1 Projectile with piercing.
    • Polearm: large damage and attack rate boosts.
    • Sword/Mace: increased crit bonus and large damage boosts.

Inventory Layout Update

One of the details we’ve been anxiously waiting to add to the live game is the new Inventory layout and information. Especially with all the changes in this update, we knew we needed to deliver information on items, stats, set bonuses, heroes, etc. better than before. We did this by optimizing the layout with updated organization, better sorting options, and more and more helpful information in the tooltips.

We’ve optimized our layout so that everything is together, making it easier to understand what you’re doing within your inventory.

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Bags
You’ll notice at the top there are a plethora of bags. We added additional iconography that allows you to change the visuals for your bags, making it easier to know what each contains based on your personal preferences. That means that you need to have specific filters for specific bags. We’ve got you covered:

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Stats
Wow that’s so much for the Inventory! But wait, maybe you’re asking “Weren’t there other tabs?” and you’d be right. The way character stats are displayed and upgraded are all in one convenient location on the Stats Tab:

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Spellbook
The Spellbook tab explains what your abilities and towers do for your selected hero. We’ll continue to expand on this feature in the future, but for now it should be made more clear what your heroes can do:

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NEW Item Reforging

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Reforging allows you to reset an item’s assigned upgrades and re-upgrade that item in a different way. Reforging the item doesn't take gold but you will have to repurchase any upgrades that you wish to add back on. This is great for if you accidently upgrade the wrong stat or if you want to try something new.

“Tests” Game Mode

We let loose a NEW GAME MODE! This new mode is called “Tests” because it’s one defender being tested against one big baddy. The “big baddy” can be any of DDA’s infamous bosses, and you fight one-on-one to defeat them on their own map. One more small detail - you fight the bosses with zero defenses. Wait! You can’t use your heroes to do this, either. You must choose to fight with one of two predetermined heroes, built by your favorite devs.

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Each fight has a 3-minute timer, so you need to be skilled and quick. We’ve spent our PTR phasing honing these different tests so each battle feels fun, tough, and fair. Those of you who were testers during the PTR probably felt those changes throughout testing, and now we’re super excited to show off this new mode with AWESOME NEW REWARDS! Keep reading on to learn all about the new Tests.

Test of the Demon

  • Available Heroes:
    • Huntress
    • Series EV-A, with staves
  • Demon Lord specials:
    • Demon Lord is immune to damage unless stunned by the Generators
    • When Demon Lord is stunned, goblins and/or orcs rain from the sky
    • Deadly mechanic: Fireball

Test of the Mech

  • Available Heroes:
    • Apprentice
    • Series EV-A, with bows
  • Goblin Mech specials:
    • Mech has increased movement speed.
    • Mech takes reduced damage from hits that don’t hit the weak point.
    • Dark Elf Warriors periodically spawn.
    • Deadly mechanic: Melee attacks.

Test of the Ancient

  • Available Heroes:
    • Monk
    • Squire
  • Ancient Dragon specials:
    • When flying around the map, the Dragon can only be damaged by the Ballista.
    • Wyverns spawn after Dragon is shot by the Ballista.
    • Deadly mechanic: Fireballs

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The tests all provide a reward for our brand new WINGS transmog slot. Wings are only unlocks through transmog, and do not provide an item that goes in your inventory. It's a fun cosmetic piece that we'll continue to incorporate into rewards with future updates.

Changes to Rifted

Rifted Portals

Another fun addition is Rifted Portals. What the heck are portals?!

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Rifted Portals are alternate spawn points for enemies that appear at set locations and times on Rifted Act IV maps. Enemies are removed from their original lane and ported to the alternate location. What defenses they miss along the way, nobody knows.

How do you deal with these pesky portals?? Lucky for Defenders, these can be destroyed by your hero. There’s a catch, of course. Portals cannot be destroyed by your hero’s defenses. So, choose your hero wisely!

An added benefit to destroying a portal is the loot that drops once it’s gone. There’s always that incentive to take it down. If you don’t destroy it before the wave is over, it will quietly disappear and a fresh portal will reappear on the next wave, but you won’t receive any loot. Gotta work for the goods.

Rifted Enemies

After Update 1.3 where we reduced the number of enemies across the board to boost game performance, the experiences in Rifted were impacted more than we (and Defenders) wanted. Rifted was designed to challenge the most dedicated Defenders, but as the enemy counts reduced, this mode kind of felt like a punishment rather than an exciting challenge. The long runs that resulted weren’t an intentional design choice and we’ve fixed that to make Rifted all it was meant to be.

To meet this goal, Rifted no longer spawns normal enemies. Now, only Rifted enemies show up when you choose this mode. The enemy counts, attack damage, and HP stay exactly the same. You just won’t need to bat off the normies anymore.

Bonus Waves

These are one of those spicy additions we’ve added for late-game defenders who are itching for that extra challenge. With an extra challenge comes extra rewards in the form of a chance to get max quality gear from EVERY MAP. What’s the point of a Bonus Wave? To earn extra awesome gear, of course! And you should believe us when we say these rewards are extra awesome.

Unlocking Bonus Waves

Defenders can only unlock Bonus Waves in each Act after completing Survival Wave 25 on the Boss maps on Nightmare and Massacre difficulties. We want to make sure Defenders are rewarded for attempting (and completing) more difficult maps, too. So, once you complete a Boss map, that boss’ named Bonus Wave is unlocked for all prior maps. For example, defeating the Goblin Mech at the end of Act 2 will unlock the Goblin Mech Bonus Wave for all Act 1 and Act 2 maps (minus the Throne Room and Endless Spires).

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This gives defenders freedom to choose the battle that’s appropriate for your style of play. If you want to skip over the Demon Lord and Goblin Mech maps, heading straight to Ancient Dragon to open the Bonus Waves for all three Acts, you’re able to do that. You may be asking, “Why bother with these extra waves if they’re just tougher challenges?” Well, we left out some important pieces of information…

Loot Drops on Bonus Waves

We hope you’re ready for some AWESOME rewards because that’s what Defenders are getting from these Bonus Waves. As with all other loot drops, the loot quality increases according to the level of the boss associated with the Bonus Wave. Basically, Act 1 Bonus Wave loot drops will increase in quality after you defeat Demon Lord, and Act 1 and 2 Bonus Wave loot drops will increase (again) after you defeat Goblin Mech. Activating Hardcore and/or Rifted further adds to the quality of Bonus Wave loot drops on all maps.

NEW ACHIEVEMENTS!

You asked for it, and we thought it was a great idea. Now there are even more achievements to unlock as you defend your way through Etheria - 18 new achievements for Defenders on both platforms, to be exact. Enjoy!

Hero Balance

Apprentice

Defenses

  • Magic Missile Tower
    • Projectile damage was increased by 60%.
    • Projectile speed was increased by 50%.
  • Flameburst Tower
    • Projectile damage was increased by 75%
    • Projectile speed was increased by 50%.
  • Lightning Tower
    • Projectile damage was increased by 80%.
    • Bounce range increased and set to 600 units.
      • Previously at base level was 275 units, and fully upgraded to 350 units.

EV

Defenses

  • Overlock Beam
    • Decreased minimum DU cost to 3 from 4.
    • Increased width to 25 from 20.

Huntress

Defenses

  • All traps
    • Reduced attack rate cap to 0.65 from 2.
  • Explosive Trap
    • Increased damage by 10%.
  • Inferno Trap
    • Increased damage by 100%.
  • Thunder Spike Trap
    • Increased damage by 50%.
    • Decreased reset time by about 40%.

Monk

Secondary Attack

  • Now scales from Primary Attack Damage.
  • Increased max projectile to 8 from 6.
    • Projectiles now scale with hero level.
  • Updated attack to hit for 50% of melee damage per projectile.
  • Decreased attack rate scaling.

Squire

Defenses

  • Harpoon Turret
    • Projectile damage was increased by 33%.
    • Projectile speed increased by 50%.
  • Bowling Bowl Turret
    • Projectile damage increased by 45%.

General

Melee Attacks

  • Melee attacks no longer deal damage based on the enemy getting hit by the weapon’s model. Instead there is now a (pretty generous) hitbox that deals damage.
    • Developer’s Note - This was change made because:
      • Melee is already punishing to play. Increasing the range gives a little more safety and a lot more consistency with damage.
      • Various animations would make it so attacks would sometimes not hit. The animations pull from a pool of options, so sometimes RNG animations could punish you if their attack range didn’t extend as far.
      • Transmogging a weapon would change the range at which it hit, and made the transmog system potentially punish players that weren’t using the biggest weapons.
      • It’s just more fun.

Enemy Balance

Multiplayer Enemy HP

  • Reduced HP scaling for most enemies when in multiplayer mode
  • Add 50% HP to each enemy for each additional player:
    • Ogres
    • Copter Ogres
    • Siren
    • Lycan
  • Add 25% HP to each enemy for each additional player:
    • Sharken
    • Djinn

Survival Rifted Boss HP

  • Increased HP for all Survival Bosses to be 100% more in Rifted.

Bug Fixes

On top of the new content, we fixed lots of bugs reported by the community for PC and Xbox platforms. Here is the list of those fixes:

General

  • Fixed a bug where transmog tooltips weren’t showing.
  • Updated buff count to scale properly from rolling.
  • Fixed an issue where healing may not have worked properly.
  • Fixed a bug that would cause leaving the inventory to crash the game.
  • Fixed a crash that would occur when upgrading then swapping heroes in the inventory.
  • Fixed an issue where Ability Count effects were not correctly counting shots fired from ranged weapons.
  • Fixed a bug where Upgrade / Repair / Sell weren't canceling each other when activated so you could have multiple activated at once.
  • Fixed an issue Repair / Upgrade / Sell abilities were not cancelling after swapping to Build Mode.
  • Fixed an issue where Sirens were getting stuck when fleeing to their spawn points.
  • Survival: if you beat a certain wave on a harder difficulty, you can now play the same wave on a lower difficulty.
    • Example: if you beat Wave 20 on Massacre you can play up to Wave 20 on all lower difficulties.
  • Fixed an issue where repair times were incorrect and taking longer on some defenses.
  • Fixed an issue where Hero Stat points were resetting after upgrading an item and then returning to the Hero Stat menu.
  • Fixed an issue where Vitality would not show as increasing when adding points.
  • Fixed an issue where Crossbow weapons did not continue firing while holding the button to attack after double-clicking.
  • Fixed an issue where Clients could see their own HP bar above their head.
  • Fixed an issue where the Megachicken was showing incorrect projectile count.
  • Fixed an issue where the pointer was missing from the main menu.
  • Adjusted various accessory placements on heroes.
  • Fixed an LOD issue with the Baby Phoenix Pet’s VFX.
  • Fixed an issue where Level, XP, and Unspent Points didn’t update when you swapped heroes while on the stats tab in the inventory.
  • Fixed an issue where IE ability passive abilities were not restarting on defender death and respawn.
  • Fixed an issue where Map Selection wasn't selecting your last map’s difficulty.
  • Fixed an issue where the “Sell All” function wasn’t working on PC.
  • Fixed an issue where the Wave 25 victory chest would not automatically open in bonus wave build phases.
  • Fixed an issue where Num5 and Num6 were not default to the binds for Slot 5 and Slot 6 of the hero deck for swapping.
  • Fixed an issue where rotating a Defense after selecting placement caused issues with placing towers close together.
  • Fixed an issue where no Repair and Upgrade were not ending animations when complete.
  • Fixed an issue where regeneration effects were lingering on death.
  • Fixed an issue where defenses were not showing any damage dealt in their tooltips.
  • Fixed an issue where the compare tooltip showed up for slots that didn't have anything equipped.
  • Fixed an issue where the transmog was displaying item tooltips.
  • Fixed an issue where the pause between melee attacks was too long.
  • Fixed an issue where some Ranged DPS pets could hit max stat on damage.
  • Fixed an issue where Clients would not see the correct value for stats when inspecting built traps.

Enemies

  • Decreased delay on the spawn of the last Ogre on Ancient Mines on Massacre Survival.
  • Fixed an issue where Ogre Copter’s hat was too large.
  • Fixed an issue where Copter Ogres would get stuck after their Copter was shot down.
  • Fixed an issue where the Crystals could be attacked on Alchemical Labs while the boss timer was counting down, resulting in an instant stun when the Demon Lord spawned.
  • Fixed an issue where Rifted Ogre's Kobold projectile was exploding too soon.

Heroes

  • Squire
    • Fixed an issue where the Squire lost his base mana regen value.

Maps

  • Fixed an issue where the Southernmost Tornado Valley billboard was partially stuck in the spawn door.
  • Fixed an issue where defenses were unable to be placed on the pipes in Lava Mines.
  • Fixed a lighting issue on Deeper Well.
  • Fixed an issue where enemies were stuck on Endless Spires near the Northwest spawn point.
  • Fixed some issues with collision and lighting on Endless Spires.
  • Fixed an issue where Ogres weren’t spawning in Promenade Massacre Survival.
  • Fixed an issue where Defenders would instantly die in a specific spot on Ancient Mines after using melee attack.

What Else?

Nintendo Switch

The Nintendo Switch port for Dungeon Defenders: Awakened launches today! Check out the eShop page: Dungeon Defenders: Awakened on Nintendo Switch.

We weren’t able to get this update through Nintendo’s Lot Check before the official launch, but it will be downloadable for Switch Defenders as soon as possible! We’ll update the community once that date is available.

PlayStation Update

For PlayStation 4 and PlayStation 5 ports, we don’t yet have a release timeline. We previously announced we’re aiming for DDA to be out on all consoles by the end of the year. That will still be our goal, but we need some more time to figure out what tasks we need to complete to get DDA through Sony’s certification.

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] Brittani

Defenders,

For our Nintendo Switch launch, we’ve just received word today on a few issues for our Backers that we want to be transparent about and offer some solutions.

North American Backers:
For those who filled out their information last week, we are currently working with Nintendo of America to get your keys to you by this weekend. This is unfortunate, but we’re doing everything we can to get the keys as quickly as possible.

European Backers:
Due to unfortunate circumstances, Nintendo of Europe (NOE) gave us notice today (August 3rd) that we need to submit tax documentation in order for our studio specifically to purchase keys as a company to distribute to our backers in Europe. This form is called a 6166 Form and can take 4-6 weeks to process through the IRS, alongside the additional forwarding and work with NOE. As a result, we are unable to provide the keys from Kickstarter and BackerKit backers until that time has passed.

People waiting to purchase on Switch:
The Nintendo Switch version of Dungeon Defenders Awakened will be available for purchase and should not be hindered in any way. The Lycan’s Keep, Episode 1, update will be available to all of you as soon as it passes through certification. Again, only our ability to distribute keys to backers directly is hindered.

Solutions for NOE Backers:
We’re wanting to make sure we can do right by our backers, some of our earliest supporters, by providing multiple solutions:

  • Option 1: Wait it out (may take 5-8 weeks).
  • Option 2: Be provided a North American (NOA) version of DDA that requires you to region change in your Switch’s settings in order to play (may take up to 1 week). Please note that it will take a few days for us to procure more North American keys. For information about switching your region, please visit this website: https://bit.ly/NintendoRegionChange
    • Note: Any money in your Nintendo wallet will not be available in the new region if you swap regions. You will also not be able to play games outside of the new region until you swap back to the previous region.
  • Option 3: Change your key to a Steam/PC key (can be done in 1 business day).
  • Option 4: Write in to support@chromatic.games and request a refund for the value of the game you purchased (i.e. if you purchased a $16 tier, we’ll be able to refund the $16). We’ll get it back to you, no questions asked.
    • For Kickstarter backers that backed a tier over $30 specifically, we can offer a $30 partial refund to ensure you still get all your rewards and then use that refunded money to be able to purchase the game through the Nintendo eShop.
      • We’re unable to provide partial refunds to BackerKit backers as it is a technical limitation through their service.

If you are an NOE Backer and wish to select one of the first three options above, please fill out the following survey. https://forms.gle/RCGkU6f5ktfHUzJs6 If you are in the NOE region and do not respond to the survey, we will assume you are okay with Option 1 waiting it out.

We apologize for any inconvenience this may cause, as well as the late notice, as we’ve been looking for any other solution we can with Nintendo’s aid before getting this message out. We’re getting the word out as fast as possible, reaching out to every backer for Kickstarter, BackerKit, and Xsolla that this would affect, and are continuing to do the best with what we have. The Nintendo Switch version will launch and be purchasable as scheduled, just the ability for our studio to receive keys and distribute them ourselves at the moment is hindered, but we’re moving as quickly as we can to correct this issue.

Chromatic Games

[CG] Brittani

KeyArt_Episode1_logo-only.png

 

DEFENDERS,

The time has come… Dungeon Defenders: Awakened passed Nintendo’s Lot Check process and is ready for release on the Nintendo Switch! Thanks to all of the great feedback from our PTR testers, we’re now at a place where we feel ready to announce more details on the release of The Lycan’s Keep update (formerly known as Episode One) as well.

The official release date for DDA on Nintendo Switch is August 4, 2021. But that’s not all... The highly anticipated free update “The Lycan’s Keep” will launch simultaneously on PC via Steam, Xbox One, and Xbox Series X|S on August 4th, too; this update will be available on or soon after the launch of Dungeon Defenders: Awakened on Nintendo Switch.

Pre-order for Dungeon Defenders: Awakened on Nintendo Switch will be available on July 28, 2021.

Qualifying Kickstarter and Xsolla Backers who chose Nintendo Switch as the platform for their Game Key reward will receive their digital game key in their emails prior to the launch time on August 4th.

While you’re here, check out the official trailer for the release of DDA on Switch:

PlayStation Update

For PlayStation 4 and PlayStation 5 ports, we don’t yet have a release timeline. We previously announced we’re aiming for DDA to be out on all consoles by the end of the year. That will still be our goal, but we need some more time to figure out what tasks we need to complete to get DDA through Sony’s certification.

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] Brittani

DEFENDERS,

The Public Test Realm (PTR) is out now and there’s a lot for you to test (click here to find out how to get in). We’re going to be gathering feedback on and updating based on that feedback as we go! You may notice there is more in this update than what we have already announced (and we plan on adding even more as we get closer to launch), so we will frequently be adding to this list in order to get your feedback on additional elements and changes.

DISCLOSURE

This is a PTR build. That means that things are going to be in a rough state, not finished, maybe a bit buggy, etc. It’s by no means a perfect representation of the game, or final in any means. Please take this into consideration when providing feedback. We’ve spent a lot of time working hard on getting this massive update going. We ask that you be respectful when providing feedback and understand that actual people put a lot of time and effort into everything you’re testing.

Feedback

Through the escape menu, there is a link to a survey. You can fill this survey out and edit it over the course of the PTR.

REWARDS!

For your time spent testing the PTR (we ask at least 30 minutes if possible) and filling out our survey, you will earn a brand new reward, Tester’s Eagle Wings:

Wings PTR.png

We are able to track your account, so don’t worry about adding any identifying information, we’ll get the reward automatically unlocked on your account when Episode 1 launches. To ensure it gets unlocked, there is a question on the survey that has your “PlayFab ID” (this is what we use for cloud storage and account saving). Do not edit whatever is in that field, otherwise the rewards will not be able to be applied to your account.

In future PTR tests, we will have additional rewards for your time. We really appreciate your feedback and constructive criticism, and our goal is to give something back. :)

Defense Rate Changes

Before we get into everything else, we want to talk about Defense Rate changes. Through our development with the Switch, and throughout our certification process, our game was not able to perform with the speed at which towers were attacking, effectively making releasing on the Switch impossible (due to how towers calculate enemy positions, priorities, tons of AI tracking, VFX being played, damage calculations, etc.) because of how many resources they took to make those processes work. As a result, we’ve provided a cap for Defense Rate that caps most towers at 0.50 shots a second.

This brings in Defense Rate overflow. Basically what this means is when you pump Defense Rate into a tower, that stat is rolled over into Defense Power instead. This means that while some towers will be attacking slower than before, they will be hitting harder to compensate for the Defense Rate cap (so the stat is not wasted). This includes any Defense Rate increase that you would get from boosting a tower using Overcharge or Speedy Gemstone for example.

We had to act pretty fast on this to ensure we can release it on Nintendo Switch. We discussed having two different versions (a Switch version with the lowered rates), but that just isn’t possible for us to maintain with a team of our size. Balancing it and making it fair would be impossible, and there might be metas where playing certain content on one platform may be easier than others, which is something we want to avoid entirely.

We’re looking to get as much feedback as possible here to make sure this change feels good while allowing us to fulfill our promise of releasing on Nintendo Switch.

Heroes

The Rogue and The Warden are now available for testing!

Maps

The Mill, The Outpost, The Keep, and Foundries and Forges are all available for testing!

Item Effects

Our new system dubbed “Item Effects” have been added to gear (lower level pieces do not contain them) and are available for testing!

New Set Bonuses

New Set Bonuses have been added to gear and are available for testing!

Boss Tests

Test of the Demon, Mech, and Ancient have been added in a new game mode called Tests and are all available for testing!

Bonus Waves

In Nightmare and Massacre Survival, Bonus Waves are now available for testing (unlocked after beating Wave 25 Survival of each difficulty on Alchemical Labs, Throne Room, The Summit, and The Keep)!

The Lycan King

The Act IV boss, The Lycan King, is not available for testing at this time.

Rift Portals

Selecting Rifted and playing the new Act IV maps will have Rift Portals appear and is now available for testing!

Rifted Changes

Rifted enemy schedules have been changed to not include non-Rifted enemies and are available for testing!

Level Cap Increase

The level cap has been increased to 105 and is now available for testing!

New Accessory: Wings

Wings have been added to the game and are now available for testing! (you must complete one of the Boss Test maps)

Offhands

Offhands have been added to drop tables and are now available for testing!

Hero Deck Changes

The Hero Deck size has been increased to six, as well as providing additional bonuses for heroes in the hero deck. This is now available for testing!

Crit and Crit Bonus

Critical chance and critical bonus have been added to swords and polearms and are now available for testing!

Secondary Ability Changes

The Huntress’s secondary is a grenade toss, and the Monk’s secondary now scales off level instead of weapon. Both are now available for testing!

Ammo and Reload

Ammo and reloading have been removed from the game and replaced with an exploding secondary on crossbows (you can rocket jump with it). This is now available for testing!

Projectile Speed

Projectile speed has been adjusted across the game and is now available for testing!

Build, Upgrade, and Repair Speed

These speeds have been adjusted across the game and are now available for testing!

Pet Changes

All pets have been updated, except “Giraffe on a Treadmill” and “Mista Mine” (these will get updated in a later PTR patch).

Known Issues/Work-in-Progress List

Work-In-Progress

  • The Outpost
    • Combat/Build phase music
  • The Mill
    • Combat/Build phase music
    • Needs wisps
  • The Keep
    • Combat/Build phase music
  • Lycan
    • Tacmap image
    • Billboard image
  • Warden
    • Create-A-Hero select sound (currently same as EV)
    • Roots of Purity tooltip does not display a correct range
    • Roots of Resonance tooltip does not display correct range
    • Wisp Den tooltip does not display correct range
    • Shroomy Pit tooltip does not display correct range
  • Rogue
    • Spellbook
    • Create-A-Hero description
    • Create-A-Hero select sound (currently same as The Huntress)
    • Unfinished SFX on some Rogue abilities
  • Cinematics
    • Missing audio in Cinematics
  • UI
    • Stats panel isn't in its final form
    • Spellbook is missing some information
  • Pets
    • Mista Mine is not up to date
    • Giraffe on a treadmill is not up to date

Known Bugs

  • The Outpost
    • Gas/sludge can be inconsistent with dealing damage to the player while moving through it.
  • The Mill
    • Collision issues
    • Boundary issues
  • The Keep
    • Collision issues
    • Boundary issues
  • Endless Spires
    • Enemies getting stuck
  • Lycan
    • Subsequent howls are not faster than the original
  • Rogue
    • Melee attacks are missing when it should be on target and hitting.
    • Cannot sell / upgrade / repair on Keyboard and mouse
  • Weapons
    • Flamethrower doesn't continue firing if double clicked and held
    • Certain weapons appear too dark in game
  • UI
    • Ctrl+Shift does not work for assigning points
    • Stat tooltips on Clients may not always show
    • Defense Ability Bar will sometimes disappear on Clients when swapping heroes quickly
    • Ability cooldown countdown visual freezes after entering an menu
      • Countdown is still completed and ability is able to be activated
      • Icon resets after swapping heroes
    • Item Effects on Weapons might not show on tooltip for Clients
  • Other
    • Repair speed is taking longer than it should

What’s Next?

We’ll be updating the PTR based on feedback and bug fixes. Meanwhile we’re also still working on Nintendo Switch certification, as well as a DD2 update. We’re plenty busy at Chromatic, and are super excited to share with you this newest update coming to DDA!

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] Brittani

DEFENDERS,

We’ve shared a lot with you over the last few weeks about all of the exciting additions and revisions coming to Dungeon Defenders: Awakened with the release of the Epsiode 1 update. It’s been a blast showing off our two new heroes, the Warden and the Rogue, along with introducing new maps and our new inventory and stats system on our Twitch dev stream each week. For this week, we shared some more goodies that will add to Defenders’ experiences.

Enemies in Rifted

After our last update where we reduced the number of enemies across the board to boost game performance, the experiences in Rifted mode were impacted more than we (and Defenders) wanted. Rifted was designed to challenge the most dedicated Defenders, but as the enemy counts reduced, this mode kind of felt like a punishment rather than an exciting challenge. The longer runs that resulted weren't an intentional design choice and we’re fixing that to make Rifted all it was meant to be.

How are we doing this? Rifted will no longer spawn any normal enemies! Only Rifted enemies will show up when you choose Rifted mode. The Rifted enemy counts, attack damage, and HP are staying exactly the same as they are now. You just won’t need to bat off the normies anymore. This means fewer enemies overall with the increased challenge from Rifted enemies, achieving our goal of having Rifted require more skill but less time out of Defenders.

Hero Levels

For all of you who feel reaching Level 100 wasn’t difficult enough, we’re increasing the level cap for all heroes with the Episode 1 release to 105. The best items in Episode 1 require level 105 to equip, meaning you’ll need to conquer many foes on your journey to utilize the strongest gear available!

What Else?

If you’ve been keeping up with our news, we’ve spilled a lot of beans over the last month. We’ve been paying attention to your feedback and can’t wait to show off all of our hard work to our GLORIOUS Defenders. We haven’t announced a release date for Episode 1 yet, but know that we’re working hard to get the awesome and exciting updates into your games as soon as possible. We promise we’re as giddy as you are to see and try out these changes!

Another important topic to Defenders is updates on console development. We want to reassure you all that DDA ports for Nintendo Switch, PlayStation 4 AND PlayStation 5 are still very much under way. We’re working hard to get Nintendo Switch through the Lot Check process, while fixing bugs and prepping it to be live for you all while also knocking out Episode 1. The Switch version will be completed and released before PlayStation, and we are aiming to have DDA on all consoles by the end of the year.

Finally, we’re also working on an update for Dungeon Defenders II. We’ve got so much going on at Chromatic Games and we are making sure this stuff is ready to go before we ship it out, but we promise it’s on its way!

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] Brittani

DEFENDERS,

With all the news on gear upgrades from last week, it may feel like we can’t possibly give away any more Episode 1 news, but you’d be wrong. Here we come with even more reveals with a brand-new game mode and some spicy additions to current play.

Developer Note: All of these things are subject to change by the release of Episode 1.

“Tests” Boss Challenges Game Mode

We’ve got a NEW GAME MODE! We’re calling this the “Tests” mode because it’s one defender being tested against one big baddy. The “big baddy” can be any of DDA’s infamous bosses, and you fight one-on-one to defeat them on their own map. One more small detail—you fight the bosses with zero defenses. Wait, there’s one more small-ish detail to add to that. You can’t use your heroes. You must choose to fight with one of two predetermined heroes. Don’t worry, they come with their own gear, too.

Guess it's time to hone those combat skills!

Now for the details of the fights. Each fight has a 3-minute timer, so you need to be skilled and quick. These fights should be difficult, but not impossible to beat. To help with this, you have one extra life during the fight. That means you can die once and everything is peachy. If you die twice, though… That’s the end of the fight.

Along with the extra life, each boss has three difficulty levels for you to choose from: Tier I, Tier II, and Tier III. Each boss is also equipped with a “deadly” mechanic that deals some serious damage. This should go without saying, but you definitely need to avoid being hit by the deadly mechanic at all costs. We warned you.

We’re sure there are lots of questions running through your head right now. What heroes can you use in these fights? What is this “deadly” mechanic you should avoid? What else did we leave out because we love keeping secrets? Well, here’s the breakout for each “Tests” battle.

Test of the Demon

  • Available Heroes:
    • Huntress Series
    • EV-A, with staves
  • Demon Lord specials:
    • Demon Lord is immune to damage unless stunned by the Generators
    • When Demon Lord is stunned, goblins and/or orcs rain from the sky
    • Deadly mechanic: Fireball

Test of the Mech

  • Available Heroes:
    • Apprentice
    • Series EV-A, with bows
  • Goblin Mech specials:
    • Mech has increased movement speed
    • Mech takes reduced damage from hits that don’t hit the weak point
    • Dark Elf Warriors periodically spawn
    • Deadly mechanic: Melee attacks

Test of the Ancient

  • Available Heroes:
    • Monk
    • Squire
  • Ancient Dragon specials:
    • When flying around the map, the Dragon can only be damaged by the Ballista
    • Wyverns spawn after Dragon is shot by the Ballista
    • Deadly mechanic: Fireballs

You’re probably asking yourself what the rewards are like for this new game mode. That’s a great question! Since we want to keep some of this a surprise, the answer to this is kept simple for now. For defeating each of the bosses at each of the tiers, you can earn unique rewards that are only available through Tests. With three different bosses at three different tiers in this game mode, there are 9 unique rewards up for grabs.

This type of game mode that gives Defenders a way to just fight bosses with only a hero is something we’ve seen people asking for. This is also something that’s easy for us to add and test out. It is a bit of an experiment for DDA, and if you all enjoy it, we’ll be sure to include it in all of our future episodes.

Speaking of other fun experiments… Our next section goes over the fun we’re adding in for fans of Rifted.

Rifted Portals

Another fun addition to DDA in Episode 1 is Rifted Portals. What the heck are portals?!

Rifted Portals are alternate spawn points for enemies that appear at set locations and times on Rifted Episode 1 maps. Enemies are removed from their original lane and ported to the alternate location. What defenses they miss along the way, nobody knows.

How do you deal with these pesky portals?? Lucky for Defenders, these can be destroyed by your hero. There’s a catch, of course. Portals cannot be destroyed by your hero’s defenses. So, choose your hero wisely!

An added benefit to destroying a portal is the loot that drops once it’s gone. There’s always that incentive to take it down. If you don’t destroy it before the wave is over, it will quietly disappear and a fresh portal will reappear on the next wave, but you won’t receive any loot. Gotta work for the goods.

Bonus Waves

Finally, let’s talk about Bonus Waves. These are one of those spicy additions we’re adding for late-game defenders who are itching for that extra challenge. With an extra challenge comes extra rewards in the form of a chance to get max quality gear from EVERY MAP. What’s the point of a Bonus Wave? To earn extra awesome gear, of course! And you should believe us when we say these rewards are extra awesome.

What Are Bonus Waves?
The basic explanation for these are extra waves that can be unlocked once defenders complete Wave 25 on any Boss map in Survival and Mixed modes at Nightmare and Massacre difficulties. All maps have their own Bonus Wave that unlocks once you defeat the boss within its respective Act. As you can imagine, enemies in this extra wave are faster, stronger, and tougher, but as we said, you’re rewarded for your hard work.

These Bonus Waves are purely opt-in, meaning you can choose to complete them on each map if you want — you don’t have to complete them to finish the map, though. Oh! Here’s a fun fact: Bonus Waves for Boss maps also feature the boss! Sorry, not sorry for that goodness. To note, Bonus Waves for Boss maps only appear after defeating the next boss. For example, you unlock a Bonus Wave for Alchemical Labs once you’ve defeated the Throne Room Nightmare/Massacre Survival Wave 25. We’ll spend the rest of this section going over how to actually access the dang maps and what goodies come from completing them.

Unlocking Bonus Waves
The tricky thing here is that defenders can only unlock Bonus Waves in each Act after completing Survival Wave 25 on the Boss maps on Nightmare and Massacre difficulties. We want to make sure Defenders are rewarded for attempting (and completing) more difficult maps, too. So, once you complete a Boss map, that boss’ named Bonus Wave is unlocked for all prior maps. For example, defeating the Goblin Mech at the end of Act 2 will unlock the Goblin Mech Bonus Wave for all Act 1 and Act 2 maps (minus the Throne Room and Endless Spires).

This gives Defenders freedom to choose the battle that’s appropriate for your style of play. If you want to skip over the Demon Lord and Goblin Mech maps, heading straight to Ancient Dragon to open the Bonus Waves for all three Acts, you’re able to do that. Here’s a handy example explaining how Bonus Wave unlocks work:

You, a glorious defender, complete the Alchemical Laboratory on Massacre Survival. With this great takedown of the Demon Lord, you unlock access to the Demon Lord Bonus Wave on all prior Act 1 maps.

If you, our GLORIOUS Defender, go on to complete Tornado Valley, you don’t yet have a Bonus Wave for that map. Quickly realizing this, you defeat the Throne Room on Massacre Survival, and this unlocks access to all prior Act 2 Goblin Mech Bonus Waves at Massacre difficulty, plus Goblin Mech Bonus Waves for all maps in Act 1.

There’s more we want to add that may make it into Episode 1, if not a future update. We want you to have multiple Bonus Waves to choose from (e.g. Demon Lord and Goblin Mech), where you’re only able to choose one of those waves to complete. So, in the case of the example above, when opting-in to the Bonus Wave on Deeper Well, you must choose to complete the Demon Lord Bonus Wave or the Goblin Mech Bonus Wave. Not both, or at least not in the same session.

You may be asking, “Why bother with these extra waves if they’re just tougher challenges?” Well, we left out some important pieces of information…

Loot Drops
We hope you’re ready for some AWESOME rewards because that’s what defenders are getting from these Bonus Waves. Many of you already know this, but it’s worth explaining again just in case some of us need a refresher. The quality of the loot drop from a map’s chests are dependent on a number of factors, including the game mode, selected difficulty, whether or not you’re playing on Hardcore and/or Rifted, and, of course, RNG.

These Bonus Waves are no different, but there are some small-ish differences to ensure the reward is equal to the work. We do this by increasing the loot quality of every Bonus Wave according to the level of the boss associated with the wave. Basically, Act 1 Bonus Wave loot drops will increase in quality after you defeat Demon Lord, and Act 1 and 2 Bonus Wave loot drops will increase (again) after you defeat Goblin Mech. Activating Hardcore and/or Rifted further adds to the quality of Bonus Wave loot drops on all maps.

That’s Bonus Waves, Defenders!

Summary

Like we revealed on our Friday Funday stream, Episode 1 ramps up DDA’s difficulty with a new Tests game mode, Rifted Portals, and Bonus Waves that reward you for your hard work. Once we have this content in place, we’ll be able to expand on it in future episodic content. This is just the beginning!! We can’t wait for you to try it all out and pick up some awesome gear at the same time.

We haven’t announced the release date for Episode 1 yet that includes all of these additions, along with the new heroes, new maps, and an overhaul of gear, but be on the lookout on our social pages. We love sharing that kind of exciting news on those pages first!

Console Update

We want to reassure you all that DDA ports for Nintendo Switch, PlayStation 4 AND PlayStation 5 are still very much under way. We’re still working hard on getting Nintendo Switch through the Lot Check process, fixing bugs, and prepping it to be live for you all while also knocking out Episode 1. The Switch version will be completed and released before PlayStation, but we are aiming to have DDA on all consoles by the end of the year.

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] Brittani

DEFENDERS,

On the May 14th stream we continued our string of reveals. Previously we’ve shown off the new Maps (The Mill, The Outpost, The Keep, and Foundries and Forges), the new heroes (The Warden and The Rogue), some new weapons (The Woodland Set), and even the new enemy (The Lycan). Those are just some of the things being added to the game, but now it’s time to get into some of the new features coming to Dungeon Defenders: Awakened. Let’s start with a big one — GEAR!

GEAR UPGRADE

Gear is getting a major face lift in Episode 1, and for a lot of reasons. We’ve been taking a heavy look at what players are doing with gear, how well they understand it, and what that means for metas. Currently, the meta is boost-only to succeed. Boost builds are fun, but they shouldn’t be the only way to experience the game. We’re going to keep boosting viable, but we’re also going to add options to help give our ever-expanding roster of heroes and content more ways to be enjoyed and conquered (respectively).

Stat Changes

There’s a lot to unpack here, so first let’s get into the changes that are coming. We’ll focus first on what’s being removed, what’s being added, and last the additional systems that are added that are built off this new foundation.

Stat Removal

On our May 7th stream we talked about removing Ammo and Reload from the game as a concept so that heroes using Crossbow weapons weren’t hindered when choosing to play with a crossbow wielder. Here’s a total list of what we’re removing from items, and what’s going to happen with them:

Ammo and Reload Speed
As previously mentioned, they just weren’t fun mechanics. They punished early players and scaled so high they didn’t matter to late game players.

  • New: The Huntress gains the ability to shoot an arcing explosive that deals damage to enemies hit. If the Huntress is in the explosion radius, she gets launched based on her orientation to the explosion. Rocket jump!

Agility
This stat capped out at 100, meaning that a lot of players with 1000’s of agility because of gear rolling all the stats were getting punished for every decent agility roll on gear.

  • New: Agility cannot be upgraded, but instead scales from levels 1 - 50, with 50 giving the player the equivalent movement speed increase of 100 agility from before Episode 1.

Block
Not all heroes who use swords block.

  • New: Block is an ability that statically scales based on the source of the attack, with smaller enemies taking less block resource and stronger enemies taking more.

Casting
Another stat that caps out pretty quickly and ultimately takes power away from gear.

  • New: Casting now scales based on your hero level up to a cap. The higher your level, the faster you build, repair, and upgrade defenses.

Charge Rate
Another stat that was a little too complicated to understand.

  • New: Now is baked into abilities that charge (i.e. Apprentice Secondary Attack)

Knockback
More stats that people weren’t upgrading or cared to receive.

  • New: Now scales off specific weapons innately.

Melee Attack, Ranged Attack, and Elemental Attack
The difference between these has always been confusing as to which ones to upgrade for players. Veterans might understand what to do here, but it's not really clear. As a result:

  • New “Damage”: We’ve decided to just merge these into one type “Damage”. That means if an elemental weapon drops, there’s one source to upgrade that guarantees you’ll be doing more damage. This new approach will keep damage scaling the same as before.

Projectile Count (Polearms)
We removed this stat as it pretty much locked polearms to only the Monk, unless any hero we made in the future used ranged fire as their secondary stat.

  • New: Projectile Count for the Monk now scales with their level. Early in the game you have a single projectile, and then after a continued progression it’s permanently set to 7 projectiles.

Projectile Speed
Upgrading this actually made some weapons unusable because their projectiles moved so quickly that they would not hit enemies.

  • New: Now this stat is set on a per weapon basis, meaning some weapons shoot faster or slower than other types.

Skill and Boost
These two have been pretty hard to describe what they do for a lot of players, and they also lock us into this idea of new heroes always having both, or having to disjointedly say “ability two is for boost” or “Carnage on the Rogue scales from boost”. There’s a lot more we could get into here, but the TL;DR is that they weren’t intuitive.

  • New “Ability” stat: Ability is just Skill and Boost combined and are incorporated into the scaling of any ability a hero uses. Previously playing a boost Apprentice? Well now you can go drop mana bombs that pack a punch while keeping your boost build going.

That’s a lot of changes that were made as the result of us heavily investigating gear, looking at player profiles, watching streams, watching video guides, and surveying players. We really dug into what players want and the best way to provide that. We’re not stopping there. We’re going further. Let’s talk about some new stats that are coming.

New “Crit” and “Crit Scaling” Stats - Melee Only
This stat is not a new concept to players, but the way it's implemented might be. We wanted to give melee heroes a chance to compete with ranged heroes. Ranged heroes have projectile count that deals multiplicative damage that’s not split amongst projectiles, and get to send a barrage of attacks to enemies while not having to worry too much about taking an axe to the face. Melee heroes however have to focus on avoiding too much damage, getting in and out, and not having as high uptime on dealing damage.

Critical strikes help bring balance to this difference. Melee heroes do have the advantages of cleaving, but in the late game projectile counts more than make up for that bonus. Critical strikes are a chance for us to make playing a melee hero a lot more fun. Critical strikes only apply to primary attacks and not abilities. As this is a new stat coming in with a lot of changes, we want to make sure it's powerful enough to balance the scales. Wow, okay, that was a lot to write about stats, but these are huge changes coming to items that we really need to explain as a foundation. But wait, there’s even more — let’s get into some item changes!

Item Changes

Now that we have stats laid out, the presentation of these stats is going to change. As previously mentioned, a lot of players felt forced to only play with their defenses. We think that’s a great way to take on challenges in DDA, but it shouldn’t be the only way to play. Instead of forcing players to choose between a defense-focused hero only and a damage-focused hero only, we’re going to let you do both.

Stat Locations

Where stats show up changes within this update and we wanted to provide a breakdown of their new homes:

Hero Stats

  • Damage: Weapons, Pets
  • Attack: Weapons, Pets, and Offhands
  • Ability: Weapons, Pets, and Offhands
  • Vitality: Weapons, Pets, and Offhands
  • Armor: Helmets, Gloves, Chest, and Boots
  • Firing Solution: Crossbows, Staves, and Pets
  • Projectile Count: Crossbows and Staves
  • Critical Chance: Polearms and Swords
  • Critical Severity: Polearms and Swords

Tower Stats

  • Fortitude: Helmet, Gloves, Chest, Boots, Masks, Bracers, and Brooches
  • Power: Helmet, Gloves, Chest, Boots, Masks, Bracers, and Brooches
  • Def. Rate: Helmet, Gloves, Chest, Boots, Masks, Bracers, and Brooches
  • Range: Helmet, Gloves, Chest, Boots, Masks, Bracers, and Brooches

One thing we noticed was people were managing a lot of heroes to do multiple things, sometimes the same hero to build and another version of that hero to damage. There was so much that required you to have to set up and maintain, keeping you from taking down enemies for that sweet, sweet loot. This now gives you two options to play with at the same time instead of one. The note we made earlier with Ability letting you drop a Mana Bomb while also tower boosting? This lets that happen more.

The end goal of all of this results in us balancing these items so you have the same tower or hero strength that you had before Episode 1, but now having the both. Your individual character’s strength doubles as a result of this, which is why you may have noticed “offhands” as a term describing where certain stats would appear.

Offhands
This is a new item slot type that’s also kind of... not new. In order to really pack a lot of power into heroes and not bloat the strength of weapons, we decided to use a slot we have and make it more impactful. The Squire has a unique slot that has made it a little harder to balance him, and so looking at him we decided to unify this slot across all heroes. Now all heroes that do not dual wield weapons (Series EV-A and The Rogue) have an Offhand slot. These are as follows:

  • Ammo Pouch: Crossbow heroes
  • Shield: Sword heroes
  • Tome: Staff heroes
  • Whetstone: Polearm heroes

This is a lot of changes and balancing to improve player experiences and to open things up a bit when it comes to playing your hero in multiple ways. A lot of this is built upon a goal of ours: make gear more interesting. You may be wondering how removing stats, combining stats, and making stats native to heroes makes them more interesting. That part makes it simpler to understand what gear does and more ways to play for sure, but doesn’t really mean things are interesting. That’s where Item Effects come into play.

Item Effects

This is a new system that is coming to all gear in DDA. Item effects are unupgradable additional stats and effects that are applied on all your gear. For Episode 1, our goal is to lay it out as a foundational system that we are going to continue to build upon. The first iteration will be a bit simpler, with more complexity coming in future episodes.

What are Item Effects?
They’re additional effects that roll on your gear. There are a ton of these (with more added each episode) that should help boost your strength. Some only roll on specific item types, but this is something that’s easier to explain with examples than get into the weeds of it, so let’s look at a few types:

  • Stat types: These roll additional stats on pieces of gear that those stats could appear on.
    • Example 1 - “Increases your Power by X” rolls on armor and accessories.
    • Example 2 - “Increases your Attack by X” rolls on weapons and offhands.
  • Elemental Increases: These roll additional elemental damage increases.
    • Example 1 - “Increases your hero’s Fire damage by X%” rolls on weapons and offhands.
    • Example 2 - “Increases your defenses’ Fire damage by X%” rolls on armor and accessories.
  • On Attack: When using your Primary Attacks, these have a chance to activate.
    • Example 1 - “Your Primary Attacks have X% chance to Enrage enemies for Y seconds”.
    • Example 2 - “Your Primary Attacks have X% chance to explode, damaging all enemies in range. Y seconds cooldown”.

This is just a brief look into what item effects are, but this doesn’t even come close to encompassing all of them. Item Effects allow us to now drop gear that lets players continue to progress playing through with less random base stats, but then have the ability to fully customize heroes by hunting down the right effects that bring a lot more unique power.

How does this affect my current character?
Going into Episode 1, we will be updating everyone’s gear to fit within this new system. Your current hero strength and setup should be maintained very similarly to how you currently perform, with the added bonus of your damage heroes being able to build and your builder heroes able to deal damage. We’re also working on having some specific item effects be included on this new gear as well, setting you up for a ton of success when Episode 1 launches.

To make sure everything scales correctly, upgrades are going to be changing since stats are being altered. As a result we’re going to be refunding you a plethora of gold based on your upgraded gear and removing the upgrades from this gear. This will let you then choose where to spend your upgrades within this new system. While it might take some time, we’re doing what we can to make sure it’s as easy and doesn’t make you feel that your previous decisions lock you out from taking part in all these changes.

Oh, you think this post is long? That’s too bad, because there’s even MORE. Let’s talk Set Bonuses. We’ve got them, you want them.

Set Bonuses

This shouldn’t come as a surprise entirely, as we’ve talked about adding more set bonuses in the future, and that’s what we’re doing here. Set Bonuses are additional stats and functionality that you get out of wearing pieces of a specific set at the same time. Previously in DDA, the only set bonuses gave item stat increases or turned specific defenses into Fusion towers. They still do, but now there’s more!

New Set Bonuses
The ones you’ve collected so far are still included, but we wanted to add some additional opportunities for you to build sets and customize your characters. We’ve got these broken into two different types that either increase your hero power or your tower power. Here’s two examples:

  • Erupting Defense: Increase your defenses’ Fire damage by X%.
    • Armor Set, 4 Pieces
    • Like Fusion gear, your item stats are still increased, but by a lesser percentage.
    • This increase will make your Fire defenses your strongest defenses for this hero.
  • Thundering Assault: Increases your hero’s Lightning Damage by X%.
    • Weapons, 2 Pieces (Weapon and Offhand)
    • New to weapons, but plays off elemental weapons you acquire.

There are more set bonuses that are thematic to what we’ve laid out here, and even a few that aren’t. However, since set bonuses have been focused on towers primarily for a while, we’ve decided to add a bit more fun and flair with Hero Weapon Sets.

Hero Weapon Sets
We wanted to offer new sets that allowed players to take advantage of how active they can be if they choose to. These new weapon sets only work on a specific hero, and aren’t specifically aimed at changing their gameplay, but instead provide some more utility to their abilities. For now, we’ll give you a taste of one:

  • Protean Cannon MK II: Protean Surge deals X% increased damage and ensnares enemies by Y% for Z seconds.
    • Weapon Set, 2 Pieces (Crossbows and/or Staves)

This is something experimental that we wanted to put out there. They’re a ton of fun to use and let players come up with even more unique builds and choices on how they play DDA. We’ll be looking to expand this system as we release additional episodes.

How you see and interact with all of these new additions is incredibly important. So without further ado, let’s start talking Inventory improvements.

Inventory Update

DDA has a lot of stats and things going on when it comes to items, stats, set bonuses, characters, etc. It’s a lot to take in and isn’t currently explained in the best way. That’s where Episode 1 comes in.

New Layout
We’ve optimized our layout so that everything is together, making it easier to understand what you’re doing within your inventory.

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Just from this image alone there’s a lot to see. One of the first things we’ll note is that items and equipped gear are now next to one another making it easier to equip pieces both with mouse and keyboard, as well as gamepad.

Next you’ll notice at the top there are a plethora of bags. We’re adding additional iconography that allows you to change the visuals for your bags, making it easier to know what each contains based on your personal preferences. That means that you need to have specific filters for specific bags. We’ve got you covered:

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Now it’s easy to customize your bag, setting the name of the bag, the image, the quality of gear, elements tied to gear, weapons, armor, accessories, and more!

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Oh did you want better sort options that are easier to navigate? YOU GOT’EM

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The fun doesn’t stop there. We’ve just begun to pull back the curtains that are the wonders of the new Inventory. Want the ability to select multiple items and choose to lock, unlock, or sell them? BEHOLD, MULTI-SELECT:

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Want better ways to inspect pieces of gear? LOOK A FEW PIXELS DOWN:
Developer Note: Crit and Crit Bonus are only applicable on Swords and Polearms. Grenade Launcher listed here is incorrect and will not be able to roll those stats.

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“Irradiate and Detonate? That’s not straight forward, what the heck do those even do?” PAGE OVER TO ACQUIRE THE KNOWLEDGE YOU SEEK!

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“All these new items are great, but I wish I knew what I was upgrading and what it did.” WISH NO LONGER, FOR IT IS A REALITY WITH THE INSPECT BUTTON:

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Wow that’s so much for the Inventory! But wait, maybe you’re asking “Weren’t there other tabs?” and you’d be right. The way character stats are displayed and upgraded are all in one convenient location on the Stats Tab:

image11.png

And last, but certainly not least, is the Abilities tab. This explains what your abilities and towers do for your selected hero. We’ll continue to expand on this feature in the future, but for now it should be made more clear what your heroes can do:

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Alright we’re exhausted, there’s no way there’s more. Oh wait. There’s so much to take in here, a lot of things changing, and a lot of things being added. Previously we were asked about having limited choices in the Hero Deck that make all the new things we’ve shown before this post somewhat harder to desire. Then the next topic shall be HERO DECK CHANGES!

Hero Deck Changes

We anticipate the need for the amount of heroes needed to go down compared to what players use now (with a lot of these item changes), but we also want to make things a bit more open and diverse. As we talked about it, and with the plan to add more heroes, we knew we needed to make some changes. First, let’s talk size.

Hero Deck Size
Now four heroes is great and all, but based on survey results, 95% of our players use 6 heroes at most. As we said, we expect the amount of heroes to go down (by at least 1), so when choosing a max, we wanted to accommodate adding new heroes alongside what players use. This made the decision pretty easy for us. So, in Episode 1, the new Hero Deck size is going to be SIX HEROES!

Hero Deck Incentives
Currently there are three hero deck incentives that affect players:

  • XP Shared across all heroes in the Hero Deck (this is on the UI)
  • Active Hero towers’ gain 33% increased damage (mentioned in the tutorial)
  • Fusion Set bonuses activate (not mentioned in game).

We surveyed players asking if they’d like to have more incentives to use the Hero Deck, and so here’s what is changing in Episode 1:

image12.png

Experience points being shared among all heroes in the Hero Deck is nothing new, except you have 50% more heroes now that will benefit from it.

Active Set Bonuses and Item Effects accomplish two things. The first is that we wanted to provide a space for players to make unique builds with specific customization. We’re adding a lot and by having this in place we make sure players don’t feel pressured to have every hero with every combination incorporated into a single build. The second is that we are going to be working on additional systems that take the item effects system and turn it from 10 to 11. If we did not place this restriction, we would be locked in with only the item effects in this first iteration.

Lastly, for Episode 1, we’re removing the restriction of “Active Hero” gaining increased Tower Damage. This means that all of your Hero Deck towers will be gaining a boost to damage. We’re currently working through the balance of what that percentage is, but the goal is to give you more power, try more diverse builds, and give you more ways to win.

Summary

There was a lot covered here and a lot of this stuff is subject to change until we have it out the door. We’re excited to get all of this tested and out to you, OUR GLORIOUS DEFENDERS. This is the standard of what you can expect with Dungeon Defenders: Awakened development and our episodic releases. A lot of this work is going to be expanded upon with future Episodes that we’re excited to work on and share with you!

What’s Next?

Believe it or not, this isn’t everything. Next week we’ll have even more reveals for the stuff coming into Dungeon Defenders: Awakened Episode 1. There’s even a new update for Dungeon Defenders II being worked on. We’ve got so much going on at Chromatic Games and we are making sure this stuff is ready to go before we ship it out, but we promise it’s on its way!

Console Update

We want to reassure you all that DDA ports for Nintendo Switch, PlayStation 4 AND PlayStation 5 are still very much under way. We’re still working hard on getting Nintendo Switch through the Lot Check process, fixing bugs, and prepping it to be live for you all while also knocking out Episode 1. The Switch version will be completed and released before PlayStation, but we are aiming to have DDA on all consoles by the end of the year.

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] Brittani

DEFENDERS,

During our dev stream last Friday, we mentioned this week would bring the biggest news yet. We weren’t joking! We’ve finally made it to the reveal of the brand new, never-before-seen hero coming to Dungeon Defenders: Awakened in Episode One. A couple of weeks ago, we revealed the Warden, who happens to be the spiritual successor of the Dryad. Who will be joining her in Etheria? The second hero goes by… The Rogue!

Now that you have a name (which some of you correctly guessed on our Twitter and Instagram posts), guess we need to tell you more about this new hero. Have we built up the excitement enough? We sure hope so. Let’s get to the learnin’!

New Hero: The Rogue

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As some of you super sleuths guessed (was it the ears??), the Rogue is a highly trained elven soldier. The catch—he’s the last remaining elite warrior from an ancient elven army, meaning he comes ready to battle enemies head on as a melee and ranged dual-wielding hero. As a combat-only defender, the Rogue is agile, dashing in and leaping out of battle as he sees fit.

A lack of defensive towers does not mean the Rogue is without protection. Going Stealth activates invisibility and his arsenal of devices combine to disable, enfeeble, and slow your enemies’ advances. Let’s dive into the details of these attacks, abilities, and devices.

Attacks and Primary Abilities

Developer Note: All of these things are subject to change in regards to balance, functionality, and visuals.

Weapons of Choice: Dual-wielding: Melee (Right hand) and Crossbow (Left hand)

Primary Attack - Melee Attack: The Rogue swings his equipped sword, dealing damage based on the weapon’s stats.

Secondary Attack - Ranged Attack: The Rogue fires his equipped crossbow, dealing damage based on the weapon’s stats.

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Primary Ability 1 - Swift Assault: Dashes forward and deals AoE damage once reaching his destination.

  • From Stealth: Hero throws a single deadly knife at an enemy, dealing massive single-target damage.

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Primary Ability 2 - Disengage: Throws a spread of daggers forward dealing AoE damage and applying Rogue’s Mark to all enemies hit during attack. The Rogue leaps backwards out of the danger, providing a gap between him and his foes.

  • From Stealth: Daggers deal more damage and pin enemies to the ground, immobilizing them for a short period.

Devices and Utility Abilities

The Rogue has been specially trained for direct combat—a “fighter” some may say—and brings a preference for battling enemies with some very powerful tools. With this battle style, the Rogue does not build defenses, but instead this lone warrior comes equipped with devices that act as mobile traps that deal elemental damage and apply debilitating status effects to all Marked enemies during combat, regardless of the distance between defender and enemy. The Rogue’s Stealth also comes in handy for those moments when defenders want to surprise their foes, escape danger, or mark enemies from afar.

Developer Note: We wanted the Rogue to play like no other pure damage characters that we’ve made in other Dungeon Defenders games. We wanted him to feel like there was strategy in his abilities, similar to placing towers. He’s designed to fill the role of a special enemy killer, focusing down the strongest foes with both consistent and burst damage when you focus a specific enemy (with nearby enemies taking some hits being an added bonus). For our first non-building hero, he’ll have a lot of big moments and strategies similar to when a tower is beating down enemies, except you’ll BE that tower!

Passive - Rogue’s Mark: Marks are applied to a maximum of 8 enemies while using Swift Assault, Disengage, or attacks from stealth. The Rogue can then activate debilitating Devices on Marked enemies.

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Device 1 - Arcing: Snares Marked enemies with nets of lightning, disabling their attacks and abilities, while causing attacks against them to deal additional lightning damage.

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Device 2 - Napalm: Incinerates Marked enemies, dealing a large amount of fire damage over a short time. Enemies also take increased damage from other attacks and abilities from The Rogue while Napalm is active.

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Device 3 - Noxious: Injects Marked enemies with a highly potent toxin that slows movement and deals poison damage while Noxious is active.

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Utility Ability 1 - Stealth: The Rogue becomes invisible for a short duration. While invisible, the agile hero can Mark enemies with primary attacks, secondary attacks, and empower non-Device abilities. He cannot be targeted by enemies, but he can still take damage from their attacks if he gets within damaging range.

  • Riposte Buff: Using a non-Device ability breaks invisibility and applies a buff to the Rogue. This buff reduces incoming damage from all sources and deals his melee weapon damage back to attacking enemies for a short period.

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Utility Ability 2 - Carnage: The Rogue throws a flurry of deadly piercing daggers, dealing AoE damage every half a second throughout its duration. Defenders can move while this ability is activated and it can be channeled until you’re completely out of mana.

  • From Stealth: AoE damage radius is increased and it breaks invisibility.

New Map: The Keep

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Throughout the month of April, we’ve revealed one new map each week that’s being added to DDA in Episode 1 on our Friday Funday dev streams on Twitch. You’re definitely missing out on some of the best beans if you haven’t made it to a stream yet, but we can’t keep all the secrets to ourselves. So, LOOK AT THIS BRAND NEW MAP. It’s called The Keep and it’s as spooky in game as the picture suggests.

With the other three maps we’ve revealed as remakes of fan-favorites from other Dungeon Defenders games—The Mill, The Outpost, and Foundries and Forges—we wanted to save the best for last. These cursed grounds form a gigantic map. We mean that. It is HUGE. Don’t believe us? Watch the live playthrough from last Friday.

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The Keep’s sheer size is a challenge in itself. Do you focus on pushing enemies into tight lanes to maximize AoE damage? Do you find the perfect hiding spot for your DSTs? Guess we’ll have to wait and see what The Keep has in store for defenders.

New Enemy: Lycan

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Another big bean we revealed last week is the new enemy, the Lycan. As you can see from the picture, they’re certainly looking to bring more destruction to Etheria. Using the werewolf’s signature ability, “Howl,” the Lycan empowers himself and nearby enemies, while reducing the effects of incoming attacks.

Lycan enemies show up on each of the new maps, but they show up in earlier waves as you progress through Act 4. Are you up for the challenge? We sure hope so because Etheria needs you!

What’s Next?

We still have lots of exciting changes and updates coming to DDA that we’ll share with you all during our Friday Funday dev streams, including showing off the Rogue this week! We’ll post a reminder on social media, but make sure to head over to Chromatic Games’ official Twitch page this Friday at 3PM EST to hear all the juicy B E A N S we can’t wait to spill.

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] Brittani

#MayThe4thBeWithYou, Defenders!

We know the power of the dark side is a constant temptation. To help you continue choosing the light, we’re giving defenders a FREE downloadable far-far-away themed wallpaper! Our heroes want to send a galaxy-sized “Thank You” for all your support in keeping Etheria safe through the years.

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We’re feeling extra generous, so for a short time, all galactic-themed DD2 costumes (including the Very Far Away Bundle) are 50% OFF in the Emporium! The sale starts today and runs until May 5th at 8:00PM EST. The Emporium is the way… to great deals.

On top of these marvelous deals, one defender will win a code for DD2’s Very Far Away Bundle through our retweet giveaway! This galactic bundle features four costumes for our four original heroes: Dark Disciple Squire; Arcanatrooper Apprentice; Galactic Assassin Huntress; and Dark Shawl Monk. Make sure to head over to our Twitter post to “like” and retweet to be entered in to the giveaway.

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

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