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[CG] LAWLTA

j38WLN1.png

Greetings Defenders,

We’ve been hard at work since our latest update and we’re ready to share some of what you can expect to see in our next update! We wanted to take a step back and focus on some more player-centric changes, and we’ve got a pretty hefty list of things we’re accomplishing. There’s still a lot of work for us to do, and while we’re not ready to show anything off yet, it’s the perfect time to talk about some of the things you can expect to see coming to Dungeon Defenders II!

Shard Acquisition

Shards are such an integral part to Dungeon Defenders II when it comes to empowering your towers with great strength to take out the waves of enemies constantly thrown at you. Currently there is a lot of RNG regarding which shards you get, and to help cut down the randomness, farming lower tiered content is the easiest way to go.

We don’t want that. We want you playing content you find engaging, while being able to acquire the Shards you want. The exact details cannot be spilled out here, but we’re working on concrete ways to get the specific Shards you want.

Chaos VIII Shards

They’ve been gone for a while, and the game has changed quite a bit since they were removed. We have taken a pass at them so that they fit into the current game and are something you want to get. You’ll be able to get them after a certain point in Onslaught, similar to when you start receiving Chaos VIII Ampoules.

New Weapons

There’s a lot of epic weapons that we’re going to be making available, some that have been available previously, and some you've never seen before. Players love to make their characters look unique, and while costumes, flairs, and accessories help accomplish this, weapons also play a big part in making your heroes look awesome!

Elemental Addition

We know a lot of you really enjoyed harnessing the powers of the elements, and we promised to add to this system. In the next update, Poison Mods will be added. While we’re not talking interactions yet, we wanted to let you know that we’re expanding on the list of powers you can combo to break apart your enemies!

Other Greatness

There’s still a decent amount to talk about, and we promise to get word out on things as soon as we can. This next month is going to be a crazy ride for all of our Defenders and we cannot wait to share with you what our 2019 is going to look like! We'll be doing at least one other update over the next month, and then go through our usual release of dev streams and previews. We’re wanting to really take our time with everything we're conjuring up and give attention to a lot of things that we believe you’ll enjoy.

Social Defenders

To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:

The entire team has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!

For Etheria!

The Dungeon Defenders II Team


[CG] Andrew

DEFENDERS,

We are very excited to show off our progress on DDA Episode II by introducing our newest map: The Lost Metropolis! Defend your core from threats old and new in the shadow of structures from a forgotten civilization. (Bonus internet points if you spot the one true hero, Hammel, below) 

New Map: Lost Metropolis

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What’s Next?

Here at Chromatic Games we will be taking time off to spend with our friends and families over the holiday season. That means tomorrow is the last Funday Friday stream of 2021! Make sure to stop by stream tomorrow (Friday, Dec. 17th 2 PM EST) where we reveal this gorgeous new map live! 

Before we go on our holiday hiatus, we also wanted to let everyone know that we have submitted a DDA build to PlayStation and are officially in the certification process! This process usually involves considerable back-and-forth, so we don't have an exact ETA but we continue to move ever closer to the release.
 
We still have so much in the works at Chromatic, and are very excited what's in store in 2022 for all of our Defenders!

Happy Holidays and New Year! See you in 2022!

Social Defenders

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

For Etheria!
Chromatic Games

[CG] Andrew

Winterfest Update 2021


News

DEFENDERS,

It’s been a little over a month since we introduced the Mercenary, and that means the Winterfest season is upon us! In the spirit of giving, we are giving you a little bit of everything! We have some optimizations, a new tower, some cool new cosmetics, balance changes, and much more. Let’s get into it!

64-bit Client

We are adding a 64-bit beta client for potential fixes for many different crashes and general stability. Currently, a fraction of a percent of all Steam users are still on operating systems that can only play 32-bit games. For the time being, both versions of the game will be available to play in order to ensure there are no unexpected issues that arise with the new 64-bit client on PC. You can run the 64-bit client by opening Dungeon Defenders on Steam and selecting the appropriate client on startup.

Please let us know if you experience any 64-bit client only issues during your gameplay by taking this PC 64-BIT FEEDBACK SURVEY. We will announce when the 32-bit client will no longer be officially supported. We expect this sometime in 2022.

Winter Event

The Winterfest tree has returned for the holidays!

DD2winterfest.png

  • Daily Present Drops:

    • Random Single Shard Pack - 100% chance

    • Legendary Winter Weapon - 100% chance

    • Bunny Hop Shard - 100% chance

    • Jolly Santolich - 10% chance

    • Frostbite Santolich - 10% chance

    • Krampuslich - 5% chance

  • Every victory chest on Chaos 8 on all game modes has a 0.5% chance to drop a Nightmare Krampuslich pet! This also applies to Onslaught above floor 99.

New Cosmetics

Krampus Flairs

Have you been naughty or nice? Krampus knows. Grab this terrifyingly festive costume to strike fear into the hearts of all those who have misbehaved this year. Happy Winterfest!

  • Krampus Hat

  • Krampus Wings

  • Krampus Tail

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(This cosmetic set will also be available in Dungeon Defenders Awakened)

Winterfest Flairs

While admittedly not the most aerodynamic, you can still show off your holiday cheer with these two new sets of Winterfest themed wings! 

Note: Do not attempt to eat the Candy Cane Wings.

  • Snowflake Wings

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(This cosmetic also available in Dungeon Defenders Awakened)

  • Candy Cane Wings

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(This cosmetic also available in Dungeon Defenders Awakened)

Material Drop Changes

All materials will now only drop from the victory chest.

  • Chaos 1 - 5 Plain Motes and 3 C1 Amps

  • Chaos 2 - 6 Plain Motes and 3 C2 Amps

  • Chaos 3 - 7 Plain Motes and 3 C3 Amps

  • Chaos 4 - 5 Shiny Motes and 3 C4 Amps

  • Chaos 5 - 6 Shiny Motes and 3 C5 Amps

  • Chaos 6 - 7 Shiny Motes and 3 C6 Amps

  • Chaos 7 - 5 Pristine Motes and 3 C7 Amps

  • Chaos 8 - 6 Pristine Motes and 3 C8 Amps

Balance

Abyss Lord

  • Towers

    • Skeletal Ramsters 

      • Increased their upgrade  scaling to be 15% per upgrade instead of 10%.

Dryad

  • Towers

    • The slimes from the Slime Pit Tower have had their damage increased by 50%.

    • The targeting and pathfinding AIs of the Slimes have been improved.

Initiate

  • Towers

    • NEW TOWER: Water Aura

      • Deals AoE water damage that drenches all enemies hit. Replaces the Flame Aura for Initiate.

    • Shards

      • New Shard: Water Jet - Decreases Max Targets by 4 but increases damage by x%.

Lavamancer

  • Towers 

    • Fissures of Embermount have had their damage increased by 18%.

Huntress

  • Blaze Balloon

    • Increased their upgrade scaling to be 25% per upgrade instead of 15%.

Mercenary

  • Hero

    • The Fan of Knives ability can now be used while moving

  • Towers

    • Nether Archers

      • Decreased their upgrade scaling to be 15% per upgrade instead of 20% 

    • Nether Spiders

      • The targeting and pathfinding AIs of the Nether Spiders have been improved.

      • The natural death timer of Nether Spider and Slimes has been increased from 10 seconds to 20.

  • Shards

    • Explosive Spiders has been altered. Its name is now Augmented Explosions, and it can now additionally be equipped to the Slime Pit Tower as well as the Nether Spider Spawner. Its functionality is unchanged otherwise.

Pets

  • The targeting AI of pets has been revamped. They now automatically attack the target closest to the player, and can switch targets while attacking.

  • Pet damage is now affected by the hero's damage adjusting passives (Example: Anti-Melee).

  • Water Damage on pets now drench the initial target hit.

New Onslaught Schedules 

  • Arachnophobia - Includes Chaos 8 spiders and Death Weaver.

  • Carnival Extravaganza - Includes small ogres, big goblins, tiny kobolds, pie throwers, and fire, poison, and frost mages.

  • Army Of The Dead - Includes skeletons, skeleton orcs, zombie orcs, and zombie orc boss Treet.

  • Carnival Flyers - Includes carnival flying kobolds and normal flying kobolds.

  • Stabby Demon eyes - Includes Dark Assassins and Demon eyes.

Bug Fixes 

  • Fixed an issue where the mercenary couldn't be damaged by Goblin Siege Rollers and their rockets.

  • Adjusted Mercenary tower & Abilities descriptions to properly fit the F6 quick help screen.

  • Fixed an issue where the golden ship pet couldn't be properly evolved.

  • Fixed an issue where the Ascension health scaling on the Royal Guard Blockade was incorrect.

  • Fixed an issue where certain new Daggers were not dropping.

  • Fixed an issue where the size of the Draken Soul was incorrect on Mercenary.

  • Fixed an issue so the duration of Petrify is now correct when activated with Lingering Poison.

  • Poisoned Blades shard now correctly triggers Petrify.

  • Fixed VFX issues with the Spider enemy.

  • Dark Assassins have been removed from the Emp Zappers Onslaught lane.

  • Fixed an issue with the Mercenary Mark passive where it could only roll 1 or 10.

  • Mercenary's Mark can now only appear on Dagger weapons.

  • Fixed an issue with Nether Spiders and Slime Pit where their kill count was incorrectly incremented when a Spider or Slime exploded

  • The Tiki Mask's glowing eyes are now set correctly on the Mercenary.

  • Fixed an issue with the Heroic Boost Talent where it was increasing more than intended.

  • Fixed Single/Triple/Quintuple Chip not properly working on EV.

  • Fixed an issue where Spectral Arrows was not properly functioning.

  • Chaos 7 expedition is no longer a requirement for Onslaught floor 99 unlock.

  • The Flameburst Tower can now properly use the Flamethrower's tower skins.

  • Fixed the rotation of the elemental vfx of the Royal Dagger and the Noble Dagger.

  • Fixed issues with the Golden Dino Egg name and Amber Dragon Egg’s default quality.

  • (PC Only) Fixed an issue where GENERAL would be in all chat boxes.

  • Fixed an issue where the Mercenary did not have a bag icon.

  • Fixed an issue where Drakenlord’s Soul, Freezing Rain, and Frostfire Remnants did not properly proc Controller Servo / Chip.

  • Fixed Elvish Artillery Cannon not having a Tenacity stat.

What's Next?

We are very excited to bring these changes to you in our last update before the new year! From our family here at Chromatic Games to yours, we hope everyone has a great Winterfest season! We can’t wait to come back in 2022 and show you what we’ve got prepared for Etheria in the new 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] LAWLTA

 

DEFENDERS,

We’ve been talking a lot about what’s to come in Dungeon Defenders: Awakened future, teasing at various bits here and there, and by making this sentence even longer, we’re still teasing more just putting off the inevitable of what’s coming your way.

Real quick, let’s talk about how Ramsters came to exist. Hamster and ram? That doesn’t even make any sense! Oh wait, you probably wanted to talk about the first thing. Okay, time to talk about the first thing. Let’s get into it.

Episodes

Now what the heck are Episodes? Well in short, they’re our FREE major content updates, but MCU was already taken (you may have heard of it), so Episodes it is! We covered the “in short”, so now it’s time to describe the “in long”.

An Episode continues the story of our heroes adventure but it also does a lot of other things, specifically they ADD A LOT OF NEW CONTENT.  But what is “content”, where does it come from, and does it truly exist? To answer in reverse order, yes it exists, we make it, and that first one is too philosophical, and we’re sure you want to get right to the good stuff.So let’s talk about what you can expect.

New Maps

In each episode of Dungeon Defenders Awakened you’ll be receiving four new maps that increase in difficulty off the base campaign. We’re following a formula for the new maps where we provide a brand new map as well as recreate three fan favorite maps. Maybe we’re going to show off the first one later on in this post (spoiler: we are).

New Enemy

With each episode, there will be a new enemy that comes into the fray. The new enemy will be similar to the nightmare enemies, bringing in new mechanics that you’ll need to thwart in order to achieve victory.

New Boss

The last map of each episode contains a brand spankin’ new boss. These are similar to the previous bosses, requiring more active hero combat to take them down. They will be thematic to the content that we’re releasing, as well provide unique and thematic loot.

New Heroes

Yes, that’s correct, PLURAL. Each episode contains two heroes, with one hero being a throwback to a previous hero, and the other being a completely brand new hero. These heroes are meant to stand on their own and feel wholly unique from one another.

New Gear

We’ll be providing a slew of new gear that continues to follow previous item progression. There’s also a ton of fun stuff we’ll be adding (that we’ll get into in the coming weeks), that we’ll continue to build off of. Stay tuned for more info!

New Features

This is going to be super nebulous, but there’s a lot of stuff we’re looking to add that really makes your journeys in Etheria a lot more exciting. More to hunt, more to do, more to conquer, more more more more more!

Quality of Life, Overhauls, and Polish

We’re going to be addressing a lot of systems in the game that were put into a “good enough” state for our release, and getting them into a “great enough” state, if that’s a thing. For our first episode, this means overhauling the inventory and item tooltips (which we’ll be showing off in the coming weeks).

Bug Fixes, Balance, Etc.

This is the stuff you normally see in patches, but of course it’ll be included in our Episodes as well. We’ll continue to get out patches to address these things.

Supporter Packs

With each episode, we will be offering a supporter pack that players can purchase. These things offer cosmetic only items that apply to weapons and accessory slots. Since the episodes are free, we’re offering this as players have asked us for additional ways to support our development, and we thought this would be the most fair way to do so.

Episode 1

We’re going to be showing off pieces of the episode over time, and what better time than right after explaining what’s in an episode?! How about a piece of the first episode? Sounds like a good idea to us, so without further ado, here is the first map of Episode 1: The Mill.

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.

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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. During the last wave, this map will also introduce our new enemy for the Episode. We’re wanting to make sure that as you play through the maps of each episode, you’re introduced to a new enemy over time while taking on potentially new mechanics depending on your game mode.

What’s Next?

We’re going to continue to reveal more and more about Episode 1 over time, with the goal of revealing something new at the end of the week, every week. If we run into any issues, we’ll let you know, but everything is coming together, so it’s time to start showing off some of our hard work. We hope you enjoy it!

Social Defenders

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

For Etheria!
Chromatic Games

[CG] Andrew
DEFENDERS,
Thanks to everyone who participated in the PTR over the past few weeks. Today we are happy to announce we are bringing those PTR changes live in our Episode 1, The Lycan's Keep Patch 2.1! In addition to the below changes from the PTR, we are also officially starting our Halloween login event. Anyone who logs into DD:A today through November 7th 11:59 PM ET will receive the Hallow's Evil Grin mask for their heroes! 
 
Hallow's Eve Login Event
From now until November 7th at 11:59 PM ET all defenders who login will be able to earn the Hallow's Evil Grin mask, unlocked through the transmog UI. Make sure to hop in to get this ghoulishly gorgeous cosmetic before the time runs out! Nintendo Switch players will receive this reward if they login during this period, and receive the cosmetic in our next Nintendo Switch patch. 
 

 
General Changes
UI
Updated tooltips that item effects and set bonuses that affect Primary Attacks also affect Secondary Attacks.
Gear
Added Raven Lord Wings as a reward for completing the Test of Lycan
 

 
If you participated in the PTR, and filled out the survey, you will receive your Forest Ally Wings shortly. We had an in-game issue, and did not want to delay the patch. Thanks for your patience!  
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 350% 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.
Fixed issue where Skeletons (both summoned and mixed mode) respawn with 0 hp when they resurrect.
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!
What’s Next?
We're still continuing our work on Episode2, with some content reveals coming soon. It's 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 out PlayStation port of DD:A 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 that are also coming out THIS WEEK!! 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:
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Chromatic Games
[CG] Brittani
DEFENDERS,
Dungeon Defenders: Awakened Preorder for Xbox Series X|S and Xbox One has started!! You can head over to the Microsoft Store to order it now: http://bit.ly/XboxPreorder
If you’re not yet following us on Twitter or Facebook, today may be a perfect time to click that “Follow” button. Twitter and Facebook users have a chance to win a FREE copy of Dungeon Defenders: Awakened on Xbox by simply retweeting or sharing our preorder posts. Luckily for you, we have the links to those right here:
DDA Xbox Preorder post on Twitter DDA Xbox Preorder post on Facebook While you’re here, watch our new gameplay trailer that was released today!!
 
 
Social Defenders
While March 17 can’t come soon enough, you can stay up-to-date on all things Dungeon Defenders in the meantime by following us on ALL of our social platforms:
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Chromatic Games
[CG] HiggsBosonic
Defenders,
We have some exciting news for DD1 fans! Ice has worked with the team behind DD1 Redux and found a way for CG to provide official branch support here on steam for the overhauled version of DD1. What’s DD1 Redux? Check out the summary, the story and the massive change log below. Shoutout to all of the fans who worked on this project, we are proud to support their work and provide a new opportunity for veterans of DD1 and newcomers alike!
 
What is Redux? Redux is a re-imagining of what is possible using the base form of Dungeon Defenders with no limits. The CDT updates were limited in balance changes, map changes, and types of additions. However without these limitations Redux could be designed differently. This time design is heavily influenced by player feedback from all aspects, resulting in an experience that may feel better for the player overall.

New features are far more extravagant than anything could ever have been done before, still maintaining the soul of how people enjoy the game most. Redux is filled with new content in the form of new maps, game modes, difficulties, quality of life changes, and other systemic overhauls.
 
Back Story from IHDC This project began before my CDT endeavor and the original idea was to make a different version of DD1 that I wanted to play. Ever since the official updates for the game (content-wise) have ceased I decided to pick up this project again. Picked it up again I did and every week Redux continually got more and more ambitious as more & more changes were added. I did all of this out of love for the community because I was afraid to see the game die. Lastly, I want to give my full thanks to CG, the Redux community, and especially Ice for giving us this once in a lifetime opportunity.
 
Instructions: Right-click Dungeon Defenders - Properties
Click the BETAS tab
Click the drop-down and select DD1 Redux Official
If you do not see DD1 Redux Official listing please restart Steam

 
Save Handling: Ranked: When you first connect to Ranked on Redux you will get a 1 time only automatic copy from Ranked to Redux Ranked.
There is no method of Ranked to trigger this copy a second time. There is no method to transfer anything save related from Redux Ranked to the original Ranked save.  
Local: Your save will automatically copy from DunDefHeroes.dun to DunDefHeroes.dun.rdx and be your new save location. Attempting to copy from redux back to normal will likely cause data loss, missing items, broken stats and isn’t recommended.
 
Future Updates: Currently there is no specific date on a future update for Redux but there are plans to have them in the future as the Redux team needs and wants to add additions.
 
FAQ:  
Q: Will redux ever replace the current live version of DD1. A: No. Due to the drastic changes and the original state of what DD1 is today the game is considered complete and in a stable state.
 
Q: How can I have both versions side by side? A: After downloading Redux you can navigate to the installation location on Steam (C:Program Files (x86)SteamsteamappscommonDungeon Defenders) and copy this entire folder to a new location. Then switch back the beta branch to NONE - Opt out of all beta programs. Create a shortcut to the bigger exe file DunDefGame.exe in both folders and name them accordingly to which version you wish to launch.
 
Credits: IHDC – Creator
Mischief – Content creator & Master Mind
Gigazelle - Art & Game direction
Moose (Your friendly antler horse) - Q/A & Game direction
Kamil "Escev" - Q/A, Balance , Maths , & Game direction
Lolzcoolcat - Q/A , Balance , & Game direction
The Wild Emu - Art
Redux Testers - Q/A , & Balance



Now, onto the massive changelog and details of the work that went into this DD1 overhaul.
 
Changelog Towers  
Tower Upgrading Changes: Health/Damage Multiplier
Before        After
1: 1.1        1: 1.2
2: 1.2        2: 1.4
3: 1.3        3: 1.6
4: 1.4        4: 1.8
5: 1.5        5: 2.0
*LT, DST and Buff Beams not included

  Apprentice Magic Missile: Increase Projectile Speed Magic Blockade: Increased Health Scaling Fireball Tower: Increase Projectile Speed New Tower! SnowBall Tower: Throws an AOE Snowball that damages and slows enemies.  
Squire Spike Blockade: Increased Health Scaling, Aggro Generation, and Damage Scaling Bouncer Blockade: Increased Health Scaling and Damage Scaling Harpoon Turret: Increase Projectile Speed Bowling Ball: Increase Projectile Speed Slice N Dice: Increased Health Scaling, Damage Scaling and added Suction Mechanic New Tower! Mortar Tower: Shoots a bomb that deals AOE damage.  
Huntress Proximity Mine: Increased Damage Scaling Inferno Trap: Increased Damage Scaling Ethereal Spike Trap: Increase Damage Scaling and Rate Scaling New Tower! Oil Trap: Damages enemies and applies a debuff for a limited amount of time-based on the tower health stat that makes them take increased fire damage.  
Series Ev Proton Beam: Increased Damage Scaling Physical Beam: Increased Health Scaling Shock Beam: Increased Damage Scaling New Tower! SAM Unit: Fires a heat-seeking fire damage missile that explodes on impact.  
Barbarian New Tower! Damage Totem: Increases damage of nearby heroes (Scales off hero damage, radius scales off lightning stance) New Tower! Speed Totem: Added New Tower That Increases Speed of all heroes on the map. Multiplier scales with Tornado Stance.  
Summoner New Tower! Spider Queen: New Minion unit that can fire a range web attack and melee mobs also takes 10% reduced damage.


 
Heroes Apprentice Overcharge: Increases damage and hero speed in addition to castrate, costs more mana Mana Bomb: Cooldown lowered to match Purity bomb cooldown Hero Damage Scaling: Matched Jester Hero damage scaling Fire Bomb: A fireball projectile that slowly travels to the aimed direction and explodes (Scales off Hero damage)  
Squire/Countess Bloodrage/Call to Arms: Reduced mana cost Joust: Added higher weapon damage scaling. Added fire trail (Scales off Hero damage) Blade Vortex Ability: Drops a set of Spinning blades that lasts for 10 seconds (Scales off Hero damage)  
Huntress/Ranger Invisibility: Now also grants movement speed increase Dark Shot: New Ability that makes enemies (and bosses) take up to 40% more damage (Scales off Hero damage)  
Monk/Initiate Fire Aura: an AOE effect around the monk that deals fire damage to any mob inside it (Scales off Hero damage) Remote defense boost: no longer requires the creator hero  
Series Ev Holographic Decoy: Increased damage, aggro radius now can be dropped while flying Electric Bomb: A grenade-like projectile that bounces around before exploding (Scales off Hero damage)  
Barbarian Lightning Stance: Now adds additional lightning damage to each attack based on your lightning stance stat up to 50% of the attack’s damage for melee and 35% for hawk stance. It also shoots a ranged lightning bolt in the direction you aim. Siphon Stance: Reduced resistance debuff Turtle Stance: Reduced mana cost Battle Leap: Added improved weapon damage scaling Battle Pound: Added improved weapon damage scaling  
Jester Confetti Cannon: New short-ranged burst shotgun ability (Scales off Hero damage) Wheel Of Fortuna: Change Damage all to only affect enemies once  
Summoner Summon kobold: New Ability that spawns a kobold suicide bomber dealing damage on explosion (Scales off Hero damage) Pet Boost: For the ability duration it increases self pet damage by 25% - 450% and caps at around 6.6k hero damage. It also increases the pet attack rate by 25% - 250% and caps at around 7.1k hero damage
 
Skins Added 4 new skins for the original 4 heroes on the Ascension Crystalline Dimension completion. They have the same bonuses and drawbacks as the Super Legendary skins New Crystalline Ninja Monk skin: ??? Pirate Barbarian from Halloween Spooktacular 3. They have the same bonuses and drawbacks as the Tavern Keeper Barbarian


 
New Maps & Rewards Halloween Spooktacular 3: New boss fight. Rewards: Pumpkin hat accessory. Vampiric Bone Sword, Vampiric Bone Spiker, Vampiric Grim Reaper, Pumpkinator 2000. All of these weapons apply lifesteal based on the weapon’s base damage stat. Eye of Devastation from Wave 30. Winter Wonderland 2: New boss fight, a new nutcracker mob that ignores gas traps. Rewards: Candy Cane, Winter’s Flame, Foam Sword. Nutcracker hat accessory. Ice Cube from Wave 30. Spooky Invasion Challenge: Pirate Invasion, but spooky. Rewards: Pumpkin hat accessory. Vampiric Bone Sword, Vampiric Bone Spiker, Vampiric Grim Reaper, Pumpkinator 2000. All of these weapons apply lifesteal based on the weapon’s base damage stat. Returnia Assault Pack: Assault missions on Mistymire, Moraggo, Aquanos, and Sky City. Completing all four in a row on Ascension yields bonus rewards. Return To Crystalline Dimension: Assault mission on the first four sections of Crystalline Dimension New rewards: 4 void shards and the Crystalline Dimension Set of weapons Town In The Cliffs: New Boss Fight. Rewards: Upgrader Djinnlet from Wave 35. Magic Sword(monk) and Spartan’s Sword from the campaign. Spartan’s Sword has a special effect called Spartan’s Rage which gives it a 5% chance per swing to deal 25% increased damage for the next 5 seconds. Magic Sword shoots a homing sword at the enemy you aim at. Crystal Cave: A crystalline cave. 1 core. 4 Crystalline heroes to fight as bosses. Rewards: Eternian Sword, Spear, Staff, Energy Cannon and Divine Shards Crystalline Griffon on wave 25 Crystal Pet Rock wave 35 No Towers Allowed: Crystal Cave: DPS only for the waves with a Kraken boss Great Turkey Defense Challenge: Defend the Turkeys! Rewards: Pet Turkey. Turkey accessories + new turkey bracers. Wandering Heart: New Crystal Escort Map Rewards: Spear, Sword, Bow, and Staff of Hearts. The Spear and Sword’s melee attacks have a 50% chance to charm enemies to fight for you for 10 seconds. Charmed enemies take 2x damage but deal 25x damage. The Staff’s right-click heals all nearby players for 100% of the damage that attack would deal. Halloween Assault Pack: Assault missions Halloween Ramparts: Rewards: Buffed Halloween Spooktacular weapons. Halloween Endless Spires: Rewards: Halloween accessories Halloween Shipwreck Ruins: Rewards: Vampiric Bone Sword, Vampiric Bone Spiker, Vampiric Grim Reaper, Pumpkinator 2000. All of these weapons apply lifesteal based on the weapon’s base damage stat. Completing all three in a row on Ascension yields a bonus reward.
 
Updated Maps & Rewards Palantir: New boss fight on Ascension, new rewards: Ice Pick, Ice Rifle, and Staff of Ice Emerald City: New green accessory set based on the Crystalline Dimension set. Set bonus of orbiting emerald shards. Tavern Defense: New accessory set with the Party Hat and Party Horn (new). Party Hat rolls buffed on Nightmare. Alchemical Laboratory: New Pet Mini Demon Lord found on Wave 35 (Ascension Only) The Throne Room: New Pet Mini Goblin Mech found on Wave 35 (Ascension Only) The Summit: New Pet Mini Ancient Dragon found on Wave 35 (Ascension Only) Aquanos: New rewards: Shield of Atlantis and Sea Snail found on Wave 30 ( Nightmare ) Wave 35 ( Ascension ) Sky City: New rewards: Pressurized Cog Shield and AirPlane found on Wave 30 ( Nightmare ) Wave 35 ( Ascension ) Great Turkey Hunt: New Pet Turkey. Buffed existing turkey accessories and added new turkey bracers. Greater Turkey Hunt: New Pet Turkey found on map completion Lab Assault: EVs now show on the map. Ascension Only: EVs will now teleport back up if they fall off the map. Pets and abilities can now be used. Can now drop every accessory in the game. Temple of Polybius: New rewards: These pets buff towers the same as a guardian would, but up to 6 targets instead. They are called Speedy Polybius (rate buff), Destruction Polybius (damage buff), Expansive Polybius (range buff), and Defensive Polybius (resistance buff). Ascension Guarantees 2 Divine Shards on non Hardcore and 4 for Hardcore   Sky o’ Love and Temple o’ Love: New rewards: Spear, Sword, Bow, and Staff of Hearts. The Spear and Sword’s melee attacks have a 50% chance to charm enemies to fight for you for 10 seconds. Charmed enemies take 2x damage but deal 25x damage. The Staff’s right-click heals all nearby players for 100% of the damage that attack would deal. Temple Of Water: New rewards: Trident found on map completion Crystalline Resurgence 1-4: New rewards: 1 Void Shard on nightmare 2 on Ascension Crystalline Demsnsion: New Rewards: 4 Void Shards on Ascension 8 Void Shards on Ascension Hardcore
 
Ascension  
Difficulty Original Campaign was balanced towards current nightmare endgame Shards Maps have been balanced to match the difficulty of Lost Quests maps on Ascension All mobs and bosses have had massive heath damage and speed buffs on Ascension  
New Enemy - Cyclops Shoots a ball of poison at a target that spawns an AOE poison damage cloud that deals damage over time  
Loot All pre-Lost Quests map rewards have received huge buffs to make them more viable in end game content All Lost Quests map rewards had their go-negative stat reduced by 50%. This should result in massively increased ult rates  
Survival All original campaign have infested loot quality All other maps have a new higher loot quality *moonbase is set to Kings game quality All survival pets now roll higher on ascension  
Tavern Keeper Shop Shop items will roll comparable to nightmare random rewards at their highest quality. Divine Shards can be purchased in the shop
 
New Qualities Divine: Divine armor gives you a 2.5% passive healing bonus and a 0.25% passive tower healing bonus every 5 seconds / 2.5% health bonus to traps and auras. This bonus is set to 15% instead of a full set of Divine armor. They spawn with higher stats, upgrades, and a set bonus of 1.5x instead of the 1.4x of Ultimate-Ult++. Divine Shards: New coal-like currency drops from the end of map rewards and tavern shop Void: Void armor gives you a 2.5% hero damage bonus and a 2.5% tower range bonus. This bonus is set to 15% instead of a full set of Void armor. They spawn with higher stats, upgrades, and a set bonus of 1.5x instead of the 1.4x of Ultimate-Ult++. Only armor and the items from the Void Forge can be Void quality. Void Shards: A new coal-like currency that is rewarded on Crystalline Resurgence maps, Crystal Cave (50/50 for Divine or Void Shards), and Crystalline Dimension.
 
Ruthless Massively Reduced mob count Increased Enemy Difficulty Decreased Enemy movement speed Lower mob spawn rate Increased Loot multiplier 10% points higher then hardcore

 
Tavern Void Forge: The Void Forge takes Void Shards to craft them into a Void Spear, Void Bow, Void Sword, or Void Staff. The “Feeling Lucky?” button allows you to get one of these 4 at random with higher quality. What could “???” be!? Divine Forge: The Divine Forge takes one Divine Shard and crafts it into 10 armor pieces of high quality. On average at least one of these will be Ultimate or higher quality. Tavern Changer: You can now change your tavern themes to any of the previous 13 Taverns! Check it out in the Options menu in-game to see them for yourself. Diamond Forge Update: Added the ability to exchange Coal for mana 1 coal for 10 Billion Mana Small Coal for 2 Billion Mana True Boss Rush Menu: Added new UI. Allows you to choose checkpoints and trade XP orbs for mana. 1 XP orb for 100 Billion Mana

 
Integrated Emulator Controls - F2 = Player 1 - F3 = Player 2 - F4 = Player 3 - F5 = Player 4 - F6 = Quick add Alts - F7 = Remove all Alts - F8 = Toggle Active Split Screens This hides the screens of your split-screen characters without removing them.
 
Pure Strategy Players are now capable of all normal actions in Pure Strategy, including attacking and being attacked by enemies Enemies no longer ignore/pass through players in Pure Strategy Hardcore and Iron Man may now be selected while playing Pure Strategy Enemy amounts and strength in Pure Strategy should now mirror Survival mode on all maps All chests in Pure strategy now give 2020 man on the first wave, regardless of starting wave number Upon starting the first Combat Phase in Pure Strategy, Defense Units and Minion Units will be reduced to 0 and remain there for the entire map Pure Strategy Rewards now match Mix Mode loot + bonus
 
New Mobs Cyclops: A new Mini-Boss mob on all Ascension maps that Shoots a ball of poison at a target that spawns an AOE poison damage cloud that deals damage over time Nut Cracker: New Mob only found on Winter Wonderland 2 this mob ignores gas traps and explodes on death Loot Goblin: Found on Mix Mode only. Drops a high number of items. Can drop Ascension version blade of the North, Snowball Launcher, North Pole, and Spear of Light
 
QOL Re-Roll System: Added a new feature that allows an Ultimate++/Divine/Void Armor reroll for the price of a Void Shard, beware, every reroll has 40% to curse the item instead. Inventory Sorting: Added a new feature to the item box that sorts the items based on their quality Armor visual update: Updated Visuals of every armor model in the game Graphic settings: Added 1440p option to the resolution list, added the ability to change graphics quality in-game, added the ability to remove the outline effect, extended the FOV range and added the ability to uncap fps. Item Effect Screen: Added a window that displays additional, previously hidden, item properties ( like movement speed, etc.) Boss Timer Skip: Added a new keybind ( n ) to skip incoming boss timers Item Recovery: Added item recovery to most maps that did not have it Auto Censor: Changes last digit of an Ultimate++/Divine/Void item stats to “x” when viewing an item. Ascended Defender: New Achievement Complete all maps + challenges Deeper Well - Glitterhelm Caverns unlocks 1000 inventory slots Damage Number Size Slider: You can change it from anywhere between 100% to 300%, the default in the live game is 200%.  
Social Defenders To get reliable updates on the Dungeon Defenders Universe make sure to follow us on all our social media platforms:
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For Etheria!
Chromatic Games
pmasher
With Man & Machine stealing Round One in a last minute victory, there are still two more rounds to vote in until you've chosen our new Hero -- The Barbarian, The Man & Machine, or The Mystic.


Vote Here: https://dungeondefenders.com/2/initiatives/45

Here’s how it works:

Three heroes will compete in a round-robin tournament. The hero with the most Influence Points from all three rounds together will be our next hero!
Every day, you’ll gain one Influence Point for logging into the game and another Influence Point for logging into the site. (2 Total Points per day.)
Use your points here and on our launcher to vote for your favorite hero(es). You can spend as many points as you’d like per round!
Here are the rounds and dates for voting:
Round 1:  Man & Machine vs. Mystic (May 14th to May 19th) Round 2:  Barbarian vs. Mystic (May 20th to May 26th) Round 3:  Man & Machine vs. Barbarian (May 27th to June 2nd)
This is Round 2:  Barbarian vs. Mystic.

The Barbarian. The ruthless brawler. The Barbarian is an unstoppable force that is yet to be unleashed on the Old Ones’ army. He prefers to rely on his own two hands and use his two weapons and a multitude of abilities to decimate hordes of enemies. Most heroes hide behind their walls and defenses; the Barbarian hides behind nothing.

The Mystic.The twisted sorceress. Magic has been around in Etheria for quite some time. There is however an older magic -- a darker, more chaotic magic nestled deep within Etheria.

The Mystic was once a thief, but now she carries inside her an ancient and dark serpent demigod. This demigod is the source of ancient and unimaginable magic that the Mystic wields. Most heroes have their defenses likened to their personality; the Mystic’s defenses are dark, twisted and represent the chaotic forms of the serpent god. She is a powerful ally on the battlefield, so long as she can control the fickle whims of her serpent lord.

Who will you choose?https://dungeondefenders.com/2/initiatives/45

[CG] Andrew
DEFENDERS,
We just put out a new patch for DD2, and didn’t want to leave the DDA fans out in the cold! We have added some new Winterfest cosmetics, and will be having a login event coming up soon for those of you looking to earn even more. 
This new patch is now live on Steam and Xbox, with Switch soon to follow. We will make sure to update everyone as soon as it goes live on each platform.
New Cosmetics
The following cosmetics are all part of our Winter Defenderland DLC that is purchasable on all platforms. Like everything in DDA, anything that is purchased for the game is cosmetic only. These unlock directly in the transmog UI and can be applied to any hero.
Become the Krampus
Have you been naughty or nice? Krampus knows. Grab this terrifyingly festive costume to strike fear into the hearts of all those who have misbehaved this year.
Krampus Hat Krampus Wings Krampus Tail
Festive Flairs
While admittedly not the most aerodynamic, you can still show off your holiday cheer with these two new sets of Winterfest themed wings! 
Note: Do not attempt to eat the Candy Cane Wings.
Snowflake Wings and Giant Snowflake (this is a single version of the Snowflake wings)

Candy Cane Wings

Bug Fixes 
Fixed an issue where wings would disappear in Transmog if no accessory was equipped Fixed an issue where equipping a skin made wings disappear in Transmog What's Next?
First off, we want to wish everyone in Etheria a safe and happy Winterfest! We hope that everyone gets time to spend with family, friends, and farm the occasional map during this holiday season.
To help facilitate your grind, we will be running a DDA login event from Dec. 22 - Jan. 2. By just logging in, you will receive the Santa Hat to help you celebrate the season!
This is just a slight glimpse of what we are currently working on and we can’t wait to show you more as our progress continues!
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:
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Chromatic Games
 
[CG] Brittani
Hi Everyone! My name is Brittani Sahm - the brand new Community Manager for Chromatic Games, and your personal insider to all the things going on in the studio. 
Who am I? Before finding my way to CG, I was (and still am) a professor of public relations. My favorite part of teaching has always been learning about and talking with students, and I’m looking forward to reaching even more people through the many DD communities I’ll be in contact with as your Community Manager!
I am a hit-the-ground-running kind of person, so the first thing I want to do in this role is learn as much as possible about all of YOU. The more I get to know each one of you, the better I can be in this role. There is a survey linked at the bottom of this post that brings up some of these questions: What are your favorite aspects of DDA? What are your favorite platforms for communicating with the devs? How many bad jokes can I reasonably make you listen to during my streams? (That is serious - Studies have shown that my jokes land 60% of the time, all the time.)
I am a people person, and I will take my role as a representative for CG and the community seriously because I care about, well, people!
I’ll share a bit more about my personal life, too. This may be obvious, but I am a gamer myself. If you look through my Steam or Switch libraries, you’ll find plenty of casual RPGs and simulation types of games (exactly what you’re thinking - Animal Crossing is in there), and my first gaming experiences involved playing anything Mario-related on Super Nintendo with my family. I love the nostalgic feeling I get when revisiting SNES Yoshi’s Island on my Switch now. All of this started with my parents’ love for video games that was passed down to me and my siblings - we grew up with my mom bragging about her sick Ms. Pac-Man skills from her arcade-playing days (she still likes to brag when she has a chance), and my dad making sure we had access to all the new consoles (we still have an Atari locked up somewhere).
Because I’m a gamer, I understand the importance of knowing what’s going on with my favorite games and studios and feeling like I’m heard if I have a question or issue. I like talking to people, so this is something I’m quite passionate about. That is my strength as a professor, and that will be my strength as CG’s Community Manager.
I could talk about myself for longer than you are probably willing to read, so I’ll stop for now and open the conversation up to you. What do you want to know about me?
I’m looking forward to learning more about and engaging with this great community! 
(On that note - If you have a few minutes to spare, please fill out the survey below. It would be a huge help for me to get to know more about the awesome Dungeon Defenders community.)
Dungeon Defenders Player Survey
 
[CG] Brittani
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!

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

Chromatic Costumes

Original Hero Paper Masks

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

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

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!

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

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

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

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

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

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

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

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

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

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

This new forest-themed set features the following weapons:
Woodland Sword Woodland Polearm Woodland Axe  Woodland Crossbow Woodland Staff Wolfsbane Weapons

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.


 
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:


 
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:

 
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:

NEW Item Reforging

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.

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
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?!

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).

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.
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Chromatic Games
[CG] Andrew
DEFENDERS,

It’s been a hot minute since the roster for Dungeon Defenders II expanded, so we are incredibly excited to bring you the newest DD2 hero: The Mercenary! That’s not all that’s coming though, we’ve got new shards, new mods, new pets, new costumes, and even some new tower functionality on the Adept. So much new stuff, let’s get into it!
New Hero: Mercenary

Abilities 
Fan of Knives - Quickly spin in place, throwing knives in every direction dealing damage to all close by. Dagger Throw - Throws a line of poison daggers toward your enemies!
Combat Preparation - Focuses on the battle ahead, giving an edge in battle by increasing movement speed, and damage.
Sweeping Strikes - Unleash a spin move in the direction you’re facing, dealing massive damage to any enemy unlucky enough to be in the path.
Towers 
Royal Guard Blockade - Blocks enemies, Attacks with his shield dealing physical damage.
Nether Spider Spawner - Spawns several spiders that run towards enemies and explode, dealing physical damage and weakening enemy attacks.
Nether Archer Tower - Fires bolts of dark energy that bounce between enemies, dealing less damage after each bounce.
Elvish Artillery Cannon - Fires a chaotic ball of energy dealing area of effect storm damage.
 
Mercenary Hero Shards
Knife Club - Increases the damage of Fan of Knives by x%.
Empowered Throw - Increases the damage of Dagger Throw by x%.
Sharp Thinking - increases the damage bonus of combat preparation by x%.
Follow Through - Increases the damage of Sweeping Strikes by x%.
Backstab - Primary attacks that hit enemies from behind now deal x% of their total damage.
Escape Artist - Reduces the time of disabling effects you sustain by x%.
Poisoned Blades - Combat Preparation now applies poison to your blades for 5s, causing you to deal x% more damage as poison damage on melee attacks.
Explosive blades - Daggers thrown by Dagger Throw no longer pierce. Daggers now stick to the target and explode after 3 seconds for x% of Ability Power.
Lingering Poison - Daggers thrown by Dagger Throw now poison the target for x% of Ability Power for y seconds.
Shadow Prince - Taking damage has an x% chance to make you take y% less damage and stun attackers for z seconds over the duration.
Momentum - Enemies hit by abilities reduce Sweeping Strikes ability cooldown by x seconds every hit.
Binding Roots - Your slam ability has an x% chance to stun enemies for 0.5 seconds then root in place for 4.5 seconds.
Bounty - Restores x mana upon defeating an enemy.
Frenzy - Primary attacks have a x% to increase attack speed by y% for 5 seconds. Can only proc every 7 seconds.
 
Mercenary Tower Shards
Earthen Guard - Imbues the Royal Guard's shield with earth magic that has a x% chance on dealing damage to unleash a fissure, dealing y% of your Tower Health as Earth Damage.
Plated Armor - Imbues the Royal Guard's armor, making enemy projectiles deal x% of their original damage.
Ghost Arrows - The arrows of the Nether Archer can now bounce x additional times.
Ghastly Curse - Nether Archer arrows now make enemies move at x% speed for y seconds.
Icy Spiders - Nether Spiders have a x% chance to spawn a pool of ice on the ground that makes all nearby enemies move at y% speed for 5 seconds. The ice pools last 10 seconds.
Exploding Spiders - Nether Spiders’ explosion radius is x% bigger.
Over Charge - Increases the Elvish Artillery Cannon's projectile damage radius by x%, and reduces damage falloff by y%.
Critical Allocation - Increases the defense Crit damage of the Elvish Artillery Cannon by x% and Crit Chance by y% but lowers the towers range by 25%.
 
Mercenary Mods
Mercenary’s Mark - Fan of Knives now marks targets, marked targets now take x% extra damage on the next hit.
Spectral Arrows - Damage dealt by the Nether Archer's arrows is reduced by x% less than normal on subsequent bounces.
 
New Adept Tower 
Flameburst Tower - Shoots a flaming projectile at an enemy. When the projectile strikes an enemy, it explodes, dealing magical fire damage in a small area.
New shard for Flameburst Tower: Gathering Burst - Flameburst Tower's fireballs deal more damage the further they travel, up to +x% more damage.
 
New Skins

New Mercenary Skin - Aegis of the High King
New Lavamancer Skin - The Zombiemancer
New Mystic Skin - The Snake God’s Vessel
New Abyss Lord Skin - Cursed Lord of the Desert
New Dryad Skin - Bone Dragon’s Battlegear
New Adept Skin - Firelord Adept
New Apprentice Skin - Forbidden Magic Apprentice
 
New Cosmetics
Tundraken Head
Tundraken Wings
Tundraken Tail
 
New Pets 
Dino  
Pet Ability: Jurassic War Cry - Resets all Hero ability cooldowns Drops on Lost Dungeons maps Amber Dino
Pet Ability: Jurassic War Cry - Resets all Hero ability cooldowns Sold by Pet Egg Vendor Haunted Ship
Pet Ability: Tsunami - Rolls a wave dealing 3000% water Hero damage and drenching enemies for 5 seconds Drops in High Seas maps  
Balance
Axes can now roll light / heavy
Ice Chip is now an unlocked mod 
Orc Blockade attacks changed to area of effect
Removed Head Strong from all stabby lanes
Headstrong enemies are no longer able to be frozen
 
Bug Fixes
Fixed an issue with the Bots of Oil shard where the fire DoT wasn’t working properly.
Fixed an issue with the Oily Harpoon shard where it was not properly applying the oil effect if the Ballista was attuned to an element.
Fixed issues with Water Servo and Poison Servo where they were not properly granting Defense Power.
Fixed an issue with the Lavamancer’s Harden ability where it was not properly reflecting projectiles.
Fixed an issue where Plain Talismans did not drop from Chaos 3.
Fixed an issue where the Depth Lord skin could not be purchased with gems.
Fixed an issue with the scaling of Hardened Servo being incorrect.
The pet ability Sticky Bomb now no longer sticks to towers and nodes.
Fixed an issue on the Wild Westival map where Phased enemies would fall through the floor in certain places.
Fixed an issue with the tooltip on the Sundering Blow shard.
Fixed an issue with Serpent God’s Protection where it was not properly functioning.
Fixed an issue with the Barbarian’s Leap ability where it was not going its full distance under certain conditions.
The Mark Targets shard can now properly be equipped to the HailstormTower.
Changed the tooltip of the Stomp Strike Chip to properly convey its function.
Adjusted the potency of the Inferno buff on the Forest Biome map.
Fixed an issue involving players joining games at unintended times.
Spider Web VFX updated to be more readable
Summary
We are super excited for you to play the Mercenary and hopefully you have as much fun playing him as we did making him! We’ve done a lot of testing and balancing on him, but be sure to give us your feedback through our Discord (it’s the best way to do so). We’re going to continue our work on DD2, with the next update already being worked on! There’s also work on Dungeon Defenders Awakened’s next update, the PlayStation port, and so much more going on here at Chromatic Games. Stay tuned for more!
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:
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Chromatic Games
 
 
[CG] Andrew
DEFENDERS,
Based on your feedback, we have made the following updates to the PTR. We expect this to be the last round of changes, and look forward to bringing these changes to the live client soon!
General
UI
Updated tooltips that item effects and set bonuses that affect Primary Attacks also affect Secondary Attacks.
Gear
Added cosmetic rewards (Raven Lord Wings) to the Test of Lycan completion
Heroes
Squire
Hero
Shield Throw (Secondary Attack)
Damage increased to 350% of Weapon Damage up from 300%.
Towers
Bowling Ball
Increased AOE Size of Bowling Ball by 100%.
Tests
Test of the Lycan King
Nerfed the Lycan King's damage on Medium
Gave the Rogue a Genie on Medium and Hard to help with mana (Hard genie has lower stats)
Buffed Rogue and Warden damage on Medium
Bug Fixes
Fixed issue where Skeletons (both summoned and mixed mode) respawn with 0 hp when they resurrect.
 
What’s Next?
We’re looking to get this PTR out as the live version very soon, with some spoOoOoky reward as well! Alongside that, in the coming weeks we’ll be updating you on some PlayStation porting work, showing off some Episode 2, and releasing a Dungeon Defenders II update. We’re doing it all!
 
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:
 
Discord Twitter Facebook Instagram TikTok YouTube Twitch Forums For Etheria!
Chromatic Games
[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:


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

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:
Discord Twitter Facebook Instagram TikTok YouTube Twitch Forums For Etheria!
Chromatic Games
[CG] LAWLTA
Greetings Defenders,
We’re finally ready to announce the next big step in Dungeon Defenders II — The Tower Royale Expansion! This expansion takes everything you know and love about Dungeon Defenders II and combines it with a never-before-seen battle royale game mode that’s sure to blow your freakin’ mind!
This expansion is a gigantic endeavor that really made us grow as a studio. With this growth, we needed to consult an expert to make sure our direction was right. Our new Battle Royale Consultant, Mitch Z. “xEyeDeeaGaix” Fortgrounds, had this to say about coming aboard and working on this expansion:
Hey everyone, Mitch here, or xEyeDeeaGaix for short! Joining the team and being able to bring my ideas to reality has been a dream come true. I’ve really enjoyed working closely with the Designers, Producers, Programmers, Marketers, Artists, and Janitors at Trendy Entertainment. I taught them a lot! This one guy, “El Darian” and the design team were insistent that “my ideas were bad and I should feel bad” but I forced them to push forward anyway! They all call me Mitch the Genius now, they look up to me and it really shows.

A little bit about my background, I’ve put about 3000 hours into both Fortnite and PUBG (6,000 hour total), so I know what it takes to really get a battle royale just right! While working on this project, I’ve been sure to study the best streamers and watch the ultimate ownage and fail compilations on Youtube. There’s a ton of work still left to do, a lot of Dr. Disrespect to research to make sure we get this just right. I hope you enjoy what we’re showing so far, back to you Lawiita!
Thanks, Mitch… There’s a ton in this expansion, so let’s get into it!
New Game-wide Mode:  Tower Royale
Tower Royale is a new game-wide mode, but what does that mean? Whenever you load into any mode or map, you are automatically in Tower Royale. No need to change settings, or select the option, we made that choice for you! Now that we’re all on the same page, let’s dig into the Redbull and Medpacks of this mode!
 
Increased Party Size on All Maps
Mitch informed us that four players in a party is old news.  We kept insisting that this breaks our game in every way, but he kept pressing that we were wrong and this was the right move. So now we have a hundred players in every game, including the town, and friendly fire is also enabled.  Except it’s not very friendly anymore, so it’s probably just PvP? I don’t know. Mitch did this.
 
New Town Queue
Mitch really wanted to provide the full experience for this game mode, so when you try to load into the town, you are placed into a queue that requires 100 people to join. Once the queue is full, you will airdrop into the Heroes Marketplace. Then, you’ll have 60 seconds to interact with NPCs and choose a map to load into before our new “Blue Zone” system becomes active.
 

 
 
The Blue Zone
 
For those of you who are not familiar with the Battle Royale genre, there is a giant bubble that protects players from poison/radiation. This bubble shrinks over time, and if you are outside of it, you take increasing damage.
If you are unable to make it out of the town in time and die to the Blue Zone, you are logged out and given the option to log back in and try again. To really commit to this change, Mitch had us remove the Private Tavern until after you’ve completed a map!
Once loaded into any mode or map, you are given 10 minutes to win before the Blue Zone absorbs the whole map. Inside the Blue Zone, enemies will gain health and increased damage, and anything player-related takes damage, including towers!
Mitch understands that this mode is not for all players, so he made us add an easy opt-out feature that he is going to cover later in this post, so continue reading!

PVP and Loot Importance:  Two Birds, One Stone
Mitch believes that players want PVP and loot to feel special and important. He decided that the important part of loot is not the stats, rarity or how it might change your playstyle.  The important part is the feeling that you might lose it all. Now when you play in an online session, a player can come into your map and fight you as you’re defending the core. If you kill the player, or they kill you, either of you are now able to be looted. They can take your items, and you can take theirs. It’s like Dark Souls, but way better.  Also your hero is permanently dead. We mentioned that permadeath is in the game now right? We didn’t? Augh, it’s not important.
FREE to purchase PAY FOR FUN PACK (1 of 7)
Mitch really wanted to allow players to choose how they play, with their wallets. In this first installment of what’s almost guaranteed to be a great success, he made us offer a wide array of purchase options for players to gain the greatest experience!
 
Premium Connection
Some players do not have the best connections, and he sympathizes with them. By purchasing the PAY FOR FUN PACK (1 of VIII), he made us guarantee we will not kick you from the game with our new server maintenance bot “Kick-o-tron”. You can feel secure that you’re well taken care of from any connection issue. No tricks.
 
Random Access
A lot of games these days offer “Early Access” into the game, which has gotten stale. Since this expansion is about breaking the mold and being a real game changer, Mitch decided to create Random Access. This means early adopters for the PAY FOR FUN PACk (1 of 9) are able to access the expansion early, but at random designated times each and every day. Sometimes the window is from 12:54PM - 1:08AM IST, the next day you might have a window from 1:20PM - 2:03PM GMT. It really makes every day an exciting and special event to just login!
 
Blue Zone Protection Shard
This is a new spin we’re taking on our shard system. By taking part in the PAY FOR FUN PACK (I of 10), you are now granted access to purchase this shard from our new Blue Zone Protection Shard Vendor, Garg (located in the Private Tavern for easy access). This vendor sells a shard that reduces all Blue Zone damage by 50%, it can be bought multiple times, and equipped onto every relic, and one into only one piece of armor (Mitch guided us to not make it TOO powerful)! This really helps players adjust to this expansion, especially those unfamiliar with the battle royale genre. This shard is sold for 1500 gems, but for the first two weeks of release, take advantage of the Eiffel 65 Shard Bundle Pack, which provides 10 Blue Zone Protection Shards for only 20,000 gems. Those are savings!
 
Bluer Zoner Protectioner Shards
 
Mitch gets that players may want a more laid back experience, and that the Blue Zone might be too much for them. He has you covered! The Bluer Zoner Protectioner Shard is sold by the Bluer Zoner Protectioner Shard vendor, Gerg, located in your Private Tavern, next to a vendor of the similar name. These shards have a price range of 3000 - 5000 gems, depending on how much you’ve already spent in the game. The benefit to these is that they not only protect your shards from blue damage, but also make your core immune if one is equipped!
 
Premium Wyvern Drops
 
In the PAY FOR FUN PACK (1 of 7), having the ability to purchase a call in for help not only raises the skill ceiling, but also just packs more action into every session. Once a wave, you can call in a Premium Wyvern Drop, gaining a wyvern that kills every enemy in that wave. This purchase is presented at the start of every wave for a really good price.  Every enemy killed will give you one Wyvern Token.
 
Paid Opt-in Optimizations
 
Some players value frames and performance during their experience, versus graphical fidelity with only a few FPS. While this may seem like an inferior way to experience things (it is), Mitch wants us to be inclusive. By taking advantage of the PAY FOR FUN PACK (1 of #), you have these additional Opt-in Optimizations to purchase:
4k Shadows:  1003 Gems
30 FPS:  2000 Gems and 400 DMs
First Try Start Up:  4000 gems and One Hero Card
60 FPS:  One Juicebags Music Video
Live Action Graphics:  One Dreamanime Visual Novel of your life
Anime Graphics:  9001 Gems
You can return these optimizations at any time and receive 50% of the original cost.
 
Bag Locks
Are you just downright terrible at PVP? Fear not, Mitch wants you to enjoy the game your way. New Bag Locks that prevent non-paying players from looting your bags and taking your gear.  These are available for purchase from your local bag vendor.
 
Bag Lock Keys
 
Are you god-tier at PVP, but hate when you can’t loot from players that try to opt out? By purchasing the Bag Lock Key, you can now unlock those Bag Locks and have at all their loot! This vendor is in town next to the new bags vendor.
 
Bag Locks in Locked Chests
 
Are you still just downright terrible at PVP? Fear not, we want you to enjoy the game your way. For purchase from the bags vendor in town are new Bag Locks in Locked Chests that prevent Bag Lock Key paying players from looting your bags and taking your gear.  The Locked Chest vendor is in town next to the new Locked Bag vendor.
 
Bag Locks in Locked Chests Keys
 
Are you still god-tier at PVP, but hate when you can’t loot from players that keep trying to opt out? By purchasing the Bag Locks in Locked Chests Keys, you can now unlock those chests to unlock those bags and have at all their loot! The Locked Chest Bag Lock vendor is in town next to the new Locked Chest vendor.
 
Defender Packs
 
Mitch knows that Defender Packs could be way better. By taking part of the PAY FOR FUN PACK (1 of some), he wanted to offer the Gold-Encrusted Ancient Artifact Defender Pack (or GEAADP to save time). GEAADP (which stands for Gold-Encrusted Ancient Artifact Defender Pack for short) contains access to the newest content before any other Defender Pack. If you happen to get any duplicates in this pack, you gain 50 floors in Onslaught. 3000 gems. Buy it.
New Features
Mitch doesn’t want everything to be in the PAY FOR FUN PACK (1/7). He said something about avoiding pay-to-win, it wasn’t very clear. Now we’ll show you some features that originally were going to be stretch goals, but through Mitch’s tireless dedication to create a balanced game with a great experience and tons of content, we pushed out so much more. He was the wind beneath our wings throughout this expansion. We are contractually obligated to say that.

Over 50 New Heroes
Some of them are enemies too. The assets are free, so why not? To provide a good transition, Mitch demanded we not touch their numbers. You can check out their stats here.
 
Two Brand New Maps
 

Also from Paragon. Mitch demanded that we leave the scale of our heroes the same in these new maps.  Our heroes are so tiny now. Why are the new heroes so enormous? This isn’t how game development is supposed to be!  (Our tech artists are in our livestream room in the fetal position.)
 
New Enemy: Kobold Vaulter
 
The Berserker Orc gained notoriety for being able to leap over blockades, and Mitch insisted that it was our best Chaos enemy design. He really wanted to expand on this idea, being a former Olympian (or so we’re told), and he knew pole vaulting would fit in great.
Introducing the Kobold Vaulter. This armored kobold sprints towards your defenses with his Gobu Pole, clearing them in a single bound. Afterwards, this enemy sprints towards your core and cannot be slowed or crowd controlled in any way. Mitch wanted to give a pro-tip: build a second blockade way further behind your first blockade. This adds an additional layer of strategy he knows (not thinks) you enjoy already.
 
New Weapon: Guided Missile Launcher
 
Ready to rocket surf your way to victory? We’ve added the Redeemer from Unreal Tournament.  Yes. It’s literally just the Redeemer. We added collision to the top of the rocket because Mitch says “that’s what real games do.”
 
New Movement System: Vaulting
 
You can now vault over the many fences in Etheria while sprinting, without having to jump. This is very important for Floor 503+ in Onslaught. We’ve even added a new Ancient Power: Vaulting Speed Increase.
 
New Social Feature: The Always On Microphone
 
Communication is the key to playing any game. Mitch says that even a millisecond of delay when it comes to communicating is unacceptable. As a result, microphone activation is too slow so now microphones will always be on. To be a considerate teammate, schedule when your parent, guardian, or carer vacuums. Also everyone is auto-tuned.
 
Trading The Things That Count
 
There’s been quite a hubbub about adding trading to the game. This requires a ton of balance, but with Mitch’s “wisdom”, that balance has been attained. Following his patented “mental design doc”, we introduced his version of trading. In order to trade, go to the Petrinarian and buy all the Broccoli you want, it’s placed in your bag as a consumable now. Then hover over another player and press PageDown on PC, or by pushing down both joysticks+LB+RB+LT+RT to initiate the trade. You can then select how much Broccoli you want to trade. With this system, you can now barter how much your services are, or reward your friends for just being awesome. We heard your feedback, and Mitch delivered. You’re welcome! :)
 
New Justin.tv Integration


 
Streaming is how gamers really take a first look at games. Mitch showed us Justin.tv, and how important it was to really get players interested. There’s also a down-side: stream-sniping. When you link your Dungeon Defenders II account with your Justin.tv account, we can see if you are watching streams of someone you’re trying to gank. For every “honest” kill, you will get something extra. We call it our Stream-Snipe Preventing Buster and Rewarder. Do not log out of Justin.tv to avoid it, we’re using the honor system on this one. Mitch has promised you’ll do the right thing, he just knows it!
 
New Platforms
We love having the game on PC, PlayStation 4, and Xbox One. Mitch says it isn’t enough, and we guess we agree. Here’s a sneak peek into where DD2: Tower Royale is going:
Nintendo Switch - April 20th, 2019
VR on Steam - November 3rd, 2018
VR on Virtual Boy - August 16th, 1995
Nintendo Labo
 

Mitch tells us the future of gaming is cardboard, and we reluctantly trust him. With the release of our Switch version, we are including an optional Nintendo Labo Squire Cannonball Tower to celebrate this transition. Welcome to the Age of Cardboard, in the future!
 
Miscellaneous Changes
Turkey was too powerful.
Terraria corruption was added to all maps, then swiftly removed.
Dryad was nerfed and buffed.
Tamagotchi functionality has been added.
Gary Busey voice-over added to our New User Experience.
Hardcore Permanent Death option added for each hero.
Mastery reworked into Novicery, with better rewards.
Mobile-only mode Offslaught added for playing on-the-go.
Smell-casting added to the Town hub.
Voice commands.
Arby’s-themed tower skins. Big Beef and Cheddar Cannonball Towers anyone?
Four Nightmare difficulties added per Chaos Trials tier.
Mirror Mode Map-wide Mutator every tenth Onslaught floor.
 
RELEASE DATE
We want to make sure we get this just right, and allow Mitch to move on to making other games greater as well. The current release date is set to June 20th, to celebrate one year of our release. To ensure quality, he required us to not compress anything, meaning it will be an additional 106 GB patch, on top of our mandatory 4K texture pack feature that is 231 GB.

No More To Come
After this expansion, we believe the perfect game will exist. All games will seem meaningless, and we’re glad to have created an experience to cause such a reaction. This was all made possible thanks to Mitch. Let us know what your favorite feature is. We do not need feedback, because again, this is the perfect expansion.
For Mitch!
 
The Dungeon Defenders II Team and Mitch Z. “xEyeDeeaGaix” Fortgrounds the Genius
[CG] Brittani
DEFENDERS,
The time has come… We passed Microsoft’s Xbox Certification for Dungeon Defenders: Awakened!! With that, DD:A will officially be released and available to download on Xbox One and Xbox Series X|S consoles on March 17, 2021.
Pre-order for DD:A will be available on the Microsoft Store beginning March 3.
Qualifying Kickstarter and Xsolla Backers who chose “Xbox” as the platform for their Game Key reward will receive their digital game key in their emails prior to the launch date.
Players will receive a day one update available at download that will bring the Xbox version up to date with the current PC game. These launch-day features include 15 Campaign maps that can be played on 7 different difficulty levels, along with the addition of Rift and Hardcore Modes that will challenge even the toughest Etherian defenders. Xbox defenders can play alongside friends with up to 4-player online co-op. Also, we have a patch coming shortly after release that has even more quality of life and performance improvements that weren’t able to make it in our initial release!
Check out the official Dungeon Defenders: Awakened trailer for Xbox:

There are a few features that are still being worked on that will not be available at launch, but will be available in future updates:
Cross-Platform Saves ⁠— We know this one is disappointing to not see at launch. While we’re working to have this available to all players as soon as possible, this feature requires an extra certification from Microsoft. This would have pushed our launch date back even further and we really didn’t want to do that. Various In-Game Backer Rewards — In-game rewards such as Item Names and Enemy Names will be ready and viewable after the first post-launch patch mentioned above! Split-Screen Co-op — This is another popular feature that players are anxiously awaiting and it will be available as soon as it runs smoothly! Adding split-screen is a difficult feature to incorporate because the UI needs to run cleanly and efficiently on multiple views. Right now we’re not satisfied with the way our split-screen UI functionality is performing, so we’ll continue to improve this feature until we’re confident it will work the way it’s supposed to for all players. Don’t fret, it’s on the way! Social Defenders
To get reliable updates on all things DDA, make sure to follow us on all our social platforms:
Discord Twitter Facebook Instagram Twitch Forums We can’t wait to introduce Dungeon Defenders: Awakened to our console defenders!
For Etheria!
Chromatic Games
iamisom
Hey all! We’re proud to announce that we’ve partnered with Sony to bring Dungeon Defenders II exclusively to the PlayStation 4! In fact, you’ll be able to play the game tomorrow on PS4 at the PlayStation Experience. If you’re going, be sure to stop by Sony’s booth to say hi. We’ll have various people at their booth all day showing off the game.

Stay tuned to our blog for more details on the PS4 version in the future. We still have a ton of work to do, but we’re excited to finally be bringing Dungeon Defenders back to a console. We’ve just completed our first controller pass (it needs a bunch of work!) and are exciting to dig into some other features, like local co-op and a controller-based UI. And yes, all of those features will also be coming to the PC version!


[CG] LAWLTA
Greetings Defenders,
The cold winds from the west are upon us, bringing Dungeon Defenders II:  Drakenfrost with them! We put out a Dev Log showcasing some of the work that’s gone into the update, as well as a Dev Stream debuting some of the goodness coming. In this patch preview, we’ll be talking about those systems a little more in-depth to hold you over until the Update Notes are released. Let’s get to it!
Drakenfrost Keep

This is the newest map to Dungeon Defenders II. Some old school Dungeon Defenders fans will notice a lot of similarities to the Royal Gardens map, but don’t get comfortable, as there is a lot more danger to this map to take on. We’ll touch on this map more overtime, we’re excited to see the different builds that arise to take on the challenges that wait.
Elemental Combos
Speaking of different builds, Elemental Combos received a lot of attention in the Drakenfrost Update. We spent a lot of time making all the debuffs in the game more uniform so that they all applied the same effect. For instance, all oils now work the same, previously some slowed certain mobs, some didn’t. Oh also, ALL water damage now drenches, including water mods (both chips and servos). This is our first phase on improving this system, something a lot of Defenders have asked for a very long time. We’re only able to add this system because of our Diminishing Returns system.
Diminishing Returns

This is a new system that we’re adding to the game, something that is a staple in a lot of different types of RPGs. A lot of players really LOVED the Weapon Manufacturer’s Mod “Shocking Revelation”, it brought a really awesome stun and a good chunk of damage with it, and a lot of Defenders immediately set off to get it. Eventually we had to nerf it a little bit to bring it in line with other Mods, but we loved the allure it provided for players.
If we wanted to do anything further with Mods like this, we needed to implement a system that didn’t make stun crowd controls negate all future content and negate any future Mods/features that weren't a stun with a different color (because anything less would not be as good). Enter Diminishing Returns. This system allows you to crowd control enemies, but after using it back to back the effect loses its strength. After a short while of not being affected by crowd control effects, enemies are able to be crowd controlled again at 100% efficacy. We’re able to buff up blockades during this update as well, and potentially give them even further functionality in additional updates!
We’re going to be very responsive to feedback on this, but it allows us to do a lot of cool stuff in the future. That means new Mods, any new heroes, and MUCH more we can’t talk about just quite yet can now have a lot of epic moments and crazy amounts of power without worrying about it not being as cool as strong as a 100% stun up time or so strong that it disables every enemy that has existed, currently exists, or will ever exists. This opens up the doors for some amazing things!
Communities
This is a feature that we’re also wanting a lot of feedback on. We’re releasing it initially on Steam, almost as a beta test of the feature. It’s a system that allows up to 30 people to be in a structured group, and you can be in 5 Communities at a time. These groups can talk to each other regardless of where you are using the chat system, invite one another to groups, and more. We’re wanting to build even more off this system, but it’s something you’ll have to get your hands on and see.
Communities are coming later in this patch after we've given it a little more polish.
Inventory Improvements
These are things we’ve had in the works for a long time. This portion of the update has A LOT of quality of life improvements that get you out of your inventory faster and into the action. Sorting improvements, identifying perfect mods, and more are coming. There’s more information coming with tomorrow’s update!
What’s Next?
There’s a lot we’re experimenting with in this update to make the future of Dungeon Defenders II as great as possible. We’re welcoming all the feedback that you can provide on it, but of course make sure it’s constructive, it’s the best way to ensure we can make the best changes as fast as possible. The update is live tomorrow, so start a fire, things are about to get cold!
Social Defenders
To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
Twitter
Facebook
Discord
Twitch
The entire team has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!
For Etheria!
The Dungeon Defenders II Team
[CG] Brittani
DEFENDERS,
We need YOUR help! Starting today, we’re asking for input from Defenders through our own Public Test Realm (PTR) build for Dungeon Defenders: Awakened. The main goal for our PTR tests is to gather player feedback on game updates before releases—we want to make sure each of you feels a part of the development process. You get to try out new content and we get to make sure the new content works as planned by its release. Sounds like a win-win!
First, to update your save if you were in the previous PTR (skip otherwise):
Navigate to C:\Users\%USERNAME%\AppData\Local\DDS\Saved\SaveGames You can paste that into the top of a file explorer (if you have a C Drive otherwise change the letter) OR Type %localappdata% in windows search bar and hit enter and find the DDS folder from there.  Delete the save labeled _PTR Relaunch the game and you should get an updated version of your live save The PTR format is a bit different from our past testing system and current live-game action, so we want to break down what this looks like for those who are interested:
The PTR is only available for PC/Steam Defenders. Those interested in joining the public test realm must own the game on PC. You will only be able to choose the Play Online mode. Sorry, no playing offline within playtesting. The PTR will not always be available. We keep the build open for specific periods and if you try to join outside those times, it’ll shut down when you try to Play Online. We’ll let you know what these available times are for each testing cycle. No changes will be made to your normal saves! (cloud or local) Your data is pulled down from the cloud and stored locally. The build includes specific updates, not all of them. We choose specific features and changes that we need feedback on from the relevant updates, but these builds do not include ALL of the new content. We need to keep some of it a surprise! Check out what's in the latest build here. Now to the important stuff. How do you actually become part of the testing crew? Here’s how:
Log in to your Steam account. In your Steam library, right click on Dungeon Defenders: Awakened.

  Select “Properties” from the menu that appears.

  Once the Properties window opens, click “BETAS”.

  In the BETAS window, click the drop-down menu for the “Select the beta you would like to opt into” prompt and choose “recruit - Public Testing Realm”. Note: If you only see the “None” option from the drop-down menu, you will need to restart Steam.

  Once “recruit - Public Testing Realm” is selected, you can close the window. The test build will begin downloading automatically and you’ll be able to enter the game once the download is complete. Testers can then provide feedback under the Discord section “DDA - PTR” on the Dungeon Defenders Discord server. Join the server: https://discord.com/invite/dd2 New members will only be able to see the 📌COMMUNITY section. If you are a new member, you’ll need to go to the channel #❗-role-assignment-❗. Then, choose “DDA” at the bottom of the role instructions. Once the DDA channels show up in the server, find the section titled “DDA - PTR”. (This will only be visible when a PTR build is active.) Read through the #getting-started channel to learn more about the rules and expectations for feedback. Give us your feedback in the channel #ptr-bug-reports. Please keep in mind that we may not be able to implement your feedback by the release of an update, but we always appreciate your comments and suggestions. We are SO excited to get this first build out to Defenders today. As an indie studio, feedback from you all is integral to our continued success with Dungeon Defenders: Awakened, and with your help, our upcoming update can be the best one yet.
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:
Discord Twitter Facebook Instagram YouTube Twitch Forums For Etheria!
Chromatic Games
[CG] Andrew
DEFENDERS,
Recently we have seen an increasing number of questions regarding the Dungeon Defenders Awakened PlayStation port. We felt that these questions deserved a more in-depth response so we sat down with one of our engineers, Lawson, and asked him directly!
 
Q. What's been the most challenging thing when developing for PS?
A. One of the difficulties we face with PlayStation development is that we are using a modified version of Unreal Engine. To be able to submit to PlayStation we had to manually upgrade our engine to be able to use Sony's new SDK (software development toolkit, basically all the tools to make our game work with their system). We’ve also recently moved to a new office, which added it’s own layer of complications. With Sony, we need to have a specific IT setup or the developer kits won’t work and it took us a month and a half to get this setup working, locking in IP addresses, getting proper network configurations setup, and more. Most of this process was out of our hands, so it took longer than we expected.
 
Q. What was surprisingly easy, if anything?
A. Doing the previous ports has allowed us to reuse a ton of work. Optimizations are one of those areas that really comes through with what we’re doing, and troubleshooting is a bit faster as a lot of issues that pop up are very similar to previous development.
 
Q. What are some things you think people don't realize are a thing when porting a game?
A. That it's not just as easy as getting a game on the console and releasing it. Releasing on a console requires a lot of work back and forth with the platform, in this case Sony. We have to integrate a ton of platform specific logic and each platform has its own set of tests we have to pass to be able to get it working. This means that the games on consoles should be a better product for gamers, but this comes at the cost of time. On PC we have none of these restrictions and can just release when we want.
 
Q. What's the weirdest issue you've run into?
A. The first time we started the game on PlayStation it was in black and white. For some reason the fire was still colored. It was actually pretty spooky. We also had a mesh that would appear randomly around the tavern then quickly disappear. So the tavern basically became a haunted house. 
 

 
Q. What goes into the porting process? 
A. In general for a port we need to make sure the game can run well and meet all of the platform requirements to release. These requirements can vary from platform to platform and change over time. It is like trying to hit a constantly moving target to get it on the platform. 
 
Q. How does this compare with porting to other platforms in the past?
A. With other platforms we didn’t have to manually upgrade our entire engine. The Switch required a lot of profiling and optimization work, which will carry over to the PlayStation.
 
Q. What part of bringing DDA to PlayStation do you most enjoy?
A. All my friends mostly play games on PlayStation, so I am really excited to be able to play DDA with them once this is finished. 
 
Q. Will this port work for both PS4 and PS5?
A. To get DDA to work cross-gen on PlayStation will take extra time. This requires more upgrades to the engine along with additional requirements from Sony. To get DDA out as fast as possible we will be releasing it on PS4. However, it will run on PS5 in backward compatibility mode.
 
Q. Is there any ETA on this going live?
A. Right now we are finishing up the multiplayer portion of the port. This includes preparing all of the documentation (icons, trophies, etc.) to submit to PlayStation. This part of the process is back-and-forth with PlayStation. We are waiting on the green light from then, so we don’t want to promise anything prematurely. Work is continuing as we wait on word from them to make sure we’re using our time as wisely as possible.
 
Q. Anything else that you would like DDA fans to know?
A. That the PlayStation port is definitely not abandoned and it's actively being worked on. This is a labor of love, and we are just as excited as the community to bring DDA to PlayStation. 
 
What’s Next?
We’re continuing work on Episode 2 with new maps, heroes, enemies, and more. We just teased out our first new map yesterday, with more being shown over the coming weeks. Make sure to stop by our stream this week to see more of this new map! 

There’s so much going on at Chromatic, not only do we have this PlayStation port going, we’ve got a lot we’re doing with Episode 2, new updates for Dungeon Defenders II, and so much more. Keep an eye on our social channels below as we continue to spill Episode 2 beans!
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:
Discord Twitter Facebook Instagram TikTok YouTube Twitch Forums For Etheria!
Chromatic Games

 
[CG] LAWLTA
Good morning Defenders!

We’re almost there! Steam Early Access (check it out here) is just a few hours away, and on behalf of everyone at Chromatic Games, THANK YOU. To our players new and old, wider community, backers, and advocates, you have paved the way for us to continue to breathe life into this franchise, and Dungeon Defenders is truly stronger than ever!

I wanted to take a quick moment to drop a few fun never before seen pieces of content, as well as a message about what you should expect not only today, but in the coming months. If you’re new or haven’t already checked out the DDA Early Access Roadmap here, please be sure to do so.

As many of you know, we started on Awakened a little under a year ago. Making a game like Dungeon Defenders is not easy. For those who don’t know what goes into making a systems heavy game like ours, here are some numbers to give you better context as to how much we’ve gotten done and what is reflected in the Early Access experience you’ll be playing today and for the next few months...
Characters: Over 40 (heroes, enemies, NPCs, and Pets)
Maps: ~12 tile sets over 15 maps
Unique weapons: Over 80, with over 80,000 total color combinations possible (be sure to grind for those rare white and gold weapons!)
Unique armor pieces and accessories: 50
Animations per hero: Over 50 each
Animations per enemy: On average about 10
Hand drawn / illustrated icons: Over 200
100’s of concept art pieces / illustrations
Music tracks: Over 20
UI Scenes and Widgets: Over 250
Over 200 design documents
Dozens of game features and systems, totalling over 90,832 lines of code and counting
All with under 30 developers, in a newly formed studio, in less than a year. The amount of work and love put into this has been nothing less than incredible! And what better to celebrate this achievement with our community than with Early Access launching in a few hours? Oh! I know what’s better! How about a teaser? Click here to see what’s coming later to DD:A!

We’ve already heard tons of feedback from our beta in November and have been working towards addressing the biggest concerns from our fans. If you missed this blog, give it a read for more information on our post beta survey. Much of that feedback will be represented in today’s build, and much will be rolled out in the coming months. 
Until then, we ask you to bear with us while we iron out some kinks. More specifically, but not exclusively, we’re currently working to improve upon these areas over the coming weeks and months, leading all the way up to our 1.0 launch:
Performance optimizations
4P split screen support
More polished gamepad controls 
Continuous UI aesthetic transformation & polish
Hero progression updates
Polishing up some epic boss battles
Rolling out the higher difficulties
Implementing our story elements via beautiful new in game cinematics
Finishing up the Kickstarter and Pre-order rewards for 1.0
Anti Hacking measures
The list goes on...
Anyhoo, the time is NOW for hype! We need your help to spread the word today! Grab your friends, and join us online at 1PM ET for the Early Access launch of Dungeon Defenders: Awakened!
Sincerely,
Chromatic Games
[CG] Andrew
DEFENDERS,
We have been hard at work on DDA Episode II, and wanted to show off our colorful new map: The Bazaar! Here you will brave the onslaught from both enemies old and new as you protect Hammel the Camel (and sure, the core too I guess) at all costs!
New Map: The Bazaar
After defeating the Lycan King, the heroes traverse a great desert finally arriving at The Bazaar, the first map of Episode II! This map is a relic long forgotten, part of the same civilization that inhabited Tornado Valley and Tornado Highlands. You’ll have to fight your way through the Bazaar in order to progress deeper into the secrets this desert holds!
Following the cadence of our Episode I development, this new map is actually a remake of a previous Dungeon Defenders map. Can you guess which one?
 

 

 

 

 

 

 
What’s Next?
We’re continuing work on Episode II with new maps, heroes, enemies, and more. Make sure to stop by our stream tomorrow (Friday, Nov. 11th 2 PM EST) to see this brand new map live!
 
There’s so much going on at Chromatic, we’ve got a lot we’re still doing with Episode II (more new maps, heroes, features, and more), new updates for Dungeon Defenders II, the PlayStation port and so much more! Keep an eye on our social channels below as we continue to spill all the beans!
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:
Discord Twitter Facebook Instagram TikTok YouTube Twitch Forums For Etheria!
Chromatic Games
 
[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
iamisom
Today, we revealed the Calling All Heroes update, coming to Steam in early April! This update includes the Abyss Lord, an all-new Hero Deck, Defender Medals and more! The update page has more information.

In the second half of the stream, Phil, Elliot and Steven showed a sneak peek at something that isn't in the update but coming soon: the Strategy Revamp. The goal of the revamp is to provide a more interesting challenge on every map in the game.
Here's a recap:
If you sign up for the newsletter, you’ll receive Defender Medals in every email beginning when the update goes out! Sign up here.
Update Release:  Early April
What's In The Update:
Hero Deck Changes:
Build with all of your heroes
Level four heroes at once
Quickly swap between decked heroes using hotkey (even in Combat Phase!)
Inspect other players’ decks
New UI
Abyss Lord:
Full details in the Meet the Abyss Lord trailer!
Defender Medals:
Earnable currency
Used to recruit new heroes and unlock new Skill Spheres
First Steps of Strategy Revamp:
Removal of Lane Resistances
Higher Nightmare XP
Abyss Lord Skill Spheres:
With the Abyss Lord, we’re introducing some changes to Skill Spheres that we’ll eventually bring to the four original heroes.
The Abyss Lord has four Large slots.
All of the Abyss Lord’s Skill Spheres are designed to add powerful effects to the Abyss Lord. We want players to really think about which Skill Spheres to equip and make those choices interesting, tough and exciting.
His Skill Spheres are obtained through Defender Medals.
What We’re Working On (Not In This Update):
PlayStation 4 Harbinger + Carnival Update:  Early April
PlayStation 4 Calling All Heroes Update
Maps from the Original Dungeon Defenders!
Foundries & Forges
Ramparts
Glitterhelm Caverns
Strategy Revamp
Original Four Hero Tower Revamps:  Giving heroes the ability to work together to build a solid defense setup for the different lane types. Includes changes to their defense kits and defense balance changes.
Enemy Genotypes & Counters:  Right now, we have four Genotypes:  Speedy / Tank / Flying / Sniper. Each lane will spawn with a genotype, and enemies are being rebalanced and tweaked to fit each one. This enemy composition provides different tower setups to combat the individual threats. With the removal of resists, any tower can deal full damage to the enemy it’s attacking, which allows players to generate builds we didn't see coming.
Special Enemy Revamps:  We will be changing special enemies and they way they come out to challenge the way players have setup their defenses. They can come out as strong versions of the same enemy genotype or come out as a counter to the defense setup. Watch out for these guys.
Mana Increase & DU Revamp
Bug Fixes
Blackscreen Issue
Server Issues Related to High CPU Usage
Long Load Times
Server Connection Issues
And a lot more. More info soon. :)
[CG] Brittani

News
DEFENDERS,
It’s Brittani, following up with some news we announced on the stream today. It’s true - today was my last stream and next week will be my last week at CG. But don’t worry! I’m not leaving you all empty handed. A new CM will be here before you know it (he’s already part of the team, we’re just training him up currently )...
Thank you for welcoming me into the community, getting to know me, and making sure to always hit me with the tough questions  Some of you know me as “Doc” because of my background as a college professor. I’ve decided to go back into the classroom after my time with CG comes to an end. I’m excited to use my experiences from my time here and with you all to liven up my lessons! My official last day as the Community Manager for Chromatic will be Thursday, September 30. Please feel free to keep in touch if you’re into that kind of thing. (And if I get around to accepting those Discord friend requests…)
For Etheria!
Chromatic Games
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