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[CG] Brittani

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DEFENDERS,

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

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

TWO-WEEK EPISODE 1 LOGIN REWARD!

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

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

New DLC - Supporter Packs

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

Gator Gear Weapons and Accessories

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Chromatic Costumes

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Original Hero Paper Masks

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New Heroes

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

The Warden

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

Attacks and Abilities

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

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

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

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

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

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

Defenses

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

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

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

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

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

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

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

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

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

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

The Rogue

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

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

Attack and Primary Abilities

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

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

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

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

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

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

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

Devices and Utility Abilities

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

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

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

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

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

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

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

  • From Umbral Form: AoE damage radius is increased.

Hero Deck and Hero Level Changes

Hero Deck Changes

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

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

New Deck Bonuses

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

Hero Level Changes

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

Pets

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New Pet - Happy Hera

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

New Pet - Raging Zeus

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

New Pet - Lycan Prince

  • Provides bonus armor to nearby heroes.

New Pet - Demon Duke

  • Attacks enemies both with melee and ranged attacks.

Airship

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

Dragon

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

Etherian

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

Giraffe

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

Griffin

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

Little Wizard

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

Mega Chicken

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

Mista Mine

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

Monkey King

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

Paddleball

  • Increased base damage by about 2800%.

Ramster

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

Steam Robot

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

Fusion Pets

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

All Melee Pets

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

All Ranged Pets

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

Act IV Maps

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

The Mill

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

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

  • # of Cores: 3
  • DU: 140

The Outpost

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

  • # of Cores: 2
  • DU: 140

The Keep

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

  • # of Cores: 3
  • DU: 145

Bonus Map: Foundries and Forges

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

  • # of Cores: 1
  • DU: 80

Enemies

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

Lycan

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

Lycan King

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

Gear Changes

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

Stat Changes

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

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

Item Stat Changes

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

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

Hero Stats

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

Tower Stats

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

Offhands

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

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

Item Effects

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

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

Stat Types

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

Elemental Increases

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

On Attack

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

Impact on Current Heroes

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

Set Bonuses

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

New Bonuses

Thundering Defense

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

Plagued Defense

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

Erupting Defense

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

Deadly Defense

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

Inspired Defense

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

New Weapon Sets

Thundering Assault

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

Plagued Assault

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

Erupting Assault

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

Deadly Assault

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

Inspired Assault

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

Etherian Champion

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

Etherian Marksman

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

New Hero Weapon Sets

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Apprentice’s Rearmed

  • Mana Bomb triggers 1 additional explosion for additional damage.

EV-A’s Protean Cannon MK II

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

Huntress’s Flock of Searing Gulls

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

Monk’s Aura of Pain

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

Rogue’s Marked for Death

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

Squire’s Spinning Steel

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

Warden’s Enraging Spores

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

Woodland Weapons

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This new forest-themed set features the following weapons:

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

Wolfsbane Weapons

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

Inventory Layout Update

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

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

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

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

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

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NEW Item Reforging

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

“Tests” Game Mode

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

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

Test of the Demon

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

Test of the Mech

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

Test of the Ancient

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

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

Changes to Rifted

Rifted Portals

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

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

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

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

Rifted Enemies

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

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

Bonus Waves

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

Unlocking Bonus Waves

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

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

Loot Drops on Bonus Waves

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

NEW ACHIEVEMENTS!

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

Hero Balance

Apprentice

Defenses

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

EV

Defenses

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

Huntress

Defenses

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

Monk

Secondary Attack

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

Squire

Defenses

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

General

Melee Attacks

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

Enemy Balance

Multiplayer Enemy HP

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

Survival Rifted Boss HP

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

Bug Fixes

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

General

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

Enemies

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

Heroes

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

Maps

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

What Else?

Nintendo Switch

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

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

PlayStation Update

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

Social Defenders

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

For Etheria!
Chromatic Games

[CG] LAWLTA

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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.

 

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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

 

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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

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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

 

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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

Ice

Greetings Defenders,

Welcome to the new forums! There's quite a bit of changes that had to happen in order to facilitate this move so please read everything to hopefully answer any questions you may have.

  • Logging In
    • Email/Password Login: Your password did not carry over from the old forums and must be reset by going here: https://forums.dungeondefenders.com/lostpassword/ . Make sure to check your email junk/spam folders in case the reset email goes there.
    • Steam Login: You must login with email first and re-link your Steam account to your forum account.
  • Post Counts
    • Since the new forum had to re-index everything during the migration, post count numbers will be to what posts you do have and not include any deleted posts, non-copied over old forum posts, or forum restore numbers.
  • Messages
    • Messages between members on the old forums were not moved to the new one. Sorry 😞
  • Threads with pages that show "There are no posts to show"
    • Older threads that had deleted/bad spam bot posts in them were cleaned up which may cause the error message above. Once new posts are added or you go to an earlier page instead of last post should work fine. New forum posts started on the new forums will not have this issue.
  • Reporting forum issues
  • Titles/Ranks
    • We're working on bringing back some custom groups and post count promotion fully. Right now after you make a post you should see yourself get the correct rank updated on your account.

Thank you!

[CG] LAWLTA

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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] Brittani
DEFENDERS,
Last week, we discovered a way that Defenders can unintentionally flag themselves as a hacker since the Lycan’s Keep Update in Dungeon Defenders: Awakened. Today, we’ll be sending out a hotfix for this and resetting the hacker status on ALL currently flagged accounts.
What does this mean for flagged Defenders?
After the reset, all Defenders who were previously flagged as a hacker, regardless of prior actions, will no longer be flagged. As long as defenders’ accounts are clean from hacking modifiers, they will be able to join public online games normally.
How does a Defender become flagged as a hacker?
Some Defenders may still be flagged after logging into DDA after the reset due to modifiers on the account. Defenders are flagged as hackers when our anti-cheat system detects, well, cheating.
When a Defender is flagged, they can no longer join public online games but can still join lobbies with other flagged players. This does not remove the ability for non-flagged Defenders to (1) enter flagged friends’ games or (2) allow flagged players to attempt to enter friends’ games. If non-flagged hackers allow either of these events, they will be flagged as soon as they enter a game with a flagged friend.
We have some ways to help you avoid this, though. Read on!
How can you avoid being flagged as a hacker?
The easiest way to not be flagged is by not using stat modifiers and not allowing in or joining an online game with a flagged Defender. While this may seem easy, we know there are times Defenders don’t read a pop-up prompt or click too quickly or even misread the warning prompts. To avoid these mistakes as much as possible, we have some checks and balances in place, including automatically rejecting defenders from joining hacked sessions. For this situation, a prompt pops up to let Defenders know that the session they attempted to join was hosted by a flagged Defender. Defenders are automatically removed from the game and must change their settings to remove this automatic kick. (Please don’t do that!)
Sometimes flagged Defenders try to join online games from their friends list. When they do this, the host will receive a pop-up warning saying that a flagged player is trying to join the game. From there, Defenders will need to press “NO” to remove them from the game. Please do not click “YES”! All Defenders in that game will be flagged after the session.
Where do I go if I want to appeal my hacker flag in the future?
Moving forward, Defenders who wish to appeal the hacker flag on their account can fill out our Hacker Flag Appeal form here: Appealing Hacker Flag - Chromatic Games.
Filling out this appeal form does not guarantee Defenders will have their flag removed, but it does allow us to look into your account to see why you were flagged. (Basically, we can tell the difference between joining a game with a hacker versus actually hacking the game.) It’s also not guaranteed that Defenders will hear back from us about their appeal or the reason for the flag. If your appeal is approved and we remove your flag, we’ll let you know. Otherwise, Defenders will not hear from us.
Please do not spam our DMs on Discord asking about why you were flagged! We’ll refer you to this post from now on. :)
Social Defenders
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:
Discord Twitter Facebook Instagram TikTok YouTube Twitch Forums For Etheria!
Chromatic Games
[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
[CG] Brittani
DEFENDERS,
As promised, we’re excited to show you all the latest additions and changes for Dungeon Defenders II in the Going Wild West Update! You’ll see some new maps, new challenges, new projectiles (have we mentioned GOATS?), NEW ENEMIES AND A NEW BOSS, and lots of other extra wild features. Let’s not keep you waiting any longer.... Read about all the changes Defenders will see in this update.
New Maps - The Wild West Region
If you watched our Friday Funday on July 16th you’d already know that we’ve introduced two new maps to the War Table - The Wildest West and Wild Westival! You can find both of these maps in the newest location on the War Table, The Wild West.
The Wildest West

The Wildest West map brings Defenders into the… well, Wild West. Gorgeous Saloons, desert sand, and rickety wagons warp you back to the simpler times. You know, when cowboys and cowgirls protected the land. Make sure to check out all the buildings, rooftops, and alleyways to find the best hiding spots for defenses as you take on the first map. Speaking of protecting the land, this update includes a new Cowgirl Gunwitch costume to match the new map theme! (Check her out in the update photo!)
Wild Westival

This second map may seem familiar to veteran DD2 Defenders. Welcome back to the (renamed) Wild Westival! This carnival-themed challenge adds plenty of extra activities to the normal mix of defending. Hop on the rollercoaster for a full view of the town, or enjoy the joyous screams of the spinning cups rider. (We promise they’re having fun…)
Chaos 8
A new tier!! We’re hyped about this big addition to DD2 that adds a new difficulty tier for Expedition, Mastery, Incursion, and Onslaught. To celebrate this new tier, we added SPIDERS to the mix. That’s right, the new enemy and new boss are webby, spindly spiders. Take them down quickly or their webs will leave a mess that’s sure to put a wrench in your defending plans.
A new tier also adds the potential for C9 gear drops after boss fights, but that’s super rare. We know you’re all up for the challenge, though.
New Boss - The Death Weaver Queen

As mentioned, the new Chaos tier welcomes a new big baddie to Etheria… the Death Weaver Queen. As you can see, she’s a BIG spider, so let’s hope none of our heroes are arachnophobes. Death Weaver Queen’s main attack involves shooting a web projectile that drops a web on the ground. These webs reduce towers’ attack rate, range, and damage.
New Enemy - The Death Weaver

Maybe you’ve already guessed based on the new boss Queen, but we’re giving a not-so-warm welcome to the new enemy in town - the Death Weaver. Again, they are spiders hoping to use their many (TOO MANY) legs to take down your heroes’ towers and grab the beloved Crystal. Death Weavers’ main attack will slow heroes on hit. To add to that fun, these spideys explode on death leaving a web that reduces towers’ attack rate, range, and damage. An excellent complement to their Queen.
New Shards
Think the new maps and enemies are neat? Wait until you see what this group of new shards is bringing to combat!
Celestial Power
Starfall gives x more star power per star. Double Tap
Skeleton archers have x% chance to fire twice in succession. Freezing Rain
Geyser Traps have a x% chance to freeze all targets. Freezing Vault
Broom Vault will stun enemies for x amount of time. Increases vault damage by x amount. Gravity Bot Damage
Increases Anti Gravity Bot damage by x%. Replaces Enhanced Launcher shard. Juggernaut Hyper
Increases damage resistance by x%. Increases HP by x%. Venomous Strikes
x% chance on hit to poison a target for x% of your Hero Damage stat as magical poison damage each second for x seconds. Mage Gambit
Increases your Ability Power by x%, but increases damage taken from enemies by x%. New Mods
Runaway mine carts, shadows, and flying GOATS, oh my! We’re spicing up the mod game with new projectiles, like the shadow entity, the first-ever armor exclusive mod, and plenty of variations on attack damage, burn, and defensive skills to protect and defend Etheria.
Curse of the Rattlesnake
Primary attacks have a chance to poison enemies dealing an x% Hero Damage for x seconds. Stuns enemies for x seconds after the duration ends. Drops from The Wild West region Runaway Minecart
Primary attacks have an up to x% chance to spawn a minecart dealing x% of your Hero Damage stat and knocking enemies back. Drops from The Wild West region Desert's Shadow
Once every 5 seconds, your primary attack spawns a shadow entity that bounces between nearby enemies dealing x% of your ability power as damage. Drops from The Wild West region Radiant Heat
x% Chance of taking damage to spawn a flame shield that lasts for x seconds reflecting back x% of the damage as Fire Damage back to the target. Drops from The Wild West region Midas Touch
On hit, enemies move at an x% reduced rate and burn for x% Hero Damage a second for x. Drops from The Wild West region Snake Skin Armor
Gain x% more health. Also, take x% less damage. Drops from The Wildest West map Goat Launcher
Once every 2 seconds, your attacks spawn a flying goat that explodes on impact dealing x% of your Hero Damage as damage to all nearby enemies. Drops from The Wild Westival map New Pets
Who doesn’t love new pets?! We can’t think of a single person, so here we are with a list of new pets to be on the lookout for while grinding in Etheria.
Voodoo Pets
Apprentice Pet
Fires a Tornado toward your enemies, dealing 1850% magical Hero Damage and knocking up enemies for 5 seconds. Drops from Prime 7 chests. Huntress Pet
Fires a piercing Flaming Hawk toward your enemies, dealing 2000% magical Hero Damage. Drops from Prime 7 chests. Squire Pet
Fires a Beam toward your enemies, dealing 2000% magical Hero Damage. Drops from Prime 7 chests. Monk Pet
Fires a Chi Blast toward your enemies, dealing 2000% magical Hero Damage. Drops from Prime 7 chests. Kobold King Pets
Kobold King and Kobold Bling King
Throws a sticky bomb that deals 1000% hero damage on impact and spreads mini bombs to nearby targets dealing 500% hero damage. Drops from Kobold Bling King Incursion chests. Jackalope Pets
Normal Jackalope and Evil Jackalope
Nearby enemies take 1000% magical Hero Damage, deal 50% less damage, and take 50% extra damage for 9 seconds. Drops from The Wild West Region chests. New Material Shop

The Material Shop is now open for business! What is this Material Shop? A magical place where you can purchase materials using defender medals or gems to help round out any of the materials you’ve been farming to make all that wonderful loot you’ve been collecting even better! Stop by to see the merchant in the Town Hub!
Balance
As if we did not already introduce plenty of exciting changes to DD2 already, here we are with some balancing acts.
Heroes
Abyss Lord
Defenses Skeleton Archers Increased attack cone range to 170 degrees from 160 degrees. Apprentice
Defenses Flamethrower Tower Increased attack range by 25% (3000 from 2400). Dryad
Defenses All Towers Now targets the closest enemies. World Tree Now has 5 upgrades, with 4% extra range with each upgrade. EV2
Defenses Anti Gravity Bots Active for 1 minute. Increased damage calling by 25%. Gunwitch
Abilities Ice Needle Reduced damage scaling by 50%. Huntress
Defenses Geyser Trap Decreased recharge to 2 seconds from 4. Blaze Balloon Reduced DU cost to 40 from 50. Abilities Concussive Shots Increased damage radius to 600 units from 300. Increased damage scaling by 15%. Now has the ability to bounce! Lavamancer
Defenses Volcano Upgrade scalar increased by 25%. Decreased DU cost to 80 from 100. Squire
Defenses Ballista Reduced DU cost to 40 from 60. Shards
Charge Blast V2 Increased cost percentage cap to 100% from 95%. Cthulhu’s Influence Increased targeting multiplier to 100x from 10x. Increased chance to charm enemies to XX from 3 - 27%. Increased max time for charm to 12 seconds from 7 seconds. Meteor Rain Increased max ability power percentage to 1500% from 550%. Reduced range by 50%. Smashing Fists Increased ability damage by 100%. Encroaching Flames Changed damage bonus by 125%. Mods
All Anti Mods Changed scaling to additive. Updated max percentage values: Enemy Species Specific (Orc, Warboar, Skeleton, and Goblin) Increased percentage by 21%. Enemy Trait Specific (Chaos, Support, Frost, Miniboss) Increased percentage by 1.3%. Enemy Type Specific (Ranged, Melee) Reduced percentage by 18%. Controller Servo Reduced percentage by 28%. Grave Infection Increased damage to 6,000,000 from 2,000,000. Lingering Hellfire Now scales off tower damage. Fiery Fangs  Now scales off tower damage. Fireblossom Blessing Now scales off tower damage. Drain Aura Now scales off defense power. Diverse Power Increased by 8%. Diverse Critical Decreased critical chance by 40%. Diverse Critical Damage Decreased critical damage by 33%. Drakenlord’s Soul Reduced enemy slowing to 30%. Pole Launcher Projectiles are now AoE damage. Harden Removed the health requirement Nerfed damage resistance by 40% Pets
All Pets
Pets critical damage chance now scales with the equipped hero’s critical chance stat. Pets critical damage amount now scales with the equipped hero’s critical damage stat. Pet empowerment stats now scale off hero gear score. Blinkee
Reduced attack damage by 80%. Weapons
All Polearms Tightened the spread of the 3 projectile shot type. Rail Round Increased damage by 300% for all tiers. North Pole Increased fire rate to 3 shots per second. Shots can pierce up to 6 targets. Tsunamic Chlorophyte Chlorophyte Arrows fire at 3 shots per second. Tightened spread. Tsunamic Jester Jester Arrows fire at 5 shots per second. Tightened spread. Bling King Bow Increased damage by 138%. Now deals AoE damage. Harbinger’s Fist (bow) Now has the double shot type. Harbinger’s Watch (staff) Now has the diamond shot type. Diamond Shot I: Increased rate to 3 shots per second. II: Increased rate to 3.5 shots per second. III: Increased rate to 4 shots per second. Onslaught
Removed the forced map on every 9th floor. Added Title for reaching floor 999 of onslaught Bug Fixes
Fixed an issue where range shards were double stacking on World Tree.  Fixed an issue where the towers would stay up even when there wasn’t enough DU while using the Persistent Tower option. Fixed an issue where the Snake Bomb shard did not work. Fixed an issue where the Oily Harpoon shard was not oiling mobs. Fixed an issue where the Explosive Finale did not work.  Fixed an issue where the Heroic Power shard became less effective if heroes were swapped when first loading into a map. Fixed an issue where the Drakenlords’s Soul passive was not slowing enemies. Fixed an issue where a third Destructive Pylon could be obtained. Fixed an issue where Brittle Mutator did not increase HP of a mob. Fixed an issue with the consumable buffs lasting forever. Fixed an issue where Concussion Shot was inconsistent and could hit heroes when walking forward. Fixed an issue where the Accumulator mod did more damage than intended on World Trees. Fixed an issue where shocking pets could not roll shocking abilities. Fixed an issue where auto-equipping relics with a full inventory will delete them. Fixed an issue where XP scaled too high after reaching 100K ascension.  Fixed an issue where the Blood Moon Incursion weapons sometimes spawned with a hidden empty mod. Fixed an issue where Nimbus would not Drench enemies. Fixed an issue where Nimbus would sometimes not damage enemies. Fixed an issue where the Serpent's Kiss shard did not inflict poison damage. Fixed an issue where floor 480 of Onslaught was being censored by the profanity filter. Fixed an issue where the Harpy’s Perch was able to attack without a World Tree nearby. Fixed an issue where C7 Dark Awakening had the wrong enemy power level for the Chaos tier. Fixed an issue where Unslowable enemies couldn’t be oiled. Fixed an issue where Dread Bones wasn't dropping loot in Expeditions / Onslaught Fixed an issue where the Boosted Blockade shard wasn’t correctly updating. Fixed an issue with Node-type defenses giving extra mana when sold than intended. Fixed an issue where the Charge Blast V2 shard allowed you to get negative EV2 Heat. Fixed an issue where the volume of The Drakenlord boss death sound was too loud. Fixed an issue where Weapon Manufacturer was not showing it reached it’s rate cap. Fixed an issue where the DPS calculation of the Weapon Manufacturer was not correct. Fixed an issue where the North Pole mod was not dealing frost damage. Fixed an issue where new players could get stuck in the first mission. 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] Brittani
DEFENDERS,
The Public Test Realm (PTR) is out now and there’s a lot for you to test (click here to find out how to get in). We’re going to be gathering feedback on and updating based on that feedback as we go! You may notice there is more in this update than what we have already announced (and we plan on adding even more as we get closer to launch), so we will frequently be adding to this list in order to get your feedback on additional elements and changes.
DISCLOSURE
This is a PTR build. That means that things are going to be in a rough state, not finished, maybe a bit buggy, etc. It’s by no means a perfect representation of the game, or final in any means. Please take this into consideration when providing feedback. We’ve spent a lot of time working hard on getting this massive update going. We ask that you be respectful when providing feedback and understand that actual people put a lot of time and effort into everything you’re testing.
Feedback
Through the escape menu, there is a link to a survey. You can fill this survey out and edit it over the course of the PTR.
REWARDS!
For your time spent testing the PTR (we ask at least 30 minutes if possible) and filling out our survey, you will earn a brand new reward, Tester’s Eagle Wings:

We are able to track your account, so don’t worry about adding any identifying information, we’ll get the reward automatically unlocked on your account when Episode 1 launches. To ensure it gets unlocked, there is a question on the survey that has your “PlayFab ID” (this is what we use for cloud storage and account saving). Do not edit whatever is in that field, otherwise the rewards will not be able to be applied to your account.
In future PTR tests, we will have additional rewards for your time. We really appreciate your feedback and constructive criticism, and our goal is to give something back. :)
Defense Rate Changes
Before we get into everything else, we want to talk about Defense Rate changes. Through our development with the Switch, and throughout our certification process, our game was not able to perform with the speed at which towers were attacking, effectively making releasing on the Switch impossible (due to how towers calculate enemy positions, priorities, tons of AI tracking, VFX being played, damage calculations, etc.) because of how many resources they took to make those processes work. As a result, we’ve provided a cap for Defense Rate that caps most towers at 0.50 shots a second.
This brings in Defense Rate overflow. Basically what this means is when you pump Defense Rate into a tower, that stat is rolled over into Defense Power instead. This means that while some towers will be attacking slower than before, they will be hitting harder to compensate for the Defense Rate cap (so the stat is not wasted). This includes any Defense Rate increase that you would get from boosting a tower using Overcharge or Speedy Gemstone for example.
We had to act pretty fast on this to ensure we can release it on Nintendo Switch. We discussed having two different versions (a Switch version with the lowered rates), but that just isn’t possible for us to maintain with a team of our size. Balancing it and making it fair would be impossible, and there might be metas where playing certain content on one platform may be easier than others, which is something we want to avoid entirely.
We’re looking to get as much feedback as possible here to make sure this change feels good while allowing us to fulfill our promise of releasing on Nintendo Switch.
Heroes
The Rogue and The Warden are now available for testing!
Maps
The Mill, The Outpost, The Keep, and Foundries and Forges are all available for testing!
Item Effects
Our new system dubbed “Item Effects” have been added to gear (lower level pieces do not contain them) and are available for testing!
New Set Bonuses
New Set Bonuses have been added to gear and are available for testing!
Boss Tests
Test of the Demon, Mech, and Ancient have been added in a new game mode called Tests and are all available for testing!
Bonus Waves
In Nightmare and Massacre Survival, Bonus Waves are now available for testing (unlocked after beating Wave 25 Survival of each difficulty on Alchemical Labs, Throne Room, The Summit, and The Keep)!
The Lycan King
The Act IV boss, The Lycan King, is not available for testing at this time.
Rift Portals
Selecting Rifted and playing the new Act IV maps will have Rift Portals appear and is now available for testing!
Rifted Changes
Rifted enemy schedules have been changed to not include non-Rifted enemies and are available for testing!
Level Cap Increase
The level cap has been increased to 105 and is now available for testing!
New Accessory: Wings
Wings have been added to the game and are now available for testing! (you must complete one of the Boss Test maps)
Offhands
Offhands have been added to drop tables and are now available for testing!
Hero Deck Changes
The Hero Deck size has been increased to six, as well as providing additional bonuses for heroes in the hero deck. This is now available for testing!
Crit and Crit Bonus
Critical chance and critical bonus have been added to swords and polearms and are now available for testing!
Secondary Ability Changes
The Huntress’s secondary is a grenade toss, and the Monk’s secondary now scales off level instead of weapon. Both are now available for testing!
Ammo and Reload
Ammo and reloading have been removed from the game and replaced with an exploding secondary on crossbows (you can rocket jump with it). This is now available for testing!
Projectile Speed
Projectile speed has been adjusted across the game and is now available for testing!
Build, Upgrade, and Repair Speed
These speeds have been adjusted across the game and are now available for testing!
Pet Changes
All pets have been updated, except “Giraffe on a Treadmill” and “Mista Mine” (these will get updated in a later PTR patch).
Known Issues/Work-in-Progress List
Work-In-Progress
The Outpost Combat/Build phase music The Mill Combat/Build phase music Needs wisps The Keep Combat/Build phase music Lycan Tacmap image Billboard image Warden Create-A-Hero select sound (currently same as EV) Roots of Purity tooltip does not display a correct range Roots of Resonance tooltip does not display correct range Wisp Den tooltip does not display correct range Shroomy Pit tooltip does not display correct range Rogue Spellbook Create-A-Hero description Create-A-Hero select sound (currently same as The Huntress) Unfinished SFX on some Rogue abilities Cinematics Missing audio in Cinematics UI Stats panel isn't in its final form Spellbook is missing some information Pets Mista Mine is not up to date Giraffe on a treadmill is not up to date Known Bugs
The Outpost Gas/sludge can be inconsistent with dealing damage to the player while moving through it. The Mill Collision issues Boundary issues The Keep Collision issues Boundary issues Endless Spires Enemies getting stuck Lycan Subsequent howls are not faster than the original Rogue Melee attacks are missing when it should be on target and hitting. Cannot sell / upgrade / repair on Keyboard and mouse Weapons Flamethrower doesn't continue firing if double clicked and held Certain weapons appear too dark in game UI Ctrl+Shift does not work for assigning points Stat tooltips on Clients may not always show Defense Ability Bar will sometimes disappear on Clients when swapping heroes quickly Ability cooldown countdown visual freezes after entering an menu Countdown is still completed and ability is able to be activated Icon resets after swapping heroes Item Effects on Weapons might not show on tooltip for Clients Other Repair speed is taking longer than it should What’s Next?
We’ll be updating the PTR based on feedback and bug fixes. Meanwhile we’re also still working on Nintendo Switch certification, as well as a DD2 update. We’re plenty busy at Chromatic, and are super excited to share with you this newest update coming to DDA!
Social Defenders
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:
Discord Twitter Facebook Instagram YouTube Twitch Forums For Etheria!
Chromatic Games
[CG] LAWLTA
Greetings Defenders and Happy Holidays!

I hope everyone has been enjoying our most recent update, Drakenfrost! It was definitely a new experiment into how we deliver content, and I can’t wait to see all the feedback about it. How did you feel about our recent release of the Drakenlord? Let us know your thoughts in this thread!
I didn’t come here entirely for feedback… I may have an ulterior motive… to deliver some tremendous news!
I have recently been promoted to Creative Director on the Dungeon Defenders team!
I’ll be leading the direction of Dungeon Defenders into the future with the help of our amazing team!
We’re going to make the changes that you, our Defenders, want to see. We’ll also be able to make even more exciting new content and features for Dungeon Defenders II than we ever have before.
But what does this mean for the players?
Well let’s recap a little bit. I started as a community member, Caster’s Guild streamer, and Dungeon Defenders player. My tenure at Trendy started off with an internship that grew into an Associate Producer position, where I was eventually able to mold and shape some of our most recent updates - for example Protean Shift, Isle of Dread, and the Drakenfrost update.  
Josh comes into all of this with deep knowledge of the original Dungeon Defenders title, the aspects of it that players enjoyed, and is a master of the technical arts.  
Our primary goal and focus is to build upon recent successes through continuing to evolve DD2 into the game we all know it can and should be.
So what are some of the things we’re thinking about?
We’re looking at our pain points:
We’ve been improving Ancient Power since its release and we know that everyone is still not as stoked about it as we were hoping.  In 2019 we will continue to iterate and expand upon this feature until it hits the mark we’re all hoping for.
We also know there are some Inventory pain points that players have with stacking Shards, amount of free space, and clunky navigation. We’ve already made significant improvements to finding Mods and sorting your inventory, but we’re always looking at doing more to make it easier and easier.


In the near future:
We’re looking at expanding our elemental combo system. The goals for this are to add intuitive and interesting combinations between damage types, setting you up for some mad alchemy with new and beefier elemental interactions (what if poison exploded when hit with fire damage?).  Elemental interactions entered Dungeon Defenders II before our Free-to-Play launch and while our old plans to expand upon them have grown dusty on the shelf, I have never forgotten how excited they made me about the potential for DD2. We want to rekindle that excitement and realize this feature’s potential.

We’re also looking at acquisition methods for all of your loot and rewards in the game. We know people are looking for specific Shards, 10/10 Qualibean™ MODS, crafting materials, re-roll items...basically all the things. Our new Lead Designer (Mark Telfer) has made appeasing you his primary goal in life and loot acquisition is where he’s decided to start. Much like with recent changes to MOD roll and drop rates, your feedback will be essential to this process — so keep reaching out and letting us know your thoughts.

In the slightly farther future:
We’re looking at creating a better “purpose for play.” Some people call this a “chase” in a game. We know some people enjoy getting to high floors of Onslaught, and some enjoy getting fully kitted out with Chaos VIII gear, Gilded Shards, all Ancient Powers, etc. but we also know that we can do even better than that.
We want our players to have a more meaningful reason for getting all the new loot and levels in our progression systems. One avenue we’ve been playing with is an “ultimate boss” style encounter. The Lost Eternia Shard DLC packs proved the concept for the franchise, and we are currently exploring ways we can hit that emotional high-point in the contemporary DD2 format.  Modern MMO’s and RPG’s have taken big strides when it comes to designing boss fights and we’re looking to mirror their modern, elegant style.
There’s also an ongoing conversation about adding additional ways to acquire heroes and premium currency via gameplay. We really want to make sure that all our players are feeling adequately rewarded for playing our game. We’re going take a look at what our Gem purchases and pricings are like, and evaluate ways that we can make these more “player-first.”
We’re here to make a dope experience for you, and we’re going to double-down on that as our direction moving forward.  (My first act as Creative Director was to declare “we’re going to make dope s***” as the new modus operandi.)

Real Talk:
We have a small, but dedicated team working on delivering Dungeon Defenders to everyone in the best way that we know how. We’re people (just like you!) making a free to play game, so there will always be monetization and occasionally we’ll make some mistakes with features.  Additionally, change does not always occur at the speed at which you wish it would. We have processes for improving, but they remain what they are — a process. That being said, our ultimate goal is always to make a game that you guys want to play, and to continue to experiment with finding new and interesting content and release methods.

Do not forget that each and every one of you are an essential part of DD2 now and the shape of what it becomes in the future. Continue to give us all your feedback, opinions, and ideas using the appropriate methods.
We’ll do our best to fix bugs, add content, and provide new features to the game as we keep developing in 2019.
Join me, and the entire team, in making Dungeon Defenders II, and all our future Dungeon Defenders games, into the best games they can possibly be.
Sincerely,
Colin “Elandrian” Fisher and the entire 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!
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:
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Chromatic Games
[CG] Brittani
DEFENDERS,
With all the news on gear upgrades from last week, it may feel like we can’t possibly give away any more Episode 1 news, but you’d be wrong. Here we come with even more reveals with a brand-new game mode and some spicy additions to current play.
Developer Note: All of these things are subject to change by the release of Episode 1.
“Tests” Boss Challenges Game Mode
We’ve got a NEW GAME MODE! We’re calling this the “Tests” mode because it’s one defender being tested against one big baddy. The “big baddy” can be any of DDA’s infamous bosses, and you fight one-on-one to defeat them on their own map. One more small detail—you fight the bosses with zero defenses. Wait, there’s one more small-ish detail to add to that. You can’t use your heroes. You must choose to fight with one of two predetermined heroes. Don’t worry, they come with their own gear, too.
Guess it's time to hone those combat skills!
Now for the details of the fights. Each fight has a 3-minute timer, so you need to be skilled and quick. These fights should be difficult, but not impossible to beat. To help with this, you have one extra life during the fight. That means you can die once and everything is peachy. If you die twice, though… That’s the end of the fight.
Along with the extra life, each boss has three difficulty levels for you to choose from: Tier I, Tier II, and Tier III. Each boss is also equipped with a “deadly” mechanic that deals some serious damage. This should go without saying, but you definitely need to avoid being hit by the deadly mechanic at all costs. We warned you.
We’re sure there are lots of questions running through your head right now. What heroes can you use in these fights? What is this “deadly” mechanic you should avoid? What else did we leave out because we love keeping secrets? Well, here’s the breakout for each “Tests” battle.
Test of the Demon
Available Heroes: Huntress Series EV-A, with staves Demon Lord specials: Demon Lord is immune to damage unless stunned by the Generators When Demon Lord is stunned, goblins and/or orcs rain from the sky Deadly mechanic: Fireball Test of the Mech
Available Heroes: Apprentice Series EV-A, with bows Goblin Mech specials: Mech has increased movement speed Mech takes reduced damage from hits that don’t hit the weak point Dark Elf Warriors periodically spawn Deadly mechanic: Melee attacks Test of the Ancient
Available Heroes: Monk Squire Ancient Dragon specials: When flying around the map, the Dragon can only be damaged by the Ballista Wyverns spawn after Dragon is shot by the Ballista Deadly mechanic: Fireballs You’re probably asking yourself what the rewards are like for this new game mode. That’s a great question! Since we want to keep some of this a surprise, the answer to this is kept simple for now. For defeating each of the bosses at each of the tiers, you can earn unique rewards that are only available through Tests. With three different bosses at three different tiers in this game mode, there are 9 unique rewards up for grabs.
This type of game mode that gives Defenders a way to just fight bosses with only a hero is something we’ve seen people asking for. This is also something that’s easy for us to add and test out. It is a bit of an experiment for DDA, and if you all enjoy it, we’ll be sure to include it in all of our future episodes.
Speaking of other fun experiments… Our next section goes over the fun we’re adding in for fans of Rifted.
Rifted Portals
Another fun addition to DDA in Episode 1 is Rifted Portals. What the heck are portals?!
Rifted Portals are alternate spawn points for enemies that appear at set locations and times on Rifted Episode 1 maps. Enemies are removed from their original lane and ported to the alternate location. What defenses they miss along the way, nobody knows.
How do you deal with these pesky portals?? Lucky for Defenders, these can be destroyed by your hero. There’s a catch, of course. Portals cannot be destroyed by your hero’s defenses. So, choose your hero wisely!
An added benefit to destroying a portal is the loot that drops once it’s gone. There’s always that incentive to take it down. If you don’t destroy it before the wave is over, it will quietly disappear and a fresh portal will reappear on the next wave, but you won’t receive any loot. Gotta work for the goods.
Bonus Waves
Finally, let’s talk about Bonus Waves. These are one of those spicy additions we’re adding for late-game defenders who are itching for that extra challenge. With an extra challenge comes extra rewards in the form of a chance to get max quality gear from EVERY MAP. What’s the point of a Bonus Wave? To earn extra awesome gear, of course! And you should believe us when we say these rewards are extra awesome.
What Are Bonus Waves?
The basic explanation for these are extra waves that can be unlocked once defenders complete Wave 25 on any Boss map in Survival and Mixed modes at Nightmare and Massacre difficulties. All maps have their own Bonus Wave that unlocks once you defeat the boss within its respective Act. As you can imagine, enemies in this extra wave are faster, stronger, and tougher, but as we said, you’re rewarded for your hard work.
These Bonus Waves are purely opt-in, meaning you can choose to complete them on each map if you want — you don’t have to complete them to finish the map, though. Oh! Here’s a fun fact: Bonus Waves for Boss maps also feature the boss! Sorry, not sorry for that goodness. To note, Bonus Waves for Boss maps only appear after defeating the next boss. For example, you unlock a Bonus Wave for Alchemical Labs once you’ve defeated the Throne Room Nightmare/Massacre Survival Wave 25. We’ll spend the rest of this section going over how to actually access the dang maps and what goodies come from completing them.
Unlocking Bonus Waves
The tricky thing here is that defenders can only unlock Bonus Waves in each Act after completing Survival Wave 25 on the Boss maps on Nightmare and Massacre difficulties. We want to make sure Defenders are rewarded for attempting (and completing) more difficult maps, too. So, once you complete a Boss map, that boss’ named Bonus Wave is unlocked for all prior maps. For example, defeating the Goblin Mech at the end of Act 2 will unlock the Goblin Mech Bonus Wave for all Act 1 and Act 2 maps (minus the Throne Room and Endless Spires).
This gives Defenders freedom to choose the battle that’s appropriate for your style of play. If you want to skip over the Demon Lord and Goblin Mech maps, heading straight to Ancient Dragon to open the Bonus Waves for all three Acts, you’re able to do that. Here’s a handy example explaining how Bonus Wave unlocks work:
You, a glorious defender, complete the Alchemical Laboratory on Massacre Survival. With this great takedown of the Demon Lord, you unlock access to the Demon Lord Bonus Wave on all prior Act 1 maps.
If you, our GLORIOUS Defender, go on to complete Tornado Valley, you don’t yet have a Bonus Wave for that map. Quickly realizing this, you defeat the Throne Room on Massacre Survival, and this unlocks access to all prior Act 2 Goblin Mech Bonus Waves at Massacre difficulty, plus Goblin Mech Bonus Waves for all maps in Act 1.
There’s more we want to add that may make it into Episode 1, if not a future update. We want you to have multiple Bonus Waves to choose from (e.g. Demon Lord and Goblin Mech), where you’re only able to choose one of those waves to complete. So, in the case of the example above, when opting-in to the Bonus Wave on Deeper Well, you must choose to complete the Demon Lord Bonus Wave or the Goblin Mech Bonus Wave. Not both, or at least not in the same session.
You may be asking, “Why bother with these extra waves if they’re just tougher challenges?” Well, we left out some important pieces of information…
Loot Drops
We hope you’re ready for some AWESOME rewards because that’s what defenders are getting from these Bonus Waves. Many of you already know this, but it’s worth explaining again just in case some of us need a refresher. The quality of the loot drop from a map’s chests are dependent on a number of factors, including the game mode, selected difficulty, whether or not you’re playing on Hardcore and/or Rifted, and, of course, RNG.
These Bonus Waves are no different, but there are some small-ish differences to ensure the reward is equal to the work. We do this by increasing the loot quality of every Bonus Wave according to the level of the boss associated with the wave. Basically, Act 1 Bonus Wave loot drops will increase in quality after you defeat Demon Lord, and Act 1 and 2 Bonus Wave loot drops will increase (again) after you defeat Goblin Mech. Activating Hardcore and/or Rifted further adds to the quality of Bonus Wave loot drops on all maps.
That’s Bonus Waves, Defenders!
Summary
Like we revealed on our Friday Funday stream, Episode 1 ramps up DDA’s difficulty with a new Tests game mode, Rifted Portals, and Bonus Waves that reward you for your hard work. Once we have this content in place, we’ll be able to expand on it in future episodic content. This is just the beginning!! We can’t wait for you to try it all out and pick up some awesome gear at the same time.
We haven’t announced the release date for Episode 1 yet that includes all of these additions, along with the new heroes, new maps, and an overhaul of gear, but be on the lookout on our social pages. We love sharing that kind of exciting news on those pages first!
Console Update
We want to reassure you all that DDA ports for Nintendo Switch, PlayStation 4 AND PlayStation 5 are still very much under way. We’re still working hard on getting Nintendo Switch through the Lot Check process, fixing bugs, and prepping it to be live for you all while also knocking out Episode 1. The Switch version will be completed and released before PlayStation, but we are aiming to have DDA on all consoles by the end of the year.
Social Defenders
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:
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Chromatic Games
[CG] Brittani
DEFENDERS,
During our dev stream last Friday, we mentioned this week would bring the biggest news yet. We weren’t joking! We’ve finally made it to the reveal of the brand new, never-before-seen hero coming to Dungeon Defenders: Awakened in Episode One. A couple of weeks ago, we revealed the Warden, who happens to be the spiritual successor of the Dryad. Who will be joining her in Etheria? The second hero goes by… The Rogue!
Now that you have a name (which some of you correctly guessed on our Twitter and Instagram posts), guess we need to tell you more about this new hero. Have we built up the excitement enough? We sure hope so. Let’s get to the learnin’!
New Hero: The Rogue

As some of you super sleuths guessed (was it the ears??), the Rogue is a highly trained elven soldier. The catch—he’s the last remaining elite warrior from an ancient elven army, meaning he comes ready to battle enemies head on as a melee and ranged dual-wielding hero. As a combat-only defender, the Rogue is agile, dashing in and leaping out of battle as he sees fit.
A lack of defensive towers does not mean the Rogue is without protection. Going Stealth activates invisibility and his arsenal of devices combine to disable, enfeeble, and slow your enemies’ advances. Let’s dive into the details of these attacks, abilities, and devices.
Attacks and Primary Abilities
Developer Note: All of these things are subject to change in regards to balance, functionality, and visuals.
Weapons of Choice: Dual-wielding: Melee (Right hand) and Crossbow (Left hand)
Primary Attack - Melee Attack: The Rogue swings his equipped sword, dealing damage based on the weapon’s stats.
Secondary Attack - Ranged Attack: The Rogue fires his equipped crossbow, dealing damage based on the weapon’s stats.

Primary Ability 1 - Swift Assault: Dashes forward and deals AoE damage once reaching his destination.
From Stealth: Hero throws a single deadly knife at an enemy, dealing massive single-target damage.
Primary Ability 2 - Disengage: Throws a spread of daggers forward dealing AoE damage and applying Rogue’s Mark to all enemies hit during attack. The Rogue leaps backwards out of the danger, providing a gap between him and his foes.
From Stealth: Daggers deal more damage and pin enemies to the ground, immobilizing them for a short period. Devices and Utility Abilities
The Rogue has been specially trained for direct combat—a “fighter” some may say—and brings a preference for battling enemies with some very powerful tools. With this battle style, the Rogue does not build defenses, but instead this lone warrior comes equipped with devices that act as mobile traps that deal elemental damage and apply debilitating status effects to all Marked enemies during combat, regardless of the distance between defender and enemy. The Rogue’s Stealth also comes in handy for those moments when defenders want to surprise their foes, escape danger, or mark enemies from afar.
Developer Note: We wanted the Rogue to play like no other pure damage characters that we’ve made in other Dungeon Defenders games. We wanted him to feel like there was strategy in his abilities, similar to placing towers. He’s designed to fill the role of a special enemy killer, focusing down the strongest foes with both consistent and burst damage when you focus a specific enemy (with nearby enemies taking some hits being an added bonus). For our first non-building hero, he’ll have a lot of big moments and strategies similar to when a tower is beating down enemies, except you’ll BE that tower!
Passive - Rogue’s Mark: Marks are applied to a maximum of 8 enemies while using Swift Assault, Disengage, or attacks from stealth. The Rogue can then activate debilitating Devices on Marked enemies.

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

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

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 - Stealth: The Rogue becomes invisible for a short duration. While invisible, the agile hero can Mark enemies with primary attacks, secondary attacks, and empower non-Device abilities. He cannot be targeted by enemies, but he can still take damage from their attacks if he gets within damaging range.
Riposte Buff: Using a non-Device ability breaks invisibility and applies a buff to the Rogue. This buff reduces incoming damage from all sources and deals his melee weapon damage back to attacking enemies for a short period.
Utility Ability 2 - Carnage: The Rogue throws a flurry of deadly piercing daggers, dealing AoE damage every half a second throughout its duration. Defenders can move while this ability is activated and it can be channeled until you’re completely out of mana.
From Stealth: AoE damage radius is increased and it breaks invisibility. New Map: The Keep

Throughout the month of April, we’ve revealed one new map each week that’s being added to DDA in Episode 1 on our Friday Funday dev streams on Twitch. You’re definitely missing out on some of the best beans if you haven’t made it to a stream yet, but we can’t keep all the secrets to ourselves. So, LOOK AT THIS BRAND NEW MAP. It’s called The Keep and it’s as spooky in game as the picture suggests.
With the other three maps we’ve revealed as remakes of fan-favorites from other Dungeon Defenders games—The Mill, The Outpost, and Foundries and Forges—we wanted to save the best for last. These cursed grounds form a gigantic map. We mean that. It is HUGE. Don’t believe us? Watch the live playthrough from last Friday.

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

Another big bean we revealed last week is the new enemy, the Lycan. As you can see from the picture, they’re certainly looking to bring more destruction to Etheria. Using the werewolf’s signature ability, “Howl,” the Lycan empowers himself and nearby enemies, while reducing the effects of incoming attacks.
Lycan enemies show up on each of the new maps, but they show up in earlier waves as you progress through Act 4. Are you up for the challenge? We sure hope so because Etheria needs you!
What’s Next?
We still have lots of exciting changes and updates coming to DDA that we’ll share with you all during our Friday Funday dev streams, including showing off the Rogue this week! We’ll post a reminder on social media, but make sure to head over to Chromatic Games’ official Twitch page this Friday at 3PM EST to hear all the juicy B E A N S we can’t wait to spill.
Social Defenders
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:
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Chromatic Games
[CG] LAWLTA
DEFENDERS

We’ve shown two maps in the past two weeks coming in Episode 1, and now we’re excited to present… ANOTHER MAP! Wait, sorry, we read that wrong, it was supposed to say A NEW DDA CHARACTER. Wow, that’s actually way cooler. Let’s get into it!
New Hero - The Warden

As hinted at in our April Fools Day “update”, we misspelled the hero name as The Andrew (an anagram for Warden, what a coincidence). A guardian of the forest that was banished to the realm our heroes find ourselves in, The Warden joins our roster to help push back the evils that stand in your way!
In our 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 powers of the forest to take down any foe that approaches. Let’s dive into the abilities and defenses for this guardian of the grove.
Attacks and Abilities
Developer Note: All of these things are subject to change in regards to balance, functionality, and visuals.
Weapon of Choice: Polearm

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 The Warden's abilities and defenses while active, regardless of range. Defenses

Roots of Purity- Defense 1: 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.
  Wisp Den - Defense 2: 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 at a much faster rate.
  Beaming Blossom - Defense 3: Grows a flower that collects solar energy that then goes crazy towards enemies within its range, shooting a continuous beam of pure solar energy that deals high damage before needing to gather more energy.
Mana Cost: 70 Build Mana Defense Units: 5 DU Wrath Form: The beam becomes magically empowered, piercing through enemies.
  Shroomy Pit - Defense 4: 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.
  Sludge Launcher - Defense 5: 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.
  We’ve discussed on stream quite a bit, which if you haven’t been watching you should join us on Fridays at 3:00 PM ET, the new maps and heroes we are adding to DDA. The goal is to bring back fan favorites, while also bringing in brand new additions. We’ve also got a lot of fantastic never used characters in our vault that we’ll be using as a foundation and reworking to give them new life as they make their way into DDA. The Warden is further proof we’re looking at adding in the things you, our GLORIOUS DEFENDERS, want to see in future DDA updates.

What’s Next
We’re going to be streaming The Warden THIS WEEK on April 23rd at 3:00 PM ET over on Twitch, showing off all of her nature-infused power. If you’re not able to make the stream, we post our VODs and a condensed version of the new info in a “Just the Beans” edit the following week on YouTube.
We’re also going to continue doing weekly reveals until Episode 1 is out in the wild, so there’s a lot to look forward to. With all of this going on, we’re still continuing our Nintendo Switch and PlayStation development. The console development takes the efforts of specific individuals, so while we’re showing off all the episodic content we’re working on, rest assured that we’re still diligently working on getting DDA onto the remaining promised consoles.
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,
The Dungeon Defenders II update you’ve been patiently waiting for is here for Steam and Xbox (with PS4 releasing after we pass certification)! In our update preview post, we let you, our glorious defenders, in on some of our juicy secrets, but of course we had more up our sleeves. It’s time to throw away those parkas because winter is gone—don’t worry, though. Ol’ Peepers will be there to spread the gift-giving spirit YEAR ROUND. We also fixed a ton of bugs, nipped a bunch of exploits in the bud, and introduced lots of new bundles for heroes and items. Now, let’s get into all the deets!!
Winter is Over

The great thaw has begun and we will finally see an end to the polar vortex that ran amok on the Town Hub of our beloved Defenders. The Winterfest Tree and Father Winter have gone into hiding, the snow has finally melted away, and there appears to be a new character who has taken up residence here.
New Daily Login Rewards and Ol’ Peepers

Ol’ Peepers is a long-time friend of the Etherians and is finally ready to venture into the urban lifestyle this update. He’ll be delivering daily gifts and consumables for the low low price of 1000g to the good Defenders visiting the Town Hub ALL YEAR LONG. Along with the gifts you all normally expect to see when you log in daily, Ol’ Peepers will also have a chance to drop Carnival consumables. What kinds of Carnival consumables, you may ask? Check them out:
Trust me Disguise Gives the player the ability to deal 1.25x more damage for a limited time. Lucky Bunny Mask Gives the player the ability to jump 1.5x higher for a limited time. Rainbow 'Fro Gives the player the ability to spawn cat projectiles for a limited time. Snow Liger Gives the player the ability to go 1.25x faster for a limited time. Imperial Grin Gives the player 25% extra damage resistance for a limited time. Introducing Two New Shards and a New Pet
Keep an eye out for the Lava Warrior Shard and the Boosted Beam Shard, newly added to the game. The Lava Warrior shard generates additional lava charges on successful melee attacks, bolstering the abilities of our Lavamancer. While the Boosted Beam Shard will increase the damage boost given by the Buff Beam, an exciting addition to EV-2’s arsenal.
Also, hidden among the loot of the Wyvern Den Prime Incursion is a Crystalline Betsy!
New Bundles

Let’s get pumped for some ridiculously awesome hero bundles! We felt our current offerings didn’t meet all defenders’ needs, so we went back to the drawing board and came up with a more player-focused approach to bundling that will get you more bang for your gems. Have you ever wished for the Dryad to magically pop into your hero inventory, or had your younger sibling spend all your gems behind your back without adding the must-have Gunwitch? Well, you’re in luck because our All Heroes Bundle will get you both the Dryad AND the Gunwitch AND so much more.
If you’re adding new heroes to your plate, you’ll definitely need some skins to customize your vibe. There are several new hero skin bundles to choose from now, including “Heating Up” with Molten skins and “Out of This World” with Galaxy skins. Here is the full list of new bundles:
All Heroes Bundle
Contains the Abyss Lord, EV2, Gunwitch, Lavamancer, Mystic, Dryad, Initiate, Adept, Barbarian. Available for 3,200 gems for a limited time. Hero Skin Bundles
Legendary Guardian Supporter Contains Guardian of Fire Huntress, Guardian of the Molten Citadel Squire, Guardian of the Dead Apprentice, Guardian of the Storm Monk. Technological Upgrade Contains EV2 Mark 3, Techwitch Gunwitch, and Cybermancer Lavamancer costumes. Heating Up Contains the Molten Master Abyss Lord, Molten Juggernaut Lavamancer, and Doomfire Regalia Adept costumes. Out of This World Contains Galaxy Apprentice, Galaxy Squire, Galaxy Huntress, Galaxy Monk costumes. Very Far Away Contains Dark Disciple Squire, Arcanatrooper Apprentice, Galactic Assassin Huntress, and Dark Shawl Monk costumes. New Tower Skins
You asked for more tower skins, and we’re delivering with this Hypno Tower Skin bundle! We teased these on our social page yesterday and they’re now ready for defending. Look how perrrrrty they are (pic below) - how could you NOT grab these, like, right now? The bundle will include skins for all towers and defenses, so no excuses allowed.

We know defenders are yearning for more tower skins. Rest assured, we’re experimenting with other fun looks and hope to keep the good vibes going with more new tower skins in the future.
New Shards
The addition of the Shard Shop was such a huge success that we wanted to bring even more player-requested bundles to this space. Introducing brand-spanking-new bundles for the most in-demand shards in Etheria! Which bundle are you most excited to grab first?! That’s a serious question—we can’t decide which one to grab first for ourselves.
Starter Defense Shard Bundle 5 Destruction, 5 Fortification, and 5 Defensive Critical Damage Shards Advanced Defense Shard Bundle 5 Deadly Strikes, 5 Defense Rate, and 5 Defensive Critical Strike Shards Starter Hero Shard Bundle 4 Speed Boost, 4 Construction, 4 Worm Scarf, and 4 Bulwark Shards Advanced Hero Shard Bundle 4 Critical Strike, 4 Inspiration, 4 Channel, and 4 Jackpot Shards Golden Destruction Bundle 11 Destruction Shards + 300,000g Golden Fortified Bundle 11 Fortification Shards + 300,000g Golden Damage Bundle 11 Defensive Critical Damage Shards + 300,000g Golden Speed Bundle 11 Defense Rate Shards + 300,000g Persistent Tower Option
The excitement is real with this new quality of life update. With the Persistent Tower option, you can summon, upgrade, and sell towers by only activating each button once! We tested this out in Dungeon Defenders: Awakened and it’s been a huge success with the community. It was kind of a no-brainer for us to add it to DD2, as well. Can’t wait to hear how much you all love it!

This option will be on by default, but for those players who want to maintain the original tower placement/upgrade/sell experience, there is a menu option in Options under Gameplay called “Persistent Tower Interaction” that you can uncheck.
Balance Changes
We love hearing from the community about the good AND the not-so-good because it helps us make Etheria as enjoyable as possible for as many defenders as possible. With this, we’ve been listening to your feedback and fixed a bunch of bugs and issues reported by our dedicated defenders, and added in some fun elemental combinations to keep the game new and exciting for defenders of all levels. We also toned a few things down that were a bit too strong from overwhelming player feedback.
General
Maps Onslaught The Draken Lord no longer appears in Onslaught. Mods “Anti-” Mods Damage has been reduced by 23%. Controller Servo Damage reduced by 16%. Shocking Revelations Is now “Stunning Revelations” Now deals Magical Damage instead of Storm Damage. Damage has been increased by 200%. Now stuns for 2 seconds. You can now include servos while using this mod. Shards Draining Strikes Damage reduced by 75%. Is now Multiplicative instead of Additive. Pets
Pet damage now scales off Gear Score. Rebalanced ALL pets! Upgrades have been buffed. NEW Crystalline Betsy Pet! Can be found in The Wyvern Den Prime Incursion Elemental Combos
Fire and Oil Elemental Combo Now melts enemy armor, increasing the damage they take from all sources by 25% Ice and Earth Elemental Combos No longer require crushing damage. Hitting a frozen enemy with earth damage increases the earth damage dealt and also stuns them for 2.5 seconds Heroes
Abyss Lord
Fiery Brimstone Damage increased by 200%. Adept
Defenses Hailstorm Tower Reduced the animation to have higher damage uptime. Barbarian
Abilities Siphon Stance Base healing value reduced by 50%. Dryad
Defenses Harpy Tower Reduced the animation to have higher damage uptime. Hornet’s Nest Increased the number of hornets on a single enemy to 6 from 3. Huntress
Abilities Piercing Shot Cast animation time reduced by 35%. Defenses Explosive Trap Reduced damage dropoff by 35%. Geyser Trap Radius increased to 800 from 400. Shards Explosive Surprise Damage radius updated to reflect Geyser Trap buff. Lavamancer
Shards NEW Lava Warrior Shard Lava Warrior Shard generates lava charges on successful melee attacks. Series EV-2
Defenses Buff Beam Increased the collision radius by 100%. Reflect Beam Damage done reduced by 80%. DU cost per node is now 10. Shards NEW Boosted Beam Shard! Increases the damage boost by the Buff Beam. Squire
Shards Unholy Fire Damage increased by 81% and now scales off of armor. Bug Fixes
Exploits
We have fixed several game-breaking exploits to make the DD2 world a better place. Like a lot of them. Like building way more than you should, getting too many hyper shards, upgrading exploits, and more. Fixed an issue where Grave Infection and Frostfire Remnants were stacking. Fixed an issue where players could kill other players in Hubs. Fixed an issue where locked mods could be moved to other weapons. General
Removed Gilding for Hyper Shards. Fixed an issue where Grave Infection was dealing too much damage and dealing a second set of 1 damage ticks. Fixed an issue where the Shackled mod did not work on normal Assassins. Fixed a bug where the Geyser trap’s VFX was not scaling properly. Fixed an issue where Ancient Power no longer resets Hyper Shard progression. Fixed an issue where defenders could not play Floor 480. Fixed an issue where Harpy Tower would continue to fire after being stunned. Fixed a collision issue with Material Conversion Vendor. Fixed Ascension Monk’s Boost percentage. Fixed an issue where Oil Geysers were slowing Friendly players. Fixed an issue with the shard shop persisting tooltips when the page changes. Fixed a performance issue when using items with passives. 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] LAWLTA
DEFENDERS,

We’re bringing you some news of a game that you may not have seen us post in a little while about. That game is… DUNGEON DEFENDERS II.  That’s right, we’ve got some development going on for DD2 that we’re excited to share with you. Some of the stuff you’ll see in the short term, some stuff in the long term, and along the way we’ll be getting your input to help us out.  Let’s get into it!
Content
First things first, the Etherian Polar Vortex has ended and you’ll soon have access to a snowless Tavern and Town Hub. Now you may be asking “WHAT ABOUT THE GIFTING TREE!?!?!?!”. Well never fear, we’re adding in a new feller — enter: Ol’ Peepers.


Ol’ Peepers is a gracious old kook who will grant players a daily login gift. We’ll go into more of what his gift contains, as it’s been adjusted to be more focused on gameplay with some cosmetic pieces here and there.
Player Friendly Pricing
We’re introducing a slew of bundles for players looking to support DD2 through the shop, and we’re experimenting with bundles that are focused on being very fair to you, our GLORIOUS Defenders. This means hero bundles, costume bundles, and even a new tower skin bundle that has tower skins new to the next update!
Balance
We’ve taken a nice pass to get some buffs going to really focus on the gameplay. Some things that were rate capped due to animations? NO MORE! Oh, and give a hearty “welcome back” to the shocking revelations (now named Stunning Revelations) and water mod combo, now with 100% more balance but 1000% more fun than it currently is. Also something about pets getting buffed, who knows... maybe it's a rumor, probably not.
FEEDBACK
Last but not least, we want to hear about what your favorite things are and what your thoughts are. Fill out this survey to let us know and really help us in future development, and by completing the survey be entered for a chance to win a FREE costume of your choice. Retweet the survey (link here) for an additional chance to win!
Bug Fixes
A TON of them, including a lot of fixes for exploits and unintended bugaboos that have plagued the heroes of Etheria. Nothing to write about just quite yet, but we got out the swatter and squished a ton of those lousy bugs.
On The Horizon
There’s a lot of stuff that we want to do, and as mentioned, your feedback will be more helpful. We’re wanting to add all sorts of new challenges, maps, shards, mods, characters, and more for you to overcome, explore, and master respectively (some of those words could be mixed and matched and still make sense).

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
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] Brittani
Defenders,
For our Nintendo Switch launch, we’ve just received word today on a few issues for our Backers that we want to be transparent about and offer some solutions.
North American Backers:
For those who filled out their information last week, we are currently working with Nintendo of America to get your keys to you by this weekend. This is unfortunate, but we’re doing everything we can to get the keys as quickly as possible.
European Backers:
Due to unfortunate circumstances, Nintendo of Europe (NOE) gave us notice today (August 3rd) that we need to submit tax documentation in order for our studio specifically to purchase keys as a company to distribute to our backers in Europe. This form is called a 6166 Form and can take 4-6 weeks to process through the IRS, alongside the additional forwarding and work with NOE. As a result, we are unable to provide the keys from Kickstarter and BackerKit backers until that time has passed.
People waiting to purchase on Switch:
The Nintendo Switch version of Dungeon Defenders Awakened will be available for purchase and should not be hindered in any way. The Lycan’s Keep, Episode 1, update will be available to all of you as soon as it passes through certification. Again, only our ability to distribute keys to backers directly is hindered.
Solutions for NOE Backers:
We’re wanting to make sure we can do right by our backers, some of our earliest supporters, by providing multiple solutions:
Option 1: Wait it out (may take 5-8 weeks). Option 2: Be provided a North American (NOA) version of DDA that requires you to region change in your Switch’s settings in order to play (may take up to 1 week). Please note that it will take a few days for us to procure more North American keys. For information about switching your region, please visit this website: https://bit.ly/NintendoRegionChange Note: Any money in your Nintendo wallet will not be available in the new region if you swap regions. You will also not be able to play games outside of the new region until you swap back to the previous region. Option 3: Change your key to a Steam/PC key (can be done in 1 business day). Option 4: Write in to support@chromatic.games and request a refund for the value of the game you purchased (i.e. if you purchased a $16 tier, we’ll be able to refund the $16). We’ll get it back to you, no questions asked. For Kickstarter backers that backed a tier over $30 specifically, we can offer a $30 partial refund to ensure you still get all your rewards and then use that refunded money to be able to purchase the game through the Nintendo eShop. We’re unable to provide partial refunds to BackerKit backers as it is a technical limitation through their service. If you are an NOE Backer and wish to select one of the first three options above, please fill out the following survey. https://forms.gle/RCGkU6f5ktfHUzJs6 If you are in the NOE region and do not respond to the survey, we will assume you are okay with Option 1 waiting it out.
We apologize for any inconvenience this may cause, as well as the late notice, as we’ve been looking for any other solution we can with Nintendo’s aid before getting this message out. We’re getting the word out as fast as possible, reaching out to every backer for Kickstarter, BackerKit, and Xsolla that this would affect, and are continuing to do the best with what we have. The Nintendo Switch version will launch and be purchasable as scheduled, just the ability for our studio to receive keys and distribute them ourselves at the moment is hindered, but we’re moving as quickly as we can to correct this issue.
Chromatic Games
[CG] Brittani
DEFENDERS,
In less than ONE WEEK Dungeon Defenders: Awakened will be released on Xbox Series X|S and Xbox One!! We are so pumped for that release and we wanted to add to that excitement by sharing other big news from the studio — we’re also rolling out the release of Update 1.3 soon! We’re currently getting this update certified for Xbox, with our goal being to release the update for both PC and Xbox players on March 17, DDA’s Xbox launch date. Check out what’s to come...
What’s New
Tutorial

One addition to the game we’re really proud to introduce is the new tutorial! We felt the old tutorial had room for improvement, so we’re adding more explanations on essential game-play features (like the hero deck) and giving new DDA players a chance to experiment with different heroes and defenses. This is just the first of many tutorial revisions and additions we’ll be adding to the game to help our newest defenders learn all they need to know to defend Etheria!
PLUS, everyone who completes the new tutorial will receive a sweet reward in their inventory. We’ll share more about that at the time of the patch release ;)
Massacre Mixed Mode and Pure Strategy
At long last, we’re adding the Massacre difficulty to Pure Strategy and Mixed Mode game modes! Pure Strategy tests players’ defense-building strategies by removing hero combat from battle. With the addition of Massacre difficulty to this game mode, players will have to account for the Siren, an immunity-granting enemy. This will force players to figure out how to handle the Siren using only defenses before she’s able to boost the rest of the enemy field. In Mixed Mode, players will also see the Siren added to the enemy list, and will be rewarded appropriately with better loot drops than even Survival mode. Prepare those defenses, Defenders!
Nameplate and Damage Numbers
Like we mentioned during the dev stream last Friday, we’re making some big changes to the displays for nameplates and enemy damage numbers. These changes will add in some missing player and enemy nameplates, as well as increase the quality of the displays, including making the text and numbers clearer while dealing damage. Critical hits will feel more rewarding, with larger numbers to let you know when you’re doing that extra bit of damage. These numbers will be even bigger when you manage to snipe a weak point, so it's time to show off those skills!
Check out how those in-game differences will look after the update:
Before

After

Enemy Amount Changes
Game performance is an area we’ve been tinkering with for a while. To help boost performance, we decided that decreasing the amount of enemies on screen at once would be a great way to do that without impacting game-play too drastically. Most of the enemy reductions will come from weaker enemies, so you’ll see significantly fewer goblins and wyverns, for example. To compensate for the lower number of enemies on maps, all enemy strengths will be increased. Players will have a slightly different challenge with fewer targets, but this should hold the difficulty level.
This enemy count update will impact game play on all maps and difficulties in Campaign, Survival, Mixed Mode, and Pure Strategy, meaning every player can go back and re-experience a brand new DDA!
Optimizations and Performance
With the decreased enemy counts and changes to displays while in battle, players should experience a cleaner battle, and especially so on the larger maps (e.g. Summit). Wave lengths will be reduced, and these changes will stem from adjustments to enemy release schedules and the reduced total enemy counts. Basically, we want to make sure every player feels they are being challenged, while also making sure the game runs smoothly and looks great all at the same time.
Still To Come
There are still many highly-anticipated features we’re working on and will add in future updates, including trading, cross-saves, and more. Once DDA Xbox release goes off, we’ll be able to spend more time prioritizing these features, while also working on our Nintendo Switch and PlayStation ports. We’ve shared some of the updates on these during our Friday Funday streams, but we want to get this down in writing for you all, too.
We are just as excited as you to add trading to DDA, but we needed to step away from this project for a bit to focus on passing Xbox certification. After the Xbox launch, we’ll get back to work on making sure any trade system we add to the game is fair and safe for all players. Ensuring fair trades between players is a big task, but one we want to make sure is part of players’ experiences. Once we feel the system can’t be easily exploited, we’ll work toward adding support to setup sessions specifically for trading, buying, and selling items between players.
We’re nearing the completion of the cross-save feature. It does require another separate Microsoft certification process, though, so the timing on that will depend on those outside factors. For the much sought-after split-screen feature, we’ve got a lot of work ahead of us to make the UI and UX work well for all players during a split-screen session. When we add additional screens, the game has to work a lot harder to give each player their own unique area of play and we haven’t been satisfied with the way it’s all working together (or not working together…). When we’re happy with the way multiplayer functions AND looks, you’ll know!!
Bug Fixes
This patch will include a whole bunch of bug fixes too! We all know players’ favorite space to place DSTs is on top of the Glitterhelm doors, but you’ll have to come up with a new strategy now. We are fixing this bug and other similar placement-related issues on other maps. Lots of previously-stuck enemies will be given new legs, so they’ll make their way down the purple path once again. Along with these fixes, we’re addressing some exploits and inaccurate damage number displays.
This is just a small preview of all of the revisions, additions, and bug fixes we’re planning in this next update, so stay tuned!
Social Defenders
To make sure you’re in the loop on all things Dungeon Defenders and to know as soon this new update drops, follow us on all of our social channels:
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Chrome Game
I_PASS_BUTTER
Daniel Haddad, Creative Director ([[48971,users]])



Danny Araya, Creative Director ([[64026,users]])
Working on the Intro!

Steven Collins, Level Designer ([[48993,users]])
This week:

Seriously though, looking through the balance, specifically for solo players. Making sure the transition from campaign to Free Play gets smoothed out. Got some minor tweaks going into the sewers maps to make them less death pits.

Jeffrey Bickel, Technical Level Designer ([[61256,users]])


Chris Flores, QA Lead ([[59727,users]])
We were running at mach 50 speed to cram weeks’ worth of testing into about 8 days. We knocked some out of the park, swung and missed horribly on others, and sometimes got knocked clean out with a fastball straight to head. But when it’s gotta live, it’s gotta go live.

Now we await the bug reports.



Abraham Abdala, Lead Tech Animator ([[59787,users]])
Lots of meetings. Planning for our next milestone. New pets, new NPCs, new weapons, new skins!

Joshua Javaheri, Lead Technical Artist ([[23,users]])
Making sure all the pet media is where it needs to be with our VFX team at the moment!

James Reid, Software Programmer ([[56071,users]])
This week in pictures:




Adam Stow, Associate Producer ([[50332,users]])
Jeeez, I’ll say that I’m just proud of this patch. A lot of us are killing ourselves proverbially over it, and it’s showing in the results. No funny gifs here :p
But we can’t rest now, we have to start work on the items going into the next patch. Onward!

Jason Yu, Associate Producer ([[56534,users]])
This week, we’re kicking off different teams to start up our next milestone. There are still tons of features we want to make better, change or add, but we’re focusing most of our efforts on bug fixing.

Javier Barreto, Lead Software Programmer ([[72964,users]])
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
There… I said it.
PLEASE ENJOY,


Jesus Diaz, World Builder ([[39450,users]])
I’ve been polishing the new social hub level and doing some fixes to previous levels.

Daniel Diaz, World Builder ([[33096,users]])
Working on the new tavern for the social hub!

Dani Moore, Remote QA Manager ([[25251,users]])
Doing our best Sonic the Hedgehog impression, except we’re trying to be more like Sonic 3 and Knuckles and less Sonic 06.

Philip Asher, Marketing Director ([[14,users]])
So proud of our entire team for this patch. We’re currently at the highest concurrent users for Dungeon Defenders II yet! Everyone’s a little burned out and working like crazy fixing (and repro’ing) the bugs you’ve reported. I hope we get through all of them quickly!

Josh Isom, Community Manager ([[4370,users]])
Running around gathering up your feedback and bugs for the team to address! To everyone who has submitted feedback, thanks for taking the time to do so! You da real MVPs.

The community team worked 15 hours on Tuesday trying to hatch as many eggs as possible. Hopefully that issue has been fixed for you in the latest hotfix! My eyes are super bloodshot right now, but this weekend, I can finally get some rest. (And hopefully I can play the newest update with you! I’m so jealous of everyone playing right now. I just want to bring back my DPS Squire, Sir Cadogan!)

I don’t really have the time to pick out my favorite threads, but I would encourage everyone to watch The Casters Guild on Twitch! They’re doing an amazing job of showing off the new update, and they have free code giveaways to boot. Also, a shoutout to indrooo on Reddit for making an awesome new banner!
TrendyEnt
This is a quick fix for the current issue with daily mission reset and completion, and we’ll have a better fix for this on Tuesday.
Bug Fixes

Fixed the daily mission refresh to continue giving new daily missions and map bonuses.

Known Issue

Anyone that comes into the patch with three existing quests, and you complete one quest, you’ll get another daily quest that was meant for the following day.  Then ON that following day, you will not receive a new quest.  It’s a little wonky, but we’re working on it.
If you’re playing on PS4, all of these changes will be in the Dark Altar Update on Tuesday.
[CG] Brittani
DEFENDERS,
We’ve shared a lot with you over the last few weeks about all of the exciting additions and revisions coming to Dungeon Defenders: Awakened with the release of the Epsiode 1 update. It’s been a blast showing off our two new heroes, the Warden and the Rogue, along with introducing new maps and our new inventory and stats system on our Twitch dev stream each week. For this week, we shared some more goodies that will add to Defenders’ experiences.
Enemies in Rifted
After our last update where we reduced the number of enemies across the board to boost game performance, the experiences in Rifted mode were impacted more than we (and Defenders) wanted. Rifted was designed to challenge the most dedicated Defenders, but as the enemy counts reduced, this mode kind of felt like a punishment rather than an exciting challenge. The longer runs that resulted weren't an intentional design choice and we’re fixing that to make Rifted all it was meant to be.
How are we doing this? Rifted will no longer spawn any normal enemies! Only Rifted enemies will show up when you choose Rifted mode. The Rifted enemy counts, attack damage, and HP are staying exactly the same as they are now. You just won’t need to bat off the normies anymore. This means fewer enemies overall with the increased challenge from Rifted enemies, achieving our goal of having Rifted require more skill but less time out of Defenders.
Hero Levels
For all of you who feel reaching Level 100 wasn’t difficult enough, we’re increasing the level cap for all heroes with the Episode 1 release to 105. The best items in Episode 1 require level 105 to equip, meaning you’ll need to conquer many foes on your journey to utilize the strongest gear available!
What Else?
If you’ve been keeping up with our news, we’ve spilled a lot of beans over the last month. We’ve been paying attention to your feedback and can’t wait to show off all of our hard work to our GLORIOUS Defenders. We haven’t announced a release date for Episode 1 yet, but know that we’re working hard to get the awesome and exciting updates into your games as soon as possible. We promise we’re as giddy as you are to see and try out these changes!
Another important topic to Defenders is updates on console development. We want to reassure you all that DDA ports for Nintendo Switch, PlayStation 4 AND PlayStation 5 are still very much under way. We’re working hard to get Nintendo Switch through the Lot Check process, while fixing bugs and prepping it to be live for you all while also knocking out Episode 1. The Switch version will be completed and released before PlayStation, and we are aiming to have DDA on all consoles by the end of the year.
Finally, we’re also working on an update for Dungeon Defenders II. We’ve got so much going on at Chromatic Games and we are making sure this stuff is ready to go before we ship it out, but we promise it’s on its way!
Social Defenders
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:
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Chromatic Games
[CG] Brittani
DEFENDERS,
On the May 14th stream we continued our string of reveals. Previously we’ve shown off the new Maps (The Mill, The Outpost, The Keep, and Foundries and Forges), the new heroes (The Warden and The Rogue), some new weapons (The Woodland Set), and even the new enemy (The Lycan). Those are just some of the things being added to the game, but now it’s time to get into some of the new features coming to Dungeon Defenders: Awakened. Let’s start with a big one — GEAR!
GEAR UPGRADE
Gear is getting a major face lift in Episode 1, and for a lot of reasons. We’ve been taking a heavy look at what players are doing with gear, how well they understand it, and what that means for metas. Currently, the meta is boost-only to succeed. Boost builds are fun, but they shouldn’t be the only way to experience the game. We’re going to keep boosting viable, but we’re also going to add options to help give our ever-expanding roster of heroes and content more ways to be enjoyed and conquered (respectively).
Stat Changes
There’s a lot to unpack here, so first let’s get into the changes that are coming. We’ll focus first on what’s being removed, what’s being added, and last the additional systems that are added that are built off this new foundation.
Stat Removal
On our May 7th stream we talked about removing Ammo and Reload from the game as a concept so that heroes using Crossbow weapons weren’t hindered when choosing to play with a crossbow wielder. Here’s a total list of what we’re removing from items, and what’s going to happen with them:
Ammo and Reload Speed
As previously mentioned, they just weren’t fun mechanics. They punished early players and scaled so high they didn’t matter to late game players.
New: The Huntress gains the ability to shoot an arcing explosive that deals damage to enemies hit. If the Huntress is in the explosion radius, she gets launched based on her orientation to the explosion. Rocket jump! Agility
This stat capped out at 100, meaning that a lot of players with 1000’s of agility because of gear rolling all the stats were getting punished for every decent agility roll on gear.
New: Agility cannot be upgraded, but instead scales from levels 1 - 50, with 50 giving the player the equivalent movement speed increase of 100 agility from before Episode 1. Block
Not all heroes who use swords block.
New: Block is an ability that statically scales based on the source of the attack, with smaller enemies taking less block resource and stronger enemies taking more. Casting
Another stat that caps out pretty quickly and ultimately takes power away from gear.
New: Casting now scales based on your hero level up to a cap. The higher your level, the faster you build, repair, and upgrade defenses. Charge Rate
Another stat that was a little too complicated to understand.
New: Now is baked into abilities that charge (i.e. Apprentice Secondary Attack) Knockback
More stats that people weren’t upgrading or cared to receive.
New: Now scales off specific weapons innately. Melee Attack, Ranged Attack, and Elemental Attack
The difference between these has always been confusing as to which ones to upgrade for players. Veterans might understand what to do here, but it's not really clear. As a result:
New “Damage”: We’ve decided to just merge these into one type “Damage”. That means if an elemental weapon drops, there’s one source to upgrade that guarantees you’ll be doing more damage. This new approach will keep damage scaling the same as before. Projectile Count (Polearms)
We removed this stat as it pretty much locked polearms to only the Monk, unless any hero we made in the future used ranged fire as their secondary stat.
New: Projectile Count for the Monk now scales with their level. Early in the game you have a single projectile, and then after a continued progression it’s permanently set to 7 projectiles. Projectile Speed
Upgrading this actually made some weapons unusable because their projectiles moved so quickly that they would not hit enemies.
New: Now this stat is set on a per weapon basis, meaning some weapons shoot faster or slower than other types. Skill and Boost
These two have been pretty hard to describe what they do for a lot of players, and they also lock us into this idea of new heroes always having both, or having to disjointedly say “ability two is for boost” or “Carnage on the Rogue scales from boost”. There’s a lot more we could get into here, but the TL;DR is that they weren’t intuitive.
New “Ability” stat: Ability is just Skill and Boost combined and are incorporated into the scaling of any ability a hero uses. Previously playing a boost Apprentice? Well now you can go drop mana bombs that pack a punch while keeping your boost build going. That’s a lot of changes that were made as the result of us heavily investigating gear, looking at player profiles, watching streams, watching video guides, and surveying players. We really dug into what players want and the best way to provide that. We’re not stopping there. We’re going further. Let’s talk about some new stats that are coming.
New “Crit” and “Crit Scaling” Stats - Melee Only
This stat is not a new concept to players, but the way it's implemented might be. We wanted to give melee heroes a chance to compete with ranged heroes. Ranged heroes have projectile count that deals multiplicative damage that’s not split amongst projectiles, and get to send a barrage of attacks to enemies while not having to worry too much about taking an axe to the face. Melee heroes however have to focus on avoiding too much damage, getting in and out, and not having as high uptime on dealing damage.
Critical strikes help bring balance to this difference. Melee heroes do have the advantages of cleaving, but in the late game projectile counts more than make up for that bonus. Critical strikes are a chance for us to make playing a melee hero a lot more fun. Critical strikes only apply to primary attacks and not abilities. As this is a new stat coming in with a lot of changes, we want to make sure it's powerful enough to balance the scales. Wow, okay, that was a lot to write about stats, but these are huge changes coming to items that we really need to explain as a foundation. But wait, there’s even more — let’s get into some item changes!
Item Changes
Now that we have stats laid out, the presentation of these stats is going to change. As previously mentioned, a lot of players felt forced to only play with their defenses. We think that’s a great way to take on challenges in DDA, but it shouldn’t be the only way to play. Instead of forcing players to choose between a defense-focused hero only and a damage-focused hero only, we’re going to let you do both.
Stat Locations
Where stats show up changes within this update and we wanted to provide a breakdown of their new homes:
Hero Stats
Damage: Weapons, Pets Attack: Weapons, Pets, and Offhands Ability: Weapons, Pets, and Offhands Vitality: Weapons, Pets, and Offhands Armor: Helmets, Gloves, Chest, and Boots Firing Solution: Crossbows, Staves, and Pets Projectile Count: Crossbows and Staves Critical Chance: Polearms and Swords Critical Severity: Polearms and Swords Tower Stats
Fortitude: Helmet, Gloves, Chest, Boots, Masks, Bracers, and Brooches Power: Helmet, Gloves, Chest, Boots, Masks, Bracers, and Brooches Def. Rate: Helmet, Gloves, Chest, Boots, Masks, Bracers, and Brooches Range: Helmet, Gloves, Chest, Boots, Masks, Bracers, and Brooches One thing we noticed was people were managing a lot of heroes to do multiple things, sometimes the same hero to build and another version of that hero to damage. There was so much that required you to have to set up and maintain, keeping you from taking down enemies for that sweet, sweet loot. This now gives you two options to play with at the same time instead of one. The note we made earlier with Ability letting you drop a Mana Bomb while also tower boosting? This lets that happen more.
The end goal of all of this results in us balancing these items so you have the same tower or hero strength that you had before Episode 1, but now having the both. Your individual character’s strength doubles as a result of this, which is why you may have noticed “offhands” as a term describing where certain stats would appear.
Offhands
This is a new item slot type that’s also kind of... not new. In order to really pack a lot of power into heroes and not bloat the strength of weapons, we decided to use a slot we have and make it more impactful. The Squire has a unique slot that has made it a little harder to balance him, and so looking at him we decided to unify this slot across all heroes. Now all heroes that do not dual wield weapons (Series EV-A and The Rogue) have an Offhand slot. These are as follows:
Ammo Pouch: Crossbow heroes Shield: Sword heroes Tome: Staff heroes Whetstone: Polearm heroes This is a lot of changes and balancing to improve player experiences and to open things up a bit when it comes to playing your hero in multiple ways. A lot of this is built upon a goal of ours: make gear more interesting. You may be wondering how removing stats, combining stats, and making stats native to heroes makes them more interesting. That part makes it simpler to understand what gear does and more ways to play for sure, but doesn’t really mean things are interesting. That’s where Item Effects come into play.
Item Effects
This is a new system that is coming to all gear in DDA. Item effects are unupgradable additional stats and effects that are applied on all your gear. For Episode 1, our goal is to lay it out as a foundational system that we are going to continue to build upon. The first iteration will be a bit simpler, with more complexity coming in future episodes.
What are Item Effects?
They’re additional effects that roll on your gear. There are a ton of these (with more added each episode) that should help boost your strength. Some only roll on specific item types, but this is something that’s easier to explain with examples than get into the weeds of it, so let’s look at a few types:
Stat types: These roll additional stats on pieces of gear that those stats could appear on. Example 1 - “Increases your Power by X” rolls on armor and accessories. Example 2 - “Increases your Attack by X” rolls on weapons and offhands. Elemental Increases: These roll additional elemental damage increases. Example 1 - “Increases your hero’s Fire damage by X%” rolls on weapons and offhands. Example 2 - “Increases your defenses’ Fire damage by X%” rolls on armor and accessories. On Attack: When using your Primary Attacks, these have a chance to activate. Example 1 - “Your Primary Attacks have X% chance to Enrage enemies for Y seconds”. Example 2 - “Your Primary Attacks have X% chance to explode, damaging all enemies in range. Y seconds cooldown”. This is just a brief look into what item effects are, but this doesn’t even come close to encompassing all of them. Item Effects allow us to now drop gear that lets players continue to progress playing through with less random base stats, but then have the ability to fully customize heroes by hunting down the right effects that bring a lot more unique power.
How does this affect my current character?
Going into Episode 1, we will be updating everyone’s gear to fit within this new system. Your current hero strength and setup should be maintained very similarly to how you currently perform, with the added bonus of your damage heroes being able to build and your builder heroes able to deal damage. We’re also working on having some specific item effects be included on this new gear as well, setting you up for a ton of success when Episode 1 launches.
To make sure everything scales correctly, upgrades are going to be changing since stats are being altered. As a result we’re going to be refunding you a plethora of gold based on your upgraded gear and removing the upgrades from this gear. This will let you then choose where to spend your upgrades within this new system. While it might take some time, we’re doing what we can to make sure it’s as easy and doesn’t make you feel that your previous decisions lock you out from taking part in all these changes.
Oh, you think this post is long? That’s too bad, because there’s even MORE. Let’s talk Set Bonuses. We’ve got them, you want them.
Set Bonuses
This shouldn’t come as a surprise entirely, as we’ve talked about adding more set bonuses in the future, and that’s what we’re doing here. Set Bonuses are additional stats and functionality that you get out of wearing pieces of a specific set at the same time. Previously in DDA, the only set bonuses gave item stat increases or turned specific defenses into Fusion towers. They still do, but now there’s more!
New Set Bonuses
The ones you’ve collected so far are still included, but we wanted to add some additional opportunities for you to build sets and customize your characters. We’ve got these broken into two different types that either increase your hero power or your tower power. Here’s two examples:
Erupting Defense: Increase your defenses’ Fire damage by X%. Armor Set, 4 Pieces Like Fusion gear, your item stats are still increased, but by a lesser percentage. This increase will make your Fire defenses your strongest defenses for this hero. Thundering Assault: Increases your hero’s Lightning Damage by X%. Weapons, 2 Pieces (Weapon and Offhand) New to weapons, but plays off elemental weapons you acquire. There are more set bonuses that are thematic to what we’ve laid out here, and even a few that aren’t. However, since set bonuses have been focused on towers primarily for a while, we’ve decided to add a bit more fun and flair with Hero Weapon Sets.
Hero Weapon Sets
We wanted to offer new sets that allowed players to take advantage of how active they can be if they choose to. These new weapon sets only work on a specific hero, and aren’t specifically aimed at changing their gameplay, but instead provide some more utility to their abilities. For now, we’ll give you a taste of one:
Protean Cannon MK II: Protean Surge deals X% increased damage and ensnares enemies by Y% for Z seconds. Weapon Set, 2 Pieces (Crossbows and/or Staves) This is something experimental that we wanted to put out there. They’re a ton of fun to use and let players come up with even more unique builds and choices on how they play DDA. We’ll be looking to expand this system as we release additional episodes.
How you see and interact with all of these new additions is incredibly important. So without further ado, let’s start talking Inventory improvements.
Inventory Update
DDA has a lot of stats and things going on when it comes to items, stats, set bonuses, characters, etc. It’s a lot to take in and isn’t currently explained in the best way. That’s where Episode 1 comes in.
New Layout
We’ve optimized our layout so that everything is together, making it easier to understand what you’re doing within your inventory.

Just from this image alone there’s a lot to see. One of the first things we’ll note is that items and equipped gear are now next to one another making it easier to equip pieces both with mouse and keyboard, as well as gamepad.
Next you’ll notice at the top there are a plethora of bags. We’re adding additional iconography that allows you to change the visuals for your bags, making it easier to know what each contains based on your personal preferences. That means that you need to have specific filters for specific bags. We’ve got you covered:

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

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

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

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

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

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


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:

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


Alright we’re exhausted, there’s no way there’s more. Oh wait. There’s so much to take in here, a lot of things changing, and a lot of things being added. Previously we were asked about having limited choices in the Hero Deck that make all the new things we’ve shown before this post somewhat harder to desire. Then the next topic shall be HERO DECK CHANGES!
Hero Deck Changes
We anticipate the need for the amount of heroes needed to go down compared to what players use now (with a lot of these item changes), but we also want to make things a bit more open and diverse. As we talked about it, and with the plan to add more heroes, we knew we needed to make some changes. First, let’s talk size.
Hero Deck Size
Now four heroes is great and all, but based on survey results, 95% of our players use 6 heroes at most. As we said, we expect the amount of heroes to go down (by at least 1), so when choosing a max, we wanted to accommodate adding new heroes alongside what players use. This made the decision pretty easy for us. So, in Episode 1, the new Hero Deck size is going to be SIX HEROES!
Hero Deck Incentives
Currently there are three hero deck incentives that affect players:
XP Shared across all heroes in the Hero Deck (this is on the UI) Active Hero towers’ gain 33% increased damage (mentioned in the tutorial) Fusion Set bonuses activate (not mentioned in game). We surveyed players asking if they’d like to have more incentives to use the Hero Deck, and so here’s what is changing in Episode 1:

Experience points being shared among all heroes in the Hero Deck is nothing new, except you have 50% more heroes now that will benefit from it.
Active Set Bonuses and Item Effects accomplish two things. The first is that we wanted to provide a space for players to make unique builds with specific customization. We’re adding a lot and by having this in place we make sure players don’t feel pressured to have every hero with every combination incorporated into a single build. The second is that we are going to be working on additional systems that take the item effects system and turn it from 10 to 11. If we did not place this restriction, we would be locked in with only the item effects in this first iteration.
Lastly, for Episode 1, we’re removing the restriction of “Active Hero” gaining increased Tower Damage. This means that all of your Hero Deck towers will be gaining a boost to damage. We’re currently working through the balance of what that percentage is, but the goal is to give you more power, try more diverse builds, and give you more ways to win.
Summary
There was a lot covered here and a lot of this stuff is subject to change until we have it out the door. We’re excited to get all of this tested and out to you, OUR GLORIOUS DEFENDERS. This is the standard of what you can expect with Dungeon Defenders: Awakened development and our episodic releases. A lot of this work is going to be expanded upon with future Episodes that we’re excited to work on and share with you!
What’s Next?
Believe it or not, this isn’t everything. Next week we’ll have even more reveals for the stuff coming into Dungeon Defenders: Awakened Episode 1. There’s even a new update for Dungeon Defenders II being worked on. We’ve got so much going on at Chromatic Games and we are making sure this stuff is ready to go before we ship it out, but we promise it’s on its way!
Console Update
We want to reassure you all that DDA ports for Nintendo Switch, PlayStation 4 AND PlayStation 5 are still very much under way. We’re still working hard on getting Nintendo Switch through the Lot Check process, fixing bugs, and prepping it to be live for you all while also knocking out Episode 1. The Switch version will be completed and released before PlayStation, but we are aiming to have DDA on all consoles by the end of the year.
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[CG] Brittani
#MayThe4thBeWithYou, Defenders!
We know the power of the dark side is a constant temptation. To help you continue choosing the light, we’re giving defenders a FREE downloadable far-far-away themed wallpaper! Our heroes want to send a galaxy-sized “Thank You” for all your support in keeping Etheria safe through the years.

We’re feeling extra generous, so for a short time, all galactic-themed DD2 costumes (including the Very Far Away Bundle) are 50% OFF in the Emporium! The sale starts today and runs until May 5th at 8:00PM EST. The Emporium is the way… to great deals.
On top of these marvelous deals, one defender will win a code for DD2’s Very Far Away Bundle through our retweet giveaway! This galactic bundle features four costumes for our four original heroes: Dark Disciple Squire; Arcanatrooper Apprentice; Galactic Assassin Huntress; and Dark Shawl Monk. Make sure to head over to our Twitter post to “like” and retweet to be entered in to the giveaway.
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[CG] LAWLTA
DEFENDERS,

Every day we inch closer to releasing a lot of the awesome hard work that many of us here at Chromatic have been focused on in order to get some great content out to you all. That also means we inch closer to revealing a new part of Episode 1. Oh wait, that’s today! Let’s get into it.
New Weapons - The Woodland Set
What would a new update be without new weapons? These aren’t all of the new weapons you’ll be seeing in Episode 1, but they are pretty friggin’ awesome! They are themed around the first two maps, being more focused on a living forest.

Bonus, there’s one in 3D. You’ll have to wait for the episode to release in order to see the rest!

Maybe they have something to do with our next hero? Nah, probably not. They’re just cool runic weapons from the woods, don’t need to think about it past that at all.
New Map - The Outpost
As previously mentioned, we’re focusing on remaking some of our previous maps with some changes to gameplay, while bringing in a brand new map as the boss map of the episode. The Outpost is following that formula. 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.

One of the things we wanted to do with these maps in this act is have a seasonal shift as you play through them. You’ll notice a dramatic shift and change in the season and tone as you progress onwards and fight the enemies that await.

 
These maps are some of our favorites visually, and there’s still some you haven’t seen. There’s so much you haven’t seen yet… Maybe we’ll shake that up next week a bit. Maybe. Probably. Just look out early next week for some B E A N S. That’s the “What’s Next Section”. Watch, we’ll put all of that there.
What’s Next
These maps are some of our favorites visually, and there’s still some you haven’t seen. There’s so much you haven’t seen yet… Maybe we’ll shake that up next week a bit. Maybe. Probably. Just look out early next week for some B E A N S. See, we did it. This is a callback to the previous paragraph. Something about these forests is driving us a little crazy.
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[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

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. 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
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