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[CG] Brittani

Hi Everyone! My name is Brittani Sahm - the brand new Community Manager for Chromatic Games, and your personal insider to all the things going on in the studio. 

Who am I? Before finding my way to CG, I was (and still am) a professor of public relations. My favorite part of teaching has always been learning about and talking with students, and I’m looking forward to reaching even more people through the many DD communities I’ll be in contact with as your Community Manager!

I am a hit-the-ground-running kind of person, so the first thing I want to do in this role is learn as much as possible about all of YOU. The more I get to know each one of you, the better I can be in this role. There is a survey linked at the bottom of this post that brings up some of these questions: What are your favorite aspects of DDA? What are your favorite platforms for communicating with the devs? How many bad jokes can I reasonably make you listen to during my streams? (That is serious - Studies have shown that my jokes land 60% of the time, all the time.)

I am a people person, and I will take my role as a representative for CG and the community seriously because I care about, well, people!

I’ll share a bit more about my personal life, too. This may be obvious, but I am a gamer myself. If you look through my Steam or Switch libraries, you’ll find plenty of casual RPGs and simulation types of games (exactly what you’re thinking - Animal Crossing is in there), and my first gaming experiences involved playing anything Mario-related on Super Nintendo with my family. I love the nostalgic feeling I get when revisiting SNES Yoshi’s Island on my Switch now. All of this started with my parents’ love for video games that was passed down to me and my siblings - we grew up with my mom bragging about her sick Ms. Pac-Man skills from her arcade-playing days (she still likes to brag when she has a chance), and my dad making sure we had access to all the new consoles (we still have an Atari locked up somewhere).

Because I’m a gamer, I understand the importance of knowing what’s going on with my favorite games and studios and feeling like I’m heard if I have a question or issue. I like talking to people, so this is something I’m quite passionate about. That is my strength as a professor, and that will be my strength as CG’s Community Manager.

I could talk about myself for longer than you are probably willing to read, so I’ll stop for now and open the conversation up to you. What do you want to know about me?

I’m looking forward to learning more about and engaging with this great community! 
(On that note - If you have a few minutes to spare, please fill out the survey below. It would be a huge help for me to get to know more about the awesome Dungeon Defenders community.)

Dungeon Defenders Player Survey
 

[CG] LAWLTA

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Greetings Defenders,

Protean Shift Patch 3.2 is now live on PC, PlayStation 4, and Xbox One! We’ve been hard at work ever since Professor Proteus made his glorious arrival in Etheria! The feedback from all of you has been tremendous and we greatly appreciate it. We’re addressing requests that players have wanted both for a while now and recently with the Protean Shift expansion. Let’s get into it!

Multiplayer Bonuses

Defenders love playing together, there is strength in numbers after all. Previously, when playing in multiplayer settings, enemies became stronger, but did not offer any additional rewards for the harder challenge. This is a pain point that you as a community have voiced to us for a long time, and with gear in a much better spot, we now have a way to reward the increased difficulty!

Previously, when playing in multiplayer sessions, enemies gained additional health without offering any increased rewards. Now when teaming up with fellow Defenders, you now gain additional Gear from Victory Chests. You may be asking, “how much?”, and the answer is A LOT. Here’s the breakdown you can expect to see when playing with multiple Defenders:

  • One Defender:  Remains the same.

  • Two Defenders:  +125% additional Gear drops!

  • Three Defenders:  +275% additional Gear drops!

  • Four Defenders:  +425% additional Gear drops!

When playing solo, the Escape/Options menu shows:

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When in a group of two:

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This pattern increases the more Defenders in your session. To have our bases covered, Gear is specifically armor, weapons, and relics. These additional pieces of gear offer players multiple opportunities on finding perfect stats and Mods while taking on stronger enemies. This means you have more gear to use or sell, boosting Defender strength and our player economy substantially. As a result, we’ve slightly tweaked sell prices to vendors. With the increased loot drops, you’ll be making on average the same amount of gold when selling to vendors. However, we maintained previous minimum Player Shop sell value of items to offset this. You’re now provided more opportunities to sell more gear between one another to obtain greater mountains of wealth than ever before!

We were able to get these changes out now to provide a feature the community highly requested thanks to the feedback we received via a survey many of you participated in. One concern that several Defenders brought up was in regard to party control and functionality. These will be coming in our next Update among a slew of new features not too far from now. We’ll touch on some additional changes later on in these notes!

Material Vault

In Protean Shift, we introduced a good chunk of crafting materials for Defenders to have more control over their gear. There’s a ton of new materials and one bit of feedback that we’ve received quite often, is about storing these spoils of combat.

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Enter the Material Vault! It’s a new vault that will be available to players that want to be able to store extra crafting materials. This special vault allows you to hold 999 of every crafting material and access to materials saved in your Material Vault regardless of where you are. Want to pump up the strength of your gear, or move some Mods around, but you put the materials in your Material Vault? You can now do it on the fly without pulling the materials out! When doing anything that requires crafting materials, Inventory Materials are used first before using crafting materials in your Materials Vault.

What’s Coming?

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In our last Check-In post, we outlined some short, medium, and long term goals. In our next update, here’s a sneak peek as to what you can expect to see:

  • Onslaught floors are always one map floors.

  • Extra rewards as you climb through Onslaught.

  • Improvements to Ancient Power

  • Increased party control and functionality

  • And…. A NEW BOSS, WEAPONS, MAPS, AND MUCH MUCH MORE!

As development continues, we’re going to be providing opportunities to test this content and earn “Tester Only” rewards, such as Betsy White, a true friend and confidant to any Defender.

Bug Fixes

  • Improved enemy spawn and pathing logic so enemies getting stuck in spawns will now have a better chance of finding their way out of the spawner.

  • Fixed additional cases where Berserker Orcs would get around blockades and walls.

  • Fixed an issue in Player Shops that caused a visual duplication while moving items.

  • Fixed an issue with Abyss Stone and Abyss Fountain giving an incorrect error message when there’s not enough mana available to use them.

  • Updated Shard Dust description to explain how it’s acquired.

  • Fixed a bug where the Jackpot shard increases gold reward upon wave completion.

  • Fixed an issue with comparison tooltips remaining when closing the Vault UI.

  • Fixed the text size of “LIST IT!” on 4k resolutions.

  • Fixed an issue with Gilded Colossal Fissure Shards receiving a negative increase.

  • Fixed an issue with Campaign Boot tinkering requiring an Iron Hammer.

  • Fixed an issue with Chaos V Boot upgrades requiring weapon crafting materials.

  • Fixed an issue with buy back items going to the wrong location in the inventory.

  • Fixed an issue where items claimed at the Scavenger while the inventory is full would look like it had been claimed but was still in the Scavenger.

Remember, if you run into any bugs, please let us know at our bug site. Also, check us out on social media for additional updates and game discussions with our awesome community:

We have much more on the way and will be spilling some beans in the coming weeks!

For Etheria,

The Dungeon Defenders II Team

[CG] HiggsBosonic
Defenders,


We have some exciting news for DD1 fans! Ice has worked with the team behind DD1 Redux and found a way for CG to provide official branch support here on steam for the overhauled version of DD1. What’s DD1 Redux? Check out the summary, the story and the massive change log below. Shoutout to all of the fans who worked on this project, we are proud to support their work and provide a new opportunity for veterans of DD1 and newcomers alike!
 

What is Redux?

Redux is a re-imagining of what is possible using the base form of Dungeon Defenders with no limits. The CDT updates were limited in balance changes, map changes, and types of additions. However without these limitations Redux could be designed differently. This time design is heavily influenced by player feedback from all aspects, resulting in an experience that may feel better for the player overall.

New features are far more extravagant than anything could ever have been done before, still maintaining the soul of how people enjoy the game most. Redux is filled with new content in the form of new maps, game modes, difficulties, quality of life changes, and other systemic overhauls.
 

Back Story from IHDC

This project began before my CDT endeavor and the original idea was to make a different version of DD1 that I wanted to play. Ever since the official updates for the game (content-wise) have ceased I decided to pick up this project again. Picked it up again I did and every week Redux continually got more and more ambitious as more & more changes were added. I did all of this out of love for the community because I was afraid to see the game die. Lastly, I want to give my full thanks to CG, the Redux community, and especially Ice for giving us this once in a lifetime opportunity.
 

Instructions:

Right-click Dungeon Defenders - Properties
Click the BETAS tab
Click the drop-down and select DD1 Redux Official
If you do not see DD1 Redux Official listing please restart Steam
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Save Handling:
Ranked:

When you first connect to Ranked on Redux you will get a 1 time only automatic copy from Ranked to Redux Ranked.

  • There is no method of Ranked to trigger this copy a second time.
  • There is no method to transfer anything save related from Redux Ranked to the original Ranked save.

 

Local:

Your save will automatically copy from DunDefHeroes.dun to DunDefHeroes.dun.rdx and be your new save location. Attempting to copy from redux back to normal will likely cause data loss, missing items, broken stats and isn’t recommended.
 

Future Updates:

Currently there is no specific date on a future update for Redux but there are plans to have them in the future as the Redux team needs and wants to add additions.
 

FAQ:

 

  • Q: Will redux ever replace the current live version of DD1.
  • A: No. Due to the drastic changes and the original state of what DD1 is today the game is considered complete and in a stable state.


 

  • Q: How can I have both versions side by side?
  • A: After downloading Redux you can navigate to the installation location on Steam (C:Program Files (x86)SteamsteamappscommonDungeon Defenders) and copy this entire folder to a new location. Then switch back the beta branch to NONE - Opt out of all beta programs. Create a shortcut to the bigger exe file DunDefGame.exe in both folders and name them accordingly to which version you wish to launch.


 

Credits:

IHDC – Creator
Mischief – Content creator & Master Mind
Gigazelle - Art & Game direction
Moose (Your friendly antler horse) - Q/A & Game direction
Kamil "Escev" - Q/A, Balance , Maths , & Game direction
Lolzcoolcat - Q/A , Balance , & Game direction
The Wild Emu - Art
Redux Testers - Q/A , & Balance

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Now, onto the massive changelog and details of the work that went into this DD1 overhaul.
 

Changelog
Towers

 

Tower Upgrading Changes:

Health/Damage Multiplier

Before        After
1: 1.1        1: 1.2
2: 1.2        2: 1.4
3: 1.3        3: 1.6
4: 1.4        4: 1.8
5: 1.5        5: 2.0
*LT, DST and Buff Beams not included

 
Apprentice
  • Magic Missile: Increase Projectile Speed
  • Magic Blockade: Increased Health Scaling
  • Fireball Tower: Increase Projectile Speed
  • New Tower! SnowBall Tower: Throws an AOE Snowball that damages and slows enemies.

 

Squire
  • Spike Blockade: Increased Health Scaling, Aggro Generation, and Damage Scaling
  • Bouncer Blockade: Increased Health Scaling and Damage Scaling
  • Harpoon Turret: Increase Projectile Speed
  • Bowling Ball: Increase Projectile Speed
  • Slice N Dice: Increased Health Scaling, Damage Scaling and added Suction Mechanic
  • New Tower! Mortar Tower: Shoots a bomb that deals AOE damage.

 

Huntress
  • Proximity Mine: Increased Damage Scaling
  • Inferno Trap: Increased Damage Scaling
  • Ethereal Spike Trap: Increase Damage Scaling and Rate Scaling
  • New Tower! Oil Trap: Damages enemies and applies a debuff for a limited amount of time-based on the tower health stat that makes them take increased fire damage.

 

Series Ev
  • Proton Beam: Increased Damage Scaling
  • Physical Beam: Increased Health Scaling
  • Shock Beam: Increased Damage Scaling
  • New Tower! SAM Unit: Fires a heat-seeking fire damage missile that explodes on impact.

 

Barbarian
  • New Tower! Damage Totem: Increases damage of nearby heroes (Scales off hero damage, radius scales off lightning stance)
  • New Tower! Speed Totem: Added New Tower That Increases Speed of all heroes on the map. Multiplier scales with Tornado Stance.

 

Summoner
  • New Tower! Spider Queen: New Minion unit that can fire a range web attack and melee mobs also takes 10% reduced damage.



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Heroes
Apprentice
  • Overcharge: Increases damage and hero speed in addition to castrate, costs more mana
  • Mana Bomb: Cooldown lowered to match Purity bomb cooldown
  • Hero Damage Scaling: Matched Jester Hero damage scaling
  • Fire Bomb: A fireball projectile that slowly travels to the aimed direction and explodes (Scales off Hero damage)

 

Squire/Countess
  • Bloodrage/Call to Arms: Reduced mana cost
  • Joust: Added higher weapon damage scaling. Added fire trail (Scales off Hero damage)
  • Blade Vortex Ability: Drops a set of Spinning blades that lasts for 10 seconds (Scales off Hero damage)

 

Huntress/Ranger
  • Invisibility: Now also grants movement speed increase
  • Dark Shot: New Ability that makes enemies (and bosses) take up to 40% more damage (Scales off Hero damage)

 

Monk/Initiate
  • Fire Aura: an AOE effect around the monk that deals fire damage to any mob inside it (Scales off Hero damage)
  • Remote defense boost: no longer requires the creator hero

 

Series Ev
  • Holographic Decoy: Increased damage, aggro radius now can be dropped while flying
  • Electric Bomb: A grenade-like projectile that bounces around before exploding (Scales off Hero damage)

 

Barbarian
  • Lightning Stance: Now adds additional lightning damage to each attack based on your lightning stance stat up to 50% of the attack’s damage for melee and 35% for hawk stance. It also shoots a ranged lightning bolt in the direction you aim.
  • Siphon Stance: Reduced resistance debuff
  • Turtle Stance: Reduced mana cost
  • Battle Leap: Added improved weapon damage scaling
  • Battle Pound: Added improved weapon damage scaling

 

Jester
  • Confetti Cannon: New short-ranged burst shotgun ability (Scales off Hero damage)
  • Wheel Of Fortuna: Change Damage all to only affect enemies once

 

Summoner
  • Summon kobold: New Ability that spawns a kobold suicide bomber dealing damage on explosion (Scales off Hero damage)
  • Pet Boost: For the ability duration it increases self pet damage by 25% - 450% and caps at around 6.6k hero damage. It also increases the pet attack rate by 25% - 250% and caps at around 7.1k hero damage


 

Skins
  • Added 4 new skins for the original 4 heroes on the Ascension Crystalline Dimension completion. They have the same bonuses and drawbacks as the Super Legendary skins
  • New Crystalline Ninja Monk skin: ???
  • Pirate Barbarian from Halloween Spooktacular 3. They have the same bonuses and drawbacks as the Tavern Keeper Barbarian



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New Maps & Rewards
  • Halloween Spooktacular 3:
    New boss fight. Rewards: Pumpkin hat accessory. Vampiric Bone Sword, Vampiric Bone Spiker, Vampiric Grim Reaper, Pumpkinator 2000. All of these weapons apply lifesteal based on the weapon’s base damage stat. Eye of Devastation from Wave 30.
  • Winter Wonderland 2:
    New boss fight, a new nutcracker mob that ignores gas traps. Rewards: Candy Cane, Winter’s Flame, Foam Sword. Nutcracker hat accessory. Ice Cube from Wave 30.
  • Spooky Invasion Challenge:
    Pirate Invasion, but spooky. Rewards: Pumpkin hat accessory. Vampiric Bone Sword, Vampiric Bone Spiker, Vampiric Grim Reaper, Pumpkinator 2000. All of these weapons apply lifesteal based on the weapon’s base damage stat.
  • Returnia Assault Pack:
    Assault missions on Mistymire, Moraggo, Aquanos, and Sky City. Completing all four in a row on Ascension yields bonus rewards.
  • Return To Crystalline Dimension:
    Assault mission on the first four sections of Crystalline Dimension New rewards: 4 void shards and the Crystalline Dimension Set of weapons
  • Town In The Cliffs:
    New Boss Fight. Rewards: Upgrader Djinnlet from Wave 35. Magic Sword(monk) and Spartan’s Sword from the campaign. Spartan’s Sword has a special effect called Spartan’s Rage which gives it a 5% chance per swing to deal 25% increased damage for the next 5 seconds. Magic Sword shoots a homing sword at the enemy you aim at.
  • Crystal Cave:
    A crystalline cave. 1 core. 4 Crystalline heroes to fight as bosses. Rewards: Eternian Sword, Spear, Staff, Energy Cannon and Divine Shards Crystalline Griffon on wave 25 Crystal Pet Rock wave 35
  • No Towers Allowed: Crystal Cave:
    DPS only for the waves with a Kraken boss
  • Great Turkey Defense Challenge:
    Defend the Turkeys! Rewards: Pet Turkey. Turkey accessories + new turkey bracers.
  • Wandering Heart:
    New Crystal Escort Map Rewards: Spear, Sword, Bow, and Staff of Hearts. The Spear and Sword’s melee attacks have a 50% chance to charm enemies to fight for you for 10 seconds. Charmed enemies take 2x damage but deal 25x damage. The Staff’s right-click heals all nearby players for 100% of the damage that attack would deal.
  • Halloween Assault Pack:
    Assault missions
  • Halloween Ramparts:
    Rewards: Buffed Halloween Spooktacular weapons.
  • Halloween Endless Spires:
    Rewards: Halloween accessories
  • Halloween Shipwreck Ruins:
    Rewards: Vampiric Bone Sword, Vampiric Bone Spiker, Vampiric Grim Reaper, Pumpkinator 2000. All of these weapons apply lifesteal based on the weapon’s base damage stat. Completing all three in a row on Ascension yields a bonus reward.


 

Updated Maps & Rewards
  • Palantir:
    New boss fight on Ascension, new rewards: Ice Pick, Ice Rifle, and Staff of Ice
  • Emerald City:
    New green accessory set based on the Crystalline Dimension set. Set bonus of orbiting emerald shards.
  • Tavern Defense:
    New accessory set with the Party Hat and Party Horn (new). Party Hat rolls buffed on Nightmare.
  • Alchemical Laboratory:
    New Pet Mini Demon Lord found on Wave 35 (Ascension Only)
  • The Throne Room:
    New Pet Mini Goblin Mech found on Wave 35 (Ascension Only)
  • The Summit:
    New Pet Mini Ancient Dragon found on Wave 35 (Ascension Only)
  • Aquanos:
    New rewards: Shield of Atlantis and Sea Snail found on Wave 30 ( Nightmare ) Wave 35 ( Ascension )
  • Sky City:
    New rewards: Pressurized Cog Shield and AirPlane found on Wave 30 ( Nightmare ) Wave 35 ( Ascension )
  • Great Turkey Hunt:
    New Pet Turkey. Buffed existing turkey accessories and added new turkey bracers.
  • Greater Turkey Hunt:
    New Pet Turkey found on map completion
  • Lab Assault:
    EVs now show on the map. Ascension Only: EVs will now teleport back up if they fall off the map. Pets and abilities can now be used. Can now drop every accessory in the game.
  • Temple of Polybius:
    New rewards: These pets buff towers the same as a guardian would, but up to 6 targets instead. They are called Speedy Polybius (rate buff), Destruction Polybius (damage buff), Expansive Polybius (range buff), and Defensive Polybius (resistance buff). Ascension Guarantees 2 Divine Shards on non Hardcore and 4 for Hardcore
  •  
  • Sky o’ Love and Temple o’ Love:
    New rewards: Spear, Sword, Bow, and Staff of Hearts. The Spear and Sword’s melee attacks have a 50% chance to charm enemies to fight for you for 10 seconds. Charmed enemies take 2x damage but deal 25x damage. The Staff’s right-click heals all nearby players for 100% of the damage that attack would deal.
  • Temple Of Water:
    New rewards: Trident found on map completion
  • Crystalline Resurgence 1-4:
    New rewards: 1 Void Shard on nightmare 2 on Ascension
  • Crystalline Demsnsion:
    New Rewards: 4 Void Shards on Ascension 8 Void Shards on Ascension Hardcore


 

Ascension

 

Difficulty
  • Original Campaign was balanced towards current nightmare endgame
  • Shards Maps have been balanced to match the difficulty of Lost Quests maps on Ascension
  • All mobs and bosses have had massive heath damage and speed buffs on Ascension

 

New Enemy - Cyclops
  • Shoots a ball of poison at a target that spawns an AOE poison damage cloud that deals damage over time

 

Loot
  • All pre-Lost Quests map rewards have received huge buffs to make them more viable in end game content
  • All Lost Quests map rewards had their go-negative stat reduced by 50%. This should result in massively increased ult rates

 

Survival
  • All original campaign have infested loot quality
  • All other maps have a new higher loot quality *moonbase is set to Kings game quality
  • All survival pets now roll higher on ascension

 

Tavern Keeper Shop
  • Shop items will roll comparable to nightmare random rewards at their highest quality.
  • Divine Shards can be purchased in the shop


 

New Qualities
  • Divine:
    Divine armor gives you a 2.5% passive healing bonus and a 0.25% passive tower healing bonus every 5 seconds / 2.5% health bonus to traps and auras. This bonus is set to 15% instead of a full set of Divine armor. They spawn with higher stats, upgrades, and a set bonus of 1.5x instead of the 1.4x of Ultimate-Ult++.
  • Divine Shards:
    New coal-like currency drops from the end of map rewards and tavern shop
  • Void:
    Void armor gives you a 2.5% hero damage bonus and a 2.5% tower range bonus. This bonus is set to 15% instead of a full set of Void armor. They spawn with higher stats, upgrades, and a set bonus of 1.5x instead of the 1.4x of Ultimate-Ult++. Only armor and the items from the Void Forge can be Void quality.
  • Void Shards:
    A new coal-like currency that is rewarded on Crystalline Resurgence maps, Crystal Cave (50/50 for Divine or Void Shards), and Crystalline Dimension.


 

Ruthless
  • Massively Reduced mob count
  • Increased Enemy Difficulty
  • Decreased Enemy movement speed
  • Lower mob spawn rate
  • Increased Loot multiplier 10% points higher then hardcore



 

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



 

Integrated Emulator
Controls
  • - F2 = Player 1
  • - F3 = Player 2
  • - F4 = Player 3
  • - F5 = Player 4
  • - F6 = Quick add Alts
  • - F7 = Remove all Alts
  • - F8 = Toggle Active Split Screens This hides the screens of your split-screen characters without removing them.


 

Pure Strategy
  • Players are now capable of all normal actions in Pure Strategy, including attacking and being attacked by enemies
  • Enemies no longer ignore/pass through players in Pure Strategy
  • Hardcore and Iron Man may now be selected while playing Pure Strategy
  • Enemy amounts and strength in Pure Strategy should now mirror Survival mode on all maps
  • All chests in Pure strategy now give 2020 man on the first wave, regardless of starting wave number
  • Upon starting the first Combat Phase in Pure Strategy, Defense Units and Minion Units will be reduced to 0 and remain there for the entire map
  • Pure Strategy Rewards now match Mix Mode loot + bonus


 

New Mobs
  • Cyclops:
    A new Mini-Boss mob on all Ascension maps that Shoots a ball of poison at a target that spawns an AOE poison damage cloud that deals damage over time
  • Nut Cracker:
    New Mob only found on Winter Wonderland 2 this mob ignores gas traps and explodes on death
  • Loot Goblin:
    Found on Mix Mode only. Drops a high number of items. Can drop Ascension version blade of the North, Snowball Launcher, North Pole, and Spear of Light


 

QOL
  • Re-Roll System:
    Added a new feature that allows an Ultimate++/Divine/Void Armor reroll for the price of a Void Shard, beware, every reroll has 40% to curse the item instead.
  • Inventory Sorting:
    Added a new feature to the item box that sorts the items based on their quality
  • Armor visual update:
    Updated Visuals of every armor model in the game
  • Graphic settings:
    Added 1440p option to the resolution list, added the ability to change graphics quality in-game, added the ability to remove the outline effect, extended the FOV range and added the ability to uncap fps.
  • Item Effect Screen:
    Added a window that displays additional, previously hidden, item properties ( like movement speed, etc.)
  • Boss Timer Skip:
    Added a new keybind ( n ) to skip incoming boss timers
  • Item Recovery:
    Added item recovery to most maps that did not have it
  • Auto Censor:
    Changes last digit of an Ultimate++/Divine/Void item stats to “x” when viewing an item.
  • Ascended Defender:
    New Achievement Complete all maps + challenges Deeper Well - Glitterhelm Caverns unlocks 1000 inventory slots
  • Damage Number Size Slider:
    You can change it from anywhere between 100% to 300%, the default in the live game is 200%.

 

Social Defenders

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For Etheria!
Chromatic Games

[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] LAWLTA
DEFENDERS,
Beta has been out for a few weeks now, and what a ride it has been! As a studio, it is incredibly exhilarating to have a ton of the hard work that we’ve been hammering away at as a studio out into the wild. Between watching streams and youtube videos; discussions on the forums, Twitter, Facebook, Steam, and Discord; the plethora of feedback that’s been provided; and just playing the games ourselves with friends and family, it’s been an incredibly awesome experience. So let’s start with Beta in general!
Beta, What is it Good For — Absolutely A Lot
Our Beta launch was something that we were incredibly happy with. When putting something as complex as a game out into the wild has developers putting on a helmet, and strapping down everything, for the potential chaos that can come with a Beta that just aren’t able to be tested in an internal environment. We launched with relatively low issues: gameplay was working at a very high degree with little bug issues; crashes were low and easy to identify; lanes performed with little issues, and our testers computers didn’t burst into flames (that was a super huge one). We were able to address crashes and tweak some things to improve the Beta experience pretty quickly, releasing four patches in a very short amount of time — SIX DAYS!
Betas over time have taken a turn in the industry to have a large range in what that actually entail. Our version of Beta was the original approach, that is getting a functional build that is very representative of the final experience regarding the core gameplay loot: build, defend, fight, and get sweet loot. A lot of things performed correctly, and the gameplay, for a Beta, could not have been better for us! That said, we have received a lot of the feedback, and are still parsing through a lot of it. Things like UI art, character visuals/faces, Survival scaling, hero and tower balance, and more are on our radar. There’s a lot of feedback that we’re getting that was anticipated, so we’ve had plans to address these things for the most part. We received a ton of feedback regarding UI visuals, and we are going to be making sure to give it that Dungeon Defenders feel. What was in the Beta was focused on functionality, to ensure we didn’t waste any work making art that could lead to wasted work. Needless to say, there’s a lot of improvements that we’re going to be making, and your feedback has been incredibly helpful to validate our plans moving forward!

Pre-order and Backing
We’ve had multiple ways that Defenders have been able to get Dungeon Defenders: Awakened. Starting with Kickstarter, which then transferred to BackerKit, and finally ending on our current store. There were bumps along the way, many we are still sorting through (note: if you preordered through Kickstarter and BackerKit, with any issues, please reach out to preorder@chromatic.games, DO NOT if you purchased through our current store, that should be done through support@xsolla.com). These three phases were part of our total plan, but the bumps were a very large learning process and we are working diligently to make sure we provide everything we can to our supporters.
One of the things that we’re going to be doing is sending out beta keys to our BackerKit supporters who purchased the $25 copy of the game. The store outlined what was included, but there was some confusing messaging going out about the BackerKit store. Our higher paying backers have had access to the Beta for a while, giving them exclusive access, and now we want to open it up to show our appreciation for your support, and also to make up for any confusing messaging that may have been sent.
We’re also offering more rewards through our newest storefront. We don’t want to exclude people who backed early from these rewards, so we’re going to be doing our best to be as inclusive as possible:
First, anyone who purchased through BackerKit will be moved over to our current storefront in the coming weeks. We'll let you know when this change is made. This means that you’ll get what’s at the $40 tier, but also have the option to upgrade to a higher tier if you want to, instead of having to purchase an entirely new copy.
  Second, anyone who backed on Kickstarter at or above the purchase tiers on the new storefront will receive the rewards included in the new packs. For example, did you purchase the $75 tier on Kickstarter? You’ll receive everything included in the Prestigious pack, the costumes, titles, everything! Our goal is to make sure that when you’re purchasing Dungeon Defenders: Awakened, you feel good about the purchase, and that you’re getting awesome rewards with an awesome game. You guys help make the game, and we want to make sure you know you’re valued.

Beta Late Than Neva
We’re sorry for that pun. It’s terrible, but it had to be said. With preordering and getting beta keys, the vast majority got out, but there were some keys that weren’t properly transferred over, surveys were submitted late, etc., that lead to people not receiving their keys on time. One thing we’re going to do is extend the Beta into January. Here’s why:
You have provided a ton of feedback and we want to increase the window so that every nook and cranny is covered. We want Dungeon Defenders: Awakened to be the best game it can be, and a lot of the feedback you’ve provided has been instrumental in making sure that’s the destination we reach.
  We’re opening the beta to the $25 purchases, and some people didn’t receive their keys on time, or are still in process (please reach out to preorder@chromatic.games if you haven’t already), we want to make sure that players have enough time to experience the beta and provide their feedback. These two reasons alone make it very important for us to keep with our goals of being inclusive to all Defenders, and making the best game possible. We want and encourage you to continue to provide feedback. Maybe later this month, there maybe an update, maybe that expands on some stuff, and maybe fixes some issues you've reported, maybe probably maybe. As for January, we’re currently discussing adding more for players to experience, with there being a reflection of change via the feedback all of you have provided.

MORE FEEDBACK
Another thing that should be in your inboxes in the coming week is a survey to those who have taken part of the Beta. While digging through all the feedback you’ve provided, we also want to get general sentiments and feedback about as many facets of the game as possible. To that end, to make sure we’re doing the best we can, we’re going to send out a curated survey for our Beta players. By completing the entire survey, we’ll be drawing 10 WINNERS to receive our Prestigious pack, giving you another copy to use for another platform, give to a friend to join you on your adventures in Etheria, or whatever you want!

New Stuff
Dungeon Defenders: Awakened isn’t just some simple port or remake. We’re adding a lot of content, and have some big plans for future content. People have seen some of the new rewards from the Beta, but we wanted to give you a quick sneak peek at some of the awesome weapons and pets that are coming your way:
New Weapons — Tech Rewards

With new rewards coming in, we want them to feel awesome. We also want them to feel awesome for ALL heroes. This is the Squire’s sword that you’ll be able to hunt down, alongside getting weapons for the Huntress, Apprentice, and Monk that are part of the future tech-based set.
New Pets

We have familiar pets coming back that many Defenders love, but we also have new pets to be earned. Currently called the Etherial Ancient, they are just one of the new pets that’ll help boost your character and pack a punch when fighting enemies.
 
FAQ (Frequently Asked Questions)
We've added an FAQ section to help address questions for current and returning Defenders. We'll be updating this overtime as more questions come in!
 
What’s Next?
We’re going to keep polishing systems and working. There’s a ton of feedback we’re actively working through, and are going to keep up to really make the game for our GLORIOUS Defenders. Keep throwing feedback our way, and know that even if you don’t get a response, it has been seen and that we’ll do our best to address it.
When it comes to communication, as we’ve acknowledged, have not been the best. We’re working on a few initiatives internally to help bridge the gap between our community and development. We’ve also been working through bringing on a full-time Community Manager, working with some fantastic candidates. Current plans have our new Community Manager joining Chromatic Games in January, and we can’t wait for you to meet her!
Chromatic Games is going to continue to work on doing things to the best of our ability. There have been bumps along the way, and while they can be frustrating, we want to thank you for sticking through it with us, as we grow into this new studio and are able to make awesome games for YOU! <3

Social Defenders
To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
Twitter
Facebook
Discord
Twitch
The entire team thanks you for trying to destroy the Beta. We’re grateful for all the tremendous feedback we’ve received so far (and more to come), and want to thank you for joining us on this journey!
For Etheria!
Chromatic Games
 
[CG] HiggsBosonic
Defenders,
Lots of things happening this week across the entire Dungeon Defenders franchise so let's just jump into the details.

DD:A Console Update
This year has been a wild ride, as humans and as a studio we have been presented with unforeseen challenges across the board. A ton of progress has been made on our console ports, and we’re nearing the finish line. Our initial focus for consoles was to get the game running on the Nintendo Switch, pouring months of engineering effort into optimizing the Switch and console experience. After incredible improvements, we are not satisfied with the overall experience on the Switch and have decided to change our focus in order to get a console version of DD:A into your hands as quickly as possible.
DD:A on the Xbox
Recently we changed our focus in terms of console work over to the Xbox One. Immediately we saw increased performanced and a better overall experience, which was really exciting. All of the hard work that we poured into the Switch version carries over into the Xbox version, and also later the Playstation version, so none of our work was wasted. 
When?
We are working with Microsoft to target a Q1 2021 launch for the Xbox. As we progress through the certification process we will update the community on a more exact month or date. We need to get through “cert” first, then we can work with Microsoft to set an exact launch date.
What about the other platforms?
Once we are through the certification process for Xbox, we begin that same process with Playstation & Switch. So Xbox will be released first, followed by Playstation & Switch.
What about the new consoles?
We will be releasing DD:A on both Microsoft and Sony’s new consoles as hardware test kits become available. We’re waiting for the opportunity to jump quickly on getting into certification and releasing DD:A on this new hardware.
 
1.2 Update Check In
We are working on Update 1.2 polish, bug fixes, and entering our final phase of testing. We will have a launch date for this update for the community soon. While we have had quite a few people working on this update over the last few months, our primary focus as a studio has been on the consoles. We do not want to rush this update out, so are taking the necessary time to polish the systems and test it before release.  Rift Mode, Transmog, new accessories, and more are coming your way, as well as Trading, Reforge and the remaining in-game Kickstarter rewards in a follow-up patch!
 
Franchise Steam Sale
All of our Dungeon Defenders Games on Steam are on sale
Dungeon Defenders 1 
75% off across the board, base game, DLCs, Collection, and 4-Packs
If you have not had a chance to experience this classic, now is a great time to pick it up.
Dungeon Defenders 2
50% off of Steam packs
50% off in-game Gem costs of Heroes, Costumes, Shards & more!
With XP & Gold Event going on for the next 5 days, it is a great time to get back into DD2 and pick up some wares on the cheap!
Dungeon Defenders: Awakened
30% off the base game
With 1.2 Update around the corner, which adds rift mode and new progression, now is the time to pick up DD:A and get to the end game before all the rifty goodness hits.
 
Dungeon Defenders 2 Events!
From now through the end of the year we have some in-game events lined up. We wanted to provide our loyal DD2 players with some holiday treats. Beyond the 50% off in game sale that will run through the second week of January here is a schedule of events coming this year.
Nov 25th-30th: 4x Base XP & Gold December 5th: Double Defender Medal Saturday Dec 11th-13th: 4x Base XP  Dec 18th-21st: 4x Base Gold  Dec 24th-27th: Holiday Extravaganza: 4x Base XP & Gold, 2x Defender Medals
  Social Defenders
To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:
Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info!
For Etheria!
Chromatic Games
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 You can report new forum issues here: Forum Bug Reports. 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
DEFENDERS!
We’re almost at the end of September, which means there’s a little over a month away from the Dungeon Defenders: Awakened PC Beta! The team has been putting in tons of time to really make sure the beta is a great experience, while also polishing up a lot of areas that won’t be seen until release. Starting next month, we’ll begin ramping up displaying a lot of the hard work that’s been going on in the world of Etheria.
As we’re working on that, we didn’t want to leave you without anything for September, so while this will be one of our shorter updates, we do have some awesome things to show off. We have a big post processing and shader effect that is still being tweaked, and the following pieces are still works in progress, but without further ado, let’s get into it!
Squire Towers
We previously showed the concept for these bad boys, now it’s time to see them in-game!
Spike Blockade



Bouncer Blockade


 
Harpoon Tower



Bowling Ball Tower



 
Slice n' Dice Blockade


 
These towers not only look fantastic but are incredibly fun to defend with. There’s another set of towers that we’re putting the finishing touches on in regards to animation, so we’ll show off the concepts for now. Get ready, the Apprentice Towers are coming at ya!
Apprentice Towers
Arcane Barrier

 
Magic Missile Tower

Flameburst Tower

Lightning Tower

Deadly Striker Tower

 
Our goal was to make sure that the towers are very discernable from one another, something that was harder to do previously. We cannot wait for you to see their 3D beauty, we’re just giving it some finishing touches before doing so.
These are things you’ve seen before. How about we look at something that’s NEVER been seen before? Maybe a map?  Maybe a new map in Act 1? Actually yeah, that sounds pretty good. Let’s do that!
 
NEW MAP: Lava Mines
This map is one of the new campaign maps coming in Dungeon Defenders: Awakened! It’s a ton of fun to play, it’s absolutely gorgeous, and most of all — LAVA!





 
What’s Next?
We’re still working our hardest to ensure the Beta coming in November is going to be the best first step at letting you, our valiant Defenders, take on Dungeon Defenders: Awakened. There’s a ton of info we’re excited to gain, where we can make the game better, and most of all — LET YOU PLAY! There’s a ton still left to do, but it’ll all be worth it.
Social Defenders
To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
Twitter
Facebook
Discord
Twitch
The entire team is having a blast working on DD:A, we cannot wait for all of you to get your hands on it. Stay tuned for more info!

For Etheria!

Chromatic Games
 
iamisom
Hey all! We’re proud to announce that we’ve partnered with Sony to bring Dungeon Defenders II exclusively to the PlayStation 4! In fact, you’ll be able to play the game tomorrow on PS4 at the PlayStation Experience. If you’re going, be sure to stop by Sony’s booth to say hi. We’ll have various people at their booth all day showing off the game.

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


iamisom
After weeks of hard work, our team is ready to release the first major content update for DD2 since the Council Expansion. This update contains some huge changes thanks to your feedback, so let’s break it down:
Armor and Relics



Armor is back! Helms, chest plates, gauntlets and boots -- these familiar treasures will drop from the bodies of your fallen foes. Players can equip one of each armor piece, along with one weapon and one relic (and one shield if you’re a Squire). There are six rarities of armor to discover, ranging from the raggedy Worn pieces to the awe-inspiring Legendary gear.
As for relics, these have been delegated to a single slot, and their purpose has changed dramatically. Relics are now used to amplify a specific playstyle. Each relic type has a specific primary stat:  
Totems: Defense Health Medallions: Defense Power Rings: Ability Power
Relics offer a significant stat bonus to their respective primary stat, similar to how weapons offer a significant Hero Damage bonus. We’re sure there will be many more changes to the loot system in the future, and look forward to your feedback on this new system! Victory Chests



We still have a ton of work that we want to do to make victories in Dungeon Defenders II satisfying and meaningful. We’ve just completed the first phase of that work -- Victory Chests. These chests appear at the end of a map and reward you with awesome loot.
There are four different rarities of chests: Powerful, Epic, Mythical and Legendary. Each chest contains one piece of loot associated with its rarity and a TON of gold. There’s also a small chance something awesome will happen when you open one! Stats and Special Stats Changes


Stats now roll in weighted combinations to help you get sets of stats that make sense for your hero. This means that Defense stats and Hero stats are more likely to roll together! This also reduces the amount of totally useless gear that drops, making it more likely that you’ll find the gear that you want to find.
We’ve also made a bunch of changes to special stats. These special stats now scale with rarity and item level. In addition, some of these stats are now tied to specific slots. For example, only boots can roll the special stat which has a chance on hit to double your movement speed!
We’ve added 9 new special stats and 3 legendary special stats to the game. Please note: Balance for these new stats is absolutely not final :). Have fun! Mana Nodes



This is our long-awaited change to the Chest & Keys system. In the same four spots where chests were located before, you’ll now find mana nodes. Unlike chests and keys, mana nodes are linked together via magic that lets you know when and if mana is available for your hero! You only have to activate one mana node to get your portion of mana from a map. Once you get your mana, the remaining nodes on the map will deactivate. If a player drops or leaves the game, the mana nodes will reactivate to distribute the remaining mana to your team.
There are also some HUD changes associated with this new system. Most notably, you’ll now be able to see how much mana other players are holding on their portrait on the HUD! Codexes

You may have noticed that tomes were absent from the relics list above. That’s because tomes are now being used as… Codexes! These are unique lore items scattered throughout the world, containing stories and key information about the world of Etheria. We’ll be creating more of these stories in the future and some of the ones in the game right now are placeholders. Let us know what you think!
Part of this change has also affected the inventory. You’ll notice there is no longer a Costume tab on the inventory. This tab will be making a reappearance when we widen the inventory screen. Feats

It’s our long term goal to create an awesome summary screen and score system that will let you know how you do in a match and incentivize you to play better (or differently) next time. There a lot of features needed to get this score system in, and we’ve just implemented the first--Feats!
Feats are awards you can earn during a match for performing specific actions like setting off environmental traps or repairing a bunch of Defenses in a row. Successful completion of these Feats will help you score bonus currency and XP in your matches, and will eventually become an important part in how we measure your performance in-game!
Titles

You can now earn player titles in Dungeon Defenders II. Check out the Collections tab to select these titles. In the future, we will be giving all of our Defense Councillors a code to redeem for a Defense Council title!

Full patch notes below:
Major Features
Armor System and Loot Changes
Weapons & Relics can only have 2 stats: 1 Primary 
1 Secondary
Armor was added to the game Four additional equipment slots were added: Head Slot
Chest Slot
Hand Slot
Foot Slot
Armor now carries your physical and magical resistance stats as its primary stat Armor has two secondary stats that it will pick from The number of Special Stats per item tier was adjusted The number of Stats on items also was slightly adjusted Players now have only one Relic slot There are three types of Relics: Totems
Medallions
Rings
Each Relic has will spawn with a specific primary stat Totem: Defense Health
Medallion: Defense Power
Rings: Ability Power
Tomes are no longer used as Relics they are instead used as Codexes  Victory Chests
When you win a map, a victory chest will now spawn Each player will get one victory chest There are four tiers of victory chests Powerful Epic Mythic Legendary When you activate your chest it has a chance to upgrade to the next tier Each tier of chest will guarantee one item of that tier and a lot of gold based on the level range you are in Mana Nodes
Chests & Keys are now replaced with the new Mana Nodes Mana nodes will occupy the same positions in all the maps Players now need to activate only one mana node to get all their mana Once you get your mana, all the remaining mana nodes deactivate. If a player disconnects or leaves without opening the node, the mana will be split among the remaining players and an additional node will activate Feats
Feats are a new addition to Dungeon Defenders II Feats are small repeatable challenges you can acquire while you play a map Example: 8 enemies defeated with your hero in a 3 second window There are a total of 24 feats in game right now Some feats have minor rewards tied to them  Player Titles
Titles are a new reward system for Dungeon Defenders 2. They are a great way to show off your accomplishments to other players! We’re looking very closely at how players are playing our game and designing rewards around those play styles. We hope you like them as much as we liked designing them. Completing challenges unlocks titles. Titles display in front or following your name. We provided an initial set of 6 titles. What titles can you earn? What titles would you like to see in the future? Titles are accessed through the Collections menu. Goto your local forge, select Collections, next to your Hero Deck, and look through the list! Select your title from the list then click Set Title. Codexes
Tomes are now used as Codexes Codexes are small snippets of lore that we intend to use to provide some backstory on different characters and locations in Etheria We have four volumes of codexes each having a variable number of them to collect The four volumes will drop across the entire game at different level ranges Note: some of the text is still a work in progress Codexes can be picked up like ordinary loot and can be read under the new collections menu in the Forge Loot Tier Feedback
We added additional feedback for different tiers of loot This includes: Spawn In Sounds and Ambient Sound Effects HUD Indicators  Minimap icons Light Camera Shake The intensity of the feedback varies based what tier of loot it is More Features
Inventory items can now be moved to different slots within the same bag. This gives the player more control over where items are placed in bags. Added functionality to support variable death animations for enemies. Enemies can now play different animations when slain. Added a 1360x768 resolution for users on older HDTVs. The Group Finder now notifies the player when a hero in the Hero Deck is not the appropriate level for the bracket. After displaying the popup, the Group Finder will automatically remove any restricted heroes from the Deck prior to entering the queue. Added notifications about new level ranges when joining the Entry Tavern. Added a button to transition the next level range on the summary screen after a completed game match. The end-game timer has been increased by 25 seconds to accommodate the new end-game chests feature,  Added a 250 denomination for currency in game. The Weapon Shop is now a Blacksmith who sells weapons and Armor. The Relic Shop sells relics only. Updated loot profiles for relic drops.

Balance
Added a 1 second cooldown to the Heal ability. Reduced the max number of Orc Skeletons per Dark Mage from 5 down to 2.

Content
Heroes
Updated the Huntress’ terrain impact sound for bows. Updated lighting on the Huntress’ bows. Tweaked the Huntress’ secondary attack animation. Adjusted idle ground impact VFX for the Monk’s Lightning Aura. Updated VFX for the Monk’s Lightning aura. Updated VFX for the Monk’s Boost aura. Tweaked art assets to prevent the Napalm Balloon's decal from popping out and fading properly as intended. Slightly tweaked the Squire’s hand textures. Tweaked the total frame count on run animations. Tweaked the Apprentice’s secondary attack animation. Enemies
Updated the Skeleton Goblin’s SFX. Updated the WarBoar’s SFX. The Warboar’s VFX is now disabled when at full health. All regenerative VFX should function in this manner. Revised the SFX for attack, death, and hurt animations for the Lady Orc. Updated Ranged Goblin’s animations.  Tweaked the Dark Mage’s various death animations. Environments
Optimized graphic assets throughout the Entry and Group Taverns. Updated the new SFX to the Forge. Increased the volume of idle Forge sounds in Dragonfall Bazaar to match normal levels in other maps. Updated the placement of the Forge in Nimbus Reach. Updated the placement of certain chests in Nimbus Reach. Adjusted fade-out times for combat and build phase music tracks in Nimbus Reach. Repaired a wall in Nimbus Reach that was missing collision.  Tweaked VFX in Nimbus Reach to resolve a few minor graphic bugs. Resolved various issues with lighting in The Gates of Dragonfall. Tweaked fade-out time of in-game music in The Gates of Dragonfall. Tweaked ambient sounds in the Gates of Dragonfall. Updated map music in Greystone Plaza. Updated fadeouts of map music for the build phase and combat phase in Little-Horn Valley. Updated shadow and lighting in Little-Horn Valley. Resolved an issue where various ambient SFX were not playing correctly in Little-Horn Valley. Tweaked minimap brightness to increase contrast, improving readability. Updated shadow and lighting in Dragonfall Bazaar. Tweaked fade-out times for map music in Dragonfall Bazaar. Updated shadow and lighting in Dragonfall Sewers. Tweaked fade-out times for map music in Dragonfall Sewers. Increased the fade-out of build phase and combat phase music tracks on Siphon Site D. Updated environment assets to improve lane readability in the Forgotten Ruins. Updated textures and lighting in the Forgotten Ruins. Tweak various VFX in the Forgotten Ruins to make them more consistent with DD2’s overall aesthetic. Updated art assets in the Forgotten Ruins to increase lane readability. These changes affected lane decoration assets and color. Updated lighting on trees in the Forgotten Ruins. Updated map lighting on the Forgotten Ruins. Tweaked the fade-out times of build and combat phase music tracks in the Forgotten Ruins. Tweaked fade out times of combat and build phase music tracks in Battle for the Ramparts. Resolved an issue where the East Dock spawn point lane wisp was missing in The Battle for the Ramparts. Slightly reduced the volume of ambient SFX in Battle for the Ramparts. Cleaned up collision on the War Table in the Group Tavern. Optimized art assets in the Group and Entry Taverns. Updated names of certain characters in the Entry Tavern. Updated VFX for the core cart in Dragon’s Fall. Items
Updated lighting for all fire and storm elemental weapons. Tweaked staves that have gems attached to them. Gems now light up to match their elemental attribute. Tweaked art asset colors on elemental earth and ice staves. Updated SFX for tier 3 and 4 items. Tier 6 items now have a camera shake effect when dropped. Updated the large piggy’s art assets. Inventory bags names now have a max character limit of 40. 

Bug Fixes
Resolved an issue where playing in maximized windowed mode severely lowered the game resolution. Fixed a bug where dying while viewing an item comparison tooltip caused the tooltip to linger on the player's death screen until respawn. Removed the word "bigger" from the profanity filter. Resolved an issue where shop items were not being refreshed. Resolved an issue where Hero walk animations would continue while tutorial videos were being played. Players should no longer hear Heros walking during the tutorial videos. Resolved an issue that occasionally prevented tutorial videos from being cancelled. Resolved a crash that occurred while interacting with tooltips. Players would see this the most in the Item Enhancement Shop. Fixed a bug where, while in tower placement mode, scrolling the camera upward while facing a spawn point resulted in the tower preview appearing behind your character. Resolved an issue where enemy units would trigger the red targeting reticle through walls or when otherwise invisible. Resolved an issue where exiting the Hero Creation UI while still spawning in a new Hero would cause the controller to get stuck. Resolved an issue where players on steam were not consistently being placed in the correct Tavern after being invited to play with friends. Resolved an issue where non-widescreen resolutions were being displayed incorrectly. Resolved an issue where logging out with a full inventory allowed players to buy more things than they could hold. Resolved an issue that caused sell costs to be calculated incorrectly when changing the premium bag's icon while selling. Resolved an issue where selling a tower that was built by a disconnected teammate displayed an incorrect message. Resolved an issue with the inventory UI that prevented clicking and dragging of the scroll bar. Resolved an issue where the Apprentice's projectiles were colliding with dropped loot. Resolved an issue which prevented the Dark Mages from summoning the proper amount of skeletons. Resolved an issue where Goblin skeletons had no collision and were invulnerable. Resolved an issue where air lane wisps would change from blue to red when sub objectives are lost in The Ramparts. Resolved an issue where the Monk’s Boost Aura would sometimes lose health during the build phase. Resolved an issue where the Monk's Pole Smash ability when used while standing on certain edges resulted in a momentary slowfall effect. Resolved an issue which doubled the VFX on the flameburst tower and arcane barrier when upgrading.  Resolved an issue where using Seismic Slam directly after using the Squire's Provoke would cancel the Provoke buff's effects. Fixed an issue with destroyed subcores not playing idle spark sounds if a player joined the match after the subcore was destroyed Increased fade out time of build and combat music tracks by 1 second Resolved an issue with the lightning spec node which prevented it from correctly scaling player damage stats. Resolved an issue which caused players to receive extra mana when a teammate left the game session. Resolved a bug that allow players to fall outside of the Nimbus Reach map. Resolved an issue where allowing a sub core to be destroyed triggered the defeat music theme in Nimbus Reach. Fixed a bug that prevented the main core's idle sounds from playing in Battle for the Ramparts. Fixed an issue with core barriers not playing idle sounds in the Forgotten Ruins. Fixed an issue where the Sentry Crystal was no playing idle sounds in the Forgotten Ruins. Resolved an issue where endgame music and text messaging was missing from Battle for the Ramparts. Resolved an issue where the Water trap wasn't working as intended in Dragonfall Sewers. Players should now always slide and (eventually) die if they fall or jump into the water. Resolved an issue where players were able to climb a lantern in front of the Echoing Tunnel spawn point in Dragonfall Sewers. Resolved an issue where players were able to build defenses in unreachable areas of The Gates of Dragonfall. Resolved an issue where the "New Level Range" popups were showing up every time the player changed heroes. Resolved an issue where players were able to get behind spawn points in Battle for the Ramparts.  Fixed a bug that prevented subobjective SFX from playing after the subobjective was destroyed. Resolved an issue where player counts in the Summary Screen were incorrect after a player left a match. Resolved an issue where a leader selection warning was appearing in gameplay maps. Resolved an issue where incorrect billboards were being displayed in Greystone Plaza. Resolved an issue with certain old one eyes layering their sounds incorrectly in Dragon's Fall. Resolved an issue where players would receive no game options if the group leader left the game during the summary phase of a private session. Fixed a typo on the Monk's Serenity Spec. Resolved an issue that prevented items from being deposited into the temporary item bag (TIB). Resolved an issue where new players who had never played a game or created a character were unable to confirm their invitation to a game currently in progress. Resolved an issue where upgrading the Boost Aura did not properly increase the damager per upgrade on nearby towers. Resolved an issue where relic slot icons were not appearing in the appropriate place in the Inventory UI. Resolved an issue where the clear button on the item upgrade UI was not clearing all items. Resolved an issue where the ""Retry Map"" button was not working as intended. Updated the "continuing in" message on the summary screen to read, "Returning to Entry Tavern in." Resolved an issue where players who were invited to maps with a hero that did not meet level requiremnts failed to transition back to their Entry Tavern. Resolved an issue where special stats would stop working when a player swapped heroes. Resolved an issue where attempting to join a map during seamless travel would crash the game. Resolved an issue with the forge idle SFX across all maps. Resolved SFX issue in Siphon Site D that prevented subcore waterfalls from playing. Resolved an issue where idle gas trap sounds were not playing in Siphon Site D. Resolved an issue with the Old Man idle voice over not playing before he leaps onto the cart in Dragonfall Bazaar. Resolved an issue that prevented Wyverns in the center lane of Greystone Plaza from remaining in the correct lane. Resolved an issue with Bell toll sounds not playing in Dragonfall Bazaar. Fixed an issue with creepy monster sounds not playing in Dragonfall Bazaar. Fixed an issue with forge idle sounds not playing in Dragonfall Sewers. Fixed an issue with Twisted Metal ambient sounds not playing in Dragonfall Sewers. Fixed an issue with the Main Core Water Tank idle sounds not playing in Dragonfall Sewers. Fixed an issue with Subcore Waterfall sounds not playing in Dragonfall Sewers. Resolved an issue where the Yak's SFX were not playing as intended in The Gates of Dragonfall. Resolved a bug that unintentionally produced a light beam in the Tavern.
[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] LAWLTA
DEFENDERS,

Now that we’re a week out from our PAX return, we’re ready to share a lot of information about Dungeon Defenders: Awakened and what you can expect. There’s a lot to talk about, and based off the title of STEAM EARLY ACCESS, you probably already have a ton of questions. Let’s get into it!

Steam Early Access
Dungeon Defenders: Awakened is going to be available for Steam Early Access on February 21, 2020 (just in case you thought it was February 2021). This is something we’re incredibly excited for and hope that you are too! There’s a lot of reasoning that went into this, so we’re going to break it down because we want to be as transparent as possible to you, our GLORIOUS Defenders.

We previously mentioned that we would be avoiding Early Access, but we feel this is the best route to deliver on our promise that we’re working very hard, while being able to also deliver something tangible to you by the extended deadline we provided. Our continued goal is to be as transparent as possible and have our fans tied to our development for years to come.

Feedback
We received A LOT of feedback. We put out a survey to our testers at the end of last year/early this year, and the turnout was insane. The thousands of results outlined what all of you thought about our game. In fact, for how rough the Beta was, we were ecstatic by the results:


 
In total, it’s less than 10% of the most diehard hardcore Dungeon Defenders fans were not happy with the Beta. In terms of testing a game… that’s a home run! We knew that we were doing a lot of things good, but based on the feedback provided, we know we can do better than good and produce great work.
The feedback outlined a lot of what people enjoyed about the game so far, and also some of the holes we had to fill. We went through and outlined everything we could make better based off the feedback from the survey, forums, and feedback provided through zendesk. It was a lot, and we’re not devs who shy away from a lot of hard work. Some of the feedback we’ve received made it into the PAX build and had an incredibly positive reception, showing that our approach to focusing on pushing from good to great is the best approach for not only us as a studio, but to all of our incredibly loyal community.

Studio Work
We’ve been working at a pretty high capacity to make sure things get out on time. We could have made a February launch for both PC and Nintendo Switch, but based on the feedback we received, it would have felt like 80~90% of the game you expected. This created a lot of internal conflict, because the people who work here at Chromatic are incredibly talented individuals who have done such a great job in such a short amount of time (we’re coming up on only 1 year of development), and we hold ourselves to a higher standard because 100% of what’s in the game is a reflection of our work.

When we received the feedback, we knew that if we weren’t feeling the game was at 100%, then we couldn’t be dishonest and release it saying it was 100% ready. We want gameplay to feel polished and smooth, we want everything to look amazing and crisp, we want the systems to be seamless for people to use, and we want it to be a Dungeon Defenders game that our players are proud to support for years to come. Our goal is to be as transparent as possible, which leads us into what our Early Access schedule looks like.

Why Early Access?
Going into Early Access on Steam allows us to get where the game is at into the hands of our players on PC. By doing so, we’re able to iterate quickly, getting Dungeon Defenders: Awakened into that 100% state as soon as possible. We are still going to be honoring our Nintendo Switch exclusive deal with Nintendo, with our PlayStation 4 and Xbox One releases coming in Q3 2020.
That said, this Early Access is not going to be like other games, or like Dungeon Defenders II. The Early Access period is going to be incredibly short, because we’re really spending this time to polish up the game and meet your expectations. Dungeon Defenders: Awakened is going to be fully released during Q2 on PC and Nintendo Switch. We want Early Access to be as short as possible so that we can get Dungeon Defenders: Awakened out to all of you as the best version of the game.
A lot of the polish we’re doing is to systems and gameplay, those are a bit harder to show off or discuss, but they encompass enemies spawning, how much loot drops, what kind of loot drops, enemy difficulty, enemy AI, and more across the entirety of the game. 
One of the things we can show is the visual changes to some portions of our feedback. One thing that was shown off at PAX (and is still being iterated on) was the changes to the HUD:


The feedback from the survey was overwhelmingly positive:



That’s 4.5% that were dissatisfied, which when it comes to feedback, it's a slam dunk equivalent to (Space Jam spoiler alert) Michael Jordan slam dunking with his long arm at the end of Space Jam on the Monstars to score the two points needed to save the world: 

As a result, we’re going to continue to use this time to polish up UIs in a similar fashion to how the HUD was polished. We’re excited to get these updates out to you in Early Access, and will be continuing iteration through Early Access based on feedback. As we speak, the UI has received even more polish than what’s shown here.
Another change that we made was to the Huntress and Monk. We had seen through written feedback that people were not happy with their visuals, so we made some changes and presented them in the survey. People were happy with the direction we were going, but weren’t sold all the way. Something we weren’t able to get in the PAX build was our next iteration on the Huntress and Monk:

 


You can see the progression we made over time, the first being the version we released into Beta, the second being a first pass presented in the survey, and the last being an updated version based on the feedback we got.
These images felt to us a lot closer to Dungeon Defenders, while bringing them graphically up to 2020. We’re going to continue to get feedback on these as well, but we’re really happy with where they are at currently.

Roadmap
Releasing into Early Access isn’t only going to be setting the game live in its early state and then providing the finished product months later. Instead, we’re going to be updating it over time, adding in features as they become polished and in a state we’re happy with. Thus, THE ROADMAP IS BORN! 



As a studio, this is what we are sticking to as a studio. Should anything change, we are going to make sure that we keep all of you updated as soon as possible. We want this road map to serve as a look into where our focus is and as a promise for what we’ll deliver.

Beta Closing
We’ve already implemented a ton of Beta feedback and are currently working through more. As a result, we’re going to be bringing the Beta to an end on Sunday, February 2nd at 11:59PM. We were very happy with the amount of people that we got in and the amount of feedback provided. If you had fun in the Beta, it’s only the surface of what’s in store for you on Early Access and our full release! Early Access is less than a month away.

What’s Next?
We’re going to keep working. As shown in the Roadmap, we’ve got some ground to cover still. We want to keep updates coming and to further enhance our transparency and direct communication with our community. After Early Access launches, we plan on having updates showcasing the work that has been done, introducing you to members of the team, and giving you a look at the work it took to make Dungeon Defenders: Awakened.

Chromatic Weekend Wind Down, Dev Streams, and more are going to be coming as we continue development. We’re very excited for everything coming out and are excited that all of you are along for the ride!

Social Defenders
To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
Twitter
Facebook
Discord
Twitch
The entire team thanks you for your support. We’re working to make Chromatic Games a studio that is able to create games current and future that our Defenders are sure to enjoy, because our games are made for YOU!
For Etheria!
Chromatic Games

iamisom
We wanted to ease players into our early game by making hero-specific loot drop more frequently on early maps. We like ramping our loot system to the player. As such we want early players to very frequently find immediate rewards. Later on when we’ve introduced more game concepts, we drop more variety of loot to show players the possibility space. There are a lot of options in the DD2 loot system for you to play with. We found a bug that was preventing hero-targeted loot from dropping on certain maps (mainly Town Entrance and Market) As a result, you’ll see more loot drop for your hero across the board:
Resolved an issue where items were not dropping at the intended frequency for the selected Hero.

Many of you have been pointing at easy mode Monk for awhile. We listened. What we found is that the Monk’s Lightning Damage Spec Node was adding an additional 100% damage every time the Spec Node activated. We’ve fixed the issue and Monks are fitting better into our hero balance paradigm:
Resolved an issue where the Monk’s Lightning Damage Spec Node did significantly more damage than intended.

Clarity is critically important. We identified certain stats and tooltips that were unclear or had bugs and cleaned them up:
The Apprentice’s Reduce Cooldown Spec now displays the correct percentage in the Spec Node page. There were some additional edge cases that were fixed in this patch. The special stat “% chance to drench on hit for # seconds” was displaying different number of seconds depending on if the item was equipped or in the inventory. The tooltip should now display the correct number in all places. Physical and Magical Armor have been renamed to Physical and Magical Resist for items.

General Bug Fixing:
Switching between characters with an item that has the lifesteal special stat no longer breaks the functionality of lifesteal.  Resolved an issue where the “Chance on Damage Taken for Fire Explosion” special stat on items would never trigger.  The special stat "% chance to stun a target for # seconds" no longer applies to the Monk's Lightning Aura.[/list] 
iamisom
In our first-ever Influence Report, we talk about some of your biggest topics so far. We'll talk about more topics in future videos! Keep your feedback coming! Plus, read our new Dev Log after the jump.




Here's what we're working on this week:


Danny Araya, Creative Director (DannyAraya)
Recovering from the Game Awards and PSX. Taking a look at the community feedback since EA release and reassessing some of the aesthetic decisions we’ve made. Thinking of some of the next steps steps to take with codexes, environmental easter eggs, and other small narrative elements. 



Jay Twining, Senior Game Designer (TrendyJayT)
We’re testing improvements to the long-term health of our progression and combat balance. We have lots of plans to make the leveling, itemization and end-game experiences super engaging. I can’t wait to show you guys what we’ve got up our sleeve! Here’s a hint: expect leveling from 1 to 25 to be a much better experience very, very soon. 


Joshua Javaheri, Lead Technical Artist (javahawk)
Catching up a bit after PSX and the Game Awards. Prioritizing milestone tasks and working alongside our talented VFX team to art up one of our newer creepy maps in production.


Chris Flores, QA Lead (likethatwhenigothere)
Now that the hotfix is released, we’re continuing to look into the issues being reported by the community and helping to resolve those issues. Also, we have some lingering issue that have been sitting on the shelf for a bit now so we’ll go back to those and try to figure the out. Finally, we’re doing another sweep over the Special Stats as some of them are still causing issues or need some balancing tweaks.
Some of the issues we’re looking at right now (as in right now right now):
Players loading into a Black Tavern with no collision. We now have 100% repro for it and a fix will be in the works soon. Much like you guys, we are also eagerly awaiting a fix for the Inventory bug in which it appears as if items are disappearing from the inventory when swapping out equipment. We know what’s causing it and just waiting for a fix to come down the pipeline. We are actively investigating the numerous crash reports involving the game crashing after pressing Play on the launcher. These are machine specific-crashes so our programmers are working out ways to get better crash reports to help narrow this down. Stay tuned!

Abraham Abdala, Lead Technical Animator (Broham)
Working on new traps and subcores for the spooky maps… eight-legged freaks and stuff.


Eduardo Lev Guerra, Engine Programmer (EdLev)
Trying to solve the most commonly reported crashes, and starting work on some cool new matchmaking functionality.


Adam Stow, Associate Producer (@TE-Stow)
Sadly cannot rest after PSX! Making sure the new map’s trap design is communicated and vision clear as it goes into art, and making sure that the newly announced (You did know that, right?) PS4 version is humming along.


Jesus Diaz, World Builder (N3oDoc)
Working on a new level, currently creating the large pieces such as grounds and walls and making sure that these pieces are close to the original blockout.


Philip Asher, Marketing Director (pmasher)
At home recovering from post PlayStation Experience and The Game Awards flu. Approving all sorts of awesome stuff our community and marketing teams are creating for you guys these next few weeks.


Josh Isom, Community Manager (iamisom)
The feedback. Oh god, the feedback! We’ve gathered up every single Steam forum post, official forum post, Tweet, Facebook comment, review, article and article comment since we dropped the Steam Early Access version (and the PS4 announcement!) on Friday. Phew! My brain hurts. 
There’s so much ridiculously amazing feedback, and we’re diving in to tackle the biggest points of feedback. Brad and Daniel mentioned a few of the biggest points in the video above. We’ll talk about more points in our developer livestreams (every Friday at 5 PM EST on our Twitch channel) and in future Influence Report videos!
[CG] LAWLTA
Ahoy Defenders!
Patch 4.1 has docked in Etherian ports and is now live on all platforms. This patch is focused on providing some nice change to perfect Mod drop rates, improving the visibility of Mod quality, polishing Mob pathing, and more. Get your eye patch and parrot ready, let’s set sail into some notes!
Perfect Mod Drops
This is something that we received a lot of feedback on and are working on in multiple phases. The first phase is in this patch allowed us to do calculations on changing the drop rates specifically. Previously we expected players to see a perfect Mod of any kind within less than nine hours of active gameplay (active gameplay being time spent efficiently and quickly completing maps, not just with the game open). After hearing feedback, we sent out a survey that gave a lot of good information. Our testing and simulations validated the feedback and our feeling was that there was more to add to this system. This first phase looks to increase the drop rate so on average you see a perfect Mod in less than four hours of active gameplay on average (which matches up with 31% of people surveyed asking for 1-5 hours, and 40% asking for 5-10 hours). This average is based around solo play, so multiplayer sessions may much shorter averages. When talking about averages there are going to be outliers, but for the short term this is the best fix we felt comfortable putting out.
The second phase of this is a lot more complex and requires a lot of work and discovery on our end, and it should be coming with our next update. We are working diligently to get rid of any outliers that cause players to feel as if they haven’t seen one in over 50 hours of active gameplay. Alongside that we also hear the desire to target farm Mods, and while it’s not something we’re going to provide outright, we are looking into way(s) to ease this quite a bit. We’re going to touch more on this as we get closer to our next big update (which isn’t too far away)!
Mod Quality Visuals
Players have requested that we make it easier to understand where your Mod quality ranges on a scale of 1 to 10, especially if you’re colorblind. Now there will be a number that reflects the quality nestled gently on top of the “Qualibean™.”

We’ve heard additional feedback on Mods regarding sorting and distinguishing perfect quality and are currently looking into ways to make this better.
Mob Pathing
We’re continuously finding ways to make our game experience as smooth as possible. Stuck enemies and those that go off their intended path are no fun to deal with, and they certainly are a challenge for us to ensure they work correctly. We changed A LOT of their behaviors and fixed a lot of stuck/pathing issues in this patch with some new logic. We’re going to keep a close eye on these changes to make sure they work correctly, and if there’s more work to be done we promise we’ll be hammering away it.
Replay From Wave
This was a feature added in with Isle of Dread that a lot of players have enjoyed. We ran into an initial technical challenge that did not allow this feature to work well on Lost Temple. Replay From Wave was released and since we set to work on getting it to work on Lost Temple. After testing it, we’re now able to get Replay From Wave to work on this map — including Omega Waves.
Prestigious Weapons
When Isle of Dread was released, players had the opportunity to earn a Prestigious weapon every 10 floor of Onslaught before floor 100, and every 20 floors after floor 100. With how the update was applied, it required people to overcome previous highest floors to receive these rewards. It didn’t feel great to have players reclimb to take part in this new system.
With this patch, we were able to get this working. As a bonus, all players as of this patch are able to go complete every floor a Prestigious Weapon drops and receive one. For example, if yesterday you completed Floor 60 and received a Prestigious Weapon, you are now able to not only complete Floor 60 to receive another one, floor 10, 20, 30, 40, and 50 can be completed again and you’ll receive another Prestigious Weapon for each!
Bug Fixes
Fixed an issue with the Abyss Lord’s Colossus not consistently attacking enemies in lane.
Fixed an issue with Earthshatter Tower not attacking Vanguard Gorbstock, Vanguards (shield goblins), Ranged Ogres, and Cannon Ogres.
Fixed an issue with Anti-melee Servo not working with Angry Nimbus.
Fixed an issue with the Harpy Tower functioning without a World Tree.
Fixed an issue with some towers where their Inspect DPS was not calculating Crit Damage and Crit Chance.
Fixed an issue with Angry Nimbus shocking enemies without the Dryad in Corrupt Form.
Fixed an issue with parties being disbanded upon transitioning.
Fixed an issue with towers affected by Boost Aura losing their yellow VFX when upgraded.
Multiplayer bonuses now work properly in Incursions and Onslaught.
Fixed an issue with EV2 getting stuck in the Proton Charge firing animation while moving.
Pet eggs can no longer rot in player shops.
Fixed an issue with Power Transfer showing a negative value.
A hard gold cap has been set at ~2,300,000,000 gold.
Made adjustments to the Mastery tab on the World Map to improve Mastery
Ranged Ogres no longer shoot into the sky when hit by Starfall. As a result the Ranged Ogre Space Association has been disbanded.
Chaos VI Jacked Sparrow and Plunderer’s Paradise now correctly drop C6 shards.
Now able to quick match for any region in the Expeditions tab of the World Map.
Lavamancer’s submerge travel SFX now play correctly.
Adjusted how jumps are handled slightly for smoother gameplay.
Fixed an issue on Xbox where players attempted to join maps that no longer existed.
Fixed an issue where Defender Pack pets and redeem code pets were starting with 5/10 affection. You gotta earn their love!
Adjusted the Game Browser UI elements on controller that appeared out of place.
Fixed an issue with Replay From Wave where Dryad Defenses would still work without the World Tree.
Fixed an issue where the Rain of Oil shard stopped functioning if you swapped to another hero then back to the Abyss Lord.
Fixed Vanguard Gorbstock’s minimap icon. It was too tiny.
Fixed an issue with Replay From Wave where Weapon manufacture weapons could not be set.
The Shackled Mod no longer applies to Lady Orcs, only triggers on Dark Assassins now.
Fixed a Gem Well timing issue.
Fixed an issue where players were unable to back out of the War Table if they expanded regions on the World Map.
Adjusted the Floor 30 and 38 Onslaught Flair rewards listing.
Fixed some War Table issues showing Chaos 4 and 5 enemies incorrectly.
Updated the Lightning Grenade Pet Ability description.
Made it so Player 2 in splitscreen is not able to be kicked while in a party where the leader isn’t Player 1 or 2 of the splitscreen group.
Fixed an issue where loading into hard versions of the campaign was causing 5001 errors.
The Forbidden Worshipper’s Mask was too small. We made it bigger. What’s the Forbidden Worshipper’s Mask? Secrets.
Changed the title screen to have “Play Now” only for new, returning, and freshly installed players to reduce confusion.
Fixed an issue with consecutive win bonuses were not carrying over correctly between games.
Fixed a couple issues with splitscreen players not able to be invited to parties.
Have adjusted Dryad Towers targeting AI slightly. Continuing to investigate this.
Fixed an issue with Tenacity not preventing EMP Kobold tower stuns on certain towers.
Added a potential fix for Green Mana not being properly distributed if the Warm Up phase is skipped before all players load in.
Added a lock icon for locked War Table regions.
Fixed an issue with hitting “Yes” on Replay From Wave breaking if done while a Core destruction cutscene played.
Fixed an issue with towers refreshing properly when a play who disconnects rejoins.
Fixed an issue for players who play at 4k resolution with the Option Menu going off-screen.
Fixed a visual issue when rerolling Defender Packs without enough medals.
The Favorable Wind Mod now correctly shows the stacks icon.
Added Mastery Star info to the Region and Difficulty drop downs.
Fixed an issue where the Player Shop UI wasn’t closing automatically when build phase starts.
Mastery stars were removed from filtering in the Advanced View.
Fixed an issue with items updating properly for returning players.
Changed a the Tinkering load screen to correctly show the Gobsplosion Mod info.
Fixed an issue with SFX not playing properly for buyback.
A lot of you submit bug reports constantly, and we make sure to squash as many of them as we can. As with any expansion, there are a lot of fixes coming your way. Please continue to submit them to our bug site, your help is invaluable to knocking out some of the pesky issues that appear.

Known Issues
Tabbing when matchmaking on world map before the UI updates can matchmake into an unintended game mode.
On splitscreen some NPC shops some UI elements come through the window. The shop is still the focus and works correctly, just visually not perfect.
Replay from Wave on Lost Temple sometimes keeps a broken core model.
Replay from Wave on Lost Temple is not maintaining the correct lanes/mutators.
Social Defenders
There’s a lot of people playing Dungeon Defenders II, and a lot of them gather on our social hubs. When it comes to finding other players, figuring out how to conquer a specific challenge, or just wanting to get to know others in the community, or getting the latest DD2 news, you can’t go wrong with our social platforms:
Twitter
Facebook
Discord
Twitch
We’re getting the finishing touches on this patch and cannot wait to share it with you all.
For Etheria!
The Dungeon Defenders II Team
[CG] LAWLTA
DEFENDERS!
October flew by, and November is here, which means we’ve got a slew of new things to show off and talk about! The Dungeon Defenders: Awakened PC beta is coming this month, with news on when it’s being released very soon. We’re currently working with our excellent PR partners on getting Dungeon Defenders: Awakened in front of as many Defenders as possible, so bare with us as we prepare to make this beta an explosive success!
While we’ve been working incredibly hard, today we want to show off the Huntress’s traps, some of the new gorgeous UIs, never before seen maps, and an update as to how as a studio we’ve been working on the game. Without further ado, let’s get into it!
Huntress Traps
We wanted to make sure that the Huntress’s traps conveyed that they were put together by an elf, using materials that are available to a being from the woodlands. There’s a lot of VFX and power that we’re going to be adding to these traps, but for now we’re going to show you what you’ll see as your creating a literal minefield for the hordes that are coming!
Poison Gas Trap


Proximity Mine Trap


Inferno Trap


Darkness Trap


Etherial Spike Trap

 
User Interface Facelift
One thing that we promised with Dungeon Defenders: Awakened was providing a cleaner User Interface, something that is definitely wanting when playing the original Dungeon Defenders. Our approach is to make things read well so that you’re able to discern the information you want, get your gear and character setup the way you want fast and efficiently, so you’re back in the fray and doing what you do best — defending Etheria!
The inventory in Dungeon Defenders has always been a big part of the gameplay, and we’ve made it look aesthetically pleasing, while also providing a ton of functionality. We’ll start off with showing the item box:

One thing you’ll notice is that there are Nintendo Switch inputs at the bottom. One of the biggest goals we had with the UIs for Dungeon Defenders: Awakened, was to make sure that it played well with a gamepad first. If it plays well with gamepad, then we can easily make it play well with mouse and keyboard.
You’ll also notice that there is a filter tab in the top right. This filter is going to allow players to filter gear with multiple options! Filtering is something that players have wanted for a while, and we’re bringing it in Dungeon Defenders: Awakened. Here’s a tentative list of what you can expect to be able to filter by:
 
Quality (Common, uncommon, rare, epic, etc.)
Equipment (Weapons, Helmets, Chests, Gloves, Boots, Pets, Brooches, Masks, Bracers, and Shields)
Armor Type (Leather, Mail, Chain, etc.)
and More!
Another important aspect of the game is being able to inspect a piece of equipment that you’ve received, compare it with a piece that you’ve got equipped, and decide if it’s an upgrade or not. Those were our goals with gear tooltips and comparison:


When making these tooltips, we made sure that we included the “worst case” scenario for when you receive an item. By that, we focused on what the absolute biggest an item tooltip would be, and this is the result. There’s a ton of information that we need to convey, and so we made sure to push things to their absolute limits in order to provide a clean and easy to read UI. It’s worth mentioning that the white circles and squares are where our icons are going to be going to represent each stat (they’re currently made, just need some slight adjustments).
We also are adjusting the names of stats so that they are able to be understood. These images are work-in-progress still, but these names are something we’ll be looking for feedback throughout our beta process. 
All of it together, here’s what you can expect to see when playing solo:

There’s still some iteration we’re going to be making (and currently are), but we’re very proud of where the UI currently is and can’t wait for you to be able to use it to its full potential!
There are a couple things that aren’t being shown here, but we want to give context to:
Abilities:  This will be where a hero’s abilities and towers are explained.
Runes:  This is the level up stat allocation area. Your stat updates are reflected in the character stats pane.
Character stats: This is currently getting polished , but will appear where the current item tooltip is in the above screenshot.
A lot of these pieces are coming together for beta. They have functionally been in our test builds as engineer art.
New Map? New Map!
Half of the maps in Dungeon Defenders: Awakened campaign have never been played before, and they help bring an all new epic feel! Two of our new maps are desert based maps, the ruins of a civilization that has long been gone. One of those maps, is tentatively called “Tornado Valley”, opening up to a giant ruined city:






The next map is a follow up to Tornado Valley, that we’re tentatively calling “Tornado Lowlands”. That’s most definitely a developer name, as there’s nothing low about this map. Be careful not to fall:
 






Studio Work
As a studio, we are churning through a ton of work. Recently our communication has not been as frequent as we’ve wanted and we’re progressing towards making it better. We’re currently expanding our workforce to help with this, but also are going to be working with our partners, including a PR firm, that will be getting updates and information out across our social channels, and into the hands of various game news outlet to really help Dungeon Defenders: Awakened blow up!
There are multiple goals that we have with Beta. First is to deliver on a promise to our backers, we want to be good on our word and you deserve to see what your support has created. Second, you’ll be providing really value feedback, both in terms of gameplay, but also from the metrics that we’ll be reading on the back end. Last, it’s a great milestone for us to achieve that really helps bring the game together and empower us as a studio to keep working hard.
After the beta, we are going to continue work on the game, up to the release in February. This means polishing systems, balancing gameplay, fixing bugs, and a lot more. The amount and quality of work that we’ve done in such a short time (a little over 8 months) is something that we’re incredibly proud of, and we use that pride to push us in these remaining months. What you’ll see in the beta does not mean it is final, and there’s going to be a ton of time put into making DD:A the best it can be!
Social Defenders
To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
Twitter
Facebook
Discord
Twitch
The entire team is having a blast working on DD:A, we cannot wait for all of you to get your hands on it. Stay tuned for more info!

For Etheria!

Chromatic Games
 
[CG] LAWLTA
DEFENDERS,
It’s time. It’s FINALLY time. Oh good golly gosh, it’s finally time… BETA IS HERE! Today we launched the Beta, getting Dungeon Defenders: Awakened into the hands of Etheria’s brave Defenders. There’s so much to cover, that we’re not going to cover it all. We want you to discover all the beta has to offer on your own. Let’s get into it!
 


Beta Release
The current Beta is available to our Kickstarter Backers first. This is a promise that we made during our Kickstarter, and are going to make sure to uphold. Kickstarter Backers currently have advanced Beta access. On Friday, November 22nd, we are going to open up the Beta to everyone who has purchased the $40+ preorder packages.
Beta is currently scheduled to run for roughly three weeks! Starting on November 22nd and ending on 13th, this gives us a great window to gather feedback and be able to make necessary changes before launching in February.
Progress and data from the Beta does NOT carry over to the release of the game. Beta is used as a testing ground to make sure that the game is in the best possible state. Keeping data from Beta (ha, it rhymes) can cause major issues when updating to the release version.
If you did not receive a Beta key, and are a Kickstarter Backer, make sure you have filled out the surveys that were sent to your registered Kickstarter E-mails from "Backerkit". If that survey is not filled out, then the Beta key is not sent.
All pre-order and Kickstarter Backer keys have been sent out. If you are missing keys, please write to preorder@chromatic.games, using the e-mail you used for Kickstarter and/or BackerKit.
Remaining pre-orders will be handled through our new store located here. If you run into any issues getting a key ordering from this store, contact support the new support here (suppot@xsolla.com) or using the link on the receipt of your purchase.
Streaming and Content Creation
During the Beta, you are free to stream, make videos, or whatever content you want. We want Defenders to enjoy and share as much as they want when it comes to Dungeon Defenders: Awakened!
 
What’s Missing?
There’s a lot to cover what’s in a game. Patch notes usually say what’s new, but with so much of the game being new, we’re going to let you explore the game. Instead, we're going to outline what may not be in the Beta that we are currently polishing and iterating on to get in for release (we may be missing some things from this list as well):
Tactical Map
This is currently in a functional state. We’re going to be updating the map images, and make sure it’s a lot prettier come release.
Challenge Maps
We’re currently wanting to make sure that balance feels good across the map in general. Challenge Maps are coming your way on release!
Maps
There are a total of 15 maps in Dungeon Defenders: Awakened. Not included in the Beta is Act II, Act III, and the Bonus Maps. Act I is the big focus for our beta test, helping us set the foundation so the rest of the maps bring the right amount of challenge.
Difficulty
Nightmare and Massacre are not going to be included in the Beta. We don’t want people beating all the hardest content during testing. Gotta have something scary hard for you to master on release!
Enemies
With Nightmare not in the beta, Sharken, Djinn, Spiders, and Goblin Copter will not be spawning in a lane near you.
Weapons
All of our weapons are not in the game. We have a pool of roughly 5 different weapons per hero to simulate the amount of weapons you would see during your playthrough of Act I on release. Weapon random colorization is also not reflected in the beta build, but will be implemented for release.
HUD
We’re going to be adding various improvements to the HUD. Currently we have it setup for beta to be functional. There’s a ton of work that we’ve done not in the Beta, but expect improvements on launch.
Armor
Currently we have placeholder armor models in. The final models are currently getting a last pass and will be sparkling and shining on release.
Set Bonuses
Set bonuses are working but may not currently be showing up correctly.
Split Screen
We’re testing base functionality currently, so split screen is not available during the Beta.
Spawn Immunity
Enemies are immune up until a certain point in spawn doors. Indicators are not included in Beta, but will be here on release.
Social
We’re wanting to make sure that getting your friends into a match is as easy as possible, give hosts control over their sessions, and showing who’s in your party. These are currently not in the beta, and can be expected on release.
Hardcore
Currently not in Beta, coming on release. 
Twitch Integration
Currently being developed, it will not be in the Beta.
Game Modes
In the Beta we have Campaign and Survival. Other game modes are coming on release.

Pets
There are a total of four pets that are available during the Beta. On release, there will be much more!

Elemental Weapons
Some weapon elemental affinity visuals may be disabled, as we’re making sure performance comes first. Your weapons will be shooting flames and electricity during release.
Kickstarter Rewards
Kickstarter rewards, such as exclusive skins and portraits, are not available during the beta.

Currency
Mana from the original Dungeon Defenders is being split into three different categories. Currently in the game is ability and defense mana. Ability mana regenertaes over time, and Defense mana is gained from defeating enemies and completing waves. Currency in the form of gold is what will persist outside of maps, being used for trading between players and upgrading items.

Trading
Trading is currently not enabled during the Beta.

Upgrading
With currency not in the Beta version, you are unable to upgrade items.

Boss Fights
Boss fights are coming with release. These are big epic moments that we want to make sure are special for release.

Cross Saves
The beta is only available on PC, so Cross Save functionality is not part of the beta.

Tavern
Currently you are unable to build defenses in the Tavern. As such, there are not any training dummies for you to beat up.

Defender Forge
We’re testing for functionality currently with our Inventory and Hero Deck systems. The Defender Forge makes its glorious arrival on launch.
New User Experience
This is something we’ve spent quite a bit of time on, and are going to refine. It is important for new Defenders to understand how to protect the world of Etheria, but it will be available on release.

Tower Inspection
A step up from what was offered in Dungeon Defenders II, tower inspection shows you the most pertinent information for your currently placed tower. This is currently disabled, and will be available at release.

Tower View
Another feature brought over from Dungeon Defenders II, where you are able to hold a button/key and see what the range of your defenses are. This is currently disabled, and will be available at release.

Gamepad Support
This is disabled for the Beta currently. We’re actively polishing the gamepad experience and did not want to provide it in an unpolished state.

Hero Customization
During the beta, the heroes will not be able to be customized in regards to color changing and costumes.

Auto Equip
This is a feature we are providing for Defenders who don’t understand the item system right away. This will come during release.

Level Requirements
During beta, there are no level requirements for gear. What you get is what you can use. Since we’re not having trading, we wanted to make sure getting gear was as fun as possible for testing.
Mana Chests
Mana chests are gone-gone-gone. Keep an eye out for end-of-wave loot chests.
Options Menu
The options menu is currently in a beta state and does not reflect every option that will be available upon full release.
Cinematics
The in-game cinematics are not part of the Beta.
Known Issues
A lot. It's beta, so there's a ton we're still working on. Music not playing correctly, audio playing from different parts of the map instead of where you are, UIs not working properly. There's a ton, but we're knocking them out super quick. Be sure to leave feedback in the DD:A Beta Discussion Forum.
Next Steps
We’re going to be monitoring gameplay and feedback that all of you provide. While polishing and finishing remaining systems for our February launch, we’re also going to be scouring feedback to make sure that we get the game into the best state possible. Nothing in the Beta is guaranteed to be final, and is going to be scrutinized heavily.
From now until release, we’re going to keep churning away to make sure DD:A is the best it can be!
Social Defenders
To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
Twitter
Facebook
Discord
Twitch
The entire team cannot wait to see you tear apart the Beta. We’re excited for release in February and thank you for joining us on this journey!
For Etheria!
Chromatic Games
I_PASS_BUTTER
Our "boldest" contest is over, Defenders! Thank you to everyone who participated. Here are you winners!
Shiruettomiraju:  Because Thunder-O has no fear. None!
jmartinbsu:  Monk takes on Betsy, solo. In the air, no less...
Kenzo:  It takes real guts to stand this close to the Gra'an Master. I wouldn't do it...
Congratulations to our newest Snapshooters!
Next up: Derpiest! We want to see silliest screenshots you've got. From now until September 15th at 2pm EDT, go on a quest for the derpiest in-game screenshot you can take and submit it in this blog. We'll pick three winners on September 16th! 
To enter, take an in-game screenshot and upload it to Steam. Embed the Steam image in a comment below, along with a link to the image on Steam. Screenshots without Steam links will not be chosen.  You may submit as many images as you'd like, but please limit them to one per post. 
The Snapshooter Contest is judged by a panel of Trendy Community Team employees with absolutely no taste. Except for me, of course. But really, I just think  I have good taste. 
Here is a loose guideline on how we'll be judging the screenshots:
G.U.T. -- Genuine, Ultimate Tummy-feeling. If the screenshot tickles something inside our abdominal food synthesizers that makes us say “wow” or “good gravy,” chances are we’ll pick it as a winner. It's going to be very difficult, because nobody actually says "good gravy" anymore. I'm not even sure I want to say "good gravy."
No HUDs -- Screenshots with the Heads Up Display activated will score lower than HUDless shots. Press “H” to let the game shine. For real, Defenders. No HUDs.
Originality -- Don’t steal from other players. We’re watching you. In the event that a bunch of you have the same brilliant idea, we will only consider the first one. 
Alecto -- If you can incorporate Alecto the Relentless, one of the ancient greek goddesses of fury and retribution, into your screenshot,  you’ll earn extra points. How you’re going to do this with an in-game screenshot is beyond us, but we like to be surprised. A lot of extra points. SHOW US WHAT YOU GOT. 
You must have your Steam account linked to your forum account. All screenshots must be taken by the Steam account that’s linked to the forum account. Any entry that is stolen from another player will result in the permanent removal of your forum account.


[CG] Mary
DEFENDERS,
We’re a few weeks out from Steam Early Access and it’s been amazing so far! There’s a lot more that we’ve got coming up very soon — New Maps, New Pets, THE DEMON LORD, Nightmare Difficulty, Hardcore Mode, and more! We’ve been consistently patching in fixes and improvements, but this March update is going to be the first big milestone in our road map that we’re excited to get to all of you, our GLORIOUS Defenders.
To keep with our transparency and consistent communication, before that comes out, we wanted to use this time to give another look into our studio, showcasing some of the developers that are hard at work. This time, it’s PAX East themed! You’re going to be hearing from some of the courageous souls here at Chromatic who persevered through the cold, cold weather of Boston and were able to not only show off their work, but also engage with a lot of the brave Defenders (both new and old) who were able to make it out. Let’s get into it!
Some of The Team
Mary — Community Manager
We all had an amazing time at PAX East and met so many fans of the Dungeon Defender series! It was great to actually get in-person feedback from so many people. I’ve been stuck at home since PAX East due to the flu and am very much looking forward to being back in the studio. It’s hard to read all of your feedback on my tiny home laptop and I miss my big monitors! My dog is also clearly very bored just sitting at home and would like to be back to bothering the artists and trying to go under everyone’s desks in search of food.
 


 
Philip Simpson — Gameplay Engineer
Hey guys! I'm one of the gameplay engineers on the team. In regards to my history here at Chromatic, I joined the team over two years ago, right before the Dungeon Defenders II Onslaught update. I've been a huge fan of the Dungeon Defenders Series since the beginning, totaling around 500+ hours combined in both DD1 and DD2, so it's been an absolute blast to get the opportunity to work on the games. Outside of work, I'm a huge RPG fan and play a ton of them, such as Path Of Exile, Borderlands, D&D (5e Mainly). Other than that, I'm a huge fan of dogs, specifically when it comes to Corgis as people in the discord already know. 

 
Some of you may know, I was given the opportunity to go to PAX East to help out with the booth we had there. I can't convey enough how amazing it was to be able to interact with both new and old Dungeon Defenders fans and to show off our latest game. The amount of support this game has from its fans is mind blowing and one of the many reasons why I love being a part of this team. I really hope to be able to attend more conventions in the future to be able to meet and talk to all of you! 
My day-to-day usually involves working on various UI's. One of the things I've been working on lately has been improving and polishing our gamepad support as we approach our launch on the Nintendo Switch. On top of that I've been actively listening to community feedback about various issues and features regarding Auto Loot, Sorting and Filters, as well as lots of QoL features and overall just providing user options to customize their game to their liking. I've been very active in the community discord, so feel free to have a chat with me and let me know where we can make improvements or even just things you like!

 
Geoff Shreiber — Implementer and QA
Hello! My name is Geoff Shreiber ([CG] Seven if you frequent the community Discord) and I do Implementation for Dungeon Defenders Awakened! I was born in Gaithersburg, Maryland, but I now live near our studio in Florida with my lovely girlfriend and our two cats. I like doing card and coin magic, I pronounce gif like "jiff," and my favorite foods include sushi and Taco Bell. That's pretty much everything there is to know about me.
Since "implementation" is somewhat vague, let me briefly describe my day-to-day at Chromatic Games. I will receive a task from a Designer or a Producer to make some feature work in the game, then I collaborate with Artists, Animators, and Engineers to make it happen. This can be as simple as a small change to some character's stats, or a multiple-day-long project comprised of multiple features and systems in the game. Some examples of stuff I am partially or entirely responsible for include the character animation system, the preview of your character in the inventory, the lava geysers on the Lava Mines map, and the tutorial.
I have been playing video games all my life. My first video game was Final Doom on the PC when I was very little, and I have been hooked ever since. I love the thrill of a good intense battle in a fighting game or a shooter, the adventure and planning of a good RPG, and the sense of pride and accomplishment after finally beating that super hard boss that you spent hours and hours preparing for! For as long as I can remember thinking about it, I've thought "I want to make these games so I can give back to this community." If one person finds the same enjoyment and excitement from the games that I work on that I have throughout the years, that's why I do what I do.
Over the years, I have played very many different games from all sorts of genres. I'll often get into a groove and play a whole lot of games from one genre back to back. At the time of typing this, that genre is Action RPGs, the latest one being Wolcen: Lords of Mayhem. Some of my favorite games of all time include Pillars of Eternity, Path of Exile, Warcraft 3, Quake 3, In The Groove, and Super Smash Bros. For a few years, I played Super Smash Bros. for WiiU competitively, maining Link, under the tag "7". 
I helped run our booth at PAX East from February 27th through March 1st. Being able to intermingle with the community and hear everyone's first hand accounts of their time with Dungeon Defenders Awakened was an awesome experience. It really helps motivate me to keep putting a lot of hard work and effort into the game, making every part that I work on as best as I can. Hearing everyone's feedback and criticisms of the game also helps not just me, but everyone on the team, get a better idea of what parts of our game work, and what parts don't work so well. That way, we know where we can best spend our time to make a game that the community really enjoys, and we can be proud of. Even if you weren't at PAX and don't get to tell us in person, please continue to give us feedback. We listen to it, and it helps us keep going.
Thank you for taking the time to read a bit about my story, and keep Defending in those Dungeons! Here’s me helping someone at PAX East that you may have seen shared on our Instagram!
 

What’s Next?
We are currently hard at work on fixing the patch we reverted yesterday, to make sure there aren’t any inventory or equipped item resets included in the updated patch slated for early next week. When this new patch goes live you’re getting the updated Huntress and Monk character models, along with highly requested inventory updates and additions. Our other focus is on getting the March “Summoning the Demon Lord” update ready, as well as our Switch build ready for initial submission! While we’re focusing on providing the best game possible, as a studio we’re closely watching the Covid-19 Virus and will be taking any and all precautions necessary to ensure development continues as smooth as possible.
Social Defenders
To keep up with us and get the latest news on both Dungeon Defenders and us folks here at Chromatic Games, make sure to follow us on our social media:
Discord
Twitter
Facebook
Instagram
Twitch
Forums
For Etheria!
Chromatic Games


 
[CG] HiggsBosonic
DEFENDERS!
Today we released the PRIME INCURSIONS update on all platforms! We wanted to provide a challenge to our tested Defenders that was separate from Onslaught, and Prime Incursions are just that. There’s a lot to unpack here, so let’s get into it!
PRIME INCURSIONS

What are they?
They are the highest and newest tier of incursions, selectable from the Incursions tab on the War Table. There are six different groups of incursions to play through that are releasing over time. You are able to play them as they are unleashed, the only thing that can hold you back is your own skill!
What are the rewards?
Prime Incursions have three different rewards associated with them.
Chaos VIII Ampoules
Each Prime Incursion has the chance to drop a Chaos VIII Ampoule. As you continuously progress, the Incursions get more and more difficult. As such, we wanted to increase the drop rate of Chaos VIII Ampoules to match that increase in difficulty. These Incursions can get pretty tough, which led us to making the hardest of these challenges have the highest drop chance for Chaos VIII Ampoules.
Chaos VIII Weapons
We’ve added a whole new slew of weapons with new weapon models that are only available through Prime Incursions. There’s over 25 new weapons to collect, sure to scratch that collector’s itch!

That’s not all there is to these weapons. Each weapon is upgraded to Chaos VIII, at the full 5/5 upgrade quality! That means they are perfectly upgraded, letting you focus on using Chaos VIII Amps to upgrade your relics and armor instead. Alongside these upgrades, we’ve curated these weapons to be what you really want. They have some of the most alluring shot and swing types many of you enjoy. ALONGSIDE THAT, included are curated mods specific to these weapons that really ensure these drops feel good and pack a punch!
Hyper Shards
Hyper Shards are something every player wants to boost up their arsenal. Previously, they were only acquired through Mastery completion, requiring a specific amount of Mastery Stars. Now, in Prime Incursions, you earn a Hyper Shard for every group you complete. There are six groups total, so if you complete all six of the groupings, you earn the seventh Hyper Shard as a capstone reward! This means you can now have up to TWO of each Hyper Shard in your ranks, pushing back the Old Ones forces more hyper-er than before.
When Do They Release?

Today we released the first two groups of Prime Incursions, Prime I and Prime II. Each of these groups contains 3 incursions, for a total of 6 to conquer. Every week, on Wednesday @ 9AM ET, we are releasing a new incursion. This is going until early November, giving you content to come back each week to enjoy. Here’s the schedule
Prime I & II:  TODAY!
Prime III Malthius:  September 4th
Prime III Power Surge:  September 11th
Prime IV Dark Awakening:  September 18th
Prime IV Return to Maldonis:  September 25th
Prime IV Bastille Master:  October 2nd
Prime V Altar of the Athame:  October 9th
Prime V Revenge of the Yetis:  October 16th
Prime V Spectral Assault:  October 23rd
Prime VI Dawn of the Blood Moon:  October 30th
Prime VI BETSY:  November 5th

New Costume
The Ascended Initiate is now available for purchase in-game at 800 Gems!

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

Twitter
Facebook
Discord
Twitch

The team 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!
Chromatic Games
iamisom
Greetings Defenders,
We've had a bunch of players from the Oceanic region join DD2 in the last few days, so we've just spun up a new set of Oceanic servers for you to play on. These servers are located in Sydney, Australia. If you're an Oceanic player, you can now test the servers by simply launching DD2. The game will automatically select the new servers for you. Please let us know in the comments and on the forums how your experience differs on these new servers!
We've also just pushed out an update to our online services. This update fixes a rare edge case with profiles not saving at the end of a match. This update does not require an additional download. If you experience this issue after this update, please email support[at]trendyent[dot]com.
Every time we expand access to Dungeon Defenders II, we gain a wealth of new information about the game. We thank everyone who's submitted bugs to the Tavernkeep since launch. We've combed through these reports over the weekend and will have a patch addressing some of them later this week! We've also been compiling all of your feedback on the Steam and Official forums. We will have a video response addressing some of the most popular feedback later this week. 
[CG] HiggsBosonic
DEFENDERS,

We’ve been hard at work on great things here at Chromatic Games, and it’s time to let one of those things spread its wings and fly. Update 1.2 is now live and ready for you to hop right into! An insane amount of bug fixes, Rifted maps, Rifted enemies, new weapons, new gear, new accessories, transmog, and more are coming your way. Let’s cut the intro and get into it, there’s A LOT!
 
Update 1.2 - Enter the Rift We’re going to be splitting this update into two parts to make sure everything we add is in the best state possible. The first part of this update includes additional gameplay, features, rewards, and bug fixes; the second part includes additional features and Kickstarter rewards. The goal with Update 1.2 is to put a bow on what we consider the baseline DD:A experience before we move onto major content updates, with 1.2 serving as the foundation for us to build something wonderful!
 
Rifted Maps Throughout Campaign and Survival you are now able to activate the Rifted toggle before joining a map, similar to Hardcore. This tears open the portal and provides access to Rifted enemies. Rifted Maps serve to evolve the challenge and experience of DD:A, providing players something new to take on, regardless of their experience with Dungeon Defenders.
 
Rifted Enemies The total number of enemies is reduced by 50%, but a portion of the remaining enemies become distorted from the Rift, granting them increased strength and mechanics. For starters, all Rifted enemies have increased health and deal increased damage. Oh, and also they have additional mechanics. You know, not a big deal, probably not anything worth mentioning. OH WAIT, VERY BIG DEAL! Here’s what they do:
 
Goblins are larger, potentially absorbing hits for other enemies. Dark Elf Archers shoot homing arrows that chase down their targets. Dark Elf Mages have an increased healing radius, and summon skeletons that EXPLODE on death. Dark Elf Warriors are invisible to non-Fusion towers and drain mana on hit. Kobolds have an increased explosion radius. Orcs are tankier and take reduced damage. Ogres, oh no, Rifted ogres snot ball ensnares. Also the first snot ball isn’t a snot ball, but is a Rifted kobold. Also they deal increased damage to towers. Why did we make them so strong?! Spiders can no longer shoot webs, but they jump all over the place now. They also apply a web on melee hit that acts like normal webs with an added damage over time effect. Sharkens enrage when their charge is interrupted, increasing their damage and movement speed while becoming IMMUNE to crowd control effects. Djinn’s apply an Onyx buff to enemies, a much stronger gold buff. They also take less time to destroy towers, with an increased range, and decreased cooldown to do so. Goblin Copters are truly a terror from above, dropping Rifted ogres, have an increased missile and crashing explosion radius. The Siren is already a Rifted enemy. Surprise!

There’s a ton of new mechanics to master, but what fun is a new challenge without new rewards? Onwards we go!
 
Rifted Rewards Fusion Gear Fusion gear is a new type of item that is only available on Rifted maps. There are two types of Fusion gear, weapons and armor.
 
Fusion Weapons These are special weapons that have a chance to drop on all Rifted maps. Rifted weapons are like normal weapons, except that they deal greatly increased damage to Rifted enemies! While they have a chance to drop on all maps, Rifted map bosses also drop Fusion versions of their weapons, providing the ability to target farm powerful weapons!
 
Fusion Armor This new type of armor provides a ton of power to defend against the Rifted ruffians that are running your way! Not only does Fusion armor give you 5% Rifted Armor, causing you to take less damage from Rifted enemies, but if you combine an entire set you gain a Fusion set bonus. Depending on the set, the Fusion bonus converts a specific tower into a Fusion tower! This causes your tower to deal greatly increased damage to Rifted enemies, take reduced damage from them, and also negate their Rifted abilities (i.e. they now see Dark Elf Warriors)!

There are five Fusion sets total for you to search out to take on the Rifted foes that approach you!
 
Ancient Set: Apply Fusion affinity to your Hero’s first tower. Guard Set: Apply Fusion affinity to your Hero’s second tower. Militia Set: Apply Fusion affinity to your Hero’s third tower. Miner Set: Apply Fusion affinity to your Hero’s fourth tower. Primitive Set: Apply Fusion affinity to your Hero’s fifth tower.

What does each of the sets do to each of the towers? They retain their base mechanics, affect and target Rifted enemies that they may have not been able to previously affect or target, as well as gain increased strength and functionality. That’d be a lot to type. Sorry, that’s going to be a lot to type. Here you go!
 
Apprentice Magic Missile Tower Damage increased by 100% against Rifted enemies. Magic Blockade Armor increased by 30% against Rifted enemies. Fireball Tower Damage increased by 100% against Rifted enemies. Lightning Tower Damage increased by 100% against Rifted enemies. Deadly Striker Tower Damage increased by 100% against Rifted enemies.  
Huntress Explosive Trap Damage increased by 100% against Rifted enemies. Gas Trap Causes Fusion to do 10% more damage to affected Rifted enemies. This effect stacks with other similar effects. Inferno Trap Damage increased by 100% against Rifted enemies. Darkness Trap Causes Fusion to do 10% more damage to affected Rifted enemies. This effect stacks with other similar effects. Spike Trap Damage increased by 100% against Rifted enemies.  
Monk Ensnare Aura Causes Fusion to do 10% more damage to affected Rifted enemies. This effect stacks with other similar effects. Lightning Aura Damage increased by 100% against Rifted enemies. Healing Aura Increases heroes armor against Rifted enemies by 50%. Strength Drain Aura Causes Fusion to do 10% more damage to affected Rifted enemies. This effect stacks with other similar effects. Enrage Aura Increases chance to enrage by 5% against Rifted enemies.  
Series EV-A Proton Beam Damage increased by 100% against Rifted enemies. Blocked Field Armor increased by 30% against Rifted enemies. Reflect Field Damage increased by 100% against Rifted enemies. Shock Beam Damage increased by 100% against Rifted enemies. Increased stun effect by 50% against Rifted enemies. Overclock Beam Gives towers that are buffed 50% armor against Rifted enemies.  
Squire Spiked Blockade Armor increased by 30% against Rifted enemies. Damage increased by 100% against Rifted enemies. Ballista Damage increased by 100% against Rifted enemies. Bouncer Blockade Armor increased by 30% against Rifted enemies. Damage increased 100% against Rifted enemies. Bowling Ball Tower Damage increased by 100% against Rifted enemies. Slice and Dice Tower Armor increased by 30% against Rifted enemies. Damage increased 100% against Rifted enemies.
Oh my goodness! That’s a lot of power! Fusion gear locations! Where!? Where do they drop!? We’ll never tell, except for in the list down below, but outside of that good luck:
Fusion Ancient Set Helmet Tornado Highlands Wave 25 Ramparts Wave 25 Throne Room Wave 25 Any Act II Campaign Map Wave 5 Chest Arcane Library Wave 15 Arcane Library Wave 25 Any Act III Campaign Map Wave 5 Gloves Deeper Well Wave 15 Deeper Well Wave 25 Any Act I Campaign Map Wave 5 Boots Tornado Valley Wave 15 Tornado Valley Wave 25 Any Act II Campaign Map Wave 5  
Fusion Guard Set Helmet Promenade Wave 25 The Summit Wave 25 Glitterhelm Wave 25 Any Act III Campaign Map Wave 5 Chest Royal Gardens Wave 15 Royal Gardens Wave 25 Any Act III Campaign Map Wave 5 Gloves Ancient Mines Wave 15 Ancient Mines Wave 25 Any Act I Campaign Map Wave 5 Boots Tornado Highlands Wave 15 Tornado Highlands Wave 25 Any Act II Campaign Map Wave 5  
Fusion Militia Set Helmet Alchemical Labs Wave 25 Magus Quarters Wave 25 Tornado Valley Wave 25 Any Act I or Act II Campaign Map Wave 5 Chest Promenade Wave 15 Promenade Wave 25 Any Act III Campaign Map Wave 5 Gloves Lava Mines Wave 15 Lava Mines Wave 25 Any Act I Campaign Map Wave 5 Boots Ramparts Wave 15 Ramparts Wave 25 Any Act II Campaign Map Wave 5  
Fusion Miner Set Helmet Endless Spires Wave 25 Arcane Library Wave 25 Royal Gardens Wave 25 Any Act II or Act III Campaign Map Wave 5 Chest The Summit Wave 15 The Summit Wave 25 Any Act III Campaign Map Wave 5 Gloves Alchemical Labs Wave 15 Alchemical Labs Wave 25 Any Act I Campaign Map Wave 5 Boots Throne Room Wave 15 Throne Room Wave 25 Any Act II Campaign Map Wave 5  
Fusion Primitive Set Helmet Deeper Well Wave 25 Ancient Mines Wave 25 Lava Mines Wave 25 Any Act I Campaign Map Wave 5 Chest Glitterhelm Wave 15 Glitterhelm Wave 25 Any Act III Campaign Map Wave 5 Gloves Magus Quarters Wave 15 Magus Quarters Wave 25 Any Act I Campaign Map Wave 5 Boots Endless Spires Wave 15 Endless Spires Wave 25 Any Act II Campaign Map Wave 5
We also wanted to provide something for players to target farm alongside Fusion Weapons. Specific Fusion armor pieces drop from Wave 5 campaign and Waves 15 & 25 in Survival, allowing you to focus farm which sets you want to use!

Fusion armor set bonuses are channeled only to heroes that are actively equipped to your hero deck, providing you the ability to use up to four Fusion towers at any given time. This means currently in multiplayer you can have up to SIXTEEN Fusion towers to absolutely decimate your foes. Don’t fret though, the mode is not balanced around that extreme. Maybe there are ways to overcome this in the future…
Increased Drop Quality One of the points of feedback that we’ve received from players is a faster track to earn the best gear in the game across all difficulties. Rifted has an increased floor of loot quality, meaning your chances of getting better gear is increased on Rifted maps. Higher risk, higher reward!
 
Rifted Exclusive Accessories By completing Rifted maps, you have the chance to obtain new masks and accessories! They drop with difficulty equivalent stats and are a cool way to show off your prowess and luck to other Defenders! There’s over 20 new pieces to hunt down, best of luck!


 
What’s the point? In Dungeon Defenders Awakened we’ve got multiple types of players. There are Defenders who enjoy the traditional Dungeon Defenders experience, want to spend tons of time farming for that perfect drop, and like to set up an intricate grid of defenses that they can set and forget. Then there are Defenders who want an additional challenge, want better loot faster, and want somewhat shorter play sessions. With every one of our updates, the first group will get what they want, but for the second group, Rift Mode is our chance to provide an increased challenge that evolves as we develop the game.

This isn’t a one-and-done feature either. It’s a Rift, and as we progress further and further into DDA with our major updates, the Rift continues to tear open more and more, introducing new mechanics and challenges for players to overcome. Every new enemy added to the game will have a Rift version as well, diversifying the gameplay and introducing a new obstacle to overcome.

Really it’s just a mode to provide a reward that decimates the Siren. Everything else is just extra. And to introduce sweet new accessories. Why does that matter? One word — Transmog!
Transmog Defenders want ways to customize their characters in fun and unique ways. You get a lot of cool looking gear during your journeys, but sometimes the gear with the best stats isn’t visually your cup of tea. But what’s a Defender to do, look like an epic noodle but hit like a wet one, or look like a peasant but decimate their foes with the power of legends? With Transmog, you can look how you want while wearing your best gear. Go for that insane over the top neon colored Goblin with the pulsing Rift weapons, or go for a more understated look to catch your enemies offguard with your insane strength.


(Yes, you can change the Squire’s boxer colors now, something science said was impossible!)

Here’s all the stuff you can do with Transmog by visiting the Blacksmith in the Tavern:
Replace your weapon with the visual of any equivalent weapon type that you’ve collected after Update 1.2. Replace your Mask, Bracers, Brooches, and Shields with the visual of any equivalent accessory type that you’ve collected after Update 1.2. Change the hue, saturation, and brightness of the above, as well as your heroes. Oh, and we added even more colorization options to the heroes default costumes. Save specific cosmetic loadouts that you can change on the fly. It’s all about options! In order to have a piece show up, you must have an accessory already equipped to your hero. Meaning if you want a giant corgi head to show up, you must have a mask equipped to your hero for it to visually appear.
This is a new system, so we’re expecting a lot of kinks to work out. We appreciate any feedback on the system, and have tons of continued work to polish, but if you run into problems or bugs, please let us know!

As we add more gear to the game, it’s usage is instantly multiplied with this system, making the items you acquire provide even more usage!
Tavern Changes With our game constantly growing, we’re adding some additional functionality to every Defenders home-sweet-home!
 
Difficulty Button We’ve added a couple things to the Tavern with this update. First is the Tavern Difficulty Adjuster Button (PUSH AT YOUR OWN RISK). This changes the Tavern from a normal map, to Nightmare version, or Massacre version that applies different scaling to your defenses that you would find in maps of whatever difficulty you have selected.


 
Rifted Target Dummy Somehow this thing got Rifted. While it doesn’t drop any loot, it does take increased damage from Fusion damage. Test your DPS to your heart’s content!



Now you may be asking yourself, all of this sounds good and wonderful, but where in the heck do you get that giant corgi helmet?
 
Limited Login Event Rewards! Download Update 1.2 and play Dungeon Defenders from now until December 14th at 7 pm EST to receive the Corgi Cover cosmetic mask AND the Shadow EV skin FOR FREE! These are available for a limited time, so make sure to get them now while you can.



With that out of the way, let’s get into the months and months and months of general changes to the game, as well as a ton of the bug fixes included in Update 1.2!
 
CPU and Networking Performance Optimization! With all the hard work we have put into getting consoles out to y’all we have picked up some nice PC performance gains along the way. With this patch we have brought in our CPU and Network optimizations from the console work. We nativized a lot of blueprint’s in UE4, this is a process of transferring a blueprint into native C++ code. Nativization can be tricky at times, but for the consoles it was necessary to go back and revisit some of our older work in order to increase performance. Depending on your system, number of players in your game, and what mode you’re playing your frame rate may now even be double what it was beforehand! CPU goes vroooom, Network goes yeeeee
 
Offline Mode We have added support for offline mode, you can find this on the main menu after launching the game. In offline mode you will only be able to use a local save, that will never upload to the cloud until you play online mode again. Offline mode will use a local save that you have when you enter for the first time. This means you can take your online profile offline, progress the game and when you enter online mode again you can choose to take your offline save to upload progress to online mode. When entering online mode again, be sure to select the proper save! Take DD:A on the road!
General Changes Miscellaneous Ready Up Hosts are now able to force ready up by holding Ctrl + G.  
Hero Scene Removed various environment objects from inventory and character creation to better display transmog customization colors, and reduce background noise.  
Damage Numbers Added a number of options to Damage Numbers to have greater control over what is displayed


Yes, the filter UI will get an art pass soon :)
 
Maps Added 15-20 seconds to build timers for all maps and difficulties.  
Heroes Auras If an aura overlaps, enemies are only affected by the aura they came in contact with first. This was to fix a long standing exploit wherein players would unequip gear, build auras next to one another, then re-equip gear to have overlapped death zones.  
Apprentice Towers Magic Missile Tower
Increased Defense Power scaling by 18% in Massacre. Flameburst Tower
Increased Defense Power scaling by 18% in Massacre. Lightning Tower
Now scales from bonus attack rate. Increased Defense Power scaling by 18% in Massacre.  
Huntress Towers Explosive Trap
Decreased Defense Power scaling by 8% in Massacre. Poison Gas Trap
Decreased the Effect Duration Scaling by 50%. Inferno Trap
Decreased Defense Power scaling by 8% in Massacre. Thunder Spike Trap
Decreased Defense Power scaling by 8% in Massacre.  
Series EV-A Towers Reflect Field
Now displays 1:1 total hits it can reflect instead of arbitrary HP values.  
Squire Abilities Secondary Attack: Block
Block no longer can be held indefinitely. Now the Squire has a Block resource, indicated by a shield above the Squires head. Different enemies attacks reduce the resource at different rates. Block regenerates when it is not being used. If the Block resource is completely used, players are unable to block again for 5 seconds. With enough armor, this caused the Squire to become a blockade, and created an unhealthy meta that had players using a Squire and pet to handle an entire lane. This change prevents future map balance from having to take into account this meta, which if left in tact would ultimately reduce the amount of DU given in future maps.  
Towers Harpoon Tower
Increased Defense Power scaling by 18% in Massacre.
Bowling Ball Tower
Increased Defense Power scaling by 18% in Massacre.
Slice N’ Dice
Now scales from bonus attack rate.  
Enemies Skeletons
No longer target Crystal Cores. Dark Elf Warriors
No longer knock back players. Djinn
Updated channel time for Djinn’s destroy tower in Massacre to 8 seconds (down from 9) to match Nightmare. Copter Ogres
Now have propeller hats! Siren
New functionality: the Siren no longer spawns with her aura. Instead, she reaches her destination and begins casting. If she is not defeated quickly, she creates an aura based on her elemental affinity, and then runs back to her spawner, applying an unremoval version of her affinity to enemies she passes through. The Siren takes increased damage from Fusion sources.
Demon Lord
Decreased Massacre damage by 30%.
Ancient Dragon
Decreased Massacre damage by 30%.  
Bug Fixes & Change Log With ~1800+ commits to our dev branch, we are going to make a separate post covering all of the relevant bug fixes and changes. Head over to the forums and check out the list here.
We’re going to be watching this update very carefully and pushing out hotfixes for any issues that arise as we are able to get them out.
What’s Next? We’re not a very large team, so when it comes to getting things done, we have to be really efficient and smart with what we work on. Our team has been hard at work on getting our console versions ready (work is still going on as of this post), which is a very time consuming and incredible engineering feat to accomplish. As such, there’s a couple features that we want to give a little bit of additional time and focus on to make sure they release fully functional.
 
Trading This is going to be a pretty straightforward feature to many. Trading will allow players to open up a UI with other players to trade items that they have acquired throughout their journeys, for an agreed upon price. We’re wanting to spend additional time on this feature to make sure it not only has transactions working without a hitch, but also to remove any potential exploits that can ruin the experience of other Defenders.
 
Item Reforging Sometimes you get a good drop and invest a ton of points into a piece of gear, only to want to reallocate the Upgrades that you’ve spent after acquiring more gear to really Min/Max your perfect setup. With Item Reforging, you can do just that! Just take a trip to the Blacksmith, and for a fee, he will allow you to reinvest your items’ upgrade points.
 
Kickstarter Rewards Part of this update is putting a bow on the base game, and that includes fulfilling our in-game Kickstarter, Backerkit, and Preorder rewards. We’ve got most of the skins out, but will be adding in:
Custom enemy names Custom weapon names Custom armor names Legends Tablet Credits/Special Thanks Hero Titles  
Console Releases
If you haven’t read our console progress check-in and what we’re doing, please head on over to that post here to find out more!
 
Social Defenders
To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:
Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info!
For Etheria!
Chromatic Games
[CG] LAWLTA
DEFENDERS!
The day is finally upon us, Dungeon Defenders: Awakened is OUT NOW on Steam Early Access. This is a huge day for us as a studio, as it’s our first launch of a product out into the masses; it’s a huge step for Dungeon Defenders returning to its roots; and it’s a huge accomplishment thanks to your support, to get something this amazing out WITHIN A YEAR! With that said, you what we do, we get into it — let’s get into it!

Steam Early Access
This is time for us to deliver on our promise of having a release in February. This period is pivotal for us to get the game into the Defenders of Etheria’s hands and go crazy throughout the entire game. We used the 10,000+ pieces of feedback we received from our Beta, and used it to help mold the game into this Early Access state. There’s still work we’re polishing, but the state the game is in, we’re comfortable and proud to present it to you. We’ll go over a couple pieces of info we’ve gone over before, as well as discuss what to expect in this Early Access release.
If you haven’t picked up a copy yet, we’re on Steam right now. Click here to visit our Steam page!
Roadmap
Releasing into Early Access isn’t only going to be setting the game live in its early state and then providing the finished product months later. Instead, we’re going to be updating it over time, adding in features as they become polished and in a state we’re happy with. Thus, THE ROADMAP IS BORN!

As a studio, this is what we are sticking to as a studio. Should anything change, we are going to make sure that we keep all of you updated as soon as possible. We want this road map to serve as a look into where our focus is and as a promise for what we’ll deliver.
Why Early Access?
Going into Early Access on Steam allows us to get where the game is at into the hands of our players on PC. By doing so, we’re able to iterate quickly, getting Dungeon Defenders: Awakened into that 100% state as soon as possible, something we’re unable to do on consoles as fast as we want to iterate. We are still going to be honoring our Nintendo Switch exclusive deal with Nintendo, with our PlayStation 4 and Xbox One releases coming in Q3 2020.
That said, this Early Access is not going to be like other games, or like Dungeon Defenders II. The Early Access period is going to be incredibly short, because we’re really spending this time to polish up the game and meet your expectations. Dungeon Defenders: Awakened is going to be fully released during Q2 on PC and Nintendo Switch. We want Early Access to be as short as possible so that we can get Dungeon Defenders: Awakened out to all of you as the best version of the game.
 

Teamwork makes the dreamwork.
This will give us a chance to make sure that the game is balanced, being easy or hard in the appropriate parts of the game; animations and art assets are looking great and working properly; working out any kinks when it comes to playing with others; making sure our network tech properly connects you to others and also properly saves your gear; and of course testing our flags, checks, and reactions from our anti-hack systems on a much larger scale.
What’s In Early Access?
Shown in the Roadmap above outlines what is going to be coming to Dungeon Defenders: Awakened, and briefly goes over what is already in. We’ll blow it apart a bit more here!
Every heroic adventure starts in a really deep well, right?
Campaign
The Campaign is the progressive order maps are presented in, and on the full release will include story elements and bosses scattered throughout to help you understand what exactly is going on in Dungeon Defenders: Awakened. In the Steam Early Access release, Campaign includes all 12 maps part of the whole campaign:
Deeper Well
Ancient Mines
Lava Mines
Alchemical Labs
Tornado Valley
Tornado Highlands
Ramparts
Throne Room
Arcane Library
Royal Gardens
The Promenade
The Summit
These maps are in a great state, but we are still open to feedback as you play through these maps, so please throw it our way through the in-game link seen on the Escape screen.
Alchemical Labs, Throne Room, and The Summit do not currently have their bosses implemented. As covered in the Roadmap, the Demon Lord arrives in March, the Goblin Mech charges in during April, with the Ancient Dragon approaching in the full release.
Difficulty
On this release, you have access to:
Easy
Medium
Hard
Insane
We’ve tested these extensively, and the progression through the campaign feels incredibly good. Our goal is to let people provide extensive feedback on these difficulties before we throw you into the terror that is Nightmare in March, which is going to push Defenders to take on some substantially harder enemies.  It doesn’t stop there though, as upon release you’ll have to survive the newest difficulty — Massacre. Both of these difficulties provide new enemies that only brave Defenders will be able to cull!

Survival
Making its triumphant return, the Survival game mode is going to be available on all difficulties and all maps provided in Early Access. Each map rewards a unique pet to join you in your adventures, while also boosting your hero in some way. There’s a lot to master through all 12 maps, we hope you’re able to survive!
While playing through Survival in Early Access, we are going to continue to optimize the maps to accommodate all the enemies that you are going to be fighting. As noted on our Road Map, there is going to be continuous updates to the game, and this include performance optimizations. If you run into frame drops or crashes, report them in feedback, as that’ll help us polish things up. For Defenders looking for a true challenge, try playing on Insane Survival Summit on very old hardware getting 1 FPS, outside in the rain, while taming lions (please don’t do this, this part is just jokes, play it normal and safely please).
Pets
There’s a lot of pets that are going to be in Steam Early Access that were not in Beta. Some pets are straight forward, boosting your stats and slapping enemies, however we brought back some revamped fan favorites *cough*Genie*cough*, and also some new pets that have never been seen before. We made sure that you have a wide variety of pets to use, trying to apply a variety of play styles to fit certain pets. There are even more coming past this, but we’re sure you’ll quickly grow to love all of these companions (the Ramster is so dang cute!).
Gear
There’s a TON of gear to earn. Going back to our roots, we wanted people to get excited for gear to hunt. Itemization feedback has been tremendous, and so we used words from Defenders old and new to curate some awesome pieces to hunt for. We brought back a lot of the systems that made Dungeon Defenders gear great to hunt. Gear rolls any and all stats that are on your hero, making it exciting to receive that one perfect piece that has all the defensive stats for your Tower Builder spec'd heroes, or well-rounded gear for any Defender who prefers a Jack of All Trades play style! Another exciting return is that weapons and pets are randomly colorized, providing unique looks to the loot you receive. White and Gold is one of the rarest combos you’ll find, so good luck!

Gear continues to get stronger as you progress through the game of course, with each difficulty providing new pieces to empower your heroes and defenses to new heights! While climbing also make sure to keep an eye on what armor you’re equipping, as gear sets are back in the game.
Accessories
Through your journeys, you’ll also be receiving accessories that visually change the look of your character. This was not something part of Dungeon Defenders original release, but they are so fun to acquire and add a great level of visual customization that we couldn’t just not do them! Masks, Bracers, Brooches, and Shields (Squire Only) are some of the pieces you’ll receive that you can uncover to add another layer to empowering your character.
Cursed Gear No More!
One thing you will notice that is different from Dungeon Defenders is that there is no longer any cursed gear. This was something a vast majority felt very strong as a detractor from the game, and made getting gear feel like a potential punishment if it had the one stat you wanted, but diminished others.
Tools of the Trade
There’s a lot of tools we wanted to provide to the players. One of them was an updated Tactical Map (tac map for short). There’s a ton of upgrades we made to this feature, trying to provide as much visual clarity on what’s going on and where. There’s also brand new additions, such as in the options menu, you can now select filters for the tac map to show specific upgrades and items that you’re looking for, making it easy to survey the land quickly and go get your items before continuing on.

There’s also a lot of the HUD and UI improvements. There are seriously too many to include here, and as noted on the Roadmap, there are more coming! Comparing items in your inventory, providing clearer definitions for upgrades, revamped stat names, and so much more.
Towers are also part of the UI improvements. You can now interact with your towers to see how they are performing and what their stats are. Even a deep layer, towers show you the important stats that matter based on what they do. This means seeing what’s important in how a Spiked Blockade performed is different than seeing how an Ensnare Aura performed. We can’t wait to hear your feedback on these features and make any improvements possible!
Kickstarter, BackerKit, and Preorder Rewards
Rewards are planned for our full 1.0 release. While we have already chipped away at getting these made, today is our final deadline for our backers to submit what they’d like. We recently got a ton of requests back from our initial surveying to people in appropriate tiers, so now we just need to get to work on them. Some of these things are absolutely beautiful, others are horrifying, and we wouldn’t have it any other way!
Early Access Note
We have an Early Access FAQ that we’ve put together. If some of your questions weren’t answered here, please give it a look and hopefully they are answered!
There’s some stuff that we are not covering in this post, but there is a ton to discover in this game. Some of it is intended, some of it may be bugaboos that need to be squashed, and some of it may be as Bob Ross put it: happy little accidents. This is a game that we’re proud to present as a culmination of developer work and extensive community feedback. We truly feel this is a game made for our GLORIOUS Defenders, and we hope you feel the same. We want to thank you for joining us on this journey so far, and we can’t wait to continue on and hope you’ll be there by our side.
What’s Next?
We’re going to keep working. As shown in the Roadmap, we’ve got some ground to cover still. We want to keep updates coming and to further enhance our transparency and direct communication with our community. We plan on having updates showcasing the work that has been done, continue introducing you to members of the team, and giving you a look at the work it took to make Dungeon Defenders: Awakened.
Chromatic Weekend Wind Down, Dev Streams, and more are going to be coming as we continue development. We’re very excited for everything coming out and are excited that all of you are along for the ride!
Next week some of our team is going to be at PAX East, Booth #12074, right next to the Nintendo booth! If you’re going to be there, stop by to play, chat with the devs, and maybe leave with some sweet sweet swag! We had a crazy turn out at PAX South, loved hanging out with our glorious Defenders and the new Etherian recruits we picked up, and would love for PAX East to be Chromatic Games At PAX II: Revenge of the Hangout Boogaloo the Game, the Movie, the Game Returns.
Social Defenders
To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
Twitter
Facebook
Discord
Twitch
The entire team thanks you for your support. We’re working to make Chromatic Games a studio that is able to create games current and future that our Defenders are sure to enjoy, because our games are made for YOU!
For Etheria!
Chromatic Games
iamisom
In our first Devstream, I spoke with Senior Producer Brad Logston about the current state of the game and asked him some of your burning questions. Then, I spoke with Lead Level Designer Chris James about our upcoming maps and the process of making a map!




iamisom
Thanks for all of your feedback and bug reports! We will be addressing some of your biggest feedback in a video later this week. We’re incredibly excited to work with you to build the best Action Tower Defense game possible. 
This patch primarily addresses bugs that have been sent to us through our forums and our bug reporting form. Keep sending those bugs in to the Tavernkeep! 
Features
Several actions have been added to the controls in the Options menu. Activate, Alt. Activate, Ready Up, and Suicide can now be rebound to any key. Additionally, this implementation fixed a bug where rebinding other keys to the ‘e’, ‘f’, ‘g’, and ‘l’ key would prevent these actions. 
Pressing left-shift with the item comparison tooltip will now display the currently equipped item. The AutoReporter has been added to help us debug crashes.

Bug Fixes
Several users were reporting that transitioning from a gameplay map to the entry tavern would occasionally delete their profiles. This issue should now be resolved.
Resolved a UI-related crash.  The ‘Right Arrow’ key can now be bound. Combo Feats no longer reward currency and experience due to an exploit. These rewards will be re-added when the Combo Feats are reworked in an upcoming patch. Skyguard Towers will now attack enemies that are close to the ground. The Squire's Powerful Spears Spec was not dealing the full damage to subsequent targets. This should now be working as intended.  The Huntress’ Long Range Spec no longer affects her Oil Flask and Concussive Shots abilities. The Apprentice’s Reduce Cooldown Spec now displays the correct percentage in the Spec page. Special Stat Procs, such as Drenched, now only apply to hero attacks and not defense attacks. Mana Nodes no longer start out in the activated state if a player joins the match after the build phase started. The item comparison tooltips with special stats no longer clips off the screen. The scroll bar for the Codexes page now functions properly when the arrows are pressed and the scroll bar is dragged. Removed the green glow from the War Table in the Group Tavern. The Crystal Cores in the Gates of Dragonfall and The Throne Room are no longer brighter than the sun. Resolved an issue in The Ramparts where the air lanes would fail to spawn. This was preventing the players from finishing the match. 

Known Issues
We are still investigating several known launcher crashes and issues. If you’re experiencing launcher issues, please go to this page, try the possible solutions listed, and if you’re still having issues, follow the instructions listed at the bottom of the page.
If you’re experiencing lag, please go to this page and follow the instructions listed. If you’re getting stuck on the Searching for Session screen, please wait a few minutes and try again. If you’re unable to get past this screen, please email supporttrendyent.com! Players have reported entering a black tavern and falling through the game world. This is hilarious, but we’ll fix it. We’re aware that players’ in-game name is different from their Steam name. We’re looking into this issue. For the time being, we can change your name for you! Email supporttrendyent.com with the name you’d like and a link to your Steam profile page. Some players are reporting that items purchased in the tavern are not appearing in their inventory. Be sure to check every bag that you own. Sometimes, leaving the tavern or entering a map will make the item appear. We’re investigating the issue.
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