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[CG] Philip

DEFENDERS,

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

 

The Outcast Summoner

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

 

General Features

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

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

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

 

Abilities

Primary - Minion Select

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

Secondary - Overlord Mode

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

Active Ability - Flash Heal

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

Buff Ability - Pet Boost

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

 

Minions

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

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

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

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

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

 

Runes

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

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

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

 

Trading

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

 

Act 5 - 2 New Maps

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

 

The Bazaar (100 DU)

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

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The Lost Metropolis (130 DU)

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

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Wave Progression Updates

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

 

Defense Changes

Squire - Sniper Tower

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

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Huntress - Poison Dart Tower

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

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EV - Heat Cannon

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

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EV - Plasma Defense System

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

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Auto Loot 2.0

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

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

Pet Balance

 

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

 

Hero Balance

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

 

Map Balance

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

 

 

Bug Fixes

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

 

Misc.

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


What’s Next?

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

 

Social Defenders

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

For Etheria!

Chromatic Games

1aydan

Defenders,

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

Halloween Event

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

 

Ol Peeper's Daily Gift

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

The spooktacular crate contains :

  • New Chaos 10 Shard

  • Festive Carnival Fireworks

  •  Dragonfall Popcorn Machine

  • Trust me Disguise

  • Lucky Bunny Mask

  • Rainbow ‘fro

  • Snow Liger

  • Imperial Grin

  • Hastening Salve

  • Strongman Salve

  • Enduring Salve

  • Spellcasting Salve

  • Tower of Power Salve

  • Enduring Salve

  • Impactful Tower Salve

  • Impactful Hero Salve 

  • Lucky Tower Salve

  • Lucky Hero Salve 

 

Spooky Pumpkin Head - One-time reward cosmetic Flair.

Screenshot 2022-09-19 150641.png

Black Market Dealer

Screenshot 2022-10-13 084144.png

Screenshot 2022-09-19 150652.png

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

Emporium

Screenshot 2022-09-19 173825.png

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

Development Update

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

What’s Next?

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

Chaos 10

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

Hidden Caverns Region

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

New Map : Crystal Mines

Crystal_Mines.png

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

New Map : Lava Caverns

Lava_Caverns.png

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

???

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

 

Social Defenders

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

For Etheria!

Chromatic Games


 

[CG] Philip

DEFENDERS,

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

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Login Event

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

 

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

 

Halloween Spooktacular Map

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

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Map Rewards

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

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Halloween Enemy Skins

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

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What’s Next?

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

Social Defenders

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

For Etheria!

Chromatic Games

 

 

1aydan

DD1 Update 9.0.0


News

DEFENDERS,

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

WARNING -  

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

Patch Notes : 

New Maps

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

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

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

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

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Spooky Buccaneer Bay

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

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

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

Challenge: Halloween Invasion

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

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Challenge: Tavern Incursion

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

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

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

 

Balance

Akatiti

  • Added a new mask drop to the map rewards

Arcane Library

  • Added Fedora accessory

  • New accessory set bonus for Fedora and Librarian Glasses

City in the cliffs

  • Changed survival quality to Aquanos quality

Challenge: Temple of Polybius

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

Crystalline Dimension

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

  • Made accessories drop twice for everyone, even split screens

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

Crystalline Resurgence 1-3

  • Changed survival quality to Infested Ruins quality

Embermount Volcano

  • Buffed accessories to max accessory quality

  • Changed survival quality to Infested Ruins quality

Emerald City

  • Added Emerald accessories with it’s own set effect

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

Flames of Rebirth

  • Buffed accessories to max accessory quality

  • Added Sword of Embers to challenge reward

Infested Ruin

  • Removed melee attack from Mini Wasp Queen Pet

Karathiki Jungle

  • Changed survival quality to Infested Ruins quality

Magus Citadel

  • Buffed accessories to max accessory quality

 

Talay Mining Complex

  • Changed survival quality to Infested Ruins quality

Tavern Defense

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

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

  • Confetti set bonus now needs party horn and party hat

The Tinkerer’s Lab

  • Changed survival quality to Infested Ruins quality

Tomb of Etheria

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

Winter Mire

  • Made Ban Hammer give a 10% movement speed bonus

  • Made Candy Cane give a 10% movement speed bonus

  • Made Winter Flame give a 10% movement speed bonus

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

 

QoL

  • Added Inventory Quality Sorting button

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

  • Added a Damage Number Size Slider

  • Improved Graphic Settings 

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

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

    • Option to disable outlines

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

  • Added item recovery on all maps

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

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

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

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

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

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

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

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

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

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

  • Added dropped armor Icons to minimap

  • Added difficulty based coloration to the Harbinger mob

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

    • Control + C

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

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

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

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

  • Added simple damage numbers feature

  • Overall game engine upgrade that should improve performance

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

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

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

  • Ability cooldowns reset on entering build phase

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

  • Lowered poly teleporting trigger volume's retrigger delay

 

Bug Fixes

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

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

  • Improved default network bandwidth and lowered network update intervals

  • Made Enchanted Bishop colorable

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

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

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

  • Fixed Crystalline Dimension only dropping 1 accessory for host

  • Control + T no longer adds untradeable items to trade

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

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

  • Fixed black screen issue on poly

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

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

Misc Changes

  • Removed Discord integration to improve game stability

  • Changed the ranked home screen to have more useful links


Social Defenders

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

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] Philip
DEFENDERS,
The long awaited Episode 2 Part 1 PTR is here! Players who own a copy on steam can access the steam beta branch and play the PTR to help us gather feedback and find bugs before release.
How to Join
We want you to join the PTR! If you own Dungeon Defenders: Awakened on PC/Steam, check out our forum post that shows you exactly how to join!
PTR Reward

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

If RGB is not your flavor, We’ll be allowing people to collect any of the previous PTR rewards in the past. You’ll be given the choice of reward in the survey. This includes the following rewards:
Forest Ally’s Wings Eagle’s Wings Crystalline Corgi Episode 2 Part 1
So we already did a long winded reveal of the vast majority of the features coming in this update, so this post won’t be going into details but will serve as a quick overview of the contents with any changes.
Click here to read the full post to get a better understanding.
 
The Outcast Summoner

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

Runes are a new feature that allow players to augment their defenses in new ways! These can range from simple additions to completely different abilities. Runes can drop from normal enemies at all levels of play as well as from victory chests. Each act has its own pool of which runes drop from enemies, and each map has a smaller subset of that act pool that drop in the form of a guaranteed drop from the victory chest. You can view where a rune drops on the rune UI itself, displayed as “Favored Map”
Since the Episode 2 Part 1 post we have since changed our minds about having generic runes in the game. This is mainly because we want players to feel like they can use the special runes designed for each tower without feeling punished for not using a generic rune that just gives them more power. We just think this provides a more fun opportunity to players and lets us continue to create more unique runes rather than balance the battle between unique and generic runes.
Currently there are about 54 runes in the game to playtest, some heroes and defenses are missing runes and we will be working on getting those in as time permits or before release of the update.
 
Trading

The long awaited feature is here. As described in the Episode preview post, players are able to send trade requests with one another using the party bar in the top right of the pause menu. Once a player accepts a trade request, the two players may offer up items and gold between each other and then confirm the trade once they feel like they are happy with the trade. 
 
Act 5 - 2 New Maps
With the first part of Episode 2 comes 2 new maps to kick off Act 5. After defeating the Lycan King, the heroes traverse a great desert uncovering forgotten locations along the way. The first 2 maps will be in the PTR and can be played. However they drop the same quality of items that would be seen on the keep, as we are still deciding if a quality increase before the boss / bonus difficulty is worth it currently.
 
The Bazaar
You’ll have to fight your way through the Bazaar in order to progress deeper into the secrets this desert holds!

The Lost Metropolis
Defend your core from threats old and new in the shadow of structures from a forgotten civilization.
 
Defense Changes
As outlined in the original post, there are 5 defense changes. The only difference between the post and the PTR is that we decided after reading feedback and playtesting that the combined Reflect field was causing more issues being the default EV defense, and as such we’ve made the original reflect field the default EV slot 2 defense. There is a rune to convert the reflect field into a blockade should you want to have that functionality back.
 
Auto Loot 2.0

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

Auto Loot Filters also determine what Items get shown on your tactical map. We’ve even added a special icon for Runes, and a purple glow for any Fusion items. So make sure to be on the lookout for those.
 
Balance
This update is gonna bring a lot of balance changes to the game in the form of runes and other forms of balance tweaks. Due to the sake of time writing this post, There won’t be specific numbers, but will have those for the final post. Once the survey is out, there will also be questions for how you feel about those.
That said most defenses and abilities for Squire, Huntress, Monk, EV and Rogue got some kind of buff. So play around with those heroes and their defenses.
 
What’s Next?
The PTR will run for about 2 weeks, during this time we’ll see how the playtest goes, make adjustments, fix bugs and continue to polish up the features. After the PTR is over we expect to take about a week or so to finalize any remaining changes and then look at releasing the update.
 
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Chromatic Games
[CG] Brittani
DEFENDERS,
Things are getting exciting here at Chromatic Games! With the official launch of Dungeon Defenders: Awakened on Xbox Series X|S and Xbox One, we’re celebrating with even more good news—a Day 1 Update with LOTS of exciting changes to both Xbox and PC (this will appear as 1.2.1 on Xbox, but it’s actually Update 1.3). Last week we teased some of the additions, revisions, and fixes included in this latest update in our Update 1.3 Preview post. Now that it’s here, let’s break down what you can expect to see in Etheria after you’re all updated.
Content
Tutorial

We’ve updated the tutorial! With the addition of new tasks and tooltips, any player can enter the Deeper Well to brush up on their defending skills. Even the most experienced defenders can reap the benefits of a new tutorial, too. Everyone who makes it to the end of the new tutorial is rewarded with the exclusive Summoner’s Hood mask to show off their mastery of the basics!

You’ll also notice there’s a new objective tracker part of the tutorial. Expect to see this throughout the entire game in future updates!
Massacre Additions
After completing the tutorial, defenders can now test their skills in the new Massacre levels within Pure Strategy and Mix Mode. These new difficulties introduce immunity-granting Siren enemies to the game modes, and defenders are handily rewarded for their successes. Here are the new loot details:
Quality of item drops was adjusted in Pure Strategy to be equal to Survival mode. Quality of item drops was increased in Mix Mode at Massacre difficulty. Performance
Enemy Counts
To improve performance for all defenders across all platforms, we felt reducing the number of enemies on all maps in Survival, Mix Mode, and Pure Strategy would do the job. We specifically focused on lowering the amount of our weakest enemies first—goblins, archers, and wyverns—because they were jamming up the lanes and unnecessarily dragging out the time it took to complete waves. After we were happy with the improved performance from those changes, we moved on to lowering the enemy counts in Survival Mode. With fewer enemies, we also adjusted wave schedules, which should result in dramatically faster wave times. Here’s a breakdown of what you can expect to see in the improved Etheria:
70% reduction in enemy counts for Wyverns, Archers, and Goblins on all maps. 50% reduction in enemy counts for Orcs, Mages, Warriors, Kobolds, and Spiders on all maps. Adjusted wave schedules to decrease wave lengths. Did you think you were going to get away with fewer enemies without any catches?? Of course you didn’t. We wanted to make sure the difficulty levels remained relatively the same even with the reduction in enemy counts, so active enemies are now beefier, meaning each enemy’s HP has been increased to compensate for the smaller crowds. With such a big change, we’re going to monitor the community feedback to make sure players are happy with the new balance.
Nameplates
Nameplates are looking nifty now. We added missing nameplates above some enemies, heroes, and crystals, as well as cleaned up the general display of nameplates in game. Players should see a significant difference in the quality of the displays with this change and have a much easier time keeping track of enemy HP, a necessary feature to accompany the increased HP of enemies. Cleaning these had some nice performance gains for all platforms, so on top of looking great, they are also helping make the game run better!

Damage Numbers
Get ready for some new and improved damage numbers during combat! Last week we showed you what changes were to come in this area, and now they’re finally here. Players should notice clearer and more consistent displays of damage numbers when attacking, and fusion hits on Rifted enemies will stand out with larger number displays. Like nameplates, we hit some optimizations here as well, so your performance is better while it’s also easier to read damage numbers than before.
Limited Login Event - St. Patrick’s Day Reward!
While today is already a super special day for us at Chromatic with the official launch of DDA on Xbox Series X|S and Xbox One, we haven’t forgotten it’s also St. Patrick’s Day. To celebrate, we’re giving out a special green-themed goody to players who download Update 1.3 and log in to DDA by Monday, March 22. This special gift will be available for PC players today through Monday, while Xbox players will receive the patch with this cosmetic in a few days. We’ll make sure to let the Xbox defenders know when they should expect their gift!

Steam Trading Cards
You read that right - we’ve got Steam trading cards for Dungeon Defenders: Awakened now. Because we’re feeling generous today, here’s a sneak peak of a couple of the cards you’ll be able to collect:

Bug Fixes
Along with all of the exciting changes mentioned already, we also fixed a whole bunch of bugs that were bothering players (or helping them a little too much…). Here’s are the fixes defenders can see in the game.
General
Adjusted mask positions to better fit heroes. Fixed an issue where Steam Family Share accounts could play Online. Fixed an issue where “WASD” keys still functioned as movement inputs even when replaced. Fixed an issue where multiple players simultaneously swapping in heroes with Gem boosts allowed them to stack. Fixed an issue where accessories didn’t fade out when cameras switched to first person while players were backed up against a wall. Enemies
Fixed an issue where enemies were stuck in Magus Quarters. Fixed an issue where enemies were stuck in Endless Spires. Fixed an issue where enemies were getting stuck in the Throne Room. Fixed an issue where Sirens would not attack heroes. Fixed an issue where Skeletons would not show they had full health when resurrected by themselves. Gameplay
Fixed an issue where defenses were able to be placed above the spawn door in Glitterhelm Caverns. Fixed an issue where defenses were able to be placed near the bottom of Lava Mines. Fixed an issue where some tooltips would not appear after cancelling the placement of multiple defenses. Fixed an issue where the inferno trap was not affecting enemies. Fixed an issue where leaving and rejoining a match to let players place multiple Fusion defenses wasn’t working properly. Fixed an issue where the Gem pet boost flickered on and off periodically. Fixed an issue where traps with Use Scale after swapping would have a very small scale. Known Issues
Some players are crashing on Xbox, we're currently investigating the issue. Some clients on Xbox are having issues healing. We're currently investigating this issue. Using gamepad, players are having issues selecting the pet and bracer slot. On gamepad, when pressing R3 (right joystick), your character's attribute allocation can get reset. What’s Next?
While we’ll be monitoring this release and update, addressing any issues that may arise, we’re currently hard at work on getting our other ports for Nintendo Switch and PlayStation out the door to many eager Defenders. That’s not all, as we’re also getting a ton of work done on brand new content, including heroes, maps, enemies, and so much more! We’ll be getting word out soon to give all Defenders insight into what’s coming for DDA, and maybe a tease or two along the way.
Social Defenders
To get reliable updates on all things DDA, make sure to follow us on all our social platforms:
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Chromatic Games
1aydan

News
DEFENDERS,

This patch intends on fixing some issues in the game. 


PATCH NOTES

FEATURE 

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

BUG FIX 
- Fixed a typo in Evil Eye's description
- Fixed an issue where swapping weapons doesn't cancel the cast of the previous one causing weird projectile interactions
- Added new description to Devil Spine level drop variant
 
1aydan

News
DEFENDERS,

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


PATCH NOTES

FEATURE 

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

BUG FIX 
- Fix for accessories being able to spawn with more upgrades than intended
- Fixed Spooktacular Bay not giving random rewards to players besides host
- Fixed an issue where the anti cheat was kicking people with certain colors on character skins
- Fixed some emulator would break some key bind commands
- Fixed an issue where the map selection UI would update client UI's
- Fixed an issue where the map selection wouldn't recover from adding players 
- Fixed an issue where the gargoyle accessories were rolling lower than intended
- Fixed an issue where the elf accessories wouldn't show the number of upgrades when on inventory
- Fixed an issue where the elf crown icon was too large
- Fixed an issue where the core drops were not correct on then new maps
Chromatic Games
DEFENDERS,
Today we have a new update which includes a new hero, new enemy, new talent category, and ping system. We are also at PAX West (Booth 764) this weekend showing it off and doing some giveaways so if you are in the area please stop by!
Demo
With this update also comes a free demo! This is a shortened version of the game where you can play one map then fight the Demon Lord with the Squire and Apprentice. If you’ve been waiting to try the game out then now is your chance!

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

Weapon and Attack
Staffs - Fire magical bolts of energy at your foes! Skill
Fire The Laser - Unleash a powerful laser blast to devastate a single foe! Can also be charged up to increase its damage.
Abilities
Decoy: EV-ATK - Creates a holographic copy of the hero which taunts enemies into attacking it. This Decoy also fires wherever the hero is aiming and firing. Once the Decoy is destroyed or after a duration it will explode dealing damage to nearby enemies. Energy Cannon - Channels an energy beam which pierces through enemies dealing rapid damage to anything it touches. Towers
Proton Pulsator - Fires pulses of protean energy which damage any enemies in its path. Shock Pulsator - Releases pulses of electric energy which damage and stun enemies. Blocking Field - Projects a field which blocks enemies from passing and reflects projectiles directly back at attackers. Heat Cannon - Unleashes a cone of flame at a nearby enemy. Plasma Defense System - Fires super fast balls of plasma which phase through solid objects. However, beware it’s deadzone as it has trouble targeting enemies that get too close! Mastery Runes
Vitality - Max HP +20% Strongarm - Attack +10% Overclock - Attack Speed and Movement Speed increased with each Attack. Stacks 10 times. Shielded - Shield +20% Ultra Heated - Fire The Laser applies a Burn effect dealing damage over time and reducing enemy armor. Unlock Condition
Defeat the Goblin Mech on any hero.
Please note the Mech will need to be defeated after the patch releases to unlock.

Runes
These are just a few of her Runes. Gain EV Hero Mastery levels and beat the game with her to unlock more.
Slowing Pulses - Proton Pulsators slow enemies. Full Coverage - Plasma Defense Systems gain Range and no longer have a deadzone. Distracted - Decoy reduces nearby enemy armor.
Talents
New Category: Gear
These talents are all about the items! This category adds 10 new Talents that provide all sorts of buffs to the way items drop and the gold system in general. Reduced prices from the Shopkeeper, discounts from the Blacksmith to upgrade your weapons, starting with extra gold, or even getting an additional rune choice!

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

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

Abilities
Magical Bolt - This standard attack is a simple projectile but don’t ignore it as even the most simple of spells can be deadly in the right hands. Armor Shield - After a brief cast she gives all nearby enemies extra armor. This buff only lasts for a short duration before she must recharge and re-buff so make sure to time your attacks for when it's down! Ground Blast - The Siren will periodically target a player’s current location and then explode the ground there after a short casting time. This deals massive damage so it’s important to pay close attention and keep moving!
General
Enemy Schedules
Prior to this patch all enemy schedules were extremely randomized. This led to many of the groups of enemies just always feeling the same and didn’t allow us to design specific groups. Now, there is still a chance for these groups to be random but you will also notice that there will be more specialized pairings of enemies to provide new challenges.

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

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

What's Next?
There is more exciting stuff to come for DDGR including major features! However, as a team the vast majority of our focus is now on DDA and DD2. This is where we feel our time is best spent and while we are by no means abandoning DDGR it will mean that updates will come more slowly. With the upcoming release of DDA Episode 2 Part 1 we are very excited to see what the future brings as we continue building the world of Etheria!
Social Defenders
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:
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Chromatic Games
[CG] Philip
DEFENDERS,
The Pre-Episode 2 Patch 2 is now live on PC, Xbox and PlayStation, including some major enhancements to the endgame in the form of Endless Survival, Rifted Mixed and Pure Strategy, and lots of balance changes. Switch will catch up to this update at a later date. Let's dive into the changes!
Endless Survival

Ever felt like 25 waves just wasn’t enough? Ever wish you could keep your build and keep playing forever? Well now’s your chance! Endless survival does just that by allowing the player to keep playing after wave 25 to no end. Each wave will get increasingly difficult, carrying on potentially forever. 
Item quality will stay the same as wave 25, as this helps to avoid too much power creep. Every 5 waves we will reward players with a Map Victory chest, which will contain the same item rolls and potential as that of Wave 25. Bosses will spawn every 5th wave and gain 20% health each time.
Endless Survival can be started by the host pressing continue on the summary screen. Players will still be able to start on higher waves but must start on a wave after a Victory Chest. (Ex: Every 5th wave such as 26, 31, 36)
Since loot quality doesn’t scale we have added special rewards for endless survival in the form of Golden Pet Transmogs! Every map has a golden pet transmog to unlock by beating wave 100 on Massacre Survival on the respective map. With the exception of the Golden Giraffe On a Treadmill which is unlocked by beating wave 100 Massacre Survival on every map (Act 1, 2, 3 & 4).
 
Cutting Attack Rate Caps
We’ve received lots of feedback overtime asking for changes to the attack rate caps and as such In this update we are cutting attack rate caps for defenses in half for PC, Xbox and PlayStation. This means towers will attack much faster than they have in the past. We’ve also removed the higher attack rate caps on specific towers like Deadly Striker and Sludge Launcher. Unfortunately this is the only change in this list that Switch users will not receive.
 
Bonus Waves are now Bonus Difficulties
Bonus Waves are now a feature of the past, and Bonus Difficulties will be replacing it. Bonus Difficulties work almost identically to how bonus waves work with one exception.
Instead of getting a bonus wave after completing the map, Bonus Difficulty will scale up the entire map’s difficulty and loot quality. This means you no longer have to casually play through wave 23, 24 and 25 to get to the single hard wave that challenges you and provides the loot quality you are looking for. Bonus Difficulties unlock the same way as bonus waves and are usable in the same locations.
 
HUD Party Bar

Tired of not knowing who is not readied up? Wish you could see who joined your game without having to go to the escape screen? Want to know what level your friends are?
Well now you can do all that and more! The HUD party is a way to see a quick all of that and more at a quick glance. You’ll be able to see Names, Hero Type, Hero Level, Hero Health and Ready up status.
 
4 New Fusion Pets

We have added another set of 4 new Fusion pets for you to collect!
Act 1: Griffin Act 2: Etherian Act 3: Lil Bomber Act 4: Lycan King Mini Fusion Pet Drop locations have been adjusted. Here is the complete list of where to get Fusion Pets:
Griffin: The Deeper Well & Ancient Mines Steam Robot: Lava Mines & Alchemical Labs Paddle Ball: Magus Quarters Little Wizard: Tornado Valley & Tornado Highlands Etherian: The Ramparts & The Throne Room Monkey King: Endless Spires Lil’ Bomber: Arcane Library & Royal Gardens Dragon: The Promenade & The Summit Mega Chicken: Glitterhelm Caverns Angry Cloud: The Mill & The Outpost Mini Lycan Prince: The Keep Demon Lord: Foundries and Forges  
Rift Mixed & Pure Strategy
In order to fill out the game more and work towards our goal of eventually having more gamemodes open to the player at the endgame, we’ve added the ability to play those gamemodes with rifted enabled.
This will be something we continue to expand on in the future but wanted to offer the player the ability to play these modes with rifted enabled.
Pure Strategy will not be getting a rework in this update, We decided it was best to hold off on that rework till we can offer special rewards to go along with it. As currently other gamemodes are just offer inherently better rewards and so this is something we want to address at the same time.
 
Mixed Bosses and Bonus Difficulty
With Rift added to mixed mode we wanted to offer players more reason to play mixed as well. As such we’ve added Bosses and allowed Bonus Difficulties to be used on mixed. This means the waves will be harder but the loot will scale to that of the bonus difficulty selected.
 
Balance
The goal with these changes is to provide players with more options for Pets, Weapons and Defenses. As with anything in this patch we will be monitoring this to see if any further adjustments are needed. 
This is gonna be a long list so get ready!
 
Defenses
Squire Spike Blockade Health increased by 100% Harpoon Damage increased by 10% Bouncer Blockade Health increased by 100% Slice N’ Dice Health increased by 100% Monk Lightning Aura Damage increased by 10% Strength Drain Aura DU decreased from 5 to 4 Apprentice Magic Blockade Health increased by 100% Magic Missile Damage increased by 10% Flameburst Damage increased by 10% EV Proton Beam Starting Attack rate increased from 0.3s to 0.5s Damage scalar increased by 10% Overall this is a nerf to early game and a buff to endgame Physical Beam Health increased by 100% Warden Roots of Purity Health increased by 100% Wisp Den Damage decreased by 10%  
Pets
Angry Cloud Increased damage by ~600% at the endgame Demon Lord Increased damage by ~185% at the endgame Dragon Increased damage by ~300% at the endgame Etherian Increased damage by ~20% at the endgame Hippogriff Increased damage by ~275% at the endgame Lil’ Bomber Increased damage by ~360% at the endgame Lycan Prince Fusion version gives Rift Armor Mega Chicken Increased damage by ~150% at the endgame Monkey King Decreased the damage increase per stack from 10% to 5% Increased the damage stack limit from 10 to 30 Paddle Ball Increased damage by ~55% at the endgame Steam Robot Increased damage by ~65% at the endgame General Increased movement speed of all pets by 200%  
Weapons
Boss Weapons We increased the damage scalars of all Demon Lord, Goblin Mech and Ancient Dragon Boss weapons to try to be within 5-10% of the potential power of a Lycan King Boss Weapon when dropped at similar quality. The goal here is to allow players more choice to choose which of the boss weapons fit their playstyle the best. So playing Bonus Difficulties on Boss Maps should provide weapons with the potential to be as good as Lycan King Boss Weapons.  
Bug Fixes & Misc.
Bonus Difficulty is now displayed on the pause menu in the bottom left corner. Opening launch cinematic has been replaced by a simplified loading screen. Fixed issue with a couple Mixed & Pure Strategy maps having wrong item quality drops. Fixed issues with Fusion pets dropping a really low quality in higher difficulties. Fixed issue where clients couldn’t cancel carnage. Fixed issue with Foundries and Forges having the wrong experience in Survival. Fixed Issue with auto sell loot total display showing negative numbers. Fixed issue with woodland weapons not dropping.  
What’s Next?
The next step for DDA is Episode 2 Part 1 PTR which includes Runes, Trading, The Outcast Summoner Hero, 2 Maps, The Bazaar and The Lost Metropolis. That’s not all though there will be additions coming in October that players will be excited for. Outside of DDA, we are still hard at work making a new update for DD2. 
Social Defenders
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:
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Chromatic Games
[CG] Andrew
DEFENDERS,
Thanks to your feedback we have been able to identify some bugs in the Embermount Patch. We are releasing a small hotfix that should alleviate some of these issues. We wanted to make sure to get this patch out as quick as possible due to a performance issue affecting the servers. If you are still experiencing lag spikes or warping issues, with regard to the Embermount Patch, please reach out to us on our social channels to let us know.
 
Bug Fixes and Updates
- Added back Fury icon
- Changed C8 mastery to 50 ascension cap and C9 mastery to 100
- Changed ring of speed to ring of wind on the incursion reward UI
- Fixed an issue where mods weren't spawning on C9 incursions
- Fixed an issue where pet re roll boxes aren't stackings
- Fixed an issue where the initiate can't equip the crippling blow shard
- Reduced Elder Wyvern buff linger duration 10 -> 5s
 
Social Defenders
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:
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Chromatic Games
[CG] Philip
DEFENDERS,
The Pre-Episode 2 Patch 2 PTR is now live, and like last time we need help from our Defenders to test out all these upcoming changes! This PTR focuses on more endgame as well as balancing Pets and Weapons. We aim to run this PTR for a few weeks and tweak things as needed before releasing it to the live game including consoles.
 
How to Join
We want you to join the PTR! If you own Dungeon Defenders: Awakened on PC/Steam, check out our forum post that shows you exactly how to join!
 
PTR Reward

For those that complete the PTR survey, the PTR reward will be slightly different this time around, We’ll be allowing people to catch up on any missed PTR rewards in the past. You’ll be given the choice of reward in the survey. This includes the following rewards:
Eagle’s Wings Forest Ally’s Wings
Crystalline Corgi
For those that have all the PTR rewards or want something else, You can choose to enter in to win a set of Pizza Wings instead. 
Endless Survival
Ever felt like 25 waves just wasn’t enough? Ever wish you could keep your build and keep playing forever? Well now’s your chance! Endless survival does just that by allowing the player to keep playing after wave 25 to no end. Each wave will get increasingly difficult, carrying on potentially forever. 
Item quality will stay the same as wave 25, as this helps to avoid too much power creep. Every 5 waves we will reward players with a Map Victory chest, which will contain the same item rolls and potential as that of Wave 25. Bosses will spawn every 5th wave and gain 20% each time.
Endless Survival can be started by the host pressing continue on the summary screen. Players will still be able to start on higher waves but must start on a wave after a Victory Chest. (Ex: Every 5th wave such as 26, 31, 36)
Since this is a PTR and there will be a lot of tweaking to the scaling, there won’t be any special rewards and something that will be added once we have a better idea of how far players will get.
 
Bonus Waves are now Bonus Difficulties
Bonus Waves are now a feature of the past, and Bonus Difficulties will be replacing it. Bonus Difficulties work almost identically to how bonus waves work with one exception.
Instead of getting a bonus wave after completing the map, Bonus Difficulty will scale up the entire map’s difficulty and loot quality.
This means you no longer have to casually play through wave 23, 24 and 25 to get to the single hard wave that challenges you and provides the loot quality you are looking for. Bonus Difficulties unlock the same way as bonus waves and are usable in the same locations.
 
HUD Party Bar

Tired of not knowing who is not readied up? Wish you could see who joined your game without having to go to the escape screen? Want to know what level your friends are?
Well now you can do all that and more! The HUD party is a way to see a quick all of that and more at a quick glance. You’ll be able to see Names, Hero Type, Hero Level, Hero Health and Ready up status.
 
4 New Fusion Pets
We have added another set of 4 new Fusion pets for you to collect!
Act 1: Hippogryph
Act 2: Etherian
Act 3: Lil Bomber
Act 4: Lycan King Mini
Fusion Pet Drop locations will be adjusted as well in this PTR. Here is the complete list of where to get Fusion Pets:
Hippogryph: The Deeper Well & Ancient Mines
Steam Robot: Lava Mines & Alchemical Labs
Paddle Ball: Magus Quarters
Little Wizard: Tornado Valley & Tornado Highlands
Etherian: The Ramparts & The Throne Room
Monkey King: Endless Spires
Lil’ Bomber: Arcane Libary & Royal Gardens
Dragon: The Promenade & The Summit
Mega Chicken: Glitterhelm Caverns
Angry Cloud: The Mill & The Outpost
Mini Lycan Prince: The Keep
Demon Lord: Foundries and Forges
 
Cutting Attack Rate Caps
We’ve received lots of feedback overtime asking for changes to the attack rate caps and as such In this PTR we are cutting attack rate caps for defenses in half for PC, Xbox and PlayStation. This means towers will attack much faster than they have in the past. We’ve also removed the higher attack rate caps on specific towers like Deadly Striker and Sludge Launcher. We’ll monitor these changes over the PTR and see if any adjustments are needed. Unfortunately this is the 1 change in this list that Switch users will not receive, unless major performance breakthroughs are made.
 
Rift Mixed & Pure Strategy
In order to fill out the game more and work towards our goal of eventually having more gamemodes open to the player at the endgame, we’ve added the ability to play those gamemodes with rifted enabled.
This will be something we continue to expand on in the future but wanted to offer the player the ability to play these modes with rifted enabled.
Pure Strategy will not be getting a rework in this update, We decided it was best to hold off on that rework till we can offer special rewards to go along with it. As currently other gamemodes are just offer inherently better rewards and so this is something we want to address at the same time.
 
Balance
The goal with these changes is to provide players with more options for Pets, Weapons and Defenses. As with anything in this patch we will be monitoring this to see if any further adjustments are needed. 
This is gonna be a long list so get ready!
Defenses
Squire
Spike Blockade
Health increased by 100%
Harpoon
Damage increased by 10%
Bouncer Blockade
Health increased by 100%
Slice N’ Dice
Health increased by 100%
Monk
Lightning Aura
Damage increased by 10%
Strength Drain Aura
DU decreased from 5 to 4
Apprentice
Magic Blockade
Health increased by 100%
Magic Missile
Damage increased by 10%
Flameburst
Damage increased by 10%
EV
Proton Beam
Starting Attack rate increased from 0.3s to 0.5s
Damage scalar increased by 10%
Overall this is a nerf to early game and a buff to endgame
Physical Beam
Health increased by 100%
Warden
Roots of Purity
Health increased by 100%
Wisp Den
Damage decreased by 10%
 
Pets
Angry Cloud
Increased damage by ~600% at the endgame
Demon Lord
Increased damage by ~185% at the endgame
Dragon
Increased damage by ~300% at the endgame
Etherian
Increased damage by ~20% at the endgame
Hippogriff
Increased damage by ~275% at the endgame
Lil’ Bomber
Increased damage by ~360% at the endgame
Lycan Prince
Fusion version gives Rift Armor
Mega Chicken
Increased damage by ~150% at the endgame
Monkey King
Decreased the damage increase per stack from 10% to 5%
Increased the damage stack limit from 10 to 30
Paddle Ball
Increased damage by ~55% at the endgame
Steam Robot
Increased damage by ~65% at the endgame
General
Increased movement speed of all pets by 200%
 
Weapons
Boss Weapons
We increased the damage scalars of all Demon Lord, Goblin Mech and Ancient Dragon Boss weapons to try to be within 5-10% of the potential power of a Lycan King Boss Weapon when dropped at similar quality.
The goal here is to allow players more choice to choose which of the boss weapons fit their playstyle the best. So playing Bonus Difficulties on Boss Maps should provide weapons with the potential to be as good as Lycan King Boss Weapons.

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

Social Defenders
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Chromatic Games
[CG] Andrew
DEFENDERS,
Hey all! I’m not really one for long, drawn-out, goodbyes so I’ll do my best to keep this short. I have recently accepted a position at another gaming company, and today is my last day at Chromatic Games. Thank you so much for welcoming me into your community with open arms almost a year ago. I have truly enjoyed my time here getting to know everyone, and doing my best to help in any way that I could make sure your voices were heard. I understand the timing here isn't great, especially with the new community-centric approach to DDA development just now kicking off. However, I still have faith this process will still be as seamless as possible.
 
Thank you again for everything, and I’ll see you around!
Andrew “SNK” Bernard
[CG] Andrew
DEFENDERS,
Let’s talk DDA. It has been a year since we have released a significant update. We’re sorry and we will do better. However, apologies don’t mean anything without action, so we want to lay out a path forward that keeps our community engaged and us accountable. With that, we bring you the DDA Community Task Force.
 
DDA Community Task Force 
Internally, we have recently reorganized some of our structures to incorporate a small dedicated team to more readily and quickly respond to issues specifically on DDA. This team is headed up by Phil (of Funday Friday and Corgi fame) and he will be leading a handful of us to better cater to the needs of players. 
What does this mean? This means DDA will be receiving MUCH more frequent updates with significant changes to the game. These changes could include: Large meta-shifting rebalances, game mode revamps, attack speed cap partial or full reverts (yes, seriously), or other community requested features. We definitely expect to miss the mark on some of these changes, but with our increased ability to adapt we will be able to take risks that we have previously been afraid of taking. 
So now what does the future of DDA look like?
 
August
Two of the most apparent issues with DDA are (1) that players generally don’t have enough incentive to play game modes other than Survival, and (2) there is not enough variety in high-level, endgame play. This is something we want to address, while also adding features that the community wants to see. This first group of changes will attempt to address the following: 
Endless Survival
Giving players more challenges to push their gear to the limits and optimizing their builds to see how far they can progress.
Pure Strategy Rework
Adding engaging goals to make playing it feel special and give better rewards.
HUD Party Bar
QoL feature to see who is in your party at all times, with relevant information like Health, Level, and Ready Up Status.
Weapon & Pet Balance Iteration
Taking a closer look at itemization to find areas we can make more engaging and allow players to have more options.
Cutting Attack Rate Caps in half 
This will start with PC, with performance investigations for Xbox and PS.
QoL Changes to Bonus Waves
Scaling up the difficulty of the entire map as opposed to just 1 additional hard wave.
Note: We will start making the first round of these changes this month. We expect these adjustments to be significant, so there will be another PTR available for testing as well. 
 
Episode 2
We have some content in Episode 2 that is ready, and some that is not. In order to bring you some of the finished content sooner, we will be splitting it in two. The first half of Episode 2 will include:
Runes
Trading
The Outcast (Summoner Reimagining)
The Bazaar
The Lost Metropolis
This first part of Episode 2 will drop in around late September or early October with the second half of Episode 2 coming in November. If this proves to be successful, we may also decide to spread Episode 3 out over several smaller updates as well to make sure that we continue to give our players continuous, fresh content.
 
Updated Timelines
In order for this DDA Community Task Force to be effective, we will need to update the game much more frequently. Right now we anticipate this to include 1 or 2 updates per month, as well as a much more utilized PTR. We will make sure to communicate any changes through our social channels so that you always know what is going on and can give us feedback at every step. And speaking of feedback...
 
Community Surveys
We are very happy with the DDA surveys that we have been running over the past few months, and these will continue going forward. Because of your input we have made several changes, including everything from this past PTR, which will now be heading to live servers. You have given us so much thoughtful feedback, great ideas, and even some light-hearted trolling and we want to keep this up as we iterate on DDA. With this post we have launched our newest survey, regarding some of these upcoming changes.
Survey here!
 
What’s Next?
This update, we wanted to make sure that we kept the focus exclusively on DDA and our upcoming plans. However, fans of DD2 and DDGR fret not! We are still working diligently on all of our titles and have new and exciting updates in the works. Thanks for your understanding, and make sure to follow our channels below to stay in the know for all of our upcoming updates.
 
Social Defenders
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Chromatic Games
iamisom
Hey all! We’re proud to announce that we’ve partnered with Sony to bring Dungeon Defenders II exclusively to the PlayStation 4! In fact, you’ll be able to play the game tomorrow on PS4 at the PlayStation Experience. If you’re going, be sure to stop by Sony’s booth to say hi. We’ll have various people at their booth all day showing off the game.

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


[CG] Andrew
DEFENDERS,

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

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

New Mercenary Skin - Aegis of the High King
New Lavamancer Skin - The Zombiemancer
New Mystic Skin - The Snake God’s Vessel
New Abyss Lord Skin - Cursed Lord of the Desert
New Dryad Skin - Bone Dragon’s Battlegear
New Adept Skin - Firelord Adept
New Apprentice Skin - Forbidden Magic Apprentice
 
New Cosmetics
Tundraken Head
Tundraken Wings
Tundraken Tail
 
New Pets 
Dino  
Pet Ability: Jurassic War Cry - Resets all Hero ability cooldowns Drops on Lost Dungeons maps Amber Dino
Pet Ability: Jurassic War Cry - Resets all Hero ability cooldowns Sold by Pet Egg Vendor Haunted Ship
Pet Ability: Tsunami - Rolls a wave dealing 3000% water Hero damage and drenching enemies for 5 seconds Drops in High Seas maps  
Balance
Axes can now roll light / heavy
Ice Chip is now an unlocked mod 
Orc Blockade attacks changed to area of effect
Removed Head Strong from all stabby lanes
Headstrong enemies are no longer able to be frozen
 
Bug Fixes
Fixed an issue with the Bots of Oil shard where the fire DoT wasn’t working properly.
Fixed an issue with the Oily Harpoon shard where it was not properly applying the oil effect if the Ballista was attuned to an element.
Fixed issues with Water Servo and Poison Servo where they were not properly granting Defense Power.
Fixed an issue with the Lavamancer’s Harden ability where it was not properly reflecting projectiles.
Fixed an issue where Plain Talismans did not drop from Chaos 3.
Fixed an issue where the Depth Lord skin could not be purchased with gems.
Fixed an issue with the scaling of Hardened Servo being incorrect.
The pet ability Sticky Bomb now no longer sticks to towers and nodes.
Fixed an issue on the Wild Westival map where Phased enemies would fall through the floor in certain places.
Fixed an issue with the tooltip on the Sundering Blow shard.
Fixed an issue with Serpent God’s Protection where it was not properly functioning.
Fixed an issue with the Barbarian’s Leap ability where it was not going its full distance under certain conditions.
The Mark Targets shard can now properly be equipped to the HailstormTower.
Changed the tooltip of the Stomp Strike Chip to properly convey its function.
Adjusted the potency of the Inferno buff on the Forest Biome map.
Fixed an issue involving players joining games at unintended times.
Spider Web VFX updated to be more readable
Summary
We are super excited for you to play the Mercenary and hopefully you have as much fun playing him as we did making him! We’ve done a lot of testing and balancing on him, but be sure to give us your feedback through our Discord (it’s the best way to do so). We’re going to continue our work on DD2, with the next update already being worked on! There’s also work on Dungeon Defenders Awakened’s next update, the PlayStation port, and so much more going on here at Chromatic Games. Stay tuned for more!
Social Defenders
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:
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Chromatic Games
 
 
[CG] Brittani
DEFENDERS,
In less than ONE WEEK Dungeon Defenders: Awakened will be released on Xbox Series X|S and Xbox One!! We are so pumped for that release and we wanted to add to that excitement by sharing other big news from the studio — we’re also rolling out the release of Update 1.3 soon! We’re currently getting this update certified for Xbox, with our goal being to release the update for both PC and Xbox players on March 17, DDA’s Xbox launch date. Check out what’s to come...
What’s New
Tutorial

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

After

Enemy Amount Changes
Game performance is an area we’ve been tinkering with for a while. To help boost performance, we decided that decreasing the amount of enemies on screen at once would be a great way to do that without impacting game-play too drastically. Most of the enemy reductions will come from weaker enemies, so you’ll see significantly fewer goblins and wyverns, for example. To compensate for the lower number of enemies on maps, all enemy strengths will be increased. Players will have a slightly different challenge with fewer targets, but this should hold the difficulty level.
This enemy count update will impact game play on all maps and difficulties in Campaign, Survival, Mixed Mode, and Pure Strategy, meaning every player can go back and re-experience a brand new DDA!
Optimizations and Performance
With the decreased enemy counts and changes to displays while in battle, players should experience a cleaner battle, and especially so on the larger maps (e.g. Summit). Wave lengths will be reduced, and these changes will stem from adjustments to enemy release schedules and the reduced total enemy counts. Basically, we want to make sure every player feels they are being challenged, while also making sure the game runs smoothly and looks great all at the same time.
Still To Come
There are still many highly-anticipated features we’re working on and will add in future updates, including trading, cross-saves, and more. Once DDA Xbox release goes off, we’ll be able to spend more time prioritizing these features, while also working on our Nintendo Switch and PlayStation ports. We’ve shared some of the updates on these during our Friday Funday streams, but we want to get this down in writing for you all, too.
We are just as excited as you to add trading to DDA, but we needed to step away from this project for a bit to focus on passing Xbox certification. After the Xbox launch, we’ll get back to work on making sure any trade system we add to the game is fair and safe for all players. Ensuring fair trades between players is a big task, but one we want to make sure is part of players’ experiences. Once we feel the system can’t be easily exploited, we’ll work toward adding support to setup sessions specifically for trading, buying, and selling items between players.
We’re nearing the completion of the cross-save feature. It does require another separate Microsoft certification process, though, so the timing on that will depend on those outside factors. For the much sought-after split-screen feature, we’ve got a lot of work ahead of us to make the UI and UX work well for all players during a split-screen session. When we add additional screens, the game has to work a lot harder to give each player their own unique area of play and we haven’t been satisfied with the way it’s all working together (or not working together…). When we’re happy with the way multiplayer functions AND looks, you’ll know!!
Bug Fixes
This patch will include a whole bunch of bug fixes too! We all know players’ favorite space to place DSTs is on top of the Glitterhelm doors, but you’ll have to come up with a new strategy now. We are fixing this bug and other similar placement-related issues on other maps. Lots of previously-stuck enemies will be given new legs, so they’ll make their way down the purple path once again. Along with these fixes, we’re addressing some exploits and inaccurate damage number displays.
This is just a small preview of all of the revisions, additions, and bug fixes we’re planning in this next update, so stay tuned!
Social Defenders
To make sure you’re in the loop on all things Dungeon Defenders and to know as soon this new update drops, follow us on all of our social channels:
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Chrome Game
[CG] Philip
DEFENDERS,
This post will provide an update on Episode 2 Part 1 work as well as announce the details about the upcoming In-game Halloween Event and Episode 2 Part 1 PTR. With that said let's get into it as this will be a long post!
Halloween Event

For the first time ever in DDA’s history we are doing an in-game Halloween event. This event will feature some new cosmetics for both login rewards and in-game rewards. In addition to this every enemy across the game will receive a special Halloween theme for the duration of the event. This Halloween Update will be released on October 14th, 2022 and the event will go until November 4th, 2022.
Login Event
If you login between the dates listed above, you’ll unlock the following transmogs:
Hallow's Evil Grin Mask Fish in a Jar Mask Halloween Spooktacular Map
With the introduction of the in-game Halloween event we have remade Halloween Spooktacular from the original game. This map will feature the new Halloween variants of the enemies permanently even after the Halloween event is over. It also has new lanes and an additional core to defend.

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



 
Episode 2 Part 1 Progress Update
The Outcast Summoner
As many of you know, the summoner from the original Dungeon Defenders game will be returning to DDA as The Outcast Summoner. This iconic hero has been one of the most requested heroes to return to DDA and as such we wanted to try our best to stay true to the original as best as we could, while also making adjustments to better fit DDA.
With that in mind, one of the things we felt strongly about was that the original model shown previously didn’t reflect what users expected for a remake of the Summoner. As such we’ve gone through reconcepted and made a new model that fits the theme better.
Here is a first look at the new model!

Next up let’s talk about how the hero itself will work. After going through all the data from the Summoner Survey we have come to the following abilities, defenses and changes to the summoner.
General Features
Before we cover Hero Abilities, let's talk about some of the general features that the hero has first. The hero doesn’t have weapon slots and as such doesn’t have an actual attack. Instead, the hero will be allowed to equip 2 pets at once. Additionally, the Summoner will be able to equip Tomes and will be able to complete a weapon set using a single tome.
Regarding Minions we also have opted to not have Minion Units but instead use DU for the defenses. This solves 2 issues, the first being that players felt that they were missing out if they didn’t take advantage of having double the “DU” and additionally it would require we balance every map both past and present around having this feature.
Finally, the Summoner has the ability to hover by pressing and holding the jump key at any point while the hero is falling. They will still be able to take advantage of the double jump as any hero can.
 
Abilities
Primary - Minion Select
Since the hero doesn’t attack, his primary will be used to select his minions. Currently we only allow single unit selection but will continue to iterate on this as feedback is received.
Secondary - Overlord Mode
A big feature of the Summoner was his ability to go into overlord mode and have a more top down RTS style camera. This ability will allow the Outcast Summoner to pan around the map and place minions remotely as well as move them as necessary.
Active Ability - Flash Heal
Flash heal offers the ability to heal nearby heroes, Minions and defenses by a percentage of their max health, scaling off the hero's Ability stat.
Buff Ability - Pet Boost
While active the hero's pets will be buffed increasing attack damage and attack speed, scaling off the hero's Ability stat. This was a redux addition that we felt added a lot of potential to the hero being used as a DPS and playing off the ability for the hero to equip 2 pets.
 
Minions
Before we get started all the minions are still going through active balancing so these values might not represent what goes live for the PTR as well as adjusting balance as we receive PTR feedback.
Minion 1 - Archer (2 DU):
Summons a Crystalline Dark Elf Archer. Shoots non-piercing arrows at enemies.  Minion 2 - Spider (3 DU):
Summons a Crystalline Spider to the battlefield. Flings webs at nearby enemies, slowing them down and doubling all damage they receive. Minion 3 - Siren (4 DU):
Summons a Crystalline Siren to the battlefield. She casts protective shields around defenses reducing incoming damage and also attacks offensively with her ranged attack. Minion 4 - Dark Elf Mage (4 DU):
Summons a Crystalline Dark Elf Mage to the battlefield. Casts fireballs and periodically heals themselves and other nearby minions, as well as heroes.   Minion 5 - Ogre (5 DU):
Summons a Crystalline Ogre to the battlefield. Crushes enemies within melee range and occasionally fires poison snot balls from a distance.  
Runes
This will mostly be a recap of the full runes introduction post as a lot of it remains unchanged from the original design but figured it was important to give a recap and fill in any blanks as needed.
Runes are broken down into two different categories they work in the following ways:
Hero Runes - Runes that affect your hero’s stats, attacks, and abilities. Tower Runes - Runes that affect your tower stats and activation (whether that’s damage or utility). Additionally, there are 2 types of Runes, General Runes and Class Runes and can be used in different situations.
General Runes - Runes that can be applied to any hero. These are typically flat stat increasing runes, with some slight variations. Class Runes - Runes that are applied to a specific hero, or specific list of heroes. Unlocking runes is a 2-step process. First you must obtain a rune which can be found by playing various gamemodes, maps and difficulties. Some runes will have specific drop locations while others will have random drop locations. Secondly you will need to pay a gold cost to consume the rune and permanently unlock the rank of rune.
Once you’ve unlocked a rune you can choose to use that rune in any of your available slots. Each hero has 2 Hero runes and 4 Defense Runes slots. Those rune slots can be set on each individual hero. Allowing you to add more customization to the way that hero builds.
With all that recapped, let's talk about some examples of runes we can expect to see in DDA.
Squire
Explosive Shield - Shield Throw explodes on hit, dealing 100% of its normal damage to all nearby enemies and increases number of Bounces by X. Spear Trap - Every X Seconds when the Spike Blockade is attacked it shoots out 8 piercing projectiles damaging enemies for X% Tower Health.  
Apprentice
Arcane Blast - Arcane Surge becomes a ranged piercing projectile which deals X% of secondary attack damage. Bouncing Magic - Magic Missile Projectiles deal X% damage and bounces up to Y additional targets.  
Huntress
Chance Grenade - Grenade Toss has a X% chance to spawn another grenade upon killing an enemy. Shell Shocked - Enemies hit are slowed by X% and deal Y% reduced damage for Z seconds.  
Monk
Mystical Repair - Tower Boost slowly repairs defenses for X% of tower health over Y Seconds. Lightning Strikes - Every X Seconds, the Lightning Aura deals Y% tower damage to a single enemy within range.  
EV
Decoy-GR - Decoy now shoots along with the hero at the same direction dealing X% of hero damage. Electric Shock - Proton Beam has a X% chance to shock and stun enemies for Y seconds.  
Warden
Yum Yum Seed - Sprout Seeds on-pickup restore X% HP and gives a Healing over time for Y% Max HP over Z seconds. Focus Blossom - Beaming Blossom does additional X% damage for each attack made against the same enemy, stacking up to Y times.  
Rogue
Multiple Marks - Increases max number of Marked targets by X. Spin-To-Win - Carnage consumes -50% mana and does Y% of the original damage.  
Outcast Summoner
Flash Buff - Defenses within Flash Heal gain Attack rate and Power for X Seconds. Healing Master - The Dark Elf Mage Minion can also heal nearby defenses for X% of the normal minion healing. Trading
Now with all this talk about runes, there is another way to acquire them that wasn’t mentioned above which would be through trading. Trading will allow 2 players to exchange items and gold between one another.

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

Additionally, we also added a new gameplay setting to auto reject trade requests for the popular few that don’t wish to be overwhelmed with trade requests. You can still send trade requests while this setting is enabled but any attempts for others to trade with you will be rejected without notification.
Finally, since we know players will want better ways to find other traders, we’ve added a way to host a public tavern with custom session names. While this isn’t a perfect solution, we hope we can improve this in the future and potentially look at new ways to host trading lobbies.
 
Act 5 - 2 New Maps
With the first part of Episode 2 comes 2 new maps to kick off Act 5. After defeating the Lycan King, the heroes traverse a great desert uncovering forgotten locations along the way.
The Bazaar
You’ll have to fight your way through the Bazaar in order to progress deeper into the secrets this desert holds!

 
The Lost Metropolis
Defend your core from threats old and new in the shadow of structures from a forgotten civilization.
 
Defense Changes
As we hinted at in one of our live streams there will be 5 changes to the defense roster. These changes are based on metrics, survey data and general community discussions. That said if the feedback from these changes is not well received we will look at making changes as needed.
Squire - Sniper Tower
The Sniper tower offers the squire a new single target defense that will be very strong at defeating tanky enemies. It will use a special enemy targeting priority. This tower will replace the Bouncer Blockade as we felt the blockade was often overshadowed by the other blockades in the game.

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

Defense Rune - Blinding Darts:
Enemies hit by the Poison Dart Tower have a X% to become blinded for Y seconds.
 
EV - Combined Blocking + Reflect Field
In order to make room for the upcoming defense changes, we’ve decided to merge the Blocking Field and Reflect field. This means the defense will be able to serve as a wall or a reflect field and will have the same DU scaling of the original reflect field so that they continue to be used as they have in the past.

Defense Rune - Electric Fence:
Blocking Field deals X% of Tower Health back to all attackers as electric damage.
 
EV - Heat Cannon
The Heat Cannon provides a unique defense to the game. It’s a short ranged flamethrower defense that hits all enemies within its range arc. While this defense is limited in range it will more than make up in defense power. This defense will have a fodder targeting priority. It will replace the new empty slot where Reflect Field was.

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

Defense Rune - Full Coverage:
Increases the Plasma Defense System’s defense range by X% but also increases the dead zone by Y%.
 
Auto Loot 2.0
This has been a highly requested quality of life for endgame players. Auto Loot 2.0 will allow players to have multiple loot filters using the existing setup. This allows players to have filters tied to specific types of items, for example having a Auto Loot Filter specifically for picking up Accessories or a filter to pick up only swords. As long as an item matches 1 of the filters in your list it will get picked up when Auto Loot happens.

This UI will allow you to create and manage the multiple filter profiles. Each one can have a name and Icon associated to help associate them. You will be limited to 8 filters at any point.
 
Public Test Realm (PTR)
So now that we’ve talked about all the amazing things coming in episode 2, I know you all are dying to know when the PTR will go live. On that note I can say we are aiming for the PTR to go live on October 28th, 2022 pending any major setbacks. While we had initially planned for it to start early October we felt the extra time was needed, and with the Halloween event it would be odd to have those launch at nearly the same time.
 
What’s Next?
After the Halloween event is over and the PTR is finished we’ll look at releasing the update live after we’ve made any necessary changes based on player feedback. Once that is live we’ll begin work on the remaining Episode Part 2 work and keep you all updated as that is developed. Though it is too early to say what the timeline will be like at this moment.
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For Etheria!
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1aydan

News
DEFENDERS,
It has been a while since the last Dungeon Defenders 1 update from the Community Development Team, which after years of high-quality content and features being developed for the game unfortunately came to an end. However, enthusiasm within Chromatic Games surrounding DD1 extends to this day, and we are super excited to announce that the game will be receiving a new light. A handful of developers have decided to return to working on a new update for the live version of the game with the help of the community again. This includes some members of the CDT returning as well as some new faces.
What you can expect from this update is similar to what you have seen previously from the Community Development Team. This will include new maps, items, bosses, and features. We are planning to add some of the content and features present or previously worked on for Redux.
We will be monitoring community feedback on the changes we make, as well as looking for new features that you all want to see added to the game.


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


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


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


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

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

HOW TO JOIN : 
Go to your steam client  Find Dungeon Defenders 1 Right click the name Select properties Go to betas Choose the moosebetabranch from the drop down Enjoy
Beta Patch Notes : 
New Maps

The Striking Tree
Campaign Rewards - Staff of Flowers, Forest Rifle, Turtle Shell Scepter, Leaf Blade, and Elf accessory set
Survival Rewards - Jade Serpent, Fairy, and Jade Island. 
A generic version of all of this map’s weapons drop on survival for the map, the same way as Eternia Shard maps

Spooky Buccaneer Bay
Campaign Rewards -Demon Sword, Devil’s Spine, and new Spooky accessory set
Survival Rewards - Little Wizard, Evil Eye, and Pumpkin Skeleton on a Treadmill
A generic version of all of this map’s weapons drop on survival for the map, the same way as Eternia Shard maps
Challenge: Halloween Invasion
Rewards - Moon Staff, Witch’s Broom, and 2 accessories from the new Spooky accessory set. 1 set of rewards per account

Challenge: Tavern Incursion
6 Player map in the style of Temple of Polybius.
One extra life per player on Hardcore up to 3 lives, with a button at the start to remove the lives for an extra reward
Rewards - Jeweled Bident and Calamity Blade. 1 set of rewards per account
 
Balance
Akatiti
Added a new mask drop to the map rewards
Arcane Library
Added Fedora accessory
New accessory set bonus for Fedora and Librarian Glasses
City in the cliffs
Changed survival quality to Aquanos quality
Challenge: Temple of Polybius
Polybius pets drop at map completion. They work like guardians but can be upgraded to boost up to 6 towers
Crystalline Dimension
Buffed accessories to max accessory quality
Made accessories only drop 2 times per player account
Crystalline Resurgence 1-3
Changed survival quality to Infested Ruins quality
Embermount Volcano
Buffed accessories to max accessory quality
Changed survival quality to Infested Ruins quality
Emerald City
Added Emerald accessory set
Flames of Rebirth
Buffed accessories to max accessory quality
Added Sword of Embers to challenge reward
Infested Ruin
Removed melee attack from Mini Wasp Queen Pet
Karathiki Jungle
Changed survival quality to Infested Ruins quality
Talay Mining Complex
Changed survival quality to Infested Ruins quality
Tavern Defense
Added Party Horn with the same quality as Librarian Glasses from Arcane Library
Buffed Party Hats to be on par with Fedora acc from Arcane Library
Confetti set bonus now needs party horn and party hat
The Tinkerer’s Lab
Changed survival quality to Infested Ruins quality
Tomb of Etheria
Added missing 10% bonus movement speed to spear of the new Kingdom
Winter Mire
Made Ban Hammer give a 10% movement speed bonus
Made Candy Cane give a 10% movement speed bonus
Made Winter Flame give a 10% movement speed bonus
Huntress, Apprentice, Squire, and Monk Guardians can now be upgraded to boost up to 6 towers.
 
QoL
Added Inventory Quality Sorting button
Ultimate Crystalline Defender and Experience Orbs are now both tradeable and droppable.
Added a Damage Number Size Slider
Improved Graphic Settings 
Native support up to 4k (3840 by 2160)
Support for changing graphic settings in-game (Low, Medium, and High)
Option to disable outlines
Ability to change the size of damage numbers across the entire game
Added item recovery on all maps
Players can send much longer messages now, up from 64 characters to 320
Added a built-in emulator to the game. Old emulators still work, so you can just keep using your current input settings.
New assignable bindings for controlling the built-in emulator. By default they are:
Bindings=(Name="F2",Command="ControlEmulatorPlayer1")
Bindings=(Name="F3",Command="ControlEmulatorPlayer2")
Bindings=(Name="F4",Command="ControlEmulatorPlayer3")
Bindings=(Name="F5",Command="ControlEmulatorPlayer4")
Bindings=(Name="F6",Command="QuickAddSplits")
Bindings=(Name="F7",Command="KickAllSplits")
Bindings=(Name="F8",Command="ToggleSplitScreen")
Added dropped armor Icons to the minimap
Added difficulty-based coloration to the harbinger mob
Added item censoring feature. It can be turned on or off on the options menu or with the default binding while in your item box/item info screen:
Control + C
Added boss timer skip feature. It can be used with the default binding:
Bindings=(Name="V",Command="BossTimerSkip")
The game now unpauses all emulator characters if anyone resumes while an emulator character is present to avoid getting stuck at the pause screen
Reduced save frequency for redundant data, such as scores causing a save whenever an enemy is killed during a wave
Added simple damage numbers feature
Overall game engine upgrade that should improve performance
 
Bug Fixes
Fixed issues with Wasp pet, Spear of the New Kingdom, and Winter Flame on certain bosses
Fixed some spots that mobs end up stuck on infested ruins
Improved default network bandwidth and lowered network update intervals
Made Enchanted Bishop colorable
Removed double dropped equipment circle color on Spare Christmas Lights, Rudolph’s Spare Nose, and Rudolph’s Spare Antlers 
Fixed a bunch of invalid enemy entries in the player stats UI
Fixed an issue where the map list snaps to another location
Fixed Crystalline Dimension only dropping 1 accessory for host
Control + T no longer adds untradeable items to trade
Fixed Wasp enemies taking more damage than intended from Lightning Towers
Placed Crystalline Dimension back on Quest for the Lost Eternia Shards
Fixed black screen issue on poly
Changes
Removed Discord integration
Changed the ranked home screen to have more useful links
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[CG] Andrew
What is Dungeon Defenders Going Rogue?
It’s a whole new roguelite experience built out of Dungeon Defenders Awakened. You choose your hero to take on waves of enemies, creating unique and custom builds as you progress each time you play!

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

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

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

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

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

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

Going Rogue Dungeon Dash

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

Going Rogue Price and Bundling
Since Going Rogue is built out of DDA, we wanted to make sure we provided not only a fair price to purchase the game, but also something that rewards people for already owning DDA. That’s where the Dungeon Defenders Bundle comes in! If you own DDA, you’ll be able to purchase Going Rogue for a reduced price, and even better saving during our release sale. However, we’re also releasing with a sale, so purchasing Going Rogue through the bundle will be even less!
For our new Defenders that purchase Going Rogue, but do not own Dungeon Defenders Awakened, you’ll be able to pick DDA up for a reduced price as well through the Dungeon Defenders Bundle as well (and again, even cheaper when there is a sale going on).

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

 
So what’s coming?
There’s quite a bit coming that we can talk about now, some sooner than others. Our current list includes:
Heroes Warden Series EV-A (EV-GR?) The Rogue (definitely not confusing having a hero name in the name of the game) Enemies Sirens Lycans Rifted Enemies Bosses The Lycan King Maps The Keep Lycan King boss map Gear Weapons Runes Difficulty A third difficulty with greater challenges and stronger enemies. Everything is fair game from our other games as well! We want our games to be a melting pot, where content can freely crossover where it makes sense.

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

Going Rogue Known Issues
3 & 4 Player Enemy Visuals
There are currently some visual issues during 3 and 4 Player Online Co-op. Players 3 and 4 will see reduced enemy animations and some VFX may be missing. We’re working to fix these issues, but it is still playable.
Summary Screen
It’s functional, but it’s not pretty. We’re going to be getting this updated so that you have a more pleasant viewing experience of what you’re earning.
Party Bar and Player Lobbies
Sometimes it will show players in the wrong spot or not at all, this is purely visual. They are there as long as they show on their screen that they're in the lobby.

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

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

The Outcast
An exiled general from the armies of the Old One after questioning if war was the answer, The Outcast uses his crystalline arm to command forces to aid him on the battlefield.
 
We’re not going into his kit just quite yet, but the Outcast will be the answer to what many fans have been asking for — a remake of The Summoner that fits within Dungeon Defenders Awakened. This is also another hero that we’ll be bringing into Going Rogue as well. We’re serious about making the most out of all the things we’re creating!

Dungeon Defenders II Development
Oh you thought we were done? Not even close. We’re currently working on getting an update out for DD2 that includes new maps, a new enemy, a new boss, some new gear, which we’ll be talking about in the coming weeks. Past that we have some MAJOR things we’re going to be working on and getting your feedback, because we’ve got big plans and want our Defenders to be part of that process. We’re not going to talk about this much for right now, but stay tuned, big things are coming!
 
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[CG] Andrew
DEFENDERS,
We are very excited to show off our progress on DDA Episode II by introducing our newest map: The Lost Metropolis! Defend your core from threats old and new in the shadow of structures from a forgotten civilization. (Bonus internet points if you spot the one true hero, Hammel, below) 
New Map: Lost Metropolis










 
What’s Next?
Here at Chromatic Games we will be taking time off to spend with our friends and families over the holiday season. That means tomorrow is the last Funday Friday stream of 2021! Make sure to stop by stream tomorrow (Friday, Dec. 17th 2 PM EST) where we reveal this gorgeous new map live! 
Before we go on our holiday hiatus, we also wanted to let everyone know that we have submitted a DDA build to PlayStation and are officially in the certification process! This process usually involves considerable back-and-forth, so we don't have an exact ETA but we continue to move ever closer to the release.
 
We still have so much in the works at Chromatic, and are very excited what's in store in 2022 for all of our Defenders!
Happy Holidays and New Year! See you in 2022!
Social Defenders
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Chromatic Games
[CG] Philip
DEFENDERS,
 
The Pre-Episode 2 Patch 1 is now live on PC, Xbox and PlayStation! Switch will get this update at a future date once it’s gone through certification. This patch adds many highly requested features and changes from the community.
 
Let’s get into all the great changes in this patch!
 
Siren Rework 
The Siren has been a point of frustration for many of our players and has received a rework. The reworked version will be targetable by towers and have two abilities and a normal ranged attack:
 
Ability 1 - Mitigate damage to nearby enemies. 
Ability 2 - Target players/defenses with a casted explosion that will cause damage if the player does not move away before the cast completes. 
 
Make sure to keep an eye on defenses and cores as The Siren will now attack anything in her path without needing to be provoked.
Note: Currently there is no difference between normal and rifted and is still considered a Rifted Enemy in both modes.
 
Pet Transmog
Do you want your Corgi to shoot fireballs? Well now they can! Pet Transmog can be accessed through the blacksmith and you can now transmog your currently equipped pet with any pet that you’ve unlocked.
 

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

 
In this patch we’ve added 4 new Fusion pets for you to collect!
Act 1: Steam Robot
Act 2: Little Wizard
Act 3: Dragon
Act 4: Angry Cloud
Players can obtain them by playing Rifted Survival on any act map except for the encore maps. Bonus Waves will roll between the map's pet and the Fusion pet (50/50 currently). We expect to add more in future patches.
 
Defense Range Decal

 
For those that have played DDGR, we changed the defense range decal to a clearer and nicer looking blue range indicator that more concisely communicates your range without overriding the environment. We’ve brought this over to replace the green glow that is currently presented. Overall we think this should provide players with a less obstructive view of their defense range.
 
Changing enemy Elemental Resistance from 100% to 75%
Enemy Elemental Resistance has been lowered from 100% to 75%. This will not change how towers work. Elemental Towers will not target, Auras will not damage, and Traps will not trigger or damage elemental enemies.
 
Item Culling Changes
This change makes it so that instead of drops always replacing the lowest IPWR item on the ground once the max drop limit has been reached, it will now instead keep 20 Armor, 10 Weapons and 10 Offhand drops on the ground and replace an item of the same category. Pets and Accessories are no longer culled and will stay on the ground.
 
Rifted Enemies now drop Fusion Gear
Enemies now have a small chance to drop Fusion Gear when playing rifted. This isn’t meant to be a major source of Fusion Gear but will help players breaking into rifted to make sets easier.
 
Centered Perspective Camera Option
This was an addition that was done in DDGR to allow players to have a centered camera view and has been a popular request in the community. This can be enabled in the gameplay settings for users that prefer that camera angle.
 
Smart Upgrade and Repair
This new system will allow you to upgrade and repair defenses like never before! When enabled in the gameplay setting (Enabled by default). Each setting can be toggled on or off independently of each other.
 
Smart Repair will attempt to repair nearby defense to the reticle starting with the lowest health percentage. 
 
Smart Upgrade will upgrade nearby towers to the reticle in the order of their priority fully before going down to a lower priority tower. Two towers of the same priority will alternate between the lower upgrade level. The priority list is now:
 
Overclock Beam
DPS Towers / Traps / Auras
Blockades
Everything else
Reflect Field
 
Example 1: If you have a Harpoon Tower and a Spike Blockade, the Harpoon Turret will get upgraded fully before the Spike Blockade receives any upgrades.
Example 2: if you have 2 Harpoon towers and a Spike blockade, it will alternate upgrading the 2 Harpoon Towers to full before targeting the Spike Blockade
 
Balance
General
Item Effects
Irradiate can no longer activate on target dummies to allow users to more easily compare actual DPS values as irradiate.
 
Squire
Spiked Blockade
Health Increased from 1160 to 1392
Slice N Dice Blockade
Health Increased from 1225 to 1470
Damage Increased from 7 to 7.7
Harpoon Turret
Damage Increased from 60 to 73
Projectile is no longer destroyed by map geometry
Bouncer Blockade
Health Increased from 1087 to 1304
DU reduced from 2 to 1
Bowling Ball Turret
Damage Increased from 70 to 84
Apprentice
Elemental Barrier
Health Increased from 1160 to 1392
Magic Missile Tower
Damage Scaling Increased from 1.6 to 1.75
Lightning Tower 
Damage Increased from 20 to 22
Huntress
Explosive Trap
Damage increased from 375 to 412
Range Increased from 200 to 220
Rate Increased from 10 to  8
Inferno Trap
Damage Increased from 65 to 78
Effect Rate Increased from 0.65 to 0.5
Thunder Spike Trap
Damage Increased from 1500 to 1800
Rate Increased from 8.5 to 6.8
Can be overlapped with other Thunder Spike Traps outside of a small radius
EV
Blocking Field
Health Increased from 882 to 1058
Warden
Roots of Purity
Health Increased from 825 to 990
Shroomy Pit is now Shroomy Geyser
Use the new and improved Shroomy Geyser to yeet Shroomies to your heart's content!
 
Quality of Life
Warden's Sprout ground target changed to a projectile.
Updated Defense Range indicators to be more user-friendly.
The ‘Sell All’ hotkey returns as Left Ctrl + S (Hold) for keyboard and Left Thumbstick (Hold) for gamepad while in the inventory.
Added ‘Force Ready Up’ on the Escape UI for consoles.
Transmog items that can no longer be obtained will now be hidden on the transmog UI.
Updated item effect descriptions to say "Increases {stat name}" instead of giving the actual description of the stat.
Updated Stability's item effect description to say "Reduces Knockback from enemy attacks."
 
Miscellaneous
Entitlements no longer give items, but will now just unlock the transmog. Entitlements that were given as items are now sellable, but will not be tradable. Additionally those items will also be locked when logging in to prevent accidental selling.
Note: Any entitlement items sold at this point will be gone forever.
Added Social Button Bar to Main Menu.
 
Bug Fixes
Fixed a few issues to help with multiplayer disconnects.
Fixed an issue where the spawn door had some weird textures.
Fixed an issue where hackers can see non hacked games.
Fixed an issue where defeated enemies on the Tactical Map would still display despite being defeated.
Fixed issues with item effects spawning projectiles at the wrong location.
Fixed an issue where leaving a game that was lower difficulty than what your Tavern was previously set to would cause you to have difficulty scaling issues until hero swapping.
Fixed an issue where deleting your last transmog could result in a crash.
Fixed an issue where the client would occasionally crash when culling an item.
Fixed an issue where the session browser displays 9999 games found instead of 0 when no games found on initial open.
Fixed an issue where refreshing the Session Browser when there are no sessions will hide the X Games Found text instead of saying 0.
Fixed an issue where the Siren icon on the Tactical Map was too small.
Fixed some additional backend issues with Session Browser with games not showing up in specific cases.
Fixed issue where Ping was not shown in the controls UI.
 
[CG] Andrew
DEFENDERS,
As of March 1 we will be ending the use of PlayFab's multiplayer features, and as such we have just released an update for our DDA players:
Multiplayer updated to no longer utilize PlayFab
We're utilizing each platform's multiplayer capabilities, and we are working towards restoring the session browser in the future
Multiplayer Session Browser temporarily removed
Healing Aura and Heal Abilitiy icons updated to match certification requirements.
Players will still be able to play with friends, but will do so by using friend invites. We will continue to post updates for all of our players as we have them.
 
Social Defenders
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