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[CG] Brittani

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DEFENDERS,

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

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

TWO-WEEK EPISODE 1 LOGIN REWARD!

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

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

New DLC - Supporter Packs

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

Gator Gear Weapons and Accessories

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Chromatic Costumes

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Original Hero Paper Masks

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New Heroes

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

The Warden

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

Attacks and Abilities

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

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

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

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

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

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

Defenses

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

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

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

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

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

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

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

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

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

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

The Rogue

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

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

Attack and Primary Abilities

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

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

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

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

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

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

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

Devices and Utility Abilities

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

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

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

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

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

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

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

  • From Umbral Form: AoE damage radius is increased.

Hero Deck and Hero Level Changes

Hero Deck Changes

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

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

New Deck Bonuses

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

Hero Level Changes

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

Pets

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New Pet - Happy Hera

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

New Pet - Raging Zeus

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

New Pet - Lycan Prince

  • Provides bonus armor to nearby heroes.

New Pet - Demon Duke

  • Attacks enemies both with melee and ranged attacks.

Airship

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

Dragon

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

Etherian

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

Giraffe

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

Griffin

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

Little Wizard

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

Mega Chicken

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

Mista Mine

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

Monkey King

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

Paddleball

  • Increased base damage by about 2800%.

Ramster

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

Steam Robot

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

Fusion Pets

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

All Melee Pets

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

All Ranged Pets

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

Act IV Maps

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

The Mill

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

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

  • # of Cores: 3
  • DU: 140

The Outpost

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

  • # of Cores: 2
  • DU: 140

The Keep

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

  • # of Cores: 3
  • DU: 145

Bonus Map: Foundries and Forges

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

  • # of Cores: 1
  • DU: 80

Enemies

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

Lycan

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

Lycan King

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

Gear Changes

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

Stat Changes

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

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

Item Stat Changes

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

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

Hero Stats

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

Tower Stats

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

Offhands

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

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

Item Effects

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

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

Stat Types

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

Elemental Increases

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

On Attack

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

Impact on Current Heroes

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

Set Bonuses

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

New Bonuses

Thundering Defense

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

Plagued Defense

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

Erupting Defense

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

Deadly Defense

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

Inspired Defense

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

New Weapon Sets

Thundering Assault

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

Plagued Assault

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

Erupting Assault

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

Deadly Assault

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

Inspired Assault

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

Etherian Champion

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

Etherian Marksman

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

New Hero Weapon Sets

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Apprentice’s Rearmed

  • Mana Bomb triggers 1 additional explosion for additional damage.

EV-A’s Protean Cannon MK II

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

Huntress’s Flock of Searing Gulls

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

Monk’s Aura of Pain

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

Rogue’s Marked for Death

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

Squire’s Spinning Steel

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

Warden’s Enraging Spores

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

Woodland Weapons

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This new forest-themed set features the following weapons:

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

Wolfsbane Weapons

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

Inventory Layout Update

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

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

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

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

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

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NEW Item Reforging

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

“Tests” Game Mode

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

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

Test of the Demon

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

Test of the Mech

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

Test of the Ancient

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

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

Changes to Rifted

Rifted Portals

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

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

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

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

Rifted Enemies

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

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

Bonus Waves

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

Unlocking Bonus Waves

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

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

Loot Drops on Bonus Waves

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

NEW ACHIEVEMENTS!

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

Hero Balance

Apprentice

Defenses

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

EV

Defenses

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

Huntress

Defenses

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

Monk

Secondary Attack

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

Squire

Defenses

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

General

Melee Attacks

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

Enemy Balance

Multiplayer Enemy HP

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

Survival Rifted Boss HP

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

Bug Fixes

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

General

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

Enemies

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

Heroes

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

Maps

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

What Else?

Nintendo Switch

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

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

PlayStation Update

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

Social Defenders

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

For Etheria!
Chromatic Games

iamisom

Greetings Defenders,

Our first Xbox One patch is here! This patch fixes the biggest Xbox One crashes and bugs you’ve reported to us:

Bug Fixes

  • Fixed the loading screen crashes.

  • Fixed the Town crashes.

  • Fixed the Series EV2 proton beam crash.

  • Fixed a number of crashes that would happen when placing certain Dryad defenses, Lavamancer defenses and auras.

  • Fixed a bug where players were unable to properly equip costumes.

In addition to these fixes, this patch includes a number of features and improvements from the 1.0 Update that were not available at launch, including tutorial improvements, new Campaign gameplay updates and more. With this patch, Xbox One is now fully up-to-date with the PC & PS4 versions! You can find the full 1.0 patch notes here.

Thanks for your overwhelming support! We’re continuing to work on server stability and improvements, and we’re also cooking up our first big post-launch update. Stay tuned for more information!

Love,
The Trendy Team

I_PASS_BUTTER

Our next patch, Loot & Survive, is coming soon™. It contains pretty much everything you could want while defending Etheria -- a new leveling/progression curve, level cap increase to 50, rewards & Skill Sphere choices as you level up, a completely new loot/stat system, Onslaught Mode, Nightmare mode, an economy balance to make gold more meaningful, and oh so much more.


It will also include a wipe of your heroes and some of your other progress. Since we’re going to miss your heroes too (nooo Portario56235!), we decided to go the extra mile and put together some EXCLUSIVE items for your hard work:


Corrupted Welp

Everyone who has leveled up at least one hero to level 25 will be awarded a unique, custom pet. To obtain this award, you must complete this challenge by 5 PM EDT, July 26th.

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4 Survivor Hero Costumes [updated 7/18]

Everyone who has leveled up at least one of each hero class to level 25 will get a unique hero costume for that class. To obtain these awards, you must complete this challenge by 5 PM EDT, July 26th.


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We hope these make up for this heroic sacrifice ever-so-slightly more than a colorized icon. We appreciate all of your hard work helping us build Dungeon Defenders II-- together we are going to make the best Action Tower Defense game there is.


Wyvern Token Rewards [updated 7/18]

Finally, for the past week, all of you have been using your Influence points on which kind of wipe you’d like to see -- a Full Wipe or Partial Wipe. As of the writing of this post, Full Wipe is 7000 points ahead -- but, we recognize this could change at any moment.

We’ve received a ton of feedback from the Partial Wipe camp, asking us to create a reward for the hard-earned Wyvern Tokens they’ve obtained. Well look no further! IF the Full Wipe wins, we will be awarding the following amount of gems based on the amount of Wyvern Tokens you’ve earned by 5 PM EDT, July 26th:


Wyvern Tokens Earned

Gems Rewarded

20 - 39

150

40 - 79

300

80 - 119

500

120 +

1200


Come back Monday for an Influence Vote on the exact details of the wipe


P.S. It’d look something like this if we transferred your hero data over. Also, we’re fully aware of going a bit overboard on the rewards for this wipe. But what can you say, we all got excited about these costumes (thanks Dan!).




admin
DD2 beta code winners chosen!

The winners of the DD2 beta code giveaway are Narica, Vidurr, xjoshieboox, upwake and bobbysinger! Winners, keep an eye on your PM inbox tomorrow for your code.

--------------

Original post:

facebook-beta-giveaway.png



Want a Dungeon Defenders II beta code? How about a Razer mouse and keyboard and some awesome Dungeon Defenders swag? Enter the giveaway here!



Post a comment below for your chance to win a DD2 beta code! Winners will be chosen on Tuesday.
LaurawantsaCow

prize-blog2.jpg



We’re giving away a custom Dungeon Defenders II PC to one lucky fan! Just visit our Facebook page and follow the instructions to enter. That’s it. So easy an Ogre can do it.

One grand-prize winner will receive a prize pack valued at more than $1,300 that features a limited-edition Dungeon Defenders II PC courtesy of Avatar Gaming! Custom built to give you the optimal DD2 experience.

Other goodies included with the new computer are:

  • Razer Naga Hex Mouse
  • Razer Black Widow Mechanical Keyboard
  • A Dungeon Defenders II pre-alpha code
  • A Dungeon Defenders II lanyard
  • A Dungeon Defenders II poster, signed by the Dev Team
  • A Dungeon Defenders II T-shirt of your choice
  • A Dungeon Defenders II mousepad of your choice

In addition to one grand-prize winner, we will be giving away 20 seats on the Defense Council, where you will access the pre-alpha and work alongside the developers to create the best DD2 possible. The first 10 seats will be given away on the Facebook wall post, and the other 10 seats will be given to those who enter the giveaway. Giveaway winners will be selected on March 21st, and Facebook wall post winners will be selected February 28th.

From everyone here at Trendy, have fun and good luck!

The random winner of our Relics blog is Dagarath!

After you stop by Facebook, leave a comment below for an extra chance to win a Dungeon Defenders II pre-alpha code! We’ll announce a random winner in our next blog post. We're also giving away a DD2 pre-alpha code on our Twitter page. Good luck!
LaurawantsaCow
When it comes to choosing a hero, there's a lot of things we look forward to. How do they look, what towers they have, and what abilities they have are some things that may affect your choices. Some people find it very handy to have their hero to go into a Blood Rage in the middle of battle, cutting through foes like butter. Other people want the satisfaction of being able to conjure up projectiles that go pew pew.



This is your chance to tell us what abilities you use and how often. Just take this Hero Ability Survey and tell us what you think. Let us know why you voted that way in the comments. You can even suggest some new abilities and let us know who should have it and why. I'll be sending these results to the Dungeon Defenders 2 design team sometime next week so hurry up and let us know what you think!
Ice

Greetings Defenders,

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

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

Thank you!

Elandrian

From: Colin “Elandrian” Fisher, Creative Director

What’s up, Defenders!  Welcome to our first post as Chromatic Games!  If you’re new to the community, an extra helping of “welcome” is in store for you.  If you’re a veteran Defender, then welcome back. Let’s get right to it!

It’s been a wild ride these past couple months, but the cat’s out of the bag now!  There’s been a lot of news about our rebranding, new Kickstarter campaign, and what all of it means for you as a player.  I want to just take a brief moment to provide a little extra context about what’s going on. We’re #indieAF now, so it’s time to get the info straight from the horse’s mouth!  (Or maybe it’s beans time? Company beans? Who knows. Let’s do this.)

So What Happened To Trendy Entertainment?
For the more official take, you can check out the press release here.

For the realest take, keep reading!

In December of this past year, Augi Lye, one of the original founders of Trendy, came back as CEO to help return Trendy to its indie roots.  

The development team and I worked with him to figure out how we can have a good plan to move forward and start creating Dungeon Defenders games in the way they were meant to be made: for our players.  One of the things we wanted to make clear was that Trendy was no longer really Trendy.  There’s brand-new leadership, a new creative direction, and new energy at the studio that was just waiting to be released.  So we decided that we’re not really Trendy anymore.

Chromatic Games is our final form.  We’re over power level 9000 now, and we’re ready to rock.

We’re not answering to external people anymore.  We’re in control of our own destiny. We were able to keep the majority of the development team around, but we had some people move on to newer pastures. We’re so grateful for their years of service.  We love and respect all of our previous Trendy family, but now the Chromatic team is focused on the future — and that future is to keep improving DD2 and crafting Dungeon Defenders: Awakened.

What Does This Mean For Dungeon Defenders II?
Dungeon Defenders II will keep going!  Development is going to slow down, but we still plan on maintaining limited updates and content.  What do I mean by limited updates? We’re going to be focused on smaller quality of life updates, bug fixes, improvements and some occasional new cosmetics.  When I say smaller QoL, I mean in the development time aspect — we still plan on our quality of life features to be super impactful for players.  

We’re going to be releasing an update soon on all platforms that will have a vendor where you can get the Shards you’ve been looking for or looking to gild — a highly requested player feature!

There’s some extra morsels of dopeness in that update as well.  Most of the changes are gameplay related. We’re trying to make the fixes and improvements that everyone has been asking for.

Supporting Dungeon Defenders II will still continue to support the team at Chromatic and support our ability to continue to patch and grow DD2.  Our team is dedicated to figuring out how we can keep evolving the game in the right direction.

We’re going to keep making Dungeon Defenders II better and better, just as we’ve been committed to doing in the past.

So Why Dungeon Defenders: Awakened?
I’m just going to begin by addressing the elephant in the room:

“Elan, Dungeon Defenders: Eternity already happened.  Isn’t this just the same thing?!?”

The short answer is no. The long answer is HELL no.  DD:E was a different product entirely. We have no plans to repeat history when it comes to that.

We came up with Dungeon Defenders: Awakened as our first smaller-scope project as a new team. If we want to remain employee-owned/controlled (which is the dream!), we needed to prove that we’re the capable stewards and re-earn that trust before diving right into Dungeon Defenders III (which we have SO many slick plans for).

Dungeon Defenders: Awakened started as a plan to do a modern remake of the original Dungeon Defenders for the Nintendo Switch, but then it evolved from there.  We didn’t want the game to feel like some sort of weird attempt at Dungeon Defenders: Eternity again. We wanted to make a new game, a new experience, a new story.

As we began looking into what we could build with Unreal Engine 4, we found that we’ll need to rebuild a lot of the systems and code that supported the Dungeon Defenders games.  Fortunately, our engineers are rockstars. We’re taking a lot of the hard lessons we learned about building games over the years from DD1 and DD2 and now have the freedom to make these systems in newer, more optimized and scalable ways for DD:A.

We don’t just want the game to look better in UE4 — we want it to run and feel better.

We want controlling your character to feel “crispy.”  For some context on what that means, you should check out Ben Brode’s PAX Keynote from last year.  We love to draw inspiration from other games and developers, and that is one of my personal favorite talks that describes some of these key aspects of making games have that polished and responsive feel.

Then when it comes to content, we’re exploring ways of using and importing some of our existing content in new ways that we can use as a springboard to accelerate development.  

This is one of the things we show off in the Kickstarter.  Deeper Well is definitely still the same map effectively, but it has a completely new look and will play a little differently.  It will still be a familiar and recognizable location, but there are new things going on in these familiar spots and new gameplay that comes with it.

This is what will allow us to make our aggressive October timeline.  By using the content and assets that we’ve been developing over the years, the content team can go CRAZY and make the game look and run amazingly well while our design team focuses on bringing the gameplay into 2019.

Our goal is to bring Dungeon Defenders: Awakened to as many platforms and players as possible.  We want to make a game that everyone can enjoy, and enjoy together. It just takes additional support to get there, and that’s why we have our Kickstarter campaign.

Why Go To Kickstarter?
We JUST became fully independent again.  We want to build the game in a way that we can fully be in control of.  Obviously going to a publisher is an option that we can explore to get additional funding, but there’s always a bit of “loss” associated with that.  We’re really trying to move forward and make new games. We don’t want to have a publisher — we want to make Dungeon Defenders games that are fun, weird, engaging, meme-tacular, challenging, charming and magical.

By going to Kickstarter, we can maintain FULL control over development and the future of the Dungeon Defenders franchise.  Your support here is VITAL.

The “dream” is to add as much content to this game as possible and to make a game that you can enjoy as a solo player or as a co-op player, strategizing against new challenges, maps, defenses, and gameplay.  We love it when people make interesting builds that even baffle our internal designers. We love when people find cool ways to make defenses and heroes more powerful than we ever could have imagined. We want to give you more of that.

So we need your help.

In Conclusion
We’re here to make a game that communicates our passion for Dungeon Defenders. We want to fulfill the expectations of our followers both new and old.  At this moment, we’ve had about a month of focused pre-production development time so far, and look how much progress we’ve has been made already!

We can’t wait to give people more news and updates about Dungeon Defenders: Awakened as we make more progress. We’re focusing on having a player-first mentality be our driving force at Chromatic.  

We’re here for you, if you’ll be here for us.

Support our Kickstarter, spread the word, help us make the dopest Dungeon Defenders game of all time.

 

As always, feel free to hit me up on Twitter:  @LordElandrian

Welcome to our community.  Stay a while.

I_PASS_BUTTER

We’ve received intelligence that the enemy is clandestinely moving a shipment of Legendaries through Free Play. We must get our hands on these weapons, Defenders! It could be the difference between failure and total annihilation.

Our sources have confirmed that, starting right now until Monday at 11AM EDT, the drop chance for Legendaries in the Free Play, Incursion, and Onslaught game types will be doubled (this does NOT affect End Game game types). Many Wardens died to bring us this information. We must ensure their sacrifice was not in vain.

A raid behind enemy lines will be dangerous, Defenders, but we need that gear. Legendary gear will allow you to venture deeper into conflict and withstand tougher enemies.  

Success is not guaranteed, and neither is your survival. Do we have any volunteers for this mission? Step forward...

rTAG9dd.png
iamisom



Greetings, Defenders!

A few weeks ago, a mysterious portal opened in Etheria. Today, we’re excited to reveal the portal’s secret: It’s a Terraria and Dungeon Defenders II crossover! This isn’t a one-way crossover, either. We’re adding Terraria content into our game, and Re-Logic is adding Dungeon Defenders content into Terraria!

The mystifying portal of mystery spurred a number of wild guesses. Some of your conclusions were accurate (eerily so); some of them not so much. Our favorite was from a member of the Terraria community who thought Re-Logic was adding a flaming baked potato boss. The image of a villainous flaming potato won’t leave our head. Re-Logic, you have to add it to Terraria. YOU HAVE TO!

So what’s coming to Dungeon Defenders II and when? We’re not adding a flaming potato boss (yet), but we do have something tasty cooked up for you:


7ayEotc.jpg

The Terraria Update

The Terraria Update is scheduled to launch on November 15th. When it arrives, it’ll include:


  • The Dryad, a new Hero Balancing Corruption and Purity

  • A Decidedly Deciduous Map

  • An Ever-Watching Boss

  • A Bloodshot Enemy

  • Weapons For Every Hero!

    • A Purrfect Sword

    • A Bow of Seismic Destruction

    • A Great White Machine Gun

    • The Eat Your Green Beams Sword

    • A Staff That Came From the Moon!

    • This Book Really Cuts Us Up

    • Santa’s Favorite Staff

    • The Party Starter

    • We Have a Bone to Pick With You Gloves

    • This Knife Really Gets Around

  • A Howling Incursion

  • An Eclectic Collector

    • A morph dwarf by the wharf.

  • All of Your Hopes and Dreams

    • As long as all of your hopes and dreams are about Terraria coming to Dungeon Defenders II

      • And as long as it’s only the select things we’re bringing from Terraria into Dungeon Defenders II

        • And as long as your name is Ricky or Taneka. Only the people named Ricky or Taneka who had the specific desires of certain Terraria elements coming into Dungeon Defenders II will have their hopes and dreams fulfilled with this update.


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Reveals & Streams

What does all of that mean? We’re sure you can figure them out, but if you need some help, keep an eye on our Twitter. We hear that Re-Logic has their own secrets to reveal, too.

If you want to see the update before it comes out, mark your calendars for Friday, November 11th at 3PM EST for the Terraria Update Devstream. We’re going to show off the new Dryad hero, walk through the new map, show off the new boss, wield the new weapons and more.

This Friday at 3PM EDT, we’re going to play vanilla Terraria on our Twitch channel! Tune in to hear more about the Terraria update and for your chance to win the Dryad!

Try Out the Dryad For Free

Speaking of the Dryad, we’re excited about an experiment we’re doing in this update. When the update comes out, you can try out the Dryad for free by visiting the portal in the Heroes Marketplace! We’ve setup a custom version of the Dryad to use in the new Terraria map, so you can test out all of her defenses and abilities before plopping down your hard-earned medals or your gems. It’s something you've been asking for with our new hero releases, and we hope you enjoy the experiment. We’re going to pay attention to the data to see how successful this is.


The Second Phase to Release

The Terraria Update marks Phase 2 of our journey to release Dungeon Defenders II out of Early Access. The goal behind The Terraria Update is to get lots of exposure for our game. More people playing = the more we can develop. We’re gathering lots of great data on our early game changes from Phase 1, and with this update, we’ll have more data to look at from other kinds of new players. And, of course, it’s just really awesome for DD2 to be in one of our favorite games, and Re-Logic is just as excited to see Terraria content in a game they love. (In fact, they’re the ones who reached out to us first! They have hundreds of hours in DD2! *fanboys*)

After The Terraria Update comes Phase 3:  endgame changes. We’ll have more to share soon. Stay tuned.

Love,
The Trendy Team

iamisom

The Casters Guild is streaming the Pets & Dragons update today and tomorrow! They're exploring new maps, discovering new pets and trying to defeat our first DD2 boss, Betsy! Tune in to prepare yourself for the launch of the update on Tuesday, April 28th. Use the team page or the schedule below to learn when you can watch the update in action!


Sunday, April 26th

Dagnom, 9:00 AM to 11:00 AM EDT

djbouti_dan ft. LovinDaTacos, 11:00 AM to 3:00 PM EDT

LovinDaTacos, 3:00 PM to 6:00 PM EDT

PhoenixHydra, 6:00 PM to 8:00 PM EDT

Elandrian, 8:00 PM to 12:00 AM EDT

oISketcHIo, 1:00 AM to 3:00 AM EDT


Monday, April 27th

Kiraeyl, 7:00 AM to 10:00 AM EDT

Dagnom ft. Victoryoftheppl, 10:00 AM to 12:00 PM EDT

LovinDaTacos, 12:00 PM to 2:00 PM EDT

Kraith88 ft. Piggyteehee, 2:00 PM to 6:00 PM EDT

Piggyteehee ft. Kraith88, 6:00 PM to 8:00 PM EDT

VitamiinB, 8:00 PM to 12:00 AM EDT



iamisom

This past week, all of us at Trendy have been hard at work on passion projects for Dungeon Defenders II. Now it’s time for you to help decide which make it into the game!

VOTE HERE

While we love all of these ideas, the realities of game development mean we can’t get them all in. So your votes will help us decide which are implemented. Now you can help us make the tough choices between focusing more on cleaning up the UI or getting an awesome combo ability feature in. 

Keep in mind that we’re excited about all of these ideas, as we’re sure you are too. The challenge is which to choose. So while it may seem like ties will help show us how you like everything (and trust me, we like them all too!), it’s more important to know what your favorites are. So the big winners are going to tell us the most!

Guest

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The visual style of the original Dungeon Defenders was quite memorable, but not really for the right reasons. More in the “Wow those colors sure are… Noticeable!” way. The running joke was that the visuals of the game sometimes reminded everyone of a bag of Skittles that had materialized out of one of those jet-powered blenders. Part of this was because the development cycle only allowed for time to create and commit visual effects (VFX), not necessarily polish them. While I’m extremely proud of my work, I felt the finished product could have been more cohesive overall.

For DD2, we’re taking the extra time to ensure the highest possible quality in our game. Even before the pre-production phase started, our artists were determined to deliver visual effects that were extremely stylistic, elegant, and polished. VFX in DD2 would be unique and recognizable, acting as an accent to the art and immersing players in the experience.

Creating Visually Satisfying Combos
When it came time to develop DD2’s combat, we wanted players to seek out and look forward to complex interactions. To do that, we created a combo system for devastating enemy minions that was both visually rewarding and fun to use.

Our first challenge was to conceptualize how these interactions might look. My personal favorite is the water + electricity combo. In this combo, once a minion is hit by the drenched debuff, it becomes vulnerable to electric-type damage and is stunned while lightning arcs through it.

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Yes, that’s a lightning elemental sword. And yes, it actually does something cool now!


In this particular example, our FX team had to come up with a solution for not only an emitter-based electricity effect that would play on the enemy, but also a material-based electrocution overlay, as depicted in the GIF above.

Our minion materials were already designed so that when an enemy is set on fire, oiled, drenched, or poisoned, you see the effect on the character model itself. Because we wanted a similar debuff effect for electrocution, we needed to add that state for each minion’s material.

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This orc is just doomed to die a horribly painful death.


This material effect went through two iterations. Initially, we decided to depict it so that lightning played over a dark ‘scorched’ enemy, but in our first FX review, we realized this was too subdued and wasn’t giving enough incentive for players to activate the combo. So we decided to add a pulsing electric overlay to the minions. That coupled with particle-based glow and lightning beams allowed us to reach something pretty cool and immersive.

This process was a great example of a multidisciplinary effort coming together successfully. With everyone on the team dedicated to polishing the visual effects, we achieved something we feel is a great example of what’s to come in Dungeon Defenders II.

We can’t wait for you to experience the immensely satisfying combos we’ve got in store for you. Leave a comment below and tell us what combo you’d most like to see and you could win a spot on the Defense Council!

The random winner of our DD2 at PAX East blog is abbazabba!

Leave a comment to get your hands on the Dungeon Defenders II pre-alpha. We’ll pick a random poster and reveal the winner in our next blog post!
I_PASS_BUTTER

Greetings Defenders! Our special Veteran Defender promo is coming to an end! If you own DD1 or DDE, you have until 9:00am EDT this Friday, August 21st to purchase DD2 and get 600 gems and an exclusive "Veteran Defender" title! Don't miss out.


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NOTE: This reward was redeemed automatically in your mailbox when you first started the game or when you re-started the game after Wipeaggedon.

JBrawley
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In Dungeon Defenders II, were exploring new ways to create a fun and engaging cooperative experience. Instead of focusing your attention on one or two main objectives, youll now have the option of protecting sub-objectives that can drastically alter the flow of the game.



Good Co-op Play Comes From Variety





In DDI, many players told us that the best strategies involved clustering defenses around crystal cores.



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This style of defense is known as turtling.




Its a valid strategy, but one that shuts down mobility across the map and encourages players to remain in one location. We believe a strong co-op experience benefits from multiple stimuli that call for dedicated attention from players. In the original game, so long as you protected the crystal core there was little incentive to do much else as a coordinated team. Moving forward, we want to encourage a greater variety of co-op experiences, and we believe that starts by giving players some reason to spread beyond the core.



Sub-Objectives Divert Resources and Draw Attention





To facilitate this, we decided to create a sub-objective system. You can lose these objectives and still win the match, but once a sub-objective falls, its meant to divert the attention of the players within the level. It forces them to make hard choices and divide up critical defense tasks. And as many of our Defense Councillors already know, it takes a coordinated effort to win a game once a sub-objective has fallen.



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The destruction of a sub-objective also provides meaningful feedback for how youre progressing in a match. In DDI, players were either in control or they were dead. Sub-objectives introduce a buffer between these two points. Its a chance for players to rally their team and reconsider their strategy as lanes shift and new enemies head straight for the core.



Losing a Sub-Objective Is Noticeable, But Manageable





However, building a feature and using that feature are two very different things. We felt we had a great gameplay concept, but instead of creating balanced cooperative play, it was just leading to a frustrating experience. During our first prototypes we used too many sub-objectives, and it created a snowball effect. If players were already losing control of the map, the addition of more enemies almost guaranteed a loss. Were currently addressing this problem by having sub-objective enemies spawn during the next combat phase, but this approach isnt without its own issues. It doesnt have the impact we want, and it doesnt make it clear to the player that the loss of a sub-objective is what opened the new lane. Were still trying out a few ideas to address this, including releasing a few enemies right after the sub-objective falls. Were open to ideas from you guys, as well, so please let us know if you have any thoughts!



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We cant wait for you and your friends to experience the sub-objective system. We truly feel it will create a much more exciting experience for everyone involved, and we look forward to seeing your feedback as we approach release. In the meantime, what would you like to see added as a sub-objective in Dungeon Defenders II? Let us know in the comments below!



Without further delay, the winner of our holiday loot naming contest is Bladedtaco! When everyone finds a Vilethorn in the game, theyll look to the heavens and curse your name for beating them in this contest...we mean, theyll forever praise your name!



Leave a comment to get your hands on the Dungeon Defenders II pre-alpha. Well pick a random poster and reveal the winner in our next blog post!
iamisom

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Update:  The Calling All Heroes update is coming out on Thursday, June 2nd!


The Calling All Heroes PS4 update includes our first new hero, the Abyss Lord, the Unholy Catacombs Incursion update, major changes to the Hero Deck and more! For more information, check out the Calling All Heroes and Unholy Catacombs trailers below:



Here’s the best part:  The next PS4 update will include Series EV2 + the Bling King incursion, and the PS4 update after that will sync up the PS4 and PC versions! From that point on, updates will come out around the same time for both PS4 and PC -- most likely about a week or so apart.

This update also includes some PS4-specific changes like enlarged item tooltips, reduced fullscreen takeovers in split-screen, the ability to access the Inventory/Forge anywhere on the battlefield, a number of crash fixes and more!

We’re super excited to be so close to PS4 and PC update parity. Almost there, Defenders.

See you next week.

Love,
The Trendy Team

P.S. Remember to use your Carnival passes and tickets before the Carnival disappears! If you don't use them all, don't worry:  The Carnival will be back in the future!

[CG] LAWLTA

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DEFENDERS!

Our next update, the Defender-Centric Update, is upon us! This update contains a whole lot of love to a lot of foundational systems within Dungeon Defenders II. These changes are based off of feedback many of you have provided, and as Chromatic, we wanted to really give our GLORIOUS Defenders something that demonstrated how much we value our community. Without further ado, let's get into it!

SHARD SHOP

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

We don’t want that. We want you playing content you find engaging, while being able to acquire the Shards you want. With this update, you can! We're adding in the Shard Shop, a service that the Gran Ma'ster now offers. Visiting her allows you to purchase Shards directly from her, from Campaign to Chaos VII. There is also search functionality so you can search for the Shard you want and cut down the hunt!

CHAOS VIII SHARDS

Chaos VIII Shards are a new tier of shard, that some of you may have snagged before. We went through and found a way to make these shards feel like a good reward for climbing higher Onslaught, and have them compete with similar Shards. You can get them after a certain point in Onslaught, similar to when you start receiving Chaos VIII Ampoules.

MATERIAL CONVERSION

We want players enjoying Ancient Power as much as they can, and our big goal was making sure that Defenders could play content they found engaging, while working towards a specific goal. Enter Material Conversion. Material Conversion allows you to take a Pristine quality material and convert it to the same type of material of a lower quality. This makes it so that if you are climbing Onslaught, or playing higher Chaos, you're always gaining usable materials to acquire Ancient Power.

That's not all though! As you play Chaos VII and above, you can take your Chaos VII Ampoules and convert them into CHAOS VIII AMPOULES! We want players upgrading and getting Chaos VIII gear, so this is a step towards making that process feel good and not entirely beholden to RNG.

NEW WEAPONS

One thing that we love is the ability to customize the heroes in Dungeon Defenders II. Weapons are part of the epic-ness (or silliness) that can really show off your own personal taste. This update provides over 30 NEW Weapons that are currently unobtainable. These weapons are gained by climbing through different tiers of Onslaught. The higher you go, the more epic the weapons become! There's a ton to hunt down, and if you happen to get the same weapon repeatedly, no worries — you can trade it to your friends!

NEW ELEMENTAL DAMAGE — POISON!

Poison Mods in the form of Chips are coming with this update. Poison can be applied to weapons to give them an additional damage over time effect. BUT WAIT, THERE'S MORE! If earth damage is dealt to a poisoned enemy, they now become PETRIFIED, freezing them in place, turning them to stone, and causing their fellow enemies to attack them

SOCIAL DEFENDERS

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

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

For Etheria!

The Dungeon Defenders II Team

[CG] Brittani

DEFENDERS,

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

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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!

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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!

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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!

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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:

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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:

For Etheria!
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

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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

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After

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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:

Smooches,
Chrome Game

iamisom

Update 1.2 Released

We wanted to ease players into our early game by making hero-specific loot drop more frequently on early maps. We like ramping our loot system to the player. As such we want early players to very frequently find immediate rewards. Later on when we’ve introduced more game concepts, we drop more variety of loot to show players the possibility space. There are a lot of options in the DD2 loot system for you to play with. We found a bug that was preventing hero-targeted loot from dropping on certain maps (mainly Town Entrance and Market) As a result, you’ll see more loot drop for your hero across the board:

  • Resolved an issue where items were not dropping at the intended frequency for the selected Hero.


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

  • Resolved an issue where the Monk’s Lightning Damage Spec Node did significantly more damage than intended.


Clarity is critically important. We identified certain stats and tooltips that were unclear or had bugs and cleaned them up:

  • The Apprentice’s Reduce Cooldown Spec now displays the correct percentage in the Spec Node page. There were some additional edge cases that were fixed in this patch.
  • The special stat “% chance to drench on hit for # seconds” was displaying different number of seconds depending on if the item was equipped or in the inventory. The tooltip should now display the correct number in all places.
  • Physical and Magical Armor have been renamed to Physical and Magical Resist for items.


General Bug Fixing:

  • Switching between characters with an item that has the lifesteal special stat no longer breaks the functionality of lifesteal. 
  • Resolved an issue where the “Chance on Damage Taken for Fire Explosion” special stat on items would never trigger. 
  • The special stat "% chance to stun a target for # seconds" no longer applies to the Monk's Lightning Aura.[/list] 
[CG] HiggsBosonic

DEFENDERS!

It’s been a little while since we last spoke, but what we’ve lacked in words, we’ve been making up for in hard work! There’s a ton of stuff that we’re continuously chugging away on:  Update 1.2, console ports, and even our major content updates. We’re breaking the silence and ready to talk about our work with Update 1.2. Let’s get into it!


Console Development Check-In
We’re currently making a ton of great strides and getting a lot of performance out of our console work. There’s a lot with this type of development, not only in getting the game to run properly and at a decent frame rate but also in meeting the technical requirements of each specific platform before we submit for certification. As we continue to progress, we’ll keep you all posted.


Update 1.2
We’re going to be splitting this update into two parts to make sure everything we add is in the best state possible. The first part of this update includes additional gameplay, features, rewards, and bug fixes; the second part includes additional features and Kickstarter rewards. The goal with Update 1.2 is to put a bow on what we consider the baseline DD:A experience before we move onto major content updates.


Part I:  Enter the Rift
Rift Mode
We’ve been teasing it for a bit, but we’re ready to talk about our newest game mode coming in Update 1.2 — Rift Mode!

What is it?
Rift Mode is an option, similar to Hardcore, that players opt into throughout Campaign and Survival. Rift Mode serves to evolve the challenge and experience of DD:A, providing players something new, regardless of their experience with Dungeon Defenders, to take on. Here are the main takeaways:

 

  • The number of total enemies is halved.
  • Some enemies become Rift Enemies, providing additional functionality and difficulty.
    • All enemies can become Rift Enemies.
    • The Siren is already a Rift Enemy.
  • A new weapon type called Fusion is dropped to take on Rift Enemies.
    • This will make taking Sirens on considerably easier.
  • New armor set bonuses that can be target farmed to take on Rift Enemies.
  • Increased loot quality dropped in Massacre.
    • This is not an increase in item caps, but rather dropping better quality loot in general to progress faster.
  • Over 20 new accessories added only available in Rift Mode.

Where does it occur?
It is available at ALL difficulties for Campaign and Survival.

What are Rift Enemies?
Rift Enemies are considerably stronger monsters that have greatly increased health, increased damage, and additional mechanics. Here are three of the enemies’ new mechanics:

  • Goblins:  They’re 33% larger, making them more of an imposing threat, and potentially blocking higher priority targets from getting hit.
  • Archers:  They’re attack range has been increased and now they shoot homing missiles.
  • Ogres:  They’ve cleared up their sinuses and instead of throwing snot, they throw Rift Kobolds that have a huge explosion.

This is just a sneak peek into the additional mechanics, as EVERY enemy can become a Rift Enemy.

What are the rewards?
As mentioned above, we’re adding in new weapon variations, new armor sets that help you take on these new enemies, new accessories to spruce up your character, and increased loot drops to progress even faster.

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

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

Really it’s just a mode to provide a reward that decimates the Siren.

Also, there’s a ton of new accessories to hunt down in this update! Why does that matter? Let’s get into the next big feature of this update — Transmog.

Transmog
This feature looks to provide players the option to make their hero look how they choose. It’s similar to the Flair system that was in Dungeon Defenders II that many players enjoyed, with similar elements to customization systems you may have seen in other games.

What is it?
You might get a fancy mask that drops that looks cool, but really you want to live out your dream of wearing a goblins face without sacrificing the godly-tier stats on your perfectly dropped fancy mask. Now you can! This system is pretty robust and is something we’re going to continue to build upon it over time.

Your Transmogs will exist independently of your actual equipment, so feel free to mix-and-match to your heart’s content! As you change your equipped items, your Transmog appearance will go untouched. No longer must beauty come at a price.

What can I do with it?
There’s multiple changes to the system. First, you can change the model of your equipped items in the following equipment slots:

 

  • Weapons (you can only Transmog weapons that your hero can use)
    • EV, won't be able to Transmog her weapons, as they are not visible
  • Masks (can be hidden or transmogrified to look like any other mask)
  • Brooches (can be hidden or transmogrified to look like any other brooch)
  • Bracers (can be hidden or transmogrified to look like any other bracer)

There’s over 20+ new accessories for you to hunt down, and we know what you’re thinking: yes you will be able to look like a Sharken with some of these new accessories.

However, the customization does not stop there. We’ve opened up additional colorization options on the heroes, giving you even more control of their appearance. It doesn’t even stop THERE! You can also recolor your WEAPONS & ACCESSORIES to look however you want. We’re making it so that all items  drop with their default colors, and the icons now reflect that as well.

All items can have their hue (color), saturation, and brightness adjusted. Black katana? Easy. Red Shield? Done. Neon green mask for that sweet rave in Deeper Well? No problemo!

You can preview how certain colors get converted to HSB with this nifty tool:
https://color.adobe.com/create/color-wheel

Bug Fixes? Bug Fixes!
There are a TON of bug fixes coming with this update. It’s a little complicated, but basically patching while we’ve been working on our console ports has been a very difficult endeavor, requiring a lot of additional work and potentially breaking a lot more, leading to delayed patch releases and console releases. We’re sorry we haven’t got these out sooner, but there are a lot coming and we’ll make sure to have detailed notes of ALL OF THEM.

Part 2: Give Me That!
We’re not a very large team, so when it comes to getting things done, we have to be really efficient and smart with what we work on. Our team has been hard at work on getting our console versions ready (work is still going on as of this post), which is a very time consuming and incredible engineering feat to accomplish. As such, there’s a couple features that we want to give a little bit of additional time and focus on to make sure they release fully functional.

Trading
This is going to be a pretty straightforward feature to many. Trading will allow players to open up a UI with other players to trade items that they have acquired throughout their journeys,for an agreed upon price. We’re wanting to spend additional time on this feature to make sure it not only has transactions working without a hitch, but also to remove any potential exploits that can ruin the experience of other Defenders.

Item Reforging
Sometimes you get a good drop and invest a ton of points into a piece of gear, only to want to reallocate the Upgrades that you’ve spent after acquiring more gear to really Min/Max your perfect setup. With Item Reforging, you can do just that! Just take a trip to the Blacksmith, and for a fee, he will allow you to reinvest your items’ upgrade points..

Kickstarter Rewards
Part of this update is putting a bow on the base game, and that includes fulfilling our in-game Kickstarter, Backerkit, and Preorder rewards. We’ve got most of the skins out, but will be adding in:

  • Custom enemy names
  • Custom weapon names
  • Custom armor names
  • Legends Tablet
  • Credits/Special Thanks
  • Hero Titles

WHEN????
Soon™.
We’re wanting to get a few weeks of testing done to make sure that Part I is good to go. Once we’re happy with where it’s at, we’ll get it out to you ASAP. Do you want to be part of that process? You can apply to join our Cavalry testing group to get a sneak peek as well as provide important feedback or report any pesky bugs that may be hiding from us. Part II will come out shortly after that. Our goal is to make sure it works before setting a release date.


Social Defenders

To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:

Keep an eye out for more info!
For Etheria!
Chromatic Games

[CG] HiggsBosonic

DEFENDERS,

We’ve been hard at work on great things here at Chromatic Games, and it’s time to let one of those things spread its wings and fly. Update 1.2 is now live and ready for you to hop right into! An insane amount of bug fixes, Rifted maps, Rifted enemies, new weapons, new gear, new accessories, transmog, and more are coming your way. Let’s cut the intro and get into it, there’s A LOT!
 

Update 1.2 - Enter the Rift

We’re going to be splitting this update into two parts to make sure everything we add is in the best state possible. The first part of this update includes additional gameplay, features, rewards, and bug fixes; the second part includes additional features and Kickstarter rewards. The goal with Update 1.2 is to put a bow on what we consider the baseline DD:A experience before we move onto major content updates, with 1.2 serving as the foundation for us to build something wonderful!
 

Rifted Maps

Throughout Campaign and Survival you are now able to activate the Rifted toggle before joining a map, similar to Hardcore. This tears open the portal and provides access to Rifted enemies. Rifted Maps serve to evolve the challenge and experience of DD:A, providing players something new to take on, regardless of their experience with Dungeon Defenders.
 

Rifted Enemies

The total number of enemies is reduced by 50%, but a portion of the remaining enemies become distorted from the Rift, granting them increased strength and mechanics. For starters, all Rifted enemies have increased health and deal increased damage. Oh, and also they have additional mechanics. You know, not a big deal, probably not anything worth mentioning. OH WAIT, VERY BIG DEAL! Here’s what they do:
 

  • Goblins are larger, potentially absorbing hits for other enemies.
  • Dark Elf Archers shoot homing arrows that chase down their targets.
  • Dark Elf Mages have an increased healing radius, and summon skeletons that EXPLODE on death.
  • Dark Elf Warriors are invisible to non-Fusion towers and drain mana on hit.
  • Kobolds have an increased explosion radius.
  • Orcs are tankier and take reduced damage.
  • Ogres, oh no, Rifted ogres snot ball ensnares. Also the first snot ball isn’t a snot ball, but is a Rifted kobold. Also they deal increased damage to towers. Why did we make them so strong?!
  • Spiders can no longer shoot webs, but they jump all over the place now. They also apply a web on melee hit that acts like normal webs with an added damage over time effect.
  • Sharkens enrage when their charge is interrupted, increasing their damage and movement speed while becoming IMMUNE to crowd control effects.
  • Djinn’s apply an Onyx buff to enemies, a much stronger gold buff. They also take less time to destroy towers, with an increased range, and decreased cooldown to do so.
  • Goblin Copters are truly a terror from above, dropping Rifted ogres, have an increased missile and crashing explosion radius.
  • The Siren is already a Rifted enemy. Surprise!



There’s a ton of new mechanics to master, but what fun is a new challenge without new rewards? Onwards we go!
 

Rifted Rewards
Fusion Gear

Fusion gear is a new type of item that is only available on Rifted maps. There are two types of Fusion gear, weapons and armor.
 

Fusion Weapons

These are special weapons that have a chance to drop on all Rifted maps. Rifted weapons are like normal weapons, except that they deal greatly increased damage to Rifted enemies! While they have a chance to drop on all maps, Rifted map bosses also drop Fusion versions of their weapons, providing the ability to target farm powerful weapons!
 

Fusion Armor

This new type of armor provides a ton of power to defend against the Rifted ruffians that are running your way! Not only does Fusion armor give you 5% Rifted Armor, causing you to take less damage from Rifted enemies, but if you combine an entire set you gain a Fusion set bonus. Depending on the set, the Fusion bonus converts a specific tower into a Fusion tower! This causes your tower to deal greatly increased damage to Rifted enemies, take reduced damage from them, and also negate their Rifted abilities (i.e. they now see Dark Elf Warriors)!

There are five Fusion sets total for you to search out to take on the Rifted foes that approach you!
 

  • Ancient Set: Apply Fusion affinity to your Hero’s first tower.
  • Guard Set: Apply Fusion affinity to your Hero’s second tower.
  • Militia Set: Apply Fusion affinity to your Hero’s third tower.
  • Miner Set: Apply Fusion affinity to your Hero’s fourth tower.
  • Primitive Set: Apply Fusion affinity to your Hero’s fifth tower.



What does each of the sets do to each of the towers? They retain their base mechanics, affect and target Rifted enemies that they may have not been able to previously affect or target, as well as gain increased strength and functionality. That’d be a lot to type. Sorry, that’s going to be a lot to type. Here you go!
 

Apprentice
Magic Missile Tower
  • Damage increased by 100% against Rifted enemies.
Magic Blockade
  • Armor increased by 30% against Rifted enemies.
Fireball Tower
  • Damage increased by 100% against Rifted enemies.
Lightning Tower
  • Damage increased by 100% against Rifted enemies.
Deadly Striker Tower
  • Damage increased by 100% against Rifted enemies.

 

Huntress
Explosive Trap
  • Damage increased by 100% against Rifted enemies.
Gas Trap
  • Causes Fusion to do 10% more damage to affected Rifted enemies.
  • This effect stacks with other similar effects.
Inferno Trap
  • Damage increased by 100% against Rifted enemies.
Darkness Trap
  • Causes Fusion to do 10% more damage to affected Rifted enemies.
  • This effect stacks with other similar effects.
Spike Trap
  • Damage increased by 100% against Rifted enemies.

 

Monk
Ensnare Aura
  • Causes Fusion to do 10% more damage to affected Rifted enemies.
  • This effect stacks with other similar effects.
Lightning Aura
  • Damage increased by 100% against Rifted enemies.
Healing Aura
  • Increases heroes armor against Rifted enemies by 50%.
Strength Drain Aura
  • Causes Fusion to do 10% more damage to affected Rifted enemies.
  • This effect stacks with other similar effects.
Enrage Aura
  • Increases chance to enrage by 5% against Rifted enemies.

 

Series EV-A
Proton Beam
  • Damage increased by 100% against Rifted enemies.
Blocked Field
  • Armor increased by 30% against Rifted enemies.
Reflect Field
  • Damage increased by 100% against Rifted enemies.
Shock Beam
  • Damage increased by 100% against Rifted enemies.
  • Increased stun effect by 50% against Rifted enemies.
Overclock Beam
  • Gives towers that are buffed 50% armor against Rifted enemies.

 

Squire
Spiked Blockade
  • Armor increased by 30% against Rifted enemies.
  • Damage increased by 100% against Rifted enemies.
Ballista
  • Damage increased by 100% against Rifted enemies.
Bouncer Blockade
  • Armor increased by 30% against Rifted enemies.
  • Damage increased 100% against Rifted enemies.
Bowling Ball Tower
  • Damage increased by 100% against Rifted enemies.
Slice and Dice Tower
  • Armor increased by 30% against Rifted enemies.
  • Damage increased 100% against Rifted enemies.


Oh my goodness! That’s a lot of power! Fusion gear locations! Where!? Where do they drop!? We’ll never tell, except for in the list down below, but outside of that good luck:

Fusion Ancient Set
Helmet
  • Tornado Highlands Wave 25
  • Ramparts Wave 25
  • Throne Room Wave 25
  • Any Act II Campaign Map Wave 5
Chest
  • Arcane Library Wave 15
  • Arcane Library Wave 25
  • Any Act III Campaign Map Wave 5
Gloves
  • Deeper Well Wave 15
  • Deeper Well Wave 25
  • Any Act I Campaign Map Wave 5
Boots
  • Tornado Valley Wave 15
  • Tornado Valley Wave 25
  • Any Act II Campaign Map Wave 5

 

Fusion Guard Set
Helmet
  • Promenade Wave 25
  • The Summit Wave 25
  • Glitterhelm Wave 25
  • Any Act III Campaign Map Wave 5
Chest
  • Royal Gardens Wave 15
  • Royal Gardens Wave 25
  • Any Act III Campaign Map Wave 5
Gloves
  • Ancient Mines Wave 15
  • Ancient Mines Wave 25
  • Any Act I Campaign Map Wave 5
Boots
  • Tornado Highlands Wave 15
  • Tornado Highlands Wave 25
  • Any Act II Campaign Map Wave 5

 

Fusion Militia Set
Helmet
  • Alchemical Labs Wave 25
  • Magus Quarters Wave 25
  • Tornado Valley Wave 25
  • Any Act I or Act II Campaign Map Wave 5
Chest
  • Promenade Wave 15
  • Promenade Wave 25
  • Any Act III Campaign Map Wave 5
Gloves
  • Lava Mines Wave 15
  • Lava Mines Wave 25
  • Any Act I Campaign Map Wave 5
Boots
  • Ramparts Wave 15
  • Ramparts Wave 25
  • Any Act II Campaign Map Wave 5

 

Fusion Miner Set
Helmet
  • Endless Spires Wave 25
  • Arcane Library Wave 25
  • Royal Gardens Wave 25
  • Any Act II or Act III Campaign Map Wave 5
Chest
  • The Summit Wave 15
  • The Summit Wave 25
  • Any Act III Campaign Map Wave 5
Gloves
  • Alchemical Labs Wave 15
  • Alchemical Labs Wave 25
  • Any Act I Campaign Map Wave 5
Boots
  • Throne Room Wave 15
  • Throne Room Wave 25
  • Any Act II Campaign Map Wave 5

 

Fusion Primitive Set
Helmet
  • Deeper Well Wave 25
  • Ancient Mines Wave 25
  • Lava Mines Wave 25
  • Any Act I Campaign Map Wave 5
Chest
  • Glitterhelm Wave 15
  • Glitterhelm Wave 25
  • Any Act III Campaign Map Wave 5
Gloves
  • Magus Quarters Wave 15
  • Magus Quarters Wave 25
  • Any Act I Campaign Map Wave 5
Boots
  • Endless Spires Wave 15
  • Endless Spires Wave 25
  • Any Act II Campaign Map Wave 5


We also wanted to provide something for players to target farm alongside Fusion Weapons. Specific Fusion armor pieces drop from Wave 5 campaign and Waves 15 & 25 in Survival, allowing you to focus farm which sets you want to use!

Fusion armor set bonuses are channeled only to heroes that are actively equipped to your hero deck, providing you the ability to use up to four Fusion towers at any given time. This means currently in multiplayer you can have up to SIXTEEN Fusion towers to absolutely decimate your foes. Don’t fret though, the mode is not balanced around that extreme. Maybe there are ways to overcome this in the future…

Increased Drop Quality

One of the points of feedback that we’ve received from players is a faster track to earn the best gear in the game across all difficulties. Rifted has an increased floor of loot quality, meaning your chances of getting better gear is increased on Rifted maps. Higher risk, higher reward!
 

Rifted Exclusive Accessories

By completing Rifted maps, you have the chance to obtain new masks and accessories! They drop with difficulty equivalent stats and are a cool way to show off your prowess and luck to other Defenders! There’s over 20 new pieces to hunt down, best of luck!

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What’s the point?

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

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

Really it’s just a mode to provide a reward that decimates the Siren. Everything else is just extra. And to introduce sweet new accessories. Why does that matter? One word — Transmog!

Transmog

Defenders want ways to customize their characters in fun and unique ways. You get a lot of cool looking gear during your journeys, but sometimes the gear with the best stats isn’t visually your cup of tea. But what’s a Defender to do, look like an epic noodle but hit like a wet one, or look like a peasant but decimate their foes with the power of legends? With Transmog, you can look how you want while wearing your best gear. Go for that insane over the top neon colored Goblin with the pulsing Rift weapons, or go for a more understated look to catch your enemies offguard with your insane strength.

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

Here’s all the stuff you can do with Transmog by visiting the Blacksmith in the Tavern:

  • Replace your weapon with the visual of any equivalent weapon type that you’ve collected after Update 1.2.
  • Replace your Mask, Bracers, Brooches, and Shields with the visual of any equivalent accessory type that you’ve collected after Update 1.2.
  • Change the hue, saturation, and brightness of the above, as well as your heroes. Oh, and we added even more colorization options to the heroes default costumes.
  • Save specific cosmetic loadouts that you can change on the fly. It’s all about options!

In order to have a piece show up, you must have an accessory already equipped to your hero. Meaning if you want a giant corgi head to show up, you must have a mask equipped to your hero for it to visually appear.

This is a new system, so we’re expecting a lot of kinks to work out. We appreciate any feedback on the system, and have tons of continued work to polish, but if you run into problems or bugs, please let us know!

As we add more gear to the game, it’s usage is instantly multiplied with this system, making the items you acquire provide even more usage!

Tavern Changes

With our game constantly growing, we’re adding some additional functionality to every Defenders home-sweet-home!
 

Difficulty Button

We’ve added a couple things to the Tavern with this update. First is the Tavern Difficulty Adjuster Button (PUSH AT YOUR OWN RISK). This changes the Tavern from a normal map, to Nightmare version, or Massacre version that applies different scaling to your defenses that you would find in maps of whatever difficulty you have selected.

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Rifted Target Dummy

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

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Now you may be asking yourself, all of this sounds good and wonderful, but where in the heck do you get that giant corgi helmet?
 

Limited Login Event Rewards!

Download Update 1.2 and play Dungeon Defenders from now until December 14th at 7 pm EST to receive the Corgi Cover cosmetic mask AND the Shadow EV skin FOR FREE! These are available for a limited time, so make sure to get them now while you can.

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ef5ded989ae525c96a40deacd9c677e35d0642d1
With that out of the way, let’s get into the months and months and months of general changes to the game, as well as a ton of the bug fixes included in Update 1.2!
 

CPU and Networking Performance Optimization!

With all the hard work we have put into getting consoles out to y’all we have picked up some nice PC performance gains along the way. With this patch we have brought in our CPU and Network optimizations from the console work. We nativized a lot of blueprint’s in UE4, this is a process of transferring a blueprint into native C++ code. Nativization can be tricky at times, but for the consoles it was necessary to go back and revisit some of our older work in order to increase performance. Depending on your system, number of players in your game, and what mode you’re playing your frame rate may now even be double what it was beforehand! CPU goes vroooom, Network goes yeeeee
 

Offline Mode

We have added support for offline mode, you can find this on the main menu after launching the game. In offline mode you will only be able to use a local save, that will never upload to the cloud until you play online mode again. Offline mode will use a local save that you have when you enter for the first time. This means you can take your online profile offline, progress the game and when you enter online mode again you can choose to take your offline save to upload progress to online mode. When entering online mode again, be sure to select the proper save! Take DD:A on the road!

General Changes
Miscellaneous
Ready Up
  • Hosts are now able to force ready up by holding Ctrl + G.

 

Hero Scene
  • Removed various environment objects from inventory and character creation to better display transmog customization colors, and reduce background noise.

 

Damage Numbers
  • Added a number of options to Damage Numbers to have greater control over what is displayed


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b2bc982f76837453ede732ff4d6b01d276b614a5
Yes, the filter UI will get an art pass soon :)
 

Maps
  • Added 15-20 seconds to build timers for all maps and difficulties.

 

Heroes
Auras
  • If an aura overlaps, enemies are only affected by the aura they came in contact with first.
  • This was to fix a long standing exploit wherein players would unequip gear, build auras next to one another, then re-equip gear to have overlapped death zones.

 

Apprentice
Towers

Magic Missile Tower

  • Increased Defense Power scaling by 18% in Massacre.

Flameburst Tower

  • Increased Defense Power scaling by 18% in Massacre.

Lightning Tower

  • Now scales from bonus attack rate.
  • Increased Defense Power scaling by 18% in Massacre.

 

Huntress
Towers

Explosive Trap

  • Decreased Defense Power scaling by 8% in Massacre.

Poison Gas Trap

  • Decreased the Effect Duration Scaling by 50%.

Inferno Trap

  • Decreased Defense Power scaling by 8% in Massacre.

Thunder Spike Trap

  • Decreased Defense Power scaling by 8% in Massacre.

 

Series EV-A
Towers

Reflect Field

  • Now displays 1:1 total hits it can reflect instead of arbitrary HP values.

 

Squire
Abilities

Secondary Attack: Block

  • Block no longer can be held indefinitely.
  • Now the Squire has a Block resource, indicated by a shield above the Squires head.
  • Different enemies attacks reduce the resource at different rates.
  • Block regenerates when it is not being used.
  • If the Block resource is completely used, players are unable to block again for 5 seconds.
    • With enough armor, this caused the Squire to become a blockade, and created an unhealthy meta that had players using a Squire and pet to handle an entire lane. This change prevents future map balance from having to take into account this meta, which if left in tact would ultimately reduce the amount of DU given in future maps.

 

Towers

Harpoon Tower

  • Increased Defense Power scaling by 18% in Massacre.


Bowling Ball Tower

  • Increased Defense Power scaling by 18% in Massacre.


Slice N’ Dice

  • Now scales from bonus attack rate.

 

Enemies

Skeletons

  • No longer target Crystal Cores.

Dark Elf Warriors

  • No longer knock back players.

Djinn

  • Updated channel time for Djinn’s destroy tower in Massacre to 8 seconds (down from 9) to match Nightmare.

Copter Ogres

  • Now have propeller hats!

Siren

  • New functionality: the Siren no longer spawns with her aura. Instead, she reaches her destination and begins casting. If she is not defeated quickly, she creates an aura based on her elemental affinity, and then runs back to her spawner, applying an unremoval version of her affinity to enemies she passes through.
  • The Siren takes increased damage from Fusion sources.


Demon Lord

  • Decreased Massacre damage by 30%.


Ancient Dragon

  • Decreased Massacre damage by 30%.

 

Bug Fixes & Change Log

With ~1800+ commits to our dev branch, we are going to make a separate post covering all of the relevant bug fixes and changes. Head over to the forums and check out the list here.

We’re going to be watching this update very carefully and pushing out hotfixes for any issues that arise as we are able to get them out.

What’s Next?

We’re not a very large team, so when it comes to getting things done, we have to be really efficient and smart with what we work on. Our team has been hard at work on getting our console versions ready (work is still going on as of this post), which is a very time consuming and incredible engineering feat to accomplish. As such, there’s a couple features that we want to give a little bit of additional time and focus on to make sure they release fully functional.
 

Trading

This is going to be a pretty straightforward feature to many. Trading will allow players to open up a UI with other players to trade items that they have acquired throughout their journeys, for an agreed upon price. We’re wanting to spend additional time on this feature to make sure it not only has transactions working without a hitch, but also to remove any potential exploits that can ruin the experience of other Defenders.
 

Item Reforging

Sometimes you get a good drop and invest a ton of points into a piece of gear, only to want to reallocate the Upgrades that you’ve spent after acquiring more gear to really Min/Max your perfect setup. With Item Reforging, you can do just that! Just take a trip to the Blacksmith, and for a fee, he will allow you to reinvest your items’ upgrade points.
 

Kickstarter Rewards

Part of this update is putting a bow on the base game, and that includes fulfilling our in-game Kickstarter, Backerkit, and Preorder rewards. We’ve got most of the skins out, but will be adding in:

  • Custom enemy names
  • Custom weapon names
  • Custom armor names
  • Legends Tablet
  • Credits/Special Thanks
  • Hero Titles

 

Console Releases
If you haven’t read our console progress check-in and what we’re doing, please head on over to that post here to find out more!

 

Social Defenders

To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:

Keep an eye out for more info!
For Etheria!
Chromatic Games

iamisom

Update 1.1 Released

Thanks for all of your feedback and bug reports! We will be addressing some of your biggest feedback in a video later this week. We’re incredibly excited to work with you to build the best Action Tower Defense game possible. 

This patch primarily addresses bugs that have been sent to us through our forums and our bug reporting form. Keep sending those bugs in to the Tavernkeep! 

Features

  • Several actions have been added to the controls in the Options menu. Activate, Alt. Activate, Ready Up, and Suicide can now be rebound to any key. Additionally, this implementation fixed a bug where rebinding other keys to the ‘e’, ‘f’, ‘g’, and ‘l’ key would prevent these actions. 
  • Pressing left-shift with the item comparison tooltip will now display the currently equipped item.
  • The AutoReporter has been added to help us debug crashes.


Bug Fixes

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


Known Issues

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

Defenders,

Nat “Higgsbosonic” here, wanted to bring you an update regarding our next patch!

1.1 Patch Update

The Update 1.1 patch is going to be released in August. We’ve seen a few comments regarding the patch arriving in July and that it has been delayed. This post is the first official statement regarding the patch and its timeline. This is a standard content patch and not a paid DLC.

There are only two places for official announcements: the news posts on our website, and the Chromatic Games Dev streams (at twitch.tv/chromatic_games). Anything outside of that should not be considered official information, even if it comes from an official dev.

We know you are eagerly awaiting this patch and we're working at full capacity (without crunch) to bring you high-quality patches and content for DD:A. We care about our team and do everything we can to take care of them as we continue to make DD:A the game greater and greater with each update. We do not want to rush out patches or content. We are ruthlessly testing and incorporating the community during the entire process. Every week our RQA team and Ethereal Calvary which are all community members playtest our latest build and provide feedback. They help us find bugs and the fun! We thank all those who dedicate their time to us now, and in the future.
 

So what’s in it? 
There has already been a lot of information shared with the community about what is going to be in the patch in terms of features. I wanted to gather all of that in one place, confirm its existence and provide a few shiny screenshots. Please note, not everything included in Update 1.1 is listed on this post.
 

Massacre Survival 
Yes, it is on its way, we’ve been spending an immense amount of time to make sure this game mode feels right. Provide a challenge, proper progression curve, and rewarding loot. This is just the beginning of the late game and we hope you enjoy the challenge!
massacre.png

 

Skyward Challenges

Two new challenges await you! Take towards the sky as you tackle these new adventures in Tornado Valley and Promenade. Invade airships, defeat the ship captain, and dodge deadly mortar barrage; or play capture the flag against Copters of both the goblin and Ogre variety, meanwhile, there are missiles set to stun kill.

skyward-challenge.png

 

EV-A*
An old robot-friend has found her way into DD:A. Series EV is a beloved hero from the franchise, we wanted to bring her to DD:A along with her reflect and buff beams ^^. Something a little extra to help deal with the challenges that await in Massacre Survival and beyond.
*Hero name subject to change ;)

    Abilities:

  •         Decoy
  •         Proton Charge

    Defenses (All the Beams):

  •         Proton beam
  •         Physical beam
  •         Reflect beam
  •         Shock beam
  •         Buff beam

Dual Weapon Equip:
Gain stats from both weapons
Only one weapon can be used at a time
Huntress and Apprentice weapons only

Check out some EV-A Gameplay over at JuiceBags Youtube channel!


Series EV.png

EVCharacterConcept.png

 

Inventory
Oh, inventory management, where do I begin… Well, there was once a dev named Philtermancer, he was a wise engineer, privy to the plight of inventory management time sinks that plagued the community. His trusty friends Sir Sean “Shoryu” Ryan the UX wizard and Magister Mario “Luvcraft” Machado UI Art master devised a most wonderful solution. In Update 1.1 you are bestowed the blessed bag filters, making your adventures in Etheria easier, the end. 

Inventory Filter Bags:
inventory_bags.png

 

New additional filters:

filters.png

 

Fancy new tooltips:

tooltips.png

 

There are additional features and changes coming your way in our 1.1 patch as well as hundreds of bug fixes.

Come say hello and chat about the upcoming content in our Discord!

 

Social Defenders

To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:

Keep an eye out for more info!
For Etheria!
Chromatic Games

[CG] LAWLTA



Greetings Defenders,

Update 1.1, the Wizards and Blizzards Update, has arrived! Our focus for this update is the arrival of the Adept (our new gender-swap hero), bringing Revenge of the Yetis Incursion to all platforms, updating many important systems, and paving the way for the addition of larger modes and variety to Etheria in our coming updates. Let’s dive into some chilling patch notes!

EoSR3Op.jpg
New Hero:  The Adept!

“A dedicated bookworm and talented mage, the Adept pursued the arcane arts from a young age. Unrivaled in her valley homeland, the Adept has come to Dragonfall to prove herself among the finest arcane masters and to take the fight to the Old Ones on the fields of battle.”

The Adept is our new gender-swap hero, and with her comes two new abilities and one new defense:

rAVXixO.gif
New Ability:  Arcane Bubble

The Adept creates a pulsing shield that reflects all enemy projectiles and periodically stuns all enemies within. It’s particularly useful against enemies that apply crowd control effects (*cough* Dark Assassins *cough*).


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New Ability:  Arc Lightning

The Adept sends piercing bolts of devastating lightning that damage marked targets and enemies caught in-between her and her mark.

IQpIdSx.gif
New Defense:  Hailstorm Tower

The Adept’s new defense is a powerful anti-air tower! The Hailstorm Tower fires a barrage of single-target damaging ice shards at flying enemies, which also weakens them to follow-up attacks.

hdO4Net.jpg
Try the Adept for Free!

Perhaps best of all, with the update out now, you’ll be able to try the Adept for free by visiting the Portal in the Heroes Marketplace! Once you enter the Portal, you’ll be given access to a normalized version of the Adept decked out in gear. If you like being able to try out a premium hero for free, please let us know.  

Check the Adept’s section of our Hero section for more information on abilities, towers, and shards!

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Revenge of the Yeti’s Incursion on PS4 & PC

This frosty Incursion is available on PS4 and PC in this update! Prepare to face the mighty Yeti and his abominable new minions on the Hot Springs map. Revenge of the Yetis is available in Chaos VII, prepare to overcome the cold or get frozen in your tracks.  Succeed in doing so, and gain the power that the Withering Blast Shard has to offer! 

Double EXP Weekend!

To help beat back this frozen behemoth and his horde of frozen allies, level up twice as fast this weekend!  The event runs from:

  • Start:  Friday 4:00 PM EDT
  • End:  Monday 4:00 PM EDT

LadlEv2.jpg

User Interface

  • New Cosmetic Manager UI!

    • Shows costumes you have and do not have (including special events).

    • New ways to browse costumes, accessories, and towers.

  • Added a rotating preview model to hero customization.

  • Last hero focused in customization will now be the focus when returning to your inventory.

  • When going to hero details window, gamepad focus is set to the weapon slot.

Matchmaking

This update implements some major backend matchmaking updates, which we’ll be able to grow and improve the matchmaking experience upon. With this particular update, we’ve been able to address the following:

  • Ascension minimum level requirement will be enforced when transitioning to the next map.

  • Joining nearly completed matches is now less likely.

  • Sticking with party members between maps has been improved.

  • Custom session name will now preserve between maps.

  • Default session name will change and update between maps.

  • NOTE: Periodically the ‘Next Map’ option will instead send you back to the Tavern / Town. This is a temporary server-relief measure that we hope to remove in a future patch.

There’s plenty more we want to do with this new backend system in the future (like improving the Party System), so stay tuned for more updates!

Gamepad Improvements

  • Pressing L1+R1 on PS4 or RB + LB on Xbox, in any order, will now use Ability 4 (Heal).

  • On Xbox, when aiming at a defense, pressing RB+B will sell the defense; while pressing Y will upgrade the defense.

    • Note: It will continue to function as before if you aren't aiming at a tower when you start interacting.

  • On PS4, when aiming at a defense, pressing R1+ Circle will sell the defense; while Triangle will upgrade the defense.

    • Note: It will continue to function as before if you aren't aiming at a tower when you start interacting.

  • Swapping Heroes, in both gameplay and at the Inventory screens, now uses D-Pad directions without the L1 (PS4) or LB (Xbox) combination.

  • Selecting an item automatically focuses a valid equipment spot.

    • Selecting a helmet highlights the helmet slot on the current selected hero.

    • Selecting a relic chooses the first relic slot.

  • Quest UI, Ping, etc. have been moved to L1 (PS4) and LB (Xbox) + D-Pad directions.

  • Controller key bindings have been updated in the Options menu.

mUDFe8O.png
Leaderboards

We've introduced a new leaderboard feature on our site!  

  • Compare the top scores on individual maps.
  • Compare scores for both single and multiplayer sessions.

Click here to check it out and see where you rank!

General Balance and Features

  • Multiplayer Enemy Health Scaling

    • Enemies now only gain 20% health per additional player (was 25%).

  • Wisps are back on all game modes!

Hero Updates

Abyss Lord

Ascension Powers

  • Abyss Knight Talent increases damage dealt and scales with ability power.

Adept

Abilities

  • Arcane Bubble: The Adept creates a pulsing shield that reflects all enemy projectiles and periodically stuns all enemies within.

    • Mana Cost: 80

    • Cooldown: 25 seconds

  • Tesla Coil: The Adept sends piercing bolts of devastating lightning that damage marked targets and enemies caught in-between.

    • Mana Cost: 35

    • No Cooldown

Towers

  • Hailstorm Tower: An anti-air tower that fires a barrage of damaging ice shards at flying enemies, which also weakens them to follow-up attacks.

    • Defense Cost: 40 DU

Shards

  • Wither Shield:  Arcane Bubble withers enemies inside it increasing the damage they take by X%.

    • Found in the Chaos 1 Shard Pack.

  • Sanctuary: Heroes inside the Arcane Bubble shield heal X% of their health per second during the duration of the bubble.

    • Found in the Chaos 2 Shard Pack.

  • Icefall:  Hailstorm Tower attacks have a X% chance on hit to freeze enemies for 2 seconds.

    • Found in the Chaos 2 Shard Pack.

  • Thunderwave:  Arc Lightning deals X% Ability Power as damage to all enemies around you.

    • Found in the Chaos 3 Shard Pack.

  • Arc Shielding: Arc Lightning places a shield on you that lasts 20 seconds that absorbs X% of your Ability Power. Enemies that hit the shield are damaged for a total of Y% of your Ability Power over 3 seconds.

    • Found in the Chaos 4 Shard Pack.

  • Marking Bubble: Arcane Bubble will place a Mark on all enemies in the initial spawn area and increases Mark count X.

    • Found in the Chaos 4 Shard Pack.

  • Thunderbolts and Lightning:  Increases the damage of Arc Lightning by X%.

    • Found in the Chaos 5 Shard Pack.

  • Explosive Finale:  Upon completion, the Arcane Bubble explodes dealing X% Ability Power damage to all enemies in and around the bubble.

    • Found in the Chaos 6 Shard Pack.

  • Glacier: Every 10 attacks, Hailstorm Tower fires an icy boulder that explodes on impact dealing X% Defense Power as damage in a small area.

    • Found in the Chaos 7 Shard Pack.

  • Withering Blast: Enemies damaged by Arcane Barrier take 20% increased damage for 3 seconds. 

    • Found in the Revenge of the Yeti Incursion.

Apprentice

General

  • Secondary Attack projectiles no longer magnetize to targets, ensuring they always travel in a straight line. This increases their accuracy when trying to pierce and Mark multiple targets. Adept’s secondary attacks have been updated to use this new targeting as well!

Abilities

  • Arcane Volley

    • Due to an improvement in trajectory and visibility, projectiles reach their Marked targets sooner.

Shard

  • Added - Withering Blast: Enemies damaged by Arcane Barrier take 20% increased damage for 3 seconds. 

    • Found in the Revenge of the Yeti Incursion.

  • Magic Missile

    • Updated the description.


Huntress

Abilities

  • Oil Flask

    • Animation speed greatly increased.

Monk

Towers

  • Skyguard Tower: Skyguard Tower has been bugged for a while, firing 4 projectiles from a single barrel instead of 1 from each of its 3 barrels. It now fires correctly, and we had to rebalance the damage-per shot to balance out kill times on packs of enemies.

    • Defense Power ratio increased 5.5 -> 6.5 (+18%)

    • Projectiles per attack decreased from 4 to 3 (-25%)

Mystic

Towers

  • Serpent's Coil:  Now affected by Defense Speed.

Bug Fixes

  • Fixed an issue partially with mobs walking over blockades by increasing blockade height.  Please watch where you step.

  • Fixed multiple split-screen crashing issues.

  • Fixed multiple split-screen party invite issues.

  • Fixed multiple split-screen party continuity issues.

  • Fixed an issue where scrolling without a gamepad was not responding correctly.

  • Fixed an issue when trying to turn off gamepad control without having a gamepad connected.

  • Fixed an issue in sewers where North East sub-objective destruction was causing incorrect spawns the following waves.

  • Fixed an issue where tower skins for the Apprentice, Huntress, and Squire were not purchasable.

  • Fixed an issue where shop tooltips were appearing offscreen in 1920x1080.

  • Fixed a description issue with Dragon Stance; changed to “Each enemy hit with a primary attack.”

  • Fixed an issue where the Dryad controlled worse in the air than other heroes.

  • Fixed an issue where the 8-bit skin for Dryad was not purchasable.

  • Fixed an issue with the Weapon Manufacturer Damage talent display.

  • Fixed Scourge Dragon Pet ability tooltip to include it happens “for the first 5 hits.”

  • Fixed an issue where Initiate’s hand customization was not saving when exiting the shop.

  • Added description to Betsy shards to warn users that only one of the shards will be active at any given time. (Equipping a Betsy shard to a Betsy weapon does not duplicate the effect).

  • Fixed an issue where the Prince’s cannons were not dealing damage.

  • Fixed an issue where EV2’s Buff Beam would flash red on the minimap without being low health.

  • Fixed an issue where Drenching Broomnado shard’s drench was not working with storm damage correctly.

  • Fixed an issue where upgrading an item could increase its required level.

  • Removed unneeded tooltips for Hero Customization top row.

  • Fixed default Shinobi Monk Head’s eyes.

  • Fixed an issue where accessories descriptions weren’t displaying correctly.

  • Fixed an issue with PS4 shader cache.

  • Fixed an issue where the Xbox store was referencing the PlayStation store when attempting to purchase with insufficient gems.

  • Fixed an issue where Hero Levels and Ascension Levels were not displaying correctly on the HUD hero name-plate.

  • Concussive Chi shard now only affects one target at a time, has the same behavior as Overwhelm.

  • Fixed accessory tab segment bug.

  • Fixed several audio special effects that played louder out of the left channel, and all music playing louder out of the right channel.

  • Fixed several spelling errors with shards.

  • Added default skin names for towers.

  • Fixed a bug where Demon Scythe’s secondary fire was dealing incredibly high critical damage.

  • Demon Scythe’s secondary attacks should now fire in a straight line, using the same improvements as Magic Staves for the Apprentice / Adept.

  • Fixed an issue where the gamepad on Xbox incorrectly displayed the R and L button bindings.

  • Fixed several spelling errors with equipment.

  • Removed option for Gunwitch to select tower skins.

  • Lowered volume level of rivers.

  • Fixed an issue where a number of shards were using negative numbers in their tooltips.

  • Fixed an issue where loading screen pro-tip referenced practice maps.

  • Fixed a volume issue with critical hit and headshot sounds.

  • Fixed an issue with shop data and scrolling with gamepads.

  • Fixed a sound issue when choosing a location for a tower.

  • Removed an effect that was a remnant from Huntress’s Explosive Trap.

  • Fixed a material issue for forest maps.

  • Fixed a focus issue with the Petrinarian UI.

  • Fixed default skins to not have tooltips.

  • Added death volume in sections of Demon’s Lair/Molten Citadel map.

  • Fixed an issue with gamepad performance on the Hero Customization window.

  • Fixed an issue when opening the wartable when not in a party.

  • Demon’s Lair Incursion steps for completion typo corrected (previous Demon Slayer Incursion)

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