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[CG] Andrew

DDA Thanksgiving Login Event!


News

DEFENDERS,

Happy Thanksgiving! We are thankful for you, and to show our appreciation we wanted to give back in the best way we know how: with a free steaming turkey mask! Anyone who logs in from now until December 8th will get our newest transmog, the Harvest Gobbler Mask! Don’t miss out!

Thanksgiving Login Event

Harvest Gobbler Mask (Gobble, gobble!)

a1YDOKZ - Imgur.gif

From now until December 8th, all defenders who login will receive the Harvest Gobbler Mask, unlocked through the Transmog UI. Make sure to hop on to get this absurdly tantalizing turkey mask before time runs out! Nintendo Switch players will get credit for this reward if they login during this period, and receive the cosmetic in our next Nintendo Switch patch.

General Changes

Cosmetics

  • Forest Ally Wings have been added for valid PC players that participated in the PTR and who filled out the survey

Bug Fixes

  • Fixed incorrect display format value for tower attack rates.

What's Next?

We are still working away on Episode 2, and will definitely be spilling some more beans in December! The DDA PlayStation port is still coming along nicely and will post more updates as we have them. 

DD2 fans, we haven't forgotten about you either! We have more updates coming your way in the near future!

Social Defenders

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

For Etheria!
Chromatic Games

[CG] Andrew

DEFENDERS,

We have been hard at work on DDA Episode II, and wanted to show off our colorful new map: The Bazaar! Here you will brave the onslaught from both enemies old and new as you protect Hammel the Camel (and sure, the core too I guess) at all costs!

New Map: The Bazaar

After defeating the Lycan King, the heroes traverse a great desert finally arriving at The Bazaar, the first map of Episode II! This map is a relic long forgotten, part of the same civilization that inhabited Tornado Valley and Tornado Highlands. You’ll have to fight your way through the Bazaar in order to progress deeper into the secrets this desert holds!

Following the cadence of our Episode I development, this new map is actually a remake of a previous Dungeon Defenders map. Can you guess which one?

 

image (3).png

 

HighresScreenshot00062.png

 

HighresScreenshot00055.png

 

HighresScreenshot00067.png

 

HighresScreenshot00056.png

 

image (10).png

 

What’s Next?

We’re continuing work on Episode II with new maps, heroes, enemies, and more. Make sure to stop by our stream tomorrow (Friday, Nov. 11th 2 PM EST) to see this brand new map live!
 
There’s so much going on at Chromatic, we’ve got a lot we’re still doing with Episode II (more new maps, heroes, features, and more), new updates for Dungeon Defenders II, the PlayStation port and so much more! Keep an eye on our social channels below as we continue to spill all the beans!

Social Defenders

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

For Etheria!
Chromatic Games

 

[CG] Andrew

DEFENDERS,

Recently we have seen an increasing number of questions regarding the Dungeon Defenders Awakened PlayStation port. We felt that these questions deserved a more in-depth response so we sat down with one of our engineers, Lawson, and asked him directly!

 

Q. What's been the most challenging thing when developing for PS?

A. One of the difficulties we face with PlayStation development is that we are using a modified version of Unreal Engine. To be able to submit to PlayStation we had to manually upgrade our engine to be able to use Sony's new SDK (software development toolkit, basically all the tools to make our game work with their system). We’ve also recently moved to a new office, which added it’s own layer of complications. With Sony, we need to have a specific IT setup or the developer kits won’t work and it took us a month and a half to get this setup working, locking in IP addresses, getting proper network configurations setup, and more. Most of this process was out of our hands, so it took longer than we expected.

 

Q. What was surprisingly easy, if anything?

A. Doing the previous ports has allowed us to reuse a ton of work. Optimizations are one of those areas that really comes through with what we’re doing, and troubleshooting is a bit faster as a lot of issues that pop up are very similar to previous development.

 

Q. What are some things you think people don't realize are a thing when porting a game?

A. That it's not just as easy as getting a game on the console and releasing it. Releasing on a console requires a lot of work back and forth with the platform, in this case Sony. We have to integrate a ton of platform specific logic and each platform has its own set of tests we have to pass to be able to get it working. This means that the games on consoles should be a better product for gamers, but this comes at the cost of time. On PC we have none of these restrictions and can just release when we want.

 

Q. What's the weirdest issue you've run into?

A. The first time we started the game on PlayStation it was in black and white. For some reason the fire was still colored. It was actually pretty spooky. We also had a mesh that would appear randomly around the tavern then quickly disappear. So the tavern basically became a haunted house. 

 

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Q. What goes into the porting process? 

A. In general for a port we need to make sure the game can run well and meet all of the platform requirements to release. These requirements can vary from platform to platform and change over time. It is like trying to hit a constantly moving target to get it on the platform. 

 

Q. How does this compare with porting to other platforms in the past?

A. With other platforms we didn’t have to manually upgrade our entire engine. The Switch required a lot of profiling and optimization work, which will carry over to the PlayStation.

 

Q. What part of bringing DDA to PlayStation do you most enjoy?

A. All my friends mostly play games on PlayStation, so I am really excited to be able to play DDA with them once this is finished. 

 

Q. Will this port work for both PS4 and PS5?

A. To get DDA to work cross-gen on PlayStation will take extra time. This requires more upgrades to the engine along with additional requirements from Sony. To get DDA out as fast as possible we will be releasing it on PS4. However, it will run on PS5 in backward compatibility mode.

 

Q. Is there any ETA on this going live?

A. Right now we are finishing up the multiplayer portion of the port. This includes preparing all of the documentation (icons, trophies, etc.) to submit to PlayStation. This part of the process is back-and-forth with PlayStation. We are waiting on the green light from then, so we don’t want to promise anything prematurely. Work is continuing as we wait on word from them to make sure we’re using our time as wisely as possible.

 

Q. Anything else that you would like DDA fans to know?

A. That the PlayStation port is definitely not abandoned and it's actively being worked on. This is a labor of love, and we are just as excited as the community to bring DDA to PlayStation. 

 

What’s Next?

We’re continuing work on Episode 2 with new maps, heroes, enemies, and more. We just teased out our first new map yesterday, with more being shown over the coming weeks. Make sure to stop by our stream this week to see more of this new map! 


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

Social Defenders

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

For Etheria!
Chromatic Games


 

[CG] Andrew

 


DEFENDERS,

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

New Hero: Mercenary

Mercenary_Art_01.png

Abilities 

  • Fan of Knives - Quickly spin in place, throwing knives in every direction dealing damage to all close by.
  • Dagger Throw - Throws a line of poison daggers toward your enemies!

  • Combat Preparation - Focuses on the battle ahead, giving an edge in battle by increasing movement speed, and damage.

  • Sweeping Strikes - Unleash a spin move in the direction you’re facing, dealing massive damage to any enemy unlucky enough to be in the path.

Towers 

  • Royal Guard Blockade - Blocks enemies, Attacks with his shield dealing physical damage.

  • Nether Spider Spawner - Spawns several spiders that run towards enemies and explode, dealing physical damage and weakening enemy attacks.

  • Nether Archer Tower - Fires bolts of dark energy that bounce between enemies, dealing less damage after each bounce.

  • Elvish Artillery Cannon - Fires a chaotic ball of energy dealing area of effect storm damage.
     

Mercenary Hero Shards

  • Knife Club - Increases the damage of Fan of Knives by x%.

  • Empowered Throw - Increases the damage of Dagger Throw by x%.

  • Sharp Thinking - increases the damage bonus of combat preparation by x%.

  • Follow Through - Increases the damage of Sweeping Strikes by x%.

  • Backstab - Primary attacks that hit enemies from behind now deal x% of their total damage.

  • Escape Artist - Reduces the time of disabling effects you sustain by x%.

  • Poisoned Blades - Combat Preparation now applies poison to your blades for 5s, causing you to deal x% more damage as poison damage on melee attacks.

  • Explosive blades - Daggers thrown by Dagger Throw no longer pierce. Daggers now stick to the target and explode after 3 seconds for x% of Ability Power.

  • Lingering Poison - Daggers thrown by Dagger Throw now poison the target for x% of Ability Power for y seconds.

  • Shadow Prince - Taking damage has an x% chance to make you take y% less damage and stun attackers for z seconds over the duration.

  • Momentum - Enemies hit by abilities reduce Sweeping Strikes ability cooldown by x seconds every hit.

  • Binding Roots - Your slam ability has an x% chance to stun enemies for 0.5 seconds then root in place for 4.5 seconds.

  • Bounty - Restores x mana upon defeating an enemy.

  • Frenzy - Primary attacks have a x% to increase attack speed by y% for 5 seconds. Can only proc every 7 seconds.

 

Mercenary Tower Shards

  • Earthen Guard - Imbues the Royal Guard's shield with earth magic that has a x% chance on dealing damage to unleash a fissure, dealing y% of your Tower Health as Earth Damage.

  • Plated Armor - Imbues the Royal Guard's armor, making enemy projectiles deal x% of their original damage.

  • Ghost Arrows - The arrows of the Nether Archer can now bounce x additional times.

  • Ghastly Curse - Nether Archer arrows now make enemies move at x% speed for y seconds.

  • Icy Spiders - Nether Spiders have a x% chance to spawn a pool of ice on the ground that makes all nearby enemies move at y% speed for 5 seconds. The ice pools last 10 seconds.

  • Exploding Spiders - Nether Spiders’ explosion radius is x% bigger.

  • Over Charge - Increases the Elvish Artillery Cannon's projectile damage radius by x%, and reduces damage falloff by y%.

  • Critical Allocation - Increases the defense Crit damage of the Elvish Artillery Cannon by x% and Crit Chance by y% but lowers the towers range by 25%.

 

Mercenary Mods

  • Mercenary’s Mark - Fan of Knives now marks targets, marked targets now take x% extra damage on the next hit.

  • Spectral Arrows - Damage dealt by the Nether Archer's arrows is reduced by x% less than normal on subsequent bounces.

 

New Adept Tower 

  • Flameburst Tower - Shoots a flaming projectile at an enemy. When the projectile strikes an enemy, it explodes, dealing magical fire damage in a small area.

    • New shard for Flameburst Tower: Gathering Burst - Flameburst Tower's fireballs deal more damage the further they travel, up to +x% more damage.

 

New Skins

heroart.png

  • New Mercenary Skin - Aegis of the High King

  • New Lavamancer Skin - The Zombiemancer

  • New Mystic Skin - The Snake God’s Vessel

  • New Abyss Lord Skin - Cursed Lord of the Desert

  • New Dryad Skin - Bone Dragon’s Battlegear

  • New Adept Skin - Firelord Adept

  • New Apprentice Skin - Forbidden Magic Apprentice

 

New Cosmetics

  • Tundraken Head

  • Tundraken Wings

  • Tundraken Tail
     

New Pets 

  • Dino  

    • Pet Ability: Jurassic War Cry - Resets all Hero ability cooldowns
    • Drops on Lost Dungeons maps
  • Amber Dino

    • Pet Ability: Jurassic War Cry - Resets all Hero ability cooldowns
    • Sold by Pet Egg Vendor
  • Haunted Ship

    • Pet Ability: Tsunami - Rolls a wave dealing 3000% water Hero damage and drenching enemies for 5 seconds
    • Drops in High Seas maps

 

Balance

  • Axes can now roll light / heavy

  • Ice Chip is now an unlocked mod 

  • Orc Blockade attacks changed to area of effect

  • Removed Head Strong from all stabby lanes

  • Headstrong enemies are no longer able to be frozen

 

Bug Fixes

  • Fixed an issue with the Bots of Oil shard where the fire DoT wasn’t working properly.

  • Fixed an issue with the Oily Harpoon shard where it was not properly applying the oil effect if the Ballista was attuned to an element.

  • Fixed issues with Water Servo and Poison Servo where they were not properly granting Defense Power.

  • Fixed an issue with the Lavamancer’s Harden ability where it was not properly reflecting projectiles.

  • Fixed an issue where Plain Talismans did not drop from Chaos 3.

  • Fixed an issue where the Depth Lord skin could not be purchased with gems.

  • Fixed an issue with the scaling of Hardened Servo being incorrect.

  • The pet ability Sticky Bomb now no longer sticks to towers and nodes.

  • Fixed an issue on the Wild Westival map where Phased enemies would fall through the floor in certain places.

  • Fixed an issue with the tooltip on the Sundering Blow shard.

  • Fixed an issue with Serpent God’s Protection where it was not properly functioning.

  • Fixed an issue with the Barbarian’s Leap ability where it was not going its full distance under certain conditions.

  • The Mark Targets shard can now properly be equipped to the HailstormTower.

  • Changed the tooltip of the Stomp Strike Chip to properly convey its function.

  • Adjusted the potency of the Inferno buff on the Forest Biome map.

  • Fixed an issue involving players joining games at unintended times.

  • Spider Web VFX updated to be more readable

Summary

We are super excited for you to play the Mercenary and hopefully you have as much fun playing him as we did making him! We’ve done a lot of testing and balancing on him, but be sure to give us your feedback through our Discord (it’s the best way to do so). We’re going to continue our work on DD2, with the next update already being worked on! There’s also work on Dungeon Defenders Awakened’s next update, the PlayStation port, and so much more going on here at Chromatic Games. Stay tuned for more!

Social Defenders

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

For Etheria!
Chromatic Games

 

 

[CG] Andrew

DEFENDERS,

Thanks to everyone who participated in the PTR over the past few weeks. Today we are happy to announce we are bringing those PTR changes live in our Episode 1, The Lycan's Keep Patch 2.1! In addition to the below changes from the PTR, we are also officially starting our Halloween login event. Anyone who logs into DD:A today through November 7th 11:59 PM ET will receive the Hallow's Evil Grin mask for their heroes! 

 

Hallow's Eve Login Event

From now until November 7th at 11:59 PM ET all defenders who login will be able to earn the Hallow's Evil Grin mask, unlocked through the transmog UI. Make sure to hop in to get this ghoulishly gorgeous cosmetic before the time runs out! Nintendo Switch players will receive this reward if they login during this period, and receive the cosmetic in our next Nintendo Switch patch. 

 

PumpkinHeadPromo.png

 

General Changes

UI

  • Updated tooltips that item effects and set bonuses that affect Primary Attacks also affect Secondary Attacks.

Gear

  • Added Raven Lord Wings as a reward for completing the Test of Lycan

 

Ravenlord.png

 

  • If you participated in the PTR, and filled out the survey, you will receive your Forest Ally Wings shortly. We had an in-game issue, and did not want to delay the patch. Thanks for your patience!

 

Kickstarter Weapon and Armor Names

If you backed us on Kickstarter for a specific tier, you were able to name some items that will spawn from time to time. We’ve now implemented this functionality and these named items should appear throughout your journeys!

Secondary Abilities

All Hero Secondary Abilities are now able to trigger Item Effects. Just to list them all out:

  • Squire’s Shield Throw
  • Huntress Grenade Shot
  • Apprentice’s Arcane Surge
  • Monk’s Ranged Attack
  • Series EV-A’s Grenade Shot/Arcane Surge
  • Warden’s Sprout
  • Rogue’s Ranged Attack

Things might get a bit wild with this change, but it should feel pretty good. :)

Mana

Mana in general was adjusted on our end so that it makes more sense and is easier to balance. Many players don’t know this, but the mana bar is 250 Mana Points for every hero. We’re simplifying this so that it’s 100 Mana Points because the cap on this never increases and there’s no reason for it to.

As such here are the major changes that come with that:

  • Mana Cap:  Reduced to 100 from 250.
  • ALL Ability costs have been divided by 2.5
  • Mana Regen Item Effects and pets remain the same.

Buff Mana Costs

Alongside this mana change, we’re also making a slight change to how buff abilities work. With the item effects introduced, Defenders got to mana-regen values where you can turn on something like the Squire’s Blood Boil and it never turns off. As such, we’ve introduced a new concept to help prevent them from always being on, but still have gameplay elements that reward players for stacking mana regeneration.

  • Buffs start at a 4 Mana Per Second drain, increasing that cost by 1 Mana every 10 seconds. 
  • Drain cost resets after the ability is turned off either by the player or until it turns itself off after there’s not enough mana.

This means players will not be able to keep it on infinitely, but crafty Defenders with mana regeneration will be able to keep the buffs up longer, while toggling on and off at the right moments to have very very high uptime.

Default Offhands

Any Hero that could have an Offhand item (Squire, Huntress, Apprentice, Monk, and the Warden) now has a default Offhand item that is there should they not have equipped one yet, or unequipped an item and not replaced it.

Projectile Tower Strength

We’ve gone through and increased the strength of the following projectiles in Massacre to be roughly 20% stronger:

  • Spiked Blockade
  • Bouncer Blockade
  • Slice and Dice Tower
  • Harpoon Tower
  • Bowling Ball Tower
  • Magic Missile Tower
  • Fireball Tower
  • Lightning Tower
  • Deadly Striker Tower
  • Beaming Blossom

This should bring these towers more in line with newer towers that pack quite a punch.

Tower Targeting Changes

When it comes to what towers focus there has always been some gray area with things changing depending on the tower (and this information not being public facing). With that, we’ve set up two types of towers— Fodder and Special. Here’s what it looks like:

Fodder Enemy-Focused Towers

  • Magic Missile Tower
  • Fireball Tower
  • Lightning Tower
  • Bowling Ball Tower
  • Shroomy Pit

Fodder Enemy Tower Priority

  • Orc
  • Archer
  • Goblin
  • Wyvern
  • Spider
  • Kobold
  • Dark Elf Mage
  • Dark Elf Warrior
  • Djinn
  • Lycan
  • Sharken
  • Ogre/Copter Ogre
  • Bosses
  • Goblin Copter
  • Skeleton

Special Enemy-Focused Towers

  • Deadly Striker Tower
  • Wisp Den
  • Beaming Blossom
  • Sludge Launcher
  • Harpoon Tower

Special Enemy Tower Priority

  • Djinn
  • Lycan
  • Sharken
  • Spider
  • Goblin Copter
  • Wyvern
  • Ogre
  • Dark Elf Mage
  • Kobold
  • Dark Elf Warrior
  • Bosses
  • Orc
  • Dark Elf Archer
  • Goblin
  • Skeleton

That’s a long list, and as we continue to develop DDA, we’ll be making this concept a bit easier to understand within the game itself. We wanted to take this as an opportunity to make this information public in some facet.

Heroes

Apprentice

Hero

  • Stats

    • Health scaling from Vitality greatly increased

      • Pre-Update at 5000 Vitality

        • Normal - Insane: 29,720 HP

        • Nightmare/Massacre: 230,481 HP

      • Post-Update at 5000 Vitality

        • Normal - Insane: 68,469 HP

        • Nightmare/Massacre: 530,976 HP

  • Abilities

    • Overcharge

      • Increases the Attack Rate scalar for towers by about 50%

        • Now closer in power with Tower Boost.

      • Now works with Auras.

      • Here’s how it works now:

Rate

0

5

10

50

100

500

1000

2000

5000

10000

NEW

0.38

0.54

0.61

0.84

0.97

1.38

1.61

1.89

2.33

2.74

OLD

0.25

0.36

0.41

0.56

0.65

0.92

1.08

1.26

1.56

1.83

 

  • Mana Bomb

    • Cast time decreased to 1 second from 3 seconds.

    • Player movement is no longer disabled when finishing the cast.

    • Reduced the amount of camera shake.

    • Fixed a bug with damage falloff being way too severe.

    • Falloff damage is now a minimum of 50% and scales linearly based on enemy distance from the epicenter of the cast.

 

Towers

  • Magic Missile

    • Now has 360 degree targeting.

    • Increased projectile speed to 3000 from 2000 (50% buff)

    • Decreased Defense Unit cost to 2 from 3 (33% buff)

  • Elemental Blockade

    • Increased health by ~100%.

  • Deadly Striker Tower (DST)

    • Increased damage by 30% in Massacre.

 

Huntress

Hero

  • Stats

    • Health scaling from Vitality greatly increased

      • Pre-Update at 5000 Vitality

        • Normal - Insane: 34,293 HP

        • Nightmare/Massacre: 265,939 HP

      • Post-Update at 5000 Vitality

        • Normal - Insane: 45,102 HP

        • Nightmare/Massacre: 349,762 HP

  • Abilities

    • Elvish Agility

      • Reduced movement speed and jump height to be easier to control.

        • No more slingshotting yourself off edges.

Towers

  • Proximity Mine Trap

    • Increased Base Health to 1.5 from 0.9

    • Reduced Base reset time to 10 seconds from 13.875

  • Inferno Trap

    • Increased Base Damage to 65 from 52.

    • Increased Exponent Scalar to 1.15 from 0.95.

      • Done to be more inline with the Lightning Aura

    • Removed the attack rate multiplier to keep the attack rate scaling the same across all difficulties.

  • Thunder Spike Trap

    • Increased the Exponent Scalar to 1.3 from 1.15.

      • Done to be more inline with the Wisp Den or Deadly Striker Tower.

 

Monk

Hero

  • Stats

    • Health scaling from Vitality greatly increased

      • Pre-Update at 5000 Vitality

        • Normal - Insane: 45,723 HP

        • Nightmare/Massacre: 354,586 HP

      • Post-Update at 5000 Vitality

        • Normal - Insane: 83,380 HP

        • Nightmare/Massacre: 646,615 HP

  • Abilities

    • Hero Boost

      • Removed the very minor +5 Healing Per Second it provided.

        • Might look into adding this in later in a way that is actually effective.

      • Decreased Ground Speed scaling by ~50%.

      • Ground Speed will now only apply to the Monk that cast it, and not other players.

        • No more slingshotting players off the edge “on accident.”

    • Tower Boost

      • Removed the very minor armor buff.

        • Might look into adding this in later in a way that is actually effective.

Towers

  • Enrage Aura

    • Now more likely to trigger a fight between enemies.

    • Ogres will attack enraged enemies.

    • Enrage no longer applies to Sharken or Lycan

    • Reduced the amount that upgrading scales the duration by ~50%.

      • This compensates for the increase to the effect triggering by default.

 

Series EV-A

Hero

  • Stats

    • Health scaling from Vitality greatly increased

      • Pre-Update at 5000 Vitality

        • Normal - Insane: 59,875 HP

        • Nightmare/Massacre: 464,333 HP

      • Post-Update at 5000 Vitality

        • Normal - Insane: 72,706 HP

        • Nightmare/Massacre: 563,833 HP

    • Movement

      • Increased by roughly 5%.

  • Abilities

    • Decoy

      • Damage now uses the element of the equipped/active weapon.

      • Increased Damage Radius by 50%.

      • Increased Damage by 20%

      • Increased Health by 25%.

      • Launches player in the air after use, gives air control and reduced gravity.

      • Cooldown increased to 5 seconds from 3 seconds.

Towers

  • Proton Beam

    • Base Damage increased to 20 from 15.

    • Diameter increased by 100%.

  • Shock Beam

    • Decreased reset time to 2 seconds from 3 seconds.

 

Squire

Hero

  • Abilities

    • Blood Boil

      • Slightly reduced the amount of damage gained from the Ability stat.

    • Secondary Attack - Block

      • Block Removed

    • NEW: Secondary Attack - Shield Throw

      • Upon activation, the Squire throws his shield where he’s aiming.

      • Damage scales from 350% weapon damage, hero damage, and attack power.

      • Element is based on the equipped weapon’s element.

      • Cooldown starts immediately after casting.

      • Bounces: If an enemy is hit, the shield then bounces to the next nearest enemy until there are no more bounces left, up to a maximum of two additional bounces (three instances of damage). If there are no other nearby enemies then the shield returns to the caster.

        • The shield will bounce off terrain twice, checking for nearby enemies each time. If an enemy isn’t detected, the shield returns to the player.

Towers

  • Spiked Blockade

    • Reduced DU to 1 from 3 (66% Buff)

  • Harpoon Tower

    • Reduced DU to 5 from 6 (17% Buff)

    • Enemy Hitbox size increased to hit additional enemies.

    • Environment Hitbox size decreased to cause less unintended hits.

    • No longer stays stuck in walls.

      • Could not see this happening most of the time, made the game cost more resources to run, removed it to increase performance.

  • Bowling Ball Tower

    • Bowling Balls now explode on impact with the first enemy they hit dealing damage in an area around it.

  • Slice and Dice Tower

    • Reduced DU cost to 4 from 6 (33% Buff).

    • Range increased for spin up activation and damage dealt.

  • Bouncer Blockade

    • Reduced DU to 2 from 4 (50% Buff).

 

Warden

Towers

  • Shroomy Pit

    • Increased Health by 300%

    • Increased Range by 30%.

 

Bug Fixes

  • Fixed an issue where Roots of Purity’s range increase from Overclock Beam was only visual.

  • Fixed an issue for clients on gamepad that couldn’t correctly enter build mode after initially joining.

  • Fixed an issue where clients see the host’s health as zero or their previous active hero’s health amount.

  • Fixed an issue where damage would sometimes show differently between the tooltip versus the upgrade UI.

  • Fixed an issue where Sirens would get stuck on geometry while fleeing.

  • Fixed an issue where Sirens could get stuck on cores.

  • Fixed an issue where Deadly Striker Towers were ignoring Goblin Copter flares.

  • Fixed issues with Series EV-A’s stats not properly displaying.

  • Fixed an issue where the Rogue’s Carnage ability was not dealing damage to enemies.

  • Updated the tooltip to the “Double Edge” item effect.

  • Fixed an issue where the Lycan King can get stuck on lures.

  • Fixed an issue where Bonus Waves weren’t playing their Build/Combat music properly.

  • Fixed an issue where the Lycan King howl was not playing it’s SFX.

  • Added close buttons to the Filters and Upgrade UIs.

  • Fixed some issues with the crystal generators in Alchemical Labs. Nameplates, hurt flashes, and more have been improved.

  • Fixed an issue where the upgrade panel wasn’t showing total attributes.

  • Fixed an issue with the Goblin Copter’s rockets impact VFX streaking across the ground.

  • Fixed an issue where Pylon sound cues were not properly playing.

  • Fixed issue where Skeletons (both summoned and mixed mode) respawn with 0 hp when they resurrect.

Summary

These are a lot of changes coming in to bring some heroes up in strength (some pretty significantly), provide some additional strength through item effects having them trigger off secondary attacks, and even some new content to overcome through the Test of the Lycan!

What’s Next?

We're still continuing our work on Episode2, with some content reveals coming soon. It's still a while from being ready, but we'll be teasing things out a bit earlier compared to episode 1. We're also hard at work on out PlayStation port of DD:A and we'll keep you posted with any significant updates as they appear.

BUT WE’RE NOT DONE YET. We’re also working on some new additions for Dungeon Defenders II that are also coming out THIS WEEK!! Yes, we’re developing both games and handling a PlayStation port all at the same time.

 

Social Defenders

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

For Etheria!
Chromatic Games

[CG] Andrew

DEFENDERS,

Based on your feedback, we have made the following updates to the PTR. We expect this to be the last round of changes, and look forward to bringing these changes to the live client soon!

General

UI

  • Updated tooltips that item effects and set bonuses that affect Primary Attacks also affect Secondary Attacks.

Gear

  • Added cosmetic rewards (Raven Lord Wings) to the Test of Lycan completion

Heroes

Squire

Hero

  • Shield Throw (Secondary Attack)

  • Damage increased to 350% of Weapon Damage up from 300%.

Towers

  • Bowling Ball

    • Increased AOE Size of Bowling Ball by 100%.

Tests

Test of the Lycan King

  • Nerfed the Lycan King's damage on Medium

  • Gave the Rogue a Genie on Medium and Hard to help with mana (Hard genie has lower stats)

  • Buffed Rogue and Warden damage on Medium

Bug Fixes

  • Fixed issue where Skeletons (both summoned and mixed mode) respawn with 0 hp when they resurrect.

 

What’s Next?

We’re looking to get this PTR out as the live version very soon, with some spoOoOoky reward as well! Alongside that, in the coming weeks we’ll be updating you on some PlayStation porting work, showing off some Episode 2, and releasing a Dungeon Defenders II update. We’re doing it all!

 

Social Defenders

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

 

For Etheria!
Chromatic Games

[CG] Andrew

Hey Everyone! 


I’m Andrew Bernard, and I’ve recently joined Chromatic Games as your new Community Manager! I’ll be working with everyone here to hopefully fill Britt’s shoes as quickly and as smoothly as possible. Thankfully, I’m coming into a well-established and close-knit community so I’m sure the transition will be seamless. I look forward to connecting with everyone!

 

A little about myself: I’ve been gaming since I was old enough to hold a controller, and I play most every genre of game including: RPGs, Adventure, Survival, Roguelite, Co-op, and many others (Recently: Final Fantasy, Path of Exile, Valheim, Gunfire Reborn, Wildermyth). Professionally, I’ve worked as a Broadcast Producer and Esports Community Manager for SMITE at Hi-Rez Studios. During my time there I was a part of countless livestreams, LANS, 4 World Championships, and travelled internationally for 2 Dreamhack events (Sweden and Spain). Oh, and I also have a Bachelor’s degree in Business Administration from the University of Southern Indiana for those interested in my more formal education.

 

I love gaming, and I love talking to people about gaming. It is this passion that brings me to the Dungeon Defender community. My goal here is to be the bridge between you and Chromatic so that we can all better understand each other. I want to engage YOU wherever YOU are. So far, I’ve been a fly on the wall of the Dungeon Defenders community, and now I’m ready to step to the front and be your sounding board for all things good, bad, and meme.

 

Each day I’m learning more and more about this passionate community and can’t wait to get to know everyone going forward. Please don’t hesitate to reach out on anything!

 

For Etheria!

[CG] Andrew

[CG] Brittani

CM Brittani's Last Day


News

DEFENDERS,

It’s Brittani, following up with some news we announced on the stream today. It’s true - today was my last stream and next week will be my last week at CG. But don’t worry! I’m not leaving you all empty handed. A new CM will be here before you know it (he’s already part of the team, we’re just training him up currently :classic_wink:)...

Thank you for welcoming me into the community, getting to know me, and making sure to always hit me with the tough questions :classic_tongue: Some of you know me as “Doc” because of my background as a college professor. I’ve decided to go back into the classroom after my time with CG comes to an end. I’m excited to use my experiences from my time here and with you all to liven up my lessons! My official last day as the Community Manager for Chromatic will be Thursday, September 30. Please feel free to keep in touch if you’re into that kind of thing. (And if I get around to accepting those Discord friend requests…)

For Etheria!
Chromatic Games

[CG] Brittani

DEFENDERS,

Last week, we discovered a way that Defenders can unintentionally flag themselves as a hacker since the Lycan’s Keep Update in Dungeon Defenders: Awakened. Today, we’ll be sending out a hotfix for this and resetting the hacker status on ALL currently flagged accounts.

What does this mean for flagged Defenders?

After the reset, all Defenders who were previously flagged as a hacker, regardless of prior actions, will no longer be flagged. As long as defenders’ accounts are clean from hacking modifiers, they will be able to join public online games normally.

How does a Defender become flagged as a hacker?

Some Defenders may still be flagged after logging into DDA after the reset due to modifiers on the account. Defenders are flagged as hackers when our anti-cheat system detects, well, cheating.

When a Defender is flagged, they can no longer join public online games but can still join lobbies with other flagged players. This does not remove the ability for non-flagged Defenders to (1) enter flagged friends’ games or (2) allow flagged players to attempt to enter friends’ games. If non-flagged hackers allow either of these events, they will be flagged as soon as they enter a game with a flagged friend.

We have some ways to help you avoid this, though. Read on!

How can you avoid being flagged as a hacker?

The easiest way to not be flagged is by not using stat modifiers and not allowing in or joining an online game with a flagged Defender. While this may seem easy, we know there are times Defenders don’t read a pop-up prompt or click too quickly or even misread the warning prompts. To avoid these mistakes as much as possible, we have some checks and balances in place, including automatically rejecting defenders from joining hacked sessions. For this situation, a prompt pops up to let Defenders know that the session they attempted to join was hosted by a flagged Defender. Defenders are automatically removed from the game and must change their settings to remove this automatic kick. (Please don’t do that!)

Sometimes flagged Defenders try to join online games from their friends list. When they do this, the host will receive a pop-up warning saying that a flagged player is trying to join the game. From there, Defenders will need to press “NO” to remove them from the game. Please do not click “YES”! All Defenders in that game will be flagged after the session.

Where do I go if I want to appeal my hacker flag in the future?

Moving forward, Defenders who wish to appeal the hacker flag on their account can fill out our Hacker Flag Appeal form here: Appealing Hacker Flag - Chromatic Games.

Filling out this appeal form does not guarantee Defenders will have their flag removed, but it does allow us to look into your account to see why you were flagged. (Basically, we can tell the difference between joining a game with a hacker versus actually hacking the game.) It’s also not guaranteed that Defenders will hear back from us about their appeal or the reason for the flag. If your appeal is approved and we remove your flag, we’ll let you know. Otherwise, Defenders will not hear from us.

Please do not spam our DMs on Discord asking about why you were flagged! We’ll refer you to this post from now on. :)

Social Defenders

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

For Etheria!
Chromatic Games

[CG] Brittani

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DEFENDERS,

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

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

TWO-WEEK EPISODE 1 LOGIN REWARD!

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

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

New DLC - Supporter Packs

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

Gator Gear Weapons and Accessories

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Chromatic Costumes

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Original Hero Paper Masks

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New Heroes

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

The Warden

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

Attacks and Abilities

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

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

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

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

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

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

Defenses

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

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

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

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

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

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

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

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

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

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

The Rogue

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

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

Attack and Primary Abilities

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

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

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

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

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

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

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

Devices and Utility Abilities

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

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

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

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

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

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

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

  • From Umbral Form: AoE damage radius is increased.

Hero Deck and Hero Level Changes

Hero Deck Changes

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

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

New Deck Bonuses

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

Hero Level Changes

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

Pets

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New Pet - Happy Hera

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

New Pet - Raging Zeus

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

New Pet - Lycan Prince

  • Provides bonus armor to nearby heroes.

New Pet - Demon Duke

  • Attacks enemies both with melee and ranged attacks.

Airship

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

Dragon

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

Etherian

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

Giraffe

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

Griffin

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

Little Wizard

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

Mega Chicken

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

Mista Mine

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

Monkey King

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

Paddleball

  • Increased base damage by about 2800%.

Ramster

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

Steam Robot

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

Fusion Pets

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

All Melee Pets

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

All Ranged Pets

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

Act IV Maps

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

The Mill

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

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

  • # of Cores: 3
  • DU: 140

The Outpost

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

  • # of Cores: 2
  • DU: 140

The Keep

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

  • # of Cores: 3
  • DU: 145

Bonus Map: Foundries and Forges

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

  • # of Cores: 1
  • DU: 80

Enemies

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

Lycan

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

Lycan King

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

Gear Changes

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

Stat Changes

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

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

Item Stat Changes

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

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

Hero Stats

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

Tower Stats

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

Offhands

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

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

Item Effects

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

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

Stat Types

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

Elemental Increases

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

On Attack

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

Impact on Current Heroes

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

Set Bonuses

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

New Bonuses

Thundering Defense

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

Plagued Defense

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

Erupting Defense

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

Deadly Defense

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

Inspired Defense

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

New Weapon Sets

Thundering Assault

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

Plagued Assault

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

Erupting Assault

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

Deadly Assault

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

Inspired Assault

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

Etherian Champion

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

Etherian Marksman

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

New Hero Weapon Sets

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Apprentice’s Rearmed

  • Mana Bomb triggers 1 additional explosion for additional damage.

EV-A’s Protean Cannon MK II

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

Huntress’s Flock of Searing Gulls

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

Monk’s Aura of Pain

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

Rogue’s Marked for Death

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

Squire’s Spinning Steel

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

Warden’s Enraging Spores

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

Woodland Weapons

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This new forest-themed set features the following weapons:

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

Wolfsbane Weapons

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

Inventory Layout Update

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

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

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

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

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

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NEW Item Reforging

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

“Tests” Game Mode

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

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

Test of the Demon

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

Test of the Mech

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

Test of the Ancient

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

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

Changes to Rifted

Rifted Portals

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

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

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

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

Rifted Enemies

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

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

Bonus Waves

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

Unlocking Bonus Waves

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

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

Loot Drops on Bonus Waves

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

NEW ACHIEVEMENTS!

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

Hero Balance

Apprentice

Defenses

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

EV

Defenses

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

Huntress

Defenses

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

Monk

Secondary Attack

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

Squire

Defenses

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

General

Melee Attacks

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

Enemy Balance

Multiplayer Enemy HP

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

Survival Rifted Boss HP

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

Bug Fixes

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

General

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

Enemies

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

Heroes

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

Maps

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

What Else?

Nintendo Switch

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

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

PlayStation Update

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

Social Defenders

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

For Etheria!
Chromatic Games

[CG] Brittani

Defenders,

For our Nintendo Switch launch, we’ve just received word today on a few issues for our Backers that we want to be transparent about and offer some solutions.

North American Backers:
For those who filled out their information last week, we are currently working with Nintendo of America to get your keys to you by this weekend. This is unfortunate, but we’re doing everything we can to get the keys as quickly as possible.

European Backers:
Due to unfortunate circumstances, Nintendo of Europe (NOE) gave us notice today (August 3rd) that we need to submit tax documentation in order for our studio specifically to purchase keys as a company to distribute to our backers in Europe. This form is called a 6166 Form and can take 4-6 weeks to process through the IRS, alongside the additional forwarding and work with NOE. As a result, we are unable to provide the keys from Kickstarter and BackerKit backers until that time has passed.

People waiting to purchase on Switch:
The Nintendo Switch version of Dungeon Defenders Awakened will be available for purchase and should not be hindered in any way. The Lycan’s Keep, Episode 1, update will be available to all of you as soon as it passes through certification. Again, only our ability to distribute keys to backers directly is hindered.

Solutions for NOE Backers:
We’re wanting to make sure we can do right by our backers, some of our earliest supporters, by providing multiple solutions:

  • Option 1: Wait it out (may take 5-8 weeks).
  • Option 2: Be provided a North American (NOA) version of DDA that requires you to region change in your Switch’s settings in order to play (may take up to 1 week). Please note that it will take a few days for us to procure more North American keys. For information about switching your region, please visit this website: https://bit.ly/NintendoRegionChange
    • Note: Any money in your Nintendo wallet will not be available in the new region if you swap regions. You will also not be able to play games outside of the new region until you swap back to the previous region.
  • Option 3: Change your key to a Steam/PC key (can be done in 1 business day).
  • Option 4: Write in to support@chromatic.games and request a refund for the value of the game you purchased (i.e. if you purchased a $16 tier, we’ll be able to refund the $16). We’ll get it back to you, no questions asked.
    • For Kickstarter backers that backed a tier over $30 specifically, we can offer a $30 partial refund to ensure you still get all your rewards and then use that refunded money to be able to purchase the game through the Nintendo eShop.
      • We’re unable to provide partial refunds to BackerKit backers as it is a technical limitation through their service.

If you are an NOE Backer and wish to select one of the first three options above, please fill out the following survey. https://forms.gle/RCGkU6f5ktfHUzJs6 If you are in the NOE region and do not respond to the survey, we will assume you are okay with Option 1 waiting it out.

We apologize for any inconvenience this may cause, as well as the late notice, as we’ve been looking for any other solution we can with Nintendo’s aid before getting this message out. We’re getting the word out as fast as possible, reaching out to every backer for Kickstarter, BackerKit, and Xsolla that this would affect, and are continuing to do the best with what we have. The Nintendo Switch version will launch and be purchasable as scheduled, just the ability for our studio to receive keys and distribute them ourselves at the moment is hindered, but we’re moving as quickly as we can to correct this issue.

Chromatic Games

[CG] Brittani

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DEFENDERS,

As promised, we’re excited to show you all the latest additions and changes for Dungeon Defenders II in the Going Wild West Update! You’ll see some new maps, new challenges, new projectiles (have we mentioned GOATS?), NEW ENEMIES AND A NEW BOSS, and lots of other extra wild features. Let’s not keep you waiting any longer.... Read about all the changes Defenders will see in this update.

New Maps - The Wild West Region

If you watched our Friday Funday on July 16th you’d already know that we’ve introduced two new maps to the War Table - The Wildest West and Wild Westival! You can find both of these maps in the newest location on the War Table, The Wild West.

The Wildest West

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

Wild Westival

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This second map may seem familiar to veteran DD2 Defenders. Welcome back to the (renamed) Wild Westival! This carnival-themed challenge adds plenty of extra activities to the normal mix of defending. Hop on the rollercoaster for a full view of the town, or enjoy the joyous screams of the spinning cups rider. (We promise they’re having fun…)

Chaos 8

A new tier!! We’re hyped about this big addition to DD2 that adds a new difficulty tier for Expedition, Mastery, Incursion, and Onslaught. To celebrate this new tier, we added SPIDERS to the mix. That’s right, the new enemy and new boss are webby, spindly spiders. Take them down quickly or their webs will leave a mess that’s sure to put a wrench in your defending plans.

A new tier also adds the potential for C9 gear drops after boss fights, but that’s super rare. We know you’re all up for the challenge, though.

New Boss - The Death Weaver Queen

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

New Enemy - The Death Weaver

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Maybe you’ve already guessed based on the new boss Queen, but we’re giving a not-so-warm welcome to the new enemy in town - the Death Weaver. Again, they are spiders hoping to use their many (TOO MANY) legs to take down your heroes’ towers and grab the beloved Crystal. Death Weavers’ main attack will slow heroes on hit. To add to that fun, these spideys explode on death leaving a web that reduces towers’ attack rate, range, and damage. An excellent complement to their Queen.

New Shards

Think the new maps and enemies are neat? Wait until you see what this group of new shards is bringing to combat!

Celestial Power

  • Starfall gives x more star power per star.

Double Tap

  • Skeleton archers have x% chance to fire twice in succession.

Freezing Rain

  • Geyser Traps have a x% chance to freeze all targets.

Freezing Vault

  • Broom Vault will stun enemies for x amount of time.
  • Increases vault damage by x amount.

Gravity Bot Damage

  • Increases Anti Gravity Bot damage by x%.
  • Replaces Enhanced Launcher shard.

Juggernaut Hyper

  • Increases damage resistance by x%.
  • Increases HP by x%.

Venomous Strikes

  • x% chance on hit to poison a target for x% of your Hero Damage stat as magical poison damage each second for x seconds.

Mage Gambit

  • Increases your Ability Power by x%, but increases damage taken from enemies by x%.

New Mods

Runaway mine carts, shadows, and flying GOATS, oh my! We’re spicing up the mod game with new projectiles, like the shadow entity, the first-ever armor exclusive mod, and plenty of variations on attack damage, burn, and defensive skills to protect and defend Etheria.

Curse of the Rattlesnake

  • Primary attacks have a chance to poison enemies dealing an x% Hero Damage for x seconds.
  • Stuns enemies for x seconds after the duration ends.
  • Drops from The Wild West region

Runaway Minecart

  • Primary attacks have an up to x% chance to spawn a minecart dealing x% of your Hero Damage stat and knocking enemies back.
  • Drops from The Wild West region

Desert's Shadow

  • Once every 5 seconds, your primary attack spawns a shadow entity that bounces between nearby enemies dealing x% of your ability power as damage.
  • Drops from The Wild West region

Radiant Heat

  • x% Chance of taking damage to spawn a flame shield that lasts for x seconds reflecting back x% of the damage as Fire Damage back to the target.
  • Drops from The Wild West region

Midas Touch

  • On hit, enemies move at an x% reduced rate and burn for x% Hero Damage a second for x.
  • Drops from The Wild West region

Snake Skin Armor

  • Gain x% more health.
  • Also, take x% less damage.
  • Drops from The Wildest West map

Goat Launcher

  • Once every 2 seconds, your attacks spawn a flying goat that explodes on impact dealing x% of your Hero Damage as damage to all nearby enemies.
  • Drops from The Wild Westival map

New Pets

Who doesn’t love new pets?! We can’t think of a single person, so here we are with a list of new pets to be on the lookout for while grinding in Etheria.

Voodoo Pets

Apprentice Pet

  • Fires a Tornado toward your enemies, dealing 1850% magical Hero Damage and knocking up enemies for 5 seconds.
  • Drops from Prime 7 chests.

Huntress Pet

  • Fires a piercing Flaming Hawk toward your enemies, dealing 2000% magical Hero Damage.
  • Drops from Prime 7 chests.

Squire Pet

  • Fires a Beam toward your enemies, dealing 2000% magical Hero Damage.
  • Drops from Prime 7 chests.

Monk Pet

  • Fires a Chi Blast toward your enemies, dealing 2000% magical Hero Damage.
  • Drops from Prime 7 chests.

Kobold King Pets

Kobold King and Kobold Bling King

  • Throws a sticky bomb that deals 1000% hero damage on impact and spreads mini bombs to nearby targets dealing 500% hero damage.
  • Drops from Kobold Bling King Incursion chests.

Jackalope Pets

Normal Jackalope and Evil Jackalope

  • Nearby enemies take 1000% magical Hero Damage, deal 50% less damage, and take 50% extra damage for 9 seconds.
  • Drops from The Wild West Region chests.

New Material Shop

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The Material Shop is now open for business! What is this Material Shop? A magical place where you can purchase materials using defender medals or gems to help round out any of the materials you’ve been farming to make all that wonderful loot you’ve been collecting even better! Stop by to see the merchant in the Town Hub!

Balance

As if we did not already introduce plenty of exciting changes to DD2 already, here we are with some balancing acts.

Heroes

Abyss Lord

  • Defenses
    • Skeleton Archers
      • Increased attack cone range to 170 degrees from 160 degrees.

Apprentice

  • Defenses
    • Flamethrower Tower
      • Increased attack range by 25% (3000 from 2400).

Dryad

  • Defenses
    • All Towers
      • Now targets the closest enemies.
    • World Tree
      • Now has 5 upgrades, with 4% extra range with each upgrade.

EV2

  • Defenses
    • Anti Gravity Bots
      • Active for 1 minute.
      • Increased damage calling by 25%.

Gunwitch

  • Abilities
    • Ice Needle
      • Reduced damage scaling by 50%.

Huntress

  • Defenses
    • Geyser Trap
      • Decreased recharge to 2 seconds from 4.
    • Blaze Balloon
      • Reduced DU cost to 40 from 50.
  • Abilities
    • Concussive Shots
      • Increased damage radius to 600 units from 300.
      • Increased damage scaling by 15%.
      • Now has the ability to bounce!

Lavamancer

  • Defenses
    • Volcano
      • Upgrade scalar increased by 25%.
      • Decreased DU cost to 80 from 100.

Squire

  • Defenses
    • Ballista
      • Reduced DU cost to 40 from 60.

Shards

  • Charge Blast V2
    • Increased cost percentage cap to 100% from 95%.
  • Cthulhu’s Influence
    • Increased targeting multiplier to 100x from 10x.
    • Increased chance to charm enemies to XX from 3 - 27%.
    • Increased max time for charm to 12 seconds from 7 seconds.
  • Meteor Rain
    • Increased max ability power percentage to 1500% from 550%.
    • Reduced range by 50%.
  • Smashing Fists
    • Increased ability damage by 100%.
  • Encroaching Flames
    • Changed damage bonus by 125%.

Mods

  • All Anti Mods
    • Changed scaling to additive.
    • Updated max percentage values:
      • Enemy Species Specific (Orc, Warboar, Skeleton, and Goblin)
        • Increased percentage by 21%.
      • Enemy Trait Specific (Chaos, Support, Frost, Miniboss)
        • Increased percentage by 1.3%.
      • Enemy Type Specific (Ranged, Melee)
        • Reduced percentage by 18%.
      • Controller Servo
        • Reduced percentage by 28%.
  • Grave Infection
    • Increased damage to 6,000,000 from 2,000,000.
  • Lingering Hellfire
    • Now scales off tower damage.
  • Fiery Fangs 
    • Now scales off tower damage.
  • Fireblossom Blessing
    • Now scales off tower damage.
  • Drain Aura
    • Now scales off defense power.
  • Diverse Power
    • Increased by 8%.
  • Diverse Critical
    • Decreased critical chance by 40%.
  • Diverse Critical Damage
    • Decreased critical damage by 33%.
  • Drakenlord’s Soul
    • Reduced enemy slowing to 30%.
  • Pole Launcher
    • Projectiles are now AoE damage.
  • Harden
    • Removed the health requirement
    • Nerfed damage resistance by 40%

Pets

All Pets

  • Pets critical damage chance now scales with the equipped hero’s critical chance stat.
  • Pets critical damage amount now scales with the equipped hero’s critical damage stat.
  • Pet empowerment stats now scale off hero gear score.

Blinkee

  • Reduced attack damage by 80%.

Weapons

  • All Polearms
    • Tightened the spread of the 3 projectile shot type.
  • Rail Round
    • Increased damage by 300% for all tiers.
  • North Pole
    • Increased fire rate to 3 shots per second.
    • Shots can pierce up to 6 targets.
  • Tsunamic Chlorophyte
    • Chlorophyte Arrows fire at 3 shots per second.
    • Tightened spread.
  • Tsunamic Jester
    • Jester Arrows fire at 5 shots per second.
    • Tightened spread.
  • Bling King Bow
    • Increased damage by 138%.
    • Now deals AoE damage.
  • Harbinger’s Fist (bow)
    • Now has the double shot type.
  • Harbinger’s Watch (staff)
    • Now has the diamond shot type.
  • Diamond Shot
    • I: Increased rate to 3 shots per second.
    • II: Increased rate to 3.5 shots per second.
    • III: Increased rate to 4 shots per second.

Onslaught

  • Removed the forced map on every 9th floor.
  • Added Title for reaching floor 999 of onslaught

Bug Fixes

  • Fixed an issue where range shards were double stacking on World Tree. 
  • Fixed an issue where the towers would stay up even when there wasn’t enough DU while using the Persistent Tower option.
  • Fixed an issue where the Snake Bomb shard did not work.
  • Fixed an issue where the Oily Harpoon shard was not oiling mobs.
  • Fixed an issue where the Explosive Finale did not work. 
  • Fixed an issue where the Heroic Power shard became less effective if heroes were swapped when first loading into a map.
  • Fixed an issue where the Drakenlords’s Soul passive was not slowing enemies.
  • Fixed an issue where a third Destructive Pylon could be obtained.
  • Fixed an issue where Brittle Mutator did not increase HP of a mob.
  • Fixed an issue with the consumable buffs lasting forever.
  • Fixed an issue where Concussion Shot was inconsistent and could hit heroes when walking forward.
  • Fixed an issue where the Accumulator mod did more damage than intended on World Trees.
  • Fixed an issue where shocking pets could not roll shocking abilities.
  • Fixed an issue where auto-equipping relics with a full inventory will delete them.
  • Fixed an issue where XP scaled too high after reaching 100K ascension. 
  • Fixed an issue where the Blood Moon Incursion weapons sometimes spawned with a hidden empty mod.
  • Fixed an issue where Nimbus would not Drench enemies.
  • Fixed an issue where Nimbus would sometimes not damage enemies.
  • Fixed an issue where the Serpent's Kiss shard did not inflict poison damage.
  • Fixed an issue where floor 480 of Onslaught was being censored by the profanity filter.
  • Fixed an issue where the Harpy’s Perch was able to attack without a World Tree nearby.
  • Fixed an issue where C7 Dark Awakening had the wrong enemy power level for the Chaos tier.
  • Fixed an issue where Unslowable enemies couldn’t be oiled.
  • Fixed an issue where Dread Bones wasn't dropping loot in Expeditions / Onslaught
  • Fixed an issue where the Boosted Blockade shard wasn’t correctly updating.
  • Fixed an issue with Node-type defenses giving extra mana when sold than intended.
  • Fixed an issue where the Charge Blast V2 shard allowed you to get negative EV2 Heat.
  • Fixed an issue where the volume of The Drakenlord boss death sound was too loud.
  • Fixed an issue where Weapon Manufacturer was not showing it reached it’s rate cap.
  • Fixed an issue where the DPS calculation of the Weapon Manufacturer was not correct.
  • Fixed an issue where the North Pole mod was not dealing frost damage.
  • Fixed an issue where new players could get stuck in the first mission.

Social Defenders

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For Etheria!
Chromatic Games

 

[CG] Brittani

KeyArt_Episode1_logo-only.png

 

DEFENDERS,

The time has come… Dungeon Defenders: Awakened passed Nintendo’s Lot Check process and is ready for release on the Nintendo Switch! Thanks to all of the great feedback from our PTR testers, we’re now at a place where we feel ready to announce more details on the release of The Lycan’s Keep update (formerly known as Episode One) as well.

The official release date for DDA on Nintendo Switch is August 4, 2021. But that’s not all... The highly anticipated free update “The Lycan’s Keep” will launch simultaneously on PC via Steam, Xbox One, and Xbox Series X|S on August 4th, too; this update will be available on or soon after the launch of Dungeon Defenders: Awakened on Nintendo Switch.

Pre-order for Dungeon Defenders: Awakened on Nintendo Switch will be available on July 28, 2021.

Qualifying Kickstarter and Xsolla Backers who chose Nintendo Switch as the platform for their Game Key reward will receive their digital game key in their emails prior to the launch time on August 4th.

While you’re here, check out the official trailer for the release of DDA on Switch:

PlayStation Update

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

Social Defenders

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

For Etheria!
Chromatic Games

[CG] Brittani

DEFENDERS,

The Public Test Realm (PTR) is out now and there’s a lot for you to test (click here to find out how to get in). We’re going to be gathering feedback on and updating based on that feedback as we go! You may notice there is more in this update than what we have already announced (and we plan on adding even more as we get closer to launch), so we will frequently be adding to this list in order to get your feedback on additional elements and changes.

DISCLOSURE

This is a PTR build. That means that things are going to be in a rough state, not finished, maybe a bit buggy, etc. It’s by no means a perfect representation of the game, or final in any means. Please take this into consideration when providing feedback. We’ve spent a lot of time working hard on getting this massive update going. We ask that you be respectful when providing feedback and understand that actual people put a lot of time and effort into everything you’re testing.

Feedback

Through the escape menu, there is a link to a survey. You can fill this survey out and edit it over the course of the PTR.

REWARDS!

For your time spent testing the PTR (we ask at least 30 minutes if possible) and filling out our survey, you will earn a brand new reward, Tester’s Eagle Wings:

Wings PTR.png

We are able to track your account, so don’t worry about adding any identifying information, we’ll get the reward automatically unlocked on your account when Episode 1 launches. To ensure it gets unlocked, there is a question on the survey that has your “PlayFab ID” (this is what we use for cloud storage and account saving). Do not edit whatever is in that field, otherwise the rewards will not be able to be applied to your account.

In future PTR tests, we will have additional rewards for your time. We really appreciate your feedback and constructive criticism, and our goal is to give something back. :)

Defense Rate Changes

Before we get into everything else, we want to talk about Defense Rate changes. Through our development with the Switch, and throughout our certification process, our game was not able to perform with the speed at which towers were attacking, effectively making releasing on the Switch impossible (due to how towers calculate enemy positions, priorities, tons of AI tracking, VFX being played, damage calculations, etc.) because of how many resources they took to make those processes work. As a result, we’ve provided a cap for Defense Rate that caps most towers at 0.50 shots a second.

This brings in Defense Rate overflow. Basically what this means is when you pump Defense Rate into a tower, that stat is rolled over into Defense Power instead. This means that while some towers will be attacking slower than before, they will be hitting harder to compensate for the Defense Rate cap (so the stat is not wasted). This includes any Defense Rate increase that you would get from boosting a tower using Overcharge or Speedy Gemstone for example.

We had to act pretty fast on this to ensure we can release it on Nintendo Switch. We discussed having two different versions (a Switch version with the lowered rates), but that just isn’t possible for us to maintain with a team of our size. Balancing it and making it fair would be impossible, and there might be metas where playing certain content on one platform may be easier than others, which is something we want to avoid entirely.

We’re looking to get as much feedback as possible here to make sure this change feels good while allowing us to fulfill our promise of releasing on Nintendo Switch.

Heroes

The Rogue and The Warden are now available for testing!

Maps

The Mill, The Outpost, The Keep, and Foundries and Forges are all available for testing!

Item Effects

Our new system dubbed “Item Effects” have been added to gear (lower level pieces do not contain them) and are available for testing!

New Set Bonuses

New Set Bonuses have been added to gear and are available for testing!

Boss Tests

Test of the Demon, Mech, and Ancient have been added in a new game mode called Tests and are all available for testing!

Bonus Waves

In Nightmare and Massacre Survival, Bonus Waves are now available for testing (unlocked after beating Wave 25 Survival of each difficulty on Alchemical Labs, Throne Room, The Summit, and The Keep)!

The Lycan King

The Act IV boss, The Lycan King, is not available for testing at this time.

Rift Portals

Selecting Rifted and playing the new Act IV maps will have Rift Portals appear and is now available for testing!

Rifted Changes

Rifted enemy schedules have been changed to not include non-Rifted enemies and are available for testing!

Level Cap Increase

The level cap has been increased to 105 and is now available for testing!

New Accessory: Wings

Wings have been added to the game and are now available for testing! (you must complete one of the Boss Test maps)

Offhands

Offhands have been added to drop tables and are now available for testing!

Hero Deck Changes

The Hero Deck size has been increased to six, as well as providing additional bonuses for heroes in the hero deck. This is now available for testing!

Crit and Crit Bonus

Critical chance and critical bonus have been added to swords and polearms and are now available for testing!

Secondary Ability Changes

The Huntress’s secondary is a grenade toss, and the Monk’s secondary now scales off level instead of weapon. Both are now available for testing!

Ammo and Reload

Ammo and reloading have been removed from the game and replaced with an exploding secondary on crossbows (you can rocket jump with it). This is now available for testing!

Projectile Speed

Projectile speed has been adjusted across the game and is now available for testing!

Build, Upgrade, and Repair Speed

These speeds have been adjusted across the game and are now available for testing!

Pet Changes

All pets have been updated, except “Giraffe on a Treadmill” and “Mista Mine” (these will get updated in a later PTR patch).

Known Issues/Work-in-Progress List

Work-In-Progress

  • The Outpost
    • Combat/Build phase music
  • The Mill
    • Combat/Build phase music
    • Needs wisps
  • The Keep
    • Combat/Build phase music
  • Lycan
    • Tacmap image
    • Billboard image
  • Warden
    • Create-A-Hero select sound (currently same as EV)
    • Roots of Purity tooltip does not display a correct range
    • Roots of Resonance tooltip does not display correct range
    • Wisp Den tooltip does not display correct range
    • Shroomy Pit tooltip does not display correct range
  • Rogue
    • Spellbook
    • Create-A-Hero description
    • Create-A-Hero select sound (currently same as The Huntress)
    • Unfinished SFX on some Rogue abilities
  • Cinematics
    • Missing audio in Cinematics
  • UI
    • Stats panel isn't in its final form
    • Spellbook is missing some information
  • Pets
    • Mista Mine is not up to date
    • Giraffe on a treadmill is not up to date

Known Bugs

  • The Outpost
    • Gas/sludge can be inconsistent with dealing damage to the player while moving through it.
  • The Mill
    • Collision issues
    • Boundary issues
  • The Keep
    • Collision issues
    • Boundary issues
  • Endless Spires
    • Enemies getting stuck
  • Lycan
    • Subsequent howls are not faster than the original
  • Rogue
    • Melee attacks are missing when it should be on target and hitting.
    • Cannot sell / upgrade / repair on Keyboard and mouse
  • Weapons
    • Flamethrower doesn't continue firing if double clicked and held
    • Certain weapons appear too dark in game
  • UI
    • Ctrl+Shift does not work for assigning points
    • Stat tooltips on Clients may not always show
    • Defense Ability Bar will sometimes disappear on Clients when swapping heroes quickly
    • Ability cooldown countdown visual freezes after entering an menu
      • Countdown is still completed and ability is able to be activated
      • Icon resets after swapping heroes
    • Item Effects on Weapons might not show on tooltip for Clients
  • Other
    • Repair speed is taking longer than it should

What’s Next?

We’ll be updating the PTR based on feedback and bug fixes. Meanwhile we’re also still working on Nintendo Switch certification, as well as a DD2 update. We’re plenty busy at Chromatic, and are super excited to share with you this newest update coming to DDA!

Social Defenders

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

For Etheria!
Chromatic Games

[CG] Brittani

DEFENDERS,

We need YOUR help! Starting today, we’re asking for input from Defenders through our own Public Test Realm (PTR) build for Dungeon Defenders: Awakened. The main goal for our PTR tests is to gather player feedback on game updates before releases—we want to make sure each of you feels a part of the development process. You get to try out new content and we get to make sure the new content works as planned by its release. Sounds like a win-win!

First, to update your save if you were in the previous PTR (skip otherwise):

  • Navigate to C:\Users\%USERNAME%\AppData\Local\DDS\Saved\SaveGames
    • You can paste that into the top of a file explorer (if you have a C Drive otherwise change the letter)
    • OR
    • Type %localappdata% in windows search bar and hit enter and find the DDS folder from there. 
  • Delete the save labeled _PTR
  • Relaunch the game and you should get an updated version of your live save

The PTR format is a bit different from our past testing system and current live-game action, so we want to break down what this looks like for those who are interested:

  • The PTR is only available for PC/Steam Defenders. Those interested in joining the public test realm must own the game on PC.
  • You will only be able to choose the Play Online mode. Sorry, no playing offline within playtesting.
  • The PTR will not always be available. We keep the build open for specific periods and if you try to join outside those times, it’ll shut down when you try to Play Online. We’ll let you know what these available times are for each testing cycle.
  • No changes will be made to your normal saves! (cloud or local) Your data is pulled down from the cloud and stored locally.
  • The build includes specific updates, not all of them. We choose specific features and changes that we need feedback on from the relevant updates, but these builds do not include ALL of the new content. We need to keep some of it a surprise! Check out what's in the latest build here.

Now to the important stuff. How do you actually become part of the testing crew? Here’s how:

  1. Log in to your Steam account.
  2. In your Steam library, right click on Dungeon Defenders: Awakened.
    PTR Step 2.png
     
  3. Select “Properties” from the menu that appears.
    PTR Step 3.png
     
  4. Once the Properties window opens, click “BETAS”.
    PTR Step 4.png
     
  5. In the BETAS window, click the drop-down menu for the “Select the beta you would like to opt into” prompt and choose “recruit - Public Testing Realm”.
    • Note: If you only see the “None” option from the drop-down menu, you will need to restart Steam.
      PTR Step 5a.pngPTR Step 5b.png
       
  6. Once “recruit - Public Testing Realm” is selected, you can close the window. The test build will begin downloading automatically and you’ll be able to enter the game once the download is complete.
  7. Testers can then provide feedback under the Discord section “DDA - PTR” on the Dungeon Defenders Discord server.
    1. Join the server: https://discord.com/invite/dd2
    2. New members will only be able to see the 📌COMMUNITY section. If you are a new member, you’ll need to go to the channel #-role-assignment-. Then, choose “DDA” at the bottom of the role instructions.
    3. Once the DDA channels show up in the server, find the section titled “DDA - PTR”. (This will only be visible when a PTR build is active.)
    4. Read through the #getting-started channel to learn more about the rules and expectations for feedback.
    5. Give us your feedback in the channel #ptr-bug-reports.
    6. Please keep in mind that we may not be able to implement your feedback by the release of an update, but we always appreciate your comments and suggestions.

We are SO excited to get this first build out to Defenders today. As an indie studio, feedback from you all is integral to our continued success with Dungeon Defenders: Awakened, and with your help, our upcoming update can be the best one yet.

Social Defenders

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

For Etheria!
Chromatic Games

[CG] Brittani

DEFENDERS,

We’ve shared a lot with you over the last few weeks about all of the exciting additions and revisions coming to Dungeon Defenders: Awakened with the release of the Epsiode 1 update. It’s been a blast showing off our two new heroes, the Warden and the Rogue, along with introducing new maps and our new inventory and stats system on our Twitch dev stream each week. For this week, we shared some more goodies that will add to Defenders’ experiences.

Enemies in Rifted

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

How are we doing this? Rifted will no longer spawn any normal enemies! Only Rifted enemies will show up when you choose Rifted mode. The Rifted enemy counts, attack damage, and HP are staying exactly the same as they are now. You just won’t need to bat off the normies anymore. This means fewer enemies overall with the increased challenge from Rifted enemies, achieving our goal of having Rifted require more skill but less time out of Defenders.

Hero Levels

For all of you who feel reaching Level 100 wasn’t difficult enough, we’re increasing the level cap for all heroes with the Episode 1 release to 105. The best items in Episode 1 require level 105 to equip, meaning you’ll need to conquer many foes on your journey to utilize the strongest gear available!

What Else?

If you’ve been keeping up with our news, we’ve spilled a lot of beans over the last month. We’ve been paying attention to your feedback and can’t wait to show off all of our hard work to our GLORIOUS Defenders. We haven’t announced a release date for Episode 1 yet, but know that we’re working hard to get the awesome and exciting updates into your games as soon as possible. We promise we’re as giddy as you are to see and try out these changes!

Another important topic to Defenders is updates on console development. We want to reassure you all that DDA ports for Nintendo Switch, PlayStation 4 AND PlayStation 5 are still very much under way. We’re working hard to get Nintendo Switch through the Lot Check process, while fixing bugs and prepping it to be live for you all while also knocking out Episode 1. The Switch version will be completed and released before PlayStation, and we are aiming to have DDA on all consoles by the end of the year.

Finally, we’re also working on an update for Dungeon Defenders II. We’ve got so much going on at Chromatic Games and we are making sure this stuff is ready to go before we ship it out, but we promise it’s on its way!

Social Defenders

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

For Etheria!
Chromatic Games

[CG] Brittani

DEFENDERS,

With all the news on gear upgrades from last week, it may feel like we can’t possibly give away any more Episode 1 news, but you’d be wrong. Here we come with even more reveals with a brand-new game mode and some spicy additions to current play.

Developer Note: All of these things are subject to change by the release of Episode 1.

“Tests” Boss Challenges Game Mode

We’ve got a NEW GAME MODE! We’re calling this the “Tests” mode because it’s one defender being tested against one big baddy. The “big baddy” can be any of DDA’s infamous bosses, and you fight one-on-one to defeat them on their own map. One more small detail—you fight the bosses with zero defenses. Wait, there’s one more small-ish detail to add to that. You can’t use your heroes. You must choose to fight with one of two predetermined heroes. Don’t worry, they come with their own gear, too.

Guess it's time to hone those combat skills!

Now for the details of the fights. Each fight has a 3-minute timer, so you need to be skilled and quick. These fights should be difficult, but not impossible to beat. To help with this, you have one extra life during the fight. That means you can die once and everything is peachy. If you die twice, though… That’s the end of the fight.

Along with the extra life, each boss has three difficulty levels for you to choose from: Tier I, Tier II, and Tier III. Each boss is also equipped with a “deadly” mechanic that deals some serious damage. This should go without saying, but you definitely need to avoid being hit by the deadly mechanic at all costs. We warned you.

We’re sure there are lots of questions running through your head right now. What heroes can you use in these fights? What is this “deadly” mechanic you should avoid? What else did we leave out because we love keeping secrets? Well, here’s the breakout for each “Tests” battle.

Test of the Demon

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

Test of the Mech

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

Test of the Ancient

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

You’re probably asking yourself what the rewards are like for this new game mode. That’s a great question! Since we want to keep some of this a surprise, the answer to this is kept simple for now. For defeating each of the bosses at each of the tiers, you can earn unique rewards that are only available through Tests. With three different bosses at three different tiers in this game mode, there are 9 unique rewards up for grabs.

This type of game mode that gives Defenders a way to just fight bosses with only a hero is something we’ve seen people asking for. This is also something that’s easy for us to add and test out. It is a bit of an experiment for DDA, and if you all enjoy it, we’ll be sure to include it in all of our future episodes.

Speaking of other fun experiments… Our next section goes over the fun we’re adding in for fans of Rifted.

Rifted Portals

Another fun addition to DDA in Episode 1 is Rifted Portals. What the heck are portals?!

Rifted Portals are alternate spawn points for enemies that appear at set locations and times on Rifted Episode 1 maps. Enemies are removed from their original lane and ported to the alternate location. What defenses they miss along the way, nobody knows.

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

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

Bonus Waves

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

What Are Bonus Waves?
The basic explanation for these are extra waves that can be unlocked once defenders complete Wave 25 on any Boss map in Survival and Mixed modes at Nightmare and Massacre difficulties. All maps have their own Bonus Wave that unlocks once you defeat the boss within its respective Act. As you can imagine, enemies in this extra wave are faster, stronger, and tougher, but as we said, you’re rewarded for your hard work.

These Bonus Waves are purely opt-in, meaning you can choose to complete them on each map if you want — you don’t have to complete them to finish the map, though. Oh! Here’s a fun fact: Bonus Waves for Boss maps also feature the boss! Sorry, not sorry for that goodness. To note, Bonus Waves for Boss maps only appear after defeating the next boss. For example, you unlock a Bonus Wave for Alchemical Labs once you’ve defeated the Throne Room Nightmare/Massacre Survival Wave 25. We’ll spend the rest of this section going over how to actually access the dang maps and what goodies come from completing them.

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

This gives Defenders freedom to choose the battle that’s appropriate for your style of play. If you want to skip over the Demon Lord and Goblin Mech maps, heading straight to Ancient Dragon to open the Bonus Waves for all three Acts, you’re able to do that. Here’s a handy example explaining how Bonus Wave unlocks work:

You, a glorious defender, complete the Alchemical Laboratory on Massacre Survival. With this great takedown of the Demon Lord, you unlock access to the Demon Lord Bonus Wave on all prior Act 1 maps.

If you, our GLORIOUS Defender, go on to complete Tornado Valley, you don’t yet have a Bonus Wave for that map. Quickly realizing this, you defeat the Throne Room on Massacre Survival, and this unlocks access to all prior Act 2 Goblin Mech Bonus Waves at Massacre difficulty, plus Goblin Mech Bonus Waves for all maps in Act 1.

There’s more we want to add that may make it into Episode 1, if not a future update. We want you to have multiple Bonus Waves to choose from (e.g. Demon Lord and Goblin Mech), where you’re only able to choose one of those waves to complete. So, in the case of the example above, when opting-in to the Bonus Wave on Deeper Well, you must choose to complete the Demon Lord Bonus Wave or the Goblin Mech Bonus Wave. Not both, or at least not in the same session.

You may be asking, “Why bother with these extra waves if they’re just tougher challenges?” Well, we left out some important pieces of information…

Loot Drops
We hope you’re ready for some AWESOME rewards because that’s what defenders are getting from these Bonus Waves. Many of you already know this, but it’s worth explaining again just in case some of us need a refresher. The quality of the loot drop from a map’s chests are dependent on a number of factors, including the game mode, selected difficulty, whether or not you’re playing on Hardcore and/or Rifted, and, of course, RNG.

These Bonus Waves are no different, but there are some small-ish differences to ensure the reward is equal to the work. We do this by increasing the loot quality of every Bonus Wave according to the level of the boss associated with the wave. Basically, Act 1 Bonus Wave loot drops will increase in quality after you defeat Demon Lord, and Act 1 and 2 Bonus Wave loot drops will increase (again) after you defeat Goblin Mech. Activating Hardcore and/or Rifted further adds to the quality of Bonus Wave loot drops on all maps.

That’s Bonus Waves, Defenders!

Summary

Like we revealed on our Friday Funday stream, Episode 1 ramps up DDA’s difficulty with a new Tests game mode, Rifted Portals, and Bonus Waves that reward you for your hard work. Once we have this content in place, we’ll be able to expand on it in future episodic content. This is just the beginning!! We can’t wait for you to try it all out and pick up some awesome gear at the same time.

We haven’t announced the release date for Episode 1 yet that includes all of these additions, along with the new heroes, new maps, and an overhaul of gear, but be on the lookout on our social pages. We love sharing that kind of exciting news on those pages first!

Console Update

We want to reassure you all that DDA ports for Nintendo Switch, PlayStation 4 AND PlayStation 5 are still very much under way. We’re still working hard on getting Nintendo Switch through the Lot Check process, fixing bugs, and prepping it to be live for you all while also knocking out Episode 1. The Switch version will be completed and released before PlayStation, but we are aiming to have DDA on all consoles by the end of the year.

Social Defenders

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

For Etheria!
Chromatic Games

[CG] Brittani

DEFENDERS,

On the May 14th stream we continued our string of reveals. Previously we’ve shown off the new Maps (The Mill, The Outpost, The Keep, and Foundries and Forges), the new heroes (The Warden and The Rogue), some new weapons (The Woodland Set), and even the new enemy (The Lycan). Those are just some of the things being added to the game, but now it’s time to get into some of the new features coming to Dungeon Defenders: Awakened. Let’s start with a big one — GEAR!

GEAR UPGRADE

Gear is getting a major face lift in Episode 1, and for a lot of reasons. We’ve been taking a heavy look at what players are doing with gear, how well they understand it, and what that means for metas. Currently, the meta is boost-only to succeed. Boost builds are fun, but they shouldn’t be the only way to experience the game. We’re going to keep boosting viable, but we’re also going to add options to help give our ever-expanding roster of heroes and content more ways to be enjoyed and conquered (respectively).

Stat Changes

There’s a lot to unpack here, so first let’s get into the changes that are coming. We’ll focus first on what’s being removed, what’s being added, and last the additional systems that are added that are built off this new foundation.

Stat Removal

On our May 7th stream we talked about removing Ammo and Reload from the game as a concept so that heroes using Crossbow weapons weren’t hindered when choosing to play with a crossbow wielder. Here’s a total list of what we’re removing from items, and what’s going to happen with them:

Ammo and Reload Speed
As previously mentioned, they just weren’t fun mechanics. They punished early players and scaled so high they didn’t matter to late game players.

  • New: The Huntress gains the ability to shoot an arcing explosive that deals damage to enemies hit. If the Huntress is in the explosion radius, she gets launched based on her orientation to the explosion. Rocket jump!

Agility
This stat capped out at 100, meaning that a lot of players with 1000’s of agility because of gear rolling all the stats were getting punished for every decent agility roll on gear.

  • New: Agility cannot be upgraded, but instead scales from levels 1 - 50, with 50 giving the player the equivalent movement speed increase of 100 agility from before Episode 1.

Block
Not all heroes who use swords block.

  • New: Block is an ability that statically scales based on the source of the attack, with smaller enemies taking less block resource and stronger enemies taking more.

Casting
Another stat that caps out pretty quickly and ultimately takes power away from gear.

  • New: Casting now scales based on your hero level up to a cap. The higher your level, the faster you build, repair, and upgrade defenses.

Charge Rate
Another stat that was a little too complicated to understand.

  • New: Now is baked into abilities that charge (i.e. Apprentice Secondary Attack)

Knockback
More stats that people weren’t upgrading or cared to receive.

  • New: Now scales off specific weapons innately.

Melee Attack, Ranged Attack, and Elemental Attack
The difference between these has always been confusing as to which ones to upgrade for players. Veterans might understand what to do here, but it's not really clear. As a result:

  • New “Damage”: We’ve decided to just merge these into one type “Damage”. That means if an elemental weapon drops, there’s one source to upgrade that guarantees you’ll be doing more damage. This new approach will keep damage scaling the same as before.

Projectile Count (Polearms)
We removed this stat as it pretty much locked polearms to only the Monk, unless any hero we made in the future used ranged fire as their secondary stat.

  • New: Projectile Count for the Monk now scales with their level. Early in the game you have a single projectile, and then after a continued progression it’s permanently set to 7 projectiles.

Projectile Speed
Upgrading this actually made some weapons unusable because their projectiles moved so quickly that they would not hit enemies.

  • New: Now this stat is set on a per weapon basis, meaning some weapons shoot faster or slower than other types.

Skill and Boost
These two have been pretty hard to describe what they do for a lot of players, and they also lock us into this idea of new heroes always having both, or having to disjointedly say “ability two is for boost” or “Carnage on the Rogue scales from boost”. There’s a lot more we could get into here, but the TL;DR is that they weren’t intuitive.

  • New “Ability” stat: Ability is just Skill and Boost combined and are incorporated into the scaling of any ability a hero uses. Previously playing a boost Apprentice? Well now you can go drop mana bombs that pack a punch while keeping your boost build going.

That’s a lot of changes that were made as the result of us heavily investigating gear, looking at player profiles, watching streams, watching video guides, and surveying players. We really dug into what players want and the best way to provide that. We’re not stopping there. We’re going further. Let’s talk about some new stats that are coming.

New “Crit” and “Crit Scaling” Stats - Melee Only
This stat is not a new concept to players, but the way it's implemented might be. We wanted to give melee heroes a chance to compete with ranged heroes. Ranged heroes have projectile count that deals multiplicative damage that’s not split amongst projectiles, and get to send a barrage of attacks to enemies while not having to worry too much about taking an axe to the face. Melee heroes however have to focus on avoiding too much damage, getting in and out, and not having as high uptime on dealing damage.

Critical strikes help bring balance to this difference. Melee heroes do have the advantages of cleaving, but in the late game projectile counts more than make up for that bonus. Critical strikes are a chance for us to make playing a melee hero a lot more fun. Critical strikes only apply to primary attacks and not abilities. As this is a new stat coming in with a lot of changes, we want to make sure it's powerful enough to balance the scales. Wow, okay, that was a lot to write about stats, but these are huge changes coming to items that we really need to explain as a foundation. But wait, there’s even more — let’s get into some item changes!

Item Changes

Now that we have stats laid out, the presentation of these stats is going to change. As previously mentioned, a lot of players felt forced to only play with their defenses. We think that’s a great way to take on challenges in DDA, but it shouldn’t be the only way to play. Instead of forcing players to choose between a defense-focused hero only and a damage-focused hero only, we’re going to let you do both.

Stat Locations

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

Hero Stats

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

Tower Stats

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

One thing we noticed was people were managing a lot of heroes to do multiple things, sometimes the same hero to build and another version of that hero to damage. There was so much that required you to have to set up and maintain, keeping you from taking down enemies for that sweet, sweet loot. This now gives you two options to play with at the same time instead of one. The note we made earlier with Ability letting you drop a Mana Bomb while also tower boosting? This lets that happen more.

The end goal of all of this results in us balancing these items so you have the same tower or hero strength that you had before Episode 1, but now having the both. Your individual character’s strength doubles as a result of this, which is why you may have noticed “offhands” as a term describing where certain stats would appear.

Offhands
This is a new item slot type that’s also kind of... not new. In order to really pack a lot of power into heroes and not bloat the strength of weapons, we decided to use a slot we have and make it more impactful. The Squire has a unique slot that has made it a little harder to balance him, and so looking at him we decided to unify this slot across all heroes. Now all heroes that do not dual wield weapons (Series EV-A and The Rogue) have an Offhand slot. These are as follows:

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

This is a lot of changes and balancing to improve player experiences and to open things up a bit when it comes to playing your hero in multiple ways. A lot of this is built upon a goal of ours: make gear more interesting. You may be wondering how removing stats, combining stats, and making stats native to heroes makes them more interesting. That part makes it simpler to understand what gear does and more ways to play for sure, but doesn’t really mean things are interesting. That’s where Item Effects come into play.

Item Effects

This is a new system that is coming to all gear in DDA. Item effects are unupgradable additional stats and effects that are applied on all your gear. For Episode 1, our goal is to lay it out as a foundational system that we are going to continue to build upon. The first iteration will be a bit simpler, with more complexity coming in future episodes.

What are Item Effects?
They’re additional effects that roll on your gear. There are a ton of these (with more added each episode) that should help boost your strength. Some only roll on specific item types, but this is something that’s easier to explain with examples than get into the weeds of it, so let’s look at a few types:

  • Stat types: These roll additional stats on pieces of gear that those stats could appear on.
    • Example 1 - “Increases your Power by X” rolls on armor and accessories.
    • Example 2 - “Increases your Attack by X” rolls on weapons and offhands.
  • Elemental Increases: These roll additional elemental damage increases.
    • Example 1 - “Increases your hero’s Fire damage by X%” rolls on weapons and offhands.
    • Example 2 - “Increases your defenses’ Fire damage by X%” rolls on armor and accessories.
  • On Attack: When using your Primary Attacks, these have a chance to activate.
    • Example 1 - “Your Primary Attacks have X% chance to Enrage enemies for Y seconds”.
    • Example 2 - “Your Primary Attacks have X% chance to explode, damaging all enemies in range. Y seconds cooldown”.

This is just a brief look into what item effects are, but this doesn’t even come close to encompassing all of them. Item Effects allow us to now drop gear that lets players continue to progress playing through with less random base stats, but then have the ability to fully customize heroes by hunting down the right effects that bring a lot more unique power.

How does this affect my current character?
Going into Episode 1, we will be updating everyone’s gear to fit within this new system. Your current hero strength and setup should be maintained very similarly to how you currently perform, with the added bonus of your damage heroes being able to build and your builder heroes able to deal damage. We’re also working on having some specific item effects be included on this new gear as well, setting you up for a ton of success when Episode 1 launches.

To make sure everything scales correctly, upgrades are going to be changing since stats are being altered. As a result we’re going to be refunding you a plethora of gold based on your upgraded gear and removing the upgrades from this gear. This will let you then choose where to spend your upgrades within this new system. While it might take some time, we’re doing what we can to make sure it’s as easy and doesn’t make you feel that your previous decisions lock you out from taking part in all these changes.

Oh, you think this post is long? That’s too bad, because there’s even MORE. Let’s talk Set Bonuses. We’ve got them, you want them.

Set Bonuses

This shouldn’t come as a surprise entirely, as we’ve talked about adding more set bonuses in the future, and that’s what we’re doing here. Set Bonuses are additional stats and functionality that you get out of wearing pieces of a specific set at the same time. Previously in DDA, the only set bonuses gave item stat increases or turned specific defenses into Fusion towers. They still do, but now there’s more!

New Set Bonuses
The ones you’ve collected so far are still included, but we wanted to add some additional opportunities for you to build sets and customize your characters. We’ve got these broken into two different types that either increase your hero power or your tower power. Here’s two examples:

  • Erupting Defense: Increase your defenses’ Fire damage by X%.
    • Armor Set, 4 Pieces
    • Like Fusion gear, your item stats are still increased, but by a lesser percentage.
    • This increase will make your Fire defenses your strongest defenses for this hero.
  • Thundering Assault: Increases your hero’s Lightning Damage by X%.
    • Weapons, 2 Pieces (Weapon and Offhand)
    • New to weapons, but plays off elemental weapons you acquire.

There are more set bonuses that are thematic to what we’ve laid out here, and even a few that aren’t. However, since set bonuses have been focused on towers primarily for a while, we’ve decided to add a bit more fun and flair with Hero Weapon Sets.

Hero Weapon Sets
We wanted to offer new sets that allowed players to take advantage of how active they can be if they choose to. These new weapon sets only work on a specific hero, and aren’t specifically aimed at changing their gameplay, but instead provide some more utility to their abilities. For now, we’ll give you a taste of one:

  • Protean Cannon MK II: Protean Surge deals X% increased damage and ensnares enemies by Y% for Z seconds.
    • Weapon Set, 2 Pieces (Crossbows and/or Staves)

This is something experimental that we wanted to put out there. They’re a ton of fun to use and let players come up with even more unique builds and choices on how they play DDA. We’ll be looking to expand this system as we release additional episodes.

How you see and interact with all of these new additions is incredibly important. So without further ado, let’s start talking Inventory improvements.

Inventory Update

DDA has a lot of stats and things going on when it comes to items, stats, set bonuses, characters, etc. It’s a lot to take in and isn’t currently explained in the best way. That’s where Episode 1 comes in.

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

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Just from this image alone there’s a lot to see. One of the first things we’ll note is that items and equipped gear are now next to one another making it easier to equip pieces both with mouse and keyboard, as well as gamepad.

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

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

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

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

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

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

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

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

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Alright we’re exhausted, there’s no way there’s more. Oh wait. There’s so much to take in here, a lot of things changing, and a lot of things being added. Previously we were asked about having limited choices in the Hero Deck that make all the new things we’ve shown before this post somewhat harder to desire. Then the next topic shall be HERO DECK CHANGES!

Hero Deck Changes

We anticipate the need for the amount of heroes needed to go down compared to what players use now (with a lot of these item changes), but we also want to make things a bit more open and diverse. As we talked about it, and with the plan to add more heroes, we knew we needed to make some changes. First, let’s talk size.

Hero Deck Size
Now four heroes is great and all, but based on survey results, 95% of our players use 6 heroes at most. As we said, we expect the amount of heroes to go down (by at least 1), so when choosing a max, we wanted to accommodate adding new heroes alongside what players use. This made the decision pretty easy for us. So, in Episode 1, the new Hero Deck size is going to be SIX HEROES!

Hero Deck Incentives
Currently there are three hero deck incentives that affect players:

  • XP Shared across all heroes in the Hero Deck (this is on the UI)
  • Active Hero towers’ gain 33% increased damage (mentioned in the tutorial)
  • Fusion Set bonuses activate (not mentioned in game).

We surveyed players asking if they’d like to have more incentives to use the Hero Deck, and so here’s what is changing in Episode 1:

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Experience points being shared among all heroes in the Hero Deck is nothing new, except you have 50% more heroes now that will benefit from it.

Active Set Bonuses and Item Effects accomplish two things. The first is that we wanted to provide a space for players to make unique builds with specific customization. We’re adding a lot and by having this in place we make sure players don’t feel pressured to have every hero with every combination incorporated into a single build. The second is that we are going to be working on additional systems that take the item effects system and turn it from 10 to 11. If we did not place this restriction, we would be locked in with only the item effects in this first iteration.

Lastly, for Episode 1, we’re removing the restriction of “Active Hero” gaining increased Tower Damage. This means that all of your Hero Deck towers will be gaining a boost to damage. We’re currently working through the balance of what that percentage is, but the goal is to give you more power, try more diverse builds, and give you more ways to win.

Summary

There was a lot covered here and a lot of this stuff is subject to change until we have it out the door. We’re excited to get all of this tested and out to you, OUR GLORIOUS DEFENDERS. This is the standard of what you can expect with Dungeon Defenders: Awakened development and our episodic releases. A lot of this work is going to be expanded upon with future Episodes that we’re excited to work on and share with you!

What’s Next?

Believe it or not, this isn’t everything. Next week we’ll have even more reveals for the stuff coming into Dungeon Defenders: Awakened Episode 1. There’s even a new update for Dungeon Defenders II being worked on. We’ve got so much going on at Chromatic Games and we are making sure this stuff is ready to go before we ship it out, but we promise it’s on its way!

Console Update

We want to reassure you all that DDA ports for Nintendo Switch, PlayStation 4 AND PlayStation 5 are still very much under way. We’re still working hard on getting Nintendo Switch through the Lot Check process, fixing bugs, and prepping it to be live for you all while also knocking out Episode 1. The Switch version will be completed and released before PlayStation, but we are aiming to have DDA on all consoles by the end of the year.

Social Defenders

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

For Etheria!
Chromatic Games

[CG] Brittani

DEFENDERS,

During our dev stream last Friday, we mentioned this week would bring the biggest news yet. We weren’t joking! We’ve finally made it to the reveal of the brand new, never-before-seen hero coming to Dungeon Defenders: Awakened in Episode One. A couple of weeks ago, we revealed the Warden, who happens to be the spiritual successor of the Dryad. Who will be joining her in Etheria? The second hero goes by… The Rogue!

Now that you have a name (which some of you correctly guessed on our Twitter and Instagram posts), guess we need to tell you more about this new hero. Have we built up the excitement enough? We sure hope so. Let’s get to the learnin’!

New Hero: The Rogue

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As some of you super sleuths guessed (was it the ears??), the Rogue is a highly trained elven soldier. The catch—he’s the last remaining elite warrior from an ancient elven army, meaning he comes ready to battle enemies head on as a melee and ranged dual-wielding hero. As a combat-only defender, the Rogue is agile, dashing in and leaping out of battle as he sees fit.

A lack of defensive towers does not mean the Rogue is without protection. Going Stealth activates invisibility and his arsenal of devices combine to disable, enfeeble, and slow your enemies’ advances. Let’s dive into the details of these attacks, abilities, and devices.

Attacks and Primary Abilities

Developer Note: All of these things are subject to change in regards to balance, functionality, and visuals.

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

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

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

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

  • From Stealth: Hero throws a single deadly knife at an enemy, dealing massive single-target damage.

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

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

Devices and Utility Abilities

The Rogue has been specially trained for direct combat—a “fighter” some may say—and brings a preference for battling enemies with some very powerful tools. With this battle style, the Rogue does not build defenses, but instead this lone warrior comes equipped with devices that act as mobile traps that deal elemental damage and apply debilitating status effects to all Marked enemies during combat, regardless of the distance between defender and enemy. The Rogue’s Stealth also comes in handy for those moments when defenders want to surprise their foes, escape danger, or mark enemies from afar.

Developer Note: We wanted the Rogue to play like no other pure damage characters that we’ve made in other Dungeon Defenders games. We wanted him to feel like there was strategy in his abilities, similar to placing towers. He’s designed to fill the role of a special enemy killer, focusing down the strongest foes with both consistent and burst damage when you focus a specific enemy (with nearby enemies taking some hits being an added bonus). For our first non-building hero, he’ll have a lot of big moments and strategies similar to when a tower is beating down enemies, except you’ll BE that tower!

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

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

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

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

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Utility Ability 1 - Stealth: The Rogue becomes invisible for a short duration. While invisible, the agile hero can Mark enemies with primary attacks, secondary attacks, and empower non-Device abilities. He cannot be targeted by enemies, but he can still take damage from their attacks if he gets within damaging range.

  • Riposte Buff: Using a non-Device ability breaks invisibility and applies a buff to the Rogue. This buff reduces incoming damage from all sources and deals his melee weapon damage back to attacking enemies for a short period.

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

  • From Stealth: AoE damage radius is increased and it breaks invisibility.

New Map: The Keep

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Throughout the month of April, we’ve revealed one new map each week that’s being added to DDA in Episode 1 on our Friday Funday dev streams on Twitch. You’re definitely missing out on some of the best beans if you haven’t made it to a stream yet, but we can’t keep all the secrets to ourselves. So, LOOK AT THIS BRAND NEW MAP. It’s called The Keep and it’s as spooky in game as the picture suggests.

With the other three maps we’ve revealed as remakes of fan-favorites from other Dungeon Defenders games—The Mill, The Outpost, and Foundries and Forges—we wanted to save the best for last. These cursed grounds form a gigantic map. We mean that. It is HUGE. Don’t believe us? Watch the live playthrough from last Friday.

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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.

New Enemy: Lycan

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Another big bean we revealed last week is the new enemy, the Lycan. As you can see from the picture, they’re certainly looking to bring more destruction to Etheria. Using the werewolf’s signature ability, “Howl,” the Lycan empowers himself and nearby enemies, while reducing the effects of incoming attacks.

Lycan enemies show up on each of the new maps, but they show up in earlier waves as you progress through Act 4. Are you up for the challenge? We sure hope so because Etheria needs you!

What’s Next?

We still have lots of exciting changes and updates coming to DDA that we’ll share with you all during our Friday Funday dev streams, including showing off the Rogue this week! We’ll post a reminder on social media, but make sure to head over to Chromatic Games’ official Twitch page this Friday at 3PM EST to hear all the juicy B E A N S we can’t wait to spill.

Social Defenders

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

For Etheria!
Chromatic Games

[CG] Brittani

#MayThe4thBeWithYou, Defenders!

We know the power of the dark side is a constant temptation. To help you continue choosing the light, we’re giving defenders a FREE downloadable far-far-away themed wallpaper! Our heroes want to send a galaxy-sized “Thank You” for all your support in keeping Etheria safe through the years.

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We’re feeling extra generous, so for a short time, all galactic-themed DD2 costumes (including the Very Far Away Bundle) are 50% OFF in the Emporium! The sale starts today and runs until May 5th at 8:00PM EST. The Emporium is the way… to great deals.

On top of these marvelous deals, one defender will win a code for DD2’s Very Far Away Bundle through our retweet giveaway! This galactic bundle features four costumes for our four original heroes: Dark Disciple Squire; Arcanatrooper Apprentice; Galactic Assassin Huntress; and Dark Shawl Monk. Make sure to head over to our Twitter post to “like” and retweet to be entered in to the giveaway.

Social Defenders

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

For Etheria!
Chromatic Games

[CG] Brittani

DEFENDERS,

The Dungeon Defenders II update you’ve been patiently waiting for is here for Steam and Xbox (with PS4 releasing after we pass certification)! In our update preview post, we let you, our glorious defenders, in on some of our juicy secrets, but of course we had more up our sleeves. It’s time to throw away those parkas because winter is gone—don’t worry, though. Ol’ Peepers will be there to spread the gift-giving spirit YEAR ROUND. We also fixed a ton of bugs, nipped a bunch of exploits in the bud, and introduced lots of new bundles for heroes and items. Now, let’s get into all the deets!!

Winter is Over

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

New Daily Login Rewards and Ol’ Peepers

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Ol’ Peepers is a long-time friend of the Etherians and is finally ready to venture into the urban lifestyle this update. He’ll be delivering daily gifts and consumables for the low low price of 1000g to the good Defenders visiting the Town Hub ALL YEAR LONG. Along with the gifts you all normally expect to see when you log in daily, Ol’ Peepers will also have a chance to drop Carnival consumables. What kinds of Carnival consumables, you may ask? Check them out:

  • Trust me Disguise
    • Gives the player the ability to deal 1.25x more damage for a limited time.
  • Lucky Bunny Mask
    • Gives the player the ability to jump 1.5x higher for a limited time.
  • Rainbow 'Fro
    • Gives the player the ability to spawn cat projectiles for a limited time.
  • Snow Liger
    • Gives the player the ability to go 1.25x faster for a limited time.
  • Imperial Grin
    • Gives the player 25% extra damage resistance for a limited time.

Introducing Two New Shards and a New Pet

Keep an eye out for the Lava Warrior Shard and the Boosted Beam Shard, newly added to the game. The Lava Warrior shard generates additional lava charges on successful melee attacks, bolstering the abilities of our Lavamancer. While the Boosted Beam Shard will increase the damage boost given by the Buff Beam, an exciting addition to EV-2’s arsenal.

Also, hidden among the loot of the Wyvern Den Prime Incursion is a Crystalline Betsy!

New Bundles

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Let’s get pumped for some ridiculously awesome hero bundles! We felt our current offerings didn’t meet all defenders’ needs, so we went back to the drawing board and came up with a more player-focused approach to bundling that will get you more bang for your gems. Have you ever wished for the Dryad to magically pop into your hero inventory, or had your younger sibling spend all your gems behind your back without adding the must-have Gunwitch? Well, you’re in luck because our All Heroes Bundle will get you both the Dryad AND the Gunwitch AND so much more.

If you’re adding new heroes to your plate, you’ll definitely need some skins to customize your vibe. There are several new hero skin bundles to choose from now, including “Heating Up” with Molten skins and “Out of This World” with Galaxy skins. Here is the full list of new bundles:

All Heroes Bundle

  • Contains the Abyss Lord, EV2, Gunwitch, Lavamancer, Mystic, Dryad, Initiate, Adept, Barbarian.
  • Available for 3,200 gems for a limited time.

Hero Skin Bundles

  • Legendary Guardian Supporter
    • Contains Guardian of Fire Huntress, Guardian of the Molten Citadel Squire, Guardian of the Dead Apprentice, Guardian of the Storm Monk.
  • Technological Upgrade
    • Contains EV2 Mark 3, Techwitch Gunwitch, and Cybermancer Lavamancer costumes.
  • Heating Up
    • Contains the Molten Master Abyss Lord, Molten Juggernaut Lavamancer, and Doomfire Regalia Adept costumes.
  • Out of This World
    • Contains Galaxy Apprentice, Galaxy Squire, Galaxy Huntress, Galaxy Monk costumes.
  • Very Far Away
    • Contains Dark Disciple Squire, Arcanatrooper Apprentice, Galactic Assassin Huntress, and Dark Shawl Monk costumes.

New Tower Skins

You asked for more tower skins, and we’re delivering with this Hypno Tower Skin bundle! We teased these on our social page yesterday and they’re now ready for defending. Look how perrrrrty they are (pic below) - how could you NOT grab these, like, right now? The bundle will include skins for all towers and defenses, so no excuses allowed.

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We know defenders are yearning for more tower skins. Rest assured, we’re experimenting with other fun looks and hope to keep the good vibes going with more new tower skins in the future.

New Shards

The addition of the Shard Shop was such a huge success that we wanted to bring even more player-requested bundles to this space. Introducing brand-spanking-new bundles for the most in-demand shards in Etheria! Which bundle are you most excited to grab first?! That’s a serious question—we can’t decide which one to grab first for ourselves.

  • Starter Defense Shard Bundle
    • 5 Destruction, 5 Fortification, and 5 Defensive Critical Damage Shards
  • Advanced Defense Shard Bundle
    • 5 Deadly Strikes, 5 Defense Rate, and 5 Defensive Critical Strike Shards
  • Starter Hero Shard Bundle
    • 4 Speed Boost, 4 Construction, 4 Worm Scarf, and 4 Bulwark Shards
  • Advanced Hero Shard Bundle
    • 4 Critical Strike, 4 Inspiration, 4 Channel, and 4 Jackpot Shards
  • Golden Destruction Bundle
    • 11 Destruction Shards + 300,000g
  • Golden Fortified Bundle
    • 11 Fortification Shards + 300,000g
  • Golden Damage Bundle
    • 11 Defensive Critical Damage Shards + 300,000g
  • Golden Speed Bundle
    • 11 Defense Rate Shards + 300,000g

Persistent Tower Option

The excitement is real with this new quality of life update. With the Persistent Tower option, you can summon, upgrade, and sell towers by only activating each button once! We tested this out in Dungeon Defenders: Awakened and it’s been a huge success with the community. It was kind of a no-brainer for us to add it to DD2, as well. Can’t wait to hear how much you all love it!

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This option will be on by default, but for those players who want to maintain the original tower placement/upgrade/sell experience, there is a menu option in Options under Gameplay called “Persistent Tower Interaction” that you can uncheck.

Balance Changes

We love hearing from the community about the good AND the not-so-good because it helps us make Etheria as enjoyable as possible for as many defenders as possible. With this, we’ve been listening to your feedback and fixed a bunch of bugs and issues reported by our dedicated defenders, and added in some fun elemental combinations to keep the game new and exciting for defenders of all levels. We also toned a few things down that were a bit too strong from overwhelming player feedback.

General

  • Maps
    • Onslaught
      • The Draken Lord no longer appears in Onslaught.
  • Mods
    • “Anti-” Mods
      • Damage has been reduced by 23%.
    • Controller Servo
      • Damage reduced by 16%.
    • Shocking Revelations
      • Is now “Stunning Revelations”
        • Now deals Magical Damage instead of Storm Damage.
        • Damage has been increased by 200%.
        • Now stuns for 2 seconds.
      • You can now include servos while using this mod.
  • Shards
    • Draining Strikes
      • Damage reduced by 75%.
      • Is now Multiplicative instead of Additive.

    Pets

    • Pet damage now scales off Gear Score.
    • Rebalanced ALL pets!
      • Upgrades have been buffed.
    • NEW Crystalline Betsy Pet!
      • Can be found in The Wyvern Den Prime Incursion

    Elemental Combos

    • Fire and Oil Elemental Combo
      • Now melts enemy armor, increasing the damage they take from all sources by 25%
    • Ice and Earth Elemental Combos
      • No longer require crushing damage.
      • Hitting a frozen enemy with earth damage increases the earth damage dealt and also stuns them for 2.5 seconds

    Heroes

    Abyss Lord

    • Fiery Brimstone
      • Damage increased by 200%.

    Adept

    • Defenses
      • Hailstorm Tower
        • Reduced the animation to have higher damage uptime.

    Barbarian

    • Abilities
      • Siphon Stance
        • Base healing value reduced by 50%.

    Dryad

    • Defenses
      • Harpy Tower
        • Reduced the animation to have higher damage uptime.
      • Hornet’s Nest
        • Increased the number of hornets on a single enemy to 6 from 3.

    Huntress

    • Abilities
      • Piercing Shot Cast animation time reduced by 35%.
    • Defenses
      • Explosive Trap
        • Reduced damage dropoff by 35%.
      • Geyser Trap
        • Radius increased to 800 from 400.
    • Shards
      • Explosive Surprise
        • Damage radius updated to reflect Geyser Trap buff.

    Lavamancer

    • Shards
      • NEW Lava Warrior Shard
        • Lava Warrior Shard generates lava charges on successful melee attacks.

    Series EV-2

    • Defenses
      • Buff Beam
        • Increased the collision radius by 100%.
      • Reflect Beam
        • Damage done reduced by 80%.
        • DU cost per node is now 10.
    • Shards
      • NEW Boosted Beam Shard!
        • Increases the damage boost by the Buff Beam.

    Squire

    • Shards
      • Unholy Fire
        • Damage increased by 81% and now scales off of armor.

    Bug Fixes

    Exploits

    • We have fixed several game-breaking exploits to make the DD2 world a better place. Like a lot of them. Like building way more than you should, getting too many hyper shards, upgrading exploits, and more.
    • Fixed an issue where Grave Infection and Frostfire Remnants were stacking.
    • Fixed an issue where players could kill other players in Hubs.
    • Fixed an issue where locked mods could be moved to other weapons.

    General

    • Removed Gilding for Hyper Shards.
    • Fixed an issue where Grave Infection was dealing too much damage and dealing a second set of 1 damage ticks.
    • Fixed an issue where the Shackled mod did not work on normal Assassins.
    • Fixed a bug where the Geyser trap’s VFX was not scaling properly.
    • Fixed an issue where Ancient Power no longer resets Hyper Shard progression.
    • Fixed an issue where defenders could not play Floor 480.
    • Fixed an issue where Harpy Tower would continue to fire after being stunned.
    • Fixed a collision issue with Material Conversion Vendor.
    • Fixed Ascension Monk’s Boost percentage.
    • Fixed an issue where Oil Geysers were slowing Friendly players.
    • Fixed an issue with the shard shop persisting tooltips when the page changes.
    • Fixed a performance issue when using items with passives.

    Social Defenders

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

    For Etheria!
    Chromatic Games

    [CG] Brittani

    DEFENDERS,

    Things are getting exciting here at Chromatic Games! With the official launch of Dungeon Defenders: Awakened on Xbox Series X|S and Xbox One, we’re celebrating with even more good news—a Day 1 Update with LOTS of exciting changes to both Xbox and PC (this will appear as 1.2.1 on Xbox, but it’s actually Update 1.3). Last week we teased some of the additions, revisions, and fixes included in this latest update in our Update 1.3 Preview post. Now that it’s here, let’s break down what you can expect to see in Etheria after you’re all updated.

    Content

    Tutorial

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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

    [CG] Brittani

    DEFENDERS

    Have you ever wished you could show off your dungeon-defending side a bit more? Have you tried to tell your non-DDA friends about Etheria, but they just can’t “imagine” it? Well, we may have just the solution for all of you defenders. As a token of our appreciation — and in celebration of our upcoming Xbox release — below are downloadable mobile wallpapers of our four original Etherian heroes. Feel free to download your favorites or all of them, it’s our gift to you. Just be sure to let us know which hero you choose to feature on your phone first!

    Apprentice Wallpaper

    Apprentice_Stained_Glass_D_16x9.jpg

    Squire Wallpaper

    Squire_Stained_Glass_D_16x9.jpg

    Monk Wallpaper

    Monk_Stained_Glass_D_16x9.jpg

    Huntress Wallpaper

    Huntress_Stained_Glass_D_16x9.jpg

     

    **Bonus question for all of you die-hard DDA defenders - do you know in which map you can find these stained-glass beauties?

    Social Defenders

    If you liked these wallpapers, there’s more where those came from! Be on the lookout for more giveaways and FREE goodies over the next two weeks and make sure to follow us on our social platforms to learn about them first.

    For Etheria!
    Chromatic Games

    [CG] Brittani

     

    DEFENDERS,

    Dungeon Defenders: Awakened Preorder for Xbox Series X|S and Xbox One has started!! You can head over to the Microsoft Store to order it now: http://bit.ly/XboxPreorder

    If you’re not yet following us on Twitter or Facebook, today may be a perfect time to click that “Follow” button. Twitter and Facebook users have a chance to win a FREE copy of Dungeon Defenders: Awakened on Xbox by simply retweeting or sharing our preorder posts. Luckily for you, we have the links to those right here:

    While you’re here, watch our new gameplay trailer that was released today!!

     

     

    Social Defenders

    While March 17 can’t come soon enough, you can stay up-to-date on all things Dungeon Defenders in the meantime by following us on ALL of our social platforms:

    For Etheria!
    Chromatic Games

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