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iamisom

Here are the hotfix notes for PS4!


Bug Fixes

  • Pets can now be equipped in the Forge.
  • Hero cards are now properly being swapped out when in the Hero Deck.
  • Action bar corrected for pet vendor interactions.
  • The item enhancement animation can now be skipped.
  • Skipping a video no longer triggers a hero ability.
  • Inventory navigation cleaned up.
  • Pet stable navigation cleaned up.
  • Costume navigation cleaned up.
  • Evolve button is now disabled when pet is max evolved.
  • Difficulty icon in HUD fixed.
  • Inventory correctly showing iPWR instead of iLVL.
  • Inventory correctly shows valid sell values.
  • Players in split screen should no longer receive confirmation messages when one of them transitions.
  • Quest panel now displays correct quest in split screen.
  • Quest paths now display properly in split screen.


We're aware of the other issues being reported to us! We'll address them after our holiday break. Thanks for helping us improve the game, Defenders!

I_PASS_BUTTER

These are the patch notes for the PS4 Content Update 2: The Ascension update. The patch is live as of 9:30 AM EST, and is absolutely massive. It includes a ton of new content, balance changes, bug fixes, crash fixes and so much more.

Thanks to TimmyTrashTier and all of the work he's done, the entirety of the patch notes can't fit in this blog post. Check out the PS4 Section or the Patch Notes Section for the full read. Enjoy!



UPDATE 1/30 12:36PM EST

The Ascension update is now live! Thanks for your patience!

P.S. Don't forget to unequip your Skeleton Skins!


UPDATE 1/30 11 AM EST

Good news, Everyone! We've breezed through Sony's verification process and are ready to push out the Ascension patch. This update will be Version 1.07 on the PS4 and we expect it  to go live within the next couple of hours. Remember to unequip your Skeleton Skins!

-Butter


UPDATE: 1/29 11:30 AM EST

Got some news and clarification for you, Defenders:

  • We've reverted to the latest pre-patch version of the PS4 service, and have resubmitted the Ascension patch to Sony.
  • Players who have played the current version this morning have had their profiles restored to the last saved version. 
  • Players who spent gems in the Ascension update will lose what they bought, and have their gems refunded. 
  • Players who unlocked anything will have to unlock it again once they log in. 
  • We will be giving anybody who logged in between the time the patch went live  to when we reverted 100 gems for their trouble. 
  • Anyone who updated to the Ascension patch will need to delete their current installation and reinstall through the library in order to go back to the current version of the game. 

That's the latest update as of this morning. I will continue updating this thread throughout the day. Thank you again for all of your patience, Defenders!


UPDATE 1/28 9:49 PM EST

We will be bringing PS4 services back online shortly to the most recent pre-patch build. This is temporary, until we can debug and bring Ascension back online. 


UPDATE 1/28 1 PM EST

We've spun down the PS4 service while we work to resolve these crashes. We think the problem has been isolated, and will post more info as it becomes available. 

Again, thank you for your patience with us. 



iamisom



The PS4 Carnival update includes The Harbinger Awakens update, the Dragonfall Carnival update and all Steam patches up to Patch 10.10 from March 25th! We're also hard at work on the PS4 Calling All Heroes update, and we can't wait to get that into your hands. Stay tuned for more information.

Note:  The new monthly mission includes Pet Affection Boosters, an Admission Pass, XP, gold and a new title. It's our plan to modify May's monthly mission to reward the Narwhagon, the Scourge Dragon and the Dragolich.

Features

New Boss: The Harbinger

  • Fight The Harbinger aboard his fancy-shmancy airship. If you can defeat him, you’ll earn loot you can only get from the big man himself. If you can’t, don’t worry, buddy. It just wasn’t meant to be. There are other boss fish in the evil sea.

  • This is where we would describe the fight, but honestly, you should just log in and play.

  • Also, his name is not Carl. This angers him greatly.


One New Map, Two Redone Maps

  • Airship Battle -- The Harbinger’s personal vessel of death and destruction. Powered by unadulterated malice and eco-friendly wind power.

  • Besieged versions of Throne Room and The Ramparts have been added to Campaign, Free Play and End Game. These maps introduce the story of The Harbinger.


New Cinematics

  • The next chapter of the story. These cinematics take place on the three maps in this update.


Two Awakening Weapons

  • Added the Squire’s Crystalline Saber and the Huntress’s Bow-Blaster from the Steam Group rewards! These can randomly drop in any map.


Loot V2

  • Note:  Loot V2 will require a slight refarm due to the Passive changes. This should only take a few hours based on the feedback we received from our Steam players.

  • Less trash, more treasure. We’ve spent a great amount of time increasing the usefulness of loot drops and condensing the amount of loot that drops. The result is that you should find upgrades more often, feel like more of your items contribute to your build and spend much less time managing your inventory.

  • Items generate with combinations of useful base stats much more frequently. For example, items with Defense Health/Defense Power or Hero Damage/Hero Health are more common.

  • Item passive generation is no longer random. It uses a weighted system based on the stats present on the item.

    • Combat/Hero-focused passives (like extra Sword Beam damage or lifesteal) appear on items with Hero Damage, Ability Power, Hero Crit Damage, and Hero Health much more frequently.

    • Builder/Defense-focused passives (like extra defense range or speed) appear on items with Defense Power, Defense Crit Damage, and Defense Health much more frequently.

  • The amount of loot that drops has been decreased, but the ratio of high-rarity items to low-rarity items has been increased, particularly as you move through the game.

  • Based on player feedback, armor items appear more frequently than before.

  • We’ve done a significant update to the current pool of passives, from removing some passives, to refactoring existing ones, to even adding a few new ones. Our goal with these changes is to increase the number of useful and desireable passives while pulling out some of the less liked passives. This should help improve the general quality of items, by ensuring that stats are generally paired with more appropriate passives for their role.

  • Several Passives now appear on more item slots in smaller amounts:

    • Superconductor (Ability Cost)

    • Channel (Mana Regen)

    • Tripwire (Explosive Trap Damage)

    • Pyromania (Flameburst Damage)

    • Vector Corrector (Defense Range)

    • Radiance (Aura Range)

    • Amped Up (Lightning Aura Rate)

    • Power Pole (Pole Smash Damage)

    • Full Hearts (Sword Beam Damage)

  • Passives Updated / Replaced:

    • Jackpot - Random chance to quadruple gold earned from any source; replaces Leprechaun (Double Gold), Pickpocket (Gold From Hero Kills), and Mercantile (Gold From Defense Kills) on future items.

    • Construction (Build Rate) updated to encompass both Construction and Service Call (Repair/Upgrade Rate) effects; Service Call will no longer drop.

    • Finglonger (Defense Interact Range) has been removed.

    • Experience-increasing passives have been disabled from all future items.

    • Mana Bomb Cooldown is now Mana Bomb Damage.

  • New Basic Passives Added:

    • Iron Core - Increases Cannonball and Heavy Cannonball Damage

    • Shrapnel - Increases Concussive Shots and Sticky Nades Damage

    • Starlight Burst - Increases Arcane Volley Damage

  • Several Passives rebalanced to scale to much higher values at higher iPWRs:

    • Retribution (Damaged Reflect)

    • Conflagrate (Damaged Fire)

    • Regeneration (Health Regen)

    • Life Leech (Hit Heal)

    • Heavy Toe

  • Removed Magic Resistance and Physical Resistance as secondary base stat options from Armor items.

  • Lockboxes appear less frequently.

  • Pet consumables and eggs appear slightly less frequently.

  • Slightly increased the total odds a weapon will drop with a Defense stat over a Hero stat.

    • Increased the weight of Defense Power moderately.

    • Increased the weight of Defense Crit Damage slightly.


Heroes Marketplace (Influence Vote Addition)

  • Thanks to your Influence Vote, we’ve added the Heroes Marketplace to the game! The Heroes Marketplace was built with expansion in mind. Find all of your favorite vendors plus a few extra additions in this sunny place of respite and socialization.

  • Functionally, the Heroes Marketplace replaces the Social Tavern.


Dragonfall Carnival

  • Experience the madness and wonder of the Dragonfall Carnival! But act fast, because the Carnival won’t be around forever! The Dragonfall Carnival includes:

    • Dragonfall Carnival Map

    • Bling Wheel

    • Wheel Tickets

    • Carnival Prize Wheel


The Dragonfall Carnival Map

  • Access the Carnival map through the Heroes Marketplace. This map contains new enemy variants, special prizes and more! You can play the map with or without an Admission Pass, but you can only get the items on the Bling Wheel if you have a Pass.


Bling Wheel

  • If you entered the Dragonfall Carnival map with an Admission Pass, you’ll get to spin the Bling Wheel for 1 of 16 unique prizes! The Bling Wheel does not give out duplicates, so each Pass is guaranteed to give you a new item from the Bling Wheel. Prizes include:

    • 7 Premium Golden Pets

    • 4 Shadow Costumes

    • 4 Galaxy Costumes

    • A bundle of 5 Lockbox Keys

    • And once you get all 16 items, you’ll receive the Grand Prize: The Carnival Costumes!


Wheel Tickets

  • While the Carnival is in town, play on any map in the game to receive Carnival Prize Wheel Tickets! These red Tickets can be used on the Carnival Prize Wheel in the Heroes Marketplace!


Carnival Prize Wheel

  • The Carnival Prize Wheel is found in the Heroes Marketplace and will disappear once the Carnival is over. Collect tickets by playing the game and spin the wheel! The Carnival Prize Wheel introduces some new features to Etheria:

    • Item Consumables

    • Jackpot Containers


End Game Unlocked at Level 40

  • End Game, non-Nightmare playlists now unlocks at level 40 (this includes End Game Incursion and End Game Onslaught). This should help address the tedious level 38-50 grind.

  • End Game Nightmare playlists still unlock at level 50.


Four New Build Weapons + 1 Build Shield

  • Defeat the Harbinger to get these new build weapons and a new build shield!

  • The four weapons have the chance to drop with either a Defense Build Passive or a Hero Build Passive. Find them all!


New Costumes and Premium Pet

  • The Awakening Costume Pack

    • Dark Disciple Squire

    • Galactic Assassin Huntress:  Includes new jetpack VFX

    • Dark Shawl Monk:  Includes new spawn VFX

    • Arcanatrooper Apprentice:  Includes idle stream breath VFX

    • G4-T0 Pet:  Four custom faces, new animation set, new “Radial Blast” ability

  • Humbug Holiday Costumes

    • Nymph of Yesteryear Huntress

    • Mournful Moorley Monk

    • Lord of Winter’s Bounty Squire

    • Reaper of Future Winters Apprentice

  • Guardian of Fire Huntress Costume

  • Ebonfire Warlord Squire Costume


Winter Lockboxes

  • The Winter Lockboxes contain exclusive winter accessories for all four heroes and have the chance to drop the Humbug Holiday Costumes!

  • The event ends with the next content update.


NPC Shop Update

  • Updated the Blacksmith (Armor & Weapons) and the Relic Hunter (Relics) shops to have more useful gear for your heroes.

  • Shops will now roll gear for your heroes based on their average Item Power up to a certain Item Power range.

  • Shops will now roll 12 items.


New Challenges & Quests

  • New challenges have been added for The Harbinger. Complete all of these challenges to earn two new titles!

  • Added three new quests during the Campaign stretch for the new Harbinger content.


Costume/Premium Pet/Inventory Sales

  • Added in the ability to put items on sale in the Costume Shop, Pet Shop, and the Inventory.


Tutorial Revamp

  • We’ve streamlined the tutorial to play out a bit snappier and help players jump into the game a bit quicker.


Item Consumables

  • We have two special jackpot containers that have loads of prizes: the Carnival Prize Wheel Mega Jackpot and the Mega Pet Jackpot.

    • Consumable Buffs: Activate a stat buff from your Inventory. These consumables last 10 minutes and increase that particular stat by 10%.

    • Popcorn Machines: Place an interactable popcorn machine in the world. Use the machine to gain health regen, ability mana regen and 10% to both Hero and Defense Critical Chance. Don’t miss out!

    • Costume Masks: Activate to gain a Carnival-themed mask for 10 minutes.

    • Fireworks: What better way to capture the spirit of amusement than to create your own personal fireworks display! Use to place a short duration fireworks. Celebrate during the Carnival with us!


Jackpot Containers

  • We have two special jackpot containers that have loads of prizes: the Carnival Prize Wheel Mega Jackpot and the Mega Pet Jackpot.

    • Mega Jackpot: These rare Jackpots come from the Carnival Wheel and contain 1 of every consumable item available during the Carnival.

    • Mega Pet Jackpot: Another rare reward for the Carnival Prize Wheel, these Jackpot containers have 1 of every pet consumable in the game. Ramp up your pets with pet food, reroll items, and evolution material from these rewards.


Lockboxes

  • There are two new lockboxes available for a limited time while the Dragonfall Carnival is in town:

    • Carnival Lockbox: Exclusive festive accessories for the Carnival Costumes!

      • Zebra Crossbody Accessory

      • Leg Day Leggings Accessory

      • Madam Grandiose Plumes Accessory

      • Stylish Black Stilettos Accessory

      • Seriously Funny Mask Accessory

      • Heavy Mottle Accessory

      • Corny Sapphire Accessory

      • Thalian Spaulders Accessory

    • Wondrous Lockbox: Unlock for a chance at these Costumes and Accessories!

      • Sweet Dreams Squire Costume

      • Goblin Infiltrator Huntress Costume

      • Academy Apprentice Costume

      • Tiguar Monk Costume

      • Eternity Marking Accessory

      • Guardian Trouser Accessory

      • Knight's Pauldron Accessory

      • Short Shorts Accessory

      • Leather Two Piece Accessory

      • Battle Vest Accessory

      • Red Elegant Robes Accessory

      • Adept Wizard's Scarf Accessory


Item Stacking Updates

  • Pet food now stacks (up to 10)

  • Lockbox keys now stack (up to 5)


Buff Bar

  • Added a new UI element to display active buff effects and temporary items currently equipped. This element also displays the amount of time left on the buff/item.


Additional Feature Notes

  • Individual tower range is now shown while inspecting a defense.

  • Pings are now on a 5-second cooldown.

  • Added toggle in the Options menu to disable already-viewed skippable cutscenes.

  • When players leave a tavern, their towers are now automatically sold.

  • In order to matchmake across regions, you must change your region on the Main Menu. Invites will no longer automatically change regions as that was causing server issues.


Balance

Onslaught Loot Update

  • Onslaught loot ramps up in Item Power much more quickly.

    • Pre-Nightmare IV Onslaught maps ramp to maximum iPWR loot in 3 or 4 rounds (down from 13).

    • Nightmare IV Onslaught maps ramp to maximum iPWR loot in 7 rounds (down from 13).


End Game and Incursion Experience

  • End Game, Non-Nightmare, Difficulties now provide experience.

  • Heroes in the level 40-50 range should focus their levelling experience on End Game Hard and End Game Insane difficulties.


Item Power Progression and Difficulty Updates

  • We wanted to make some slight tweaks to the overall difficulty to ensure that players smoothly progressed from one difficulty to the next with iPWR progressing smoothly alongside them. This has a resulted in a small increase in difficulty in some parts of the game. We also refactored our iPWR recommendations in many parts of the game, to better reflect what we think is the ‘target’ iPWR for those difficulties.

    • Increased difficulty in Free Play hard slightly.

    • Increased difficulty in End Game Normal and Hard significantly.

    • Increased difficulty in End Game Insane moderately.

    • Increasing difficulty in Nightmare 1-3 modes slightly.

    • Increasing difficulty in Nightmare 4 incursions slightly.

  • We’ve also gone through and tried to take a serious look at iPWR progression, all the way from Campaign end to Nightmare IV. We’ve updated our iPWR recommendations for a lot of content to reflect what we think is a reasonable challenge. We hope this makes it much clearer as to which maps you should tackle next with the gear available on your heroes.   

  • Nightmare IV difficulty reduced for 1-, 2- and 3-player matches. This change affects Nightmare End Game and Nightmare Incursions.


Enemy Stat Updates

  • Increased Enemy Health and Damage Growth rates by 12.5%

    • Enemies overall will see very little change at lower levels and slightly more stats at very high levels.

  • Rebalanced some of the Introduction Enemies to be a bit easier (and one a bit harder!).


Heavy Cannonball Tower

  • We’ve upgraded the damage output and accuracy of the Heavy Cannonball Tower to be more competitive with other towers.

    • Defense Power Ratio increased 1.9 -> 2.4.

    • Projectile speed increased 2,250 -> 3,500


Lightning Strikes Aura

  • The LSA was lagging behind other defenses, so we’ve increased its damage output to try and bring it back into a competitive state.

    • Defense Power Ratio increased 5.2 -> 7.


Towering Poison Health Update

  • Increased Defense Health bonus of Towering Poison passive.

  • 80% Increase -> 130% Increase (Max).

  • Minimum values increased to maintain parity with new maxes, which should retroactively buff all existing Towering Poison items.


Hearty Blockade (Spike Blockade)

  • Hearty Blockade now increases Defense Health based on Defense Health (was based on Hero Health); old items should receive the updated passive.

  • Shields now have an exception to generate with Hearty Blockade.

  • Increasing Hearty Blockade per-piece maximum to 20%-25% to achieve comparatively same maximum health as before this update.

    • Existing items will update to a comparatively useful new value.

  • You can read more about these changes in Brett’s thread.


Additional Balance Notes

  • Adjusted mortar-style shot DPS to be closer to other weapon behaviors for Huntress/Apprentice.

  • Wyverns that Betsy summons during her fight were previously overly aggressive and overly leveled. The level of those wyverns has been reduced. The keeper of those wyverns has been warned to not let it happen again.

  • Changed Gatodouken/Rock Throw to not use homing so they can freely knockback enemies

  • Pet debuffs that can stack now have their damage potential capped. Note:  There’s a bug where some pet abilities can only stack if the pets involved are of different evolution tiers. We’re looking into this.

  • Increased the drop rates on the Ramparts Incursion weapons.

  • Heroes using weapons with splash damage were gaining the full Critical Damage bonus for every target hit, even if the initial hit only did 1 damage due to falloff. Crit Damage is now a % bonus so it proportionately scales all Hero Damage. The splash damage from crits now also falls off the further away an enemy is from the point of impact.


Bug Fixes   

  • Fixed multiple game crashes.

  • Fixed multiple server crashes.

  • Fixed a bug where pets were going to the Scavenger and getting sold when the pet bag was full.

  • Fixed the REALLY LOUD CINEMATICS. Cinematic volume is now controlled by the Master Volume slider.

  • Fixed an issue where ranged enemies were clogging lanes.

  • Added a tentative fix for minibosses (like Ogres) getting stuck in spawners.

  • Zen Monument now decreases time between healing ticks as intended.

  • Fixed multiple geometry holes where enemies said farewell to life before you could do it for them.

  • Fixed an issue where players were having issues inviting players into Private/Group Taverns.

  • Fixed an issue where Pet Ability Rerolls were not dropping from Pet Reroll Boxes.

  • Fixed an issue where rerolled pet stats were not updating in the Stable.

  • Fixed an issue where players would lose premium items they received right before a disconnect or server crash.

  • Fixed an issue where Poison Tips was unintendedly buffing player towers and causing server stability issues.

  • Fixed an issue where the Pet Evolution popup was displaying inaccurate pet stat growth.

  • The Defense Preview (when a defense is selected but not yet placed) will now display a defense’s true range, taking into account any Skill Spheres, passives or stat points that affect range.

  • Fixed missing loot events on some special/intro enemies (Kobold Flier, Explodinator).

  • Fixed an issue where comparing fast and slow weapons were showing reverse for minus and plus.

  • Victory Smell now decreases time between burn rate ticks as intended.

  • Fixed an issue with Poison Tip and Sandstorm pet abilities that was causing server crashes and unintended instant boss killing.

  • Fixed a bug where “Transaction Error” popped up after pressing Play on the Main Menu.

  • Item Enhancement should now always give stat points when upgrading gear.

  • The Apprentice’s Range Skill Spheres now give the proper 10% increase to Flamethrower Towers.

  • Fixed an issue where gold was being gained on a Wave One loss.

  • Fixed an issue where the Frostbite Tower would rapidly machinegun the frost beam if the tower was blocked by an object but detected enemies behind it.

  • Fixed an issue where the incubation timers on eggs could be anywhere between 3 - 15 seconds longer than they were supposed to be.

  • The Spooky Bow had a generic name before. Its new name is Bow o’Lantern. Like every major life change, it needs some positive reinforcement to boost its confidence. Jump in and give it company.

  • The Monk’s onslaught polearm will now correctly spawn a Kobold Flier.

  • Fixed a bug where pets would gain pet affection if you lost a wave. You will need to win the wave to gain affection.

  • Fixed an issue where the Challenge Complete notifications were not always appearing.

  • Fixed an issue where the Hero Health Small Skill Sphere was giving the actual health of the stat value and not being scaled by the hero modifiers.

  • Fixed an issue where some towers placed near Betsy’s nest would become invincible.

  • Fixed creeper species pet ability “Gravebolt” so the lifesteal does % damage.

  • Fixed frost element pet ability “Frost Shards” homing and projectile speed for consistent hits.

  • Fixed earth element pet ability “Stalagmite” to now do damage to bosses even though knockup is negated.

  • Region Select dropdown font for "US East (Northern Virginia) NEAREST" wouldn't fit on the widget.

  • Fixed the special enemy’s pathfinding issue in the Spooky maps.

  • Like quitting an addiction, Reviving Skeletons no longer count as a kill each time they “die.” It only counts on their last death.

  • Fixed an issue where Skeleton Goblins and Melee Goblins couldn’t hit the cores in Throne Room, Ramparts and both Spooky maps.

  • Apprentice Cooldown Spheres now give the correct % when combined or equipped in certain combinations.

  • Towers can no longer be placed inside the wall near the Crashed Balcony enemy spawner on Ramparts.

  • Fixed a draw distance issue in the Tavern.

  • The Onslaught build phase timers between waves will now appear for solo Onslaught matches.

  • Fixed an issue with transparency around the edges of billboards.

  • Fixed a graphics bug in the Costume Shop.

  • Playlists/difficulties that you have not unlocked are now distinctly locked.

  • Fixed weird "robot" audio issue with king clapping during victory state.

  • Skeletons should drop mana in Onslaught again.

  • Fixed an issue where Private Tavern player kicking wouldn’t work.

  • Fixed a collision issue on Nimbus Reach.

  • Fixed an issue where Elemental Stats were not generating on all weapons.

  • Fixed an issue where the egg cores didn’t have collision during the end game countdown.

  • Fixed an area without collision on The Wyvern Den.

  • Tweaked inventory coding to help decrease load times.

  • Adjusted the timing on the Too Many Matchmaking Requests error so players won’t run into it as often.

  • Possible fix for the Harbinger being instantly killed by the Apprentice Barrier explosion when they are stacked where he spawns in Phase 4.

  • Fixed an issue where the Daily Mission/Quest popup would display twice upon entering the Tavern.

  • Fixed an issue where Liferoot Forest did not have a Daily Bonus icon.

  • Fixed an issue where equipping a pet while in the Stables and evolving it would display higher than intended numbers of the Pet Evolved UI.

  • Fixed an issue where the Onslaught Currency reward was displaying as a Bow Icon.

  • Fixed an issue where sometimes quests that require the player to talk to an NPC wouldn’t complete.

  • Fixed an issue where Timothy, Jimothy, and Gregory did not look appropriately affectionate toward Wyverns.

  • Enemies can no longer attack the Ramparts Cannon from the Crashed Balcony lane. They have been told to just go ahead and move on to more important targets like the castle doors.

  • Fixed an issue where the incorrect key binding for interacting with objects is shown on the contextual text when targeting objects.

  • Fixed an issue where premium-currency-purchased costume accessories were not automatically unlocked on purchase -- the player still had to click “Get” in order to unlock them.

  • Fixed an issue where Witherbeasts were not being killed when Harbinger dies or when the Harbinger goes into the next build phase.

  • Fixed an issue with quotes.

  • Fixed an issue where The Harbinger’s Voidreaver Sword would appear with red and green emissives on its elemental drops.

  • Resolved an issue in Greystone Plaza where enemies fell to their death in the central spawn.

  • Fixed an issue where the Skill Spheres shop did not have Skill Spheres displayed until a filter was selected.

  • Fixed an issue where “Max Tier” did not display on towers built in the tavern after hitting the maximum upgrade level.

  • Fixed a tower building issue in Greystone Plaza.

  • Fixed a stuck enemy issues on Siphon Site D Onslaught.

  • Fixed an issue where the Squire’s Pin Cushion challenges were not unlocking.

  • Fixed an icon issue with the Spooky Monk Polearm.

  • Fixed an issue where the Map Selection screen displayed the Daily Quest Icon.

  • Fixed an issue where in the Petrinarian UI, the evolution preview box appeared grey.

  • Fixed an issue where Autumeow's eyes did not update after final evolution until transition or unequip/reequip.

  • Fixed an issue with the Tavernkeep’s dialogue.

  • Fixed an issue with the Enchantress’s dialogue.

  • Fixed an issue with egg collision on Liferoot Forest.

  • Fixed a collision issue on Throne Room.

  • Fixed an issue where pets were flickering at the Petrinarian.
iamisom

Bug Fixes

  • Fixed an issue where lockboxes were consuming gems instead of keys.


Monthly Mission Reminder

  • The new Monthly Mission is live! Login and complete the Monthly Mission to get a new pet!

In case you're wondering, most of our PS4 bug fixes will be delivered to you through our major updates (like the recent Ascension update). As for news on the next major PS4 update, we're currently hard at work on the Harbinger + Dragonfall Carnival 2-in-1 update. We don't have a release date just yet, but as soon as we have one, we'll sing it from the mountaintops.

I_PASS_BUTTER
Here are the patch notes for today's hotfix!

  • Skeleton costumes purchased prior to Ascension Part II should now properly display when equipped.

  • Premium Pets now actually deduct Gems when purchased.


REMINDER:  The "Scavenger Retrieval" slider in the Options menu will set the minimum quality level of loot that is automatically picked up by the user. Everything below that quality level will be sent to the Scavenger.


[CG] LAWLTA

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Greetings Defenders,

We’ve been hard at work ever since Professor Proteus made his glorious arrival in Etheria! The feedback from all of you has been tremendous and we greatly appreciate it. There’s more coming in our next update, but there’s also more coming next week with Protean Shift Patch 3.2!

There are some nice quality of life features that are coming with next week’s patch, let’s get into it!

Multiplayer Incentives

Defenders love playing together, there is strength in numbers after all. When playing together, enemies get stronger, but there’s not any increased reward for that increased risk. Well not anymore! We have been testing and looking for ways to reward players without trivializing content. With this patch, when grouping with other Defenders, you will receive additional gear from the victory chest. This scales per player added to the session, meaning the more Defenders you play with, the more gear you receive. The more gear you receive, the higher the chance at getting perfect mods!

Material Vault

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

Enter the Material Vault! The Material Vault is a new vault that will be available to players that want to be able to store extra crafting materials. This special vault allows you to hold 999 of every crafting material, and you will be able to automatically use them when interacting with items. Want to pump up the strength of your gear, but you put the materials in your Material Vault? You can now do it on the fly!

On the Horizon

There’s a giant “wave” of stuff coming to Etheria in our next update that is sure to knock your socks off. Related to multiplayer incentives, we’re going to be providing Defenders greater control over the parties they start, something many of you have asked for is on it’s way. We can’t get into a ton of the stuff coming just yet, but give Elandrian’s Check-In a visit to get an idea for what’s coming!

Bug Fixes and Optimizations

As always, we’re going to be squishing a lot of bugs, increasing performance, and increasing stability. Remember, if you run into any bugs, please let us know at our bug site. Also, check us out on social media for additional updates and game discussions with our awesome community:

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

For Etheria,

The Dungeon Defenders II Team

[CG] LAWLTA

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Greetings Defenders,

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

Multiplayer Bonuses

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

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

  • One Defender:  Remains the same.

  • Two Defenders:  +125% additional Gear drops!

  • Three Defenders:  +275% additional Gear drops!

  • Four Defenders:  +425% additional Gear drops!

When playing solo, the Escape/Options menu shows:

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When in a group of two:

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

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

Material Vault

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

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

What’s Coming?

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

  • Onslaught floors are always one map floors.

  • Extra rewards as you climb through Onslaught.

  • Improvements to Ancient Power

  • Increased party control and functionality

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

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

Bug Fixes

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

For Etheria,

The Dungeon Defenders II Team

[CG] LAWLTA

Greetings Defenders,

Patch 3.1 is now live! This is our first Protean Shift patch that brings some nice quality of life changes, balance changes, and a slew of bug fixes. Let’s get into it!

MODS

  • Shocking Revelation Mod

    • Stun duration reduced from 5 seconds to 1 second.

      • Stun was lasting way longer than the intended power of this Mod.

Quality of Life

  • Buyback has been added! It is shown as the last tab in your inventory and items are removed from buyback if you leave the session you're in.

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  • Added the option to not show a warning when selling a Mythical quality of better item.

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Bug Fixes

  • Fixed an issue where Ancient lifesteal was not healing players.

  • Fixed an issue where Tenacity was not reducing by the amount listed.

  • Fixed an issue where listing an item did not warn the player they will need to pay a tax to remove the item.

  • Fixed it so all anti-orc Mods now apply to Berserker Orcs.

  • Fixed an issue with the Quake Shard and Shielding Guard Shard showing as Campaign Shards and awarding Campaign Dust.

  • Fixed an issue where the Withering Bubble Shard was not dropping in Campaign.

  • Fixed an issue so the Initiate can use the Drain Aura Mod now.

  • Fixed an issue where Shatterquake was showing fire VFX.

  • Fixed a typo on the Lifeburn Armor Mod.

  • Fixed an issue where Seismic Flame was lasting longer than intended and updated its description for clarity.

  • Updated the Buried bastille description.

  • Fixed an issue where the Seismic Launch Chip allowed the Squire to complete the Smack Up Monk challenge.

  • Adjusted the Terrablade weapons to have full descriptions.

  • Fixed an issue where Hard Mode Campaign items could not transfer Mods to Normal Mode Campaign items.

  • Fixed an issue where some pets had way higher Crit Damage than intended.

  • Fixed an issue that occasionally when gaining Ancient Power players would not receive an Ancient Power weapon.

  • Fixed an issue with item stacking in inventories and not being able to re-stack them.

  • Fixed an issue with Chaos V glove Tinkering using a shiny chest material instead of a shiny glove material.

  • Fixed an issue with Private Tavern and Town vendors not updating their stock correctly.

  • Fixed an issue where the Lash Out Ascension talent was not functioning for the poison damage.

  • Fixed an issue with consecutive win bonuses applying to special Play Shop purchases.

  • Fixed an issue with Flame Aura hitting players when the owner leaves town.

  • Fixed an issue with X-splosion Mods killing players.

  • Fixed an issue with Drain Aura damaging players.

  • Fixed an issue with Incursion Weapon Mods being replacable via Tinkering.

  • Fixed an issue with Lunar Portal and Ghastly Halberds spawning more than intended.

  • Fixed an issue with Onslaught and Ancient Power challenges not unlocking correctly.

  • Fixed an issue where Autumeow’s tail would change colors incorrectly.

  • Fixed an issue with tooltips overlapping in splitscreen shops.

  • Updated the attack speed icon on Axes.

  • Removed the Death Override icon on the Protean Shield.

  • Items with zero Mods are hidden in the Reforging Quick Picker window when selecting an item to pull Mods from.

  • Fixed an issue when creating a hero that offered “select hero” instead of the option to “back”.

  • Fixed an issue with dropped equipment showing gamepad context that doesn’t work on PC.

  • Fixed an issue with the cursor going behind Mods on Wayfarer weapons.

  • Changed the description of Vial of Dragon Sweat to not say “Open to Unlock”.

  • Fixed an issue with the Abyss Lord’s Skeletal Ramsters and Skeletal Archer towers not showing their base when an elemental Mod was equipped.

  • Fixed an issue where oil traps on Ramparts slowed Berserker Orcs.

  • Fixed an issue with overlapping UIs when splitscreen players join while a fullscreen window is open.

  • Fixed an issue with protective Downgrade Servo not updating its stats when inspecting it after it gets downgraded.

  • Fixed an issue where Feed x10 was consuming 10 pieces of food even if 10 was not needed to cap the pet.

  • Fixed an issue with Flamethrower tower VFX not getting bigger with Defense Range.

  • Fixed an issue with “Create Hero” appearing unlocked if you tried to purchase a hero and did not have enough currency.

  • Fixed an issue with tower abilities not stopping when the tower is stunned.

  • Fixed an issue with Defender Packs where rerolling would leave the previous contents on the ground.

  • Fixed an issue with The Defender of Etheria achievements not unlocking on Xbox.

  • Fixed an issue where the inventory would lose navigation input on controllers.

  • Fixed an issue with the Quake Shard’s VFX appearing in the middle of players instead of at their feet.

  • Fixed an issue with Automation Shard not working on Snaking Sands, Slime Pits, Geyser Traps, and Angry Nimbus towers.

  • Fixed an issue with the falling leaf VFX on Forest Biome not triggering correctly.

  • Changed two shards to now be named “Betsy’s Zapper” and “Betsy’s Beam” to better fit the UI.

  • Implemented a sound for un-equipping gear.

  • Implemented a sound for equipping shards via Right Mouse Button.

  • Fixed an issue with placing Mods into the third slot of a Legendary/Epic that was advanced, that caused them to not function properly.

  • Adjusted Abyss Stones hit SFX location to emit from the correct position.

  • Fixed an issue with the Abyss Lord’s book landing correctly when he dies.

  • Updated the bag icons with Blue Gem Icons.

  • Fixed an issue connecting to an event server that could result in a crash.

  • Fixed the VFX for EV2 canisters.

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

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

For Etheria,

The Dungeon Defenders II Team

[CG] LAWLTA




Defenders, it’s finally time.  Protean Shift is launching and we could not have done it without you.

We set out with some lofty goals, but with your help we were able to make some significant changes to Dungeon Defenders II. We wanted to give you greater attachment to your items, but also more options to share those items with your friends. We wanted to give you map choice while progressing through Trials, but also give you more ways to progress your gear while advancing through the tiers. We also wanted to give you some better options with your existing items so we added Shard Dusting and Gilding.  We also hear your concern about Gilding and we’ll keep an eye on it for iteration.

We’re constantly tweaking and improving our game that we share with all of you, and we hope you will enjoy our enhanced direction for year two of this wonderful game.

From everyone here at Trendy Entertainment, thank you for supporting Dungeon Defenders II and helping us continue to move the game forward.  We’re a small team in Gainesville, Florida and we appreciate every bit of excitement and support that you give us.

We hope you enjoy this “Shift” in our game, and we can’t wait to focus on what we’re working on next.

We know you want more maps, Onslaught changes and Ancient Power enhancements.

We’re on it.

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Greetings Defenders,

It’s finally here, Dungeon Defenders II:  Protean Shift is live on all platforms! Professor Proteus is now in Dragonfall and started a technomagical evolution throughout all of Etheria. Now the Defenders of Etheria can obtain new ways to fight off enemy forces, choose where they fight, and what equipment they want to use in order to ensure victory!

The Protean Shift brings a slew of new features that Defenders can use to empower their defenses and Heroes, as well as choose the way they want to play. M.O.D.S. allow for custom builds to take on any foe that comes your way, Expeditions give Defenders the choice to play any map they want in any Chaos difficulty, and Player Shops let you buy and sell items with other Defenders. There’s so much more, let’s get into it!

Statistic Changes

This is our most foundational change in the expansion. Now your gear’s stats looks much different than before. The first change is making the damage from critical strikes scale off of the base damage for both your heroes and your towers. Critical Damage is no longer a secondary stat, but is a percentage that starts at +30% damage and increases through Gear, Shards, and Ascension Levels. Because of the change to Critical Damage, the Critical Chance cap of 33% has been removed — the sky’s the limit now!

One of the goals of the Critical Damage change is to make damage more reliable. Critical Damage builds are still fun, but other playstyles should feel just as rewarding. Every hero and tower’s base damage has been increased to account for the changes made, making damage more consistent and allowing for even more unique builds!

Since we changed how Critical Damage is understood, we decided to tackle another confusing area for players:  Defense Speed. The stat is now a percentage instead of being numbers that go into the thousands with no clear meaning. This change allows players to understand exactly how much faster their defenses attack rate will increase.

Gear

Defenders now possess the opportunity to build however they want to fight off their foes. Gear is meant to feel more unique, instead of receiving a legendary that gives every stat. Your gear now provides choice and lets you decide how you play!

Gear now has a primary and secondary stat. Your heroes maintain similar power as they had before the expansion, both offensively and defensively. This balance is a result of increasing base stats and the scaling of those stats. Here’s what you now find on gear:

  • Helmets, Gloves, Chest, and Boots

    • Primary Stat:  Armor

    • Secondary:  Health, Ability Power, or Hero Damage

  • Weapons

    • Primary Stat:  Hero Damage

    • Secondary Stat:  Armor, Health, or Ability Power

  • Medallions, Marks, and Orbs (if you have them still, you pack rat!)

    • Primary Stat:  Defense Power

    • Secondary Stat:  Defense Health

  • Totems

    • Primary Stat:  Defense Health

    • Secondary Stat:  Defense Power

These changes allow players to customize their builds even more than before. If you want to maintain a similar amount of balance with damage output and health on your heroes, you can do that easily. However, if you want to make an unstoppable tank that requires an army to take down, or want a glass cannon that can obliterate every enemy on the map, that option is now yours as well!

For relics, we wanted to make sure that defenses were reliable and also strong. These changes now make it so building auras and traps early do not feel punishing because they now have guaranteed Defense Health to keep them up much longer. Having Defense Power as a guaranteed stat also make damage more consistent and less frustrating when you don’t critically strike. This is just the baseline, with M.O.D.S., Shards, and Ascension Levels, you can radically change the type of damage you deal. All these changes are a shift to make Defenders stronger through the power of customization!

M.O.D.S.
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Professor Proteus sent a shockwave out across all of Etheria upon his arrival, using his inventive intellect to alter every piece of gear! Magically Offense/Defensive Subroutines (M.O.D.S., or even simpler — Mods) provide the pathway of making gear your own! Mods come in a variety of power! Some are pure stat increases, from the stats you get on gear, to newly changed stats such as Critical Damage, Critical Chance, and Defense Speed. Some add elemental damage to physical damage towers, and have unique VFX depending on the element! Others offer the chance to change how your Defenses overcome specific Chaos enemies. Want to:

  • Have towers immune to Hex Thrower curses? You can do that.

  • Pierce a Shield Geodes shield? You can do that.

  • Make your Traps, Auras, and Nodes, immune to Cyborks?! You can do that!

Mods bring a lot of additional power and customization that many Defenders have wanted for a long time. There are over 100 Mods to discover, with more coming down the road.

Now that you have an idea of what Mods do, it’s time to discuss specifically where you have them. Mods are an extension of your gear, and are a brand new addition to various tiers of your equipment. They are an additional property to gear similar to Shards, and unlock in a similar fashion:

  • Uncommon

    • One open Mod slot

  • Epic:

    • One rolled Mod slot

    • One open Mod slot (two mod slots total)

  • Mythical

    • One rolled Mod slot

    • Two open Mod slots (three mod slots total)

  • Legendary:

    • Two rolled Mod slots

    • One open Mod slot (three Mod slots total)

These changes make Legendary items contain two stats, three Mod slots, and three Shard Slots, and increased stats, making them truly legendary. These Mods are just the first of what’s to come. In future updates, we are releasing additional Mods. Have an idea for more, let us know by posting on our forums, we’d love to hear your ideas!

Also, as a side note, Mods make things easier in Mastery, though they are scaled down to the appropriate Chaos tier.

Tinkering

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Professor Proteus, in his astounding intellect, wanted to really provide customization and options to not only the power of gear, but also to keeping the gear and/or Mods that you’ve obtained. That’s where Tinkering enters into the mix! Tinkering is the ability to move up to three Mods at a time from one piece of gear to another piece of gear at the same time. In order to take advantage of Tinkering, certain criteria needs to be met:

  • Must be the same type of gear.

    • Moving Mods from a weapon, to another weapon.

  • Gear that the Mods are being moved to must be the same Chaos tier or higher than where the Mod is coming from.

    • Moving a Mod from a Chaos III weapon has to be moved into a Chaos III or higher weapon.

  • Cannot add Mods of the same type, but can override Mods of the same type.

    • A +6% Anti-Goblin Servo on one relic, can override a +5% Anti-Goblin Servo on another tier-equivalent relic.

  • Have the materials and currency to complete the transfer of Mods.

    • Materials are now found in Expeditions and Onslaught. They can also be bought and sold in Player Shops.

Tinkering allows you to continuously mix and match your Mods to create the build you enjoy the most. The amount of customization that Tinkering offers truly lets you play how you want. It doesn’t stop there. When combined with our new Upgrading and Evolving features, even more choices await you, even potentially choosing the look of the weapon you want!


Upgrading

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Upgrading gear is something that’s been a standard feature of Dungeon Defenders II to get additional power out of the gear you find. But this is Protean Shift, so we’re UPRADING THE UPGRADE! Most gear now has the ability to be upgraded 10 times. The cost for upgrading is greatly reduced from what it previously was, but now requires you to use materials that you find throughout your journeys in Etheria or that you bought from other Defenders through Player Shops. If you have a non-legendary piece of gear, through the genius of Professor Proteus, you can Advance that gear to the next quality!


Advancing
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Remember that low quality flower staff we mentioned earlier? If you upgraded it to its highest level, you can now advance it to the next quality. All gear can now be upgraded from one quality to another, taking items from the lowly Worn quality all the way to Legendary status. This isn’t the only form of improving gear, Evolving allows even more power!


Evolving
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Evolving is icing on the gear permanence cake. Independent of an items quality tier, if it is upgraded to it’s maximum Upgrade level, it can be pushed to the next Chaos tier. This allows you to take even the first items you find in the campaign to be Evolved all the way to Chaos VIII strength! It’s all about choosing the gear that you want to keep with you.

Upgrading, Advancing, and Evolving applies to every piece of gear that drops — weapons, armor, and relics!

Materials

New materials are added to customize your gear. With the introduction of these materials, we lowered the currency cost of upgrading gear. In your inventory, these materials are included under the current “Materials” inventory sorting option. There are some mats that drop on every map, but then there are also map-type specific materials that drop too. Here’s where you can find the materials you need:

  • Weapon Materials:  Sewer Maps

  • Helmet Materials:  Castle Maps

  • Chest Materials:  Forest Maps

  • Glove Materials:  Town Maps

  • Boot Materials:  Ruins Maps

  • Relic Materials:  Dungeon Maps

Materials are shown on both the map listing and under the open sessions for specific maps. Don’t want to farm a specific map-type for a material you need? You can visit our Markets to find Player Shops selling the materials you need!

New Game Modes

We’ve added additional ways for both new and veteran Defenders to fight off the evil forces that encroach on Etheria’s safety! Adventures are new ways for up and coming Defenders to fight their way through the Campaign, while Expeditions are replacing Trials and providing map choice where previously there wasn’t!

Adventures

Adventures are aimed in giving new Defenders the choice of playing different stories after defeating Betsy. You can choose to take on the Bling King, or go knock down the Harbinger down a peg or two! Maybe you feel strong enough after beating Betsy, if you’re up for the challenge, you can go straight into Onslaught or Expeditions.

Expeditions

Map choice, map choice, MAP CHOICE!! Something many of you have wanted is finally here! The Chaos Trials are finished, and Defenders can now go on Expeditions through various Chaos difficulties, choosing to play whatever map you want. The choice is yours!

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The Champion Score gating for various Expedition levels is different as well, they are now:

  • Chaos II: 580

  • Chaos III: 1050

  • Chaos IV: 1740

  • Chaos V: 2750

  • Chaos VI: 3800

  • Chaos VII: 5300

Expeditions also provide the ability to acquire different materials needed Upgrading, Advancing, Evolving, and Tinkering. As noted above, different specific materials drop depending on the map-type your playing. These materials are earned both as you play a map and as you achieve victory!

Player Shops and Markets

Gear is no longer magically locked to each Hero Deck. Professor Proteus slightly alleviated the restrictions that existed previously on gear. As a result, Player Shops and Markets are here!


All Defenders are now able to list their items for sale on their own personal Player Shops. Each Defender starts off with two slots to sell gear and can expand the amount of slots they have if they want to. Most items that have not been altered in some way (Upgraded, Advanced, Evolved, or Tinkered) are able to be added to your shop! You are not able to buy gear for a Chaos tier that you are not currently on (i.e. being Chaos III, you are not able to purchase Chaos V gear from other players). To make browsing easier, you can view player shops through the Player List in the Pause Menu, or by walking up to players in the Markets.

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Markets are a new area for players to gather in order to browse Player Shops. Head on over to the War Table and browse the list of active Markets! Markets are themed for various types of items that can be sold, but you can freely sell any item of choice regardless of the Market you’re in. If you don’t see a Market of the item type you’re looking for, you can always just Quickmatch and it automatically creates one for you!

Shards Features

Our new Shard systems were primarily focused on giving players more choices with their Shards.  For Shards that you don’t want to keep anymore, you can now Dust them to get a chance at more Shards of that type.  For Shards that you feel have more value, we wanted to provide a system to Gild and upgrade them a little bit further and protect them from Ancient Power resets.

Shard Dusting
Shards are a great way to really increase the power of the Heroes you play! Some players enjoy playing on a few select Heroes, and you can get Shards you aren’t interested in using. Instead of selling Shards for a little gold, you now Dust them instead. This creates one Shard dust of it’s equivalent Chaos Tier. You can take 10 Shard Dust of the same tier, and visit the War Recruiter to purchase an additional Shard container similar to what you receive at the end of winning a map. This process is to offer an additional chance to get the Shards you want, while giving an additional function to the ones you do not.


Gilded Shards
With gear getting pushed past its limits and receiving some nice improvements, it’s only fitting that Shards receive similar treatment! Gilded Shards provide additional upgrade levels to squeeze out more power, but most of all they are immune to being reset when you Ancient Power. In order to gild a Shard, you need to upgrade one Shard to its maximum upgrade level. You then have the option to Gild it by selecting 10 Shards of the same type, regardless of upgrade level, to fuse into your fully upgraded Shard. This is a focus for end-game players to grab additional power in order to take on the challenges in Onslaught, and also protect Shards from being reset when attaining Ancient Power!

New Weapons

Professor Proteus is a man of intellect, sophistication, and style. In Protean Shift every hero is receiving their own special weapons, with their own special appearances! Some of these weapons not only look legendary, but contain legendary power in the form of unique Mods. These Mods are found on the Prestigious weapons gained from attaining Ancient Power!

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Protean Weapons

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We’re now also selling Proteus weapons that have unique models and affects. When killing an enemy with any of these weapons, they are shrunk into oblivion! These new Death Animation VFX are indicated by a skull and crossbones icon on the weapon tooltip. These items start at Campaign tier and are Legendary quality, allowing you to put three mods into them. They do require Upgrading, Advancing, and Evolving in order to reach higher tiers. These unique weapon models can also be bought and sold on the Player Shops as long as they haven’t been altered (Upgrading, Advancing, Evolving, or Tinkering).

New Areas and Target Dummies

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With a lot of customization here, and a gigantic wave of changes to stats, there are some improvements to our Target Dummies. In the Town hub we expanded the size of our Target Dummy area by quite a lot. There are also a new type of Target Dummy:  Aerial Target Dummies! These can be hit by any anti-air towers, so you can test the damage done by towers that you previously weren’t able to.

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Aerial Target Dummies are also in your Private Taverns!  You may also notice that there are some new Dummy names in the mix.

Transferring into Protean Shift

There’s a ton going on with the Protean Shift, and you’re going to notice a bunch of changes to your Heroes. We made sure that you are more or less as strong after Protean Shift as you were before it. As we mentioned earlier, base stats were raised and adjusted to compensate the removal of certain secondary stats. Here’s how things will transition as you load in with this expansion.

For the gear you are wearing before Protean Shift, the Primary and Secondary stats follow the conventions mentioned above after the release. Your gear should look like this:

  • Weapons

    • Primary Stat: Hero Damage.

    • Secondary Stat: Whatever your highest secondary stat was previously between Ability Power, Armor, and Hero Health.

  • Helmets, Chest, Gloves, Boots

    • Primary Stat: Armor

    • Secondary Stat: Whatever your highest secondary stat was previously between Ability Power, Hero Damage, and Hero Health.

Relics are all going to be uniform across the board as outlined above (Defense Power and Defense Health only, the primary and secondary versions dependent on if it’s a totem or not).

Your current gear receives Mods depending on its quality, as an additional compensation for removing secondary stats. You receive one Mod for Epic and Mythical gear, and two Mods for Legendary gear. The Mods that are put onto this gear cannot roll the highest roll possible, but are going to make you stronger regardless of the roll. Transferring also provides some diversity with the Mods provided to your current gear, as the ones you receive pull from 60%+ of the total Mods added in Protean Shift.

Hero Changes

Every tower and Hero were affected by the changes brought in Protean Shift. As a result, base damage, speed, range, etc. were increased to compensate for the lack of additional secondary stats. Scaling was also greatly affected, meaning not only were the base stats increased, but also how much benefit a stat provides was also increased.

Writing the notes for all of these would have resulted in an encyclopedia, and it may have broke the forums. TL;DR things are stronger and you have the potential to be much, much stronger.

Shard Changes

Shards follow the same idea as the Hero changes. While most shards remain the same, the amount of changes that Gilding offers affects every Shard. However, there are few notable Shards that have additional stats or were change to fit our new system (that we teased for a while):

  • Earth Toss

    • Added increased Defense Range [100 - 280 (320 Gilded)]

  • Corruption’s bargain

    • Added Ability Power [0 - 300 (420 Gilded)]

  • Power Transfer

    • Now increases the Defense Critical Chance by [18% - 30% (38% Gilded)] and reduces Defense Power by -10%.

Bug Fixes

  • Fixed an issue with Gorbstock not able to hit walls.

  • Fixed an issue where the Abyss Lord's Direct Command was not dealing critical damage.

  • Fixed an issue where one Deadly Strikes shard could be equipped to multiple defenses.

  • Fixed an issue where mobs with the Frosty mutator were not dropping green mana.

  • Fixed a bug where Hero Health was not maintaining the same ratio when changing equipment.

  • Fixed an issue with Beacon of Storms proccing when the Squire blocks melee or physical damage.

  • Fixed an issue with UI overlaps when splitscreen users joined a session.

  • Fixed an issue with additional pop-ups in the Emporium.

  • Adjusted the orc miniboss name in Wave 2 of Greystone Plaza of the New User Experience.

  • Fixed an issue with a huntress drap being destroyed in Greystone Plaza during New User Experience.

  • Updated old consumables to award +20% critical damage and critical chance instead of previous values.

  • Fixed an issue where tooltips occasionally stuck together.

  • Fixed an issue with new players not being sent into New User Experience maps.

  • Fixed an issue when trying to delete a hero that is assigned to your Hero Deck.

  • Fixed an issue where Broomnado was slowing enemies that were immune to slows.

  • Fixed a bug where EV2’s Cosmetic Manager lighting was darker than intended.

  • Added a warning when Defenders are matchmaking into a tutorial level.

  • Improved messaging on errors when not able to join a game mode that hasn’t been unlocked.

  • Fixed an issue with long enemy spawn times on the first tutorial map.

  • Clarified wording on the Serpent God’s Protection Shard.

  • Fixed an issue with Lavamancer’s Maw Petrify Duration talent not working.

  • Fixed an issue with the Hotsprings map on Floor 3 dropping a lot of sturdy or worn quality loot.

Known Issues

  • Weapon Mods of the same type on weapons are currently stacking for the Barbarian. This will be changed down the road, so that only elemental damage mods stack.

Want More Info on Dungeon Defenders II?

Check us out on social media for additional updates and game discussions with our awesome community:

Protean Shift is a giant endeavor that the entire team hope you enjoy. Thank you for defending Etheria with us, there’s only more to come. Stay tuned!

For Etheria!

The Dungeon Defenders II Team

[CG] HiggsBosonic

DEFENDERS!

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

PRIME INCURSIONS

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What are they?

They are the highest and newest tier of incursions, selectable from the Incursions tab on the War Table. There are six different groups of incursions to play through that are releasing over time. You are able to play them as they are unleashed, the only thing that can hold you back is your own skill!

What are the rewards?

Prime Incursions have three different rewards associated with them.

Chaos VIII Ampoules
Each Prime Incursion has the chance to drop a Chaos VIII Ampoule. As you continuously progress, the Incursions get more and more difficult. As such, we wanted to increase the drop rate of Chaos VIII Ampoules to match that increase in difficulty. These Incursions can get pretty tough, which led us to making the hardest of these challenges have the highest drop chance for Chaos VIII Ampoules.

Chaos VIII Weapons
We’ve added a whole new slew of weapons with new weapon models that are only available through Prime Incursions. There’s over 25 new weapons to collect, sure to scratch that collector’s itch!

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That’s not all there is to these weapons. Each weapon is upgraded to Chaos VIII, at the full 5/5 upgrade quality! That means they are perfectly upgraded, letting you focus on using Chaos VIII Amps to upgrade your relics and armor instead. Alongside these upgrades, we’ve curated these weapons to be what you really want. They have some of the most alluring shot and swing types many of you enjoy. ALONGSIDE THAT, included are curated mods specific to these weapons that really ensure these drops feel good and pack a punch!

Hyper Shards
Hyper Shards are something every player wants to boost up their arsenal. Previously, they were only acquired through Mastery completion, requiring a specific amount of Mastery Stars. Now, in Prime Incursions, you earn a Hyper Shard for every group you complete. There are six groups total, so if you complete all six of the groupings, you earn the seventh Hyper Shard as a capstone reward! This means you can now have up to TWO of each Hyper Shard in your ranks, pushing back the Old Ones forces more hyper-er than before.
When Do They Release?

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Today we released the first two groups of Prime Incursions, Prime I and Prime II. Each of these groups contains 3 incursions, for a total of 6 to conquer. Every week, on Wednesday @ 9AM ET, we are releasing a new incursion. This is going until early November, giving you content to come back each week to enjoy. Here’s the schedule

Prime I & II:  TODAY!
Prime III Malthius:  September 4th
Prime III Power Surge:  September 11th
Prime IV Dark Awakening:  September 18th
Prime IV Return to Maldonis:  September 25th
Prime IV Bastille Master:  October 2nd
Prime V Altar of the Athame:  October 9th
Prime V Revenge of the Yetis:  October 16th
Prime V Spectral Assault:  October 23rd
Prime VI Dawn of the Blood Moon:  October 30th
Prime VI BETSY:  November 5th


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

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


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


For Etheria!

Chromatic Games

[CG] LAWLTA

DEFENDERS!

October flew by, and November is here, which means we’ve got a slew of new things to show off and talk about! The Dungeon Defenders: Awakened PC beta is coming this month, with news on when it’s being released very soon. We’re currently working with our excellent PR partners on getting Dungeon Defenders: Awakened in front of as many Defenders as possible, so bare with us as we prepare to make this beta an explosive success!

While we’ve been working incredibly hard, today we want to show off the Huntress’s traps, some of the new gorgeous UIs, never before seen maps, and an update as to how as a studio we’ve been working on the game. Without further ado, let’s get into it!

Huntress Traps

We wanted to make sure that the Huntress’s traps conveyed that they were put together by an elf, using materials that are available to a being from the woodlands. There’s a lot of VFX and power that we’re going to be adding to these traps, but for now we’re going to show you what you’ll see as your creating a literal minefield for the hordes that are coming!

Poison Gas Trap

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Proximity Mine Trap

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Inferno Trap

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Darkness Trap

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Etherial Spike Trap

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User Interface Facelift

One thing that we promised with Dungeon Defenders: Awakened was providing a cleaner User Interface, something that is definitely wanting when playing the original Dungeon Defenders. Our approach is to make things read well so that you’re able to discern the information you want, get your gear and character setup the way you want fast and efficiently, so you’re back in the fray and doing what you do best — defending Etheria!

The inventory in Dungeon Defenders has always been a big part of the gameplay, and we’ve made it look aesthetically pleasing, while also providing a ton of functionality. We’ll start off with showing the item box:

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One thing you’ll notice is that there are Nintendo Switch inputs at the bottom. One of the biggest goals we had with the UIs for Dungeon Defenders: Awakened, was to make sure that it played well with a gamepad first. If it plays well with gamepad, then we can easily make it play well with mouse and keyboard.

You’ll also notice that there is a filter tab in the top right. This filter is going to allow players to filter gear with multiple options! Filtering is something that players have wanted for a while, and we’re bringing it in Dungeon Defenders: Awakened. Here’s a tentative list of what you can expect to be able to filter by:
 

  • Quality (Common, uncommon, rare, epic, etc.)

  • Equipment (Weapons, Helmets, Chests, Gloves, Boots, Pets, Brooches, Masks, Bracers, and Shields)

  • Armor Type (Leather, Mail, Chain, etc.)

  • and More!

Another important aspect of the game is being able to inspect a piece of equipment that you’ve received, compare it with a piece that you’ve got equipped, and decide if it’s an upgrade or not. Those were our goals with gear tooltips and comparison:

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When making these tooltips, we made sure that we included the “worst case” scenario for when you receive an item. By that, we focused on what the absolute biggest an item tooltip would be, and this is the result. There’s a ton of information that we need to convey, and so we made sure to push things to their absolute limits in order to provide a clean and easy to read UI. It’s worth mentioning that the white circles and squares are where our icons are going to be going to represent each stat (they’re currently made, just need some slight adjustments).

We also are adjusting the names of stats so that they are able to be understood. These images are work-in-progress still, but these names are something we’ll be looking for feedback throughout our beta process. 

All of it together, here’s what you can expect to see when playing solo:

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There’s still some iteration we’re going to be making (and currently are), but we’re very proud of where the UI currently is and can’t wait for you to be able to use it to its full potential!

There are a couple things that aren’t being shown here, but we want to give context to:

  • Abilities:  This will be where a hero’s abilities and towers are explained.

  • Runes:  This is the level up stat allocation area. Your stat updates are reflected in the character stats pane.

  • Character stats: This is currently getting polished , but will appear where the current item tooltip is in the above screenshot.

A lot of these pieces are coming together for beta. They have functionally been in our test builds as engineer art.

New Map? New Map!

Half of the maps in Dungeon Defenders: Awakened campaign have never been played before, and they help bring an all new epic feel! Two of our new maps are desert based maps, the ruins of a civilization that has long been gone. One of those maps, is tentatively called “Tornado Valley”, opening up to a giant ruined city:

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

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Studio Work

As a studio, we are churning through a ton of work. Recently our communication has not been as frequent as we’ve wanted and we’re progressing towards making it better. We’re currently expanding our workforce to help with this, but also are going to be working with our partners, including a PR firm, that will be getting updates and information out across our social channels, and into the hands of various game news outlet to really help Dungeon Defenders: Awakened blow up!

There are multiple goals that we have with Beta. First is to deliver on a promise to our backers, we want to be good on our word and you deserve to see what your support has created. Second, you’ll be providing really value feedback, both in terms of gameplay, but also from the metrics that we’ll be reading on the back end. Last, it’s a great milestone for us to achieve that really helps bring the game together and empower us as a studio to keep working hard.

After the beta, we are going to continue work on the game, up to the release in February. This means polishing systems, balancing gameplay, fixing bugs, and a lot more. The amount and quality of work that we’ve done in such a short time (a little over 8 months) is something that we’re incredibly proud of, and we use that pride to push us in these remaining months. What you’ll see in the beta does not mean it is final, and there’s going to be a ton of time put into making DD:A the best it can be!

Social Defenders

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

The entire team is having a blast working on DD:A, we cannot wait for all of you to get your hands on it. Stay tuned for more info!

For Etheria!

Chromatic Games

 

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Greetings Defenders,

On September 29th you’ll finally be able to get your hands on Dungeon Defenders II for the PS4!  Some features, like local Co-Op and controller support, will be ahead of the PC version, but other features and content will be rolling in after they are released on PC. Pre-Alpha Access will launch with Pets & Dragons content and be updated with the following PC Patches.

Pre-Alpha Access will be available immediately, with the purchase of any of the following packs:


Starter Pack - $14.99

  • Pre-Alpha Access

  • 2000 Gems

  • 4 Exclusive Hero Accessories

Defender’s Pack - $24.99

  • Pre-Alpha Access

  • 3000 Gems

  • 4 Exclusive Hero Accessories

  • 2 additional Hero Slots (will come in a future update)

Collector’s Pack - $74.99

  • Pre-Alpha Access

  • 10000 Gems

  • 4 Exclusive Hero Costumes

  • 4 Exclusive Hero Accessories

  • Exclusive “Dragonfall Defender” Title

  • 2 additional Hero Slots (will come in a future update)


A PlayStation®Plus account is NOT required for online multiplayer. Find out more info on the on the PS blog!

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The Power Up update is now live on PC & PS4! This update includes the Gun Witch, buffs to the four original heroes, the new Game Browser and much more!



Features

  • New Hero:  The Gun Witch!

    • As selected by you in our Influence Vote, the Gun Witch is here!

    • Using Broom Power, a magically regenerating resource, the Gun Witch has no need for blue mana and can use all of her powers at will. With abilities and witchcraft spells, the Gun Witch can fly from spot to spot, hovering in the air as she snipes enemies on the ground.

    • The Gun Witch Bundle includes the Black Magic Ops costume!

  • Game Browser

    • We’ve made a ton of changes to how you play maps and create games in the Power Up update. With the new Game Browser, you can now see every game being played. No more jumping blindly into a game hoping to find other players! Use the map, mode and difficulty filters to find the open games you want to play, or create your own. Entice players to join you by adding a custom name to your game. With the minimum iPWR filter, you can make sure the right people are joining your games.

    • To play a Private Game, select the map, mode and difficulty, and then select Create Game. On this new popup, you can choose to create a Public or Private Game.

    • The Game Browser replaces the old War Table flythrough screen, which should free up some memory.

    • This is a first pass on the Game Browser. We’ll add more filters and settings based on your feedback, and we’ll clean up some of the rough edges on the UI in a future update.

  • Reorganization of Campaign and Incursions

    • We’ve restructured the game into three game modes: Defense (previously called Campaign), Challenges (previously called Incursions), and Onslaught. All of these modes are unlocked from the beginning. Each mode now contains the following difficulties: Normal, Hard, Expert, Insane, and Nightmare I - IV. Thanks to your Influence Vote, Normal and Hard are both unlocked from the beginning, and the other difficulties unlock as your heroes’ level increases.

    • More reorganizations to come with our upcoming Strategy Revamp changes!

  • First Armor Set:  Armor of Storms

    • We’ve added our first armor set to the game! Armor sets can be worn by any hero. Each piece in a set has a unique Legendary Passive centered around a particular theme. This set is themed around lightning and storms.

    • This set is catered towards DPS heroes.

    • Gloves of the Storms:  

      • Smites of Lightning:  Attacks spawn a projectile that upon colliding with a target deals X% of your Hero Damage stat as damage and bounces up to Y times

    • Helm of the Storms:

      • Lightning Mana:  Increases your mana capacity by X with a Y% chance on hit to regen mana at a high rate for Z seconds

    • Chest of the Storms:

      • Taser Suit:  X% chance on taking damage to stun the enemy that hit you for Y seconds

    • Boots of the Storms:

      • Lightning Boots:  Increases movement speed by X. Upon landing, you deal Lightning Damage in an area around you dealing Y% of your Hero Damage stat as damage.

    • Each piece is located in the Victory Chest on different maps, so find them all!

    • We’ll be paying close attention to your feedback about this set, so please try it out and let us know what you think!

  • Unique Legendary Loot Update

    • In this update, we’re spreading out our unique legendary loot so almost every map has something unique to farm. Just like the recent Incursion weapons, these are guaranteed drops every time you win the map. Here’s a teaser of where you’ll find some of these items, but we’ll leave it to you to discover where the other items live:

      • Dragonfall Bazaar:  Toxic Shock Bow

      • Forgotten Ruins: Charge of the Harbinger Sword (DPS)

      • Liferoot Forest Incursion:  Armageddon Staff

      • Ramparts Incursion:  Purge Evil Polearm

  • Daily Mission Updates

    • Based on your feedback, we’ve made the following changes to Daily Missions:

    • Reduced the number of maps required to complete the Daily Missions from 5 to 3 and 3 to 2. Dailies are faster to complete now.

    • Reduced the likelihood of seeing Daily Missions that require you to win on maps in a certain area and increased the chance of seeing general “Win X Maps” Dailies.

    • Adjusted the number of Defender Medals given for Daily Missions so that completing Daily Missions that require you to win on maps in a certain area are more rewarding than the general Dailies.

  • Melee Update

    • In an experiment, we’re removing root motion (automatically moving forward while swinging) on the Medium Squire swords! It’s our goal that this change will give you more freedom and player control while melee attacking. Please try this out and let us know what you think. If you like it, we’ll apply it to the other Squire weapons and then to other melee heroes.


Balance

A big balance focus of this update was bringing the four original heroes up to the level of our newest heroes! We’ll be paying attention to game data and your feedback for more tweaks and changes.

As part of our hero buffs, we're updating some of our old passives to a new system, removing some passives and combining others into a single passive on a single item. As a result, we will be rerolling a number of passives. If the passive is getting updated to a new system, the value will be rerolled to either a higher or lower number than what you currently have. If the passive is being removed, it will be rerolled into another passive of a similar type (so if it’s a defense passive, it’ll be rolled to another defense passive). The end result should be that the four original heroes are on par with the new heroes, giving you more defense setup variety. From there, we’re working on changes in future updates to make the game more challenging and rewarding!


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Abilities

  • Pole Smash

    • Buffed damage significantly

    • Removed cooldown

    • Reduced to mana cost to 25

    • Falloff damage removed

    • Scales off of Ability Power

  • Chi Blast

    • Buffed damage significantly

    • Removed cooldown

    • Increased mana cost to 50

    • Falloff damage removed

  • Heroic Presence

    • Increased damage buff

    • Increased Heal Strength

    • Increased mana cost to 100

    • Cooldown is now 10 seconds

  • Shielding Wave

    • Buffed the Shield Strength to 2000% of your AP

    • Mana cost is 100

    • Cooldown is now 10 seconds


Defenses

  • Lightning Aura

    • Increased Damage

  • Lightning Strikes Aura

    • Increased Damage

  • Boost Aura

    • Increased the amount of DP given to defenses by 25%

  • Sky Guard Tower

    • Damage increased slightly


Gear

  • Monk Harbinger Weapon

    • Pole Smash Fist (Passive)

      • Cooldown reduction removed

      • The two fists now roll their damage independently

        • First fist between X

        • Second fist between Y

      • Rebalanced stats to be more viable

    • Lightning Strikes Passive

      • Chance to proc is now variable

      • Damage from first fist is now variable

      • Area damage from smaller fists is now variable

      • Rebalanced to be more viable

  • Serenity Aura Range Passive

    • Only appears on gloves now

    • Value increased slightly since it’s only on gloves now.

  • Serenity Aura Slow Passive (Idle Flow)

    • Increased intensity of the slow

  • Betsy Weapon Passive

    • Slight change to do a chance on hit that secondary attacks will spawn a lightning area, dealing a portion of your Hero Damage stat as storm damage for a randomized amount of seconds.

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Abilities

  • Magic Missile

    • Increased damage

    • Increased max number of marked targets to 8

    • Removed cooldown

    • Reduced mana cost to 25

  • Tornado

    • Increased damage

    • Increased knockup duration

    • Reduced cooldown to 2 seconds

    • Max targets you can hit is now 10

  • Lightning Rod

    • Massively increased damage

    • Stun duration is now 18 seconds

    • Cooldown is now 10 seconds

  • Mana Bomb

    • Increased damage

    • Cooldown is now 10 seconds


Defenses

  • Arcane Barrier

    • Buffed Arcane Barrier Health

  • Flameburst Tower

    • Increased Damage

    • Reduced AoE damage fallof

  • Earthshatter Tower

    • Earthshatter Tower is now single target and heavy damage.


Gear

  • Balanced the Halberd primary fire.

  • Slightly reduced firing rates on all staves and increased damage of attacks. Don’t worry:   There are still fast-firing staves.

  • Buffed secondary attack damage on staves.

  • Apprentice Harbinger Weapon

    • Arcane Barrier Passive

      • Removed health bonus given since base health of the Barrier was boosted

      • Increased damage effects

      • Increased DoT duration to 8 seconds

      • DoT damage scales separately from meteor damage

    • Mana Bomb Passive

      • Buffed to be more viable

      • The three passive values roll separately now (Shield Strength, DoT Damage, and Meteor Damage)

  • Frost Fire and Frosty Power

    • Frost Fire removed and replaced with Frosty Power

    • Frosty Power only appears on weapons now and replaces the Frost Fire passive

    • Increased amount of power gained to account for the loss of Frost Fire


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Abilities

  • Sword Beam

    • Increased damage

    • Increased VFX for 100% more WOW factor. Isom lervs Serd Berm.

    • Increased collision size to match new graphics

    • Scales with Ability Power

    • Reduced mana cost to 25

    • Removed falloff damage

    • Removed cooldown

    • Deals magic damage

  • Empowered Sword Beam

    • Increased damage

    • Increased VFX for 100% more WOW factor.

    • Increased collision size to match new graphics

    • Scales with Ability Power

    • Reduced mana cost to 25

    • Removed falloff damage

    • Removed cooldown

    • Deals magic damage

  • Provoke

    • Increased damage boost

    • Removed cooldown

    • Reduced mana cost to 50

  • Seismic Slam

    • Increased damage

    • Deals Earth damage now

    • Increased stun duration

    • Increased damage to enemies that are on the outside of the ability

    • Increased mana cost to 100

    • Cooldown is now 10 seconds

  • Block

    • Increased block strength from 40% to 65%, 90% with sphere.

  • Attacks

    • The Squire decided to focus a little more on arm day and some attacks in his combo chain have added knockback effects

    • We removed root motion from Medium Squire weapons. Try it out and tell us how it feels.


Defenses

  • Spike Blockade

    • Increased health

    • Increased damage by 125%

  • Cannonball Tower

    • Increased damage by 40%

  • Heavy Cannonball Tower

    • Significantly increased damage

    • Reduced projectile speed

  • Training Dummy

    • Massively increased health

    • Increased damage by 100%

  • Ballista

    • Increased damage by 30%


Gear

  • Squire Harbinger Weapon

    • Provoke Passive

      • Increased DoT damage

      • Increased Seismic Slam

    • Training Dummy

      • Increased damage

      • Removed health bonus given since base health of the Dummy was boosted

      • Chance to roll the proc chance

  • Hearty Harpoon Passive

    • Now rolls only on Totems

  • Explodey Harpoon

    • Now scales with Defense Power and values adjusted slightly to give it a little girth.

  • Betsy Weapon Passive

    • Now deals a % of your Hero Damage stat as Damage instead


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Abilities

  • Concussive Shots

    • Increased damage

    • Damage scales with Ability Power

    • Reduced mana cost to 25

    • Reduced cooldown to 5 seconds

  • Sticky Nades

    • Damage increased substantially

    • Damage now scales with Ability Power

    • Mana cost set to 50

    • Reduced cooldown to 5 seconds

  • Oil Flask

    • Slightly increased damage

    • Increased the ignited oil damage and it now scales with AP

    • Increased oil duration by 4 seconds

    • Mana cost set to 50

    • Removed cooldown

  • Piercing Shot

    • Increased damage substantially

    • Damage now scales with Ability Power

    • Mana cost set to 100

    • Reduced cooldown to 10 seconds


Defenses

  • Explosive Trap

    • Damage increased by 35%

  • Elemental Chaos Trap

    • Damage increased by 400%

  • Geyser Trap

    • Increased damage

    • Decreased attack rate

  • Blaze Balloon

    • Damage increased by 45%

    • DoT tick rate reduced slightly

  • Poison Dart Tower

    • Increased damage substantially

    • DoT applies quicker to targets

    • Changes targets after hitting

    • Increased the amount of love that iamisom gives this defense


Gear

  • Slightly reduced firing rates on all bows and increased damage of attacks. Don’t worry:   There are still fast-firing bows.

  • Huntress Harbinger Weapon

    • Concussive Shots Passive

      • Increased damage

      • The initial spikes and spike AoE scale separately with damage

    • Geyser Shard Passive

      • Increased damage

      • Can roll its damage and chance to proc separately.

  • Phoenix Call Passive

    • Phoenix Damage and Luck have been combined into Phoenix Call.

    • Values increased to accommodate for this change

    • Phoenix’s collision increased by 50% for more whammity wozzle.

    • Phoenix Damage and Phoenix Luck no longer appear on items

  • Poison Dart Passives

    • Towering Poison and Speedy Darts have been removed.

    • Explosive Poison has been reworked

      • Poison Dart Tower now does more damage. When a poisoned target dies, it detonates dealing a percentage of your Defense Power Stat as damage to enemies within a given radius.


Other Balance Changes

  • Fixed a bug where the Nullify and Harden passives were increasing resistances more than what was stated. They should now be accurate.

  • The Abyss Lord’s Colossus and Skeletal Orc towers’ Critical Damage now scales with each upgrade, maxing out at 3.0.

  • Series EV2 Heat Dissipation updated

    • Sword/Staff canisters that were using bursts updated to have more-balanced Heat/second dissipation

    • Mega'Manus Projector Heat Dissipation decreased 42 H/s -> 18 H/s

    • Mcdooger's Heat Dissipation increased 10 H/s -> 15 H/s

  • Skill Sphere Changes

    • Chilling and Oiling Strikes have had their slows increased.

    • Oil Harpoon (Squire) no longer reduces Ballista damage.

    • Cooldown Reduction has a minimum proc time of once per second.

General Bug Fixes

  • In order to fix the Series EV2 node placement bug, we’ve reset the Options/Keybindings.

  • Fixed a server crash that would happen if a player switches heroes quickly and continuously.

  • Fixed a bug that would cause players to get stuck in the Tutorial.

  • Fixed a bug where costume accessories in the Costume Shop could not be previewed before purchase.

  • Heroes will now properly resume auto-attacking after using abilities.

  • DPS and Attack Rate numbers on the Abyss Lord’s Skeletal Ramster should be more accurate now.

  • Fixed a bug where party leaders in a Private Game could kick themselves from a match.

  • Fixed an issue where selecting items for sale in the Inventory and closing the Inventory without selling those items would break the Inventory UI when reopening it.

  • Fixed a bug where new players would see the original heroes locked until the player moved through the heroes on the Create Hero screen.

  • Fixed an issue where Victory Chests would float in the air on The Buried Bastille.

  • Run N’Gun Skill Sphere now properly increases movement speed.

  • Chilling Strikes Skill Sphere now properly works on the Abyss Lord.

  • Abyss Fountain of Speed Skill Sphere now properly increases movement speed.

  • Fixed a bug where melee heroes could attack while in the Inventory.

  • Fixed an NPC dialogue box that was referring to Monthly Missions instead of Bonus Missions.

  • Fixed a VFX issue with the Abyss Lord’s defenses in The Buried Bastille.

  • Fixed an issue where enemies would get stuck on ledges on The Ramparts.

  • Fixed a VFX issue with Series EV2’s shadow in The Buried Bastille.

  • Correctly stylized “War Table” on the interact icon.

  • Fixed a VFX issue with the Abyss Lord’s Tomes in the Blacksmith shop.

  • Fixed missing SFX issue on The Bling King Incursion.

  • Fixed a Lightning Bug projectile VFX issue.


PS4-Specific Bug Fixes

  • When a splitscreen player has the My Deck window open, the Blacksmith, Relic and Skill Sphere shops will now update the relic/weapon meshes and the window will now scroll.

  • When purchasing an accessory in the Costume Shop, the selection cursor no longer automatically moves to a different accessory, breaking UI navigation with the D-pad.

  • Turned down cutscene video volume and fixed an issue where cutscene volume was not responding to the volume sliders in the Options menu.

  • Fixed an issue where if a splitscreen playerhad an AFK timeout, both players would return to the Main Menu.

  • Fixed an issue where a splitscreen player could AFK timeout while the host player was in a menu.

  • Fixed an issue where, when a splitscreen player leveled up, the other player’s controls were locked until the Level Up window was closed.

  • Fixed an issue where, when in splitscreen, the Create Hero page was resized to where some info was off-screen.

  • Fixed an issue where heroes in the Costume Shop could not be rotated with the controller.

  • Fixed an issue where the L1 and R1 button icons did not appear in the Create Hero screen for switching characters.

  • Fixed an issue where pet stats were displaying as higher than intended during the Evolution screen.

  • Fixed an issue where if a splitscreen player tried to join after the Victory/Defeat cutscene, the splitscreen player was permanently unable to request to join again and the screen remained split.

  • Fixed an issue where the incorrect egg name would display in the Transform Pets UI when purchasing a premium egg.

 

Known Issues

  • We’re still investigating the crashes that are being reported to us. We’ve dramatically decreased the amount of crashing, but there’s still work to be done!

  • Players can sometimes fall through the tavern/marketplace floor. If you restart the game, this should fix the problem.

  • The projectile spawned from the Gloves of the Storms passive does not work on the Abyss Lord and will not fire correctly when used with EV2 or the Huntress. Fix will be deployed in next update/patch.

  • Trying to join a game via the Game Browser when it’s already going can cause players to be not able to matchmake. Returning to the title screen and back will fix this. Fix incoming.

  • The Game Browser can sometimes take an extended period of time to remove a no longer valid session from the session list.

  • On occasion, loot data for a map will not load so all loot dropped will be of iPower 1. This can also affect Victory Chest. We’re currently investigating.

  • The Taser Suit passive will display with a radius stat of 0 but the passive functions properly.

  • PS4 - Splitscreen players (secondary) cannot navigate the Inspect Deck UI with the D-pad.

  • PS4 - In splitscreen, if the primary player is invited to a party the 2nd player does not join the party as well.

  • PS4 - The Splitscreen HUD can display on menus intended to take over the full UI.

  • PS4 - In splitscreen, the “Joining Game” notification does not display when a 3rd party member selects a map to play.

iamisom

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The Power Up update is now coming out Thursday. While you wait, we've extended the 3x Medal Weekend to Thursday!

In case you're wondering, there was an issue with matchmaking that made things go kabloomy, which is a scientific term for, "Oh god, why?!"

Smashing it with a sledgehammer didn't fix the problem, so it looks like a more finesse approach is needed. Probably a tiny mallet or gavel.

The update is still planned for simultaneous release on PC & PS4!

We'll see you on Thursday, Defenders!

Love,
The Trendy Team

iamisom

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Power Up - Patch Preview

It’s time to dust off your Hero Deck and slide the Apprentice, Squire, Huntress, and Monk back in! The Power Up update boosts the original four heroes, finally making them as powerful as true サイヤ人 -- err, we mean, the Abyss Lord and Series EV2. But it might be hard for them to keep up since this update also introduces the new queen of DPS, the Gun Witch!

Looking for someone with a Gun Witch? With the new Game Browser, you can see a list of every game being played, and you can create custom game names to find the players you want! The update also includes many rebalanced passives and weapons along with our very first Armor Set for you to discover. Oh, and did we mention this gear is now distributed across a variety of maps? We think it's time to go create a  “FARMING FOR 4/s Armageddon” lobby.

Our heroes are powering up this July! Stay tuned next week for the patch’s release date, but in the meantime, read on for more details about the Power Up update:



The Gun Witch

With a passion for witchcraft and a touch of gunpowder, we’re proud to present to you… the Gun Witch! Using Broom Power, a magically regenerating resource, the Gun Witch has no need for blue mana and can use all her powers at will. With abilities and witchcraft spells, the Gun Witch can fly from spot to spot, hovering in the air as she snipes enemies on the ground. Meet the Gun Witch in the video above for a full overview!


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Hero Buffs

It’s time for the four main heroes to get a boost! These updates will bring the original heroes to Abyss Lord and Series EV2 power level. When the patch comes out in July, you’ll be able to check out all the nitty-gritty details in the patch notes. Here’s a preview of some of the notes: RPG PATCH NOTES.


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  • We’re buffing the Apprentice to increase the damage viability of his defenses, giving him a tankier Arcane Barrier, and drastically reducing his ability cooldowns so they’re fun to use frequently.


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  • We’re making the Squire a more viable melee and ability power fighter. We’ll be making both of his blockades sturdier and increase the damage of all of his defenses. We're also experimenting with removing root motion, so you can move and attack at the same time.


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  • We’ve modified each of the Monk’s melee attacks to make his polearm types more unique. We’ve also boosted the damage output of his damage dealing towers and boosting ability of his Boost Aura.


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  • We’ve reduced the cooldowns and increased the damage on many of the Huntress’s abilities. We gave all of her traps a substantial damage boost and modified the Poison Dart Tower so it’s more effective on the battlefield.


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Game Browser

We’ve made a ton of changes to how you play maps and create games in the Power Up update! With the new Game Browser, you can now see every game being played. No more jumping blindly into a game hoping to find other players! Use the map, mode and difficulty filters to find the open games you want to play, or create your own. Entice players to join you by adding a custom name to your game. With the minimum iPWR filter, you can make sure the right people are joining your games. Based on your feedback, we’ll add more filters and settings to make sure finding and playing with other players is an enjoyable experience.

We’ve also restructured the game into three game modes: Campaign, Challenges (previously called Incursions), and Onslaught. All of these modes are unlocked from the beginning. Each mode now contains the following difficulties: Normal, Hard, Expert, Insane, and Nightmare I - IV. Thanks to your Influence Vote, Normal and Hard are both unlocked from the beginning, and the other difficulties unlock as your heroes’ level increases.


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Passive Updates

Since we’ll be powering up the main four heroes, we also wanted to do a balance pass on many of the passives and legendary weapons in the game. In many cases we have combined passives that previously appeared on many items to a single passive that rolls on a single item. These new items will be guaranteed drops on specific maps.

Our end goal: The ability to target farm the gear you need to make your heroes awesome!

iamisom



The Power Surge update is live now on PC and PS4! Here are the patch notes:

Features

  • New Challenge:  Power Surge!

    • Storm’s a-brewin’ at Dragonfall Bazaar! While the storm rages, towers gain supercharged attack speed, instant upgrading and instant build time during Combat Phase, but the intensity causes towers to explode after a short time. Can you survive the storm?

  • Glaive of the Storms Monk Weapon

    • Guaranteed drop from the Power Surge Challenge.

    • Walking Tempest - 40% increased movement speed.  Basic attacks deal [20-40%] Hero Damage as Magical Storm Damage.

    • Storm Rider - Glide on a Storm Cloud for [15-35] seconds drenching enemies under you. Every 2 seconds, the Storm Cloud strikes targets for [1000-2000%] of your Ability Power as Magical Storm Damage. While gliding, primary attacks are ranged lightning bolts that deal [250-450%] of your Ability Power as Magical Storm Damage.

  • iPWR 750 Boots:  

    • Complete the Power Surge challenge for your chance to get iPWR 750 Boots from the Victory chest!

  • Game Browser UI Updates

    • Updated the filters to reduce confusion on Public vs. Private Game creation. Public vs. Private Game creation is handled on the Create Game screen.

    • The Create Game button will always remain active. If a player is unable to create a game, clicking the button will inform the player of what hasn’t been selected yet in order to create a game.

    • Daily Bonus icon should now appear for Challenges in the Game Browser.

    • Increased the size of map icons to improve map readability.

    • Docked the buttons to fix aspect ratio issues where the buttons would appear in odd locations.

  • New EV2 Costume:  Mark 3

    • Remember the days of dressing up like a Bounty Hunter? EV2 remembers.

  • Other Changes

    • Increased the AFK timer to improve Maximum Pooping Efficiency.

    • Changed the Inspect Defense tooltip to factor in critical hits.

    • Improved party invites to stop nefarious players from spamlocking players in the Heroes Marketplace.

    • Level and difficulty should now show up on the Pause screen in every map, mode and difficulty.

    • Added links to Hero Videos on the Create Hero screen. These are only available if you have not unlocked the hero.


Balance

  • Huntress Poison Dart Tower

    • Poison Dart Tower Skill Sphere Change

      • Changed Poison Dart Tower’s “Poison Stacks” sphere to “Poisonous Fangs,” which improves poison damage by 30%.

    • Viper’s Bite Rebalance

      • Viper’s Bite now rolls between [50 - 80] instead of [110 - 150] of Defense Power as damage in an AoE radius

      • Range reduced from [1500 - 2000] to [700 - 1500]

  • Abyss Lord Skeletal Archer

    • Damage Buff

      • Archers damage has been increased from 3.85x your Defense Power to 4x

    • Angle Buff

      • Angle increased from 120 to 165

    • Speed Rebalance

      • Rate of fire decreased from 1.67/s to 2.2/s

    • Range Rebalance

      • Base range reduced from 4000 to 3250

    • Targeting Rebalance

      • Archers used to pull less aggro than Flamethrowers. They are now equivalent to Flamethrowers.

    • Upgrade Damage Strength Rebalance

      • The amount of damage upgrade per upgrade level has been rebalanced.

        • For example: Tier 2: 1.65 is now 1.5 and Tier 5: 3.6 is now 3.0

    • Explosive Arrow Rebalance

      • The passive roll range has been reduced from [185-325] to [85-200]

  • Abyss Lord Skeletal Ramster

    • The Ramster is meant to be ridiculously good at one thing, massive AoE burst. His weakness is… pretty much everything else.

    • Damage Buff

      • Increased Defense Power gain from 3.0 to 3.2

    • DU Buff

      • Ramster is cheaper now at 50 DU instead of 60

    • Attack Rate Rebalance

      • Rate of fire decreased from 1.87/s to 2.5/s

  • Apprentice Earthshatter

    • Upgrade Damage Buffed

      • T2: 1.4 to 1.5

      • T3: 1.8 to 2

      • T4: 2.2 to 2.5

      • T5: 2.6 to 3.0

    • Range Buff

      • Range increased from 3600 to 4000

      • No longer gains range from upgrades

    • Defense Power Scaling Buff

      • Damage scaling increased from 15 to 22

  • Squire Ballista

    • Defense Power Scaling Buff

      • Increased DP scaling from 9.5 to 12

    • Defense Units Rebalance

      • DU increased from 50 to 60

  • Series EV2 Proton Beam and Reflect Beams

    • Crit Damage Scaling Rebalance

      • Reduced the base crit damage from 245 to 70

  • Lucky Salves Rebalance

    • Lucky Salves now increase crit chance by 25% (additive) instead of multiplying current crit chance by 6x. This affects Defense and Hero salves.


Bug Fixes

  • The Frosty Power staff (Chilling Touch) drops again on the Forest Poachers Challenge. HUZZAH!

  • Fixed an issue when a player would get a 5002 error when attempting to transition to a map with a party and all subsequent attempts to matchmake would result in errors.

  • Fixed an issue where if matchmaking times out after player has elected to return to Tavern from the Defeat/Victory window, the player would be unable to close the window or access the Options menu normally.

  • Fixed a bug where attack rate was not properly scaling with Attack Speed SAS points. Previously, putting 1 point into Attack Speed would set it to max. Now players must max out the Attack Speed stat to achieve max value. The maximum value has not been changed.

  • Fixed an issue where the Abyss Lord’s Orc Blockades and Colossus health would show up differently in tooltips and their HP bar.

  • Fixed a discrepancy between the tooltip health value and the actual health value of the Colossus and Orc Blockades. They were off by 150 points.

  • Fixed an issue where the leader of a party who initiates the decision to move to another match/tavern would receive the stay together/stay behind party prompt.

  • Filters should function correctly for Challenges now.

  • The Squire will no longer display his default shield graphic under the newly equipped one.

  • Adjusted the Huntress’s Bling Bow primary fire splash AoE graphic to more accurately match the size of the AoE. It’s now a little smaller.

  • Added some jumping sound effects to the Black Magic Ops costume.

  • Fixed some animation issues with jumping and using abilities on the Gun Witch.

  • Reduced the volume on electric buffs by about 40%.

  • Increased volume of the Broomnado ability SFX.

  • Increased collision on Dragonfall Sewers mana nodes.

  • Fixed an issue with the Storm Gloves projectile when equipped on EV2 or Huntress.

  • Repositioned the Ghastly Halberd on the Item Enhancement wheel.

  • Fixed an issue where the VFX balls that spawn when the player is interacting with towers did not remain static when the Ghastly Halberd is equipped.

  • PS4 - Fixed an issue when you would jump and cast an ability with the same button press for target ground abilities.

  • PS4 - Fixed an issue where the split screen player could not navigate the Inspect Deck UI.

  • PS4 - Fixed some UI issues with opening and closing the Playstation menu while the Hero Information screen was open and the Hero Deck and Session List were layered on top.

  • PS4 - Fixed texture quality streaming for the UI.
[CG] LAWLTA

Greetings Defenders,

Dungeon Defenders II:  Power of the Ancients is live for all platforms! This expansion is full of new progression, power, and challenges.

The content released in this expansion is massive.  We’ve included the long awaited Onslaught game mode, our new largest map ever, The Lost Temple, and our new Ancient Power system.  There’s tons of things to share in these patch notes, so let’s get right to it!

Onslaught

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Onslaught introduces a new floor based progression, enemy Mutators, and unique enemy schedule and lane selection. You gain better loot with every floor, see different enemies in every lane, and have to tailor your defense to each and every threat. The deeper you descend, the stronger your opponents become, unleashing familiar Trials enemies, as well as progressively difficult Mutators and enemy schedules.

In addition to the new systems, we’ve added some new Onslaught rewards!  For beating certain floors, you can unlock new Flair sets.  You might even be able to find a new companion from Victory Chests…

Did we mention Victory Chests?  Onslaught will feature a new Victory Chest that is exclusive to Onslaught and is a little more visually impactful. You’ll see what we mean when you beat your first floor!


Floor Progression

In each floor of Onslaught, there can be 1-3 maps on each floor.  This will cycle between 1, 2, and 3 until you reach our end-game scaling around Floor 60.

For Example:

  • Floor 1: 1 Map

  • Floor 2: 2 Maps

  • Floor 3: 3 Maps

  • Floor 4: 1 Map

  • Floor 5: 2 Maps

And so on and so forth. In our end-game, every floor will be three maps.

Each floor that you beat will have better and better loot up to our current maximum Chaos VII level.

Mutators

Mutators are a system that existed in the game previously, but now we’ve really cranked it up to eleven. There are over 20 different Mutators that will unlock as you progress deeper into Onslaught. These Mutators will be semi-randomly selected based on the enemies that they’re assigned to.  Mutators will shift and change how you need to build each lane, so pay attention to the enemy billboards that appear over each enemy spawn, and check out the new corresponding Mutator icons that will show up when you target an enemy that has one.  We’ve blacklisted certain combinations of Mutators from appearing together, but there are some crazy combinations that will definitely crank up the difficulty for players interested in strategizing.

Some Example Mutators:

  • Berserker Mutator:  Enemies start off weak, but become stronger the longer they are alive.

  • Exhaustion Mutator:  Enemies start off strong, but become weaker the longer they are alive.

  • Detonator Mutator:  When enemies die, they explode, causing damage to heroes and defenses around them.

New Enemy Schedules

Groups of enemies within our game are referred to as “schedules” in our studio.  These schedules determine what types of enemies that spawn out of each enemy lane.  In Onslaught, each lane will spawn a different enemy schedule and will require you to build a set of defenses that is effective against that group of enemies.

Example Enemy Schedules:

  • Game Ogre Enemy Schedule:  All enemies are Ogres.

  • Timmy’s Revenge Enemy Schedule:  Every type of Goblin in a lane. Gobu.

  • Cy-hex Lava-zerker Wompers: Cyborks, Hex Throwers, Lava Orcs, Berserkers, and Melee Goblins… have fun!

  • And many more!

New Gating and Unlock Progression

The choice is YOURS!... in regards to how you progress. As you unlock more floors through Onslaught, more tiers of Trials are unlocked, and on the flip side, the more Trials tiers you complete, the more floors you unlock. Current players that have completed certain difficulty levels of Trials will already have appropriate Onslaught floors unlocked. For example, players that completed Chaos VII have Onslaught Floor 55 available now. Here’s a list of where you’ll end up in this expansion when you first load in:

  • Chaos I:  Onslaught Floor 3

  • Chaos II:  Onslaught Floor 4

  • Chaos III:  Onslaught Floor 7

  • Chaos IV:  Onslaught Floor 10

  • Chaos V:  Onslaught Floor 16

  • Chaos VI:  Onslaught Floor 37

  • Chaos VII: Onslaught Floor 55


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Defenders can choose to progress through each Floor of Onslaught, or clear through our unlock progression via Trials and each Chaos difficulty.  Check the Challenges UI for details about when these unlock or check out the next Chaos level of Trials at the War Table and it will show you the requirement needed to unlock the next level.

The Lost Temple

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It’s HUGE, it’s crazy, and it changes every time you play!  The Lost Temple is by far the largest and most interesting level we’ve ever made. During each visit to this humongous map, different lanes and cores will be selected and activated, providing a different experience upon each visit. As you are playing the map, keep an eye out for an additional lane opening up.  When a new lane opens up, we’ll give you more mana and Defense Units to be able to properly defend it.

Another awesome addition to this map is the sheer number of enemies that will be able to be on the map.  Combat may be a little more chaotic with the huge waves of enemies that will be spawning on this map.  We cranked up the number of enemies on screen by almost 200%!  Maybe even more?  I don’t know, it’s insane… but also very fun.  We hope you’ll enjoy it.

Ancient Power

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Get far enough into Onslaught, and unlock the ability to gain Ancient Power, an additional character progression system. Each time you gain Ancient Power, you will receive a number of permanent account buffs, raise the maximum cap of points that you can put into each Ascension talent, and keep/increase your new Minimum Ascension Level.  

Minimum Ascension Level

The Minimum Ascension Level is based on your Highest Achieved Ascension Level, your Highest Achieved Floor of Onslaught, and will increase each time that you push your limits.  You will gain +3 to your Minimum Ascension Level for each additional Floor of Onslaught that you beat over Floor 65 and for every 50 Ascension Levels that you have when you finally hit “Gain Ancient Power”.  When you gain Ancient Power, your new Ascension Level after the reset will be whatever your Minimum Ascension Level is.

For example:

On your first playthrough, you hit the minimum requirements to gain Ancient Power and have beaten Floor 65 and have 250 Ascension Levels.  Your Minimum Ascension Level will be 15.  You got +0 for beating Floor 65 since you didn’t push above it, and you gained +15 for your 250 Ascension Levels.

On your second playthrough, you also only do the minimum requirements to gain Ancient Power.  You will gain +0 to your Minimum Ascension Level because you did not push any additional Floors past 65, and you didn’t gain any additional Ascension Levels that would have raised your “Highest Achieved Ascension” number.

At this point you need to push Onslaught Floors or Ascension Levels over 250 to gain more Minimum Ascension Level.

Permanent Buffs

Each time you gain Ancient Power you will also yield permanent buffs:

  • +5% Permanent Experience Bonus.

  • +5% Permanent Gold Gain Bonus.

  • Ascension Talent Cap raised by an amount that corresponds with your progression.

  • Increase or Keep your new Minimum Ascension Level.

Ancient Powers

In addition to the permanent buffs, you will also receive one point that you can allocate into a number of additional unique Powers!  These are the ones that stack with other party members.  Some of these include:

  • Increased Tower Health %.

  • Increased Tower Damage %.

  • Lifesteal based of x% of Hero Damage dealt.

  • Reduced resurrection timer.

  • Increased resistances %.

  • And more!

All the buffs can be used in every game mode!

Limited Progression Reset

When you gain Ancient Power, your progression will be reset back to Onslaught Floor 1 and Chaos I with your gear and shards reset to that appropriate level.  Using your new Powers, you’ll be able to reprogress back through our end-game at a quicker pace and push into deeper floors of Onslaught with your newfound strength!

Leaderboards

We are adding leaderboards to see who have progressed the furthest through Onslaught. There are two new boards that track different things. The first, our Onslaught Leaderboard, will track the furthest floor progressed similar to Mastery’s leaderboard (i.e. players completing the highest floor at the same are both listed as first).

The second, our Ancient Power Leaderboard, will track which players have acquired the most Ancient Power. There is more info regarding these leaderboards down the road, but are currently used to see who is the best of the best!

Defender Packs

We’re introducing a new system, Defender Packs, to acquire flairs, costumes, pets, and accessories. We weren’t a fan of our old lock box system because it had limited accessories you could unlock, and required keys to open them. Defender Packs were made to always feel rewarding whenever you received one. There are various ways to acquire them, a couple include completing the campaign or progressing through Onslaught. They have a chance to drop from the highest floor you've completed, even when farming your highest floor. If you’ve already completed the campaign, you automatically receive the Defender Packs you would have earned.

Defender Packs include a giant inventory of different skins and flairs, some being extremely rare and prestigious. If you happen to receive a flair, costume, or accessory you already own, you’ll be rewarded handsomely with gold instead!

Maps

Forest Biome

  • Updated to give 1250 mana from 1000 mana.

    • Now matches the maps Defense Unit cap.

Deadroad

  • Updated to give 1250 mana from 1000 mana.

    • Now matches the maps Defense Unit cap.

Bug Fixes


  • Fixed a button display issue with Ev-2 when placing a defense with a controller.

  • Fixed an issue with Frosty Power not displaying Defense Power as a valid stat.

  • Fixed an issue where Serpent’s Coil was not displaying kills and damage dealt.

  • Fixed an issue where Automation was healing more than intended.

  • Frostbite Tower can now target training dummies.

  • Fixed a spelling error with The Dawn of the Blood Moon Incursion.

  • Fixed an issue where the “G-Up” sound was not playing correctly.

  • Fixed a pet unequip issue at the Petrinarian.

  • Fixed an issue where the town hub music was tied to the SFX slider.

  • Thunderbolts and Lightning can only be equipped to magic staves now.

  • Fixed Lavamancer Harden/Inflame VFX.

  • Fixed an issue with Start Campaign appearing after completing it.

  • Escape can now cancel pet rerolls.

  • Water spout trap now named properly.

  • Orbs should no longer drop during Campaign.

  • Less words are caught by the profanity filter now.

  • Glaive of Storms attack animation ends correctly now.

  • Fixed an issue where controller inputs could provide an extra daily mission.

  • Fixed an issue where EV2's Proton Charge was dealing around twice as much damage as it should have been.

Known Issues

  • We are investigating an issue where Harpy’s Perch currently does not gain the pierce buff while corrupted.

  • We are investigating an issue where Angry Nimbus does not gain storm damage or change material while in Corrupt form.

  • Frosty Beams Shard affected enemies are not kept frozen through the entire duration.

  • Vampiric Empowerment Shard’s current stat boost is being displayed incorrectly.

  • Automation does not work on Snaking Sands, Slime Pits, Geyser Trap, and Angry Nimbus towers.

  • Tuskar is currently using Witherbeast's icon.

  • Assault on Throne Room with mini-Ogres has a chance to spawn at the core.

  • Mutator text descriptions are small and hard to read on consoles.


This is just the start for what’s to come in Dungeon Defenders II! We poured a lot of love into Power of the Ancients and know you’ll enjoy Onslaught. We have a lot of planned for Dungeon Defenders II in 2018, and are grateful for the support you show us to make the game the best it can be.

For Etheria!

The Dungeon Defenders II Team

[CG] LAWLTA

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Greetings Defenders,

We’ve been hard at work since our latest update and we’re ready to share some of what you can expect to see in our next update! We wanted to take a step back and focus on some more player-centric changes, and we’ve got a pretty hefty list of things we’re accomplishing. There’s still a lot of work for us to do, and while we’re not ready to show anything off yet, it’s the perfect time to talk about some of the things you can expect to see coming to Dungeon Defenders II!

Shard Acquisition

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

We don’t want that. We want you playing content you find engaging, while being able to acquire the Shards you want. The exact details cannot be spilled out here, but we’re working on concrete ways to get the specific Shards you want.

Chaos VIII Shards

They’ve been gone for a while, and the game has changed quite a bit since they were removed. We have taken a pass at them so that they fit into the current game and are something you want to get. You’ll be able to get them after a certain point in Onslaught, similar to when you start receiving Chaos VIII Ampoules.

New Weapons

There’s a lot of epic weapons that we’re going to be making available, some that have been available previously, and some you've never seen before. Players love to make their characters look unique, and while costumes, flairs, and accessories help accomplish this, weapons also play a big part in making your heroes look awesome!

Elemental Addition

We know a lot of you really enjoyed harnessing the powers of the elements, and we promised to add to this system. In the next update, Poison Mods will be added. While we’re not talking interactions yet, we wanted to let you know that we’re expanding on the list of powers you can combo to break apart your enemies!

Other Greatness

There’s still a decent amount to talk about, and we promise to get word out on things as soon as we can. This next month is going to be a crazy ride for all of our Defenders and we cannot wait to share with you what our 2019 is going to look like! We'll be doing at least one other update over the next month, and then go through our usual release of dev streams and previews. We’re wanting to really take our time with everything we're conjuring up and give attention to a lot of things that we believe you’ll enjoy.

Social Defenders

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

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

For Etheria!

The Dungeon Defenders II Team


iamisom

Here's our first PlayStation 4 hotfix!

Hotfix 1:

  • Background music and new art assets for the content information screen.

  • Can activate tower interactions while holding R1.

  • Inventory now properly displays previews while scrolling over filters.

  • Unlocked costume embellishments should now be properly purchasable.

  • Collector's Edition titles now able to be redeemed and used.

  • In-game item inspection pop-up controls are now more visible.

  • No more black screen when player 2 logs out of PSN while in the process of loading into the game.

  • Fewer crashes (we hope)

  • Added four new spooky costumes to the Costume Shop


Warning:  This patch will seem very large for how few changes are in it.  We are actively investigating ways to reduce patch sizes and keep download times to a minimum.  We appreciate your ongoing patience with us as we iron out some technical issues.
JBrawley

Player and Enemy Paths

Pathing is one of the fundamental elements of gameplay in Dungeon Defenders II. It has a significant impact on how a level feels and plays, and the process of building these paths is an important part of any Dungeon Defenders II level. Because this is a complex topic, there's a lot I can't cover in one post, so if you want to hear more, be sure to let me know in the comments below.



Planning Paths





When creating paths, I typically start with a global concept: What sort of place am I building? A sewer? A town? An interdimensional fortress? The type of setting has a big influence on how I visualize the space.



Flyer_Back_v2.jpg



In many cases, I make a bullet list of visual or geometric components I'd like to include, such as a large pipe system traversing the map. Then I create a lane flow diagram. This is just a quick sketch of squiggly arrows leading from the spawn point to the objective. This sketch lets me experiment with various configurations until I get something interesting, like a way for lanes to cross each other vertically.



After I'm happy with the lane flow graph, I plot out how the space actually fits together. At this point I've done some work in the editor to visualize the space in three dimensions.



Creating a Solid Pathing Layout





Before I block out the geometry of a level, I run my sketches through the following checklist:





  • Each lane has to have a smooth and easily understandable flow from its spawn location to its final destination.

  • Players fighting in a lane should have a clear line of visibility to one or more separate lanes.

  • Players can move laterally between lanes with ease.

  • Lanes have vertical contrast, making it easier to understand how enemies will move.

  • Lanes flow in a monodirectional way, meaning they start far away and move toward the objective.







CoolAngleTS3-1024x576.jpg



There are also elements I try to avoid:



  • Lanes that change between major vertical levels, as the brain sees this as two separate lanes. (Ex: Enemies spawn in a dried out riverbed and climb a huge staircase to the rooftops before pursuing the objective.)

  • Lanes that are indistinguishable from directly adjacent pathways.

  • Lanes that have limited entry points from other areas of the map.

  • Lanes that have massive reverse folds. (Ex: Hairpin turns that guide a lane away from its objective.)



Constructing the Level





Once that's done, I move on to the full construction of the geometry, after which I'll run around the space for a couple of hours and visualize the gameplay. This leads to lots of smaller changes where I double check jump distances, visibility, and movement times. I also do a pass to ensure that the spatial relationships between lanes are clear.



pathingblog-1024x576.jpg



When I'm done, I have a space that I feel is fun to move through, even before any gameplay is put into it.



Which maps do you feel had the best pathing in DD1? Let us know what you think in the comments below for your chance to win a Defense Council seat!
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