Jump to content

News

Sign in to follow this  
  • entries
    573
  • comments
    24,113
  • views
    142,793

Contributors to this blog

About this blog

Entries in this blog

[CG] HiggsBosonic

DEFENDERS,

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

Update 1.2 - Enter the Rift

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

Rifted Maps

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

Rifted Enemies

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

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



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

Rifted Rewards
Fusion Gear

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

Fusion Weapons

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

Fusion Armor

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

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

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



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

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

 

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

 

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

 

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

 

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


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

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

 

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

 

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

 

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

 

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


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

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

Increased Drop Quality

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

Rifted Exclusive Accessories

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

7c468decf89ae59de297efaccdd1bf875e6eaaa6
 

What’s the point?

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

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

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

Transmog

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

47a26be905db610cd96a88583fd5d803d7ec1180
(Yes, you can change the Squire’s boxer colors now, something science said was impossible!)

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

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

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

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

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

Tavern Changes

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

Difficulty Button

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

9f83fab68b79466b9f478925aa2b1dd7cdc75bbe
 

Rifted Target Dummy

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

eb4cab65ac17368eeb9ffa59d05c66359696c726

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

Limited Login Event Rewards!

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

3a7950e4d06c69d48a416c690df2ab1db2e4ba1b
ef5ded989ae525c96a40deacd9c677e35d0642d1
With that out of the way, let’s get into the months and months and months of general changes to the game, as well as a ton of the bug fixes included in Update 1.2!
 

CPU and Networking Performance Optimization!

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

Offline Mode

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

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

 

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

 

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


5c4dd590b42d5dcdf3e4ec114af9bb01fb477d25
b2bc982f76837453ede732ff4d6b01d276b614a5
Yes, the filter UI will get an art pass soon :)
 

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

 

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

 

Apprentice
Towers

Magic Missile Tower

  • Increased Defense Power scaling by 18% in Massacre.

Flameburst Tower

  • Increased Defense Power scaling by 18% in Massacre.

Lightning Tower

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

 

Huntress
Towers

Explosive Trap

  • Decreased Defense Power scaling by 8% in Massacre.

Poison Gas Trap

  • Decreased the Effect Duration Scaling by 50%.

Inferno Trap

  • Decreased Defense Power scaling by 8% in Massacre.

Thunder Spike Trap

  • Decreased Defense Power scaling by 8% in Massacre.

 

Series EV-A
Towers

Reflect Field

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

 

Squire
Abilities

Secondary Attack: Block

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

 

Towers

Harpoon Tower

  • Increased Defense Power scaling by 18% in Massacre.


Bowling Ball Tower

  • Increased Defense Power scaling by 18% in Massacre.


Slice N’ Dice

  • Now scales from bonus attack rate.

 

Enemies

Skeletons

  • No longer target Crystal Cores.

Dark Elf Warriors

  • No longer knock back players.

Djinn

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

Copter Ogres

  • Now have propeller hats!

Siren

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


Demon Lord

  • Decreased Massacre damage by 30%.


Ancient Dragon

  • Decreased Massacre damage by 30%.

 

Bug Fixes & Change Log

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

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

What’s Next?

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

Trading

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

Item Reforging

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

Kickstarter Rewards

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

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

 

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

 

Social Defenders

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

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

iamisom



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

Ascension Patch Notes



One week until Open Alpha. One week until you can run around and tell your friends about that cool game you’ve been playing. And once you stop telling them about Rocket League, could you maybe throw in the good word about Dungeon Defenders II being available for anyone to download for free, yeah? That’d be awesome.

All jokes aside, until that beautiful moment comes next week on October 13th, here’s an update full of delicious new features and balance! There are some things in this update that are experimental. You can find these things with our super-subtle EXPERIMENTAL marking. There’s also some things in this update that are AWESOME. We didn’t tag those, but we should have.

Also remember, this patch comes in two parts! Part II [AWESOME] will be releasing October 27th and launch with two new Spooky maps, Incursions, new minibosses, new build items and other awesomeness.


Features


New Stat Points System!

  • This is an early-game system to improve investment, choice and progression for early-game players. We’ll be looking into ways of improving the system for endgame players in a future update.

  • When you level up, you’ll get points to invest into stats! The stat screen opens up whenever you level up. Clicking the plus button next to a stat adds 1 point, shift-click adds 5 points and ctrl-click adds 50 points!

  • Clicking feels good, right?

  • Added Defense Speed and Defense Range as stats you can invest in when you level up.

  • You can respec your stats for a flat gold cost.

  • You can close the window and choose to invest your stat points at a later time.


EXPERIMENTAL:  Larger Blockades, Ranged Towers and Auras

  • Blockades and Towers take up more space. Size increased by about 30-40%. Collision increases vary between 10-20%.

  • The defense footprint was increased by about 3x what it used to be, cutting the amount of defenses you can place alongside one another by about half in a 2-3 blockade lane. Damage was increased as a result (you can find these changes in the Balance section).

  • Adding a note to make sure you saw that damage was increased with those changes. [[7012,hashtags]]

  • Auras are just visually bigger. Kappa.

  • Traps were not affected by these changes (trap changes were reverted based on playtest feedback).


Melee Weapon Modifications for Squire & Monk

  • Newly dropped melee weapons can now roll as 3 stances - light, medium, and heavy.  Some weapons can roll as an either/or (ex. Light or Medium)

  • Each stance has a different ground attack pattern. The monk still has his same Chi shot, though. He’s been studying kung fu films -- not ninja anime about becoming a hokage or anything.

  • There are now random rolls for attack speed on most melee weapons in the game. Two medium swords may not have the same attack rate. Two heavy polearms may have wildly different attack rates.  

  • Air attacks are unaffected by stance.

  • New tooltip added to compare melee weapons.


Ranged Weapon Modifications for Apprentice & Huntress

  • Newly dropped ranged weapons now have vastly different behaviors!

    • Burst Fire - multiple shots per click, straight line.

      • For those sweet MLG noscopez.

    • Spread Fire - multiple shots per click, spread fire.

      • Can vary wildly.

      • Landing the entire spread will deal higher damage than normal, but harder to headshot.

    • Shotgun Fire - a LOT of shots in a click, low distance, low accuracy.

      • We don’t need to tell you how to use this. Go look up Evil Dead clips or something.

    • Homing Fire - Will gravitate towards your crosshair. Never miss a flying kobold suiciding on your core again!

    • Arc Fire - Rains death over an arc. Some may have Area of Effect impacts.

    • Not new, but slow firing single shot weapons now deal a LOT of damage...

  • Certain legendary weapons have unique behaviors. Find them!

  • Fixed attack rates will now roll on new weapons. We’ve balanced it such that you can find the weapon you want and succeed more than likely. So take that 40 projectiles a second weapon and go have fun, or the 1 projectile rifle and be precise for big damage.


New Passives and Skill Spheres

  • PDT Health (Passive):  X% extra Poison Dart Tower health based on your Defense Health stat.

  • PDT Speed (Passive):  Increases the Defense Speed of the Poison Dart Tower by +X.

  • PDT Explode (Passive):  When a target affected by the Poison Dart Tower’s poison dies, it explodes, dealing X% of your Defense Health as damage in an area around it. Also adds a stack of the PDT poison to targets hit by the explosion.

  • PDT Range (Sphere):  Poison Dart Tower’s range is increased by X%.

  • PDT Stack Increase (Sphere):  The Poison Dart Tower’s poison can stack X more times on a target.


Partial Controller Support

  • Partial Controller (Gamepad) support is in!

  • Use Controller must be manually enabled with the new checkbox at the Options -> Controls screen (scroll down and look right).

  • For the time being, enabling Use Controller will reset your keybinds. There’s a warning for this, and a future update will remove this limitation.

  • Note that many screens still do not support the Controller (yet). You’ll still have to keep your mouse handy for the cursor!

  • Future updates will allow for alternate control schemes and changing of stick sensitivity.


Daily Mission Changes

  • Daily Missions are now introduced after Dragonfall Sewers in the campaign. Some new, introduction-type missions accompany this earlier introduction, at least until you have a hero high enough to tackle the core daily mission set.

  • Added a new quest where the Knight Commander introduces missions between Dragonfall Sewers and Forgotten Ruins.

  • Monthly missions are still introduced in their old place after players complete the campaign.


Content


Little-Horn Valley Updates

  • Little-Horn Valley has received an overhaul!

  • Realizing having 3 entrances to the pub is bad for security, they’ve removed one on the lower level. No bouncers’ jobs were compromised in the process.

  • A couple of the neighbors have renovated and are allowing you to build towers on their new lawn space. This means new defense opportunities! Just don’t stomp on the grass with your heavy toes, people.

  • Spring cleaning happened to the primary overpass, so tipsy patrons can now see through the level a little clearer/not like they’re drunk.


New Costume:  Valhalla Knight!

  • 1200 Gems

  • 3 Mythic Accessories

  • 3 custom animations:

    • New Heal Animation

    • New Spawn-In Animation

    • New Death Animation


New Premium Pet:  The Headless Horseman!

  • 400 Gems

  • He comes with 1 “Fiery Pumpkin Head,” 1 “Shiny Axe” and 1 “Evil Laugh”...can you handle the spookiness?

  • Can come with the unique ability skin: Tormented Thoughts

  • What is “Tormented Thoughts” one might ask?

    • Fire your fiery pumpkin head at your foes causing them to panic and move faster while taking damage over time, if you kill your target within the DoT, they will explode doing AoE damage to nearby foes!


New Monthly Quest for October! Teddy Bear Nightmare!

  • Conditions

    • Kill 75 Skeleton Special Enemies!

      • Kill events for monthly quests are now shared across the party meaning no more last hitting for credit.

      • Triggers on all people in match when either Plaguing Hulk or Skeleton are killed.

    • Find 75 Legendary Items!

    • Win 25 Incursions!

  • Rewards

    • Monthly Pet: Bearkira

    • 40 Wyvern Tokens

    • 30,000 Gold

    • Hero Title: “The Awakened”


Miscellaneous

  • Added tooltips to Daily Missions, Monthly Missions and Quests so you can now see how much of a reward you’ll receive!

  • Made changes to damage numbers. Damage numbers are now more readable since they linger longer and the magic damage color has changed to a more bright purple rather than a dark purple because dark purple was very difficult to read.

  • Rearranged interaction icons to sit to the right of the reticle

  • Increased interaction icon display time for towers to 2 seconds while in Combat Phase

  • The Eggs you’re protecting in Liferoot Forest and during the Betsy fight have changed slightly.  Foreshadowing?!

  • Lightning Rod Uber has been renamed to “Concentrated Cyclone Uber.”

  • Swapped currency and premium currency positions on the UI; expanded the Add Currency button to say “Add.”

  • Implemented Alienware FX lights support.

  • Removed the “Take Damage” section of the tutorial level.  We’re pretty sure you’ll figure that out.

  • Made improvements on camera fade-in/fade-out when objects get between the hero and the camera.


Balance


Enemy Rollouts

After reading many fantastic threads about enemy rollouts, we have made some updates to the way enemies will come down the lane. We updated the lanes so that players will be letting towers do a bulk of the work while players are taking down specific support enemies. To do this, we divided our enemies into different groups.

  • Standard Group

    • The standard group will be composed of Goblins (Melee and Bomb Lobbers), T1 Orcs, as well as T1 Warboars. These guys are going to be present in just about every lane. However, they should be taken down quite easily with a decent tower setup.

  • Support Group

    • These guys are gunna be the ones you as the player will need to take down. We have updated their minimap icons so they stand out and let players know where they need to go. Sometimes there will be more than one lane that has some of these support enemies in them, so player movement is going to be really the key to victory. The support group is made up of:

      • Kobolds

      • Witherbeasts

      • Lady Orcs

      • Javelin Throwers

      • Drakin

      • Dark Mages

  • Air Group

    • The air group remains the same enemies as before. Players will have more time to take down air enemies as well due to not needing to hold off an entire lane of Drakins.


Enemy Balance Changes

  • The health of most melee enemies has been noticeably reduced. This includes Goblins, Warboars, and Orcs. Bomb Goblins too, even though they’re not melee.

  • Meanwhile, Kobolds have gained both health and damage. Get ready for the era of boom-shaka-laka!

  • Dark Mages and Witherbeasts, annoyed at the Kobold, have been working out and have gained some health as well.


Small Skill Spheres

With the new Stat Points System in place, we’ve made changes to the Small Skill Spheres. The goal here is to make Small Spheres about specific specialization on a tower. For right now, we’re starting off with Defense Range. We also left in some of the old quest sphere rewards for funsies. Here is the new list:

  • Defense Crit Damage I

  • Defense Crit Damage II

  • Defense Crit Damage III

  • Hero Crit Damage I

  • Hero Crit Damage II

  • Hero Crit Damage III

  • Defense Crit Chance I

  • Defense Crit Chance II

  • Hero Crit Chance I

  • Hero Crit Chance II

  • Defense Power I

  • Hero Damage I

  • Defense Health III

  • Hero Health III

  • Hero Damage V

  • Defense Health V

  • Defense Power V

  • Defense Attack Rate V

  • Cannonball Range I

  • Heavy Cannonball Range I

  • Heavy Cannonball Range II

  • Harpoon Range I

  • Harpoon Range II

  • Flameburst Range I

  • Flamethrower Range I

  • Flamethrower Range II

  • Earthshatter Tower Range I

  • Earthshatter Tower Range II

  • Frostbite Tower Range I

  • Frostbite Tower Range II

  • Lightning Aura Range I

  • Serenity Aura Range I

  • Lightning Strikes Aura Range I

  • Lightning Strikes Aura Range II

  • Boost Aura Range I

  • Skyguard Tower Range I

  • Explosive Trap Damage Range I

  • Blaze Balloon Damage Range I

  • Poison Dart Tower Range I

  • Elemental Chaos Trap Range I


Defense Balance Changes

  • Defenses that fire projectiles have had their damage substantially increased to accommodate for larger size. In addition to this base increase due to the size changes, we’ve also made the following additional base damage increases:

    • Flamethrower Tower base damage increased substantially

    • Cannonball Tower base damage increased substantially

    • Earthshatter Tower base damage increased substantially

    • Poison Dart Tower poison damage increased drastically

    • Heavy Cannonball Tower damage increased substantially

    • Ballista base damage increased substantially

  • Arcane Barrier health brought up to match base Spike Blockade.

  • Training Dummy:

    • Damage is now based off of Defense Health rather than Defense Power

    • Health values adjusted ever so slightly

    • Range is doubled

    • Mesh/Collision increased in size but not height so 3 dummies can cover what 2 blockades cover

    • [[5924,hashtags]]

  • Increased the Heavy Cannonball Tower's projectile movement speed by 50%

  • Note:  We will be taking another pass at trap/aura balance in the future. This update mainly focused on ranged tower balance.


Defense Range Changes

Players can now increase Defense Range by investing in Defense Range using the Stat Point System and equipping Small Skill Spheres that increase a specific defense’s range. All towers should have a larger max range than before through these changes.


Hero Balance Changes

  • Hero base health, base damage, and base ability power was reduced as now the majority of your progression should come from SAS points. You should hit a higher max than before this system, but this is still a work-in-progress.

  • Hero Health Stat Point System scaling varies based on the hero. Melee heroes scale substantially better than ranged heroes.

  • Apprentice's Mana Bomb damage mitigation buffed - when you are channeling you now only take 10% damage instead of the old 30%.

  • Reduced mark increase from Apprentice’s Arcane Mark Skill Spheres from 2.0 / 5.0 -> 1.0 / 2.0.


General Balance Changes

  • Removed resistances from miniboss lanes in Onslaught and Incursions


Bug Fixes

  • Improved performance on high-end machines based on community feedback by defaulting bSmoothFrameRate to false. Be smooth, framerate. Be smooth.

  • Potentially fixed a server crash.

  • Fixed an issue with nervousness for next week’s Open Alpha by purchasing a gigantic bottle of...of root beer. Yeah, root beer. Totally clams the nerves.

  • We meant calms the nerves, but clams sounds so much cooler.

  • Fixed an issue where pet stats can reroll their current stat value as both options.

  • Fixed an issue where the timing of Ogre spawns was causing infinite waves in Incursions. Because Incursions are hard enough, amirite?

  • Fixed an issue where, while playing in Windowed Mode, the Steam Overlay would not resize correctly if the user maximized or minimized the window.

  • Fixed an issue where enemy kill events weren’t triggered when a player’s pet killed the enemy.

  • Clammed down the map music on Campaign Gates so it no longer plays behind the introduction cutscene.

  • Fixed an issue where Betsy would immediately fly away after one egg volley attack from her nest. She will now stick around for a bit and attack any players in her vicinity. After a number of attacks from her nest, she will fly off to do her next air attack.

  • Fixed an issue where the Incubate button would incorrectly disappear.

  • Fixed a collision issue with a tree on Forgotten Ruins.

  • Fixed a bug where Daily Missions were not filtering in correctly.

  • Fixed an issue where the Dragonfall Tourist Daily Mission was causing the Victory Chest to generate more gold than intended.

  • Fixed an issue where wave completed experience was not sometimes given to the hero.

  • Fixed an issue where the player’s gem total wouldn’t update after purchasing an item with gems.

  • Fixed an issue with collision near the subobjective area in Forgotten Ruins that was stopping enemy pathing.

  • Fixed an issue with a spawn point in Nimbus Reach.

  • Fixed a bug where the Daily Mission icons would move when the progression was updated. Now it's perfectly aligned.

  • Implemented a potential fix for the dark towers bug.

  • Fixed an issue where the pet evolution popup would display the wrong color.

  • Implemented a potential fix for a Blaze Balloon decal issue.

  • Fixed an issue where the Monk’s Onslaught polearm was missing its stats on the tooltip.

  • Fixed an issue where players couldn’t click on the purchase button for the first item under the Featured section without first clicking on a different item.

  • Fixed an issue where some Squire Shields had a graybox texture within the tooltip.

  • Fixed bugs with incorrect Skill Spheres being rewarded from a Gran’Masta quest.

  • Fixed an issue with an Oil Flask decal.

  • Fixed an issue where objects wouldn’t fade in properly.

  • Fixed an issue where intro matinees were not adhering to custom audio settings.

  • Fixed an issue where the Forge icon was rendering incorrectly on the minimap.

  • Fixed an issue where Orcs were not appearing properly on the minimap.

  • Fixed a texture issue in the Social Tavern.

  • Fixed a bug where the Purge Evil updated passive was referencing the old passive.

  • Fixed an issue where the pet egg given for the “Visit the Stable Boy” quest would go to the Scavenger and be automatically destroyed 30 minutes later.

LaurawantsaCow
It's time for us to reach out to our fans and learn more about how you play Dungeon Defenders. This time we want to know about towers. Each one of our four main heroes has 4 awesome towers to assist them in holding back the enemy forces. With so much to chose from, we started wondering how often our fans each tower and why. Help us out by taking this survey. Sign into our forums and go into detail or let us know what you think in the comments!



The more we know the better we can make Dungeon Defenders 2!
iamisom

Hotfix 9.3 for Steam

58drX6T.jpg

Hotfix 9.3 includes loot changes based on your Loot V2 feedback! Here are the notes:


Loot Changes

  • Armor and Relics no longer generate mixed defense/hero stat combinations.

    • For example, Defense Power will always be found with Defense Health or Defense Crit Chance.

    • Similarly, Hero Damage will always be found with Ability Power, Hero Crit Chance, or Hero Health.

    • The one exception to this is Defense Health + Hero Health for Hearty Blockade builds.

  • Defense-focused passives will only generate on items that have at least one Defense stat.

    • For example, you’ll only see Tripwire or Vector Corrector on items with Defense Power, Defense Crit Damage, or Defense Health.

    • The exception to this is Build passives, which are still randomly assigned. Build passives will be addressed in a future patch.

  • Hero-focused passives will only generate on items that have at least one Hero stat.

    • Like the above, this means an item must have Hero Damage, Ability Power, Hero Crit Damage, or Hero Health to see, for example, the Channel passive.

    • The exception to this is Weapons as the Hero Damage on weapons is ignored when determining passives.

    • Elemental Damage is considered a Hero stat.

    • Build Passives are the exception here again.

  • iPWR 231+ items now require Hero Level 50 (was level 46).

  • Added Iron Core, Tripwire, Amped Up and Pyromania passives to Weapons and Tripwire passive to Relics.

    • This is to help ensure Legendary non-build weapons with Defense stats will generate with a full complement of Defense-focused passives.

    • Tripwire was added to relics to maintain parity between the basic passives amongst all heroes (it was available on weapons already, but not on relics).


War Cache Refresh and Fixes

  • The War Cache will now roll a galactic weapon based on the hero that opens the cache and not the hero that you first login with. The weapon will generate based on the iPWR and the hero class you have out. (Note:  It’s not a 100% guarantee that the galactic weapon will be for your hero class.)

  • The War Cache has been refreshed! Join the Steam Group to make these weapons become permanent drops in the game!


Bug Fixes

  • Fixed the targeting issues with the Frostbite Tower.

  • Fixed two server crash issues.


Note About Difficulty

  • Thanks to everyone for sharing your feedback about the current endgame difficulty. We’re going to continue to tweak difficulty balance based on player feedback and data.
iamisom

Hotfix 5.9 and 5.10

Hotfix 5.10

Just a quick hotfix this morning!


Bug Fixes

  • Fixed a bug where previously rotten eggs were not turning into Shellium Shards as intended.



Hotfix 5.9

Good morning! Here are the notes for Hotfix 5.9!


Balance

  • Removed Item Power requirements for public matches

  • Turned off Item Power downleveling.

  • Free Play Experience Change:  Increased experience earned on all maps in Free Play mode on all difficulties (also includes Onslaught and Incursion modes)

  • Increased portion of the experience earned for keeping subobjectives alive.

  • Reduced Campaign Wyvern Den experience from 60,000 -> 35,000

  • Reduced Free Play Easy and Campaign Easy Physical/Magical Resist to 5%

  • Reduced Free Play Normal and Campaign Normal Physical/Magical Resist to 15%

  • Reduced Free Play Hard Physical/Magical Resist to 35%

  • Adjusted Free Play Easy and Normal difficulty ramp.

  • Free Play now has more core health.

  • Nightmare Wyvern Den now has Tier 3 Ogres

  • Drop Rates adjusted for Free Play to focus moderately more loot drops from Special Enemies and Victory Chests

  • Drop Rates adjusted for End Game to mostly drop loot from Special Enemies and Victory Chests



Bug Fixes

  • Fixed some of the issues where a new Daily Mission would not be given to players. If you’re still seeing this, please let us know!

  • Rotten eggs now give Shellium Shards. Once you let an egg rot after this hotfix, all of your previously earned rotten eggs will turn into Shellium Shards, too!

  • Fixed an issue that may have been causing the Steam Authentication error.

  • Fixed an issue where the Tower Siege and Tower Conquest Daily Missions were not updating.

  • In certain resolutions the Create Hero menu does not extend the full height of the window has been fixed.

  • '!' should now actually appear over the Colonel's head during the "Speak to the Colonel" quest.

  • Fixed an issue where the stat comparison tooltips for items on the Item Enhancment Wheel would go offscreen.

  • The tooltips for the Skill Spheres in the Shop should no longer go off screen once you start scrolling down the list of spheres.

  • Skeleton Orcs and Goblins spawned in Onslaught Mode as part of the "Undead" round theme now properly drop Mana Crystals. This does not happen with Skeletons spawned by Dark Mages.

  • Updating Incursion-win tracking stats to count both Free Play and End-Game Incursions


Content

  • Added 4 Daily Mission theme icons (Gold, Token, Egg, XP).


Feature

  • Added support so users will get a "Wait for Transaction” message while waiting for Steam/playverse callbacks.


Note:  It appears a temporary version of our currency purchasing screen has snuck its way into the build. It's not pretty, and it's missing all our final art, but if for some reason you're out of all those gems we gave you-- feel free to use it and let us know what you think!

This screen also snuck out with non-final pricing packages , so enjoy the deals! We’ll be updating this screen with the proper art and pricing next week. At that point in time, the gem packages will be:

$4.99 – 500 gems

$9.99 – 1100 gems (10% bonus)

$19.99 – 2300 gems (15% bonus) 

$49.99 – 6000 gems (20% bonus)

$99.99- 12500 gems (25% bonus)

iamisom



The Molten Citadel update is out now on PC and PS4! Here's what's in the update:

Features

  • New Map: Molten Citadel

    • Thanks to your previous Influence vote, our next map is the Molten Citadel! Molten Citadel is a remake of DD1’s Magus Quarters. A fiery lava moat surrounds this explorable castle. Also, skeletons. Medium-sized map. One core.

  • New Incursion:  Demon’s Lair

    • Turn up the heat with the new Molten Citadel map and a superheated Incursion featuring Lava Guardians and the fierce Demon Lord. HE’S ON FIRE! Can you keep your cool?

  • New Abyss Lord Weapon: Scorched Tome of Molten Brimstone

    • You play with fire, you’re gonna get... The Scorched Tome of Molten Brimstone. Burninate foes with the power of earth and flame, then finish ‘em off with great balls of magma.

  • iPWR 750 Medallion on the Demon's Lair Incursion!

  • New Incursion Enemy:  Lava Guardian

    • The hot n’ heavy Lava Guardian enters the Demon’s Lair Incursion with attacks that are sure to get you hot and bothered.

  • New Squire Costume:  Guardian of the Molten Citadel

    • Think DD2 is hawt? Help keep cool, new stuff coming and wear your support by splurging on the Squire’s Guardian of the Molten Citadel variant! It comes with 27 accessories and 127° C of style.

  • Changing Terminology

    • We’re changing “Challenges” back to “Incursions” (because too many things in our game are called Challenges) and “Defense” back to “Campaign” (because in a few updates, this will feel more like a traditional Campaign). Deal with it (but seriously, we hope that’s the last time).

  • Additional Changes

    • Fixed a bug where some defenses weren’t attacking dummies in the Tavern. Sky Guards still don’t work, but maybe one day.

    • Added “Wave” and “Phase” to the Game Browser.


Balance

  • Skeletal Ramster targeting yaw increased from 10 to 17.

    • Skeletal Ramster should now be able to hit everything within its area of attack.


Bug Fixes

  • Fixed several server crash bugs. Fixing crashes and weird loading issues (like the falling through tavern bug) are our top technical priority!

  • Fixed an issue where some Nightmare IV maps had their recommended iPWR set too high.

  • Fixed the Squire’s Slamming Block to only apply on successful blocks.

  • Fixed some legacy pets having unexpectedly high stats.

  • Fixed some legacy gear having base stats that were in the stratosphere.

  • Fixed some spelling issues on the Forest Poachers Incursion. We ams gud spellarz.

  • Fixed an issue on Liferoot Forest where people could get out of the level with the Glaive of the Storms.

  • Fixed a bug with the Cooldown Reduction Sphere occasionally causing abilities without cooldowns to suddenly have them.

  • PS4 - Fixed some ability and tower icons appearing “zoomed in” on the UI.


This update also brings Patch 14.3 to the PS4. You can find those patch notes here.

I_PASS_BUTTER

The Serpentiny Beastmaster contest is over! Thank you to everyone who participated, and thanks again to Mapatti for handy dandy charts and general knowledge bombs. Your winners for this contest are:

Congratulations, Beastmasters! PM I_PASS_BUTTER for your codes or if you have any questions. 

Defenders, are you ready for the next contest? Imphants! Go find those drooly little devils! Make the strongest one you can! You have until May 27th at 11:59 PM EDT to submit your Imphant in this thread.

As a reminder, please include a link to your Steam profile with your entry. Entries without a Steam profile will not be eligible to win. The pet must be in your profile at the time of verification in order to be eligible to win. For full contest rules, please refer to the original contest post

Good luck, Defenders! 


[CG] LAWLTA

DEFENDERS!

Today is a big day for Dungeon Defenders: Awakened and Chromatic Games! Earlier today we were featured as part of the Nintendo Indie Showcase, which if you haven’t seen, click HERE to check it out. This is HUGE for our game and studio, helping us bring the world of Etheria to many future Defenders.

This showing also revealed something very big: A RELEASE DATE! Dungeon Defenders: Awakened releases February 2020, and there’s a lot of reasons for this, so let’s get into them by answering some questions we’re sure you have!

Release

Why is it not releasing in October 2019?

Dungeon Defenders: Awakened is meant to be a showing to our loyal fans of what we’re capable of as Chromatic Games. This isn’t a simple remaster/remake, but bringing back the soul of the original Dungeon Defenders into modern day. Building the game from the ground up is no simple feat, and we’re pulling out all the stops to really blow your socks away. Half of the maps in DD:A are new; Assets in the game are new; all of the UIs are new; and a slew of new features to make for an enjoyable experience. Releasing in October would lead to two things: an unpolished and unrefined gaming experience, or tons of crunch that can burn out developers. As a studio, we absolutely REFUSE to release DD:A as half-baked, and as a business we don’t want people working unbearable hours (we love all our employees, they already kick a ton of butt). This meant pushing our release date to accomplish our goals, and give you the game you deserve!

“A delayed game is eventually good, but a rushed game is forever bad.” - Shigeru Miyamoto

Why February 2020?

In short, It’s the best time for us to release the game. In long, there’s a multitude of reasons. We’re able to keep cranking out content without overworking and breaking developer souls; we can release a beta that allows us time to make iterations as they’re needed; we don’t have to compete with AAA releases that would drown our marketing efforts; it’s after the holidays, giving Defenders a chance to get back to post-holiday life-ing and get hyped for DD:A release; and we could keep going. Overall, it’s best for us as a studio and better for those of you wanting a great DD:A experience. For those of you wanting a bad DD:A experience, we apologize, but we are unable to provide that.

Beta? BETA?? BEEEEEEEEEEEEETTTAAAA??!??!?!?

We’re currently going over the best time for beta and letting you sink your teeth into this meaty game. DD:A PC Beta will be available Early November 2019. This Beta allows us to monitor all the systems we’ve been working tirelessly on, and getting any fixes out before the release. Any and all feedback is greatly appreciated during these testing periods, together it we get to make an AWESOME game.

Nintendo Switch Console Timed-Exclusive?

This means that we’ll be releasing on Nintendo Switch and PC right out of the gate in February 2020 at the same time. What does this mean for our PS4 and Xbox One backers? We’re going to be spending extra time polishing up the builds for your platform. The release for these platforms is not very far off from the initial release, with a concrete release date coming in the near future. Or maybe we’ll NEVER release on those platforms, MUAHAHAHA (just kidding, we love all our consoles Defenders and could never hurt you like that).

New Content?

Well I guess… So far we’ve been showing off some of the hotness coming in the forms of complete maps, concept art, and goblin animations. Everything here is still considered a work-in-progress, but everything is until the game’s released! First we want to show off our new Dungeon Defenders: Awakened logo and cover art (it’s freaking amazing).

GvztZTv.png

Let’s take a look at the new Squire in 3D, with his animations in-game!

Attack 1

fahffWa1BOycqcHVlf4aU6v2cPUZSLpSMpXPdpln

Attack 2
lptnTI_wJqOcldKsJkhCrmY_UDq9F4sZHlwyY7MC

Attack 3
hCrGObqYgVHRO5d2XwDJXdifD7RsuTAcaMQwrqrd

Blood Boil
SLkuEdMCftLZIcbhZ9KSvbkTsTAWZMnUvUQSYlU_

Circular Slice
WL1mStpxq0YhqPyINYy6kZ0TvWYx4ztu_ZPp-4FA

Healing
4Rjh9_r7MfO2__03wXjRqCDgHCTRtA4Pp19cXziQ

Death
tVPJ6DS9teYxTcvowWj_v095Uf_motMPV0MBWekx


Also how about our first boss map, Alchemical Labs!

bX2XKzLK6FaoMAwBrEQJL_Qn927MO_VTWivAIUEb
The core will be in the middle, we just wanted to show off the art!

KMRWCUevNmHNvl7wlNtCxt2waib1dYyLqZQH207m

clCMg75jAfJzLBhQLetHp0yDS5e5VmssTzzS0Exn

OECoKDiYPd5JeobNX_uMq9nC2OSUD1E0EMmMYExu

ExHUKWd7QTBOyUVZ_mf28ZIzXoZR1sBOf6RsbnGo
There’s that core, get back to the middle of the room!

How about a look at your favorite homestead, a place to kick up your feet and admire your loot, THE TAVERN!
Z9cKV1pPDFiaYt4yYCJ-hIMexBXrh8BHwUF4e9p4

atSqrlr_mm8WMrPifD8q08yII8RNjiFB8l1MJubE
That’s Sir Bubbles himself there on the wall.

hSfV2B3jvjx1iIo9BNipiZBn-p07YaQ7L_GVaeLH

nlf47sq6BVrmm67VwIf97fTzAMXId4vcMFk2Ck_p
Here’s old George, on patrol. Kind of.

O3q45fL-dmI59EPmxckSmCD2EB-tO8lRiEbf34LL
And last but not least, while we’re finishing up the work on his encounter, how about a look at the NEW Demon Lord?

wTZWKk9.png

What’s Next?

We’re going to keep working incredibly hard to get DD:A into your hands, duh! This is a giant passion project for all of us, and every day is a blast, even when we’re squashing bugs (ty QA, we love you). Regular updates are going to continue, and we’ve even brought on board some awesome help to get this info out to you! Speaking of…

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

iamisom

Patch 7.4 for Steam

Here are the notes for Patch 7.4!


Bug Fixes

  • Fixed a texture streaming issue that was causing the game to always crash on 32-bit systems. Unfortunately, this made loading screens blurry for all users. We have faith our 64-bit players will accept this temporary loss in loading-screen fidelity to assist our 32-bit brethren in defending some dungeons.

  • Fixed an issue where the Jump Key wasn’t working if it was rebound.

  • Fixed an issue with cutscene audio.
  • Fixed an issue where the item tooltips took fooooorever to popup while managing the inventory. Well, it took 2 seconds, but still. Way too long.

  • Homing projectiles now properly home in on targets.

  • Grabbed a dictionary to see if it was “home in” or “hone in” on targets. Apparently both are correct. [[7363,hashtags]]

  • Fixed an issue where dragging an item from one bag to another wouldn’t re-sort the bag.

  • Fixed an issue where entering Sell Mode while choosing a Bag Icon did terrible, horrible, no good, very bad things.

  • The Random Egg reward wasn’t displaying correctly on the Mission reward tooltips.

  • The Mission reward tooltips were missing when you tried to reroll that one Daily Mission for that other Daily Mission.

  • Fixed an issue that was causing other issues. Our servers now ride bicycles! Biii-cycle. Biiiiiiiii-cycle. I want to ride my bicycle. I want to ride my bike. Keep it going in the comments!

  • There was a grey box on the Mission reward tooltips. There is no longer a grey box on the Mission reward tooltips.

  • Fixed an issue where we didn’t say Mission reward tooltips enough. That has now been fixed.

  • Melee goblins couldn’t hit the broadside of the Dragonfall Bazaar cores. That’s not a weird diss. They literally couldn’t. Now they can.

  • Pets will now attack Betsy. Betsy fears not your puny pets and laughs at danger.

  • Fixed issue where Betsy would not properly fear player pets. Still laughs at danger -- will fix in future patch.

  • Fixed an issue where the lightning grenade pet ability wasn’t dealing damage. Now it does!
  • Fixed the issue where the in-game notification for the game going down wasn't appearing. But since it's in this patch, you wouldn't have seen it this time. It should be there next time!
pmasher

Greetings, Defenders!


Our next patch for Dungeon Defenders II, Alpha & Beyond, is coming out this September! This patch will begin our Alpha phase of development. Since almost every Early Access developer (and platform) uses different terminology, here’s our definitions:


Phases of Development for Dungeon Defenders II:

  • Pre-Alpha- This is where we develop the core features of the game. Public releases are often far apart and most work is focused on the initial creation of core features and gameplay systems. (Note: This is the state of the game since our release in Early Access)

  • Alpha- In this phase we rapidly iterate on and improve the core feature set of the game. Feature work is still ongoing in this phase, but we will also be focusing on bug fixing and balancing on a near weekly basis.

  • Open Alpha - This is the same phase as Alpha, but open to everyone. There will be no full wipes once we reach this stage. If there are balance or other issues we will deal with them in similar methods to other online games.

  • Open Beta - At this point, core feature work is mostly complete. We will be fully operating the game as a live product. Most of our time will be spent creating new content (levels, bosses, events, items) and continuing to balance the game.

  • Free to Play- Release! Here we consider the game has enough content to be “released.” From here on we will be making new content, creating post-release features, and more!


The PlayStation 4 version of the game will be following a similar roadmap once released, just a few steps behind the PC version. We may be using slightly different terminology though, due to the platform. We’ll have more details on the PlayStation 4 soon!


In the meantime, catch a sneak peak of the Alpha & Beyond patch in our last Devstream here. And tune in to our next DevStream, this Friday at 5 PM EDT for our full reveal.



iamisom

Alpha & Beyond Released



Dungeon Defenders II is growing up! Gather around as it emerges from the primordial ooze and turns into an Alpha. With a big bang, the Alpha & Beyond update adds story, a rebalanced Nightmare mode, freaking rocket boots and so much more to the Etherian universe. Okay, we couldn't figure out which "getting better" metaphor to go with, so we went with all of them.

What's beyond? We're going to rapidly iterate on and improve the core feature set of the game. New feature work will still be ongoing in Alpha (insert obligatory controller support tease here), but we will also be focusing on bug fixing and balancing on a near weekly basis. 

Want to know what’s different in Alpha & Beyond? Click here for the all-dressed-up version of the patch notes!

With this update, we get one step closer to Open Alpha when the game is open to everyone. If you’re eager to play the game before the Open Alpha and still get a good value, we’ve added a cheaper version of DD2 to Steam today!


Starter Pack (New $14.99 Version):

  • Access to Alpha (and all of the delicious Alpha ants!)

  • 2000 Gems

  • Four Steam-exclusive Hero Accessories


Defenders Pack ($24.99 Version, renamed from Dungeon Defenders II):

  • Access to Alpha (and its crunchy ant delights!)

  • 3000 Gems

  • Four Steam-exclusive Hero Accessories

  • Two Extra Hero Slots


Thank you all for your support. We can't wait to hear what you think of Alpha & Beyond!

ZackSmith
forge-Blog.jpg

Creating 3D art is so cool! Okay, I had to get that off my chest because it's the truth! Turning a flat 2D painting into an object that you can walk on, interact with or marvel at as you run by is truly rewarding.

When a concept is given to a 3D artist, or at to least me, I am flooded with so many thoughts that are usually instantaneous. The main thought is, "How will I create this thing?" I begin to break down the shapes that I see in a given concept and ponder how I will translate that given asset into the third dimension.

forge.png

Creating the Forge for Dungeon Defenders II was an exciting task to complete. I thought to myself, "I get to create a cool design that opens up, emits cool VFX, has glowly parts, and the Council helped design the concept!" This asset had a bit of pressure for sure, but a little pressure never hurt anyone.

Like any model, it all begins with a primitive geometric shape. I usually start off with either a cube or cylinder. Who would have thought that in high school I would literally work with geometry all day? It's a good thing the math is behind the scenes; I just work with the shapes. A given triangle count limit is given. This is the max limit of how many Tris (cool people say Tris instead of triangles) that can be used to create that given model. I try to not think of it as a restriction, but rather as a nice number that I have in the back of my head that will sometimes whisper to me: "Hey Zack, your Tri count is getting a bit high! Try lowering that number, okay?" I'm always happy to oblige to myself. Creating models efficiently as possible is one of the many factors that help regulate how well a game runs.

ForgeScreenshot02-1024x780.jpg

When creating the Forge, I broke the model into different parts. It was easy enough to do because the great design has very distinct landmarks that made it painless to figure out shapes and spatial relationships. This is crucial in my thinking process to get the model to look as close to the concept as possible.

Before the process of painting the Forge, I had to completely lay out the model to be flat. This is the process of creating UVs. The letters U and V are just the axes that a texture will be placed. Creating UVs is like unfolding a cardboard box completely flat. To save as much space as possible, UVs are overlapped and flipped in all kinds of ways to be snug tight. The better the UV layout, the easier it will be to paint the model's texture.

UVs.jpg

Texturing is one of my favorite parts. This is when the model really starts to come together. About 98% of my painting is done in 3D-Coat. This program allows me to paint directly on the geometry. Photoshop is used to do any minor clean-ups or color adjustments. The Forge involved painting lots of metal. The first part of the painting process involves putting down those nice base colors. Once that is done, I begin to paint the overall form a bit more. Little nicks and dents are added to give the overall piece an interesting look. Unlike realistic textures, not every minute detail is put into the painting. Implied paint strokes can be just enough to let the viewer understand what the material the model is made out of. We also do not want the model to become noisy with detail.

ForgeScreenshot01-1024x430.jpg

After hours of painting, the model is done. I do a quick visual sweep of the model to make sure I'm satisfied and to ensure there are not any technical problems before it's checked by the 3D art lead and art director. After critiques are given and changes are made, it’s handed off to rigging and animation!

forgegif_1.gif

Are there any other models that you'd like to see from concept to creation? Tell us in the comments below, and you could win a pre-alpha code for Dungeon Defenders II! You have a full week to leave a comment. We’ll pick a random poster and reveal the winner next Tuesday. Don’t have a forum account? It takes less than a minute to join!

The random winner of the Javelin Thrower Boogie blog is TezNyanCatLipoca! There's still time to enter the Bold New World blog giveaway!
I_PASS_BUTTER

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

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

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

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

rTAG9dd.png
pmasher

P5ura0b.png

Prepare your defenses this weekend. Or more notably… your harpoons and blockades! The Old One’s forces have stockpiled a plethora of our new Squire build, Hearty Harpoon, this past week and will be dropping them aplenty. Even better, the Hearty Harpoon Legendary Sword has a x3 drop rate on Free Play AND Endgame this weekend. Here are all the passives you should look out for:

Sh01AE4.png

  • Hearty Harpoons:  Harpoon attack rate increased by [X-Y]% of your Defense Health.

  • 'Splody Harpoons:  Harpoons detonates on each enemy hit dealing [X-Y]% of Defense Health as Damage around it.

  • Healthy Blockades:  X% of your Hero Health also applies as Defense Health to blockades.


You'll be able to stack those with these Skill Spheres to complete the build. 

  • Harpoons Oil Targets:  Harpoons deal less damage but guarantee oil enemies.
  • Harpoon Pierce Increase:  Harpoon can pierce +X extra targets
  • Harpoon Range:  Increase Harpoon range increased


Or you can mix and match, to create your own unique build! To help your chances of finding these passives, the legendary drop rate has been doubled on Free Play only  this weekend. Happy Hunting Defenders! This event will run until 11 AM EDT Monday.


Edit: There are a few known issues about this build, you can find those in the Hotfix 5.12 Patch Notes.



iamisom

Patch 9.6 for Steam

wFakmh2.gif

Here are the notes for Patch 9.6 on Steam!


Content

  • New Squire Costume:  Ebonfire Warlord!


Balance

  • 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.

  • Null Void (Training Dummy):  Increased health bonus from 120% to 150%.

  • Arcane Resilience (Arcane Barrier):  Increased health bonus from 100% to 140%.

  • Increased minimum value on Null Void and Arcane Barrier from 70% of Max to 80% of Max.

  • Guardian (Hero Health + Defense Health) stat combination removed from rolling

    • Weighting that assigned to Guardian moved to Rook (DP + DH)

  • 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.


Bug Fixes

  • Ogres teleported by Null Void will be placed just outside of the spawner to avoid getting stuck.

  • Fixed an issue where the Frostbite Tower wouldn’t attack enemies at Tiers 4 and 5.

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

  • Fixed an issue where quickly toggling a bag will glitch it and prevent it from appearing/disappearing until toggled slowly.

  • Onslaught Currency Reward should now properly appear at the end of each round.

  • Fixed a bug where pet stats could reroll the same as the current value.

  • Players can now properly skip the end-of-match timer after losing on The Dead Road or Temple of the Necrotic.

  • Removed some lingering VFX from the Tavern weapons rack.

  • Sound now plays when players gain the Holy Buff on Temple of the Necrotic.

  • Added an error message if a player tries to purchase a sale item as the sale starts/ends.

  • Fixed a visual bug that occurred when purchasing a pet slot upgrade.

  • Fixed an issue where some pet animations weren’t playing if players were using the Apprentice or Huntress.

  • Fixed an issue where airlanes were displaying Nightmare evil eyes in the lane spawners.

  • Fixed a typo in the Howling passive description.

  • Fixed a collision issue on mana nodes.

  • Fixed some lingering winter NPC text issues.

  • Fixed a typo in the Dark Shawl costume description.


iamisom


9G495UL.jpg

The patch is now live on both Steam and PS4! Here are the patch notes:

Series EV2 Hero Sale!

  • For the next two weeks, Series EV2 and the EV2 bundle are on sale!

    • Series EV2 Hero:  900 Gems

    • Series EV2 Hero + Costume Bundle:  1,400 Gems


Lavamancer

  • Defense Medal cost reduced to 10,000!


Improvements

  • Map-specific item drops (like the Toxic Shock bow) can drop up to iPWR 700 in NM4, regardless of the iPWR of the map.

  • Loot drops for the Gun Witch, Abyss Lord, Series EV2 and Lavamancer now have Loot V2 stat pairing hooked up.  This was fixed for the Molten Tome. We're working on getting this fixed for the new heroes! 

  • Players kicked from a public game can no longer rejoin the game.

  • Added a DPS Numbers Only option for Target Dummies in the Options Menu.

  • Reduced the number of enemies in an Onslaught Horde wave.

  • Controller:  Interacting with NPCs and picking up items is now bound to R3. Ping is now functioning properly on L1 > R1.

  • Earthshatter Fault Line passive changed to have a chance to knock enemies up.


Balance

  • Fissure of Embermount starts dealing damage to enemies at Tier 2 now.


Bug Fixes

  • Several memory leaks that caused players to fall through the game world have been plugged. If you are still experiencing this issue, please contact our customer support and attach your client log from the session where it occurred. Directions for this can be found here.

  • Material and texture loading optimized to decrease loading times.

  • Maw of the Earth Drake no longer gives nearby towers attack speed boosts when under the effect of Eruption.

  • Incursions should now drop the correct rewards.

  • Fixed a bug where the Earthshatter was still causing AoE damage.


New Weapon Drop Locations

  • The Wyvern Den 

    • All Betsy Weapons

  • Harbinger’s Warship

    • Squire Harbinger Shield

  • Nimbus Reach

    • Storm Boots

    • Apprentice Harbinger Staff (Hero)

  • Greystone Plaza

    • Storm Chest

    • Squire Harbinger Sword (Hero)

  • Assault on Throne Room

    • Storm Gloves

    • Huntress Harbinger Bow (Hero)

  • Buried Bastille

    • Storm Helm

    • Monk Harbinger Polearm (Hero)

  • Wyvern Enthusiasts Incursion

    • Huntress Phantom Phoenix Bow

    • Huntress Harbinger Bow (Defense)

  • Malthius Incursion

    • Monk Infernal Combustor Polearm

    • Apprentice Armageddon Staff

    • Squire Scarlet Enforcer Sword

    • Huntress Armored Cleanser Bow

  • Griblok’s Horde Incursion

    • Squire Impaling Cutter Sword

    • Squire Harbinger Sword (Defense)

  • Chrome Enemies Incursion

    • Huntress Toxic Shock Bow

    • Monk Harbinger Polearm (Defense)

  • Forest Poachers Incursion

    • Apprentice Chilling Touch Staff

    • Apprentice Harbinger Staff (Defense)

  • Unholy Catacombs Incursion

    • Squire Sword of Unholy Fire

  • Kobold Bling King Incursion

    • Huntress Bling O’ Midas Bow

  • Bastille Master Incursion

    • Apprentice Ghastly Halberd Staff

  • Power Surge Incursion

    • Monk Glaive of the Storms Polearm

  • The Demon’s Lair Incursion

    • Abyss Lord Molten Tome


PS4 players will get these changes later this week!

iamisom



Dear PC and PS4 Defenders:

The Buried Bastille Update is coming out on June 21st! That’s right, it’s our first simultaneous release, which means PC + PS4 PARITY IS HAPPENING NEXT WEEK. From this point forward, our goal is to have the PC and PS4 releases be no more than a week apart. This is huge. We’re so excited for our PC and PS4 players to experience new content together!

So what’s in The Buried Bastille Update?


  • New Map -- The Buried Bastille:  As selected by you in our Influence Vote, we’re releasing The Buried Bastille in this update! This sprawling, ancient prison is a remake of DD1’s Glitterhelm Caverns. Four cores lurk in these shadows for you to protect. The Buried Bastille is the biggest map released in Dungeon Defenders II to date, so we’re eager to see how you feel about its size and complexity.

  • New Incursion -- The Bastille Master:  It’s a race against time to kill all of the enemies in The Bastille Master Incursion! Not only is time and the size of The Buried Bastille working against you, but you only have a limited number of lives, too!

  • New iPWR 750 Apprentice Weapon -- The Ghastly Halberd:  If you complete The Bastille Master Incursion, you’ll earn the new Ghastly Halberd Apprentice weapon! Using this weapon turns the Apprentice into a ghost, reducing damage taken by enemies from 35%-90%! Using the alternate fire of the weapon will spawn a variable number of halberds that will attack nearby enemies. Halberds scale off of Hero Damage and Ability Power.

  • New iPWR 750 Helmet:  This Incursion will have a chance to drop an iPWR 750 Helmet from the Victory Chest.

  • New Apprentice Elemental Variant Costume -- Guardian of the Dead:  The Apprentice is joining the Monk and the Huntress in getting an elemental variant costume of his own!

  • Improved Daily Missions: In our last update, we introduced Bonus Missions as part of our ongoing effort to increase the earn rate of Defender Medals for all players. In this update, we’re doing two things. The first is improving the Daily Missions themselves. Our Daily Missions will now be about winning a certain amount of maps (some with extra provisions, some without). No more Daily Missions like “Ignite X Enemies” or “Gain X Pet Affection Levels.” It’s all about winning and being rewarded for winning. Play how you want to play and get rewarded for it -- unless how you want to play is to lose, in which case, we’re sorry. The second thing is...

  • Temporary Change -- Increased Daily Mission Payouts:  For the next two weeks, we’re increasing the amount of Defender Medals gained to 225 - 450 Defender Medals apiece. We’re going to pay close attention to the number of people completing Dailies and how these new reward amounts are affecting the Medal earn rate for all players. So please login, play with the Daily Mission changes and let us know on the forums how you feel.


The PS4 version of the update will also contain Series EV2 and the entirety of The Bling King Update!


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


James Reid, Software Engineer (Driscan)

Full steam ahead on the Game Browser! Still very much work-in-progress:

hKvYHvX.jpg

UAa72d8.jpg

Daniel Haddad, Design Director (@DanielLoony)

We now have a good idea on how to make DD2 potentially more fun with the Enemy Redesign I am proposing. We are trying to figure out a plan of attack since it is not a small task and ideally we would like to involve you all along the way as we revamp our enemies to make sure we are on the right track. Until then, we want to try to make the game a little more bearable until the time comes.

This week I’m doing my best to take the first 4 heroes and buff them to be as close to the Abyss Lord and EV2 as possible. There isn’t a lot of time and support to do this task (which makes sense since we still want to revamp these heroes at some point), so all I will be doing is buffing the numbers and changing a few things to make them more viable. After that, I’ll be taking a look at the many build passives (build passives being things such as Frost Fire and Phoenix's Call on the four original heroes) and nerfing them. Why are we nerfing them? Well, since we are about to buff the first 4 heroes, their build passives do not need to be as powerful as they currently are, especially since the new heroes do not have build passives. Like we mentioned before also, we aren’t very happy with how build passives ended up and ultimately we will be moving away from things that are structured in that regard. So the end result of our changes should be that the four base heroes are near the same level as our newest heroes.

That is already a lot of work we are trying to get done this week but on top of that we are also trying to add a little “something” to DD2 for you guys to chase after and enjoy… I won’t dive into details here because we might not get around to it, but time will tell, and hopefully you will enjoy it!


Daniel Diaz, World Builder (DanielKaMi)

Once again, you guys proved to be true Defenders! The level we're working on is, effectively, Endless Spires with a pirate theme. We’re trying to keep a similar gameplay space with some new features. Also, this time it will be easier to move around the level due to multiple player-only paths.

EYPgZ8y.jpg


Jesus Diaz, World Builder (N3oDoc)

We are almost done with the art pass for the pirates themed level. Just need to focus now on the farther out-of-bounds areas. I think this is going to be one of the most enjoyable DD2 levels so far!

0R3Hfjv.jpg


Tim Shannon, PS4 & Live Producer (TimmyTrashTier)

What isn’t happening this week? A much needed hotfix for PS4 came out on Tuesday that should hopefully drastically improve stability on the PS4. We’re also working on finalizing the next PS4 update that will include EV2, the Bling King Incursion and the Buried Bastille Incursion as well as an update to both the Bonus Mission system, an improved Daily Mission system and all of the other changes from those updates. Right now we’re targeting to get that out next week, but with things still coming together that may change if we run into something serious.

On the live team side, it’s a similar story. The Buried Bastille Update will be coming out next week (barring anything unfortunate), and we’re working on some final improvements and polish for that release.

DanielKaMi


Greetings Defenders,

When thinking about what our community might like to see from our dev blogs, we often draw from topics that excite the team. This month, we’re sharing one that’s always been a conversation-starter: The process behind turning a bare-bones map into the beautiful level you see in game. Today we’ll be sharing how Nimbus Reach was designed, from start to finish.

Starting From White Box Levels

Nimbus Reach was a large undertaking, and it all started with a layout made by the level designers called a White Box. The main purpose of a White Box layout is to define the gameplay before going too far into the visuals. White Box levels have the fundamental gameplay elements: defined enemy lanes, objectives, Kismet integration, and the basic architecture of the map. Most of the geometry is created with primitives like cubes and cylinders, but sometimes temporary meshes are used for clarity. Once the White Box level for Nimbus Reach was done and properly tested by our team, we moved on to the next stage.

Whitebox-Layout-1024x511.jpg



Where We Get Our Inspiration

Before we can build any geometry, we have to have some inspiration and a strong idea of how the final map should look. This is where our talented concept team comes in. At this stage in the process, they create concept sketches and mood shots to inspire the rest of the developers. Later on, they paint over the geometry to show new assets that need to be built or any tweaks that need to be made.

How We Build

Once the concept artists have given us an end goal to work toward, we study the initial layout and make it more visually interesting by replacing the basic primitives (cubes, cylinders, etc) with more complex shapes and curves. In the process of doing this we have to be very careful to keep the gameplay intact, especially the enemy lanes and the objectives.

We always start working with the floor areas first, because enemy lanes are one of the most important things on our levels and they define the final gameplay. In the picture below you can see an example where we did a complete ground path mesh based on the initial White Box layout which is defined by the red lines. In this example, a basic shape is turned into a finished, vertex-painted mesh in Maya.

startingGeo-1024x187.jpg



So this is for the basic geometry of the level -- floors, walls, ceilings, etc. -- but there are other types of geometry we don't need to create from scratch. These are based on our environment artists’ work.

They create new meshes with superb, hand-painted textures based on concepts for every level. And although most of these new pieces are modular, sometimes we need to make modified versions to fit them to complex areas of the level. This can done in 3D software using blend deformers like lattices, curves, and also the classic modelling tools.

Ageo-1024x806.jpg



Adding the Lighting

After the geometry is created and placed, we then need to add lighting to the map. In DD2, we’re trying to define strong focal points by creating depth. Lighting plays an extremely important role in this, and not just visually. Good lighting should help players find the critical areas in the level, while drawing attention away from less important areas.

The Final Result

Once all of that is done, the map is passed off to the VFX artists where it’s really brought to life. You can see the final result and the evolution of Nimbus Reach in the picture below, from the White Box layout to the final level.

MapEvolution-1024x792.jpg



And here’s another example from Little-Horn Valley:

Little-Horn-Valley-1024x764.jpg



It takes a lot of hard work and a team full of dedicated artists and designers, but we’re extremely proud of the level of polish we’ve achieved with our maps and hope to bring you the same quality in the future.

Of the maps revealed thus far, which would you like to see from start to finish? Let us know in the comments and you could win a seat on the Defense Council!

The random winner of our Witherbeast blog is Satori!

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

Begin the Awakening


L5PH1xU.jpg

The Harbinger is coming. His power is growing, and so must ours. Join the Steam Group to obtain legendary galactic weapons, and together, we will Begin the Awakening.

As a community, meet the milestones below to add the following items to the game beginning December 15th:


80,000 members:  

  • Open the War Cache!
  • Gain access to the War Cache (disguised as a present in the Tavern) and get one random legendary galactic weapon!


LpfcxEM.jpg

125,000 members:  

  • Wield the Squire’s Crystalline Saber! 
  • This weapon will be added as a permanent drop to the game.

  • The War Cache will refresh, giving you another random legendary galactic weapon.


ivvyBQP.jpg


175,000 members:  

  • Brandish the Huntress’ Bow-Blaster!
  • This weapon will be added as a permanent drop to the game.

  • The War Cache will refresh, giving you another random legendary galactic weapon.


a0QX2bI.jpg


??? members:  

  • Command the Apprentice’s Blaster-Caster! 
  • This weapon will be added as a permanent drop to the game.

  • The War Cache will refresh, giving you another random legendary galactic weapon.


TelFMqP.jpg


??? members:  

  • Unleash the Monk’s Crystalline Twin-Blade! 
  • This will be added as a permanent drop to the game.

  • The War Cache will refresh, giving you another random legendary galactic weapon.


Go forth and spread the word to join the Steam Group to Begin the Awakening!

Notes:  When you open the War Cache, the legendary galactic weapon will roll based on the currently selected hero, but the weapon type inside is entirely random. And when you reach the milestone, the weapon is added as a drop to the game. You will not automatically receive one.

iamisom

Dev Log 2: Dec. 3, 2014

Daniel Haddad, Creative Director (Blacksmith)

Working on Pets! Also working on adding some retention mechanics to Dungeon Defenders II.


Danny Araya, Creative Director (DannyAraya)

Working on sketching out the needs of our Intro cinematic!  


Chris James, Lead Level Designer (ceejeh)

Working on new maps! Looking forward to sharing what will be some very exciting Dungeon Defenders II experiences.


Joshua Javaheri, Lead Technical Artist (javahawk)

Setting up some documentation on standardizing UI Icons and streamlining some simple UI shader functionality.


Chris Flores, QA Lead (likethatwhenigothere)

Helping to verify the next bug-fix update and research some of the performance issues that have popped up since the release of the last update.


Abraham Abdala, Lead Technical Animator (Broham)

On vacation!


Javier Barreto, Lead Software Programmer (@javo)

The end of the year is time of reflection… and release. =)


Philip Asher, Marketing Director (pmasher)

All sorts of trailer, website, PR, asset fun getting ready for Early Access this Friday (and The Game Awards!). Also reviewing the Defense Council’s suggestions for our Steam Early Access description to see what changes we should make before launch.


Josh Isom, Community Manager (iamisom)

Like Phil, I’m getting everything ready for Early Access -- making sure our community support processes are in place, answering tons of great questions and gearing up to help out the newbies in Etheria throughout the weekend. It has been an exhausting week so far, but we’re almost there. I can see the light. It’s so beautiful.

Blacksmith

javelin-Blog.jpg



The life of a young Javelin Thrower in the Old Ones’ army is hard work. Since birth these adorable-looking critters are told to focus on one thing and one thing only -- beefing up the strength in their right arm. All in hopes of being drafted into the army to get that one throw that might pierce through the Heroes’ defenses and shatter an Eternia Crystal. Or at least that’s how I imagine it.

hero_Hitjav.gif



“Just Like Brad Pitt in Troy”

The Javelin Thrower is designed to be a medium-to-long range Artillery style enemy. He bombards your defenses with a massive, high-speed Javelin that can pierce several targets in one throw, depending on the tier. The Javelin is weakened by each target it impacts, doing less and less damage until it finally shatters.

But the Javelin isn’t just designed to slice through defenses. The Javelin Thrower can hurl his weapon from a very long distance, and if there aren’t enough targets for the javelin to pierce through, he could easily damage your cores.

jav_Social-1024x576.jpg



Bringing Out the Whimsy

The Javelin Thrower is certainly one of our more whimsical creatures, and thanks to the art team, it shows. They really wanted to push the goofy and lighthearted nature of the Javelin Thrower, from its disproportioned figure to its facial expression, animations, and even sound effects.

What do you think about the Javelin Thrower? What sort of name should we give him, and what do you think happens to the poor young Javelin Throwers who don’t make the cut? Let us know in the comments below!

The random winner of our Pings blog is going to be chosen on Tuesday of next week, so there is still time to enter!

Leave a comment to get your hands on the Dungeon Defenders II pre-alpha. You have a full week to leave a comment! We’ll pick a random poster and reveal the winner next Friday! Don't have a forum account? It takes less than a minute to join!
iamisom

Greetings Defenders,

It’s been a wild couple of weeks here at Trendy. We’re excited to see people coming back and braving the Trials of Chaos. We’ve also truly appreciated all the feedback you’ve provided as it is helping guide our actions towards improving DD2 overall! As we mentioned earlier this week, we’re not done with the Trials update and have a series of changes we’re considering, implementing, and testing. Some are scheduled to come out next week, some are going to take us a couple weeks to complete, and others are scheduled to come out in future milestones. To show you that we are listening and taking your (sometimes soul-crushing) feedback seriously, we wanted to take some time to discuss some of the concerns you’ve raised since the Trials update:


v0H1HtW.jpg

Changing Chaos Enemy Spawns

Here's our Chaos philosophy: For each Chaos tier, we want to introduce enemies that counter certain defenses and strategies. Based on that, we want to reward you for recognizing and countering that threat. Each Chaos tier should have its own counters and strategies, and the build variety should be in the ways that you can counter them. Not everything should be effective, but there should be enough things that are effective to keep things interesting. Right now, the enemy and defense counterplay is muddied by the current combination of Chaos enemy spawns. There are so many types of defense counters happening that there's a very narrow set of counters you can use, especially in Chaos IV and V.

In next week's patch, we're changing the enemy spawns in Chaos II, III, IV and V:


Chaos II

Cyborks are an anti-trap/aura/node enemy. If you’re attempting to take down Cyborks with these defenses, you’re going to have a hard time. If you’re building around the Cyborks, we want to reward you for that behaviour. We don’t want to spawn enemies that also counter the defenses you would use to destroy Cyborks, so in Chaos II, there won't be any Vanguards from the previous Chaos (Chaos I).

Vanguards are replaced in the rollouts with standard enemies. We adjusted some of the support enemies (Dark Mages, Kobolds, Witherbeasts, etc.) in the same manner of reinforcing the Cyborks.

  • Removed Vanguards from Chaos II

  • New Chaos II Enemy List:  Cyborks


Chaos III

Chaos III is all about the Shield Geode and blocking projectiles, so having Cyborks show up in this Chaos impairs your ability to counter the Geode. Again, we don't want to punish players for countering the Chaos enemy theme; however, Vanguards support the Shield Geode theme of projectile blocking, so you will still see them in Chaos III.

  • Removed Cyborks from Chaos III

  • New Chaos III Enemy List:  Shield Geodes, Vanguards


Chaos IV

This Chaos is centered around the Berserker Orcs. Berserkers are all about being fast and dealing high damage upon reaching defenses, so using things like stuns and knockups to slow them down are your main counter for this threat. Cyborks counter most of those kinds of effects, so you won't see Cyborks in this Chaos tier anymore.

  • Removed Cyborks from Chaos IV

  • New Chaos IV Enemy List:  Berserker Orcs, Shield Geodes, Vanguards


Chaos V

Chaos V is all about Dark Assassins. We want players to work together to get those pesky Assassins off, and if you’re solo, we want your defenses to have a clear line of sight on them to prevent them from teleporting and healing. So having Shield Geodes and Vanguards disrupts that, so you won’t see them in Chaos V anymore.

  • Removed Shield Geodes and Vanguards from Chaos V

  • New Chaos V Enemy List:  Dark Assassins, Cyborks, Berserker Orcs


Once you try out these changes, let us know how they feel. We’ll continue to make tweaks to the experience based on what we’re hearing!


Jr9Jvrm.gif

Siege Roller Changes

In next week's patch, the Siege Roller won't destroy traps, auras and nodes! Rejoice! The Siege Roller caused players to never build certain defenses out of a certain crushing fear, and we figured that with our Chaos enemies providing enough counterplay, we can remove this.

There's also a bug where more Siege Rollers are spawning than intended. This won't be in next week's patch, but we're looking into a fix for the near future.


wbmJkKq.jpg

Inventory Loot Comparison Improvement

In next week’s patch, we’re including a way to more easily compare two pieces of loot in your Inventory, even when the items are equipped. You can pick up an item and hover over another item to compare those two items directly against each other. For example, in the picture above you can see our friendly neighborhood QA maestro Petire comparing an unequipped Totem with an equipped Totem.


Comparing Upgraded vs. Unupgraded Loot

While this is still in the investigation phase and not scheduled for next week’s patch, we’re discussing how to improve the user experience of determining whether an upgraded loot drop is better than your upgraded loot. Right now, our idea is to display the maximum potential stat value so you can determine if that shiny new loot drop will be better once it’s fully upgraded without having to do tricksy head math.


JSTeSEj.gif

ZGqqUme.gif

(super work-in-progress shots)

Hero Management UI Improvements

Something we’ve heard is that players with a high number of heroes are having a hard time navigating to certain heroes in the new Hero Management UI. We’re working on a Quick Select option that allows you to see a large number of heroes at one time and then go to that hero in the UI where you can then put them into your deck, check out stats or equip loot without putting them into the Deck. We're also allowing you to select the other cards in the Rolodex view without having to click the darn arrows. These changes are not in next week's patch, but they are coming soon.


Bag Sorting

Another big pain point we heard is that players can no longer sort individual bags. We’re still in the investigation period here, but this is something we want to get in sooner rather than later. Once we have more to show, we'll show you in a future blog!


Thanks again for all of your feedback! While we don’t have concrete details to share right now, we’re also investigating changes to improve the new loot system, Shard drops and more. We’ll have more details to share in future blogs.

And as a final reminder:  Our 3X Daily Weekend Event is live from now until Monday. Enjoy!

Love,
The Trendy Team
Blacksmith

Combat Improvements



Greetings Defenders!

Do any of you remember our Five Pillars of Design? The Fifth Pillar talks about the unique, symbiotic relationship between the three different aspects of the game: Tower Defense, Action, and RPG. Our Fifth Pillar demands that we make sure these three sides of the game work well together.

We’ve shared some of the new Tower Defense features of DD2, but how are we integrating that with the other two? I’ll be focusing my blogging efforts on this very question, starting first with Combat and how it came to be what it is today.

DD1’s Combat - The Good, The Bad, and the Floaty

When developing a hybrid game like Dungeon Defenders, it’s important that we keep in mind all the different sides of the game. We have to evaluate their strengths and their weaknesses. Most importantly, we have to isolate and identify how those sides can work with -- and not against -- one another. The first Dungeon Defenders featured a simple, yet entertaining combat system. It supported the Tower Defense side of the game and was improved by a rich loot and stat system coupled with unique character progression. But it wasn’t without its problems.

When development began on Dungeon Defenders II, we decided to take a good look at all three sides of the game and see where we could improve them. While DD1’s combat was entertaining and symbiotic, it felt a little too “floaty” in that it didn’t give you solid and powerful feedback. Internally we refer to this as the Lawn Mower Effect since it basically had you mow down loads of enemies without providing you with any sense of contact.


Dungeon Defenders Lawn Mower Melee



Building and Testing Combat Prototypes

Over the course of one week, Trendy’s development team split into three teams, each eager to prototype and showcase their vision for combat in Dungeon Defenders II. While two teams focused on refining DD1’s approach and pushing it further, the third team cooked up something rather special.

Their prototype featured the Barbarian stomping heavily on the battlefield. He slashed his famous axes through the air with monumental force, cleaving through his enemies before slamming his weapons into the ground. Each attack propelled the Barbarian toward his enemies, and each could be chained with another attack. His full body was animated, opening up the potential for attacks that looked both complicated and impressive. With every swing he gave a loud roar, and his axes shook the screen as they pummeled enemies and terrain alike.

When it came time to review all three prototypes, it was obvious which one we were most excited to move forward with. The third prototype was simple, but it very clearly showcased the type of weighty, visceral combat we wanted to give our players.


New-and-Improved Melee in Dungeon Defenders II



Since then, we have been hard at work on this new combat system. In the future, melee heroes will utilize an action chaining system that allows them to combine different actions seamlessly. Your Squire will be able to jump into combat. unleash a flurry of light and heavy attacks, turn and fire a few abilities, repair a defense, and then jump out of combat, all in quick succession. By the time we are through with our system, players will be able to fluidly chain actions together in the heat of combat.

Refining Ranged Combat

We are also improving how Ranged Combat feels in Dungeon Defenders II. One of the simplest (yet coolest!) additions I can talk about is the Hot-Spot mechanic. This allows Ranged heroes to target special spots on enemies and deal even more damage than normal. The prototype was first tested by adding headshots on a single enemy type, and we are continuing to apply this system to different parts of our game. For example: When hit on an unarmored spot, our Ogre will suffer more damage from attacks.



This Hot-Spot system can be used in a lot of interesting ways. What do you all think? Should we invest the time into implementing a full-fledged Hot-Spot system for our Ranged Heroes?

It is important to keep in mind that this is just the beginning for our Combat Systems in Dungeon Defenders II. There are still plenty of things we are working on that are hidden away deep within Trendy’s lair. You can imagine how the Squire’s combat plays out now, but what about a hero that wields two weapons? How do the weapon choices influence the combat?

That’s a conversation for another time, but until then, your feedback is vital! Be sure to leave a comment and let us know some of the things you are hoping to see improved in DD1’s combat system.

The random winner of our Community Feedback blog is papafhill!

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


Greetings, Defenders!

The Old One’s army is full of diverse enemies, each fulfilling a unique -- and sometimes specialized -- role. This week’s reveal introduces an enemy that’s completely different from anything we’ve shown you before. So far, it’s the only enemy that doesn’t directly attack you or your defenses at all. Let’s take a look at the Witherbeast!

An Enemy With a Very Specific Purpose

The Witherbeast is designed to reinforce the principle that the player’s attention is the most valuable resource in Dungeon Defenders II. He’s a menacing, bulky creature that moves quickly and has low health compared to our other enemies. Instead of attacking outright, this beast rushes your clustered defenses and begins to burrow.

witherbeastburrow.gif



As soon as he starts to dig, he becomes harder to kill, gaining a large boost to his health and armor. But that’s only the beginning! If you don’t manage to kill him before he’s fully burrowed, you’ll soon understand why he’s called a “wither” beast.

Withering Your Defenses One Dig At a Time

Once he’s fully burrowed, he plants himself into the ground and emits a pulse that cripples any defenses around him, causing them to take more damage.

witherbeastpulse.gif



While he’s busy making it much easier for enemies to smash through your defenses, he becomes even harder to kill. His health regenerates so much that in our internal co-op games he often requires a focused effort to take down. Once the Witherbeast burrows, he will never resurface. To avoid players hunting for them at the end of the Combat Phase, we plan to have them self-destruct if they’re the only enemies left, damaging nearby defenses in the process.

Everything about this enemy is designed so players will react to it immediately. When these creatures enter the battlefield, we want you to be faced with a very clear choice: Do I stop what I’m doing right now to deal with this threat? Or do I set up defenses that can delay his ability to burrow? That’s a question only you can answer, and it will change from game to game--maybe even from moment to moment.

We’re still working on the specifics, though -- especially in regards to his detonation -- so if you have any comments on this new enemy, leave them below! We’re also looking for ideas on what to name him, and where this creature might have originated.

The random winner of our Core/Subcore Destruction blog is Ioxp!

Leave a comment to get your hands on the Dungeon Defenders II pre-alpha. We’ll pick a random poster and reveal the winner in our next blog post!
Sign in to follow this  
×
×
  • Create New...