Jump to content

News

Sign in to follow this  
  • entries
    545
  • comments
    24,000
  • views
    37,655

Contributors to this blog

About this blog

Entries in this blog

Ice

Greetings Defenders,

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

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

Thank you!

LAWLTA

DEFENDERS

It’s finally time for a Dungeon Defenders: Awakened Developer Check-In! We have a ton of information to share today that covers our post-Kickstarter work, studio changes/improvements, and Dungeon Defenders: Awakened as a whole. Let’s go ahead and start getting into it!

Enter Chromatic

First things first, we want to apologize for a couple of bumps that we ran into. The first thing is something we’ve covered quite a bit, that something being Kickstarter shipping for our approved regions. We’re not going to dig into it more (the conversation can be seen here), but understand that it is not something we will have happen again with any future projects in regards to fulfillment. It was our first foray into this area, and we learned quite a lot.

Second is that we have been silent for a little over a month. We want to have more regular check-ins with where our progress is, show off some of the new art (something we just started this week on social media), and more info to share on our plans. As for the why, it’s all based on growing the team out, foundational setup, and working with outside partners.

Dev Level Up!

As a studio, we’ve been incredibly busy with getting our team bolstered by additional teammates to really make Dungeon Defenders: Awakened an amazing game, and also set us up for success on any additional projects. A good portion of the team was involved in tons of interviews and tests to make sure that we only brought on high quality LEGENDARY additions to our ranks. We’re still growing the team out more, but we’re a developer power house with the people we’ve brought on!

Hardware Upgrade!

wWVAJrdDHvLYp26PfhxctuIZOS7jt_gD5NpzM-U0

We’re wanting to make sure that we’re employee-owned while also making sure we have all the tools necessary to create awesome games. We’ve been working with partners like nVidia to bring some awesome graphical opportunities, Azure PlayFab to bring out awesome features (like Cross Saves!), Nintendo to provide an optimal experience on Switch, and so many more! We’re wanting to blow it out of the water with Dungeon Defenders: Awakened, so that we can then knock it out of this world with future titles. And so far — it looks really, really good!

Art — What Is It Good For?

Absolutely everything. What would an update be without some awesome art to show off! Heroes, enemies, and Maps, are some of the many amazing creations that we’ll be including in this and future updates.

Character Updates!

As we showed on social media this week, we have revealed the concepts for our four main heroes, which you can see the Apprentice, Monk, Squire, and Huntress below:

RLdFDdNFH3uSaSLDA5zWuNTtX81A016bHXRev2wd
Ucculg6HJJ2sdB8JiYjDkm83WGljzptfi6p9muLo
ksKbD6xMnffdLwEgTLCOqI30oQ9St1Edj3lvi8DP
ZIcA4Gy2IckT_emZSf8KmmbDWYsl9oHqQiZ_iwqU

We’re going to be revealing enemy concepts as we’re working on finishing the Heroes animations, but we wanted to show off the new Goblin model for the first time here, which has been fully animated! This is the awesome quality that our animation team has put out, with so much more coming:

Cf0uCQj7m5CuMWM4OyY5Rg7JrD0CHDX0w-U6PA01
Excited to destroy some cores!

ZIweUPN2Vdu0S3UldSsCZBzzGwP_wwMFl_ddyxeR
What they lack in finesse, they make up for in ferocity

djby0ks1TXxABr43TjaR3G8WTGhE-_k_L-nPaJyP
It’s electrifying!

0PVJvdc4kE1A89oeQr3sjGXQqJQe-x6gB86VQfiv

Oh no, he was poisoned!

EItZnqoMcB_ffwToANVpK23NgizXFwrBq-sAURjh

Even goblins know, if you’re on fire: STOP, DROP, and ROLL!

1hGyKzWoBuFNt-q2YT-dtJeeraenM9qjmyFKSFFF
Death came to take him, all things go, all things go

There’s a lot of models we’re currently working on/with, but for a SNEAK PEEK, we wanted to show a model we’re currently animating. Striking fear in many, check out the WIP (that’s just a quick way to say Work-In-Progress, which with this explanation, maybe it would have just been easier to say that in the first place, but we’re committed already, and don’t have a backspace) Dark Elf Warrior:

UxjGJsx3vzZimCZLvtBjvO4UCMBplh1dRSB4uRA1

All of these new hero and enemy models are going to also be receiving some epic animations and VFX to really bring Dungeon Defenders to modern standards. We can’t wait to share more, so we won’t — Next up, MAPS!

Maps, Maps, Maps!

Many of you have seen the Deeper Well map showcased in our Kickstarter and during our dev stream. Well get ready for MORE Deeper Well. Or maybe we’ll show some different maps? Actually, that sounds like a much better idea. We’re not going to be showing the entire maps just quite yet, but here’s the kind of diversity and quality you can expect:

iWjvQW9nvQkPzsLyLkeyfwoLumMUgvKEPhSKjqiX

wrKE61R1EhmNOCrdgH7dSg6XBV0ZEQ4zv7UG5bG4

S5ffskboS2BPUKDvm4gGp9XoxAuVfLP59Y87xOXQ

buHD6fSHJOXA_14rAm3nmva4pqb1XJqlc4Y0Kch-

NF3-_BD0GH07ZBthb85-hEPaJXMgjs2DBmqZ_EHh

sQfXz0cxjc9L6x_ARMnabTL23JHpF7WTx650cTXy

Oh the places you’ll go! Dungeon Defenders: Awakened is going to have a lot of familiar locations, including a lot of fan favorites, but also new places in Etheria that you’ve never seen before!

Design — The Blueprints of DD:A

Creating Dungeon Defenders: Awakened has been a very enjoyable experience, but not an easy one! Really digging into the original Dungeon Defenders and emulating what made it fun is a noble quest, but not a very easy one. Our designers have been working hard to breakdown Dungeon Defenders into formulas and building blocks, so that we can build a skyscraper of awesomeness!

The overall goal is to recreate that Dungeon Defenders feeling, while giving it the same treatment we’re giving art — bring it to modern standards. Let’s get into some of the things we’re doing.

Hero Swapping

This has been a hot topic between many Defenders, and we’re ready to share what we’re doing. Hero swapping was something introduced in Dungeon Defenders II that affected the gameplay greatly. It helped streamline gameplay, and while we love it, we also understand it’s not necessarily the best thing to be able to do all the time if we’re wanting to go back to our roots.

In Dungeon Defenders: Awakened, you WILL be able to swap between four of your pre-assigned heroes on the fly ONLY during the Build Phase. You’ll still be able to access your other heroes in traditional methods (only during Build Phase as well). We wanted to bring back some of the strategy when it came to swapping heroes, especially with the challenge that later difficulties bring with timers. These timers will be adjusted to ensure that difficulty is still there and that strategy is rewarded!

Camera Improvements

We’re going to be bringing plenty of camera options in Dungeon Defenders: Awakened. One of those features is something that Defenders of old and new will enjoy: Perspective Swapping. In Dungeon Defenders, the camera was placed top down when placing towers, which gave a good perspective of how close you could get your towers placed. In Dungeon Defenders II, this view was traded for an over the shoulder view to see where the actual effect of longer range towers would be.

In Dungeon Defenders: Awakened, when you are placing a tower, you will be able to toggle between BOTH of these modes. You’ll be able to select a default mode within the options, but with this addition you now have an even better understanding of placement and efficacy than ever before!

New Abilities

We’re not looking to overhaul our heroes entirely, but we did want to give attention to some weaker abilities, or some that just are overall not enjoyed. We’re adding some cool functionality to some of these abilities, but we’re also adding a new ability: Elvish Agility.

Elvish Agility is a new ability for the Huntress that increases movement speed, jump height, reload speed, and rate of fire. The Huntress is an agile ranged fighter and we wanted an ability that reflected that. We polled hundreds of our users, and the least liked ability (it wasn’t even close) was Invisibility, something very few used, and that there were very few situations to justify using it. Our goal was then to bring an ability that felt great to use for Defenders who wanted to use her. The internal tests with this ability have been a ton of fun and really give that feeling of hunting down your enemies with agility and efficiency!

HUD

One of the weakest points in the Dungeon Defenders franchise has always been UIs. In UE4, we are given a lot of options to setup a UI the way we want, which is why when we grew the team out, we made sure to bring on a UI/UX expert to make an awesome experience. We’re making a sleek, modern HUD, arted up with that Dungeon Defenders charm. We’re making sure that the HUD looks amazing from every way you’d play — from on-the-go with the Nintendo Switch, at your desk on a PC, or on the couch playing split-screen with up to four players.

Everything currently icon and text-wise is placeholder until we take our art pass over it, but so far it’s been performing really well, and has been a ton of fun to use on internal play. Without showing TOO much WIP, here’s a picture of our build so far:

H_qdGwkcd_xlTuTCJtWaQ04Vpw8JN0f6CWojL4tf

Oh also, it’s our first picture of the game running on Switch! This isn’t the final HUD at all, and we don’t think the stats in the middle of the screen are going to be covering gameplay. Probably not. Probably. (spoiler alert: it won’t, we’re just being a little cheeky :> )

Engineering

There has been a HUGE amount of work of getting just the base functions of Dungeon Defenders into Unreal Engine 4. The Engineering Team has been making some amazing strides helping to capture the feel of the original so that the rest of the team can build upon their incredibly sturdy and efficient codebase foundation. They’re the binary heart of bringing some amazing features to Dungeon Defenders: Awakened!

They’re currently working on making multiplayer and split screen work as best as possible, making sure we squeeze out as much performance as possible. They’ve made great strides, to where our performance on the Switch, with multiplayer, has been surprisingly very good right off the bat. It’s because they’re wizards.

Another feature they’re working on currently is Cross Save functionality. Making it so that you can use saves between platforms is no simple feat, but our engineers are legendary, so they’ll make it happen! Lastly, they had a secret message they wanted to pass on:

01010000 01110010 01101111 01100111 01110010 01100001 01101101 01101101 01101001 01101110 01100111

What’s Next?

Our goal is to do monthly check-ins to show off our work and progress, similar to what we’ve done here. There’s a ton still left to do, but we’re getting through things at breakneck speeds! We’re also currently working on additional end-game content for Dungeon Defenders II. As a studio, it’s our goal to make incredibly fun games that you want to play. Thank you for your support so far, we have a lot more to come!

In regards to Kickstarter Digital Rewards, we’re continuing to get the Dungeon Defenders 2012 Complete Collection codes out to backers who purchased the appropriate tiers that included them. Our next step is to get the Dungeon Defenders II costumes (Gold, Crystalline, and Corrupted Gunwitch) out in our next patch. This patch is currently planned to come out next week with those costumes included. After the patch is out on all platforms, we will begin getting codes sent out!

Social Defenders

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

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

For Etheria!

The Dungeon Defenders II Team

LAWLTA

DEFENDERS!

With our Kickstarter now over, we wanted to make sure that we provided a way for people who were unable to back, or unaware of the Kickstarter, to get in on early savings and some sweet swag!

Click here to check out the Pre-order Store, and get in while the gettin's good. One of the most awesome advantages is the LIMITED Awakened bundle that includes:

  • Beta Access
  • Dungeon Defenders 2012 Collection
  • Dungeon Defenders: Awakened
  • Digital Soundtrack
  • Digital Strategy Guide
  • Digital Artbook

You can also get some cool swag, like a Dungeon Defenders: Awakened T-Shirt or Dungeon Defenders: Awakened Joy-con Vinyl Covers! All purchases go towards supporting the development of Dungeon Defenders: Awakened, helping us ensure we put out the best product possible. <3 

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:

For Etheria!

Chromatic Games

LAWLTA

p6SDOoI.png


DEFENDERS!

The Defender-Centric Update is now live on PC, PlayStation 4, and Xbox One! This update contains a whole lot of love to a lot of foundational systems within Dungeon Defenders II. These changes are based off of feedback many of you have provided, and as Chromatic, we wanted to really give our GLORIOUS Defenders something that demonstrated how much we value our community. Without further ado, let's get into it!

SHARD SHOP

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

4MPNMR0.jpg

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

CHAOS VIII SHARDS

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

MATERIAL CONVERSION

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

VykZANJ.png

That's not all though! As you play Chaos VII and above, you can take your Chaos VII Ampoules and convert them into CHAOS VIII AMPOULES! We want players upgrading and getting Chaos VIII gear, so this is a step towards making that process feel good and not entirely beholden to RNG. We’ll be using this as a basis for any additional changes/additions made to Ancient Power.

NEW WEAPONS

CZXTnW4.png

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

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

NEW USER EXPERIENCE
We understand that a lot of Defenders that come to Dungeon Defenders II want to start the game off with their friends. This update includes the ability to complete the New User Experience (the first three tutorial levels) with friends. The flow has also been adjusted so that new Defenders get to town faster and instead of having to complete the tutorial maps first.

BALANCE CHANGES

W24M8Tq.png

Heroes

Adept

  • Towers
    • Hailstorm Tower
      • Increased damage scaling to 4.7 from 4.5 (5% BUFF)
  • Abilities
    • Arc Lightning
      • Increased scaling to 42 from 40 (5% BUFF)

Gunwitch

  • Abilities
    • Two at Twice the Price
      • Increased scaling to 5.5 from 5 (10% BUFF)
    • Broomvault
      • Increased scaling to 37 from 35 (6% BUFF)
    • Broom Swarm
      • Increased scaling to 12 from 10 (15% BUFF)

Huntress

  • Towers
    • Poison Dart Tower
      • Now deals Poison damage by default. This provides the same rules as other elemental damage towers, where Mods cannot apply a second form of elemental damage, but Shards can.

Initiate

  • Abilities
    • Draining Strike
      • Increased scaling to 27 from 25 (8% BUFF)

Lavamancer

  • Towers
    • Maw of the Earth Drake
      • Defense Unit cost reduced to 40 from 50 (20% BUFF)
      • Defense Health Scaling reduced from 225 to 175
    • Fissure of Embermount
      • Increased scaling to 2.2 from 2.0 (10% BUFF)
    • Oil Geyser
      • Health scaling increased to 0.2 from 0.1 (50% BUFF)
    • Volcano
      • Increased damage scaling to 9.51 from 9.31 (3% BUFF)
      • Increased range scaling to 1.5555 from 1.3334 (15% BUFF)
  • Abilities
    • Eruption
      • Increased Tower Defense Power scaling to 1.3 from 1.2 (8% BUFF)

Mystic

  • Towers
    • Sand Viper
      • Increased damage scaling to 6.975 from 6.875 (2% BUFF)
    • Snaking Sands
      • Increased range scaling to 0.1534 from 0.1334 (15% BUFF)

Shards

Abyss Lord

  • Power of the Knight (Gloves)
    • Increased damage boost scaling to 5 from 3 per level (66% BUFF)

Dryad

  • World Tree McBufferson (Relic)
    • Increased shield bonus to 15 from 10 per level (50% BUFF)

Gunwitch

  • Broomnado Power (Boots)
    • Increased damage scaling to 3.5 from 3.0 (17% BUFF)
  • Scatter Power (Chest)
    • Increased damage scaling from 3.5 to 3.0 (17% BUFF)
  • Snipe Critical Strike (Weapon)
    • Increased Critical Chance to 3 from 2 per level (50% BUFF)


Lavamancer

  • Crumbling Stone (Relic)
    • Increased damage multiplier to 1.5 from 1.0 per level (50% BUFF)
  • Shattering Stones (Boots)
    • Increased detonation damage to 45 from 40 per level (13% BUFF)
  • Volcanic Might (Relic)
    • Increased stun chance to 2% from 1.5% per level (33% BUFF)
  • Volcano Mega Rock (Relic)
    • Increase Defense Power scaling to 200 from 150 per level (33% BUFF)

Mystic

  • Lashing Power (Chest)
    • Increased damage to 3.5 from 3.0 per level (17% BUFF)
  • Split Vipers (Relic)
    • No longer removes ramp up damage (BUFF)
  • Debilitating Madness (Gloves)
    • Increased damage amplification to 3.5 from 3.0 (17% BUFF)

    

BUG FIXES

  • Fixed an issue with Pristine Motes not dropping correctly from Victory Chests (now drops a stack of five).
  • Fixed an issue with Shattequake triggering Mod effects based off the heroes equipped weapon.
  • Fixed an issue with poison sometimes not applying towards the Controller Burn mutator.
  • Fixed an exploit that allowed users to generate infinite mana with the Dryad.
  • Adjusted error messaging when players were pushed to the main menu from the tutorial maps.
  • Fixed an exploit that allowed users to generate unlimited defense mana.
  • Fixed an issue that allowed defense effects to stay after being sold.
  • Adjusted the messaging from the second tutorial map.
  • Adjusted messaging that indicated a map had not been unlocked yet.
  • Fixed an issue that allowed players to get infinite help.

KNOWN ISSUES

  • Shattering Stones, Explosive Poison, Snake Bomb, and Explosive Finale shards are not working correctly.
  • Crafting Materials are currently not tradeable.
  • Poison damage is not procc'ing correctly on Target Dummies.
  • The Wayfarer is still in his winter clothes, we’ll get him a new pair of clothes in our next patch/hotfix.
  • Poison Dart Tower does not have an attunement icon.

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

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

For Etheria!

The Dungeon Defenders II Team

LAWLTA

i4pcc3C.png

DEFENDERS!

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

SHARD SHOP

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

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

CHAOS VIII SHARDS

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

MATERIAL CONVERSION

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

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

NEW WEAPONS

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

NEW ELEMENTAL DAMAGE — POISON!

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

SOCIAL DEFENDERS

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

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

For Etheria!

The Dungeon Defenders II Team

LAWLTA

 

DEFENDERS!

Today we announced yesterday that tomorrow we want to pivot our goals with any future games within our studio. There’s a lot to talk about, so for now we’ll just go over the big bullet points, because who even reads these things? The text is all bold because everything is important. Our artists are too busy, so we're going to draw these things for you in MS Paint to the best of our ability, which are the peak of art. Let’s smash that like and subscribe button:

  • After our Kickstarter succeeds, we will be launching a second Kickstarter for a new Dungeon Defenders dating simulator. It is currently known as Project: Smooches, it is 9 years into development, and all the characters are mo-capped (motion captured) by Steve Buscemi in a fat suit (a true professional).
    image.png

  • New company mascots, the Chromie Bois. We got all three of the good ones:
    6T5z7dr.png8NCW9vq.pngGKfqBIF.jpg

  • Our current Kickstarter has received so much support so quickly in such a short amount of time. We want to reward our players with an accelerated experience. Instead of our next project being Dungeon Defenders III, we’re going to blow away YOUR expectations by making the next installment in the Dungeon Defenders series being Dungeon Defenders VII. Here is an illustration of our new and main hero of DD7, Nimbus Conflict:
    v9ck67MrzjX1YUMaofXB8eNxjOt9HkCXqlVHAO3t
    You already love him!

  • We realize that being Chromatic Games, some people have a hard time reading our text and logo. We’ll be creating a more colorblind friendly sister studio, Monochromatic Games, with the logo being specifically black and white.

  • To provide the best Dungeon Defenders experience, we are now working on the Chromatic Launcher. This will have all your favorite Dungeon Defenders games in one place. No more pesky Steam, Epic, Uplay, Origin, MyGames, or any other launchers, you just have to use ours. Surely you don’t play other games, ours are the only ones to play.This is only available on your phone. Do you guys not have phones? We’ve got you covered.

  • cPhone One. How’s it said? Don’t worry about it. Buy the phone and use the launcher.

  • Everyone in the studio is going to legally change their last name based on the survey results taken at the beginning of this post.

  • Gator sword.

  • We’re looking to hire about 30 voice actors with no experience that can help us recreate every episode of Seinfeld in a special Dungeon Defenders VII map called “Jerry’s Apartment”. Here's the concept probably:
    XWTbFP4.png

  • Oh cool, a gun with legs. Too bad we have a fire-breathing muscle gun. (final concept art):
    7dWWPNJDjBowWMuvatifZsBv4QiS7nDlySiNBOXe

  • Smell-o-vision update coming to all products once Oculus releases their new N-VR (nasal virtual reality).

  • The Apex Legends pinging system, that’s pretty cool.

  • No silly April Fool’s day posts.

There’s a lot that we’re hard at work on and are really trying to churn out to provide the best experience possible. We want you to join us on our journey and hopefully make the best Project: Smooches errrr Dungeon Defenders game possible. Follow us on our social platforms, you know the ones.

To make all of this potentially but probably not possible, but to make Dungeon Defenders: Awakened the best experience possible, check out our Kickstarter by clicking this whole paragraph. There’s less than two days left. Also there’s a secret link somewhere in this text.

Smooches,

Chromatic and Monochromatic Games

Elandrian

Defenders!

I can’t believe we’ve reached $350,000 and that we’re still climbing!  We’re super grateful for all the support we’ve received so far, and we can’t wait to keep building this game.  

This is the last chance for everyone to back the Kickstarter so I just wanted to remind people what the perks are so you can spread the word! 

Being a Kickstarter backer comes with a lot of exclusive perks, but all our Backers get access to additional add-on products after the campaign ends on BackerKit.  That means that if you’re a Backer, you can purchase additional T-Shirts, postcards, copies of the game, and more for the lowest price.

Now I want to talk about the game!

As you may have noticed, we’ve hit several of our FLEX goals and I hope we hit more!  So I wanted to briefly talk about the ones we have hit, and even some that we haven’t yet.

Localization Support

This one is pretty simple, we want to offer the game in more languages, so we’re going to offer it in more languages!  Huzzah!

New Challenge Maps

Challenges are coming back!  In DD1 we called them Challenges, in DD2 they were Incursions, but in DDA they’ll be pure awesome.  We’ll be bringing back some of the classic Challenge Maps, but this stretch goal is even more!  With some of the new content that’s going to be in DDA, these will be accompanying custom Challenge Map versions with their own sets of rewards.  We plan to have sick loot that comes from conquering these, so get your Stashes ready!

For this next one, I’m going to let our Lead Designer, Mark Telfer talk a bit about “Massacre” Difficulty.

Massacre Difficulty

Hey Defenders!

We just blew past another flex goal, and that means even more opportunities for us to create new and exciting content.  Being the masochists that you are, you’ve decided to bring Massacre Difficulty into this world.  Allow me to titillate your masochism with the doom you’ve brought upon yourselves.  Massacre will be an intense challenge that will test the formidability of even the most seasoned defenders.  This isn’t just going to be the same enemy schedules with some stat buffs slapped on.  The enemies you’re going to face present brand new challenges that require some serious strategy and legendary skill.  You thought Nightmare was hard?  Pfft… Good luck!

GLHF,
Mark Telfer
Lead Designer

New Enemy and Map

This is an additional enemy and map threat that will be presented after the end of the campaign and at the end of the current progression.  This will be one of the new hardest maps to beat, and a challenging enemy threat to accompany it.

Customizable Tavern

I want to clear things up that we still plan to have similar levels of tavern customization to DD1 in DDA.  This stretch goal was to have even more control over where your trophies go, adding decorations, and really having additional customization options within your personal tavern.  This stretch goal was for the extra of the EXTRA!  Let’s HIT IT!

Bonus Boss Fights

We have a lot of awesome boss fights that we want to add into DD:A and you’ll be getting some of them with the base product, we just wanted to add more!  This goal was for that!  We still might add more as we continue to develop DLC’s or patches and content, but this was to get more at launch.

I hope that helps give a little more context about the FLEX goals we’re trying to hit, and some more details about the game we’re trying to build.

Let’s close out this Kickstarter with a BANG and get every awesome bit of content and features into Dungeon Defenders: Awakened!

Thanks again for your support, from all of us at Chromatic Games.

Colin “Elandrian” Fisher
Creative Director
 

LAWLTA

Greetings Defenders,

We’re getting closer and closer to the next Dungeon Defenders II update! Our focus is on taking big strides to make this update as player-centric as possible, with even more player-centric changes coming out in future updates. Currently we’re working on Dungeon Defenders II and Dungeon Defenders: Awakened (check out the Kickstarter here), so we’ve been super busy and working at 385% (real metric). We have a lot to go, and this intro is long enough, so let’s get into it!

Shard Vendor

We’ve seen so much feedback on Shards for so long, and we’re able to now do something that makes it easier to receive them and farm for them however you want. Our primary goal was trying to get the vendor into an easily navigable menu while easily seeing as many shards as possible. Here’s what you can expect to see:

w-5hFRFOMdtRt2wxOS_oR3FBPCaxxThhslZYWatC

We went through a lot of ways to figure out how to make them easy to get. We looked into shard dust, but then you’re still limited to farming a specific chaos tier to actually be able to earn a specific shard. We looked into ways of converting shard dust into different versions, but the ability to make that easy to do was very messy and hard to use (very frustrating), created a ton of technical difficulties for us, and ended up requiring more inventory management. Eventually we ended up landing on making them purchasable with Defender Medals. We currently have an RPG test going (contact dani.moore@chromatic.games if you want to join the test, are 18 or older, and can sign an NDA) testing this specific feature, but we do not have a specific price set yet. Going with Defender Medals allowed us a way to provide players a concrete way to earn them in multiple ways. If you want to farm a specific tier, you can still do that to maybe increase your chances a little more; but if you want to keep progressing while playing engaging content or just do dailies, you are now able to do those things while working towards a specific reward.

Oh, and one last thing. This badboy has search functionality in it as well. It’s pretty dope.

Chaos VIII Shards

We’re bringing back Chaos VIII Shards. These are a slew of shards that will be obtainable through higher floors of Onslaught (similar to Chaos VIII Ampuoles). Because we want these shards to feel special and rewarding, they will not be purchasable with the launch of the Shard Vendor, but will be making a debut at a later date. We have some veteran Defenders who have held onto these for a long time, and the majority of these Shards are going to be re-enabled. There are two Shards that we are removing as they cause either tech issues (making mobs get stuck, lowering performance, etc). They are Harbinger’s Exile and Elemental Chaos. We’ll have a comprehensive list of these Shards with the update notes.

New Mod — Poison Mod!

We’re keeping good to our word and adding in Poison damage! There are certain towers that have Poison damage, and there is a Poison Damage Chip as well that can be applied to weapons. There may be a new weapon or two that comes with it by default…

Also what would elemental damage be without any kind of combo? We’re currently adding our first Poison interaction. This one is pretty awesome. Combining poisoned enemies with earth damage now petrifies them. It’s like turning your enemies into a work of art.

New Weapons

We’re adding a slew of new weapons that you can earn while playing through Onslaught. At various tiers within Onslaught, you have a chance to receive an additional treasure that contains a random new weapon from that tier. Some of these weapons a few Defenders have seen before, but we’ve got a ton of new weapons that players have never seen, here’s one:

NRUX0C4LwWvsZ3cNi7sUclvtACBoAIfYeLbnxN7Z

There’s a lot more info on these drops and when you get them (you do get guaranteed drops), but we’ll have more information on these new weapons in our update notes.

jMtDUb5IiqYljRwwdbK-BdWyJ30mmTxsjpH5GkeZ

Campaign Gating

Currently we’re working on changing up some of our campaign progression. This is to focus on letting Defenders play together as soon as possible. Our focus is to make this process feel as good as it can be. With what we’re able to do here, this could affect different areas in the game for future updates.

More!

There’s more coming as well, but this is a sneak peek, so we can’t talk about everything. We’ve been hard at work, so give us a little longer and we’ll get a quality update for you, our GLORIOUS Defenders!

Social Defenders

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

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

For Etheria!

The Dungeon Defenders II Team

Elandrian

From: Colin “Elandrian” Fisher, Creative Director

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

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

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

For the realest take, keep reading!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

So we need your help.

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

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

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

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

 

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

Welcome to our community.  Stay a while.

LAWLTA

j38WLN1.png

Greetings Defenders,

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

Shard Acquisition

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

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

Chaos VIII Shards

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

New Weapons

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

Elemental Addition

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

Other Greatness

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

Social Defenders

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

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

For Etheria!

The Dungeon Defenders II Team


LAWLTA

yew4vDh.png

Greetings Defenders and Happy Holidays!

I hope everyone has been enjoying our most recent update, Drakenfrost! It was definitely a new experiment into how we deliver content, and I can’t wait to see all the feedback about it. How did you feel about our recent release of the Drakenlord? Let us know your thoughts in this thread!

I didn’t come here entirely for feedback… I may have an ulterior motive… to deliver some tremendous news!

I have recently been promoted to Creative Director on the Dungeon Defenders team!

I’ll be leading the direction of Dungeon Defenders into the future with the help of our amazing team!

We’re going to make the changes that you, our Defenders, want to see. We’ll also be able to make even more exciting new content and features for Dungeon Defenders II than we ever have before.

But what does this mean for the players?

Well let’s recap a little bit. I started as a community member, Caster’s Guild streamer, and Dungeon Defenders player. My tenure at Trendy started off with an internship that grew into an Associate Producer position, where I was eventually able to mold and shape some of our most recent updates - for example Protean Shift, Isle of Dread, and the Drakenfrost update.  

Josh comes into all of this with deep knowledge of the original Dungeon Defenders title, the aspects of it that players enjoyed, and is a master of the technical arts.  

Our primary goal and focus is to build upon recent successes through continuing to evolve DD2 into the game we all know it can and should be.

So what are some of the things we’re thinking about?

We’re looking at our pain points:

We’ve been improving Ancient Power since its release and we know that everyone is still not as stoked about it as we were hoping.  In 2019 we will continue to iterate and expand upon this feature until it hits the mark we’re all hoping for.

We also know there are some Inventory pain points that players have with stacking Shards, amount of free space, and clunky navigation. We’ve already made significant improvements to finding Mods and sorting your inventory, but we’re always looking at doing more to make it easier and easier.

In the near future:

We’re looking at expanding our elemental combo system. The goals for this are to add intuitive and interesting combinations between damage types, setting you up for some mad alchemy with new and beefier elemental interactions (what if poison exploded when hit with fire damage?).  Elemental interactions entered Dungeon Defenders II before our Free-to-Play launch and while our old plans to expand upon them have grown dusty on the shelf, I have never forgotten how excited they made me about the potential for DD2. We want to rekindle that excitement and realize this feature’s potential.

We’re also looking at acquisition methods for all of your loot and rewards in the game. We know people are looking for specific Shards, 10/10 Qualibean™ MODS, crafting materials, re-roll items...basically all the things. Our new Lead Designer (Mark Telfer) has made appeasing you his primary goal in life and loot acquisition is where he’s decided to start. Much like with recent changes to MOD roll and drop rates, your feedback will be essential to this process — so keep reaching out and letting us know your thoughts.


In the slightly farther future:

We’re looking at creating a better “purpose for play.” Some people call this a “chase” in a game. We know some people enjoy getting to high floors of Onslaught, and some enjoy getting fully kitted out with Chaos VIII gear, Gilded Shards, all Ancient Powers, etc. but we also know that we can do even better than that.

We want our players to have a more meaningful reason for getting all the new loot and levels in our progression systems. One avenue we’ve been playing with is an “ultimate boss” style encounter. The Lost Eternia Shard DLC packs proved the concept for the franchise, and we are currently exploring ways we can hit that emotional high-point in the contemporary DD2 format.  Modern MMO’s and RPG’s have taken big strides when it comes to designing boss fights and we’re looking to mirror their modern, elegant style.

There’s also an ongoing conversation about adding additional ways to acquire heroes and premium currency via gameplay. We really want to make sure that all our players are feeling adequately rewarded for playing our game. We’re going take a look at what our Gem purchases and pricings are like, and evaluate ways that we can make these more “player-first.”

We’re here to make a dope experience for you, and we’re going to double-down on that as our direction moving forward.  (My first act as Creative Director was to declare “we’re going to make dope s***” as the new modus operandi.)


Real Talk:

We have a small, but dedicated team working on delivering Dungeon Defenders to everyone in the best way that we know how. We’re people (just like you!) making a free to play game, so there will always be monetization and occasionally we’ll make some mistakes with features.  Additionally, change does not always occur at the speed at which you wish it would. We have processes for improving, but they remain what they are — a process. That being said, our ultimate goal is always to make a game that you guys want to play, and to continue to experiment with finding new and interesting content and release methods.

Do not forget that each and every one of you are an essential part of DD2 now and the shape of what it becomes in the future. Continue to give us all your feedback, opinions, and ideas using the appropriate methods.

We’ll do our best to fix bugs, add content, and provide new features to the game as we keep developing in 2019.

Join me, and the entire team, in making Dungeon Defenders II, and all our future Dungeon Defenders games, into the best games they can possibly be.

Sincerely,

Colin “Elandrian” Fisher and the entire Dungeon Defenders II Team.

LAWLTA

The Heroes of Etheria have arrived at Drakenfrost Keep and explored its grounds. Throughout their exploration they unlocked a hidden chamber shrouded in runes around a mage who made the ultimate sacrifice to keep an ancient evil at bay. The seal has been broken, and the Drakenlord lives again! Held at bay for many years, kept alive only by fables, this menacing evil seeks to take back his keep, raise a dragon army, and set out to conquer the lands of Etheria. It is up to you, Defender, to send this juggernaut back to the underworld.

Greeting Defenders,

We unleashed a beast in Patch 4.3, which is now out on ALL platforms! The Drakenlord has come to terrorize the citizens of Etheria, we took a pass at some additional Mod Reroll quality of life, bug fixes, and more. Let’s get into it!

The Drakenlord

J3Bv8CMcMIRM9q9jCPcPNfR3odWBdn8ljGTQhrFW

Soaring through the skies of Etheria, the Drakenlord is trying to take back his domain, Drakenfrost Keep. He’s a new boss type that will require you to create unique strategies to take him down, unlike any other boss you’ve fought so far! With his arrival, he may appear in other maps as well. He is now ready to fight you in Expeditions!

Drakenfrost Keep is also now a map that appears in Onslaught. Starting at Floor 39, Drakenfrost Keep appears every 10 floors as a capstone floor (similar to The Lost Temple). This means at Floors 34, 44, 54, 64, etc., you have to defend the Lost Temple, and on Floors 39, 49, 59, 69, etc., you conquer Drakenfrost Keep.

The Drakenlord provides new rewards every week! There are a slew of new weapons AND Mods for you to obtain by slaying him and protecting Etheria.

A costume for the Squire is now available on the Emporium, where you can BECOME the Drakenlord. We’re excited to see how you handle what he has in store for you, and the great rewards that await you.

Mod Reroll

We’ve been all about adding Mod quality of life changes, and here’s another one. Previously we doubled 10/10 drop chances, then last week we ensured that you run into a 10/10 after actively playing for ~10 hours, AND we added a new Mod Reroll material (that can be stored in the Material Vault).

A lot of people have enjoyed these adds, but we thought we’d take it a step further. Mod Rerolls allow you to target specific Mods into becoming 10/10. Some players target farm lower tiers to try and get better luck on a 10/10 dropping for a specific lower Mod (*cough* Tenacity *cough*). We want you all playing content you find engaging, so now Mod Rerolls after a while will guarantee a 10/10 roll. The amount of time is greatly impacted by the ability to buy this material from other players. This change means you can keep climbing or playing content you want, and are guaranteed to eventually get a 10/10 of the Mod you want.

Diminishing Returns

There were a few issues with Diminishing Returns upon release. Most of these problems were related to towers/abilities that could apply a stun more than once a second (i.e. Weapon Manufacturer and Protons). These towers were causing a large spike in diminishing returns that was not intended. On top of that, because of the fast attack rate the drop off of diminishing returns was halted.

Three major issues caused this, Stuns reapplying themselves and adjusting their initial duration each time. This caused initial stuns to a lot last less than intended, which was fixed in today’s update. Second, all Crowd Controls (CC) were adding to the same tenacity pool instead of separated by type (for instance, stuns and slows). This was causing a much higher overall tenacity than expected, which was also fixed in today’s update. The final issue, which we are still working on, is related to how the tenacity fall off is calculated. This is causing some enemies that start at a higher base tenacity when playing with four players to have enemies be nearly immune to CC after their first stun. This is not intended and we are actively looking into a fix to allow players to use theirs stuns as intended.

Communities

This is a feature that we are testing on PC/Steam. There’s a lot of information that we’re going to be gathering with this specific feature, so we want to communicate that there may be times where it’s not working correctly, and it may require game restarts to get it functioning correctly, but will not affect your gameplay specifically.

Communities provide a way for you to gather with up to 30 like-minded Defenders and talk across games and lobbies, invite to party, and more! You can be in up to 5 communities at any time, and are able to create communities whenever you want. Here are some of the functionalities that Communities offer:

  • Give them a unique name (don’t worry, the name filter is working)

  • Give them a three or four letter acronym of your choice.

  • By using “/c1”, “/c2”, “/c3”, “/c4”, and “/c5” you can quickly chat in each of your communities. (You can also use /<insert acronym here> to chat with them as well).

  • Invite players to join your parties in the Town or Private Tavern.

  • Use different ranks (Owner, Officer, and then regular members).

  • Invite and recommend users to join a Community.

There’s a lot more functionality and we’re looking at ways to add more and improve the current setups. We’re looking forward to your constructive feedback and will be doing everything we can to make these Communities great.

Hero Changes

Abyss Lord

  • Towers

    • Skeletal Orc

      • The DU cost is now 30, was previously 35.

Dryad

  • Towers

    • World Tree

      • The DU cost is now 20, was previously 25.

Lavamancer

  • Towers

    • Fissure of Embermount

      • The overlap is now 35% of the max range, was previously 50% (for reference, flame aura overlap is 50%).

Squire

  • Towers

    • Training Dummy

      • The DU cost is now 20, was previously 25.

Bug Fixes

  • Fixed an issue where a small group of player’s pets had invalid stats tied to them.

  • Fixed an issue where Boom chips were functioning incorrectly.

  • Fixed an issue for PS4 users getting kicked to the main menu, and having to restart the game to continue.

  • Fixed an issue with inspecting items on the ground while playing splitscreen for PS4 and Xbox.

  • Fixed an issue when inspecting defenses, it showed the stats of other defenses.

  • Adjusted billboard focus size to make them easier to read.

  • Destructive Pylon and Destruction interaction match the Destructive Pylon tooltip and no longer stack.

  • Fixed an issue when going through incursions and getting put against Malthius.

  • Updated drenching strikes to be affected by electrocute for the correct duration

  • Fixed an issue with pathing in lanes that had translucent objects.

  • Fixed an issue where water chip was sometimes not drenching enemies.

  • Adjusted Vampiric Empowerment to show the correct stat boost on the individual tower inspect screen in the inventory.

  • Fixed an issue where restarting Drakenfrost Keep produced one less core alive.

  • The Haunting Shard now shoots ghosts on secondary attacks.

  • Fixed an issue with Ogres teleporting on the far east lane of The Lost Temple.

  • Fixed an issue with non-leader members of a party get a bad error message when matchmaking.

  • Changed the schedules on Drakenfrost Keep on Chaos VI and VII in Expeditions.

  • Boom mods should now work on everything they’re equipped to.

  • Fixed a framerate drop on Xbox when interacting with enemy schedule billboard.

  • Fixed an issue on PS4 where the menu level music played during the video intro.

  • Fixed an issue on comparing/inspecting items in the inventory if they are not equippable for the current selected hero.

  • Removed an Auto Sort checkbox on the Tinkering UI.

  • Tweaked the VFX for the Accumulator Servo to show the AoE effect.

  • Fixed an issue on Sacrificial Warden adventure when using a controller/gamepad.

  • Fixed an issue for a very small subset of users that caused an issue when coming back from a long break that had them temporarily stuck on Greystone Plaza.

  • Adjusted how Diminishing Return buffs were calculated with different types of debuffs.

  • Adjusted the difficulty of Forest Crossroads, Liferoot Forest, and Betsy during the campaign to be easier.

  • Added elemental effects to weapons dropped during the New User Experience.

  • Adjusted the pickup radius for Primary Reroll and Mod Reroll materials.

  • Fixed an issue on gamepads/controllers with focus while rerolling Mods/Primary stats.

Known Issues

  • Some sources of fire damage from Shards/Mods are not lighting torches correctly on Drakenfrost Keep.

  • If you are not able to use Communities, restart the game to get back into them.

  • Consecutive Win Bonus and Replay From Wave can fail, currently getting a fix ready.

  • Replaying from Wave on Drakenfrost Keep and winning can result in not receiving the special Frost weapons.

Social Defenders

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

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

For Etheria!

The Dungeon Defenders II Team

LAWLTA

EwDkNzZ.png

Greetings Defenders,

The cold winds from the west are here, bringing Dungeon Defenders II:  Drakenfrost with them to Steam and PlayStation 4, with Xbox coming later today! We put out a Dev Log showcasing some of the work that’s gone into the update, as well as a Dev Stream debuting some of the goodness coming. In this patch preview, we’ll be talking about those systems a little more in-depth to hold you over until the Update Notes are released. Let’s get to it!

Drakenfrost Keep

7x9R5xl_o2cZ82FkLiRSltYWPxdz1-E-M7k6VAuJ

Drakenfrost Keep has recently been re-discovered by members of the intrepid Etherian Explorer’s Guild. The Explorers were guided to its location by a tattered scroll discovered in the Mages Council Library. The scroll alluded to an ancient sealing ritual used by the early Council to seal away the powerful Generals, commanders of the armies of the Old Ones. The scroll detailed the Keep’s location with cryptic hints about “requiring the ultimate sacrifice” to seal away evil’s essence into “a vessel unlike the Eternia Crystals”.

This is the newest map to Dungeon Defenders II. Some old school Dungeon Defenders fans will notice a lot of similarities to the Royal Gardens map, but don’t get comfortable, as there is a lot more danger to this map to take on. We’ll touch on this map more overtime, we’re excited to see the different builds that arise to take on the challenges that wait.

Drakenfrost Keep is available in a new Adventure that includes Drakenfrost Resort (previously known as the Hotspring Map) AND in Expeditions.

Winterfest is Here

K1lRhGfTMx0FzRGFzTwOhjCZh-oz1kmln_P7kZue

Head to Town or your Private Tavern to take part in Winterfest! Visiting everyday gives the opportunity to take a present from the giant festive tree located next to the Scavenger in Town, and next to your vault in the Private Tavern. This tree contains one of three gifts:

  • Epic Gift

    • Contains one of four holiday themed weapons for the Squire, Apprentice, Monk, and Huntress.

  • Mythical Gift

    • Contains one of four holiday themed weapons for the Squire, Apprentice, Monk, and Huntress.

    • One regular Defender Pack

    • One random Shard container (1 Shard)

  • Legendary Gift

    • Contains one of four holiday themed weapons for the Squire, Apprentice, Monk, and Huntress.

    • One Mythical Defender Pack

    • One random Shard Pack (5 Shards)

In order to obtain the items, approach the tree and hit the appropriate button that appears to receive your wonderful gift! The weapons that come from these gifts ARE tradeable, and follow the same rules as any other tradeable item (they cannot be traded if they are upgraded in anyway). These items also scale to your champion score up until the Chaos VII 6/10 upgrade level.


For the season of Winterfest there’s also a pretty amazing sale going on. Inventory bags are going to be 50% off and the Material Vault is ~33% off. The Material Vault now holds 9,999 instead of 999 for each slot, and it also includes both new reroll materials, these changes are applied to currently owned Material Vaults as well. Supplies aren’t limited, but this sale isn’t going to last forever!


Winterfest is going to be on for quite a while, lasting past December. This gives you plenty of chances to get all four weapons and some nice Shards and Defender packs along the way! Oh, and of course, don’t eat the yellow snow.

Elemental Combos

Elemental Combos received a lot of attention in the Drakenfrost Update. We spent a lot of time making all the debuffs in the game more uniform so that they all applied the same effect. For instance, all oils now work the same, previously some slowed certain mobs, some didn’t. Oh also, ALL water damage now drenches, including water mods (both chips and servos)! This is our first phase on improving this system, something a lot of Defenders have asked for a very long time. We’re only able to add this system because of our Diminishing Returns system.

Diminishing Returns

8XKow3TkU7Bv-pT5N-xBRe-Znuh8Jq5YhMGdXnxV

This is a new system that we’re adding to the game, something that is a staple in a lot of different types of RPGs. A lot of players really LOVED the Weapon Manufacturer’s Mod “Shocking Revelation”, it brought a really awesome stun and a good chunk of damage with it, and a lot of Defenders immediately set off to get it. Eventually we had to nerf it a little bit to bring it in line with other Mods, but we loved the allure it provided for players.

If we wanted to do anything further with Mods like this, we needed to implement a system that didn’t make stun crowd controls negate all future content and negate any future Mods/features that weren't a stun with a different color (because anything less would not be as good). Enter Diminishing Returns. This system allows you to crowd control enemies, but after using it back to back the effect loses its strength. After a short while of not being affected by crowd control effects, enemies are able to be crowd controlled again at 100% efficacy. We’re able to buff up blockades during this update as well, and potentially give them even further functionality in additional updates!

We’re going to be very responsive to feedback on this, but it allows us to do a lot of cool stuff in the future. That means new Mods, any new heroes, and MUCH more we can’t talk about just quite yet can now have a lot of epic moments and crazy amounts of power without worrying about it not being as cool as strong as a 100% stun up time or so strong that it disables every enemy that has existed, currently exists, or will ever exists. This opens up the doors for some amazing things!

Mod Improvements

Previously we talked about Mods receiving changes in phases. In Phase I we more than doubled the drop rate of 10/10 Mods, as well as buffing all 6/10, 7/10, 8/10, and 9/10 drop rates. This means that 1/10, 2/10, 3/10, 4/10, and 5/10 Mod drop rates were lowered.

We promised a Phase II with this update, and we are delivering! Perfect 10/10 Mod drops before the update on average appeared within about 4 hours of active gameplay. We’ve received a lot of great feedback from players enjoying this change. However, it really stinks to be an outlier and it take a very long time to get a 10/10. The first change of Phase II is that it now on average takes about 10 hours of average play to get a GUARANTEED 10/10 Mod. If you play with more players, because you’re seeing more Mods, the amount of time this take drops significantly,  taking almost half of the listed times.

Mod Rerolls are available in the following areas:

  • Expeditions

    • Drakenfrost Maps drop 2 Reroll Materials

  • Onslaught

    • Drakenfrost Maps drop in the following amounts

      • Floors 28-35 drop 1 Reroll Material on Drakenfrost Resort

      • Floors 35-59 drop 1 Reroll Material on ALL maps, and 2 Reroll Materials on Drakenfrost Resort

      • Floors 60+  drop 2 Reroll Materials on ALL maps, and 3 Reroll Materials on Drakenfrost Resort

We provided ways to farm them outright for the Defender who may want to take it easy in Chaos VII, or while progressing so even as you’re climbing Onslaught you’re able to take part in this new material and are even rewarded for taking on harder challenges.

Inventory Improvements

These are things we’ve had in the works for a long time. This portion of the update has A LOT of quality of life improvements that get you out of your inventory faster and into the action. The changes include:

  • Auto Sort

    • Auto sorting now sorts your bags by actually moving all the items, previously provided a visual update only.

    • The sorting goes by item type and Gear Score, but is a big update to the previous system 

_XEbM-sciDPSQcidakVOfOLBPJDMOsAxM3vQjjDq

  • Shard Sorting

    • Shard sorting logic has been updated. It now prioritizes the following.

      • Sorts by Defense Shards first, and then by Hero shards

      • After sorting between the two types, Shards are sorted alphabetically.

cqqpsa1A-Gm7pBL5QrD3gd-gVUgxbnyAE6Tuwh8A

  • Mod Sorting

    • On the “Filter By” tab, the right most tab in the inventory, there is a new icon for Mods. This filters your best Mods first. This makes long play sessions easy and quick to check if there are any of those GLORIOUS 10/10’s just sitting in your bags.

    • Numbers on the bottom right correspond to what the highest Mod quality is on the item.

    • Numbers are white intentionally to make it easier for colorblind players to see what the number is.

  • Mod Inspect

    • By holding down Shift, you can now see the highest Mod quality of an item in the bottom right.

General Changes

Vicinity Targeting

This is a new way to interact with players. This allows you to target other players, keep them targeted, and choose to do a variety of things:  invite them to party, inspect their shop, and more interactions when Communities are implemented.

Material Vault Changes

NAjK-DBUOPM0syh50qQc9FmpPrypXTe2gKf_ZBCE

We received a bunch of feedback regarding the Material Vault. Previously it allowed you to store 999 of specific materials in each slot. Now you are able to store 9,999 IN EACH SLOT! That’s not all, the Material Vault now also has spots for the Primary Reroll Material and the Mod Reroll Material. So much space for activities!

Social Menus

There's been a social menu added next to your abilities and towers on the main HUD. This brings a bunch of quick functionality when interacting with others!

Enemy Spawning

We took additional passes at enemies getting stuck in spawn, but also fixed a big issue where enemies were going underground for a while and coming out of the ground later on in their path, bypassing blockades. We’re going to be keeping a vigilant eye on this, so please provide feedback on this if you see anything!

Console Voice Chat

We have now provided an option that allows you to disable voice chat in social hubs, Console player rejoice! You can now opt in to hear all the great music choices of your fellow Defenders. And by great, we mean potentially terrible. It’s usually terrible.

Victory Chests

Tired of waiting for your legendary loot to come out of that chest as you’re playing with other Defenders and getting so much more? Well that wait has been significantly reduced. When you open the Victory Chest, all your loot comes shooting out all at once. When playing with three other Defenders it looks like a legendary shotgun explosion.

Oh, and before we forget, if you don’t open your Victory Chest before moving on, all the items inside are sent to your inventory. If your inventory is full, then it goes to the Scavenger. Never miss out on Victory Chest loot again!

Communities

This is a feature that we’re also wanting a lot of feedback on. We’re releasing it initially on Steam, almost as a beta test of the feature. It’s a system that allows up to 30 people to be in a structured group, and you can be in 5 Communities at a time. These groups can talk to each other regardless of where you are using the chat system, invite one another to groups, and more. We’re wanting to build even more off this system, but it’s something you’ll have to get your hands on and see.

Communities are coming later in this patch after we've given it a little more polish.

Balance Changes

Abyss Lord

  • Towers

    • Colossus

      • Health scaling increased to 600, was previously 430.

    • Skeletal Orc

      • DU cost lowered to 35, was previously 40.

Apprentice

  • Towers

    • Arcane Barrier

      • No longer allows enemies to pass through it while exploding.

  • Shards

    • Frost Power

      • Defense Power scaling changed to (9 + 1 per level) from (10 + 2 per level). Max gilded is now 33%, previously was 58%

Dryad

  • Towers

    • World Tree

      • DU Cost lowered to 25, was previously 30.

Lavamancer

  • Towers

    • Maw of the Earthdrake

      • Defense Unit costs reduced to 50 DU, previously was 60 DU.

      • Defense Health Scaling increased to 300, previously was 200.

    • Fissure of Embermount

      • Adjusted overlap to match that of similar towers (Flame Aura, Weapon Manufacturer, etc.)

Mystic

  • Towers

    • Viper’s Fang

      • Upgrading the Viper’s Fang now allows you to bubble up to 5 enemies.

Squire

  • Towers

    • Training Dummy

      • DU Cost lowered to 25, was previously 30.

Bug Fixes

  • Fixed an issue where the first bag in an inventory would visually not load.

  • Fixed an issue when selling items that other items would be put in their place.

  • Fixed an issue with Dryad’s Angry Nimbus that caused it to target enemies within the spawner.

  • Fixed an issue with Dryad’s Hornet’s Nest not dealing elemental damage when using an elemental mod.

  • Fixed a VFX issue when killing Betsy while she was breathing fire.

  • Fixed a variety of DPS tooltip calculations

  • Fixed an issue where Floor 40 Onslaught flairs were labeled with the wrong floor to attain them.

  • Fixed an issue where Replay From Wave refunded Level 1 Tower mana if they were upgraded.

  • Fixed an issue with gamepad focus moving when buying the last item from a shop.

  • Fixed focus issues with Pet Stat reroll UI for gamepad.

  • Fixed an issue with the Initiate, Gunwitch, and Huntress’s stat changes via various Ascension talents.

  • Fixed an issue with Favorable Winds mod proccing off any kills, not just primary attack kills.

  • Fixed an issue with the amount of XP given from Drakenfrost Resort in Expeditions.

  • Fixed an issue with the Dark Arts Arcane Barrier not displaying properly.

  • Adjusted tool tips for items on the ground when using 4K settings.

  • Fixed an issue on Xbox where Defenders would get stuck on the main menu.

  • Adjusted the Vanguard’s collision so that it better matches his shield.

  • Fixed an issue in Assault on the Throne Room where destroyed subcores would not spawn enemies.

  • Fixed an issue with Ancient Life Steal only healing for 5% when at 5+ points.

  • Adjusted the difficulty of Forest Crossroads and Wyvern Den.

  • Fixed an issue with UI layering issues when purchasing or creating a hero.

  • Forest Ambush now has less amount of kobolds blowing up your lanes.’

  • Fixed an issue with the My Deck button going gray after deleting a hero.

  • Betsy’s overall damage reduced.

  • All Adventures difficulty lowered across the board.

  • Fixed a visual issue with the Harpy’s blinking animation

  • Fixed an issue where EV2’s Buffer Chip worked on other heroes.

Known Issues

  • If chat is gray, deleting your ini will fix it and give you colors.

  • Keybindings were reset with this update because of Communities being added.

  • On PlayStation 4, when in-game and quitting to the main menu, you may run into issues logging back in. Just restart the game and you should get back in.

  • The following Elemental Effects' durations are not working the correct length: Onsen Bath, Maelstrom, Water Chip/Servo, Freezing Rain, and Drenching Strikes.

  • DPS Tooltip for Hornet's Nest is showing debug stats (get it, because they're bugs).

What’s Next?

There’s a lot we’re experimenting with in this update to make the future of Dungeon Defenders II as great as possible. We’re welcoming all the feedback that you can provide on it, but of course make sure it’s constructive, it’s the best way to ensure we can make the best changes as fast as possible.

Social Defenders

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

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

For Etheria!

The Dungeon Defenders II Team

LAWLTA

EwDkNzZ.png

Greetings Defenders,

The cold winds from the west are upon us, bringing Dungeon Defenders II:  Drakenfrost with them! We put out a Dev Log showcasing some of the work that’s gone into the update, as well as a Dev Stream debuting some of the goodness coming. In this patch preview, we’ll be talking about those systems a little more in-depth to hold you over until the Update Notes are released. Let’s get to it!

Drakenfrost Keep

7x9R5xl_o2cZ82FkLiRSltYWPxdz1-E-M7k6VAuJ

This is the newest map to Dungeon Defenders II. Some old school Dungeon Defenders fans will notice a lot of similarities to the Royal Gardens map, but don’t get comfortable, as there is a lot more danger to this map to take on. We’ll touch on this map more overtime, we’re excited to see the different builds that arise to take on the challenges that wait.

Elemental Combos

Speaking of different builds, Elemental Combos received a lot of attention in the Drakenfrost Update. We spent a lot of time making all the debuffs in the game more uniform so that they all applied the same effect. For instance, all oils now work the same, previously some slowed certain mobs, some didn’t. Oh also, ALL water damage now drenches, including water mods (both chips and servos). This is our first phase on improving this system, something a lot of Defenders have asked for a very long time. We’re only able to add this system because of our Diminishing Returns system.

Diminishing Returns

8XKow3TkU7Bv-pT5N-xBRe-Znuh8Jq5YhMGdXnxV

This is a new system that we’re adding to the game, something that is a staple in a lot of different types of RPGs. A lot of players really LOVED the Weapon Manufacturer’s Mod “Shocking Revelation”, it brought a really awesome stun and a good chunk of damage with it, and a lot of Defenders immediately set off to get it. Eventually we had to nerf it a little bit to bring it in line with other Mods, but we loved the allure it provided for players.

If we wanted to do anything further with Mods like this, we needed to implement a system that didn’t make stun crowd controls negate all future content and negate any future Mods/features that weren't a stun with a different color (because anything less would not be as good). Enter Diminishing Returns. This system allows you to crowd control enemies, but after using it back to back the effect loses its strength. After a short while of not being affected by crowd control effects, enemies are able to be crowd controlled again at 100% efficacy. We’re able to buff up blockades during this update as well, and potentially give them even further functionality in additional updates!

We’re going to be very responsive to feedback on this, but it allows us to do a lot of cool stuff in the future. That means new Mods, any new heroes, and MUCH more we can’t talk about just quite yet can now have a lot of epic moments and crazy amounts of power without worrying about it not being as cool as strong as a 100% stun up time or so strong that it disables every enemy that has existed, currently exists, or will ever exists. This opens up the doors for some amazing things!

Communities

This is a feature that we’re also wanting a lot of feedback on. We’re releasing it initially on Steam, almost as a beta test of the feature. It’s a system that allows up to 30 people to be in a structured group, and you can be in 5 Communities at a time. These groups can talk to each other regardless of where you are using the chat system, invite one another to groups, and more. We’re wanting to build even more off this system, but it’s something you’ll have to get your hands on and see.

Communities are coming later in this patch after we've given it a little more polish.

Inventory Improvements

These are things we’ve had in the works for a long time. This portion of the update has A LOT of quality of life improvements that get you out of your inventory faster and into the action. Sorting improvements, identifying perfect mods, and more are coming. There’s more information coming with tomorrow’s update!

What’s Next?

There’s a lot we’re experimenting with in this update to make the future of Dungeon Defenders II as great as possible. We’re welcoming all the feedback that you can provide on it, but of course make sure it’s constructive, it’s the best way to ensure we can make the best changes as fast as possible. The update is live tomorrow, so start a fire, things are about to get cold!

Social Defenders

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

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

For Etheria!

The Dungeon Defenders II Team

LAWLTA

ypX5Ltm.png

Greetings Defenders,

There’s a ton of new features and content on the horizon, so it’s time to give a little inside peek as to what’s coming in the next update for Dungeon Defenders II! Mod improvements, elemental combos, blockade buffs, and even more (somethings we aren't even talking about just quite yet) await in this update. Let’s get into it!

Alec “Lawlta” Saare — Community Expedition Leader

What’s up everyone, you know what it do!

We’ve been working incredibly hard on getting this update out to you before the new year and really put in some serious time. While there is new content coming (the new map looks amazing, there’s some image down below), we did a really big push to make a lot of systems feel a ton better. A little while ago we improved Mod drops and promised that there was a Phase II for this system, and Mark will cover the changes coming down below. Players want Elemental Combos to be awesome, so we went through and did our Phase I pass on them, with more coming in future updates. There’s been a lot of feedback on Blockades being viable, and boy did we bring the heat with them.

There’s additional features that are coming, you’ll see most of them laid out in the patch notes that come with the update. We’re excited for you to get your hand on this update, we’re just polishing things up a little bit before we release it. There’s a Dev Stream tomorrow (December 7th) 3PM EST where we are going to show some of them off. Don’t miss it!

Smooches,
Lawlta

Mark “Telflon” Telfer — Technical Designelf

Hey Defenders!

It’s been a while since we’ve last spoken! I’ve been doing a ton of MOD-related work over the interim, but alas, I was threatened by Lawlta to keep it all under wraps. Luckily, tis finally the season of giving, and I’ve been given the okay to give you some major bean spillage on what I (and the other Trendy elves) have been up to in our workshop.

Recently, the Trendy elves had started seeing a huge amount of holiday wishes come our direction and all said the same thing. They said, “Santa Lawlta, all I want for Christmas is a perfect MOD.” Many of you felt that it took way too long to find those perfect Qualibean™ MODs and that waiting forever was just no fun! I knew I had to do something about it fast, lest I find myself on the naughty list in perpetuity. I grabbed a bottle of spiked eggnog, locked myself into a room, and set out to right this issue once and for all. Thanks to the copious amounts of eggnog I drank, my memory gets a bit fuzzy after that, but a few days later I woke up and Lawlta told me that the rates for higher quality MODs had significantly increased with our last hotfix.  Apparently, I had more than doubled the rate of perfect MODs and had substantially increased the drop rates for MODs of quality 6 and above! Presents for everyone! On average, you should see a perfect MOD about every four hours of active gameplay. Gone are the days where the ground is cluttered with nothing but MODs as red as Rudolph's nose. You should now be seeing far more green MODs in the mix (a Christmas Miracle)!

Now I know what you’re thinking, “Mark! The increase to drop rates sounds fine and dandy, but you see, I have a problem. That problem is bad luck. It’s a condition that I’ve had since birth and RNG has picked on me for it my entire life. Even though you’ve increased the drop rates, Mark, I still don’t think I’ll ever see anything good. I’m just too darn unlucky!” Well, dear player, I have a revelation to make. I too am afflicted with this most heinous condition, and I feel your pain. Playing 50 hours and still not seeing a perfect MOD feels worse than getting a lump of coal in your stocking! I knew that if I truly wanted this update to bring good tidings to all (especially myself), I would have to be sensitive to those in the community who share this affliction. Well, fear not! This new update brings with it a solution for even the unluckiest players. We have built a system that GUARANTEES that you will get a perfect MOD if you go an extended period of time without seeing one. If you haven’t seen a perfect MOD in about ten hours of active gameplay, then we will guarantee that a perfect will drop for you! That’s right! At worst, you’ll see one perfect MOD in less than 10 hours (as long as you are actively playing). And do you wanna know a secret? If you play in multiplayer and get the legendary loot bonus, the amount of time it takes to guarantee this perfect MOD gets drastically reduced. Don’t tell Lawlta I told you, or back onto the naughty list I go.

So now we’ve increased the perfect MOD drop rate, and guaranteed that even the unluckiest defenders will see them. But this still doesn’t fulfill the other biggie on people’s holiday wish list. Sure, seeing A perfect MOD is great, but ultimately what you are looking for is THE perfect MOD. There’s always something specific you have in mind that you KNOW will make your build perfect, and that’s the thing you really want a chance at getting (I’m looking at you, perfect tenacity). It is with great excitement that I announce the introduction of a brand new material, MOD rerolling! MOD rerolling lets you improve your chances of getting the specific quality MODs you want in more of a targeted way. Playing maps in our new region will guarantee you a drop of these awesome little guys, and the potential that they possess is amazing. You’ll be able to invest in your favorite MODs and guarantee yourself a risk-free chance at making it better each time you complete a map. This is a game-changer, guys. This reroll material makes the time it takes to get THE perfect MOD you are looking for in a fraction of the time that it takes right now. This is big.

So to recap:

  • Perfect MODs drop rates were more than doubled in our last hotfix.  Six to Nine MOD drop rates were increased too.

  • This update brings with it a new system that guarantees unlucky players a perfect MOD drop in less than 10 hours of active gameplay.

  • MOD Rerolling is being introduced and this gives you a targeted way to invest in your favorite MODs.  It lets you get a favorite MOD to perfect in a FRACTION of the time it would take to see it dropped.

Now all of that is super exciting, but I still have more in my bag of gifts, Defenders.  We’ve heard you when you’ve said that you want to spend less time in menus and more time whacking gobus in their very punchable faces. It is with great excitement that I can announce MOD quality filtering in the inventory. In our new update, the “Filter By” tab (the last tab in your Inventory) now includes an option to filter by MOD quality. Selecting this option groups equipment by the highest quality MOD on it, highest to lowest, and then displays that number on the icon of the equipment itself. That means that you can visually scan your equipment with ease and find high quality MODs in a jiffy. Tune into the Dev Stream tomorrow at 3pm EST to see for yourself.

We’ve also adjusted the way Shard sorting works too. In the new update, Shards are sorted together by type and then alphabetically. For example: all defense (green) Shards are grouped together when sorted, and will be listed in alphabetical order. This makes it way easier to find the Shard you are looking for and should cut down the amount of time spent in menus substantially. We’re open to any feedback after this goes live, but we’re excited to get these changes to you!

The elves at Trendy are looking forward to the release of this update and can’t wait to see you play it. We’re far from finished when it comes to improving MODs in the game, so your continued feedback is always appreciated. Happy Defending and Happy Holidays!

Love,
Mark

Eric “Petire” Petrie — QA Designer

Hey all, I’m just going to get right into it! The focus for me this update was allowing players to have more choice and agency in what they use while feeling powerful based on their setups. I’m going to go over our first step in expanding two different systems that happened to work very well together. The first one is the Elemental Combo system. We think it’s a great way for players to expand on making builds they truly feel are their own. The problem with the elemental combo systems in the past were either they were the ONLY way to build, or they were completely useless. The reason for this was not the Elemental Combo system itself but more the ability for players to stack Crowd Controls over and over again to increase damage output beyond expected values, completely stunlocking enemies.

Allowing players to pick what kind of towers they enjoy using and use those in nearly every circumstance (as long as they put the time and effort in to get the mods/shards for those towers) is a cool and interesting aspect a RPG Tower Defense can have. For instance, having your Cannonball towers oil enemies so your flame aura begins an ignite, or allowing your Skyguard to stun enemies knocked up from geyser. Those are cool and interesting interactions that we want players to feel good finding and discovering for their first time, but not have them make all content trivial.

This is not the final stage of our combo system, but rather a first step. We’re hard at work on back end systems that need to be altered in order to future proof additions we create, and of course give our amazing artists enough time to go forward and make awesome visual effects (so awesome you may shed a tear) to show off new and amazing combos.

Another quick thing I want to talk about is Blockades. Blockades have decreased in use ever since we added shards, and even more so with Mods, because Crowd Control effects are too powerful on our enemies. The reason for this is the many instances of Crowd Control available at any point and time without any kind of cooldown on using them. Enter Diminishing Returns. Diminishing Returns allow certain passives and shards to increase their base values everytime any Crowd Control is applied to an enemy future CC’s will have less effect. There’s more to talk about on Diminishing Returns being added, but by adding them in we’re able to make Elemental Combos a lot more interesting, create even MORE Elemental Combos in our future patches/updates, AND buff Blockades so that they are part of your builds. All of these changes are because of feedback we received from so many of you, and we’ve done a lot to make them feel good.

Activating my trap card,
Petire

Daniel Diaz — World Builder

Hey everyone! I’m Daniel Diaz, and I want to share with you some of the work we’ve put into the next map coming to you all very soon.

HV3jApNnILU1fgRpxLe6pdf_JAQfBRt4vIbZBGx0

Our main inspiration for this level came from Game of thrones (specifically Night's Watch, Castle Black) and some awesome concepts by artists at Trendy.

We had lot of fun working on it. I remember I started working on the front of the castle, if you wonder about the workflow just take a look at the pic below.

XZsLJ5QicIZ6-V_l5rIeTHXDUBaXHR_GJs3aezU-

Finally, one of the biggest challenges for this level on the world building side was to create the ice cavern and backgrounds for the level (we had no concepts for them) so we had to explore and use our imagination.

NS1giMI29bAip6myjGq4l4ybJ2JsQMoxfhuSztLJ

We can’t wait to see you all conquer this frozen castle and reap the rewards for doing so!

Thanks everyone,
Daniel

What’s Next?

Our Dev Stream is December 7th, @3 PM EST. Be sure to come join us, check out all the epic snow covered goodness, system changes, and hard work poured into this update. Oh, also, you know, maybe win some prizes coming with this update!

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

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

For Etheria!

The Dungeon Defenders II Team

LAWLTA

KmS8jSTzvkCMPERUabbCIz3lNffEvMiDZzInd635

Ahoy Defenders!

Patch 4.1 has docked in Etherian ports and is now live on all platforms. This patch is focused on providing some nice change to perfect Mod drop rates, improving the visibility of Mod quality, polishing Mob pathing, and more. Get your eye patch and parrot ready, let’s set sail into some notes!

Perfect Mod Drops

This is something that we received a lot of feedback on and are working on in multiple phases. The first phase is in this patch allowed us to do calculations on changing the drop rates specifically. Previously we expected players to see a perfect Mod of any kind within less than nine hours of active gameplay (active gameplay being time spent efficiently and quickly completing maps, not just with the game open). After hearing feedback, we sent out a survey that gave a lot of good information. Our testing and simulations validated the feedback and our feeling was that there was more to add to this system. This first phase looks to increase the drop rate so on average you see a perfect Mod in less than four hours of active gameplay on average (which matches up with 31% of people surveyed asking for 1-5 hours, and 40% asking for 5-10 hours). This average is based around solo play, so multiplayer sessions may much shorter averages. When talking about averages there are going to be outliers, but for the short term this is the best fix we felt comfortable putting out.

The second phase of this is a lot more complex and requires a lot of work and discovery on our end, and it should be coming with our next update. We are working diligently to get rid of any outliers that cause players to feel as if they haven’t seen one in over 50 hours of active gameplay. Alongside that we also hear the desire to target farm Mods, and while it’s not something we’re going to provide outright, we are looking into way(s) to ease this quite a bit. We’re going to touch more on this as we get closer to our next big update (which isn’t too far away)!

Mod Quality Visuals

Players have requested that we make it easier to understand where your Mod quality ranges on a scale of 1 to 10, especially if you’re colorblind. Now there will be a number that reflects the quality nestled gently on top of the “Qualibean™.”

hMfFS0-W6F9Z1kRs3A2AhaWNse0loRbcUgmji1Bw

We’ve heard additional feedback on Mods regarding sorting and distinguishing perfect quality and are currently looking into ways to make this better.

Mob Pathing

We’re continuously finding ways to make our game experience as smooth as possible. Stuck enemies and those that go off their intended path are no fun to deal with, and they certainly are a challenge for us to ensure they work correctly. We changed A LOT of their behaviors and fixed a lot of stuck/pathing issues in this patch with some new logic. We’re going to keep a close eye on these changes to make sure they work correctly, and if there’s more work to be done we promise we’ll be hammering away it.

Replay From Wave

This was a feature added in with Isle of Dread that a lot of players have enjoyed. We ran into an initial technical challenge that did not allow this feature to work well on Lost Temple. Replay From Wave was released and since we set to work on getting it to work on Lost Temple. After testing it, we’re now able to get Replay From Wave to work on this map — including Omega Waves.

Prestigious Weapons

When Isle of Dread was released, players had the opportunity to earn a Prestigious weapon every 10 floor of Onslaught before floor 100, and every 20 floors after floor 100. With how the update was applied, it required people to overcome previous highest floors to receive these rewards. It didn’t feel great to have players reclimb to take part in this new system.

With this patch, we were able to get this working. As a bonus, all players as of this patch are able to go complete every floor a Prestigious Weapon drops and receive one. For example, if yesterday you completed Floor 60 and received a Prestigious Weapon, you are now able to not only complete Floor 60 to receive another one, floor 10, 20, 30, 40, and 50 can be completed again and you’ll receive another Prestigious Weapon for each!

Bug Fixes

  • Fixed an issue with the Abyss Lord’s Colossus not consistently attacking enemies in lane.

  • Fixed an issue with Earthshatter Tower not attacking Vanguard Gorbstock, Vanguards (shield goblins), Ranged Ogres, and Cannon Ogres.

  • Fixed an issue with Anti-melee Servo not working with Angry Nimbus.

  • Fixed an issue with the Harpy Tower functioning without a World Tree.

  • Fixed an issue with some towers where their Inspect DPS was not calculating Crit Damage and Crit Chance.

  • Fixed an issue with Angry Nimbus shocking enemies without the Dryad in Corrupt Form.

  • Fixed an issue with parties being disbanded upon transitioning.

  • Fixed an issue with towers affected by Boost Aura losing their yellow VFX when upgraded.

  • Multiplayer bonuses now work properly in Incursions and Onslaught.

  • Fixed an issue with EV2 getting stuck in the Proton Charge firing animation while moving.

  • Pet eggs can no longer rot in player shops.

  • Fixed an issue with Power Transfer showing a negative value.

  • A hard gold cap has been set at ~2,300,000,000 gold.

  • Made adjustments to the Mastery tab on the World Map to improve Mastery

  • Ranged Ogres no longer shoot into the sky when hit by Starfall. As a result the Ranged Ogre Space Association has been disbanded.

  • Chaos VI Jacked Sparrow and Plunderer’s Paradise now correctly drop C6 shards.

  • Now able to quick match for any region in the Expeditions tab of the World Map.

  • Lavamancer’s submerge travel SFX now play correctly.

  • Adjusted how jumps are handled slightly for smoother gameplay.

  • Fixed an issue on Xbox where players attempted to join maps that no longer existed.

  • Fixed an issue where Defender Pack pets and redeem code pets were starting with 5/10 affection. You gotta earn their love!

  • Adjusted the Game Browser UI elements on controller that appeared out of place.

  • Fixed an issue with Replay From Wave where Dryad Defenses would still work without the World Tree.

  • Fixed an issue where the Rain of Oil shard stopped functioning if you swapped to another hero then back to the Abyss Lord.

  • Fixed Vanguard Gorbstock’s minimap icon. It was too tiny.

  • Fixed an issue with Replay From Wave where Weapon manufacture weapons could not be set.

  • The Shackled Mod no longer applies to Lady Orcs, only triggers on Dark Assassins now.

  • Fixed a Gem Well timing issue.

  • Fixed an issue where players were unable to back out of the War Table if they expanded regions on the World Map.

  • Adjusted the Floor 30 and 38 Onslaught Flair rewards listing.

  • Fixed some War Table issues showing Chaos 4 and 5 enemies incorrectly.

  • Updated the Lightning Grenade Pet Ability description.

  • Made it so Player 2 in splitscreen is not able to be kicked while in a party where the leader isn’t Player 1 or 2 of the splitscreen group.

  • Fixed an issue where loading into hard versions of the campaign was causing 5001 errors.

  • The Forbidden Worshipper’s Mask was too small. We made it bigger. What’s the Forbidden Worshipper’s Mask? Secrets.

  • Changed the title screen to have “Play Now” only for new, returning, and freshly installed players to reduce confusion.

  • Fixed an issue with consecutive win bonuses were not carrying over correctly between games.

  • Fixed a couple issues with splitscreen players not able to be invited to parties.

  • Have adjusted Dryad Towers targeting AI slightly. Continuing to investigate this.

  • Fixed an issue with Tenacity not preventing EMP Kobold tower stuns on certain towers.

  • Added a potential fix for Green Mana not being properly distributed if the Warm Up phase is skipped before all players load in.

  • Added a lock icon for locked War Table regions.

  • Fixed an issue with hitting “Yes” on Replay From Wave breaking if done while a Core destruction cutscene played.

  • Fixed an issue with towers refreshing properly when a play who disconnects rejoins.

  • Fixed an issue for players who play at 4k resolution with the Option Menu going off-screen.

  • Fixed a visual issue when rerolling Defender Packs without enough medals.

  • The Favorable Wind Mod now correctly shows the stacks icon.

  • Added Mastery Star info to the Region and Difficulty drop downs.

  • Fixed an issue where the Player Shop UI wasn’t closing automatically when build phase starts.

  • Mastery stars were removed from filtering in the Advanced View.

  • Fixed an issue with items updating properly for returning players.

  • Changed a the Tinkering load screen to correctly show the Gobsplosion Mod info.

  • Fixed an issue with SFX not playing properly for buyback.

A lot of you submit bug reports constantly, and we make sure to squash as many of them as we can. As with any expansion, there are a lot of fixes coming your way. Please continue to submit them to our bug site, your help is invaluable to knocking out some of the pesky issues that appear.

Known Issues

  • Tabbing when matchmaking on world map before the UI updates can matchmake into an unintended game mode.

  • On splitscreen some NPC shops some UI elements come through the window. The shop is still the focus and works correctly, just visually not perfect.

  • Replay from Wave on Lost Temple sometimes keeps a broken core model.

  • Replay from Wave on Lost Temple is not maintaining the correct lanes/mutators.

Social Defenders

There’s a lot of people playing Dungeon Defenders II, and a lot of them gather on our social hubs. When it comes to finding other players, figuring out how to conquer a specific challenge, or just wanting to get to know others in the community, or getting the latest DD2 news, you can’t go wrong with our social platforms:

We’re getting the finishing touches on this patch and cannot wait to share it with you all.

For Etheria!

The Dungeon Defenders II Team

LAWLTA

PATCH 4.1 PREVIEW!

goI1FjY.png

Ahoy Defenders!

Around the docks of Etheria there is talk of Patch 4.1 arriving later this week. Among these whispers are some predictions of what’s to come. Join us as we peer slightly into the future, it’s time to dive into Patch 4.1 preview!

Perfect Mod Drops

This is something that we received a lot of feedback on and are working on in multiple phases. The first phase is coming in this patch, it allowed us to do calculations on changing the drop rates specifically. We are going to be increasing the drop rate of perfect Mods by MORE than double, while lowering the drop chance of lower quality Mods.

The second phase of this is a lot more complex, and we’re not ready to discuss it just quite yet. We know the current drop rate has an average time that players should see perfect mods, and for a lot of players they are at or below that average. However, there are players that are outliers on this system, taking a long time to see any perfect Mod and that doesn’t feel great. We are currently developing ways to try and curb this entirely.

Mod Quality Visuals

Players have requested that we make it easier to understand where your Mod quality ranges on a scale of 1 to 10. Now there will be a number that reflects the quality nestled gently on top of the “Qualibean™.”

Mob Pathing

We’re continuously finding ways to make our game experience as smooth as possible. Stuck enemies and those that go off their intended path are no fun to deal with, and they certainly are a challenge for us to ensure they work correctly. There are changes coming with this patch aimed at drastically decreasing these types of behaviors. We’re going to keep a close eye on these changes to make sure they work correctly, and if there’s more work to be done we promise we’ll be hammering away it.

Replay From Wave

This was a feature added in with Isle of Dread that a lot of players have enjoyed. We ran into an initial technical challenge that did not allow this feature to work well on Lost Temple. Replay From Wave was released and since we set to work on getting it to work on Lost Temple. After testing it, we’re now able to get Replay From Wave to work on this map — including Omega Waves.

And That’s Not All!

There’s of course a slew of bug fixes coming, expanded explanations to the above, and a couple other unannounced changes that will be in the patch notes.

Social Defenders

There’s a lot of people playing Dungeon Defenders II, and a lot of them gather on our social hubs. When it comes to finding other players, figuring out how to conquer a specific challenge, or just wanting to get to know others in the community, or getting the latest DD2 news, you can’t go wrong with our social platforms:

We’re getting the finishing touches on this patch and cannot wait to share it with you all.

For Etheria!

The Dungeon Defenders II Team

LAWLTA

aFE4Gkl.png

Ahoy Defenders!

Dungeon Defenders II:  The Isle of Dread Expansion is out now on ALL platforms! This expansion contains a treasure trove of features, changes, and improvements. Set sail for adventure on two new maps, strike down your foes to gain new weapons and Mods, take on new enemies, and so much more. Put on your best eye patch and get your parrot, let’s dive into some expansion notes!

New Maps

We’re excited to be introducing not one, but two maps with this expansion. These maps are available as their own Adventure set, can be selected when playing Expeditions, can come up as you progress through Onslaught, and one is even a Chaos VII Incursion!

The Jacked Sparrow

5Xrd0rOWDHWBwP0VoTGgcn18m_Fs3rqUH0WmDOwK

The first map is set on The Jacked Sparrow, previously known as The Sparrow before the heroes of Etheria hijacked it in order to reach their destination. As you traverse this map, enemies attack from above and below the levels of the ship, requiring all hands on deck to keep the masts safe from destruction! There’s a ton of fun to be had aboard this ship, as you use cannons to blast your enemies away, catapults to fly across the map, and vantage points to take out enemies when they least expect it!

Plunderer's Paradise

kU-QygM0BonHvC_x90G-wX8Jg4BpUlAf6wI-x4HU

After braving the rough seas, the heroes land on an island besieged by an army of the Old One trying to break into the island’s mountain. Among these enemies are new foes that have not been seen before, helping beef up the horde that is coming your way! Protect the island to prevent havoc breaking loose, but also explore to find secrets hidden throughout the map. Conquer the Incursion version of this map by striking down Captain Dreadbones to unlock a new Barbarian weapon to add to your arsenal!

New Enemies

There’s a slew of enemies that are now donning pirate attire, an absolute necessity when conquering on such vicious tides! Here are a few of the enemies you encounter on your journey:

vpHYmFoql_H3Q45qcA7gZ8IbgjOVsPS1UmBu2Y90

These goblins upped their pirate fashion game, but they also recruited additional allies to take down heroes from afar.

LfNEAFysbg0zLg5VtP77CA9guYKDR7sIFi8htDCw

Cannon Ogres have joined the ranks of foes you must face! They are a fearsome terror that can ruin your defenses and range, but are also deadly when you’re up close and personal.  

QGiXWnwydRkHE74oAxXb6V27hwaV0MbGYNjZ03Sg

A cursed orc pirate, Captain Dreadbones, is a new boss that you encounter in this expansion. You can fight him and his mighty crew in Plunderer’s Paradise on all game modes the map is available! Be careful, his cursed strength is nothing to underestimate.

The World Map

DheVpmlvUmZkQU74JpL43nbgdFk96nI_7fsjafxc

The War Table is improved with this expansion, adding some wonderful visuals to the world of Etheria, and also providing some quality of life changes as requested by our glorious community! The World Map shows all the different places Defenders may explore through different game modes:

  • Campaign: A new World Map that outlines where you’ve been, and where you’ll be going!

  • Expeditions:  Choose the region, map, and difficulty you want!

  • Adventures:  Four zones full of different Adventure story arcs are available to choose from!

  • Onslaught:  Hop right into your floor and get to climbing!

  • Mastery:  With a similar look to Expeditions, you can see your Mastery Star progression!

  • Incursions:  You can change difficulties to see each available Incursion!

Each game mode contains different formats for ease of use, but also provide an “Advanced View” session browser in each. The Session Browser allows quick visibility of all the games going on, allowing players to filter down to specific maps within specific difficulties of specific game modes. Very specific!

When navigating through the various world maps, there is also a new indicator that shows which maps are included in Daily and Weekly quests!

Social Improvements

zvy56hW4uRxxql0Q-VbhnJBPB8ecfUzF9OPWU_uE

Interacting with players is getting some good attention with this expansion, with much more coming even after the expansion! Player Lists are now easier to navigate, selecting another Defender and choosing to inspect their shop or invite them to party among other options provided via a drop down menu.

The Player List menu has also received additional features. You can now see who’s in your party, who’s the party leader, any friends in the hub, and skip time inspecting every player by seeing who has items listed in their shop!

Receiving invites is also streamlined to not take over your screen and there’s a timer to avoid invite spam. Parties received attention as well, for instance, the leader is now consistent and gives control to choose when and where your crew go! We’re continuing to develop social interactions between players, and this is a giant first step towards making it an easier and more enjoyable experience.

Replay From Wave

ssDE-GdK6Oq-9HdUMyTRK1y794jxAcfJTI7o1IuB

This is something we are introducing to help Defenders overcome the challenges they are presented with and promoting experimentation as you progress. Sometimes you can get up to a certain point and you want to try a different strategy. That’s where Replay From Wave comes in!

Now when you fail a wave, the Performance Optimization System outlines what defenses fell or which ones may have been underperforming. You are able to evaluate what changes you need, make adjustments, and get back to overcoming the challenge before you.

This system is available in Adventures, Expeditions, Onslaught, AND Mastery (without losing stars). The only caveat to this is that Replay From Wave is not available on Lost Temple, as it’s meant to stand as a final gauntlet to overcome every five floors. We can’t wait to see how far this system let’s Defenders go!

Onslaught

BoCgloqOm0wcH4N2GJAbNRFX5uM_aUFWgM1RdmPA

It’s finally here — one map floors are now the standard in Onslaught! This change was due to a lot of great feedback many of you provided. There are a few things that needed to change when going towards the one map format:

  • Difficulty Scaling:  We shifted the focus of investing time into each floor to overcoming greater difficulties sooner. As a result the rewards previously earned in Onslaught at various floors (Floor 114 for instance) are scaled down to the same difficulty; Ancient Power reset minimum reset floor is lowered; and Omega Waves were added in as an extra challenge to provide a greater feeling of progression.

  • Rewards:  Since players are facing a greater challenge faster, we wanted rewards that reflected overcoming said challenges. Now every 10 floors, players receive an Prestigious Weapon, with a guarantee on their unique Mods to roll a five or higher!

  • More Maps:  You are now going to be exposed to every map (except boss maps) as you climb Onslaught. Every five maps runs a format of easy, medium, and hard maps, with the fifth map being The Lost Temple!

  • More Schedules:  There are even more enemy schedules that you'll encounter now!

  • Omega Waves:  This is a new sixth wave added to the end of The Lost Temple. It’s a small victory lap as you continue to climb, where you will be provided with Mini-Boss only waves and unique schedules!

Onslaught is something we want to continue to build upon. With the feedback you provide, we’re able to make sure that we keep putting out content you enjoy, and these Onslaught changes are a result of that. We can’t wait to see how high you climb, maybe even a Memes For Marcos 2.0 is in our future!

Ancient Power

tPv0hs4UMcAwhaKCUyk7mB2iC3Nf_RFbh08iz4en

Onslaught and Ancient Power go together like pirates and the ocean, so of course we added more to this system! Ancient Powers themselves are more powerful than before and require less of a point investment to utilize their maximum potential. Now two players are able to reach the maximum strength provided by Ancient Power, previously something only four players were able to do.

There are also FOUR new powers to help bolster your battle against the horde of enemies coming your way. Protean Shift brought some order to the Critical Chance/Damage system, and as a result we are able to add the following Ancient Powers:

  • Hero Critical Chance

  • Hero Critical Damage

  • Defense Critical Chance

  • Defense Critical Damage

Ancient Power is also more accessible early on now. You are able to gain Ancient Power after completing Floor 30! You do not have to acquire Ancient Power here and can keep climbing gaining higher Minimum Ascension as you progress through floors. Previously you gained 3 Minimum Ascension for every floor you completed (with three map floors), but now you gain 12 Minimum Ascension for every floor with the one map system, and also gain 4 Talent Cap increases per floor as well!

As you gain more Ancient Power, your Minimum Ancient Power Floor increases as well. This system continues to climb until your Minimum Ancient Power Floor reaches Floor 50, requiring you to reach Floor 80 to acquire additional Ancient Power. You then have access to Floor 50 right away after acquiring Ancient Power, granted you’re equipped to take on those challenges!

One final change when acquiring Ancient Power:  your pets no longer reset! This change may not be permanent as we’re investigating ways to improve pets, but for now, your pets are untouched by the Ancient Power System!

New Items

kMpT7q84UR1g2HfCqOprlUGd4Op3uV7SLhJtbjwR

There’s one thing that pirates are always on the hunt for — TREASURE! There are multiple ways to acquire the new items coming.

Professor Proteus’s Seaworthy Weapons

Professor Proteus now has a new cache of weapons available for Defenders taking on the high seas. Using these weapons provide unique death animations that are fitting for the battles that await you! Turn your enemies into a boat, and watch them sink into a whirlpool, or drop your enemies and make them flop like a fish.

There are multiple animations these weapons provide, and they are available on all weapons! The variety of animations are on a rotation daily, so be sure to check back regularly to see if the one you want is available.

Pirate Map Seaworthy Weapons

We’re trying something new by allowing Defenders to get these new weapons by completing the new maps! These weapons do not have the unique death animations, but instead come with all new Mods. These Mods are not weapon or hero specific, though some of them are bound to being melee or ranged only. They aren’t like Mods that are currently in the game, some take your movement speed into account; another has a chance to poison, drench, or oil your enemies; and another can even prevent Dark Assassins from stunning you!

There are ten to discover, and they can only be acquired through completing The Jacked Sparrow, Plunderer’s Paradise, or through Player Shops

Depending on where you acquire these weapons, you are also met with new pirate themed Mods that pack quite a punch that can be transferred to any weapon; or unique death animations that can sink your enemies (literally, one can turn them into a boat and sink into the ground)!

New Features

What good expansion doesn’t contain some new features? We’re introducing new features to help Defenders as they keep Dragonfall and Etheria safe.

Primary Stat Reroll

Primary Stat reroll system that we’re experimenting with. This system allows you to acquire reroll materials from completing the Jacked Sparrow and Plunderer’s Paradise, and reroll your primary stat into a potentially higher number. This change is not enforced if the roll is lower, you are always given a choice to accept it or decline! The new reroll materials are also able to be traded.We’re looking for feedback on this system and if you all enjoy it, we’ll investigate greatly expanding it.

Player Shop Changes

There are a some changes coming with Player Shops to make them more enticing to a larger amount of Defenders:

  • Use any piece of gear you purchase! Previously players were limited to buying a piece of gear that was only available to their level. This meant players having gold to purchase cool Mods, but not having the gear score to do so. Now when you purchase a piece of gear, the gear is scaled down to your Champion Score. After purchasing an item, and it scaling, you are still able to sell it on your shop. Even more Defenders can now participate in buying and selling!

Gem Mine

We’ve introduced a new way for Defenders to get a sweet deal on gems. The Gem Mine can be purchased from the platform stores, providing 100 gems everyday that you login for 30 consecutive days. That’s a total of 3000 gems for a lot less!

Balance Changes

Protean Shift brought a lot of new ways to play and a ton of power to Defenders, which we really love! As a result, there are a slew of things that are either not as strong as we’d like or too strong, removing any challenge while playing. We’ve discussed a couple of these, let’s get into it:

Abyss Lord

  • Towers

    • Colossus

      • Range increased to 800 from 600 (33% increase!)

    • Skeletal Archers

      • Damage scaling increased to 15 from 11.5 (30+% increase!)

    • Ramsters

      • Direct Command range increased to 5000 from 4000 (25% increase!)

Dryad

  • Towers

    • Harpy’s Perch

      • Damage scaling increased to 5.175 from 4.5 (15% increase!)

    • Hornet’s Nest

      • Hornets from any nest can attack any enemy. Previously only one hornet per nest could attack the same enemy.

      • Up to three hornets can attack the same enemy, regardless of where the hornet spawns.

EV2

  • Towers

    • Weapon Manufacturer

      • Minimum range added to node placement similar to Auras. This change bring this tower in-line to similar towers, while still keeping it unique.

Huntress

  • Towers

    • Explosive Trap

      • Damage scaling increased to 6.6 from 5.5 (20% increase!)

      • Range scaling increased to 0.0575 from 0.05 (15% increase!)

      • Range Max increased to 1150 from 1000 (15% increase!)

      • Base Range increased to 6900 from 6000 (15% increase!)

      • Trigger Radius increase to 400 from 200 (100% increase!)


Lavamancer

  • Towers

    • Volcano

      • Damage scaling increased to 9.31 from 7 (33% increase!)

Mystic

  • Towers

    • Sand Viper

      • Damage scaling increased to 6.875 from 5.5 (25% increase!)

Squire

  • Towers

    • Ballista

      • Damage scaling increased to 21.27 from 18 (18+% increase!)


Mod Changes

  • Tower Mods

    • Unique Defense Crit Chance Servo

      • Increased max Crit Chance to 30% from 25% (5% increase!)

    • Unique Defense Crit Damage Servo

      • Increased max Crit Damage to 40% from 35% (5% increase!)

    • Boom Mods

      • We’ve changed how boom mods work. Previously they were a flat percentage that allowed them to scale infinitely, making them a must for climbing later floors.

        They’ve been retooled to do damage based on the enemies they explode up to a cap. The number shown is an average of what that damage is based on the different kinds of enemies within that group. For example, a melee-splosion does less damage when exploding a small goblin than it does when exploding a berserker orc.


General Changes

  • Chaos VIII Amps and High Onslaught Mods

    • Modified Mark’s Thoughts:

These now start dropping at floor 35. Their drop chance increases every two floors you complete up to a cap on Floor 83 for Amps and Floor 92 for Mods.

Bug Fixes

  • All C8 shards have been disabled. We may revisit them sometime in the future, but to provide an equal battlefield for all Defenders, we’ve disabled C8 shards for now.

  • We made some pathing adjustments, fixes to spawners, and adjustment to enemies that should improve their pathing across several maps. Looking at you Northwest flier lane in Lost Temple!

  • Fixed a bug where the Betsy Staff could cause enemies to, more or less, one shot anything in their path.

  • Fixed an issue with Betsy’s Curse shard allowing enemies to one shot anything in their path.

  • Fixed spelling errors on Unique Crit Chance Servo, Unique Crit Damage Servo, Defense Crit Chance Servo, and Defense Crit Damage Servo.

  • Removed some tutorial text that was hanging out in Gates of Dragonfall - Hard.

  • Fixed a rare issue where when an item is upgraded to 10/10 Chaos 7 the ipwr could go to 0.

  • Fixed an issue where Consecutive Win Bonus XP was being multiplied by Ancient Power an additional time.

  • EV-2 no longer infinitely lazers the Bastille Master in her incursion.

  • Fixed several cases where the Bastille Master could get stuck.

  • Fixed an issue where players could get into a state where they were unable to evolve pets.

  • Fixed a case where split-screen users could have the Player Shops overlapping the Ancient Power UI.

  • Player Shops - "Your inventory is full" notification now shows on other players shops when your inventory is full

  • Piercing Towers now pierce Vanguards.

  • Protective Downgrade Servo and Last Stand Chip now have a vfx to show when the effect triggers

A lot of you submit bug reports constantly, and we make sure to squash as many of them as we can. As with any expansion, there are a lot of fixes coming your way. Please continue to submit them to our bug site, your help is invaluable to knocking out some of the pesky issues that appear.

Known Issues

  • If beyond the first three tutorial maps, hitting Play Now on the main menu sends you to town.

  • Traps are not respawning correctly when using Replay From Wave.

  • Temporary fix in for rare instances where upgrading gear to 10/10 would greatly lower it’s stats. For these rare instances, instead of greatly lowering, stats are now slightly raised. This is a catch for if this error occurs, not a change applied to all gear.

  • Tower-like abilities (Talisman of Empowerment, Abyss Stone, etc.) are running into a few issues that we’re aware of.

  • The Champion Score filter is currently not functioning correctly.

  • Player 2 in splitscreen is able to be kicked from party when in a party with a leader that isn't part of the splitscreen

  • When the first player in split screen mode spends or receives currency the pop up appears on both screens.

  • When placing defenses on the bottom floor of The Jacked Sparrow there is a chance to have it go to the top layer

Social Defenders

There’s a lot of people playing Dungeon Defenders II, and a lot of them gather on our social hubs. When it comes to finding other players, figuring out how to conquer a specific challenge, or just wanting to get to know others in the community, or getting the latest DD2 news, you can’t go wrong with our social platforms:

The entire team has had a blast making this content, we cannot wait for all of you to get your hands on this expansion. Get to setting sail!

For Etheria!

The Dungeon Defenders II Team

LAWLTA

ONDW8bA.png

Ahoy Defenders!

We’re only day(s) away from finally pulling up the anchor and setting sail for adventure in Dungeon Defenders II:  The Isle of Dread Expansion! This is a preview of all the things that were shown in the past months, but not everything coming. Everyone has been working to make sure this expansion is ready for the high seas, landlubbers beware! If you’ve been keeping up with our Dev Logs and Dev Streams you’ll recognize a lot of what’s coming. Let’s dive in!

New Maps

We’re excited to be introducing not one, but two maps with this expansion. These maps are available as their own Adventure set, can be selected when playing Expeditions, can come up as you progress through Onslaught, and one is even a Chaos VII Incursion!

The Jacked Sparrow

U5MemycRtqK7_sitUI1NyCQhsxHqt57SjVVLqwMe

The first map is set on The Jacked Sparrow, previous known as The Sparrow before the heroes of Etheria hijacked it in order to reach their destination. As you traverse this map, enemies attack from above and below the levels of the ship, requiring all hands on deck to keep the masts safe from destruction! There’s a ton of fun to be had on this map, as you use cannons to blast your enemies away, catapults to fly across the map, and vantage points to take out enemies when they least expect it!

Plunderer’s Paradise

LAlpSqZ.png

After braving the rough seas, the heroes land on an island besieged by an army of the Old One trying to break into the island’s mountain. Among these enemies are new foes that have not been seen before, helping beef up the horde that is coming your way! Protect the island to prevent havoc breaking loose, but also explore to find secrets hidden throughout the map. Conquer the Incursion version of this map by striking down Captain Dreadbones to unlock a new Barbarian weapon to add to your arsenal!

New Enemies

There’s a slew of enemies that are now donning pirate attire, an absolute necessity when conquering on such vicious tides! Here are a few of the enemies you encounter on your journey:

8bDMTSlQFHFj9GdNRzmAVLSoY8i700vsM76GomK4

These goblins upped their pirate fashion game, but they also recruited additional allies to take down heroes from afar. With the aid of Captain Dreadbones, some ogres can now carry and utilize Cannon Ogres are now a fearsome terror that can ruin your defenses!

War Table

KlhLyW7cbuXnMtlFkuMSHDUT6OhXGSROXe_qbDh-

The War Table is improved with this expansion, adding some life to the world of Etheria, and also providing some quality of life changes as requested by our glorious community! The World Map shows all the different places Defenders may explore through different game modes. Each game mode contains different formats for ease of use, but also provide an “Advanced” session browser in each. You can now see all open available games to you easily, with a variety of filter options that give the choice of seeing every session, or a specific map!

Social Improvements

WW6okkAi8c36Jf9mWA_acbFUAOJm0wW2VHYdRG91

Interacting with players is getting some good attention with this expansion, with much more coming even after the expansion! Player Lists are now easier to navigate, selecting another Defender and choosing to inspect their shop or invite them to party among other options provided via a drop down menu. Receiving invites is also streamlined to not take over your screen and there’s a timer to avoid invite spam. Parties received attention as well, for instance, the leader is now consistent and gives control to choose when and where your crew go!

Onslaught

dZOVVJxCqd2gx_t9sGzG7e3k9Muo5kKxvln1CFL5

There’s a ton of changes coming to Onslaught, a lot of them due to the great feedback a lot of you provided since its appearance in Etheria! The biggest change is the progression in Onslaught, changing from three maps played per floor, to one map per floor. With this change comes an increased scaling in difficulty to make progression about difficulty instead of time. There are also more ways to earn Prestigious Weapons, more maps to play as you progress, more enemies you encounter, new schedules of enemies, and a new wave during Lost Temple known as the Omega Wave!

Ancient Power

0xsVvlrMCsFstVf5DEADG1POMVW03SqZDRMhAK_I

Onslaught and Ancient Power go together like pirates and the ocean, so of course we added more to this system! Ancient Powers themselves are now more powerful than before and require less of a point investment to utilize their maximum potential. There are also FOUR new powers to help bolster your battle against the horde of enemies coming your way. We also implemented a scaling minimum starting floor system to make getting into gaining early Ancient Powers easy, with a consistent difficulty as you acquire more and more (also, your pets are no longer reset when you gain Ancient Power)!

New Items

bXWii7HojU--OAii4HQuGLA1XNwsdQuhCMRwbVWc

There’s one thing that pirates are always on the hunt for — TREASURE! There are new weapons you can acquire for every hero, either through Professor Proteus, or through completing The Jacked Sparrow and Plunderer’s Paradise. Depending on where you acquire these weapons, you are also met with new pirate themed Mods that pack quite a punch that can be transferred to any weapon; or unique death animations that can sink your enemies (literally, one can turn them into a boat and sink into the ground)!

New Features

What good expansion doesn’t contain some new features? We’re introducing two new features to help Defenders as they keep Dragonfall and Etheria safe. The first is a replay from wave system available in Adventures, Expeditions, Onslaught, AND Mastery! This system restores your defenses, shows which ones may have underperformed or were destroyed, and gives you another go at taking down your enemies.

The next is a Primary Stat reroll system that we’re experimenting with. This system allows you to acquire reroll materials from completing the Jacked Sparrow and Plunderer’s Paradise, and reroll your primary stat into a potentially higher number. This change is not enforced if the roll is lower, you are always given a choice to accept it or decline! We’re looking for feedback on this system and if you all enjoy it, we’ll investigate greatly expanding it.

Balance Changes

Protean Shift brought a lot of new ways to play and a ton of power to Defenders, which we really love! As a result, there are a slew of things that are either not as strong as we’d like or too strong, removing any challenge while playing. We’ve discussed a couple of these, but there is more coming!

Bug Fixes

A lot of you submit bug reports constantly, and we make sure to squash as many of them as we can. As with any expansion, there are a lot of fixes coming your way. Please continue to submit them to our bug site, your help is invaluable to knocking out some of the pesky issues that appear.

Social Defenders

There’s a lot of people playing Dungeon Defenders II, and a lot of them gather on our social hubs. When it comes to finding other players, figuring out how to conquer a specific challenge, or just wanting to get to know others in the community, or getting the latest DD2 news, you can’t go wrong with our social platforms:

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

For Etheria!

The Dungeon Defenders II Team

LAWLTA

oKSjvo2.png

Greetings Defenders,

We're excited to finally be announcing the release date for Dungeon Defenders II:  The Isle of Dread Expansion! Originally it was going to be announced during our Dev Stream, but when have pirates ever followed the rules?! The release dates are:

  • Sept 25th on PlayStation 4
  • Sept 26th on Steam and Xbox One

Dev Stream 85 is happening tomorrow, September 21st at 3PM EDT, is going to show off more of what's to come. We cannot wait for you to get this update into your hands and hooks!

For Etheria!

The Dungeon Defenders II Team

LAWLTA

TUdn7mi.png

Greetings Defenders,

This be the second Dev Log for the next update in Dungeon Defenders II! As we promised ye scallywags last Dev Log we’ll be talking about even more treasure and booty coming. Ancient Power changes, War Table improvements, and a lot more await ye in Dev Log 101!

Alec “Lawlta” Saare — Community Captain

This Dev Log is still just the tip of the iceberg for what’s coming. You all have been anticipating Ancient Power changes, and we’ve got them! A lot of feedback that we’ve received on this system (just like with Onslaught) was used to help mold it into what’s coming your way. On top of this, the War Table changes (session browser anyone?), and maps are a lot to cover. This update is ARRRRRRRRRbsolutely insane, to quote a certain Jose, “hype levels are through the roof, unsustainable!”

I’ll let others dive into what’s coming. I will say that we are going to have our FIRST Dev Stream for this update next week, September 14th, at 3 PM EDT. We’ll be showing off some stuff from Dev Log 99, 100, and 101! Who knows, we might even be giving away one of our new flairs during our Dev Streams. ;)

Jose “Scaredycat Scarecrow” Villegas — Technical Designer

Hey-o everyone!

What’s promised is owed, so here are some of the new changes to Ancient Power available to you in our next update. We have heard your feedback, and hopefully these changes will make you more excited to engage with this system.

Ancient Powers
Here's a list of the changes regarding Ancient Powers specifically:

    1. We have doubled the strength of each Ancient Power. To note, since you can add each AP level together when in a party to make the buffs stronger, now we will only add up to 10 levels per Power. This means you get twice the strength when playing solo, and up to the same amount when playing with others, but this limit is reached much easier now.

    2. We have introduced four new Powers: Defense Crit Damage, Defense Crit Chance, Hero Crit Chance, and Hero Crit Damage.

    3. The amount of power you gain per level has been redistributed so the first levels of each power will award you with a greater gain than the last ones.

Prestigious Weapons
Like mentioned in the previous Log, you can now get one Prestigious Weapon every 10 floors, (20 after floor 100), at a guaranteed quality 5/10. The opportunity to earn this is reset when going through Ancient Power, so you will get the chance to earn them again.

Ancient Power Progression
Faster base ascension, and talent cap raises. Since now the progression of Onslaught will be tougher, and faster, we have increased your base gains to match this increase.

Pets
Pets no longer get reset when going through AP ;).

Starting Floor
The final one is the biggest one yet: Every time you go through Ancient Power, you will unlock a higher floor in Onslaught that you can immediately start at. Your ‘Base Floor’ will raise by various amounts, but eventually you will be able to start right away beyond the C7 Floors when triggering AP.

Of course, this wouldn’t be possible without raising the floor you need to reach to trigger AP again, so whenever we raise your ‘Base Floor’, your ‘Target Floor’ will also be raised. There is a limit to how much both can be raised, but you will need to watch today’s hot Trendy Fun Stream w/ Lawlta and Jose and ask me live.

That’s it for me at the moment. Hopefully next time I will be allowed to talk to you about the new hot Pirate Mods that we have been working on.

Love you,

Jose

Eric “Petire” Petrie — QA Designer

What's up Everyone?

We’ve received a ton of feedback regarding our War Table and the flow of how players get into games. Changes for the war table were two fold. First we focused on the flow of how players get into games with other players, where things were easily understood and executed, and also where they were not. Our second focus was on allowing people to know all of the options available in the game. As you progress in Dungeon Defenders II, a lot of doors open up, and we want to make sure Defenders can know where they can do, and what they can do.

War Table UI

NFXUnjJ0bUwHaJNvFUg5xI1bN5UD8-qzeDUAgS41

Enter our new overworld view on the War Table, introducing a new interface for selecting what and where you play. The way we worked through this was by setting goals we wanted to accomplish in regards to getting into a game, and then finding ways to attain those goals:

  1. Change how the world is presented to players

    1. Adding a World Map that looks amazing and has distinct landmarks, helping immerse players into what they were defending.

  2. Change how players are able to get into games

    1. Adding Play Now getting players right into the game with other people who are doing the same thing. This requires less time going through menus, and gets you into the action of an appropriate level.

    2. Allowing players to filter for any combination (even content that is locked) and see those open games as well!

  3. Increase the amount of information given to players BEFORE they get into games.

    1. Giving more space to give information about difficulty, game modes, chaos enemies, and maps.

    2. Having information about rewards and what can be gained by completing the map.

Session Browser

i-XG8SV8EGMAzInjZFeHPqGwDOPWdN2Az5Sbxavc

And last, but certainly not least, a Session Browser that allows players to see everything  playable in one location. This allows players to see EVERYTHING, even locked content that they haven’t unlocked through progression! By doing all of these changes, along with improving how the party and player interaction systems handle, it is going to be a lot more intuitive to get into games and have fun playing with friends and the community at a large!

Brian “Good Enough” Goodsell — Technical Artist

Hey All,

We heard you were kind of excited about there being new maps in the game. We weren't sure, so we decided to not make any. PSYCHE! This time around we brought two maps for all of you to conquer. Hopefully you brought some dimenhydrinate, you won't want to get seasick.

aB9hTqTAhNBcmuHXtBwW5rs0yRbfBeogEkePBpRP

Our first map we're showing has you fighting on the high seas. This map is unlike anything you’ve seen in Dungeon Defenders II to date! You’re on a stolen ship with enemies coming at you from every direction. To really put the pressure of the high seas on Defenders we needed to add threats from above AND below!

The verticality involved in this map will have you flying all over the place with the help of the catapults added (at least 6)! There’s some cool tricks for players to discover, we can’t wait to see what you come up with.

B3idYsWAmxLerggfej0ApWP27wHoQNAUTCkbOPxm

Our next map we're showing is the fruits of your sailing adventure. They say it’s all about the journey, not the destination. Well that can go kick rocks, because the destination is just as awesome as the journey! This map is all over the place, has some awesome new enemies, and some hidden secrets (one that we’re really excited to see being found).

There’s a lot to be done here, both on land and on ships. Even failing this map is pretty insane. You’ll be seeing this map in multiple game modes, it might even be the incursion *wink* *wink*.


Dani Moore, Remote QA Lead

We're also looking to expand our tester pool once again. Our testers get the chance to try out our still-in development work, in exchange for some cool stuff as a thanks. They help us with balance, feedback and bugs and their contributions to our releases are very valuable.

We have two teams, RQA - our daily bug hunters (for folks with lots of free time each day), and RPG - our larger team for balance and feedback (for folks with limited free time).

Testing comes with two different Tester-exclusive rewards:

Betsy White

23ZFf4s06WUkGibc24xjfKM-RVpBR96OwQWEnXSt

Parrot Wings flair

jVr4_eX84-0MnkQIcnSNp_2iunAd0ERM_2zRFdv7

If you are interested, drop me an email at dani.moore trendyent (dot) com and ask. I'm happy to provide more information on both teams to see what best suits. A big thanks to everyone involved in the Update and the heaps of work and sweat that went into it all. 

What’s Next?

In these two Dev Logs, we’ve covered a lot of changes that are coming, and there’s still a lot more to show off. Because of this, we’ll be doing multiple Dev Streams to showcase things you’ve seen in both of these Dev Logs, and maybe some extra bonuses.

Our first Dev Stream will be September 14th, at 3 PM EDT. Be sure to come join us, check out all the pirate-y goodness, system changes, and hard work poured into this update. Oh, also, you know, maybe win some prizes coming with this update!

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

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

For Etheria!

The Dungeon Defenders II Team

LAWLTA

Hd5V_TBWaB0gdUoqoV5OcTGD29PbdmDlQRBf1nci
Greetings Defenders,

Ahoy there, DefendARRRRs! In this Dev Log, we be talking about some changes to Onslaught and Party Controls that ye’ve been requestin, and we’re here to deliver. These changes are meant to improve the game mode, allowing many of you to set sail on adventure without having to sink a ton of time into each play session if ye’re not able to. Also greater control over who’s in ye’r ranks and leadin’ ye’r crew, alongside making it easier to interact between one another. Let’s dive in!

Alec “Lawlta” Saare — Community Overlord

First off, Dev Log 100, wuuuuuuuuuuuuuuuuuuuuuuuut! There’s a lot still to talk about, but being our 100th Dev Log, I thought it would be best that we talk about and confirm changes to a system many of you have requested. Onslaught is getting a round of polish with extra elbow grease to become more accessible for players and also bring some additional difficulty. The party improvements are also something that many of you gave a ton of great feedback on, so these changes should make being in a party not only feel a lot better, but also be easier to get into.

There’s a ton more coming that we cannot wait to share with you! We’ve been hard at work creating new maps for you to defend, new enemies to take on, new weapons to strengthen your arsenal, and so much more. To quote a Jose you may or may not know, it’s “coming sooner than you think”. Unless you think it’s tomorrow and a little bit of time after tomorrow, then that quote doesn’t apply here.

X Marks The Heart,

Lawlta


Mark “Telflon” Telfer — Technical Designer

Ahoy Defenders!

I’m here to talk improvements to the party system and a few things that are to come.  

  1. Seamless Invite System - Party invites in the live game are jarring. When you receive one, it stops you dead, it removes all movement control from your character, and the popup covers the majority of your screen. The only way to make the popup go away is to accept or decline the invitation to the party. With the new party system, these gameplay intrusions will be eliminated.  Receiving an invite to a party will no longer stop you dead. Instead, you will receive an unobtrusive notification at the bottom of your screen informing you who invited you to the party with the option to accept or decline the offer. You will fully retain control of movement while this invite is pending, and your view of Etheria will not be occluded.

  1. Vicinity Targeting - The way you initiate any social interaction in DD2 is by opening the player list, selecting the name of the person you wish to interact with, and then selecting how you’d like to interact with them. This is a good system if you already know the name of the person you wish to interact with, but it is not the best facilitator of organic interactions with people you serendipitously meet. For instance, let’s say you see someone run by with a sweet sweet costume, and decide that you want to make that person a part of your stylish crew.  You’re standing right next to this player, but you can’t invite them to a party directly; you’ll to figure out their name, open the player list menu, find them, and then send them an invite. To make it easier and more organic to interact with others, we will be introducing vicinity targeting. What does it mean? It means that you can walk right up to someone and interact with them directly. You won’t have to open full-screen menus to invite people a party, kick people from a party, promote them to party leader (more on that), or view their shops.  You will remain fully engrossed in the world of Etheria while you perform these interactions via vicinity targeting; you will retain full degree of movement control.

  1. Player List User Experience - If you prefer the classic way of interacting with others then you’re still in luck!  The player list has been refined to give a far smoother experience when interacting with others.

  1. A Party Structure That Makes Sense -  As I’m sure you all have noticed, some funkiness can happen with parties in the live game which really upsets expectations.  One of my biggest annoyances with the current system is having the party leader change randomly when you load into a new map.  Frustrating! It's time to bring some order to the party chaos that can happen in the live game, and we plan to do this by implementing the following:

  • The person who sends the first invitation to party up becomes the party leader.

  • The party leader REMAINS the leader until they either leave the party or they choose to promote someone.

  • The party leader will be able to promote other members to their position if they no longer wish to lead.

  • All party members can invite someone to join a party, but only the party leader can kick from a party.

  • Only the party leader can choose where players matchmake to.

There are more changes coming too.  Stay tuned!

Thinking of you,

Mark

Jose Villegas — Technical Designer

Hey everyone,

We have heard your voice loud and clear, and we are making several improvements to Onslaught. Sit tight and get ready.

  1. Floors will have only 1 map each. This was by far the largest concern that you had with the game mode. It took too long to complete a map, and a single failure led to having to play the entire floor again. Worry no longer, in the update a single victory is required to move forward.

  1. Moar maps. Currently, the selection of maps in late game Onslaught is quite large, but not complete. With the newest changes we are introducing, all the maps will be available at all points in the Onslaught progression, late and early ;).

  1. Faster progression. The difficulty increases were happening only little by little in each floor, which made the process of playing through Onslaught much slower than in Expeditions. Not anymore; now the jumps in difficulty (and rewards) happen much faster, and the number of floors that will take you to Chaos 7 strength have been reduced. This increased in difficulty per floor has also been carried to beyond the Chaos 7 floors, so reaching floor 999 will be an greater challenge than before.

  1. More and better Prestigious weapons. Lawlta told me I can’t talk about AP yet, but I will try to spill this small bean here, as it’s related to the Onslaught climb. In addition to receiving a Prestigious Weapon when you trigger Ancient Power, now you will receive one every 10 floors when playing Onslaught (every 20 after floor 100). In addition, all new Prestigious Weapons will come at least at quality 5/10, and will have an increased chance of spawning at higher quality as well. These awards will also reset when you go through Ancient Power, giving you a chance of more weapons.

  1. New post C7 difficulty schedules. Starting around the end of the chaos 7 floors, we will now start introducing new schedules of enemies at increased difficulty. To note, these schedules will not contain new enemies, but the same ones you are familiar at an increased difficulty and numbers.

  1. Omega Waves. Last stream I promised Omega Waves in Onslaught, and people did not believe my words. Now, I can actually confirm Omega Waves may or may not, in fact, be coming to Onslaught.

You are probably wondering: what’s going to happen with my progression? Well the answer is very simple. When making the transition between the old to the new, we will check what floor you were playing previously, and set you at a floor with the closest difficulty to it under the new system.

For example, if Gobu was playing at Floor 80, now they will be placed around floor 35, since both are comparable in difficulty. This will also be true to the rewards tied to specific floor numbers, like 114, so while the climb to get there will be shortened, the difficulty of those maps will remain consistent.

One final feature that I’m happy to introduce is a new Replay system. Currently, when failing a map you have to start all over again, regardless of game mode or difficulty. Now, if you fail a map the game will allow you to go back to the wave where you failed, and retry from there with the defenses you had already placed in the map.

Having to build the whole map again after failing was something we always wanted to address, and now you can just simply adjust whatever defense cause you to lose and keep moving forward =).

That’s not all! The Replay feature will also be supported by a new Performance Optimization System. When loading the map again after trigger the replay, we will place several indicators on the towers that caused you to lose. All towers destroyed will have a handy Danger Indicator (!) to show that they fell. For towers that didn’t do much in combat, a Warning Indicator (?)will get your attention to reevaluate their placement, or equip better relics on them.

That’s it for now. Next time I will tell you more details about the changes to AP, which there are many. But let me tell you about these new Pirate MODS, they are great, they are awesome, and they are also great. The first one, currently named Set Sail, which turns you into a                      , and then you can                , which allows you to                   . The second one                                                                                           .

Oof… I'm excited for these new Mods. Be sure to tune in for next Friday’s stream, where I may or may not answer your questions in the most ambiguous fashion possible.

Love you,

Jose

Ice "Ice" Ice, Ice Lead

Hi.

Cordially Yours,

Ice

Dani Moore, Remote QA Lead

We're also looking to expand our tester pool once again. Our testers get the chance to try out our still-in development work, in exchange for some cool stuff as a thanks. They help us with balance, feedback and bugs and their contributions to our releases are very valuable.

We have two teams, RQA - our daily bug hunters (for folks with lots of free time each day), and RPG - our larger team for balance and feedback (for folks with limited free time).

If you are interested, drop me an email at dani.moore trendyent (dot) com and ask. I'm happy to provide more information on both teams to see what best suits. A big thanks to everyone involved in the Update and the heaps of work and sweat that went into it all.

What’s Next?

Nothing, that’s it, no more news. No need to keep reading. Except wait, there’s a ton more coming that we’ll be talking about in our next Dev Log! This update is crazy big, bringing in some salty content for you landlubbers. Here’s what you can expect to see:

  • AP improvements

  • New Maps

  • New Enemies

  • New Weapons

  • New Mods

  • New Incursion

  • New Flair

  • More New Stuff!

We’re always listening to your feedback, and a lot of you do a great job of making sure it’s constructive and provide plenty of great ideas. Keep it up, we love reading it and it helps us mold Dungeon Defenders II into a better game.

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

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

For Etheria!

The Dungeon Defenders II Team

LAWLTA

Greetings Defenders,

The next large update for Dungeon Defenders II is right around the corner. We’ve been hard at work trying to make this update something that everyone will enjoy. One thing players have requested for a while are new maps, new enemies, and new visuals in general. This Dev Log is focused on giving you all a sneak peek into what our team has been working on. Get your sea legs ready, let’s set sail!

Alec “Lawlta” Saare, Community Manager

Our next update has so much to show off, so we’re going to dive into some of the visuals you’ll be seeing. The artists have really outdone themselves on both the models, the maps, and the animations involved in both. We’ve been teasing some of our maps recently, and want to shake it up, showing off one of our new pets, only a couple (there’s so many more) of our enemies, and… well, keep reading, you’ll see. 

There is a lot more coming, both visually and technically. It’s been an ARRRRduous amount of work, with the whole team really grinding away. We can’t wait to share the fruits of our labor, both for your enjoyment, and to prevent scurvy. Pirates.

Colin “Elandrian” Fisher, Associate Producer

August has been quite a month.  Some of my favorite go-to games are releasing titles this month, so it’s been inspiring to see what advancements have been made in the industry.

Speaking of advancements, there’s quite a few changes coming to Dungeon Defenders II soon. We’re processing a lot of feedback from all types of players recently to make changes to many of our end-game systems and flows. There’s a number of changes coming to Onslaught and Ancient Power, and our goal is to make them both feel easier to progress in and more rewarding.

There’s a bit of new map content coming soon too, we’ll probably be talking more about that in the very near future, but for now I’ll just leave you with hints.

Ship just got real.

John Muscarella, Lead Animator

You know that feeling when you have, like, A TON of cool animations to show off, but the marketing department wants to “control the messaging and reveals”...?

No? Just me? Oh ok…

Well we do have a ton of cool stuff that we can’t show you all just yet. The last several weeks have been crazy, and I’m stupid excited for you to see.  That’s right! I’m so excited it’s made me stupid…

In the meantime, here’s a few things to tide you over. Or, at least tide ME over…

Yqe31nfOu0DCb87w6CoS9E1FPMdVpOPVW8QbWX1v

We made him into a pet! Now you can blast enemies with the power of the Tinkerer’s greatest technological achievement; a barely competent bumbling mini-bot…

Uj1DP_g2_EP5K3xFhypK_mFblwuRQ6CN13Tm7WCl

Yaaarrrr! We’ve reskinned a whole bunch of our devious little friends. Blast and pummel them to the tune of a catchy pirate chantey!

Like I said, there is sooo much more to come. Stay tuned, Defenders.

Keith “Keithimator” Walheim, Animator

Hey all, it’s been awhile since we last spoke. I’ve got some awesome animations that I’ve been working on, but we’re not able to show all of them yet. I’ve been able to sneak in some new ones, hopefully Lawlta doesn’t see this (Lawlta spoiler:  I did). Here’s what I’ve been up to:

wqsIwEqMQ7gzw1bKZatRBZrGelCEpbgntafDRdJZ

Professor Proteus’s new assistant is quite a show off. Most of all, he enjoys showing off his (finger) guns and will have a lot of fun following you around to help you out in game. It was a ton of fun putting personality into this little guy, and I hope that he really shines on the battlefields of Etheria.

J4CcjvBAZdsQbOHD2wHOkjh9RqnVMK9c5FRv5Diu

“One fish, two fish, red fish, gobu fish.”

I got to work on some super floppy fish among many other wonderful things this update that I can’t wait to see these in the live game. This animation in particular is something you’ll use to put your enemies in their place. I really cannot wait for you all to see what’s coming!

Dan Driussi, 3D Character Artist

fIGgqY-pyg3kXfYh_4XOp3cN7Zn46FBjZfB-d_1M5EchrtUFVv0AZI1RFeK6Plzl9dx-1ZsdGx1uAGFFHwwNBKCpeFHHqFtCjS7xRP8JvicuOb9FlosXSchCswKm1AADUX6trabbLNUX6NB0PDOQr__63DeJSvG0

. . .- - - . . .To get myself into the pirate mindset I went and got myself shipwrecked while under the influence of scurvy. I currently only have the company of a chatty parrot who thinks he is funny and the ever present rum cache. I created a working computer from coconuts, bamboo, and spare life jackets and was able to make some cool stuff for the next patch. One of my favorites is the island war boar, just shove an apple into its mouth and you have mobile kalua pork just walking towards your defenses ready to be eaten! Just remember to use fire to seal in that BBQ war boar flavor! If you receive this message please send help, the parrot only knows dad jokes and puns . . .- - - . . .!

What’s Coming?

There’s so much more coming, and we’ll be having additional Dev Logs in the coming weeks leading to the update itself. Here’s an idea of what you can expect to see:

  • Onslaught floors are always one map floors, and how that changes progression.

  • Extra rewards as you climb through Onslaught.

  • Improvements and changes to Ancient Power.

  • Increased party control and functionality.

  • NEW ENEMIES, WEAPONS, MAPS, AND MORE!

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

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

For Etheria,

The Dungeon Defenders II Team

LAWLTA

xtu1ZHQxwyKh3KlstDWM0JP8Ri7ArpQcJcyV99QL

Greetings Defenders,

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

Multiplayer Bonuses

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

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

  • One Defender:  Remains the same.

  • Two Defenders:  +125% additional Gear drops!

  • Three Defenders:  +275% additional Gear drops!

  • Four Defenders:  +425% additional Gear drops!

When playing solo, the Escape/Options menu shows:

rd3H9275J5UxbIPynthVvKUVU8xgWsI2L8qBAfNV


When in a group of two:

xFJJt9hxNIb-ilkFiBr5YF385Xt31B9xq7I5yNr5

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

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

Material Vault

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

rSUG9XgNMszrggBW10hhXZGLPPkTHrsUDBTaX0SJ

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

What’s Coming?

aKF7Jp2IkZals9hIk9yy92boqGqGfw5wma-jz7MQ

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

  • Onslaught floors are always one map floors.

  • Extra rewards as you climb through Onslaught.

  • Improvements to Ancient Power

  • Increased party control and functionality

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

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

Bug Fixes

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

For Etheria,

The Dungeon Defenders II Team

LAWLTA

qcTJsIk.png

Greetings Defenders,

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

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

Multiplayer Incentives

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

Material Vault

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

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

On the Horizon

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

Bug Fixes and Optimizations

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

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

For Etheria,

The Dungeon Defenders II Team

Sign in to follow this  
×
×
  • Create New...