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[CG] HiggsBosonic
Content Update 1.1
Defenders,
The 1.1 Update is upon us! We are excited to ship our first large update for Dungeon Defenders: Awakened. Going to keep this short and sweet so you can learn what's new then get straight into the action. This update is free and added to the base game.
1.1 Update Weekend Launch Event
Log in now until Sunday 8/23 and unlock a Rifted Costume for our new hero Series EV-A!

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Major New Content and Features
  • Massacre Survival Game Mode - The next stop on our way to late game DD:A gameplay. A whole new challenge to explore which includes a new tier of loot as well as bosses. With randomized boss loot, you can now attain loot at a whole new power level.
  • Hero Series EV-A - A new hero joins your roster to help with the challenges that await you in Massacre Survival mode. A franchise favorite makes her way into DD:A with a familiar and powerful kit of defenses and skills.
  • Tornado Valley Challenge - Invade airships, defeat the ship captain, and dodge deadly mortar barrage.
  • Promenade Challenge - Play capture the flag against Copters of both the goblin and Ogre variety, meanwhile there are missiles set to stun kill.
 
Minor New Content and Features
  • New inventory filter system
  • Additional auto-loot options
  • Full gamepad support
  • Bosses in survival mode
  • Updated language translations
  • Unstuck command
  • New achievements
  • New pets from challenge maps
  • Increased knockback scaling
 
Kickstarter and Backer Rewards
  • Unique item names for Kickstarter rewards
  • Exclusive Kickstarter & Pre-Order costumes
    *Codes will be sent out within a week of patch, either to BackerKit or via Email*
 
Game Optimizations
  • Massive memory cleanup in all sections of the game.
  • Massive CPU performance optimizations related to everything gameplay.
  • Profile conflict system
 
Bug Fixes
  • BUGFIX: In challenge modes with limited lives, hero swapping in build phase while dead and out of lives respawns the player
  • BUGFIX: Copters are invulnerable.
  • BUGFIX: Direct Join from game closed causes infinite loading
  • BUGFIX: Input binding displays that had a none input action became visible
  • BUGFIX: Campaign completion pet on Easy-Nightmare had 0 min quality.
  • BUGFIX: Shadow Monk skin confirm button isn't disabled even though the skin isn't owned
  • BUGFIX: Spectator can hot swap heroes and spawn in the world
  • BUGFIX: Attack power now scales pet damage
  • BUGFIX: Unable to see the last option in the gameplay options list
  • BUGFIX: Apprentice offense stats were missing
  • BUGFIX: Channeling ability sometimes can't be deactivated by a client.
  • BUGFIX: Input Binding Display - fixed issue that was hiding hold radial bar.
  • BUGFIX: Bosses can be stunned by the Lightning Tower.
  • BUGFIX: Suggested Levels are very wrong
  • BUGFIX: Harpoon turret shooting Ogre targets too high up on the body causing it to miss other targets.
  • BUGFIX: Inferno Trap tick rate not scaling properly in Massacre
  • BUGFIX: Healing Aura not scaling properly in higher difficulties
  • BUGFIX: Pet attack rates cannot be properly upgraded
  • BUGFIX: Enemies never appear with the Massacre colorization (Black/Gold) in massacre difficulty.
  • BUGFIX: Skeletons don't properly die to lifespan or getting stuck, they just "Fake Die" once and resurrect.
  • BUGFIX: If a skeleton is dead when the dark elf mage that summoned it is killed it isn't removed from the map.
  • BUGFIX: Djinn tries to destroy crystal generators on Alch Labs
  • BUGFIX: Boss events don't occur if you join in survival past wave 20.
  • BUGFIX: Kobolds may not be targeted by any defense.
  • BUGFIX: Traps may not trigger as intended.
  • BUGFIX: Goblin Mech doesn't move if you're far away when he spawns.
  • BUGFIX: The Goblin Mech can break down and not work as intended.
  • BUGFIX: Fix ranged enemy targeting and navigation.
  • BUGFIX: Clients were unable to load and save inventory filters when in an multiplayer game.
  • BUGFIX: Fixed an issue with Tactician and Untouchable not granting awards
  • BUGFIX: Fixed an issue with Strength In Numbers description
  • BUGFIX: Dragon pet could get 3 extra projectiles when it should only get 2 extra.
  • BUGFIX: Score doesn't reset correctly after winning chicken soccer.
  • BUGFIX: Wave 25 Deeper Well massacre survival enemies are much much easier than wave 24 enemies.
  • BUGFIX: Traps now have a collision representing their effect range only interacts with tower collision via overlap
  • BUGFIX: Copters clipping through walls in Ancient Mines
  • BUGFIX: After joining a hardcore map that is in combat phase the client is stuck on the loading screen until that combat phase finishes
  • BUGFIX: Ancient Dragon boss weapons had an incorrect projectile description
  • BUGFIX: Mana gems don't drop from enemies on Royal Gardens Wave 24 - Survival (Massacre)
  • BUGFIX: Mage heal affects bosses.
  • BUGFIX: Couldn't spin Hero model in inventory
  • BUGFIX: Towers may not target Bosses or Copter Flares
  • BUGFIX: MultiBuff pets will buff undesirable targets
  • BUGFIX: Ogre Slam can damage defenses it should be able to
  • BUGFIX: Ancient Dragon gets stuck in strafe mode when more than 1 player is on the map
  • BUGFIX: Trophies with longer titles text are cut off on both ends
  • BUGFIX: Fix for pylons being moved by Sharken.
  • BUGFIX: Skeletons in Mixed Mode only ever spawn as tier 1
  • BUGFIX: Tower Speed (Def. Rate) was showing as less was better for tooltips
  • BUGFIX: Hold event progress isn't displaying correctly during activation on keyboard
  • BUGFIX: Pets activate their abilities and attacks in pure strategy mode
  • BUGFIX: Healing aura heals defenses
  • BUGFIX: Enemies occasionally moonwalk because why not
  • BUGFIX: Names that appear when you hover over the player icons on the escape screen
  • BUGFIX: The create hero UI always shows gamepad icons
  • BUGFIX: Session Browser had locked entries if you beat a map on survival but you did not beat the specific wave they were on.
  • BUGFIX: Djinn have trouble acquiring new targets and have an incorrect tower destroy distance in massacre
  • BUGFIX: Game crashes if you go into placement for a defense while inspecting one that is already placed
  • BUGFIX: Input errors when going from gamepad to keyboard
  • BUGFIX: Client crashes during the combat phase of Survival
  • BUGFIX: The create hero UI always shows gamepad icons
  • BUGFIX: Healing aura doesn't affect the new hero if you swap inside of it
  • BUGFIX: Sirens ping icon is gigantic
  • BUGFIX: When a client leaves game from the tavern they are sent to the menu level instead of their own tavern
  • BUGFIX: Defense tooltip closes when in build mode after you get done focusing an already built defense.
  • BUGFIX: Fixed defense tooltips not showing up for placement of node types
  • BUGFIX: Sharkens can target defenses across the map if they are ever facing it after spawning
  • BUGFIX: Demon Lord Doesn't Do Anything If You Die
  • BUGFIX: Moving Core challenge says Monsterfest in the map selection UI and on the end game summary screen
  • BUGFIX: Heal isn't disabled when webbed by a spider
  • BUGFIX: Copter's can drop their Ogres in locations where the Ogre gets stuck on Promenade
  • BUGFIX: Build Suggestions button text being cut off
  • BUGFIX: Sliders don't stay in the correct location after modifying colors of costumes
  • BUGFIX: No Mana drops from enemies on wave 5 of Magus Quarters Massacre Campaign and build timers on Throne Room Survival.
  • BUGFIX: Spectator camera freezes in hardcore after a short period
  • BUGFIX: Squire can use healing ability while blocking.
  • BUGFIX: Camera Toggle gets stuck on screen after building a defense
  • BUGFIX: All confirmation popups have to be clicked twice for either button to work
  • BUGFIX: Djinn don't turn to face their target when using an ability
  • BUGFIX: Leaving the game on a client after transitioning as a group from the tavern crashes the client
  • BUGFIX: Sell All Did not have a confirmation before doing
  • BUGFIX: Fix for Sirens taking damage from auras
  • BUGFIX: Enemies can attempt to attack the player when they can't reach them
  • BUGFIX: Could not stand on Flameball towers
  • BUGFIX: Flamethrower weapon visuals don't turn off when reloading
  • BUGFIX: Sirens walking into Cores
  • BUGFIX: Can interact with towers while in build mode
  • BUGFIX: New Trophies in the tavern are never focusable
  • BUGFIX: Nameplate health values don't update when fortify stat changes unless that nameplate is currently on screen
  • BUGFIX: Fix passive damage from interrupting enemy attacks, it doesn't stun them but prevents them from effectively doing anything.
  • BUGFIX: Fixed range value on tooltips to match what is shown in placement
  • BUGFIX: On the hero creation UI you are able to spam the hero spawn sounds by clicking their portraits repeatedly
  • BUGFIX: When the swap button was hidden it was still showing up in the wrong location
  • BUGFIX: Goblin Copter targeting issues
  • BUGFIX: Fixed Slice and Dice tower scaling and fixed damage scaling as well
  • BUGFIX: On tooltips, primary damage and elemental damage were always getting colored
  • BUGFIX: On gamepad able to open 2 sell all confirmation prompts by holding Right-Shoulder twice.
  • BUGFIX: Fixed DU from not displaying on built tower tooltips
  • BUGFIX: Gamepad navigation on filters UI was not working as intended
  • BUGFIX: Repair now works in the tavern
  • BUGFIX: For the host, the Gold earned tracker on the end game summary screen displays clients total gold instead of gold earned on that map
  • BUGFIX: Demon Lord in-world sword could spawn in and cause players to get stuck if they were standing where it spawned and/or building there

Please help us find and squash bugs over at our Discord where we have a new reporting system for bugs and feedback.

Social Defenders
To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Keep an eye out for more info!
For Etheria!
Chromatic Games
[CG] HiggsBosonic

DEFENDERS!

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

PRIME INCURSIONS

incursions-1.png

What are they?

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

What are the rewards?

Prime Incursions have three different rewards associated with them.

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

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

incursions-2.png

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

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

incursions-3.png

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

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


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

incursions-4.png

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


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


For Etheria!

Chromatic Games

[CG] LAWLTA

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Greetings Defenders,

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

Shard Acquisition

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

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

Chaos VIII Shards

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

New Weapons

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

Elemental Addition

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

Other Greatness

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

Social Defenders

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

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

For Etheria!

The Dungeon Defenders II Team


[CG] Mary

 

DEFENDERS,

We’re all so excited for the Steam Early Access release of Dungeon Defenders: Awakened on Feb 21st! We wanted to share some of the awesome work the team’s been working so hard on to get ready for the Early Access at the end of this week. This Dev Log will have some sneak peaks from different departments here at Chromatic: Art, Design, and Engineering! Also, if you haven’t and wanted any of the goodies that come with the preorder editions of DD:A, make sure to get them ASAP since they’ll be gone at 11:59PM EST 2/20! 

Some of The Team

Mary — Community Manager

Hi there! I’m Mary, the new Community Manager and I’ve been working for Chromatic for a little over a month now. I worked at Artix Entertainment previously for almost five years before coming over here. It’s been super fun and I had a blast at PAX South talking to everyone there about DD:A. I’ve been really enjoying reading all of your feedback and suggestions regarding DD:A, and making sure that your voices are heard by the team. I’ve also been working on ways to revamp some of our social media platforms like Discord and hopefully you’ll see those changes soon. I’ve also been getting together some little gif teasers together and getting feedback from the Discord community. Here’s some examples:

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I’m looking forward to hearing everyone’s thoughts on the Steam Early Access of DD:A! It’s only 2 days away!

 

Brent Caulfield — Jr Designer

Hello, my name is Brent Caulfield and I am a Jr. Designer at Chromatic Games. I first started game development about 6 years ago when a friend and I started making a FPS game with wizards and magic instead of guns and ammo. That eventually evolved into a commercial project called Grimoire: Manastorm which was released on Steam in late 2017. After that I started a design internship at Chromatic and then accepted a full time design position shortly afterwards!

There have been a lot of interesting tasks, but my favorite would have to be the final implementation of gameplay elements for all the maps. Placing the final parts to make the gameplay work and then being the first person to playtest it was really exciting. Seeing the waves of enemies all come out on the maps full of beautiful art was a great experience and one I’ll remember for a very long time. There were so many talented peoples’ work that went into making it all happen and to be one of the first people to see it all come together into a full gameplay experience was very special and was definitely my favorite thing I’ve worked on!

Reverse engineering and breaking down DD1 code to find out exactly how and why different systems work was definitely the hardest stuff I’ve had to work on. In order to create an authentic DD1 style experience the Engineering and Design teams spent a lot of time going back into the DD1 code to see how it all functions. One of our major goals with the project is to bring back that awesome gameplay experience that so many people love and while we have extremely experienced people on the team that know how it all works there were still some surprises along the way that we never would have figured out without digging into the source code. This was very challenging at times, but extremely rewarding at the same time.

After the initial hazing (Javahawk told me it was possible to beat DD1 Insane Deeper Well on a fresh character) things have been great! Gainesville is my hometown and game development is my dream job so I feel extremely fortunate that I was able to find a place at such a welcoming studio that is working on a game I genuinely enjoy playing! There are so many amazing people on the team and it's a great feeling to wake up every day and be excited to go into work. I am really excited about everything we are working on and think the community is going to love all the awesome content we’ll be putting out in the future!

 

Jade — Jr 3D Artist

I go by Jadeite in the art world and I have a slight obsession with video games and all things nerdy! So much so that I decided to make some kind of a career out of it through the art side of things. I've been practicing 3D art since my junior year of high school, and it's my favorite medium to date. My life basically revolves around games, whether I'm at work making them, or at home playing them! I'm also a big fan of tabletop games like King of New York, Boss Monster, D&D, and Necromonda just to name a few.

I've had a lot of fun working on the many assets I've been tasked with, but if I had to pin down my favorite it would probably be the pets! I'd say I had the most fun when making these little guys, they're just so cute! I wouldn't really say I'm a character artist, but working on them gave me a chance to essentially be one for a small time and I learned a lot from it. Besides that I also really did like making weapons and shields, super fun especially when I got to make my own spin on old weapons or even just remake them from the ground up. 

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I haven't had to make anything that frustrated me to the point of thinking it wasn't fun in the slightest. But for the hardest thing I’ve worked on I guess I would have the pick the new version of Ancient Aegis. From the start I just had no idea where to go with the new concept, and then actually carrying that out in 3D form was a bit of a challenge. I've also had a few issues come up with this particular model, having to add more or fix things in regards to texture, smoothing issues, etc. It was still a very interesting take on a "sword" and I learned quite a bit from it.

My time here has been nothing but enjoyable! I was more than thankful when I first got my internship position here just a few months after graduating, and it's been a blast ever since. One thing my university always said was that you never fully learn this art form until you land your first job, and man were they right! I've been practicing this art form for about 5 years now and I definitely struggled my first week here. I kid you not, I took an entire week making a bench haha. But I've learned a great deal of information, new techniques, and even made some friends along the way! I'd say this is an experience I'll never forget :D

(Also here's some more of my work)

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Derek Stroud — Sr Programmer

One of my favorite things that I’ve worked on was setting up our abilities using Epic’s own AbilitySystem, which is a very neat and robust system to work with. Abilities are such a key component to the game as they include everything from placing towers to the Genie pet giving you mana. Setting up our core flow for this and making some of the base abilities was very satisfying and fun as it is one of the very direct means of adding fun interactions to the game. In previous development on the original Dungeon Defenders and Dungeon Defenders II, this was a lot more difficult. Swapping to Unreal Engine 4 is like a dream come true when it comes to setting up abilities and being able to do a lot more in a shorter amount of time.

With any project, there’s always going to be that mountain to climb, and it’s usually the hardest thing you work on. For Dungeon Defenders: Awakened, we needed to mimic the original Dungeon Defenders stats on every piece of gear and balance for gear, enemies, difficulties, you name it! Due to Dungeon Defenders evolving beyond its original scope (especially post release) there were a lot of tacked on additions to various formulas that became very hard to translate into an easy to work with system for DDA designers. Tracking down all the various additions and small stat tweaks that could happen in DD1 and making sure we incorporated them into DDA but also trying to keep the new systems intuitive and manageable was quite an undertaking... not quite sure we hit intuitive but I think we got manageable down. 

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My favorite thing that has been added to Dungeon Defenders: Awakened that wasn’t in Dungeon Defenders (2012) is double jump! Anything that makes navigation feel better, also every game should have it cause it is the best. As someone who worked on both games, you should take this as a fact — double jump is best jump.

What’s Next?

Everyone has been working so hard on polishing things up for the Steam Early Access release of Dungeon Defenders: Awakened on February 21st and working on getting it ready for the full launch in Q2! A few of us are also getting ready to head out to PAX East at the end of the month, will we see any of you there? If you go, make sure to stop by and visit us, we love to hang out with some of our brave Defenders whenever we get the chance!

Social Defenders

To keep up with us and get the latest news on both Dungeon Defenders and us folks here at Chromatic Games, make sure to follow us on our social media:

For Etheria!

Chromatic Games

Esorath
In the original Dungeon Defenders, we used different colors to designate enemy difficulties. This was a clear way to show that one enemy was harder than another, but it didn’t allow for variety in the way enemies were presented during each wave.

In Dungeon Defenders II, we've thrown out the color system, and we're now using a tier system. A tier is basically an “upgraded” version of an enemy. We’ve shown you different enemy tiers in previous blogs from Javelin Throwers to the nightmare-inducing Ogres. These enemies and almost every other enemy in the game will come at your defenses in different tiers. Below, you can see a Tier 1 Orc, a Tier 2 Orc and a Tier 3 Orc.



As you can see, each tier is not a new enemy, but there is a visible progression between the three Orcs. The first Orc can be pretty threatening when first encountered, but then you meet the second tier of Orc. He’s stronger, hits harder and can withstand more damage from towers and heroes. Then you move on to fight the Tier 3 Orc. Basically a walking tank, this armored foe is no joke. If he’s not dealt with, a Tier 3 Orc can do some serious damage to your defenses.

Using this system, level designers will have more fine-tune control on how the difficulty of the game ramps up. We’re able to introduce enemies early on in the game like the Orc and the Kobold for players to learn how to respond to that type of threat. The higher-tier versions of those enemies allow the level designers to generate harder difficulty late game without needing to send out hundreds of Orcs and Ogres.



New Tiers, New Fears

Some tiers aren’t just stronger versions of an enemy. Many Dungeon Defenders fans are familiar with the tower-busting enemy known as the Kobold. He’s back in DD2, and by utilizing the tier system, we can vary the gameplay of the Kobolds to generate different difficulty from one enemy type.

The tiers of Kobolds progress not from the front, but from the middle. We have a standard Kobold or Tier 2 Kobold in the center. This run-of-the-mill exploding menace makes his return as he was in DD1. But his tier setup goes down to a smaller and faster version, the speedy Kobold. Upon setting off his wick, this Kobold skates his way at high speeds towards his target. His speed comes at a cost, though, as he does a smaller damage amount than his medium-sized compadre.



On the other side of the scale, we have our Heavy Kobold. This third tier of the Kobold is the heavy hitter. He packs a harder punch than the regular Kobold but at the cost of speed. He moves much slower, making it easier to take out before he is able to blast through the towers.

This new tier progression is a way to generate a much smoother and enjoyable ramp in difficulty for players. It also allows a variety of enemies to challenge the players without creating too much confusion when trying to learn new enemy types.

Do you have an idea for an enemy tier? Tell us in the comments below, and you could win a pre-alpha code for Dungeon Defenders II! You have a full week to leave a comment. We’ll pick TWO random posters and reveal the winners next Tuesday! Don’t have a forum account? It takes less than a minute to join the community! Also, there’s still time to enter The Concept Art Process blog giveaway, where we'll also select two random winners!

Instead of our usual two blogs per week, we're going to post one dev blog a week moving forward. Don't worry: We'll still giveaway four pre-alpha codes per week -- two on each blog and two on each Facebook post!
iamisom
Here are the notes for Patch 8.6 on Steam! Remember:  Our next major content update, The Harbinger Awakens, comes out December 15th! 


Features
New Monthly Quest:  “A Harrowing Harbinger Holiday” The Harbinger has come to haunt the holidays! Protect Etheria from the invading horde!
Quest Conditions:
Win 35 Maps
Kill 50 Special Enemies
Win 30 Onslaught Rounds
Quest Rewards:
“Jolly Old” title
New Pet: Dragolich!
300,000 Gold
40 Tokens


Bug Fixes
Fixed an issue where two of the Monthly Quest requirements would appear as a blank space. Perhaps you could fill in a certain ex-lover’s name here, but the high wasn’t worth the pain. You know we love the players, and you love the game.
Fixed a bug with how pet damage shields were reflecting damage back. Now they properly reflect the intended % back at enemies.
Fixed an issue where the “Get” button on the Dragonfall Costumes linked to nothing.
Empowerment was misspelled as "Empowerement" on the pet reroll tooltip. We were super tempted to leave it and make you think you were crazy.
Added more metrics so we can understand you, bby.
iamisom
Hey all! We’re proud to announce that we’ve partnered with Sony to bring Dungeon Defenders II exclusively to the PlayStation 4! In fact, you’ll be able to play the game tomorrow on PS4 at the PlayStation Experience. If you’re going, be sure to stop by Sony’s booth to say hi. We’ll have various people at their booth all day showing off the game.

Stay tuned to our blog for more details on the PS4 version in the future. We still have a ton of work to do, but we’re excited to finally be bringing Dungeon Defenders back to a console. We’ve just completed our first controller pass (it needs a bunch of work!) and are exciting to dig into some other features, like local co-op and a controller-based UI. And yes, all of those features will also be coming to the PC version!


iamisom
Elliot Cannon, Studio Creative Director (Myscha_Sleddog)
Upcoming Campaign Changes
While a number of folks continue with new Incursion maps, new gear, and the Mystic, another strike team continues to work with me on overhauling the existing campaign, game structure, and experience into something much smarter and more cohesive. This will affect all players, but mostly brand new and returning players. If you have heroes that have not hit 50 and beaten the campaign or geared well enough to enter Nightmare I, you’ll definitely want to check this out. These changes are slated to release at the same time as the Mystic (tentatively slated for late September) so it’s not far off.


Overview of Campaign Changes
Here’s a brief overview. Look for much more visuals from the team soon here, on social media, and on our Devstreams:
All maps (18 in total) are in a new order and interconnected by an overarching story thread. It all starts with the intro video and ends with your climactic defeat of the Har… er… main bad guy.
Story elements appear on both map-specific loading screens and in-game videos at key moments. We added a continue button to the map specific loading screens so you have a chance to check them out.
The campaign takes you from 1-50. Yep, 50!
The new campaign gears you for Nightmare I by the time you’re done. Finish the campaign and you’re a walking wave of destruction ready to get into much harder content right away.
You can play through the campaign in 9-10 hours if you don’t lose and rush through everything. We’ve found most folks play through in around 16 hours or so, by doing extra activities such as meticulously upgrading four heroes along the way, enchanting, testing, goofing around with pets, etc.
We have unlocked all NPC shops in the Heroes’ Marketplace at Level 1. Enchanting, Pets, Relics, Blacksmith, have at thee.
Many minor things that the game used to lock out by an arbitrary level is gone and ready for you from the moment you start.
A super brief starter quest points brand new players to the War Table, explains the Hero Deck, multiple heroes, how to unlock them, how to earn Defender Medals then sends you on your first chapter of the story. Brief, to the point, get playing.
The flow of first install to playing is much cooler, cleaner, and faster. We’re cleaning up the Create Hero UI so you can jump to heroes faster and improving the flows.
Over the course of the campaign, you need to win each map before you can play the next. We do this with a self-contained quest so you never have to go back to town! If you already beat campaign, nothing is gated.
We’ve added a NEXT MAP button to every map in the campaign and in defense mode so you can keep playing. All the maps have the same story-driven order.
We’ve adjusted the warm-up timers and end game timers. Warmup is immediate and controlled by you now. End game timers are gone, so you can collect loot, gear up, and take your time before you go to your next map. We felt that having to go back to town all the time killed fun and momentum. We use the “G” up type mechanic here at better spots to promote smoother play on your terms.
When you win maps in the campaign, you get Defender Medals and gems! By the time you win that 18th map, you’ll easily have about 5,000 Defender Medals to give you a boost before you jump into Nightmare I, work on heroes, or horde them for future goodies.
Freeplay and Endgame are gone! Campaign prepares you for Nightmare I. /flex
The Campaign rewards much better gear drops, and at key chapters, tailored gear.
We’ve remapped the old quest chain so if you were midstream in that or sub 50 previously, we put you in a great spot to go forward. Since we’re leveling you faster and you’re earning gear that is much more powerful sooner, we place you in a spot based on your iPWR so you can keep making progression.
Enemy introductions fit the new progression of the story.
Pacing is snappier and more meaningful. Many maps have less waves and almost all have more boss-style climaxes.
Maps are harder, and we offer two difficulties for the campaign to choose from (Normal and Hard) which you can jump back and forth on with no penalty.
The game’s tutorial is freestanding and accessible off the main menu. We’re adding some V.O. here and there for personality for now. We have grander plans for an in-game strategy guide, but for now, this allows you to access the tutorial when you feel like it.
We’re redesigning the Main Menu with much more visual punch and a better flow for both console and PC (Continue Campaign, Go to Town, Go to Private Tavern, updates on the game, videos, social media, and all kinds of smart stuff). I’ll let visuals speak for themselves, so stay tuned!
The Game Browser has a better linear flow for campaign, as each map is part of a 6-chapter story; we present each chapter in a linear sequence so you can get a feel for where you are in the bigger picture.
We’ve expanded the Create Game section with more room for game messages, images, cleaner flow, and less iPWR monkey business in your face. Less clicks to get playing for sure.
If you’ve previously finished the campaign on your account, you can still go back and play the campaign maps in any order you want to gear up which is actually pretty fun now that everything is connected better feeling more like a single-player RPG journey with meaning.
You can of course play the entire campaign with friends in multiplayer.
I could not convince the art team to make a DD2 style UT 99 Flak Cannon. Will keep working on them.

As we said earlier this year, making solid strides towards finishing the game is on point here. The content and changes we have planned through the rest of the year are even more compelling. Dynamic difficulty and enemy scaling, scaling for number of players, a huge range of difficulty to challenge players forever, hero specific gear, leaderboards, and tons more. Keep tuned in for more on the next Incursion, the Mystic hero, and the Campaign changes!

Tim Shannon, PS4 and Live Producer (TimmyTrashTier)
This week is a little bit of this and a little bit of that. We’re working on finalizing our next content update. From the PS4 side of things, we’re working on adding split-screen support to gameplay options as well as other improvements to controller configuration. On the live team side, we’re following up on a number of issues including: lag during matches, loading times on PS4, and adding Loot V2 support to all the new heroes. Next week should see a patch coming out that solves some of the issues with the Lavamancer release and the first round of controller updates.
iamisom
The Dragonfall Carnival comes to town on February 9th! The update includes the eponymous Dragonfall Carnival, which is a brand-new, limited-time event map full of whimsy, wonder and wmiracles. (That’s a word. Google it.) The update also includes a new social hub called the Heroes Marketplace, crazy prizes and more!
For more details on the update, check out our new landing page.
We hope you enjoy the Carnival! For more details on what’s coming out this year, check out the 2016 Roadmap blog.
Love,
The Trendy Team
[CG] LAWLTA
DEFENDERS,

We’ve been hard at work trying to get our first patch out to you all that has some additional goodies. We’re looking to make good on our word, providing our early supporters with some rewards and options to look stylish as well as play with newer Defenders much easier. Let’s just get right into it!
New Content and Features For Early Supporters
Shadow Costumes
Shadow Costumes have been added for anyone who purchased Dungeon Defenders: Awakened before the 1.0 launch. We will be handing them out automatically in the next few days.
Legacy Transfer Tool
We’ve added a Legacy to Play transfer tool. This tool has a one time use that replaces your Play data (heroes, gear, and progression) with a modified version of your Legacy data (heroes, gear, and progression). This is what happens when you use this tool:
Delete any characters and gear obtained through Play. Transfer your Legacy characters and gear to Play. Reset all Legacy gear upgrades. Refund the gold spent on upgrades to a bank cap of 300 Billion. Apply 1.0 balanced max upgrade levels on your gear. Disable further play on Legacy. We initially announced this tool would be available to players for a week, but have since decided to provide it up until our next big update that brings Massacre Survival and some other unannounced goodies. We’ll be getting a roadmap out for our updates and general plans as part of our continued transparency efforts, but this should extend the period for this tool by several weeks, giving Legacy players plenty of time to get their saves over. This is only available to those with Legacy profiles.
Updates
Chicken Soccer Mini-game added to VIP Tavern. Players now Auto-Reject Hacker Join requests, and must be manually disabled via the options menu. Spawn Protection System added so you cannot be killed immediately upon respawning. Bosses in Massacre drop unique weapons. Let the hunt begin! Tavern visuals updated slightly. Keybinding improvements which include the ability to bind Shift and Alt to any action. Hover descriptions on the various selections located on the main menu. Balance
Demon Lord fireball projectile speed reduced on lower difficulties. Glitterhelm Ogres spawn timers adjusted so they don't take a minute to spawn after the last enemy spawns.\ Bug Fixes
Fixed most cases when you sell all as a client with a large number of items in the inventory you would be kicked. Fixed an issue causing the hero deck to open up when using the letter H in the chat box. Fixed an issue where start from wave 15 is locked instead of wave 14. Fixed some collision issues on Endless Spires. Fixed an issue where Lava Mines Pure Strategy is missing its mana drops during waves. Fixed an issue where pets don't face forward on 3 maps. Fixed a missing string table under the block category. Fixed an issue where the Redeem Code would always be successful as it was telling you that it was successful in running the redeem code code. Fixed an issue where Trophies can not be seen by clients. Fixed an issue where Darkness traps are failing to remove the visuals of elemental buff an enemy has, the trap itself is working as intended though. Fixed an issue where the Demon Lord gets stuck while flying. Fixed an issue where enemies were getting stuck in the air in the Alchemical Labs challenge. Fixed an issue where you can't scroll to the last option in the Gameplay Tab in the Options UI. Fixed an issue where VFX are turning off and on randomly in lower graphical settings. Fixed an issue where Mixed Mode maps don't display how to unlock. Fixed an issue where campaign pets can drop with no quality on Massacre. Fixed an issue where Enemies are spawning in the larger part of Lava Mines on lower difficulties. Fixed an issue where shooting the Blacksmith makes him fall under the ground for clients. Fixed an issue where some achievements were being granted when they shouldn't be. Fixed an issue where the Chicken didn't want to attack Training Dummies. Fixed some locations where Localization would break the value fields. Fixed an issue where enemies are spawning outside Arcane Library and getting stuck there. Fixed an issue where Glitterhelm Wave 6 Campaign Massacre doesn't have a build timer. Fixed an issue where a last wave award notification would be stuck on screen during the next build phase. Fixed an issue where certain enemies were spawning on Tornado Highlands Pure Strategy that shouldn't be on Nightmare difficulty. Fixed an issue where enemies are leaving their lanes on Royal Gardens. Fixed an issue where the Squire Level-Up sound would be played twice. Fixed an issue where Ping icons would be scaling up to high. Fixed some very inaccurate translations, big translation patch coming up later. Fixed an issue where map progression wasn't unlocking if you beat the map with a friend even though it showed you completed the map. Fixed an issue where attack speed comparison was incorrect for weapons under 1.0 attack speed. Fixed the Siren missing on Royal Gardens and Glitterhelm billboards. Fixed the Siren appearing on billboards she shouldn't be on. Fixed an issue where Skeletons can exist until the end of the universe. Fixed a spot in Glitterhelm where players could get stuck behind a crystal. Fixed it where Players could get out of Glitterhelm map's intended playable area and specific places only the huntress could reach. Fixed an issue where clients would still have the red effect for low health despite being healed back to full until they take damage again. Fixed an issue where Towers can be built in the ceiling in Glitterhelm. Fixed performance issues appearing while viewing the hero in the UI on lower quality settings. Fixed a spot where the Huntress could get outside of the Ramparts map. Fixed an issue where in multiplayer after losing a map there's an award with no text and 0 that sticks on the screen. Fixed an issue where Goblin Copters don't spawn in their correct ordered spawn sequence. Fixed an issue where a Massacre weapon was dropping from the Demon Lord on Insane difficulty that wasn’t intended. Fixed a specific crash for clients trying to use a disabled ability in Challenge mode that were disabled outside of cooldown. Fixed a specific crash for the host while a client was in the hero customization screen. Fixed a specific crash for when clients timeout from the host. Fixed a specific crash for the client if they equip gear shortly before the host returns to the tavern. Fixed multiple rare but random crashes. Known Issues
If you go into Legacy first before using the Transfer Tool, you may need to restart DD:A before the Transfer Tool will work properly. Social Defenders
To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:
Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info!
For Etheria!
Chromatic Games
[CG] Mary
DEFENDERS

Today the “Activating the Goblin Mech Update” went live for Steam Early Access! Alongside it is our release announcement trailer, which if you haven’t seen it yet, click here to check it out! Dungeon Defenders: Awakened releases May 28th on Steam, and noted later in this post are details for the other platforms. With the update coming next month, this is the final major update to Early Access, with the Steam launch having all of our 1.0 content. In this update you’ll be fighting the magically powered Goblin Mech, gain access to the Endless Spires map, and get the first look at our first arted up UIs — let’s get into it!
Activating the Goblin Mech Update
You can smell the exhaust coming from the Goblin Mech’s mechanical monstrosity, but where is the smell coming from? The only way to find out is to hop into Throne Room on Campaign and survive to the end!
The Goblin Mech Plows Through

The second boss that you’ll fight is the destructive Goblin Mech! Piloting the pinnacle of goblin engineering, he bursts into Throne Room (Campaign). You’ll need to stop him from plowing through your defenses and destroying the Crystal Cores in the middle. Find his weakness, drain the power of the mech, and stop him in his tracks!
The Goblin Mech is available for all difficulties on The Throne Room (Campaign).
UI Updates

One of the biggest focuses of this entire project has been to get UIs into a functionally better state compared to previous Dungeon Defenders games. As a lot of the UIs are wrapped up and getting their final touches on the functional side, we’re able to finally start arting them up. In this update, the first UIs to get this treatment are our Map Select UIs. There’s more to come across the entire game, but this is our first real showing at giving the UIs that Dungeon Defenders feel!
New Bonus Map — Endless Spires

Locking away some of Etheria’s most heinous criminals, the Endless Spires is going to be coming back as the bonus map for Act II. A fan favorite, Endless Spires is available to play on Campaign as well as Survival. Conquer the spires —  doing so in Survival rewards you an all new pet!
New Pet — The Monkey King
Climbing the Spires and fighting off the hordes of enemies that encroach upon the great prison rewards you with primate royalty, The Monkey King. Using his legendary bo staff, this pet attacks fast, gaining strength with each hit, all from the comfort of his floating cloud.
Delays
One of our goals regarding the development of this project is to be as transparent as possible about this project. We’ve had delays from initial releases and have tried to communicate why, ultimately being that we want Dungeon Defenders: Awakened to be a great game and set the standard when fully released as the first game for Chromatic Games. We sat down, made a road map that was realistic for the work we’re able to provide, and got to work. Everything was going smooth in development land, and then COVID-19 hit. This has been an unprecedented event, and as we’ve previously stated, our first priority was (and still is) making sure everyone of our employees was safe and healthy. This has affected development in multiple ways, and we’re doing our best to be responsive and ensure a quality game. Here’s how it’s affected multiple areas and where we’re at as a studio.
Nintendo Switch
Developing for a Nintendo platform is something new that we were excited to take on. The Nintendo Switch has a lot of awesome tech crammed into their console. Dungeon Defenders: Awakened can be a bit of a resource hog, so it’s important to make sure we do everything we can to make sure it runs smoothly, especially when playing 4 player split screen Wave 25 Survival. What happens on the Switch also sets the precedence for all of the other platforms we release on. There’s a ton of work that goes into making all of this happen.
Working in the studio with our Switch development kits allowed us to be quick with testing. One of the biggest hurdles with a game like ours is making sure that what other players are doing, including host and client connections, provides proper replication to everyone playing. You start local to make sure connections work, and slowly start playing over networks and doing larger network tests. Having to change to an entirely remote setup has caused a bit of trouble doing this. We are currently working through various solutions to emulate the process we planned to follow, but it comes at the cost of time. If we were in the studio, this would be moving along faster and we’d be in a much better position. Unfortunately that’s not where we’re at.
Ultimately this means that we’re going to have to delay our Nintendo Switch release to Q3 of this year. The above is not our only requirement, as there is a certification process that we must go through with Nintendo that takes some time to make sure it will work perfectly across their networks and platform. As a studio we believe you deserve the best experience. If we were to force something through, it would be incredibly rushed, not perform properly, and be a flawed product.
We’re going to keep working as hard as we can and keep you updated on our progress.
Pure Strategy and Challenge Maps
These were originally slated for our Activating the Goblin Mech update, but were pushed off to our release on May 28th. While we’re working on progression throughout the game, we wanted to make sure the additional mode and challenge maps (Act II introduces a brand new challenge map) provided a great experience. A lot of that is related to our Massacre work, so we held onto it for the moment so you don’t receive a lackluster experience that is going to be changed when everything is said and done. With these two changes to our schedule, the goal is consistently to not curb quality in order to meet deadlines.
Balance
Enemies Spider Increased the Spider’s web projectile speed by 50%.  
General Changes
Maps The Tavern The Blacksmith has been added, but currently ignores you because you haven’t slain a dragon yet. He’s got some high standards that we’re looking to nerf in a later update. Throne Room Updated the carpet in Throne Room to be Blue on one side to help give a sense of which side of the map a player is on. Alchemical Labs Updated the nameplates on the Electric Generators that activate during the Demon Lord fight. UI Updated the descriptions for game modes and maps on the Map Select UI. New Map Select UI with new art assets! New Map Cards have been added to Map Select. Fire Rate now shows for melee weapons and staves. Matchmaking Players are able to join their friends' private/public games after Wave 3.
Public games do not show on the Session Browser past Wave 3.
Tower Range Viewer Pressing “SHIFT” will turn on Tower Range Viewer, showing the range of towers. Gear Added an accessory drop to every Boss victory chest in Campaign. Added set bonuses to the tooltips. Cinematics Added several new storied cinematics in Act II. Performance Optimizations AI behavior / content, as well as map content has been greatly optimized and players should see a noticeable improvement in later stage gameplay. More optimizations to come!  Bug Fixes
Fixed an issue that was causing several crashes. Fixed an issue when enabling FPS Limiter not saving properly. Fixed an issue where pets were not able to be dropped from the inventory. Fixed an issue where hero footsteps were not playing correctly. Fixed an issue where the Summary Screen and Tac Map could overlap and not allow you to properly interact with the Summary Screen. Fixed an issue where Primary Bindings showed in the Secondary Binding if there was not a Secondary Binding already set. Fixed setup issue with several explosion VFX that were causing a noticeable stutter on lower spec machines. Fixed an issue where hitting “Escape” was not cancelling inputs. Fixed an issue where pets could be upgraded too high. Fixed an issue where tower rate stats on older gear was not showing. Fixed an issue where free pet upgrades still took gold. Fixed an issue where the Huntress’s projectiles would pass through targets when moving too fast. Adjusted the chat box so it now scrolls when a new message is sent. Fixed an issue with damaged towers not updating properly on the Tac Map when repaired or upgraded. Fixed an issue for not being able to upgrade certain stats properly, specifically Fire Rate. Fixed an issue when clicking the portrait of your currently selected hero wasn’t confirming the creation for that hero. Fixed an issue with upgrade arrows on items in the inventory not updating correctly. Fixed an issue where Facemelter was doing 1 damage. Fixed an issue where Lightning Aura wasn’t playing it’s VFX when damaging an enemy. Fixed an issue where Medium Difficulty completion was unlocking Insane Difficulty. Fixed an issue that caused an inconsistency with aura previews and spawn sizes. Known Issues
Replaying/Restarting Endless Spires causes Wyverns and Sharkens to have pathing issues.
Maps being randomly locked and not unlocking properly.
Gear quality not being reflected properly compared to the item power.
What’s Next
There’s a lot of hard work that has gone into this update, and we’re working with all our might to provide an amazing experience at the end of next month when Dungeon Defenders: Awakened FINALLY Releases! Thank you for all your support, there've been a lot of ups and downs, but through it all we’re going to have a game to you that we’re very proud of. We’re almost there!
Social Defenders
To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:
Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info!
For Etheria!
Chromatic Games
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 You can report new forum issues here: Forum Bug Reports. 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!
[CG] Mary
DEFENDERS,
Today we posted our release announcement trailer for Dungeon Defenders: Awakened. If you haven’t seen it yet, click here to check it out! To celebrate the release of this trailer, and to check in with all of you, we’re going to give a preview for our next update as well as talk about new release information and where we are as a studio. Let’s get into it!
Activating the Goblin Mech Update
This update is coming so close, you can smell the exhaust coming from the Goblin Mech’s mechanical monstrosity. This is the update preview, there’s going to be more information provided on the post that goes live with our update.
Goblin Mech Plows Through
The second boss that you’ll fight is the destructive Goblin Mech! Piloting the pinnacle of goblin engineering, he bursts through the doors on Throne Room (Campaign). You’ll need to stop him from plowing through your defenses and destroying the Crystal Cores in the middle. He’s available for all difficulties.
UI Updates
One of the biggest focuses of this entire project has been to get UIs into a functionally better state compared to previous Dungeon Defenders games. As a lot of the UIs are wrapped up and getting their final touches, we’re able to finally start arting up the UIs. In this update, the first UIs to get this treatment are our Map Select UIs. There’s more to come across the entire game!
New Bonus Map — Endless Spires
Locking away from of Etheria’s most heinous criminals, the Endless Spires is going to be coming back as the bonus map for Act II. A fan favorite, Endless Spires is available to play on Campaign as well as Survival. Conquer the spires to receive an all new pet!
New Pet — The Monkey King
Climbing the Spires and fighting off the hordes of enemies that encroach upon the great prison rewards you with primate royalty, The Monkey King. Using his legendary bo staff, this pet attacks fast, gaining strength with each hit, all from the comfort of his floating cloud.
Delays
One of our goals regarding the development of this project is to be as transparent as possible about this project. We’ve had delays from initial releases and have tried to communicate why, ultimately being that we want Dungeon Defenders: Awakened to be a great game and set the standard when fully released as the first game for Chromatic Games. We sat down, made a road map that was realistic for the work we’re able to provide, and got to work. Everything was going smooth in development land, and then COVID-19 hit. This has been an unprecedented event, and as we’ve previously stated, our first priority was (and still is) making sure everyone of our employees was safe and healthy. This has affected development in multiple ways, and we’re doing our best to be responsive and ensure a quality game. Here’s how it’s affected multiple areas and where we’re at as a studio.
Nintendo Switch
Developing for a Nintendo platform is something new that we were excited to take on. The Nintendo Switch has a lot of awesome tech crammed into their console. Dungeon Defenders: Awakened can be a bit of a resource hog, so it’s important to make sure we do everything we can to make sure it runs smoothly, especially when playing 4 player split screen Wave 25 Survival. What happens on the Switch also sets the precedence for all of the other platforms we release on. There’s a ton of work that goes into making all of this happen.
Working in the studio with our Switch development kits allowed us to be quick with testing. One of the biggest hurdles with a game like ours is making sure that what other players are doing, including host and client connections, provides proper replication to everyone playing. You start local to make sure connections work, and slowly start playing over networks and doing larger network tests. Having to change to an entirely remote setup has caused a bit of trouble doing this. We are currently working through various solutions to emulate the process we planned to follow, but it comes at the cost of time. If we were in the studio, this would be moving along faster and we’d be in a much better position. Unfortunately that’s not where we’re at.
Ultimately this means that we’re going to have to delay our Nintendo Switch release to Q3 of this year. The above is not our only requirement, as there is a certification process that we must go through with Nintendo that takes some time to make sure it will work perfectly across their networks and platform. As a studio we believe you deserve the best experience. If we were to force something through, it would be incredibly rushed, not perform properly, and be a flawed product.
We’re going to keep working as hard as we can and keep you updated on our progress.
Pure Strategy and Challenge Maps
These were originally slated for our Activating the Goblin Mech update, but were pushed off to our release on May 28th. While we’re working on progression throughout the game, we wanted to make sure the additional mode and challenge maps (Act II introduces a brand new challenge map) provided a great experience. A lot of that is going related to our Massacre work, so we held on it for the moment so you don’t receive a lackluster experience that is going to be changed when everything is said and done. With these two changes to our schedule, the goal is consistently to not curb quality in order to meet deadlines.
What’s Next
The update is coming out VERY soon. There’s a lot of hard work that has gone into this update, and we’re working with all our might to provide an amazing experience at the end of next month when Dungeon Defenders: Awakened FINALLY Releases! Thank you for all your support, there've been a lot of ups and downs, but through it all we’re going to have a game to you that we’re very proud of. We’re almost there!
Social Defenders
To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:
Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info!
For Etheria!
Chromatic Games
[CG] Mary
DEFENDERS,
We’re a few weeks out from Steam Early Access and it’s been amazing so far! There’s a lot more that we’ve got coming up very soon — New Maps, New Pets, THE DEMON LORD, Nightmare Difficulty, Hardcore Mode, and more! We’ve been consistently patching in fixes and improvements, but this March update is going to be the first big milestone in our road map that we’re excited to get to all of you, our GLORIOUS Defenders.
To keep with our transparency and consistent communication, before that comes out, we wanted to use this time to give another look into our studio, showcasing some of the developers that are hard at work. This time, it’s PAX East themed! You’re going to be hearing from some of the courageous souls here at Chromatic who persevered through the cold, cold weather of Boston and were able to not only show off their work, but also engage with a lot of the brave Defenders (both new and old) who were able to make it out. Let’s get into it!
Some of The Team
Mary — Community Manager
We all had an amazing time at PAX East and met so many fans of the Dungeon Defender series! It was great to actually get in-person feedback from so many people. I’ve been stuck at home since PAX East due to the flu and am very much looking forward to being back in the studio. It’s hard to read all of your feedback on my tiny home laptop and I miss my big monitors! My dog is also clearly very bored just sitting at home and would like to be back to bothering the artists and trying to go under everyone’s desks in search of food.
 


 
Philip Simpson — Gameplay Engineer
Hey guys! I'm one of the gameplay engineers on the team. In regards to my history here at Chromatic, I joined the team over two years ago, right before the Dungeon Defenders II Onslaught update. I've been a huge fan of the Dungeon Defenders Series since the beginning, totaling around 500+ hours combined in both DD1 and DD2, so it's been an absolute blast to get the opportunity to work on the games. Outside of work, I'm a huge RPG fan and play a ton of them, such as Path Of Exile, Borderlands, D&D (5e Mainly). Other than that, I'm a huge fan of dogs, specifically when it comes to Corgis as people in the discord already know. 

 
Some of you may know, I was given the opportunity to go to PAX East to help out with the booth we had there. I can't convey enough how amazing it was to be able to interact with both new and old Dungeon Defenders fans and to show off our latest game. The amount of support this game has from its fans is mind blowing and one of the many reasons why I love being a part of this team. I really hope to be able to attend more conventions in the future to be able to meet and talk to all of you! 
My day-to-day usually involves working on various UI's. One of the things I've been working on lately has been improving and polishing our gamepad support as we approach our launch on the Nintendo Switch. On top of that I've been actively listening to community feedback about various issues and features regarding Auto Loot, Sorting and Filters, as well as lots of QoL features and overall just providing user options to customize their game to their liking. I've been very active in the community discord, so feel free to have a chat with me and let me know where we can make improvements or even just things you like!

 
Geoff Shreiber — Implementer and QA
Hello! My name is Geoff Shreiber ([CG] Seven if you frequent the community Discord) and I do Implementation for Dungeon Defenders Awakened! I was born in Gaithersburg, Maryland, but I now live near our studio in Florida with my lovely girlfriend and our two cats. I like doing card and coin magic, I pronounce gif like "jiff," and my favorite foods include sushi and Taco Bell. That's pretty much everything there is to know about me.
Since "implementation" is somewhat vague, let me briefly describe my day-to-day at Chromatic Games. I will receive a task from a Designer or a Producer to make some feature work in the game, then I collaborate with Artists, Animators, and Engineers to make it happen. This can be as simple as a small change to some character's stats, or a multiple-day-long project comprised of multiple features and systems in the game. Some examples of stuff I am partially or entirely responsible for include the character animation system, the preview of your character in the inventory, the lava geysers on the Lava Mines map, and the tutorial.
I have been playing video games all my life. My first video game was Final Doom on the PC when I was very little, and I have been hooked ever since. I love the thrill of a good intense battle in a fighting game or a shooter, the adventure and planning of a good RPG, and the sense of pride and accomplishment after finally beating that super hard boss that you spent hours and hours preparing for! For as long as I can remember thinking about it, I've thought "I want to make these games so I can give back to this community." If one person finds the same enjoyment and excitement from the games that I work on that I have throughout the years, that's why I do what I do.
Over the years, I have played very many different games from all sorts of genres. I'll often get into a groove and play a whole lot of games from one genre back to back. At the time of typing this, that genre is Action RPGs, the latest one being Wolcen: Lords of Mayhem. Some of my favorite games of all time include Pillars of Eternity, Path of Exile, Warcraft 3, Quake 3, In The Groove, and Super Smash Bros. For a few years, I played Super Smash Bros. for WiiU competitively, maining Link, under the tag "7". 
I helped run our booth at PAX East from February 27th through March 1st. Being able to intermingle with the community and hear everyone's first hand accounts of their time with Dungeon Defenders Awakened was an awesome experience. It really helps motivate me to keep putting a lot of hard work and effort into the game, making every part that I work on as best as I can. Hearing everyone's feedback and criticisms of the game also helps not just me, but everyone on the team, get a better idea of what parts of our game work, and what parts don't work so well. That way, we know where we can best spend our time to make a game that the community really enjoys, and we can be proud of. Even if you weren't at PAX and don't get to tell us in person, please continue to give us feedback. We listen to it, and it helps us keep going.
Thank you for taking the time to read a bit about my story, and keep Defending in those Dungeons! Here’s me helping someone at PAX East that you may have seen shared on our Instagram!
 

What’s Next?
We are currently hard at work on fixing the patch we reverted yesterday, to make sure there aren’t any inventory or equipped item resets included in the updated patch slated for early next week. When this new patch goes live you’re getting the updated Huntress and Monk character models, along with highly requested inventory updates and additions. Our other focus is on getting the March “Summoning the Demon Lord” update ready, as well as our Switch build ready for initial submission! While we’re focusing on providing the best game possible, as a studio we’re closely watching the Covid-19 Virus and will be taking any and all precautions necessary to ensure development continues as smooth as possible.
Social Defenders
To keep up with us and get the latest news on both Dungeon Defenders and us folks here at Chromatic Games, make sure to follow us on our social media:
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For Etheria!
Chromatic Games


 
[CG] LAWLTA
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:
Twitter
Facebook
Discord
Twitch
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
pmasher
With Man & Machine stealing Round One in a last minute victory, there are still two more rounds to vote in until you've chosen our new Hero -- The Barbarian, The Man & Machine, or The Mystic.


Vote Here: https://dungeondefenders.com/2/initiatives/45

Here’s how it works:

Three heroes will compete in a round-robin tournament. The hero with the most Influence Points from all three rounds together will be our next hero!
Every day, you’ll gain one Influence Point for logging into the game and another Influence Point for logging into the site. (2 Total Points per day.)
Use your points here and on our launcher to vote for your favorite hero(es). You can spend as many points as you’d like per round!
Here are the rounds and dates for voting:
Round 1:  Man & Machine vs. Mystic (May 14th to May 19th) Round 2:  Barbarian vs. Mystic (May 20th to May 26th) Round 3:  Man & Machine vs. Barbarian (May 27th to June 2nd)
This is Round 2:  Barbarian vs. Mystic.

The Barbarian. The ruthless brawler. The Barbarian is an unstoppable force that is yet to be unleashed on the Old Ones’ army. He prefers to rely on his own two hands and use his two weapons and a multitude of abilities to decimate hordes of enemies. Most heroes hide behind their walls and defenses; the Barbarian hides behind nothing.

The Mystic.The twisted sorceress. Magic has been around in Etheria for quite some time. There is however an older magic -- a darker, more chaotic magic nestled deep within Etheria.

The Mystic was once a thief, but now she carries inside her an ancient and dark serpent demigod. This demigod is the source of ancient and unimaginable magic that the Mystic wields. Most heroes have their defenses likened to their personality; the Mystic’s defenses are dark, twisted and represent the chaotic forms of the serpent god. She is a powerful ally on the battlefield, so long as she can control the fickle whims of her serpent lord.

Who will you choose?https://dungeondefenders.com/2/initiatives/45

iamisom
Greetings Defenders,
The response to the Defense Council has been amazing! Defense Council access is selling quickly, and the sheer quantity and quality of feedback we’ve gotten so far has been incredible! We’re buckling down in the studio now to focus on some of the feedback we’ve received and will have a blog on some of our learnings next week.
In the meantime, we want to know: What can we do to make the Defense Council even better? So far our largest requests have been:
Add PayPal Add Premium Currency Rewards Add an Upgrade Option Sell Dungeon Defenders II on Steam So, without further ado.
PayPal support is here! You can purchase Defense Council access using PayPal here! We’ve added premium currency rewards to the packages! Everyone who has already purchased access will receive this retroactively. Of course, it may be a while until we implement cosmetics and premium currency into the game, since we’re focusing on gameplay first! Shoutout to Reddit users Fliksan, Jarstult, Momochichi, & MrSmeeb for making us realize the importance of bundling these with the packages sooner rather than later. We’re looking into an upgrade option and want to provide this option for you in the future. We hear you! For now, even though the Dungeon Defenders II Pre-Alpha is played on Steam, our limited access Pre-Alpha is only available from our site.

[CG] LAWLTA
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:


When in a group of two:

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.

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?

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:
Twitter
Facebook
Discord
Twitch
We have much more on the way and will be spilling some beans in the coming weeks!
For Etheria,
The Dungeon Defenders II Team
iamisom
After weeks of hard work, our team is ready to release the first major content update for DD2 since the Council Expansion. This update contains some huge changes thanks to your feedback, so let’s break it down:
Armor and Relics



Armor is back! Helms, chest plates, gauntlets and boots -- these familiar treasures will drop from the bodies of your fallen foes. Players can equip one of each armor piece, along with one weapon and one relic (and one shield if you’re a Squire). There are six rarities of armor to discover, ranging from the raggedy Worn pieces to the awe-inspiring Legendary gear.
As for relics, these have been delegated to a single slot, and their purpose has changed dramatically. Relics are now used to amplify a specific playstyle. Each relic type has a specific primary stat:  
Totems: Defense Health Medallions: Defense Power Rings: Ability Power
Relics offer a significant stat bonus to their respective primary stat, similar to how weapons offer a significant Hero Damage bonus. We’re sure there will be many more changes to the loot system in the future, and look forward to your feedback on this new system! Victory Chests



We still have a ton of work that we want to do to make victories in Dungeon Defenders II satisfying and meaningful. We’ve just completed the first phase of that work -- Victory Chests. These chests appear at the end of a map and reward you with awesome loot.
There are four different rarities of chests: Powerful, Epic, Mythical and Legendary. Each chest contains one piece of loot associated with its rarity and a TON of gold. There’s also a small chance something awesome will happen when you open one! Stats and Special Stats Changes


Stats now roll in weighted combinations to help you get sets of stats that make sense for your hero. This means that Defense stats and Hero stats are more likely to roll together! This also reduces the amount of totally useless gear that drops, making it more likely that you’ll find the gear that you want to find.
We’ve also made a bunch of changes to special stats. These special stats now scale with rarity and item level. In addition, some of these stats are now tied to specific slots. For example, only boots can roll the special stat which has a chance on hit to double your movement speed!
We’ve added 9 new special stats and 3 legendary special stats to the game. Please note: Balance for these new stats is absolutely not final :). Have fun! Mana Nodes



This is our long-awaited change to the Chest & Keys system. In the same four spots where chests were located before, you’ll now find mana nodes. Unlike chests and keys, mana nodes are linked together via magic that lets you know when and if mana is available for your hero! You only have to activate one mana node to get your portion of mana from a map. Once you get your mana, the remaining nodes on the map will deactivate. If a player drops or leaves the game, the mana nodes will reactivate to distribute the remaining mana to your team.
There are also some HUD changes associated with this new system. Most notably, you’ll now be able to see how much mana other players are holding on their portrait on the HUD! Codexes

You may have noticed that tomes were absent from the relics list above. That’s because tomes are now being used as… Codexes! These are unique lore items scattered throughout the world, containing stories and key information about the world of Etheria. We’ll be creating more of these stories in the future and some of the ones in the game right now are placeholders. Let us know what you think!
Part of this change has also affected the inventory. You’ll notice there is no longer a Costume tab on the inventory. This tab will be making a reappearance when we widen the inventory screen. Feats

It’s our long term goal to create an awesome summary screen and score system that will let you know how you do in a match and incentivize you to play better (or differently) next time. There a lot of features needed to get this score system in, and we’ve just implemented the first--Feats!
Feats are awards you can earn during a match for performing specific actions like setting off environmental traps or repairing a bunch of Defenses in a row. Successful completion of these Feats will help you score bonus currency and XP in your matches, and will eventually become an important part in how we measure your performance in-game!
Titles

You can now earn player titles in Dungeon Defenders II. Check out the Collections tab to select these titles. In the future, we will be giving all of our Defense Councillors a code to redeem for a Defense Council title!

Full patch notes below:
Major Features
Armor System and Loot Changes
Weapons & Relics can only have 2 stats: 1 Primary 
1 Secondary
Armor was added to the game Four additional equipment slots were added: Head Slot
Chest Slot
Hand Slot
Foot Slot
Armor now carries your physical and magical resistance stats as its primary stat Armor has two secondary stats that it will pick from The number of Special Stats per item tier was adjusted The number of Stats on items also was slightly adjusted Players now have only one Relic slot There are three types of Relics: Totems
Medallions
Rings
Each Relic has will spawn with a specific primary stat Totem: Defense Health
Medallion: Defense Power
Rings: Ability Power
Tomes are no longer used as Relics they are instead used as Codexes  Victory Chests
When you win a map, a victory chest will now spawn Each player will get one victory chest There are four tiers of victory chests Powerful Epic Mythic Legendary When you activate your chest it has a chance to upgrade to the next tier Each tier of chest will guarantee one item of that tier and a lot of gold based on the level range you are in Mana Nodes
Chests & Keys are now replaced with the new Mana Nodes Mana nodes will occupy the same positions in all the maps Players now need to activate only one mana node to get all their mana Once you get your mana, all the remaining mana nodes deactivate. If a player disconnects or leaves without opening the node, the mana will be split among the remaining players and an additional node will activate Feats
Feats are a new addition to Dungeon Defenders II Feats are small repeatable challenges you can acquire while you play a map Example: 8 enemies defeated with your hero in a 3 second window There are a total of 24 feats in game right now Some feats have minor rewards tied to them  Player Titles
Titles are a new reward system for Dungeon Defenders 2. They are a great way to show off your accomplishments to other players! We’re looking very closely at how players are playing our game and designing rewards around those play styles. We hope you like them as much as we liked designing them. Completing challenges unlocks titles. Titles display in front or following your name. We provided an initial set of 6 titles. What titles can you earn? What titles would you like to see in the future? Titles are accessed through the Collections menu. Goto your local forge, select Collections, next to your Hero Deck, and look through the list! Select your title from the list then click Set Title. Codexes
Tomes are now used as Codexes Codexes are small snippets of lore that we intend to use to provide some backstory on different characters and locations in Etheria We have four volumes of codexes each having a variable number of them to collect The four volumes will drop across the entire game at different level ranges Note: some of the text is still a work in progress Codexes can be picked up like ordinary loot and can be read under the new collections menu in the Forge Loot Tier Feedback
We added additional feedback for different tiers of loot This includes: Spawn In Sounds and Ambient Sound Effects HUD Indicators  Minimap icons Light Camera Shake The intensity of the feedback varies based what tier of loot it is More Features
Inventory items can now be moved to different slots within the same bag. This gives the player more control over where items are placed in bags. Added functionality to support variable death animations for enemies. Enemies can now play different animations when slain. Added a 1360x768 resolution for users on older HDTVs. The Group Finder now notifies the player when a hero in the Hero Deck is not the appropriate level for the bracket. After displaying the popup, the Group Finder will automatically remove any restricted heroes from the Deck prior to entering the queue. Added notifications about new level ranges when joining the Entry Tavern. Added a button to transition the next level range on the summary screen after a completed game match. The end-game timer has been increased by 25 seconds to accommodate the new end-game chests feature,  Added a 250 denomination for currency in game. The Weapon Shop is now a Blacksmith who sells weapons and Armor. The Relic Shop sells relics only. Updated loot profiles for relic drops.

Balance
Added a 1 second cooldown to the Heal ability. Reduced the max number of Orc Skeletons per Dark Mage from 5 down to 2.

Content
Heroes
Updated the Huntress’ terrain impact sound for bows. Updated lighting on the Huntress’ bows. Tweaked the Huntress’ secondary attack animation. Adjusted idle ground impact VFX for the Monk’s Lightning Aura. Updated VFX for the Monk’s Lightning aura. Updated VFX for the Monk’s Boost aura. Tweaked art assets to prevent the Napalm Balloon's decal from popping out and fading properly as intended. Slightly tweaked the Squire’s hand textures. Tweaked the total frame count on run animations. Tweaked the Apprentice’s secondary attack animation. Enemies
Updated the Skeleton Goblin’s SFX. Updated the WarBoar’s SFX. The Warboar’s VFX is now disabled when at full health. All regenerative VFX should function in this manner. Revised the SFX for attack, death, and hurt animations for the Lady Orc. Updated Ranged Goblin’s animations.  Tweaked the Dark Mage’s various death animations. Environments
Optimized graphic assets throughout the Entry and Group Taverns. Updated the new SFX to the Forge. Increased the volume of idle Forge sounds in Dragonfall Bazaar to match normal levels in other maps. Updated the placement of the Forge in Nimbus Reach. Updated the placement of certain chests in Nimbus Reach. Adjusted fade-out times for combat and build phase music tracks in Nimbus Reach. Repaired a wall in Nimbus Reach that was missing collision.  Tweaked VFX in Nimbus Reach to resolve a few minor graphic bugs. Resolved various issues with lighting in The Gates of Dragonfall. Tweaked fade-out time of in-game music in The Gates of Dragonfall. Tweaked ambient sounds in the Gates of Dragonfall. Updated map music in Greystone Plaza. Updated fadeouts of map music for the build phase and combat phase in Little-Horn Valley. Updated shadow and lighting in Little-Horn Valley. Resolved an issue where various ambient SFX were not playing correctly in Little-Horn Valley. Tweaked minimap brightness to increase contrast, improving readability. Updated shadow and lighting in Dragonfall Bazaar. Tweaked fade-out times for map music in Dragonfall Bazaar. Updated shadow and lighting in Dragonfall Sewers. Tweaked fade-out times for map music in Dragonfall Sewers. Increased the fade-out of build phase and combat phase music tracks on Siphon Site D. Updated environment assets to improve lane readability in the Forgotten Ruins. Updated textures and lighting in the Forgotten Ruins. Tweak various VFX in the Forgotten Ruins to make them more consistent with DD2’s overall aesthetic. Updated art assets in the Forgotten Ruins to increase lane readability. These changes affected lane decoration assets and color. Updated lighting on trees in the Forgotten Ruins. Updated map lighting on the Forgotten Ruins. Tweaked the fade-out times of build and combat phase music tracks in the Forgotten Ruins. Tweaked fade out times of combat and build phase music tracks in Battle for the Ramparts. Resolved an issue where the East Dock spawn point lane wisp was missing in The Battle for the Ramparts. Slightly reduced the volume of ambient SFX in Battle for the Ramparts. Cleaned up collision on the War Table in the Group Tavern. Optimized art assets in the Group and Entry Taverns. Updated names of certain characters in the Entry Tavern. Updated VFX for the core cart in Dragon’s Fall. Items
Updated lighting for all fire and storm elemental weapons. Tweaked staves that have gems attached to them. Gems now light up to match their elemental attribute. Tweaked art asset colors on elemental earth and ice staves. Updated SFX for tier 3 and 4 items. Tier 6 items now have a camera shake effect when dropped. Updated the large piggy’s art assets. Inventory bags names now have a max character limit of 40. 

Bug Fixes
Resolved an issue where playing in maximized windowed mode severely lowered the game resolution. Fixed a bug where dying while viewing an item comparison tooltip caused the tooltip to linger on the player's death screen until respawn. Removed the word "bigger" from the profanity filter. Resolved an issue where shop items were not being refreshed. Resolved an issue where Hero walk animations would continue while tutorial videos were being played. Players should no longer hear Heros walking during the tutorial videos. Resolved an issue that occasionally prevented tutorial videos from being cancelled. Resolved a crash that occurred while interacting with tooltips. Players would see this the most in the Item Enhancement Shop. Fixed a bug where, while in tower placement mode, scrolling the camera upward while facing a spawn point resulted in the tower preview appearing behind your character. Resolved an issue where enemy units would trigger the red targeting reticle through walls or when otherwise invisible. Resolved an issue where exiting the Hero Creation UI while still spawning in a new Hero would cause the controller to get stuck. Resolved an issue where players on steam were not consistently being placed in the correct Tavern after being invited to play with friends. Resolved an issue where non-widescreen resolutions were being displayed incorrectly. Resolved an issue where logging out with a full inventory allowed players to buy more things than they could hold. Resolved an issue that caused sell costs to be calculated incorrectly when changing the premium bag's icon while selling. Resolved an issue where selling a tower that was built by a disconnected teammate displayed an incorrect message. Resolved an issue with the inventory UI that prevented clicking and dragging of the scroll bar. Resolved an issue where the Apprentice's projectiles were colliding with dropped loot. Resolved an issue which prevented the Dark Mages from summoning the proper amount of skeletons. Resolved an issue where Goblin skeletons had no collision and were invulnerable. Resolved an issue where air lane wisps would change from blue to red when sub objectives are lost in The Ramparts. Resolved an issue where the Monk’s Boost Aura would sometimes lose health during the build phase. Resolved an issue where the Monk's Pole Smash ability when used while standing on certain edges resulted in a momentary slowfall effect. Resolved an issue which doubled the VFX on the flameburst tower and arcane barrier when upgrading.  Resolved an issue where using Seismic Slam directly after using the Squire's Provoke would cancel the Provoke buff's effects. Fixed an issue with destroyed subcores not playing idle spark sounds if a player joined the match after the subcore was destroyed Increased fade out time of build and combat music tracks by 1 second Resolved an issue with the lightning spec node which prevented it from correctly scaling player damage stats. Resolved an issue which caused players to receive extra mana when a teammate left the game session. Resolved a bug that allow players to fall outside of the Nimbus Reach map. Resolved an issue where allowing a sub core to be destroyed triggered the defeat music theme in Nimbus Reach. Fixed a bug that prevented the main core's idle sounds from playing in Battle for the Ramparts. Fixed an issue with core barriers not playing idle sounds in the Forgotten Ruins. Fixed an issue where the Sentry Crystal was no playing idle sounds in the Forgotten Ruins. Resolved an issue where endgame music and text messaging was missing from Battle for the Ramparts. Resolved an issue where the Water trap wasn't working as intended in Dragonfall Sewers. Players should now always slide and (eventually) die if they fall or jump into the water. Resolved an issue where players were able to climb a lantern in front of the Echoing Tunnel spawn point in Dragonfall Sewers. Resolved an issue where players were able to build defenses in unreachable areas of The Gates of Dragonfall. Resolved an issue where the "New Level Range" popups were showing up every time the player changed heroes. Resolved an issue where players were able to get behind spawn points in Battle for the Ramparts.  Fixed a bug that prevented subobjective SFX from playing after the subobjective was destroyed. Resolved an issue where player counts in the Summary Screen were incorrect after a player left a match. Resolved an issue where a leader selection warning was appearing in gameplay maps. Resolved an issue where incorrect billboards were being displayed in Greystone Plaza. Resolved an issue with certain old one eyes layering their sounds incorrectly in Dragon's Fall. Resolved an issue where players would receive no game options if the group leader left the game during the summary phase of a private session. Fixed a typo on the Monk's Serenity Spec. Resolved an issue that prevented items from being deposited into the temporary item bag (TIB). Resolved an issue where new players who had never played a game or created a character were unable to confirm their invitation to a game currently in progress. Resolved an issue where upgrading the Boost Aura did not properly increase the damager per upgrade on nearby towers. Resolved an issue where relic slot icons were not appearing in the appropriate place in the Inventory UI. Resolved an issue where the clear button on the item upgrade UI was not clearing all items. Resolved an issue where the ""Retry Map"" button was not working as intended. Updated the "continuing in" message on the summary screen to read, "Returning to Entry Tavern in." Resolved an issue where players who were invited to maps with a hero that did not meet level requiremnts failed to transition back to their Entry Tavern. Resolved an issue where special stats would stop working when a player swapped heroes. Resolved an issue where attempting to join a map during seamless travel would crash the game. Resolved an issue with the forge idle SFX across all maps. Resolved SFX issue in Siphon Site D that prevented subcore waterfalls from playing. Resolved an issue where idle gas trap sounds were not playing in Siphon Site D. Resolved an issue with the Old Man idle voice over not playing before he leaps onto the cart in Dragonfall Bazaar. Resolved an issue that prevented Wyverns in the center lane of Greystone Plaza from remaining in the correct lane. Resolved an issue with Bell toll sounds not playing in Dragonfall Bazaar. Fixed an issue with creepy monster sounds not playing in Dragonfall Bazaar. Fixed an issue with forge idle sounds not playing in Dragonfall Sewers. Fixed an issue with Twisted Metal ambient sounds not playing in Dragonfall Sewers. Fixed an issue with the Main Core Water Tank idle sounds not playing in Dragonfall Sewers. Fixed an issue with Subcore Waterfall sounds not playing in Dragonfall Sewers. Resolved an issue where the Yak's SFX were not playing as intended in The Gates of Dragonfall. Resolved a bug that unintentionally produced a light beam in the Tavern.
[CG] 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

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:
Twitter
Facebook
Discord
Twitch
The entire team has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!
For Etheria!
The Dungeon Defenders II Team
[CG] HiggsBosonic
Defenders,
Nat “Higgsbosonic” here, wanted to bring you an update regarding our next patch!
1.1 Patch Update
The Update 1.1 patch is going to be released in August. We’ve seen a few comments regarding the patch arriving in July and that it has been delayed. This post is the first official statement regarding the patch and its timeline. This is a standard content patch and not a paid DLC.
There are only two places for official announcements: the news posts on our website, and the Chromatic Games Dev streams (at twitch.tv/chromatic_games). Anything outside of that should not be considered official information, even if it comes from an official dev.
We know you are eagerly awaiting this patch and we're working at full capacity (without crunch) to bring you high-quality patches and content for DD:A. We care about our team and do everything we can to take care of them as we continue to make DD:A the game greater and greater with each update. We do not want to rush out patches or content. We are ruthlessly testing and incorporating the community during the entire process. Every week our RQA team and Ethereal Calvary which are all community members playtest our latest build and provide feedback. They help us find bugs and the fun! We thank all those who dedicate their time to us now, and in the future.
 
So what’s in it? 
There has already been a lot of information shared with the community about what is going to be in the patch in terms of features. I wanted to gather all of that in one place, confirm its existence and provide a few shiny screenshots. Please note, not everything included in Update 1.1 is listed on this post.
 
Massacre Survival 
Yes, it is on its way, we’ve been spending an immense amount of time to make sure this game mode feels right. Provide a challenge, proper progression curve, and rewarding loot. This is just the beginning of the late game and we hope you enjoy the challenge!

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

 
EV-A*
An old robot-friend has found her way into DD:A. Series EV is a beloved hero from the franchise, we wanted to bring her to DD:A along with her reflect and buff beams ^^. Something a little extra to help deal with the challenges that await in Massacre Survival and beyond.
*Hero name subject to change ;)
    Abilities:
        Decoy         Proton Charge     Defenses (All the Beams):
        Proton beam         Physical beam         Reflect beam         Shock beam         Buff beam Dual Weapon Equip:
Gain stats from both weapons
Only one weapon can be used at a time
Huntress and Apprentice weapons only
Check out some EV-A Gameplay over at JuiceBags Youtube channel!



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

 
New additional filters:

 
Fancy new tooltips:

 
There are additional features and changes coming your way in our 1.1 patch as well as hundreds of bug fixes.
Come say hello and chat about the upcoming content in our Discord!
 
Social Defenders
To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:
Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info!
For Etheria!
Chromatic Games
[CG] Mary
DEFENDERS
Finally, Dungeon Defenders: Awakened 1.0 released on Steam today. It’s been a long and crazy journey that has ultimately led us here. Development on this project has had its ups and downs, but together we made it here, our studio and you, our GLORIOUS community. There’s a lot to cover, we’ll save the sappy stuff for later, let’s get into it!
What’s Inside?
There’s a lot to cover the epicness that is Dungeon Defenders: Awakened, with where and what to cover being quite difficult decisions. We’ll go through everything top to bottom, and if something is left out, then you’ll just have to hop in and experience it for yourself!
Heroes
The four classic heroes lead the charge for the Dungeon Defenders: Awakened roster. With more to come, these base four serve as the bastion of Etheria!
The Squire
Melee tank with towers that either block or deal heavy physical damage.
Abilities Left Click:  Melee slash Circular Slice:  A circular slice that deals a ton of aoe damage. Blood Boil:  Go berserk, increasing damage, knockback, movement speed, and armor. Heal:  Heals you by converting mana into health. Defenses Spiked Blockade - A blockade that stops enemies and deals damage to melee attackers. Ballista - Shoots a giant bolts that pierces through enemies. Bouncer Blockade - A blockade that stops enemies and knocks back melee attackers. Bowling Ball Tower - Shoots out bowling balls that bounce and deal damage to enemies. Training Dummy - A blockade that spins and deals more and more damage to enemies around it. The Huntress
Ranged DPS focused on laying traps and dealing heavy damage from afar.

Abilities Left Click:  Shoots projectiles Right Click:   Reloads weapon Piercing Shot:  Shoots a phoenix that pierces enemies. Adrena Rush:  Increases attack rate, move speed, and jump height. Heal:   Heals you by converting mana into health. Defenses Explosive Trap - Explodes dealing physical damage to nearby enemies. Poison Gas Trap - Stuns weaker enemies. Inferno Trap - Engulfs enemies in fire damage over time. Darkness Trap - Blinds enemies and removes their elemental immunities. Thunder Spike Trap - Deals a giant burst of lightning damage. The Apprentice
Ranged DPS with well rounded defenses and burst hero damage.
Abilities Left Click:  Shoots projectiles Right Click:   Hold and release a giant explosion nearby Mana Bomb:  After channeling, releases a giant mana bomb. Overcharge:  Overcharges you, making your right click empower nearby defenses. Heal:   Heals you by converting mana into health. Defenses Magic Missile Tower - Shoots missiles that deal physical damage. Elemental Barrier - Blockade that strips enemy elemental immunity. Flameburst Tower - Shoots an exploding fireball. Lightning Tower - Shocks nearby enemies with chain lightning. Deadly Striker Tower - Shoots a single blast of energy dealing a ton of damage. The Monk

Melee and Ranged hero with auras and abilities that aim at support.
Abilities Left Click:  Melee slash Right Click:   Shoots projectiles. Tower Boost:  Throws a medallion on the ground, boosting nearby defenses. Hero Boost:  Boosts heroes near the Monk, and the Monk as well. Heal:   Heals you by converting mana into health. Defenses Ensnare Aura - Slows enemy movement and attack speed. Electric Aura - Deals lightning damage to enemies. Healing Aura - Heals heroes who walk through it. Strength Drain Aura - Reduces enemy damage and strips elemental immunity.  Enrage Aura - Chance to cause enemies to fight one another.
Difficulties
Dungeon Defenders is about climbing the mountain and taking on harder and harder difficulties across all game modes. Returning to our roots we’re bringing back some classics, some in a slightly new way, and something brand new:
Easy:  Getting through the story and obliterating everything in your path. Medium:  Smooth progression, providing a decent challenge to any new Defender. Hard:  The heat starts to increase, this is the most difficult start possible. Insane:  Clearing Hard makes way for Insane. Nightmare:  Access granted after attaining Level 70 and clearing Insane Campaign. It introduces four enemies - Spiders, Sharkens, Djinns, and Goblincopters. Massacre:  The newest difficulty in Dungeon Defenders: Awakened requires you to reach Level 83 to access it. You’re going to need some great gear from Nightmare and prepare to take on the newest enemy - The Siren! You can choose to take the solo route or play with up to three other Defenders. The difficulty is there, and the choice is yours!
Maps
In this first showing of Dungeon Defenders: Awakened, you have access to 15 epic maps, some classic blasts from the past, and some brand new maps that help show off the world of Etheria.
Act I Deeper Well Ancient Mines Lava Mines Alchemical Labs (Boss Map) Magus Quarters (Encore Map) Act II Tornado Valley Tornado Highlands Ramparts Throne Room (Boss Map) Endless Spires (Encore Map) Act III Arcane Library Royal Gardens Promenade The Summit (Boss Map) Glitterhelm (Encore Map)
These maps offer diverse landscapes and unique ways to strategize your defenses against the hordes of enemies that await!

Game Modes
A return to our roots would not be right without bringing back some of the games modes that many know and love. All difficulties are available on every game mode, allowing novices and veterans alike an opportunity to try their hand.
Survival:  Up to 25 Waves of enemies are coming for you. Reaching Wave 15 and 25 offer unique rewards that vary between every map.  Pure Strategy:  Test your defensive prowess in this mode. Your towers are the only thing that can defeat the enemies that await you. Mixed Mode:  Add in some Nightmare enemies into the mix, increasing the difficulty and rewards. Hardcore:  With greater risk comes greater reward. If you die with this enabled, you do not respawn until the end of combat phase, whether you win or lose.
Enemies
It wouldn’t be fun if it was all just goblins coming your way. The Old Ones army returns in full fashion, while also recruiting a new evil to push your Defender skill further than ever!
Goblins:  Big ears, goofy, melee focused, and the weakest enemy of the bunch. If you can’t beat them, you’re in for trouble. Dark Elf Archer:  A ranged Elf that shoots arrows to destroy you and your towers from afar. Dark Elf Mage:  This ranged Elf shoots magical bolts at your towers while also summoning skeletons to fight you. Orc:  A big brutish melee enemy that hits pretty hard and has a larger health pool. Wyvern:  Drakes that come in from the sky, flying over your defenses to destroy your Crystal Core. Kobolds:  They’re packed with dynamite and a bit fuse-happy. They’ll charge any threat and go BOOM! Dark Elf Warrior:  These elves thirst for battle against Heroes. They jump maneuver around and over defenses to focus down Heroes before turning their focus to your defenses. Ogre:  Think an orc on steroids, except he also throws explosive snot at you. His melee hurts pack quite the punch. Spiders:  These bugs come down randomly from the ceiling, usually behind your towers. They can debuff heroes and towers alike. Sharken:  Hailing from the seas, they pack a mighty melee punch and also charge your towers, knocking them aside. Djinn:  Using otherworldly magic, the Djinn can either poof your Defenses out of existence or greatly enhance one of his allies. Goblincopter:  A flying mechanical  tormentor that shoots flares to distract towers, crash lands into players, oh and it carries a freaking OGRE with it into battle. *NEW* The Siren:  She enchants enemies around her, making them take permanent unstrippable reduced elemental damage based on her elemental affinity. She also flees, and Defenders who defeat her before she escapes are handsomely rewarded.
As you progress you run into newer enemies, providing a greater challenge as you progress. If you can make it to Massacre, you can find out what horrors all of these enemies pack!
Gear
This is what it’s all about, getting sweet epic loot after a good day of defending. The theme of DD:A is something new and something old, something blue and something bold (is that how the saying goes?). Every weapon, pet, armor, and accessory have been carefully crafted to look as legendary as possible. The pieces you’ll see are:
Weapons:  Unique to each hero, providing stats and fun ways to shoot and slash enemies! Helmets:  Providing stats and protecting that Defender strategy powerhouse brain of yours. Chests:  Providing stats and keeping your heart safe. Gloves:  Providing stats and helping prevent blisters. Boots:  Providing stats and giving a nice cushion for your journey. Brooches:  Providing stats and a visual pin in your cap. Masks: Providing stats and a visual protector for your Hero’s face. Braces: Providing stats and a visual wristguard to fend off carpal tunnel. Shields (Squire only):  Providing stats and a sweet shield. Enough said. Pets:  Providing stats, sometimes unique mechanics, sometimes unique attacks, sometimes even MORE stats.
You can combine Helmets, Chests, Gloves, and Boots of the same armor type (i.e. The Miner Set) to greatly increase the stats on each piece of gear.

UI
Probably the part of the Dungeon Defenders series that needed the most love has been our UIs. Well Dungeon Defenders: Awakened comes in hot with some fresh off the press UIs that help get you through your inventory and customize your heroes efficiently and effectively so that you can get back to defending those dungeons. Let’s take a look
Inventory

Hero Deck Selection

Hero Customization

Map Select

Play vs. Legacy
These are two ways to play Dungeon Defenders: Awakened that allow us to do some cool stuff in the future, with the first example coming with release. If you choose Play, your characters will not see people who choose Legacy, and vice versa. You are free to create new characters on either version. In order to provide Mod Support down the road, we need to create two modes to accommodate this.
Play
This is the preferred way to experience Dungeon Defenders: Awakened. With this 1.0 Launch, everyone starts off fresh on an even playing ground. If you want to start up fresh with friends, current and yet to be made, go here!
Legacy
This is where older profiles and experiences go. For the Dungeon Defenders: Awakened 1.0, this is where Early Access profiles go. You can continue off where you were in EA with all the gear and levels you previously had. This area is where we will be supporting mods in the future.
Pricepoint
One of the biggest points of feedback that we’ve received from many of you is that our price point was a little high. We scrubbed through Discord, our forums, Twitter posts, Facebook posts, and Steam Reviews. Everything. This was such a huge bit of feedback, and we listened, so on launch Dungeon Defenders: Awakened base price $29.99, and to follow the traditional Steam game release, we’re going to have the game 15% off for the first 7 days.
Additional Options
We know that a lot of people experience Dungeon Defenders in their own way, and have unique preferences. As a result, we added some options for you to utilize to get you the information you want.
Show Split Item Power
Off by default, enabling this option splits your Item Power into two stats, Hero Item Power and Tower Item Power. This can help be a quick filter to see if a piece of loot is more heavily favored towards Hero stats or Tower stats.
In World Tooltips
On by default, this shows an items stat when on the ground. It can be disabled for players who prefer to inspect all their loot in the inventory.
Compare Items In World
On by default, this compares what you’re currently wearing to a piece of gear that is on the ground.
In World Tooltips During Combat
On by default, this lets you inspect gear as your in combat phase. Players can turn this off so as they run by all the sweet loot on the ground that they are not met with a item tooltip as they traverse the terrain to defeat incoming foes.
What’s Next?
We’re going to be working hard to make sure any issues that may arise are taken care of, or finish polishing some features that didn’t make it into this 1.0 launch. These will be coming in small patches, and we’ll make sure that hotfixes are a-flowing so that all Defenders have the smoothest experience possible.
Alongside these smaller patches, we’ll be having a big Post 1.0 Update that’ll include:
Massacre Survival RIFT ENEMIES Tornado Valley Challenge Map Promenade Challenge Map Secret gear hunt New Gear Sets Legend’s Tablet Preorder Costumes Credits And More! We plan on keeping Dungeon Defenders: Awakened alive and healthy for a long time to come. There’s so much to look forward to, and we can’t wait to share it with you!
Special Thanks
While we have specifics in our credits, there are a ton of individuals outside of Chromatic Games that helped make this game what it is. To all of our Developers of present and past, Remote QA Team, Cavalry Testers, Early Adopters, Kickstarter Backers, and all Defenders, we thank you for your trust and patience as you ride along with us on this journey. Together, we are Dungeon Defenders! <3
Known Issues
Below are the known issues, and we’ll be updating this over time. If you run into any bugs, please report them through the in-game escape menu link.
Full localization support should be available in the coming weeks.  Use at your own risk! It’s not super risky, there’s just a few tweaks we need to make. More polish coming. Can’t skip the intro cinematic as soon as most would like. Several UI’s might still suffer from ‘Art Shock’ - We’re on it! Gamepad needs a little more polishing. Steam Avatars may not display properly There’s an “Always Compare Item In Inventory” option that cannot be scrolled to. We’re increasing the scrollabilities. Accessory Tooltip stats are not in the correct order visually. Steam Achievements may not unlock properly for some Defenders. Will update overtime :) Social Defenders
To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:
Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info!
For Etheria!
Chromatic Games
[CG] LAWLTA
A red spaceship has arrived in Etheria!  Dragonfall guards have questioned a small robot that says his name is “Protobot.” After a brief examination, Protobot hands a mysterious letter to the guards. Let’s open it and see what it says:

Greetings Defenders!
I thought everyone could benefit from one of my more recent discoveries that I’ve made in my research, my new Shrink-o-matizing technology!  It really was just a simple matter of combining a crystal core with the matter quantizing array. This allows all sorts of items and materials to be stored at a much smaller size than before! This is only one of the many new item transmorphications that I plan on making.
I do hope that Protobot is in good health and did not damage anything upon his arrival. He’s had some slight malfunctions in his navigational subroutines recently, but his Shrink-o-matizer is in perfect condition! You can trust your items to be protected and stored properly upon the Vault Ship.
I can’t wait to arrive in Dragonfall to share all of my latest research with all of you. I simply was held up making some last minute adjustments to my latest creation, the Robo-witch Prime!  Or was it Mecha-witch? Gunda-witch? Don’t worry, I’ll figure out what I’m calling it and head right over! I can’t wait to share all my latest findings with everyone! The Old Ones won’t know what hit them!
Sincerely,
Professor Sebastian Proteus

Patch 2.4 crash landed into the Dragonfall Marketplace today and is now live! This patch brings a highly requested feature in the form of a shiny spaceship — The Sky City Bank! With the bank’s arrival come some tremendous improvements to load times, optimizations, and bug fixes. Let’s get into it!
Sky City Bank


The Sky City Bank is now available! This futuristic bank is located directly behind the Emporium in Town, or next to the training dummies in your Private Tavern. The bank is used to store items that you want to hold onto, but don’t necessarily need on your journeys throughout Etheria.
For starters, every player gets at least one Bank Vault for free right when they login. This means if you only have the default inventory space, you now have that same default inventory space AND a Bank Vault upon logging in!
For people that purchased the old Inventory Packs or the Bag Booster Pack are going to notice a shift in their inventory. Bags obtained through those packs that go over eight Inventory Bags become Bank Vaults with this patch. Previously it confused players when they saw other players with ten or eleven bags, when they could only have eight. Because of this, we are standardizing inventory bags.
The change looks like this:

Pre-Patch 2.4
8-11 Possible Maximum Inventory Bags
0 Bank Vaults

Post-Patch 2.4
8 Possible Maximum Inventory Bags
12 Bank Vaults
FREE Sky City Bundle


To celebrate the Sky City Bank’s arrival, we are offering a FREE bundle that you can redeem from the in-game shop for 0 Gems. This bundle awards:
One additional Bank Vault!
Shutter Shades Flair!
By redeeming the free bundle, you are able to start off Patch 2.4 with at least two free Bank Vaults! This bundle is available for two weeks, so grab it while it’s here!
Stack Splitting
This patch brings the ability to split stackable items into different stacks and amounts. For instance, if there’s a stack of 99 pet food in your inventory, you can now break it down into two or more stacks of whatever size you choose. Want to keep some items on you, but store the rest of the stack in the bank? Now you can do that! Stacks on stacks on stacks.

Transfer All
Now that the Sky City Bank is open for business, moving items quickly to the bank is a must. You can now move an entire bag full of items with one button press. The “Transfer All” button moves all non-locked items in the bag you currently have selected into the Bank Vault that you have selected. You can move Locked Items as well, they are just done individually. “Transfer All” also automatically stacks any stackable items so you don’t have to!
Load Time Improvements
Patch 2.4 contains an emphasis on inventories. Our Lead Programmer looked into ways our inventories could be better to really add some “oomph” to this patch. After investigating how profiles saved, loaded, and handled inventories, we made a lot of improvements when loading into any part of the game! Some players are going to notice drastic load time decreases, while others may notice slightly quicker loads.
General Changes
Pets
When at the Hatchery, eggs can be hatched directly. No more drag and dropping or incubating!


Visuals
Tower Inspect UI updated for PlayStation 4 and Xbox One (PC already has this).
Zapper Kobold Flier now has a red outline.
Made Lavamancer Weapon drops larger, something hot now looks cooler.
Mana Node received some visual improvements.
Slight tweaks to some of the Barbarian’s Accessories.
Minor adjustments to the Barbarian’s whirlwind.
Blacksmith’s shop no longer has a confirmation pop-up for purchases.
War Table Cybork info now includes that they disable nodes.
Bug reporting page received updated buttons.

Audio
New audio cue for Wave Complete!
Betsy fight sequence in Dragonfall Bazaar received updated sound cues.
Added and improved on Berserker Orcs during the Glitterhelm matinee.
Hero Changes
Dryad
Corrupt Form
When building a tower in Corrupt Form, towers now gain the Corrupt benefits when placed.
Slime Pit Tower
No longer slow enemies that are immune to slow. Berserker orcs aren’t afraid of slimes!
Huntress

Shards
Explosive Poison
The shard is now working correctly, spreading poison if a poisoned enemy dies.
Shards
Inspiration
Can no longer be equipped to the Abyss Lord or EV2
Bug Fixes
Fixed an issue where EV2’s Proton Charge could produce higher than intended damage while gaining zero heat.
Fixed an issue with the Barbarian’s Leap preventing resource decay.
Fixed an issue where the Flamethrower Tower’s VFX did not get larger when defense range was increased.
Fixed an issue where Auto-Equip Relics did not work on the first press.
Fixed an issue where Chaos 3 Shard Packs were not on the Emporium.
Fixed an issue when comparing equipment on the Squire.
Fixed an issue where the Barbarian could get out of bounds in The Throne Room.
Fixed an issue where the Sub-Cores are on the incorrect sides in The Throne Room.
Adjusted the Dryad Starfall resource cost so it no longer overlaps.
Fixed an issue that allowed parties to play the tutorial maps (we are looking into letting parties into these maps down the road).
Fixed an issue that caused an infinite loading screen. Please let us know if you experience them after this update.
Removed the ability to auto-equip when in the Portal.
Fixed a bug where multiple towers could be placed simultaneously. May look into adding a stable version of this down the road.
Fixed an issue where several weapons were not consistently dropping in the world without their vfx visible.
Fixed an issue where the Lavamancer VFX would appear on some maps when using the Barbarian Leap.
Fixed an issue where the champion crowns were not properly rotated on hero cards.
Updated an issue where golden eggs would show up as a regular egg in several places.
Fixed an issue where purchasing the last item in the list from the Blacksmith or Relic Hunter shop using a controller causes the list to lose focus.
Fixed an issue where several items in the blacksmith shop were displaying improperly.
Fixed an issue where item comparison was not working for equipped items.
Removed references to the shards being equipped on the sell all message.
Equippable is now spelled correctly in the shard folder when you have no shards available for the gear slot. Stay in school kids.
Removed a reference to the old pet bag when trying to hatch an egg with a full inventory.
Fixed a visual issue where a large number of shards displayed the current upgrade level is in the wrong location on the tooltip.
Quest Complete pop-up will now say Daily Mission completed when completing a Daily Mission.
Attempting to equip a shard to an invalid tower slot throws either unknown error, or no error. Now has a valid error string.
Fixed an issue on XB1 where sub-core icons were not being removed after losing a sub-core.
The Sky City Bank is the first arrival for something much larger coming to Etheria. Over the next couple months we are going to be actively discussing the new features coming with our next expansive update. For more information sources as we post updates, be sure to follow us on Facebook and Twitter (doing so also gets you the Pirate Monk and Academy Apprentice skins for free):
Twitter
Facebook
Discord
We’re still tinkering away to get some gigantic changes to Dungeon Defenders II that we think you’re really going to enjoy. More information coming soon!
For Etheria!
The Dungeon Defenders II Team
bienvenido3
The Molten Citadel update will melt your face off next Tuesday, August 2nd! 
Here’s what's in this muy caliente (that’s very hot in Spanish) update:


New Map: Molten Citadel
Thanks to your previous Influence vote, our next map is the Molten Citadel! Molten Citadel is a remake of DD1’s Magus Quarters. A fiery lava moat surrounds this explorable castle. Also, skeletons. Medium-sized map. One core.
New Incursion:  Demon’s Lair
Turn up the heat with the new Molten Citadel map and a superheated Incursion featuring Lava Guardians and the fierce Demon Lord. HE’S ON FIRE! Can you keep your cool?
New Abyss Lord Weapon: Scorched Tome of Molten Brimstone
You play with fire, you’re gonna get... The Scorched Tome of Molten Brimstone. Burninate foes with the power of earth and flame, then finish ‘em off with great balls of magma.
New Incursion Enemy:  Lava Guardian
The hot n’ heavy Lava Guardian enters the Demon’s Lair Incursion with attacks that are sure to get you hot and bothered.
New Squire Costume:  Guardian of the Molten Citadel
Think DD2 is hawt? Help keep cool, new stuff coming and wear your support by splurging on the Squire’s Guardian of the Molten Citadel variant! It comes with 27 accessories and 127° C of style.
Changing Terminology: We Do What We Want!
We’re changing “Challenges” back to “Incursions” (because too many things in our game are called Challenges) and “Defense” back to “Campaign” (because in a few updates, this will feel more like a traditional Campaign). Deal with it (but seriously, we hope that’s the last time).
iPWR 750 Medallion on the Demon's Lair Incursion!
And a hot plate!

That completes my first dev log post EVAR. I'd like to thank my budding bromance with Isom, my mom, and every team off 11 year olds I've ever silently played Splatoon with. - Benny

Elliot Cannon, Creative Director (Myscha_Sleddog)
The Molten Citadel map lands next week! Old school Dungeon Defenders players will recognize the Magus Quarters layout, which as always, Jesus Diaz (N3oDoc) and Daniel Diaz (DanielKaMi) applied their incredible level design, world building, and art skills by taking the base BSP of the original map and transforming it into a place that makes Ragnaros jealous. Be sure and check out their DD2 Wild West map below they’re working on!
Steve and Lauryn did the design for the Molten Citadel Incursion, and it’s quite fun and really captures the complete theme and boss-fight/raid vibe while keeping true to the core of what makes DD2 unique.




On this map, a fiery Demon Lord emerges from the lava and bombards players with burning meteors, so be careful where you stand. If you are too close to your core, the splash damage will nail it so don’t be caught turtling. These meteors have a touch of homing on them too, so good dodging, movement, or line of sight breaking is necessary. He also cheats from time to time. Don’t get popped out of the sky and fall into lava! While he’s firing multiple meteors at you, his armies come in waves (infinitely) including flying enemies, so don’t forget anti-air towers unless you want to skeet shoot Wyverns non-stop with your Gun Witch or Huntress. (Always fun with a Double Tap II 1.5/s x3 Blunderbuss Duster!)

Infinitely?
The waves go on forever unless you can spot a Lava Guardian and kill him. Steve has a fun snap of one below. On death, they break down into burning boulders, which work awesome as ammunition for the catapult on the upper bridge. Fire the catapult to stun the Demon Lord so you can get there and DPS him down (I suggest using the Gainesville 352 slap). Steve’s jamming balance, be sure and read his update below.




As with all our Challenges this year, we added a unique hero-specific weapon that always drops and has variable bonuses to the effects so you can work towards what you think is the ultimate version. This go round, the Abyss Lord gets the Scorched Tome of Molten Brimstone, which jams up your primary mana drain with extra damage and changes both right-click and right-click charge ups significantly. The charge up is rather nasty. Beavis would get excited. Fire!
Be sure and check our Patch Preview video at the top of the post for some action clips of everything!

Josh Isom, Community Manager (iamisom)
The Upcoming Changes to the Game thread has been updated! Check it out if you’re curious about the near-term changes coming to Dungeon Defenders II.

Dani Moore, Remote QA Lead (Dani)
The Lavamancer will soon be burning his way through Etheria, and naturally we want to put him through his paces before he lands. We have a fantastic Remote Playtest Group that gets the chance to do just that, and we’re open to recruiting new members. So if you want to test out the Lavamancer and upcoming content before it releases come join us!
Also, if you have a few spare hours most days, we have a daily active group called the Remote QA team. This team takes a look at the game as it develops each day with a strong focus on bug finding and feedback - and we’re also recruiting on this team too.
Send an email to dani.moore[at]TrendyEnt[dot]com - and confirm you are 18 or above - and we’ll start the process of getting you into either group, just state which team you want to join. We’ll also provide more details before you jump in.

Daniel Diaz, World Builder (DanielKaMi)
Working hard on the Wild West level! Adding new buildings and doing a full deco pass.



Jesus Diaz, World Builder (N3oDoc)
This week I'm polishing the Wild West level by adding a ton of details, and also I'm working on the out-of-bounds areas creating some new funny buildings!



Steven Collins, Lead Level Designer (Esorath)

Incursion testing is well under way. The Molten Citadel is getting polished up, and the Incursion is getting balanced out. The lava guardians are getting restless…


[CG] LAWLTA
DEFENDERS!
We’re almost at the end of September, which means there’s a little over a month away from the Dungeon Defenders: Awakened PC Beta! The team has been putting in tons of time to really make sure the beta is a great experience, while also polishing up a lot of areas that won’t be seen until release. Starting next month, we’ll begin ramping up displaying a lot of the hard work that’s been going on in the world of Etheria.
As we’re working on that, we didn’t want to leave you without anything for September, so while this will be one of our shorter updates, we do have some awesome things to show off. We have a big post processing and shader effect that is still being tweaked, and the following pieces are still works in progress, but without further ado, let’s get into it!
Squire Towers
We previously showed the concept for these bad boys, now it’s time to see them in-game!
Spike Blockade



Bouncer Blockade


 
Harpoon Tower



Bowling Ball Tower



 
Slice n' Dice Blockade


 
These towers not only look fantastic but are incredibly fun to defend with. There’s another set of towers that we’re putting the finishing touches on in regards to animation, so we’ll show off the concepts for now. Get ready, the Apprentice Towers are coming at ya!
Apprentice Towers
Arcane Barrier

 
Magic Missile Tower

Flameburst Tower

Lightning Tower

Deadly Striker Tower

 
Our goal was to make sure that the towers are very discernable from one another, something that was harder to do previously. We cannot wait for you to see their 3D beauty, we’re just giving it some finishing touches before doing so.
These are things you’ve seen before. How about we look at something that’s NEVER been seen before? Maybe a map?  Maybe a new map in Act 1? Actually yeah, that sounds pretty good. Let’s do that!
 
NEW MAP: Lava Mines
This map is one of the new campaign maps coming in Dungeon Defenders: Awakened! It’s a ton of fun to play, it’s absolutely gorgeous, and most of all — LAVA!





 
What’s Next?
We’re still working our hardest to ensure the Beta coming in November is going to be the best first step at letting you, our valiant Defenders, take on Dungeon Defenders: Awakened. There’s a ton of info we’re excited to gain, where we can make the game better, and most of all — LET YOU PLAY! There’s a ton still left to do, but it’ll all be worth it.
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:
Twitter
Facebook
Discord
Twitch
The entire team is having a blast working on DD:A, we cannot wait for all of you to get your hands on it. Stay tuned for more info!

For Etheria!

Chromatic Games
 
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