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Ice

Greetings Defenders,

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

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

Thank you!

pmasher

Defense Council



Etheria Needs a Hero



Only a handful of Eternia Crystals remain. The rest have shattered, and the Old Ones--a threat believed to be contained--are now free. In a brief period of time, theyve organized armies and conquered much of Etheria. We need the most valiant heroes to band together and form Etherias first Defense Council--the Sunderguard--to prepare for the fight against the relentless hordes!

Your Feedback Influences the Game



Next week, starting Monday, November 11th, 500 of you will have the opportunity to join this Defense Council. As Council members, you will gain access to bi-weekly sessions where youll get to play the game and give feedback on systems, maps, heroes, and more. Youll also be granted access to an exclusive forum and blog, where you can deliver your feedback directly to the development team.



As we get closer to alpha, your responsibilities will grow and you will have more opportunities to play the game and impact development in exciting new ways (sorry, we cant reveal what they are just yet!). Then, when the game launches, youll serve the first term of the in-game Defense Council, influencing decisions that shape the war against the Old Ones!



Council_MapReveal

One of the maps Council members will be the first to play later this year!





Council Seats Are Available November 11th



Were proud to announce that were partnering with Humble Bundle and Childs Play to bring you the Defense Council. There are three ways you can obtain a place in the Council:





    1. Donate $30 or more to Childs Play by using the Humble Widget above starting at 6pm EST on Monday, November 11th. There are only 500 of these slots available, so act quickly!

    2. Bid on additional seats on our Trendy eBay page found HERE.





Once again, all proceeds will go to Childs Play, an organization that provides video games to improve the lives of hospitalized children around the world.

Council_EmblemReveal

Our heroes receiving their Council emblems.





Miss Your Chance? Theres One More Way to Join



The final slots will be given through the community itself, so stay tuned to these forums over the next week to find out more ways you can get a spot on the council. Who knows, maybe a comment on this thread will earn you a seat!



If you have any questions about the Defense Council or how to enter, ask in the comments below. You can also find more questions answered here, in our FAQ. Were excited to see our Defenders come through for Childs Play and we cant wait to get you playing Dungeon Defenders II!



 
iamisom



It’s here! It’s finally here! For months, we’ve been itching to get the Terraria crossover into your hands. (Paws? Mitts? Cybernetic robo-arms?) The Terraria Update, out now on PC and PS4, is one of our largest content patches to date. We hope you have fun with those badass Terraria weapons while we continue working on Phase 3 of our Journey to Release Plan, which contains updates to Endgame, Loot, Inventory and much more that you’ve been asking for.

We had the pleasure of working with Re-Logic this year on this fun collaboration, and we can’t say enough about how amazing and talented they are. We’re so thankful to call them our friends. But we’ve even more thankful for you, our dear Defenders. Whether you’re just joining our community today or you’ve been with us for years, we appreciate your support!

(Before you read on, we wanted to let you know that we're doing a Dryad giveaway on Twitter!)

Features

Terraria Crossover

  • New Hero: The Dryad
    • The Dryad is the physical manifestation of the will of Terraria itself. With the wisdom of untold ages, she takes up arms to protect and defend her home against evil and corruption. Her World Tree is an anchor for all of her ferocious defenses.
    • Abilities
      • Ability One - Dryad’s Blessing:  Blessing surrounds the Dryad with leaves, shielding her and increasing her armor. When corrupt, Blessings deals damage around her.
      • Ability Two - Powder Toss: Purification mushrooms heal nearby allies and slow enemies. Corrupt mushrooms deal damage and stun when they expire.
      • Ability Three - Starfall: Starfall damages enemies and leaves behind a star that Dryads gather to replenish their mana. When corrupt, the star explodes and deals damage to enemies in its range.
      • Ability Four - World Tree: The World Tree provides the power that the Dryad needs to summon her defenses. It restores 5% of a hero's max HP over time while giving +20% Hero Crit Damage and +10% Hero Crit Chance to nearby heroes.
    • Defenses
      • Defense One - Moss Hornet’s Nest: The Dryad summons a hornet's nest that periodically summons a hornet which viciously attacks an enemy. When corrupt, it spawns more hornets.
      • Defense Two - Harpies’ Perch: The Dryad summons a dangerous Harpy that hurls feathers. When corrupt, the feathers pierce enemies in their path.
      • Defense Three - Slime Pit: Slime Pits spawn slimes that targets enemies and explodes, dealing damage to enemies on impact. When corrupt, they deal more damage in an area and oils enemies.
      • Defense Four - Angry Nimbus: The Angry Nimbus follows enemies, dealing damage over time and drenching enemies. When corrupt, it periodically zaps enemies for high storm damage.
  • New Map: Forest Biome
    • Experience the new Terraria themed map that includes some new mechanics that can change up your defense! (Can you say crafting stations?)
  • New Incursion: Dawn of the Blood Moon
    • The Blood Moon has come to the Forest Biome and brings a host of different enemies and a new larger threat...
  • New Enemy: Demon Eye
    • These pesky critters will fly around and poke you to death in the Forest Biome! Make sure you have some anti-air ready!
  • New Boss: Eye of Cthulhu
    • Have you seen his final form!? (2spooky5me)
  • New Weapons: Cranked up to ELEVEN
    • We added at least one new weapon for each hero in the game. Check out the Wayfarer to see all the new Terraria-themed weapons!
  • New NPC: Wayfarer
    • The Wayfarer has traveled far to peddle goods from the recent Incursion for all heroes to enjoy! Say “Hello!” to him in the Heroes Marketplace.


Try the Dryad Right Now!

  • Want to try out the Dryad before you unlock her? Head to the portal in the Heroes Marketplace and select Normalized Mode! This will let you experiment with the Dryad’s defenses and abilities in the Forest Biome.


Enhanced Training Dummies

  • We’ve added new training dummies in the Heroes Marketplace and the Private Tavern.
  • These new dummies will provide significantly better ways for players to track their BIG DEEPS.


Item Stacking Changes

  • Multiple items now stack higher than they did previously. Just a little preview of our upcoming Inventory UI revamp hotness.


Updated My Heroes UI

  • Much more informative and interactable (Google says this isn’t a word, but we don’t care) Hero UI while we work on our new UI improvements. Tooltips are finally working on this menu for PS4!


Loot Change

  • Any gear with class specific passives will now be locked to that class. This is in preparation for much larger itemization changes coming in future patches!


Balance

Monk

  • Base resistances buffed to make Monk more viable in melee.
  • All root motion has been removed from combat animations.
  • Sky Dragon’s Fury and Thunderball got a balance pass.
    • Damage Range increased from 100-200% to 140-200% Hero Damage.
    • Thunderball now procs 100% of the time with an 8 second internal cooldown.
    • Thunderball damaged once per second, instead of three times per second.


Squire

  • Base resistances buffed to make Squire more viable in melee.
  • Root motion removed from Light and Heavy attack stances.


Bug Fixes

🔥 Community Bug Fixes 🔥

This section is dedicated to bugs reported on our Bug Reporting site! Bugs labeled “Hot Issues” are next on our priority list. More community bug fixes coming in the next patch!

  • Every time Frostbite Towers would try to attack the same enemy, or if an enemy would die, they’d have to re-target, which caused their firing to break. This is no longer the case. Ice to meet you, bug.
    • Thanks, Zimmermann!
  • Buff beams were able to buff other buff beams. (Buff-beam-ception?) AND Buff auras buff Buff Beams which no longer buff buff beams, which no longer buff buff buff when you buff buff your buff buff.
    • Zimmermann crushing it with the buff bug reports!
  • EV2’s Heat now resets to 0 when build phase begins.
    • Thanks for staying on top of this bug, K-ToF!
  • “Hide Enemy Health Value” was causing Health to not display on towers and cores. Now it’s always visible.
    • Thanks for the report, Ancient Ogre!
  • Some Steam achievements were not unlocking after completing the requirement.
    • So glad to finally crush this bug. Thanks,K-ToF!
  • Mystic’s Dark Ritual blade was only dropping with set passives.
    • Good looking out, Hom-Sha-Bom!
  • PS4 - The Logo and Intro Video did not have any sound. Now you can hear their velvety goodness.
    • There’s still a sound issue where you can hear the Main Menu music during these cutscenes. We’ll get that one next. Thanks for the report, Plic!
  • Hero Critical Damage no longer bugs out when swapping characters, which caused some serious damage discrepancies. 
    • We came, we saw, we CRUSHED that bug. Thanks, Pandynator!
  • Updated some text warning people that Mystic’s Split Vipers Skill Sphere does not overwrite the reduction of damage of Slow Death.
    • Good catch, Dreamanime!
  • The toggle checkbox in the Options Menu for turning Damage Coalescing on and off now works correctly.
    • Pandynator is life. Pandynator is love.
  • The Abyss Lord’s Colossus would attack slower after being upgraded.
    • Thanks, JoghurtDipper!
  • Mystic’s Sand Viper tooltip no longer contains the “Enemies Chilled” stat.
    • Thanks for pointing that out, Talis Cat. Maybe we should add some random stuff to other defense tooltips just to keep you on your toes...
  • Activating the Trick or Treat chest on the wave 7 of the Temple of the Necrotic would spawn an invulnerable skeleton.
    • Uhhhh, surprise? Good catch, Klaga!
  • Abyss Lord’s Orc Blockade’s base would become displaced during Frenzy.
    • Thanks, Buddyvv!
  • The Apprentice’s Harbinger Staff was spawning anon-textured AoE graphic on the ground.
    • Graphic is now TEXTURIZED thanks to Dreamanime!
  • The Spooky Event title was not being rewarded.
    • A spoopy thanks to Virydis!
  • Altar Assassins now primarily target players. If they can’t find a player, they will attack cores.
    • Thanks for the report, o0Exile0o!
  • On Altar of Athame, it was possible to place defenses floating above the altar.
    • Thanks, geo981010!
  • Sky Dragon’s Fury passive typo fixed.
    • And with this report, Zimmermann takes the cake with the most reported bugs fixed in this update!


General Bug Fixes

  • The toggle checkbox in the Options Menu for turning Damage Coalescing on and off now works correctly.
  • New Defender Medal Monthly Pets no longer show up as regular monthly pets at the Petrinarian.
  • Hotswapping characters properly resets pet ability cooldowns.
  • Skeletons no longer spawn in non-combat phases.
  • Skeleton enemies no longer leave a lingering purple visual effect after death.
  • EV2’s passive “Torpedo Range” got a language pass.
  • The Challenge “Defender of Etheria” can only be completed in campaign and had its description updated to reflect thatintention.
  • Keybinds now save when you rebind keys at the title screen
  • Returning Players occasionally had the Monk and Huntress still locked when returning to the game after being inactive for awhile.
  • Mystic’s Dark Torment towers would not despawn.


PS4-Specific Fixes

  • When a Split-Screen player joined, sound effects stopped working until you opened the Options Menu.  There might still be occasions where this occurs. Please let us know on the Bug Reporting Site!
  • The Reward Select screen in Onslaught wouldn’t show up correctly in Split-Screen.
  • Scaled up the R3 button icon so that it’s more readable.
  • Tooltips weren’t showing up on Item Enhancement.
  • The Main Menu was interactable (dang it, Google, we’re making this a word) while the Intro Videos were playing.


Known Issues

  • Watermelon is spelled with two “L’s” in Etheria…
  • Phoenix projectiles spawned from Blaze Balloons via the From Ashes Passive are travelling along the ground… we’re trying to build their self-esteem back up and playing some Kenny G so they can soar once again.
  • Split-screen players loading into Curse of the Blood Moon Incursion (especially on Normalized) may be missing ability icons. Hotswapping resolves this.
  • My Heroes screen has some issues. We’re aware and working on them.
  • Nature’s Growth does not buff other World Trees at the moment.
  • If you jump mid spawn animation, the Mystic will become invisible… use that information how you will…
  • We saw an issue - once - with hero decks missing heroes when loading into the normalized Curse of the Blood Moon Incursion. We couldn’t repro it, but if you manage to figure out how to reliably produce this result let us know please.
  • The pressure sensitivity on some controller faceplate buttons can create some weird ‘intermediate’ press states in the newer UIs and on the Dryad’s jumping to flying transition.  TL;DR - Press hard or go home.
  • If you cast a Dryad ability while transforming it will resolve as though it were cast in the starting form rather than the ending form.
  • Frostbite Tower does not attack the training dummies in the tavern(s). (Don’t lie Zimmermann, you were going to report this if we didn’t call it out).
iamisom

Bkzj5iY.jpg

Greetings Defenders,

Patch 1.0.3 is available now on all platforms! Login now to get your FREE Beat the Heat Bundle, which is available from the in-game shop. The free bundle will disappear on August 10th, so don’t miss out!

FREE Beat the Heat Bundle & Double Gold Weekend Events

Login for the next two weeks and get free, exclusive items! You’ll find your free bundle at the in-game Shop (accessible through the Shop menu on the Pause screen). These items are only available until August 10th!

  • A free 4,000 Defender Medal gift!

  • An exclusive Purrville the Helicatter pet!

  • An exclusive Squilbur the Squid hat for the Squire!

  • An exclusive PAWS the Corgi shoulder pal for the Squire!

  • An exclusive shirtless beach Squire accessory!

  • An exclusive Squire beach shorts accessory!


Plus we’re doing TWO Double Gold Weekend events! The first event begins this weekend!

  • July 28th to July 31st:  Double Gold Weekend Event

  • August 4th to August 7th:  Double Gold Weekend Event


Once you redeem the bundle, you'll find your medals in your Inventory as an item. WARNING:  Make sure you have fewer than 8,000 Medals before redeeming or you will not get the full 4,000 Medal gift!

To find your accessories after redeeming the bundle, go to the Costume Shop, go to the Wardrobe, select the Squire, choose his Default costume, and you'll find his new accessories in the appropriate slots!


Loot Drop Updates

After reviewing player feedback and diving into the data, we agree that item progress, especially in Chaos 4-7, was too slow. There were too many items spawning that only gave very small increases in power. This was making it take far too long to beef up all your characters, and the problem grew worse as you played in the later Chaos difficulties.

So with this patch, in all Chaos difficulties (but especially in Chaos 4-7), items now drop with larger power increases than before, and we’ve increased the chances of finding items with larger power increases. Not only that, but we’ve added in the occasional chance for a ‘super drop,’ which gives you a chance at items that are substantially more powerful. There’s still a good bit of randomness in the system, so don’t expect to get loads of high-powered legendaries dumped on you in your first game. But there are now far more opportunities for ‘big wins’ than there were before, and we hope players really feel it!

While we don’t consider this a blanket ‘fix’ to all the known item issues the community has highlighted, we do consider it a great step in the right direction. More changes coming soon!


Four More Chaos VII Trials Maps

We’ve added four maps to the Chaos VII Trials rotation! These maps are:

  • Little-Horn Valley

  • Assault on Throne Room

  • Buried Bastille

  • The Dead Road

You’ll encounter 8 total maps when you tackle the C7 Trials. More Trials improvements to come!


DaFzWKb.jpg

Wall Collision & Range Indicator Updates

We’ve increased the collision size on our blockades!

  • The Spike Blockade collision volume is 37% larger on the X axis and 20% larger on the Y axis.

  • The Volcano's square collision volume is 37% larger.

  • The Training Dummy's square collision volume is 18% larger.

  • The Arcane Barrier's collision volume is 66% larger on the X axis.

  • The Maw of the Earth Drake's collision volume is 25% larger on the X axis.

  • The Viper's Fangs collision volume is 11% larger on both the X and Y Axis.

  • The Colossus' collision volume is 33% larger on its Y Axis.

In addition to this, we’ve added new range indicators on blockades to help you seal your lanes.


ZvRtyi2.jpg

Trap Range Indicator Updates

All traps now display two ground decals during placement and inspection modes:  one decal displaying the trigger radius, and another decal displaying the damage range! 


MUpqC9e.jpg

Minimap Improvements

The minimap now displays damage states for defenses. On top of the flashing when they get hit, towers will change colors from green, to yellow, to flashing red when below predefined health thresholds. Defenses that have been destroyed will also show up on the minimap with a blinking icon for 3 seconds for a better at-a-glance view of your moment-to-moment action.


Optimization Improvements

This patch includes several optimization improvements to the game, which should improve framerate on the Xbox One, PS4 and PC versions. We’re exploring more optimization changes to improve framerate, particularly on the console versions. Stay tuned for more information!


Xbox One Crash Fixes

This patch includes more Xbox One crash fixes!


Inventory Improvements

We’ve added a number of Inventory improvements in Patch 1.0.3:

  • Items can now be moved into bags with Auto Sort active.

  • Added a Hero Level/Ascension experience bar to the Inventory.

  • More Shards have unique icons now! This will help you find the Shard you’re looking for.

  • The Inventory now highlights any new item that the player didn't previously own until the player focuses on the new item. This includes auto-equipped items, items that have been manually picked up by the player, and bundled items like Shards.

  • Items selected in your Inventory will now highlight any valid slots on the left side Hero Manager screen, making it easier to determine which items can be equipped where.

  • The number of weapons a hero can equip is now accurate, which means only the Squire has two weapon slots now!


Disable Controller Vibration Option

For those who don’t like to play with your controller shaking like an earthquake, we’ve added the option to disable controller vibration!


Game Browser Gamepad UI Changes

We’ve made several usability changes to the Game Browser UI to make it easier to join and create games on gamepads!

  • When using a gamepad, the Join Game, Create Game and Refresh List options are now permanent keybinds on the Game Browser rather than physical UI buttons you have to navigate to. This should make joining and creating games MUCH easier.

  • On gamepad, individual game information will now update on highlight rather than on interact.


Xbox One Vsync Option

We’ve added a Vsync option for the Xbox One version in this patch!


Controller Deadzone Updates

Thanks to a wonderful Reddit post, we’ve updated our controller joystick deadzones. In case you don’t know, deadzones relate to how far you have to move the joystick from its central resting place before the game registers movement. A large deadzone means you have to push the joystick really far to the edge before movement begins; a small deadzone means very little joystick movement is needed. The result of these changes should improve overall joystick movement and give you more useful deadzone options.

  • Added Deadzone option to PC

  • Deadzones are now circles instead of squares

  • Updated the Deadzone slider to provide more useful deadzone options


Defense Balance Updates

Explosive Trap

While this trap has always had high damage potential, both its trigger and effect ranges limited its practical usage. We've made some quality-of-life improvements to the defense along with a slight power increase.

  • Trigger Range increase 150 -> 225 (+50%)

  • Base Effect Range increased 200 -> 300 (+50%)

  • Defense Power ratio increase 4.5 -> 5.5 (+22%)

  • Critical Damage ratio updated to match relative Defense Power change


Cannonball Tower

Our stalwart Cannonball Tower now has slightly more reach, slightly faster firing, and slightly more punch.

  • Range increased 2000 -> 2,500 (+25%)

  • Base Attack Rate improved 3.0s -> 2.5s (17% Faster)

  • Defense Power ratio increased 9.5 -> 11.5 (+21%)

  • Critical Damage ratio updated to match relative Defense Power change


Harpy's Perch

While the Harpy has good range and attack speeds, it needs a lot more punch to be competitive.

  • Defense Power ratio increased 1.9 -> 4.5 (+136%)

  • Critical Damage ratio updated to match relative Defense Power changes


Angry Nimbus

Angry Nimbus is now a much longer-range defense, more akin to an Earthshatter, with a wide radius. We've made it cheaper to be easier to deploy. It doesn't have as much raw DPS as other single-target defenses, but its immense range / radius should give it placement options that higher-DPS defenses can't use.

  • Range increased 2,500 -> 4,000 (+60%)

  • DU Cost decreased 80 -> 60 (25% Cheaper)

  • Defense Power ratio decreased 47.5 -> 40 (-16%)


Obelisk

Oby's one of our most-fun defenses, but with an extremely high cost coupled with a primary attack that only deals damage to 1 target very slowly, it was pigeonholed into a very narrow role. We've radically rebalanced the Obelisk by making it cheaper, faster, and at upgraded tiers, apply its cool effects more frequently.

  • Cost decreased 100 -> 40 (60% Cheaper)

  • Base Attack Rate improved 4.0s -> 3.0s (33% Faster)

  • Attack Rate maximum improved from 2.0s max -> 0.75s max

  • Duration of CC effects slightly reduced (to counterbalance the defense having a much faster rate of fire)

  • Defense Power ratio decreased 50 -> 27.5 (-45%)

  • Critical Damage ratio updated (uses custom critical damage scaling equal to Defense Power ratio)


Ballista

Range has been increased for the Ballista, along with a slight rate-of-fire increase.

  • Range 2500 -> 3000 (+20%)

  • Base Attack Rate improved 5.0s -> 4.0s (20% Faster)


Earthshatter Tower

Earthy's undergone a major facelift, drastically reducing its cost and improving its rate-of-fire. Its per-hit damage has come down slightly, but given that it was overkilling many smaller enemies by large values, these net changes should help reduce its massive overkilling problem.

  • Cost decreased 80 -> 60 (25% Cheaper)

  • Base Attack Rate improved 4.0s -> 3.0s (25% Faster)

  • Defense Power ratio decreased 31 -> 25 (-20%)

  • Critical Damage ratio updated to match relative Defense Power change

   

Sand Viper

Sand Viper was pretty flexible, but it lacked enough punch to be worth it (Split Vipers aside). We've improved it to keep it competitive in its base form with other defenses.

  • Defense Power ratio increased 4.0 -> 5.5 (37.5%)

  • Critical Damage ratio updated to match relative Defense Power change


Lightning Strikes Aura

The Lightning Strikes Aura received a bit more of a serious redesign. We have a lot of high-cost, high single-target damage defenses already. We're changing the LSA to have much lower cost, giving it more flexibility of placement, rather than focusing on massive damage per hit.

  • Cost decreased 40 -> 20 (50% Cheaper)

  • Base Attack Rate improved 5.0s -> 4.0s (20% Faster)

  • Attack Rate maximum improved 2.0s max -> 1.0s max

  • Defense Power ratio decreased 21 -> 13 (-39%)

  • Critical Damage ratio updated to match relative Defense Power change


Hornet's Nest

  • Now properly scales with Defense Speed!

  • Defense Power increased from 1.6 -> 2.8

  • Attack Rate decreased from 0.6 base to 1.2 base

  • Maximum Attack Rate updated to 0.3

   

Blaze Balloon

The Blaze Balloon has a strong overall damage output, but a high cost that makes it difficult to slot. We've pulled down the cost significantly to make it easier to work into existing builds.

  • Cost decreased 80 -> 60 (25% Cheaper)

  • Defense Power ratio decreased 22.5 -> 17.5 (-22%)

  • Critical Damage ratio updated to match relative Defense Power change

   

Poison Dart Tower

When we updated the PDT's targeting, it went from being a 'mostly' single-target tower to a multi-target death machine, and our balance did not really sync well with that functional change. We've revised its balance to bring it down closer to other multi-target defenses like the Flame Aura, while still giving it some punch against single enemies.

  • Dart Defense Power ratio increased 1 -> 1.25 (+25%)

  • Poison Defense Power ratio decreased 4 -> 2 (-50%)

  • Critical Damage ratio updated (uses custom critical damage scaling of 3.0)

   

Serpent's Coil

While the impact of Serpent's Coil is small, we want Mystic players to leverage it and have boosted its power to make it a relatively safe choice.

  • Defense Power ratio increased 3.0 -> 4.5 (+50%)

  • Critical Damage ratio updated to match relative Defense Power change

   

Skeletal Archers

Archers were decent, but they weren’t quite strong enough to compete with some of our stronger defenses. We've given the twins some more 'muscle' behind their bows, as much as skeletons can use muscle...

  • Defense Power ratio increased 9.0 -> 11.5 (+27%)

  • Critical Damage ratio updated to match relative Defense Power change

   

Weapon Manufacturer

Well, apparently the weapon manufacture was mostly manufacturing auras, but very few weapons. We've reduced the overall damage output of its auras in the hopes that it still sees some use, but leans more heavily on the weapon aspect and a little less on the aura aspect.

  • Defense Power ratio decreased 4 -> 3.25 (-19%)

  • Fixed a bug where the node increase Shard effect would remain on built WMs after removing the Shard from the relic

  • Critical Damage ratio updated to match relative Defense Power change


Other Balance Changes

Tiny Ogres (Campaign)

  • Tiny Ogres (Campaign) now have the same rough health/dps as a T3 Drakin


Abyss Stone

Abyss Stone has been refactored. We've enabled proper Criticals and drastically increased the damage-per-hit but reduced its duration. The net result is roughly the same total damage, but with much higher damage-per-second. Additionally, Abyss Stones no longer interfere with the placement of future Abyss Stones.

  • Ability Power ratio increased 6.0 -> 11.0

  • Criticals properly enabled (uses default 15x ratio and proper Hero Crit Chance)

  • Duration decreased 8s -> 6s

  • Attack Rate slowed 0.5s -> 1.0s


Knight of the Abyss

KoA has been almost exclusively the go-to ability for the Abyss Lord, even after our last round of changes, and we're trying to breakup his combat gameplay a bit more by reducing his reliance purely on KoA for both damage and stuns by making this change alongside the Abyss Stone refactor.

  • Ability Power ratio slightly decreased 21.5 -> 20.0


Shatter Combo/Frosty Proton Node

We’ve also finally made some updates to the Shatter combo effect. While we’re super happy to see players using Frosty Proton Node to setup this combo, we felt that the potential damage output of the Shatter effect was a bit too strong. We really didn’t want to nerf Frosty Proton Node, and there was certainly no call to nerf the Cannonball Tower, Earthshatter Tower, etc., so we went with a reduction to the Shatter effect itself. Shatter will still obliterate weaker enemies like Goblins, but after this patch, it will no longer be a guaranteed kill on tougher enemies like Drakin and Berserkers. We’ve also fixed it so it can now damage minibosses / special enemies, instead of just consuming the Freeze and having no effect.


Geode Prime Special Enemy

Geode Prime now has been updated to be a correct special miniboss.

  • Health and Tenacity increased substantially

  • Size and Collision increased as well

  • Loot fixed to have the same loot drops/chances as other specials/minibosses


Other Changes

  • Betsy weapons have been added to the Wayfarer shop.

  • Monk’s Pole Smash can be activated in mid-air.

  • When the Inventory is full and auto-collect is set to pick up items, those items are now sent to the Scavenger.

  • A text announcement will now display when opening an individual Shard Pack letting you know what Shard you received.

  • Updated the Xbox One and PS4 Options menu UI.

  • Increased the placement range of EV2’s nodes.

  • Volume will now update in real-time when adjusting the sliders in the Options menu.

  • Ground lane wisps will now only appear in Campaign Normal.

  • Updated Explosive Trap VFX and scaled them up a bit.

  • Updated melee impact VFX for Squire and Monk.

  • Buff Beam description updated to mention Defense Crit Damage effect.

  • Increased Summary Screen timer to 90 seconds.

   

Bug Fixes

  • Fixed an item duping bug. All duped gear has been removed. Thanks for reporting this, Defenders! You da real MVPs.

  • Made multiple changes to reduce the likelihood of seeing an infinite loading screen.

  • Added a possible solution for inventory data getting wiped.

  • Fixed a memory leak related to defenses.

  • Relics will now properly drop while playing as the Gunwitch.

  • The Zapper special enemy will appear in Chaos VII Trials once again! Mwahahaha!

  • Fixed a stuck Siege Roller spawning issue in the Ramparts.

  • Fixed a bug where the Invert Y Axis option wasn’t working properly.

  • Fixed a bug where the Apprentice, Gunwitch and Lavamancer auto-collect options weren’t working properly.

  • Fixed a bug where loot could drop without stats if it dropped while loading into a map.

  • Fixed a bug where Abyss Stones couldn’t be placed in the same spot as a previous Stone.

  • Fixed a bug where Slime Pits and Hornet's Nests would occasionally ignore enemies within range.

  • Fixed multiple bugs where Shards weren’t dealing the correct damage type (Ability Power vs. Hero Damage, etc.)

  • Slime Pit Slimes no longer try to attack flying enemies.

  • Fixed a bug where the mouse cursor set itself to the upper-left corner instead of centered on screen when entering into menus.

  • Fixed a bug where interacting with an item before the tooltip of the item loaded caused the tooltip to never unload.

  • The Use Key context icon no longer appears enabled and usable on the open Lockbox UI when you don't have a key.

  • Fixed a bug where the victory hero waving animations didn’t always play.

  • Fixed a bug where the reticle didn’t correctly change colors for players, NPCs and objectives.

  • Fixed a camera issue with the Seamstress.

  • Fixed animation flickering issues with the Initiate’s Chi Stomp.

  • The Monthly Mission pets from the DM shop are now display their proper meshes when viewed in the Petrinarian UI.

  • Incursion weapons that drop in maps now have the correct level requirements.

  • Fixed a bug where the Gunwitch's weapon wasn’t now properly displaying to other players.

  • Fixed an issue where some cutscenes weren’t rendering properly.

  • Fixed a bug where the Apprentice’s right-click animation wouldn’t play in mid-air.

  • Fixed the name of the Glaive of Storms in the Wayfarer shop.

  • Fixed a bug where purchasing a premium egg and then incubating it right afterward would cause a temp/placeholder icon to appear in Hatchery UI.

  • Fixed a bug where Inventory Tooltips for Weapons, Gear and Pets in the top Inventory rows would get cut off in the comparison view.

  • Fixed a bug where attempting to bind ` or Tab would break all functionality on the controls screen.

  • Fixed several visual bugs and collision issues on the Hot Springs map.

  • Fixed a bug where the controller users couldn’t scroll the Summary Screen on 4:3 resolutions.

  • Fixed a bug where the Haunting Shard VFX was off center of weapon. Now spawns from center of player.

  • Fixed a bug where the Siege Roller would get stuck when killing a blockade with a node nearby.

  • Fixed a bug where the Call of the Kobold Shard VFX was not deactivating properly.

  • Fixed a bug on PC where changing the Graphics Quality Preset option using a gamepad caused it to stick there.

  • Removed some non-obscene phrases from the profanity filter.

  • Fixed a visual bug with the Lockbox UI.

  • Fixed a visual bug with the Initiate’s Defense Boost aura where the VFX would remain after the ability was finished.

  • Fixed a visual bug with the Empowered Beam projectile.

  • Fixed a bug where Hero Crit DMG and Elemental DMG sorting wasn’t accessible by gamepad.

  • Fixed a bug where the hatchery UI would become unusable if a player incubated a Defender Medal egg but closed the UI without actually hatching it.

  • Fixed a VFX bug with EV2’s Proton Charge ability.

  • Bag Inventory warning no longer overlaps Quest UI.

  • The Level Up popup no longer overlaps with the Build Phase/Combat Phase/Wave Complete popups.

  • Fixed a bug where the Dryad World Tree’s “Damage Taken” stat wasn’t accurately displaying.

  • PS4 - The Reset to Defaults popup in the Options menu no longer gets cut off with split-screen active.

  • Fixed a bug where the Lavamancer’s right-click could move players into spawn points.

  • Fixed a bug where a Weapon Manufacturer node could be placed inside a Flame Aura by inspecting the aura.

  • Fixed a typo in the Sandstorm Warrior tooltip to accurately reflect its damage.

  • Fixed a VFX issue with the Blaze Balloon while using the Corrupted Tower Skin set.

  • Fixed a bug where hotswapping heroes would cause the hero to die.

  • Automeow & G4-T0 are now able to roll their unique pet abilities again.

  • Fixed a bug where the Inspiring Strikes Shard could trigger from defense attacks.

  • Fixed a bug where certain special enemies weren’t spawning on the Forest Poachers Incursion.

  • Fixed a bug where the Overwhelming Buster weapon Shard could be equipped to non-weapons.

  • Fixed a bug where the Charged Shot weapon Shard could be equipped to non-weapons and incompatible weapons.

  • Fixed a bug where sometimes keybindings couldn’t be rebound.

  • Fixed a bug where the top bar UI currency element would disappear.

  • Fixed a bug where the Apprentice marks wouldn’t clear properly if the Apprentice is hotswapped to another hero,

  • Fixed a bug where the Fiery Brimstone Shard would appear to be equippable for non-Tomes.

  • Fixed a bug where Harbinger Shards were dealing more damage to Siege Rollers than intended.

  • Fixed a bug where Inspect Defense could not be used on EV2 defenses in certain situations.

  • Fixed a bug where volume options when opening certain menus.

  • Fixed a bug where the Skeletal Ramster would not hit targets close to it while under the effects of Direct Command.

  • Fixed a bug where Shards in the World Tree would not get reapplied if the Tree was rebuilt after being destroyed.

  • Fixed a bug where using Pole Smash on larger enemies that can’t get knocked up would still let the Skyguard attack them.

  • Fixed an inventory icon VFX issue.

  • Fixed a bug with flying enemy icons on the minimap.

  • Fixed a bug with shop item tooltips not displaying correctly.

  • Fixed a bug where the Ascension button would sometimes not be active when opening the Inventory.

  • Fixed a bug where the Dryad was able to use abilities during transformation.

  • Fixed a bug where using the Dryad’s Starfall immediately after transforming would cause the ability to malfunction.

  • Fixed a bug where enemies would occasionally spawn under the map on Greystone Plaza.

  • Fixed a bug where the Skeletal Orc blockade would incorrectly accept Direct Command before fully spawning in.

  • Fixed a projectile firing issue with single-shot Polearms where the projectiles weren’t going towards enemies properly.

  • Fixed a VFX problem with Legendary weapons on the Shard Equip screen.

  • Fixed a VFX problem with the Flamethrower tower.

  • Fixed a bug where enemies were able to walk up walls and around light posts on Little-Horn Valley.

  • Fixed a bug where the Harbinger’s ranged attack wasn’t properly damaging certain defenses.

  • Fixed a bug where the Dryad could get visually stuck in corrupt form when hotswapping.

  • Fixed a VFX issue at the Costume Shop.

  • Fixed a bug where the Split Vipers Shard could also grant the Constrictor Shard bonus without having the Constrictor Shard equipped.

  • Fixed a VFX issue with the “New” icon on maps after unlocking them.

  • Fixed a bug where the Fissure defense would remain “busy” if the wave ends while recharging.

  • Fixed an issue with enemies getting stuck in spawners on Nimbus Reach.

  • Fixed a text issue with the Fissure of Embermount.

  • Fixed various text issues with the Heroes Marketplace.

  • Fixed various text issues with the Emporium.

  • Fixed a bug where one of the Buried Bastille cores did not have the correct health value.

  • Fixed a bug where the Campaign boss timers were appearing in Chaos Trials.

  • Fixed a bug where the gamepad controls would sometimes appear on the Game Browser while using mouse/keyboard.

  • Fixed a bug where the full size of the buttons on the Summary Screen were not fully interactable.

  • Fixed a bug where players using gamepads would be unable to join Public Games on the War Table if the auto-collect message would appear.

  • Fixed a bug where players could get trapped inside the falling ships on the Betsy map.

  • Fixed an issue where the flying lane icons would not appear on the Dawn of the Blood Moon Incursion.

  • Fixed a VFX issue with the Ghastly Halberd.

  • Fixed an issue with the taunt VFX from Shards.

  • Fixed a VFX issue on the Create Hero screen.


Known Issues

  • The Minimum Ascension Filter does not work when using the Continue function. This is something we’re going to fix in our upcoming patches.

  • (PC) The controller will not work if you turn on the controller while on the Main Menu after a fresh boot of the game. Rebooting the game or waiting until you reach the Tavern or Town to turn on the controller will get around this issue.

iamisom



Dungeon Defenders II is officially out of Early Access and free-to-play on Xbox One, PC & PS4! With this major milestone in our game’s history, we’re releasing Update 1.0.

Update 1.0 focuses on our New Player Experience. This update fixes a ton of bugs, adds a lot of polish, introduces more quality-of-life changes, improves our early-game experience, and gets new players through Campaign and deep into Chaos. After today, we’re spinning up on features and changes you’ve been asking for (Endless Mode says hi).

We’ve been in Early Access for more than two years. With more than 60+ updates, Dungeon Defenders II has grown up before our very eyes. It’s been exciting and, quite frankly, a little unnerving to develop a game with you watching every step of the way. Our growth and improvement is because of your support, your feedback and the dedicated members of our team who went above and beyond to drive our game forward. We’re proud of where Dungeon Defenders II is today, but launch is just the beginning. With your support, Dungeon Defenders II is only going to get bigger and better!

Here are the notes for Update 1.0:

Xbox One Version Available Now!

Brewed in secrecy, the Xbox One version is finally here! Download the game for free here.

The Xbox One version includes:

  • All of the content & features from the other versions of the game

  • A limited-time exclusive map & Incursion:  Yeti’s Revenge

    • This map and Incursion will be available on PC & PS4 in our next major update!

  • An exclusive pet

  • An exclusive weapon

 

giphy.gif

Features

The Initiate

Come on and SLAM!

The Initiate is our first gender-swap hero. This powerful Chi-wielding warrior is the gender swap of our bald friend, the Monk. She uses the same defenses as the Monk, but she comes with a suite of new abilities:

  • Chi Stomp:  A powerful slam that can be activated in mid-air!

  • Crippling Chi Wave:  The Initiate builds up a glowing ball of Chi and launches it at her enemies, which damages and debuffs any enemies hit!

  • Talisman of Empowerment:  The Initiate places a talisman on the ground that temporarily boosts the power of nearby defenses!

The Initiate is available at a lower Gem and Defender Medal price than other heroes. And don’t worry:  The Barbarian will have his time to shine soon.


Updated Tutorials

Play our all new Tutorial map and check out our new Tutorial videos with the new How To Play Menu! The new videos and map cover a variety of helpful hints, tips, and tricks that will aid in your defense of Etheria!

 

Updated Story and Campaign

Etheria has never felt so alive! Play through the updated story in our revamped Campaign experience and stave off the Old Ones advance. Prepare for new threats and twists that will appear. Make sure to keep an eye out during Build Phase!

 

New Summary Screen & Score System

At the end of each map, whether you win or lose, there’s a new summary screen that will score you based on your performance. Our new scoring system includes many different modifiers and bonuses to help you tweak your builds and get higher and higher on your personal mental leaderboard. Shortly after the release of score, we’ll add some form of score tracking for players to see!

 

Updated HUD & Health Bars

We’ve updated a number of our Heads-Up Display elements to make the UI cleaner while providing more information. The biggest change is the addition of hero deck hotkeys above the Health Bar. Now you can easily see which hero is in which hero deck slot hotkey, which is especially handy if you’re the kind of player who constantly rotates heroes in and out of your Hero Deck!

 

New Tower Skins

Check out the all new Bit Crush Dryad, Woodland Apprentice, and Hypno Abyss Lord Tower Skins! (Time for an Abyss Lord/Monk defensive DANCE PARTY! Unce unce unce #hype)

 

New Shard Icons

We’ve added new iconography for some of the most popular Shards in the game. We’ll continue to improve on our Shard icons after launch!

  • Channel - Icon Type Change

  • Inspiration - Icon Type Change

  • Hero Critical Strike - Minor Border Change

  • Life Leech - Icon Type Change

  • Speed Boost - Icon Type Change

  • Superconductor - Icon Type Change

  • Construction - Icon Type Change

  • Explosive Guard - Icon Type Change

  • Defensive Critical Damage - Minor Border Change

  • Destruction - Minor Border Change

  • Fortification - Minor Border Change

  • Deadly Strikes - Icon Type Change

  • Panic Fire - Icon Type Change

  • Press Your Luck - Icon Type Change

 

Incursions & Legendary Weapons

As part of our New Player Experience, we’ve introduced Incursions into Chaos! The goal of our Incursions is to provide variety and progression milestones as players progress through Chaos.

Each Chaos tier will now have its own unique Incursions. After completing an Incursion, you’ll unlock unique Legendary weapons at the Wayfarer! The Wayfarer will forge these unique weapons based on your highest powered hero. The Wayfarer will sell these weapons for Defender Medals, so be sure to sell those Souls4Gold when the update comes out!

As for long-term gameplay variety in our endgame, we have a number of interesting changes and features we’re going to add post-launch. Stay tuned!

 

New Weapons

In addition to the Wayfarer weapons, we’ve added many new weapon models to the game across many of our different heroes. Go forth and get that sweet new loot!

 

PS4 Optimization

This update improves PS4 framerate, especially when a lot of enemies are on-screen at once. This is just the first of our optimization updates for the PS4 -- shortly after launch, we have a litany of other changes that should improve framerate even more!


Quality of Life

  • Added a new Minimum Ascension Level host option.

  • Added the ability to rename your heroes for free in the Inventory.

  • Added controller sensitivity option on PC.

  • Revamped range indicator decals for visibility.

  • Now you can play and access everything on PC with a controller, including the Options Menu!

  • Added the names of defenses under relic slots.

  • Added Server Region display to the Main Menu.

  • Improved the Flamethrower Tower’s visual effects.

  • Added a minimap and NPC blips to the Heroes Marketplace.

  • Improved player name display with proper capitalization!

  • Added a “Hold <blank> to rotate tower” for PC controller users.

  • Improved and unified the look of many different UIs.

  • Updated the first quest in the game to have smarter text and a better UI.

  • Victory chests show up on all minimaps.

  • The War Table in the Private Tavern should now default to Private Games. Such private. Many seekrits.

  • Updated the game icon to the Squire’s Head. This was the most important change of all.

 

Balance

Core Health

  • Increased the core health in Chaos to protect against enemies one-shotting the core

 

Shards

  • Ballista - Black Arrow damage increased from 50% to 60%.

  • Cannonball - Stun Fire proc increased to 25% and stun duration from 2.4 to 3.0 seconds.

  • Cannonball - Heavy Cannonball damage increased from 950% to 1250%.

  • Earthshatter - Earth Toss proc chance increased from 35% to 100%. Knockup duration increased slightly.

  • Fire for Effect chance increased from 25% to 45%

  • Flame Aura - Encroaching Flames proc chance increased from 25% to 30% and damage increased from 40% to 60%.

  • Skeletal Archer - Explosive Arrows proc chance increased from 15% to 30% and damage increased from 110% to 450%.

  • Snakes on a Plane - Proc chance increased from every 5 seconds to every 3 seconds and damage increased from 525% to 3000%.

  • Enduring Bubble - Levels increased from 8 to 10. Buff duration decreased from +5 seconds to +2 seconds.

  • Lateral Blast - Damage increased from 725% to 2250%.

  • Mega Rock - Proc chance increased from every 10 volleys to every 5 volleys. Damage increased from 1150% to 4000%.

  • Frosty Proton Node - Proc chance increased from 5% to 25%, duration decreased from 5 to 2 seconds.

  • Gunwitch’s Hunting Blind Tower damage unchanged from 0% to 0%.

 

Betsy Weapons

  • Betsy weapons now have their shards locked in a shard slot to mimic their old, pre-shard passive effects.

  • Apprentice and Huntress Betsy Weapons have had updated firing rates and damage to better match our new balanced solutions.

  • Updated Betsy’s Empowered Lightning Shard description to make more sense.

 

Bug Fixesss

  • Fixed another magical Proton beam crash. Huzzah!

  • Fixed an issue with an endless black screen after multiple loading screens.

  • Hero Information and Currency indicators should no longer overlap.

  • Improved fullscreen and windowed game display modes.

  • Fixed another Siege Roller stuck issue.

  • Power Transfer Shard functions when equipped to Boost Aura now.

  • “Speeds” are “Orbs” again.

  • “Skulls” are “Marks” again. We have no idea how that happened.

  • This also means the Orb and Mark filters work again!

  • Abyss Lord’s Abyss Stones are now able to crit.

  • This update fixes a bug where multiplayer enemy health scaling was scaling higher than intended. Per-player enemy health scaling is now +25% rather than +50%. Go forth and defend with friends!

  • Fixed an issue where you could not drop a Shard onto a bag icon.

  • Shard Packs and Shards should go through the proper auto-collect flow now.

  • Fixed a text pop up at a really high Ascension level.

  • Jumping and using the right click dash on the Lavamancer should work properly now while dashing around the map. No more randomly hitting invisible walls! HOORAY!

  • The Ogres on the Forest Ambush Incursion thought it’d be really cool to just T-pose for fun. We set them straight.

  • The crosshair reticle should now turn the correct colors when targeting allies and other things in game. It will be colors other than red now! ADDITIONAL HOORAYS.

  • Updated several error message text to make more sense.

  • The resolution selector in the Options Menu is now scrollable with scroll wheels.

  • The World Tree now properly gets destroyed during the Victory animation if it’s too close to the Victory Chests.

  • Updated the description on the Shadowflame Dagger.

  • Updated the consumable tooltip to use the new UI.

  • Combined Power - Serpent’s Coil beams will now attack training dummies.

  • Updated the error text if there are no marked targets for Arcane Volley.

  • Gunwitch’s Snipe Critical Damage Shard no longer applies to all elemental damage.

  • Fixed the Level 50 Level Up Pop Up to show Level 50 instead of “Level 0”.

  • Renamed the default hero names to their classes.  Squire is now “Squire.”  Monk is now “Monk.”  Barbarian is now “Pete.”

  • Fixed a challenge display issue where it would render completed challenges twice in the UI.

  • Flame Aura properly calculates crit damage and chance into its inspected DPS number.

  • Fixed a matchmaking issue where if Player 2 declines, then Player 1 gets an “Unknown Error.”

  • Fiery Brimstone Shard now only works for the Abyss Lord as originally designed and fixed the critical damage scaling on the procs from 100% to 12% where it should be.

  • Unequipping items will go through the auto-collect flow and go to the bags that they should be.

  • Fixed an issue where swapping to EV2 Mark III was causing a rogue torso to display.

  • Fixed Drakken’s eyes and mouths to be glowing properly.

  • Added a notification that a party request has been sent to another player.

  • The “Could not authenticate with Steam… try again?” pop up was missing some buttons.  We gave them back.

  • Fixed a crash if you had selected Exit on a menu screen while an immediate message was being displayed.

  • Mystic’s Dark Torment damage over time critical effect is no longer scaling inversely with hero damage.

  • Fixed a billboard issue on Siege of the Throne Room.

  • Fixed an area where Kobolds could get stuck in the Ruins.

  • G4T0’s facial animations have been restored! Beep boop. Bloop.

  • Fixed a boost aura description typo.  “Precentage” is right… right?

  • Fixed small lighting issues on the Dryad Hornet’s Nest and Slime Pit.

  • Monk’s alternate attack is no longer blocked by towers.

  • Fixed the wyvern death animation.

  • The Weapon Filter on the Filter By… bag no longer has defense stat options.

  • Fixed a spot on Dragonfall Plaza where the Dryad could exit the map.

  • Fixed several small issues with tower damage challenges.

  • Fixed a massive performance issue with Shield Geodes.  Should be most noticeable on PS4.

  • PS4 - Dark Torment’s visual effects now display properly.

 

Known Issues

  • No “Press G to End Match” message is displayed after beating wave 4 on Airship Battle. This is only a visual problem and G still functions correctly.

  • Glaive of Storms isn’t currently purchasable in the wayfarer shop. It still unlocks and drops from the Power Surge Incursion.

  • Glaive of Storms’ unique shard is missing its icon.

iamisom

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Greetings Defenders,

It’s been a busy few weeks! We were absolutely blown away by the launch reception. As more players dove into the game, we scrambled to put out the server fires. You may have noticed several patches and maintenance updates since launch, which we’re pleased to report have greatly improved our server stability. On the Xbox One side, these server issues also caused several crashing issues -- most of which were fixed in last week’s patch! There’s still work to do, but things are looking brighter by the day.

Alongside Xbox One and server fixes, our team is working on Patch 1.0.3! This patch contains loot tweaks, balance changes, optimization updates, quality-of-life improvements and bug fixes based on the feedback we’ve seen since launch. It also includes a little something special for sticking with us through the launch madness! We’re still finalizing and testing the patch, so we don’t have a release date for Patch 1.0.3 yet. We’ll have a release date for you soon!

Here’s what’s coming in the patch:

FREE Beat the Heat Bundle & Weekend Events

In Patch 1.0.3, we’re giving away some exclusive gifts for hanging with us through our launch kinks. These items will only be available for a limited time once the patch comes out:

  • A free 4,000 Defender Medal gift

  • A free, exclusive Purrville the Helicatter pet!

  • A free, exclusive Squilbur the Squid hat for the Squire!

  • A free, exclusive PAWS the Corgi shoulder pal for the Squire!

  • A free, exclusive shirtless beach Squire accessory!

  • A free, exclusive Squire beach shorts accessory!

  • And our eternal gratitude, which is the most priceless gift of all. Literally. It has absolutely no real-world value. Damn you, society!

Plus we’re doing TWO Double Gold Weekend events when the patch comes out! Keep your eyes peeled for more details on these free items!


Xbox One Crash Fixes

This patch will include more Xbox One crash fixes. It’s also our goal to release another hotfix before this patch releases with even more crash fixes!


Loot Drop Updates

After reviewing player feedback and diving into the data, we agree that item progress, especially in Chaos 4-7, is too slow. There are too many items spawning that only give very small increases in power. This is making it take far too long to beef up all your characters, and the problem gets worse as you play in the later Chaos difficulties.

So with this patch, in all Chaos difficulties (but especially in Chaos 4-7), items will drop with larger power increases than before, and we’re increasing the chance of finding items with larger power increases. Not only that, but we’re adding in the occasional chance for a ‘super drop,’ which gives you a chance at items that are substantially more powerful. There’s still a good bit of randomness in the system, so don’t expect to get loads of high-powered legendaries dumped on you in your first game. But there are now far more opportunities for ‘big wins’ than there were before, and we hope players really feel it!

While we don’t consider this a blanket ‘fix’ to all the known item issues the community has highlighted, we do consider it a great step in the right direction. More changes coming soon!


Four More Chaos VII Trials Maps

We’re adding four maps to the Chaos VII Trials rotation! These maps are:

  • Little-Horn Valley

  • Assault on Throne Room

  • Buried Bastille

  • The Dead Road


You’ll encounter 8 total maps when you tackle the C7 Trials. More Trials improvements to come!


Wall Collision & Range Indicator Updates

We’re increasing the collision size on our blockades!

  • The Spike Blockade collision volume is 37% larger on the X axis and 20% larger on the Y axis.

  • The Volcano's square collision volume is 37% larger.

  • The Training Dummy's square collision volume is 18% larger.

  • The Arcane Barrier's collision volume is 66% larger on the X axis.

  • The Maw of the Earth Drake's collision volume is 25% larger on the X axis.

  • The Viper's Fangs collision volume is 11% larger on both the X and Y Axis.

  • The Colossus' collision volume is 33% larger on its Y Axis.


In addition to this, we’ve added new range indicators on blockades to help you seal your lanes.


Trap Range Indicator Updates

All traps now display two ground decals during placement and inspection modes:  one decal displaying the trigger radius, and another decal displaying the damage range!


Minimap Improvements

The minimap now displays damage states for defenses. On top of the flashing when they get hit, towers will change colors from green, to yellow, to flashing red when below predefined health thresholds. Defenses that have been destroyed will also show up on the minimap with a blinking icon for 3 seconds for a better at-a-glance view of your moment-to-moment action.


Balance Updates

We’re making numerous balance updates to specific defenses with this patch, with a special focus on a few of our less frequently used defenses.

Most of our fixed-target towers (Cannonball Tower, Harpy’s Perch, Earthshatter Tower, etc.) will see a substantial increase in their overall DPS. This is a straight stat boost to these towers, trying to make them competitive with defense that can hit many targets. We want to see these towers leveraged more, especially in Chaos difficulties where projectile towers are expected to shine.

Defenses with extremely slow ATK Rates (Earthshatter, Lightning Strikes Aura, etc.) will see some improvements in their ATK Rate. While we’re not expecting every defense to hit as fast as the Flame Aura, the slow ATK Rates on these defenses has lead to a lot of ‘overkill’ damage and general targeting failures. These defenses will fire faster by roughly a second or so than they are currently, with corresponding adjustments to Defense Power and Crit Damage ratios.

Next up, many of our defenses with very high DU/Mana costs will see their base costs come down. Defenses like the Blaze Balloon have proven hard to use, despite their relatively high DPS outputs, and we want to get them back into regular usage. This change is intended to be more of a usability improvement and not a straight stat buff, so we’re accompanying these changes with corresponding reductions to their Defense Power and Crit Damage ratios when appropriate.

There’s a few bug fixes going in that will affect balance as well. Swapping shards to temporarily increase the max nodes on some of EV2’s defenses has been eliminated; you must leave the shard on the defense or the extra nodes are removed. We’ve also fixed a terrible bug with Hornet’s Nest that was crippling its DPS, and it should result in it being quite a powerful defense again!

We’ve also finally made some updates to the Shatter combo effect. While we’re super happy to see players using Frosty Proton Node to setup this combo, we felt that the potential damage output of the Shatter effect was a bit too strong. We really didn’t want to nerf Frosty Proton Node, and, there was certainly no call to nerf the Cannonball Tower, Earthshatter Tower, etc., so we went with a reduction to the Shatter effect itself. Shatter will still obliterate weaker enemies like Goblins, but after this patch it will no longer be a guaranteed kill on tougher enemies like Drakin and Berserkers. We’ve also fixed it so it can now damage minibosses / special enemies, instead of just consuming the Freeze and having no effect.

And while the reign of the Weapon Manufacturer (and to a lesser extent, the Poison Dart Tower) has been interesting, it’s proven to be too much of a ‘one stop shop’ solution to many Chaos difficulties. As such, we’re making some adjustments to reduce its dominance, with the hopes of seeing diversity increase with these changes plus our numerous defense buffs.

We hope these changes will improve diversity and flexibility amongst builders in all Chaos difficulties! Fans of the Mystic and the Obelisk will want to take special note, as it’s undergoing some pretty radical balance updates with this patch. (It’s basically hit by every one of our core changes listed above!)


Optimization Improvements

This patch includes several optimization improvements to the game, which should improve framerate across all three platforms but particularly on the PS4 and Xbox One versions. We’re exploring more optimization changes to improve framerate on the console versions. Stay tuned for more information!


Inventory UI & Shard Icon Tweaks

We’re adding a number of Inventory UI improvements in Patch 1.0.3:

  • More Shards have unique icons now! This will help you find the Shard you’re looking for.

  • The Experience/Ascension bar is now permanently located on the Inventory screen

  • The Inventory now highlights any new item that the player didn't previously own until the player focuses on the new item. This includes auto-equipped items, items that have been manually picked up by the player, and bundled items like Shards.

  • Items selected in your Inventory will now highlight any valid slots on the left side Hero Manager screen, making it easier to determine which items can be equipped where.

  • The number of weapons a hero can equip is now accurate, which means only the Squire has two weapon slots now!


Disable Controller Vibration Option

For those who don’t like to play with your controller shaking like an earthquake, we’re adding the option to disable controller vibration!


Game Browser UI Changes

We’re making several usability changes to the Game Browser UI to make it easier to join and create games on controllers!


Xbox One Vsync Option

We’re adding a Vsync option for the Xbox One version in this patch!


Controller Deadzone Updates

Thanks to a wonderful Reddit post, we’re exploring updates to our controller joystick deadzones. In case you don’t know, deadzones relate to how far you have to move the joystick from its central resting place before the game registers movement. A large deadzone means you have to push the joystick really far to the edge before movement begins; a small deadzone means very little joystick movement is needed. The result of these changes should improve overall joystick movement and give you more useful deadzone options. This is a stretch goal for the patch, so if it doesn’t come out in this patch, it’ll come out in the patches following.


Bug Fixes

Finally, this patch will contain a number of bug fixes, including a fix for the auto-collect options not working properly.


Thanks for your support, Defenders, and stay tuned for more information on Patch 1.0.3 and the FREE Beat the Heat bundle!

Love,
The Trendy Team

LAWLTA

Greetings Defenders,

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

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

Onslaught

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

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

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


Floor Progression

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

For Example:

  • Floor 1: 1 Map

  • Floor 2: 2 Maps

  • Floor 3: 3 Maps

  • Floor 4: 1 Map

  • Floor 5: 2 Maps

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

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

Mutators

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

Some Example Mutators:

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

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

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

New Enemy Schedules

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

Example Enemy Schedules:

  • Game Ogre Enemy Schedule:  All enemies are Ogres.

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

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

  • And many more!

New Gating and Unlock Progression

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

  • Chaos I:  Onslaught Floor 3

  • Chaos II:  Onslaught Floor 4

  • Chaos III:  Onslaught Floor 7

  • Chaos IV:  Onslaught Floor 10

  • Chaos V:  Onslaught Floor 16

  • Chaos VI:  Onslaught Floor 37

  • Chaos VII: Onslaught Floor 55


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

The Lost Temple

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

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

Ancient Power

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

Minimum Ascension Level

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

For example:

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

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

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

Permanent Buffs

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

  • +5% Permanent Experience Bonus.

  • +5% Permanent Gold Gain Bonus.

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

  • Increase or Keep your new Minimum Ascension Level.

Ancient Powers

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

  • Increased Tower Health %.

  • Increased Tower Damage %.

  • Lifesteal based of x% of Hero Damage dealt.

  • Reduced resurrection timer.

  • Increased resistances %.

  • And more!

All the buffs can be used in every game mode!

Limited Progression Reset

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

Leaderboards

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

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

Defender Packs

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

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

Maps

Forest Biome

  • Updated to give 1250 mana from 1000 mana.

    • Now matches the maps Defense Unit cap.

Deadroad

  • Updated to give 1250 mana from 1000 mana.

    • Now matches the maps Defense Unit cap.

Bug Fixes


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

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

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

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

  • Frostbite Tower can now target training dummies.

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

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

  • Fixed a pet unequip issue at the Petrinarian.

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

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

  • Fixed Lavamancer Harden/Inflame VFX.

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

  • Escape can now cancel pet rerolls.

  • Water spout trap now named properly.

  • Orbs should no longer drop during Campaign.

  • Less words are caught by the profanity filter now.

  • Glaive of Storms attack animation ends correctly now.

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

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

Known Issues

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

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

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

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

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

  • Tuskar is currently using Witherbeast's icon.

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

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


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

For Etheria!

The Dungeon Defenders II Team

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



Dungeon Defenders II is launching on Xbox One, PC & PS4 on June 20th!

For more than two years, we’ve delivered 60+ updates during Early Access. We’re finally ready to tell the world that Dungeon Defenders II is officially here. And we’re excited to tell people that, yes, we’re bringing our game to the Xbox One!

On June 20th, Dungeon Defenders II will be free-to-play on ALL platforms. If you’ve been waiting for F2P to jump into the PS4 version, or if you’ve been waiting for the Steam version to leave Early Access, that day is your day.

When the Xbox One version launches, it'll come with an exclusive pet, an exclusive weapon and a limited-time exclusive map. The new map will make its way to the other versions shortly after the release of the Xbox One version! What is that new map? Perhaps the trailer above offers some clues.

We know you have plenty of questions. We’ve tried to anticipate and answer the more popular ones below, but if you have another question, ask us in the comments!


Your Anticipated Questions

First of all, how hard was it to keep the Xbox One version a secret?

SO DAMN HARD. You have no idea how many times we wanted to tell people. Yes, we love our Xbox fans, and we can’t wait for you to experience Dungeon Defenders II three weeks from now!


Is Xbox One free-to-play?

Yes! From the very first day, the Xbox One version is free-to-play.


Is the Xbox One version up-to-date with the PC & PS4 versions?

We’re working right now to get the Xbox One version as close to the PC & PS4 versions as possible. If it’s not at parity with the other versions on launch day, we’ll get the Xbox One version on parity shortly thereafter.


Will the Xbox One version always be up-to-date with the PC & PS4 versions?

On the Xbox One, we need to put our updates through a more stringent certification process than we do on PC or PS4. It’s our goal to release Xbox One updates as close to day-and-date as possible, but the cert process could mean that Xbox One updates could come out a little later.


Is this the end of development?

NO. With your support, we’re going to bring new content, new features, quality-of-life changes, optimization improvements, continued bug fixes and so much more to Dungeon Defenders II.


What are you working on between now and launch?

We’re going to share those details over the coming weeks, but the big picture is bug fixing, polish, feature completion, bringing back Incursions & Incursion weapons into our endgame, and a few extra surprises. Stay tuned for the full details!
iamisom

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"Those who want Power must cast themselves into the Chaos." - A quote we totally didn't make up.


Greetings Defenders,

Trials: The Endgame Update is the systems update you’ve been waiting for. We’re improving progression, herocrafting, strategy, challenge and so much more. We’re pouring every ounce of ourselves into our most ambitious update yet, and we hope you’ll love it as much as we do when it comes out soon.

There’s a lot in this update, which also includes new threats, new difficulties, new ways to play, a new Inventory, balance updates, quality of life improvements, bug fixes and more, but this week, let’s focus on the new power you’ll find in the update:


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Shards: A New Way to Build Your Hero

Our brave Etherian scouts ventured deep into the emerging Chaos. While evading fearsome new foes, they discovered powerful new artifacts called Shards! Shards slot into your Defenses, Weapons and Armor where your passives once were. Shards give you extra buffs, bonuses and sometimes even new functionality, which can be upgraded to augment your defensive capacity!

Defenses can hold up to three Defense Shards; Weapons and Armor can hold up to two Hero Shards. When you enter the new update, you’ll find your previously acquired gear -- slightly modified -- alongside a complimentary collection of Shards to start you on your way. Those with iPWR 750 loot will initially venture further into Chaos than other players by leveraging these complimentary Shards, but all will eventually find their way to greater iPWR glory (more on this in a future report). Best of all, most Shards can be moved between gear, which allows you to modify and improve your builds without losing earned progress!

Gone are the days when you bowed in tyranny to the RNGsus of Passives. Now you only need to bend one knee slightly to the Shard Gods!


Summary of the Shards system:

  • Goodbye Passives and Skill Spheres; hello Shards!

  • Shards are gemlike artifacts that slot into your Defenses, Armor and Weapons

  • Shards give you extra buffs, bonuses and sometimes even new functionality

  • Shards are found as loot drops separate from your other gear

  • Shards are upgradeable

  • Most Shards can be moved between gear. No more leaving your Passives behind when you find an iPWR upgrade!

  • Defenses can hold up to 3 Shards and can only equip Defense Shards

  • Armor and Weapons can hold up to 2 Shards and can only equip Hero Shards

  • When you login, you’ll be given Shards to help you on your journey into Chaos, and depending on how many Skill Spheres you’ve purchased, you’ll be given a ton of gold (which you might think you have enough now, but you’ll need all the gold you can get for upgrading Shards)


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Ascension: Go Beyond Level 50

While our scouts risked life and limb in the Chaos, our magical scholars made a discovery of their own -- you can now go beyond Level 50! They’re calling it the Ascension system, and they’re quite proud of the name. (They’re as smug as they are clever, those scholars.)

Oh, and what’s the new limit, you ask?

You’ll be delighted to know our scholars believe this path to be limitless! Trust us, our scholars have been testing it. They’re as thorough as they are smug.

When a hero hits Level 50, any XP gained from that point forward goes towards your Ascension Level. Some of you might be wondering whether a deck of four Level 50 Heroes gives you four times the Ascension XP. Some of you might be on the right track! Having multiple level 50 Heroes and braving the toughest challenges rewards you with the greatest bounty.

Earning an Ascension Level gives you points to invest in Ascension Powers. Some Ascension Powers are universal while others are unique to specific heroes. To be the best, you’ll need to rise off your laurels, test yourself, bring your A-game and choose your Powers wisely.


Summary of Ascension:

  • Go beyond Level 50 with the Ascension system!

  • When a hero hits Level 50, all XP gained after that point goes towards your Ascension Level

  • Earning Ascension Levels gives you points to invest into Ascension Powers

  • Some Ascension Powers are universal for all heroes; some are unique to each hero

  • Harder challenges will grant more Ascension XP

  • Four Level 50 heroes in your Hero Deck = 4x the Ascension XP


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All Heroes Become Master Builders AND Master Fighters

The Blacksmith and the Relic Hunter have something up their sleeves for you, too. You’ve seen them cozied up in the Marketplace, haven’t you? They’ve been working on updates to Relics, Armor and Weapons that will transform your heroes into simultaneous master defense strategists and combat experts!


All Relics are now Defense Relics

The Relic Hunter fashioned a method for attaching a Relic onto each of your Defenses. Rather than specializing all your gear towards a single Defense, you can now augment each of your Defenses individually! Want a Defense Health Blockade and a Defense Speed Ballista? Done.  Want Defense Range Cannonballs with Defense Power Training Dummies? Easy. You can do all of that with a single hero! Mix and match Relics, Defense Shards and Ascension Powers to make a build that is specifically you!

And yes, you read that above correctly:  The Relic Hunter rediscovered Defense Speed and Defense Range! Be sure to stop by the Marketplace to thank him.


Armor and Weapons Reforged

In conjunction with the Relic Hunter, the Blacksmith reforged Armor and Weapons into Hero Gear!   Similar to Relics, Hero Gear will now allow you to empower and modify your raw combat potential and mystical abilities. Combine gear with Shards and Ascension Powers to make your mark in the annals of Etheria.


Summary of Loot Changes:

  • Now you can build powerful defenses AND be a powerful fighter at the same time

  • All Relics are becoming Defense Relics

  • Defense Speed and Defense Range are returning as stats!

  • You can equip a Relic per defense, so you can customize the stats of each defense individually

  • Armor and Weapons will now roll with only Hero stats, which means you don’t have to choose between hero stats or defense stats!


These loot changes combined with Shards and Ascension Powers provide new potential for hero builds, and we can’t wait to see what new builds you’ll create.

Phew! That was a lot, and we haven’t described even half the changes coming in the update! In our report next week, we'll shine a light on the forces of Chaos that stand between you and your new power.


Frequently Anticipated Questions

You haven’t asked them yet, but we know you’re going to.


Q:  Wait, there's even more coming in this update?

Yep! This is hands down our most ambitious update. We're putting in long hours to make this the best update yet, and we hope you’ll enjoy our changes as much as we do.


Q:  Does Trendy need feedback on these changes? How can I help with that?

Yes, we do! The most useful feedback would be your hands-on impressions, and if you want to do that, you can join our Remote Playtesting Group. Email dani.moore[at]trendyent.com if you’re interested! Other than that, we’d love to hear your thoughts in the comments below!


Q:  What’s happening to the Passive and Skill Sphere systems?

Most Passives and Skill Spheres are being converted into Shards and some are becoming Ascension Powers. When you login, you’ll be given a number of Shards to aid you on your journey into Chaos, and depending on how many Skill Spheres you’ve purchased, you’ll be given a ton of gold (which you’ll need for upgrading Shards). Those who have purchased more Skill Spheres than others will be given a big leg up here as gold will be key to upgrading Shards and getting further into Chaos faster than other players. And those who farmed iPWR 750 loot will be able to start deeper into Chaos than others.


Q:  What happens to my current Relics, Weapons and Armor?

The most important thing is that your iPWR will remain the same! Your Medallions and Totems will still be Defense focused. Any Defense stats on weapons and armor will be rerolled into Hero stats. Rings will become a Defense Relic and will contain Defense stats. And again, if you have iPWR 750 loot, you’re ahead of the curve.


Q:  Does that mean that investing my time into Skill Spheres and farming gear was worthwhile?

Yes! The more Skill Spheres you purchased, the more gold you’ll receive when this update comes out. Gold is essential to upgrading Shards and gear. And your iPWR will be untouched in the update, so those with higher iPWR gear will be able to start further into Chaos than other players when used in conjunction with the new Shard system! It’s always a little tricky when an in-development game makes big changes, but top-tier players now should remain our top-tier players when the update comes out.


Q:  Will one Defense Relic give me the same amount of stats for a Defense as before?

Maybe not perfectly 1:1, but the goal is that one Defense Relic along with your Shards and your Ascension Powers should give you all the power you need for an individual defense. Our overall goal is that you can have the power fantasy of being an awesome builder and an awesome fighter at once.


Q:  Will I want to build multiples of the same hero now?

We imagine that players will create different builds of a given hero using Shards + Gear Stats + Ascension Powers similar to other loot-driven RPGs.


Q:  I have more questions! Where can I ask them?

You can ask them in the comments below, and we’ll do our best to answer them. You can also join us on our Devstream this Friday at 3PM EST, and we’ll answer as many questions as we can!

Blacksmith
idea-Blog

Hey Defenders,

It’s finally back to your weekly Dungeon Defenders II programming! First up, we have a new DD2 teaser for you. We created this for a partner last week and wanted to share it with all of you:



But more importantly, we have a question for you. When developing a game, there are often many different ideas that get pooled together. Sometimes the ideas are awesomely obvious, like the new combo system we’ve developed in DD2. Other times, ideas take a good amount of iteration to get right or are pretty clear to stay away from. For us, being a sequel to a beloved game, we’re always careful about big changes to something core to the game, and we have an idea that we’re really excited about and want to see if you will be, too!

In Dungeon Defenders II, we’ve been talking about changing it so that, instead of having individual heroes you level up, you level up your hero deck instead. This means as you level up your deck, all the heroes are the same level. This idea came around because, internally, we’ve been playing the game this way since the beginning of development, and we often find it a lot of fun to switch between heroes seamlessly.

We want to add a lot of fun aspects to leveling up your hero deck to give you more options for how you manage your heroes. For example, you’d receive a pool of stat points that you could place amongst all of your heroes, allowing you to focus your stat points in heroes you like the most. Also, when your deck reaches max level, you’ll have an option to reset your progress, like a prestige system. Each time through will give you exciting rewards, like additional stat points, magic find bonuses, special visual customization options, or maybe even a new gear slot! This gives almost limitless replayability and helps with solo play a ton, too.

Why we want to do this:

1. More Even Progression Curve: If you level up multiple heroes at a time in your hero deck with the old system, you’ll constantly be bouncing back to lower matchmaking brackets to get hero experience. With the new system, you get to choose how you spread your stat points amongst your heroes (making them powerful), but you can also use any of the heroes whenever you want without XP sharing concerns. If you're a hardcore player, aiming to max stats for all heroes, you still have to play multiple times just like you would before. However, now you can use all the heroes as you go!

2. More Replayable: Quite simply, this system allows us to make Dungeon Defenders more replayable. If you prestige your hero deck, you can replay the experience for better rewards, or sync up with a new friend who just started the game. It works kind of like a New Game+ feature, and many members of our team talk about liking these types of systems in other games.

3. Awesome Matchmaking: Though we have some cool ideas on how to make matchmaking work well with hero levels (i.e. no more lvl 2 Squire mooching off the 30s doing all the work), the new hero deck leveling system keeps matchmaking very simple. Instead of having to manage your hero deck to guarantee you have the right hero levels for the content you want to play, you can just pick a level range and go. We think this is faster, easier, and gets people playing together in positive ways.

4. Encourages Play with New Heroes: When new heroes come out, you can play them instantly, having a good time experiencing the content without having to grind up hero levels to make them viable. We really like this idea, that when we release new heroes players aren’t forced to grind from the beginning to enjoy the new experience. Maybe you choose to respec to give points to the new hero, or maybe you just prestige to play from the beginning anyway, but now the choice for how to play is yours.

5. More Flexible Solo Play: Each hero has their own unique role in Dungeon Defenders II as we’ve worked to expand the cooperative elements of the game even further. This means having access to multiple heroes in solo play, and leveraging interesting strategies without having to excessively grind is a big positive. You’ll still need to prestige to unlock enough stat points to fully empower multiple heroes, not to mention finding good loot for them too, but all heroes will be at the same level regardless, and can be used effectively with or without stat point bonuses.

These are only the choice aspects of this new feature we love, and we have a lot of details to get sorted. At its core, we feel this can make Dungeon Defenders II a deeper, more approachable game, which meets up with many of our pillars we talked about when we started this journey together. However, we know this is a big change, and we want your feedback before we commit and start figuring out the specific bits. As we get closer to Early Access, we’re excited to build this game together, feature by feature, and your input is absolutely critical to us making the game you want to play.

So what do you think? We’re eager to read your feedback and help make the choice on where we go from here. Love it, hate it, we’re all ears, so head to the comments section and let us know!

The random winners from our Ambient Sounds of Etheria blog are The Osamodas and IGN_ejfaro!

Share your honest feedback in the comments below, and you could win a pre-alpha code for Dungeon Defenders II! We’ll pick TWO random posters and reveal the winners next week. You have a full week to leave a comment. Don’t have a forum account? It takes less than a minute to join the community!
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Our next patch, Loot & Survive, is coming soon™. It contains pretty much everything you could want while defending Etheria -- a new leveling/progression curve, level cap increase to 50, rewards & Skill Sphere choices as you level up, a completely new loot/stat system, Onslaught Mode, Nightmare mode, an economy balance to make gold more meaningful, and oh so much more.


It will also include a wipe of your heroes and some of your other progress. Since we’re going to miss your heroes too (nooo Portario56235!), we decided to go the extra mile and put together some EXCLUSIVE items for your hard work:


Corrupted Welp

Everyone who has leveled up at least one hero to level 25 will be awarded a unique, custom pet. To obtain this award, you must complete this challenge by 5 PM EDT, July 26th.

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4 Survivor Hero Costumes [updated 7/18]

Everyone who has leveled up at least one of each hero class to level 25 will get a unique hero costume for that class. To obtain these awards, you must complete this challenge by 5 PM EDT, July 26th.


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We hope these make up for this heroic sacrifice ever-so-slightly more than a colorized icon. We appreciate all of your hard work helping us build Dungeon Defenders II-- together we are going to make the best Action Tower Defense game there is.


Wyvern Token Rewards [updated 7/18]

Finally, for the past week, all of you have been using your Influence points on which kind of wipe you’d like to see -- a Full Wipe or Partial Wipe. As of the writing of this post, Full Wipe is 7000 points ahead -- but, we recognize this could change at any moment.

We’ve received a ton of feedback from the Partial Wipe camp, asking us to create a reward for the hard-earned Wyvern Tokens they’ve obtained. Well look no further! IF the Full Wipe wins, we will be awarding the following amount of gems based on the amount of Wyvern Tokens you’ve earned by 5 PM EDT, July 26th:


Wyvern Tokens Earned

Gems Rewarded

20 - 39

150

40 - 79

300

80 - 119

500

120 +

1200


Come back Monday for an Influence Vote on the exact details of the wipe


P.S. It’d look something like this if we transferred your hero data over. Also, we’re fully aware of going a bit overboard on the rewards for this wipe. But what can you say, we all got excited about these costumes (thanks Dan!).




LAWLTA



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The Isomicon reveals its first secrets! While you’ve been defending against the evil that threatens Etheria, Gran Ma’ster found a way to imbue certain shards with incredible power. These hyper shards contain a very unstable power so she is only providing them to defenders that prove their mastery of the defensive arts. At the Gran Ma’ster’s behest, the Defense Council devised a set of challenges for the heroes to overcome.

With the aid of the Abyss Lord, Gran Ma’ster continues to delve deeper into the forbidden knowledge contained within the Isomicon. There’s still much more to decrypt, but there is a growing concern from what’s been revealed — dark forces are coming, and we are NOT ready. Go forth, Defenders! Prepare yourselves, and PROTECT ETHERIA!

Greetings Defenders,

It’s time to prove your strength, Ancient's Prelude (Update 1.2) is live! This is a monster of an update, introducing some amazing features that will push your limits. This patch has some awesome new content, a new additional cosmetic system, quality of life changes, balance, bug fixes, and kicks off the beginning of our seven week progression event. Let’s dive in!

New Game Mode: MASTERY

The new game mode, Mastery, provides access to all Chaos maps, allowing you to choose where and how you progress. Gran Ma’ster requires you to complete up to five challenges per map, each indicated with a star on the Mastery progress bar. She’s not going to be making it easy either. In order to earn the full five stars on each map, you’ll need to complete all of the challenges together. All stars are earned one time, so once you’ve five starred a map, you have mastered the challenges presented and will have earned all the rewards it has to offer. The power contained within the Hyper Shards is unstable, so only Defenders that prove their might may equip them.

When conquering the Mastery game mode you’ll receive great rewards as you progress. Here’s what you can expect to earn as you decimate challenges:

  • Hyper Shards

  • Exclusive Flair

  • Golden Pets

  • Ascension levels

  • Defender Medals

  • Gold on gold on gold

With the Mastery game mode, we’ll be releasing a new tier every week, for the next seven weeks at on Wednesday at 9 AM EDT! It’s a lot of content to conquer, here’s a look at the schedule:

  • Mastery 1:  October 11th (TODAY!)

  • Mastery 2:  October 18th

  • Mastery 3:  October 25th

  • Mastery 4:  November 1st

  • Mastery 5:  November 8th

  • Mastery 6:  November 15th

  • Mastery 7:  November 22nd

The cap of earn-able stars will start at 105 with Mastery 1. Every additional tier will add an extra 105 stars to be earned, with the last week providing a total of 735 stars to be earned.

To achieve absolute mastery, experimentation with new builds is required to overcome the tasks set before you, pushing your limits as a Defender. Over the coming weeks, the Defense Council will work diligently with the Gran Ma’ster and Abyss Lord to continue deciphering additional levels of challenges and rewards for heroes capable of proving their mastery. The amount of time needed to decipher and develop each new Hyper Shard is about a week. To fill that time, we’ll be providing a little competition to celebrate this new discovery!

Special Event:  PROVE YOUR MASTERY

We’re running a special event:  PROVE YOUR MASTERY over the next SEVEN weeks! This provides time for Gran and company to conjure the Hyper Shards that each tier rewards. The event showcases players on special weekly Mastery leaderboards. It lists the first 10 players to reach 105 stars per Mastery tier, per platform (PC, Xbox One, and PlayStation 4). If there aren’t 10 people to reach 105 stars at the end of the event, it ranks the furthest progressed players.

The Mastery leaderboards will update every 15 minutes, and require defenders to reach at least 10 stars before appearing on the leaderboard. Click here to check out the Mastery leaderboard.

The event starts at 9 AM EDT, and lasts until 9 AM EDT the following Wednesday. As the previous week-long event ends, the next event starts immediately after. Special prizes will be revealed soon after the event launches! These prizes do not give any powerful benefits, but provide visual bragging rights that spotlight defenders conquering the content the fastest. Teaming up is a huge benefit to dominating these challenges. If a team of two to four players claims the first spot, they’ll all be listed as first place. This means that second, third, and fourth place are still up for grabs. We’ll be sharing more information on the rewards soon!

New Shards:  HYPER SHARDS

Exclusive to the Mastery game mode are Hyper Shards, unique shards that you’ll only be able to claim if you are able to conquer the challenges Gran Ma’ster has provided for you. Hyper shards will be reminiscent of some of your favorite shards, except cranked way up in power. Each type of these shards will only be earned one time, and don’t worry — you can’t sell them.

There are seven different shards that can be earned. Here is a look at the shards and where you can earn them:

  • 50 Stars:    Mass Destruction

  • 155 Stars:  Vicious Strikes

  • 260 Stars:  Radiant Critical Power

  • 365 Stars:  Explosive Shielding Guard

  • 470 Stars:  Thunderstruck

  • 575 Stars:  Destructive Pylon

  • 680 Stars:  Super Fortification

These shards pack an extra punch, and can all be earned once. There is no limit to how many can be equipped at the same time. They are needed to bolster your strength to take on Gran’s challenges!

New Cosmetic System:  FLAIR

A new cosmetic system, Flair, allows your heroes to look even more legendary than before! Flair can be equipped over any existing costumes or looks on a hero and there’s currently four categories of flair:

  • Head (Halos, masks, and auras)

  • Back (Wings)

  • Waist (floating objects and auras)

  • Feet (auras, fire, and other effects)

There’s more than one way to acquire this new cosmetic so you can look even more heroic on the battlefield. Flair is available through:

  • Collecting stars through Mastery

  • Future game content

  • In-game Shop

  • Platform Storefronts (Steam, Xbox Live, and PlayStation Network)

Flair will unlock as you collect more stars through Mastery, future game content, and available through our various store fronts. One of the packs will be available outside of the game for a particularly demonic look, but we’ll discuss later in the blog. With such a wide variety of customizable ways to mix and match flair, you’ll be sure to stick out in the Heroes Marketplace!

New pets: GOLDEN PETS

Golden pets are BACK!  Well… some of them. Golden pets are pets that you will receive while playing through the Mastery game mode. It’s another way to show off just how great of a defender you are to those around you.

You’ll be able to earn a single golden pet type multiple times, for a total of seven pets:

  • 90 Stars:    Golden Gato Egg

  • 195 Stars:  Golden Creeper Egg

  • 300 Stars:  Golden Dragon Egg

  • 405 Stars:  Golden Gato Egg

  • 510 Stars:  Golden Creeper Egg

  • 615 Stars:  Golden Dragon Egg

  • 720 Stars:  Golden Gato Egg

With golden pets and the new flair system, you’ll be the envy of all that see you!

Halloween in Etheria

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You’ll notice that your Private Tavern and the Heroes Marketplace have been decorated to celebrate Halloween. To add to the celebration, the Halloween-themed seasonal flair is now available! This flair is our first iteration of seasonal-themed flair, but it most definitely will not be our last — you have to look amazing year-round, right? With the Halloween set in particular, you’ll not only terrify your enemies on the battlefield, you’ll also be their worst nightmares!

Our Halloween pack, The Bundle of the Beast, will become available closer to Halloween on Steam, Xbox Live, and PlayStation Network.

Quality of Life

Selling Equipment With Shards

Implementing new shards that are acquired only once required some special attention. With this patch, if you sell a piece of loot that has shards inserted, the shards will be put into your inventory instead of being sold as well.

If your inventory is full when you sell a piece of loot, the shards will go to the scavenger for 30 minute. If you close the game, go between the Town, Private Tavern, or a map, the Scavenger will still have it for 30 minutes. Once 30 minutes has past, you won’t be able to reclaim them from him.

Orbs

Orbs have been relics that we’ve received a ton of community feedback on. To keep things balanced and functioning, defense speed has a cap. Orbs specifically were avoided by defenders due to them not being effective in providing optimal stats throughout the entirety of progression. Every relic type should be useful in most levels of play, and Orbs were not able to do this to a level we were content with.

Based off community feedback, we’ve removed Orbs from loot tables. This means that you won’t see orbs dropping, but instead another piece of gear will be dropping in its place. Current orbs will not be removed from your inventory or equipment. With orbs removed, you’ll be receiving more loot that will help you progress!

Hero Changes

Mystic

  • Call To Madness

    • Cooldown increased 10 seconds to 20 seconds.

      • Previously players were able to infinitely confuse a lane when using the inspiration shard.


Series EV-2

  • Weapons Manufacturer

    • Adjusted range scaling with the introduction of Vicious Strikes Hyper Shard.

General

Weapons

  • Shadowflame Dagger

    • Projectile life-time reduced to 2 seconds.

Bug Fixes


PC users will notice a command window opening with the game. This is a window to help us monitor any errors that might come with this update. If you close this window it will also close the game. It's only temporary and will be removed with our next patch.

  • Fixed an issue where comparing items on the ground was not properly appearing.

  • Fixed a homing issue with Shadowflame Dagger.

  • Fixed an issue where Dryad could build a third permanent hornet nest.

  • Fixed an issue with Deadly/Vicious Strikes being removed from a world tree, that allowed defenses to remain outside the reduced range.

  • Fixed an issue where pressing Esc to leave the Emporium or Inventory caused lag spikes.

  • Fixed an issue where clicking To Hub would freeze players and return them to the title screen.

  • Fixed an issue where Power of Storms shard was restoring 56 mana instead of 60.

  • Fixed an issue with the Limit Break challenge not properly awarding score bonuses.

  • Fixed an issue with the Heroic Power shard not performing correctly.

  • Fixed an issue where failing the Kobold Bling King map allowed you to continue playing the map.

  • Removed Consecutive Win row on scoreboard when it would appropriately show “0”.

  • Fixed an issue that disconnected players loading into Forest Biome on Xbox One.

  • Fixed an issue with various shards using incorrect values.

  • Fixed an issue where Join Game and Create Game were placed incorrectly.

Even More On The Way...

Mastery is just the tip of the iceberg for you, Defenders. While you conquer Gran’s difficult challenges and tests, you’ll attain the strength needed to protect Etheria and the citizens of Dragonfall from the darkness that lies ahead. We’ll learn more as Gran, the Defense Council, and the Abyss Lord decipher the Isomicon in the weeks to come!

We are eternally grateful for your support, Defenders, and will be providing more information on the upcoming power of the Ancients over time.

For Etheria!

The Dungeon Defenders II Team


LAWLTA




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

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

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

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

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

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

We’re on it.

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Greetings Defenders,

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

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

Statistic Changes

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

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

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

Gear

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

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

  • Helmets, Gloves, Chest, and Boots

    • Primary Stat:  Armor

    • Secondary:  Health, Ability Power, or Hero Damage

  • Weapons

    • Primary Stat:  Hero Damage

    • Secondary Stat:  Armor, Health, or Ability Power

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

    • Primary Stat:  Defense Power

    • Secondary Stat:  Defense Health

  • Totems

    • Primary Stat:  Defense Health

    • Secondary Stat:  Defense Power

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

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

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

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

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

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

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

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

  • Uncommon

    • One open Mod slot

  • Epic:

    • One rolled Mod slot

    • One open Mod slot (two mod slots total)

  • Mythical

    • One rolled Mod slot

    • Two open Mod slots (three mod slots total)

  • Legendary:

    • Two rolled Mod slots

    • One open Mod slot (three Mod slots total)

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

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

Tinkering

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

  • Must be the same type of gear.

    • Moving Mods from a weapon, to another weapon.

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

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

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

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

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

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

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


Upgrading

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


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


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

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

Materials

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

  • Weapon Materials:  Sewer Maps

  • Helmet Materials:  Castle Maps

  • Chest Materials:  Forest Maps

  • Glove Materials:  Town Maps

  • Boot Materials:  Ruins Maps

  • Relic Materials:  Dungeon Maps

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

New Game Modes

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

Adventures

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

Expeditions

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

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

  • Chaos II: 580

  • Chaos III: 1050

  • Chaos IV: 1740

  • Chaos V: 2750

  • Chaos VI: 3800

  • Chaos VII: 5300

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

Player Shops and Markets

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


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

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

Shards Features

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

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


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

New Weapons

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

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Protean Weapons

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

New Areas and Target Dummies

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

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

Transferring into Protean Shift

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

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

  • Weapons

    • Primary Stat: Hero Damage.

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

  • Helmets, Chest, Gloves, Boots

    • Primary Stat: Armor

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

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

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

Hero Changes

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

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

Shard Changes

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

  • Earth Toss

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

  • Corruption’s bargain

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

  • Power Transfer

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

Bug Fixes

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

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

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

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

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

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

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

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

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

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

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

  • Fixed an issue where tooltips occasionally stuck together.

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

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

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

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

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

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

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

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

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

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

Known Issues

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

Want More Info on Dungeon Defenders II?

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

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

For Etheria!

The Dungeon Defenders II Team

drod1000
Greetings Defenders,

We have decided to delay Early Access to Dungeon Defenders II. This was not an easy decision, and I know many of you are disappointed.

Let me explain.

Originally, our plan was to follow the recent Early Access trends and release the game in a rough “pre-alpha” state with many features missing. Over the past couple of months, our team has been playing with our Councillors, analyzing their feedback, and a different conversation started. Simply put, we discovered that Dungeon Defenders is not the kind of game that benefits from a super unfinished early access like DayZ or Rust. To focus on delivering you a more complete, high-quality Dungeon Defenders experience from the beginning, we’ve decided to hold Early Access.

This will allow us to create almost every feature we and our Councillors believe is important for a AAA quality Early Access experience before going wide. These features include the new tavern, solo play, bosses, item upgrading, new enemies, more missions, more loot, a refined UI... plus a ton of polish and tweaks that our Councillors have suggested to hero abilities & defenses, mana distribution and so much more.

In a few weeks, we will also have an exciting announcement that will fill the gap between now and the Early Access release of Dungeon Defenders II. This will provide a different means to test our Playverse server architecture, which will allow us to iterate on the technology without jeopardizing the stability or ultimate quality of the launch of Dungeon Defenders II.

Thank you for understanding. I want to reiterate my commitment to empowering the developers here at Trendy to realize their creative vision - and my commitment to you, our loyal fans, who are patiently awaiting your next visit to Etheria. Keep an eye on this blog for more DD2 updates. In the meantime, here’s a sneak peak at someone familiar:

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Darrell Rodriguez
CEO, Trendy Entertainment
iamisom



Greetings, Defenders!

A few weeks ago, a mysterious portal opened in Etheria. Today, we’re excited to reveal the portal’s secret: It’s a Terraria and Dungeon Defenders II crossover! This isn’t a one-way crossover, either. We’re adding Terraria content into our game, and Re-Logic is adding Dungeon Defenders content into Terraria!

The mystifying portal of mystery spurred a number of wild guesses. Some of your conclusions were accurate (eerily so); some of them not so much. Our favorite was from a member of the Terraria community who thought Re-Logic was adding a flaming baked potato boss. The image of a villainous flaming potato won’t leave our head. Re-Logic, you have to add it to Terraria. YOU HAVE TO!

So what’s coming to Dungeon Defenders II and when? We’re not adding a flaming potato boss (yet), but we do have something tasty cooked up for you:


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The Terraria Update

The Terraria Update is scheduled to launch on November 15th. When it arrives, it’ll include:


  • The Dryad, a new Hero Balancing Corruption and Purity

  • A Decidedly Deciduous Map

  • An Ever-Watching Boss

  • A Bloodshot Enemy

  • Weapons For Every Hero!

    • A Purrfect Sword

    • A Bow of Seismic Destruction

    • A Great White Machine Gun

    • The Eat Your Green Beams Sword

    • A Staff That Came From the Moon!

    • This Book Really Cuts Us Up

    • Santa’s Favorite Staff

    • The Party Starter

    • We Have a Bone to Pick With You Gloves

    • This Knife Really Gets Around

  • A Howling Incursion

  • An Eclectic Collector

    • A morph dwarf by the wharf.

  • All of Your Hopes and Dreams

    • As long as all of your hopes and dreams are about Terraria coming to Dungeon Defenders II

      • And as long as it’s only the select things we’re bringing from Terraria into Dungeon Defenders II

        • And as long as your name is Ricky or Taneka. Only the people named Ricky or Taneka who had the specific desires of certain Terraria elements coming into Dungeon Defenders II will have their hopes and dreams fulfilled with this update.


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Reveals & Streams

What does all of that mean? We’re sure you can figure them out, but if you need some help, keep an eye on our Twitter. We hear that Re-Logic has their own secrets to reveal, too.

If you want to see the update before it comes out, mark your calendars for Friday, November 11th at 3PM EST for the Terraria Update Devstream. We’re going to show off the new Dryad hero, walk through the new map, show off the new boss, wield the new weapons and more.

This Friday at 3PM EDT, we’re going to play vanilla Terraria on our Twitch channel! Tune in to hear more about the Terraria update and for your chance to win the Dryad!

Try Out the Dryad For Free

Speaking of the Dryad, we’re excited about an experiment we’re doing in this update. When the update comes out, you can try out the Dryad for free by visiting the portal in the Heroes Marketplace! We’ve setup a custom version of the Dryad to use in the new Terraria map, so you can test out all of her defenses and abilities before plopping down your hard-earned medals or your gems. It’s something you've been asking for with our new hero releases, and we hope you enjoy the experiment. We’re going to pay attention to the data to see how successful this is.


The Second Phase to Release

The Terraria Update marks Phase 2 of our journey to release Dungeon Defenders II out of Early Access. The goal behind The Terraria Update is to get lots of exposure for our game. More people playing = the more we can develop. We’re gathering lots of great data on our early game changes from Phase 1, and with this update, we’ll have more data to look at from other kinds of new players. And, of course, it’s just really awesome for DD2 to be in one of our favorite games, and Re-Logic is just as excited to see Terraria content in a game they love. (In fact, they’re the ones who reached out to us first! They have hundreds of hours in DD2! *fanboys*)

After The Terraria Update comes Phase 3:  endgame changes. We’ll have more to share soon. Stay tuned.

Love,
The Trendy Team

iamisom

Ascension Part II Notes

Ascension Part II is here for Steam! Here are the notes:



Features

Two New Maps!

  • The Deadly Road:  Enshrouded in tales of ghost sightings and vanishing caravans, the Dead Road has been actively avoided by travelers since its discovery. Many brave souls have tried exploring the ruined catacombs in search of treasure, but none have emerged alive.

  • Temple of the Necrotic:  Deep in the woods of Etheria, there exists a temple built in the space between life and death. A powerful artifact has appeared inside of the structure, throwing the forces governing the living and the dead into total chaos.


New Event:  Spooky 2015

  • Cut a hole in your chair and grab a bucket because you’re gonna s*** yourself with our first Holiday event. Maldonis the Dark has invaded Etheria, and he brought some ghoulish new friends with him. Be on the lookout for some seriously spooky secrets in each of the new maps!


Steam Trading Cards

  • Added 15 Steam Trading Cards. Collect them all for Steam badges, emoticons, profile backgrounds -- the whole shebang. (That word seems a lot dirtier when you see it on paper.)


Spooky Challenges

  • Complete the 8 new Challenges for a spooky surprise. You’ll need to act fast as these Challenges are only available for a limited time!


Four New DPS Weapons

  • Added four new weapons, each with a unique DPS-focused passive.


Auto-Collect Filters

  • Become the Bag Master. You make the rules now.

  • Tell your bags to filter in certain types of loot automatically during Auto Collect. For example, tell a bag to filter in all Legendary loot. All Legendary loot that is Auto-Collected from the ground will automatically go into that bag. That’s right, Champ. You’re the boss. The Bag Boss. That’s higher than Bag Master. You were promoted just by reading the patch notes.

  • Added 13 Auto-Collect filters to bags. The sky's the limit within these 13 specific filters.


New Tavern Decorations

  • The tavern has been spookified. The Grumpy old man isn’t too pleased, but what do you expect.

Dark Arts Apprentice Costume

  • 1600 Gems

  • 4 Mythical Accessories

  • Unique Heal, Spawn, Death and Mana Bomb Animations


November Monthly Quest Going Live on 11/3/15

  • Title: An Etherian Pilgrimage

  • Description: This month's mission is stuffed with adventure! Go forth and gobble up tokens and pet food to get this month's pet!

    • Condition 1: Win 30 maps without losing a sub-objective!

    • Condition 2: Find 40 Turkey Legs From Pet Food Boxes

    • Condition 3: Earn 50 Wyvern Tokens!

  • Rewards

    • New Monthly Pet: Narwhagon!

      • Type: Dragon

      • Ability: Unified Defense - Create a shield that does damage to nearby and attacking foes.

      • Tier: Legendary

    • Wyvern Tokens: 40

    • Gold: 30,000


New Premium Pet:  Autumeow

  • Available on Thursday!


New Main Menu w/ New Music

  • Updated the Main Menu to reflect the current festivities.


Updated War Table

  • We’ve added some quality of life improvements specifically for events.

  • New Quick Jump event icon found in the top right hand corner of the War Table. Click the Quick Jump to the event playlist.

  • New Spooky Event difficulties for the new Spooky maps.


Skip Tutorial

  • Players now have the choice of skipping the tutorial on the first playthrough.


Extra Notes

  • Pet Reagent Boxes now have proper mesh and texture representation in world. Still no loot beams.

  • Costume shop mannequins have new costumes displayed.

  • Changed costume shop lighting.

  • Renamed Lightning Rod to Concentrated Cyclone.

  • Renamed the Tower Range stat to Defense Range.


Balance

  • Rebalanced the Squire Provoke Duration Skill Sphere to 2.0 / 4.0 seconds

  • Thorns Skill Spheres are now unique.

  • Mark Targets Skill Spheres now increase mark target maximum by 1 / 2.

  • Updated Steiner’s health in the Incursion.


Bug Fixes

  • Fixed an issue where sometimes the Lane Billboards were showing the incorrect information or were placed onto the wrong lane.

  • Fixed an issue where the Immediate Message for server/patch maintenance caused the whole screen to blur.

  • Fixed an issue where pressing K wouldn’t change the message at the top of the screen.

  • Fixed an issue where the Flamethrower Tower caused less loot to drop from Special Enemies.

  • Fixed an issue where the Losing Social Score message would appear when a player attempted to leave after Victory or Defeat on a map.

  • Fixed a bug where cutscene sound wouldn’t play after the first play.

  • Fixed a render thread crash.

  • Fixed a crash related to a missing sound notification.

  • Changed the wording on Error 2003.

  • Fixed a few typos and reduced the length of Empowering Beam description.

  • Fixed an issue where some pet eggs that were hatched weren’t being removed from the Inventory.

  • Polished up some map collisions to make sure walking through the lanes is an easy and enjoyable experience.

  • Fixed an issue where some Ranged impact sounds were playing inconsistently.

  • Fixed an issue where the Mana Node interaction collision didn’t cover the little green spirit dude who floats above it.

  • Spelled reservoir correctly in Siphon Site D. Now you defend the RESERVOIR in Siphon Site D. That’s right, THE RESERVOIR. The RESERVOIR needs defending people….

  • Fixed a hole in Forest Crossroads.

  • Skeleton Goblin now has correct iconography in game.

  • Fixed an issue where heroes wouldn’t play their full spawn-in animation after death.

  • Resolved an issue with Griblok's "I'm out" animation not playing.

  • Resolved a bug where the Liferoot Forest Incursion Special Enemies would not spawn.

  • Fixed and updated several Skill Sphere descriptions.

  • Fixed an issue where there were duplicated stats in the stat manager.

  • Fix issue where some decals were not being applied to meshes.

  • Fixed an issue where the glow on the proximity mine was too dark in its deactivated state.

  • Fixed an issue where the outline effect when targeting certain objects was displaying incorrectly.

I_PASS_BUTTER

Defenders, our first Beastmaster Contest has come to a close, but a new contest begins now. Our next Pet: Purrlin. Go find those magical little gatos, Defenders! You have until May 13th at 11:59 PM EDT to submit your Purrlins in this thread.

There was a lot of awesome participation for the Growld contest. Thank you to everyone that participated. We understand that getting Growld in the timeframe was a little difficult, and we are adjusting the rules accordingly. Starting with this contest, we will pick the top 3 pets as winners, and their owners will all receive the “Beastmaster” title.

Without further ado, the winners of the Growld Beastmaster contest are:


Thank you to our winners for being such good sports and a huge thank you to Mapatti for making handy-dandy charts! We love data! Winners, keep an eye on your PMs early next week for your title code. 


For full contest rules, see the previous post.


iamisom

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



Features

  • New Hero:  The Gun Witch!

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

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

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

  • Game Browser

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

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

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

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

  • Reorganization of Campaign and Incursions

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

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

  • First Armor Set:  Armor of Storms

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

    • This set is catered towards DPS heroes.

    • Gloves of the Storms:  

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

    • Helm of the Storms:

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

    • Chest of the Storms:

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

    • Boots of the Storms:

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

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

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

  • Unique Legendary Loot Update

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

      • Dragonfall Bazaar:  Toxic Shock Bow

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

      • Liferoot Forest Incursion:  Armageddon Staff

      • Ramparts Incursion:  Purge Evil Polearm

  • Daily Mission Updates

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

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

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

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

  • Melee Update

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


Balance

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

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


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Abilities

  • Pole Smash

    • Buffed damage significantly

    • Removed cooldown

    • Reduced to mana cost to 25

    • Falloff damage removed

    • Scales off of Ability Power

  • Chi Blast

    • Buffed damage significantly

    • Removed cooldown

    • Increased mana cost to 50

    • Falloff damage removed

  • Heroic Presence

    • Increased damage buff

    • Increased Heal Strength

    • Increased mana cost to 100

    • Cooldown is now 10 seconds

  • Shielding Wave

    • Buffed the Shield Strength to 2000% of your AP

    • Mana cost is 100

    • Cooldown is now 10 seconds


Defenses

  • Lightning Aura

    • Increased Damage

  • Lightning Strikes Aura

    • Increased Damage

  • Boost Aura

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

  • Sky Guard Tower

    • Damage increased slightly


Gear

  • Monk Harbinger Weapon

    • Pole Smash Fist (Passive)

      • Cooldown reduction removed

      • The two fists now roll their damage independently

        • First fist between X

        • Second fist between Y

      • Rebalanced stats to be more viable

    • Lightning Strikes Passive

      • Chance to proc is now variable

      • Damage from first fist is now variable

      • Area damage from smaller fists is now variable

      • Rebalanced to be more viable

  • Serenity Aura Range Passive

    • Only appears on gloves now

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

  • Serenity Aura Slow Passive (Idle Flow)

    • Increased intensity of the slow

  • Betsy Weapon Passive

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

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Abilities

  • Magic Missile

    • Increased damage

    • Increased max number of marked targets to 8

    • Removed cooldown

    • Reduced mana cost to 25

  • Tornado

    • Increased damage

    • Increased knockup duration

    • Reduced cooldown to 2 seconds

    • Max targets you can hit is now 10

  • Lightning Rod

    • Massively increased damage

    • Stun duration is now 18 seconds

    • Cooldown is now 10 seconds

  • Mana Bomb

    • Increased damage

    • Cooldown is now 10 seconds


Defenses

  • Arcane Barrier

    • Buffed Arcane Barrier Health

  • Flameburst Tower

    • Increased Damage

    • Reduced AoE damage fallof

  • Earthshatter Tower

    • Earthshatter Tower is now single target and heavy damage.


Gear

  • Balanced the Halberd primary fire.

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

  • Buffed secondary attack damage on staves.

  • Apprentice Harbinger Weapon

    • Arcane Barrier Passive

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

      • Increased damage effects

      • Increased DoT duration to 8 seconds

      • DoT damage scales separately from meteor damage

    • Mana Bomb Passive

      • Buffed to be more viable

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

  • Frost Fire and Frosty Power

    • Frost Fire removed and replaced with Frosty Power

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

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


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Abilities

  • Sword Beam

    • Increased damage

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

    • Increased collision size to match new graphics

    • Scales with Ability Power

    • Reduced mana cost to 25

    • Removed falloff damage

    • Removed cooldown

    • Deals magic damage

  • Empowered Sword Beam

    • Increased damage

    • Increased VFX for 100% more WOW factor.

    • Increased collision size to match new graphics

    • Scales with Ability Power

    • Reduced mana cost to 25

    • Removed falloff damage

    • Removed cooldown

    • Deals magic damage

  • Provoke

    • Increased damage boost

    • Removed cooldown

    • Reduced mana cost to 50

  • Seismic Slam

    • Increased damage

    • Deals Earth damage now

    • Increased stun duration

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

    • Increased mana cost to 100

    • Cooldown is now 10 seconds

  • Block

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

  • Attacks

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

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


Defenses

  • Spike Blockade

    • Increased health

    • Increased damage by 125%

  • Cannonball Tower

    • Increased damage by 40%

  • Heavy Cannonball Tower

    • Significantly increased damage

    • Reduced projectile speed

  • Training Dummy

    • Massively increased health

    • Increased damage by 100%

  • Ballista

    • Increased damage by 30%


Gear

  • Squire Harbinger Weapon

    • Provoke Passive

      • Increased DoT damage

      • Increased Seismic Slam

    • Training Dummy

      • Increased damage

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

      • Chance to roll the proc chance

  • Hearty Harpoon Passive

    • Now rolls only on Totems

  • Explodey Harpoon

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

  • Betsy Weapon Passive

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


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Abilities

  • Concussive Shots

    • Increased damage

    • Damage scales with Ability Power

    • Reduced mana cost to 25

    • Reduced cooldown to 5 seconds

  • Sticky Nades

    • Damage increased substantially

    • Damage now scales with Ability Power

    • Mana cost set to 50

    • Reduced cooldown to 5 seconds

  • Oil Flask

    • Slightly increased damage

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

    • Increased oil duration by 4 seconds

    • Mana cost set to 50

    • Removed cooldown

  • Piercing Shot

    • Increased damage substantially

    • Damage now scales with Ability Power

    • Mana cost set to 100

    • Reduced cooldown to 10 seconds


Defenses

  • Explosive Trap

    • Damage increased by 35%

  • Elemental Chaos Trap

    • Damage increased by 400%

  • Geyser Trap

    • Increased damage

    • Decreased attack rate

  • Blaze Balloon

    • Damage increased by 45%

    • DoT tick rate reduced slightly

  • Poison Dart Tower

    • Increased damage substantially

    • DoT applies quicker to targets

    • Changes targets after hitting

    • Increased the amount of love that iamisom gives this defense


Gear

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

  • Huntress Harbinger Weapon

    • Concussive Shots Passive

      • Increased damage

      • The initial spikes and spike AoE scale separately with damage

    • Geyser Shard Passive

      • Increased damage

      • Can roll its damage and chance to proc separately.

  • Phoenix Call Passive

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

    • Values increased to accommodate for this change

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

    • Phoenix Damage and Phoenix Luck no longer appear on items

  • Poison Dart Passives

    • Towering Poison and Speedy Darts have been removed.

    • Explosive Poison has been reworked

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


Other Balance Changes

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

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

  • Series EV2 Heat Dissipation updated

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

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

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

  • Skill Sphere Changes

    • Chilling and Oiling Strikes have had their slows increased.

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

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

General Bug Fixes

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Fixed missing SFX issue on The Bling King Incursion.

  • Fixed a Lightning Bug projectile VFX issue.


PS4-Specific Bug Fixes

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

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

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

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

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

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

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

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

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

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

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

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

 

Known Issues

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

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

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

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

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

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

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

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

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

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

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

iamisom

Update 1 Patch Notes

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

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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


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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

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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


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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. 1 Primary 
  2. 1 Secondary
  • Armor was added to the game
  • Four additional equipment slots were added:
  1. Head Slot
  2. Chest Slot
  3. Hand Slot
  4. 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:
  1. Totems
  2. Medallions
  3. Rings
  • Each Relic has will spawn with a specific primary stat
  1. Totem: Defense Health
  2. Medallion: Defense Power
  3. 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
  1. Powerful
  2. Epic
  3. Mythic
  4. 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:
  1. Spawn In Sounds and Ambient Sound Effects
  2. HUD Indicators 
  3. Minimap icons
  4. Light
  5. 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.
I_PASS_BUTTER

Loot & Survive is our largest update yet. Many of the changes in this update come from the feedback you’ve given us. When you load up the game, expect to see more content, more green mana, better solo play balance and so, so much more. How much more? Scroll down through this monster list of changes!


We hope you enjoy this update. Because of the sheer size of this update, expect to find many bugs and balance issues. This is not the final state of the game, but it is a large step for mankind. People will look back on this moment and note it as a true changing point for humanity. Tears will be shed. Babies will be named after us and not just because most of us have very common names. Oh, no.


Wipeageddon

Wipe Rewards

    • Apprentice, Squire, Huntress, and Monk Survivor Costumes have been added to the game. You will find these in your Mailbox for each hero class you had at level 25 before the Wipe.

    • The Corrupted Welp has been added to the game. You will find him in your Mailbox if you levelled a hero to 25 before the Wipe.

    • Gems have been added to your Mailbox, based on how many Wyvern Tokens you earned before the Wipe:

      • 20-39 Tokens = 150 Gems

      • 40-79 Tokens = 300 Gems

      • 80-119 Tokens = 500 Gems

      • 120+ Tokens = 1,200 Gems

  • If you do not receive your rewards, please go to this form and fill it out. Under the “Support Type,” select “Wipeageddon Rewards.” In the description, please mention what you were supposed to receive. We will be looking at your account information to verify your request.


The Wipe

  • As per our last Influence Vote, all progress has been reset. When you start the game, you will be immediately launched into our new tutorial. As soon as you unlock the Tavern, you will find all your Early Access, Wipe and other Rewards in your mailbox. Good luck defending!


Features

Pets

Pets 2.0. Expect more from your awesome, scary and cute companions!

  • Added pet tiers!  Unlock new tiers by evolving your pet.

    • Hatchlings

      • Each pet begins its life as a hatchling. Never, ever shake a hatchling.

    • Fledgling

      • What? Hatchling is evolving! Your beautiful pet gains increased stats and an active ability when evolving to a Fledgling.

    • Veteran

      • Veteran pets gain increased stats and, where appropriate, a visual evolution.

      • Visual evolution is only available on Token and premium pets.

    • Elder

      • The current maximum evolution for pets. Elder pets have the maximum stats available.

      • Also, pets at this stage will call you only when they need something and will blame all of their problems on you.

  • Added Pet Rarities.  

    • The base stats of a pet are determined by its Rarity.

    • There are four pet rarities:  Powerful, Epic, Mythical and Legendary. Each pet has a set rarity, except for premium pets which can spawn at any rarity.

    • When transforming an egg to a premium egg, it will roll at the same rarity with the same stats as it would have with a standard egg, only this time your pet will look dope.

  • Added new evolution reagents and containers.

    • Evolution Containers can be collected from Victory Chests and in Onslaught mode.

    • Open containers to collect evolution reagents.

    • Each pet has a specific evolution recipe and specific required evolution reagents.

    • Max out your pet’s Power and Affection Levels to evolve your pet to the next tier.

    • When pets rot, they are now transformed into a unique material that you can use to evolve your pets! Pet cannibalization complete. You win Twitch.

  • Added new Pet Reroll Items.

    • Reroll Containers can be collected from Victory Chests, enemy kills, and in Onslaught mode.

    • Reroll items are consumed on the Reroll menu to replace one pet stat or ability with another.

  • Added new premium pets!

    • Get Katkarot, Shinobi Kitty and Table Flip Demon by collecting a Gato or Creeper egg and transforming them into a premium egg! These premium pets will roll at the same rarity with the same stats as it would have with a standard egg, only this time your pet will look dope.

    • For those of you asking for premium pets to be more powerful than normal pets… um… just no.

  • Added new monthly pet rewards starting with Thunder-O! You can find him on your Missions screen.

    • Monthly pet rewards have a unique ability and guaranteed rarity.

    • Abilities for monthly pets grow in power as they evolve.

  • Changed Feed to Powerup for clarity.

    • Players powerup their pets by feeding them pet food and buying base pet food.

    • Powering up your pet increases its stats. Premium and Standard pets both powerup the same way. (Even though Katkarot should require way more food.)

  • Added help strings to the Hatchery (where players turn eggs into pets) and Stable (where players equip, power up, evolve, and reroll pets). Sometimes we do want to help.

  • New Pet Abilities

    • Added 25 new pet abilities! These abilities are unlocked when you evolve your pet into a Fledgling. Activate these abilities using the default X keybind.

    • Some abilities are unique to their species (Creeper, Dragon, Gato)

    • There is an elemental ability pool in which all pets can also pull from.

    • Exciting new abilities such as the following:

      • Curse Aura: Boost your speed and curse enemies while you are near them.

      • Blizzard: Summon a blizzard that slows enemies while dealing damage.

      • Fire Pillar: Create a pillar of fire that deals fire damage to every enemy it touches.

    • The rest of the abilities you will need to discover for yourself!


War Table

We completely updated the War Table! You no longer need to switch taverns to change what you want to play. All Game Modes are available from the War Table no matter where you are. Also it’s about a million times prettier. Thank you art team.

  • Match Type:  Quick Match and Private.

    • Quick Match will match the player and party to others looking to complete the same content.

    • Private:  No change in functionality.

  • Game Mode:

    • We’ve released new game modes! Complete the Campaign, then progress through Free Play to increase your Item Power. Once you’ve reached level 50, you can enter our end game content in the End Game game modes.

  • Difficulty

    • Introduced 4 new Difficulties for end game:  Nightmare I, Nightmare II, Nightmare III, Nightmare IV.

    • Each difficulty has a different Item Power reward. Complete harder difficulties for better rewards. Are you up to the challenge? Butter isn’t.

  • Map Selection

    • New: Select any Map

    • Selecting the Any Map button will queue the player for any available map for the Game Mode and Difficulty.

  • Queueing

    • Players will now see a countdown when using Quick Match. After the countdown has elapsed, the map will launch.

    • Players can hit K during the countdown to leave the queue.

    • Countdown timers are disabled for private matches.

  • Minimum Party Counts

    • When queueing for these maps, the server will wait until enough players are matchmaking to that map.

    • Instead of a countdown, players will see the time elapsed, until a full party is formed.

    • Players can exit this queue at any time.


Onslaught Mode and Onslaught Loot

  • You’ve been waiting, and now it’s go time! Onslaught is a survival mode where players pick a reward at the beginning of the match and play to their heart’s desire. (Or until that one Javelin Thrower pierces your heart. I mean, core.)

  • Onslaught plays out over a series of rounds and waves. There are three waves to every round. At the beginning of a round, you’ll have an unlimited Build Phase. Between each wave in a round, you’ll have a time-limited Build Phase.

    • The rounds are themed to specific enemies. So look out for the Spooky Skeletons and Kobold Rushes.

    • The rounds will also have secondary traits that will change per round. These are  buffs to the enemies during the round that will keep you on your toes. These will change with the themes and be different each round. This means round 1 could be speedy goblin hordes. But this also means you could have a healthy Dark Mage round at some point.  *Shudders*

  • Once you unlock your first Onslaught map, you will be able to start playing for that sweet new item you’ve been wanting. Want an awesome new weapon? Select the weapon reward category and start running through Onslaught. You’ll get your selected category round at the end of each round. Keep your wits about you though, as Onslaught will be no cakewalk. How far can you get?

  • There are unique pet and weapon rewards you can only find in Onslaught mode. But we’re not going to tell you what they are, because that’d ruin the fun.


Additional Difficulties

  • Campaign - Easy, Normal

    • Campaign will only support Easy and Normal. Players that are new to the game will play through the Easy difficulty. Easy allows players to get used to the game mechanics while still presenting some challenge. Normal Campaign is for those who are somewhat familiar with Dungeon Defenders. While still explaining the mechanics of the game, you can expect a moderate challenge while playing Campaign Normal. Normal Campaign can be completed with 1 hero type.

  • Freeplay - Easy, Normal, Hard

    • Free Play Easy - This is what you graduate into after completing Campaign Easy. This will be content cruising and allow you to experience Dungeon Defenders 2 at a non-threatening pace. As this will be easy, you won’t see huge leaps in Item Power as you progress. You can expect to play this content with one hero type.

    • Free Play Normal - This is what you will graduate into after completing the Campaign on Normal. This is a standard challenge for those who are confident with the game’s mechanics. To go along with this challenge, you will see a bump in Item Power as you progress. This will be where players will start to want to play with different heroes. While it isn’t required, different hero types will definitely make things easier.

    • Free Play Hard - Now we’re talking. Free Play Hard will be a considerate challenge to those who are well-versed in the game’s mechanics. Those who are willing to tackle Free Play Hard will need to know how to combat the resistances, they will need the right gear, and they will need to have some solid builds. Good luck.

  • End Game - Easy, Normal, Hard, Nightmare I - IV

    • End Game Easy - So you made it through the Campaign Easy and Free Play Easy, but you wanna see some different stuff? Move onto End Game Easy! You will be able to see some new gametypes, some incursions, and some standard maps.

    • End Game Normal - Now that you are max level, it’s time to start getting your builds together. Wanna move onto End Game Hard? It would be a good idea to start here. Look out for different special enemies, more waves, more enemies and more rewards.

    • End Game Hard - Well now, aren’t we proud of ourselves? Made it all the way to End Game Hard, did ya? Well godspeed Defenders, because things are getting to be a little crazy. The Old Ones are sending more special enemies and more Ogres at you than you’ve seen previously. Now with more waves!

    • End Game NIGHTMARE I

      • So it begins. Nightmare. They don’t call it Nightmare for nothing. Here starts the hardest challenge you will face in Dungeon Defenders II yet. The Old Ones are pretty sore you’ve made it this far and will be throwing everything they can at you. Only the most prepared and skilled heroes can make it through such daunting odds.

    • End Game NIGHTMARE II

      • I guess that difficulty wasn’t enough for you, brave Defenders. Never fear, the challenge is only increased in Nightmare II. Get higher Item Power to even think about surviving Nightmare II.

    • End Game NIGHTMARE III

      • Let the games begin. Now that you’ve conquered Nightmare II, Nightmare III presents it’s own set of challenges. Bring your gear and skills to Nightmare III and pray to make it past Wave 1.

    • End Game NIGHTMARE IV?!?!

      • What’s this? You dare challenge the Old Ones?! Be afraid. Be very afraid. Be as afraid as a ‘90s middle school kid watching Are You Afraid of the Dark at night. As the hardest challenge you can attempt in DD2, you certainly will need the right Item Power and guts to face Nightmare IV.


Billboard Update

  • A new coat of paint on the billboards, in both default and detailed view.

  • Trait System - Bonus buffs and resistances are now applied to entire lanes. These are showcased on the new indicators on the billboards!


NPC Dialogue Boxes

  • NPCs can now talk! And boy, are they chatty.

  • Players can approach NPCs in Tavern for happy talk fun times.

  • Please keep in mind that Etherians are just now learning to speak and might have their text changed in a future update as they become more eloquent.


Tutorial

  • Tutorial Map

    • To help all your friends learn to use their green mana before hitting ‘G.’

  • Quests

    • New rewards like Skill Spheres, pet eggs, loot, stuff, and monkeys.

    • Shops are unlocked in an order that helps introduce the game bit by bit instead of everything in your face at once. And yes, this means you have to save The Keeper & The Stable Boy before hatching your cuddly friends.


Daily Missions

  • You can now stack up to three Daily Missions!

  • New UI! This will pop up the first time you enter the Tavern so you know what’s up!

  • You can also access your Daily Mission & Quest menu from the Forge by clicking on a big red exclamation mark! It pulses (a little too much)!

  • Quests are now in! The intent is to guide players through our game and introduce all the cool stuff in a more digestible manner.

  • We added a bunch of new Daily Missions, and the Daily Mission system will now unlock after completing the Campaign.

  • Monthly Missions! Cool new rewards that will update monthly!


Hero Deck

  • Added a fourth Hero Deck slot!

  • Hero Deck slots are unlocked as you progress.

  • Players can now buy more Hero Creation Slots with premium currency! Early Access players start with 6 Hero Creation Slots.

  • Heroes that are maxed out and in your Hero Deck will give an XP boost to your other Heroes!


New Ubers

  • 6 New Ubers! Like the Ubers you’re playing with for towers, these may adjust the style of which you play. They’re not meant to be direct upgrades, but situationally better for certain builds and times in combat.

  • All Heroes:

    • Chance when a defense gets hit to be shielded for a percentage of your Defense Health Stat.

    • Chance when a defense gets hit to deal damage around it based on a percentage of your Defense Power Stat.

    • You can pick one of these Ubers when you hit level 50 with your first hero or buy them from Gran’Masta.

  • Huntress:

    • Sticky Grenades

      • The Huntress’s concussive shots no longer stun but stick to surfaces now. When an enemy triggers one, the enemy takes damage based on a percentage of your Ability Power Stat. Cooldown reduced but cost increased.

  • Squire

    • Empowered Sword Beam

      • The Squire’s Sword Beam now returns back to the Squire. When it reaches the Squire, it detonates causing damage in an area around him. The more enemies the Sword Beam hits as it travels, the more damage it will deal.

  • Apprentice

    • Empowered Tornado

      • The Apprentice’s Tornado no longer hits multiple targets. The Tornado now stops on the first target hit lifting that target into the air and dealing more damage to that target. The tornado also picks another nearby enemy and does the same amount of damage to that enemy.

  • Monk:

    • Shielding Wave

      • The Monk’s healing ability no longer heals heroes but instead shields nearby defenses for a percentage of the Monk’s Defense Health stat.

  • Hero specific Ubers can be purchased with Betsy tokens.


Loot/Item Revamp

  • Items are now entirely based on the new Item Power system!

  • Based on the Tier and Item Power of an item, it calculates what the stats for that item should be.

  • You can always expect an item with higher Item Power of the same Tier to have higher numbers. You can also expect items with similar Item Power to have similar numbers.

  • Tier adds some variation on the stats on top of the Item Power system.

  • In the new system, a Legendary item of Item Power X will be equivalent to a Powerful with a higher Item Power, ensuring that you always get some upgrades.

  • Maps now have a suggested/required Item Power number

    • Suggested:  In Private Matches, you can still play a map that you do not have the suggested Item Power for, but good luck with that.

    • Required:  For public games, you cannot join a game that you do not have the required Item Power for.

  • Different maps, difficulties, and game modes now drop different Item Power ranges.

    • The Item Power range on a map is split into three buckets:

      • Common: lower end

      • Uncommon: mid range

      • Rare: higher end

    • This means that you are less likely to see an Item Power 200 item in a bucket between 150 and 200.

  • Secondary and Primary Stats on items have been reworked

    • Secondary Stats should now roll with similar numbers if you have two secondaries on an item. They will have the same number value associated with them but different stats. This was done to help you better understand and equate items to one another.

  • Passives have been rebalanced with the new Item Power & Level Cap increase - this is still a work in progress.

  • Stats on items have been reworked:

    • Defense Attack Rate has been removed as a Primary and Secondary stat that can appear on items.

    • Defense Attack Rate Skill Spheres are still in the game.

    • Four new stats were added to the game:

      • Defense Critical Damage

      • Defense Critical Chance

      • Hero Critical Damage

      • Hero Critical Chance

    • Critical Chance does not appear on items as a primary or secondary stat but can appear on Skill Spheres and passives.

    • Defenses and Heroes have a Crit Chance cap.

    • Critical Damage can now appear as a Primary or Secondary Stat.

    • Critical Damage can appear on Skill Spheres as well.

    • Critical Damage is additive rather than multiplicative.

    • Crit Explained:  Whenever you hit a target, there is a chance that you would deal critical damage to that target. The chance is based on your Crit Chance stat and the damage is based on your Crit Damage stat. Heroes, abilities and defenses have different potentials for Crit Damage. Some have a high Crit Damage potential and some have a lower Crit Damage potential.

    • We’d love to hear some feedback on the new Crit System as we intend to refine the balance in a future update.

  • Passive rebalance in the works:  We’re gradually transitioning to have defenses, abilities and passives scale based on a percentage of your state. As an example, the new Slayer Legendary Weapons will increase in effectiveness the more points you have in a specific stat. This transition allows us to better explain to all of you just how these passives work and what exactly you need to do to make it better. We feel this will result in cooler builds emerging over time. We’ve only done this on a select handful of items, defenses and abilities (read balance changes), but we’ll be transitioning the rest in a future update. Let us know how you feel about this.

  • A note on Item Power:  With the Item Power system and balance changes, the game should feel very different than it did before. Old strategies may not be as effective as more and more new strategies start to emerge. Our goal is to provide you all with as many tools as possible to be as creative as you possibly can in coming up with cool fun builds. We’re one huge step closer with this update, and we hope you’ll enjoy it.


Resistance Rework & Trait System

  • Certain enemies used to be classified as Physical Resistant, Magical Resistant or Neutral. We’ve done away with that system in favor of a new trait system.

  • Under the new trait system, all enemies can appear as Physically Resistant, Magically Resistant or Neutral.

  • The spawners that enemies come out from now have the potential to have:

    • One Primary Trait

    • Multiple Secondary Traits

  • Primary Traits are always resistance buffs

    • These buffs increase in intensity based on your difficulty getting as high as 75% resistant in Nightmare mode.

  • Secondary Traits are more flavorful traits that are meant to provide new challenges.

  • This update has the following traits:

    • Mighty: enemies that spawn deal +X% attack damage

    • Trollblood: enemies that spawn regenerate X health every 5 seconds

    • Grounded: enemies that spawn cannot be knocked up

    • Speedy: enemies that spawn move X% faster

    • Healthy: enemies that spawn have X% more health

    • Tenacious: enemies that spawn have X% resistance to crowd control effects

    • Chrome: you all know what this is!

  • In the future, we’ll be expanding on this trait system to add more interesting traits -- some that can even benefit the player!

  • To see what traits a spawner has, you can press Shift to read the new billboards.

  • Enemies that spawn from a spawner will have all the Traits associated with that spawner.

  • Traits start coming online gradually as you play through the Campaign and different difficulties.


Miscellaneous

  • I for inventory is now in the game! We maintained the functionality for going to the Forge so it cannot be accessed during Build Phase, nor can you access it during cutscenes.


Balance


  • The balance of the game has shifted to almost entirely pivot on Item Power. So much has changed! But we still have a LOT more changes coming in future updates! For the time being, we’d like to gather some of your feedback on some of the recent changes but keep in mind the balance is not yet final. Also thank Blacksmith and the whole rest of the team if you can! They’re killing themselves for you guys.

  • Green mana is given out more generously now! Trust us, you’ll need it.

  • All Defenses got a substantial Defense Health increase based on the type of defense they are. Towers received a good boost, and blockades received a substantial boost.

  • Adjustments have been made to solo play as well. When playing solo, you will notice only 1 or 2 high “threat” lanes. Look for this information using Left Shift and seeing where the problem enemies coming. This is where you will need to focus your attention as a hero. The other lanes will generally take care of themselves with solid tower setups.

  • Enemies now like to stick together. You will see less “globs of every enemy in the game coming down the lane” and more “We are Warboars, fear our numbers” sort of deal.

  • All enemy scalars have been redone. All enemy stats are now based around the Item Power of the content, which should make balancing and providing a fair challenge much, much easier.

  • To match the new Item Stat & Item Power system, many Defenses and Abilities have been rebalanced.

  • Reduced Electrocute stun duration from 2.5 to 1.0 seconds. Did we take it too far this time?

  • The Dark Mage is cultivating mass, bro. Increased Dark Mage mass 300 -> 400. Now he is no longer interrupted by Squire/Monk melee attacks. Just try and move him!


Defenses

  • Cannonball Tower (Squire)

    • Damage increased by 28%

    • Minor adjustments to projectiles

  • Flamethrower Uber (Apprentice)

    • Its numbers were redone to make it more powerful and viable for end game play - it has reduced crit damage scaling but higher flat DPS output.

  • Heavy Cannonball Tower (Squire)

    • Damage at max range compared to Cannonball is now +30% if AoE is utilized

    • Damage at min range compared to the Cannonball is now -36% if AoE is utilized

    • This should reward players that place the Heavy Cannonball Tower effectively and punish those that do not

  • Lightning Aura (Monk)

    • Scaling for upgrades adjusted to match other defenses

    • Damage increased by about 10%

  • Lightning Strikes (Monk)

    • Adjusted scaling for upgrades to match other defenses

    • Damage reduced by about 50%

    • Has higher Crit Damage scaling

  • Explosive Trap (Huntress)

    • Damage reduced by 25%

    • Has higher Crit Damage scaling

  • Elemental Chaos Uber (Huntress)

    • Base Damage Buffed by about 18%

    • Crit Damage scaling is high

    • Found a bug with the fire proc effect not dealing any damage. Fixed the bug.

    • Fire Damage Over Time now deals 100% of your Defense Power as damage over 1 second before fading - the DoT can crit, too.

  • Napalm Balloon (Huntress)

    • Damage increased by 20%

    • Crit Damage set to moderate

    • Upgrade scaling adjusted to match other defenses

  • Poison Dart Tower (Huntress)

    • Damage increased by roughly 50%

    • Crit Damage is very low

    • Fixed some upgrade scaling issues

  • Geyser Trap (Huntress)

    • Damage increased substantially! (+400% since it is on such a long cooldown)

    • Crit Damage is very low

  • Skyguard Tower (Monk)

    • Skyguard Damage buffed by 100%

    • Crit Damage is high

    • Upgrade scalars fixed to match other defenses

  • Earthshatter Tower (Apprentice)

    • Damage increased by 76%

    • Crit Damage is moderate

    • Upgrade scalars fixed to match other defenses

  • Arcane Blockade (Apprentice)

    • Damage increased by 100%

    • Critical Chance high

    • Upgrade scalars fixed to match other defenses

  • Training Dummy (Squire)

    • Damage reduced to 25%

    • Critical Damage is moderate

    • Upgrade scalars fixed to match other defenses

  • Spike Blockade (Squire)

    • Damage increased by 55%

    • Critical Damage is moderate

  • Harpoon (Squire)

    • Base damage increased by 72%

    • Critical Damage high

    • Range increased by 10%

    • Upgrade scaling reduced to match other defenses


Abilities

  • Arcane Volley (Apprentice)

    • Damage reduced by about 10%

    • Crit potential set to high

  • Tornado (Apprentice)

    • Damage reduced by 50%

    • Damage potential is still relatively high if it hits a marked target

    • Crit Damage potential is high

  • Mana Bomb (Apprentice)

    • Massive damage buff: 300% if used with Arcane Marks

    • Crit potential is moderate

  • Concussive Shots (Huntress)

    • Damage increased by over 50%

    • Crit potential is low

  • Oil Flask (Huntress)

    • Damage increased by 23%

    • Crit potential is low

  • Piercing Shot (Huntress)

    • Damage increased by 250%

    • Crit damage set to high

  • Pole Smash (Monk)

    • Damage increased by 47%

    • Crit potential is low

  • Chi Blast (Monk)

    • Damage increased

    • Crit potential is moderate

  • Sword Beam (Squire)

    • Damage doubled (almost)

    • Crit potential is high

  • Taunt (Squire)

    • Duration scaling reduced slightly

    • Damage buff increased slightly

  • Seismic Slam (Squire)

    • Damage increased by 250%

    • Crit scaling pretty low

    • Stun duration reduced to 2.5 seconds

    • Stun duration now scales with ability power (0.001% increase per point) - theoretical max is 6 seconds

  • Frostbite Tower (Apprentice)

    • Now reduces enemy attack speed by 20% but does not scale with anything


New Passives

  • Slayer passives can now be found in Onslaught Mode! *guitar riff!*

  • Slayer passives appear on hero-specific items.

    • Added tooltips for Slayer passives. Then removed them. Then put something else in and called it done. It's "functional."

  • Added Drakin Slayer passive on Legendary Shields. Killing Drakins gives charges, and blocking uses those charges to spawn fireballs. Half of the time. The other half of the time it just doesn't work... at all.

  • Dark Mage Slayer passive added on Legendary Magic Staves. With this passive, killing Dark Mages gives charges, and fully-charged secondary attacks use those charges to stun enemies.

  • Lady Orc Slayer passive added on Legendary Bows: Killing Lady Orcs gives charges, and fully-charged secondary attacks use charges to deal extra damage, you monster. Also this passive has no visual feedback. Maybe we'll add it eventually.

  • Kobold Slayer passive appears on Legendary Polearms. Killing Kobolds gives charges, and secondary attacks use charges to spawn death-dealing fireworks and something hilarious we'll let you discover for yourself.

  • Taser Suit passive can now appear in Victory Chests. You'll never want to leave home without it!


Passive Bug Fixes & Changes

  • Removed more useless passives from high-end gear! So now, XP passives can't roll on end-game gear.

  • Gave passives names for the first time. Look out for Apple, Blue and North. They're our favorites. (Don't tell Moses.)

  • Made Life Leech leech less life. Reduced heal value by ~60% and reduced max heal value at level 25 to 60.

  • Banned Dancing: Footloose (Movement Speed) values normalized and completely rebalanced. Met Kevin Bacon. Increased Movement Speed in the ~7.5 - 20% range depending on level and tier.

  • Created the ultimate pair of boots. Proud of our creation, like new parents, we slipped our toes into their soles. Words cannot describe what happened next. Sprint passive disabled and removed from boots until further inspection (and less fear).

  • Made stuff in the game better match stuff in the editor. You'd think they'd be the same, but...

  • Made Heroic Presence more heroic. Increased Heal component scaling of Heroic Wave 1.01 -> 1.5. Side effect: Shielding Wave is now dope.

  • Superconductor (Ability Cost) passive values slightly reduced. Why? Because we felt like it.

  • We broke the Radiance (Aura Range) passive. Then we fixed it. And then it broke again (all by itself, we swear!). So in anticipation of fixing it next patch, we reduced its values.

  • Disciplined the Victory Smell (Blaze Balloon Burn Rate) passive. Reduced its values to more closely match DPS increase of other defense-focused passives.

  • Vector Corrector (Defense Range) passive’s increase of projectile tower range reduced so you can find more of it!

  • In case you haven't caught on yet, passives were broken. How broken? Post-Disney Channel broken.

  • Retribution passive increased a TON. It now appears on Torso and Shield items like it always should have.

  • Black Arrow (Ballista Damage Magic) passive bonus damage doubled. Then doubled again. Then divided by four, multiplied by three point five, squared, thrown in a blender, and added to pi. After all of this we lost track of how much we increased and wrote the patch note "Black Arrow Special Stat bonus greatly increased." We also learned to hate fractions.

  • Fault Line (Earthshatter Radius) radius bonus slightly increased.


Content

  • Various optimizations across all maps.

  • So, how about that War Table? Viewable in all of its 3D glory (no WASD camera motion, sorry to those of you spoiled by the Azeroth trailer) and you’ll be able to select maps from there or from the UI on the left. We can’t wait to expand the world further!

  • Pets!

    • There are a lot of new pets. Like, 4x the previous number.  

    • Evolution is unlocked, but to clarify, only token pets (Betsy) and premium pets will evolve visually at the moment.

    • You may see some abilities get more impressive as they change form, though.

    • Watch for the monthly and weekly reward pets to get your shot at rare content, some with enhanced visual effects. We won’t spoil which. You’ll just have to watch!

  • Premium Pets!

    • Table Flip Demon

    • Kakarot

    • Shinobi Kitty

  • New Costumes!

    • Cap’n Monk

    • Farmboy Apprentice

    • Tiguar Monk


Bug Fixes

  • Fixed an issue where players who were too high were unable to place towers. We mean... too high up.

  • Increased the mana crystal cap that can be present in the world. Also, we added a 2-unit mana crystal. Hey, every unit counts, amirite guys?

  • Fixed one of the issues that was causing items to be lost in the inventory. It was all Tony’s fault. [[4968,hashtags]] (We don’t even have an employee named Tony, but we’d like one so we can blame him. Are you a Tony? We’re hiring!)

  • Fixed an issue with the Token Shop UI where the items could scroll outside of the window. That's just not allowed. Geez.

  • Apprentice’s secondary attack now pops the Blaze Balloon. Upcoming updates will add “locking” and “dropping” functionality to his newfound popping feature.

  • Numerous audio issues have been fixed. We said, NUMEROUS AUDIO ISSUES HAVE BEEN FIXED.

  • Hunted down that pesky fox stealing your eggs before they hatched. Sadly, that means we can’t have that Dora crossover like we planned.

  • Fixed an issue where the Drakin could get stuck in the River High Path on Little-Horn Valley. Now to fix the million and one other places they get stuck. Sewers, we’re looking at you.

  • Fixed an issue where the bow could appear incorrectly for the Huntress when swapping Heroes. Don't worry, we haven't fully eliminated Franken-heroes yet.

  • Fixed several issues with the Costume Shop. Introduced several other ones, which are arguably way worse.


Important Known Issues

  • There are multiple issues with the pets system. Most of them can be fixed by closing and reopening the Pets UI.

  • The Quests and Daily Missions UI can pop up randomly. They just really like you.

  • Monthly Missions do not give out rewards. We’d make a joke here, but we don’t feel it’s appropriate. This will be fixed very, very soon.

  • Players can easily obstruct the cosmetic preview, causing some really hilarious situations.

  • Gold Bonus Sphere IV Skill Sphere will activate for heroes who do not have the Skill Sphere equipped. You’re welcome.

  • Special Enemies killed in two of the Liferoot Forest maps don’t contribute to the “Special Delivery” challenge. This is because they’re extra special. On the other hand, new Special Enemies don’t count at all, because they aren’t special enough.

  • BOOM HEAD-SHOT CHALLENGE DOES NOT BOOM if you use the Huntress’s secondary attack.

  • The “Use the Boost” challenge is challenged. This is becoming a pattern.

  • Stun VFX only display when they want to. Unfortunately, this is pretty much never.

  • Enemies like each other a little too much. This is causing some stuckage and clumping. Clumping is one of those words that sounds pretty dirty is you don’t know its definition. “Are you clumping in there, Bobby?”

  • Players can’t rebind the Inventory key. Why? Because the Influence Vote was “I for Inventory.” Duh.

  • Some pet abilities don’t have sounds. Others don’t have VFX. The rest are generally awesome.

  • Sometimes heroes do not stay in the equipped Hero slot when joining a map. These heroes are cowards.

  • Opening a mana node can erase mana on the map if there’s too much mana on the floor already. Proceed with caution.

  • This known issue doesn’t matter. Or maybe it did. We don’t know anymore.

  • Immediate Messages are a little too immediate. Also, this list is too long.

  • Matchmaking is not finished yet.

  • Unlock UI text for shop vendors will never disappear.

  • The Fire Cart environmental trap is just for show. Damage coming soon. Some men just want to watch the world burn without doing any real harm.

  • “Transform Egg” malfunctions on eggs that are currently incubating.

  • The prices for items in the Token Shop show up as “0” in the purchase confirmation screen.

  • Drench on weapons can become super OP.

  • The Life Leech passive can be exploited. Go figure.

  • FLOATING WEAPONS EVERYWHERE.

  • If a player in your party swaps heroes while you have items selected for sale, their sell values will become negative. Who knows what will happen if you click sell after that. Please don’t. But if you do, videotape it. Off-screen, shaky cam, standard def.

  • Small Melee goblins from “Just Grate” can’t seem to find the core.

  • Clicking the Play button on the Title Screen while joining a friend’s game is a good way to lose a friend.

  • Tooltips don’t display on the Missions or Hero Deck screens.

  • Tier 2 Provoke Duration and Provoke Speed Spheres are listed as Tier 1. Only some of us can count.

  • The Etherian Hero challenge does not update its tracker when you complete a map.

  • Inspect Defense only half works. Skill Spheres do not apply.

  • Lots of passives are broken. Also lots of them are fixed, so that’s something.

  • Don’t press G in Onslaught Mode before you select a reward type. We warned you.

  • The “Not Enough Gems!” prompt is ugly.

  • Witherbeasts can be blindingly bright. We chose to view this as a feature, not a bug.

  • Some tooltips are showing up as red for no reason at all.

  • In a Private Tavern, you can try to create a hero, but it won’t do anything. This will be fixed when there is only one tavern.

  • Apprentice Flamethrower Uber hits further than its VFX extends. It’s hot folks.

  • There are misspelings and hippos.

  • When you “Transform” an egg, it doesn’t look cooler. It should. We made the art for it.

  • NPCs can’t read your keybinds. They just learned to talk, what do you expect?

  • Pet Evolution items do not stack correctly. At least they work now.

  • Re-rolled pet stats don’t display as whole numbers.

  • Some descriptions for the Uber Skill Spheres are too long and refuse to display.

I_PASS_BUTTER

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Defenders, it’s time for our first event! We’ve received reports that the enemy has found the Madwick nests around Nimbus Reach and Little-Horn Valley. Wardens in the area have confirmed sightings of mythical creeper eggs being carried off by high ranking enemies, even some Ogres. We don’t know what they want with those eggs, but there have been some rumors of...omelettes.


We’ve only got the weekend Madwick eggs, Defenders! After that they may become goblin breakfast. Once picked up, they bond to the owner. They last forever and hatch much faster than normal eggs. The Madwicks they’ll hatch into will be powerful allies in our struggle against the Old Ones.


Madwick Madness Weekend Event:

  • Egg drops from Special Enemies and Ogres in Nimbus Reach and Little Horn Valley (Free Play and End Game).

  • Egg can only hatch a Mythic Madwick

  • Egg hatches in 3 hours, cannot be sold, and does not rot.

  • Egg has higher drop rates on harder difficulties. Drops on Free Play Easy and beyond.

  • Runs from now until Monday at 11AM EDT!

iamisom

Greetings Defenders,

This Friday, Dungeon Defenders II will be available on Steam Early Access! We’re excited to welcome all of our new players into the game and continue to make the best Action Tower Defense experience possible!

Steam Early Access will be available for $24.99. This will include access to Dungeon Defenders II, $30 of in-game currency and a set of 4 exclusive hero embellishments (currency and embellishments will be given to players as they are created/implemented into the game). We expect Dungeon Defenders II to remain in Early Access for at least a year. All of our Defense Councillors will also receive these new embellishments for free.

We will also have an upgrade pack available. This upgrade will be $49.99 and will include $100 additional currency, 4 exclusive Hero Skins, an exclusive title, the 4 Tower Skins our Defense Councillors are designing, and an exclusive tavern decoration (goodies will be given to players as they are created/implemented into the game). All current Co-Op pack Defense Councillors will also get these new goodies. The rest of you will be able to upgrade to this pack on Steam to get all of those in-game extras and the new ones. For an updated list of what your Defense Council packages include (we’ve added a lot!), click here.

Both of these will be 20% off for the first week Early Access is available on Steam!

We want to thank all of you for your feedback in our last survey and blog post about our Steam release. This feedback really helped us decide the pricing and awards in these new bundles. We’re excited to be able to provide new goodies for all of our new and old players, while keeping the Defense Council exclusives… exclusive. :)

We look forward to seeing you in Etheria on Friday! And remember: Tune into the The Game Awards on Friday at 9 p.m. EST for a world-premiere DD2 announcement!



Edited 12/4/14:  Clarified that some of the goodies will not be made immediately available upon purchase. They will be given to people as they are created/implemented into the game. Sorry for the confusion!

iamisom

There’s a storm coming, Defenders! 

Wizards & Blizzards (Update 1.1) arrives August 23rd on Xbox One, PC & PS4! Our focus for this update is on delivering a new gender swap hero, creating important system updates, fixing numerous bugs, bringing the Revenge of the Yetis Incursion to all platforms, and setting the stage for adding larger modes and variety to the world of Dungeon Defenders II in our next updates.

Read the blog below to learn about the update, and then be sure to tune into our Wizards & Blizzards Devstream this Friday at 3PM EDT. We’re going to showcase the update and giveaway free hero codes!


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New Hero:  The Adept!

“A dedicated bookworm and talented mage, the Adept pursued the arcane arts from a young age. Unrivaled in her valley homeland, the Adept has come to Dragonfall to prove herself among the finest arcane masters and take the fight to the Old Ones on the fields of battle.”

The Adept is our next gender-swap hero! She sports two new abilities and one new defense while retaining most of the Apprentice’s kit:


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New Ability:  Arcane Bubble

The Adept creates a pulsing shield that reflects all enemy projectiles and periodically stuns all enemies within. It’s particularly useful against certain enemies (*cough* Dark Assassins *cough*).


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New Ability:  Arc Lightning

The Adept sends piercing bolts of devastating lightning that damage marked targets and enemies caught in-between.


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New Defense:  Hailstorm Tower

The Adept’s new defense is a powerful anti-air tower! The Hailstorm Tower fires a barrage of damaging ice shards at flying enemies, which also weakens them to follow-up attacks. This defense also draws reduced aggro from enemies.


New Shards for the Adept

The Adept has her own unique Shards to discover! (Note:  These details are subject to change between now and release. Check out the patch notes next week for final information!)

  • Wither Shield:  Arcane Bubble withers enemies inside it increasing the damage they take by X%.

    • Found in the Campaign Shard Pack

  • Sanctuary: Heroes inside the Arcane Bubble shield heal X% of their health per second during the duration of the bubble.

    • Found in the Chaos 2 Shard Pack

  • Glacier:  Hailstorm Tower fires a large rock dealing X% Defense Power damage once every 5 volleys.

    • Found in the Chaos 2 Shard Pack

  • Thunderwave:  Arc Lightning deals X% Ability Power as damage to all enemies around you.

    • Found in the Chaos 3 Shard Pack

  • Arc Shielding: Arc Lightning places a shield on you that lasts 20 seconds that absorbs X% of your Ability Power. Enemies that hit the shield are damaged for a total of Y% of your Ability Power over 3 seconds.

    • Found in the Chaos 4 Shard Pack

  • Marking Bubble:  Arcane Bubble adds X marks to enemies inside it.

    • Found in the Chaos 4 Shard Pack

  • Thunderbolts and Lightning:  Increases the damage of Arc Lightning by X%.

    • Found in the Chaos 5 Shard Pack

  • Explosive Finale:  Upon completion, the Arcane Bubble explodes dealing X% Ability Power damage to all enemies in and around the bubble.

    • Found in the Chaos 6 Shard Pack

  • Icefall:  Hailstorm Tower attacks have a X% chance on hit to freeze enemies for 7 seconds.

    • Found in the Chaos 7 Shard Pack


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Try the Adept for Free!

Perhaps best of all, when the update comes out, you’ll be able to try the Adept for free by visiting the Portal in the Heroes Marketplace! Once you enter the Portal, you’ll be given access to a normalized version of the Adept decked out in gear. If you like being able to try out a premium hero for free, please let us know!


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Revenge of the Yeti’s Incursion on PS4 & PC

This frosty Incursion will be available on PS4 and PC in this update! Prepare to face the mighty Yeti and his abominable new minions on the Hot Springs map. Revenge of the Yetis will be available in Chaos VII, so prepare your heroes now!


Matchmaking System Updates

This update implements some major backend matchmaking updates, which we’ll be able to grow and improve the matchmaking experience upon. With this particular update, we’ve been able to improve the map-to-map flow, which makes it easier for you to stay together with a party of friends or with a group of randoms. We’ve also been able to fix the minimum Ascension Level Requirement filter, which will now stay active when you continue on to the next Trials match, and your custom game names will remain on transition. We’re also able to hide matches after they reach a certain threshold of play, so it’s less likely to join a nearly complete match. (Thanks for the feedback on that!)

There’s plenty more we want to do with this new backend system in the future (like improving the Party System), so stay tuned for more updates!


Gamepad Improvements

Continuing from our work in Patch 1.0.3, we’ve added a whole slew of new gamepad improvements! Among other changes, this includes Inventory UI quality-of-life changes, easier hero swapping, easier tower upgrading/repairing/selling and more! Check out the patch notes next week for a full list of details.


New Cosmetics Manager

This update introduces a brand-new Cosmetics UI to view and equip Cosmetics! Currently, equipping costumes and accessories is a pain. Not only do you have to go to a specific vendor to make your heroes look badass, but the current UI is a pain to navigate -- especially on gamepad.

This new UI is available directly from the “Cosmetics” tab in your Inventory, so now you can change your look on the fly! You’re also able to see all of the currently available Costumes, Accessories and Tower Skins in one location, and best of all, you can view all of them (including Tower Skins) before you make a purchase!


Bug Fixes

And finally, this update includes numerous bug fixes! Keep an eye on the patch notes for the full details.


We’ll see you in Etheria, Defenders!

Love,
The Trendy Team

iamisom

Greetings Defenders,

Our first Xbox One patch is here! This patch fixes the biggest Xbox One crashes and bugs you’ve reported to us:

Bug Fixes

  • Fixed the loading screen crashes.

  • Fixed the Town crashes.

  • Fixed the Series EV2 proton beam crash.

  • Fixed a number of crashes that would happen when placing certain Dryad defenses, Lavamancer defenses and auras.

  • Fixed a bug where players were unable to properly equip costumes.

In addition to these fixes, this patch includes a number of features and improvements from the 1.0 Update that were not available at launch, including tutorial improvements, new Campaign gameplay updates and more. With this patch, Xbox One is now fully up-to-date with the PC & PS4 versions! You can find the full 1.0 patch notes here.

Thanks for your overwhelming support! We’re continuing to work on server stability and improvements, and we’re also cooking up our first big post-launch update. Stay tuned for more information!

Love,
The Trendy Team

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