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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

Hotfixes 5.4 to 5.7

Hotfix 5.7


Thanks for all your feedback these last few days! We've gotten so much valuable information on the game and its difficulty that we can't wait to iterate and make the entire game as rewarding and fun as possible.

It's recently come to our attention that some of you (thanks so much!) have already found some exploits in Nightmare Mode. In order to continue to obtain good feedback on the difficulty of Nightmare Mode through the weekend, we will temporarily be restricting loot on Nightmare mode to only Special Enemies. 


BUGFIXES 
  • Temporarily restricted loot in Nightmare Mode to only Special Enemies.

Thanks again Defenders, and keep the feedback coming! We'll have fixes for your other issues and a more long term solution for this one in the future.



Hotfix 5.6


Bug Fixes
  • Fixed an issue where shop prices were too low 
  • Added in the ability to drop special event items. If all goes according to plan, we'll run our first event this weekend!


Hotfix 5.5


Hotfix time! We’re working really hard to investigate Free Play & End Game issues, so please keep providing feedback to us on our Forums, Steam, or Reddit. It’s really helping us get these new difficulties to where they need to be both fun & challenge wise.


Bug Fixes:

  • Fixed an issue where players with the correct Item Power could not join matches they qualified for. This should help alleviate some of the Free Play Normal progression issues.

  • Significantly increased the drop rates of Epic and Mythics in Free Play.

  • Reduced the drop rates of Sturdy and Worns in Free Play.

  • Significantly increased the drop rates of Epics, Mythics, and Legendaries in End Game.

  • Significantly reduced the drop rates of Sturdy and Worns in End Game

  • Added name and description for “Squiddy McSquidlington” Squire Accessory. You can obtain this accessory by visiting twitch.tv/lovindatacos


Thanks everyone. Please let us know what you think of the progression and loot through the new version of Free Play Normal & End Game!




Hotfix 5.4


We were so excited to get this hotfix out we forgot to add the funny. We’re sorry. We do however have a fix for the Quest Log disappearing issue, so we hope that makes up for the lack of humor.


Content

  • Created additional Creeper pet projectile and impact VFX.

  • Corrected coloring for some Creeper pet projectile and impact VFX.

  • Fixed sizing issues for all pet VFX.

  • Fixed an issue where premium Shinobi Kitty was not displaying proper projectile VFX.

  • Created unique projectile and impact VFX for some pets.


Bug Fixes

  • Added a check that will re-enable your Quest Log after transitioning maps or restarting the game by checking your last completed Quest. While we haven’t been able to find the exact issue yet, this should solve the problem for those of you stuck with an empty Quest Log but more Quests to complete.

  • Fixed an issue where Maps locked by the party were not shown as locked at the War Table.

  • Added a unique tooltip for maps that are unlocked or locked by the party.

  • Fixed an issue where some lanes on Throne Room were not working.

  • Revised the Boost Aura inspect defense spec tooltip to display + Defense Power and not + % Damage.

  • Fixed an issue in the Loot & Survive patch notes where we forgot to mention the changes to the Boost Aura!

    • Boost Aura adds +Defense Power to affected Defenses by 10% of the Monk's DP stat. (If you have 100 Defense Power on your Monk, your Boost Aura will add +10 Defense Power to defenses.)

  • Fixed an issue where some pets’ evolution requirements were not setup correctly.

  • Fixed a bug where items were worth more XP than expected for the Item Enhancement Wheel.

  • Fixed a bug where the gold costs for the Item Enhancement Wheel were lower than expected.

  • Added a delay in the Tutorial before goblins break through initial defenses.

  • Added a delay to the dialogue in Forest Crossroads to prevent overlapping with the intro cinematic.

  • Fixed a bug where players who would disconnect from a game would remain in party, by removing players from a party when they are on the title screen.

  • Fixed an issue where the Item Enhancement Wheel did not identify used items properly.

  • Fixed an issue where maps or playlists that were unlocked weren’t always immediately updating on all clients.

  • Fixed an issue where preplaced towers in the Tutorial did not display as Tier 3 in the live build of the game.

  • Fixed a bug where you could begin an Onslaught map before choosing an award type.

  • Fixed an issue where defeating Betsy in Nightmare mode didn’t complete the map. Common, it’s Nightmare Mode, what’d you expect?

  • Fixed an issue where Betsy would not spawn if you pressed G while she was flying into the map. She hated that.

  • Fixed an issue where stacked items were not stacking.

  • Fixed an issue where the pet bag could hold more pets than it could display.

  • Fixed an issue where you could get more than 40 pets. I think. Test and see what happens.

  • Fixed an issue where pet food and evolution reagents text was showing as red. This was because it looked to see if your hero could equip it… and you couldn’t because you are not a pet. That is all.

  • Fixed an issue with login for players with special characters in their names.

  • Fixed an issue with matchmaking via a Steam friend game invite.


Known Issues

  • Hero names no longer appear when targeting another player.

  • ‘G’ to skip to summary does not function after defeating Betsy. You must wait the full 2 minutes to exit the map or press escape and leave.

  • Item enhancement indicators are missing when double-clicking.

I_PASS_BUTTER

Daniel Haddad, Creative Director ([[48971,users]])

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Danny Araya, Creative Director ([[64026,users]])

Working on the Intro!


Steven Collins, Level Designer ([[48993,users]])

This week:
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Seriously though, looking through the balance, specifically for solo players. Making sure the transition from campaign to Free Play gets smoothed out. Got some minor tweaks going into the sewers maps to make them less death pits.


Jeffrey Bickel, Technical Level Designer ([[61256,users]])

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Chris Flores, QA Lead ([[59727,users]])

We were running at mach 50 speed to cram weeks’ worth of testing into about 8 days. We knocked some out of the park, swung and missed horribly on others, and sometimes got knocked clean out with a fastball straight to head. But when it’s gotta live, it’s gotta go live.

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Now we await the bug reports.

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Abraham Abdala, Lead Tech Animator ([[59787,users]])

Lots of meetings. Planning for our next milestone. New pets, new NPCs, new weapons, new skins!


Joshua Javaheri, Lead Technical Artist ([[23,users]])

Making sure all the pet media is where it needs to be with our VFX team at the moment!


James Reid, Software Programmer ([[56071,users]])

This week in pictures:

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Adam Stow, Associate Producer ([[50332,users]])

Jeeez, I’ll say that I’m just proud of this patch. A lot of us are killing ourselves proverbially over it, and it’s showing in the results. No funny gifs here :p

But we can’t rest now, we have to start work on the items going into the next patch. Onward!


Jason Yu, Associate Producer ([[56534,users]])

This week, we’re kicking off different teams to start up our next milestone. There are still tons of features we want to make better, change or add, but we’re focusing most of our efforts on bug fixing.


Javier Barreto, Lead Software Programmer ([[72964,users]])

AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

There… I said it.

PLEASE ENJOY,


Jesus Diaz, World Builder ([[39450,users]])

I’ve been polishing the new social hub level and doing some fixes to previous levels.


Daniel Diaz, World Builder ([[33096,users]])

Working on the new tavern for the social hub!


Dani Moore, Remote QA Manager ([[25251,users]])

Doing our best Sonic the Hedgehog impression, except we’re trying to be more like Sonic 3 and Knuckles and less Sonic 06.


Philip Asher, Marketing Director ([[14,users]])

So proud of our entire team for this patch. We’re currently at the highest concurrent users for Dungeon Defenders II yet! Everyone’s a little burned out and working like crazy fixing (and repro’ing) the bugs you’ve reported. I hope we get through all of them quickly!


Josh Isom, Community Manager ([[4370,users]])

Running around gathering up your feedback and bugs for the team to address! To everyone who has submitted feedback, thanks for taking the time to do so! You da real MVPs.


The community team worked 15 hours on Tuesday trying to hatch as many eggs as possible. Hopefully that issue has been fixed for you in the latest hotfix! My eyes are super bloodshot right now, but this weekend, I can finally get some rest. (And hopefully I can play the newest update with you! I’m so jealous of everyone playing right now. I just want to bring back my DPS Squire, Sir Cadogan!)


I don’t really have the time to pick out my favorite threads, but I would encourage everyone to watch The Casters Guild on Twitch! They’re doing an amazing job of showing off the new update, and they have free code giveaways to boot. Also, a shoutout to indrooo on Reddit for making an awesome new banner!

iamisom

Hotfix 5.2

Good morning, Defenders! Hotfix 5.2 will be live soon. In it, you'll find a bunch of fixes, including one for that pesky egg bug! Here are the patch notes:

Content

  • Added a Persistent Trail VFX to Katkarot.

  • Updated some Creeper pet VFX.

  • Added unique VFX for some pet attacks.

  • Updated some Dragon pet VFX.

  • Fixed an issue where Golden Pixie was rendering the wrong iconography.


Bug Fixes

  • Fixed the Hatch button in the hatchery. It was just stuck, see?

  • Fixed an issue which was causing the incorrect loot to drop in Free Play Normal.

  • Changed all “Equip” Quests to “Open the Forge” quests. This fixed an issue where the player could delete an item they were required to equip by a Quest and become permanently stuck on the Quest.

  • Moved “Open the Forge to get Item” Quests to “Interact with the Colonel to get Item’s” Quest. The Forge magically giving you items just didn’t make sense. Plus, it can’t talk to you!

  • Fixed an issue where to unlock Dragonfall Bazaaar you had to open, close, and reopen the War Table.

  • Some buy & sell formulas we’re jumbled. We’ve unjumbled them. Now buy and sell items are more correct. Sometimes.

  • Fixed an issue where pet reroll items looked like they were rewarding more than one at a time, but were actually rewarding none. Now they reward one and look like they reward one. [[5102,hashtags]]

  • Water Bubble projectile for pets can no longer trap players in its epic bubbles.

  • Fixed an issue where you could complete the Monthly Mission, but it didn’t look complete. Now all bars fill up properly upon completion of the Monthly Mission.

  • NPCs will now wait for UIs to close before they talk to you. + 5 points patience.

  • Fixed an issue where “0” in the loot table did not actually mean “0.” Now some items that shouldn’t have been dropping will no longer be dropping.

  • Fixed an issue we didn’t release publicly. We’re tricky like that. Thanks for all those bug reports!

  • Stuffed Betsy full of weapons & armor. She now drops loot properly.

  • The Token Shop will now display the price of the item you are purchasing on the confirmation screen.

  • The Create Hero button in Private Matches is now greyed out. In the future, this will work, we promise.

  • Fixed an issue where transforming standard eggs to premium eggs during incubation would put the egg in your inventory instead of transforming them. So those of you with incubating eggs -- Transform away!

  • Fixed an issue where totems were dropping as rings, medallions as totems, rings as medallions, totems as rings…. TL;DR Relics drop with their proper meshes now.

  • Fixed an issue where we asked you to go to the War Table when you were actually supposed to be doing something else.

  • Fixed some typos. Created new typos.

  • Removed the concept of “Leader” from the Group Tavern. Now any player can select a map from the War Table in the Group Tavern. In a future patch, we will be removing the Group Tavern and simplifying the matchmaking flow further.

  • Fixed a bug where some towers had insanely high crit damage. INSANELY HIGH.


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

Greetings Defenders,

Wipeaggeddon will occur on Monday, July 27th. We expect the game to be down for most of the day, and once it's back -- Loot & Survive will be live! We are terribly sorry for any inconvenience, but it's all for a good cause:



Loot & Survive is coming out on Tuesday! In this update, we've added:

  • Onslaught Mode:  An infinite survival mode with specific rewards every 3 waves!

  • Loot and Stat Revamp:  New stats, new passives, new loot and more!

  • New Difficulty Modes including Nightmare I, II, III and IV! That’s right, four Nightmare modes!

  • Pets:  New pets, evolutions, stat rerolling and new abilities!

  • New Matchmaking screen and flow:  Choose the exact map, mode and difficulty that you want without switching taverns or hoping that a random group is playing what you want to play!

  • An updated New User Experience, including a proper tutorial mission! (Gasp!) Plus, quests that will guide new Defenders through Etheria!

  • Daily Mission changes:  Now you aren’t punished for having a life! You can stack up to three Daily Missions, plus there’s a new Monthly Mission system that will grant unique rewards!

  • Inventory Hotkey:  Open the Inventory from anywhere on a map during Build Phase!

  • And so much more!



I_PASS_BUTTER

Daniel Haddad, Creative Director (Blacksmith)

Been working insane hours for the past three weeks (including weekends) with most of the design team to make sure all the changes we are introducing in MS16 go down swimmingly. Making some adjustments to Crit Damage and Crit Chance as it turns out Crit Damage was insanely insanely powerful across the entire game, and we want there to be a more meaningful choice… So yeah, stuff like that and other such cool things...


Jay Twining, Senior Game Designer (TrendyJayT)

There’s a magical time in game development where we see all the awesome Ideas and Effort coalesce into a game/patch/release. Game development is an exciting and intensive process. We regularly take imagination, hallway conversations, images, UI docs ,and paragraphs to convert them into hours and hours of game play. This week is specifically that polish time where we’re crossing our Ts and dotting our Is. Everyone has their nose to the grindstone. Excitement and anticipation are the descriptors for this week.

Specifically I’ve been focused on the final touches to Economy Rebalance (making gold great) and iterating on the Pet UIs. There are some quality of life improvements that we’re adding to the Stable and Hatchery that we think you guys will really enjoy.

This is an exciting time for everyone. New Items, new stats, new pets, new map progression, and more. I can’t wait to see what you guys think!


James Reid, Software Programmer (Driscan)

Fixing all the things. (At least trying to!) Lots of things coming in hot….so this week is trying to put out all the fires that we can!

Sorry I don’t have any pretty pictures ::puts on his fireman’s hat and heads back into the fray::


Javier Barreto, Lead Software Programmer (javo)

Stabilizing and wrapping up … one of the tougher things about game development.


Jeffrey Bickel, Technical Level Designer (TE_Jeff)

Content lock is on, so it’s fixing bugs from now until this patch hits. I’m very excited to see how you all enjoy everything we’ve been working on!


Steven Collins, Level Designer (Esorath)

Bug fixing time! I’ve been over to the buffet of bugs and filled my plate to the brim. Time to take a dive into the bug list and start fixing away.


Chris Flores, QA Lead (likethatwhenigothere)

We’re at content lock for the next update so QA is pounding away at all the new features and difficulties. Bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs, bugs. Oh did I mention bugs already?


Adam Stow, Associate Producer (TE_Stow)

On the front lines as we approach the next major patch, ensuring we don’t break too many things as we add things is priority one. This is probably the biggest patch that isn’t Pets & Dragons yet -- so brace yourselves. There will be some bugs. But it’ll be glorious.


Jason Yu, Associate Producer (urfyness)

Putting out as many fires as possible. Huge patch. There will be some bugs. Gotta run, kthnxbai.


Jesus Diaz, World Builder (N3oDoc)

After adding the final touches to the “Wartable” level, now it’s time to revisit previous levels in order to fix some visual elements. Also this week I’m going to start polish the social hub level!


Daniel Diaz, World Builder (DanielKaMi)

I'm doing a visual pass to some of our levels. There are some visual elements that don't fit anymore. In addition to this, I'll start polishing the social hub in the next few days along with Jesus!


Dani Moore, Remote QA Manager (Dani)

Advising, playtesting, eating, bug-hunting, replaying, reporting, sleeping, updating, verifying, checking.


Philip Asher, Marketing Director (pmasher)

Getting everything ready for Loot & Survive. I’m so excited. Props to the whole team to really improving the game over the last couple of weeks. It’s coming in hot (and there will be bugs [[4884,hashtags]]), but I’m really excited for everyone to get their hands on all the new stuff on 7/28 and provide us feedback while we continue to work on it all. Now to finish this update video...


Josh Isom, Community Manager (iamisom)

Making sure that as many of your reported bugs and balance concerns get fixed as possible. Devising cool ways of making a “progression” flow through the official Dungeon Defenders community site. We’ll see what happens. :)

My Favorite Threads This Week:

  • Another Amazing Devstream Recap:  It’s Super Effective posted another fantastic Devstream recap video. I dig the effort he puts into visually demonstrating our discussions, like his Daily Mission visualization. Nicely done. Keep up the great work!

  • Sara Strikes Again:  SaraNeko continues her amazing fan art streak with this rainbow-wielding Huntress!

  • Complete Noob - Where to Start Learning the Basics:  jmac started a thread asking for information about the game, and our community went above and beyond on helping him out. This thread plus another started around the same time helped us decide to create a Players Helping Players subforum. This will be a place where players new and old can ask questions or find help in a safe, judgment-free environment. What do you think? Would you like to see that on the forums?

I_PASS_BUTTER

Our next patch, Loot & Survive, is coming July 28th. It's a massive patch, with a new levelling/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 so much more.


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Because of the scope of these changes, we have to wipe some of the profile data for the game. This data will simply not exist after the update. While all of you have been voting on the kind of wipe you’d prefer for Wipeaggedon, we’ve been furiously reading your comments and opinions. We’ve noticed some confusion over the reward structure for the upcoming wipe, and decided to make some changes:


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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It’s our hope that everyone will log in post-Wipeaggeddon, ready to level up anew with their new costumes and pets!


Wyvern Token Rewards

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


Thank you for all of your suggestions over the course of this Influence Vote! At Trendy, we believe that this will reward players who’ve earned Wyvern Tokens while keeping with the spirit of those voting for a “Full Wipe”.


Watch our last Devstream below for some exciting reveals about Loot & Survive -- including a sneak peek at new pets, our first premium pets, and how Wyvern Tokens will be easier to obtain. Also, tune in next Friday at 5pm EST for the complete unveiling of the Loot & Survive patch, launching July 28th!


I_PASS_BUTTER

Jay Twining, Senior Game Designer (TrendyJayT)

The vast majority of my time, this and last week, has been tweaking the economy numbers. Things to note:  We’re making awards and dailies far more meaningful than before. You’ll want to check them out next patch! My goal is that you guys should feel an immediate improvement but be relatively invisible. Don’t be too surprised when you see gold values change everywhere in the game.


Otherwise I’ve been supporting the new War Table and new Pets. The new War Table is crazy exciting. The entire process of getting from the HUB to a match is much better. The War Table is more than a UI facelift. Let us know what you think when it’s out!


Pets are coming together super nicely. We’ve got active abilities, new pets, and stat rebalancing.  Pets can be focused towards a specific playstyle. So some species will be more suited to defense, primary attack or ability playstyles. We also have some hidden and secret shiny pets. Let’s see if you can find ‘em!


James Reid, Software Programmer (Driscan)

Wrapping up the matchmaking UI. Let’s see how far I progressed from last week….

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Pretty significant progress if you ask me. Still gotta tighten up the graphics on level 3 a bit, but it’s getting there.  


You know that “coming soon” button over the upgrade option when hatching eggs?  Yeah, well I’m working on making that not “coming soon.”


Danny Araya, Creative Director (DannyAraya)

Dialogue Dialogue Dialogue Dialogue Dialogue Dialogue Dialogue Dialogue


Jeffrey Bickel, Technical Level Designer (TE_Jeff)

Testing, polishing, iterating our New User Experience. We’ve got some first-time players focus testing this week. It’s going to be great to get their feedback and continue to iterate on the NUE.


Steven Collins, Level Designer (Esorath)

Testing and iteration is the name of the game this week. Not literally, Dungeon Defenders II is the name of the game. You get it.


I’m testing and iterating on the difficulties we showed off on the last Devstream. Got some focus testers getting in and giving feedback. Really nice to make sure this difficulties pass goes off without a hitch.


Joshua Javaheri, Lead Technical Artist (javahawk)

I’m hard at work with all the teams to deliver on a multitude of UI/UX improvements as well as working with the naming committee to get all the flavor text and item names hashed out!


Adam Stow, Associate Producer (TE_Stow)

PUTTING TOGETHER THE GREATEST CREATIVE MINDS IN ORDER TO CREATE THE GREATEST JOKES EVER FOR OUR NEXT COSTUME NAMES AND DESCRIPTIONS.


Because that’s important to me.


Jason Yu, Associate Producer (urfyness)

All our hard work is finally getting to a point where we can evaluate them in-game. The next few weeks are going to be full of getting builds over to QA, making sure we’re executing on the changes we can get it (as opposed to want to get in), playtesting the new changes, and developing the schedule for the next Milestone.


Jesus Diaz, World Builder (N3oDoc)

Still working on the same level than previous week, just adding the final touches!


Daniel Diaz, World Builder (DanielKaMi)

Still working on the matchmaking level. Yeah, this is the special level we were talking about last week. At this point we're almost done with it in terms of visuals. All the visible areas are fully polished now (it will be expanded in the future!).


Philip Asher, Marketing Director (pmasher)

Getting focus testers into the office and learning all sorts of new things about Dungeon Defenders II. Most notably easy and normal are way too hard. Finalizing details for the release of Loot & Survive and working on the launch plans for our next two patches. What YouTubers and Twitch streamers do you think would enjoy playing DD2?


Javier Barreto, Lead Software Programmer (javo)

It feels like it’s been awhile since I’ve been here. I’ve been swamped for the most part working on Pet abilities and rerolls while also interviewing candidates to join our team. It has been exciting and exhausting ….. game development, amirite?


This week we’re wrapping up our features in preparation for the next release. There’s a lot coming in last minute and designers don’t like to compromise even the smallest detail; I can only hope you understand how much that entails.


For the programmers out there, you may find it interesting to know that maintaining and constantly updating a live game can be incredibly complex. Here are a few of those complex things:

  • Recursively updating users’ profiles from version to version (unless a wipe happens!)

  • Staging dynamic tables for the various versions of the game: live, dev, PS4, QA, etc.

  • Complying with API/Platform changes

  • Refactor systems to allow further changes and extending their life

  • Making sure newer features don’t change the min specs and the service still runs under the same constraints

  • Optimizing our servers and increasing capacity to reduce maintenance cost

  • … and more … It’s painful to think on all the things we do. I better get back to pets!


As always, thanks for all the support!


Josh Isom, Community Manager (iamisom)

I’m at the Trendy office running around and helping out in any way that I can. I’m working on quest names and descriptions, costume/accessory naming, playtest feedback gathering and making sure that the major community bugs/concerns are on schedule to be addressed in the next few updates.


No community threads this week, but It’s Super Effective created an amazing video recap of Wipeageddon. Check it out!



iamisom

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Greetings, Defenders!

Welcome back to Influence, where you help us make decisions about Dungeon Defenders II!

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.

Because of the scope of these changes, we must wipe some of the profile data for the game. This data will simply not exist anymore after the update. However, we’ve received feedback from many of you that a full wipe (reset) would be preferred to a partial wipe. So, we’d like to put this decision up to you -- the players most invested in Dungeon Defenders II.

For the full details of the upcoming wipe and to make your voice heard, head to the Influence voting page!

I_PASS_BUTTER

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!).




I_PASS_BUTTER

Danny Araya, Creative Director (DannyAraya)

Working on character portraits for the NPC dialog balloons!

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Jeffrey Bickel, Technical Level Designer (TE_Jeff)

Got the skeleton of our New User Experience in for our first map, will be fleshing that out as a few systems come online. I’m now working on setting up the different difficulties in Onslaught and Incursions, as well as rolling in some balance changes from our playtesting. After all this goes in, it’ll be testing, iteration, bugfixing, and balance until the end of times.


Jay Twining, Senior Game Designer (TrendyJayT)

I'm working on maths and economy. More exciting announcements next week!


Steven Collins, Level Designer (Esorath)

Updated all the “rule sets” for each difficulty over the weekend. So now each difficulty will be different not just with the enemy rollouts, which is super exciting. Working with a strike team to get some visual differences in the map for when you play Nightmare. (Won’t say what those differences are, because secrets.) Also from here on out, it’s balance, test, balance, test, repeat forever.


Abraham Abdala, Lead Tech Animator (Broham)

We are working on new character skins, here is just one of them!

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Chris Flores, QA Lead (likethatwhenigothere)

We got our hands on some of the new game balance stuffs this week, so we’re pounding away on balance and game play for the campaign maps. In addition to that, our pets now have nice fun abilities to tinker with!


James Reid, Software Programmer (Driscan)

Nose to the grindstone on all kinds of UI things. Like for example this beauty…

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That’s final art BTW too! (j/k but isn’t it lovely?) This is the beginnings of our new matchmaking flow and I'm already liking it so much better. It will eventually look something like this

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I’ve also kicked off the implementation task on this guy right here...

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This is barebones wireframe, layout getting, trying to see how things will look stuff right here. Our UX/UI artist will now make it look all pretty. In the meantime I’ll start blocking out the basics and will start polishing it up once the final concept comes in. Just as a caveat, things might change from this point to implementation in the game so don’t jump down my throat if a piece of data is missing once this thing is complete. ;-) 

I’m also working with our PS4 team on incorporating controller button legend for our various UIs (we’re still quite a ways off of having controller support on PC).


Jesus Diaz, World Builder (N3oDoc)

Working on the special level, all I can say is that this is not the kind of level you're accustomed to see.


Daniel Diaz, World Builder (DanielKaMi)

I've been polishing the new level we have in the works. I think it's coming out really nice and artists are working now on new fantastic assets for the level. Still a lot of work to do!


Dani Moore, Remote QA Manager (Dani)

Working on some level balances, some new pet things and looking forward to seeing the new loot values and getting them cleaned up and ready for prime time.


Josh Isom, Community Manager (iamisom)

Did you watch The Social Tavern? This was the first episode of a new DD2 talk show from The Casters Guild. Our team loved the feedback and conversation, and we can’t wait to see more episodes!

My favorite threads this week:

  • Where’s the Beef: Gothraga wants a survival mode right now, which led to people talking about their desire for any kind of new content. Good news: New content and things to keep you playing more is our number one priority with this new update! 

 Bonus:  

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nightblade46 found a Legendary Chest! Sadly, it was on Dragonfall Sewers campaign, so what popped out wasn’t particularly useful. Have you seen a Legendary Chest? There are some who say you may start finding them more often with the new update...


I_PASS_BUTTER

The final Beastmaster contest of the season is upon us, Defenders. Flickerwicks! The players with the highest DPS Flickerwicks will win an in game Beastmaster title! Bring us all of your cute little Creepers! Post a screenshot of it in the comments below with a link to your Steam account. Remember, only entries with screenshots and Steam accounts will be eligible to win. The deadline for entries is July 16th, 11:59 PM EDT. 

Now that the final contest has begun, allow me to introduce the Purrpeller Beastmasters:

Congratulations, Beastmasters! Thank you all for your participation! Keep an eye on your PMs for your prizes!

I_PASS_BUTTER

If you’re just joining us, the Dev Log is our attempt to give you a closer look at our development team -- both what we’re working on and who we are as real human beings. Some players mention they’d like to see pictures and hear more details about what we’re working on in the Dev Log. Sounds like a plan! If you like this new approach, please let us know in the comments below!


Jay Twining, Senior Game Designer (TrendyJayT)

With Map Selection improvements passed on to programming and UI, it was time to shift gears towards another task. This is fairly normal that while other disciplines are working on certain kinds of design work, specifically system heavy UI stuff, design can move unto designing and data implementation for another feature while another is being implemented.

I’ve transitioned over to Pet Implementation. This means setting up new pets. (They’re coming!) Setting up stat packages and specifically the reroll system. Each pet has a set of pet specific stats, Pet Attack and Pet Attack Rate. Each pet also has a set of empowerment stats. You guys already know all of this. Below you’ll find a handful of visual design for the Pet Reroll UI.

  

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Something to remember is that we don’t provide specific details when looking at a UI. We provide details on the interactions and placeholder names. The intent is to validate how something will Look and Feel. I realize I haven’t gone into too many details on how rerolls work, at least in text. I’ll leave it up to your capable imaginations to fill in the blanks. 

Thanks, Defenders. Chat with you guys soon!


Daniel Haddad, Creative Director (Blacksmith)

Working on Loot & Stat revamp execution & reward cadence. 


Danny Araya, Creative Director (DannyAraya)

Working on concepting the King of Dragonfall and working on the New User Experience. 


Jeffrey Bickel, Technical Level Designer (TE_Jeff)

This week, I’m working on our New User Experience in the Gates of Dragonfall map. This should give new players a way to understand what DD2 is all about from the first time they load into the game, making it a lot easier to get into!


Steven Collins, Level Designer (Esorath)

Huzzah! Difficulties are now set up across the board. Can’t wait ‘til I can share the new difficulty details with you guys, but for now I can say there is updated enemy rollouts - updated resistances - updated enemy introductions. Now it’s time to terrify the studio playtests with Nightmare Mode. (It’s gunna be so hard you guys, you don’t even know.)


Javier Barreto, Lead Software Programmer (javo)

Interviewing candidates is not trivial, takes time and can be exhausting. Lucky for me, our Technical Director does most of them. Working non-stop to make stuff happen while not neglecting my support tasks. Sorry for the lack of detail this week … it’s super busy out here.

P.S. We are looking for apt game developers! Check our our job posting! =P


Abraham Abdala, Lead Tech Animator (Broham)

All the pets!

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Joshua Javaheri, Lead Tech Artist (javahawk)

Working on a new HUD and various other UI/UX improvements.


Chris Flores, QA Lead (likethatwhenigothere)

The new content for the milestone is slowly starting to trickle down into our anxious little hands. Should keep us busy for a bit. 


Jason Yu, Associate Producer (urfyness)

Some of the major features that I’m involved with are the New User Experience, matchmaking revamp, additional difficulties, pets and rebalancing loot. 

For our early game experience, we’re including a questline that gives out meaningful rewards while players are progressing through the campaign. These quests and missions will be accessed through our new Daily Missions flow. These quests will help introduce several of our features such as the item enhancement wheel, Skill Spheres, etc. Additionally, there’s a lot of work that’s been done to how stats are generated on items. It’s too early to tell if this will work or not, but we’re trying to get it in a testable state this week.

As for the mid- to late-game improvements, we’re currently discussing increasing the level cap. I don’t have too many details yet, but we’re working through it to see if it’s feasible. We’re also including Onslaught, which is an endless game mode, similar to Survival in DD1.

Other works in progress: the new matchmaking UI looks great and should be in a testable state by the end of this week. We’re replacing the launcher with a new one, which will hopefully resolve a lot of the missing Play button issues that’s affecting certain users. And pets! More pets!

There’s still a good amount of work to be done, but we’re making some good progress. Can’t wait to show you all the cool stuff.


James Reid, Software Programmer (Driscan)

Ended last week and starting this week with exploring some HUD change options. This week I’m laser focused on getting our new matchmaking UI up and running -- the one presented in the latest Dev Stream. I’ve also been discussing and plotting out how our new summary screen is going to look/work. Then of course there's the always persistent case of meeting-palooza.  

To get me in the programming zone, I’ve been listening to Melodies of Hyrule: Music from “The Legend of Zelda” by Taylor Davis. Super awesome stuff and helps get me focused.


Adam Stow, Associate Producer (TE_Stow)

No one wants to see screenshots of production, trust me.

As we charge forward making more rewards and polish for the 1-25 experience and end-game experience, I ask you guys what makes for a good reward in that range? When you’re about to level up and obsolete your gear, what gets you excited even with that in mind?


Jesus Diaz, World Builder (N3oDoc)

I've been doing some changes to the tavern War Table area, adding some nice VFX to the secret level, and while I'm writing these lines, I'm making some blockouts that will be used in another level -- a very special one.


Daniel Diaz, World Builder (DanielKaMi)

I've been doing some blockout meshes for a new level, not the kind of level you're used to… :D


Dani Moore, Remote QA Manager (Dani)

Been wading through numerous builds, due to the current status of development a lot of the playlists aren’t functioning, so we’re using console commands to initiate games. Thankfully, there is light at the end of this tunnel - the new matchmaking system makes sense and should really kick ass. Seeing the new HUD in the game was a real pleasure, even in the incomplete stage. Testing the new balances and changes made to levels never gets old.


Philip Asher, Marketing Director (pmasher)

Still in the process of figuring out how to execute on as many of the Influence Week winners as possible. More details soon. We keep a 3 month rolling marketing calendar in our department, but actually have the year planned out through December. Currently I’m finalizing all the details for the next two big patches, now that we have a fairly accurate picture of what they’ll look like (it’s awesome). Up until this past patch we were doing releases every milestone, so it feels weird having a build of DD2 in the office that is starting to be so drastically different than what’s live. [[2676,hashtags]]

Side Note: Literally have been so busy with work, moving, and wedding planning that I’ve missed every major movie this summer so far (except Avengers). Can’t wait for things to let up so I can finally catch up with Mad Max, Jurassic World, and more. :/


Josh Isom, Community Manager (iamisom)

Working on the new Website revamp. Helping I_PASS_BUTTER take on more community tasks. There won’t be a Devstream this week, so I’m working with The Casters Guild on a cool idea for a stream to take its place this week.

This week, I’d like to show off some of my favorite Defender Designs! This is a collection of some of my favorite recent Fan Art and Fan Creations.

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By @Adamizer23


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By MoleyEyes


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By Gigazelle


Have a Defender Design you’d like to show off? Share it with us on our Fan Art page! 

And if you’re an American, enjoy the fireworks this weekend!



I_PASS_BUTTER

Daniel Haddad, Creative Director (Blacksmith)

Working primarily on a large revamp to the Daily Mission system and continuing with our stats and loot revamp. Helping other teams and efforts as well on their efforts making sure it all goes as smoothly as possible.


Jay Twining, Senior Game Designer (TrendyJayT)

I’m working on Pet Rerolls and Matchmaking this week. It’s pretty gratifying to work on a system that allows you guys to customize your pets. I think you guys will be super satisfied with the solution we came up with. Can’t wait to show you and get your feedback.

Also, I’m continuing War Table, Quick Match, and Private Session improvements. I’m currently working on defining the queueing buckets. The effort is in the interest of making Quick Match something entertaining, desireable and customizable. A key challenge is to minimize the disparate buckets available so that players can find each other while still allowing players to play what they want. Don’t worry, private session is going to exist and I think you guys will really like the new War Table when combined with the new Party System (already in your hands).

In other related news, we’re fixing map introduction. We’re going to roll out Map Completion instead of level requirement for progressing through the campaign. This just makes the most sense and allows other really cool systems, like map scoring, map specific rewards, and other fun gamey game stuff. lol.

Inside Out is the best movie of the year IMO. There’s been some REALLY great cinema this summer season; however, Pixar showed that emotional resonance, amazing scripts and a well executed Hero’s Journey a great movie make. 


Danny Araya, Creative Director (DannyAraya)

New User Experience stuff! 


Jeffrey Bickel, Technical Level Designer (TE_Jeff)

This week, I’ll be doing some Onslaught polish, doing some work on the difficulties, and working on our New User Experience - should be a good week!

Last week I was away in Texas for a vacation. Timed it perfectly with Tropical Storm Bill, so there was a lot of rain on my trip. I played a good amount of Fallout Shelter and watched about a dozen hours of Street Fighter V. 


Steven Collins, Level Designer (Esorath)

I am (still) generating the new difficulties for each map. Making sure each map is functional this week is the goal. 

Winding down from the Steam Summer Sale - got Shovel Knight, Gauntlet and Tomb Raider: Osiris. 


Javier Barreto, Lead Software Programmer (javo)

This week started like the week before, scoping out features and figuring out what do the designers features actually require. I’ll be working on pets in between this scoping sessions. I have hopes we’ll be able to materialize all the designers wishes; mmm that sounds like a gameplay programmer prerogative … or THE prerogative for game programmers.

“I make your design wishes come true!” It would be fun to see that on a resume. =P

I haven’t been playing a lot of games lately. I hope to get back to that at some point. I’m looking for a “Final Fantasy Tactics” clone or remake. Something I can play on my own, at my own pace, that is not open world, not a sandbox, has a beginning, a middle and an end, and has turn based combat mechanics -- with some exceptional cases in which combat changes to a different mode -- and it doesn’t take 60 hours to complete! I think I’m asking too much, but if such a thing exists, let me know. (A friend of mine recommended Chrono Trigger. I’m working on it … it’s kinda long; fun but long.)

There are a whole lot new users from the Steam sale… please be nice to the newbs. They were once like you are now! =P

Have fun!


Abraham Abdala, Lead Tech Animator (Broham)

Pets, pets, pets! Lots of rigging and animation reviews for these lil creatures.


Joshua Javaheri, Lead Tech Artist (javahawk)

Working on scoping a few things with our Tech Art team from Influence Week. Our VFX team is working on designing a lot more elemental variations for legendary weapons. (I know, it’s about time!) It’s funny, but I’ve always wondered what Throne Room looked like before it was destroyed and pouring out? Hmm.


Jason Yu, Associate Producer (urfyness)

We released a maintenance patch that included some metrics fixes so that we can better identify what is and what isn’t working. Not super exciting stuff for our fans, but it helps us make the game better. Another really cool thing we’re doing in the studio is shifting over to strike teams. This means that everyone involved in a feature will come together daily to update each other on their progress. It may mean more work upfront while we figure things out, but in the end, the goal is to increase communication, and in the end, develop faster and better.

On my off time, I’ve been trying to play… I mean research all the games I picked up during the Summer Sale. RIP wallet. It’s been challenging trying to get in a lot of game time because I’m packing up my things to move over the weekend. My new place will be MUCH closer to work which means less travel time! Woot!


James Reid, Software Programmer (Driscan)

Starting the week out with tons and tons of meetings. Getting ready to make some changes to the matchmaking flow UI as well as more updates to the Pet UIs. In between times I’m hitting up quick bugs and minor improvements where I can.

I took Friday off to recharge a little bit and man was it great. I also finally finished the single player campaign in Splinter Cell Blacklist...I always enjoy the Splinter Cell games. Not sure what I’m going to tackle next. I never played any of the BioShock games, so I’m thinking of starting there.


Adam Stow, Associate Producer (TE_Stow)

After spending an entire weekend preparing for a move, I have all the more respect for the team that handled our company’s move across town. This stuff sucks.

I CANNOT get into Final Fantasy Type-0 for the life of me. It’s not a bad game per se, but damn their introduction of new systems is terrible. Just awful. Downright. Awful.    


Jesus Diaz, World Builder (N3oDoc)

Doing some deco work on the background for the secret level. You'll see plenty of things but you'd better not get distracted too much if you don't want to be smashed by a horde of mobs...


Dani Moore, Remote QA Manager (Dani)

Interviewed another RQA recruit. Still looking for more folks (over 18) that want to help out! If you want to help us test new updates, please send me an email: dani.moore[at]trendyent.com.

Had a fantastic 3 day weekend catching up with friends at a local nerd con. Diving into FF14 for the first time. Already missing Game of Thrones.


Josh Isom, Community Manager (iamisom)

Working with the marketing team and Duxter on some big changes to the website! You should see the fruits of that labor soon.

I’m super excited for the next DD2 update. The best part of this job is downloading the latest dev builds and watching features come to life. There’s still a ton of work left to do on the update, but man, I might take the day off when it comes out and do a marathon session. Or maybe I can play it during work and call it “community building.” Hmmmmmm.

My favorite forum threads this week:

  • First Impression: With the Steam Summer Sale, we’re seeing an influx of new players sharing their feedback on the forums. Fenatix shared a nice feedback summary for the game. If you have any feedback you’d like to share, head to our General Discussion forum and start a thread with your feedback! (And welcome to the forums, Fenatix!)
  • Does Anyone Else Feel Like There’s a Lack of Content: I see this topic mentioned in several threads and Steam reviews, so I was excited for feedback when I saw this thread from CT37 popup. Do you feel like there’s a lack of content in the current version of the game? If so, why do you feel that way?


iamisom

Dungeon Defenders II Early Access and Collector’s Edition are on sale! Head to the Steam page to grab your copy. Sale ends Saturday at 12:59PM EDT!

To celebrate our sale, let's make a [[4394,hashtags]]! Retweet this tweet to add more ingredients to the shake. Then on Friday at 5PM EDT, Multimedia Specialist Alex “Iron Stomach” Polefko is going to drink your mystery shake live on Twitch!

Have a suggestion for the [[4394,hashtags]]? Share it with us in the comments below, and we’ll pick our favorites!

fq9HJv1.jpg

I_PASS_BUTTER

Daniel Haddad, Creative Director (Blacksmith)

Kicking off the design team on the different goals for this sprint and starting work on some of my tasks (continuing loot and stat work). Also working with the design team to onboard a new designer!


Jay Twining, Senior Game Designer (TrendyJayT)

Shifting gears after Influence Week! What an exciting and creative bunch of projects! I’m super jazzed to see and hear what you players vote on. Also getting to work on mechanics that require teamwork is kinda my passion.

Jumping into this milestone, we’re working on Pet Rerolls, rerolling stats, abilities and passives, matchmaking improvements and economy balance. Now I’m off to go heckle Javier about the vortex ability…

ALSO, Abe FINALLY picked up Terraria. Playing lots of Ark with the boys and that little thing called E3. So much to do, so little time :) P.S. Go see Jurassic World. It’s GREAT!


Steven Collins, Level Designer (Esorath)

Fresh off of Influence Week, I’m taking a look at the different difficulties we want to have in the game. Not only what difficulties we need, but how those differentiate from one another. E3 is this week, so excited for all the announcements (Dark Souls 3 tho). Excited to see some gameplay of Battlefront!


Javier Barreto, Lead Software Programmer (javo)

Back to work! Innovation Week was fun and all, but we have a game to work on (maybe I can bring my story proto in … =P)

On this week we start a new milestone. The first few days will be about planning, scoping and kicking features off. After that: back to the keyboard! I can only hope for a nice, smooth coding sprint. We should be winding down on new emergent issues (it’s not that we have solved all of them but there are less new issues appearing); this means less context switching, which translates to higher productivity thus more features and more stability!

I have to confess that knowing about all the possible issues a user can find and not being able to address it (because of time restrictions, new features being developed or simply because uploading a new build every day would negatively affect the end user experience), it's incredibly stressing... (Better keep that one quiet … don't want to stress the rest of the team.)

Thanks for all of your Influence votes!

Javo


Abraham Abdala, Lead Tech Animator (Broham)

Pets and more pets! Some new skins and starting some new animation tools! Oh, and yeah… For Honor.. let me know if you get it. :D


Joshua Javaheri, Lead Tech Artist (javahawk)

I’ve got the presser on in the background. Excited to see backwards compatibility for the Xbone! Finally I can feel less like an idiot for not jumping on the PS4 bandwagon. :) In other news, recovering a bit from Influence Week and gathering my bearings again. The new milestone has kicked off, and we are anxious to begin working on some really meaningful feature updates for you all.


Chris Flores, QA Lead (likethatwhenigothere)

Starting off the new week and new milestone! Got a feeling the first few days this week will be spent running around looking for the info I need to get the QA team up-to-date on the new plans n’stuff. Once that’s done though, will starting making test plans and get the guys in the group their assignments. 

P.S. Am I the only one who still thinks this generation of consoles (PS4, Xbone, etc..) is a failure? Not a single game to get.


Jason Yu, Associate Producer (urfyness)

So Influence Week was a blast! I was a designer for Team Jukebox and wrote up a design doc, set up all the data, and tested it in game -- not something I usually do as a producer. We were overly ambitious and put together a fully functional prototype even though we could’ve just faked it for the video, but maybe that’ll make it easier to get into the game! I was blown away by the stuff that we all came up with for Influence Week. The amount of talent at this studio is just amazing!

This week is the start of a new milestone, and in my opinion, it’s the most ambitious milestone we have to date. There’s a ton of work that we’re trying to cram into a short amount of time, but they’re all good. Can’t wait to show all of our fans what’s in store for them. 


James Reid, Software Programmer (Driscan)

Recovering from Influence Week. Just watched the Microsoft E3 presentation...I want a HoloLens! Also DARK SOULS III ,yay!  

As far as work goes, getting ready to kick off our next Milestone, so I’m not entirely sure what I’m working on yet. Though, there’s a ton load of UI work that needs to get done and polished up...so in the mean time I’ll be working on that. I am in the final stages of updating our lane billboards (the things that tell you what’s coming out of them). Made it not be old and clunky, now it’s new and significantly less clunky and prettier and more readable and...and...just all around better.


Adam Stow, Associate Producer (TE_Stow)

Writing this as of 2PM, so only post Microsoft’s show. I just want you guys to know and understand how much work goes into these trailers. It’s at the very least 5+ people for weeks. AAA trailers like you’re seeing are often times 3-6 months of damn near throwaway work.

So pour one out for your video game developing homies this E3, and next time you see us put out a trailer. :)


Jesus Diaz, World Builder (N3oDoc)

After working hard with an awesome team at getting the new social hub for the Influence Week, now it's time to keep working on the secret level. I'm sure you'll fall in love with the background for this level. In my opinion, it has a high chance to become the best background so far for the game.


Daniel Diaz, World Builder (DanielKaMi)

So after a great and passionate week working with our fantastic teammates for the social hub, I moved back to keep working on the secret level. I reaffirm what Jesus said about it. This level is really getting a lot of attention to detail in the background. Hope you enjoy the nice vistas!


Dani Moore, Remote QA Manager (Dani)

Floored by Sony’s E3 announcements. Really happy with our effort for Influence Week with DD2 Planner. Getting ready to tackle upcoming content when the pipes start flowing.


Philip Asher, Marketing Director (pmasher)

Showing off Split-screen DD2 on PS4 at E3. If you’re here, come by and check it out at the Sony booth!


Josh Isom, Community Manager (iamisom)

I’m thrilled at the response to the Hero Deck Improvements vote. It’s great to see everyone come together to discuss what works and what doesn’t work about the Hero Deck. I’m furiously scribbling down all of the feedback on our forums. 

On that note, these are my favorite forum threads for the week:

  • In Case You're Not Sure What to Vote For: Technical Artist Clifton Poli is a freaking engine sorceror. During Influence Week, he created a dynamic weather system for the game, and it’s unbelievably beautiful. Gigazelle GIFed up some of the video for you to see in all of its glory. Check it out!

By the way, these are the top five E3 game reveals that made me giddy:

  • Horizon: Zero Dawn
  • Sea of Thieves
  • Unravel
  • The Last Guardian
  • Halo 5: Guardians -- Warzone Multiplayer


I_PASS_BUTTER

A new contest has begun, Defenders:  Purrpellers! Players with the highest DPS Purrpellers will win an in-game Beastmaster title! Does your Gato have what it takes? Post a screenshot of it in the comments below with a link to your Steam account. Remember, only entries with Steam accounts will be eligible to win. The deadline for entries is July 1st, 11:59 PM EDT. 

Allow me to introduce the Voodu Beastmasters:


  • nekrin
  • @Hangman's Body Count
  • @[RTOP]Dr4kos


Congratulations to our winners! Please keep an eye on your PMs for your prizes, Beastmasters!


iamisom

This past week, all of us at Trendy have been hard at work on passion projects for Dungeon Defenders II. Now it’s time for you to help decide which make it into the game!

VOTE HERE

While we love all of these ideas, the realities of game development mean we can’t get them all in. So your votes will help us decide which are implemented. Now you can help us make the tough choices between focusing more on cleaning up the UI or getting an awesome combo ability feature in. 

Keep in mind that we’re excited about all of these ideas, as we’re sure you are too. The challenge is which to choose. So while it may seem like ties will help show us how you like everything (and trust me, we like them all too!), it’s more important to know what your favorites are. So the big winners are going to tell us the most!

iamisom

Hotfix 4.4 Released

Features

  • Added the War Recruiter to the Group and Private Taverns. Players can now switch difficulties without having to return to the Social Tavern.
  • First pass at our Party system! Players that join from Steam are automatically added to your party! You can freely invite players in the Social Tavern to your party. Hit ESC and click on the invite button. Players in your party will transition with you when you select a map or make a playlist selection.

Content

  • 2 new costumes! Goblin Infiltrator Huntress & Sweet Dreams Squire
  • Removed the festive decorations in the Taverns.

Bug Fix

  • Fixed a bug where players were able to place towers above the Tavern.

Known Issues

  • Players who attempt to join their friend’s match via join game/party invites and fail can unintentionally pull other players into their match. The friend will receive a join game request that they can then deny.
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