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iamisom

Dev Log 11: Feb. 18, 2015

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

With pets now out of the way (well, their design at least… still LOTS to do before we get them in your hands!), I’m moving onto V2 of Spec Nodes! As well as future plannings for DD2 releases. Also started a season 2 character in Diablo III. Me and a few other people at Trendy are doing all Barbarians! It’s great… 


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

Working with Philip on putting together a plan for delivering some awesome new narrative things for you guys. Pressuring Phil to finish playing The Last of Us and to start Left Behind.


Jay Twining, Senior Game Designer ([[67667,users]])

Making some minor adjustments to the Monk’s defenses, with a focus on quality of life.  


Chris James, Lead Level Designer ([[63955,users]])

This week is filled with a huge amount of work reviewing maps that we have in the pipeline and also working with the level designers on new layouts that we are really excited about. 


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

Laying out the foundations for DD2 Pets… Try not to get too excited. I already feel the pressure.


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

Working on the finishing touches for our new tornado VFX map. It’s pretty dope.


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

Helping production prep the next hotfix and doing a full test sweep over the game. All in preparation for some new exciting content. Oh, also continuing to repro some of the bugs reported by the community.


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

Working on Environment assets for tornado map. Working with other leads and creative peoples to setup a Pet system pipeline. Also, working on camera setups for upcoming in-game cinematics.


Eduardo Lev, Engine Programmer ([[57155,users]])

Writing some data-wrangling tools to move event data between metrics providers, and making sure the format is correct and we don’t have duplicate or missing events.


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

Making improvements to the Forge UI. Moving them pixels around.


Adam Stow, Associate Producer (@TE-Stow)

Instituting a new playtesting schedule and process. Crushing through Bayonetta in style -- Kamiya is still the greatest personality on Twitter.


Enrique Rivera, Concept Artist ([[56240,users]])

Drawing a ton of delicious Pet EGGS!


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

Fixing up some world building related things such as collisions, geometry and vertex colors on some meshes on both spooky levels.


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

Fixing issues on some of our current in-development levels. Also re-doing some areas of our creepy spooky level.


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

Not related to work - finally beat Last of Us Remastered this weekend, after I realized I could switch the difficulty from Grounded to Normal. Fantastic ending. In the work world -- working on our future video/Influence Report plans and working with Danny/Production Team/Design to lock down update plans for the rest of the year.


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

Finalizing our plans for this week’s Devstream. Still working out the design for a potential Twitch streamer program. Focusing on getting the DD2 Wiki up to date. The wiki needs dedicated, knowledgeable players who can flesh out pages. If you’d like to contribute, please send an email to josh.isom[at]trendyENT[dot]com! 

On a side note: Still haven’t completed The Last Of Us Remastered. Or Dragon Age Inquisition. Or Shadow of Mordor. 


iamisom

Devstream 7

Phil and Jeff discuss the new Influence vote and what we've learned so far on our two current Incursions. Then, Phil and Brad answer more of your questions! Go vote for the next Commander Incursion!



iamisom

Dev Log 10: Feb. 11, 2015

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

Talking to people about pets and tweaking the design as needed. Playing lots of DD2 with all of you AND planning future events and content patches. Also looking into Flameburst spec adding ONLY 2% and fixing it. (Thanks for bringing this to our attention, [[66619,users]]!)


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

Working on some of the particulars of the first mini arc! Having some conversations about pets and working out some issues with our latest map with the team.


Jay Twining, Senior Game Designer ([[67667,users]])

Working with Engineering on improvements to our matchmaking. We’re specifically looking at Hero Deck management this week and how it relates to parties and solo players. I’m also monitoring Foundation: Part 1 health and reading all of your feedback on the forums, Steam forums and other avenues. If you haven’t thanked our Community team or your Council members, shoot them a quick “Thanks.” I couldn’t do what I do without yours and their support.

Thanks guys, and keep Defending!


Chris James, Lead Level Designer ([[63955,users]])

We did a team playtest with one of the maps in the pipeline last week and received some great internal feedback on it, which is my focus for this week. Otherwise we will be playtesting a map that is currently in the greyblock phase to get the team’s eyes on it as early as possible. 


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

A week for “Creative Destruction.” Sometimes you gotta do it. Cleaning up the support for multiple death animations, helping out with the PS4 build, reviewing/helping designing future systems and working with QA on the new Live bugs. Our last hotfix is not as stable as we would like it to be. We are working on it!


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

I'm working this week on some really fun trap and subcore sequences for our new map in production. It’s some of the best collaborative art I’ve seen produced in the 5 years that I’ve been here with Trendy. :) Just imagine a giant tornado in the middle of all of the chaos!


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

Looking at user reported issues and preparing for the next sprint.


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

Final implementation of all four heroes embellishment rigs. Setting up environment assets in the windy map. Researching, training and implementing animation blending systems for our cores, subcores and traps. Aaand getting ready for my missions trip to Guatemala at the end of the month! :D


Eduardo Lev, Engine Programmer ([[57155,users]])

Helping investigate server lag, doing some metrics adjustments and planning out the next stage in our matchmaking flow changes.


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

Tweaking the item upgrade menu a bit to allow you to skip to the last level up. You’re welcome. ;-) Also, plotting out how to improve our forge UI. Lots of nice UI tweaks coming down the pipe.


Enrique Rivera, Concept Artist ([[56240,users]])

Refining pet designs, possibly starting on the eggs!


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

Working on the spooky levels. Making some large changes to the maps to make them play better.


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

Same as Jesus. Doing visual passes on spooky levels to improve the gameplay.


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

Wrapping up our working on Foundation: Part 1. Brad killed it with the key art. Getting ready to spin up on the next update as well as wrapping up planning and timing for the rest of the years updates. It’s gonna be fun!


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

Working with Cat to send out the poster packs. Gathering all of the feedback from Foundation: Part 1. Helping QA get more info on the issues we’re seeing since our hotfix. (I’m looking at you, Incursion crash!) Working on the design for a potential Twitch streamer program. 


iamisom

Hotfix 2.1

  • Fixed an issue where some players were experiencing unplayable lag.
  • Incursions: Now drops level 25 Legendary items.
  • Incursions: Added a high chance to gain Legendary items on waves 4 and 5.
  • Incursions: Added a small chance for Legendary items from waves 1-3.
  • Incursions: Removed Worn and Sturdy tier loot from Incursion drop tables.
  • Incursions: Removed Powerful tier loot from wave 5 drop tables.
  • 25++: Removed Worn and Sturdy tier loot.
  • 25++: Added a small percent chance at gaining a legendary on waves 4 and 5.
  • 25++: Increased Epic and Mythical drop chance.
  • 25+: Removed Worn tier loot.
  • 25+: Added a small chance at a legendary on waves 4 and 5.
  • Special enemies have a higher chance at dropping weapons and relics on 25+, 25++ and Incursions -- 1/3 chance at armor, 1/3 chance at a weapon, 1/3 chance at a relic.
  • Special enemies have a higher chance at higher item power loot relative to drops from regular enemies.
  • Fixed an issue where extra magic and physical special stats were substantially higher than intended.
  • Removed global announcement spam from the Social Tavern.
  • Fixed an issue where the Ogre was spawning under the map in Throne Room 25++.


iamisom

Foundation: Part 1 has arrived! This update addresses some of your major points of feedback since our Steam Early Access release, but keep in mind this is the first step on a larger path. Many of the features or balance changes in this update may feel incomplete, but we’ll be hard at work addressing those in future updates.

Also, please let us know if you like this patch note format. We want to be as transparent as possible with our changes. We also want the patch notes to be readable. Let us know what you think in the comments below.


Features


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Campaign Mode

  • Maps from levels 1-20 have been put in linear order. Select “Campaign Mode” at the War Recruiter to experience this new change! We encourage you to create a new hero to play through the Campaign. 
  • New maps become available once one of your heroes reaches the level required by the next map. Winning a map (completing all 5 waves) should bring your hero to the level required for the next map. Replaying a map should also only be required if you are defeated, or, if you change heroes for each Combat Phase.
  • The hero level curve has been adjusted to shorten the XP grind.
  • Heroes and hero defenses have been rebalanced. See a more detailed explanation below.
  • DISCLAIMER: The current Matchmaking flow has been iterated. We are constantly looking for ways to improve it. The changes below are step 1 in a multi-step, multi-patch plan to improve your play experience:
  • Currently, the “Continue” button on the Summary Screen takes you to the next playlist BUT it will load you into the Tavern. Clicking on the War Table will show that a new map is available. It does not automatically load into the next gameplay map.
  • Similarly, “Return to Tavern” takes you back to the tavern BUT the next map will not be available. We’re fixing this in coming patches.
  • Joining Campaign mode will now ask you to remove the lowest hero in the deck or it will allow you to adjust your deck.


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Incursions

  • We’ve added 2 new Incursion maps. Incursions are our highest challenge content balanced around 4 players. 
  • Access them from the War Recruiter.
  • Defend against Malthias and his forces in the Ramparts. Malthias summons skeletons every wave and places healing zones throughout the map.
  • Defend against the Chrome Horde in the Forgotten ruins. The Chrome Horde is immune to knock up and all crowd control effects.
  • Defeat these maps for a chance to earn the highest level legendaries and a chance at...


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Legendary Weapons

  • Four new Legendary Weapons have been added to the game -- one for each hero. 
  • You can only find these in the Incursions.
  • These weapons will drop at level 25.
  • Each weapon has a unique special stat that can only be found on that weapon!


Social Tavern

  • Social Tavern has replaced the Entry Tavern. Players are now placed in a Social Tavern with other players after connecting from the title screen.
  • Social Taverns hold up to 20 players each and the game menu displays player portraits for all players in the Social Tavern.
  • More functionality will be added to the Social Tavern, as well as more ways to interact with other players, in future patches.


Level Up Feedback

  • Level Up Feedback displays during the Build Phase when one of your heroes has gained a level.
  • Displays your hero’s stat improvements and any new unlocks you’ve earned, including when you gain the ability to upgrade defenses to new tiers.


Unspent Spec Point Notification

  • When the active hero has unspent Spec Points, a notification is displayed at the bottom right of the HUD.
  • Spec Points are still spent from the Forge -> Character -> Specs subscreen.


Challenges, Titles, and Achievements

  • 80 Challenges are now available to complete for various rewards. There are Challenges completable by each specific hero as well as universal Challenges completable by all heroes. Many more Challenges will be added in upcoming patches!
  • Challenge progress can be viewed from the new Challenges screen at the Forge -> Collections -> Challenges subscreen.
  • New Titles have been added to serve as rewards for Challenges. Titles are still set at the Forge -> Collections -> Titles subscreen.
  • Steam Achievements have been added. Completion of Steam Achievements is tied to the completion of specific Challenges, so you can complete both at once!
  • Steam Achievements can be viewed from the Steam Overlay.


Influence Vote Winner! Daily Missions

  • 6 new daily missions added.
  • Colonel Archibald is now the Daily Mission giver.
  • Influence Vote - Players can pick between two different mission options each day.
  • When Daily Missions are active or have been completed, you will see a notification above the Hero Portraits in the Forge.


Balance


There's a tremendous amount of patch note tweaks here. We'll be breaking down the adjustments by hero. Enjoy!


Enemies

When adjusting enemy values, our goal was to create more differentiation between enemy types. This allows us to target further tuning changes around difficulty and challenge instead of effective hit points.

  • Enemies have increased health.
  • Adjusted base movement speed of each enemy type. Goblins and kobolds now lead the charge. Everything else is slower.
  • Adjusted the growth scale per level for each enemy’s damage and health stats. As a result, enemies should scale better and match some of the buffs that players and defenses acquire.
  • Ogres received some buffs to damage.
  • Added two new special enemies: Special Ranged Goblin and Special Dark Mage. These two enemies should randomly start to appear in later content
  • Added a spread to the Drakin’s projectiles.
  • Reduced the attack rate of ranged goblins by 20%.
  • Note: we couldn’t quite get to Special Enemies yet but expect more balance tweaks in the future.

 

All Heroes

Primary and secondary attacks didn't feel effective during high-level play. We've increased scaling across the board to make itemizing hero damage more meaningful.

  • Increased Apprentice hero damage to 1.6 damage per Hero Damage point, up from 0.8.
  • Increased Huntress hero damage to 1.8 damage per Hero Damage point, up from 0.9.
  • Increased Monk hero damage to 1.4 per Hero Damage point, up from 0.6.
  • Increased Squire hero damage to 1.4 per Hero Damage point, up from 0.6.

 

Defense Speed

Defense Speed was an interesting stat to balance. There were a couple pillars we wanted to hit with this stat. Ultimately with current tech, we decided on a very simple solution until we find a better and more meaningful feature to support Defense Speed increases. That being said, we've settled on a solid plan for this balance revision.

Certain defenses benefit incredibly from Defense Speed: Frostbite, Geyser Trap and any tower with significant on hit effects. Others have nominal DPS increases, like the Ballista and the Earthshatter. To satisfy separate builds and playstyles, we've categorized different defenses into two categories with regards to Defense Speed: Damage and Crowd Control.

Damage defenses no longer increase their attack rate through upgrade tiers; instead, you must obtain items with Defense Speed to increase their attack rate. Crowd Control defenses continue to gain attack rate increases with upgrade tiers. Our goal is to diversify which defenses you want to place based on the map, the enemies the defense is targeting and your play style.


Defense Health

Surprisingly, Defense Health is in a solid place. The main issue we have is communicating the actual benefit besides just increasing your defense's health, mainly repair and upgrade cost. The formula for these two mechanics -- one is calculated as a percent of health lost, the other a constant cost per upgrade tier -- isn't overly obvious within a match.

Defense Health increases the total health of your defense. Repair cost is calculated as a percent of health lost; therefore, Defense Health is the only defense stat that has a DIRECT correlation to how much green mana is available, one wave to the next. Having more Defense Health for a defensive player allows him or her to build and focus their repair costs in one place and potentially allows other players to build more offense-focused defenses.

All that being said, we're going to continue to monitor Defense Health and its place and use in DD2.


Defense Range

We are so excited to finally reveal this change! We know you players are going to love it! There's not much to say here except that each defense has an increased minimum range that is upgraded by a percent each upgrade tier. It seems like a small part of a defense's package. Believe us when we say that the overall effects of Defense Range adjustments have the largest potential to change moment to moment game play.


Defense Power

Defense Power is as straightforward as it comes. Stack DP to deal more damage.

NOTE: The balance changes sought to not only create a distinction between stacking Defense Speed, Defense Power or Defense Health but also to create MEANINGFUL numerical upgrades as heroes become more POWERFUL. As such we expect that players will start with a base defense dealing between 250 and 500 damage while seeing numbers in the 15k-20k range at the high end.

 

Squire - Cannonball Tower

The Cannonball tower is being transformed into an on-hit effect powerhouse. We've reduced its damage scaling and increased its range. The result being that players wanting to maximize a Cannonball build will want to search for Cannonball-specific special stats.


High Level

  • Range increased to medium range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.


Green Mana Cost

  • 30 Green Mana down from 40.


Range gains per tier.

  • Tier 1 - 22 meters.
  • Tier 2 - 23.1 meters.
  • Tier 3 - 24.2 meters.
  • Tier 4 - 25.3 meters.
  • Tier 5 - 26.4 meters.

 

Health gained per point of Defense Health.

  • Tier 1 - 10x health per DH.
  • Tier 2 - 12.5x health per DH.
  • Tier 3 - 15x health per DH.
  • Tier 4 - 17.5x health per DH.
  • Tier 5 - 20x health per DH.

 

Damage gained per point of Defense Power.

  • Tier 1 - 1.25x damage per DP.
  • Tier 2 - 1.875x damage per DP.
  • Tier 3 - 2.5x damage per DP.
  • Tier 4 - 3.125x damage per DP.
  • Tier 5 - 3.75x damage per DP.

 

Initial Attack Rate

  • 2.32s attack rate.

 

Squire - Ballista Tower

BOOM BOOM! The Ballista tower is a DAMAGE POWERHOUSE. Pay very close attention to the lane type and its position as it relates to how enemies walk through the lane. If you maximize your tower placement, you'll destroy swaths of enemies as your projectile pierces through them! (Swaths is such a groovy word.) How's that for a power update!


High Level

  • Range increased to very long range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.


Range gains per tier.

  • Tier 1 - 35 meters.
  • Tier 2 - 36.75 meters.
  • Tier 3 - 38.5 meters.
  • Tier 4 - 40.25 meters.
  • Tier 5 - 42 meters.

 

Health gained per point of Defense Health.

  • Tier 1 - 10x health per DH.
  • Tier 2 - 12.5x health per DH.
  • Tier 3 - 15x health per DH.
  • Tier 4 - 17.5x health per DH.
  • Tier 5 - 20x health per DH.


Damage gained per point of Defense Power.

  • Tier 1 - 1x damage per DP.
  • Tier 2 - 1.5x damage per DP.
  • Tier 3 - 2x damage per DP.
  • Tier 4 - 2.5x damage per DP.
  • Tier 5 - 3x damage per DP.

 

Initial Attack Rate

  • 4.84s attack rate.

 

Squire - Spiky Blockade

Ol’ faithful, slow and steady. There aren't many updates here. As above, we're currently happy with Defense Health builds for certain heroes.


Squire - Target Dummy

We will be addressing the issues with the Target Dummy defense in a future balance patch.


Apprentice - Flameburst Tower

We don't know how to describe the state of the previous Flameburst Tower except overpowered. The downstream effects of his splash damage, Double Shot Spec Node imbalance, Defense Speed increases and high-tier range created a monstrous concoction. We made a lot of adjustments to the FB defense specifically. He's more in line with other damage defenses.


High Level

  • Range increased to medium range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.
  • Reduced splash damage and damage fall off.


Green Mana Cost

  • 40 Green Mana up from 30.


Range gains per tier.

  • Tier 1 - 22 meters.
  • Tier 2 - 23.1 meters.
  • Tier 3 - 24.2 meters.
  • Tier 4 - 25.3 meters.
  • Tier 5 - 26.4 meters.


Health gained per point of Defense Health.

  • Tier 1 - 8.5x health per DH.
  • Tier 2 - 10.6x health per DH.
  • Tier 3 - 12.75x health per DH.
  • Tier 4 - 14.75x health per DH.
  • Tier 5 - 17x health per DH.

 

Damage gained per point of Defense Power.

  • Tier 1 - 1x damage per DP.
  • Tier 2 - 1.5x damage per DP.
  • Tier 3 - 2x damage per DP.
  • Tier 4 - 2.5x damage per DP.
  • Tier 5 - 3x damage per DP.


Initial Attack Rate

  • 2.49s attack rate.

 

Splash damage radius

  • 2.5 meters down from 6.5 meters

 

Apprentice - Frostbite Tower

The Frostbite Tower is one of the most powerful crowd control defenses in the game. Its slow allows other defenses more chances to shoot enemies, and the freeze chance combo’s very well with shatter effects. 


High Level

  • Range increased to long range.


Range gains per tier.

  • Tier 1 - 30 meters.
  • Tier 2 - 31.5 meters.
  • Tier 3 - 33 meters.
  • Tier 4 - 34.5 meters.
  • Tier 5 - 36 meters.


Movement Speed Reduction

  • 50% speed reduction on enemies. This is reduced by enemy tenacity.


Apprentice - Arcane Barrier

We iterated on the design of the Arcane Barrier. The current implementation creates a more reliable blockade that has a knockback on health lost. The Arcane Barrier has less health than the Spiky Blockade, its counterpart, but more offensive potential. We really liked how this change affected the Apprentice and his ability to defend a lane with a reliable blockade.  


High Level

  • Adjusted timings on the knockback.
  • Recharges much faster and blocks enemy movement much more consistently.


Health gained per point of Defense Health.

  • Tier 1 - 18x health per DH.
  • Tier 2 - 22.5x health per DH.
  • Tier 3 - 27x health per DH.
  • Tier 4 - 31.5x health per DH.
  • Tier 5 - 36x health per DH.

 

Damage gained per point of Defense Power.

  • Tier 1 - 1x damage per DP.
  • Tier 2 - 1.75x damage per DP.
  • Tier 3 - 2.5x damage per DP.
  • Tier 4 - 3.25x damage per DP.
  • Tier 5 - 4x damage per DP.


Knockback Radius

  • 4 meters.


Apprentice - Earthshatter

Seems like we’re doing sides by sides of the Apprentice and Squire a lot. The Earthshatter is an AoE version of the Ballista Tower. The core difference is that the Earthshatter is slightly easier to maximize and focuses more on crowd control over higher damage potential.


High Level

  • Range increased to very long range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.


Range gains per tier.

  • Tier 1 - 36 meters.
  • Tier 2 - 37.8 meters.
  • Tier 3 - 39.6 meters.
  • Tier 4 - 41.4 meters.
  • Tier 5 - 43.2 meters.


Health gained per point of Defense Health.

  • Tier 1 - 12x health per DH.
  • Tier 2 - 15x health per DH.
  • Tier 3 - 18x health per DH.
  • Tier 4 - 21x health per DH.
  • Tier 5 - 24x health per DH.


Damage gained per point of Defense Power.

  • Tier 1 - 1.25x damage per DP.
  • Tier 2 - 1.875x damage per DP.
  • Tier 3 - 2.5x damage per DP.
  • Tier 4 - 3.75x damage per DP.
  • Tier 5 - 5x damage per DP.

 

Initial Attack Rate

  • 4.98s attack rate.


Monk - Lightning Aura

The Lightning Aura got a few great buffs that ease new players into the experience and provide meaningful power. We noticed that players tend to dedicate time into beefing up one particular lane. We like this behavior so we allowed Lightning Auras to overlap. Substantially.


High Level

  • Increased damage at all upgrade tiers.
  • Normalized attack rate.
  • Increased overlap allowance.


Range gains per tier.

  • Tier 1 - 5.5 meters.
  • Tier 2 - 6.05 meters.
  • Tier 3 - 6.6 meters.
  • Tier 4 - 7.15 meters.
  • Tier 5 - 7.7 meters.

 

Damage gained per point of Defense Power

  • Tier 1 - 0.25x damage per DP.
  • Tier 2 - 0.5x damage per DP.
  • Tier 3 - 0.75x damage per DP.
  • Tier 4 - 1x damage per DP.
  • Tier 5 - 1.25x damage per DP.


Initial Attack Rate

  • 1.25s attack rate.

 

Monk - Boost Aura

When looking at the Monk’s Boost Aura, we had to look at what was fun about our game and what was fun about the Boost Aura. For high-end players with lots of high end gear, the Aura was fantastic and incredibly fun. For low-end players, it’s anti-fun, providing almost no value for the green mana. In addition, high-end Monk players could bring undergeared heroes into high difficulty game modes and trivialize them with minimal gear and effort. Our goal is to make defenses, the Boost Aura included, meaningful at all tiers and at all item levels.  


High Level

  • Removed defense power scaling from damage boost.


Range gains per tier

  • Tier 1 - 7.5 meters.
  • Tier 2 - 8.25 meters.
  • Tier 3 - 9 meters.
  • Tier 4 - 9.75 meters.
  • Tier 5 - 10.5 meters.


Damage Bonus

  • Tier 1 - 25% Increase in Defense Damage.
  • Tier 2 - 30% Increase in Defense Damage.
  • Tier 3 - 35% Increase in Defense Damage.
  • Tier 4 - 40% Increase in Defense Damage.
  • Tier 5 - 45% Increase in Defense Damage.

 

Damage Reduction (Defenses)

  • Tier 1 - 10% Reduction in Damage Received.
  • Tier 2 - 12.5% Reduction in Damage Received.
  • Tier 3 - 15% Reduction in Damage Received.
  • Tier 4 - 17.5% Reduction in Damage Received.
  • Tier 5 - 20% Reduction in Damage Received.


Monk - Serenity Aura

The Serenity Aura has a nice niche at the moment. It’s the only defense that directly affects heroes in lane. The percent health gained scales very well with existing Hero Health stats, as the amount of healing received per second increases as the hero’s max health increases. For hero damage or hero tank builds, placing a Serenity Aura is the best bang for your buck. 


High Level

  • No changes.


Range gains per tier.

  • Tier 1 - 8 meters.
  • Tier 2 - 10 meters.
  • Tier 3 - 12 meters.
  • Tier 4 - 14 meters.
  • Tier 5 - 16 meters.

 

Base Healing Received per 1 second

  • Tier 1 - 3.32% Healing per second.
  • Tier 2 - 3.73% Healing per second.
  • Tier 3 - 3.32% Healing per second.
  • Tier 4 - 4.14% Healing per second.
  • Tier 5 - 4.56% Healing per second.

 

Damage Reduction (Heroes)

  • Tier 1 - 10% Reduction in Damage Received.
  • Tier 2 - 12.5% Reduction in Damage Received.
  • Tier 3 - 15% Reduction in Damage Received.
  • Tier 4 - 17.5% Reduction in Damage Received.
  • Tier 5 - 20% Reduction in Damage Received.


Monk - Sky Guard

For all your anti-air needs, the Sky Guard is your dedicated resource to stopping those pesky Wyverns, Flying Kobolds and Lightning Bugs.


High Level

  • Range increased to medium range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.


Range gains per tier.

  • Tier 1 - 18 meters.
  • Tier 2 - 18.9 meters.
  • Tier 3 - 19.8 meters.
  • Tier 4 - 20.7 meters.
  • Tier 5 - 21.6 meters.


Health gained per point of Defense Health.

  • Tier 1 - 8.5x health per DH.
  • Tier 2 - 10.6x health per DH.
  • Tier 3 - 12.75x health per DH.
  • Tier 4 - 14.75x health per DH.
  • Tier 5 - 17x health per DH.


Damage gained per point of Defense Power.

  • Tier 1 - 0.75x damage per DP.
  • Tier 2 - 1.5x damage per DP.
  • Tier 3 - 2.5x damage per DP.
  • Tier 4 - 3.5x damage per DP.
  • Tier 5 - 4x damage per DP.


Initial Attack Rate

  • 2.49s attack rate.


Huntress - Explosive Trap

The Explosive Trap was undertuned relative to other defenses previously. Having a low Defense Power to damage ratio, low area of effect and a low trigger range made placing Explosive Traps a tertiary consideration. In addition, the uptime of the trap, or the amount of potential damage it could deal, was very low. As such we’ve buffed the Explosive Trap considerably.


High Level

  • Increased trigger range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.


Explosion Radius gains per tier.

  • Tier 1 - 5 meters.
  • Tier 2 - 5.5 meters.
  • Tier 3 - 6 meters.
  • Tier 4 - 6.5 meters.
  • Tier 5 - 7 meters.

 

Damage gained per point of Defense Power.

  • Tier 1 - 1x damage per DP.
  • Tier 2 - 1.5x damage per DP.
  • Tier 3 - 2x damage per DP.
  • Tier 4 - 2.5x damage per DP.
  • Tier 5 - 3x damage per DP.

 

Trigger Range

  • 2.5 meters.


Initial Attack Rate

  • 2.49s attack rate.


Huntress - Geyser Trap

Measuring the strength of the Geyser Trap requires understanding the downstream effects from the knockup, shocking and drench effect. When we looked at its current usage by the community and the extra effects, we were satisfied with the Geyser Trap. It’s powerful and that power is offset by its green mana repair cost.


High Level

  • Increased damage at all upgrade tiers.
  • Gains attack rate per tier upgrade.


Explosion Radius gains per tier.

  • Tier 1 - 5 meters.
  • Tier 2 - 5.5 meters.
  • Tier 3 - 6 meters.
  • Tier 4 - 6.5 meters.
  • Tier 5 - 7 meters.


Damage gained per point of Defense Power.

  • Tier 1 - 0.8x damage per DP.
  • Tier 2 - 1.2x damage per DP.
  • Tier 3 - 1.6x damage per DP.
  • Tier 4 - 2x damage per DP.
  • Tier 5 - 2.4x damage per DP.


Trigger Range

  • 2 meters.


Initial Attack Rate

  • 8.31s attack rate.


Huntress - Blaze Balloon

The Huntress’s defense theme is attrition, or picking away at the enemies’ health until finally they come face to face with a fiery Balloon or the Huntress herself. The Blaze Balloon is the only defense that can be triggered by the player. This dramatically changes the way the Huntress interacts with this defense.


High Level

  • Increased damage at all upgrade tiers.
  • Normalized attack rate.


Burn Radius gains per tier.

  • Tier 1 - 7.5 meters.
  • Tier 2 - 8.25 meters.
  • Tier 3 - 9 meters.
  • Tier 4 - 9.75 meters.
  • Tier 5 - 10.5 meters.

 

Trigger Range

  • 2 meters.


Trap Refresh Rate

  • 12.2 seconds.


Burn Damage per point of Defense Power

  • Tier 1 - 0.125x damage per DP.
  • Tier 2 - 0.25x damage per DP.
  • Tier 3 - 0.375x damage per DP.
  • Tier 4 - 0.5x damage per DP.
  • Tier 5 - 0.65x damage per DP.


Burn Rate

  • 1 second.


Huntress - Poison Dart

We focused on quality of life features for the Poison Dart Tower. We compared placement strategy, firing arc and attack rate. Finally, we took a look at the Huntress’s theme and made some stacking tweaks to the tower’s poison buff. Currently, the PDT is our first iteration on a single-target focused champion/boss killer.


High Level

  • Range increased to medium range.
  • Changed from a corridor firing arc to a cone.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.
  • Allowed poison buff to stack.
  • Increase poison duration.


Range gains per tier.

  • Tier 1 - 25 meters.
  • Tier 2 - 26.25 meters.
  • Tier 3 - 27.5 meters.
  • Tier 4 - 28.75 meters.
  • Tier 5 - 30 meters.


Initial Poison Damage per point of Defense Power

  • Tier 1 - 0.125x damage per DP.
  • Tier 2 - 0.28x damage per DP.
  • Tier 3 - 0.56x damage per DP.
  • Tier 4 - 0.8x damage per DP.
  • Tier 5 - 1x damage per DP.


Poison Damage per 2 seconds

  • Tier 1 - 0.05x damage per DP.
  • Tier 2 - 0.06x damage per DP.
  • Tier 3 - 0.075x damage per DP.
  • Tier 4 - 0.0875x damage per DP.
  • Tier 5 - 0.1x damage per DP.


Poison Duration

  • 100 seconds.


Poison Stacking Limit

  • Infinite.


Trap Refresh Rate

  • 12.2 seconds.


Initial Attack Rate

  • 3.33 seconds.


Other Balance 


  • Increased the chance of higher-tier loot chests appearing after victory. Legendary chests still require a blood sacrifice to the RNG gods.
  • Removed the bonus experience stat from endgame loot.
  • NPC shop item values have been increased substantially, especially for higher-tier items.
  • Item Upgrade costs have been refactored. Upgrading of higher tier items now costs more Gold.
  • Apprentice and Huntress secondary attacks now do less damage at their minimum charge and more damage at their maximum charge. This should encourage players to use fewer, higher-charged shots instead of firing them as fast as possible.


Content


  • Added new training dummy area to the Social Tavern for you to do your sick, twisted experiments on.
  • Added resolution support for 1600x1200, 1440x900 and New Year’s.
  • Minor adjustments to the SFX for the Earthshatter tower. You probably won’t even notice.
  • Significantly increased mouse sensitivity. You might need to reset your options to the default values. 
  • Updated the SFX for the ramsters in The Gates of Dragonfall to make them 84% cuter. (Some people call these majestic creatures meburs. These people are strange. [[2237,hashtags]])
  • Updated the Minibosses to make them look *puts pinky to lip* ... “evil-er.” 
  • Added new SFX to the War Recruiter for writing sounds. [[2238,hashtags]]
  • Updated the Witherbeast’s aura sounds to make them 78% more aura-y. 
  • SFX Pass on the Stubborn Old Man, whose name we’ll one day learn once when we build the courage to ask him.
  • Updated Skeleton Orc SFX to make it sound more menacing. In case you were wondering, this is a 92% increase in menace.
  • Updated the foliage in Greystone Plaza, Dragonfall Bazaar and The Gates of Dragonfall. You can’t beat this attention to detail, folks.
  • End Game Chests timings and animations have been adjusted to always make you think it could transform because we’re jerks.
  • Improved SFX for headshots. Pew pew pew.
  • New SFX for skeleton goblins. Rawr.
  • New dissolve sounds for the Mana Node Fairy. Ssss?
  • Adjusted the SFX on Throne Room to give footsteps more ECHO echo echo...
  • Added 16 new armor meshes for Tier 3 to Tier 6 armor drops - 4 for each tier. This is pretty cool. No idea why we put it down this far.
  • Adjusted the location of the Forge and War Recruiter to make room for Colonel Archibald in the Tavern. 
  • Updated the Basics tutorial video that you’ll definitely skip to use mana nodes instead of chests.
  • In Greystone Plaza, the Rocket Cart Traps have been changed so that it fires 3 rockets in succession, and it now stuns enemies for 3 seconds. You might actually use them now.
  • Improvements made to the Inventory where items were not being updated properly. Can still occur.


Bug Fixes


  • Fixed an issue where the loading screen would flicker. Rest in peace, disco loading screen.
  • Made several updates to in-game text to make it clear that we do, in fact, know English.
  • Fixed an issue where the shy end-of-match matinee wouldn't play. It will now play for your amusement every time, unless you scare it away again. 
  • Fixed an issue where a "Login Expired" error was incorrectly shown for a "Game Session Closing" error. Removed 10 points from Gryffindor for the error.
  • Fixed an issue where the aptly named Reduced Cooldown Buff from the aptly titled Reduced Cooldown Spec Node was removed after an aptly timed transition.
  • Fixed an issue where players would load into a black screen when transitioning back into the Tavern. Goodnight, sweet prince.
  • Updated profanity words list to allow "isn't it" and "wasn't it." In exchange, we filtered out the words "mana" and "build." Sacrifices must be made to the Filter Beast.
  • Discovered the secret to taming the Filter Beast. Allowed "mana" and "build" back in the chat. You're welcome.
  • Fixed an issue where the game would appear choppy wh-n jum-ing or fall-ng.
  • Fixed an issue where the Item Comparison tooltip wasn't displaying when comparing loot that's too high for your level, Your Majesty.
  • Fixed an issue with nobody reading these patch notes by adding a line that says, "The secret to my fortune lies beyond the gates." That's sure to spawn a thread or two.
  • Fixed an issue with the War Recruiter's collision…we mean, his body! He's a real person! Crap. The illusion is broken. They know it's a game now!
  • Fixed an issue where the epic and powerful medallion icons did not match their meshes. These were swapped. Now they are not. Magic.
  • Fixed issues where certain objects in the Tavern would pop if playing on lower settings. 
  • Players can now use the mouse with the scroll bar in the Codex tab from the Forge. Wheeee!
  • The Ramparts and The Gates of Dragonfall crystal cores are no longer brighter than the sun.
  • Fixed several collision issues throughout all the maps. Very specific patch note.
  • Join in Progress no longer breaks Billboards from displaying in game because that was a thing if you didn’t know.
  • Players can no longer build towers on top of the Armor Traps in Throne Room. You know who you are.
  • The upgraded item remains on the enhancement wheel after upgrading it.
  • Players can no longer build towers on top of the NPCs sitting near the bar in the Tavern. They have feelings, y’know.
  • Fixed Forgotten Ruins Forge camera positioning.
  • Removed the default keybinding for X - tiled screenshots. 
  • Health and Mana regen special stats now stack.
  • Fixed a display issue with Spec Nodes that are % based but have no points in them.
  • Players can no longer build towers on the overhead walkway in Dragonfall Bazaar.
  • Fixed several display issues with the item comparison tooltips. Sometimes they were stretching off screen and other things were overlapping them; we also made them not show up when the repair, upgrade, sell is active.


Known Issues


  • Free Play might be too hard for solo players, and Incursions might be too easy. Our balance jockeys will be monitoring the situation over the course of this update.
  • Machines with several Steam accounts can cause an achievement not to unlock if any of the Steam accounts already has the achievement unlocked. To help, when switching between accounts, completely shutdown Steam before launching the game. This appears to be a Steam-related issue, and we are currently working on a workaround for this. What’s more frightening is that machines have become sentient and are now playing video games. We’ll continue to monitor this situation, but we might be screwed.
  • After successfully completing a match, the "Press G to Continue" will appear as soon as the end-game chest appears. Doing so will cause the Summary Screen to appear and not allow the player to open the chest. Please open the chest first for mad lootz.
  • Auras that are % based will not heal to 100% if the user equips a new piece of gear with less Defense Speed.
  • Most Challenges and Achievements will not be completed retroactively. This may require players to replay some early content to complete early-game awards. 
  • We have noticed that our AI has grown dumber.... sometimes they wander into the spawn and walk around lost. Don’t look at us. We blame the public school system. We’re developing a secret concoction to make them more better smarter.
iamisom

Dev Log 9: Feb. 4, 2015

Greetings, Defenders! On the eve of the release of our new patch, we’re excited to bring you our first Dev Log from Foundation: Part 2. Many of the features (matchmaking) or balance changes that feel incomplete in Part 1, you’ll find us hard at work addressing in Part 2! And of course, your feedback on the patch will influence our work. Here’s a sneak peek at what’s coming up:


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

Worked with Danny to pitch ideas for future events and releases for DD2 going forward. Working on so many bugs and issues. Working on balance. Finishing up Pets design. 


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

Coming up with super dope map-trilogy-mini-arcs that I may or may not be allowed to talk about. 


Jay Twining, Senior Game Designer ([[67667,users]])

Wrapped up Foundation 1 and moving on to the next latest and greatest! On our plate is future planning for Foundation 2, designing Cosmetics and further Matchmaking improvements.


Chris James, Lead Level Designer ([[63955,users]])

We are coordinating new internal playtests! This is where the entire development team plays a new map or gameplay prototype for an hour and then provides feedback about the experience. The main goal is to identify what players find frustrating about a map as early as possible before we go into the polish and optimization phases.

We have two maps that have gone through the world building phase, as well as new layouts to receive feedback on. The Level Design team then takes the feedback and creates action items for the next iteration of the map, which could range from visual changes (e.g. add more distinctive decoration and lighting because the player is easily getting lost) to design tweaks (e.g. platform is too high for our hero jump height, enemies are running into weird collision issues in a lane, mana node is difficult to see and access, etc...). 


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

Standups, weekly programmers meeting, gathering missing requirements (or stuff that pops up) and what not. Sharing information about our processes, our ways, with the rest of the team members. Making sure we are all on the same page when it comes to branch handling (content issues always arise: weirdly enough it seems we, the programmers, are the most lazy about properly locking … stuff). And some more feature development while reviewing all systems.

Another week at game development.


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

There have been a lot of balance changes and tweaks over the past few days. Each of them required a new build, so we’ve been doing final build checks for about four builds now. The update is still on track, though! Once we’re done with that, we’ll start taking a look at A.I. and evaluate the feedback from the update release. 


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

Getting our heroes ready to take on embellishments. Started working on some traps and Cores for the windy map.


Eduardo Lev, Engine Programmer ([[57155,users]])

Helping put together a minor patch for backend adjustments before the incoming major patch.


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

Working on Forge UI improvements, got some good stuff cooking.


Adam Stow, Associate Producer (@TE-Stow)

Reinvigorating our pipelines with a new visibility tool. Laughing at the Seahawks’ folly. Trying to stop people from singing Attack on Titan themes every five minutes because a crossover wouldn’t really work.... or would it?


Enrique Rivera, Concept Artist ([[56240,users]])

Pets! Trying to make each one as unique and appealing as possible. My screen looks like its full of skittles...pet skittles. 


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

Doing a collision pass on the spooky level to make sure you guys don't fall through the world.


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

Been fixing some issues from last review on the windy level, polishing more the background so you guys have a nice vista (be careful at the edges!) and helping out Jesus on the collision pass for our new creepy level.


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

Working on our release schedule for the next couple of DD2 updates. New maps and pets are still a ways out but… I’m getting super excited about them. Maybe we should start talking about them sooner than later? Hm.


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

Creating a new subforum called Game Feedback that will be ready to go tomorrow. This subforum will have threads created by us to generate more feedback on different elements of the game. Only devs can make threads, but anyone can make a reply. We’ll be gathering up this feedback alongside all of the other feedback sent to us on the forums and elsewhere. 

Also, I've been playing the new update with our QA team. Aw yeah.

iamisom

We’ve just released a maintenance patch to help us prepare for our Foundation: Part 1 update, which is scheduled for later this week. This patch contains some minor backend adjustments. We’ll have more information on the release date of Foundation: Part 1 later this week.

iamisom

New content. New balance. New focus. 

From top to bottom, Foundation: Part 1 brings a variety of changes to the core game experience. Your feedback guided us to change game progression, game balance, content, information delivery and so much more.


But this is the first step on a greater journey. Many elements in this update lay the groundwork for future expansion and improvements, so expect some rough edges on our shiny new installations. 

What’s in the update? Here’s a top-level overview of what to expect when the update arrives, which is tentatively scheduled for next week:

The Campaign March Begins

Level progression and XP grind frustrations were the biggest points of feedback we received, so addressing these points received the majority of our focus. After stewing on your feedback, we’ve decided to turn away from our level bracket progression system and move toward a Campaign Mode! In the Campaign Mode, you will move from one map to another, facing stronger and more varied enemies until you reach the ultimate showdown in the castle. Once you’ve completed this content, you’ll enter the Free Play and Incursion endgame content that’s designed to keep you challenged and engaged. Getting to this point is much faster thanks to a dramatically decreased XP curve to Level 25.

There’s still work to be done, though. Transitioning from one map to another in the Campaign requires you to click the “Continue” button on the Summary Screen; if you don’t press the button, you will be forced to leave and re-enter Campaign Mode to continue on your journey. We know we have a lot more work to do to fix matchmaking in the future, including improving party support. We’ll focus on these issues and more in our future updates. One step at a time, Defender. One step at a time.

Rebalance ALL The Things

In addition to matchmaking and grind concerns, we received a ton of feedback about critical game imbalances throughout the core experience. Foundation: Part 1 brings major balance changes to defenses, enemies, green mana, heroes and maps. The result is hopefully a smoother progression through early- and mid-game and a more challenging experience in the endgame. We look forward to your feedback on the forums about these changes, and we’ll use your posts to continue refining the game. We’ll also have the full patch notes on these changes for you to ruminate on when the update is live.

Incursions and Legendary Loot

Speaking of endgame content, Foundation: Part 1 lays the groundwork for DD2’s endgame starting with our Incursion prototypes. There are two prototypes included in this update: Chrome Enemies on Ruins and the Dark Mage Commander on Ramparts. Thanks to your Influence voting, we’ll be focusing more on Commander Incursions in the future.

In the Chrome Enemies Incursion, all enemies are covered from head to toe in chrome. This shiny affliction makes them immune to knockup and stuns. Enemies will walk over Geyser Traps, shrug off Earthshatter explosions and laugh in the face of Lightning/Geyser combos. The Dark Mage Commander Incursion stars a floating Dark Mage who looks down upon the battlefield and globally heals areas of enemies. The number of areas it can heal increases until the final wave, when it leaps down and joins the fray. This commander can spawn an incredible amount of skeletons when it’s on the field, and it’s no slouch when it comes to offensive power.

While you’re playing the Incursions, be on the lookout for new Legendary weapons that you can only find in these modes. There’s one new Legendary weapon for each hero. These weapons have unique special stats that will separate them from what you can find anywhere else. For example, you can find a Monk weapon that will detonate enemies when you land the killing blow while inside the Serenity Aura. If the explosion kills a nearby enemy that's also in the aura, that poor *** will also blow up. 

Bring A Friend...Or Twenty

Looking for players to join you on your Incursion quest? Stop by the new Social Tavern, where up to 20 players can hang out and find new partners-in-crime. If you want to get away from the buzz of the Social Tavern, just create a private game. You'll be able to progress through the whole Campaign Mode and the endgame content without seeing another soul. [[2161,hashtags]]

Daily Missions

While you’re in the Tavern, pay a visit to Archibald to receive your Daily Mission! Thanks to your Influence voting, you will be able to select between two different missions. Select your mission and then complete it for an XP and gold reward. Have an idea for a Daily Mission? Head to the Suggest a Daily Mission thread! We’d love to hear your ideas.

Challenges and Steam Achievements

Conquered the Incursions? Try completing all of our new Challenges! There are 80 Challenges for you to unlock. These Challenges bring their own XP/gold rewards, and a number of them will also unlock additional titles for you to adorn. We’ll be adding more Challenges in the future. Have an idea for a Challenge? Stop by our Suggest a Challenge thread and share your ideas!

We’ve also added 15 Steam achievements to the game, and more are on the way!

Level Up Feedback

There’s much more coming in this update, but the final highlight we’d like to share is our improvement to level up feedback. When you level up, you’ll see how your stats grow with each passing level. You’ll also see which defenses, abilities and actions (like an additional tower upgrade) you’ve unlocked. And you’ll also see how many Spec Points you’ve unlocked, along with a notification on your HUD encouraging you to spend your SP.


Foundation: Part 1 is the first step on a greater journey, and it’s all thanks to your feedback. Keep up the good work, Defenders, and together, we’ll make the best Action Tower Defense game yet.


iamisom

Dev Log 8: Jan. 28, 2015

Greetings, Defenders! We’re back from PAX South. If you didn't go to the event, you can watch The Future of Tower Defense panel and our Twitch interview from the beautiful, anonymous comfort of the Internet! If you watch the Twitch interview, you can see one of our new features pop up around the 9:30 mark...

Now that we’re back from PAX, we’re putting the finishing touches on our next content update, which is scheduled to go out next week. Until then, here’s what we’ve been working on:


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

Working on:

  • PETS! Had an awesome meeting with Danny Araya, Enrique, Rusty, and Dan Pingston, and we discussed some concerns and issues with the pet design. Will be iterating on the design and taking it from there.
  • BALANCE! Yes… We’re pretty much always working on balance… Wrapping up some concerns and just playing as much of the game as I can.
  • SWAG! Sorting through all the shirts and pins and stuff I got from PAX…
  • PROGRESSION! Working on some cool new progression ideas (special stats, spec nodes, etc.) and trying to see what our systems support and how to extend them.
  • CREATIVE DESIGNER WORK! Working with Danny Araya on defining some lore, story, and map info going forward!


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

Working on ideas for villains and discussing new approaches to future maps with the guys. We’re also starting to refine our direction for pets in DD2!


Jay Twining, Senior Game Designer ([[67667,users]])

Got back from Pax South! I had such a great time talking with everyone and had a blast hearing your thoughts and opinions on DD2! Currently working on the final touches and tuning knobs of the balance patch. Finally, preparing our next milestone efforts for Matchmaking, Cosmetics and Pets!


Chris James, Lead Level Designer ([[63955,users]])

Just came back from PAX South - it was a FANTASTIC time meeting everyone who’s either a passionate fan of the Dungeon Defenders franchise or who has never played a DD game before. We’ve made notes, we’re writing and compiling them now, and they will definitely have an impact in the near future. 

Currently the Level Design team is working on new gameplay modes, working on bringing some maps currently in the pipeline to alpha, and also starting up some new layouts this milestone! We want to make sure that when we release new maps to the world that they bring something really fun to the table, meaning that we’re in the middle of creating our release plan. :)


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

Working on, working on, working on… mmm, I walked the dog this morning, cleaned up after it. Cleaned the balcony and then took a well-deserved shower. Upgrading my lease for the incoming baby …. OH YEAH! I’M BECOMING A DAD!

As for the game, we have some interesting incoming features that we are debugging against the most strange scenarios! (Consolidating older profiles and such.)

I’m going to be a dad...


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

Our VFX team is spending some good time this week on investigating some wind FX strategies for an upcoming canyon map. Think tornados on crack... We’re also beginning the optimization process for our very spooky map this week as well. It’s a new milestone and that means new stuff! Oh yeah, my nice headphones broke so I had to order a new pair. Priorities.


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

Approaching the finish line on testing the new update. Should be fun!


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

Still working and finalizing Cores, Subcores and traps for our spooky map. Training our new Tech Animator. Excited to work on the feedback that we got from PAX South.


Eduardo Lev, Engine Programmer ([[57155,users]])

Fixing bugs for the upcoming update, and improving our server-side metrics.


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

Getting ready for our content update and beginning work on some Forge UI improvements.


Adam Stow, Associate Producer (@TE-Stow)

Deploying a new structure for task management behind the scenes. Waging the Great Pets War and trying to figure out the fastest way to get the best pets out. I apparently minor in diplomatic relations.


Enrique Rivera, Concept Artist ([[56240,users]])

Creating and refining concepts for pets! Making sure that their style fits into the world of DD2. I could probably do this for the rest of my life. 


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

Adding some nice touches to the spooky level and ready to start working on the collision pass.


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

Still working on the rocky environment level: been polishing the level a bit more, some out-of-bounds work and lighting/collision passes. The world building work on this level is near to complete.


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

Spinning up marketing plans for our first update since Steam Early Access and getting excited to hear what you all think about it!


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

Preparing for the next update. Outside of that, my biggest priority is making our community more fun to be in. I’m looking into things inside and outside the game that will encourage you to come back and enjoy your time as a Defender: leaderboards, events, feedback discussions, etc. If you have an idea, I’d love your input! I’ve setup a thread on our forums where we can discuss this as a group. I can’t wait to hear your ideas!


iamisom

Dev Log 7: Jan. 21, 2015

Daniel Haddad, Creative Director (Blacksmith)

The Trendy Plague knocked me out for several days. Still working on our balance update, preparing for the PAX panel, planning out and discussing Matchmaking with Jay and presenting my pitch for pets after working on it for a while. Also some map conversations...


Danny Araya, Creative Director (DannyAraya)

Recovering from the plague. Reviewing some maps and animations while solidifying some of the narrative flow from region to region and coming up with ideas for the main antagonist(s)! Also getting ready for PAX Souuuutthhhh.


Jay Twining, Senior Game Designer (TrendyJayT)

More balance work targeting Hero Damage and Ability Power. The idea is to make hero and ability focused itemization as meaningful (number wise) as defense stats. As an additional note, internally we’re talking A LOT about matchmaking.


Chris James, Lead Level Designer (ceejeh)

Mainly we’ve been hard at work with a primary focus on balancing both the new campaign progression for the upcoming patch and the PAX South demo. New art and animation assets have been coming in for some of the new maps, which the team has been implementing and reviewing on a daily basis.


Javier Barreto, Lead Software Programmer (javo)

From the ugliest to the not so bad … bugfixing. Survived the pest. Note to the world: If you are sick, stay at home!


Joshua Javaheri, Lead Technical Artist (javahawk)

Avast! Been writin’ up a storm o’codexes to sha’r up tha’ lore o’etheria! Also, been setting up a slew of new droppables to explore and find in our next content update. Working with our talented FX team to create some gross FX for spiders and other spooky media... Also optimizing some pretty big changes to the HUB setup, and ninja prototyping a 3d War Table on my spare time! 


Chris Flores, QA Lead (likethatwhenigothere)

Crawling to reach the finish line with the PAX South demo and continue to hammer away on the next DD2 update.


Abraham Abdala, Lead Technical Animator (Broham)

Working on environment animations and simulations. Touching up and updating old tools to fit better our current pipeline. Playing around with the timing of some towers. Getting ready for PAX South.


Eduardo Lev, Engine Programmer (EdLev)

Dealing with some odd metrics issues on the server side, and general bug crushing.


James Reid, Software Programmer (Driscan)

Hammering out the last few gotchas on the new challenge display screen. Diving into some inventory bugs that have been brought to my attention. Then, I’ll be working on some general bug fixing.


Adam Stow, Associate Producer (@TE-Stow)

Creepy, spooky, rocky, what levels come next? Making everyone agree and commit to a longer term vision is one of my main goals. NOT going to PAX South, unlike a lot of the gang. They better bring back lots of swag!


Jesus Diaz, World Builder (N3oDoc)

Working on the creepy level, after placing bones everywhere, big mountains, dark crevices and some architecture related stuff , I've just started to work on some death wall pits that will let you defenders get rid of a lot of enemies by pushing them down!


Daniel Diaz, World Builder

Doing an OOB pass and decorating the secret area on the rocky environment level.


Philip Asher, Marketing Director (pmasher)

Getting ready for PAX South (first time in San Antonio) and continuing planning for this year!


Josh Isom, Community Manager (iamisom)

Finishing up the Future of Tower Defense panel. Watch the panel this Saturday on Twitch! Thinking about fun in-game events that we could do. Putting together my PAX essentials:

  • Playlist: Viet Cong, Power Glove, Panda Bear, Cut Copy, Caribou
  • Reading Material: “The Martian” by Andy Weir; a billion Game Informer backlog magazines
  • Games: Fire Emblem: Awakening, Ghost Recon: Shadow Wars


iamisom

Trendy at PAX South 2015

Attention, Defenders! Are you in or around San Antonio, Texas? Then come visit us this weekend at PAX South!

Trendy Entertainment

Booth Number 1251

We’re bringing 16 people from the office, including designers, artists, programmers, and our two creative directors to the show! You’ll probably recognize a bunch of us from the forums and these blog posts. 

We’ll have a new build of DD2 for all of you to play and give us feedback on, and we’ve generated a new, super-hard version of Nimbus Reach for the bravest among you to play on our sweet gaming stations with equipment provided by our friends at Alienware, CORSAIR, and AstroGaming. We’re even participating in Pinny Arcade. See, shiny:

KmkzxgX.png

Pick up one at the booth!

We’ll also be hosting a number of fun events! There’ll be a Q&A session with our creative directors at our booth, where you can influence DD2 in person. We’ve also teamed up with Robot Entertainment & Hidden Path Entertainment to host “The Future of Tower Defense” panel. It will be awesome. Don’t worry, we’ll try to get a recording for the rest of you. [Update:  It will be streamed live via PAX's official Twitch channel!] Here’re some details:


Q&A Session with DD2 Creative Directors

Sunday, 4:30 PM

Trendy Entertainment Booth


2025: When the Grannies Will Play

Friday, 10:30AM

Armadillo Theatre

Panelists: Josh Maida [VP of Games, Grey Box], Daniel Araya [Creative Director, Trendy Entertainment], Peter Holzapfel [Game Director, YAGER], Kraig Kujawa [Creative Director, Iron Galaxy], Nick Chester [PR & Communications Lead, Harmonix], Ludwig Kietzman [Editor in Chief, Joystiq]


The Future of Tower Defense

Saturday, 3:30PM

Falcon Theatre

Panelists: Mark Terrano [Chief Creative Officer, Hidden Path Entertainment], Ian Fischer [Design Director, Robot Entertainment], Daniel Haddad [Creative Director, Trendy Entertainment], Josh Isom [Community Manager, Trendy Entertainment]


See you all there! And if you have any questions, ask in the comments below.


iamisom

Devstream 4

Jay and Dan showcase the defense balance changes coming in future patches, beginning with our next content update! Then, Phil and Brad hop on to answer questions from the forums! Have a question for our devs? Head to our Q&A thread and ask away!





TrendyBrad

Yup, our office has been hit by the winter plague! Over the past week, scores of developers have been out sick, including myself! We’ve been trying to limit the impact, but just like the Corrupted Blood plague of old, we haven’t been that successful. kobold.png I myself have been out a few days this week and am still on the road to recovery.

Sadly, this means our Influence Report will be delayed for this week. But fear not, we have some awesome stuff coming up, and we can’t wait to be back next week with a fresh new report. In the meantime, we hope you’re all avoiding being sick yourselves, and have a terrific weekend!

iamisom

We’ve released a minor backend update that will help us diagnose some of the crashes we’re seeing in the game. This update also includes a new in-game Bug Reporting Form for the Tavernkeep. This form has been crafted to help us obtain more information on bugs, crashes and other errors, which we can use to help solve these issues in a more timely manner.

If you are experiencing a launcher issue or any other technical issue, please go to this form and follow the instructions. Thank you!

iamisom

Dev Log 6: Jan. 14, 2015

Greetings, Defenders! While most of us are creating exciting new things for you to enjoy, some of us are preparing for PAX South 2015, which begins next Friday. Here's what we're working on this week:


Daniel Haddad, Creative Director (Blacksmith)

Jay and I are hard at work rebalancing heroes, enemies, and defenses. I’m also looking at Melee enemy ranges and making sure those are updated so that they don’t necessarily need to get up close and personal with a Defense to attack it. Having a lot of productive chats with Jay, Ed, Phil, and other people about how we’re going to fix our Matchmaking system and excited to reveal some of that in the future. Preparing a presentation pitch for Pets in DD2 (we are still in the very early stages of developing these guys) and preparing for the PAX South panel! 


Danny Araya, Creative Director (DannyAraya)

Lots of meetings about lighting in upcoming maps, and conversations about awesome animations for the guards asleep in the Tavern. Mapping out the narrative flow of the first few regions and solidifying some world lore. Also spending a lot of time OD-ing on coffee.


Jay Twining, Senior Game Designer (TrendyJayT)

Blacksmith and I have been rebalancing heroes, defenses, and enemies. How exciting! We’re targeting problem level ranges, specific defenses, green defense mana and some combos. Our target to release these changes is this month! In addition I’m supporting Daily Missions! I’m super excited to finally get to show you guys this system. You guys spoke up with influence votes and showing you guys the fruits of that labor is hopefully coming later this month! In my free time, playing through Warlords of Draenor and jamming to Mark Ronson’s new track Uptown Funk!


Chris James, Lead Level Designer (ceejeh)

Back from eating bacon and pancakes smothered in maple syrup! The team has been working on Demos for PAX South 2015 and also a PS4 Kiosk demo level. There were a lot of design changes that were made before the break that are planned for the upcoming patch, and the level designers have been hard at work balancing each of the campaign maps. We have two maps that are going through the World Building process, and they’re looking quite excellent. We are also putting finishing touches on a map that has nothing to-do with anything Javaheri’s team is working on, I swear with my fingers crossed! Wait...


Javier Barreto, Lead Software Programmer (javo)

Features and more features and … “What? Who submitted this!? What? !@#$% …. Oh! … I see… ok .. it’s fine.” Back to features.


Joshua Javaheri, Lead Technical Artist (javahawk)

Last minute adjustments on new end-of-match reward visual feedback, some Codex work, and working with our talented VFX team to develop some spider web FX strategies.


Chris Flores, QA Lead (likethatwhenigothere)

Testing for the next update should be in full swing this week. We also might get a jump on the PAX South demo build.


Abraham Abdala, Lead Technical Animator (Broham)

Training a pupil, lots of training in different fields, dynamic simulations, rigging, scripting, etc. Putting together the final bits for the spooky traps, subcores and main cores.


Eduardo Lev, Engine Programmer (EdLev)

Big push on server performance, and polishing our metrics and matchmaking flow.


James Reid, Software Programmer (Driscan)

Working on implementing and displaying rewards for collecting Codexes. Also working on a UI for displaying Challenges. And last but not least, working on some level-up feedback enhancements.


Adam Stow, Associate Producer (@TE-Stow)

Do you guys like armor? I hope you like armor. We’re making more armor. Armor armor armor. It won’t show up on your character, but rest assured there will be something coming that does. :) Playing Stronghold HD and wanting to put spike barricades on top of spike barricades in DD2. Alas, my Castle Defense will have to wait.


Jesus Diaz, World Builder (N3oDoc)

Working on the creepy level. At this point I've already started to deco most areas of the level, adding bushes, rocks, grass, spooky trees, big trees, small trees, medium-sized trees, tree stumps, thin trees, thick trees, did I say I’m adding trees?


Daniel Diaz, World Builder 

Polishing and doing a full collision pass on our last rocky environment level, which will feature some amazing secrets!


Philip Asher, Marketing Director (pmasher)

Setting up our new office space. Getting a sneak peek at all the awesome balance stuff the Design team has been doing. Planning for the new year. Crafting the best weapons in Dragon Age Inquisition.


Josh Isom, Community Manager (iamisom)

Preparing for our “Future of Tower Defense” panel at PAX South. Training I_PASS_BUTTER in the ways of community kung-fu. Setting up this week’s Devstream. In my free time, I’m leveling my Tower App (24) and Boost Monk (20) to complement my DPS Squire (25). Once the new update lands, I’m going to work on my Traptress and Ability App. I'm so ready for the update. 

iamisom

Influence Report 3

Senior Producer Brad Logston and Creative Director Danny Araya discuss the balance/progression changes coming in the next content update, which is tentatively scheduled for the end of this month. They also discuss potential Commander Incursion ideas and the results of our Lore Initiative! 



iamisom

Greetings Defenders! A lot of us just got back from Winter Break (and some of us are still filtering in). Here's what we're working on this week:

Daniel Haddad, Creative Director (Blacksmith)

Working closely with the design team on a big update for DD2 that introduces a sampling of Incursions (challenge modes), new weapons and special stats, new special enemies, and a large balance pass on the game. Also working with Danny on Region 2 map outline with some discussion on Region 3.


Danny Araya, Creative Director (DannyAraya)

Working on the worldmap for Region 2! Also revising some exciting new music.


Jay Twining, Senior Game Designer (TrendyJayT)

I’m currently working on multiple targets for the next patch. I’m having a great time working with engineering on Daily Missions and new level up feedback. The former is exciting because I’m getting to work directly on the Influence votes casted by YOU! The latter is exciting as it’s one of the first steps in a much larger focus on DD2’s meta. Finally, I’m spending my spare cycles working with Blacksmith and the design team on overall game balance.


Chris James, Lead Level Designer (ceejeh)

Sorry eh, I'm in Canada, eh!


Javier Barreto, Lead Software Programmer (@javo)

Just returned from my holidays in Argentina. Back to features development! Bigger team, new offices, live product… booting up anew.


Eduardo Lev, Engine Programmer (EdLev)

Working on getting more specific information from Steam crash dumps, so we can focus on fixing the most frequent crashes.


Joshua Javaheri, Lead Technical Artist (javahawk)

Working with my team on finalizing the environmental FX pass on 3 of our new maps, as well as finalizing a first pass on pet FX. 


Chris Flores, QA Lead (likethatwhenigothere)

We are currently working with the customer support team to re-organize how we handle the Customer Support tickets and the bugs reported by users. We’re in the process of revamping the in-game bug report form as well as starting QA work on the next Content Update.


Abraham Abdala, Lead Technical Animator (Broham)

Finalizing some spooky forest simulations. Testing with some programmers animation-driven embellishments. Training two new additions to the team!


Adam Stow, Associate Producer (@TE-Stow)

The office move has some small things to wrap up still, and making sure everyone’s comfy and happy with their new environment is one of my top priorities. When I’m not doing that, I’m making sure everything’s in alignment for our next patch date as far as having all of the content ready.


Jesus Diaz, World Builder (N3oDoc)

Working on a new level, a creepy one ;) 


Philip Asher, Marketing Director (pmasher)

Currently setting up my office space and making sure that my Iron Man statue is in the exact right place. Just got back from holidays, and I’m going to get back into the swing of things right after finishing setting up the marketing room!


Josh Isom, Community Manager (iamisom)

Our team is catching up on the loads of feedback and support tickets sent to us over the holidays. For those of you waiting on a reply from our support team, help is on the way!

Speaking of our team, I’d like to introduce a new member to our community squad: I_PASS_BUTTER! He’s moved from the QA department to our team to help us out with our support and to make our community efforts more kickass. Expect to see his name ‘round these parts more often!

Finally, the community wiki team is looking for volunteers to help add new content and information to the Dungeon Defenders II Wiki. If you see something that needs more information, edit away! Want to get more involved with the wiki? Send a forum PM to Wiki Administrator Lanie on our official forums!

iamisom

Devstream 2 and Dev Log 4

It's our last Devstream and Dev Log of the year! Watch the Devstream below, then read on to see what we worked on this week. Happy holidays, and we'll see you in January!







Jay Twining, Senior Game Designer ([[67667,users]])

We recently completed a huge initiative that addresses and changes the entire experience from level 1 through our new Incursions modes. Specifically I was addressing how frequently and what type of loot heroes get in every map. This week and through January is implementing the Daily Mission system and our next iteration of Matchmaking flow. Finally we’re iterating on our combat balance. Happy Holidays, Defenders! I’ll see you in the New Year!


Chris James, Lead Level Designer ([[63955,users]])

I’ve been focusing on a few different areas of our production: Looking at current maps and how to improve them, providing feedback on the new maps that we have been making, and developing some of our internal level design documentation about how we can better approach building our spaces. Something I mentioned in the Devstream with Isom is that I am currently reviewing our Environment Traps and am planning on providing the community a design breakdown of them sometime early in the new year. Speaking of which, Happy Holidays!


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

I just read that Hearthstone was released on Android tablets, so that’s a thing for me right now. Also making DD2 look awesome, with a focus on early 2015 content...


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

In addition to continuing to research user reported bugs, we’re testing some potential changes to the game. Plus, we’ve started prepping the next update, which will come in January sometime after we get back from our break.


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

Working on the traps and cores for a new spooky map.


Adam Stow, Associate Producer (@TE-Stow)

Creating a plan for a lot of progress on a set of new legendary weapons! We want to make loot more interesting per some of the design Dev Logs and videos you have seen, and that wouldn’t be possible unless we made some kick-ass visuals to go along with it, now would it?


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

Working on the same level as the last Dev Log, but at this point I've already started elaborating on the level, placing small deco assets made by the art team.


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

Playing Hearthstone at work in between meetings, wrapping up my last day before break. Have a call with the fantastic PlayStation team about our PS4 SKU, and then I’ll see all of you on our second Devstream!


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

Wrapping up the end to this beautiful, wonderful, exhausting year. I honestly don’t know how to spend two weeks off. I feel like a child who’s left home alone and can’t decide which forbidden rule to break first. Except my rules are related to spending my time wisely. Am I going to stay up all night playing video games? (Yes.) Am I going to lay in the sun and read all day? (Most likely.) 

I’m really looking forward to playing the games I purchased this year but didn’t play -- Super Smash Bros. Wii U, Transistor, The Last of Us Remastered, Far Cry 4, Civilization V (I picked it up during the Summer Steam Sale and haven’t tried it!) -- and, of course, I’m still working on my lifesteal Squire build. By the way, if you haven’t played Shovel Knight, go out and get that game. It’s my personal Game of the Year. 

I’ll be off the grid for the next two weeks, but I can’t wait to see everyone again in January. Happy Holidays! Stay safe, Defenders.

iamisom

Influence Report 2

In our second Influence Report, Senior Producer Brad Logston (via Skype!) and Creative Director Daniel Haddad talk about the latest patch, discuss some of your biggest feedback and go over the latest Influence Initiative. 





iamisom

Update 1.2 Released

We wanted to ease players into our early game by making hero-specific loot drop more frequently on early maps. We like ramping our loot system to the player. As such we want early players to very frequently find immediate rewards. Later on when we’ve introduced more game concepts, we drop more variety of loot to show players the possibility space. There are a lot of options in the DD2 loot system for you to play with. We found a bug that was preventing hero-targeted loot from dropping on certain maps (mainly Town Entrance and Market) As a result, you’ll see more loot drop for your hero across the board:

  • Resolved an issue where items were not dropping at the intended frequency for the selected Hero.


Many of you have been pointing at easy mode Monk for awhile. We listened. What we found is that the Monk’s Lightning Damage Spec Node was adding an additional 100% damage every time the Spec Node activated. We’ve fixed the issue and Monks are fitting better into our hero balance paradigm:

  • Resolved an issue where the Monk’s Lightning Damage Spec Node did significantly more damage than intended.


Clarity is critically important. We identified certain stats and tooltips that were unclear or had bugs and cleaned them up:

  • The Apprentice’s Reduce Cooldown Spec now displays the correct percentage in the Spec Node page. There were some additional edge cases that were fixed in this patch.
  • The special stat “% chance to drench on hit for # seconds” was displaying different number of seconds depending on if the item was equipped or in the inventory. The tooltip should now display the correct number in all places.
  • Physical and Magical Armor have been renamed to Physical and Magical Resist for items.


General Bug Fixing:

  • Switching between characters with an item that has the lifesteal special stat no longer breaks the functionality of lifesteal. 
  • Resolved an issue where the “Chance on Damage Taken for Fire Explosion” special stat on items would never trigger. 
  • The special stat "% chance to stun a target for # seconds" no longer applies to the Monk's Lightning Aura.[/list] 
iamisom

Devstream 1

In our first Devstream, I spoke with Senior Producer Brad Logston about the current state of the game and asked him some of your burning questions. Then, I spoke with Lead Level Designer Chris James about our upcoming maps and the process of making a map!



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