Jump to content

News

Sign in to follow this  
  • entries
    539
  • comments
    23,946
  • views
    6,438

Contributors to this blog

About this blog

Entries in this blog

LAWLTA

Greetings Defenders

Our pledge with this gigantic update is to increase and improve communication. This is our first DevLog in a series of DevLogs coming your way! We recently teased big changes to two very important stats:  Critical Chance and Critical Damage. There is so much coming with Professor Sebastian Proteus, here’s what he’s bringing in this DevLog:

Stats: Critical Chance, Critical Damage, Speed, and more are getting their impact cranked up!
Gear:  Stats aren’t the only thing changing. Gear now has a primary and secondary stat, as well as unique magical properties to really amp up your playstyle!
Properties:  Now a part of gear and relics, properties lend a much needed helping hand into bringing interesting builds to the Defenders of Etheria!

There’s a ton of information to cover here. These are the foundational changes that affect everything else you are going to see in future DevLogs. These changes open the door for a lot of features we are wanting to add. It’s a lot to take in, so let’s begin!

Stat Improvements!

Jose Villegas, Technical Designer

Hey Everyone!

I’m excited to tell you that big changes are coming soon to DD2. We have been paying close attention to the balance of the game for a while, so we took it upon ourselves to tackle  several of the core systems of DD2, and how to improve them.

Similar to the recent changes to Shards and Gear Progression, the goal of these changes is to enhance your DD2 experience by making things as clear and simple as possible. To this extent, we modified and improved how stats work:

  • Hero and Defense Critical Damage: This was my biggest source of concern by far. Previously, Critical Damage was a separate stat that increased damage from critical strikes independently from your regular non-critical damage, which meant that one had no relation with the other. We felt that this directly conflicts with what most players would expect from a normal critical damage system, where your critical damage was a multiplier that affected your regular damage. So, we made precisely that change. With this update, your critical damage is a percentage that affects any source of damage. Whenever you trigger a critical strike, your regular damage is multiplied by your critical damage stat. Revolutionary!


  • Hero Damage, Defense Damage, and Ability Power: Since the overwhelming majority of your damage in DD2 came from critical damage sources, we are increasing how much damage your regular attacks, abilities, and towers deal. So whenever you login  after the update, your base damage is now stronger than ever!


  • Hero and Defense Critical Chance: Now that your normal and critical damage pulls from the same source, we decided to also remove the 33% Critical Chance cap previously used. In order to encourage people to make whatever builds they find the most fun, we opened the floodgates and removed the crit cap!! Our goal is to make crit builds an option for players, and an actual choice rather than the only way to play the game.

  • Defense Speed: This is an obscure stat in the game. Each Defense currently has a Defense Speed stat that affects how fast it attacks, however, it was not very clear how much you gained whenever you increased it. Due to the fact that it was a numerical stat instead of a percentage, making the conversion between that number and the attacks per second is very difficult, since each tower worked differently. For example, the Defense Rate Shard increased your Defense Speed by 33%, but that percentage changed the stat, and not the actual attack rate, so it affected different towers in different ways. In this update, Defense Speed is also a percentage, and is directly tied to the actual attack rate of the Defense. Whenever you raise the Defense Speed you will know exactly by how much you are increasing that tower’s attack frequency.

Now, you may be asking, if Defense Speed and Critical Damage are changed this much, how does that affect gear? Well, we are improving the gear in the entire game! We know that right now gear is a little bit stale and lacking in variety, so we are introducing our new “Magical Property” (work-in-progress name) system on gear that is going to shake things up quite a bit. These new properties are all about gaining power in new ways, including Defense Speed and Critical Damage. We are going to update you with more info about the changes to gear sooner than you expect =).

Anyway, that’s all from me for now. We are listening to your feedback, and all of the changes we are doing are with the goal of making DD2 a better game for you. Thanks for enjoying our game, and please let us know how can keep doing better!

Essentially,

Jose

Magical Properties!

Mark Telfer, Technical Designer

Hey Defenders!

It’s been a while since I last checked in with you all, and boy, do I have a ton to share!  We’ve been hard at work making some gargantuan additions to Dungeon Defenders II over the past few months, and I am excited to say that I can finally spill the beans on some of what the team has been working on. Hang on to your CatHatters, because gear in DD2 is in for a wild ride.

The Current State of Gear

As we were wrapping up the Barbarian’s Wrath update, I sat down with the team and we all took a hard look at gear.  There were many things we saw as opportunities to improve upon. At its heart, Dungeon Defenders II is a loot-centric game. Conquering enemies and beating down precocious little gobus gives you a bonanza of gear drops on each map. Getting a piece of gear should be an exhilarating experience! That dropped piece of gear should represent potential untapped, possibility incarnate, and the spoils of victory well earned. It should inspire creativity in builds and a diversity of outcomes. In essence, gear equipping should be a meaningful and gratifying choice that lets you define your identity as a hero of Etheria.

Unfortunately, the current gear of DD2 falls a bit short of this goal. As most of you know, gear currently has a primary stat, a varying number of secondary stats, and a differing amount of shard slots (depending on its tier). There is a very limited number of secondary stats in the game, and this hampered the amount of unique stat combinations we could drop for you to play with. For example, a legendary medallion has every single defensive secondary stat on it.  That means there is only one type of legendary medallion in the game! That’s the antithesis of giving players meaningful choices. 

Exacerbating this issue, there was one particular stat that was of supreme significance - Critical Damage. If you’re not building for maximum Critical Damage right now, then what are you doing!? Critical Damage accounts for the vast majority of damage output a player can potentially do. This meant everyone was essentially building in a singular way. Boooooring! Needless to say, the design team knew we could do better.

Jose worked hard to bring order to the Critical Damage system (outlined above), and brought sanity to critical damage output; it will no longer disproportionately affect DPS. Because of this adjustment, we now had a ton of wiggle room within the game balance to introduce new ways for you slay enemies. That’s when things got crazy. The design team made a pot of coffee, locked themselves into a room, and started imagining unique, fun, and crazy ways that we could let the heroes of Etheria dispatch the goblin legion. The time has come where I can (finally) let you in on where we landed.

Magical Properties Everywhere!

With great excitement, I can announce that all gear in the coming update will have the chance to roll new, unique, game-changing properties that allows you to creatively concoct entirely new strategies in DD2. These properties are affixed to gear that drops and defines playstyles, empower creativity, and engender build diversity to the likes that Etheria has never seen. These aren’t your Grandma’s old gear passives!  What are some of the insane things properties can do, you ask? Well, my friend…

Have you ever wanted to make goblins explode upon death and have that explosion ripple out onto the luckless enemies in near proximity? You can do that! Oh, did I mention that if you’re smart then you create a chain of explosions?

Have you ever wanted to make your cannonball tower deal elemental water damage?  You can do that! Would you prefer a different element? Pandora’s Box has opened when it comes to elementally attuning non-elemental towers.

But despite how awesome both of those are, I must confess that I have a favorite. I’ve always had trouble with those pesky Shield Geodes. I love building Cannonball Towers and Poison Dart Towers, but those knuckleheads always reflect my projectiles. Well, they used to... until I found a property that makes projectiles penetrate shields. Just don’t tell Lawlta that I told you*. ;) (*Lawlta note: I see everything!)

These awesome properties, and many many many more, have a chance of dropping on the gear you earn while playing. The better the gear (mythical, legendary, etc.), the more properties there are. There will be properties for both your towers and your heroes, and they can be combined to glorious effect. And did I mention properties get crazier and more powerful the further you push in DD2?

These new properties will come to replace many of the secondary stats currently on gear. Don’t get me wrong, secondary stats such as Hero Health are still on gear, but there are less of them. Gear will soon only have one primary and one secondary stat.

Properties fill in the gap that the removed secondary stats left, and gear is vastly more interesting because of this. Instead of being forced to see and use the same four secondary stats, you now have a myriad of choices in which properties you want to play with. With all these changes to gear and items, one thing we did not change was shard equipping. Prepare to make some serious decisions on property combinations and how confluences of different properties that best compliment your playstyle!

I’d love to tell you more, but Lawlta is breathing heavily over my shoulder and I fear for my safety. However, I can tell you that this isn’t even half of what we are working on for this upcoming update. Seriously! This isn’t hyperbole! There is way more coming your way, and I can’t wait to share it with you. Until next time, Defenders!

Love,

Mark

A Quick Note From Elan!

Colin Fisher (Elandrian), Associate Producer

Hey everyone,

I hope that gives a little more information about some of the systems that are coming up in this expansion. I hope people get excited about our new Magical Properties (the name is a work in progress) and the other statistical changes on gear. In our playtests, we’ve seen that it’s provided some new defensive options that were otherwise unviable.

We’ll be releasing more information in the coming weeks to let everyone know about the plethora of system, balance, and content changes that are part of this expansion.

If you’re interested in checking out the changes early, you can join our playtester groups, the Remote Playtesting Group (RPG) and the Remote Quality Assurance (RQA).  These groups have access to a test build of the upcoming changes and have been instrumental in providing feedback while we flip our balance on its head. If you’re interested, make sure you’re 18 or older, can test on PC (rewards are available to every platform though!), and contact our RQA Manager, Dani Moore!  

(It’s dani dot moore at trendyent dot com. Why don’t links work well? I don’t know. We’ll fix it one day… Game systems are more important.  Right? RIGHT!? PLEASE CONFIRM FOR ME.)

Lovingly,
Elandrian

A Look To The Horizon!

Alec Saare (Lawlta), Community Manager and Bean Spiller Extraordinaire

Hey All,

We discussed quite a bit of information here, but this is only the tip of the controlled burn and frosty mutated gobu-berg. There is so much more coming on top of this that we are going to get EVEN MORE information out soon. The bean spillage that occurred here will continue to flow!

The systems we are going to talk about continue to build off what’s discussed here, they're real game changes. All stats are being changed and rebalanced, new magical properties (work-in-progress name) are being added to really empower your gear. Seriously, some of them are crazy, and we took good care in making sure they also address some of the great feedback many of you have provided (thank you for all your efforts on that front). These changes really offer us a lot of opportunities to continue creating awesome and rewarding systems and features! As we release information, you’ll see how everything builds upon the previous post. There might even be some information about how game modes are affected or even more information about your gear coming! ;)

If you want a sneak peak (as well as helping us polish things before release), as Elandrian outlined above, our testing groups are just for you! There’s so much coming, and every bit helps to make this expansive update great.

XOXO,
Lawlta

Want More Info On What’s Coming?

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

We’re going to give even more details very soon! Our designers are excited to continue sharing what they are working on and explain what changes are coming and why. Stay tuned!

For Etheria!

The Dungeon Defenders II Team

LAWLTA



A red spaceship has arrived in Etheria!  Dragonfall guards have questioned a small robot that says his name is “Protobot.” After a brief examination, Protobot hands a mysterious letter to the guards. Let’s open it and see what it says:

Greetings Defenders!

I thought everyone could benefit from one of my more recent discoveries that I’ve made in my research, my new Shrink-o-matizing technology!  It really was just a simple matter of combining a crystal core with the matter quantizing array. This allows all sorts of items and materials to be stored at a much smaller size than before! This is only one of the many new item transmorphications that I plan on making.

I do hope that Protobot is in good health and did not damage anything upon his arrival. He’s had some slight malfunctions in his navigational subroutines recently, but his Shrink-o-matizer is in perfect condition! You can trust your items to be protected and stored properly upon the Vault Ship.

I can’t wait to arrive in Dragonfall to share all of my latest research with all of you. I simply was held up making some last minute adjustments to my latest creation, the Robo-witch Prime!  Or was it Mecha-witch? Gunda-witch? Don’t worry, I’ll figure out what I’m calling it and head right over! I can’t wait to share all my latest findings with everyone! The Old Ones won’t know what hit them!

Sincerely,

Professor Sebastian Proteus

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

Sky City Bank

2QBYxySWHM0d3KWXiburKh3PZp2t6IFBWOFIJF4o

The Sky City Bank is now available! This futuristic bank is located directly behind the Emporium in Town, or next to the training dummies in your Private Tavern. The bank is used to store items that you want to hold onto, but don’t necessarily need on your journeys throughout Etheria.

For starters, every player gets at least one Bank Vault for free right when they login. This means if you only have the default inventory space, you now have that same default inventory space AND a Bank Vault upon logging in!

For people that purchased the old Inventory Packs or the Bag Booster Pack are going to notice a shift in their inventory. Bags obtained through those packs that go over eight Inventory Bags become Bank Vaults with this patch. Previously it confused players when they saw other players with ten or eleven bags, when they could only have eight. Because of this, we are standardizing inventory bags.

The change looks like this:

Pre-Patch 2.4

8-11 Possible Maximum Inventory Bags

0 Bank Vaults

Post-Patch 2.4

8 Possible Maximum Inventory Bags
12 Bank Vaults

FREE Sky City Bundle

8Nzwa6OuPPO7uZMGolf59xy5hUU7SbRoxWJHX_Ha


To celebrate the Sky City Bank’s arrival, we are offering a FREE bundle that you can redeem from the in-game shop for 0 Gems. This bundle awards:

  • One additional Bank Vault!

  • Shutter Shades Flair!

By redeeming the free bundle, you are able to start off Patch 2.4 with at least two free Bank Vaults! This bundle is available for two weeks, so grab it while it’s here!

Stack Splitting

This patch brings the ability to split stackable items into different stacks and amounts. For instance, if there’s a stack of 99 pet food in your inventory, you can now break it down into two or more stacks of whatever size you choose. Want to keep some items on you, but store the rest of the stack in the bank? Now you can do that! Stacks on stacks on stacks.

u7EdXKoZ02EiRHelHiwE-4dqCUBJsEAYDgs6T0QJ

Transfer All

Now that the Sky City Bank is open for business, moving items quickly to the bank is a must. You can now move an entire bag full of items with one button press. The “Transfer All” button moves all non-locked items in the bag you currently have selected into the Bank Vault that you have selected. You can move Locked Items as well, they are just done individually. “Transfer All” also automatically stacks any stackable items so you don’t have to!

Load Time Improvements

Patch 2.4 contains an emphasis on inventories. Our Lead Programmer looked into ways our inventories could be better to really add some “oomph” to this patch. After investigating how profiles saved, loaded, and handled inventories, we made a lot of improvements when loading into any part of the game! Some players are going to notice drastic load time decreases, while others may notice slightly quicker loads.

General Changes

Pets

  • When at the Hatchery, eggs can be hatched directly. No more drag and dropping or incubating!

Visuals

  • Tower Inspect UI updated for PlayStation 4 and Xbox One (PC already has this).

  • Zapper Kobold Flier now has a red outline.

  • Made Lavamancer Weapon drops larger, something hot now looks cooler.

  • Mana Node received some visual improvements.

  • Slight tweaks to some of the Barbarian’s Accessories.

  • Minor adjustments to the Barbarian’s whirlwind.

  • Blacksmith’s shop no longer has a confirmation pop-up for purchases.

  • War Table Cybork info now includes that they disable nodes.

  • Bug reporting page received updated buttons.


Audio

  • New audio cue for Wave Complete!

  • Betsy fight sequence in Dragonfall Bazaar received updated sound cues.

  • Added and improved on Berserker Orcs during the Glitterhelm matinee.

Hero Changes

Dryad

  • Corrupt Form

    • When building a tower in Corrupt Form, towers now gain the Corrupt benefits when placed.

  • Slime Pit Tower

    • No longer slow enemies that are immune to slow. Berserker orcs aren’t afraid of slimes!

Huntress

Shards

  • Inspiration

    • Can no longer be equipped to the Abyss Lord or EV2

Bug Fixes

  • Fixed an issue where EV2’s Proton Charge could produce higher than intended damage while gaining zero heat.

  • Fixed an issue with the Barbarian’s Leap preventing resource decay.

  • Fixed an issue where the Flamethrower Tower’s VFX did not get larger when defense range was increased.

  • Fixed an issue where Auto-Equip Relics did not work on the first press.

  • Fixed an issue where Chaos 3 Shard Packs were not on the Emporium.

  • Fixed an issue when comparing equipment on the Squire.

  • Fixed an issue where the Barbarian could get out of bounds in The Throne Room.

  • Fixed an issue where the Sub-Cores are on the incorrect sides in The Throne Room.

  • Adjusted the Dryad Starfall resource cost so it no longer overlaps.

  • Fixed an issue that allowed parties to play the tutorial maps (we are looking into letting parties into these maps down the road).

  • Fixed an issue that caused an infinite loading screen. Please let us know if you experience them after this update.

  • Removed the ability to auto-equip when in the Portal.

  • Fixed a bug where multiple towers could be placed simultaneously. May look into adding a stable version of this down the road.

  • Fixed an issue where several weapons were not consistently dropping in the world without their vfx visible.

  • Fixed an issue where the Lavamancer VFX would appear on some maps when using the Barbarian Leap.

  • Fixed an issue where the champion crowns were not properly rotated on hero cards.

  • Updated an issue where golden eggs would show up as a regular egg in several places.

  • Fixed an issue where purchasing the last item in the list from the Blacksmith or Relic Hunter shop using a controller causes the list to lose focus.

  • Fixed an issue where several items in the blacksmith shop were displaying improperly.

  • Fixed an issue where item comparison was not working for equipped items.

  • Removed references to the shards being equipped on the sell all message.

  • Equippable is now spelled correctly in the shard folder when you have no shards available for the gear slot. Stay in school kids.

  • Removed a reference to the old pet bag when trying to hatch an egg with a full inventory.

  • Fixed a visual issue where a large number of shards displayed the current upgrade level is in the wrong location on the tooltip.

  • Quest Complete pop-up will now say Daily Mission completed when completing a Daily Mission.

  • Attempting to equip a shard to an invalid tower slot throws either unknown error, or no error. Now has a valid error string.

  • Fixed an issue on XB1 where sub-core icons were not being removed after losing a sub-core.

The Sky City Bank is the first arrival for something much larger coming to Etheria. Over the next couple months we are going to be actively discussing the new features coming with our next expansive update. For more information sources as we post updates, be sure to follow us on Facebook and Twitter (doing so also gets you the Pirate Monk and Academy Apprentice skins for free):

We’re still tinkering away to get some gigantic changes to Dungeon Defenders II that we think you’re really going to enjoy. More information coming soon!

For Etheria!

The Dungeon Defenders II Team

Elandrian

2QBYxySWHM0d3KWXiburKh3PZp2t6IFBWOFIJF4o


Hey Fellow Defenders!


It’s about that time again.  Time for another Check-In with ya boi, Elandrian.  We hope everyone has been enjoying the Barbarian and the changes that came out with our last large update. We’ve been hard at work on a ton of new content for Dungeon Defenders II, and I wanted to talk a little bit about what’s coming next week to the game and some stuff that’s coming around summertime.


Next week is going to feature the Sky City Bank, Inventory Stack Splitting, a huge performance improvement with loading times on all platforms, and an assortment of bug fixes.


Sky City Bank


The Sky City Bank will be arriving in Dragonfall next week, and will be bringing some additional storage to everyone.  Every player will get at least one Bank Vault for free when they first log in. In addition to the one free Bank Vault, we’re going to be running a limited time promotion where you can get another free Bank Vault and unique Shutter Shades Flair for your heroes.  This will only last two weeks, so make sure to tell your friends to get the free space and cosmetic!


For people that have purchased the old Inventory Pack or the newer Bag Booster Pack, there will be some slight changes to where your inventory bags are now.  The bags that were activated from those bundles will become Bank Vaults now. We saw that there was some regular confusion usually in the form of: “Why do some players have 10-11 bags and I can only buy 8?”  So we’re standardizing what everyone can get.


Tl;dr If you’ve bought the Inventory Packs, you’ll keep all the space that you’ve purchased, and it will just transition into free Bank space when the update comes out.


So here’s what the new “Max Space” will look like:


Old Version:

8-11 Possible Maximum Inventory Bags

0 Bank Vaults


New Version :
8 Inventory Bags

12 Bank Vaults


We wanted to give everyone enough space so that they can just completely empty out their current Inventories into the Bank immediately once you log into the new update and roll out with an empty Inventory!


Kvy0o3JiMqFjCYswa_JkgO69HhypnQ_DeqfRW81u


Stack Splitting


The Sky City Bank will also release with a couple smaller item management features.  The main one that we’ve introduced is Stack Splitting. I don’t think I need to explain how that works, but I will anyway!  If you have a stack of 99 pet food, you’ll be able to split it into two stacks if you so choose.  So maybe you want to just store a portion of our consumables, you can do that now!


g4dN-XnGAJhiD--cFuhwWJn_1BwF9VHTw42Q-Rp6


Transfer All


The other management feature is the ability to transfer an entire bag with one press.  There will be a new “Transfer All” button that will move all your unlocked items into the Bank Vault that you have selected.  Locked items can be moved as well, you just have to manually move each one and they won’t be moved by accident with the “Transfer All.”  If you have several stacks of something that is able to be stacked, “Transfer All” will automatically stack those together when used.


Load Time Optimization


Our programmers have made an awesome performance breakthrough with how we load player profiles.  With the introduction of the Sky City Bank, we were aiming to improve all aspects of our item systems in some way, shape, and form.  Our lead programmer looked into how we were loading our save profiles and found several optimizations that we could make when we introduced the Bank for the first time.  


In one of our test cases, we saw a 60 second load time fall to a mere nine seconds.  Results will be varied for all our users, but this will be an improvement across all our platforms on how our save profiles are loaded, and I’m legitimately excited for this change to go live for all of you.


But What Else?


I know it wouldn’t be a good Check-In without some juicy tidbits, so I guess I’ll start sprinkling out some information.


I keep seeing a lot of new things popping up in our development build of the game, and all of it has the name “Proteus” attached to it.  I’m not quite sure what that means, but these new things LOOK amazing. There was even this new “magical property” thing that I found when messing around on my Barbarian that made me gain additional damage buffs each time I switched stances.  When I first looted it, one of our QA members told me I could do this new thing with it. It was this weird word too… I think it’s pronounced “Trah-Deah-Bluh,” but I’m not sure. I could be saying that wrong.


There was also another spaceship parked in the Heroes Marketplace, although I’m not quite sure what that’s about.  Everything seems so different. A bunch of game modes are different now too. Curiouser and curiouser...


I’ll keep investigating and report back to everyone with my next Check-In!


Thanks everyone, can’t wait to see you in Etheria!


Colin “Elandrian” Fisher

LAWLTA

ow6yaljTLhkx6j5COEaLZ_razRb0-an1Izw8iSS0

Greetings Defenders,

Today, there’s some big news to unveil in our upcoming patch —  the Sky City Bank is making its way to Dragonfall! We are releasing a new way to manage your inventory, a request many of you have made, in anticipation for our upcoming new features. We are currently still hard at work on these and are not ready to unveil them just quite yet. For now, let’s talk about the new ship that is going to be coming to a marketplace near you!

Sky City Bank

The Sky City Bank is a new way to manage the many items you come across during your adventures in Etheria! It’s accessible only in town, located right behind the Emporium. When using the bank, you are presented with Vaults to store your items. Each Vault contains 64 slots, the same amount as inventory bags, giving a lot of additional storage. You even receive one FREE Vault with the update!

Load Time Improvements

This release contains some amazing optimizations that are going to greatly impact a lot of Defenders. Our Associate Producer, [[3957,users]], mentioned this in a tweet last week describing the impact applied toward one user’s account.

We aren’t announcing the release just yet, but it is not very far away! For additional sources regarding announcements and updates, give us a follow on Twitter or like us on Facebook (also you can get some awesome Apprentice and Monk costumes by doing so).

For Etheria!

The Dungeon Defenders II Team

LAWLTA

2AVm2cc_pl81TVo1eo8bdugjLgPdPEPCZCPILQt2

Greetings Defenders,

We’re finally ready to announce the next big step in Dungeon Defenders II — The Tower Royale Expansion! This expansion takes everything you know and love about Dungeon Defenders II and combines it with a never-before-seen battle royale game mode that’s sure to blow your freakin’ mind!

This expansion is a gigantic endeavor that really made us grow as a studio. With this growth, we needed to consult an expert to make sure our direction was right. Our new Battle Royale Consultant, Mitch Z. “xEyeDeeaGaix” Fortgrounds, had this to say about coming aboard and working on this expansion:

Hey everyone, Mitch here, or xEyeDeeaGaix for short! Joining the team and being able to bring my ideas to reality has been a dream come true. I’ve really enjoyed working closely with the Designers, Producers, Programmers, Marketers, Artists, and Janitors at Trendy Entertainment. I taught them a lot! This one guy, “El Darian” and the design team were insistent that “my ideas were bad and I should feel bad” but I forced them to push forward anyway! They all call me Mitch the Genius now, they look up to me and it really shows.

A little bit about my background, I’ve put about 3000 hours into both Fortnite and PUBG (6,000 hour total), so I know what it takes to really get a battle royale just right! While working on this project, I’ve been sure to study the best streamers and watch the ultimate ownage and fail compilations on Youtube. There’s a ton of work still left to do, a lot of Dr. Disrespect to research to make sure we get this just right. I hope you enjoy what we’re showing so far, back to you Lawiita!

Thanks, Mitch… There’s a ton in this expansion, so let’s get into it!

New Game-wide Mode:  Tower Royale

Tower Royale is a new game-wide mode, but what does that mean? Whenever you load into any mode or map, you are automatically in Tower Royale. No need to change settings, or select the option, we made that choice for you! Now that we’re all on the same page, let’s dig into the Redbull and Medpacks of this mode!

Increased Party Size on All Maps

Mitch informed us that four players in a party is old news.  We kept insisting that this breaks our game in every way, but he kept pressing that we were wrong and this was the right move. So now we have a hundred players in every game, including the town, and friendly fire is also enabled.  Except it’s not very friendly anymore, so it’s probably just PvP? I don’t know. Mitch did this.

New Town Queue

Mitch really wanted to provide the full experience for this game mode, so when you try to load into the town, you are placed into a queue that requires 100 people to join. Once the queue is full, you will airdrop into the Heroes Marketplace. Then, you’ll have 60 seconds to interact with NPCs and choose a map to load into before our new “Blue Zone” system becomes active.


nVdpbdW.gif


The Blue Zone

For those of you who are not familiar with the Battle Royale genre, there is a giant bubble that protects players from poison/radiation. This bubble shrinks over time, and if you are outside of it, you take increasing damage.

If you are unable to make it out of the town in time and die to the Blue Zone, you are logged out and given the option to log back in and try again. To really commit to this change, Mitch had us remove the Private Tavern until after you’ve completed a map!

Once loaded into any mode or map, you are given 10 minutes to win before the Blue Zone absorbs the whole map. Inside the Blue Zone, enemies will gain health and increased damage, and anything player-related takes damage, including towers!

Mitch understands that this mode is not for all players, so he made us add an easy opt-out feature that he is going to cover later in this post, so continue reading!


PVP and Loot Importance:  Two Birds, One Stone

Mitch believes that players want PVP and loot to feel special and important. He decided that the important part of loot is not the stats, rarity or how it might change your playstyle.  The important part is the feeling that you might lose it all. Now when you play in an online session, a player can come into your map and fight you as you’re defending the core. If you kill the player, or they kill you, either of you are now able to be looted. They can take your items, and you can take theirs. It’s like Dark Souls, but way better.  Also your hero is permanently dead. We mentioned that permadeath is in the game now right? We didn’t? Augh, it’s not important.

FREE to purchase PAY FOR FUN PACK (1 of 7)

Mitch really wanted to allow players to choose how they play, with their wallets. In this first installment of what’s almost guaranteed to be a great success, he made us offer a wide array of purchase options for players to gain the greatest experience!

Premium Connection

Some players do not have the best connections, and he sympathizes with them. By purchasing the PAY FOR FUN PACK (1 of VIII), he made us guarantee we will not kick you from the game with our new server maintenance bot “Kick-o-tron”. You can feel secure that you’re well taken care of from any connection issue. No tricks.

Random Access

A lot of games these days offer “Early Access” into the game, which has gotten stale. Since this expansion is about breaking the mold and being a real game changer, Mitch decided to create Random Access. This means early adopters for the PAY FOR FUN PACk (1 of 9) are able to access the expansion early, but at random designated times each and every day. Sometimes the window is from 12:54PM - 1:08AM IST, the next day you might have a window from 1:20PM - 2:03PM GMT. It really makes every day an exciting and special event to just login!

Blue Zone Protection Shard

This is a new spin we’re taking on our shard system. By taking part in the PAY FOR FUN PACK (I of 10), you are now granted access to purchase this shard from our new Blue Zone Protection Shard Vendor, Garg (located in the Private Tavern for easy access). This vendor sells a shard that reduces all Blue Zone damage by 50%, it can be bought multiple times, and equipped onto every relic, and one into only one piece of armor (Mitch guided us to not make it TOO powerful)! This really helps players adjust to this expansion, especially those unfamiliar with the battle royale genre. This shard is sold for 1500 gems, but for the first two weeks of release, take advantage of the Eiffel 65 Shard Bundle Pack, which provides 10 Blue Zone Protection Shards for only 20,000 gems. Those are savings!


Bluer Zoner Protectioner Shards

Mitch gets that players may want a more laid back experience, and that the Blue Zone might be too much for them. He has you covered! The Bluer Zoner Protectioner Shard is sold by the Bluer Zoner Protectioner Shard vendor, Gerg, located in your Private Tavern, next to a vendor of the similar name. These shards have a price range of 3000 - 5000 gems, depending on how much you’ve already spent in the game. The benefit to these is that they not only protect your shards from blue damage, but also make your core immune if one is equipped!


Premium Wyvern Drops

In the PAY FOR FUN PACK (1 of 7), having the ability to purchase a call in for help not only raises the skill ceiling, but also just packs more action into every session. Once a wave, you can call in a Premium Wyvern Drop, gaining a wyvern that kills every enemy in that wave. This purchase is presented at the start of every wave for a really good price.  Every enemy killed will give you one Wyvern Token.


Paid Opt-in Optimizations

Some players value frames and performance during their experience, versus graphical fidelity with only a few FPS. While this may seem like an inferior way to experience things (it is), Mitch wants us to be inclusive. By taking advantage of the PAY FOR FUN PACK (1 of #), you have these additional Opt-in Optimizations to purchase:

  • 4k Shadows:  1003 Gems

  • 30 FPS:  2000 Gems and 400 DMs

  • First Try Start Up:  4000 gems and One Hero Card

  • 60 FPS:  One Juicebags Music Video

  • Live Action Graphics:  One Dreamanime Visual Novel of your life

  • Anime Graphics:  9001 Gems

You can return these optimizations at any time and receive 50% of the original cost.

Bag Locks

Are you just downright terrible at PVP? Fear not, Mitch wants you to enjoy the game your way. New Bag Locks that prevent non-paying players from looting your bags and taking your gear.  These are available for purchase from your local bag vendor.


Bag Lock Keys

Are you god-tier at PVP, but hate when you can’t loot from players that try to opt out? By purchasing the Bag Lock Key, you can now unlock those Bag Locks and have at all their loot! This vendor is in town next to the new bags vendor.


Bag Locks in Locked Chests

Are you still just downright terrible at PVP? Fear not, we want you to enjoy the game your way. For purchase from the bags vendor in town are new Bag Locks in Locked Chests that prevent Bag Lock Key paying players from looting your bags and taking your gear.  The Locked Chest vendor is in town next to the new Locked Bag vendor.


Bag Locks in Locked Chests Keys

Are you still god-tier at PVP, but hate when you can’t loot from players that keep trying to opt out? By purchasing the Bag Locks in Locked Chests Keys, you can now unlock those chests to unlock those bags and have at all their loot! The Locked Chest Bag Lock vendor is in town next to the new Locked Chest vendor.


Defender Packs

Mitch knows that Defender Packs could be way better. By taking part of the PAY FOR FUN PACK (1 of some), he wanted to offer the Gold-Encrusted Ancient Artifact Defender Pack (or GEAADP to save time). GEAADP (which stands for Gold-Encrusted Ancient Artifact Defender Pack for short) contains access to the newest content before any other Defender Pack. If you happen to get any duplicates in this pack, you gain 50 floors in Onslaught. 3000 gems. Buy it.

New Features

Mitch doesn’t want everything to be in the PAY FOR FUN PACK (1/7). He said something about avoiding pay-to-win, it wasn’t very clear. Now we’ll show you some features that originally were going to be stretch goals, but through Mitch’s tireless dedication to create a balanced game with a great experience and tons of content, we pushed out so much more. He was the wind beneath our wings throughout this expansion. We are contractually obligated to say that.


Over 50 New Heroes

ZMG4Ci1.jpg

Some of them are enemies too. The assets are free, so why not? To provide a good transition, Mitch demanded we not touch their numbers. You can check out their stats here.


Two Brand New Maps

YtjU1Yk.jpg

Also from Paragon. Mitch demanded that we leave the scale of our heroes the same in these new maps.  Our heroes are so tiny now. Why are the new heroes so enormous? This isn’t how game development is supposed to be!  (Our tech artists are in our livestream room in the fetal position.)


New Enemy: Kobold Vaulter

The Berserker Orc gained notoriety for being able to leap over blockades, and Mitch insisted that it was our best Chaos enemy design. He really wanted to expand on this idea, being a former Olympian (or so we’re told), and he knew pole vaulting would fit in great.

Introducing the Kobold Vaulter. This armored kobold sprints towards your defenses with his Gobu Pole, clearing them in a single bound. Afterwards, this enemy sprints towards your core and cannot be slowed or crowd controlled in any way. Mitch wanted to give a pro-tip: build a second blockade way further behind your first blockade. This adds an additional layer of strategy he knows (not thinks) you enjoy already.


New Weapon: Guided Missile Launcher

1cwvbrI.png

Ready to rocket surf your way to victory? We’ve added the Redeemer from Unreal Tournament.  Yes. It’s literally just the Redeemer. We added collision to the top of the rocket because Mitch says “that’s what real games do.”


New Movement System: Vaulting

You can now vault over the many fences in Etheria while sprinting, without having to jump. This is very important for Floor 503+ in Onslaught. We’ve even added a new Ancient Power: Vaulting Speed Increase.


New Social Feature: The Always On Microphone

Communication is the key to playing any game. Mitch says that even a millisecond of delay when it comes to communicating is unacceptable. As a result, microphone activation is too slow so now microphones will always be on. To be a considerate teammate, schedule when your parent, guardian, or carer vacuums. Also everyone is auto-tuned.


Trading The Things That Count

There’s been quite a hubbub about adding trading to the game. This requires a ton of balance, but with Mitch’s “wisdom”, that balance has been attained. Following his patented “mental design doc”, we introduced his version of trading. In order to trade, go to the Petrinarian and buy all the Broccoli you want, it’s placed in your bag as a consumable now. Then hover over another player and press PageDown on PC, or by pushing down both joysticks+LB+RB+LT+RT to initiate the trade. You can then select how much Broccoli you want to trade. With this system, you can now barter how much your services are, or reward your friends for just being awesome. We heard your feedback, and Mitch delivered. You’re welcome! :)


New Justin.tv Integration

justin-tv-logo.jpg


Streaming is how gamers really take a first look at games. Mitch showed us Justin.tv, and how important it was to really get players interested. There’s also a down-side: stream-sniping. When you link your Dungeon Defenders II account with your Justin.tv account, we can see if you are watching streams of someone you’re trying to gank. For every “honest” kill, you will get something extra. We call it our Stream-Snipe Preventing Buster and Rewarder. Do not log out of Justin.tv to avoid it, we’re using the honor system on this one. Mitch has promised you’ll do the right thing, he just knows it!

New Platforms

We love having the game on PC, PlayStation 4, and Xbox One. Mitch says it isn’t enough, and we guess we agree. Here’s a sneak peek into where DD2: Tower Royale is going:

  • Nintendo Switch - April 20th, 2019

  • VR on Steam - November 3rd, 2018

  • VR on Virtual Boy - August 16th, 1995


Nintendo Labo

l1UkF3L.png


Mitch tells us the future of gaming is cardboard, and we reluctantly trust him. With the release of our Switch version, we are including an optional Nintendo Labo Squire Cannonball Tower to celebrate this transition. Welcome to the Age of Cardboard, in the future!

Miscellaneous Changes

  • Turkey was too powerful.

  • Terraria corruption was added to all maps, then swiftly removed.

  • Dryad was nerfed and buffed.

  • Tamagotchi functionality has been added.

  • Gary Busey voice-over added to our New User Experience.

  • Hardcore Permanent Death option added for each hero.

  • Mastery reworked into Novicery, with better rewards.

  • Mobile-only mode Offslaught added for playing on-the-go.

  • Smell-casting added to the Town hub.

  • Voice commands.

  • Arby’s-themed tower skins. Big Beef and Cheddar Cannonball Towers anyone?

  • Four Nightmare difficulties added per Chaos Trials tier.

  • Mirror Mode Map-wide Mutator every tenth Onslaught floor.

RELEASE DATE

We want to make sure we get this just right, and allow Mitch to move on to making other games greater as well. The current release date is set to June 20th, to celebrate one year of our release. To ensure quality, he required us to not compress anything, meaning it will be an additional 106 GB patch, on top of our mandatory 4K texture pack feature that is 231 GB.

No More To Come

After this expansion, we believe the perfect game will exist. All games will seem meaningless, and we’re glad to have created an experience to cause such a reaction. This was all made possible thanks to Mitch. Let us know what your favorite feature is. We do not need feedback, because again, this is the perfect expansion.


For Mitch!

The Dungeon Defenders II Team and Mitch Z. “xEyeDeeaGaix” Fortgrounds the Genius

LAWLTA






Greetings Defenders,

The Barbarian’s Wrath, Update 2.3, is available now on PC and PlayStation 4, with the Xbox One update coming soon! This update heralds the arrival of the Barbarian, a pure damage hero powerhouse; huge changes to item progression and gearing; shard changes to get you out of the inventory and into the battle; and updates to many important systems. Grab your axes, it’s time to slash through some barbaric patch notes!

7lTB2t1CPlRTarXKywetC31ZQfy8eZwlkeT46Fcs

NEW HERO:  THE BARBARIAN!

“Hailing from the mountains of Etheria, the Barbarian is a notorious warrior king that can wield the powers of Wrath and Fury to crush his enemies. Becoming an unstoppable flurry of muscle and steel, the Barbarian can hurl himself into battle becoming a whirlwind of death. His foes tremble at the mighty shouts of this tremendous warrior leaping in to crush his enemies.”

The Barbarian is the first hero to have two unique resources: Wrath and Fury. Wrath is gained whenever the Barbarian deals damage, and Fury is gained whenever damage is received. In order to put out the most damage you are going to be in the fray constantly. Stance dancing and balancing your Wrath and Fury are your keys to being an unstoppable force!

The Barbarian is a hero with only damage abilities — four abilities and four stances that modify his play style:

Fos2FC-7mb9LnT6vMLapzMgMLLUGyPDowDURCQ0O

Furious Slash

  • A mid ranged Fury resource spender that pierces enemies but does not trigger weapon shard activation abilities.

Staggering Shout

  • A mid ranged frontal cone debuff ability whose effects are modified by the Barbarian’s primary active stance.

Whirlwind

  • A powerful persistent AOE damage ability that gains different abilities based on the primary active stance.

Hawk Strike

  • A high damage short ranged attack that consumes all the Barbarian’s Wrath resource when used.

ZjXHw0tm4hOBF2XGLECa7YYOcA-j5V5tVXvNF-t3

Tornado Stance

  • Increases movement speed, attack rate, and jump height, but primary attacks deal less damage. With Tornado Stance active, Staggering Shout and Whirlwind will slow.

Turtle Stance

  • Reduces attack speed and less mobility, but takes less damage and become immune to crowd control. Staggering Shout gains a stun and Whirlwind withers enemies.

Siphon Stance

  • Turned damage dealt with primary attacks into self-healing. Siphon Stance causes Staggering Shout to apply a lifesteal debuff to affected enemies, converting Whirlwind damage dealt into self-healing.

Lightning Stance

  • Gain bonus storm damage to primary attacks and chain storm damage every third attack. Each hit causes self-inflicting damage. Staggering Shout causes enemies to take more damage and Whirlwind gains chain storm damage.

Along with the Barbarian are a lot of visual additions. There are the four material effect costumes and the terrifying Blood Reaver costume with five additional accessories, twenty-seven different axes, and custom enemy death animations for smaller enemies. Send them gobus flying!

Limited-Time:  Barbarian Complete Pack and Barbarian Cosmetic Pack

We have included a new type of package that includes his Blood Reaver Costume, as well as all of the Costumes and Accessories that are available normally through Defender Packs. This pack is located on the Feature section of the in-game shop!

And if you've already purchased the Barbarian and/or Blood Reaver Costume separately, you can purchase the Barbarian Cosmetic Pack and get his Accessories and Costumes that are normally only available in Defender Packs.

These packs do not include the new flair added with this update.

Loot Revamp

Item Progression

Items and upgrades produced a lot of issues for players as they progress through Onslaught and Chaos Trials. With this update, we took a good hard look at items and progression. Players wanting to progress the fastest used a system called “muling” to have a steadier stream of gear upgrades drop. Now, mules are a thing of the past! Every piece of equipment that drops is now based off of the highest gear score you’ve seen drop. Not picked up, not equipped, but dropped. All of this is tracked behind the scenes, taking all of the spreadsheet calculating and muling away, so you can get into the action sooner!

Gear Score

WSpotk8-KZx3dyJQxXtb__VjVUsUUwvMuWNllziV

We mentioned above that gear is tracked off of the highest gear score item you’ve seen drop. Gear score is a new take on a previous system used to display an item’s power — iPwr. This system previously did not reflect the strength of an item correctly, causing items that may not be upgrades to have a higher iPwr than equipped items. This affected item progression and the general flow of how players were intended to progress.

Hero and Champion Score

oa5bF3b6TSWNNiD8Qt9uQ8AqAfO7DH_pYPOu56BM

Hero and Champion Score are additional ways to help measure the strength of your heroes’ gear! Hero Score is the average of all the gear equipped to any specific hero, and is shown on your hero cards as shown above. Champion Score is the highest Hero Score among all of your heroes, indicated with a crown above your hero cards (and a smaller one on the hero with the highest Hero Score). These scores are used to let you know when you’re ready for growing challenges you encounter as you progress. To better smooth out progression, different Chaos Trials are unlocked once you reach the appropriate Champion Score.

Auto-Equip Gear and Shards

Dtx6nUADZf54rNXPzuVm1n2NpQH2vYj3Lv5kpAho

There is a lot to learn in Dungeon Defenders II in order to become the greatest Defender of Etheria! While gear maketh the Defender, it can be a lot to manage when learning the intricacies of every hero and enemy. To help through this process, we’ve created an Auto-Equip feature for both gear and Shards. Both buttons (located below your relics) have you confirm if you want to use this feature, and if confirmed, equips the highest Gear Score for every slot. For relics, it will discern between a blockade and towers, focusing on equipping Totems for blockades and Medallions/Marks for all other towers.

If you wish to only Auto-Equip the highest gear score per slot, you will be able to select the slot and “Auto-Equip Slot”. On PC this is bound to "U" by default; on PlayStation 4 by pressing “”; and on Xbox One by pressing “”.

Shards

mAjNsrTsoVicO5UKg-sIIJfOlWApJfSCf2lBf1jg

Previously, Shards were placed into Shard Slots located on equipment. This system caused Defenders to spend more time in their inventory, moving shards around any time they received an upgrade or wanted to change their build than we liked. When progressing for the first time, or after gaining Ancient Power, this meant a lot of time spent managing your inventory.

In this update, Shard Slots are now equipped on equipment slots directly to your heroes! This means as you receive upgrades, you equip them and your shards stay put. You can still equip up to three shards per slot. However, all three slots will be active only if you have the appropriate tier equipped. Slot activation follows the same conventions it previously did, with Uncommon activating the first slot, Epic activating the first and second slots, and Mythical and Legendary activating all three.

In this update, shards that are on equipment already equipped to your heroes are automatically migrated to those heroes. You login and continue playing without having to manage the shards they were previously wearing. However, shards slotted into equipment that is in your inventory will be removed from the gear. If your inventory is full, the shard(s) are placed into Shards of Containment and sent to the Scavenger.

Incursion Weapons

xAJ44vvaq8PDZV4S3_mtRC-JvZgu1L1mDF2Y0m4V

Incursion weapons are very unique items in the game as they each contain unique passives that previously took up a Shard slot. With this Shard change, we wanted to make sure that Incursion weapons were still something players wanted to acquire. Now, all Incursion weapons will retain their passives AND have three Shard slots. We took a balance pass at these weapons as well, which we’ve included below.

What Happens To Stored Shards?

For users that do not have enough inventory space to hold all of the shards that was previously attached to gear, we've created the Shard of Containment. This Shard is a tool used to segue Defenders into our new Shard system while reducing stress of losing items many of you have farmed. Any shards previously in equipment that cannot fit in your full inventory with the Shard migration are placed into a Shard of Containment and sent to the Scavenger.

The Shard of Containment holds up to 16 shards before another one is created. These are located on the Scavenger and NEVER expire. Shards will be grouped by their upgrade level, bundling the highest Shards together, and the lowest Shards together. This makes it easier to decide which Shard of Containment to open in order to get all of your most used shards.

In order to use a Shard of Containment, you must have the amount of inventory slots open equal to the number of Shards located within the Shard of Containment. If you have 8 Shards, in order to open a Shard of Containment you’ll need 8 inventory slots.

Shards of Containment are a tool we’re using as we bring in our new Shard equipping system. There are more inventory management changes coming down the road!

New User Experience

E5AVOyDxCI4jXg2gwxDyWVRjuyXKlhL40GYmEbHA

There’s a lot for new Defenders to learn in order to properly defend Etheria, and it is not an easy undertaking! This update introduces a New User Experience to help acclimate new players understand the basics of the game without getting bogged down on reading tons of details and instructions.

There are a myriad of changes that go along with this:

  • New floating instructional text!

  • Tutorial level replaced with new animated interactions with Betsy!

  • Huntress available immediately

  • Ascension UI locked until 50

Mananode Changes

Green mana allocation is now completely different! Mananode chests are a thing of the past, here’s what you see now:

  • Green mana is now automatically distributed by Mananode itself at the beginning of the Build Phase!

  • There is no longer a green mana cap. There is a green mana bar that goes to 2000 green mana. If you go above this amount, the bar starts to fill again!

  • Mana and gold collection radiuses are TRIPLED during the build phase. No more pesky out of reach mana!

These changes are an additional measure to allow Defenders to do the things they enjoy the most:  building and fighting!

General Changes

  • When you create a hero, you can now choose to create them at your highest hero’s level or at level 1.

  • On gamepads, hitting Right Button + D-Pad Down will open the Inventory.

  • The D-Pad can now be used on gamepads to navigate the left side of the inventory.

  • Added East and West descriptors to subcores for Throne Room maps.

  • Added new Loading Screen text:

    • “Mastery provides some of the toughest challenges in all of Etheria but rewards you with powerful Hyper Shards, golden pets, flair, and more!”

    • “The stars you earn across different Chaos difficulties in Mastery pool together.  Tackle maps in any order that you want to unlock rewards!”

    • “Defender Packs contain costumes, accessories, exclusive flair, and much more!  Earn them by achieving victory on your current highest Onslaught floor!”

    • “Feeling lucky?  Rerolling Defender Packs gives you another chance at earning rare rewards!”

    • “Beating Incursions allows you to purchase exotic weapons from the Wayfarer.”

    • “Got eggs?  Visit the Stable Boy in the Town HUB or Tavern to hatch new pets!”

    • “Pet eggs that expire in your inventory will turn into resources that you can use to evolve your pets.”

    • “Get your style on!  You can access the Cosmetics Manager from the Inventory.”

    • “Climbing higher in Onslaught and earning Ascension Levels allows you to unlock your Ancient Power!”

    • “Need a boost?  You can spend gold and Defender Medals to upgrade equipment and shards!”

Defender Packs

We’ve added a slew of new costumes and flair to our Defender Packs:

Flair (crowns):

  • Ebonfire Blaze

  • Winner’s Crown

Flair (Wings):

  • Gilded Honorwings

  • Earth Drake Wings

  • Great Eagle Wings

  • Hive Strike Wings

  • Gargoyle Wings

Flair (Sets):

  • Bonemancer Set:  Bonemancer Crown and Bonemancer Wings

  • Bramblewood Set:  Bramblewood Crown and Bramblewood Wings

Costumes:

  • Gilded Chrome EV2

  • Rosen Chrome EV2

  • Amethysium Chrome EV2

  • Verdanite Chrome EV2

  • Carbide Chrome EV2

Incursion Weapons

Incursion Weapons maintain their previous effects as passives with the new Shard changes. With maintaining these passives, we took a balance pass to adjust some slightly overpowered passives, while buffing underperforming passives.

Molten Tome

  • Now deals:

    • 1000% (previously 950%) Ability Power per Meteor.

    • 850% (previously 650%)  Ability Power per Lava Fissure.

    • 200% (remains the same) Ability Power burning over 5 seconds.

Haunted Halberd

  • Summons up to 5 (previously 3) Halberds that deal 250% (previously 150%) Ability Power.

North Pole

  • Secondary Projectiles now deal 350% (previously 1000%) Hero Damage.

Shadowflame

  • Now hits up to 4 targets dealing 75% (previously 135%) Hero Damage.

Glaive of the Storms

  • Storm deals 1000% (previously 1500%) Ability Power as Storm Damage.

  • Bolts deal 350% (previously 500%) Ability Power as Storm Damage.

All Incursion Weapons not listed here will have their max upgraded shard values applied to their new passives. For instance, Terra Blade’s passive will pierce up to 3 targets dealing 100% Hero Damage.

Hero Updates

Barbarian

Abilities

  • Furious Slash: Mid-range attack that pierces enemies.

    • Cost:  5 Fury

    • Cooldown:  2 seconds

  • Tornado Stance: Hit faster, move faster, jump higher, but deal less damage.

    • Cost: 6 Fury per second.

    • Cooldown:  None.

  • Turtle Stance:  Take less damage, become crowd-control immune, but move slower.

    • Cost:  6 Fury per second.

    • Cooldown:  None.

  • Siphon Stance:  Gain Health Points while attacking.

    • Cost:  6 Fury per second.

    • Cooldown:  None.

  • Lightning Stance:  Attacks gain additional lightning damage, but self-inflict damage.

    • Cost:  10 Wrath per second.

    • Cooldown:  None.

  • Staggering Shout: Debuff enemies in a frontal cone.

    • Cost:  15 Wrath.

    • Cooldown:  5 seconds.

  • Whirlwind:  Deal Area of Effect damage to enemies within melee range.

    • Cost:  26 Wrath per second.

    • Cooldown:  None

  • Hawk Strike:  Deal massive damage in a small area. The more Wrath consumed, the higher the damage.

    • Cost:  All Wrath.

    • Cooldown:  10 seconds.

Shards


  • Zephyr’s Warpath:  Increase movement speed in Whirlwind by 5%-105%.

    • Found in Campaign.

    • Equipment Slot:  Boots

  • Full Shell Ahead: Increases movement speed while in Turtle Stance by 25-525.

    • Found in Chaos I.

    • Equipment Slot:  Boots.

  • Turtle Power:  Increase Damage Protection while in Turtle Stance by 1%-21%.

    • Found in Chaos II.

    • Equipment Slot:  Chest.

    • Cowabunga!

  • Echoing Shout:  Increases the duration of Staggering Shout debuffs by 0.5s-4.5s.

    • Found in Chaos III.

    • Equpment Slot:  Helmet.

  • Draining Strikes:  Increase the healing from Siphon Stance by 5%-25%.

    • Found in Chaos IV

    • Equipment Slot:  Helmet.

  • Maelstrom:  While Lightning Stance is active, the Barbarian's attacks have a 5%-25% chance to drench enemies, stunning them for 1.5s-3.5s.

    • Found in Chaos V.

    • Equipment Slot:  Weapons.

  • Talon Strike:  Hawk Strike now stuns for 2s-4.5.

    • Found in Chaos V.

    • Equipment Slot:  Weapons.

  • Boiling Blood: Causes the Barbarian to take 20%-2% of his Max Health as damage, every 5s during combat phase gaining Fury.

    • Found in Chaos VI.

    • Equipment Slot:  Chest.

  • Shellshock: While Turtle Stance is active the Barbarian's attacks wither enemies hit for 3-13 seconds reducing their damage to 75%-35%.

    • Found in Chaos VI.

    • Equipment Slot:  Weapons.

  • Ride the Lightning:  Increase the damage bonus of Lightning Stance by 1%-21%.

    • Found in Chaos VII.

    • Equipment Slot:  Gloves.

  • Wreckless:  The Barbarian deals up to 0.5%-20.5% bonus damage based upon current Wrath.

    • Found in Chaos VII.

    • Equipment Slot:  Gloves.

Bug Fixes

  • Adjusted Dark Arts Apprentice green clouds effect.

  • Fixed issues causing floors to appear black.

  • Fixed an issue causing crashes when opening extremely large numbers of Defender Packs.

  • Adjusted the material on the Yesteryear Nymph costume.

  • Fixed an issue on Nimbus Reach with the Victory Chest always being Powerful (green).

  • Fixed an issue on Dead Road in death areas where character models would fall through the map.

  • Fixed an issue with Direct Command not castable on multiple Skeletal Orc towers.

  • Fixed an issue where Slime Pits were not dealing damage to enemies affected by the Power Block mutator.

  • “To HUB” now says “To Town”.

  • Fixed an issue being able to play as a deleted hero.

  • Fixed an issue where Haunting Shard was not showing the correct VFX.

  • Fixed an issue when using a controller that would lock NPC/Object interactions.

  • Fixed an issue when multiple cores are active and one dies, it would show a dead core with 75% health value.

  • Fixed a split screen issue where core health bars were not displaying correctly.

  • Fixed a frame drop issue when inspecting a billboard and then looking away from it.

  • Fixed an issue with Betsy’s Curse zones disappearing when switching heroes.

  • Fixed an issue with The Abyss Lord’s primary attack SFX.

  • Fixed a split screen issue where health bars for Player 1 were appearing much larger than intended.

Known Issues

  • Inputs were reset for all platforms.

  • Sometimes you have to hit “Auto-Equip Relic” a few times before it works.

  • When using the All Bags option in the inventory and sorting items by Weapons, it will cause all items in the inventory to disappear. Purely a visual issues and toggling inventory bags will refresh the inventory screen and they will reappear.

  • Occasionally the Auto Equip function doesn't prioritize the highest gear score items first.

  • Occasionally players will get stuck on a black screen when trying to load into the Outdoor HUB. Restarting the game will fix it (or if you know where the menu options are in the escape menu you can click the Leave game button which will still work if you can find it).

  • Occasionally when booting up the game with the controller already active, the navigation focus will be on one of the social media links to the side instead of the main menu options.

  • The keybindings that appear throughout the tutorial maps don't show the correct button icons with custom keybindings set.

  • The icons of the towers on the mini-maps of the tutorial maps are different colors.

  • Some of the weapon firing rates did not carry over correctly.

LAWLTA

Greetings Defenders,

In our most recent Devstream we announced that the Barbarian is making his glorious return to defend Etheria once more. His return is something Defenders waited for a long time, and he’s bringing some great features with him:

  • New Hero: The Barbarian, a whirlwind of wrath and fury!

  • New User Experience:  New Defenders are thrown into the action of defending Etheria!

  • Shard Slot overhaul to spend less time in your inventory and more time on the battlefield!

  • Item Progression rework to increase power and knowledge of the gear you acquire!

We recently discussed the changes to the shard system and our item progression during our last Devstream (check it out here). Our latest Devstream recapped that information and also showed off the might and power of the Barbarian in all his glory! This update included a lot of work to create this new Hero and make some much anticipated changes to core systems of the game. Let’s get started!


Alec Saare, Community Manager (Lawlta)

Since working at Trendy, there have been two things that our brave, powerful, and passionate community of Defenders have wanted for a long time: The Barbarian and a way to track gear strength. Everything in this update has been affected directly by the feedback and desires that all of provide, and we’re very grateful for your help in making the game better as a result.

Creating The Barbarian was an amazing process to be a part of. We went from having a base design, and overhauling him completely to crank his epicness up to 11! There was a huge goal of capturing the spirit of the Barbarian from Dungeon Defenders 1 and turbo-charging that spirit. The result is a whirlwind of wrath and fury that is both an immovable object and an unstoppable force. HE. IS. A. BEAST.

With his arrival is something as a player I am stoked to see in the game — gear and shard changes. As someone who has gained Ancient Power and is climbing Onslaught, not having to move shards combined with the changes to gear progression and visibility feels so great! You’ll experience yourself very soon.

The introduction to Dungeon Defenders II is also vastly different than before. Our veteran Defenders are not exposed to this area of the game, but we noticed a lot of newer players were not getting pumped up with the original tutorial and so we set out to improve tenfold! Now new Defenders experience action from the get go, with a certain dragon really setting the pace of the rest of the game.

We cannot wait for all of you to really sink your teeth into this meaty update!


Colin Fisher, Associate Producer (Elandrian)

Hey everyone, just a quick update from me. I have been making larger posts recently about upcoming features so the Dev Log won’t have TOO many tidbits… but I’d like to give everyone some pieces to start thinking about. There’s some areas of our game that we’re planning to improve, so I’d like to clue you in on what those are. I’m sure I’ll have mentioned some of them before, but I’d just like to reiterate what we’re looking into next.

We’re looking at ways to store items, ways to create and customize existing items, ways to exchange items, and ways to enhance items. Did I mention that we’re heavily looking into making items more interesting? We have some features that we’re planning, but we’ll reveal more specifics about them at a later date. There’s a lot of ways we want to make the game more engaging and interesting to players, while also figuring out a plan to continue rolling out new content like maps, costumes, heroes and such. We’re a small team, so finding that balance between improving areas of the game while also adding content is a challenge.

We appreciate our community that are playing, giving feedback, and even just following our updates on the site, forums and social outlets. Can’t wait to tell you guys about what’s to come, so stay tuned!

Eric Petire, QA Designer (Petire)

Being a Dungeon Defenders player and playing a ton of Barbarian in the past, I wanted to bring the visceral gameplay of jumping across the map at rapid speed while also clearing hordes of enemies and wiping bosses off the map with a speed second to none. One of my goals was to bring back the stances that made the Barbarian so much fun to play, flying between lanes and destroying any enemy.

YESbLKPmPXI5UDfZGvHZJXMGlqWH1YGZfBJii-Tq

He is meant to have some of the strongest and most fun abilities to use that require an active playstyle to have his damage reach its highest potential. Many different ideas were thrown around to allow players to interact with other players or other heroes/defenses; the end result is we wanted the Barbarian to be focused on just absolutely demolishing the hordes of monsters you face. This means that instead of being able to buff others, he can debuff enemies in some fun and unique way for other heroes and defenses to interact with.


Daniel Driussi, 3D Character Artist

I was recently hired at Trendy, and I am very excited to be here! When I started there was a working model of the Barbarian that was already modeled and textured by the previous character artist. Likewise this older barbarian was fully playable, but it did not meet the new look that we were trying to achieve. So my first task here was to model and texture the “New” Barbarian.


oSW6eYb-n6nJFMAqXRroH4X26IyiGrw0__PBlQJZ
(Untextured progression of the Barbarian’s 3D model.)

The process to create the 3D model of the Barbarian consists of a couple of steps.  First, I took the concept art into Zbrush and quickly made a body. Then I took that into Maya to complete the rest of the modeling and created the clothing and armor. Many iterations went into making sure everything worked properly.

QK7063j399x42aofJs7lhB8fV_83Rck0HV33IWc-

(Textures for the Barbarian’s head and torso.)

From that point, I took the model into 3D Coat and Photoshop to paint the textures.  My biggest hurdle that I faced in getting the “style” of the textures of the barbarian was matching the look of Dungeon Defenders.


m5T1j09vwQ9sbjBmUtCX0vcIaojUWDsBLxMGtfjE
(Texture progression and 3D model changes of the Barbarian.)

This took a lot of work, but I am glad to say that the hurdle was vaulted and the Barbarian looks awesome next to all the other characters in game. Now that he is finished, I really enjoy seeing this hulking mass of muscles, that I helped to get into this game, glide through combat like a beautiful murder ballerina!

Keith "Keithimator" Walheim, Animator

Hey Defenders! Rage, wrath and sheer power were just a few of the words going through my head while animating the Barbarian. Oh, and SMAAAAAAAASH! He is definitely not a dainty ballerina, but he is still quite an agile character. I would say one of the greatest challenges while animating this human tank was moving all that muscle mass around while making him quick enough to react for the Defender playing him. One way we approached this was to really focus on emphasizing the weight shift in his shoulders.


P4UvEk-5e-FNsWwy2p4T771eBwQTidAfyQ6SvKBh
(Various reaction animations)

Some of my favorite animations that I got to work on for this bad boy were the death animation (finding interesting ways to make characters meet their demise can be fun), and the stances.


crNZDU-z_FNS-DXhS9Zc0PvmeVXz0vT95huORNhW
(Death Animation for the Barbarian.)

The four stances were challenging because of the animation needed to depict the functionality of the stance in a split second, while still showing the weight of this huge character. One of the animations that I had the most fun with was a one armed handstand pushup that unfortunately didn’t make it into the game, but you can see it here.


CUvjb0Kx4YA7Ydjkc-fiMc4E-1DiCwNuafs7S9l8
(The Barbarian staying in shape.)

There is one thing related to the Barbarian I got to animate that I feel makes playing him a whole lot more interesting, the enemy death animations. Each time the Barbarian smashes a Kobold, Goblin, or Javelin thrower they will — well, give him a try and see what happens. Run, don’t walk!


uWtxz3_4TgbbKLkF23U4p80zRCf3gOQhEK1zkI_M
(Run cycles by John Muscarella, Lead Animator)

Jose Villegas, Technical Designer (TrendyJose)

Hey Everyone! Since last update I have been ESSENTIALLY focused on various Quality of Life improvements. Chief amongst those is the revamp of the previous iPwr system. In theory, iPwr should have been a good indicator to know how strong an item is, but in practicality it didn’t reflect that. You could have an uncommon item drop alongside a legendary item and both of them would have similar iPwr, but because the legendary had multiple stats, it seemed to be way better. This led people into equipping lower iPwr items by trying to maximize their stats.

This also led to the ‘muling’ issue many of you are aware of. Since the highest iPwr of your heroes would determine the drops you see in the game, you were encouraged to have a throw-away character to get the best drops.


MGwrxQXYbbugB5Ni9_vh2QWN4oZxsZvZRch69OE0

GearScore is the solution we came up for both issues. A piece of equipment’s GearScore value is determined after evaluating every single element of what makes it strong. That is the value of the item’s stats, the number of Shard slots it will enable, and the number of secondary stats it has. Like we mentioned in the Devstream, GearScore should give you the certainty that an item with a greater GS value is overall better than a lower one. Of course, if you are pursuing a certain strategy, you are encouraged to play the game your own way and ignore GS.

Alongside this, I want to say under no ambiguity: Muling is dead. The gear that we are dropping in the game has no relation, whatsoever, with what you have equipped, or what’s even in your inventory. The strength of the items that you see in DD2 is tied to your progression. The more you play, the stronger items you will see, across all game modes. Of course, each game mode and difficulty has a ceiling of the strength at which items may drop, so you are encouraged to always keep pushing higher.

On a different note, we also brought some improvements to Shard management. We want you to keep playing the game with the least amount of interruptions as possible, so we decided to streamline the Shard equipping process. Now shards will be tied to Gear Slots, instead of Gear. This will allow you to naturally equip better Gear, without having to move your Shards around to keep your same build. These Shards improvements come with inventory adjustments to the UI so you can quickly equip and unequip shards.

Anyhow, I’m sure these new systems will allow you to keep doing what you like to do the most: blasting goblins and building towers. I’m more than happy to listen to your feedback, post on our forums and I will see it. Happy defending =).

Mark Telfer, Technical Designer (TrendyMark)

Hey Defenders! From this day forward, I am officially taking all noobies under my wing!  Since the Power of the Ancients update, I’ve been hard at work revamping the new user experience (NUE) of Dungeon Defenders II. Our goal was to make the first hour of the campaign exciting, informative, and most importantly, a showcase for what makes Dungeon Defenders II special.

Over the past couple of months we’ve brought testers into our studio and watched them play both the current tutorial level and the first hour of the campaign. These tests revealed that many people were confused about how to interact with some of the fundamental systems of DD2.  Players were having a hard time understanding how to interact with gear that was dropping, they were forgetting to go to the green mana chests, and worst of all, many didn’t realize you could swap between different heroes!

It was clear that the new user flow needed an overhaul. The approach we took involved creating immediate stakes for players by throwing them straight into the action-packed combat of DD2.  We also wanted to incrementally introduce the foundational systems of the game so that players could fully appreciate their intricacies. Finally, we wanted to present each mechanic in a way that is concise, clear, and within context that demonstrated its value.

Y2O_bJuZ6FroWyqOrx9svVnlZY9ObaFHTmLCg8IX
(Behind the scenes of the new user experience)

After many late nights and frequent focus group testing of our work, I am very pleased to announce that my self esteem remains (mostly) intact and that our new user experience will be dropping “sooner than you expect.” Happy defending!

Love,

Mark

P.S.

All of the designers read every single forum post. Keep the awesome feedback coming.


Dani Moore, Remote QA Lead

Our testing groups had fun putting the early Barbarian through his paces. The ability to combine stances made for some interesting discovery of combinations, but also some interesting bugs and balance issues over the course of testing.

The new shard slots were immediately pounced upon as a solid quality of life addition by most of the testing folks, and  thankfully didn't present too many issues.

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

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

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

LAWLTA

Greetings Defenders,

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

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

Onslaught

4I9OJQRn6BwVmhtMB6sT3ilMHJGGVOckMjHie1CJ

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

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

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


Floor Progression

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

For Example:

  • Floor 1: 1 Map

  • Floor 2: 2 Maps

  • Floor 3: 3 Maps

  • Floor 4: 1 Map

  • Floor 5: 2 Maps

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

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

Mutators

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

Some Example Mutators:

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

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

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

New Enemy Schedules

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

Example Enemy Schedules:

  • Game Ogre Enemy Schedule:  All enemies are Ogres.

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

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

  • And many more!

New Gating and Unlock Progression

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

  • Chaos I:  Onslaught Floor 3

  • Chaos II:  Onslaught Floor 4

  • Chaos III:  Onslaught Floor 7

  • Chaos IV:  Onslaught Floor 10

  • Chaos V:  Onslaught Floor 16

  • Chaos VI:  Onslaught Floor 37

  • Chaos VII: Onslaught Floor 55


a7D6N9j220FNmUK4W6-zpEfGXYjohZZIu8JaygOe

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

The Lost Temple

HUbm7SLh1AXTBopEFew3Uf3xLhI910tihQdclvTm

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

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

Ancient Power

k2wrTBPCLMAPlJvNm-Y7hj0x0PRwJxfXLyJEQ7hA

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

Minimum Ascension Level

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

For example:

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

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

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

Permanent Buffs

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

  • +5% Permanent Experience Bonus.

  • +5% Permanent Gold Gain Bonus.

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

  • Increase or Keep your new Minimum Ascension Level.

Ancient Powers

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

  • Increased Tower Health %.

  • Increased Tower Damage %.

  • Lifesteal based of x% of Hero Damage dealt.

  • Reduced resurrection timer.

  • Increased resistances %.

  • And more!

All the buffs can be used in every game mode!

Limited Progression Reset

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

Leaderboards

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

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

Defender Packs

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

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

Maps

Forest Biome

  • Updated to give 1250 mana from 1000 mana.

    • Now matches the maps Defense Unit cap.

Deadroad

  • Updated to give 1250 mana from 1000 mana.

    • Now matches the maps Defense Unit cap.

Bug Fixes


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

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

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

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

  • Frostbite Tower can now target training dummies.

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

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

  • Fixed a pet unequip issue at the Petrinarian.

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

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

  • Fixed Lavamancer Harden/Inflame VFX.

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

  • Escape can now cancel pet rerolls.

  • Water spout trap now named properly.

  • Orbs should no longer drop during Campaign.

  • Less words are caught by the profanity filter now.

  • Glaive of Storms attack animation ends correctly now.

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

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

Known Issues

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

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

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

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

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

  • Tuskar is currently using Witherbeast's icon.

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

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


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

For Etheria!

The Dungeon Defenders II Team

LAWLTA





Greetings Defenders

Today we announce the next chapter of Dungeon Defenders II, the Power of the Ancients Expansion, releasing next month! Within our Expansion are some legendary additions to the game:

  • Onslaught, our new game mode that is your main focus of progression.

  • Ancient Power, our new character progression that allows you to push the limits as defenders and increase your strength.

  • The Lost Temple, our new HUGE map that changes its layout every time you attempt to conquer it.

  • Defender Packs, a new way to unlock unique flair, costumes, and pets.

  • And much more!

We are going to be revealing more Power of the Ancients info soon, and talking about Power of the Ancients on our Devstream this Friday at 3PM EST! To give insight into what we’ve been working on, we’re having some of our epic developers chime into the work they’ve put into Power of the Ancients, experiences throughout our development process, as well as what we’re most hyped about! Let’s get started:

Alec Saare, Community Manager (Lawlta)

For those of you who don’t know me from our different social platforms, I’m Community Coordinator turned Community Manager for Dungeon Defenders II. My focus has been taking all the feedback that you, our courageous, strong, glorious community, have provided to help make sure that Power of the Ancients is a behemoth of an expansion that you all want to conquer. This means taking your feedback and wants, meeting with designers, discussing the things that defenders enjoy, molding our new content to the things you enjoy, and then testing the beastly content that is created. You’re in for a wild ride!

Onslaught provides something for everyone to enjoy, from those who have just completed campaign, to the grizzled veterans of Chaos Trials 7. The progression feels so incredibly solid and polished. You steadily get gear and shards that are improvements as you progress. Trials now drop MORE gear and shards than before, making them more rewarding for taking on harder enemies sooner than you would in Onslaught. You can choose to progress through Trials to unlock Onslaught floors, or through Onslaught floors to unlock Trials, which just feels great having the option to go between the two and still progress. On top of this you also can increase your Ancient Power (a new form of character progression), which just offers a slew of benefits and choices that provide meaningful character advancement.

Besides putting time into our new expansion, I’m constantly working on ways to make our community a better place to be. I’ll be rolling out some new initiatives to make our social spaces an even better place to interact with one another; give our streamers a single banner to fly under, transparent requirements, maybe even some incentives; and everything I can to spotlight the greatness that is the Dungeon Defenders II community. There’s more to come soon!

Colin Fisher, Associate Producer (Elandrian)

FINALLY.  I’ve probably been teasing most of our players for too long about our new “end-game mode” and “update” that we’re working on, but now I can finally talk about it!  Huzzah!  It’s not just a “game expanding update” anymore… It’s an expansion.

I remember a day, where I was just a baby armchair developer, playing the old version of Onslaught, wishing for checkpoints and some sort of save system that would keep my progress.  Whelp, I wish I could say those were the “good ol’ days”, but this new version of that game mode is far beyond anything I could have expected.

We’ve taken several pain points of gameplay that players have been experiencing and kicked them to the curb!  Facing off against the same enemies every map and the build never changes? CURBED. Tired of smart loot being weird? CURBED. Wanted more things to do in the game, but Trials was the only option? CURBED?  (DISCLAIMER: Trials is still an option, but we tried to make Onslaught a better option. I mostly just wanted to use the “kicking to the curb” analogy but it may not have been the right choice.  The aforementioned “CURBED” features still exist in the game in the Trials game mode, we’re just building future content in a better way.)

To give a really quick “Elandrian’s TL;DR” set of bullet points about this expansion:

  • Onslaught is a brand new game mode that completely changes our end game progression and is nothing like the previous version of Onslaught.

  • Onslaught features new loot progression that makes sense.  Higher Floor Number = Higher Loot Stat Numbers.

  • Onslaught features enemies and modifiers that will make your defense different each time.

  • Onslaught will save which floors you were able to beat, you can then immediately play the next floor in your progression.

  • Ancient Power is a way to do a limited reset on your account but keep progressing over time.

  • The new map is unreal.  You’ll have different lanes and cores each time you load in.

We’ll go over the specifics about each feature in future Devstreams and posts, so make sure to stay tuned for more specifics! You could also probably join our Remote Playtesting Group, sign an NDA, and check out the new content early, but I’m sure Dani will mention that below!

John Muscarella, Lead Animator (Muskie4242)

Howdy defenders.  It’s been a while.  

This milestone the animation team has been pretty focused on some very ambitious cinematics to announce our awesome release. Hope you enjoyed them. As well as an in-game event piece that you end game players will be seeing very soon...

There is a lot more to come, but until then, please enjoy one of my favorite cosmetic flairs we’ve been working on over here.

EzUXGIZhq_lJpYGXB6nD6Nmhb-mP47_dB6om1MEe

Creepy right? Almost like it’s going to reach out and grab you…

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

Our testing teams have been hard at working getting Onslaught up and going, and we’re ready to expand testing to our Remote Playtesting Group to get our community feedback and gut checks before we push for release.

Our playtesters are great folks and have helped make our releases better. If you want to get early access to Onslaught in exchange for giving us feedback and helping us iron out issues before release, we want you! 

If you are 18 or over (sorry you need to sign our NDA so we can’t bend on this rule) and wish to help (PC only help for now, sorry console bros!), email me dani.moore(at)trendyent.com and let me know. We’re hoping to start testing this week, so you’ll want to be there when we do!

Steven Collins, Level Designer (Esorath)

Holy frick, this map was a challenge and a half. This isn’t your grandpappy’s old Dungeon Defenders II level.

Since there are so many different possibilities that can happen in this game mode, I wanted to be really intentional with everything this map has to offer. We ran through scenarios and tests as to what combinations of the different Onslaught elements could appear and made sure that these combinations came together in a meaningful manner.

When the lanes open and cores are different each time, you get to have a different experience with different core and lane combinations. These two things working alongside the enemy modifiers make this one of the top experiences for Dungeon Defenders II.

A5YZS8Z.jpg

Mark Telfer, Technical Designer (TrendyMark)

Hey Defenders!

I can’t tell you how fun it has been to watch all of you play Mastery each week, and I am incredibly grateful for the positive feedback you’ve given me. I’m still hard at work revamping the loot generation system (it’s going to make sense, dammit) and designing out some new and exciting things coming in the future. I can’t wait to see the final weeks of Mastery and to watch you guys conquer Onslaught and beyond!

Love,

Mark


Zack Smith, 3D Artist 

My first thought when looking at the concepts for the Onslaught expansion was, “whoa! I get to create these amazing concepts in 3D?!” I was very excited to create a variety of the 3D models and textures for the Onslaught Expansion. I enjoyed creating a wide range of assets ranging from a dragon to a tiling floor texture. The goal was to create a look that was mysterious, fun, and vibrant with bold colors.

LKHVuAr.png

Jose Villegas, Technical Designer (TrendyJose)

Hey Everyone!

My name Jose and I’m a Technical Designer here at Trendy. Over the past couple of milestones, I have been working as the designer for the new Onslaught game mode. It has been a long and tiring endeavor, but we are so happy to finally have reached the point where you can see what we made for you.

Let me go over a few points to give you insight on our expectations for Onslaught and the immediate future of DD2. For this I need to go back to the somewhat-distant past of March 2017 and the release of Trials. While we enjoyed what Trials provided to the game, as a recurring game mode, it was evident that we needed a true end game with a longer life, and clearer progression.

This led us into thinking about how to create a new game mode that will keep you engaged with exciting content and challenges, regardless of how much time you put into the game. Onslaught, at its core, is just that: an ever-increasing challenge that will grow alongside the player, for as long as they want.

The main obstacle in front of us to achieve this goal was how to ensure a satisfying replayable experience. The immediate answer for us was the enemy selection, and how to mix them effectively. So far, every game mode in DD2 has run the same enemy types in each lane whenever you load into a map. However, for Onslaught, each lane will have different enemies coming through them. For example, one lane may have Cyborks and the other one may have Vanguard Goblins. That means that the same build will not work in every situation, and you will have to react independently to each lane. We gave each schedule of enemies a distinctive name, which you can use to strategize and share your best builds online on how to counter them.

As a secondary way to achieve replayability, we are bringing back enemy Mutators with full force. In the past, Mutators are modifiers that have been used to affect the performance of a given lane. A few months ago, I asked people in the forums to give me ideas for exciting new Mutators, and they did not disappoint. I’m pleased to say we have made roughly 35 new Mutators, all of them impacting gameplay in many ways. None of them are going to be boring flat number increases, but our goal was to provide you with fun challenges to overcome. In fact, some Mutators act as double-edge swords for the enemies by making them stronger in some way, but weaker in another.

Finally, the best example of Onslaught’s replayability lies in the new map we made for it: The Lost Temple. The Lost Temple is the biggest DD2 map yet, with 30 lanes and 10 cores! Of course, these are not going to be all open at the same time, but different lane/core combinations will be selected each time you play it.

Alongside replayability, our priority from Design was to help clarify the game’s gear progression. For this we are dividing Onslaught into Floors that will guide players in an upwards ladder of power progression and enemy difficulty increase. No longer will you have to worry about whether or not you should be playing a given Chaos difficulty to progress effectively, you now can just simply play the next floor in Onslaught and you will know you are on the right track.

My job was to design, balance, and work on the implementation of all the systems that I have talked about in this log. Anyway, I think I wrote way too much already. I don’t use twitter, but you can reach me on the official Discord. I hope you will enjoy all the exciting content we are preparing for you in the expansion =).

More Info Soon

We'll be talking more about Power of the Ancients over the next few weeks. To make sure you get the most up-to-date information, check out our social media platforms:

Also visit our Devstream this Friday at 3PM EST on Twitch, where we'll be showing off some Power of the Ancients goodness.

As always, we are incredibly grateful for the support that you, our glorious community, provide us. Get ready to dive deep into Onslaught, it’s going to be here before you know it!

For Etheria!

The Dungeon Defenders II Team

LAWLTA



wp6ZEQC.png

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

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

Greetings Defenders,

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

New Game Mode: MASTERY

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

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

  • Hyper Shards

  • Exclusive Flair

  • Golden Pets

  • Ascension levels

  • Defender Medals

  • Gold on gold on gold

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

  • Mastery 1:  October 11th (TODAY!)

  • Mastery 2:  October 18th

  • Mastery 3:  October 25th

  • Mastery 4:  November 1st

  • Mastery 5:  November 8th

  • Mastery 6:  November 15th

  • Mastery 7:  November 22nd

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

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

Special Event:  PROVE YOUR MASTERY

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

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

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

New Shards:  HYPER SHARDS

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

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

  • 50 Stars:    Mass Destruction

  • 155 Stars:  Vicious Strikes

  • 260 Stars:  Radiant Critical Power

  • 365 Stars:  Explosive Shielding Guard

  • 470 Stars:  Thunderstruck

  • 575 Stars:  Destructive Pylon

  • 680 Stars:  Super Fortification

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

New Cosmetic System:  FLAIR

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

  • Head (Halos, masks, and auras)

  • Back (Wings)

  • Waist (floating objects and auras)

  • Feet (auras, fire, and other effects)

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

  • Collecting stars through Mastery

  • Future game content

  • In-game Shop

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

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

New pets: GOLDEN PETS

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

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

  • 90 Stars:    Golden Gato Egg

  • 195 Stars:  Golden Creeper Egg

  • 300 Stars:  Golden Dragon Egg

  • 405 Stars:  Golden Gato Egg

  • 510 Stars:  Golden Creeper Egg

  • 615 Stars:  Golden Dragon Egg

  • 720 Stars:  Golden Gato Egg

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

Halloween in Etheria

bZHsxNA.jpg

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

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

Quality of Life

Selling Equipment With Shards

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

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

Orbs

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

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

Hero Changes

Mystic

  • Call To Madness

    • Cooldown increased 10 seconds to 20 seconds.

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


Series EV-2

  • Weapons Manufacturer

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

General

Weapons

  • Shadowflame Dagger

    • Projectile life-time reduced to 2 seconds.

Bug Fixes


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

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

  • Fixed a homing issue with Shadowflame Dagger.

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

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

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

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

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

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

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

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

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

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

  • Fixed an issue with various shards using incorrect values.

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

Even More On The Way...

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

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

For Etheria!

The Dungeon Defenders II Team


LAWLTA

hNXqRHb.png

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

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

Greetings Defenders,

It's time to take a look at the future of Dungeon Defenders II by talking about our upcoming 1.2 Update, Ancient's Prelude. This is a monster of an update, introducing some amazing features that will push your limits. Not only are you getting some awesome new content, but you’re also getting numerous bug fixes, balance changes, quality-of-life fixes and more! Thanks for giving us feedback as we continue to evolve the game into its final form!

In Ancient’s Prelude, we are introducing Mastery, a game mode that challenges your ability as a defender and rewards you with great power. In addition to a new game mode, we’re introducing Flair! Flair is another cosmetic system that will take the look of your heroes to the next level. Shards and Flair aren’t the only rewards though.  We’ll be handing out rewards such as golden pets, Ascension levels, gold, and more!

This is only the beginning of some serious changes in the world of Etheria and we can’t wait until the Isomicon reveals more information about what’s to come. There have been whispers of an endless level of challenge on the horizon.

New Game Mode: MASTERY

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


Mastery is intended to be a challenge for all levels of Defenders, both those climbing the ranks and seasoned veterans. Each challenge will bring your item level down to the appropriate level of the Chaos difficulty that you’re in, so there’s no way to just waltz right through these challenges. You’re going to fight tooth and nail to prove you’re worthy of the power that awaits you!

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

  • Hyper Shards

  • Exclusive Flair

  • Golden Pets

  • Ascension levels

  • Defender Medals

  • Gold on gold on gold

To achieve absolute mastery, you will have to experiment with new builds to overcome the tasks set before you, pushing your limits as a Defender. Over the coming weeks, the Defense Council will work diligently with the Gran Ma’ster and Abyss Lord to continue deciphering additional levels of challenges and rewards for heroes capable of proving their mastery. The amount of time needed to decipher and develop each new Hyper Shard is about a week.

New Shards:  HYPER SHARDS

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

New Cosmetic System:  FLAIR

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

  • Head (Halos, masks, and auras)

  • Back (Wings)

  • Waist (floating objects and auras)

  • Feet (auras, fire, and other effects)

There’s more than one way to acquire this new cosmetic so you can look even more heroic on the battlefield. Flair will unlock as you collect more stars through Mastery, future game content, and available through our various store fronts. One of the packs will be available outside of the game for a particularly demonic look, but we’ll discuss later in the blog. With such a wide variety of customizable ways to mix and match flair, you’ll be sure to stick out in the Heroes Marketplace!

New pets: GOLDEN PETS

Golden pets are BACK!  Well… some of them. Golden pets are pets that you will receive while playing through the Mastery game mode. It’s another way to show off just how great of a defender you are to those around you. With golden pets and the new flair system, you’ll be the envy of all that see you!

Halloween in Etheria


bZHsxNA.jpg


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

Bug Fixes

Besides submitting terrific feedback and suggestions, you all have helped us by finding various bugs that we’ve been able to fix with this patch. Thank you for the help in getting them fixed!

Even More On The Way...

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

We are eternally grateful for your support, Defenders, and will be providing more information on Ancient’s Prelude and sharing more knowledge of the upcoming power of the Ancients.

For Etheria!

The Dungeon Defenders II Team

LAWLTA

RI3X1Xm.png

The discovery of a secret tome could lead to new power! During a recon mission, Etherian Army scouts discovered a glowing sarcophagus within an ancient catacomb. The container exploded revealing the source of the light -- the Isomicon, the fabled tome of an ancient race of warriors. According to the Gran Ma’ster, the Isomicon reveals long-lost secrets to battle the Old Ones.

Producing the power within these secrets is incredibly difficult, and only the Gran Ma’ster has the expertise to create such power. With such demanding requirements, she’s creating challenges to find Defenders who are worthy to wield it. She says more information will come next week!

kMeycJo.gif

This discovery comes at an uneasy time in Etheria. Over the past few weeks, Mananode has appeared throughout the realm. The Council Elders say such events have occurred in the past, and they’re usually an omen of change. In response, scouts were sent to find what may be causing this increased appearance. Their search led to finding the now accessible catacombs, but the mystery of Mananode remains. Why have they appeared? Did they lead us to the Isomicon? If this is all tied together remains uncertain. We’ll report more information as we receive it.
LAWLTA

Patch 1.1.1 Is Upon Us!

9FRKHa9.png

Greetings Defenders,

Patch 1.1.1 is out now! This patch is focused on addressing a couple balance issues that you as a community have helped raise awareness to, as well as taking care of some nasty bugs. We will have some pretty big announcements in the coming weeks, so while these patches may not be very heavy, consider them the calm before the storm. You've been warned. Now let's get into some patch notes!

General Balance

  • Cybork

    • EMP stun duration reduced to 12 seconds from 15 seconds.

  • Thorc

    • EMP stun duration reduced to 18 seconds from 60 seconds.

  • EMP Kobold Flier

    • EMP stun duration reduced to 20 seconds from 30 seconds.

  • Zapper

    • Stun duration reduced to 30 seconds from 45 seconds..

Hero Changes


Huntress

Towers

  • Blaze Balloon

    • Defense Power ratio increased to 4.25 from 3.5.

    • Critical damage ratio increased accordingly.

Shards

  • Blazing Phoenix

    • Max damage increased to 5000% Defense Power from 850% Defense Power.

    • Phoenix projectile increased in size.

    • Phoenix projectile speed slowed slightly.


Monk

Abilities

  • Pole Smash

    • No longer causes the Monk to get stuck on top of enemies if used mid-air above enemies.

    • Can now turn/target during the animation.


Series EV2

General

  • Sword Container

    • Fire rate increased to 1 per second from 1 per 2 seconds.

    • Reduced firing width.

    • Reduced pellet number to 20 from 30.

    • Increased pellet lifespan.

    • Increased secondary lifespan.

    • Heat reduction reduced to 15 from 22.

  • Various EV2 weapons have had their firing rates tuned.

Bug Fixes


  • Fixed an issue with inventory tooltips going off the bottom of the screen when comparing items.

  • Fixed an issues where certain regions were unable to be selected.

  • Fixed an issue with sorting weapons, armor, and relics when using a controller.

  • Fixed an issue where the end game “Press G” message was not appearing.

  • Monk Skyguard Tower properly tracks damage for ‘Clear Skies’ challenge.

  • Fixed typos in Hailstorm Tower description.

  • Removed outdated attention/aggro text from several towers.

  • Fixed an issue where players weren’t getting sent back to hubs after Incursions/Campaign sessions.

  • Chlorophyte Arrows no longer changes color when upgrading.

  • Fixed an issue causing players to get the “Press G to Ready Up” notification stuck.

  • Fixed a bug where boost aura was causing Hailstorm Tower to increase enemy health instead of dealing damage.

LAWLTA



Greetings Defenders,

Update 1.1, the Wizards and Blizzards Update, has arrived! Our focus for this update is the arrival of the Adept (our new gender-swap hero), bringing Revenge of the Yetis Incursion to all platforms, updating many important systems, and paving the way for the addition of larger modes and variety to Etheria in our coming updates. Let’s dive into some chilling patch notes!

EoSR3Op.jpg
New Hero:  The Adept!

“A dedicated bookworm and talented mage, the Adept pursued the arcane arts from a young age. Unrivaled in her valley homeland, the Adept has come to Dragonfall to prove herself among the finest arcane masters and to take the fight to the Old Ones on the fields of battle.”

The Adept is our new gender-swap hero, and with her comes two new abilities and one new defense:

rAVXixO.gif
New Ability:  Arcane Bubble

The Adept creates a pulsing shield that reflects all enemy projectiles and periodically stuns all enemies within. It’s particularly useful against enemies that apply crowd control effects (*cough* Dark Assassins *cough*).


mQx7QVw.gif
New Ability:  Arc Lightning

The Adept sends piercing bolts of devastating lightning that damage marked targets and enemies caught in-between her and her mark.

IQpIdSx.gif
New Defense:  Hailstorm Tower

The Adept’s new defense is a powerful anti-air tower! The Hailstorm Tower fires a barrage of single-target damaging ice shards at flying enemies, which also weakens them to follow-up attacks.

hdO4Net.jpg
Try the Adept for Free!

Perhaps best of all, with the update out now, you’ll be able to try the Adept for free by visiting the Portal in the Heroes Marketplace! Once you enter the Portal, you’ll be given access to a normalized version of the Adept decked out in gear. If you like being able to try out a premium hero for free, please let us know.  

Check the Adept’s section of our Hero section for more information on abilities, towers, and shards!

58qXl7g.jpg
Revenge of the Yeti’s Incursion on PS4 & PC

This frosty Incursion is available on PS4 and PC in this update! Prepare to face the mighty Yeti and his abominable new minions on the Hot Springs map. Revenge of the Yetis is available in Chaos VII, prepare to overcome the cold or get frozen in your tracks.  Succeed in doing so, and gain the power that the Withering Blast Shard has to offer! 

Double EXP Weekend!

To help beat back this frozen behemoth and his horde of frozen allies, level up twice as fast this weekend!  The event runs from:

  • Start:  Friday 4:00 PM EDT
  • End:  Monday 4:00 PM EDT

LadlEv2.jpg

User Interface

  • New Cosmetic Manager UI!

    • Shows costumes you have and do not have (including special events).

    • New ways to browse costumes, accessories, and towers.

  • Added a rotating preview model to hero customization.

  • Last hero focused in customization will now be the focus when returning to your inventory.

  • When going to hero details window, gamepad focus is set to the weapon slot.

Matchmaking

This update implements some major backend matchmaking updates, which we’ll be able to grow and improve the matchmaking experience upon. With this particular update, we’ve been able to address the following:

  • Ascension minimum level requirement will be enforced when transitioning to the next map.

  • Joining nearly completed matches is now less likely.

  • Sticking with party members between maps has been improved.

  • Custom session name will now preserve between maps.

  • Default session name will change and update between maps.

  • NOTE: Periodically the ‘Next Map’ option will instead send you back to the Tavern / Town. This is a temporary server-relief measure that we hope to remove in a future patch.

There’s plenty more we want to do with this new backend system in the future (like improving the Party System), so stay tuned for more updates!

Gamepad Improvements

  • Pressing L1+R1 on PS4 or RB + LB on Xbox, in any order, will now use Ability 4 (Heal).

  • On Xbox, when aiming at a defense, pressing RB+B will sell the defense; while pressing Y will upgrade the defense.

    • Note: It will continue to function as before if you aren't aiming at a tower when you start interacting.

  • On PS4, when aiming at a defense, pressing R1+ Circle will sell the defense; while Triangle will upgrade the defense.

    • Note: It will continue to function as before if you aren't aiming at a tower when you start interacting.

  • Swapping Heroes, in both gameplay and at the Inventory screens, now uses D-Pad directions without the L1 (PS4) or LB (Xbox) combination.

  • Selecting an item automatically focuses a valid equipment spot.

    • Selecting a helmet highlights the helmet slot on the current selected hero.

    • Selecting a relic chooses the first relic slot.

  • Quest UI, Ping, etc. have been moved to L1 (PS4) and LB (Xbox) + D-Pad directions.

  • Controller key bindings have been updated in the Options menu.

mUDFe8O.png
Leaderboards

We've introduced a new leaderboard feature on our site!  

  • Compare the top scores on individual maps.
  • Compare scores for both single and multiplayer sessions.

Click here to check it out and see where you rank!

General Balance and Features

  • Multiplayer Enemy Health Scaling

    • Enemies now only gain 20% health per additional player (was 25%).

  • Wisps are back on all game modes!

Hero Updates

Abyss Lord

Ascension Powers

  • Abyss Knight Talent increases damage dealt and scales with ability power.

Adept

Abilities

  • Arcane Bubble: The Adept creates a pulsing shield that reflects all enemy projectiles and periodically stuns all enemies within.

    • Mana Cost: 80

    • Cooldown: 25 seconds

  • Tesla Coil: The Adept sends piercing bolts of devastating lightning that damage marked targets and enemies caught in-between.

    • Mana Cost: 35

    • No Cooldown

Towers

  • Hailstorm Tower: An anti-air tower that fires a barrage of damaging ice shards at flying enemies, which also weakens them to follow-up attacks.

    • Defense Cost: 40 DU

Shards

  • Wither Shield:  Arcane Bubble withers enemies inside it increasing the damage they take by X%.

    • Found in the Chaos 1 Shard Pack.

  • Sanctuary: Heroes inside the Arcane Bubble shield heal X% of their health per second during the duration of the bubble.

    • Found in the Chaos 2 Shard Pack.

  • Icefall:  Hailstorm Tower attacks have a X% chance on hit to freeze enemies for 2 seconds.

    • Found in the Chaos 2 Shard Pack.

  • Thunderwave:  Arc Lightning deals X% Ability Power as damage to all enemies around you.

    • Found in the Chaos 3 Shard Pack.

  • Arc Shielding: Arc Lightning places a shield on you that lasts 20 seconds that absorbs X% of your Ability Power. Enemies that hit the shield are damaged for a total of Y% of your Ability Power over 3 seconds.

    • Found in the Chaos 4 Shard Pack.

  • Marking Bubble: Arcane Bubble will place a Mark on all enemies in the initial spawn area and increases Mark count X.

    • Found in the Chaos 4 Shard Pack.

  • Thunderbolts and Lightning:  Increases the damage of Arc Lightning by X%.

    • Found in the Chaos 5 Shard Pack.

  • Explosive Finale:  Upon completion, the Arcane Bubble explodes dealing X% Ability Power damage to all enemies in and around the bubble.

    • Found in the Chaos 6 Shard Pack.

  • Glacier: Every 10 attacks, Hailstorm Tower fires an icy boulder that explodes on impact dealing X% Defense Power as damage in a small area.

    • Found in the Chaos 7 Shard Pack.

  • Withering Blast: Enemies damaged by Arcane Barrier take 20% increased damage for 3 seconds. 

    • Found in the Revenge of the Yeti Incursion.

Apprentice

General

  • Secondary Attack projectiles no longer magnetize to targets, ensuring they always travel in a straight line. This increases their accuracy when trying to pierce and Mark multiple targets. Adept’s secondary attacks have been updated to use this new targeting as well!

Abilities

  • Arcane Volley

    • Due to an improvement in trajectory and visibility, projectiles reach their Marked targets sooner.

Shard

  • Added - Withering Blast: Enemies damaged by Arcane Barrier take 20% increased damage for 3 seconds. 

    • Found in the Revenge of the Yeti Incursion.

  • Magic Missile

    • Updated the description.


Huntress

Abilities

  • Oil Flask

    • Animation speed greatly increased.

Monk

Towers

  • Skyguard Tower: Skyguard Tower has been bugged for a while, firing 4 projectiles from a single barrel instead of 1 from each of its 3 barrels. It now fires correctly, and we had to rebalance the damage-per shot to balance out kill times on packs of enemies.

    • Defense Power ratio increased 5.5 -> 6.5 (+18%)

    • Projectiles per attack decreased from 4 to 3 (-25%)

Mystic

Towers

  • Serpent's Coil:  Now affected by Defense Speed.

Bug Fixes

  • Fixed an issue partially with mobs walking over blockades by increasing blockade height.  Please watch where you step.

  • Fixed multiple split-screen crashing issues.

  • Fixed multiple split-screen party invite issues.

  • Fixed multiple split-screen party continuity issues.

  • Fixed an issue where scrolling without a gamepad was not responding correctly.

  • Fixed an issue when trying to turn off gamepad control without having a gamepad connected.

  • Fixed an issue in sewers where North East sub-objective destruction was causing incorrect spawns the following waves.

  • Fixed an issue where tower skins for the Apprentice, Huntress, and Squire were not purchasable.

  • Fixed an issue where shop tooltips were appearing offscreen in 1920x1080.

  • Fixed a description issue with Dragon Stance; changed to “Each enemy hit with a primary attack.”

  • Fixed an issue where the Dryad controlled worse in the air than other heroes.

  • Fixed an issue where the 8-bit skin for Dryad was not purchasable.

  • Fixed an issue with the Weapon Manufacturer Damage talent display.

  • Fixed Scourge Dragon Pet ability tooltip to include it happens “for the first 5 hits.”

  • Fixed an issue where Initiate’s hand customization was not saving when exiting the shop.

  • Added description to Betsy shards to warn users that only one of the shards will be active at any given time. (Equipping a Betsy shard to a Betsy weapon does not duplicate the effect).

  • Fixed an issue where the Prince’s cannons were not dealing damage.

  • Fixed an issue where EV2’s Buff Beam would flash red on the minimap without being low health.

  • Fixed an issue where Drenching Broomnado shard’s drench was not working with storm damage correctly.

  • Fixed an issue where upgrading an item could increase its required level.

  • Removed unneeded tooltips for Hero Customization top row.

  • Fixed default Shinobi Monk Head’s eyes.

  • Fixed an issue where accessories descriptions weren’t displaying correctly.

  • Fixed an issue with PS4 shader cache.

  • Fixed an issue where the Xbox store was referencing the PlayStation store when attempting to purchase with insufficient gems.

  • Fixed an issue where Hero Levels and Ascension Levels were not displaying correctly on the HUD hero name-plate.

  • Concussive Chi shard now only affects one target at a time, has the same behavior as Overwhelm.

  • Fixed accessory tab segment bug.

  • Fixed several audio special effects that played louder out of the left channel, and all music playing louder out of the right channel.

  • Fixed several spelling errors with shards.

  • Added default skin names for towers.

  • Fixed a bug where Demon Scythe’s secondary fire was dealing incredibly high critical damage.

  • Demon Scythe’s secondary attacks should now fire in a straight line, using the same improvements as Magic Staves for the Apprentice / Adept.

  • Fixed an issue where the gamepad on Xbox incorrectly displayed the R and L button bindings.

  • Fixed several spelling errors with equipment.

  • Removed option for Gunwitch to select tower skins.

  • Lowered volume level of rivers.

  • Fixed an issue where a number of shards were using negative numbers in their tooltips.

  • Fixed an issue where loading screen pro-tip referenced practice maps.

  • Fixed a volume issue with critical hit and headshot sounds.

  • Fixed an issue with shop data and scrolling with gamepads.

  • Fixed a sound issue when choosing a location for a tower.

  • Removed an effect that was a remnant from Huntress’s Explosive Trap.

  • Fixed a material issue for forest maps.

  • Fixed a focus issue with the Petrinarian UI.

  • Fixed default skins to not have tooltips.

  • Added death volume in sections of Demon’s Lair/Molten Citadel map.

  • Fixed an issue with gamepad performance on the Hero Customization window.

  • Fixed an issue when opening the wartable when not in a party.

  • Demon’s Lair Incursion steps for completion typo corrected (previous Demon Slayer Incursion)

iamisom

There’s a storm coming, Defenders! 

Wizards & Blizzards (Update 1.1) arrives August 23rd on Xbox One, PC & PS4! Our focus for this update is on delivering a new gender swap hero, creating important system updates, fixing numerous bugs, bringing the Revenge of the Yetis Incursion to all platforms, and setting the stage for adding larger modes and variety to the world of Dungeon Defenders II in our next updates.

Read the blog below to learn about the update, and then be sure to tune into our Wizards & Blizzards Devstream this Friday at 3PM EDT. We’re going to showcase the update and giveaway free hero codes!


EoSR3Op.jpg

New Hero:  The Adept!

“A dedicated bookworm and talented mage, the Adept pursued the arcane arts from a young age. Unrivaled in her valley homeland, the Adept has come to Dragonfall to prove herself among the finest arcane masters and take the fight to the Old Ones on the fields of battle.”

The Adept is our next gender-swap hero! She sports two new abilities and one new defense while retaining most of the Apprentice’s kit:


rAVXixO.gif

New Ability:  Arcane Bubble

The Adept creates a pulsing shield that reflects all enemy projectiles and periodically stuns all enemies within. It’s particularly useful against certain enemies (*cough* Dark Assassins *cough*).


mQx7QVw.gif

New Ability:  Arc Lightning

The Adept sends piercing bolts of devastating lightning that damage marked targets and enemies caught in-between.


IQpIdSx.gif

New Defense:  Hailstorm Tower

The Adept’s new defense is a powerful anti-air tower! The Hailstorm Tower fires a barrage of damaging ice shards at flying enemies, which also weakens them to follow-up attacks. This defense also draws reduced aggro from enemies.


New Shards for the Adept

The Adept has her own unique Shards to discover! (Note:  These details are subject to change between now and release. Check out the patch notes next week for final information!)

  • Wither Shield:  Arcane Bubble withers enemies inside it increasing the damage they take by X%.

    • Found in the Campaign Shard Pack

  • Sanctuary: Heroes inside the Arcane Bubble shield heal X% of their health per second during the duration of the bubble.

    • Found in the Chaos 2 Shard Pack

  • Glacier:  Hailstorm Tower fires a large rock dealing X% Defense Power damage once every 5 volleys.

    • Found in the Chaos 2 Shard Pack

  • Thunderwave:  Arc Lightning deals X% Ability Power as damage to all enemies around you.

    • Found in the Chaos 3 Shard Pack

  • Arc Shielding: Arc Lightning places a shield on you that lasts 20 seconds that absorbs X% of your Ability Power. Enemies that hit the shield are damaged for a total of Y% of your Ability Power over 3 seconds.

    • Found in the Chaos 4 Shard Pack

  • Marking Bubble:  Arcane Bubble adds X marks to enemies inside it.

    • Found in the Chaos 4 Shard Pack

  • Thunderbolts and Lightning:  Increases the damage of Arc Lightning by X%.

    • Found in the Chaos 5 Shard Pack

  • Explosive Finale:  Upon completion, the Arcane Bubble explodes dealing X% Ability Power damage to all enemies in and around the bubble.

    • Found in the Chaos 6 Shard Pack

  • Icefall:  Hailstorm Tower attacks have a X% chance on hit to freeze enemies for 7 seconds.

    • Found in the Chaos 7 Shard Pack


hdO4Net.jpg

Try the Adept for Free!

Perhaps best of all, when the update comes out, you’ll be able to try the Adept for free by visiting the Portal in the Heroes Marketplace! Once you enter the Portal, you’ll be given access to a normalized version of the Adept decked out in gear. If you like being able to try out a premium hero for free, please let us know!


58qXl7g.jpg

Revenge of the Yeti’s Incursion on PS4 & PC

This frosty Incursion will be available on PS4 and PC in this update! Prepare to face the mighty Yeti and his abominable new minions on the Hot Springs map. Revenge of the Yetis will be available in Chaos VII, so prepare your heroes now!


Matchmaking System Updates

This update implements some major backend matchmaking updates, which we’ll be able to grow and improve the matchmaking experience upon. With this particular update, we’ve been able to improve the map-to-map flow, which makes it easier for you to stay together with a party of friends or with a group of randoms. We’ve also been able to fix the minimum Ascension Level Requirement filter, which will now stay active when you continue on to the next Trials match, and your custom game names will remain on transition. We’re also able to hide matches after they reach a certain threshold of play, so it’s less likely to join a nearly complete match. (Thanks for the feedback on that!)

There’s plenty more we want to do with this new backend system in the future (like improving the Party System), so stay tuned for more updates!


Gamepad Improvements

Continuing from our work in Patch 1.0.3, we’ve added a whole slew of new gamepad improvements! Among other changes, this includes Inventory UI quality-of-life changes, easier hero swapping, easier tower upgrading/repairing/selling and more! Check out the patch notes next week for a full list of details.


New Cosmetics Manager

This update introduces a brand-new Cosmetics UI to view and equip Cosmetics! Currently, equipping costumes and accessories is a pain. Not only do you have to go to a specific vendor to make your heroes look badass, but the current UI is a pain to navigate -- especially on gamepad.

This new UI is available directly from the “Cosmetics” tab in your Inventory, so now you can change your look on the fly! You’re also able to see all of the currently available Costumes, Accessories and Tower Skins in one location, and best of all, you can view all of them (including Tower Skins) before you make a purchase!


Bug Fixes

And finally, this update includes numerous bug fixes! Keep an eye on the patch notes for the full details.


We’ll see you in Etheria, Defenders!

Love,
The Trendy Team

iamisom

FX2XMQG.png

Double XP Weekend!

The Double XP Weekend has begun on Xbox One, PC & PS4! From now until Monday at 4PM EDT, get 2x the experience from winning!


uN0o7DW.jpg

Get Your FREE Beat the Heat Bundle Before It's Gone!

Login before August 10th to get free, exclusive items! You’ll find your free bundle at the in-game Shop (accessible through the Shop menu on the Pause screen). The bundle includes:


  • A free 4,000 Defender Medal gift!
  • An exclusive Purrville the Helicatter pet!
  • An exclusive Squilbur the Squid hat for the Squire!
  • An exclusive PAWS the Corgi shoulder pal for the Squire!
  • An exclusive shirtless beach Squire accessory!
  • An exclusive Squire beach shorts accessory!

Once you redeem the bundle, you'll find your medals in your Inventory as an item. WARNING: Make sure you have fewer than 8,000 Medals before redeeming or you will not get the full 4,000 Medal gift! To find your accessories after redeeming the bundle, go to the Costume Shop, go to the Wardrobe, select the Squire, choose his Default costume, and you'll find his new accessories in the appropriate slots!


Enjoy the weekend, Defenders!

Love,
The Trendy Team
iamisom

Bkzj5iY.jpg

Greetings Defenders,

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

FREE Beat the Heat Bundle & Double Gold Weekend Events

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

  • A free 4,000 Defender Medal gift!

  • An exclusive Purrville the Helicatter pet!

  • An exclusive Squilbur the Squid hat for the Squire!

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

  • An exclusive shirtless beach Squire accessory!

  • An exclusive Squire beach shorts accessory!


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

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

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


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

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


Loot Drop Updates

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

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

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


Four More Chaos VII Trials Maps

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

  • Little-Horn Valley

  • Assault on Throne Room

  • Buried Bastille

  • The Dead Road

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


DaFzWKb.jpg

Wall Collision & Range Indicator Updates

We’ve increased the collision size on our blockades!

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

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

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

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

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

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

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

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


ZvRtyi2.jpg

Trap Range Indicator Updates

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


MUpqC9e.jpg

Minimap Improvements

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


Optimization Improvements

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


Xbox One Crash Fixes

This patch includes more Xbox One crash fixes!


Inventory Improvements

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

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

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

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

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

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

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


Disable Controller Vibration Option

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


Game Browser Gamepad UI Changes

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

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

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


Xbox One Vsync Option

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


Controller Deadzone Updates

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

  • Added Deadzone option to PC

  • Deadzones are now circles instead of squares

  • Updated the Deadzone slider to provide more useful deadzone options


Defense Balance Updates

Explosive Trap

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

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

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

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

  • Critical Damage ratio updated to match relative Defense Power change


Cannonball Tower

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

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

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

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

  • Critical Damage ratio updated to match relative Defense Power change


Harpy's Perch

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

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

  • Critical Damage ratio updated to match relative Defense Power changes


Angry Nimbus

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

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

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

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


Obelisk

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

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

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

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

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

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

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


Ballista

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

  • Range 2500 -> 3000 (+20%)

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


Earthshatter Tower

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

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

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

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

  • Critical Damage ratio updated to match relative Defense Power change

   

Sand Viper

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

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

  • Critical Damage ratio updated to match relative Defense Power change


Lightning Strikes Aura

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

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

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

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

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

  • Critical Damage ratio updated to match relative Defense Power change


Hornet's Nest

  • Now properly scales with Defense Speed!

  • Defense Power increased from 1.6 -> 2.8

  • Attack Rate decreased from 0.6 base to 1.2 base

  • Maximum Attack Rate updated to 0.3

   

Blaze Balloon

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

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

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

  • Critical Damage ratio updated to match relative Defense Power change

   

Poison Dart Tower

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

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

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

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

   

Serpent's Coil

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

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

  • Critical Damage ratio updated to match relative Defense Power change

   

Skeletal Archers

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

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

  • Critical Damage ratio updated to match relative Defense Power change

   

Weapon Manufacturer

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

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

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

  • Critical Damage ratio updated to match relative Defense Power change


Other Balance Changes

Tiny Ogres (Campaign)

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


Abyss Stone

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

  • Ability Power ratio increased 6.0 -> 11.0

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

  • Duration decreased 8s -> 6s

  • Attack Rate slowed 0.5s -> 1.0s


Knight of the Abyss

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

  • Ability Power ratio slightly decreased 21.5 -> 20.0


Shatter Combo/Frosty Proton Node

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


Geode Prime Special Enemy

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

  • Health and Tenacity increased substantially

  • Size and Collision increased as well

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


Other Changes

  • Betsy weapons have been added to the Wayfarer shop.

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

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

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

  • Updated the Xbox One and PS4 Options menu UI.

  • Increased the placement range of EV2’s nodes.

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

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

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

  • Updated melee impact VFX for Squire and Monk.

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

  • Increased Summary Screen timer to 90 seconds.

   

Bug Fixes

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

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

  • Added a possible solution for inventory data getting wiped.

  • Fixed a memory leak related to defenses.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Fixed a camera issue with the Seamstress.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Fixed a visual bug with the Lockbox UI.

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

  • Fixed a visual bug with the Empowered Beam projectile.

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

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

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

  • Bag Inventory warning no longer overlaps Quest UI.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Fixed an inventory icon VFX issue.

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

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

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

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

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

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

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

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

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

  • Fixed a VFX problem with the Flamethrower tower.

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

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

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

  • Fixed a VFX issue at the Costume Shop.

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

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

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

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

  • Fixed a text issue with the Fissure of Embermount.

  • Fixed various text issues with the Heroes Marketplace.

  • Fixed various text issues with the Emporium.

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

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

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

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

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

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

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

  • Fixed a VFX issue with the Ghastly Halberd.

  • Fixed an issue with the taunt VFX from Shards.

  • Fixed a VFX issue on the Create Hero screen.


Known Issues

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

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

iamisom

8KtWeZs.jpg

Greetings Defenders,

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

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

Here’s what’s coming in the patch:

FREE Beat the Heat Bundle & Weekend Events

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

  • A free 4,000 Defender Medal gift

  • A free, exclusive Purrville the Helicatter pet!

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

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

  • A free, exclusive shirtless beach Squire accessory!

  • A free, exclusive Squire beach shorts accessory!

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

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


Xbox One Crash Fixes

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


Loot Drop Updates

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

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

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


Four More Chaos VII Trials Maps

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

  • Little-Horn Valley

  • Assault on Throne Room

  • Buried Bastille

  • The Dead Road


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


Wall Collision & Range Indicator Updates

We’re increasing the collision size on our blockades!

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

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

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

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

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

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

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


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


Trap Range Indicator Updates

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


Minimap Improvements

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


Balance Updates

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

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

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

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

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

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

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

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


Optimization Improvements

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


Inventory UI & Shard Icon Tweaks

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

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

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

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

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

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


Disable Controller Vibration Option

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


Game Browser UI Changes

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


Xbox One Vsync Option

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


Controller Deadzone Updates

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


Bug Fixes

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


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

Love,
The Trendy Team

iamisom

Greetings Defenders,

Our first Xbox One patch is here! This patch fixes the biggest Xbox One crashes and bugs you’ve reported to us:

Bug Fixes

  • Fixed the loading screen crashes.

  • Fixed the Town crashes.

  • Fixed the Series EV2 proton beam crash.

  • Fixed a number of crashes that would happen when placing certain Dryad defenses, Lavamancer defenses and auras.

  • Fixed a bug where players were unable to properly equip costumes.

In addition to these fixes, this patch includes a number of features and improvements from the 1.0 Update that were not available at launch, including tutorial improvements, new Campaign gameplay updates and more. With this patch, Xbox One is now fully up-to-date with the PC & PS4 versions! You can find the full 1.0 patch notes here.

Thanks for your overwhelming support! We’re continuing to work on server stability and improvements, and we’re also cooking up our first big post-launch update. Stay tuned for more information!

Love,
The Trendy Team

iamisom



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

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

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

Here are the notes for Update 1.0:

Xbox One Version Available Now!

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

The Xbox One version includes:

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

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

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

  • An exclusive pet

  • An exclusive weapon

 

giphy.gif

Features

The Initiate

Come on and SLAM!

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

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

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

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

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


Updated Tutorials

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

 

Updated Story and Campaign

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

 

New Summary Screen & Score System

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

 

Updated HUD & Health Bars

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

 

New Tower Skins

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

 

New Shard Icons

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

  • Channel - Icon Type Change

  • Inspiration - Icon Type Change

  • Hero Critical Strike - Minor Border Change

  • Life Leech - Icon Type Change

  • Speed Boost - Icon Type Change

  • Superconductor - Icon Type Change

  • Construction - Icon Type Change

  • Explosive Guard - Icon Type Change

  • Defensive Critical Damage - Minor Border Change

  • Destruction - Minor Border Change

  • Fortification - Minor Border Change

  • Deadly Strikes - Icon Type Change

  • Panic Fire - Icon Type Change

  • Press Your Luck - Icon Type Change

 

Incursions & Legendary Weapons

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

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

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

 

New Weapons

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

 

PS4 Optimization

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


Quality of Life

  • Added a new Minimum Ascension Level host option.

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

  • Added controller sensitivity option on PC.

  • Revamped range indicator decals for visibility.

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

  • Added the names of defenses under relic slots.

  • Added Server Region display to the Main Menu.

  • Improved the Flamethrower Tower’s visual effects.

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

  • Improved player name display with proper capitalization!

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

  • Improved and unified the look of many different UIs.

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

  • Victory chests show up on all minimaps.

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

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

 

Balance

Core Health

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

 

Shards

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

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

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

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

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

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

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

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

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

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

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

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

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

 

Betsy Weapons

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

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

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

 

Bug Fixesss

  • Fixed another magical Proton beam crash. Huzzah!

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

  • Hero Information and Currency indicators should no longer overlap.

  • Improved fullscreen and windowed game display modes.

  • Fixed another Siege Roller stuck issue.

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

  • “Speeds” are “Orbs” again.

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

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

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

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

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

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

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

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

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

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

  • Updated several error message text to make more sense.

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

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

  • Updated the description on the Shadowflame Dagger.

  • Updated the consumable tooltip to use the new UI.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Fixed the wyvern death animation.

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

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

  • Fixed several small issues with tower damage challenges.

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

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

 

Known Issues

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

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

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

iamisom



Three more days. Just three more days until Dungeon Defenders II launches on Xbox One, PC & PS4. Three more days until the game is officially out of Early Access and free-to-play on all platforms. Excuse us while we hyperventilate. OH GOD. *grabs knees*

On June 20th, along with this major milestone in our game’s history, we’re releasing Update 1.0, which is focused on our New Player Experience. In our Devstream above and blog below, we’ll walk you through the major beats of the patch. After June 20th, we’re spinning up on lots of features and changes you’ve been asking for (Endless Mode says hi).

Launch is just the beginning. With your support, Dungeon Defenders II is only going to get bigger and better!


giphy.gif

Gender Swap:  The Initiate

Come on and SLAM. The Initiate is joining us on June 20th!

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

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

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

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

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


New Tutorial Mission + Tutorial Videos

We’ve completely revamped our tutorial mission! Our new tutorial teaches players how to place different types of defenses, how to hotswap between different heroes and more. We’ve also added a new How To Play section with additional videos to teach players about advanced tactics, loot, Inventory and more.

 

Updated Campaign & Story

We’ve given our early-game experience some additional love! On several maps, we’ve added new mutators to keep the gameplay experience fresh through the Campaign. We’ve also fleshed out the existing story with new cutscenes and new in-game dialogue. If you’ve already played the Campaign, be sure to grab a new hero and check out the changes! There might be a few hints of things to come...

 

Incursions + Legendary Weapons

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

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

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


Updated HUD + Health Bars

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


New Summary Screen & Score System

It’s finally here! We’ve implemented a new summary screen at the end of the match, and the biggest new change here is our score system! Each match, you and your team will be given a score based on how well you played and built. We’ve included a number of multipliers in this first iteration of the score system. Optimize your builds to get the best score! In the future, we plan on adding leaderboards, rewards and more based on our score system!


PS4 Optimization

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

 

Shard Buffs

We’re continuing our Shard Buffs! These buffs are focused on hero-specific Shards, especially on Defense Shards. More Shard Buffs (and Defense Buffs) will come post-launch!

 

First Shard Icon Updates

We’ve updated the icons of some of the more popular Shards to help you find them easier in your Inventory. We’ll continue to update our Shard system, you guessed it, post-launch.

 

Host Option:  Minimum Ascension Level

In the update, you’ll be able to set a minimum Ascension Level for your matches! You can use this feature to reduce the number of new players jumping into Chaos VII matches -- of course, if you want to help the newbies out, you can keep this set to 0. More host tools are on the way!

 

Hero Renaming

Hero renaming! For free! From the Inventory, you can rename all of your heroes as often as you want.

 

Multiplayer Scaling Bug Fix

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

 

New Tower Skins

We’ve added several new sets of Tower Skins so you can betterfy your towerz.

 

Full Controller Support on PC

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

 

Bug Fixes

Tons of them.

 

We can’t wait for Tuesday. We’ll see you there, Defenders!

Love,
The Trendy Team

iamisom



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

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

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

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

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


Your Anticipated Questions

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

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


Is Xbox One free-to-play?

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


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

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


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

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


Is this the end of development?

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


What are you working on between now and launch?

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

Greetings, Defenders! We hope you’ve been enjoying The Loot Update! These two patches on PC & PS4 fix the issues we’ve seen since the update came out:

Patch 21.2 (May 30th, 2017)

Bug Fixes
  • Fixed a server crash related to the Tsunami bow.
  • Fixed some issues with scrolling and selecting on the Game Browser.
  • PS4 - Sell All now works properly.

Patch 21.1 (May 26th, 2017)

Max Loot Stat Range Fix

  • Loot wasn't rolling up to the intended Chaos stat ranges. This is now fixed. You should now find loot with higher stats in every Chaos tier!

    • In all Chaos tiers, loot will now roll up to a higher maximum stat number than before The Loot Update.

    • If you had max Chaos 7 loot from before The Loot Update that was boosted with the update, you should now find loot that’s equal or slightly higher than that. Everyone else is able to find this same loot when they reach the top end of Chaos 7.


Love,

The Trendy Team

iamisom

The Loot Update is out now on PC & PS4! Read on to learn all about the update.

Loot Updates

We’ve been working on a series of changes that takes the new loot system from the Trials update and tweaks it to make loot more interesting and more intuitive. It applies the feedback we’ve received since the Trials update and instills more of the spirit of the loot system from the original Dungeon Defenders. These changes will apply to all new drops; your current gear will be unaffected with the exception of the upgrade scaling change. We hope you’ll enjoy the following changes:


sxulaNz.png


New Stat Rolling System

Before this update, rarity affected the stats on loot -- the higher the rarity, the higher the stat roll. This was intended to make higher rarities desirable, but this was actually making progression slower than intended and caused roadblocks in progression. Equipped Legendaries (and even Mythicals) would increase the time until your next stat upgrade, and in some cases, it stopped intended stat upgrades from appearing at the end of a Chaos tier. We’ve removed this, and in its place, we’ve made some exciting changes to rarities to make them worthwhile to find. You’ll discover these changes later in the patch notes.

Something else that’s plagued loot in DD2 is its lack of multi-dimensionality. When you look back at the first Dungeon Defenders, the loot system begged you to give every loot drop a chance. There wasn’t always a simple “yes” or “no” of whether an item was better for you. Stats on loot rolled individually, so there were vastly more implications when deciding if a drop was better or worse for you. Say an item rolled with Defense Power and Defense Health. Perhaps Defense Power rolled higher than your current gear, but Defense Health rolled lower. Is that a tradeoff you’re willing to make? Is power worth more than health for your particular build? Worth more at this point in your progression? Is it bad for one hero but better for another? This kind of decision making was a driving force in DD1 in both the main progression and in the endgame.

With that spirit in mind, loot stats will now roll independently from each other! This should instill more of those interesting decisions into loot, and at the same time, it’ll introduce sidegrade opportunities to improve your speed of progression!


ix97tJ9.gif


4 Stats on Legendaries!

Legendaries are going to roll with an additional stat! If Legendaries are going to be rare, then you should mess yourself a little when you see that golden beam rising toward the heavens. Throughout our Early Access period, we’ve learned (and you’ve learned) that you don’t need that extra stat in order to succeed. But there was a certain joy in DD1’s loot when all of those beautiful stats rolled on a single item. It was that little extra push to keep playing and keep hunting. This change should make Legendaries feel just that much more special. Along with this change...


New Fixed Upgrades Per Tier & Upgrade Scaling

Rarities have new upgrades! As of this update, each rarity has a specific upgrade number that the rarity will always drop with.

  • Legendary:  Will always drop with 60 upgrades

  • Mythical, Epic and Powerful:  Will always drop with 30 upgrades

There was an upgrade bug with late C6/C7 loot where max stats gained by upgrading was way higher than intended. The issue wasn't the amount of stats you could get; it was the growth per upgrade. This would have caused major stat issues in future Chaos tiers, so we've changed the growth rate.

We didn't want to leave you guys being unable to reach the same amount of stats as before, so we also increased the stat roll range for all Chaos tiers. This means you can reach the same stat values (if not higher) as before, but you're relying a little less on upgrades in higher Chaos tiers and more on the actual loot drops.


Increased Armor & Weapon Shard Slots to 3

We’ve also increased the Armor and Weapon Shard Slots from 2 to 3! Even better, these 3 Shard Slots will appear on both Legendary AND Mythical loot! We can’t wait to see what new builds you’ll create with these changes.


KMTt9Nd.jpg


Increased Loot Drops

We’ve increased the amount of loot that drops in Trials!


Loot Rolls Based on the Most Powerful Hero in Your Deck

One of the most common confusion points of our new loot system was how loot generated. Before this update, loot generated based on the average stat power of every hero in your deck, so if you had heroes with worse stats than others, the generated loot would be worse. In this update, loot will generate based on the most powerful hero in your deck. You won’t have to remove your other 3 heroes before Combat Phase just to get the best loot. Based on our playtesting, this change alone removes a lot of the WTF moments from our new loot system.


Increased Stat Roll Ranges

Speaking of loot generation, loot is generated in a +/- range around your equipped gear. Currently, that +/- range is fairly small. There aren’t enough of those “wow” moments of finding a loot drop with big stat upgrades -- not enough of those “power spike” moments. We’re increasing this range so that power spikes happen more frequently. Another thing to note is that with the new individual stat rolling, items that would previously be an across-the-board “-” roll (since both stats rolled in identical numbers) could now become possible upgrades!


Higher Loot Cap Per Chaos to Help Bridge the Gaps

For some players, moving between Chaos tiers was easy enough. For others, the gaps felt like an impenetrable wall. That’s what we’ve heard over and over since the Trials update.

In the loot system introduced in Trials, each Chaos tier drops better and better loot up to a certain point. Once you hit that point, you’ll need to move on to the next Chaos tier in order to keep finding better loot. With this update, we’re increasing the maximum loot cap per Chaos tier. If you can’t survive the leap to the next Chaos tier, you can now progress higher in your current tier. This additional power potential should decrease the gaps and increase your upward mobility.


Increased Gold Rewards

Players weren’t earning enough gold in earlier Chaos tiers. For rough comparison, Chaos 1 only awarded around 13,000 gold per victory, while Chaos 7 awards around 56,000 gold.

So in this update, we’ve increased the gold rewards in all Chaos tiers below Chaos 7, with significant increases in the early Chaos tiers that taper off into the higher tiers. For example, Chaos 1 should now award closer to 21,000 gold, which is around a 60% increase in gold per victory! This should greatly help with the gold squeeze in earlier difficulties. It’s also worth noting that our increased loot drops will leave players with more gold than before. We’ll continue to monitor the gold-per-hour and gold-per-difficulty players achieve at these new values and make more adjustments if needed.

As a result, players will see an increase in gold earnings with this new patch, and that’s not even including the following change:


Consecutive Win Bonus XP & Gold

In this update, we’re rounding out our Consecutive Win feature by introducing Gold and XP bonuses! You’ll begin to earn these bonuses on your 1st overall win, and these bonuses will grow up to a cap. The more you play, the more you’ll earn! (Also, we’re actively working on Matchmaking fixes. Several fixes will come out in this update, which includes possible solutions for being unable to continue after the end of a match, and more fixes are on the way soon. We’ll continue to make the Consecutive Win bonus and Matchmaking feel better and better!)


Experience and Ascension Updates

We’re happy with how fast players are earning Ascension levels when they’re playing at a challenging difficulty. But some players are farming much, much lower difficulties to earn Ascension levels at very fast rates, and it’s thrown off our estimate on how fast players would earn Ascension levels.

When we released Chaos 6 and Chaos 7, some players had steamrolled way ahead of our Ascension estimates by farming earlier Chaos difficulties. In essence, we had two audiences -- one that was at or near the target Ascension level for Chaos 6, and another group that had pulled way, way ahead. Balancing new difficulties for these two different audiences became quite challenging, and we realized we needed to close the gap between them a bit if we wanted to keep releasing new difficulties.

So to help hit that goal, we’ve made the following changes:


New Difficulty XP Bonuses and New XP Curve

Each higher Chaos difficulty gives much more experience. Chaos 5, by comparison, now awards several times more experience than it used to. This means that playing at higher difficulties gives much more experience than playing at lower difficulties.

But we’re also increasing the amount of experience required to earn each level. These changes combined mean that if you’re currently playing Chaos 5, it’s more efficient to farm Chaos 4 or Chaos 5 for experience rather than going all the way back down to Chaos 1. This change won’t alter your existing Ascension level, but it will update the amount of experience you need to reach the next level.

The time-to-level should not increase if you’re playing at a challenging difficulty, but it will increase if you’re playing at a difficulty way below where you should be. In practical terms, this means Chaos 1 will no longer be the most efficient difficulty for every player to earn Ascension levels, especially if you’re well over Ascension 200.


New Ascension Power Caps

While our first change is targeted at smoothing out the rate of progression and encouraging players to play harder difficulties, this next change is intended to limit the overall power of players who are many times over the target Ascension level for our hardest difficulty.

With Chaos 7 being our current hardest difficulty, we have lowered the cap on powers from 999 to somewhere in the mid-100s (roughly 140). Powers that were capped at 10, 15, or 20 are unchanged; only the powers that had 999 caps are affected. As we release harder difficulties, the cap will go up.

If you’re under Ascension level 400, this won’t affect you at all as you wouldn’t have enough points to hit any cap. But if you’re over Ascension 420 (roughly), you may notice you’re starting to hit caps that will require you to diversify your points rather than stacking them into a single power.

Accompanying this change is a free reset of all Ascension points, allowing all players to freely update their Ascension Powers. Our intent is to shrink the power gap a bit between our most dedicated fans (some of whom are over Ascension 1,000!) and the vast majority of our playerbase (most of whom are less than Ascension 300), so we can continue to release content that challenges both audiences in a timely fashion.


New Ascension Level Rewards

We didn’t want this update to be all redos and system updates, so we’ve included some new rewards for reaching higher Ascension levels!

Starting with Ascension level 100 (and continuing up to 1,000), players will earn rewards for hitting Ascension milestones. One of the rewards will be new titles, available to our more dedicated players who push the upper ends of Ascension.


New Multiplayer Enemy Scaling

Thanks to your feedback, enemy damage in multiplayer will no longer scale with each additional player added to the game. Now, only enemy health will scale! Play around with this and let us know how it feels now!


Our First PS4 Trophies

Our first PS4 Trophies are available in this update! This is just a first small batch of trophies; more trophies are on the way!


Quality of Life Changes

  • Max upgrade stat values are now visible on the Item Tooltip. With this change, you can see if maxing out that new loot drop is an upgrade over your current gear!

  • Shards not valid for the current hero will no longer appear on the Shard Equip screen.

  • Shards that are not valid for the current hero will say so on their Item Tooltips in the Inventory

  • When a Relic is equipped to a defense slot, its Item Tooltip will now display stats that are not valid for that defense.

  • Reduced the tower placement barrier for several defenses to make them easier to place next to each other.

  • Added a three-second timer to the Sell All popup to reduce the likelihood of accidental sell-alls.

  • Increased the size of the Siege Roller’s weakpoint by 25%


Balance

Blazing Phoenix Shard

  • Blazing Phoenix's Defense Power scalar increased from 550% to 850%

  • Updated tooltip text to be slightly more clear/correct


Explosive Surprise Shard

  • Explosive Surprise Defense Power scalar increased from 650% to 1,200% at max level

  • Proc chance reduced from 65% to 50%

  • Net change is around a 50% DPS increase for this shard


Enhanced Poison Shard

  • Increased Enhanced Poison's maximum rate bonus from 25% to 40%


Dryad Ability Cooldowns/Costs

  • Removed the cooldown reduction of Dryad's starfall off of primary attacks

  • Cooldown of Starfall reduced from 15 seconds to 5 seconds.

  • Reduced Dryad's mana cost for several abilities

    • Normal Form

      • Ability 2:  20 to 10

    • Corrupt Form

      • Ability 2:  20 to 10

      • Ability 3:  30 to 15


Bug Fixes

  • Fixed several issues that would stop players from being able to Continue to the next map. If this is still happening, please report it on our Bug Reporting Site.

  • Series EV2’s Weapon Manufacturer will now crit properly without needing to hero swap to get it to work.

  • Fixed the Zapper boss getting stuck in the Echoing Tunnel spawn point on Dragonfall Sewers.

  • Fixed the Zapper boss getting stuck in the River Low Patch spawn point on Nimbus Reach.

  • The Annoyance Shard will now properly update when hotswapping heroes (it was staying present in the last location of the hero with the equipped Shard).

  • Crane Stance Shard no longer procs for all heroes that have a ranged attack when an elemental weapon is equipped.

  • Fixed a bug with the Abyss Lord’s right-click attack where the less Hero Damage you had, the more Crit damage it would do. This now scales correctly from Crit Damage.

  • Opening the Inventory while dead will no longer cause Inventory UI issues.

  • Removed the debug text from the Ability Mana Ascension Power information.

  • All individual Lockbox Master Keys purchased from the shop with gems can now properly open lockboxes.

  • All Lockbox Master Keys properly stack now.

  • Fixed level geometry issues on Greystone Plaza.

  • Fixed a bug that stopped players from being unable to purchase the Five Pack of Hero Cards with Defender Medals.

  • L2 context icon in the Shop now properly displays on all resolutions.

  • Fixed collision issues on NPC shops.

  • Context icons for switching between the left/right sides of the Scavenger UI are now displayed with the controller active.

  • PS4 - An error message will display now when attempting to redeem a non-valid redeem code at the Mailbox.


Known Issues

  • In multiplayer, the bonus xp and gold totals shown on the summary screen will show the xp/gold default values for the map instead of the xp/gold correct bonus totals for some players. It’s just a text issue as the correct amount are given to the players. It just shows the incorrect total on the reward screen. Happens about half the time on certain maps.

iamisom

Greetings Defenders,

The Loot Update is delayed until next Tuesday, May 23rd. As we were going through our final playtests, we felt we needed an extra week to get it right. This is an important update, and we want to deliver something we’re confident in. We know how eager you are for the update -- trust us, we are, too! -- but this extra time will truly make it shine.

With this additional week, we can also:

  • Add in more quality-of-life changes! (For example, showing an item’s max upgrade stat values on the Item Comparison tooltip. With this change, you can see if maxing out that new loot drop is an upgrade over your current gear!)

  • Add in our first PS4 trophies! We need to go through Sony’s certification process for trophies, so while we’re aiming for day & date with the PC update, it might come out a few days later depending on what happens with cert. This is just the first batch of trophies; more will come in the future!

  • Add in more bug fixes! Sweet, sweet bug fixes.


Thanks for your patience, Defenders.
Sign in to follow this  
×
×
  • Create New...