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iamisom



Greetings Defenders,

Trials: The Endgame Update is now available on PC and PS4! Check out the Trials Update Page for an overview of the changes.

This update represents our shared vision of the core Dungeon Defenders II gameplay experience. It’s the culmination of two years of new features, bug fixes and conversations with you about where the game should go. As a result, this update is MASSIVE. But it’s also not the end. From here, we’ll continue to expand our endgame with more Chaos tiers, more Shards, more maps, and … well, you’ll just have to wait and see.

On a personal note:  We hope you love this update as much as we loved making it. Many of us gave up our holiday breaks, our nights, and our weekends to make this update a reality. This game is built by the seemingly endless passions of our small team, and with your support, our game will keep growing and growing.

Features and Changes

Chaos Difficulty and the Trials

  • Nightmare is over. Now is the time of CHAOS!

  • This update scratches the surface with five tiers of Chaos, but don’t get too comfortable because we have more Chaos tiers in store. (queue maniacal laugh track)

  • As you descend through the tiers, new threats will appear and combine to lay waste to your heroes and defenses. Following us on social media may or may not give you some indication of what’s to come. (SHAMELESS CROSS PROMOTION!)

  • Chaos is unpredictable and can only be thwarted through conquering the Trials.

  • In the Trials, the Knight Commander assigns you to a defense commensurate with your power. Survive enough Trials at a specific difficulty, and you will accumulate the experience, gear, and resources needed for the Knight Commander to deploy you on even more dangerous fronts.

  • If certain Trials prove to be too much initially, you can perfect your strategies by practicing on any map at any difficulty. Remember, though, that the Trials are the only path to glory, gear, and gold (among other valuables).


Shards:  A New Way to Build Your Hero

  • Goodbye Passives and Skill Spheres; hello Shards!

  • Shards are upgradeable artifacts that slot into your Defense Relics, Armor, and Weapons.

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

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

  • Defense Relics can hold up to 3 Shards and can only equip Defense Shards.

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

  • Shards drop in Victory Chests.

  • Shards can be upgraded directly from the all-new Inventory to further augment your dominance on the battlefield.

  • When Veteran Defenders first login, they’ll find themselves ahead of the game with a complementary bundle of Shards we’re giving all Defenders as a thank you for their patience and support while we polished this update to be something truly special. You’ll also find that all the Skill Spheres you’ve previously purchased have been replaced by a bounty of gold! (Trust us, you’ll need it.)


Ascension:  Go Beyond Level 50!

  • How far past 50? Your imagination is your only limit in Ascension. That and the code that comprises the system...

  • With this update, heroes at the level cap will generate account-wide Ascension XP that accrues towards Ascension Points.

  • Ascension Points are invested on a per-hero basis in Ascension Powers that bestow additional bonuses and augmentations.

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

  • Harder challenges award greater sums of Ascension XP.

  • Multiple Level 50 heroes in your Hero Deck will not grant additional XP.


Defense Relics, Defense Speed & Defense Range

  • Now you can build powerful defenses AND be a fearsome combatant at the same time!

  • All Relics are now Defense Relics and will roll with up to three Defense stats. Armor and Weapons will roll with up to two Hero stats.

  • Heroes can now customize each of their defenses’ strengths individually by attaching a Defense Relic to them.

  • Defense Speed is back as a stat!

  • Defense Range is now available as Shards and as Ascension Powers.

  • Two new Relics are available:  Orbs and Marks. Orbs are for Defense Speed builds, and Marks are for Defense Crit Power builds.


Five New Enemies

  • The Siege Roller was just the beginning. Whatever horrors Chaos brings, rest assured that they will push you to experiment, adapt, and overcome. You will need to achieve perfect hero/defense unity to best what awaits you in the Trials.


New Inventory

  • Everyone (and we mean everyone) is getting a brand-new inventory UI!

  • We’ve streamlined the loot management process by putting more stuff in fewer bags, consolidating item management to a single UI, and bringing hero and item management under one roof.

  • Additionally, we expanded the item sorting and management options to empower you to interact with, compare, and save/sell loot more easily, efficiently, and expediently.

  • Added the ability to lock items on PC and made Locking do what it should have done in the first place on PS4 (oops).


Loot System Upgrades

  • Loot generation has been revamped, reworked and revised. The new system will help you find more upgrades more often.

  • iPWR has been removed. We hope that players will enjoy the new feeling of focusing on our new item systems and stats. Items still generate with stat ranges in each difficulty tier, and some stats reach a maximum cap in each difficulty. Want higher stats? Crank up the difficulty!

  • Now you can enhance your loot (and Shards) without leaving your Inventory (or putting on pants)!

    • Also, no more silly “put 5 pieces of loot in” nonsense. Just upgrade with Gold or Defender Medals!


Hero Changes

Every Ability and Defense has been completely rebalanced, and these changes are more fundamental than just a numbers update. Each Defense now has its own stats, and many have undergone changes that alter their fundamentals so the entire defensive playing field is very different.

Rather than provide a before-and-after stat difference (which would be a bit misleading and very messy due to every defense being modified in several ways), below is a summarized list of the major changes to each hero’s defensive kit. This will include information such as changes to defense lineup, changes to defense roles, and other major high level changes to gameplay.

All Heroes

  • Adjusted all Hero Damage, Critical Damage and Ability Power scaling.

  • Adjusted all Defensive Stat scaling across all Defenses.

  • Blockade towers aggro levels are now equalized. Abyss Lord’s Colossus has a slightly higher aggro value.

  • All normal tower aggro levels reduced to Flamethrower levels. Traps and Auras remain unchanged.

  • 2-Spread and 4-Spread firing solution weapons are disabled from spawning. The only firing solutions are Single, Triple, Penta, Burst Shot, and Scatter Shot.

  • Improved handling when in the air on all Heroes to closer match the Gunwitch.

  • Balanced all Hero swing information to closer match the Squire swings (results in a substantial Monk melee DPS increase).

  • Charge attacks now deal more damage.


Abyss Lord

  • Direct Command now scales with Ability Power instead of Defense Power. (Except Skeletal Orc)

  • Revised basic attack values to improve DPS slightly.

  • Removed AoE effect from secondary attacks.


Apprentice

  • Flameburst Tower has been replaced by Flamethrower Tower.

  • Arcane Barrier now maintains collision when in its deactivated state.

  • Arcane Barrier DU cost increased from 20 to 30.

  • Earthshatter DU cost increased from 50 to 80.

  • Apprentice Flameburst Tower Challenge/Achievement now relies on Flamethrower Tower.


Dryad

  • Revised core stats to match new melee hero scaling.

  • Revised melee combo multipliers.

  • Reworked Blessing to provide damage reduction instead of an armor buff and updated the description.

  • Revised slow and damage values on Powder Toss.

  • Adjusted Starfall’s damage and Corruption cost.

  • Moss Hornet’s Nest spawns an additional hornet and gains additional Hornet movement speed in Corrupt Form.

  • Slime Pit’s oil applied by Corruption can now be ignited.


EV2

  • Anti Gravity Bots, Death From Above and Proton Charge now only scale with Ability Power.

  • Proton Charge heat consumption doubled.

  • Rebalanced heat dissipation values of certain Canister types to be more viable.

  • Reduced secondary attack charge time to better match the audio and VFX.

  • Mortar weapon types now properly do AoE damage.

  • Cleaned up Weapon Manufacturer inspection tooltip.

  • Reduced Reflect Beam DU from 60 to 30 for two nodes, with an additional 10 per node.


Gunwitch

  • Removed Hero Damage scaling on abilities.

  • Increased/added Ability Power scaling on abilities.

  • Twice the Price activation cost increased from 60 to 80.

  • Book Drop Broom Power cost increased from 30 to 40.

  • Broom Storm cost increased from 50 to 60.


Huntress

  • Oil Flask duration reduced.

  • Increased Blaze Balloon DU from 50 to 80.  (Remember that we changed all defense scalars all over the place!)


Lavamancer

  • Hero Health refactored to be slightly closer to Squire.

  • Damage resistance decreased slightly to fall in line with other melee heroes.

  • Balanced all Ability costs.

  • Removed innate resource generation.

  • Inflame no longer makes you take more damage while activated.

  • Oil Geyser can now properly combo with fire effects to ignite enemies.

  • Added a Fissure of Embermount 30 DU Cost.

  • Reduced Maw of the Earth Drake DU Cost from 80 to 60.


Monk

  • Added double jump.

  • Lightning Aura is now Flame Aura.

  • Serenity Aura has been removed and has had some effects combined with Boost Aura.  Boost Aura now can equip all Serenity Aura shards but does not heal heroes standing within.

  • Lightning Strikes Aura has been added as a base tower at 40 DU.

  • New weapons spawned for Monk will come with one of the new firing solutions (does not affect pre-existing weapons).

  • Lightning Aura Challenge/Achievement now relies on Lightning Strikes Aura.


Mystic

  • Revised core stats and base health to match new melee hero scaling.

  • All secondary attack firing solutions provide more consistent DPS.

  • Reduced Dark Torment’s DoT and Tower duration.

  • All ability costs revised and Serpent’s Coil now costs 20 DU.

  • Increased arc on Viper’s Fangs and updated decal to show new size.


Squire

  • Adjusted ability, hero damage scaling, and base stats to match new melee hero scaling.

  • Reduced mana cost of Sword Beam from 25 to 20.

  • Balanced Light and Heavy damage multipliers to closer match Medium.

  • Increased Training Dummy DU from 20 to 30.


Enemy Changes

Siege Rollers

  • We’re reducing the maximum number of Siege Roller spawns. This applies to both solo and multiplayer matches.

  • Siege Roller rockets can no longer damage the core. The Siege Roller must hit the core with the roller to hurt it.

  • Siege Roller can now be stunned with diminishing returns based on the number of players.

  • The hitbox on the weak point is being adjusted so that melee heroes and certain defenses can hit it more easily.


Ogres

  • Ogre melee range reduced. This change makes Ogres slightly harder to kite and less likely to miss defenses placed on slopes.

  • Ogre punches are slightly quicker.


Special Enemies

  • Special enemies’ HP / Damage increased substantially to match closer to Ogre category. All special enemies should now present a threat (even Griblok).

  • Tenacity has been rebalanced for them as well. Most enemies have 50% Tenacity. Some have less (Gnash, Lady Orc Berserker). Some have more (Griblok, Tuskar, generic melee meatbags).


Other Changes

  • Rebalanced Campaign to account for all of these changes. We made it slightly harder overall based on your feedback.

  • Updated the Campaign Quest rewards to reflect our new loot changes.

  • Crit chances now display as percentages.


Bug Fixes

  • Fixed all of the Passive and Skill Sphere bugs by removing Passives and Skill Spheres from the game.

  • Fixed all of the old Inventory bugs. Now there are new Inventory bugs to discover! Yay!

  • Fixed all of the Onslaught bugs by...removing Onslaught from the game. We’re seeing a trend here…

  • Honestly, there are so many community-reported bugs that we fixed in this update by virtue of our system changes.

  • Melee goblins now hit towers and cores much more reliably. Be scared. Be very scared.

  • Demon Eye and Eye of Cthulu no longer get knocked back and fall through the world when using knockback or knockup abilities / towers.

  • No longer can G up before the chests show up on Harbinger’s Warship.

  • Fixed a bug where the Lavamancer was able to get stuck on Gates of Dragonfall while submerged.

  • The Create Hero voiceover volume is now properly controlled by the Volume settings in the Options menu.

  • Player names in the Session List will no longer stay at "999" (the default data).

  • Slime Pits no longer glow like the sun in bright areas. Tower base and top are now unlit meaning their lighting will look more even across the board.

  • Fixed collision issues in Dragonfall Sewers.

  • Fixed collision issues in the Ramparts.

  • Okay, we fixed collision issues on all of the maps.


Quick Hits: What Happened To…?

The Skill Sphere System

  • We converted most of our old Skill Spheres into Shards.

  • Some Skill Spheres were turned into Ascension Powers.

  • Some Skill Spheres were removed from the game.

  • Those who’ve purchased Skill Spheres with either Gold or Defender Medals received a Gold refund. Our goal is to make sure that your choice to invest in your hero’s power is translated over into this new system -- you’ll need all the Gold you can get to upgrade your Shards and your Loot.

    • All gold and Defender Medals spent on Spheres will be reimbursed based on a calculated conversion ratio.

    • For this compensation only, every Campaign quest completed will give players 2 Standard Shards per quest. Players who have completed all Campaign quests prior to this update will receive a maximum of 36 Standard Shards.


The Passives System

  • Passive have been changed into Shard Slots on gear.

  • Many of the bonuses previously offered by Passives can now be found in Shards.

  • Others can be found as Ascension Powers.

  • A select few item-specific passives in this update (those on the Terraria weapons) have turned into special LOCKED shards that come with the weapon and cannot be removed.

  • Some Passive effects were lost along the way (the flu hit really hard this year) and will possibly be added in at a later date.  Others were removed or reworked.


The Stat Allocation System

  • The previous Stat Allocation System is retired.

  • You will be able to find many similar options in the Ascension system and level them to the MAX.


Nightmare Difficulty

  • It’s gone to make room for better things.


My Inventory

  • Bags were consolidated to fit more items in fewer bags.

  • Converting to this system has been constructed to ensure that you will receive the same if not more item slots when you log in for the first time.


My Current Gear

  • Most Passives turned into Shard Slots; some weapons kept their unique passive as a locked Shard.

  • Relics are now used for Defense stats. Weapons & Armor are now used for Hero stats.

  • Medallions and Totems will retain their primary stats and gain a random secondary and tertiary stat. Rings will be rerolled into different Relics with different defense stats and will no longer exist in the game.

  • All Weapons & Armor have been rerolled with new hero stats.

  • Loot XP Boosters and Wyvern Tokens are now gone.


Terraria Weapons and Wayfarer

  • We didn't want players to immediately shortcut to owning Chaos V weapons with Souls when the update launched, so for now, you can only buy the Campaign and Chaos I versions of the Terraria weapons. We're still finalizing our plan on how players can acquire later Chaos versions of the Terraria weapons.


Guaranteed Drops

  • The only guarantee in Chaos is your doom!!!

  • We might re-visit these in the future.


Incursions

  • Will remain in game as a fun way to earn Defender Medals.

  • For the time being they will only be at Campaign Hard difficulty.

    • Will these be updated? Only the shadow knows… and Jason because he sets the schedule.


Onslaught

  • Onslaught is finally taking the rest we’ve been talking about. In the future, we have plans for an Onslaught revamp or for a new system to take its place. It shall be reborn!


Miscellaneous

  • Daily Map Bonuses have been removed.

  • The My Heroes UI on the Pause Screen has been removed.

  • The Forge now links to the new Inventory interface.

  • Titles and Collections have been moved to the Pause Screen.


Known Issues

  • Keybinds may have been reset due to changes.

  • Controller is not supported on all user interfaces. We’re working on it!

  • Some Incursion weapons and their respective passives/Shards have been removed in this patch and will be re-introduced at a later date.

  • Volcano tower does not get increased attack speed from Eruption anymore.

  • Ramster Gambit Talent only gives 3 range per talent point (should be higher).

  • Tooltips display improperly in the Scavenger UI.

  • Frostbite Slow Talent displays as negative (harmful) on Inspect.

  • The inspect tooltip of the Frostbite Tower says the slow gets worse as you upgrade it more. This is visual only as the slow does get stronger as you upgrade.

  • Whenever the Cybork stuns a chain of EV nodes, only 1 node in the chain will have the stun VFX.

  • The arc that the arcane volley projectiles take to their target is a lot higher than intended.

  • If you’re having continued odd game problems, validate the integrity of the game cache via Steam.

  • PS4: The Equip/Unequip context icon doesn't update after you equip or unequip a pet in the Petrinarian UI.

  • PS4: Various navigation issues on the PS4 costume shop.

  • Magic and physical resists have been removed from the game, but they are still on pets. Please reroll them using your millions of saved pet reroll items.

  • Worm Scarf is the best shard in the game and is totally not broken right now.



iamisom

Greetings Defenders,

We’re on the home stretch now. There’s only six more days until Trials: The Endgame Update comes out. Alongside the community playtesting group, we're playing the hell out of the update to make sure we nail the endgame feeling we’re going for. We’ve made some modifications to the update, so some of our previously reported details have changed. Final details will be available on release day, but everything is really coming together now.  

Today’s report comes from Prime Scout Atticus Scout -- yes, this report comes from Prime Scout Scout. We hope he gets that promotion so we don’t have to call him Prime Scout Scout anymore -- he’ll be Scoutmaster Scout:

Rxia9Cc.jpg

Vanguards

“Prime Scout Scout here. I’ve been scouting all week, and scout’s honor, I’ve discovered a new enemy. They walk about in packs, and the things I’ve seen their shields wipe out...no doubt, we’re gonna need to change strategy.

This has been a scouting report from Prime Scout Scout. Over and out.”

iamisom



Greetings Defenders,

Trials: The Endgame Update comes out February 28th!

It’s been a busy couple of months here at Trendy, and we’re finally putting the finishing touches on the update (gold accents, chandeliers, at least one marble statue of a mostly naked person, you get the idea). This update represents our shared vision of the core Dungeon Defenders II gameplay experience. It’s the culmination of two years of new features, bug fixes, and conversations with you about where the game should go. As a result, this update is MASSIVE. Here’s a preview to tide you over till the end of the month. Keep in mind that these details are subject to change between now and the update release.

New Systems and Changes

Shards:  A New Way to Build Your Hero

  • Goodbye Passives and Skill Spheres; hello Shards!

  • Shards are upgradeable artifacts that slot into your Defense Relics, Armor and Weapons.

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

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

  • Defense Relics can hold up to 3 Shards and can only equip Defense Shards.

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

  • Shards drop in Victory Chests.

  • Shards can be upgraded straight from the all-new Inventory to further augment your dominance on the battlefield.

  • When you first log in, you’ll find yourself ahead of the game with a complementary bundle of Shards we’re giving all Defenders as a thank you for your continuing patience and support while we polish this update to be something truly special. You’ll also find that all the Skill Spheres you’ve previously purchased have been replaced by a bounty of gold! (Trust us, you’ll need it.)


Ascension:  Go Beyond Level 50!

  • How far past 50? Your imagination is your only limit in Ascension. That and the code that comprises the system...

  • With this update, heroes at the level cap will generate account-wide Ascension XP that accrues towards Ascension Points.

  • Ascension Points are invested on a per-hero basis in Ascension Powers that bestow additional bonuses and augmentations.

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

  • Harder challenges award greater sums of Ascension XP.


Defense Relics, Plus the Return of Defense Speed & Defense Range Stats!

  • Now you can build powerful defenses AND be a fearsome combatant at the same time!

  • All Relics are now Defense Relics and will roll with up to three Defense stats. Armor and Weapons will roll with up to two Hero stats.

  • Heroes can now customize each of their defenses’ strengths individually by attaching a Defense Relic to them.

  • Gobus will have nowhere to hide because Defense Range and Speed are returning as stats!


Chaos Difficulty and the Trials

  • Nightmare is over. Now is the time of CHAOS!!!

  • This update scratches the surface with five levels of Chaos, but don’t get too comfortable because we have more Chaos levels in store. (queue maniacal laugh track)

  • As you descend through the levels, new threats will appear and combine to lay waste to your heroes and defenses. Following us on social media may or may not give you some indication of what’s to come. (SHAMELESS CROSS PROMOTION!)

  • Chaos is unpredictable and can only be thwarted through conquering the Trials.

  • In the Trials, the Knight Commander assigns you a defense commensurate with your power. Survive enough Trials at a specific difficulty and you will accumulate the experience, gear, and resources needed for the Knight Commander to deploy you on even more dangerous fronts.

  • If certain Trials prove to be too much initially, you can perfect your strategies by practicing on any map at any difficulty. Remember, though, that the Trials are the only path to glory, gear, and gold (among other valuables).


Five New Enemies

  • The Siege Roller was just the beginning. Whatever horrors Chaos brings, rest assured that they will push you to experiment, adapt, and overcome. You will need to achieve perfect hero/defense unity to best what awaits you in the Trials.


New Inventory

  • Everyone (and we mean everyone) is getting a brand-new inventory UI!!

  • We’ve streamlined the loot management process by: putting more stuff in fewer bags, consolidating item management to a single UI, and bringing hero and item management under one roof.

  • Additionally, we have expanded the item sorting and management options to empower you to interact with, compare, and save/sell loot more easily, efficiently, and expediently.

  • Added the ability to lock items on PC and making Locking do what it should have done in the first place on PS4 (oops).


Item Enhancement

  • Now you can enhance your loot (and Shards) without leaving your Inventory (or putting on pants)!

  • Also, no more silly “plus 5 pieces of loot in” nonsense. Just upgrade with Gold or Defender Medals!


Siege Roller Updates (Because we listen and care deeply about you)

  • We’re reducing the maximum number of Siege Roller spawns. This applies to both solo and multiplayer matches.

  • Siege Roller rockets can no longer damage the core. The Siege Roller must hit the core with the roller to hurt it.

  • The hitbox on the weak point is being adjusted so that melee heroes and certain defenses can hit it more easily.


Balance Changes

  • The entire game has been rebalanced. No… really, we didn’t just nerf PDTs and call it a day. Dan and Brett have been doing nothing but re-balancing since New Year’s. Well… that and shards and eating and I think sleeping? Maybe?


Bug Fixes

  • Check! And the update after this will have even more.



Quick Hits: What’s Happening To…?

The Skill Sphere System

  • We converted most of our old Skill Spheres into Shards.

  • Some Skill Spheres were turned into Ascension Powers.

  • Some Skill Spheres were removed from the game.

  • Those who’ve purchased Skill Spheres with either Gold or Defender Medals will receive a Gold refund when the update comes out. Our goal is to make sure that your choice to invest in your hero’s power is translated over into this new system -- you’ll need all the Gold you can get to upgrade your Shards and your Loot. We’ll have the exact figures of how much Gold you’ll receive on release day.


The Passives System

  • Passive have been changed into Shard Slots on gear.

  • Many of the bonuses previously offered by Passives can now be found in Shards.

  • Others can be found as Ascension Powers.

  • A select few item-specific passives have turned into special LOCKED shards that come with the item and cannot be removed.

  • Some Passive effects were lost along the way (the flu hit really hard this year).

  • The exact details will be listed in the patch notes on release day.


The Stat Allocation System

  • The current Stat Allocation System is retiring.

  • You will be able to find many similar options in the Ascension system and level them to the MAX.


Nightmare Difficulty

  • It’s gone to make room for new better things.


My Inventory

  • Bags are being consolidated to fit more items in fewer bags.

  • Converting to this system has been constructed to ensure that you will receive the same if not more item slots when you log in for the first time.


My Current Gear (In case you missed it in all the previous stuff)

  • Most Passives are turning into Shard Slots; some weapons will keep their unique passive as a locked Shard.

  • Relics are now used for Defense stats. Weapons & Armor are now used for Hero stats.

  • Medallions and Totems will retain their primary stats and gain a random secondary and tertiary stat. Rings will be rerolled with defense stats.

  • Weapons & Armor with hero stats will remain the same. Weapons & Armor with defense stats will be rerolled into hero stats.

  • Loot XP boosters are going away, so use them now!


Pets

  • A handful of balance changes, otherwise the same… for now!


Terraria Weapons and Wayfarer

  • The weapons are still in the game, but the way you acquire them is something we’re still discussing.


Guaranteed Drops

  • The only guarantee in Chaos is your doom!!!


Incursions

  • Will remain in game as a fun way to earn Defender Medals.

  • For the time being they will only be at Campaign Hard difficulty.

    • Will these be updated? Only the shadow knows… and Jason because he sets the schedule.


Wyvern Tokens

  • Wyvern Tokens were disabled last May, but with this update, they’ll be fully removed from the game. Spend them now!


Onslaught

  • Onslaught is finally taking the rest we’ve been talking about. In the future, we have plans for an Onslaught revamp or a new system to take its place. It shall be reborn!


Grandma

  • We’re sorry, Billy. Grandma left us yesterday. But don’t worry, she’s having fun in nice big Vegas upstate where she can spend lots of time with other grandmothers and play slot machines all day! No, sorry, we can’t go see her. We’re not allowed back in Vegas. No I can’t explain why honey, what happens in Vegas stays in Vegas.


iamisom

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In last week's report, we heard from the late Prime Scout Andrelian about an electrically charged new Orc. Today’s report comes from Prime Scout Xavier, whose drawing seems to have the exact style as Andrelian...

“What an unusual creature. Or is it a device? I can’t really tell. The little guy doesn’t eat. Doesn’t drink. Just follows orders. But it gets angry if you poke it with a spear as one of our scouts discovered. RIP Eddie. You were an idiot, but the kind of idiot everyone needs in a group. You completed us!

The Geode emits some sort of shield when activated. I wonder if the Geode itself is vulnerable to attack. Hmm, maybe it wasn’t angry when Eddie hit it with the spear. Maybe it was scared.”


hDuJj2F.jpg

iamisom

caQLdYS.gif

“I have seen the gathering Chaos… the thundering footsteps… the spine-chilling roar… oh woe, oh terror, the green sea that descendeth upon us! Wait, do you hear that, Billy? By Grabthar’s hammer, run! Get out of here! Our insurance won’t cover this!”   

- Prime Scout Andrelian, as recounted by his second-in-command, Billy


Andrelian's death was not in vain, for along with that… err… pleasant anecdote came a detailed drawing and a brief description of a new addition to the Old Ones’ army:

“Later phases of Chaos contain these enormous brutes. They appear to be powered by the evil sky magic called electricity. I can only speculate on the exact impact of their hammers, but I’m sure whatever they do will be positively shocking!

Even in the face of death, I cannot ignore a good pun.”


DEpDqk7.jpg

iamisom

Y474mrn.jpg

Update:  This survey is now closed. Thanks for the nearly 3,000(!) responses, and thanks again for your feedback!

Greetings Defenders,

We’ve created a survey to gather more feedback about Shards and Trials. This survey also contains some ideas we’re discussing on how to improve these two systems, and we’d love to hear your thoughts on them!


Click here to fill out the survey!


Thanks for your feedback, Defenders!

Love,
The Trendy Team

admin
Trendy Friday Fun -- Farewell Edition
princess-quest-1024x576.jpg



We have a jampacked Trendy Friday Fun for you today. We have tons of Dungeon Defenders content to show off, we’re giving away 30 (yes, 30!) DD2 beta codes, and we’ll be saying a fond farewell to one of our own.



First up, we have the new PC community event map, Princess Quest. This map entirely changes the way you play Dungeon Defenders. These community weekend events just keep getting better and better every week, and you would be a fool if you haven’t signed up to enjoy this one. On the stream, we’ll have PC event hosts DanielSound and KeenJammin to talk about the creation of the event.



tinkerers-lab-1024x519.png



Next on the bill, we have Tinkerer’s Lab. (Try saying that five times fast.) We’re going to be showing off the Assault Challenge Mission first, and then we’ll end the stream with the campaign mode. Special guests Senior Gameplay Designer/Producer Skott Chatten and everyone’s favorite host, Ice, will be on hand to discuss the new content.



Finally, as we mentioned before, the show will close with a fond farewell to one of our own employees.



The show starts at 5 p.m. EDT and will run until it’s done. Don’t miss it.
iamisom

Trendy at PAX South 2015

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

Trendy Entertainment

Booth Number 1251

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

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

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Pick up one at the booth!

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


Q&A Session with DD2 Creative Directors

Sunday, 4:30 PM

Trendy Entertainment Booth


2025: When the Grannies Will Play

Friday, 10:30AM

Armadillo Theatre

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


The Future of Tower Defense

Saturday, 3:30PM

Falcon Theatre

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


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


niugget

blogpost2



We have an exciting new announcement. After some conversation with Valve, we are happy to let everyone know that Dungeon Defenders II will be coming to Steam. Well have a lot more delicious details (and an official announcement for fans who dont check our site everyday) in the near future so stay tuned.



As for the competitive closed beta, we are hard at work taking everyones feedback and implementing it. Some of changes already made include several bug fixes, more UI capabilities, and adjusted camera angles. There will be even more coming in the future weeks. If you didnt get to sign up when we opened registrations last Friday, dont fret. Well be sending out another batch of beta codes via email soon! Remember, once you play jump on the beta forums and let us know what you think!



So... what Steam features do you want to see most in Dungeon Defenders II? Sound off in the comments below. Our favorite comments will win a DD2 beta code! Winners will be chosen June 13.



 
iamisom



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

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

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

Features

Terraria Crossover

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


Try the Dryad Right Now!

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


Enhanced Training Dummies

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


Item Stacking Changes

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


Updated My Heroes UI

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


Loot Change

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


Balance

Monk

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


Squire

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


Bug Fixes

🔥 Community Bug Fixes 🔥

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

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


General Bug Fixes

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


PS4-Specific Fixes

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


Known Issues

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

The Sunderguard Unites

$16,000+ Raised for Child's Play



Thanks for the turnout yesterday Dungeon Defenders fans! So many of you came to donate to Childs Play that our site crashed after 10 minutes. Despite that, you all still raised over $15,615.61 in less than an hour! And thats not even including the 10 Defense Council seats available at the Trendy eBay page, that are raising over $744.50 and counting for Childs play.





Having Issues?



If you are having issues logging into the Dungeon Defenders II site with your playverse account, please bear with us. We are currently working on fixing access issues for the Council exclusive forum and blogs. We will keep you updated here, but if you have any other questions or issues, please contact Council@trendyent.com and we will help as soon as we can! You can also find answers to common questions in our FAQ.

A Few More Ways to Join



Finally, PaPaZeuS from the comments yesterday is now our newest Council member! Sometimes you just cant help but sleep. Comment here and stay tuned tomorrow for a chance to win one of the last Defense Council seats!



Giveaway #1- Tell Daniel Haddad, our Lead Content Designer, your thoughts on Ranged Combat in DD!



Giveaway #2- Design your own Dungeon Defenders II hero!
iamisom

Birds chirping. Breeze blowing. Leaves growing. Springtime is here!

At least, that’s what we’ve heard. For us, this Spring means staying indoors and getting Dungeon Defenders II ready to leave Early Access (which we’ll talk about in more detail in the near future). We’re tying up loose ends, fixing the biggest issues, squashing the biggest bugs, and polishing the most visible areas. The Spring Forward Update is the beginning of this process, and you’ll see more improvements in our regular patches after the update lands.

So when will the Spring Forward Update come out? How about next Tuesday, April 18th? Does that work for you? Cool. We’ll put that down in our calendars then -- April 18th:  Make Great Spring for Glorious Playerbase Nation. Done!

Here’s what’s in the update:

Two New Chaos Tiers

We told you the next Chaos tiers would happen soon! This update adds Chaos VI and VII, and with it comes two new enemies, better loot, and most of the Shards that were disabled in Patch 19.5. 

So what fearsome new enemies are we adding now?


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Hex Throwers

With their mighty javelins, Hex Throwers curse your defenses from long range! You’ll first encounter these Olympic rejects in Chaos VI.


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Kobolts

Keep your eyes on the skies! These flying EMP Kobolds disable your defenses when they explode! You’ll first encounter what is sure to be everyone’s favorite enemy in Chaos VII.

Beyond these new Chaos tiers, we’re continuing to investigate changes to our loot system, difficulty balance and economy. Look for improvements in the coming weeks!


Tower Skins Are Coming

Finally! This was by far the biggest system we needed before our Early Access exit since many of you purchased a certain Collector’s Pack a long time ago and have been patiently waiting on certain Tower Skins. This update includes 8 sets of Tower Skins available for purchase and the Collector’s Pack Tower Skins given to owners of the pack and to our Defense Council members.


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Tower Skins

Tower Skins come in Sets, and each Set includes 4 Tower Skins -- one for every defense in a hero’s kit! The first sets are for the Squire, Monk, Huntress and Apprentice, and Tower Skins for the other heroes are coming soon! 

We've added a new Cosmetics tab in the Inventory, and this is where you'll equip Tower Skins (and eventually Costumes). In this tab, you can individually select which skin you want on which defense -- so if you want the Corrupted Poison Dart Tower Skin and the Defense Council Blaze Balloon on the same Huntress, go for it!


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Defense Council/Collector’s Pack Tower Skins

On the Store Page, we said we were going to make 4 Tower Skins for the Collector’s Pack -- one tower skin apiece for the four original heroes. Well, we’re giving you 16 Tower Skins -- that’s a skin for every Squire, Monk, Huntress and Apprentice defense! If you own the Collector’s Pack or if you’re a Defense Council member, you’ll find these Tower Skins when you login after the update comes out. Thanks for the support!


PC Controller Support

Speaking of support, in this update, we’re adding near-total PC controller support! Controllers will natively work for every command and every in-game menu except for the Options menu, which we’re hoping to get setup very soon!


Bag Auto Sorting

In this update, we’re adding an Auto Sort option to bags! When you select Auto Sort, items in the bag will re-organize by type (Weapons, Armor, Consumables, etc.), and within that type sorting, items will organize by rarity (for example:  Legendary Weapons, Mythical Weapons, Legendary Armor, Mythical Armor, Consumables, etc.) While this option is on, items will automatically sort based on these rules. If you wish to move items around in the bag, you’ll need to turn off the Auto Sort function.


Breaking the Assassin Cycle of Silence

Let me speak! In this update, we’re adding a 5-second protection between Assassin attacks while playing and a 10-second protection from Assassins after respawning. No more permanent chain-silencing!


Open Trials Matches on the Game Browser

Now you can view every open public Trials match on the Game Browser! This is perfect for finding the map to begin your win streak.


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New Town Marketplace

Our world artists really went to town on the marketplace! *badumtish* But seriously, it’s amazing. New out-of-bounds scenery. New buildings. New skybox. It’s just one of those polish areas our world artists wanted to get in before we left Early Access!


The Emporium

Another feature we’ve been putting off is a unified shop, and as we’re approaching our exit from Early Access, now is the time to add it in! From this one single shop, you can find almost all of our in-game purchases. The Emporium is also available anywhere via the Pause Menu.


Crit Update

After Patch 19.5 came out, a lot of you told us that crits were OPOP. We believe you! We’re looking into it, and we think we’re zeroing in on the reasons why. We should have some changes for this in the update. Thanks for the feedback!


Bug Fixes

No update would be complete without bug fixes! This update fixes, among other things, a long-standing firing issue with the Skyguard that made itself more visible in Patch 19.5. The Skyguard was firing at 60% of its expected fire rate, but now this baby is singing. We also hear Slime Pits are affected by Defense Speed now! The full bug fix list will be available next Tuesday.

iamisom



The Spring Forward Update is available now on PC & PS4!

We’re getting ready to leave Early Access (which we’ll talk about in more detail in the near future). We’re tying up loose ends, fixing the biggest issues, squashing the biggest bugs, and polishing the most visible areas. The Spring Forward Update is the beginning of this process, and you’ll see more improvements in our regular patches after the update lands.

Here’s what’s in the update!

Features & Changes

Two New Chaos Tiers
This update adds Chaos VI and VII, and with it comes two new enemies, better loot, new Shards and the return of many Shards that were unavailable since Patch 19.5!


New Enemy:  Hex Throwers

With their mighty javelins, Hex Throwers curse your defenses from long range! You’ll first encounter these Olympic rejects in Chaos VI.


New Enemy:  Kobolts

Keep your eyes on the skies! These flying EMP Kobolds disable your defenses when they explode! You’ll first encounter what is sure to be everyone’s new favorite enemy in Chaos VII.


Weekend Event:  Free Ascension Resets!
To celebrate the release of the new Chaos difficulties, we are removing the cost of Ascension Point Resets this weekend!  Tweak, test and get turnt* to your heart’s content while you hone your new builds. This event will run from Friday afternoon to Monday morning EDT.


*Trendy Entertainment is not responsible for any turnt-related injuries.


Tower Skins

Finally! This was by far the biggest system we needed before our Early Access exit since many of you purchased a certain Collector’s Pack a long time ago and have been patiently waiting on certain Tower Skins. This update includes 8 sets of Tower Skins available for purchase and the Collector’s Pack Tower Skins given to owners of the pack and to our Defense Council members.


  • Tower Skins come in Sets, and each Set includes 4 Tower Skins -- one for every defense in a hero’s kit! The first sets are for the Squire, Monk, Huntress and Apprentice, and you can find these Tower Skins available for purchase in the new Emporium shop (available in the Heroes Marketplace or via the Pause Menu). Tower Skins for the other heroes are coming soon!

  • We've added a new Cosmetics tab in the Inventory, and this is where you'll equip Tower Skins (and eventually Costumes). In this tab, you can individually select which skin you want on which defense -- so if you want the Corrupted Poison Dart Tower Skin and the Defense Council Blaze Balloon on the same Huntress, go for it!


Defense Council/Collector’s Pack Tower Skins

On the Store Page, we said we were going to make 4 Tower Skins for the Collector’s Pack -- one tower skin apiece for the four original heroes. Well, we’re giving you 16 Tower Skins -- that’s a skin for every Squire, Monk, Huntress and Apprentice defense! If you own the Collector’s Pack or if you’re a Defense Council member, you’ll find these Tower Skins when you login. Thanks for the support!


PC Controller Support

We’ve added near-total PC controller support! Controllers will natively work for every command and every in-game menu except for the Options menu, which we’re hoping to get setup very soon!


Bag Auto Sorting

In this update, we’ve added an Auto Sort option to bags! When you select Auto Sort, items in the bag will re-organize by type (Weapons, Armor, Consumables, etc.), and within that type sorting, items will organize by rarity (for example:  Legendary Weapons, Mythical Weapons, Legendary Armor, Mythical Armor, Consumables, etc.) While this option is on, items will automatically sort based on these rules. If you wish to move items around in the bag, you’ll need to turn off the Auto Sort function.


Defense Against the Dark Assassins

We’ve added a 5-second protection between Assassin attacks while playing and a 10-second protection from Assassins after respawning. No more permanent chain-silencing!


Open Trials Matches on the Game Browser

Now you can view every open public Trials match on the Game Browser! This is perfect for finding the map to begin your win streak.


New Town Marketplace

Our world artists really went to town on the marketplace! *badumtish* But seriously, it’s amazing. New out-of-bounds scenery. New buildings. New skybox. It’s just one of those polish areas our world artists wanted to get in before we left Early Access!


The Emporium

Another feature we’ve been putting off is a unified shop, and as we’re approaching our exit from Early Access, now is the time to add it in! From this one single shop, you can find almost all of our in-game purchases. The Emporium is also available anywhere via the Pause Menu.


Other Changes

  • Added a kill timer for Ogres and Siege Rollers that get stuck in the spawners.

  • Removed the Victory Chest cutscene at the end of a match.

  • Removed teleporting to Victory Chest at the end of a match.

  • Added a new Victory splash and new victory hero animations at the end of a match.

  • Selecting “To Tavern” at the end of a private match will take you back to the Tavern rather than the Town.

  • Items picked up manually will now follow your auto-collect filtering rules.

  • Added Forest Biome as a Forest map for Daily Missions.

  • Changed Item Interact keybind on PC to Ctrl + Left-Click.

  • We have removed Practice maps for the time being to reduce confusion while we work towards improving the overall endgame experience.

  • Removed the Forge now that all of the Forge UI is accessible via the Pause Menu.

  • Changed anything that said “Slow X%” to “Slow to X%.”

  • Added the War Recruiter (DM Shard Shop) to the Tavern. (He was previously only in the Heroes Marketplace.)

  • Betterfied the left side of the inspect tooltip. All numbers should now truncate properly and shortened numbers now show an additional decimal place.

  • Accessory upgrades can now be purchased and equipped from the Costume Shop.

  • Betsy Cluster Nades Shard is now a Weapon-slot Shard.

  • Updated various UIs to the new UI format.


Balance

Buried Bastille Map

  • Increased Buried Bastille’s starting mana to 2400 and DU limit to 2000.

    • Buried Bastille was consistently coming in as one of the hardest maps to complete in Chaos Trials. As a result, we’ve increased the starting mana and DU to allow for more defenses and to minimize the amount of hero intervention needed in distant lanes.


Skyguard Tower

  • Fixed the Skyguard’s rotation time to always exceed its firing time. This allows the Skyguard to fire as quickly as intended by its Attack Rate.


Defense Crit Damage

  • Adjusted the Defense Crit Damage Ascension Power per-point value to +20, matching the value used by the Hero Crit Damage Ascension Power.    

    • This update should have rolled out with Patch 19.5, but we missed it. Previously, this power had inflated per-point values to make it more useful. With the rebalance to Defense Crit Damage scalars in every defense, this power should have been updated to provide the same benefits as the Hero version.


Poison Dart Tower

  • Poison Dart Tower Damage Ascension Power now correctly increases Defense Power, rather than raw damage, making this power useful.


Slime Pit

  • Slime Pits now scale with Defense Speed, which means faster-attacking Slime Pits that scale much better in Chaos Trials!

  • Alos increased base scaling from Defense Power and Defense Crit Damage.


Skeletal Orc

  • Reduced the Orc Skeleton Direct Command’s damage bonus from Ability Power from 12 to 9.

    • This Direct Command has proven quite excellent at smashing single targets, and even after this update, the potential damage output is still quite monstrous with the correct shards.


Sandstorm Warrior Shard

  • The Sandstorm Warrior’s buff no longer stacks with itself.

    • Unfortunately, the stacking effect of this Shard was never intended and was caused by a technical issue. This is actually a bug fix, but since it has an impact on certain strategies, we’ve documented it here in the balance section.

 

Heavy Cannonball Shard

  • Greatly increased the damage of the Heavy Cannonball Shard, but reduced the duration of the stun and slightly reduced the proc rate.

    • During our last update, we modified many Shards that added stun, slow, and other utility effects to defenses. Unfortunately, we missed the Heavy Cannonball shard in that update. As such, we've gone back and updated it, bringing it more in-line with our other defense proc shards. The stun duration has come down a good bit, but it has been accompanied by a substantial increase in damage to help ensure it remains competitive against other Shards.


Bug Fixes

Thanks to all of the players submitting bugs on our Bug Reporting Site! As we get closer to our exit from Early Access, it’s vital that everyone is reporting bugs to the site and upvoting the bugs you feel are the highest priority to fix. Together, we’re going to fix as many bugs as possible! Let’s do this.


  • Fixed a crash that could occur while opening and closing the Scavenger’s...shop? Is it a shop? He’s just fishing around in his jacket and giving you back your loot. That reminds us:  Wash that loot off. Thoroughly. You’ve been warned.

  • Fixed an issue where the Abyss Lord’s secondary attack could fire faster than intended. This attack now has a proper absolute maximum attack rate like other ranged attacks.

  • Fixed a bug where the Dark Torment damage over time effect did not appear.

  • Enemies should get stuck less often in the Echoing Tunnel on Dragonfall Sewers.

  • Fixed a bug where Cyborks were not properly affecting the Fissure of Embermount.

  • All decked heroes should now heal to maximum health when entering Build Phase.

  • Taser Suit Shard now works on Assassins that are bound to the player.

  • Life Leech Shard now works on the Abyss Lord’s primary and secondary attacks.

  • Sundering Blows Shard works properly now.

  • Abyss Fountain Heal Ascension Power now works properly.

  • Power of Embermount Shard properly works, it does.

  • ‘ey, you remember the Fire for Effect Shard? We hear it’s working now. And properly, too! Crazy, right?

  • Betsy Cluster Nades Shard. Work? Properly? Now? Yes. A thousand times yes.

  • Fixed a bug on the Water Elemental Shard where it was doing 30% additional damage of your Defense Power rather than 30% additional damage of the defense itself. In most cases, this was resulting in lower damage than intended.

  • Oil Geyser Slow Ascension Power wasn’t giving any additional benefit after 15 points; it does now.

  • The Trials Victory screen no longer erroneously tells players to Replay Map when there is no “Replay Map” button.

  • Fissure of Embermount now displays on the minimap.

  • Fissure of Embermount’s upgrade tier now displays above it.

  • Fixed a bug where the Angry Nimbus base Defense Speed was a teensy tiny bit higher than intended. Does not impact gameplay, just makes his stats less mildly infuriating to look at.

  • Several shards with stacking effects have had their descriptions clarified to reflect that they stack off any attack rather than only primary attacks.

  • Changed the description of the Overwhelm Shard to match the effects. This Shard procs off of both primary and secondary attacks (the old description only said primary attacks). Added a 3 second delay between procs to prevent issues with certain secondary attacks.

  • Unequipping Shards from an item while your Inventory is full will now tell you they were sent to the Scavenger.

  • Snipe Critical Power Shard no longer incorrectly increases the Critical Damage of primary attacks.

  • Fixed a bug where Flying Kobolds will always dive bomb Abyss Stones. They are now wise to the tricksy Abby.

  • Fixed an issue where Tomes could generate with elemental damage stats even though they weren’t being applied. This fix only affects Tomes generated going forward and will not reroll previously generated Tomes.

  • The Mystic’s Appeasement buffs now work properly again.

  • Fixed a bug where the Confuse effect in the Forest Biome was set to 60s rather than the intended 5s. Players were exploiting this to perma-cc the whole map.

  • Power Bolts Shard can now be equipped on non-Legendary Relics.

  • Fixed a bug where an area would become unbuildable if you kicked a player who’s in the middle of building a defense there.

  • Adjusted some spawners to properly block towers in the Assault on Throne Room.

  • Betsy’s name splash no longer stays on the screen after she comes down on wave 5.

  • The icon of the Monk's Chi Blast no longer shows up near the Scavenger.

  • Items are now successfully removed from the Blacksmith/Relic NPC shops when purchased.

  • Fixed the Fire Mushroom buff stacking issue.

  • Updated Earthshatter to correctly deal single-target damage on all attacks.

  • Shards that increase stats for defenses will now update the Inventory screen stat display for your current hero (fix for the other decked heroes coming soon).

  • Fissure of Embermount now plays upgrade SFX when upgraded.

  • Fixed some incorrect names and descriptions for maps on the Any Map section of the War Table.

  • Fixed an issue where enemies were walking through sub-objective lanes too soon before the lane fully opened on Greystone Plaza.

  • Fixed an issue with the Orb display in the Relic shops.

  • Gran Ma'ster and War Recruiter Shard Packs now use the right Shard Pack mesh (previously they all used the Chaos 1 Mesh).

  • Fixed minimap icon issue for the air lanes in Little-Horn Valley.

  • Galactic Weapons no longer drop 100% from Throne Room in any Chaos difficulty.

  • Fixed an issue where Shards were using the wrong tooltips when in the Scavenger’s dirty little hands.

  • There is now a visual indicator for activating Pet Abilities when using gamepad.

  • Fixed a bug where opening a consumable box with a full Inventory would send those items to the Scavenger; now there’s a pop-up telling you that your Inventory is full.

  • Fixed an inspect tooltip issue with the Hornet's Nest.

  • Minor update to the description text for Lightning Strikes Aura to indicate that it does Storm damage.

  • Tier 1-3 Abyss Lord Tomes now have names and should persist between map loads.   

  • Fixed a bug where the titles of certain consumables were not wrapping. This was most obvious with unidentified Shards.

  • Fixed a UI issue with the Session List.

  • Fixed typos in several Shard descriptions.

  • Fixed the descriptions for Dawn of the Blood Moon and Buried Bastille.


Known Issues

  • (PC/PS4)  Navigation of the Costume Shop with the controller has issues.

  • In some cases, the Emporium UI might get stuck. Hit ESC or Back on your controller to exit out as a workaround right now.

  • Ascension - Movement Speed power doesn't change the hero movement speed value on the left side of the inventory. Just a visual thing.

  • Heroes for Hire Board - All hero images link to the Dryad in the Create Hero screen.

  • If the user has more than 8 inventory bags, then the price of the "max out bags" bundle will go negative. (Nothing bad happens from it.)

  • Controller Input: With the controller active, if you cancel a purchase from an NPC shop the cursor moves to the top of the list instead of staying where it is.

  • The Costume Shop will not close correctly (leaving the character stuck) when you access it via the Emporium and close it by selecting the yellow "X" close button. Just open the shop again, and you’ll be ok.

  • Shards - Annoyance Shard effect stays in last location the equipped hero was present.

  • Haunting Shard - Gains stacks from secondary attacks, but does not shoot the ghosts.

  • Sandstorm Warrior - Bubble showing the buff does not last the full duration of the upgraded Shard.

  • The hatch button doesn't pop up when the egg is ready to hatch. Closing the UI or leaving/re-entering the tavern or marketplace should cause this UI to refresh properly.

  • On the PS4, opening the Emporium shop via the Colonel NPC and then selecting Browse All will cause the Emporium shop to not close correctly when you exit the Costume Shop/Create Hero screen. If you experience Emporium shop problems, transitioning to another map or pressing the circle button twice in the Emporium shop will correct the issue (fix incoming later this week).
Luska Arco

combust-Blog.jpg



Defenders! Welcome to another edition of QA’s bug blog: Ninety-Nine Problems But A Bug Ain’t One [working title]. We’ve got a great bug this month: A mysterious, truly awe-inspiring issue that seemed to affect players at random!

Fire in the Dungeon! Fire in the Deeper Well!

For seemingly no reason, players began to burst into flames. We’re not talking a little spark, either. I mean this was undeniably, spectacularly broken and unignorable. This happened so infrequently that for a long time we couldn’t reproduce it with any reliability.

Let me put it into perspective. You’re playing the game with friends, having a good time. You notice one of the sub-objectives is being swarmed. The exchange goes something like this:

"We need a hand by the East Gate Lock," you say, pinging the map.

"I'm on my way," they answer, rushing to your side. "Incoming Heroic Wave!"

As the horde falls at your feet, you celebrate your hard-earned victory. "Yeah! We rule. Towers for days. Orcs got no game."

And while you're taking a victorious swig of your brand soda of choice, you turn back towards your monitor and see...

[video=youtube_share;Ix4Nr76q40Y]http://youtu.be/Ix4Nr76q40Y[/video]



...And so you say something to the effect of: “Sweet sassy molassy! щ(゜ロ゜щ) What’s happening?!”

Just as quickly as it appeared, it ceases. Not only was this bug very rare, occurring maybe one in every thirty games, but it was such a distraction that it completely captivated us, even though the fire visual effects only lasted two or three seconds at most. We gathered no new information as to what caused it or any steps to reliable see it again, so it slipped through our fingers for a while.

We had to extinguish this bug. We focused up, and after some time, we managed to get it to happen again. We found out it was due to a specific part of our Town Square map, specifically an animation, or what level designers call a “cinematic event,” that played as part of the background.

Bug Type: VFX
Time Spent On 100% Reproduction Rate: 4 months
Time Spent On Fix: 3 hours


After I saw the bug and began eliminating possible explanations, I remembered browsing through the internal build when I first started working here and going down each letter of the alphabet to find console commands. I found one for castleseige2 -- yes, siege is misspelled in the actual command line -- that made me catch on fire randomly, but I didn’t link the command to the bug since the fire didn’t happen right away. I had to do a lot of experimenting once I found the command, because using it once didn't give any results. It only made me burst into flames maybe once in every dozen times, so I used another command to keybind the castleseige2 cinematic event. Spamming the bound key made the bug happen within seconds, which gave us a reliable way to see it and fix it.

What happened was this: There’s an animation of cannonballs striking the castle in the background of that map on the northeast side that helps visually communicate the siege. This animation has different parts to it, like say, a fire visual. The frequency of the animation sometimes meant that the fire visual would sort of “overflow” and wouldn’t know where to go. For whatever reason, it went to the last thing that was affected by something with a particle effect, like fire from a goblin’s bomb, for instance. The end result was that it transferred to enemies and sometimes even heroes.

This bug is easily my new personal favorite. Easily. ( ̄︶ ̄)

Let us know what you think in the comments. This bug is fixed, but we’re interested in hearing how you might use this awesome superpower of random self-combustion. Maybe to roast a few marshmallows during your victory celebration? Tell us below, and you could win a seat on the Defense Council. Until next time!

The random winner of our Press blog is HPTSparky!

Leave a comment to get your hands on the Dungeon Defenders II pre-alpha. We’ll pick a random poster and reveal the winner in our next blog post!
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

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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

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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.

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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

pmasher

Greetings, Defenders!


Our next patch for Dungeon Defenders II, Alpha & Beyond, is coming out this September! This patch will begin our Alpha phase of development. Since almost every Early Access developer (and platform) uses different terminology, here’s our definitions:


Phases of Development for Dungeon Defenders II:

  • Pre-Alpha- This is where we develop the core features of the game. Public releases are often far apart and most work is focused on the initial creation of core features and gameplay systems. (Note: This is the state of the game since our release in Early Access)

  • Alpha- In this phase we rapidly iterate on and improve the core feature set of the game. Feature work is still ongoing in this phase, but we will also be focusing on bug fixing and balancing on a near weekly basis.

  • Open Alpha - This is the same phase as Alpha, but open to everyone. There will be no full wipes once we reach this stage. If there are balance or other issues we will deal with them in similar methods to other online games.

  • Open Beta - At this point, core feature work is mostly complete. We will be fully operating the game as a live product. Most of our time will be spent creating new content (levels, bosses, events, items) and continuing to balance the game.

  • Free to Play- Release! Here we consider the game has enough content to be “released.” From here on we will be making new content, creating post-release features, and more!


The PlayStation 4 version of the game will be following a similar roadmap once released, just a few steps behind the PC version. We may be using slightly different terminology though, due to the platform. We’ll have more details on the PlayStation 4 soon!


In the meantime, catch a sneak peak of the Alpha & Beyond patch in our last Devstream here. And tune in to our next DevStream, this Friday at 5 PM EDT for our full reveal.



LaurawantsaCow
QA-Blog.jpg


Working in game development means bugs can crop up at any time, in any place, and for any reason. As we were finishing some tasks at the end of last month, we found a pretty amusing one. Internal changes were made to the format we used to save our Heroes’ character models, which led to… The Paralleltress:



At first I spawned into the map with a character that wasn’t affected, so this bug caught me off-guard. I was just doing my thing, setting up some defenses before starting the level over again as the Huntress. Then I did a double take.

Remember the first-person mode from DD1? At first I thought somehow an unfinished first-person mode found its way into the game. Naturally, I tried to jump and attack. After a solid minute of laughing, it was pretty clear this was no experimental perspective change, but instead a good, old-fashioned bug. Things move so quickly in game development that within a few hours, The Paralleltress only existed in my memory--and in that video!

And that’s our best bug for this month! Tune in next month to see what crazy new things we’ve captured and preserved forever on our hard drives. Are you curious about any of the bugs we’ve reported, or maybe you want to know more about how we find these pesky bugs? Let us know in the comments below!

The random winner of our Combat Improvements blog is Dougle101!

Leave a comment to get your hands on the Dungeon Defenders II pre-alpha. We’ll pick a random poster and reveal the winner in our next blog post!
bgoodsell


One of the challenges we faced in Dungeon Defenders II was creating interesting defenses that did not restrict our map design. While many defenses have no problem being placed on bridges, hills, or other sources of uneven terrain in our maps, there are a few that needed some additional tweaks. Today I’d like to discuss some of the steps we’ve taken to help our traps and auras look good on any type of terrain.

groupUneven-1024x576.jpg

Huntress Traps


In the original Dungeon Defenders, traps were just a decal on the ground. We decided to actually design the physical traps in DD2 so the effects would come from an existing structure. Unfortunately, a physical object designed to lay flat always assumes the ground is level, so it won’t look as good on uneven terrain. This results in object clipping.

dd2dd1_trapV2-1024x576.jpg

BeforeAfter_clipping-1024x576.jpg

For the Huntress's traps, we were able to fix this problem by aligning the trap to something called a surface normal. What this means is when you place a Blaze Balloon trap (for example) on a set of stairs, it automatically rotates to align itself with the surface underneath it. Once the defense has been adjusted, its visual effects still play in something called world space, which basically means up is up, so you won't have the balloon floating off sideways.

GeyserSlanted_NEW2-1024x576.jpg

Monk Auras


DD1 auras were an interesting problem to solve.

dd1_aura-1024x576.jpg

We didn’t want to re-use the domes because of how much it visually overwhelmed the map. After careful experimentation, we re-purposed the dynamic decals we used for traps in the original Dungeon Defenders. This allowed the auras to be projected on and conform to any surface, which was really nice. Problem solved.

Boost_uneven-1024x576.jpg

The one issue we ran into was with the Lightning Aura. This defense is meant to shoot bolts of lightning toward the ground, but unfortunately it assumes a flat surface. While everyone on the team loved our initial pass, we had to get creative with our tweaks to make it conform to our design rules.

Old_lightningAura-1024x576.jpg

We solved this by using another Unreal system called beams. A beam works by procedurally creating geometry between two endpoints, one of which is always at the top of the defense. The other one we fire off into the world to detect the nearest surface it can interact with. Not only does this help simulate how lightning functions in the real world, but it helps the Lightning Aura that understands the surface, regardless of the location it is placed.

lightningAura_townsquare1-1024x576.jpg

Defenses orienting to and understanding the surfaces they’re placed upon is just the beginning. We have several other cool systems that give defenses more interesting and distinctive effects once they’re placed in the map. I look forward to sharing what we have learned and how we applied it in the future.

-Brian Goodsell, VFX Intern

The random winner of our Environmental traps blog is Ubara-tutu!

Leave a comment to get your hands on the Dungeon Defenders II pre-alpha. We’ll pick a random poster and reveal the winner in our next blog post!
LaurawantsaCow


And you thought he couldn’t get any uglier.



Big, strong, and with an indiscriminate hatred for all things heroic, you won’t catch this Ogre meandering through the fields of Etheria with his trusty donkey companion. He’s not on a quest to save the princess. He’s on a quest to destroy your defenses, pummel your friends, and wreck your day. And it’s a quest he’ll complete if you don’t have a few friends to back you up.

In the original Dungeon Defenders, you had to rally your allies around the appearance of the very first Ogre. He was big, he was mean, and he didn’t care that you’d just spent all your mana upgrading that barricade. If you didn’t have friends to help you, it was toast, and so were you.

But after time you could outgear him, bulk up your defenses, and treat him like a superpowered Orc. In Dungeon Defenders II, we want to change that. The moment an Ogre enters the battlefield, you’ll know you have to step up your game at all levels of play.

An Offense to Counter Every Defense

So, what can you and your comrades expect when facing the revamped Ogre? Well, remember how he could easily hit you through your defenses in the first game? Yeah, his cleave is still massive -- just don’t say that to his face. And with his new Stomp ability, he unleashes a seismic wave that knocks back and damages anyone caught in it, making it harder to strafe around him and get in a few pokes.

Just like in the original Dungeon Defenders, you’re going to be in for a terrible surprise if you try to casually take pot shots at range. A slimy, wet, green surprise. Globules of… Who knows what explode on impact, doing a hefty amount of damage to anything in range. If that wasn’t enough, they also slow heroes and corrode defenses, making them less effective.


Plus, who wants to touch defenses covered in… that.



And those are just his basic attacks!

The Many-Layered Ogre

Like many of our other enemies, the Ogre has three tiers of progression. As he advances, he gains powerful armor. You can hear an excruciating thunk as your blows glance off of a Tier 3 Ogre. Distract him with a well-placed defense, or get a teammate to help: Either way, you'll need to think on your feet to make your hits count.


Aim for the fleshy bits.



Prepare Your Defenses!

So far, the Ogres haven’t been deployed to the front lines. The Old Ones’ army has been pretty confident in its ability to destroy Etheria without resistance. But with the Sunderguard’s heroic response, they’re definitely thinking twice about which soldiers they send into the fray. Gather your friends and expect to see the Ogre on the battlefield soon!


Are you ready to face him?



There is one thing that makes him a little less intimidating than we’d like, though. A fierce warrior should have a proper name for his weapon. What do you think we should name the Ogre’s club? Leave a comment below with your most terrifying (or funniest) name, and check back next month for a look at another new enemy!

The random winner of our QA Bug blog is Carionis!

Leave a comment to get your hands on the Dungeon Defenders II pre-alpha. We’ll pick a random poster and reveal the winner in our next blog post!
CKeene
Greetings Defenders, and welcome to our first monthly lore column!



My name is Courtney, and I, along with our Creative Directors, am in charge of Dungeon Defenders lore. This month Im excited to share the story of Siphon Site D, one of our newest maps and one that Defense Council members will get to try out very soon!



TownSquareBurning_noartifact3-1024x576.j



Etheria At War





When the threat of the Old Ones was but a distant memory, Etheria suffered its worst possible fate: The Eternia Crystals shattered. Foul creatures spread like a plague through the land. The Old Ones amassed such an army that even the largest cities crumbled beneath them. Etheria was in ruin.



Champions were immediately summoned to the front lines. The men and women who answered the call became the Sunderguard, and they stood toe to toe with the armies of the Old Ones. But the enemy's number was too great. Etheria was overwhelmed, and the Sunderguard had no choice but to fall back to the northern territories.



Siphon-Site-Overview-1024x576.jpg



The Sunderguards Discovery





Resources were at an all-time low, and miners were forced to delve into previously unexplored sites. In a system of caves far from the larger cities, they discovered a thick slab of decorated stone. They dug further. After three days of hard labor, the slab was revealed to be only one small part of an ancient temple.



The Sunderguard was called to investigate. They descended through the labyrinth, their torches illuminating massive pillars and intricate reliefs. The sound of rushing water grew deafening, and after hours of descent, they discovered the source: An underground spring with a faint light billowing from its surface.



The Ancient Springs





Convinced the temple was built to guard the spring, the Sunderguard drew some of the water into a phial and sent it to the Magic Academy for analysis. Their hunch paid off. The spring was imbued with some sort of magic. The nature of the enchantment was unclear, but the Sunderguard was willing to take any advantage they could get. Once the site was fully excavated, they made the difficult decision to build pipes and tanks directly into the temple.



Defending-Siphon-Site-1024x576.jpg



Several other sites were discovered with the same mystical springs. It was the first glimmer of hope since the war began. But the enemy was closer than the Sunderguard suspected. Drawn to the springs, they quickly overwhelmed workers. Orcs smashed through pipes. Kobolds forced devastating cave-ins. Many sites were lost in a fraction of the time it took to find them.



Siphon Site D is one of the few that remain, and one of the last hopes for recovering a key asset that could give Etheria a fighting chance.



Want to win a seat on the Defense Council? Leave a comment in the comment section below, and well choose one lucky winner!
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.
iamisom

The feast is coming.

As you read on, you’ll learn about The Loot Update coming next Tuesday. [Update:  The Loot Update is now coming May 23rd. As we were going through our final playtests, we felt we needed an extra week to get it right. More information is available here.]

This update delivers the loot and progression improvements we’ve been cryptically teasing. We’re eager to share these succulent details, as we’re sure you’re eager to gobble them up. But soon, the feast will arrive. You’ll be treated to a five-course meal stuffed with details of our release plans. You’ll discover when we’re releasing and what we have planned between now and that fateful day. There are surprises in store for you, too, but we won’t spoil those now. Not yet.

As you saw with The Spring Forward update, and as you’re going to see in next week’s Loot Update, we’re working on more system improvements. More quality-of-life changes. More bug fixes. More polish. We’ve made a lot of changes to our game during our 2+ years in Early Access. After your feast, the guests will arrive -- the hungry masses of new and returning players -- and we’re going to make sure Dungeon Defenders II is ready for them.

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 once the update comes out; your current gear will be unaffected. We hope you’ll enjoy the following changes when they come out next Tuesday:


vIPUDDT.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 this blog.

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!


Q965ogw.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 Upgrade Ranges

Rarities have new upgrade ranges! Each rarity has its own unique range, which means a Legendary loot drop will always have more upgrades than a Mythical, which will always have more upgrades than an Epic, and so on. The final upgrade ranges are still being tweaked and will be available in the patch notes next week.

Along with this, upgrades will now roll in all numbers across their range. Something we’ve heard from our min/max players is that it was just a little too easy to find perfect gear, which really is the driving factor to keep playing DD2 as it was in DD1. These upgrade changes should ensure that higher rarities retain their usefulness and power while providing just a little bit more to look for.


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.


hFxR3Uw.jpg

Increased Loot Drops

We’ve increased the amount of loot that drops in Trials by about 50%!


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.


Coming Up:  Better In-Game Instructions

The above changes should make the system more intuitive, but we recognize that some elements need to be more explicitly stated. In the future, we’re going to include better in-game information to players about how loot works.


Coming Up:  The Return of Unique Legendary Weapons

In the coming updates, our unique legendary weapons will return! Keep an eye on our blog for more details.


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 Gold and XP Bonuses

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 consecutive win (so on your 2nd overall victory), 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’re making 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 are lowering 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 will be a 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.


We’d like to close by thanking all of our players who are helping to make DD2 a great game. You guys have totally amazed us with your dedication, and we hope you continue to support DD2 as we approach our official release!

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.

LAWLTA

DEFENDERS

It’s finally time for a Dungeon Defenders: Awakened Developer Check-In! We have a ton of information to share today that covers our post-Kickstarter work, studio changes/improvements, and Dungeon Defenders: Awakened as a whole. Let’s go ahead and start getting into it!

Enter Chromatic

First things first, we want to apologize for a couple of bumps that we ran into. The first thing is something we’ve covered quite a bit, that something being Kickstarter shipping for our approved regions. We’re not going to dig into it more (the conversation can be seen here), but understand that it is not something we will have happen again with any future projects in regards to fulfillment. It was our first foray into this area, and we learned quite a lot.

Second is that we have been silent for a little over a month. We want to have more regular check-ins with where our progress is, show off some of the new art (something we just started this week on social media), and more info to share on our plans. As for the why, it’s all based on growing the team out, foundational setup, and working with outside partners.

Dev Level Up!

As a studio, we’ve been incredibly busy with getting our team bolstered by additional teammates to really make Dungeon Defenders: Awakened an amazing game, and also set us up for success on any additional projects. A good portion of the team was involved in tons of interviews and tests to make sure that we only brought on high quality LEGENDARY additions to our ranks. We’re still growing the team out more, but we’re a developer power house with the people we’ve brought on!

Hardware Upgrade!

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We’re wanting to make sure that we’re employee-owned while also making sure we have all the tools necessary to create awesome games. We’ve been working with partners like nVidia to bring some awesome graphical opportunities, Azure PlayFab to bring out awesome features (like Cross Saves!), Nintendo to provide an optimal experience on Switch, and so many more! We’re wanting to blow it out of the water with Dungeon Defenders: Awakened, so that we can then knock it out of this world with future titles. And so far — it looks really, really good!

Art — What Is It Good For?

Absolutely everything. What would an update be without some awesome art to show off! Heroes, enemies, and Maps, are some of the many amazing creations that we’ll be including in this and future updates.

Character Updates!

As we showed on social media this week, we have revealed the concepts for our four main heroes, which you can see the Apprentice, Monk, Squire, and Huntress below:

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We’re going to be revealing enemy concepts as we’re working on finishing the Heroes animations, but we wanted to show off the new Goblin model for the first time here, which has been fully animated! This is the awesome quality that our animation team has put out, with so much more coming:

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Excited to destroy some cores!

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What they lack in finesse, they make up for in ferocity

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It’s electrifying!

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Oh no, he was poisoned!

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Even goblins know, if you’re on fire: STOP, DROP, and ROLL!

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Death came to take him, all things go, all things go

There’s a lot of models we’re currently working on/with, but for a SNEAK PEEK, we wanted to show a model we’re currently animating. Striking fear in many, check out the WIP (that’s just a quick way to say Work-In-Progress, which with this explanation, maybe it would have just been easier to say that in the first place, but we’re committed already, and don’t have a backspace) Dark Elf Warrior:

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All of these new hero and enemy models are going to also be receiving some epic animations and VFX to really bring Dungeon Defenders to modern standards. We can’t wait to share more, so we won’t — Next up, MAPS!

Maps, Maps, Maps!

Many of you have seen the Deeper Well map showcased in our Kickstarter and during our dev stream. Well get ready for MORE Deeper Well. Or maybe we’ll show some different maps? Actually, that sounds like a much better idea. We’re not going to be showing the entire maps just quite yet, but here’s the kind of diversity and quality you can expect:

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Oh the places you’ll go! Dungeon Defenders: Awakened is going to have a lot of familiar locations, including a lot of fan favorites, but also new places in Etheria that you’ve never seen before!

Design — The Blueprints of DD:A

Creating Dungeon Defenders: Awakened has been a very enjoyable experience, but not an easy one! Really digging into the original Dungeon Defenders and emulating what made it fun is a noble quest, but not a very easy one. Our designers have been working hard to breakdown Dungeon Defenders into formulas and building blocks, so that we can build a skyscraper of awesomeness!

The overall goal is to recreate that Dungeon Defenders feeling, while giving it the same treatment we’re giving art — bring it to modern standards. Let’s get into some of the things we’re doing.

Hero Swapping

This has been a hot topic between many Defenders, and we’re ready to share what we’re doing. Hero swapping was something introduced in Dungeon Defenders II that affected the gameplay greatly. It helped streamline gameplay, and while we love it, we also understand it’s not necessarily the best thing to be able to do all the time if we’re wanting to go back to our roots.

In Dungeon Defenders: Awakened, you WILL be able to swap between four of your pre-assigned heroes on the fly ONLY during the Build Phase. You’ll still be able to access your other heroes in traditional methods (only during Build Phase as well). We wanted to bring back some of the strategy when it came to swapping heroes, especially with the challenge that later difficulties bring with timers. These timers will be adjusted to ensure that difficulty is still there and that strategy is rewarded!

Camera Improvements

We’re going to be bringing plenty of camera options in Dungeon Defenders: Awakened. One of those features is something that Defenders of old and new will enjoy: Perspective Swapping. In Dungeon Defenders, the camera was placed top down when placing towers, which gave a good perspective of how close you could get your towers placed. In Dungeon Defenders II, this view was traded for an over the shoulder view to see where the actual effect of longer range towers would be.

In Dungeon Defenders: Awakened, when you are placing a tower, you will be able to toggle between BOTH of these modes. You’ll be able to select a default mode within the options, but with this addition you now have an even better understanding of placement and efficacy than ever before!

New Abilities

We’re not looking to overhaul our heroes entirely, but we did want to give attention to some weaker abilities, or some that just are overall not enjoyed. We’re adding some cool functionality to some of these abilities, but we’re also adding a new ability: Elvish Agility.

Elvish Agility is a new ability for the Huntress that increases movement speed, jump height, reload speed, and rate of fire. The Huntress is an agile ranged fighter and we wanted an ability that reflected that. We polled hundreds of our users, and the least liked ability (it wasn’t even close) was Invisibility, something very few used, and that there were very few situations to justify using it. Our goal was then to bring an ability that felt great to use for Defenders who wanted to use her. The internal tests with this ability have been a ton of fun and really give that feeling of hunting down your enemies with agility and efficiency!

HUD

One of the weakest points in the Dungeon Defenders franchise has always been UIs. In UE4, we are given a lot of options to setup a UI the way we want, which is why when we grew the team out, we made sure to bring on a UI/UX expert to make an awesome experience. We’re making a sleek, modern HUD, arted up with that Dungeon Defenders charm. We’re making sure that the HUD looks amazing from every way you’d play — from on-the-go with the Nintendo Switch, at your desk on a PC, or on the couch playing split-screen with up to four players.

Everything currently icon and text-wise is placeholder until we take our art pass over it, but so far it’s been performing really well, and has been a ton of fun to use on internal play. Without showing TOO much WIP, here’s a picture of our build so far:

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Oh also, it’s our first picture of the game running on Switch! This isn’t the final HUD at all, and we don’t think the stats in the middle of the screen are going to be covering gameplay. Probably not. Probably. (spoiler alert: it won’t, we’re just being a little cheeky :> )

Engineering

There has been a HUGE amount of work of getting just the base functions of Dungeon Defenders into Unreal Engine 4. The Engineering Team has been making some amazing strides helping to capture the feel of the original so that the rest of the team can build upon their incredibly sturdy and efficient codebase foundation. They’re the binary heart of bringing some amazing features to Dungeon Defenders: Awakened!

They’re currently working on making multiplayer and split screen work as best as possible, making sure we squeeze out as much performance as possible. They’ve made great strides, to where our performance on the Switch, with multiplayer, has been surprisingly very good right off the bat. It’s because they’re wizards.

Another feature they’re working on currently is Cross Save functionality. Making it so that you can use saves between platforms is no simple feat, but our engineers are legendary, so they’ll make it happen! Lastly, they had a secret message they wanted to pass on:

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What’s Next?

Our goal is to do monthly check-ins to show off our work and progress, similar to what we’ve done here. There’s a ton still left to do, but we’re getting through things at breakneck speeds! We’re also currently working on additional end-game content for Dungeon Defenders II. As a studio, it’s our goal to make incredibly fun games that you want to play. Thank you for your support so far, we have a lot more to come!

In regards to Kickstarter Digital Rewards, we’re continuing to get the Dungeon Defenders 2012 Complete Collection codes out to backers who purchased the appropriate tiers that included them. Our next step is to get the Dungeon Defenders II costumes (Gold, Crystalline, and Corrupted Gunwitch) out in our next patch. This patch is currently planned to come out next week with those costumes included. After the patch is out on all platforms, we will begin getting codes sent out!

Social Defenders

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

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

For Etheria!

The Dungeon Defenders II Team

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