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LAWLTA

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Greetings Defenders,

The cold winds from the west are here, bringing Dungeon Defenders II:  Drakenfrost with them to Steam and PlayStation 4, with Xbox coming later today! We put out a Dev Log showcasing some of the work that’s gone into the update, as well as a Dev Stream debuting some of the goodness coming. In this patch preview, we’ll be talking about those systems a little more in-depth to hold you over until the Update Notes are released. Let’s get to it!

Drakenfrost Keep

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Drakenfrost Keep has recently been re-discovered by members of the intrepid Etherian Explorer’s Guild. The Explorers were guided to its location by a tattered scroll discovered in the Mages Council Library. The scroll alluded to an ancient sealing ritual used by the early Council to seal away the powerful Generals, commanders of the armies of the Old Ones. The scroll detailed the Keep’s location with cryptic hints about “requiring the ultimate sacrifice” to seal away evil’s essence into “a vessel unlike the Eternia Crystals”.

This is the newest map to Dungeon Defenders II. Some old school Dungeon Defenders fans will notice a lot of similarities to the Royal Gardens map, but don’t get comfortable, as there is a lot more danger to this map to take on. We’ll touch on this map more overtime, we’re excited to see the different builds that arise to take on the challenges that wait.

Drakenfrost Keep is available in a new Adventure that includes Drakenfrost Resort (previously known as the Hotspring Map) AND in Expeditions.

Winterfest is Here

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Head to Town or your Private Tavern to take part in Winterfest! Visiting everyday gives the opportunity to take a present from the giant festive tree located next to the Scavenger in Town, and next to your vault in the Private Tavern. This tree contains one of three gifts:

  • Epic Gift

    • Contains one of four holiday themed weapons for the Squire, Apprentice, Monk, and Huntress.

  • Mythical Gift

    • Contains one of four holiday themed weapons for the Squire, Apprentice, Monk, and Huntress.

    • One regular Defender Pack

    • One random Shard container (1 Shard)

  • Legendary Gift

    • Contains one of four holiday themed weapons for the Squire, Apprentice, Monk, and Huntress.

    • One Mythical Defender Pack

    • One random Shard Pack (5 Shards)

In order to obtain the items, approach the tree and hit the appropriate button that appears to receive your wonderful gift! The weapons that come from these gifts ARE tradeable, and follow the same rules as any other tradeable item (they cannot be traded if they are upgraded in anyway). These items also scale to your champion score up until the Chaos VII 6/10 upgrade level.


For the season of Winterfest there’s also a pretty amazing sale going on. Inventory bags are going to be 50% off and the Material Vault is ~33% off. The Material Vault now holds 9,999 instead of 999 for each slot, and it also includes both new reroll materials, these changes are applied to currently owned Material Vaults as well. Supplies aren’t limited, but this sale isn’t going to last forever!


Winterfest is going to be on for quite a while, lasting past December. This gives you plenty of chances to get all four weapons and some nice Shards and Defender packs along the way! Oh, and of course, don’t eat the yellow snow.

Elemental Combos

Elemental Combos received a lot of attention in the Drakenfrost Update. We spent a lot of time making all the debuffs in the game more uniform so that they all applied the same effect. For instance, all oils now work the same, previously some slowed certain mobs, some didn’t. Oh also, ALL water damage now drenches, including water mods (both chips and servos)! This is our first phase on improving this system, something a lot of Defenders have asked for a very long time. We’re only able to add this system because of our Diminishing Returns system.

Diminishing Returns

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This is a new system that we’re adding to the game, something that is a staple in a lot of different types of RPGs. A lot of players really LOVED the Weapon Manufacturer’s Mod “Shocking Revelation”, it brought a really awesome stun and a good chunk of damage with it, and a lot of Defenders immediately set off to get it. Eventually we had to nerf it a little bit to bring it in line with other Mods, but we loved the allure it provided for players.

If we wanted to do anything further with Mods like this, we needed to implement a system that didn’t make stun crowd controls negate all future content and negate any future Mods/features that weren't a stun with a different color (because anything less would not be as good). Enter Diminishing Returns. This system allows you to crowd control enemies, but after using it back to back the effect loses its strength. After a short while of not being affected by crowd control effects, enemies are able to be crowd controlled again at 100% efficacy. We’re able to buff up blockades during this update as well, and potentially give them even further functionality in additional updates!

We’re going to be very responsive to feedback on this, but it allows us to do a lot of cool stuff in the future. That means new Mods, any new heroes, and MUCH more we can’t talk about just quite yet can now have a lot of epic moments and crazy amounts of power without worrying about it not being as cool as strong as a 100% stun up time or so strong that it disables every enemy that has existed, currently exists, or will ever exists. This opens up the doors for some amazing things!

Mod Improvements

Previously we talked about Mods receiving changes in phases. In Phase I we more than doubled the drop rate of 10/10 Mods, as well as buffing all 6/10, 7/10, 8/10, and 9/10 drop rates. This means that 1/10, 2/10, 3/10, 4/10, and 5/10 Mod drop rates were lowered.

We promised a Phase II with this update, and we are delivering! Perfect 10/10 Mod drops before the update on average appeared within about 4 hours of active gameplay. We’ve received a lot of great feedback from players enjoying this change. However, it really stinks to be an outlier and it take a very long time to get a 10/10. The first change of Phase II is that it now on average takes about 10 hours of average play to get a GUARANTEED 10/10 Mod. If you play with more players, because you’re seeing more Mods, the amount of time this take drops significantly,  taking almost half of the listed times.

Mod Rerolls are available in the following areas:

  • Expeditions

    • Drakenfrost Maps drop 2 Reroll Materials

  • Onslaught

    • Drakenfrost Maps drop in the following amounts

      • Floors 28-35 drop 1 Reroll Material on Drakenfrost Resort

      • Floors 35-59 drop 1 Reroll Material on ALL maps, and 2 Reroll Materials on Drakenfrost Resort

      • Floors 60+  drop 2 Reroll Materials on ALL maps, and 3 Reroll Materials on Drakenfrost Resort

We provided ways to farm them outright for the Defender who may want to take it easy in Chaos VII, or while progressing so even as you’re climbing Onslaught you’re able to take part in this new material and are even rewarded for taking on harder challenges.

Inventory Improvements

These are things we’ve had in the works for a long time. This portion of the update has A LOT of quality of life improvements that get you out of your inventory faster and into the action. The changes include:

  • Auto Sort

    • Auto sorting now sorts your bags by actually moving all the items, previously provided a visual update only.

    • The sorting goes by item type and Gear Score, but is a big update to the previous system 

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  • Shard Sorting

    • Shard sorting logic has been updated. It now prioritizes the following.

      • Sorts by Defense Shards first, and then by Hero shards

      • After sorting between the two types, Shards are sorted alphabetically.

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  • Mod Sorting

    • On the “Filter By” tab, the right most tab in the inventory, there is a new icon for Mods. This filters your best Mods first. This makes long play sessions easy and quick to check if there are any of those GLORIOUS 10/10’s just sitting in your bags.

    • Numbers on the bottom right correspond to what the highest Mod quality is on the item.

    • Numbers are white intentionally to make it easier for colorblind players to see what the number is.

  • Mod Inspect

    • By holding down Shift, you can now see the highest Mod quality of an item in the bottom right.

General Changes

Vicinity Targeting

This is a new way to interact with players. This allows you to target other players, keep them targeted, and choose to do a variety of things:  invite them to party, inspect their shop, and more interactions when Communities are implemented.

Material Vault Changes

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We received a bunch of feedback regarding the Material Vault. Previously it allowed you to store 999 of specific materials in each slot. Now you are able to store 9,999 IN EACH SLOT! That’s not all, the Material Vault now also has spots for the Primary Reroll Material and the Mod Reroll Material. So much space for activities!

Social Menus

There's been a social menu added next to your abilities and towers on the main HUD. This brings a bunch of quick functionality when interacting with others!

Enemy Spawning

We took additional passes at enemies getting stuck in spawn, but also fixed a big issue where enemies were going underground for a while and coming out of the ground later on in their path, bypassing blockades. We’re going to be keeping a vigilant eye on this, so please provide feedback on this if you see anything!

Console Voice Chat

We have now provided an option that allows you to disable voice chat in social hubs, Console player rejoice! You can now opt in to hear all the great music choices of your fellow Defenders. And by great, we mean potentially terrible. It’s usually terrible.

Victory Chests

Tired of waiting for your legendary loot to come out of that chest as you’re playing with other Defenders and getting so much more? Well that wait has been significantly reduced. When you open the Victory Chest, all your loot comes shooting out all at once. When playing with three other Defenders it looks like a legendary shotgun explosion.

Oh, and before we forget, if you don’t open your Victory Chest before moving on, all the items inside are sent to your inventory. If your inventory is full, then it goes to the Scavenger. Never miss out on Victory Chest loot again!

Communities

This is a feature that we’re also wanting a lot of feedback on. We’re releasing it initially on Steam, almost as a beta test of the feature. It’s a system that allows up to 30 people to be in a structured group, and you can be in 5 Communities at a time. These groups can talk to each other regardless of where you are using the chat system, invite one another to groups, and more. We’re wanting to build even more off this system, but it’s something you’ll have to get your hands on and see.

Communities are coming later in this patch after we've given it a little more polish.

Balance Changes

Abyss Lord

  • Towers

    • Colossus

      • Health scaling increased to 600, was previously 430.

    • Skeletal Orc

      • DU cost lowered to 35, was previously 40.

Apprentice

  • Towers

    • Arcane Barrier

      • No longer allows enemies to pass through it while exploding.

  • Shards

    • Frost Power

      • Defense Power scaling changed to (9 + 1 per level) from (10 + 2 per level). Max gilded is now 33%, previously was 58%

Dryad

  • Towers

    • World Tree

      • DU Cost lowered to 25, was previously 30.

Lavamancer

  • Towers

    • Maw of the Earthdrake

      • Defense Unit costs reduced to 50 DU, previously was 60 DU.

      • Defense Health Scaling increased to 300, previously was 200.

    • Fissure of Embermount

      • Adjusted overlap to match that of similar towers (Flame Aura, Weapon Manufacturer, etc.)

Mystic

  • Towers

    • Viper’s Fang

      • Upgrading the Viper’s Fang now allows you to bubble up to 5 enemies.

Squire

  • Towers

    • Training Dummy

      • DU Cost lowered to 25, was previously 30.

Bug Fixes

  • Fixed an issue where the first bag in an inventory would visually not load.

  • Fixed an issue when selling items that other items would be put in their place.

  • Fixed an issue with Dryad’s Angry Nimbus that caused it to target enemies within the spawner.

  • Fixed an issue with Dryad’s Hornet’s Nest not dealing elemental damage when using an elemental mod.

  • Fixed a VFX issue when killing Betsy while she was breathing fire.

  • Fixed a variety of DPS tooltip calculations

  • Fixed an issue where Floor 40 Onslaught flairs were labeled with the wrong floor to attain them.

  • Fixed an issue where Replay From Wave refunded Level 1 Tower mana if they were upgraded.

  • Fixed an issue with gamepad focus moving when buying the last item from a shop.

  • Fixed focus issues with Pet Stat reroll UI for gamepad.

  • Fixed an issue with the Initiate, Gunwitch, and Huntress’s stat changes via various Ascension talents.

  • Fixed an issue with Favorable Winds mod proccing off any kills, not just primary attack kills.

  • Fixed an issue with the amount of XP given from Drakenfrost Resort in Expeditions.

  • Fixed an issue with the Dark Arts Arcane Barrier not displaying properly.

  • Adjusted tool tips for items on the ground when using 4K settings.

  • Fixed an issue on Xbox where Defenders would get stuck on the main menu.

  • Adjusted the Vanguard’s collision so that it better matches his shield.

  • Fixed an issue in Assault on the Throne Room where destroyed subcores would not spawn enemies.

  • Fixed an issue with Ancient Life Steal only healing for 5% when at 5+ points.

  • Adjusted the difficulty of Forest Crossroads and Wyvern Den.

  • Fixed an issue with UI layering issues when purchasing or creating a hero.

  • Forest Ambush now has less amount of kobolds blowing up your lanes.’

  • Fixed an issue with the My Deck button going gray after deleting a hero.

  • Betsy’s overall damage reduced.

  • All Adventures difficulty lowered across the board.

  • Fixed a visual issue with the Harpy’s blinking animation

  • Fixed an issue where EV2’s Buffer Chip worked on other heroes.

Known Issues

  • If chat is gray, deleting your ini will fix it and give you colors.

  • Keybindings were reset with this update because of Communities being added.

  • On PlayStation 4, when in-game and quitting to the main menu, you may run into issues logging back in. Just restart the game and you should get back in.

  • The following Elemental Effects' durations are not working the correct length: Onsen Bath, Maelstrom, Water Chip/Servo, Freezing Rain, and Drenching Strikes.

  • DPS Tooltip for Hornet's Nest is showing debug stats (get it, because they're bugs).

What’s Next?

There’s a lot we’re experimenting with in this update to make the future of Dungeon Defenders II as great as possible. We’re welcoming all the feedback that you can provide on it, but of course make sure it’s constructive, it’s the best way to ensure we can make the best changes as fast as possible.

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

LAWLTA

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Ahoy Defenders!

Dungeon Defenders II:  The Isle of Dread Expansion is out now on ALL platforms! This expansion contains a treasure trove of features, changes, and improvements. Set sail for adventure on two new maps, strike down your foes to gain new weapons and Mods, take on new enemies, and so much more. Put on your best eye patch and get your parrot, let’s dive into some expansion notes!

New Maps

We’re excited to be introducing not one, but two maps with this expansion. These maps are available as their own Adventure set, can be selected when playing Expeditions, can come up as you progress through Onslaught, and one is even a Chaos VII Incursion!

The Jacked Sparrow

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The first map is set on The Jacked Sparrow, previously known as The Sparrow before the heroes of Etheria hijacked it in order to reach their destination. As you traverse this map, enemies attack from above and below the levels of the ship, requiring all hands on deck to keep the masts safe from destruction! There’s a ton of fun to be had aboard this ship, as you use cannons to blast your enemies away, catapults to fly across the map, and vantage points to take out enemies when they least expect it!

Plunderer's Paradise

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After braving the rough seas, the heroes land on an island besieged by an army of the Old One trying to break into the island’s mountain. Among these enemies are new foes that have not been seen before, helping beef up the horde that is coming your way! Protect the island to prevent havoc breaking loose, but also explore to find secrets hidden throughout the map. Conquer the Incursion version of this map by striking down Captain Dreadbones to unlock a new Barbarian weapon to add to your arsenal!

New Enemies

There’s a slew of enemies that are now donning pirate attire, an absolute necessity when conquering on such vicious tides! Here are a few of the enemies you encounter on your journey:

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These goblins upped their pirate fashion game, but they also recruited additional allies to take down heroes from afar.

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Cannon Ogres have joined the ranks of foes you must face! They are a fearsome terror that can ruin your defenses and range, but are also deadly when you’re up close and personal.  

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A cursed orc pirate, Captain Dreadbones, is a new boss that you encounter in this expansion. You can fight him and his mighty crew in Plunderer’s Paradise on all game modes the map is available! Be careful, his cursed strength is nothing to underestimate.

The World Map

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The War Table is improved with this expansion, adding some wonderful visuals to the world of Etheria, and also providing some quality of life changes as requested by our glorious community! The World Map shows all the different places Defenders may explore through different game modes:

  • Campaign: A new World Map that outlines where you’ve been, and where you’ll be going!

  • Expeditions:  Choose the region, map, and difficulty you want!

  • Adventures:  Four zones full of different Adventure story arcs are available to choose from!

  • Onslaught:  Hop right into your floor and get to climbing!

  • Mastery:  With a similar look to Expeditions, you can see your Mastery Star progression!

  • Incursions:  You can change difficulties to see each available Incursion!

Each game mode contains different formats for ease of use, but also provide an “Advanced View” session browser in each. The Session Browser allows quick visibility of all the games going on, allowing players to filter down to specific maps within specific difficulties of specific game modes. Very specific!

When navigating through the various world maps, there is also a new indicator that shows which maps are included in Daily and Weekly quests!

Social Improvements

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Interacting with players is getting some good attention with this expansion, with much more coming even after the expansion! Player Lists are now easier to navigate, selecting another Defender and choosing to inspect their shop or invite them to party among other options provided via a drop down menu.

The Player List menu has also received additional features. You can now see who’s in your party, who’s the party leader, any friends in the hub, and skip time inspecting every player by seeing who has items listed in their shop!

Receiving invites is also streamlined to not take over your screen and there’s a timer to avoid invite spam. Parties received attention as well, for instance, the leader is now consistent and gives control to choose when and where your crew go! We’re continuing to develop social interactions between players, and this is a giant first step towards making it an easier and more enjoyable experience.

Replay From Wave

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This is something we are introducing to help Defenders overcome the challenges they are presented with and promoting experimentation as you progress. Sometimes you can get up to a certain point and you want to try a different strategy. That’s where Replay From Wave comes in!

Now when you fail a wave, the Performance Optimization System outlines what defenses fell or which ones may have been underperforming. You are able to evaluate what changes you need, make adjustments, and get back to overcoming the challenge before you.

This system is available in Adventures, Expeditions, Onslaught, AND Mastery (without losing stars). The only caveat to this is that Replay From Wave is not available on Lost Temple, as it’s meant to stand as a final gauntlet to overcome every five floors. We can’t wait to see how far this system let’s Defenders go!

Onslaught

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It’s finally here — one map floors are now the standard in Onslaught! This change was due to a lot of great feedback many of you provided. There are a few things that needed to change when going towards the one map format:

  • Difficulty Scaling:  We shifted the focus of investing time into each floor to overcoming greater difficulties sooner. As a result the rewards previously earned in Onslaught at various floors (Floor 114 for instance) are scaled down to the same difficulty; Ancient Power reset minimum reset floor is lowered; and Omega Waves were added in as an extra challenge to provide a greater feeling of progression.

  • Rewards:  Since players are facing a greater challenge faster, we wanted rewards that reflected overcoming said challenges. Now every 10 floors, players receive an Prestigious Weapon, with a guarantee on their unique Mods to roll a five or higher!

  • More Maps:  You are now going to be exposed to every map (except boss maps) as you climb Onslaught. Every five maps runs a format of easy, medium, and hard maps, with the fifth map being The Lost Temple!

  • More Schedules:  There are even more enemy schedules that you'll encounter now!

  • Omega Waves:  This is a new sixth wave added to the end of The Lost Temple. It’s a small victory lap as you continue to climb, where you will be provided with Mini-Boss only waves and unique schedules!

Onslaught is something we want to continue to build upon. With the feedback you provide, we’re able to make sure that we keep putting out content you enjoy, and these Onslaught changes are a result of that. We can’t wait to see how high you climb, maybe even a Memes For Marcos 2.0 is in our future!

Ancient Power

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Onslaught and Ancient Power go together like pirates and the ocean, so of course we added more to this system! Ancient Powers themselves are more powerful than before and require less of a point investment to utilize their maximum potential. Now two players are able to reach the maximum strength provided by Ancient Power, previously something only four players were able to do.

There are also FOUR new powers to help bolster your battle against the horde of enemies coming your way. Protean Shift brought some order to the Critical Chance/Damage system, and as a result we are able to add the following Ancient Powers:

  • Hero Critical Chance

  • Hero Critical Damage

  • Defense Critical Chance

  • Defense Critical Damage

Ancient Power is also more accessible early on now. You are able to gain Ancient Power after completing Floor 30! You do not have to acquire Ancient Power here and can keep climbing gaining higher Minimum Ascension as you progress through floors. Previously you gained 3 Minimum Ascension for every floor you completed (with three map floors), but now you gain 12 Minimum Ascension for every floor with the one map system, and also gain 4 Talent Cap increases per floor as well!

As you gain more Ancient Power, your Minimum Ancient Power Floor increases as well. This system continues to climb until your Minimum Ancient Power Floor reaches Floor 50, requiring you to reach Floor 80 to acquire additional Ancient Power. You then have access to Floor 50 right away after acquiring Ancient Power, granted you’re equipped to take on those challenges!

One final change when acquiring Ancient Power:  your pets no longer reset! This change may not be permanent as we’re investigating ways to improve pets, but for now, your pets are untouched by the Ancient Power System!

New Items

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There’s one thing that pirates are always on the hunt for — TREASURE! There are multiple ways to acquire the new items coming.

Professor Proteus’s Seaworthy Weapons

Professor Proteus now has a new cache of weapons available for Defenders taking on the high seas. Using these weapons provide unique death animations that are fitting for the battles that await you! Turn your enemies into a boat, and watch them sink into a whirlpool, or drop your enemies and make them flop like a fish.

There are multiple animations these weapons provide, and they are available on all weapons! The variety of animations are on a rotation daily, so be sure to check back regularly to see if the one you want is available.

Pirate Map Seaworthy Weapons

We’re trying something new by allowing Defenders to get these new weapons by completing the new maps! These weapons do not have the unique death animations, but instead come with all new Mods. These Mods are not weapon or hero specific, though some of them are bound to being melee or ranged only. They aren’t like Mods that are currently in the game, some take your movement speed into account; another has a chance to poison, drench, or oil your enemies; and another can even prevent Dark Assassins from stunning you!

There are ten to discover, and they can only be acquired through completing The Jacked Sparrow, Plunderer’s Paradise, or through Player Shops

Depending on where you acquire these weapons, you are also met with new pirate themed Mods that pack quite a punch that can be transferred to any weapon; or unique death animations that can sink your enemies (literally, one can turn them into a boat and sink into the ground)!

New Features

What good expansion doesn’t contain some new features? We’re introducing new features to help Defenders as they keep Dragonfall and Etheria safe.

Primary Stat Reroll

Primary Stat reroll system that we’re experimenting with. This system allows you to acquire reroll materials from completing the Jacked Sparrow and Plunderer’s Paradise, and reroll your primary stat into a potentially higher number. This change is not enforced if the roll is lower, you are always given a choice to accept it or decline! The new reroll materials are also able to be traded.We’re looking for feedback on this system and if you all enjoy it, we’ll investigate greatly expanding it.

Player Shop Changes

There are a some changes coming with Player Shops to make them more enticing to a larger amount of Defenders:

  • Use any piece of gear you purchase! Previously players were limited to buying a piece of gear that was only available to their level. This meant players having gold to purchase cool Mods, but not having the gear score to do so. Now when you purchase a piece of gear, the gear is scaled down to your Champion Score. After purchasing an item, and it scaling, you are still able to sell it on your shop. Even more Defenders can now participate in buying and selling!

Gem Mine

We’ve introduced a new way for Defenders to get a sweet deal on gems. The Gem Mine can be purchased from the platform stores, providing 100 gems everyday that you login for 30 consecutive days. That’s a total of 3000 gems for a lot less!

Balance Changes

Protean Shift brought a lot of new ways to play and a ton of power to Defenders, which we really love! As a result, there are a slew of things that are either not as strong as we’d like or too strong, removing any challenge while playing. We’ve discussed a couple of these, let’s get into it:

Abyss Lord

  • Towers

    • Colossus

      • Range increased to 800 from 600 (33% increase!)

    • Skeletal Archers

      • Damage scaling increased to 15 from 11.5 (30+% increase!)

    • Ramsters

      • Direct Command range increased to 5000 from 4000 (25% increase!)

Dryad

  • Towers

    • Harpy’s Perch

      • Damage scaling increased to 5.175 from 4.5 (15% increase!)

    • Hornet’s Nest

      • Hornets from any nest can attack any enemy. Previously only one hornet per nest could attack the same enemy.

      • Up to three hornets can attack the same enemy, regardless of where the hornet spawns.

EV2

  • Towers

    • Weapon Manufacturer

      • Minimum range added to node placement similar to Auras. This change bring this tower in-line to similar towers, while still keeping it unique.

Huntress

  • Towers

    • Explosive Trap

      • Damage scaling increased to 6.6 from 5.5 (20% increase!)

      • Range scaling increased to 0.0575 from 0.05 (15% increase!)

      • Range Max increased to 1150 from 1000 (15% increase!)

      • Base Range increased to 6900 from 6000 (15% increase!)

      • Trigger Radius increase to 400 from 200 (100% increase!)


Lavamancer

  • Towers

    • Volcano

      • Damage scaling increased to 9.31 from 7 (33% increase!)

Mystic

  • Towers

    • Sand Viper

      • Damage scaling increased to 6.875 from 5.5 (25% increase!)

Squire

  • Towers

    • Ballista

      • Damage scaling increased to 21.27 from 18 (18+% increase!)


Mod Changes

  • Tower Mods

    • Unique Defense Crit Chance Servo

      • Increased max Crit Chance to 30% from 25% (5% increase!)

    • Unique Defense Crit Damage Servo

      • Increased max Crit Damage to 40% from 35% (5% increase!)

    • Boom Mods

      • We’ve changed how boom mods work. Previously they were a flat percentage that allowed them to scale infinitely, making them a must for climbing later floors.

        They’ve been retooled to do damage based on the enemies they explode up to a cap. The number shown is an average of what that damage is based on the different kinds of enemies within that group. For example, a melee-splosion does less damage when exploding a small goblin than it does when exploding a berserker orc.


General Changes

  • Chaos VIII Amps and High Onslaught Mods

    • Modified Mark’s Thoughts:

These now start dropping at floor 35. Their drop chance increases every two floors you complete up to a cap on Floor 83 for Amps and Floor 92 for Mods.

Bug Fixes

  • All C8 shards have been disabled. We may revisit them sometime in the future, but to provide an equal battlefield for all Defenders, we’ve disabled C8 shards for now.

  • We made some pathing adjustments, fixes to spawners, and adjustment to enemies that should improve their pathing across several maps. Looking at you Northwest flier lane in Lost Temple!

  • Fixed a bug where the Betsy Staff could cause enemies to, more or less, one shot anything in their path.

  • Fixed an issue with Betsy’s Curse shard allowing enemies to one shot anything in their path.

  • Fixed spelling errors on Unique Crit Chance Servo, Unique Crit Damage Servo, Defense Crit Chance Servo, and Defense Crit Damage Servo.

  • Removed some tutorial text that was hanging out in Gates of Dragonfall - Hard.

  • Fixed a rare issue where when an item is upgraded to 10/10 Chaos 7 the ipwr could go to 0.

  • Fixed an issue where Consecutive Win Bonus XP was being multiplied by Ancient Power an additional time.

  • EV-2 no longer infinitely lazers the Bastille Master in her incursion.

  • Fixed several cases where the Bastille Master could get stuck.

  • Fixed an issue where players could get into a state where they were unable to evolve pets.

  • Fixed a case where split-screen users could have the Player Shops overlapping the Ancient Power UI.

  • Player Shops - "Your inventory is full" notification now shows on other players shops when your inventory is full

  • Piercing Towers now pierce Vanguards.

  • Protective Downgrade Servo and Last Stand Chip now have a vfx to show when the effect triggers

A lot of you submit bug reports constantly, and we make sure to squash as many of them as we can. As with any expansion, there are a lot of fixes coming your way. Please continue to submit them to our bug site, your help is invaluable to knocking out some of the pesky issues that appear.

Known Issues

  • If beyond the first three tutorial maps, hitting Play Now on the main menu sends you to town.

  • Traps are not respawning correctly when using Replay From Wave.

  • Temporary fix in for rare instances where upgrading gear to 10/10 would greatly lower it’s stats. For these rare instances, instead of greatly lowering, stats are now slightly raised. This is a catch for if this error occurs, not a change applied to all gear.

  • Tower-like abilities (Talisman of Empowerment, Abyss Stone, etc.) are running into a few issues that we’re aware of.

  • The Champion Score filter is currently not functioning correctly.

  • Player 2 in splitscreen is able to be kicked from party when in a party with a leader that isn't part of the splitscreen

  • When the first player in split screen mode spends or receives currency the pop up appears on both screens.

  • When placing defenses on the bottom floor of The Jacked Sparrow there is a chance to have it go to the top layer

Social Defenders

There’s a lot of people playing Dungeon Defenders II, and a lot of them gather on our social hubs. When it comes to finding other players, figuring out how to conquer a specific challenge, or just wanting to get to know others in the community, or getting the latest DD2 news, you can’t go wrong with our social platforms:

The entire team has had a blast making this content, we cannot wait for all of you to get your hands on this expansion. Get to setting sail!

For Etheria!

The Dungeon Defenders II Team

admin

BarbarianSmash



Dungeon Defenders II is here.



Get ready for more heroes, more towers and more loot. The cooperative mode you know and love is in pre-alpha and shaping up to be something really special. We'll be providing the community with updates and welcoming feedback on a routine basis. Come back here Friday, March 22 for your exclusive first look at gameplay.



But wait, there's more? Well, first Dungeon Defenders II has a new competitive mode and... it's in closed beta as of today. Yes, it's a MOBA. Yes, you can play it at PAX East. And yes, you can sign up to join the waiting list for a beta key over in the little wood box in the top-right corner. For more on why we wanted to create a MOBA and how it's different, check out our FAQ page here.



Oh, and did we mention Dungeon Defenders II will be FREE! And yes, by that we mean free-to-play. No, it will not be pay to win. The exact details are in flux, but we'll have several opportunities for you to provide feedback both in and outside the beta. Our goal is to provide the same amount of content at around the same price as the original game.

ThereAreActuallyTowersInThisGame



There's some other things like playverse, cross-platform play and all that jazz. We'll be giving more information on those soon. Dungeon Defenders II is currently being developed for PC, Mac, iOS, Android and Web. You can find more info in our FAQ page.



Sound off in the comments! We can't wait to hear what you think and are excited to work with you to build Dungeon Defenders II.
iamisom

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

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


Features


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Campaign Mode

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


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Incursions

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


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Legendary Weapons

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


Social Tavern

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


Level Up Feedback

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


Unspent Spec Point Notification

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


Challenges, Titles, and Achievements

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


Influence Vote Winner! Daily Missions

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


Balance


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


Enemies

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

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

 

All Heroes

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

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

 

Defense Speed

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

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

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


Defense Health

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

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

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


Defense Range

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


Defense Power

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

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

 

Squire - Cannonball Tower

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


High Level

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


Green Mana Cost

  • 30 Green Mana down from 40.


Range gains per tier.

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

 

Health gained per point of Defense Health.

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

 

Damage gained per point of Defense Power.

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

 

Initial Attack Rate

  • 2.32s attack rate.

 

Squire - Ballista Tower

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


High Level

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


Range gains per tier.

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

 

Health gained per point of Defense Health.

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


Damage gained per point of Defense Power.

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

 

Initial Attack Rate

  • 4.84s attack rate.

 

Squire - Spiky Blockade

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


Squire - Target Dummy

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


Apprentice - Flameburst Tower

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


High Level

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


Green Mana Cost

  • 40 Green Mana up from 30.


Range gains per tier.

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


Health gained per point of Defense Health.

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

 

Damage gained per point of Defense Power.

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


Initial Attack Rate

  • 2.49s attack rate.

 

Splash damage radius

  • 2.5 meters down from 6.5 meters

 

Apprentice - Frostbite Tower

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


High Level

  • Range increased to long range.


Range gains per tier.

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


Movement Speed Reduction

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


Apprentice - Arcane Barrier

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


High Level

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


Health gained per point of Defense Health.

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

 

Damage gained per point of Defense Power.

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


Knockback Radius

  • 4 meters.


Apprentice - Earthshatter

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


High Level

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


Range gains per tier.

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


Health gained per point of Defense Health.

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


Damage gained per point of Defense Power.

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

 

Initial Attack Rate

  • 4.98s attack rate.


Monk - Lightning Aura

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


High Level

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


Range gains per tier.

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

 

Damage gained per point of Defense Power

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


Initial Attack Rate

  • 1.25s attack rate.

 

Monk - Boost Aura

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


High Level

  • Removed defense power scaling from damage boost.


Range gains per tier

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


Damage Bonus

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

 

Damage Reduction (Defenses)

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


Monk - Serenity Aura

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


High Level

  • No changes.


Range gains per tier.

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

 

Base Healing Received per 1 second

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

 

Damage Reduction (Heroes)

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


Monk - Sky Guard

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


High Level

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


Range gains per tier.

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


Health gained per point of Defense Health.

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


Damage gained per point of Defense Power.

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


Initial Attack Rate

  • 2.49s attack rate.


Huntress - Explosive Trap

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


High Level

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


Explosion Radius gains per tier.

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

 

Damage gained per point of Defense Power.

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

 

Trigger Range

  • 2.5 meters.


Initial Attack Rate

  • 2.49s attack rate.


Huntress - Geyser Trap

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


High Level

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


Explosion Radius gains per tier.

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


Damage gained per point of Defense Power.

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


Trigger Range

  • 2 meters.


Initial Attack Rate

  • 8.31s attack rate.


Huntress - Blaze Balloon

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


High Level

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


Burn Radius gains per tier.

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

 

Trigger Range

  • 2 meters.


Trap Refresh Rate

  • 12.2 seconds.


Burn Damage per point of Defense Power

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


Burn Rate

  • 1 second.


Huntress - Poison Dart

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


High Level

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


Range gains per tier.

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


Initial Poison Damage per point of Defense Power

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


Poison Damage per 2 seconds

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


Poison Duration

  • 100 seconds.


Poison Stacking Limit

  • Infinite.


Trap Refresh Rate

  • 12.2 seconds.


Initial Attack Rate

  • 3.33 seconds.


Other Balance 


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


Content


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


Bug Fixes


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


Known Issues


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



Greetings, Defenders!

Close your eyes. Now open them. Now close them again. Good. If you’re still reading this, you’re either not following instructions or you have special eyelids we’d like to extract for science.

The Calling All Heroes update for Steam is one of the largest updates we’ve done. We’ve created the first of our new heroes, programmed a new system for earning those heroes, revamped the way you interact with heroes and the Hero Deck, tore out and rebuilt our UIs -- we’ve touched a lot of our core infrastructure in a short amount of time. Because of that, there may be a few more bugs in this one. Please report any vile vermin you see in our Bug Reporting form.

But most importantly, we just want you to have fun playing this update. Now that you can build with all of your heroes, we’re hoping to see some truly creative map builds. We can’t wait for you to unlock the Abyss Lord to command your minions. And leveling your whole deck at the same time means it’s easier than ever to build your army.

If you like this update, keep your special eyelids locked right here because there’s so much more on the way. (Did someone say server browser?) We’re all just so damn excited to make the game better, and we hope you’re just as excited as we are.

Love,
The Trendy Team


Features

New Hero: The Abyss Lord

  • The Abyss Lord is the first of our new heroes! Experience safe-for-work tentacle action today:

    • Watch the trailer to learn about his Defenses, Abilities and playstyle.

    • Earn the Abyss Lord with Defender Medals or purchase him with gems!

      • It’s our goal to make it rewarding for free players to earn our heroes. We’re going to pay close attention to our data and player feedback to make sure this feels oh-so-good.

    • The Abyss Lord uses a new weapon type:  Tomes.

    • The Abyss Lord comes with one free Hero Slot (now called Hero Cards).

  • Skill Spheres

    • The Abyss Lord uses a new approach to Skill Spheres that, if you enjoy it, we’ll bring it to the four original heroes and to future heroes.

    • The Abyss Lord has four Large Slots.

    • His Skill Spheres are focused on interesting gameplay additions rather than purely stat increases. (For example:  Adding “Drenched” to the Skeletal Ramster’s attacks, which opens up new combo possibilities.)

    • His Spheres are purchased with Defender Medals at the Skill Sphere Shop.


New Hero Deck

  • Build With All Your Heroes

    • Bring a 5th, 6th, 7th hero and more to the battlefield during the Build Phase! All of your towers will persist, but only your heroes in your deck earn and share experience and loot.

  • Level All Your Decked Heroes at the Same Time

    • All four heroes in your hero deck now gain experience simultaneously. When your active hero gains 100 XP, the rest of the heroes in your deck will also gain 100 XP!

  • Quickswap Heroes (Even in Combat Phase)

    • Now the heroes in your deck are just a button press away during the Build or Combat Phase. Swapping during the Combat Phase incurs a short cooldown.

    • Default Keybinding is F1 - F4.

  • Quick Inspect Other Players’ Decks

    • Defeating the Old Ones is a lot easier when you can work together with your teammates. Use our new quick inspect UI to quickly glance at what gear and heroes other players are using.


Defender Medals

  • Defender Medals are a new earnable currency used to recruit heroes and purchase Skill Spheres.

  • Earn Defender Medals by completing Daily/Monthly Missions and playing maps. Victory grants more Defender Medals than defeat, and you’ll earn more Medals by playing on harder difficulties.

  • The Treasure Pirate now uses Defender Medals, and she has a new inventory of items sold for Defender Medals! Some of the additions include Pet Affection Boosters and Item Upgrade Boosters.

    • The War Recruiter has come out of retirement to sell items for Wyvern Tokens and is located near the Treasure Pirate. He’s also got a few new items to help you use your remaining Wyvern Tokens.

  • In a future patch, Hero Cards will be unlockable with Defender Medals!


New UIs

  • This is the first of our new UI Revamp. We’re updating all of our UIs to a cleaner style, and we’ll be addressing some functionality issues as we go through this revamp. Please excuse our dust in the meantime as we transition our UX over the coming months. This pass focuses on the Hero Deck UI and the Escape Menu UI.

  • New Hero Deck UIs

    • Quickly inspect other players and their gear at a glance. Detail inspect coming soon!

    • New hero cards display your current iPWR, title, name, hero and costume.

  • New Escape Menu

    • Now you can easily see who is in your party and who is your friend through the new session list browser!

  • The new Hero Details page is a new flow for viewing information about a hero and creating one! Check this page out regularly for hints into which heroes we are working on next!

    • Hotkey to open this menu is CTRL + K.

  • Note:  Due to a last-minute issue, we had to disable controller support for the UI. Expect an update in the future.


New Steam Group Weapon:  The Blaster-Caster

  • Thanks to you, the Steam Group is now at 200,000(!) members, which means the Apprentice’s Blaster-Caster is now a random drop in the game!

  • At 250,000 members, you’ll unlock the final Awakening Weapon:  the Monk’s Crystalline Twin-Blade! Join the group!


Daily and Monthly Mission Updates

  • Daily Missions rewards have been refactored. Missions will now generally reward Defender Medals and Gold, but they also have a new, better set of consumable rewards as well. (Item Upgrade Boosters and Pet Affection Boosters can be earned from Daily Missions if you’re lucky!)

  • We’ve cut a lot of the crappy Daily Missions. You’re welcome.

  • Monthly Missions now reward Defender Medals.


April Monthly Mission: “Big Hits”

  • Requirements:

    • Defeat 2000 enemies with abilities

    • Defeat 2000 enemies with the environment

    • Land 5000 random critical hero hits

  • Rewards:

    • 2000 Defender Medals

    • 300,000 Gold

    • 5 Super Item Upgrade Boosters

    • Title: The Big Shot


Additional Feature Notes

  • We’ve removed Lane Resistances as the first step in our Strategy Revamp. Learn more about our upcoming Strategy Revamp.

  • Shellium Shards are being phased out. Evolution recipies no longer require Shellium Shards. Eggs will now rot into common reagents.

  • We also simplified evolution recipes a bit, so only one tier of reagent per evolution is required.

  • You can now use Defender Medals to upgrade your gear at the Enhancement Wheel in addition to using gold.

  • Added a hotkey for the What’s New screen (Default:  F5).

  • The Carnival has packed up and left Dragonfall. It will be back someday!

  • Updated the costume shop with all of the Carnival costumes.

    • Mage of Shadows (Apprentice): 800

    • Masquerade Mage (Apprentice): 800

    • Galaxy Apprentice: 1200

    • Knight of Shadows (Squire): 800

    • Strongman Squire: 800

    • Galaxy Squire: 1200

    • Huntress of the Shadows: 800

    • Moxie Rouge (Huntress): 800

    • Galaxy Huntress: 1200

    • Monk of Shadows: 800

    • Zen Juggler (Monk): 800

    • Galaxy Monk: 1200


Balance

  • Heroes gain much more HP from the Hero Health stat. We rebalanced the amount of ‘free’ Hero Health heroes gained per level to balance this, but Items and SAS points provide substantially more HP.

  • Nightmare difficulties now give as much experience as End Game difficulties.

  • Harbinger’s Warship gives much less Defender Medals than other maps. We’re posting this now so you guys don’t have to spend time finding out!

  • Loot will now drop more evenly for all of your heroes in your Hero Deck, rather than the currently active hero.


Bug Fixes

  • Severely reduced the amount of matchmaking failures and queue errors. Fixing matchmaking/server/performance issues are high on our priority list. More changes to come soon.

  • Made a change to significantly improve the issue where Green Mana on the ground would disappear if a player opened a Mana Node.

    • Now the game destroys tokens in this order:  Ability Mana, Gold Drops, Defense Mana (oldest first for each respective type).

    • So if you keep killing enemies and don't pick anything up, you'll eventually end up with the floor filled with Defense Mana (because it destroyed the other types first).

  • Fixed an issue where players joining an Onslaught match after a reward had been selected did not have a G up or reward selector before first wave.

  • Fixed an issue where some maps would always award XP for keeping the subobjective standing even after losing them.

  • Run ‘N’ Gun Sphere is now currently listed under the Huntress, not the Squire.

  • Elemental Chaos Trap now has the same placement radius as the Explosive Trap.

  • Fixed an issue where the Frostbite Tower’s chill effect was unintendedly reducing enemy Attack Rate.

  • iPWR 231+ gear now correctly requires Hero Level 50. We swear this is the last time we’ll have to re-fix this.

  • Fixed the text tooltips on a number of consumables and pet reroll consumables.

  • Guard swing and impact sounds now play at reasonable volume levels in the taverns.

  • Players can no longer press G to start the wave before the Tutorial loads.

  • Flying Kobolds no longer getting stuck in the Country Home Lane Spawn location on Forest Ambush.

  • The lane wisps no longer remain during Combat Phase on Temple of the Necrotic.

  • The lightning VFX for Katkarot's Elder tier form no longer stretches and attaches to the hero's body while moving.

  • On Temple of the Necrotic, some of the barriers at the beginning of the enemy lanes now have collision.

  • Towers and Pets no longer continue attacking dead Betsy.

  • Fixed the issue where ominous scorched black areas and black cracks appeared as players loaded into the Tutorial.

  • The quest system will now inform the player if a quest/mission reward has been placed into the Scavenger.

  • G4TO Snowball pet ability projectile now properly fires.

  • The Spooky 2015 Challenges now remain locked forever.

  • The cannonball for the Uber Cannonball towers rolls across the floor instead of slides.

  • In the Heroes Marketplace, the Training Dummies in the shadows no longer have shadows.

  • Purchasing an item from the Blacksmith’s Shop or the Relics Shop no longer opens and focuses the last bag in the inventory.

  • On the Dead Road, the green lava pool near the Cemetery spawner no longer deals damage on the inner part of the ledge.

  • Fixed an error message that was erroneously telling players that another player had logged in using their login data when that was not the case.

  • Speaking to any NPC in the Tavern will no longer make Training Dummies invincible.

  • Players should now be able to easily open End Game Chests on both Ramparts and Ramparts Siege.

  • Deleted old trap switch in Little-Horn Valley.

  • The shadows on items placed onto the Enhancement Wheel in the Outdoor are no longer too dark, jagged and positioned incorrectly.

  • Instantly doing damage to the Harbinger when he lands no longer keeps the cannons up. Cannons now stow properly during Build Phase.

  • Fixed the redeem success message for the Mailbox Claim button.

  • Fixed an issue where Little-Horn Valley’s minimap contained extra, unused spawn points.

  • Fixed a clipping issue in Temple of the Necrotic.

  • Fixed an issue where the Lightning Strikes Aura wasn’t properly draining if the targeted enemy died upon firing.

  • Fixed an issue where the F6 Help Overlay displayed debug text in the pet ability description.

  • Poisonous Stacks I Skill Sphere was using the Blaze Balloon skill sphere image. Now uses Poison Dart Tower image.

  • Fixed an issue where the default bindings for the Issue Ping and Pet Ability actions were not shown in the Options menu.


Known Issues

  • After leaving a game session and joining back, your name will not appear in the session list -- just your iPWR.

  • With empty deck slots in your Hero Deck, the incorrect card can be displayed in those slots after inspecting the deck of other players.

  • The  Abyss Lord’s Tomes do not display properly in the NPC shops.

  • The game can crash when selecting Options from the Title Screen.

  • Party Leaders are able to kick themselves out of a map in Private Games.

  • When using a controller, some of the Upgrade/Sell/Repair text and or icons can overlap when examining a tower.

  • The description for the Underworld Bonespine Hood accessory for the Abyss Lord is cut off.

  • The Orc Blockade and Colossus towers can be upgraded early for T2 and above.

  • The health values for the Orc Blockade and Colossus shown in the Inspect Defense window are not accurate.

  • Depending on the game resolution, the green highlight outline around NPCs does not display correctly.

  • The damage numbers for the Abyss Lord’s fully charged secondary attack display before the projectile actually impacts.

  • When deleting a hero in the Forge, the delete window does not automatically go away after deleting a hero. (Click to close atm)

  • When clicking between different pets in the Petrinarian UI, the pet ability on pets will sometimes not display. (It’s there. Just a UI issue.)

  • The “Ready Up” message does not go away after starting combat phase in Onslaught mode.

  • Heroes are not facing the correct direction when opening up the Costume Store.

  • Some text is overlapping in the currency bar at the bottom of the new UIs.

  • Sometimes currency totals do not load when loading into the game. Simply transition to a new map.

  • The Abyss Lord’s Abyss Stone ability does not count toward the new Monthly Mission.

  • The options on the Session List do not refresh after the associate event has occurred. For example, if you leave a party the leave party button will still display until you leave the UI and come back.

  • Occasionally the “Create” button will be displayed for the Apprentice when creating a new hero for a new user. Can be correctly by toggling to a different hero and then going back to the Apprentice.

  • The Masquerade Mage costume currently cannot be purchased. Players will receive an Inventory full message instead.

  • The F5 Hotkey will open, but not close, the What’s New message. Currently must use the ESC button to close the message.

  • The incorrect mesh appears on the Item Enhancement wheel when using an XP booster.

LAWLTA

Patch 1.1.1 Is Upon Us!

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Greetings Defenders,

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

General Balance

  • Cybork

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

  • Thorc

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

  • EMP Kobold Flier

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

  • Zapper

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

Hero Changes


Huntress

Towers

  • Blaze Balloon

    • Defense Power ratio increased to 4.25 from 3.5.

    • Critical damage ratio increased accordingly.

Shards

  • Blazing Phoenix

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

    • Phoenix projectile increased in size.

    • Phoenix projectile speed slowed slightly.


Monk

Abilities

  • Pole Smash

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

    • Can now turn/target during the animation.


Series EV2

General

  • Sword Container

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

    • Reduced firing width.

    • Reduced pellet number to 20 from 30.

    • Increased pellet lifespan.

    • Increased secondary lifespan.

    • Heat reduction reduced to 15 from 22.

  • Various EV2 weapons have had their firing rates tuned.

Bug Fixes


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

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

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

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

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

  • Fixed typos in Hailstorm Tower description.

  • Removed outdated attention/aggro text from several towers.

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

  • Chlorophyte Arrows no longer changes color when upgrading.

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

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

LAWLTA

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DEFENDERS!

The Defender-Centric Update is now live on PC, PlayStation 4, and Xbox One! This update contains a whole lot of love to a lot of foundational systems within Dungeon Defenders II. These changes are based off of feedback many of you have provided, and as Chromatic, we wanted to really give our GLORIOUS Defenders something that demonstrated how much we value our community. Without further ado, let's get into it!

SHARD SHOP

Shards are such an integral part to Dungeon Defenders II when it comes to empowering your heroes with great strength to take out the waves of enemies constantly thrown at you. Currently there is a lot of RNG regarding which shards you get, and to help cut down the randomness, farming lower tiered content is the easiest way to go.

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We don’t want that. We want you playing content you find engaging, while being able to acquire the Shards you want. With this update, you can! We're adding in the Shard Shop, a service that the Gran Ma'ster now offers. Visiting her allows you to purchase Shards directly from her, from Campaign to Chaos VII. There is also search functionality so you can search for the Shard you want and cut down the hunt!

CHAOS VIII SHARDS

Chaos VIII Shards are a new tier of shard, that some of you may have snagged before. We went through and found a way to make these shards feel like a good reward for climbing higher Onslaught, and have them compete with similar Shards. You can get them after a certain point in Onslaught, similar to when you start receiving Chaos VIII Ampoules.

MATERIAL CONVERSION

We want players enjoying Ancient Power as much as they can, and our big goal was making sure that Defenders could play content they found engaging, while working towards a specific goal. Enter Material Conversion. Material Conversion allows you to take a Pristine quality material and convert it to the same type of material of a lower quality. This makes it so that if you are climbing Onslaught, or playing higher Chaos, you're always gaining usable materials to acquire Ancient Power.

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That's not all though! As you play Chaos VII and above, you can take your Chaos VII Ampoules and convert them into CHAOS VIII AMPOULES! We want players upgrading and getting Chaos VIII gear, so this is a step towards making that process feel good and not entirely beholden to RNG. We’ll be using this as a basis for any additional changes/additions made to Ancient Power.

NEW WEAPONS

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One thing that we love is the ability to customize the heroes in Dungeon Defenders II. Weapons are part of the epic-ness (or silliness) that can really show off your own personal taste. This update provides over 30 NEW Weapons that are currently unobtainable. These weapons are gained by climbing through different tiers of Onslaught. The higher you go, the more epic the weapons become! These weapons scale upon opening the gifts to your progression (to a cap, like Chaos VII items). There's a ton to hunt down, and if you happen to get the same weapon repeatedly, no worries — you can trade it to your friends!

NEW ELEMENTAL DAMAGE — POISON!
Poison Mods in the form of Chips are coming with this update. This Mod can be find in Lost Temple for now. Poison can be applied to weapons to give them an additional damage over time effect. BUT WAIT, THERE'S MORE! If earth damage is dealt to a poisoned enemy, they now become PETRIFIED, freezing them in place, turning them to stone, and causing their fellow enemies to attack them!

NEW USER EXPERIENCE
We understand that a lot of Defenders that come to Dungeon Defenders II want to start the game off with their friends. This update includes the ability to complete the New User Experience (the first three tutorial levels) with friends. The flow has also been adjusted so that new Defenders get to town faster and instead of having to complete the tutorial maps first.

BALANCE CHANGES

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Heroes

Adept

  • Towers
    • Hailstorm Tower
      • Increased damage scaling to 4.7 from 4.5 (5% BUFF)
  • Abilities
    • Arc Lightning
      • Increased scaling to 42 from 40 (5% BUFF)

Gunwitch

  • Abilities
    • Two at Twice the Price
      • Increased scaling to 5.5 from 5 (10% BUFF)
    • Broomvault
      • Increased scaling to 37 from 35 (6% BUFF)
    • Broom Swarm
      • Increased scaling to 12 from 10 (15% BUFF)

Huntress

  • Towers
    • Poison Dart Tower
      • Now deals Poison damage by default. This provides the same rules as other elemental damage towers, where Mods cannot apply a second form of elemental damage, but Shards can.

Initiate

  • Abilities
    • Draining Strike
      • Increased scaling to 27 from 25 (8% BUFF)

Lavamancer

  • Towers
    • Maw of the Earth Drake
      • Defense Unit cost reduced to 40 from 50 (20% BUFF)
      • Defense Health Scaling reduced from 225 to 175
    • Fissure of Embermount
      • Increased scaling to 2.2 from 2.0 (10% BUFF)
    • Oil Geyser
      • Health scaling increased to 0.2 from 0.1 (50% BUFF)
    • Volcano
      • Increased damage scaling to 9.51 from 9.31 (3% BUFF)
      • Increased range scaling to 1.5555 from 1.3334 (15% BUFF)
  • Abilities
    • Eruption
      • Increased Tower Defense Power scaling to 1.3 from 1.2 (8% BUFF)

Mystic

  • Towers
    • Sand Viper
      • Increased damage scaling to 6.975 from 6.875 (2% BUFF)
    • Snaking Sands
      • Increased range scaling to 0.1534 from 0.1334 (15% BUFF)

Shards

Abyss Lord

  • Power of the Knight (Gloves)
    • Increased damage boost scaling to 5 from 3 per level (66% BUFF)

Dryad

  • World Tree McBufferson (Relic)
    • Increased shield bonus to 15 from 10 per level (50% BUFF)

Gunwitch

  • Broomnado Power (Boots)
    • Increased damage scaling to 3.5 from 3.0 (17% BUFF)
  • Scatter Power (Chest)
    • Increased damage scaling from 3.5 to 3.0 (17% BUFF)
  • Snipe Critical Strike (Weapon)
    • Increased Critical Chance to 3 from 2 per level (50% BUFF)


Lavamancer

  • Crumbling Stone (Relic)
    • Increased damage multiplier to 1.5 from 1.0 per level (50% BUFF)
  • Shattering Stones (Boots)
    • Increased detonation damage to 45 from 40 per level (13% BUFF)
  • Volcanic Might (Relic)
    • Increased stun chance to 2% from 1.5% per level (33% BUFF)
  • Volcano Mega Rock (Relic)
    • Increase Defense Power scaling to 200 from 150 per level (33% BUFF)

Mystic

  • Lashing Power (Chest)
    • Increased damage to 3.5 from 3.0 per level (17% BUFF)
  • Split Vipers (Relic)
    • No longer removes ramp up damage (BUFF)
  • Debilitating Madness (Gloves)
    • Increased damage amplification to 3.5 from 3.0 (17% BUFF)

    

BUG FIXES

  • Fixed an issue with Pristine Motes not dropping correctly from Victory Chests (now drops a stack of five).
  • Fixed an issue with Shattequake triggering Mod effects based off the heroes equipped weapon.
  • Fixed an issue with poison sometimes not applying towards the Controller Burn mutator.
  • Fixed an exploit that allowed users to generate infinite mana with the Dryad.
  • Adjusted error messaging when players were pushed to the main menu from the tutorial maps.
  • Fixed an exploit that allowed users to generate unlimited defense mana.
  • Fixed an issue that allowed defense effects to stay after being sold.
  • Adjusted the messaging from the second tutorial map.
  • Adjusted messaging that indicated a map had not been unlocked yet.
  • Fixed an issue that allowed players to get infinite help.

KNOWN ISSUES

  • Shattering Stones, Explosive Poison, Snake Bomb, and Explosive Finale shards are not working correctly.
  • Crafting Materials are currently not tradeable.
  • Poison damage is not procc'ing correctly on Target Dummies.
  • The Wayfarer is still in his winter clothes, we’ll get him a new pair of clothes in our next patch/hotfix.
  • Poison Dart Tower does not have an attunement icon.

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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Everyone in Etheria can find a new furry (scaly or creepy) companion, but only 6 of you can become a true Beastmaster.

For the next six weeks, search high and low to find the strongest pet in each class. Whoever wins that week will be awarded the exclusive in-game title of “Beastmaster." 

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This week, you’re looking for Growld! The person with the strongest Growld wins!

In order to participate, you must take a screenshot of the pet’s stats and post it in the comments along with a link to your Steam profile page. You are allowed to submit multiple entries during the course of the contest. At the end of the contest, we’ll verify who had the pet with the highest DPS. This person will be claimed the Beastmaster.

Any pet that has hatched since launch will be eligible for the contest, so keep all of the pets that you hatch -- it may help you win the next week’s contest. We’ll reveal the next contest next week!

If you win, you will not be eligible to participate in another Beastmaster contest in this series. Yes - only one of you can be the very best. I mean six. Six different of you.

This week’s contest begins now and runs until next Wednesday at 12 PM EDT. The winner will be selected and revealed at the bottom of the next contest post on Thursday.

Good luck!


LAWLTA

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Greetings Defenders,

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

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

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

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

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

New Game-wide Mode:  Tower Royale

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

Increased Party Size on All Maps

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

New Town Queue

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


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The Blue Zone

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

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

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

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


PVP and Loot Importance:  Two Birds, One Stone

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

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

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

Premium Connection

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

Random Access

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

Blue Zone Protection Shard

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


Bluer Zoner Protectioner Shards

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


Premium Wyvern Drops

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


Paid Opt-in Optimizations

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

  • 4k Shadows:  1003 Gems

  • 30 FPS:  2000 Gems and 400 DMs

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

  • 60 FPS:  One Juicebags Music Video

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

  • Anime Graphics:  9001 Gems

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

Bag Locks

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


Bag Lock Keys

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


Bag Locks in Locked Chests

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


Bag Locks in Locked Chests Keys

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


Defender Packs

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

New Features

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


Over 50 New Heroes

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


Two Brand New Maps

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


New Enemy: Kobold Vaulter

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

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


New Weapon: Guided Missile Launcher

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


New Movement System: Vaulting

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


New Social Feature: The Always On Microphone

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


Trading The Things That Count

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


New Justin.tv Integration

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

New Platforms

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

  • Nintendo Switch - April 20th, 2019

  • VR on Steam - November 3rd, 2018

  • VR on Virtual Boy - August 16th, 1995


Nintendo Labo

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

Miscellaneous Changes

  • Turkey was too powerful.

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

  • Dryad was nerfed and buffed.

  • Tamagotchi functionality has been added.

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

  • Hardcore Permanent Death option added for each hero.

  • Mastery reworked into Novicery, with better rewards.

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

  • Smell-casting added to the Town hub.

  • Voice commands.

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

  • Four Nightmare difficulties added per Chaos Trials tier.

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

RELEASE DATE

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

No More To Come

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


For Mitch!

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

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The October monthly quest may blow your mind, Defenders. There is disturbing news from the front. Many troops have had reports of terrifying nightmares. A mass of hulking skeletons, shambling towards a cache of legendary treasures. They are led by horrifyingly cute teddy bears.

This is the work of a gang of Bearkiras, psychic Creepers with frightening powers. Head to the Incursions, secure the Legendaries and destroy their skeletal minions. They’ll be forced to join us in our fight against the Old Ones.

Teddy Bear Nightmare

  • Kill 75 Skeleton Special Enemies

  • Find 75 Legendary Items

  • Win 25 Incursions

We hope you enjoy this month's quest, Defenders! What do you think of the monthly pets so far?

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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:


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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!


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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.


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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.

Artorias


Greetings, Defenders!

So far we've given you quite a bit of insight into how our levels are developed visually from start to finish. There is, however, one final element that greatly contributes to the atmosphere of our beautiful maps: audio. Once our level designers have finished building and scripting a map, and our VFX artists have gone through to make sure everything is appropriately shiny, it's finally time to implement sound.

When a map is ready for sound, my first step is to generate an audio asset list for our talented sound designer, Afshin Toufighian. It is during this process that I decide which environment pieces and effects will require an audio element and which areas of the map will require their own stereo ambient sound waves.

Stereo Sounds


Unlike mono sound waves, stereo sound waves utilize both your left and right speakers to create one sound, and as such are not spatialized. This means that they don't seem to come from any one direction in particular, which makes them useful for establishing an ambient backdrop to a given area. Most indoor maps like Siphon Site D only require one stereo sound spanning the entire level. In contrast, outdoor maps like Nimbus Reach can have a variety of environmental settings that each require their own stereo sound.

With Nimbus Reach, we wanted the starting area near the main cores to sound windy and devoid of wildlife. As we imagined the player approaching the forest area towards the back of the level, we wanted the sound of wind to fade out as the sounds of wildlife faded in. Of course if the player were to approach the waterfalls and rivers on the sides of the map, we wanted the sound of rushing waters to fade in. You can see how this was achieved below.

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Yep, with circles. Mystery solved.


Here you can see I've placed a stereo sound wave on each side of Nimbus Reach. The inner and outer blue circles surrounding each sound indicate its minimum and maximum attenuation, respectively. When inside the inner minimum attenuation circle, the player will hear that sound at full volume. As the player leaves the minimum attenuation circle, the sound's volume will dynamically fade out as the player approaches the maximum attenuation circle, beyond which the sound will no longer be audible. By fine tuning these attenuation values, I am able to make these stereo ambient sounds fade in and out as the player traverses the level, giving the sounds a sense of 3D placement.

Mono Sounds


After the stereo sounds are in place, it's time to start adding in mono sounds for singular environment details. Mono sound waves only utilize one speaker channel, so I set them to be spatialized. This means a player standing near the sound will hear it travel from speaker to speaker as the they turn their camera and experience a direct audible link to where the sound is coming from. In Nimbus Reach, I've implemented mono sounds for things like rustling grass, glowing plants, and single crickets chirping throughout the level.

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All my single crickets, chirp your hands up.


The Big Picture


When used together, mono and stereo sound waves can create a complete and convincing soundscape for the player to experience. For example, while the water areas in Nimbus Reach do have a stereo water sound encompassing them, each individual waterfall also has a mono sound associated with it as well. These mono sounds communicate to the player's ears that each waterfall is indeed making its own sound, while the stereo sound communicates the reverberations of water sounds a player should expect to hear that close to the base of a few waterfalls. To put it simply, the stereo sounds function as my broad brushes, while the mono sounds function as my detail brushes.

The finished product can look a little messy...

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It’s ART, okay?!


...but we think it sounds pretty good. You don't have to take our word for it though. Check out the video at the top of the post for a tour through Nimbus Reach and hear for yourself!

The random winners of our previous blogs are:

Enemy Tiers: Holliewood
Enemy Tiers: xFuNz
The Concept Art Process: MyGoldfish
The Concept Art Process: Alih789

What did you think of the ambient sound process? Tell us in the comments below, and you could win a pre-alpha code for Dungeon Defenders II! You have a full week to leave a comment. We’ll pick TWO random posters and reveal the winners next week. Don’t have a forum account? It takes less than a minute to join the community!
Elandrian



Experience Winter in Etheria with the Holiday Siege Update Out Now on PC, Later this Week on PS4!

FEATURES

Siege Rollers, ROLL OUT!

After months of Goblin Research and Development, the Harbinger has deployed a new war machine onto the battlefields of Etheria.


Holidays in Etheria!

New decorations in the Heroes Marketplace and on a limited number of maps!

Happy Holidays! The goblins are toiling relentlessly making presents for the Holiday Tree. Check back soon for presents!


Costume Showcase

Check out even more costumes in the newly designed Costume Showcase at the Seamstress.

BALANCE

  • Dryad

    • Removed collision from the Hornets so they can properly target enemies.

BUG FIXES

  • There were some areas of Siphon Site D that the Dryad could sneakily build … Well, NOT ANYMORE!

  • Fixed an issue with some skeletons spawning underneath the main core on Greystone Plaza.

  • We learned how to spell “Watermelon.”

  • Hornets no longer attack empty space on the Dawn of the Blood Moon Incursion.

  • Fissure of Embermount’s AoE graphic should be less distorted in some cases.

  • No more typos in the Forest Biome loading screen and description.

  • No more typos in the Soul of Night tooltip.

  • Fixed typos with Little-Horn Valley’s description.

  • Fixed the wording for the Skeletal Orc Health and Abyss Knight Damage passives.

  • Fixed some collision issues with areas of the Heroes Marketplace.

  • Fixed some collision issues with pillars on both forms of the Ramparts maps.

  • Fixed a case where people could get behind the enemy spawner on Forest Biome.

  • Fixed the Mystic’s Hemolytic Poison sphere’s poison stacking infinitely.

  • Fixed an issue on the Harbinger’s Warship where you could G up before the victory matinee and not get your victory chest.

  • Fixed an issue with the From the Ashes Phoenix Box Passive where it would travel along the ground rather than firing into the sky.

  • The “Delete Hero” button at the Forge works again.

  • Mystic’s Sand Viper towers now focus targets affected by Dark Torment properly.

  • Mystic’s Sand Viper tower now can be affected by buff beam.

  • Fixed an issue with Damage over Time effects not critting properly.  This change should have added critical chances back for a number of defenses/abilities: Dryad's Corrupt Mushrooms/Blessing, Huntress's Blaze Balloons/Poison Dart Tower DoT, Gunwitch's Snipe Poison Rune, Mystic's Lash Out and Dark Torment, Squire's Sword of Unholy Fire, Abyss Lord's Left Click attack, Lavamancer's Fissure of Embermount and Monk's Lightning Aura.

  • Souls of Night no longer expire.

  • Fixed an issue where a buff beam would be destroyed if a buffed tower was moved or sold.

  • Fixed some visual effect issues with goblins.

  • Proton beams no longer drain Boost Aura when not hitting anything.

  • Fixed an issue with the Dryad where you couldn’t upgrade towers in corrupt form.

  • Fixed an issue with the Dryad’s Hornet’s Nest health value being displayed too high above the tower.

  • Fixed a typo with the “3 Castle Wins” quest.

  • Fixed a typo in pet tooltips.  Learned how to spell “Abilities.”

  • Buried Bastille has the correct iPwr recommendation and correct description now.

  • PS4 - Fixed an issue where the cursor would go back up to the top of the item category after the “Are You Sure” confirmation box.

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:


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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!


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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.


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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

Muskie4242
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All art made for games is super easy to create and we, as artists and animators, can speed through pretty much everything. We are guaranteed that anything we do will always work with the tech, design, and overall style the first time, every time.

...Yeah, right.

The reality is that solid, polished art takes time. So much so that terms like “polishing” or “fleshing out” are extremely commonplace, and it is not unheard of that production deadlines be missed because of it. Thus it’s out of necessity that game animators find ways to make fast and simple versions of each and every one of our assets before we devote ourselves to the lengthy process. This is known as “iteration.”

So Many Questions. So Little Time.

When I first begin an animation, a wide range of people may be required to add their input. This is where the iterative process is most important. Designers, programmers and artists all have specific needs and desires for what they want the animation to achieve, and the number of potential problems that each individual's expertise can reveal is virtually limitless. This inevitably requires dozens of changes all around. My ability to quickly and efficiently implement those changes -- or “iterations” -- in my work can be the difference between meeting or missing a deadline, and subsequently ruining or making the day of the people further down the production pipeline.

Of course, it’s always a fun day when art, design, and tech requirements clash.

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Every day is a fun day in the Game Dev business.

This is why I adopt so many different workflows, so that I always have one I can utilize depending on each scenario. In most cases, though, the process can be broken down into three steps of development: blocking, fleshing, and polish.

Where to Begin?

The blocking stage is where I establish the main poses and the timing they play on, which sets the stage for everything that follows. When an animation is blocked out, we focus on the broad strokes concept -- the essential components that communicate the desired movement.

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“Too simple.” / “Nah, I don't like it.” / “I changed my mind. Go back to the other one.”

Blocking is traditionally the most preferred way of starting an animation, being that it generally allows us to work quickly while still showing off the full range of movement. However, it might not be the very best approach every time. If I don’t have a completely clear direction from my supervisors, for example, I might take a more broad approach for some animations, using nothing more than a couple of individual poses just to set a specific tone.

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“It can’t be a strike. It has to be a slash.” / “Tone the arc down a little so it stays tight to the lane he is in.” / “The attack should come from a low point or a high point. Not across.” / “Thats the one. Build from there.” (Dark Assassin animations are a work-in-progress.)

Or no posing at all, but rather a path of action that the character takes, complete with the timing of their major movements. It can also mean that I have to use placeholder animations in the engine while smarter people figure out if it will work properly.

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“Neat, it doesn’t crash. Now make him do squirrel stuff.”

The Illusion of Life

From these individual starting points, I can begin to develop the animation further until it is the asset you see in game.

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“Blocking” / “Fleshing” / “Polish”

Above you can see the full process behind one of our new enemies, the Javelin Thrower. In the blocking stage, I was directed to push his style to a more fun place than other characters, so the movements are more exaggerated than some of our other enemies. Once it moved into the next stage, I fleshed it out by smoothing his movements into something more refined. Then I spent a lot of time polishing all the little details until he reached the point where he can feel alive on your screen. (Though not for long.)

While it may seem like a long process, the multiple levels of iteration each animation goes through are crucial to getting the final asset at the quality you've come to expect from DD2. It’s always important to maximize the conveyance of important information early on, while minimizing the time spent on it. We can never foresee all of the potential problems, but we can find ways to address them faster.

Thanks for reading! Let us know in the comments which animation you enjoyed the most and you could win a seat on the Defense Council! Want to see the finished/near-final versions of each animation presented in this blog? Check ‘em out in the comments below!

John Muscarella
Virtual Puppet Master (Animator)

The random winner of last week’s Elemental Weapons blog is Lord_DaS!

Leave a comment to get your hands on the Dungeon Defenders II pre-alpha! You have a full week to leave a comment. We’ll pick a random poster and reveal the winner next Tuesday. Don’t have a forum account? It takes less than a minute to join!

Also, the random winner of our Enemy Lane Balancing blog is going to be chosen on Friday, so there’s still time to enter!
Esorath
tiers-Blog.jpg

In the original Dungeon Defenders, we used different colors to designate enemy difficulties. This was a clear way to show that one enemy was harder than another, but it didn’t allow for variety in the way enemies were presented during each wave.

In Dungeon Defenders II, we've thrown out the color system, and we're now using a tier system. A tier is basically an “upgraded” version of an enemy. We’ve shown you different enemy tiers in previous blogs from Javelin Throwers to the nightmare-inducing Ogres. These enemies and almost every other enemy in the game will come at your defenses in different tiers. Below, you can see a Tier 1 Orc, a Tier 2 Orc and a Tier 3 Orc.

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As you can see, each tier is not a new enemy, but there is a visible progression between the three Orcs. The first Orc can be pretty threatening when first encountered, but then you meet the second tier of Orc. He’s stronger, hits harder and can withstand more damage from towers and heroes. Then you move on to fight the Tier 3 Orc. Basically a walking tank, this armored foe is no joke. If he’s not dealt with, a Tier 3 Orc can do some serious damage to your defenses.

Using this system, level designers will have more fine-tune control on how the difficulty of the game ramps up. We’re able to introduce enemies early on in the game like the Orc and the Kobold for players to learn how to respond to that type of threat. The higher-tier versions of those enemies allow the level designers to generate harder difficulty late game without needing to send out hundreds of Orcs and Ogres.

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New Tiers, New Fears


Some tiers aren’t just stronger versions of an enemy. Many Dungeon Defenders fans are familiar with the tower-busting enemy known as the Kobold. He’s back in DD2, and by utilizing the tier system, we can vary the gameplay of the Kobolds to generate different difficulty from one enemy type.

The tiers of Kobolds progress not from the front, but from the middle. We have a standard Kobold or Tier 2 Kobold in the center. This run-of-the-mill exploding menace makes his return as he was in DD1. But his tier setup goes down to a smaller and faster version, the speedy Kobold. Upon setting off his wick, this Kobold skates his way at high speeds towards his target. His speed comes at a cost, though, as he does a smaller damage amount than his medium-sized compadre.

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On the other side of the scale, we have our Heavy Kobold. This third tier of the Kobold is the heavy hitter. He packs a harder punch than the regular Kobold but at the cost of speed. He moves much slower, making it easier to take out before he is able to blast through the towers.

This new tier progression is a way to generate a much smoother and enjoyable ramp in difficulty for players. It also allows a variety of enemies to challenge the players without creating too much confusion when trying to learn new enemy types.

Do you have an idea for an enemy tier? Tell us in the comments below, and you could win a pre-alpha code for Dungeon Defenders II! You have a full week to leave a comment. We’ll pick TWO random posters and reveal the winners next Tuesday! Don’t have a forum account? It takes less than a minute to join the community! Also, there’s still time to enter The Concept Art Process blog giveaway, where we'll also select two random winners!

Instead of our usual two blogs per week, we're going to post one dev blog a week moving forward. Don't worry: We'll still giveaway four pre-alpha codes per week -- two on each blog and two on each Facebook post!
LAWLTA



Greetings Defenders,

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

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New Hero:  The Adept!

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

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

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New Ability:  Arcane Bubble

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


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New Ability:  Arc Lightning

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

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New Defense:  Hailstorm Tower

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

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Try the Adept for Free!

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

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

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Revenge of the Yeti’s Incursion on PS4 & PC

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

Double EXP Weekend!

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

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

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User Interface

  • New Cosmetic Manager UI!

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

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

  • Added a rotating preview model to hero customization.

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

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

Matchmaking

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

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

  • Joining nearly completed matches is now less likely.

  • Sticking with party members between maps has been improved.

  • Custom session name will now preserve between maps.

  • Default session name will change and update between maps.

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

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

Gamepad Improvements

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

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

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

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

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

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

  • Selecting an item automatically focuses a valid equipment spot.

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

    • Selecting a relic chooses the first relic slot.

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

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

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Leaderboards

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

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

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

General Balance and Features

  • Multiplayer Enemy Health Scaling

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

  • Wisps are back on all game modes!

Hero Updates

Abyss Lord

Ascension Powers

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

Adept

Abilities

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

    • Mana Cost: 80

    • Cooldown: 25 seconds

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

    • Mana Cost: 35

    • No Cooldown

Towers

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

    • Defense Cost: 40 DU

Shards

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

    • Found in the Chaos 1 Shard Pack.

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

    • Found in the Chaos 2 Shard Pack.

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

    • Found in the Chaos 2 Shard Pack.

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

    • Found in the Chaos 3 Shard Pack.

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

    • Found in the Chaos 4 Shard Pack.

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

    • Found in the Chaos 4 Shard Pack.

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

    • Found in the Chaos 5 Shard Pack.

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

    • Found in the Chaos 6 Shard Pack.

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

    • Found in the Chaos 7 Shard Pack.

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

    • Found in the Revenge of the Yeti Incursion.

Apprentice

General

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

Abilities

  • Arcane Volley

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

Shard

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

    • Found in the Revenge of the Yeti Incursion.

  • Magic Missile

    • Updated the description.


Huntress

Abilities

  • Oil Flask

    • Animation speed greatly increased.

Monk

Towers

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

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

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

Mystic

Towers

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

Bug Fixes

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

  • Fixed multiple split-screen crashing issues.

  • Fixed multiple split-screen party invite issues.

  • Fixed multiple split-screen party continuity issues.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Removed unneeded tooltips for Hero Customization top row.

  • Fixed default Shinobi Monk Head’s eyes.

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

  • Fixed an issue with PS4 shader cache.

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

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

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

  • Fixed accessory tab segment bug.

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

  • Fixed several spelling errors with shards.

  • Added default skin names for towers.

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

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

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

  • Fixed several spelling errors with equipment.

  • Removed option for Gunwitch to select tower skins.

  • Lowered volume level of rivers.

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

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

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

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

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

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

  • Fixed a material issue for forest maps.

  • Fixed a focus issue with the Petrinarian UI.

  • Fixed default skins to not have tooltips.

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

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

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

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

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Balance

  • Campaign normal is now more “normal.” What does “normal” even mean? T-shirts and jeans? A polo? Beer by the pool? Warsong Commander giving minions with 3 or less attack charge? Check out our influence vote later today to help decide what “normal” means.


Bug Fixes

  • Restored our loading screens to their formal, non-pixelated glory. I mean, former. It’d be really cool if they were wearing a suit though, right?

  • Fixed one of the many issues with full-screen windowed mode. We wish that read “full-screen mode,” but it doesn’t. That fix is next! Stay tuned.

  • Stopped monthly missions from resetting when you join a Social Tavern.

  • Put together a plan to give everyone affected by the bug above a free Bearkira. Have a look!

  • Chopped October’s monthly mission requirements in half. IN HALF. Actually, more than half. But you get the drift.
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Greetings, Defenders!

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

Our next patch, Loot & Survive, is coming soon™. It contains pretty much everything you could want while defending Etheria -- a new leveling/progression curve, level cap increase to 50, rewards & Skill Sphere choices as you level up, a completely new loot/stat system, Onslaught Mode, Nightmare mode, an economy balance to make gold more meaningful, and oh so much more.

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

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

I_PASS_BUTTER



Greetings, Defenders! Lots of exciting changes are coming to Dungeon Defenders II. Get ready.


On October 13th, the Steam version is entering Open Alpha! This is when the game will be free for anyone to join in the Early Access period. To this point, the feedback from our Early Access players have led to major changes to core features, and we’re excited to extend this opportunity to everyone. Players who join in during Open Alpha and beyond will not receive the currency or exclusive goodies unless they purchase one of the packs on Steam. When we move into Open Alpha, there will be no more full wipes, but we may still have limited resets/rerolls depending on what we add or change to the game.


But before Open Alpha happens, we’re releasing our next major update:  Ascension! (Current tagline:  “Ascend to even greater heights of power, courage, awesomeness and friendship!” ...we’re still working on it.)


This update will release in two parts. The first part releases on October 7th, and the second part tentatively releases on October 27th. Part One contains:


  • Experimental bigger towers and clustering changes

  • New ranged/melee weapon variety

  • Stat Allocation System:  choose where you put stat points when you level up!

  • A new Huntress build

  • New costumes

  • Enemy rebalancing and more!


Part Two contains:


  • Two new maps!

  • A new Incursion

  • New minibosses

  • Four new hero builds

  • New spooky costumes and more!


To see the Ascension update in action, check out today’s Devstream below.



I_PASS_BUTTER

Our next patch, Loot & Survive, is coming July 28th. It's a massive patch, with a new levelling/progression curve, level cap increase to 50, rewards & Skill Sphere choices as you level up, a completely new loot/stat system, Onslaught Mode, Nightmare mode, an economy balance to make gold more meaningful, and so much more.


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


Corrupted Welp

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

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4 Survivor Hero Costumes [updated 7/18]

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

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


Wyvern Token Rewards

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

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


Wyvern Tokens Earned

Gems Rewarded

20 - 39

150

40 - 79

300

80 - 119

500

120 +

1200


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


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


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).
TrendyBrad
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Just over a year ago, we left the MOBA behind and restarted development on Dungeon Defenders II.

We’ve had a blast, with over 750 Councillors enjoying our in-development game and guiding us on decisions big and small. We missed putting up our anniversary post last month, but we’d still like to take this opportunity to revisit the pillars we’ve built our game around and discuss a few updates on how we think we’re doing on each.

But before we dive into that, thanks for your detailed feedback on account leveling! We’ve been reading through the posts and are really excited by the positive reception. We also gained valuable insights on issues we need to carefully consider when creating this type of system. With all of this in-mind, we’ve decided to move forward with the concept.

To that end, we’re taking a few steps to ensure we get the best feedback on what we build. This fall, we’ll unveil new opportunities for players to become part of the Defense Council. Then, we’ll introduce the account leveling feature in a Test Realm of sorts, allowing us to get feedback at an early stage before committing to the feature. We want to ensure that changes of this scope are what you want, and we will provide many avenues for you to influence our development process in the near future.

Now, on to our pillars! If you all remember, we defined five core pillars at the onset of development last year. We’ll walk through each one and grant some insight into where we are right now.

The Pillars: One Year Later

Accessibility


This is a major, active focus for our team. Over the past few months we’ve been evaluating our features and overhauling our UI to make them more intuitive. We’re still in the first phase of our UI revamps and are fixing bugs and improving functionality.

We’ve also started adding the first tutorials to the game, including enemy introduction and tutorial videos. These give brief explanations of enemy behaviors and game features as players are exposed to them. We also have a very exciting (non-video) tutorial experience we’re planning to do in the future, once we’re happy with our core features and interfaces!

To help you see some of what we’re doing, here’s an evolution of one of our UIs. You can see how far we’ve come till today, and trust me, we’re not done yet.

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Replayability

We’re always talking about replayability at Trendy. It keys into one of the core tenants of game design: small, medium and large rewards. We finally have some of these reward systems in-place, and we’re iterating on them as we speak. These systems define and create the game’s replayability (awesome loot!).

We also have some new ideas that will encourage replayability, like the prestige and account leveling systems we mentioned in the last blog post. These are currently in the design phase.

Here are some other things we are currently working on to encourage replayability:

  • Creating an engaging balance for our maps
  • Adding more depth into character leveling with the new Spec Nodes system (which we’ll talk about in more detail later!)
  • Evolving our item enhancement system
  • Creating special stats for loot (also, more info coming soon!)

We’ll be talking with you often on how we improve the replayability of DD2 as we go. We’re not there yet, but we have created good building blocks for us to expand on, and we can’t wait to get your input on where our efforts will be best focused.

Well-Paced Rewards

This too has finally started to come together in the last few weeks. We’re constantly working to refine our reward loops so they create a sense of progression and excitement. We’re also constantly working to empower players with meaningful choices they can make throughout the game experience.

Right now, we’re iterating on how and when specific tiers of loot drop in our maps so players are always engaged, excited and getting good upgrades. We’re also iterating on our Spec Nodes feature for character growth (I think we’re on version 3 right now!) so that you have engaging decisions to make throughout the progression curve.

Our current goal is to get all of the reward systems we’ve implemented working in concert together. After that, we will look into adding in new layers on top, like daily missions and better in-match goals. Once we expand the Defense Council, we look forward to gathering feedback on which reward systems we can improve and introducing the reward systems that you want first… first.

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Gameplay Depth

When we first started working on DD2 over a year ago, we were exploring how we wanted heroes to work in the sequel. We created a set of defenses and abilities, iterated on them, and, more importantly, played with them a ton. We’ve learned quite a bit since then about what works and what does not. With that knowledge, we will be doing major passes on each of the heroes to better focus all aspects of their gameplay, including regular attacks, abilities and towers.

Our goals here are to increase the gameplay depth of each hero individually and to expand the interactions among heroes. We’re calling these passes Hero Revamps. We’ve already completed the first revamp, for the Apprentice, and over the coming months will be working through the rest of our heroes, leveraging your feedback.

We have many other irons in the fire too, like adding a renewed focus on magic and physical resist enemies, iterating on our hero spec nodes for better choices, and much more.

Action, Tower Defense and Role Playing Work Together

One of our biggest challenges as developers is creating fun new ways for these three elements to synergize while maintaining an equal emphasis on each of these elements.

When we started developing DD2 we identified action as one of our weakest components and put a lot of effort towards making combat feel more visceral and making abilities more exciting to use. This is also why we enabled player movement while executing defense interactions like repair, upgrade and build.

However, as we continued forward we continuously received feedback from the Council that the tower defense component of DD2 seemed to take a second stage. So recently, we’ve put a lot of effort into bringing the tower defense aspect of gameplay back into focus. The game feels much more satisfying when both you and your defenses are devastating the Old One’s hordes.

Finally, this is also a big inspiration for the Hero Revamps. We’ll be fixing defenses that are broken, throwing out bad ones while replacing them with new options with better strategic choice, and creating new interactions between the tower defense, action and role-playing elements of the game.

Final Thoughts

It’s been quite humbling to look back over the past year as a team and see how far we’ve come. The great experiment of the Defense Council has been extraordinary, from the live streams to the forum posts, and even though it might not always seem obvious to our Councillors, we talk about the notes often and use them every day to influence the decisions we make. As we get ready to expand the Defense Council, we can’t wait to see what new perspectives these players will bring to the table.

So as we continue to work hard at creating the best Dungeon Defenders experience we can, jump into the forums and give us a few of your favorite moments from the past year for inspiration! We’d also love to hear what you’re looking forward to the most, and here’s to another great year of Dungeon Defenders II!

Since the delay between blogs, we're selecting 10 winners from our Share Your Feedback blog! The winners are Senacherub, Tammy, Wylbhr, rawrsair, SnakeChips, Sirpennywise, mattster365, tosado, Low Ceiling and Warmonger! Winners, keep an eye on your forum PMs for more information.

Share your honest feedback about this blog in the comments below, and you could win a pre-alpha code for Dungeon Defenders II! We’ll pick TWO random posters and reveal the winners next week. You have a full week to leave a comment. Don’t have a forum account? It takes less than a minute to join the community!
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Its that wonderful time of the year where we are all glued to our computer screens enthusiasticallyawaiting everything E3 has to offer.



This year, we thought we should do something special for our fans who wait eagerly every week to learn more about the Cooperative part of our game through our Co-op Confidential blogs. Thats why we have partnered up with our good friends at Twitch TV to bring you some exclusive first looks at our Dungeon Defenders II Cooperative mode.



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After an intense battle of rock, paper, scissors, our very own Philip Asher was chosen to go to Los Angeles and share a very early, pre-alpha build of the game. Want to see new towers, a new level and a whole new take on Etheria? Tune in to Twitch TV at 12:20 p.m. Pacific Time, 3:20 p.m. Eastern time.



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Whatre your thoughts? What would you like to see during the livestream? Have any questions you want to ask us regarding the game? Want us to continue this sneak peaks into the development of DD2? Let us know in the comments below. Our favorite comments will receive DD2 beta codes! Winners will be chosen on June 17.
pmasher

Greetings Defenders,


As we teased a few Devstreams ago, some big changes to Nightmare are coming with the Alpha & Beyond patch. These changes are meant to make Nightmare something both fun and challenging. They will begin a process of making a much larger swatch of Nightmare meaningful, not just Liferoot NM 4.


Nightmare Improvements

Here are some of the changes that will be included in the patch:

  • Free Play & Nightmare maps will be re-organized into 3 blocks. Each block represents a different map difficulty and will award progressively better loot and XP. Map order here is very different from Campaign. For example, Forest Crossroads is in the first block of maps and Liferoot Forest is in the second.

  • Nightmare maps have been rebalanced for solo play. We have reduced the number of threat lanes for solo players on more complicated maps compared to the live version of the game. We have also increased the reduction in enemy level for less than 4 players.

  • Loot will drop from all enemies after Wave 1. On the first wave, loot will only drop from Special Enemies.

  • Nightmare 1-3 will be different than Nightmare 4.Our current goal is that players will be theorycrafting and creating strong builds while playing 1-3 in order to take on the challenge that is Nightmare 4.


Nightmare Rollback

When these changes roll out, there will also be a rollback for Nightmare gear. All gear with iPWR 241+ will be rerolled to iPWR 240. This gear will be the same type (bows will still be bows), but the stats and the passives on the gear will be rerolled and may be different from what you had. Once the patch is live, you’ll be able to take all your gear and start your assault on the new Nightmare modes. We can’t wait to hear your feedback on our latest Nightmare changes!


Nightmare Pioneer Rewards

As a reward for venturing into the depths of Nightmare early, any player who has at least one piece of gear with iPWR 241 or greater before Alpha & Beyond releases* will receive these 4 exclusive accessory variants:

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Good luck, Defenders! We look forward to hearing your thoughts on these Nightmare changes this September.


*We will be providing an exact cutoff date and time for these rewards in the future.

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