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[CG] Mary

 

DEFENDERS,

We’re all so excited for the Steam Early Access release of Dungeon Defenders: Awakened on Feb 21st! We wanted to share some of the awesome work the team’s been working so hard on to get ready for the Early Access at the end of this week. This Dev Log will have some sneak peaks from different departments here at Chromatic: Art, Design, and Engineering! Also, if you haven’t and wanted any of the goodies that come with the preorder editions of DD:A, make sure to get them ASAP since they’ll be gone at 11:59PM EST 2/20! 

Some of The Team

Mary — Community Manager

Hi there! I’m Mary, the new Community Manager and I’ve been working for Chromatic for a little over a month now. I worked at Artix Entertainment previously for almost five years before coming over here. It’s been super fun and I had a blast at PAX South talking to everyone there about DD:A. I’ve been really enjoying reading all of your feedback and suggestions regarding DD:A, and making sure that your voices are heard by the team. I’ve also been working on ways to revamp some of our social media platforms like Discord and hopefully you’ll see those changes soon. I’ve also been getting together some little gif teasers together and getting feedback from the Discord community. Here’s some examples:

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I’m looking forward to hearing everyone’s thoughts on the Steam Early Access of DD:A! It’s only 2 days away!

 

Brent Caulfield — Jr Designer

Hello, my name is Brent Caulfield and I am a Jr. Designer at Chromatic Games. I first started game development about 6 years ago when a friend and I started making a FPS game with wizards and magic instead of guns and ammo. That eventually evolved into a commercial project called Grimoire: Manastorm which was released on Steam in late 2017. After that I started a design internship at Chromatic and then accepted a full time design position shortly afterwards!

There have been a lot of interesting tasks, but my favorite would have to be the final implementation of gameplay elements for all the maps. Placing the final parts to make the gameplay work and then being the first person to playtest it was really exciting. Seeing the waves of enemies all come out on the maps full of beautiful art was a great experience and one I’ll remember for a very long time. There were so many talented peoples’ work that went into making it all happen and to be one of the first people to see it all come together into a full gameplay experience was very special and was definitely my favorite thing I’ve worked on!

Reverse engineering and breaking down DD1 code to find out exactly how and why different systems work was definitely the hardest stuff I’ve had to work on. In order to create an authentic DD1 style experience the Engineering and Design teams spent a lot of time going back into the DD1 code to see how it all functions. One of our major goals with the project is to bring back that awesome gameplay experience that so many people love and while we have extremely experienced people on the team that know how it all works there were still some surprises along the way that we never would have figured out without digging into the source code. This was very challenging at times, but extremely rewarding at the same time.

After the initial hazing (Javahawk told me it was possible to beat DD1 Insane Deeper Well on a fresh character) things have been great! Gainesville is my hometown and game development is my dream job so I feel extremely fortunate that I was able to find a place at such a welcoming studio that is working on a game I genuinely enjoy playing! There are so many amazing people on the team and it's a great feeling to wake up every day and be excited to go into work. I am really excited about everything we are working on and think the community is going to love all the awesome content we’ll be putting out in the future!

 

Jade — Jr 3D Artist

I go by Jadeite in the art world and I have a slight obsession with video games and all things nerdy! So much so that I decided to make some kind of a career out of it through the art side of things. I've been practicing 3D art since my junior year of high school, and it's my favorite medium to date. My life basically revolves around games, whether I'm at work making them, or at home playing them! I'm also a big fan of tabletop games like King of New York, Boss Monster, D&D, and Necromonda just to name a few.

I've had a lot of fun working on the many assets I've been tasked with, but if I had to pin down my favorite it would probably be the pets! I'd say I had the most fun when making these little guys, they're just so cute! I wouldn't really say I'm a character artist, but working on them gave me a chance to essentially be one for a small time and I learned a lot from it. Besides that I also really did like making weapons and shields, super fun especially when I got to make my own spin on old weapons or even just remake them from the ground up. 

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I haven't had to make anything that frustrated me to the point of thinking it wasn't fun in the slightest. But for the hardest thing I’ve worked on I guess I would have the pick the new version of Ancient Aegis. From the start I just had no idea where to go with the new concept, and then actually carrying that out in 3D form was a bit of a challenge. I've also had a few issues come up with this particular model, having to add more or fix things in regards to texture, smoothing issues, etc. It was still a very interesting take on a "sword" and I learned quite a bit from it.

My time here has been nothing but enjoyable! I was more than thankful when I first got my internship position here just a few months after graduating, and it's been a blast ever since. One thing my university always said was that you never fully learn this art form until you land your first job, and man were they right! I've been practicing this art form for about 5 years now and I definitely struggled my first week here. I kid you not, I took an entire week making a bench haha. But I've learned a great deal of information, new techniques, and even made some friends along the way! I'd say this is an experience I'll never forget :D

(Also here's some more of my work)

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Derek Stroud — Sr Programmer

One of my favorite things that I’ve worked on was setting up our abilities using Epic’s own AbilitySystem, which is a very neat and robust system to work with. Abilities are such a key component to the game as they include everything from placing towers to the Genie pet giving you mana. Setting up our core flow for this and making some of the base abilities was very satisfying and fun as it is one of the very direct means of adding fun interactions to the game. In previous development on the original Dungeon Defenders and Dungeon Defenders II, this was a lot more difficult. Swapping to Unreal Engine 4 is like a dream come true when it comes to setting up abilities and being able to do a lot more in a shorter amount of time.

With any project, there’s always going to be that mountain to climb, and it’s usually the hardest thing you work on. For Dungeon Defenders: Awakened, we needed to mimic the original Dungeon Defenders stats on every piece of gear and balance for gear, enemies, difficulties, you name it! Due to Dungeon Defenders evolving beyond its original scope (especially post release) there were a lot of tacked on additions to various formulas that became very hard to translate into an easy to work with system for DDA designers. Tracking down all the various additions and small stat tweaks that could happen in DD1 and making sure we incorporated them into DDA but also trying to keep the new systems intuitive and manageable was quite an undertaking... not quite sure we hit intuitive but I think we got manageable down. 

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My favorite thing that has been added to Dungeon Defenders: Awakened that wasn’t in Dungeon Defenders (2012) is double jump! Anything that makes navigation feel better, also every game should have it cause it is the best. As someone who worked on both games, you should take this as a fact — double jump is best jump.

What’s Next?

Everyone has been working so hard on polishing things up for the Steam Early Access release of Dungeon Defenders: Awakened on February 21st and working on getting it ready for the full launch in Q2! A few of us are also getting ready to head out to PAX East at the end of the month, will we see any of you there? If you go, make sure to stop by and visit us, we love to hang out with some of our brave Defenders whenever we get the chance!

Social Defenders

To keep up with us and get the latest news on both Dungeon Defenders and us folks here at Chromatic Games, make sure to follow us on our social media:

For Etheria!

Chromatic Games

I_PASS_BUTTER

As we mentioned in yesterday’s Looking Ahead post, we have a new creative director -- Elliot Cannon! We’re super excited to have him on the team. Some of us also have new job titles. In this week’s Dev Log, we share what those new titles are and talk about what we’re working on this week:


Elliot Cannon, Creative Director

Hey everyone! This year is going to be tons of fun for you. We’re unifying the game, getting PS4 and PC on the same content and release rhythm, refining what’s rough around the edges and finishing up those missing elements every game deserves. We’re expanding the game’s hero library to give you more ways to play DD2 with a deck you create that suits your play style with greater options. We’re improving matchmaking so it’s easier to play solo or with friends, and creating ways to measure your success for yourself, against your friends, and the world. Right now, everyone is cranking on the Dragonfall Carnival while design, art, and programming are designing and building new heroes. I’m working through all the details of this, the UI, the game loop, balance, community requests, and everything under the sun, all driven by the goal of elevating DD2 from its awesome foundation into something even more fun and addicting.   


Daniel Haddad, Design Director (Blacksmith)

Hello everyone! I’ve now successfully transitioned to my new role as the Design Director. This allows me to focus all my efforts on the design aspect on DD2 and work closely with Elliot. My primary goals right now are focused on designing and implementing our first new hero, the Abyss Lord! I’m working with Derek (programmer), John (animator), Joseph (vfx artist), and others to ensure we make a strong first impression with this new hero. Additionally, I am working closely with Brys to revamp our matchmaking flow with a lot of new and exciting changes that should be a drastic improvement. While I’m not juggling those two watermelons, I’m also working a lot with Elliot to formulate a plan of action to execute a lot of the ideas we have for 2016. It should be a fun year full of blood, sweat, and tears (hopefully joyful ones!).


Danny Araya, Art Director (DannyAraya)

I am now Art Director! My responsibilities will be focused on working with the art team to maintain and continue improving the visual style of all future content for DD2. I’m also working closely with Elliot on all writing tasks and churning out tons of concept art!

This week it’s dialogue, dialogue, dialogue! Working with the world building team to solidify the aesthetics, lighting, and the color pallette for the new map! Also working with Afshin as he composes (IMO) one of the best tracks we’ve seen so far in DD2!  

Tim Shannon, PS4 Producer (TimmyTrashTier)

Getting everything set up for a big February and March for our PS4 users and trying not to freeze in Wisconsin.  The next couple months will be pretty busy as we move to catch up to the PC version and release some five milestones worth of content in the process.  Make sure to check out the PS4 subforum on an ongoing basis for regular updates and discussion on the direction and future of the platform.


Josh Isom, Community Manager (iamisom)

You’ll notice a few new titles in this Dev Log, but we’ve also reorganized to open up more resources for our weekly patches. So what does this mean? We’re hoping to get more community-requested feature/balance/quality of life changes into our weekly patches along with our bug fixes! Did someone say cutscene skipping?


I also want to give a special shoutout to u/shadowlaunch on Reddit for creating a Dungeon Defenders II Planner! If you want to share your builds with other players, check it out.


P.S. While our Dev Logs are primarily about DD2, I want to give an extra special thanks to the DD1 Community Development Team, whose efforts were recently showcased by MMORPG.com! We’re so grateful for their passion and dedication. I’ll leave you with this choice quote from the article:


“Most games and companies would kill to have this sort of devotion. Most players would kill to have the developers take them this seriously.”


James Reid, Software Programmer (Driscan)

Lots of work on UI and flow for thing #1 and it’s coming together nicely. Lots of meetings about thing #1 and thing #2. Still doing some minor work on thing #3 as well. Hopefully soon I can replace thing with what it really is.

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Jeffrey Bickel, Technical Level Designer (TE_Jeff)

This week I’m ensuring all my work’s in a solid place to use some vacation days and take a short trip. It’s looking good so far, and I’m excited to do some battery charging and sip some fruity drinks on a beach. I’m really excited for the new direction DD2 is headed in - this year should be a fantastic one for Defenders!


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Steven Collins, Lead Level Designer (Esorath)

The new map is coming along nicely! Setting up all the difficulties we want this map to be located at. Also moving forward with any extra little hidden items located in this map!


Chris Flores, Supreme Warlord and Commander (likethatwhenigothere)

A bit later in the week we’ll get started on Patch 9.7 builds, but currently we’re hacking away at getting the PS4/PC projects together in one mamma jamma project. Should make development on both platforms easier. As soon as that’s done and merged, we’re full steam ahead at testing the new update as it comes in.


Abraham Abdala, Lead Tech Animator (Broham)

Lots and lots and lots of prototyping for… the Abyss Lord, new towers, abilities, animations, simulations, you name it. A super awesome hero awaits!


Joshua Javaheri, Art Producer (javahawk)

Carnival!


Adam Stow, Project Manager (TE_Stow)

A new title for a new year!


Managing a whirlwind of development in production for 4 years here at Trendy (seriously!) has made me want to aspire to something more holistic. I’m glad I’m being given that opportunity, and I hope I can provide for you all in time a holistic view of where we’re going.


Jason Yu, Associate Producer (urfyness)

The focus this week is to finally start putting all the pieces of the puzzle together so we can see what we’re building. The goal is to have all the big features in place so we can understand how it’ll feel and make any adjustments before polishing. The pieces this week are fun prizes, the Carnivall, the outdoor hub, normalization, a buff bar, and more!


Javier Barreto, Lead Software Programmer (javo)

And they are gone; my parents that is. They’ve been staying at my place for about a month and man that was fun… and somewhat exhausting… but a good exhausting. =) [Ed. Note:  Javo, man, you gave me a heart attack.] My parents got to bond with my daughter pretty nicely (which was the original purpose of their trip). While doing so she learned to stand (definitively), wave her hands saying goodbye, say “hola” (we believe... ) Yeah, lots of fun, lots of driving.


And so a new year begun and with it some changes; we are bringing the PS4 project in-house! We hope that by doing so we will get feature parity faster; it’s almost a must as we are consolidating the code between the two SKUs. The immediate target is to define and get the cross-platform development wheel spinning once and for all (in this case, cross-platform means working on two platforms at once). A lot of challenges open up with this change in the process (UIs, controller support, stores, etc.), but we are confident and excited about this; in a way we’ve been waiting for this to happen for a while now… and the time has finally come. =D


On a personal note, I feel like I’m doing more code reviews than ever. I want things to go as smoothly as possible when we fully switch to cross-platform development for which I (we) need to know with a lot more detail how things are wired across both platforms: where could they break, what should we be looking out for and where should we make exceptions and why… find a good balance between “make it work” and “that should be abstracted/refactored/generalized.” We are running a live game here. We need to deliver.


Well, it wasn't my intention to write a long post. I don’t have a banana to share (nor a potato); sry =P


Jesus Diaz, World Builder (N3oDoc)

Been working on the Carnival -- most of the time in the out-of-bounds areas.

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Daniel Diaz, World Builder (DanielKaMi)

It's been a week since we've started the world building on the Carnival. Everyone is doing great efforts to have it finished very soon. I think it's coming out quite fun!


Dani Moore, Remote QA Manager (Dani)

Fumigating the Carnival area for nasty bugs. Trying really hard not to be distracted by the shiny lights.

iamisom

Hotfix 10.2 for Steam

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Here are the notes for Hotfix 10.2 on Steam!

Bug Fix

  • Fixed an issue where the February Monthly Mission pet affection consumable rewards were missing after the Carnival update.

Known Issues

  • The Feed x1 button for owned Pet Food does not work.
  • The Feed x10 button for owned Pet Food only feeds 1 item at a time.
  • The "A" button on the Controller is not properly interacting with objects.
iamisom

Here are the notes for Calling All Heroes Hotfix 1!


Bug Fixes

  • Fixed multiple crashes and improved performance in the Options menu.

  • Fixed an issue where the Skeleton Costumes were missing.

  • Improved UI layering in split-screen.

  • Improved scrolling in the costume and weapons shop.

  • Tooltips now properly display in the item enhancement screen.

  • Rerolling Daily Missions can now be canceled.


Known Issues

  • While in split-screen, going to Throne Room or Ramparts will cause the game to crash.

  • Selling items in the Inventory that have a confirmation box (i.e. items that are mythical/legendary tier or lockboxes) will send you back to the main page of the Inventory.
iamisom




May Mission Madness

  • Beginning this weekend, we’re hosting the May Mission Madness event!

  • Each weekend in May, get a new Daily Mission every 8 hours!

  • These weekend events will run from 6PM EDT Friday to 10AM EDT Monday.


New Influence Vote:  Choose the Next Map

  • We’re working on a series of map remakes from the original Dungeon Defenders, and we want to know which one you’d like to see first! Each map will come with a custom Incursion, a unique reward weapon/item and an iPWR 750 loot piece (similar to the Unholy Catacombs update).

  • This vote is between:

    • Crumbled Bulwark, a remake of DD1’s Ramparts!

    • The Buried Bastille, a remake of DD1’s Glitterhelm!

  • Vote here!


PlayStation 4 Roadmap

  • Here’s the latest PS4 roadmap. Keep in mind that this is subject and likely to change.

  • Early June:

    • Calling All Heroes + Unholy Catacombs update release

  • June:  

    • Series EV2 + the next Mid-Milestone update release

    • At this point, it’s our goal to be caught up!

  • We appreciate everyone’s patience, and we’re super excited for the PS4 and Steam versions of the game to be on the same update cycle!


Upcoming Content

  • What We’re Releasing Next:

    • New Hero:  Series EV2 + EV2 Costume

    • New Enemy:  Siege Tank

  • What We’re Working On:

    • Game Browser (Session List)

      • A list of every active match happening in the game! Find and create the perfect match for you.

    • Strategic Revamp

      • A complete overhaul of how enemies, towers and heroes interact with each other. Our goal is to provide more strategic depth to the game. How deep? So deep. 3deep.

    • Gun Witch Hero & Costume

    • Lavamancer

    • More New Heroes

    • Dungeon Defenders Map Remakes

    • PS4 Calling All Heroes & Unholy Catacombs

  • What We’re Working On Next:

    • More weapons like the Sword of Unholy Fire

    • More Incursions like Spectral Knight

    • More enemies like the Dark Assassin


Series EV2

  • Sneak Peek: Series EV2

    • Want to help test her out? Join the Remote Playtesting Group! Email dani.moore[at]trendyent[dot]com for more details.

    • Canisters

      • EV2’s weapon drops. We showed off five different canisters. Each canister changes EV2’s primary and secondary attack, but we only showed off the primary attacks in the stream:

      • Sword Canister

        • Shotgun Blast

      • Bow Canister

        • High Calibur Round

      • Polearm Canister

        • Wave Knock Back

      • Magic Staff Canister

        • Slow moving, piercing shot

      • Tome Canister

        • Large Area of Effect

    • 1st Ability:  Anti-Gravity Bots

      • Mini Air Defense. Launch a bot into the air and then shoot it to blow it up at opportune times. Can have multiple bots in the air at once.

      • If other bots are nearby, the explosion will blow them up, too, so you can chain them together.

      • Only EV2 can shoot them to blow them up at the moment. Still trying to decide if that should be the case in the final version.

    • 1st Defense:  Proton Beam

      • When an enemy touches the beam, it’ll take damage in ticks.

      • Unlike DD1, EV2 can connect multiple nodes together.

      • We imagine we’ll see some…*ahem*...colorful creations on the Steam screenshots section.

    • 2nd Defense:  Torpedo Beam

      • A torpedo travels from node to node, dealing AOE damage as it hits each node.

      • The more nodes it travels to, the more damage it’ll deal.


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[CG] LAWLTA

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Greetings Defenders,

The cold winds from the west are upon us, bringing Dungeon Defenders II:  Drakenfrost with them! 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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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.

Elemental Combos

Speaking of different builds, 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!

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.

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. Sorting improvements, identifying perfect mods, and more are coming. There’s more information coming with tomorrow’s update!

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. The update is live tomorrow, so start a fire, things are about to get cold!

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

iamisom

Hotfix 9.1 for Steam

Hotfix 9.1 is now live! Here are the notes:


Bug Fixes

  • Fixed an issue where the Frostbite Tower would not freeze enemies.

  • Fixed an issue where certain pet abilities were unintentionally causing the Harbinger to slow down.

  • Fixed an issue that would happen with the Harbinger when a player blocks his way near the cannon.

  • Fixed an issue where the Harbinger could fall through the world by triggering the Build Phase at a very specific time.

  • Fixed an issue where players were able to build Flamethrower Towers in the Harbinger’s arena.

  • Fixed an issue where the Harbinger would not have any walking animations.


Thank you for all of the feedback you’re sharing on the latest update. We're reading everything and taking down notes. Thanks for helping us make improvements to the game while we're in Early Access!


Love,

The Trendy Team
iamisom

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Double XP Weekend!

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


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

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


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

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


Enjoy the weekend, Defenders!

Love,
The Trendy Team
Elandrian

Defenders!

I can’t believe we’ve reached $350,000 and that we’re still climbing!  We’re super grateful for all the support we’ve received so far, and we can’t wait to keep building this game.  

This is the last chance for everyone to back the Kickstarter so I just wanted to remind people what the perks are so you can spread the word! 

Being a Kickstarter backer comes with a lot of exclusive perks, but all our Backers get access to additional add-on products after the campaign ends on BackerKit.  That means that if you’re a Backer, you can purchase additional T-Shirts, postcards, copies of the game, and more for the lowest price.

Now I want to talk about the game!

As you may have noticed, we’ve hit several of our FLEX goals and I hope we hit more!  So I wanted to briefly talk about the ones we have hit, and even some that we haven’t yet.

Localization Support

This one is pretty simple, we want to offer the game in more languages, so we’re going to offer it in more languages!  Huzzah!

New Challenge Maps

Challenges are coming back!  In DD1 we called them Challenges, in DD2 they were Incursions, but in DDA they’ll be pure awesome.  We’ll be bringing back some of the classic Challenge Maps, but this stretch goal is even more!  With some of the new content that’s going to be in DDA, these will be accompanying custom Challenge Map versions with their own sets of rewards.  We plan to have sick loot that comes from conquering these, so get your Stashes ready!

For this next one, I’m going to let our Lead Designer, Mark Telfer talk a bit about “Massacre” Difficulty.

Massacre Difficulty

Hey Defenders!

We just blew past another flex goal, and that means even more opportunities for us to create new and exciting content.  Being the masochists that you are, you’ve decided to bring Massacre Difficulty into this world.  Allow me to titillate your masochism with the doom you’ve brought upon yourselves.  Massacre will be an intense challenge that will test the formidability of even the most seasoned defenders.  This isn’t just going to be the same enemy schedules with some stat buffs slapped on.  The enemies you’re going to face present brand new challenges that require some serious strategy and legendary skill.  You thought Nightmare was hard?  Pfft… Good luck!

GLHF,
Mark Telfer
Lead Designer

New Enemy and Map

This is an additional enemy and map threat that will be presented after the end of the campaign and at the end of the current progression.  This will be one of the new hardest maps to beat, and a challenging enemy threat to accompany it.

Customizable Tavern

I want to clear things up that we still plan to have similar levels of tavern customization to DD1 in DDA.  This stretch goal was to have even more control over where your trophies go, adding decorations, and really having additional customization options within your personal tavern.  This stretch goal was for the extra of the EXTRA!  Let’s HIT IT!

Bonus Boss Fights

We have a lot of awesome boss fights that we want to add into DD:A and you’ll be getting some of them with the base product, we just wanted to add more!  This goal was for that!  We still might add more as we continue to develop DLC’s or patches and content, but this was to get more at launch.

I hope that helps give a little more context about the FLEX goals we’re trying to hit, and some more details about the game we’re trying to build.

Let’s close out this Kickstarter with a BANG and get every awesome bit of content and features into Dungeon Defenders: Awakened!

Thanks again for your support, from all of us at Chromatic Games.

Colin “Elandrian” Fisher
Creative Director
 

[CG] LAWLTA

DEFENDERS,

We’re giving an update on where we are currently with the SUMMONING THE DEMON LORD update, bringing the Demon Lord boss fight, as well as the much anticipated Nightmare difficulty! There’s been a lot of hard work put into this build, and we want to give you a timeline on when you can expect this update. Let’s get into it!

Feedback

As many of you know, we recently launched the Etherian Cavalry as the testing group for Dungeon Defenders: Awakened. Some of these players are some of the most hardcore in the community, with some people being slightly more casual to help give us a broader understanding of how all our hardwork lands with a variety of players.

We received some really great feedback from our first round of testing, and as a result are adding in some things to help smooth out the experience. For example:

  • In Dungeon Defenders (2011), all of the Nightmare enemies spawned on the first level, without offering an explanation as to what they did. 
  • In DD:A, after tremendous feedback from our testers, we’re going to be altering that a bit and introducing enemies one by one, while also providing in-game explanations for what the enemies are, and some tips on how to play against them.

There’s a slew of improvements and changes that we’re bringing into this patch as a result of their feedback so that it’s the best experience for everyone. There’s a lot more than this coming in this update, just too much to list here.

Release

“WHEN ARE WE GETTING THIS PATCH!?” Our original plan was to have it out today, but currently we want to spend a couple more days to polish it up, as we added quite a bit based on the feedback you provided. We’re planning on having this update be available on Thursday, April 2nd. We’ll provide more specifics on the time as it is ready.  We’ll be watching if there are any issues you all run into and addressing them as soon as possible.

As previously outlined in our COVID-19 post, a large chunk of time has been taken out of our tight development cycle due to converting the studio into a fully remote workplace, as well as making sure our employees are able to stay healthy and safe. This is unfortunately one of those areas that is getting affected by our efforts to put the safety of our studio first. Trying to get this update out during such a tumultuous time was a challenge for us, and while we are going to be a couple days late, we’re very proud of what we are able to accomplish and can’t wait for you to get your hands on it!

Social Defenders

To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:

Keep an eye out for more info!To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:

For Etheria!
Chromatic Games

iamisom

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

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

TrendyBrad

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

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

I_PASS_BUTTER

Danny Araya, Creative Director (DannyAraya)

Working on really, really, really ambitious storyboards.


Tim Shannon, PS4 Producer (TimmyTrashTier)

The same thing I do every week Pinky -- try to get the PS4 community their money’s worth.


Jay Twining, Senior Game Designer (TrendyJayT)

Working on Chat System design for future releases. Get to watch you guys play the Spooky event this week! Super excited!


James Reid, Software Programmer (Driscan)

This week is a short week for me. I’m on vacation Tuesday - Friday!! Going to Disneyland and Halloween Horror Nights and get my spooky on!

By the time you’re reading this, you’ll have had a little bit to play with the new AUTO COLLECT FILTERS! I’m aware that setting them can be kinda tricky whilst having multiple bags open, and I’ll be rectifying this as soon as I get back from vacation. I really, really, really wanted to get the feature into your hands and didn’t want a pesky little thing like using the feature cleanly get in the way. ;-p


Jeffrey Bickel, Technical Level Designer (TE_Jeff)

First off, I’d like to thank everyone who has supported our game so far. Y’all really are the best the best the best the best the best. This week I’m working on gameplay for the non-prototype version of our new boss! I’m excited to get this out and see what the community thinks, but first it needs to be made.

But enough about work, it’s the most magical time of the year and our SUPER SPOOKY event is going on RIGHT THIS VERY MINUTE. I can only assume that if you’re reading this, you’re a skeleton because our event scared you to death. WHICH MEANS NOW THERE’S A SPOOKY SKELETON IN YOUR CHAIR WATCH OUT.

If that last sentence didn’t scare you off, enjoy a tip:  Be ready with 4 on 6 for an even spookier Halloween.

JeffB_1_skeletondance.gif


Steven Collins, Level Designer (Esorath)

Now that the Spooky Event has been released, going through some feedback on the forums about the event itself. All the feedback will directly relate to any future events we do so keep it coming! Other than that, looking into some balance for those guys around level 35 trying to get into End Game.

Also thanks for all the support! It’s great to see you guys enjoying the costumes and pets and the like. You guys are the bestestsetestestssed.


Chris Flores, QA Lead (likethatwhenigothere)

Now that the update is out, we’ll be working on upcoming bug fixes and content including even harder versions of the 2 Spooky Halloween events. We also have a backlog of user reported bugs that we’re trying to repro and get fixed for you guys. Also getting a sneak peak and future costumes. ^^


Abraham Abdala, Lead Tech Animator (Broham)

Everything related to the new boss. Animations, cinematics, rigs, face rigs, pets, skins, etc!


Joshua Javaheri, Lead Technical Artist (javahawk)

I’m getting married, so that’s dope! Some people get cold feet, but I just want to get this over with already! Does that mean I have warm feet? That’s kinda weird...


Adam Stow, Associate Producer (TE_Stow)

RIP Carl. It will return in a later update with a better name, appearance, and more, for those that saw the devstream. The map is in full development tilt. This includes more cinematics and more story!


Javier Barreto, Lead Software Programmer (javo)

Adding region swapping! …. I have to apologize first as the misleading error message happened because of an early commit / deployment; the feature was not in by the time the error message showed up. For what it’s worth … I worked overnight, too.


Jesus Diaz, World Builder (N3oDoc)

Working on the basic geo for the new Boss level. That means to create floors, walls, trims and that type of stuff.

Also, huge thanks for supporting our game!


Daniel Diaz, World Builder (DanielKaMi)

Working on the new Boss level. Really excited about how it's progressing so far!


Dani Moore, Remote QA Manager (Dani)

Real proud of both the RQA and RPG folks that did outstanding work to help us get the Halloween content to the place it should have been.

Over and over again, the DD community continues to impress with their dedication and passion.

So bug fixes, hotfixes and clean up time!
[CG] LAWLTA

Greetings Defenders,

Patch 3.1 is now live! This is our first Protean Shift patch that brings some nice quality of life changes, balance changes, and a slew of bug fixes. Let’s get into it!

MODS

  • Shocking Revelation Mod

    • Stun duration reduced from 5 seconds to 1 second.

      • Stun was lasting way longer than the intended power of this Mod.

Quality of Life

  • Buyback has been added! It is shown as the last tab in your inventory and items are removed from buyback if you leave the session you're in.

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  • Added the option to not show a warning when selling a Mythical quality of better item.

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Bug Fixes

  • Fixed an issue where Ancient lifesteal was not healing players.

  • Fixed an issue where Tenacity was not reducing by the amount listed.

  • Fixed an issue where listing an item did not warn the player they will need to pay a tax to remove the item.

  • Fixed it so all anti-orc Mods now apply to Berserker Orcs.

  • Fixed an issue with the Quake Shard and Shielding Guard Shard showing as Campaign Shards and awarding Campaign Dust.

  • Fixed an issue where the Withering Bubble Shard was not dropping in Campaign.

  • Fixed an issue so the Initiate can use the Drain Aura Mod now.

  • Fixed an issue where Shatterquake was showing fire VFX.

  • Fixed a typo on the Lifeburn Armor Mod.

  • Fixed an issue where Seismic Flame was lasting longer than intended and updated its description for clarity.

  • Updated the Buried bastille description.

  • Fixed an issue where the Seismic Launch Chip allowed the Squire to complete the Smack Up Monk challenge.

  • Adjusted the Terrablade weapons to have full descriptions.

  • Fixed an issue where Hard Mode Campaign items could not transfer Mods to Normal Mode Campaign items.

  • Fixed an issue where some pets had way higher Crit Damage than intended.

  • Fixed an issue that occasionally when gaining Ancient Power players would not receive an Ancient Power weapon.

  • Fixed an issue with item stacking in inventories and not being able to re-stack them.

  • Fixed an issue with Chaos V glove Tinkering using a shiny chest material instead of a shiny glove material.

  • Fixed an issue with Private Tavern and Town vendors not updating their stock correctly.

  • Fixed an issue where the Lash Out Ascension talent was not functioning for the poison damage.

  • Fixed an issue with consecutive win bonuses applying to special Play Shop purchases.

  • Fixed an issue with Flame Aura hitting players when the owner leaves town.

  • Fixed an issue with X-splosion Mods killing players.

  • Fixed an issue with Drain Aura damaging players.

  • Fixed an issue with Incursion Weapon Mods being replacable via Tinkering.

  • Fixed an issue with Lunar Portal and Ghastly Halberds spawning more than intended.

  • Fixed an issue with Onslaught and Ancient Power challenges not unlocking correctly.

  • Fixed an issue where Autumeow’s tail would change colors incorrectly.

  • Fixed an issue with tooltips overlapping in splitscreen shops.

  • Updated the attack speed icon on Axes.

  • Removed the Death Override icon on the Protean Shield.

  • Items with zero Mods are hidden in the Reforging Quick Picker window when selecting an item to pull Mods from.

  • Fixed an issue when creating a hero that offered “select hero” instead of the option to “back”.

  • Fixed an issue with dropped equipment showing gamepad context that doesn’t work on PC.

  • Fixed an issue with the cursor going behind Mods on Wayfarer weapons.

  • Changed the description of Vial of Dragon Sweat to not say “Open to Unlock”.

  • Fixed an issue with the Abyss Lord’s Skeletal Ramsters and Skeletal Archer towers not showing their base when an elemental Mod was equipped.

  • Fixed an issue where oil traps on Ramparts slowed Berserker Orcs.

  • Fixed an issue with overlapping UIs when splitscreen players join while a fullscreen window is open.

  • Fixed an issue with protective Downgrade Servo not updating its stats when inspecting it after it gets downgraded.

  • Fixed an issue where Feed x10 was consuming 10 pieces of food even if 10 was not needed to cap the pet.

  • Fixed an issue with Flamethrower tower VFX not getting bigger with Defense Range.

  • Fixed an issue with “Create Hero” appearing unlocked if you tried to purchase a hero and did not have enough currency.

  • Fixed an issue with tower abilities not stopping when the tower is stunned.

  • Fixed an issue with Defender Packs where rerolling would leave the previous contents on the ground.

  • Fixed an issue with The Defender of Etheria achievements not unlocking on Xbox.

  • Fixed an issue where the inventory would lose navigation input on controllers.

  • Fixed an issue with the Quake Shard’s VFX appearing in the middle of players instead of at their feet.

  • Fixed an issue with Automation Shard not working on Snaking Sands, Slime Pits, Geyser Traps, and Angry Nimbus towers.

  • Fixed an issue with the falling leaf VFX on Forest Biome not triggering correctly.

  • Changed two shards to now be named “Betsy’s Zapper” and “Betsy’s Beam” to better fit the UI.

  • Implemented a sound for un-equipping gear.

  • Implemented a sound for equipping shards via Right Mouse Button.

  • Fixed an issue with placing Mods into the third slot of a Legendary/Epic that was advanced, that caused them to not function properly.

  • Adjusted Abyss Stones hit SFX location to emit from the correct position.

  • Fixed an issue with the Abyss Lord’s book landing correctly when he dies.

  • Updated the bag icons with Blue Gem Icons.

  • Fixed an issue connecting to an event server that could result in a crash.

  • Fixed the VFX for EV2 canisters.

Remember, if you run into any bugs, please let us know at our bug site. Also, check us out on social media for additional updates and game discussions with our awesome community:

We have much more on the way and will be spilling some beans in the coming weeks!

For Etheria,

The Dungeon Defenders II Team

iamisom

sDNLxty.png

From now until July 3rd, get 50% off the Molten Master Bundle! The Molten Master Bundle includes the Abyss Lord and the Molten Master costume. The bundle is available at the Create Hero screen in-game.

Offer is valid for both PC and PS4 players!

iamisom




One of the biggest questions we’ve heard from you since the Defense Council expansion is, “When will Early Access be available on Steam?” Today, we’re proud to announce that DD2 Early Access will be available on Steam on December 5th!

UPDATE 1: Armor and More!

Before we release Early Access on Steam, we will be releasing our first major update for DD2. This update will include a number of exciting new features, but today we wanted to highlight one important feature that our Councillors had a direct, major impact in deciding -- Armor! 

We have been debating Armor and its role in DD2 for a long time internally, and the recent Councillor feedback has helped us make our choice. With this next update, we’ll be introducing our first phase of stat-based armor. 

This will include a major revamp for how the current relic system works, as well as the beginnings of armor loot dropping in the world. While this armor will not visually change your hero, we’re still hard at work on our costumes feature that will be released in a future update. We’re really excited to share more information with you about costumes, which will not only give you choices in how you look, but will also allow your look to evolve as you progress through the game. 

A special thanks to Gutu and benjamminlaner for their threads on the subject and to everyone who spoke up there and in the survey. You all were a huge help in influencing this path, and we can’t wait to get even more feedback on everything we’re cooking up for you in this first update. We’ll have more information as we get closer to its release, which is currently slated for the end of November.

A Question For You!

And finally, we have a question for you: When we bring Early Access to Steam, should we extend the benefits of the Defense Council (forums, exclusive goodies) to the Steam audience, or should those remain something limited to our site? 




pmasher

New Hero: Round 2

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With Man & Machine stealing Round One in a last minute victory, there are still two more rounds to vote in until you've chosen our new Hero -- The Barbarian, The Man & Machine, or The Mystic.


Vote Here: https://dungeondefenders.com/2/initiatives/45


Here’s how it works:


  1. Three heroes will compete in a round-robin tournament. The hero with the most Influence Points from all three rounds together will be our next hero!

  2. Every day, you’ll gain one Influence Point for logging into the game and another Influence Point for logging into the site. (2 Total Points per day.)

  3. Use your points here and on our launcher to vote for your favorite hero(es). You can spend as many points as you’d like per round!

  4. Here are the rounds and dates for voting:

  • Round 1:  Man & Machine vs. Mystic (May 14th to May 19th)
  • Round 2:  Barbarian vs. Mystic (May 20th to May 26th)
  • Round 3:  Man & Machine vs. Barbarian (May 27th to June 2nd)

This is Round 2:  Barbarian vs. Mystic.


The Barbarian. The ruthless brawler. The Barbarian is an unstoppable force that is yet to be unleashed on the Old Ones’ army. He prefers to rely on his own two hands and use his two weapons and a multitude of abilities to decimate hordes of enemies. Most heroes hide behind their walls and defenses; the Barbarian hides behind nothing.


The Mystic.The twisted sorceress. Magic has been around in Etheria for quite some time. There is however an older magic -- a darker, more chaotic magic nestled deep within Etheria.


The Mystic was once a thief, but now she carries inside her an ancient and dark serpent demigod. This demigod is the source of ancient and unimaginable magic that the Mystic wields. Most heroes have their defenses likened to their personality; the Mystic’s defenses are dark, twisted and represent the chaotic forms of the serpent god. She is a powerful ally on the battlefield, so long as she can control the fickle whims of her serpent lord.


Who will you choose?

[CG] LAWLTA

DEFENDERS,

As you're aware, we’ve got a lot of work going on currently, and today we want to talk about a more serious subject and what we’re currently doing. We’re just going to jump right into it.

COVID-19 (Coronavirus Disease) Response

As this virus has spread and became recognized as a pandemic, it is important that we do our part as a studio in helping reduce the spread and effects. Last week and towards the end of the previous week, we began efforts to become an entirely remote studio. The greater part of this week, and continuing on, we’re still working out the kinks and making sure everyone is able to continue working, adapt meetings, and more. Outside of doing our part to stave off the virus, our goal is to make sure that our employees are safe, healthy, and set up to work as comfortably as possible.

We’re still continuing to hit our intended milestones. The Etherian Cavalry received their first round of testing this weekend, tearing apart Nightmare to help us polish and address any large issues before releasing our March Update “Summoning the Demon Lord”. Having to mobilize our entire studio has definitely eaten up a fair amount of time, but we’re currently on track to still hit our milestones as outlined on our roadmap. If this should change, we will be sure to let you, our GLORIOUS Defenders know about it. We want to get this game out to you in the best state as soon as possible, but when it comes down to it, we will not sacrifice the safety and health of our employees to do so. We’re people just like you, there are things that are out of our control that we have to adapt and overcome to the best of our ability. We appreciate your support and understanding in the coming months.

Please make sure to do your part in helping out throughout these tough times. If you are unaware of the Coronavirus disease (COVID-19), or have any questions, please visit the CDC’s Coronavirus Page for more information on symptoms and how to help prevent the spread. Stay safe out there!

Social Defenders

To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:

Keep an eye out for more info!

For Etheria!

Chromatic Games

[CG] LAWLTA

 

DEFENDERS,

Today our “SUMMONING THE DEMON LORD” Update went live on Steam Early Access. This Update opens up a TON of content. The first Challenge Maps in Act I are available to conquer, the Demon Lord himself has been summoned, and Nightmare difficulty is now available. It’s a lot of content — let’s get into it!

Nightmare Difficulty

The top difficulty in the original Dungeon Defenders makes its triumphant return. While it is not the hardest content coming to Dungeon Defenders: Awakened, it definitely packs quite a punch. Enemies have more health, hit harder, and provide better rewards. That’s not all though — Nightmare brings four additional enemies into the fray, each with their own new mechanics to push all that Insane gear you’ve been farming to the limit. In DD:A we introduce these enemies in a more digestible fashion, so you can learn their mechanics one at a time, before having to face them all as you progress through the rest of Campaign and Survival.

Spiders

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Coming out of every dark nook and cranny, spiders come to disrupt carefully placed defenses. These web slingers have a knack for dropping behind your defenses, causing havoc by weakening players and towers. Watch out, here comes a spider web!

  • Abilities
    • Can spawn in unconventional locations, sometimes behind choke points or typical building locale.
    • Shoot webs that if they hit towers greatly slow their attack rate and weaken their damage. If they hit your hero, you are no longer able to use abilities and your movement and attack speed are greatly reduced, while greatly increasing the damage you take.
       
  • Strategies
    • Look to build defenses to protect defenses that are dealing with frontline enemies.
    • Using your damage-dealing focused hero, quickly burst them down before they start launching webs.

Sharken

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These land walking sharks pack quite a punch! Proving that they didn’t skip leg day, the moment they are in range of a tower, they begin to charge up before bolting forward, knocking any tower they encounter to the wayside. These foes don’t stop there — should anyone get within melee range of them, they’ll burst you down with incredibly powerful swinging giant crab claws.

  • Abilities
    • Charged dash that knocks Towers away.
      • Incredibly powerful melee attacks.
         
  • Strategies
    • Interrupt their dash as they are still charging it.
    • Auras and traps help make quick work of these foes.
    • Use ranged attacks to avoid their deadly flurry.

Djinn

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The Djinn giveth to their ally, and taketh away from you. Able to channel their magical energy into a nearby ally through their hands, they are able to greatly increase all stats to their friend left uninterrupted. However, their powers don’t stop there. Using a powerful gaze, they can phase a focused tower out of existence should they be left alone. Your wish is not your command!

  • Abilities
    • Channeled cast that buffs all stats of a targeted enemy.
      • Channeled cast that destroys towers.
        • Heavy damage to heroes.
  • Strategies
    • Dealing enough damage to a Djinn interrupts their casting, preventing them from buffing their allies, or destroying your towers.

Goblin Copter

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Look, in the sky! It’s a megachicken! It’s a propeller cat! NO, it’s a Goblin Copter! Using some crafty goblin engineering, the Goblin Copter is a mechanical miracle that is able to not only make goblins airborne, but also carry an Ogre with them. They are able to break through defenses by distracting towers using bright flares they shoot to continue their journey. After dropping Ogres, they shoot homing rockets that deal high damage to players and towers alike.

  • Abilities
    • Carry Ogres through the battlefield to specific locations.
    • Shoot flares to distract towers from hitting them.
    • After dropping off their Ogre, they shoot twin homing rockets that deal high damage to heroes and towers.
    • Ogres are immune to damage while carried.
    • When destroyed, Goblin Copters crash to the ground, dealing incredibly high damage.

 

  • Strategies
    • Focus the Goblin Copter before it drops its Ogre.
    • If over a pit, the Ogre will fall to its demise, and you will not be hit by the crashing explosion.
    • If the Ogre falls to the ground, it will have ⅓ of its original HP.
    • Long range Harpoon or Deadly Striker Towers make quick work of these enemies, if they’re able to hit them.

These enemies are sure to shake up some surefire strategies that worked through previous difficulties. To relieve some of the punishment that these crooked cooks dish out, we’ve created a digestible way to encounter these foes throughout your adventures in Campaign. The enemies first appear in the following maps:

  • Spiders in Deeper Well (Nightmare)
  • Sharken in Ancient Mines (Nightmare)
  • Djinn in Lava Mines (Nightmare)
  • Goblin Copter in Tornado Valley (Nightmare)

As you progress, you will encounter more of these enemies in each map. Going from Campaign to Survival will not be as kind, with enemies coming at you in full force as soon as Deeper Well. Not all Nightmare enemies can spawn in every map, but when they do, it’s something that’ll haunt you in your sleep. 

After conquering the enemies that Nightmare throws at you, you’ll be rewarded with even stronger gear than before. These pieces of gear are going to first come in the form of Mythical gear, and then as you progress and claim even greater gear, Transcendent gear shall be yours! 

Arise, Demon Lord!

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The Demon Lord has been summoned to provide the first boss battle in Dungeon Defenders: Awakened. This pillar of calamity is brought into our realm in the Alchemical Labs through a combination of alchemy, science, and dark magic. After braving five waves of enemies, you will have 30 seconds before this demonic monstrosity bursts from his lava-bound chamber. Though his power is immense, there may be some tools that brought him into this world that can help send him back!

Hardcore Mode

Are you a bad enough dude and think you’ve got what it takes to fight some of the hardest enemies without taking a knee? Then Hardcore is right up your alley! Enabling this option for any map you go into provides great rewards with a great risk. During Hardcore, should your heroes hp bar reach zero, you will not respawn until the combat phase is over, either from your towers carrying you to victory, or from your crystal core exploding in defeat. Another twist of the knife, if you should die, all the build mana you previously had drops to zero. There’s definitely strength in numbers, so team up to help shoulder the burden!

Note: Hardcore is an option you’ll find during map select on the right side of the screen.

Act I Challenge Maps

The first of many to come, these challenge maps are an introduction into some fun content that takes maps you know and love, and adds a different spin on them.

Deeper Well: No Towers Allowed
In this challenge map, your Defense Unit amount is set to zero and you are unable to build defenses. You’ll need to bring your best damage dealing hero to deal with all the enemies that are gunning for your crystal core!

Alchemical Labs:  Raining Goblins
It’s raining gobs, hallelujah it’s raining gobs! Just like the title says, goblins come raining from the sky! Goblins continue to spawn throughout the entire map from the sky, enough to blot out the sun. You have to weather the storm, slaying all that fall upon you.

Bonus Map — Magus Quarters

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A fan favorite is returning! The Magus Quarters is a hotbed of activity, quite literally. After completing Act I, you now unlock this map for additional challenges, loot, and even a new pet. There’s more coming to this map, during the 1.0 release Magus Quarters will also provide a challenge map — The Warping Core!

Balance

Heroes

Apprentice

  • Manabomb
    • Adjusted it’s scaling so that late game it is MUCH more powerful should you put points into the ability.
  • Flameburst Tower
    • Now has proper fall off damage.
  • Lightning Tower
    • Damage has been GREATLY increased.
    • Is able to add new targets at the end of its chain.
    • Remakes the chain lightning if an enemy in the chain dies.
  • Deadly Striker Tower
    • Improved the targeting functionality.

Monk

  • Hero Boost
    • Was boosting too much, and has been reduced.
  • Tower Boost
    • Lowered the overall scaling of this ability.

Squire

  • Slice N Dice Tower
    • Damage has been GREATLY increased.

 

Gear

Accessories

Stats

  • Overall accessories have had their scaling reduced to 25% of their previous values.
  • Armor added to shields.

Upgrade Levels

  • Updated upgrade levels for all pets, accessories, and weapons.

 

Pets

Pet Rock

  • Movement speed decreased to 50% of the hero’s movement speed, down from 75%.
  • Decreased the total amount of stats given.

Propeller Cat

  • Lowered the additional power this flying feline was giving.

Sell Price

  • Many pets have had their sell price adjusted.

Melee Pets

  • Attack range increased to 400 from 300.

Ranged Pets

  • Attack range increased to 700 from 400.

Upgrades

  • The amount a pet’s damage can be upgraded has been GREATLY increased.

 

Enemies

Ogre

  • Snot toss now has proper fall off damage.
  • Effects of the Ensnare Aura are reduced towards the Ogre.

General Changes

  • There’s a new Intro cinematic that plays when the game loads, as well as before Deeper Well on Campaign. Check it out!
  • After defeating the Demon Lord, a cinematic plays as you progress into Act II!
  • Added Offline Play support.
  • New visuals in Alchemical Labs, including some nefarious weapons floating with a protective barrier.
  • Added a Lock/Unlock All action
    • On Keyboard it is:  Ctrl+L
    • Gamepad: Hold X (face button left)
    • Or click it!
  • Added a “Click to Sell” feature
    • You can now sell items by holding the “S” key and clicking on items (if the item is unlocked)
  • Added a slew of gamepad and keyboard features in the inventory.
  • Gamepad Improvements
    • Can now scroll the stat panel with the right joystick.
    • Hitting left and right now switches pages.
    • Hitting right shoulder buttons switches you from heroes to defenses on the Hero Stats panel.
    • Added support for Map Select and Game Mode Select
  • Trap chaining has been added to the Huntress.
    • Traps of the same type that overlap with one another will now set off a chain reaction should one activate.
  • Ballista in The Ramparts is active and can be interacted with.
    • It fires a shot, but it can’t hit anything. Just a cool little thing.
  • Magus Quarters has now been added to Map Select!

 

Bug Fixes

  • Fixed a crash when connecting to a session.
  • Fixed a crash involving the inventory while trying to matchmake or join a friend.
  • Fixed a data loss issue related to joining a friend or matchmaking taking too long.
  • Fixed a crash that occurred when trying to swap heroes while matchmaking.
  • Fixed a crash involving opening the inventory.
  • Fixed a crash if a Host had the escape menu open, and a client joined, the host would crash.
  • Fixed a crash that occurred based on rare states of your heroes.
  • Fixed a crash when a client creates a hero through the inventory during a multiplayer session.
  • Fixed an issue with the tower repair cast bar not matching the actual repair time.
  • Removed a pesky hidden flag that was outdated on The Promenade.
  • Added functionality for “unreadying” to reset the timer to infinite (if applicable).
  • Adjusted currency to 64 bit values (it’s a 4,000,000,000%+ increase).
  • Optimized content within Tornado Valley for increased performance.
  • Optimized content within Tornado Highlands for increased performance.
  • Optimized content within The Throne Room for increased performance.
  • Optimized content within The Arcane Library for increased performance.
  • Optimized all skeletal meshes for Heroes to increase performance.
  • Optimized how the Dark Elf Mage heals.
  • Optimized Dark Elf Archer model.
  • Optimized content on Lava Mines for increased performance.
  • Fixed an issue that allowed a player to be buffed with an infinite duration Hero Boost.
  • Fixed an issue with Escape Menu buttons not being clickable.
  • Fixed an issue with Huntress weapons not having correct fall off damage.
  • Fixed an issue with pet projectiles not having correct fall off damage.
  • Optimized how enemy weapons are handled after defeating them, increasing performance.
  • Several tutorial tweaks.
  • Fixed the Lightning Tower beam VFX so that it properly follows enemies.
  • Improved Monk run animation.
  • Adjusted Inventory frames to always be active (no more fading)
  • Squire’s heal and lose animations received small updates.
  • Fixed verbiage used during the tutorial to be more in line with the narration.
  • Fixed a scaling issue with scrolling combat text font.
  • Corrected how lighting affected the anvil in the Tavern.
  • Fixed an issue where if everyone unreadies, the timer (if applicable) gets set back to infinity until a player readies up.
  • Updated a lot of training dummy functionality, including how damage is calculated and presented.
  • Improved cloud backup saves.
  • Fixed an issue when locking an item that locked the item selected and also the item the mouse cursor was over.
  • Fixed Apprentice falling animation to be less choppy on ledges.
  • Fixed Squire falling animation to be less choppy on ledges.
  • Fixed an issue where players would see weird spawning events when other players opened their inventory.
  • Fixed a gamepad issue when closing filters or damage numbers pop up.
  • Fixed an issue where the hero preview would not load with a weapon.
  • Added support for toggling privacy settings when creating a session.
  • Fixed an issue with the Slice n Dice tower’s SFX looping improperly.
  • Fixed sounds playing before animation on Defense Radial Menu.
  • Adjusted radial menu animations to be snappier.
  • Adjusted keybindings on various radial menus.
  • Adjusted the radial bar menu visuals to be cleaner.
  • Fixed Hero Boost and Tower Boost descriptions in the Hero Info Panel.
  • Fixed an issue with the timer not going away when entering Combat Phase.
  • Fixed an issue where item inspection only worked on the left side of the inventory.
  • Removed the ability to close the Inventory filter UI with right shoulder buttons on gamepad.
  • Fixed an issue with the HUD not disappearing when restarting a map.
  • Fixed an issue where the filter UI could be opened while a context menu was open.
  • Fixed an issue with the Spiked Blockade attack SFX was not playing.
  • Fixed an issue with the Lightning Tower attack SFX was not playing.
  • Fixed an issue with the SFX not playing when Heal finished.
  • Fixed a lot of music related issues.
  • Fixed an issue with the game starting fullscreen and ignoring resolution settings.
  • Fixed various issues with gamepad usage on the Escape Menu.
  • Fixed an issue where the Lightning Tower SFX was not stopping after being destroyed.
  • Fixed an issue where combat music would play over victory fanfare.
  • Fixed an issue where confirmation popups were not using the correct text.
  • Fixed an issue when swapping heroes in the inventory, resulting in incorrect camera placement.
  • Fixed an issue with the Summary Screen moving the player to the next map, regardless of win or loss.
  • Fixed an issue with the Ogre’s swing hitting players.

 

Known Issues

  • Item tiers will change currently through upgrades going into Nightmare gear. This is currently a visible change, and is not reflective of the final way tiers will be displayed.
  • Melee pet damage and ranged pet damage are not scaling correctly in Nightmare. All other difficulties will scale pet damage correctly.
  • Public games sometimes do not show up in the session browser.
  • If you click OK on a loot filter change and click back on options the UI won't close unless you hit the esc key.
  • If you create a hero with empty hero slots sometimes you'll just see the hero and the background. This can be bypassed by hitting the “I” key or escape depending.
  • Some accessories may change into another accessory, specifically the Sapphire Brooch, Mining Bracer, and Crusader Shield may become Monocles.
  • Very high item level gear may not show a quality tier.

What’s Next?

Our release is not too far away, so we’re going to keep plugging away to get the remaining content all polished up and ready for you to conquer. While our schedule has become tight due to the effects of COVID-19 (becoming fully remote, internet outages making remote work hard, and so many other fun hurdles), we’re still doing everything we can to get this game out to you as soon as possible. To make this easier, please, should you run into any bugs during this update, report them to us through the in-game escape menu. We’re working as quick and hard as we can, but with the vast numbers you provide, we’re able to get issues surfaced faster, leading to quick turnaround and fixes. 

Also a big shout out to our Etherian Cavalry, they were a big help in surfacing some gaps for us and overall providing a better experience going into this update!

Social Defenders

To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:

Keep an eye out for more info!

For Etheria!

Chromatic Games

[CG] Mary

 

DEFENDERS,

Today we posted our release announcement trailer for Dungeon Defenders: Awakened. If you haven’t seen it yet, click here to check it out! To celebrate the release of this trailer, and to check in with all of you, we’re going to give a preview for our next update as well as talk about new release information and where we are as a studio. Let’s get into it!

Activating the Goblin Mech Update

This update is coming so close, you can smell the exhaust coming from the Goblin Mech’s mechanical monstrosity. This is the update preview, there’s going to be more information provided on the post that goes live with our update.

Goblin Mech Plows Through

The second boss that you’ll fight is the destructive Goblin Mech! Piloting the pinnacle of goblin engineering, he bursts through the doors on Throne Room (Campaign). You’ll need to stop him from plowing through your defenses and destroying the Crystal Cores in the middle. He’s available for all difficulties.

UI Updates

One of the biggest focuses of this entire project has been to get UIs into a functionally better state compared to previous Dungeon Defenders games. As a lot of the UIs are wrapped up and getting their final touches, we’re able to finally start arting up the UIs. In this update, the first UIs to get this treatment are our Map Select UIs. There’s more to come across the entire game!

New Bonus Map — Endless Spires

Locking away from of Etheria’s most heinous criminals, the Endless Spires is going to be coming back as the bonus map for Act II. A fan favorite, Endless Spires is available to play on Campaign as well as Survival. Conquer the spires to receive an all new pet!

New Pet — The Monkey King

Climbing the Spires and fighting off the hordes of enemies that encroach upon the great prison rewards you with primate royalty, The Monkey King. Using his legendary bo staff, this pet attacks fast, gaining strength with each hit, all from the comfort of his floating cloud.

Delays

One of our goals regarding the development of this project is to be as transparent as possible about this project. We’ve had delays from initial releases and have tried to communicate why, ultimately being that we want Dungeon Defenders: Awakened to be a great game and set the standard when fully released as the first game for Chromatic Games. We sat down, made a road map that was realistic for the work we’re able to provide, and got to work. Everything was going smooth in development land, and then COVID-19 hit. This has been an unprecedented event, and as we’ve previously stated, our first priority was (and still is) making sure everyone of our employees was safe and healthy. This has affected development in multiple ways, and we’re doing our best to be responsive and ensure a quality game. Here’s how it’s affected multiple areas and where we’re at as a studio.

Nintendo Switch

Developing for a Nintendo platform is something new that we were excited to take on. The Nintendo Switch has a lot of awesome tech crammed into their console. Dungeon Defenders: Awakened can be a bit of a resource hog, so it’s important to make sure we do everything we can to make sure it runs smoothly, especially when playing 4 player split screen Wave 25 Survival. What happens on the Switch also sets the precedence for all of the other platforms we release on. There’s a ton of work that goes into making all of this happen.

Working in the studio with our Switch development kits allowed us to be quick with testing. One of the biggest hurdles with a game like ours is making sure that what other players are doing, including host and client connections, provides proper replication to everyone playing. You start local to make sure connections work, and slowly start playing over networks and doing larger network tests. Having to change to an entirely remote setup has caused a bit of trouble doing this. We are currently working through various solutions to emulate the process we planned to follow, but it comes at the cost of time. If we were in the studio, this would be moving along faster and we’d be in a much better position. Unfortunately that’s not where we’re at.

Ultimately this means that we’re going to have to delay our Nintendo Switch release to Q3 of this year. The above is not our only requirement, as there is a certification process that we must go through with Nintendo that takes some time to make sure it will work perfectly across their networks and platform. As a studio we believe you deserve the best experience. If we were to force something through, it would be incredibly rushed, not perform properly, and be a flawed product.

We’re going to keep working as hard as we can and keep you updated on our progress.

Pure Strategy and Challenge Maps

These were originally slated for our Activating the Goblin Mech update, but were pushed off to our release on May 28th. While we’re working on progression throughout the game, we wanted to make sure the additional mode and challenge maps (Act II introduces a brand new challenge map) provided a great experience. A lot of that is going related to our Massacre work, so we held on it for the moment so you don’t receive a lackluster experience that is going to be changed when everything is said and done. With these two changes to our schedule, the goal is consistently to not curb quality in order to meet deadlines.

What’s Next

The update is coming out VERY soon. There’s a lot of hard work that has gone into this update, and we’re working with all our might to provide an amazing experience at the end of next month when Dungeon Defenders: Awakened FINALLY Releases! Thank you for all your support, there've been a lot of ups and downs, but through it all we’re going to have a game to you that we’re very proud of. We’re almost there!

Social Defenders

To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:

Keep an eye out for more info!

For Etheria!
Chromatic Games

iamisom

Devstream 61 Recap



The Land of Uhz

  • Our new guy Benny said Uhh a lot. He has been admonished for his vocal crime. 


Power Surge Update

  • The Power Surge Challenge

    • Storm’s a-brewin’ at Dragonfall Bazaar! While the storm rages, towers gain supercharged attack speed, instant upgrading and instant build time during Combat Phase, but the intensity causes towers to explode after a short time. Can you survive the storm?

  • Glaive of the Storms Monk Weapon 

    • Ride the lightning with the Glaive of the Storms! The alternate attack lifts the Monk into the air and lets him ride in style on his own personal cloud. With the power of the cloud, the Monk can synergize and maximize his damage output for peak fiscal performance.

    • Uhh, we mean, become a lightning god! His cloud corvette drenches enemies that walk underneath it and periodically strikes them with lightning.

    • The main attack unleashes a powerful lightning attack!

  • Mark 3 Costume for Series EV2

    • Remember the days of dressing up like a Bounty Hunter? EV2 remembers.

  • Balance Changes

    • This update brings additional balance changes, including an Earthshatter buff, Skeletal Ramster buff, Skeletal Archer nerf and a Poison Dart Tower nerf.

  • And more!


New Map Influence Vote:  Least Votes Wins!

  • In recent months, several dungeons have been defeated at the hands of the Influence Vote. It’s time for one of these losers to finally win… but we’re switching things up. For this vote, the map with the LEAST amount of votes will be the one you see next!
  • Will you choose Frost Keep or Crumbled Bulwark? Vote now!


What We're Working On Now

  • Strategy Revamp:  New Enemy Abilities and Roles:  We're giving enemies new abilities and roles to increase the difficulty of the game and to provide more interesting encounters. These changes are going to take awhile to complete. It's a big task that we're working on, and it'll need a lot of iteration time before we get them right. If you're interested in testing these changes before they go live, join the Remote Playtesting Group! Email dani.moore[at]trendyent[dot]com if you're interested.
  • Campaign Revamp:  Leveling, Loot, Reward and Structure Changes:  Step one of getting the enemy changes into the game is restructuring our Campaign and laying the groundwork there. Part of these changes is changing the way we handle enemy spawning so that as we make squads and these new enemy changes, we can implement them into the game. While we're diving into Campaign, we're also taking a look at the new user experience and making rewards and experience more frenetic and enjoyable. After we're through with these changes, it shouldn't suck to level heroes to 50! Yay!
  • New Map:  Molten Citadel:  Our remake of Magus Quarters from the first game. It's real pretty. 
  • More DD1 Map Remakes:  Oh yeah, baby.
  • New Hero:  The Lavamancer:  We'll have more details for you in our next Devstream!
  • New Hero:  The Mystic:  You'll have to wait a bit longer for those details.


PS4 Online Update

  • In the update after the Power Surge update, multiplayer online play will only be accessible to players with an active PlayStation Plus account. If you do not have a PlayStation Plus account, you will still be able to play single player or local co-op online. When Dungeon Defenders II leaves Early Access, all players will regain access to multiplayer online play. To all of our PS4 fans, thanks for playing Dungeon Defenders II in Early Access on PS4. We're excited to continue to get your feedback as we continue to improve the game!
  • We're also working on PS4 Trophies. You should see those really soon!
iamisom



Today at 5PM EDT on our Twitch channel, be the first to see the Molten Citadel update! 

We're showing off the Molten Citadel map, Demon's Lair Incursion, the Lava Guardian enemy, new Abyss Lord Weapon and more. We're also giving away 10 Guardian of the Molten Citadel Squire costume codes to lucky viewers. Tune in to win!

iamisom

Greetings Defenders,

The response to the Defense Council has been amazing! Defense Council access is selling quickly, and the sheer quantity and quality of feedback we’ve gotten so far has been incredible! We’re buckling down in the studio now to focus on some of the feedback we’ve received and will have a blog on some of our learnings next week.

In the meantime, we want to know: What can we do to make the Defense Council even better? So far our largest requests have been:

  1. Add PayPal
  2. Add Premium Currency Rewards
  3. Add an Upgrade Option
  4. Sell Dungeon Defenders II on Steam

So, without further ado.

  1. PayPal support is here! You can purchase Defense Council access using PayPal here!
  2. We’ve added premium currency rewards to the packages! Everyone who has already purchased access will receive this retroactively. Of course, it may be a while until we implement cosmetics and premium currency into the game, since we’re focusing on gameplay first! Shoutout to Reddit users Fliksan, Jarstult, Momochichi, & MrSmeeb for making us realize the importance of bundling these with the packages sooner rather than later.
  3. We’re looking into an upgrade option and want to provide this option for you in the future.
  4. We hear you! For now, even though the Dungeon Defenders II Pre-Alpha is played on Steam, our limited access Pre-Alpha is only available from our site.


[CG] LAWLTA

DEFENDERS!

We’re almost at the end of September, which means there’s a little over a month away from the Dungeon Defenders: Awakened PC Beta! The team has been putting in tons of time to really make sure the beta is a great experience, while also polishing up a lot of areas that won’t be seen until release. Starting next month, we’ll begin ramping up displaying a lot of the hard work that’s been going on in the world of Etheria.

As we’re working on that, we didn’t want to leave you without anything for September, so while this will be one of our shorter updates, we do have some awesome things to show off. We have a big post processing and shader effect that is still being tweaked, and the following pieces are still works in progress, but without further ado, let’s get into it!

Squire Towers

We previously showed the concept for these bad boys, now it’s time to see them in-game!

Spike Blockade

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Bouncer Blockade

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Harpoon Tower

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Bowling Ball Tower

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Slice n' Dice Blockade

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These towers not only look fantastic but are incredibly fun to defend with. There’s another set of towers that we’re putting the finishing touches on in regards to animation, so we’ll show off the concepts for now. Get ready, the Apprentice Towers are coming at ya!

Apprentice Towers

Arcane Barrier

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Magic Missile Tower

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Flameburst Tower

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Lightning Tower

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Deadly Striker Tower

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Our goal was to make sure that the towers are very discernable from one another, something that was harder to do previously. We cannot wait for you to see their 3D beauty, we’re just giving it some finishing touches before doing so.

These are things you’ve seen before. How about we look at something that’s NEVER been seen before? Maybe a map?  Maybe a new map in Act 1? Actually yeah, that sounds pretty good. Let’s do that!

 

NEW MAP: Lava Mines

This map is one of the new campaign maps coming in Dungeon Defenders: Awakened! It’s a ton of fun to play, it’s absolutely gorgeous, and most of all — LAVA!

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What’s Next?

We’re still working our hardest to ensure the Beta coming in November is going to be the best first step at letting you, our valiant Defenders, take on Dungeon Defenders: Awakened. There’s a ton of info we’re excited to gain, where we can make the game better, and most of all — LET YOU PLAY! There’s a ton still left to do, but it’ll all be worth it.

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 is having a blast working on DD:A, we cannot wait for all of you to get your hands on it. Stay tuned for more info!

For Etheria!

Chromatic Games

 

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