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iamisom

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Josh Isom, Community Manager (iamisom)

The Halloween Update comes out tomorrow! Maldonis has reclaimed the Temple of the Necrotic, and it’s up to you to defeat him and his henchmen. Look carefully and you might find a few hidden treats...if you’re lucky. Once you’re done raiding his iPWR 750 versions of the Spooky Weapons, stop by the extra spooky Heroes Marketplace and make everyone green with envy!

Along with the Maldonis Incursion and some bug fixes from our new Bug Reporting site, we’re releasing some new Halloween packs on Friday for PC, including the Burning Souls Pack with these wicked new skeleton costumes:

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The Burning Souls Pack for the PS4 will come out in a few weeks -- just in time for Thanksgiving. ;)

Oh, and if you’re waiting for news on The Big Thing, you might not have to wait much longer...


Steven Collins, Lead Level Designer (Esorath)
Getting hyped for the Halloween Update! The new skeleton costumes are sweet, and I’m ready to go fight Maldonis yet again. Keep your eye out for any secrets as some thing may be lurking around during the combat phase!


Jesus Diaz, World Builder (N3oDoc)

Hello, Defenders! As you might know already, the Halloween Update is coming out tomorrow! I've taken some shots of the Halloween themed creatures you'll have to deal with in the two spooky levels! So take a look of those fierce enemies! Do they look scary enough for you?

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If those are not enough for you, just look at this!

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Treet just killed the Squire, and he's going straight to smash the core! You have to stop that!


Daniel Diaz, World Builder (@Danimix1983)

So... it's almost here! The Halloween Update is coming into Etheria. Don't be scared! Here are some more shots of the spooky Heroes Marketplace!

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James Reid, Software Engineer (Driscan)

Finally, while it's not in the Halloween Update, I wanted to show you some updates I'm making to the My Heroes UI to make it easier to organize your deck:

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And here's how it looks in split-screen!

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iamisom

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

iamisom



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!

niugget

A Very Trendy Halloween

From what Ive gathered around the office in the month of October, I think its safe to say that Halloween is one of Trendys favorite holidays, filled with pumpkin flavored treats, bags full of candy, and spooky costumes. Oh my!
This year we held our first pumpkin carving contest! There were supposed to be two categories, artist and non-artist, but only Rodrigo and Laura entered. The rules didnt mention that the pumpkin had to be real, so it became a battle between the two of them for the gift card.

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Lets not forget about the best part of Halloween, the costumes! With all the excitement of Dungeon Defenders II taking up most of our time, some of us opted for more simple costumes like our Associate Producer Ben Craven who dressed up as Ben Craven from 2011. Then there were other people like our Lead 3D artist, Jordan Kerbow, who just didnt have enough time to make his Khal Drogo this awesome.



Halloween group



Last year we added a new Spooktacular challenge to Dungeon Defenders along with a whole bunch of spooky goodies. What would you like to see us make for Halloween next year in Dungeon Defenders II? Let us know in the comments below!



 
Blacksmith

Enemies are a big part of Dungeon Defenders. As we began to develop Dungeon Defenders II one of the areas we thought needed some attention was enemies and how they think, behave, and react to both players and the environments around them. One of the first things we decided to add is a little something called Cluster Targeting.



Cluster Targeting is a means by which certain enemies can pick their targets a little more intelligently. Remember those little Kobalds from DD1? Well picture this scenario, imagine you were a Kobald, you wake up in the morning, have your blend of coffee, pick up your explosives and head to the nearest spawner. After you spawn in the level you have three options:



  1. Explode near two towers perched alongside a path?

  2. Explode near 3 tower and 2 barricades clustered nicely together blocking the way to the objective?

  3. Explode near a single idle tower?



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What would you pick? Well ideally if you wanted to do the most damage, youd charge towards the largest cluster (option 2) because:



  1. It is blocking the armys way forward

  2. Thats where you are guaranteed to do the most damage



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Cluster Targeting in Dungeon Defenders II allows enemies to think along those lines. It is a system by which defenses are clustered into groups and each group has a score or targeting desirability based on certain factors like:







  1. Cluster Composition



    1. what type of Defenses are in this cluster

    2. are there any high priority targets?





  2. Which cluster is more relevant?



    1. Is a cluster obstructing the main path towards the objectives?

    2. Can the enemy reach the objective?

    3. Is the cluster too far away?





  3. Enemy Damage Type



    1. Does the enemy do splash damage?



      1. How big of a radius?

      2. Whats the range?





    2. Does the enemy have a chain attack that bounces from target to target?



      1. How many bounces?

      2. Can it target the same target more than once?

      3. How large of a gap can the projectile jump?









  4. Etc...



ClusterT3



Each enemy that does some sort of area/chaining damage or effect can then pick the cluster based on what is more relevant to it, him, or even her(yes there are some lady enemies on the horizon more on that in a future post!).



Now that enemies have a bit more thought behind some of their actions they will immediately appear to be more threatening which will encourage players to plan their defenses a little more carefully or react to certain enemies as they enter the battlefield. This will also allow us to use less enemies to achieve the same goals.



Some of the most exciting moments in Dungeon Defenders happen when your defenses are failing and you and your friends fall back and work together to make your last stand. Those sort of clutch moments are something we are really keeping an eye on and we are doing a lot of interesting things to replicate such moments as often as possible But that is a conversation for another day.



Thats all I have for you this time Defenders of Etheria! I would like to hear what our fans think of this and which enemy could definitely use this mechanic. Who knows, your suggestion could send one of our enemies back to school in order to make them smarter and deadlier.
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

You read that right -- The PS4 pre-alpha is coming to European players (and to players in Australia, Russia, New Zealand and the Middle East) on Wednesday! It'll be priced similarly to the American version of the game, but Sony Computer Entertainment Europe has the final say in pricing. 

The Defender's Pack (retail of $24.99 USD) will be available on Wednesday, and the Starter Pack ($14.99 USD) and the Collector's Edition ($74.99 USD) will be available on Friday. PlayStation Plus subscribers will receive a discount on these packs similar to the American discounts. The American discounts are 20% off for the Starter Pack and 30% off for the Defender's Pack and the Collector's Edition.

iamisom

Devstream 57 Recap



Missed Friday's Devstream? Here's a recap!

Series EV2 Full Gameplay

Throughout the stream, we showed off EV2’s full defense and ability kit, as well as a look into some of her passives and Skill Spheres. Check out the Devstream archive above!


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New Hero Vote: Round One

Now that Series EV2 is finishing up, the Gun Witch and Lavamancer are on their way! Only you can decide who will come next -- The Barbarian, The Man & Machine, or The Mystic.

The first round ends Friday, so go vote!


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Deal of the Week

New sales begin every Monday! This week, get 50% off on the Ramster Knight Squire costume. Head to the Costume Shop to save!


May Mission Madness

Each weekend in May, get a new Daily Mission every 8 hours! There are only two weekends of the event left (May 20th - 23rd; May 27th - 30th), so be sure to take advantage of the event in order to get new heroes and Skill Spheres.


PS4 Roadmap

And finally, we’re working hard to get the PS4 version caught up with the Steam version! Here’s our most recent PS4 roadmap, which is subject and likely to change:

  • Early June:  Calling All Heroes + Unholy Catacombs update release

  • Late June:  Series EV2 + Buried Bastille update release

  • July:  All caught up!

iamisom

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The Dragonfall Carnival update comes out on Tuesday! This week, we’re polishing the update and looking ahead to the next one:


Elliot Cannon, Creative Director

We’re wrapping up the Dragonfall Carnival, checking every detail we possibly can. Art and Level Design knocked this event out of the park! Collins took the map from multiple blockouts to fun-ready with uncanny speed and passion. Everyone on the art team rocked with tons of amazing details and flair. So much fun stuff in this release. Can’t wait to see new folks trying Normalized Play. Right now, it’s polish, polish, play, polish, play. Behind the scenes, we’re working on detailed plans and schedule for future releases, estimates, gear sets, and hero designs!

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Daniel Haddad, Design Director (Blacksmith)

Helping with the wrap up of Dragonfall Carnival but mostly focused on the future. I’m working on figuring out our upcoming lineup of Heroes. What makes them special? Why would you all be excited about them? How will they make the game better? Also spending a bit of time looking at other aspects of our game that need help and writing proposals on how to fix them, namely pets, enemies and the like. We finished building the Abyss Lord’s functional bits and now we’re playing around with him as the content team continues to work on his aesthetics and VFX.


Tim Shannon, PS4 Producer (TimmyTrashTier)

Working on cleaning up the remaining major issues with the Ascension patch and getting the new dev team spun up on Dragonfall Carnival. Also looking at how we are handling and displaying text on item descriptions. If you are confused about auto-collect and the scavenger on PS4, check out my posts on the forums (bruh, it's fiyah)!


James Reid, Software Programmer (Driscan)

This week is all about polishing everything up.  So my UIs look prettier now (yay)!  Now it’s all about that bug fixing.

PRICES/DETAILS ARE NOT FINAL AND ARE TEMPORARY PLACEHOLDERS TO SEE HOW EVERYTHING LOOKS!

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Jeffrey Bickel, Technical Level Designer (TE_Jeff)

Came back from vacation feeling refreshed and energized, putting that energy right back into the game. This week I’m squashing bugs and polishing as much as possible - not much time left before we’re putting this Carnival into your hands!


Steven Collins, Lead Level Designer (Esorath)

It’s bug fix week here at Trendy. Going through and making sure all the wires are hooked up properly for the carnival. Can’t wait for everyone to jump in and win some sleek prizes on the Bling Wheel.

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Chris Flores, QA Lead (likethatwhenigothere)

Testing everything about everything and hoping it works when it comes done. Finito!


Jason Yu, Associate Producer (urfyness)

Making sure all the pieces fit together, adding bugs to the database, assigning those bugs to people, and prioritizing the bugs for the first couple days of my week. The next few days are spent planning for the next milestone. I spend time going through the design docs, breaking these down into individual features, and assigning rough estimates. When we get this close to the patch, I continue assigning bugs and playtesting the build when I go home.


Jesus Diaz, World Builder (N3oDoc)

Finalizing everything world building related for the Carnival and Heroes Marketplace level.

We’ll start to work on a new level soon.


Daniel Diaz, World Builder (DanielKaMi)

I have been working mostly on fixes and new stuff for the incoming Heroes Marketplace level!

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 (Psst. The Abyss Lord isn't in this update, but it looks so cool in the Marketplace!)

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!

bienvenido3

You’re gonna lava the Herald of Embermount update when it erupts August 16th for PC and PS4! 

This update contains our first truly flaming hero - the Lavamancer. Lavamancer enjoys long walks on volcanic ash, magma puppies, and using his transformable magma arm  to simultaneously wound his enemies while cauterizing their wound! He’s a sweet sweet man, really. If you haven’t already, meet the Lavamancer in his official trailer below:



Want to see the Lavamancer in action? Tune into our Devstream this Friday at 5PM EDT! We're also giving away his costume to several lucky viewers!

The HoE update also heralds (see what we did there?) an option to display massive amounts of damage in a more streamlined way. With this option turned on, you’ll be able to see more of the beautiful world of Etheria as you hashtag rek AF (or whatever you kids are hashtaggin these days). See the handy GIF (that’s GIF with a hard G) below for an example!

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Here’s what we’re working on this week:


Daniel Haddad, Design Director (Blacksmith)

The Lavamancer is nearly complete. There are a few concerns we’re running some tests on, but otherwise he is ready to rumble. I am now out of the engine and back in documents. Working with the Mystic team as they start building her assets and animating them. The Lavamancer looks fantastic. The team did a wonderful job bringing that volcano to life. We hope you enjoy using him.


Daniel Diaz, World Builder (DanielKaMi)

We're giving more love to the Crumbled Bulwark level. Visuals are turning into the right direction now! Only true defenders without fear will see the light on this dark place…

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Jesus Diaz, World Builder (N3oDoc)

We are still redoing the visuals of the Crumbled Bulwark level. At this point, it has even become more dark and gloomy...the perfect place to feature a new enemy, a really dangerous one.


Steven Collins, Lead Level Designer (Esorath)

The Demon Cache has been found! Congrats on hitting the books and getting some extra loots!

As for the next map, Crumbled Bulwark. The level design team was rather unhappy with the original theme that was done on this map. It lacked the character and depth that we want to push forward with our levels. So we decided to give Crumbled Bulwark a makeover. (Keep in mind the gameplay layout will remain unchanged.) This visual update will give the map more character as well as some of the updates will allow for a much more robust Incursion that we have planned for this map.


Brian Goodsell, VFX/Technical Artist (Other titles pending)

Wrapping up the last of the extended Lavamancer VFX work for the milestone. Had some time to modify my workflow in a way that allowed me to capture more gifs.


Oil Geyser Attack/Eruption

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Charge VFX

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Currently Listening To: Bonobo - "Nothing Owed (live version)"


John Muscarella, Digital Puppet Master

Finalizing the Lavamancer means that I have been full swing on our next hero, The Mystic!  I am extremely excited for this character, and hopefully you will be too.  Here is some of what I have been up too.


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Keep an eye out for this lady in the future, she will be joining our cast of heroes soon.



[CG] LAWLTA

DEFENDERS

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

Enter Chromatic

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

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

Dev Level Up!

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

Hardware Upgrade!

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

Art — What Is It Good For?

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

Character Updates!

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

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

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Excited to destroy some cores!

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

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It’s electrifying!

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Oh no, he was poisoned!

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

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

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

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

Maps, Maps, Maps!

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

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

Design — The Blueprints of DD:A

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

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

Hero Swapping

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

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

Camera Improvements

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

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

New Abilities

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

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

HUD

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

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

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

Engineering

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

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

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

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What’s Next?

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

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

Social Defenders

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

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

For Etheria!

The Dungeon Defenders II Team

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

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.
admin
townhub-1024x576.jpg



Each week, were detailing a feature of our competitive mode that separates it from the rest of the genre. This week, were focusing on the modes social center -- the Town Hub.



The Town Hub is a 24-player locale where players can strategize, customize, practice and trade before jumping into a match. The Town Hub is a natural evolution of the Dungeon Defenders tavern, much like the co-op overworld we mentioned earlier this week, but on a much smaller scale.



Its also a way to find and make new friends to play with in the competitive mode. Heres how it works: After selecting PvP from the Main Menu, players will join a random Town Hub. Any friends youre partied up with will join the same hub with you. Once youre there you can level your heroes, win prizes, visit the Archives, equip gear, manage your inventory, shop and more while youre queueing for a match.



dueling-1024x576.jpg



Want to see potential teammates in action or test a heros skills before the Arena? Start a duel! Dueling is a one-life, two-minute taste of the real action that takes place in the hub itself, with no separate loading time or matchmaking queue. You can even watch other players fight from a nearby outlook. Afterwards, players can invite those worthy candidates to their party and head off to the Arena together.



After a few rounds in the Arena, youll notice your backpack is heavy with loot. You can lighten the load by trading that gear with other players! Or customize it with unique dyes, names and stats! Well have more details on customization soon.



Were hoping by making the experience more social, more personable and more selective as well as giving players ways to help each other progress, we can improve the negative atmosphere often seen in MOBA communities.



How do you feel about the competitive Town Hub? Let us know in the comments below!
I_PASS_BUTTER



Join us today on our Twitch channel at 5PM EST for our Weekly Devstream! Brad and Steven will be answering your questions and revealing what we’ve got in store for you:


  • A sneak peak at the upcoming Besieged maps.

  • A reveal of our newest Harbinger build weapons and explain how they work, when to use them and why we must never, ever tell the Harbinger we have them.

  • Loot Changes: I will be playing (and dying) on the Loot Branch and Dan will explain the upcoming changes to the loot system.

  • New Holiday Tavern decorations and costumes. ‘Tis the season, people. We got Holiday Cheer coming out the yin-yang.

  • Showing off our newest pet: the Dragolich! Oh no, don’t look at it! It’s terrifying! Rawr…

  • Our Squire Boxer giveaway continues! Seriously, somebody get this guy a shirt or something. He’s making us look bad.

  • And our final, super-secret reveal...the Awakening Pack!

PutmickJ
Greetings Defenders, and welcome to this month’s QA Column: QA Bugstravaganza![working title]
We’ve got an exciting and hilarious bug for you today!



The Apprentress and Friends


When we discovered this bug, one of my personal favorites, we’d just finished a test for the Council members. As soon as we booted up the game and prepared to start on our normal daily tasks, we spawned into the map and were met with quite possibly one of the silliest bugs we’ve ever seen:



When choosing the Apprentice, everyone was met with what could only be called a “monstrosity,” or more accurately, a fusion of the Huntress and Apprentice now lovingly known as the “Apprentress.” This model combination led to some hilarious results as you can see from the video above, with the Apprentress firing off her awesome Cyclone and Mana Bomb. The Huntress and Apprentice weren’t alone in this strange splicing treatment, however, as the “Monktress” had his/her day in the sun, too. This Monk had all of the Huntress’ abilities and, as if that wasn’t enough, had also stolen the Squire’s sword and managed to make it float beside him.



After everyone in the office had a good laugh, a fix was quickly found and our Heroes were fused no longer. Many screenshots were taken, though, so whenever someone needs a pick-me-up, this bug never disappoints.



So there you have it: This month’s best bug. Let us know what you think about our weird Hero fusions in the comments, and what you believe would be the funniest accidental combination of Heroes! Also, if you think you can create a better title than QA Bugstravaganza, we’re taking suggestions!
iamisom
consumables.png

Before we begin, wed like to mention that there are two separate modes in Dungeon Defenders II a cooperative tower defense RPG campaign and a competitive multiplayer MOBA mode. Two separate modes. Let those words sink in. Dungeon Defenders II will still have the same amazing tower defense gameplay you loved in Dungeon Defenders. In fact, you might get some more info on that on Monday.

We faced a lot of issues with TrendyNet and DD1 at launch, and we wanted to get those issues out of the way with the competitive mode, not cooperative. Not to mention, we wanted the additional time to balance the heroes for the competitive mode and flesh-out/experiment with the gameplay of the cooperative mode.

Breathe easy, friends.

Moving on. Each week, were highlighting what separates our competitive mode from other games in the genre. This week, were focusing on our simplified consumable system.

Shop Main Screen


Our competitive mode does not have permanent items or item builds. Instead, we only use consumables. Some of these items will give you temporary boosts (like Potions) and some will give you buffs that will last until you die (like Elixirs). These items are purchased using the gold earned during the course of a match.

Why are we simplifying the item system? To decrease the length of matches and make the mode more accessible to the average RPG or tower defense fan. Other games in this genre average around 40 minutes per match. Our multiplayer mode averages around 25, which is much easier to fit in-between defending Eternia Crystals.

Below is a list of the items you can find in the shop, and what each of them do.

Potions


Potions are the simplest and least expensive consumables. They last for a set period of time and can replenish your health & mana as well as increase your attack damage, decrease incoming damage, or reduce cooldown times.


Oils


Oils are powerful consumables that can be applied to a weapon and last until death. They let you deal more damage to towers, inflict damage over time, slow enemies, leech health, and more. But watch out, once you die the funs over. Only one oil can be used at a time.


Elixirs


Elixers are the most expensive and most powerful consumable. Each one has multiple effects and can turn the entire tournament to your teams advantage. Like oils, elixers can only be used one at a time and last until death.


Tomes


Tomes allow you to perform feats that can save you from the jaws of defeat, but last a very short amount of time. These can be used to dodge abilities, run away, or even teleport to an allied tower.


Wards


Wards are for the tacticians among you (hey defenders!). They push back the fog of war allowing you to expose enemy movement and plan your attack.


Our alchemists are always working on new concoctions, so it's possible that more of these splendid creations may be available in the future. We will just have to wait and see!

How do you feel about the consumable system? Let us know in the Comments section!
admin








In this week’s PvP Hero Showcase, the Historian goes in-depth with the Man and Machine. Watch the video to see how the ex-general fares in the tournament.

If you want to see anything again, just click on one of the icons in the video to see a previous section again.

What do you think of the competitive mode in action? Keep in mind everything’s beta, so all feedback is good feedback. The most constructive comments will receive a DD2 beta code! Winners will be chosen on Monday, May 20.

New PvP Hero Showcase videos every Wednesday. Remember to come back Monday, for your first info on coop enemies.
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