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[CG] LAWLTA

hNXqRHb.png

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

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

Greetings Defenders,

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

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

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

New Game Mode: MASTERY

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


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

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

  • Hyper Shards

  • Exclusive Flair

  • Golden Pets

  • Ascension levels

  • Defender Medals

  • Gold on gold on gold

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

New Shards:  HYPER SHARDS

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

New Cosmetic System:  FLAIR

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

  • Head (Halos, masks, and auras)

  • Back (Wings)

  • Waist (floating objects and auras)

  • Feet (auras, fire, and other effects)

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

New pets: GOLDEN PETS

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

Halloween in Etheria


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

Bug Fixes

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

Even More On The Way...

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

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

For Etheria!

The Dungeon Defenders II Team

[CG] LAWLTA



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

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

Greetings Defenders,

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

New Game Mode: MASTERY

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

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

  • Hyper Shards

  • Exclusive Flair

  • Golden Pets

  • Ascension levels

  • Defender Medals

  • Gold on gold on gold

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

  • Mastery 1:  October 11th (TODAY!)

  • Mastery 2:  October 18th

  • Mastery 3:  October 25th

  • Mastery 4:  November 1st

  • Mastery 5:  November 8th

  • Mastery 6:  November 15th

  • Mastery 7:  November 22nd

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

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

Special Event:  PROVE YOUR MASTERY

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

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

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

New Shards:  HYPER SHARDS

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

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

  • 50 Stars:    Mass Destruction

  • 155 Stars:  Vicious Strikes

  • 260 Stars:  Radiant Critical Power

  • 365 Stars:  Explosive Shielding Guard

  • 470 Stars:  Thunderstruck

  • 575 Stars:  Destructive Pylon

  • 680 Stars:  Super Fortification

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

New Cosmetic System:  FLAIR

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

  • Head (Halos, masks, and auras)

  • Back (Wings)

  • Waist (floating objects and auras)

  • Feet (auras, fire, and other effects)

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

  • Collecting stars through Mastery

  • Future game content

  • In-game Shop

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

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

New pets: GOLDEN PETS

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

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

  • 90 Stars:    Golden Gato Egg

  • 195 Stars:  Golden Creeper Egg

  • 300 Stars:  Golden Dragon Egg

  • 405 Stars:  Golden Gato Egg

  • 510 Stars:  Golden Creeper Egg

  • 615 Stars:  Golden Dragon Egg

  • 720 Stars:  Golden Gato Egg

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

Halloween in Etheria

bZHsxNA.jpg

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

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

Quality of Life

Selling Equipment With Shards

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

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

Orbs

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

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

Hero Changes

Mystic

  • Call To Madness

    • Cooldown increased 10 seconds to 20 seconds.

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


Series EV-2

  • Weapons Manufacturer

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

General

Weapons

  • Shadowflame Dagger

    • Projectile life-time reduced to 2 seconds.

Bug Fixes


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

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

  • Fixed a homing issue with Shadowflame Dagger.

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

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

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

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

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

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

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

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

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

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

  • Fixed an issue with various shards using incorrect values.

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

Even More On The Way...

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

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

For Etheria!

The Dungeon Defenders II Team


iamisom

Alpha & Beyond Released



Dungeon Defenders II is growing up! Gather around as it emerges from the primordial ooze and turns into an Alpha. With a big bang, the Alpha & Beyond update adds story, a rebalanced Nightmare mode, freaking rocket boots and so much more to the Etherian universe. Okay, we couldn't figure out which "getting better" metaphor to go with, so we went with all of them.

What's beyond? We're going to rapidly iterate on and improve the core feature set of the game. New feature work will still be ongoing in Alpha (insert obligatory controller support tease here), but we will also be focusing on bug fixing and balancing on a near weekly basis. 

Want to know what’s different in Alpha & Beyond? Click here for the all-dressed-up version of the patch notes!

With this update, we get one step closer to Open Alpha when the game is open to everyone. If you’re eager to play the game before the Open Alpha and still get a good value, we’ve added a cheaper version of DD2 to Steam today!


Starter Pack (New $14.99 Version):

  • Access to Alpha (and all of the delicious Alpha ants!)

  • 2000 Gems

  • Four Steam-exclusive Hero Accessories


Defenders Pack ($24.99 Version, renamed from Dungeon Defenders II):

  • Access to Alpha (and its crunchy ant delights!)

  • 3000 Gems

  • Four Steam-exclusive Hero Accessories

  • Two Extra Hero Slots


Thank you all for your support. We can't wait to hear what you think of Alpha & Beyond!

iamisom





Lots of great words start with A. My favorite can’t be posted here without getting fired. My second favorite is anteater because it’s hilariously to-the-point. Somewhere down the list is another great word -- Alpha.

Dungeon Defenders II is going into Closed Anteater, no, wait, Closed Alpha on Thursday! Prepare to stick your two-foot tongue into a hill of delicious new content, balance changes and more. Use your beady eyes to watch our new intro cinematic! Steel your four wobbly legs to re-enter our improved Nightmare Mode! Ditch your furry hide and find some new costumes in the Costume Shop! The Alpha & Beyond update will have all of this and more, so come back here on Thursday for the full patch notes.

With this update, we get one step closer to Open Alpha when the game is open to everyone. If you’re eager to play the game before the Open Alpha and still get a good value, we’re adding a cheaper version of DD2 to Steam on Thursday!


Starter Pack (New $14.99 Version):

  • Access to Alpha (and all of the delicious Alpha ants!)

  • 2000 Gems

  • Four Steam-exclusive Hero Accessories


Defenders Pack ($24.99 Version, renamed from Dungeon Defenders II): 

  • Access to Alpha (and its crunchy ant delights!)

  • 3000 Gems

  • Four Steam-exclusive Hero Accessories

  • Two Extra Hero Slots


Both packages start with four premium inventory bags. For the full timeline on our Road to Free to Play, check out this blog!

Thanks to everyone for your feedback so far. Together, we’ll continue making the best Action Tower Defense game possible!

pmasher

Greetings Defenders,


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


Nightmare Improvements

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

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

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

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

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


Nightmare Rollback

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


Nightmare Pioneer Rewards

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

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


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

[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

[CG] Mary

DEFENDERS

Today the “Activating the Goblin Mech Update” went live for Steam Early Access! Alongside it is our release announcement trailer, which if you haven’t seen it yet, click here to check it out! Dungeon Defenders: Awakened releases May 28th on Steam, and noted later in this post are details for the other platforms. With the update coming next month, this is the final major update to Early Access, with the Steam launch having all of our 1.0 content. In this update you’ll be fighting the magically powered Goblin Mech, gain access to the Endless Spires map, and get the first look at our first arted up UIs — let’s get into it!

Activating the Goblin Mech Update

You can smell the exhaust coming from the Goblin Mech’s mechanical monstrosity, but where is the smell coming from? The only way to find out is to hop into Throne Room on Campaign and survive to the end!

The Goblin Mech Plows Through

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The second boss that you’ll fight is the destructive Goblin Mech! Piloting the pinnacle of goblin engineering, he bursts into Throne Room (Campaign). You’ll need to stop him from plowing through your defenses and destroying the Crystal Cores in the middle. Find his weakness, drain the power of the mech, and stop him in his tracks!

The Goblin Mech is available for all difficulties on The Throne Room (Campaign).

UI Updates

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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 on the functional side, we’re able to finally start arting them up. In this update, the first UIs to get this treatment are our Map Select UIs. There’s more to come across the entire game, but this is our first real showing at giving the UIs that Dungeon Defenders feel!

New Bonus Map — Endless Spires

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Locking away some 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 —  doing so in Survival rewards you 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 related to our Massacre work, so we held onto 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.

Balance

  • Enemies
    • Spider
      • Increased the Spider’s web projectile speed by 50%.

 

General Changes

  • Maps
    • The Tavern
      • The Blacksmith has been added, but currently ignores you because you haven’t slain a dragon yet. He’s got some high standards that we’re looking to nerf in a later update.
    • Throne Room
      • Updated the carpet in Throne Room to be Blue on one side to help give a sense of which side of the map a player is on.
    • Alchemical Labs
      • Updated the nameplates on the Electric Generators that activate during the Demon Lord fight.
  • UI
    • Updated the descriptions for game modes and maps on the Map Select UI.
    • New Map Select UI with new art assets!
    • New Map Cards have been added to Map Select.
    • Fire Rate now shows for melee weapons and staves.
  • Matchmaking
  • Players are able to join their friends' private/public games after Wave 3.

  • Public games do not show on the Session Browser past Wave 3.

  • Tower Range Viewer
    • Pressing “SHIFT” will turn on Tower Range Viewer, showing the range of towers.
  • Gear
    • Added an accessory drop to every Boss victory chest in Campaign.
    • Added set bonuses to the tooltips.
  • Cinematics
    • Added several new storied cinematics in Act II.
  • Performance Optimizations
    • AI behavior / content, as well as map content has been greatly optimized and players should see a noticeable improvement in later stage gameplay.
    • More optimizations to come! 

Bug Fixes

  • Fixed an issue that was causing several crashes.
  • Fixed an issue when enabling FPS Limiter not saving properly.
  • Fixed an issue where pets were not able to be dropped from the inventory.
  • Fixed an issue where hero footsteps were not playing correctly.
  • Fixed an issue where the Summary Screen and Tac Map could overlap and not allow you to properly interact with the Summary Screen.
  • Fixed an issue where Primary Bindings showed in the Secondary Binding if there was not a Secondary Binding already set.
  • Fixed setup issue with several explosion VFX that were causing a noticeable stutter on lower spec machines.
  • Fixed an issue where hitting “Escape” was not cancelling inputs.
  • Fixed an issue where pets could be upgraded too high.
  • Fixed an issue where tower rate stats on older gear was not showing.
  • Fixed an issue where free pet upgrades still took gold.
  • Fixed an issue where the Huntress’s projectiles would pass through targets when moving too fast.
  • Adjusted the chat box so it now scrolls when a new message is sent.
  • Fixed an issue with damaged towers not updating properly on the Tac Map when repaired or upgraded.
  • Fixed an issue for not being able to upgrade certain stats properly, specifically Fire Rate.
  • Fixed an issue when clicking the portrait of your currently selected hero wasn’t confirming the creation for that hero.
  • Fixed an issue with upgrade arrows on items in the inventory not updating correctly.
  • Fixed an issue where Facemelter was doing 1 damage.
  • Fixed an issue where Lightning Aura wasn’t playing it’s VFX when damaging an enemy.
  • Fixed an issue where Medium Difficulty completion was unlocking Insane Difficulty.
  • Fixed an issue that caused an inconsistency with aura previews and spawn sizes.

Known Issues

  • Replaying/Restarting Endless Spires causes Wyverns and Sharkens to have pathing issues.

  • Maps being randomly locked and not unlocking properly.

  • Gear quality not being reflected properly compared to the item power.

What’s Next

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

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.

pumpkins



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!



 
Luska Arco
Defenders! (ง ᗒωᗕ)ง Its time for another edition of QAs bug blog: Sluggin Those Smug Bugs Right In Their Ugly Mugs [working title]. So grab your swords and boards, your staves, your polearms, your bows and quivers! Stand tall and sound off!

I present to you my ideal vision of the Huntresss Oil Flask: Introducing the Rainbow Cat Flask.

[video=youtube_share;HSMp-bON3-Q]http://youtu.be/HSMp-bON3-Q[/video]



Note: This video does not in any way represent a feature that has been added to the game.

Ahhh! ( ⌣ `ʃƪ) Its as magnificent as it is effective! Truly the most resplendent display the human eye has ever captured!

This actually isn't a bug at all but more of a messin around in the editor thing. Ive been playing a lot of Huntress lately, using her Oil Flask plus Piercing Arrow combo to coat enemies in oil and then set them ablaze with a burning DoT (Damage Over Time). So far it's my favorite combo -- especially when other fire effects, such as the Apprentices Flameburst Tower, also ignite the oil.

After using the combo so much, I started to look at the Huntress, particularly Oil Flask, and wondered what could have been.

I decided to rummage through our editor program where I found some interesting assets tucked away in a forgotten and unused directory. I was immediately inspired and asked our VFX Artist Brian Goodsell for a favor. He decided to humor me and altered the visuals like the trail that follows the airborne flask as it travels and the sounds of the impact of the flask on the enemy.

I also decided I wanted this new take on Oil Flask to be less about the debuff it provides and more like a bomb -- a pure damage ability. I decided to go into the editor and enable damage on impact. I may have made the number a bit too high from a balance perspective (its pretty much shamelessly absurd), but I regret none of my actions up to this point.

I say let the Orc hordes come. Let the Goblins and the Kobolds barrel down upon our village. Let them bear witness to my new flask. And when the last survivor staggers back to their brethren, broken and defeated, to relay what they saw -- what the defenders of Etheria are capable of -- they will let them know that we have cats!

...Or something like that.

What do you think? Was it great or were you not feline it? Let us know in the comments.

The random winner of our Using Sub-Objectives blog is UltimateJorts!

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

UCzCUMs.jpg


A Protean Check-In With Elandrian


Defenders Assemble! Sound the horns of Dragonfall! I come bearing beans!


Well, I have some beans, but I also wanted to talk about the recent launch of Protean Shift. It’s been a busy past two weeks for us here at Trendy and it’s great to finally get the expansion into everyone's hands. We’ve been scouring the forums and our various social platforms for comments and feedback, and it’s tremendously valuable for helping us shape what’s coming soon in upcoming patches. I also want to give you guys a glimpse at the future of the game as well, so read everything for all the juicy details.


In response to feedback (and just our planning in general), we have a bundle of changes, new content, and bug fixes coming soon. I’m not going to give any real time-frames… our goal is to get new changes and content out as quick as possible for everyone, but we’re a tiny team and we’re working as fast as we can! Here’s a quick list of some of our targets:


Short Term


  • Bug Fixes (duh.)

  • Buyback Functionality

    • This is currently in testing/iteration and we want to get it out soon. We really want to make sure there’s a way to get back items you’ve sold by accident. It will most likely just save some of the items you’ve been selling until you leave the Town or Tavern.

  • Better Sorting/Filtering of the Inventory

    • One thing we want to improve is your ability to find your good items in an easier way. This will take a little more work, but we’re going to try to give you better sorting of item types, as well as possible sorting by your strong MOD rolls… or should I say “those big 5/5 Qualibeans.”

    • This also might include some changes to help find Shards and manage them better, but that might require additional time as well.

  • Materials Vault Tabs?

    • This is something we’re investigating too.  We saw some players talking about this so we’re looking at making a section of the vault be able to support bigger stacks of materials and connect to all the places you want to spend them. We’re aiming for this to be a “short term” add… but it might end up taking a little longer.


Medium Term


  • Onslaught Changes

    • I’m not going to go into TOO many details, as it’s still being discussed among the Design team… but I will say we have some goals for these changes.  

    • We want to make it easier for players to play and progress together.

    • We want to make the floors more significant to progress between.

    • We want to make it easier to make meaningful progression and less punishing.  (Aka. Three map floors might go the way of Skill Spheres.)

  • Ancient Power Changes

    • These are going to be some changes to make it fit more in line with the Onslaught changes.

    • We’re also looking at making the resets more forgiving as you gain Ancient Power too. Again, not going to go into specifics as this is still an active discussion… but we ARE reading/discussing all the various opinions from the community and our testing teams.


Longer Term (But maybe shorter than you expect?)


  • Better party functionality.

    • We’re trying to add more social functionality here… Things like better party leader knowledge in matchmaking, inviting/kicking from parties, a friends list?  There’s a lot on the schedule to add here, we’re going to get to as much as possible.

  • Increased Multiplayer Incentive

    • We want people to be enjoying Dungeon Defenders together, but we know there’s not a lot of reasons to do so at the moment. We’re aiming at changing this, while still keeping solo-play viable.

  • Better Matchmaking.

    • This is another laundry list of changes, but we want it to be easier for people to play together and stay together.  We also want to make the flow to get into gameplay much easier and with less interruptions and disconnects.

  • Guilds

    • Secrets...


Now all these updates and changes are well and good, but we’ve also seen a certain desire from one or two community members. It’s been spoken of only occasionally… and by so few that we weren’t sure if it was important or not to everyone...


/endsarcasm


Our heroes will be receiving some calls to action to various regions of Etheria very soon. The first region our heroes will be heading to will be a somewhat familiar location. The distress call will come from a certain coastal region...

XyWkgka.jpg


Just for some extra beanage at the end here:  There will be a new region to go to, new things to get, and possibly some new threats to face…

We appreciate all our players sticking with us as we continue to evolve and release our vision for Year Two of Dungeon Defenders II. We couldn’t have done any of this without all of your help.  

Thank you from all of us here at Trendy Entertainment.


Sincerely,


Colin “Elandrian” Fisher

LaurawantsaCow
Overworld4



Our last survey was super effective!



We got to know what our fans liked about our campaignmaps, what they didn't like, and why. It was great to hear from you and we want to hear more. Go take this survey and let us know what you think of the Eternia Shards campaign maps. Let us know what you think in the comments!



You can also contribute by posting your thoughts inCrzyRndm's thread: "Level design and Gameplay. What makes a map fun to play (or not)?"
drod1000



Greetings, Defenders!

My name is Darrell Rodriguez, and I am the new CEO of Trendy Entertainment. I’ve worked in the entertainment industry for the vast majority of my career, where I have been privileged to work with some of the foremost creative and tech leaders around at companies such as Disney, EA, LucasArts, and now Trendy Entertainment.

I am here to empower the developers at Trendy to achieve their amazing vision, technology, and creativity. I am here so we can continue to build games you will love and create technology that will empower other independent developers to take their games to a place they could not have otherwise gone. Like everyone at Trendy, I am a big believer in collaborating with you, our community. So I’m also here to build systems to empower, to better listen to you and to make your input a reality in the games we make.

I, like you, have been captivated by Dungeon Defenders’ unique gameplay and pledge to bring more of that to you in the future. Both in the form of Dungeon Defenders II, whose evolving art style and gameplay continue to impress me every day, and other (more secret) projects for Dungeon Defenders lovers. I ask for your patience and trust as I help guide your beloved Dungeon Defenders. I am human, and like us all, may stumble. But through listening and learning from you all, I am confident we will work together to make Dungeon Defenders future as bright as possible.

As an independent developer, funding is tight and decisions need to be made that enable survival and empower developers to make games you will play and love. So to start, I have a question for you. The Kickstarter concept of voting with your wallet to fund products you would like to see built has been popular for many independent studios so far. What are your thoughts on using this concept, not to fund a game, but to grow and expand one? For example, would you chip in with other players to help create new features or content for everyone to play as opposed to just buying content for yourself?

The random winners of our Wyvern blog are Baxter and Beorn424!

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

A Bold New World

vfx-Blog.jpg

Recently, we overhauled our visual effects style in DD2. Our old VFX style used the soft shapes and smooth gradients from the first Dungeon Defenders, but it didn't match what the game was currently achieving in its art style. DD2 uses bold colors and hard shapes, especially in the way we design and build our worlds. Our amazing 2D Animator Alexey Mescherin was already using a more hard-edged and bold color style in his animated flipbooks, so we needed our basic particles and accent components to match that same style and feel. Our goal was to emphasize very simple shapes, simple gradients if any, and bold colors in our VFX.

app_vfx.gif

We went through our library of VFX assets and picked out the textures that no longer adhered to the visual style we wanted to achieve. I selected a group of textures that used soft shapes and gradients to experiment with. I brought these into Photoshop and played with ways to turn these textures into the hard-edged and bold look we wanted. I tried to find the basic shapes and elements of each texture to break them down to these core elements. I also made them uneven and nonuniform to bring more interest to the textures.

comparison_gif.gif

Then I compared the old and new textures side-by-side with a slight blur added to make sure they still had a reasonable enough similarity between the two. Because we were replacing the old textures with these new ones, we didn’t want to completely change the intent and feel of the VFX.

We didn’t change every soft shape and gradient, though. There are some visual effects that we kept in the old, softer style. For example, we kept certain types of smoke and fog -- volumetric fog, candle smoke and distance fog/smoke -- in the old style for places that are more ambient and less volatile.

portal1.gif

Adjusting to this new style of VFX has been a major hit internally at Trendy, and we are continuing to move forward with it. The hard edges add a very nice banding to our VFX that really push the cartoony stylized feel we want to achieve with DD2. We hope you all enjoy this new approach with our VFX as much as we do!

How do you feel about the bold new VFX style? Tell us in the comments below, and you could win a pre-alpha code for Dungeon Defenders II! You have a full week to leave a comment. We’ll pick a random poster and reveal the winner next Friday. Don’t have a forum account? It takes less than a minute to join!

Also, there's still time to enter the giveaway on the Javelin Thrower Boogie blog!
TrendyEnt

This is a quick fix for the current issue with daily mission reset and completion, and we’ll have a better fix for this on Tuesday.

Bug Fixes


  • Fixed the daily mission refresh to continue giving new daily missions and map bonuses.


Known Issue


  • Anyone that comes into the patch with three existing quests, and you complete one quest, you’ll get another daily quest that was meant for the following day.  Then ON that following day, you will not receive a new quest.  It’s a little wonky, but we’re working on it.

If you’re playing on PS4, all of these changes will be in the Dark Altar Update on Tuesday.
iamisom



Today, we're putting the finishing touches on our latest Dungeon Defenders II update, The Harbinger Awakens, which you'll have in your hands tomorrow. For you, it must feel like your birthday. There's this great big gift waiting for you. You get to open it, play with the new loot, fight the new boss, and just escape into this weird, wonderful thing we're making. But we're on the other side. We're the gift givers. We’ve spent hours poring over everything you told us so we could find you the perfect gift. And now we have to wait for you to open it. Worry about if it's what you wanted. Wonder how we're going to top it next time. That's a lot of pressure.

But we like being your gift givers. Because you wonderful guys and girls have supported us through our first year of Early Access. That means a lot to us. We aren't a AAA studio with a huge budget. You're not going to see Dungeon Defenders II on some parkside bench or a billboard. We're a small team, and we only get to make these gaming gifts because you believe in us. You support us. We hope each and every one of you realizes that. You are the sole reason we get to wake up every morning, see our children off to school, head into the office and make video games. What an insane, crazy world this is where we get to make fun for a living. Thank you. Thank you so much for that.

We really hope you enjoy your gift. We'll see you online tomorrow.

- Isom

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