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iamisom

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

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


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

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

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


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iamisom



On Friday, Elandrian and Blacksmith discussed Trials: The Endgame Update! Watch the archived stream above.

In the first half, we spoke about the new power you'll discover when the update comes out. If you'd like to learn more, check out our New Power blog. In the second half, we answered tons of your questions.

Stay tuned next week for more details on the new challenges standing between you and your new power. 

iamisom

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"Those who want Power must cast themselves into the Chaos." - A quote we totally didn't make up.


Greetings Defenders,

Trials: The Endgame Update is the systems update you’ve been waiting for. We’re improving progression, herocrafting, strategy, challenge and so much more. We’re pouring every ounce of ourselves into our most ambitious update yet, and we hope you’ll love it as much as we do when it comes out soon.

There’s a lot in this update, which also includes new threats, new difficulties, new ways to play, a new Inventory, balance updates, quality of life improvements, bug fixes and more, but this week, let’s focus on the new power you’ll find in the update:


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Shards: A New Way to Build Your Hero

Our brave Etherian scouts ventured deep into the emerging Chaos. While evading fearsome new foes, they discovered powerful new artifacts called Shards! Shards slot into your Defenses, Weapons and Armor where your passives once were. Shards give you extra buffs, bonuses and sometimes even new functionality, which can be upgraded to augment your defensive capacity!

Defenses can hold up to three Defense Shards; Weapons and Armor can hold up to two Hero Shards. When you enter the new update, you’ll find your previously acquired gear -- slightly modified -- alongside a complimentary collection of Shards to start you on your way. Those with iPWR 750 loot will initially venture further into Chaos than other players by leveraging these complimentary Shards, but all will eventually find their way to greater iPWR glory (more on this in a future report). Best of all, most Shards can be moved between gear, which allows you to modify and improve your builds without losing earned progress!

Gone are the days when you bowed in tyranny to the RNGsus of Passives. Now you only need to bend one knee slightly to the Shard Gods!


Summary of the Shards system:

  • Goodbye Passives and Skill Spheres; hello Shards!

  • Shards are gemlike artifacts that slot into your Defenses, Armor and Weapons

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

  • Shards are found as loot drops separate from your other gear

  • Shards are upgradeable

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

  • Defenses can hold up to 3 Shards and can only equip Defense Shards

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

  • When you login, you’ll be given Shards to help you on your journey into Chaos, and depending on how many Skill Spheres you’ve purchased, you’ll be given a ton of gold (which you might think you have enough now, but you’ll need all the gold you can get for upgrading Shards)


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Ascension: Go Beyond Level 50

While our scouts risked life and limb in the Chaos, our magical scholars made a discovery of their own -- you can now go beyond Level 50! They’re calling it the Ascension system, and they’re quite proud of the name. (They’re as smug as they are clever, those scholars.)

Oh, and what’s the new limit, you ask?

You’ll be delighted to know our scholars believe this path to be limitless! Trust us, our scholars have been testing it. They’re as thorough as they are smug.

When a hero hits Level 50, any XP gained from that point forward goes towards your Ascension Level. Some of you might be wondering whether a deck of four Level 50 Heroes gives you four times the Ascension XP. Some of you might be on the right track! Having multiple level 50 Heroes and braving the toughest challenges rewards you with the greatest bounty.

Earning an Ascension Level gives you points to invest in Ascension Powers. Some Ascension Powers are universal while others are unique to specific heroes. To be the best, you’ll need to rise off your laurels, test yourself, bring your A-game and choose your Powers wisely.


Summary of Ascension:

  • Go beyond Level 50 with the Ascension system!

  • When a hero hits Level 50, all XP gained after that point goes towards your Ascension Level

  • Earning Ascension Levels gives you points to invest into Ascension Powers

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

  • Harder challenges will grant more Ascension XP

  • Four Level 50 heroes in your Hero Deck = 4x the Ascension XP


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All Heroes Become Master Builders AND Master Fighters

The Blacksmith and the Relic Hunter have something up their sleeves for you, too. You’ve seen them cozied up in the Marketplace, haven’t you? They’ve been working on updates to Relics, Armor and Weapons that will transform your heroes into simultaneous master defense strategists and combat experts!


All Relics are now Defense Relics

The Relic Hunter fashioned a method for attaching a Relic onto each of your Defenses. Rather than specializing all your gear towards a single Defense, you can now augment each of your Defenses individually! Want a Defense Health Blockade and a Defense Speed Ballista? Done.  Want Defense Range Cannonballs with Defense Power Training Dummies? Easy. You can do all of that with a single hero! Mix and match Relics, Defense Shards and Ascension Powers to make a build that is specifically you!

And yes, you read that above correctly:  The Relic Hunter rediscovered Defense Speed and Defense Range! Be sure to stop by the Marketplace to thank him.


Armor and Weapons Reforged

In conjunction with the Relic Hunter, the Blacksmith reforged Armor and Weapons into Hero Gear!   Similar to Relics, Hero Gear will now allow you to empower and modify your raw combat potential and mystical abilities. Combine gear with Shards and Ascension Powers to make your mark in the annals of Etheria.


Summary of Loot Changes:

  • Now you can build powerful defenses AND be a powerful fighter at the same time

  • All Relics are becoming Defense Relics

  • Defense Speed and Defense Range are returning as stats!

  • You can equip a Relic per defense, so you can customize the stats of each defense individually

  • Armor and Weapons will now roll with only Hero stats, which means you don’t have to choose between hero stats or defense stats!


These loot changes combined with Shards and Ascension Powers provide new potential for hero builds, and we can’t wait to see what new builds you’ll create.

Phew! That was a lot, and we haven’t described even half the changes coming in the update! In our report next week, we'll shine a light on the forces of Chaos that stand between you and your new power.


Frequently Anticipated Questions

You haven’t asked them yet, but we know you’re going to.


Q:  Wait, there's even more coming in this update?

Yep! This is hands down our most ambitious update. We're putting in long hours to make this the best update yet, and we hope you’ll enjoy our changes as much as we do.


Q:  Does Trendy need feedback on these changes? How can I help with that?

Yes, we do! The most useful feedback would be your hands-on impressions, and if you want to do that, you can join our Remote Playtesting Group. Email dani.moore[at]trendyent.com if you’re interested! Other than that, we’d love to hear your thoughts in the comments below!


Q:  What’s happening to the Passive and Skill Sphere systems?

Most Passives and Skill Spheres are being converted into Shards and some are becoming Ascension Powers. When you login, you’ll be given a number of Shards to aid you on your journey into Chaos, and depending on how many Skill Spheres you’ve purchased, you’ll be given a ton of gold (which you’ll need for upgrading Shards). Those who have purchased more Skill Spheres than others will be given a big leg up here as gold will be key to upgrading Shards and getting further into Chaos faster than other players. And those who farmed iPWR 750 loot will be able to start deeper into Chaos than others.


Q:  What happens to my current Relics, Weapons and Armor?

The most important thing is that your iPWR will remain the same! Your Medallions and Totems will still be Defense focused. Any Defense stats on weapons and armor will be rerolled into Hero stats. Rings will become a Defense Relic and will contain Defense stats. And again, if you have iPWR 750 loot, you’re ahead of the curve.


Q:  Does that mean that investing my time into Skill Spheres and farming gear was worthwhile?

Yes! The more Skill Spheres you purchased, the more gold you’ll receive when this update comes out. Gold is essential to upgrading Shards and gear. And your iPWR will be untouched in the update, so those with higher iPWR gear will be able to start further into Chaos than other players when used in conjunction with the new Shard system! It’s always a little tricky when an in-development game makes big changes, but top-tier players now should remain our top-tier players when the update comes out.


Q:  Will one Defense Relic give me the same amount of stats for a Defense as before?

Maybe not perfectly 1:1, but the goal is that one Defense Relic along with your Shards and your Ascension Powers should give you all the power you need for an individual defense. Our overall goal is that you can have the power fantasy of being an awesome builder and an awesome fighter at once.


Q:  Will I want to build multiples of the same hero now?

We imagine that players will create different builds of a given hero using Shards + Gear Stats + Ascension Powers similar to other loot-driven RPGs.


Q:  I have more questions! Where can I ask them?

You can ask them in the comments below, and we’ll do our best to answer them. You can also join us on our Devstream this Friday at 3PM EST, and we’ll answer as many questions as we can!

iamisom

Welcome to 2017, Defenders! I hope everyone enjoyed the holidays. For the first time in nearly six years at Trendy, I took a month off to focus on my mental health. Apparently going 110% all the time isn't healthy. Weird.

While I was slacking off, the team went into hyper-overdrive before the break. Blacksmith and a few others worked through the holidays to help us conquer our ambitions. I firmly believe this update will turn some heads in the community. I believe it'll also achieve world peace, but setting reasonable expectations is my resolution this year, so I'll settle for turning water into wine.

I was hoping to share more specifics this week, but those details need some extra time in the oven. But there are some questions about the update I can answer now:

Q: What's the goal of the update?
A:  The goal is endgame! This won't be the final version of our endgame, but it lays down a foundation we can expand upon in future updates. It also aims to improve loot, build customization and a lot more.

Q: What is this update called?
A: We're having fierce internal debate, but you should leave your suggestions in the comments below. We've used community names in the past! (Wipeageddon came from someone in our Twitch chats.)

Q: When is the update coming out?
A: We don't have a date just yet because we want to give ourselves iteration time. We also want to get player feedback in as early as possible, so we can iterate off of that, too.

Q: How can I give feedback on these changes?
A: The best way for you to give feedback is to join the Remote Playtesting Group. The RPG is a group of volunteer community members who get to play early builds and offer feedback. Contact dani.mooretrendyent.com if you're interested. You can also keep an eye out for our update blogs in the coming weeks and leave your feedback in the comments.


Since we've returned, we've been digging into your Siege Roller feedback from the last update. We're investigating some issues with the weak spot hitbox that is making it more difficult for towers and melee heroes to deal damage to the spot. We're also discussing how many Siege Rollers spawn for solo players. I hope to have more info for you soon.

Also, it seems like this week's patch improved connection performance for a ton of players! That's freaking awesome! If you're still experiencing issues, let us know.

Most of us are too busy diving into our next update to come up for air, but a few of us breached the surface to give you a few extra treats this week:


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Steven Collins, Lead Level Designer (Esorath)

Working on a massive update for Dungeon Defenders II and that comes with some new enemies. Here is a sneak peek at one of our favorite enemy designs. Let the theorycrafting begin….


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Jesus Diaz, World Builder (N3oDoc)

Hello, Defenders!

I've been doing some fixes to the Social Hub and Private Tavern, so you can expect some new cool things in the next update! Aside of that, I'm working on new assets for the upcoming DD2 levels!


Daniel Diaz, World Builder (@Danimix1983)

Hope you all had a good start this new year! I've been so busy working on new assets, fixes, updating some levels, collisions, lots of stuff! Here's a preview of one of the new assets I've been working on this week (work-in-progress).


John Muscarella, Digital Puppet Master (Muskie4242)

New year.  New people.  New challenges.

The Animation and Tech Animation departments are now teaming with new faces. There is a lot of fresh talent here to help us push through 2017.  

SO! To kick off the new year, I’d like to give you all a gif-t. Please enjoy these reaction .gifs that you can now use to harass us and each other on the forums. (Shhhhhhhh…  Don’t tell Isom these are from me.)

Happy New Year, Defenders!

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iamisom

Hello, Defenders! Thanks to your reports on our Bug Reporting Site, we’ve been able to track down some of the lag issues in our game! This patch for PC & PS4 should improve connection performance for a large number of players.

Please note that this is not a complete and total fix of all connection performance issues. You may still experience issues while playing, and our team is dedicated to crushing them. More fixes will come. Also note that some of these fixes may create additional issues, so please help us keep an eye out for any new bugs and report them to the Bug Reporting Site!

Connection Performance Improvements

  • Optimized towers to potentially fix the multi-builder lag issue. Please let us know if the issue still persists, or if your towers aren’t updating properly when you change items or hotswap between heroes.

  • Fixed several issues that were causing our servers’ CPUs to spike. These issues would cause what looked like lag in the game. Please let us know if your heroes are not properly getting XP after this change.


Holiday Event Complete

  • The Holiday Event is now over! We hope you enjoyed your presents!

  • Just like the real holidays, the decorations may be gone but the snowpocalypse lingers. Stay warm out there.
Elandrian

Happy Holidays from everyone here at Trendy Entertainment!  Thanks for a great 2016 and we can’t wait to share what’s coming up in 2017.  Here’s some tidbits about some of the things we’re working on in the game.


Daniel Haddad, Design Director (Blacksmith)

There are no holidays in the camp of Blacksmith. We’re working on three huge changes coming to Dungeon Defenders II very soon. Today I am going to talk about 1.5 of those changes.


While we were working on the Terraria crossover, our back burners were burning away thinking about what we can do to DD2 to make it a more entertaining experience and help empower the end game. While I was playtesting the bloodmoon incursion, one of the answers was staring right at me the entire time. Do you guys see what is wrong with this picture?

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Even though we give you the option to carry four heroes in your hero deck, in order to achieve the full fantasy of a hero, you need three of that hero. In the image above, I had:


  1. Defense Health Dryad dedicated to building tanky trees

  2. Defense Power Dryad dedicated to building damage dealing defenses

  3. Hero Damage/Ability Power Dryad dedicated to wrecking face during the combat phase


We are all used to this by now and it’s funny that this has been staring all of us in the face for years now, and we never realized how obtuse it feels. In order for a player to achieve the fantasy a hero promises, that player needs to level 3 of the same hero and farm for at least 18 pieces of gear.


While thinking about this seemingly obtuse problem in DD2, I started thinking about how players interface with loot and realized that loot itself is also currently obtuse. Imagine you are a hero. Imagine you are wearing a full legendary ipwr 800 set of armor. You’d feel powerful right? Protected? Safe? That is what armor is for right? Not in current DD2, if that armor had defense stats on it, well, you will get 1-shot in nightmare… What about if you have an iPwr 800 legendary weapon! Surely you can deal great damage to your adversaries right? Well, not entirely … you more like tickle them to death if that weapon had the wrong stats… Similar to how you interface with your hero deck, there is a lot that does not make sense about DD2’s loot.


To fix these problems I proposed one simple rule. “Whoever equips an item, is affected by that item”. What does that mean? Well, if a hero is equipping a piece of gear, only that hero is affected by that gear. This allows us to make armor and weapons make sense once more. You will no longer find a weapon with Defense Stats nor will you find Armor with Defense Stats.


“What the ploop Blacksmith! What are you doing!? You know this is a Tower Defense game right! Why are you taking tower stats away this is garbage!”


Aha! But wait! There is more! Heroes can no longer equip relics and the game is going to have a total of 5 relic types:

  • Medallions

    • Primary Stat: Defense Power

  • Totems

    • Primary Stat: Defense Health

  • Rings

    • Primary Stat: Defense Range

  • X (not sure what this will look like yet)

    • Primary Stat: Defense Crit Damage

  • Y (not sure what this will look like yet)

    • Primary Stat: Defense Attack Rate DekJnRt.png


Each one of your towers will now have an equipment slot in your equipment belt that can equip a single relic. So for example, on the Squire you will see:

  • Weapon Slot

  • Shield Slot

  • Helm Slot

  • Chest Slot

  • Gloves Slot

  • Boots Slot

  • Cannonball Relic Slot

  • Blockade Relic Slot

  • Ballista Relic Slot

  • Dummy Relic Slot


Each tower is now only affected by the relic they equip. What does all this mean? Well this change allows us to combine those 3 heroes you did before into a single hero. Your hero deck of 4 heroes can now literally be 4 different heroes (or 4 squires if you really want to, you can do what you want, you’re all grown…). Each hero can now fulfill the fantasy role in its entirety.


But Blacksmith, what about hero diversity? At least before you had 3 different Squires… It now sounds like all Squires are going to be the same!


Nope! They won’t be, and here is why. If you think about it really, the 3 different Squires you had before were not at all very exciting differences. The next two changes (that I cannot yet talk about) are targeted at adding customization and diversity to each hero type so that you can have different sorts of Squires, Apprentices, EVes (EVii?) and so on.


One of the two things (that I cannot yet talk about, but I am going to anyway) revolves around how you interface with Passives. Right now passives are a good customization tool but are also a massive pain to interface with. You are dependent on RNG to get you the 3 passives you want in the right combination. We are changing that. We are thinking that passives will no longer spawn on gear. Instead, gear spawns with passive slots and passives drop independently on different maps. We are also thinking that passives will no longer have random values but instead will start at a fixed value and can be upgraded through item enhancement. Instead of finding a passive that says “Cannonball Tower does +15% more damage” you will now find an object, let’s call this object a shard, that says “This shard improves the damage of the tower it is socketed into by 5%, can be upgraded 10 times”. By divorcing loot and passives (it was a doomed relationship from the start), you can now invest in the passives you want to and when you get a higher iPwr piece of gear, simply unsocket that passive and move it to the new piece of gear.


All these changes are highly experimental, a lot may change about them, and are the reason why I will be working through the break to deliver these changes to all of you as quickly as possible. We will talk about all these changes in the future, but I wanted to reveal some of them to you know so we can start gathering your feedback. If you have something to say please comment and include “Blacksmith” in your reply. If you have concerns or even if you like what you hear and want to send a few encouraging words please reply in the comments below!


(Also examine the inventory screenshot below closely, you may see the new equipment slots for each hero)


Joshua Javaheri, Tech Art Director (Javahawk)


First and foremost, Happy Holidays! It’s been a long year and a long journey thus far for us and for you, and we're really glad to be here with you throughout. The last few patches have been relatively quiet as we continue to work on huge system overhauls that will dramatically change the way we play and interface with DD2.


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A few of us are wrapping up our year here with some much anticipated quality of life improvements to the inventory UI. Gone will be the days of the hero's forge soon, as we're shoving a ton of important hero and inventory specific information onto this revamped inventory system. The right side of this new UI will be the inventory management screen while the left side is relegated to dealing with your hero deck, equipment, and various stats.


One of the questions we've been getting lately is "will these inventory changes affect the structure of bags, and if so, how will this affect my previous purchases?" Simply, yes, we are getting rid of the concept of standard and premium bags in favor of a simpler system. All bags will have the previous premium functionality and will consist of 64 inventory slots apiece.


All players who return will get converted to the new system with the same-or-higher number of inventory slots as they previously had (rounded up to the nearest 64 slot bag). So that means a player who currently has a total of 144 slots (9 bags of 16 slots) will get rounded up to 192 slots (3 bags of 64 slots). THIS MEANS THAT IN EVERY CASE, PLAYERS WILL RECEIVE THE SAME OR GREATER NUMBER OF TOTAL INVENTORY SLOTS.


Additionally, all bags will have extensive sorting functionality. More specifically, players will now be able to sort by Weapons, Armor, Relics, Pets/Pet Items, Consumables, and Lockboxes, and our smart after sorting algorithms will also intelligently sort between different types of items. For example, if a player currently has a huntress equipped, when they sort by weapons, the top hits will all be bows, followed by other weapons with similar ranged stats. We also have a second layer of sorting, with tags such as iPWR, rarity, recent, etc, for even more sorting control.


We are also giving players the tools they need for smarter auto-loot collection. Players will be able to specify, on a per bag level, which loot goes where! It will now be possible for a player to throw all legendary huntress bows into one bag, and all garbage low tiered items into a garbage bag automatically. This should help some of the tedious item management pain points we've noticed players experiencing.


Here are some other cool inventory notes players can expect when we release inventory 2.0:

  • Inventory Item locking

  • Sell all in bag feature (Locked items ignored)

  • Unified design across all platforms

  • Full gamepad support


As a parting shot, we are also working on a solution to upgrade gear from the inventory, similar to DD1! :)


What're these!?:

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Colin Fisher, Assistant Producer (Elandrian)


I can’t wait for this next year, and I can’t wait to share all the hype that I have been containing since I started working on DD2. We’re going to be on our holiday break for a while, but we’ll be back in January and grinding hard at some big boy system updates.


I might stream a day or two over our break, and if you’re interested in streaming over the holidays, let me know!  I’ll still be around the interwebs interacting with the community when I’m not sipping martinis (shaken not stirred) on a beach and hopefully hosting some fun people on our Twitch channel!  


Jesus Diaz, World Builder (N3oDoc)


Happy Holidays Defenders!


For those who didn't read the last Devlog, we are working on a barbarian themed level, and this week we've been focusing on some viking huts meshes and textures.

We already made some good progress and can't wait to start the world building phase of this level! Meanwhile, here are some of the new assets.

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Daniel Diaz, World Builder (DanielKami).


Hey Happy Holidays everyone! As Jesus said, we're working on a barbarian themed level, mostly doing art test stuff. We had some master classes and received some great advice from Jordan this week to help us improve our hand painting skills.


Here's an example:

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Elandrian

The Holiday Siege Update and new Hotfix is live on PS4 and Steam.  Check out the Holiday Tree for presents each day!
The Permafrost Pack of all the ice-themed hero costumes is live on Steam today, and is coming out on December 22nd for PS4!

HOTFIX 18.1


  • The Goblins will deliver presents once a day to the Holiday Tree in the Heroes Marketplace or the Private Tavern.  Then they will patiently wait 24 hours after you take the present and possibly give you more...

  • Iron Reaper can now be properly equipped on the Squire again.

  • PS4 - Fixed an issue with the analog stick with Game Browser navigation.
Elandrian



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

FEATURES

Siege Rollers, ROLL OUT!

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


Holidays in Etheria!

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

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


Costume Showcase

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

BALANCE

  • Dryad

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

BUG FIXES

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

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

  • We learned how to spell “Watermelon.”

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

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

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

  • No more typos in the Soul of Night tooltip.

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

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

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

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

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

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

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

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

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

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

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

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

  • Souls of Night no longer expire.

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

  • Fixed some visual effect issues with goblins.

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

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

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

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

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

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

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

Elandrian

The Holiday Siege Update comes out next Tuesday, so let’s take a look into the update and at the past year of development.  (If you want to see it in action, tune in to our Holiday Siege Devstream tomorrow at 3PM EST at twitch.tv/trendyent !)


Colin Fisher, Assistant Producer (Elandrian)

I thought this Dev Log should be bits of what Dev Logs have been before and a little bit of looking back over the year of development.


This is my first Dev Log debut, but here’s a little introduction for anyone that doesn’t already know me from the forums/Twitch/community/etc.This past year, I’ve gone from end-game player, Dungeon Defenders II Twitch streamer, Production Intern at Trendy, to a full Assistant Producer helping out with more aspects of development than I can count.


The past year of development for Dungeon Defenders II has been filled with updates (58 at the last count @_@) and the team here at Trendy has been diligently working on game systems, content, and trying to keep development on two platforms up to speed with each other.  Did I also mention that we had over 950 bug fixes? (We counted.)  


We’ve also had some huge moments for the game happen over the past year:

  • Releasing the first new hero, the Abyss Lord

  • Hot-swapping in combat between heroes

  • Finding games via the Game Browser

  • We revamped the campaign experience, providing more story and quicker progression to get into the end-game.

  • Hero Deck Overhaul - Remember when you could only build with the four heroes in your deck?  Remember when we fixed it so that you can build with all your heroes!?  (I ‘member.)

  • Community Bug Reporting Site - Vote for the bugs that bother you the most and we review it on a regular basis!

  • Getting the opportunity to work with Re-Logic and the Terraria on an amazing crossover.

  • We wanted to pack the game with content over the year, and we really achieved that with boatloads of new maps, incursions, weapons, and heroes.


Looking back at a feature-packed year, I’m beyond hyped for the next year working on Dungeon Defenders II. Stay tuned for our January blog where we’ll put together a comprehensive retrospective and future plans for DD2.


I guess it’s time to delve into the details about the Holiday Siege Update! This patch is definitely one of our smaller updates, but it’s still one of our more meaningful ones. We’ve been talking about adding new enemies into the normal enemy schedules on maps for a while now and are continuing to work on adding more, but we’re delivering on that now with this update. As someone who is in a “player-first” mentality (since I still actively play and interact with players), I’m pumped for any/all new enemies.


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The Siege Roller is really going to shake up a lot of the popular builds right now. On the recent Trendy Friday Fun Twitch stream, a couple of community members and I decimated the Forest Biome with a Volcano tower spam build. I tried to replicate that scenario using Volcanoes against the new Siege Rollers and the struggle was REAL. My Volcanoes did a good job of destroying the normal mob waves, but the Siege Roller blasted right through my walls and defenses and dumpstered my core. It was AWESOME!!!

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In addition to the Siege Roller, we’re adding in some fun Holiday content as well.  Our artists really go above and beyond when it comes to decorating our social areas for the holidays.  The Heroes Marketplace and Private Tavern have been decked out with holiday decorations, and remember to head over to the Holiday Tree for a chance to get a present each day that contains some random consumables!  (Maybe, it’ll even give you some Souls of Night!)


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In the spirit of the season, the art team came together and pumped out seasonal Ice-themed costumes for every hero currently in our game.  (I’m partial to the Lavamancer because he’s in a perpetual state of confusion … Is he lava? ... Is he ice? Who knows anymore!)


This next year is going to be chock-full of improvements to the core game experience with the next couple months primarily focused on end-game, and I can’t wait for everyone to try it out.



Daniel Haddad, Design Director (Blacksmith)

I’m going to bust out some crazy stats, too! This year, we wrote 1.93 Gigabytes of Design Documentation. We created 995 (we’ll probably hit 1k) design files that are all contained within 212 folders because we like to stay organized. The design team thudded on their desks in frustration a grand total of 288 times, Brett was thanked for last night roughly 210 times this year, 33% of our design team was punched at least once in the eyeball, and we managed to get by this year with only one heinous act of unprofessionalism…


In all seriousness though, I’m happy at what we all managed to accomplish in 2016, and I’m super proud of the phenomenal people I get to work with every day. At the start of this year, we hadn’t made a new hero in about 3ish years. It was an intimidating and terrifying task. The year is over, and we launched 6 new heroes, and designed about 9 of them. We learned a lot with each release and then started a grand push towards getting the game out of early access. We also got the chance to work with the awesome team at Re-Logic on our Terraria crossover which was probably one of the more involved crossovers between two companies I’ve seen so far.


As we wrap up 2016, I hope you all are looking forward to what 2017 will look like. We have massive, maassssssivvvee changes coming to DD2 that aim to revitalize its end game. While we can’t talk about much yet, we hope that by the end of 2017, the game will look substantially different. Making games and working on a live game, specifically, is never easy, and the road ahead is long and potentially tricky, but with such an awesome community backing us, I’m confident we can work it out.


Speaking of our community, we also hired Colin Fisher this year. He is a huge fan of DD2, is part of our Caster’s Guild, eventually came onboard as an assistant producer, and is doing a bangup job spreading the cheer and memes around the office. We also hired Eric Petrie, another dedicated DD2 player, semi pro Overwatch player, and a phenomenal QA tester. Are there more of you out there? Maybe… let’s see what happens in 2017.



John Muscarella, Digital Puppet Master (Muskie4242)


It’s been a long but fun year here at Trendy. Lots of changes and more than a few late nights and weekends. Here are a some of my favorite pieces from the last 365.

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Wait a minute, who is this guy?

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Must be some character the community never voted for....


Steven Collins, Level Design  (Esorath)

Working on creating some updated enemies to add new threats and mechanics. We’ve seen some threads floating around about mechanics that already exist in the game that you would like to see on enemies. Taking these and some internal ideas we’ve got some serious threats coming out.



Jesus Diaz, World Builder (N3odoc)

These last weeks, I've been working on a new tileset for what might be our next level. That means I've been creating new meshes, textures, and materials mostly, but I've also been fixing some world building/collisions related bugs.


Finally, I'd like to share with you a pic of the level we worked on. As you can see this level focused on the barbarian aesthetic.

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Daniel Diaz, World Builder (DanielKaMi)

I've been working on multiple task last weeks, from bug fixing (most of them related to collision problems) to an art test for future levels. We're trying to improve our painting skills and that means a lot of fun!.

Here's some stuff I did for the art test level.

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Tim Shannon, PS4 and Live Producer (TimmyTrashTier)

I am working on a secret project which I can neither confirm or deny.

Elandrian

Here are the notes for Hotfix 17.2 on Steam and PS4!

PS4 HOTFIXES

  • Reverted the check for restricting hero equipment to the heroes that they rolled for.

  • Create Hero Screen was focusing on costumes that you don’t own instead of just showing the regular hero creation causing some confusion.  

  • The Eye of Cthulu and Demon Eyes cannot be killed by making them follow you down pits and off the edge of the map.

  • The Poison Imbuement Buff from Vile Mushrooms no longer applies to the Eye of Cthulu.  (No more four-shotting, hope you already got your Meowmere)

  • Random Ogres don’t spawn together and get stuck anymore on the Forest Biome map.

  • Dryad’s Harpy’s Perch does not keep attacking if the World Tree near it is sold and then rebuilt.

  • Boots no longer generate with default stats for all heroes.  There was an issue where they were dropping with incorrectly rolled stats for Gunwitch, Abyss Lord, etc.

  • Abyss Lord’s Skeletal Orc was maintaining the Direct Command buff for wayyy too long.

  • Pressing X on the souls of the night consumable no longer removes them from the inventory.

  • Tooltips no longer stay on screen during the Item Enhancement process on PS4.
  • Fixed an issue with not being able to build near the World Tree.

PC HOTFIX

  • Fixed an issue with not being able to build near the World Tree.


PC and PS4 are now on the same build.

iamisom

Hotfix 17.1 for Steam

Here are the notes for Hotfix 17.1 on Steam! (PS4 players will receive this hotfix next week.)

Fixes

  • Reverted the loot changes implemented in The Terraria Update thanks to your feedback.

  • Create Hero Screen was focusing on costumes that you don’t own instead of just showing the regular hero creation causing some confusion.  

  • Dryad’s World Tree is now properly destroyed during the victory animation when it’s close to the core.

  • The Eye of Cthulhu and Demon Eyes cannot be killed by making them follow you down pits and off the edge of the map.

  • The Poison Imbuement Buff from Vile Mushrooms no longer applies to the Eye of Cthulhu.

  • Random Ogres don’t spawn together and get stuck anymore on the Forest Biome map.

  • Dryad’s Harpy’s Perch does not keep attacking if the World Tree near it is sold and then rebuilt.

  • Boots no longer generate with default stats for all heroes. There was an issue where they were dropping with incorrectly rolled stats for Gunwitch, Abyss Lord, etc.

  • Abyss Lord’s Skeletal Orc was maintaining the Direct Command buff for wayyy too long.
iamisom



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

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

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

Features

Terraria Crossover

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


Try the Dryad Right Now!

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


Enhanced Training Dummies

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


Item Stacking Changes

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


Updated My Heroes UI

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


Loot Change

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


Balance

Monk

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


Squire

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


Bug Fixes

🔥 Community Bug Fixes 🔥

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

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


General Bug Fixes

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


PS4-Specific Fixes

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


Known Issues

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



The Terraria Update comes out Tuesday, so in this's week Dev Log, we're pulling back the curtain. (And if you want to see the update in action, tune into our Terraria Devstream tomorrow at 3PM EST!)


Elliot Cannon, Creative Director (Myscha_Sleddog)

As a hardcore gamer myself, it’s a riot to peek behind the scenes of any developer’s curtain, so let’s cast that Oz barrier away for a moment. I’ve also tossed in some secrets for you at the end.

The Terraria Update update got its start back in January 22nd of this year. (10 months ago) At the time, we were mid-stream working on the Abyss Lord, along with creating a massive backlog of critical and important features and game improvements laid out for the whole year. (Such as the Game Browser, Hero Deck changes, Quick Swapping, Hero Designs, Incursions, etc.) Then we got this cool email from Ted “Loki” Murphy over at the Terraria camp.

“Greetings from the team at Re-Logic! A good number of the team are huge fans and avid players of DD2, so first off, thank you all for an amazing game that entertains our entire studio. Coming out of all of that, one of our lead coders - Yoraiz0r- has been chatting with one of your own (Blacksmith), and the topic of a crossover content collaboration between DD2 and Terraria came up.

Both parties seemed pretty interested, and so Yoraiz0r got in touch with me this evening and told me that I should go ahead and reach out to you (Blacksmith said that you were the person to contact) so that we can see where this could lead and if a collaboration could work. I know our team would certainly be on board - and we can just imagine all of the possibilities already!”

This type of collaboration does not happen often enough! Game developers all like each other, end up working together over the years, play each other’s games, and hang out together. We share cabs as E3, laugh and critique at each other’s bad GDC presentations, blow up each other’s bases, stunlock and zero each other’s kids, and cheer each other on when our games ship. This is because we are all big kids inside, dress like misfits, and absolutely love games, so doing something cool together means one thing – FUN!

A lot of the time, publishers and legal people with large mortgages get in the way of this core joy in life. (Imagine that!) They often see developers as a pack of wild Indians running amok on an island with spears, blowing into conchs to call meetings, and beating up the bespectacled chubby kid and using his cracked glasses to start a fire to dance around at midnight. (Golding, 1954) Trendy and Re-Logic don’t have big publishers getting in the way, so we were excited about doing a crossover and make it about FUN!

Terraria Secrets

Here are the parts that really make it neat in addition to all of the in-your-face-stuff you’ll see next week. The new map layout, inspired by the Terraria Forest Biome, is different from your run-of-the-mill Dungeon Defenders II map. Steve Collins added cool crafting secrets from Terraria, we have lane merges that are larger than most, double backs, three cores, and of course the entire look and feel is what you would expect if Terraria became a Pixar movie. This map has long line of sights, great sniper perches, and screams out for AoE. We offer this as Normalized and as an Incursion for Nightmare I-IV.


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Play Now, Even if Brand New to Dungeon Defenders II

In Normalized mode, you play with a pre-generated deck of four max level and geared heroes including the Dryad! The Normalized mode is lovely, safe, happy, and good for brand new Dungeon Defenders II players who want to jump in and GO now! This is a great way to be part of the BIG THING. It’s also an ideal way to test-drive the Dryad hero before you pick her up with your earned Defender Medals or Gems stash.


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Blood Moon Incursion

The Nightmare I-IV modes are actually Incursion versions and much tougher. You’ll need to bring your own knife to that gunfight along with your own heroes. It has the Blood Moon theme from Terraria and nasty pointy teeth. Steve has a very cool secret chest set up in the map. Who will get lucky AND be smart enough to figure it out!


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Guns, Swords, Books, Bows, and Sharks

Besides all the other bells and whistles we usually do, we cranked out weapons for every one of our ten heroes as a homage to some of the most iconic Terraria weapons, all with over-the-top FUN special effects. You can buy these at different power ranges from the a new NPC near the portal in the Heroes’ Marketplace. He only accepts the Terraria currency called Souls of Night which you can find in Victory Chests in either version of the new Terraria map! (Normalized or Nightmare) Be sure you read the tooltips, because we have multiple heroes that use swords now. Each weapon is hero specific!


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Gamer XSploitz, Sleddog Style

To reward you hardcore players for reading today’s entry, here is a cool tip. Each weapon always has the same top signature passive. Take the Gunwitch, for example. Her Megashark Terraria Gun Broom weapon will always have the signature Meteor Bullets passive, circled in the below image. However, the other two in the rectangles reroll randomly upon entering the Heroes’ Marketplace, so if you are really dying for a particular set up, just load a map and come back until you get the roll you want. That way you can focus on grinding up Souls of Night and spend them on exactly what works for you. Each one of these weapons have FUN and POWERFUL effects on them. Collect them all!



Daniel Haddad, Design Director (Blacksmith)

Nature hurl green leaves at your putrid feet Defender!

That’s a greeting in the Dryad tongue… Not really, I just made it up. I hope your feet aren’t putrid, you should probably have that checked to be perfectly honest.

For this Dev Log, we thought it would be a good idea to give you all some insight into some of the decisions we made in this Terraria crossover. When the Terraria crossover first came to be, we had just started our hero initiative so it made perfect sense to have a new hero be a part of it. A lot of us played a bunch of Terraria and we obviously had fond memories of the different NPCs we encountered while playing Terraria.


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Terraria has a lot of NPCs so we had several options. The short list included: the Witch Doctor, the Dryad, and the Goblin Tinkerer. When we started exploring what their kit might look like, the Dryad stuck out a lot. She was already a favored NPC by a lot of Terraria fans and we loved her story, theme, and aesthetic. She felt like the perfect hero that would bring a part of the wilderness and magic of Terraria into Etheria. There was obviously a lot of depth to her that we can build an awesome hero around. We then started exploring what she might look like in DD2. We did many explorations before we settled on the final version.


An early exploration of the Dryad:

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Another early exploration:

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Eventually we settled on this aesthetic:

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We wanted the Dryad’s fantasy to be a combination of classic dryad fantasy and her characteristics in Terraria. One of the weird things about her in Terraria is how she suddenly begins to sell corrupt powder while a Blood Moon is active. This was the source of inspiration for her corrupt form in Dungeon Defenders II. We wanted the Dryad to feel like she was bringing in pockets of Terraria into Etheria so the World Tree was created. We were also hyper focused on delivering an awesome experience for all the Terraria fans out there so we made sure all her towers and abilities were themed around familiar things in Terraria. Starfall had to make its way into DD2 since we’ve all had that moment in Terraria when a falling star devastates an enemy we are fighting. Slimes and Dryad’s Blessing obviously had to exist as well. The rest of her kit was chosen based on the sort of creatures you encounter while playing Terraria that we thought would make for good defenses.

There is plenty more to talk about when it comes to Terraria and the crossover. Next week I’ll talk about how the Terraria weapons made their way into DD2 and some neat enemies as well. Tune in to our Devstream tomorrow to hear more about the update! We will have a very special guest and divulge all the details.


Steven Collins, Lead Level Designer (Esorath)

Greetings, Defenders!

We finally get to show off our nice new map. The team had tons of fun putting tons of small references here and there that we hope the Terraria fans appreciate. Can’t wait for everyone to jump in and explore the Forest Biome.


Jesus Diaz, World Builder (N3oDoc)

Hello, Defenders!

As you might know there's a new map coming to Dungeon Defenders II next week, a map we've been working secretly. So it's time to share with you some cool pics of the level. I hope you have fun playing and exploring it!

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Daniel Diaz, World Builder (@Danimix1983)

Everyone in the team is really excited to show off some of the work we did and kept in secret for so long. So, if you don't have enough with the pics posted above, here's another one! I know! It's a really cozy place!

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John Muscarella, Digital Puppet Master (Muskie4242)

I am so excited to finally show off some of the work we have been keeping so secret.  With the release of the Terraria crossover patch, we will be revealing a TON of cool stuff from the animation department.  Hopefully you have all seen the cinematic already.  If not, check it out here! Here are some of the other things we’ve been doing:


HERE SHE IS!

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AND HERE SHE IS AGAIN!

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Yes that’s right!  You can play in both her Pure and Corrupt forms at will.  Transform whenever you please, and wreck face!

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But of course, like all of our heroes, don’t take too much damage, or else…

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Cool armor, bro...


Also, we have a new animator here at Trendy.  Jerzy Perez has been a part of this past milestone helping on a number of different things, such as:

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We’re going to get Jerzy a forum ID in the near future.  You can expect to see more cool stuff from him soon!


Dani Moore, Remote QA Lead (Dani)

With the Terraria testing coming to an end (we still have one more final test tonight at the time of writing this on Tuesday!), the feedback of the RPG folks has been very solid and helpful as always. The bug hunting RQA folks found this little gem that they wanted to share.

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iamisom



Greetings, Defenders!

A few weeks ago, a mysterious portal opened in Etheria. Today, we’re excited to reveal the portal’s secret: It’s a Terraria and Dungeon Defenders II crossover! This isn’t a one-way crossover, either. We’re adding Terraria content into our game, and Re-Logic is adding Dungeon Defenders content into Terraria!

The mystifying portal of mystery spurred a number of wild guesses. Some of your conclusions were accurate (eerily so); some of them not so much. Our favorite was from a member of the Terraria community who thought Re-Logic was adding a flaming baked potato boss. The image of a villainous flaming potato won’t leave our head. Re-Logic, you have to add it to Terraria. YOU HAVE TO!

So what’s coming to Dungeon Defenders II and when? We’re not adding a flaming potato boss (yet), but we do have something tasty cooked up for you:


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The Terraria Update

The Terraria Update is scheduled to launch on November 15th. When it arrives, it’ll include:


  • The Dryad, a new Hero Balancing Corruption and Purity

  • A Decidedly Deciduous Map

  • An Ever-Watching Boss

  • A Bloodshot Enemy

  • Weapons For Every Hero!

    • A Purrfect Sword

    • A Bow of Seismic Destruction

    • A Great White Machine Gun

    • The Eat Your Green Beams Sword

    • A Staff That Came From the Moon!

    • This Book Really Cuts Us Up

    • Santa’s Favorite Staff

    • The Party Starter

    • We Have a Bone to Pick With You Gloves

    • This Knife Really Gets Around

  • A Howling Incursion

  • An Eclectic Collector

    • A morph dwarf by the wharf.

  • All of Your Hopes and Dreams

    • As long as all of your hopes and dreams are about Terraria coming to Dungeon Defenders II

      • And as long as it’s only the select things we’re bringing from Terraria into Dungeon Defenders II

        • And as long as your name is Ricky or Taneka. Only the people named Ricky or Taneka who had the specific desires of certain Terraria elements coming into Dungeon Defenders II will have their hopes and dreams fulfilled with this update.


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Reveals & Streams

What does all of that mean? We’re sure you can figure them out, but if you need some help, keep an eye on our Twitter. We hear that Re-Logic has their own secrets to reveal, too.

If you want to see the update before it comes out, mark your calendars for Friday, November 11th at 3PM EST for the Terraria Update Devstream. We’re going to show off the new Dryad hero, walk through the new map, show off the new boss, wield the new weapons and more.

This Friday at 3PM EDT, we’re going to play vanilla Terraria on our Twitch channel! Tune in to hear more about the Terraria update and for your chance to win the Dryad!

Try Out the Dryad For Free

Speaking of the Dryad, we’re excited about an experiment we’re doing in this update. When the update comes out, you can try out the Dryad for free by visiting the portal in the Heroes Marketplace! We’ve setup a custom version of the Dryad to use in the new Terraria map, so you can test out all of her defenses and abilities before plopping down your hard-earned medals or your gems. It’s something you've been asking for with our new hero releases, and we hope you enjoy the experiment. We’re going to pay attention to the data to see how successful this is.


The Second Phase to Release

The Terraria Update marks Phase 2 of our journey to release Dungeon Defenders II out of Early Access. The goal behind The Terraria Update is to get lots of exposure for our game. More people playing = the more we can develop. We’re gathering lots of great data on our early game changes from Phase 1, and with this update, we’ll have more data to look at from other kinds of new players. And, of course, it’s just really awesome for DD2 to be in one of our favorite games, and Re-Logic is just as excited to see Terraria content in a game they love. (In fact, they’re the ones who reached out to us first! They have hundreds of hours in DD2! *fanboys*)

After The Terraria Update comes Phase 3:  endgame changes. We’ll have more to share soon. Stay tuned.

Love,
The Trendy Team

iamisom

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The Halloween Steam Sale is live, which means our spooky new Steam packs are on sale! Check 'em out:


Celebrate Halloween with our new Burning Souls Pack! Set up some fireworks, popcorn, and put on some Halloween masks to throw your own in-game party.

  • 4 Burning Soul skins for the Original Heroes (Squire, Huntress, Apprentice, Monk)

  • 50 Consumable Masks to spice up the party

  • 10 Fireworks Launchers

  • 10 Popcorn Machines to give you and your party some sweet combat buffs!


The Burning Souls Pack will be available on the PS4 in a few weeks!


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Masquerade Pack ($15.30)

Snag five new costumes for the newest heroes at a HUGE discount. (4800 Gem value!) Not satisfied with just costumes? We added gems, too!

  • 1500 Gems

  • Lavamancer Risen Cinders Costume

  • Abyss Lord Depth Lord Costume

  • EV2 Mantis Striker Costume

  • Gunwitch Huntwitch Costume

  • Mystic Empress of Serpents Costume


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Witching Hour Pack ($8.50)

The Witching Hour Pack contains the Gunwitch Hero and her two costumes. (A 2800 Gem value!)

  • Gunwitch Hero (includes a Hero Card Slot)

  • Black Magic Ops Costume

  • Huntwitch Costume

iamisom

Halloween Is Here!

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The Halloween Update is available now on PC & PS4! 


Halloween Update!

  • Return of Maldonis Incursion

    • 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.

    • Maldonis can drop Spooky Weapons that roll up to iPWR 750!

  • Spooky-Themed Heroes Marketplace

    • Once you’re done raiding his loot, stop by the extra spooky Heroes Marketplace and make everyone green with envy!

  • Spooky Halloween Packs Available on Friday

    • We’re releasing new Halloween packs on Friday for PC, including the Burning Souls Pack with the wicked new Skeleton costumes in the image below!

    • PS4 players can purchase the Burning Souls Pack in a few weeks -- just in time for Thanksgiving.

    • More details coming tomorrow!


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🔥 Community Bug Fixes 🔥

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

  • Series EV2’s Heat Bar now properly resets at the start and the end of Combat Phase.

    • Reported by K-ToF, our #1 bug submitter. Thanks for the help, K-ToF!


General Bug Fixes

  • Defender Medal pets are no longer erroneously listed for gold. This was a rare bug that happened when entering the Heroes Marketplace or the Tavern. (You couldn’t buy them for gold, just FYI. It was just a visual bug.)

  • Improved the aiming of the Gunwitch’s right-click Snipe.

  • Players who completed the Spooky Champion award last year should now properly have it this year.


Update from the Emergency Magical Staff

  • Officials from the EMS have been investigating the portal since its mysterious appearance. They believe they'll have more information next week.
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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Sasha Longvue





Etheria -- Earlier today, a strange portal opened and then quickly disappeared. No injuries were reported.

According to officials from the Emergency Magical Staff, the portal's lingering trace indicates a powerful magic of unknown origins. Officials are warning citizens to avoid the area as the portal may come back.

The EMS managed to extract the memory of the portal from an eyewitness, and The Etherian Free Press has exclusive coverage of that memory in the video above. 

While the portal was open, unidentifiable leaves and branches blew through. Botanists are scratching their heads over this strange flora.

Meanwhile, local citizens are preparing for the possible return of the portal.

"I hope something dangerous is coming," said the Dragonfall Knight Commander. "You can quote me on that. I've already got one scar. I want a matching set!"

The Knight Commander is calling all heroes to prepare for a fight.

"If I sound the horn," he said, "and you lily-livered scoundrels don't answer, I'll give you a scar myself!"
iamisom

Greetings, Defenders!

We're now on The Journey to Release -- a four-phase plan to bring Dungeon Defenders II out of Early Access. The journey began with the The Journey Begins update (shocking, right?), where we took a deeper look into the early game. Next up is endgame, UI improvements and bug squashing!

Our #1 priority for Dungeon Defenders II is to create a rewarding hobby with the longevity to keep you entertained for a long time. That means improving core gameplay, fixing bugs and adding polish, polish, polish.

Elliot has more details on the next three phases:


Elliot Cannon, Creative Director (Myscha_Sleddog)

We’re mid-stream in our four-phase plan to launch out of Early Access. Phase I was the campaign revamp, setting the stage for Phase II, which I like to call “The Big Thing.” You may remember us laughing about this name during Devstream 66. The goal of “The Big Thing” is to get more new players into the game to help test out our Phase I changes. It’s also just really awesome. The marketing team has a media roll out plan, which has been a secret since February, so keep your eyes peeled!

After “The Big Thing” is Phase III. Phase III contains our endgame updates and improvements, which I’d like to go over at a high level here for you today. We’re designing and working on our Phase III features now, but they won’t be ready for a few months. It’s our goal to give them as much polish and iteration time as possible -- you’ve been eager for these changes, and we want to make sure they meet your expectations and meet ours, too.

We won’t share details now, but here’s a snapshot of Phase III:


  • Nightmare Refactor

  • New Tier of Gear

  • Eternia Levels

  • Improved Item Generation

  • Power Rating

  • Improved Inventory UI and UX for cross platform

  • Smart Loot System with Hero Specific Gear


Phase IV is another big surprise, which we’ll reveal over time and only after we’ve nailed Phase III.

We’ll share more details on these bulleted items over the coming months. This week, let’s dive into the Improved Inventory UI we’re working on. I’m going to let Joshua Javaheri tell you more about it. He has a superb redesign of the game’s inventory system, which includes more space, tabs, filters, cleaner interaction, and much more.


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Joshua Javaheri (Javahawk)

Here at Trendy Entertainment, we are super well known for our groundbreaking UI design.

Just kidding, it’s not the best.

Don’t worry though, we’re workin’ on it.

Well, a few of us are.

(The ones who make UIs).

Anyway! With all these plans to improve the overall experience for early-to-mid-to-late game players, we knew we’d have to revisit how players experience and interact with loot. So what I’m talking about today is the Inventory Revamp! Or as I like to call it:  Inventory 1.4. (Just because it makes everyone internally so mad. It’s really more like Inventory 2.0 and 3.0 in one.)

The idea behind revamping the inventory soon is super important for several reasons, many of which players are passionately (and perhaps somewhat painfully) aware of already. DD2 is a loot centric game. For me, the loot I earn defines my experience and validates my time spent in DD2. (It's also like... the reflection of my hard work...!) So it goes without saying that we should do whatever we can to make the experience of loot and what surrounds loot from a UX perspective as pleasant and obvious to our players as possible.

Right now, inventory management is a little rough. I know I just spent several grammatically correct paragraphs saying that. But here’s what I mean when I say that. It’s not good. It’s very not good. The UI is different on PS4 and PC. You can’t sort items. You can’t see what’s in all of your bags at once. The physical space we give you to navigate the Inventory is really small. In order to view the contents of a bag, you have to unhide and open them, which isn’t very intuitive. Moving items between bags is unintuitive. Bags come in different shapes and sizes. (Good for dating, bad for UX simplicity.) On PC, players cannot ‘lock’ or protect items. (I guess... from themselves?) Bags themselves are too small. And let’s not even talk about that scroll bar...

So what are we doing to solve these problems? Here’s what we have right now:


  • Unifying the UI on both PS4 and PC -- both versions will have the same Inventory system!

    • This means making an Inventory system that works for both mouse/keyboard and gamepad, which is great news for PC players who prefer using the gamepad.

  • Adding a display (called “All Bags” in the image above) that shows you all of your loot from all of your bags in one location.

    • Adding filters in this section so you can see:

      • All of your items at once, or

      • Just your weapons

      • Just your armor

      • Just your relics

      • Just your pets

      • Etc.

    • Adding additional sorting selections so you can see, for example, all of your weapons from highest iPWR to lowest iPWR

  • Creating a tab system so you can move between bags more easily.

  • Increasing the number of visible slots so you can see more of your Inventory at once.

  • Easier ways to auto-collect and group up trash loot for faster cleanup.

  • Making it easier to move items from one bag to another.

  • Oh and we’ll probably consolidate your bags into larger bags with significantly more space... by like... 2-4x.

    • Most players will probably end up with a bit more space than they had before, as all bags will now be 64 slots.


Anyway, there’s more, but I need to get back to working on it. Hit us up on twitter @javahawk or @trendyent if you want more information!


Dani Moore, Remote QA Lead (Dani) & Josh Isom, Community Manager (iamisom)

In today’s update, we released a new community bug reporting site! You can find it at bugs.dungeondefenders2.com. We’re going to direct players who’d like to report a bug to this new site.

This new system replaces the current in-game bug submission form (you’ll be able to access it from inside the game at the Tavernkeeper), and you’ll also be able to find it here on the site.

Why the new system? Well, the old system had a bunch of flaws, some of which we couldn’t find a good way to fix. One of the biggest flaws was updating and tracking bugs from the public and player perspective. Once you submitted a bug, it would be gone and you’d rarely hear back from us unless we needed more information - this sucked because other players would submit the same bug, and with big issues, we’d see multiple submissions over multiple days and weeks, and with everyone reporting the same issue it’s easy to ignore little details that could be unique in each case or get lost in the pile.

Speaking of lost in the pile, it was very difficult to track all of our community bug submissions and difficult to understand which bugs required the most immediate attention. We receive reports on our forums, Steam forums, Facebook, Twitter, Reddit, old bug reporting form, Twitch chats, private messages, support emails...it’s a lot to stay on top of, especially for our small team. It’s our hope that a public, more accessible site will allow us to gather bugs in one place and give us greater visibility into which bugs are currently causing the most frustration. It’s our goal to fix as many bugs as possible, but with your help, we can prioritize the most devilish ones first.

So this new system works a little bit like Reddit. You submit a bug, you provide the details and then it’s posted for everyone to see. You can upvote bugs that you think need the most immediate attention. You can also reply to a bug and add more details. This way other players can add their unique details all under the one umbrella.

An important point about this new system, along with transparency and reduction of redundancy, is that you’ll have Trendy QA folks look at and confirm your issues. Sometimes we’ll reject bugs, but most of the time we’ll verify your submission and put that issue into our internal bug tracking workload.

We wanted to open up the entire bug cycle - from finding, reporting, fixing and shipping - and give everyone more reassurance that we take all issues seriously and that submitting bugs is never a waste. It all matters, and we appreciate it each time folks take the effort to help us make the game better.


Tim Shannon, Live & PS4 Producer (TimmyTrashTier)

A new bug reporting site rolled out today that we’re hoping will allow us to better gather information on the scope and impact of issues that you all are experiencing. It’s going to be a site that is as useful as we all make it, so please take note of Dani and Josh’s entry above where they explained how it will work in more detail.

On a different topic, the old monthly pets are back! They’re in the Defender Medal shop with some notable updates to their effectiveness.

The thing I’m most excited about though, is that we are about to set series of fixes live that should address some of our longest standing crashes on PS4.  To give you some context, one of our most common client crashes on PS4 was the result of functions on two separate rendering threads trying to access the same memory.  This sounds simple enough at face value, but because of how multi-threaded rendering works, finding the exact moment when this occurs and the exact line of code that is causing it is quite the daunting task.  These crashes have absorbed man-months of time since launch, with the most recent effort taking almost two uninterrupted weeks of Matt’s time.  Interestingly enough, the only reason we were able to find this at all is that some other changes we did around improving our render pipe, exacerbated the problem to the point where we could gather enough data to track the problem to its source (in this case, two short lines of code).  We’ll be monitoring the crash report server closely once the patch comes out to track the impact of these changes, but assuming all goes as expected, I’ll be excited to scratch this line item off my list.


Jesus Diaz, World Builder (N3oDoc)

I've been working on the Heroes Marketplace doing something I can't talk about and fixing some collision issues. Last but not least, I returned to work on the Hot Springs level (an old level which hasn't been released yet), this time doing a collision pass.


Daniel Diaz, World Builder(@Danimix1983)

We've been working lately on some new/old levels doing some optimization/collision passes. We’re also working on Heroes Marketplace, so expect some cool changes and new visuals/atmosphere. Hope you like it!

iamisom

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Patch 16.2 is live now on PC & PS4! Here's what it contains:


Return of the Monthly Pets

  • The old Monthly Pets are back! You can find them in the Defender Medal shop.

  • These pets have been reskinned from their previous inclusion in the game, so long-time players have some cool collector’s edition of these pets.


New Bug Reporting System!

  • We've released a new community bug reporting site! You can find it at bugs.dungeondefenders2.com. We’re directing players who’d like to report a bug to this new site.

  • We wanted to open up the entire bug cycle - from finding, reporting, fixing and shipping - and give everyone more reassurance that we take all issues seriously and that submitting bugs is never a waste. It all matters, and we appreciate it each time folks take the effort to help us make the game better.

  • The old system had a bunch of flaws, some of which we couldn’t find a good way to fix. One of the biggest flaws was updating and tracking bugs from the public and player perspective. Once you submitted a bug, it would be gone and you’d rarely hear back from us unless we needed more information - this sucked because other players would submit the same bug, and with big issues, we’d see multiple submissions over multiple days and weeks, and with everyone reporting the same issue it’s easy to ignore little details that could be unique in each case or get lost in the pile.

  • Speaking of lost in the pile, it was very difficult to track all of our community bug submissions and difficult to understand which bugs required the most immediate attention. We receive reports on our forums, Steam forums, Facebook, Twitter, Reddit, old bug reporting form, Twitch chats, private messages, support emails...it’s a lot to stay on top of, especially for our small team. It’s our hope that a public, more accessible site will allow us to gather bugs in one place and give us greater visibility into which bugs are currently causing the most frustration. It’s our goal to fix as many bugs as possible, but with your help, we can prioritize the most devilish ones first.

  • So this new system works a little bit like Reddit. You submit a bug, you provide the details and then it’s posted for everyone to see. You can upvote bugs that you think need the most immediate attention. You can also reply to a bug and add more details. This way other players can add their unique details all under the one umbrella.

  • Thanks for helping us squash those bugs!


PS4 Rendering Crash Fixes

  • This update contains a series of fixes that should address some of our longest standing crashes on PS4. To give you some context, one of our most common client crashes on PS4 was the result of functions on two separate rendering threads trying to access the same memory. This sounds simple enough at face value, but because of how multi-threaded rendering works, finding the exact moment when this occurs and the exact line of code that is causing it was quite the daunting task. These crashes have absorbed man-months of time since launch, with the most recent effort taking almost two uninterrupted weeks of Matt’s time. Interestingly enough, the only reason we were able to find this at all is that some other changes we did around improving our render pipe, exacerbated the problem to the point where we could gather enough data to track the problem to its source (in this case, two short lines of code).

  • We’ll be monitoring the crash report server closely to track the impact of these changes, but assuming all goes as expected, we’ll be excited to scratch this line item off our list.


Aiming Improvement

  • Projectiles should now move more towards the crosshairs. This is a subtle change, but hopefully it improves the overall accuracy of shots.


New Lavamancer Costume:  Risen Cinders

  • As seen at the top of this post! Available now!


Pet Ability Balance Changes and Fixes

Pet Abilities have been completely rebalanced from the ground up! With this rebalance, we wanted all pet abilities to feel much stronger when used, bringing all pet abilities closer to the impact level of abilities like Poisonous Tips. To hit these targets, we've significantly increased both the damage output and the cooldown of most pet abilities. Our goal was to make pet abilities stand out more from spammable hero abilities, so pet abilities are used less frequently but have a more profound impact.

Most pet abilities will see their cooldowns increased to 30 seconds, 45 seconds, or 60 seconds (a few outliers). In conjunction with these changes, the damage output of most pet abilities will be increasing substantially as well. For example, abilities on a 7 second cooldown that previously did 675% Hero Damage per attack now have a 30 second cooldown but deal an amazing 2,745% Hero Damage per attack!

The rebalance affects all 47 Pet Abilities, so go check out the new damage numbers and cooldowns!

Accompanying the rebalance are a number of fixes and other changes to pet abilities:


  • Pet Abilities that deal direct damage or apply damage-over-time buffs have had their damage significantly increased to better compete with damage multipliers like Poisonous Tips and Ghostly Wail.

  • Cooldowns have been increased on all pet abilities, generally being 20, 30, 45, or 60s (some rare outliers).

    • Simple abilities like Rock Throw have either a 20s, 30s, or 45s cooldown in most cases.

    • More potent or complex abilities like Poisonous Tips, Maelstrom, or Ghostly Wail generally have a 45s or 60s cooldown.

  • Pet Abilities with multiple tiers now have the same gameplay balance at all tiers.

    • The differences between the tiers are now visual only.

    • Different tiers are now named differently, so players can correctly reroll a pet ability to the desired visual tier.

  • Pet Ability descriptions have been entirely rewritten to better explain what the pet ability does and how it scales from Hero Damage.

    • Note that all Pet Abilities currently scale from Hero Damage; that’s not a change, we’re just making the scaling more apparent in the descriptions.

    • Future versions will likely change some pet abilities to scale from other stats, like Ability Power and Hero Health.

  • Visuals on a number of Pet Abilities have been increased/improved to better match their actual area of effects. A few abilities, like Fire Pillar and Lightning Grenade, have significantly larger effects.

  • Collision on various piercing projectiles has been revised (Stranglethorns, Bouncing Fire, Boulder, etc.). In some cases, the collision was too small, and in others, much too large. The collision now much more correctly reflects the actual size of the projectile fired.

  • Pet Abilities that use reflective shield mechanics (United Defense, Fire Shield, etc.) now reflect a useful amount of damage, and reflection damage is calculated before your resistances are taken into account.

  • Pet Abilities that deal damage over time now apply their effects at 1 second intervals to minimize the amount of damage number spam.

  • Numerous buff application bugs with all Pet Abilities, but especially Curse Aura and Hex, have been cleaned up. Buffs should apply more consistently and with consistent damage/lifespan results.

  • Pet Abilities that apply combo-able effects (Drenched, Oiled) have had their combo effects fixed and now properly scale from Hero Damage.

  • Projectiles on some pet abilities have been adjusted in speed/size/targeting to try and improve their ability to hit enemies (especially nearby, small enemies).

  • All effects that decrease enemy movement speed are standardized to a -40% speed decrease.

  • All effects that increase player movement speed are standardized to +50% speed increase.

  • Effects that previously increased both basic hero attack’s damage and added on-hit damage now ONLY add on-hit damage. This affects Poisonous Tips, Sandstorm, etc. The on-hit damage bonus has been increased in most cases to compensate.

  • Ghostly Wail’s damage bonus is now +100% at all tiers and its duration and range have been slightly decreased.

  • Dragon Protection is fixed; it correctly applies an absorbing shield to nearby Defenses.

  • Projectile arcs for certain abilities (Oil Spit, Lightning Grenade) have been improved to make aiming easier.

  • Lightning Grenade now detonates if enemies touch it.

  • Boulder now deals crushing earth damage.

  • Bouncing Lightning has been renamed to Chain Lightning and updated to use a projectile more similar to the Storm Gloves’s projectile.

  • Sparkle Party now deals damage as well as stuns.

  • Encouragement restores 75 mana.

  • Soothing Waters restores 300% Hero Damage as health.

  • Hex no longer causes damage over-time, to separate its effects from Curse Aura more clearly.

  • Tormented Thoughts no longer causes initial damage. It still causes damage-over-time and bonus damage when the enemy dies under the effects.

  • Gravebolt’s heal % has been decreased to offset the massive increase in the damage it received.

  • Plague Claw damage bonus per-hit decreased to +50% and now has the same maximum targets as other piercing pet abilities (Boulder, Ice Ball, etc.).


Bug Fixes

  • The Invert Y Axis now works properly for the mouse. (You’ll need to turn if off and then back on to get it to work again.)

  • Earthshatter Tower no longer requires line of sight to attack.

  • Upgraded Skyguard Towers now properly slow enemies.

  • Changed Idle Flow passive description to fit how the rest of our slow effect descriptions are written (slowed by X% instead of slowed to Y%). The actual slow amount did not change.

  • Fixed an issue with the Altar Assassins death sequence.

  • Fixed an issue where melee combos unintentionally increased pet ability hero damage scaling.

  • Cleaned up formatting on the Daily Mission UI to make it more legible.

  • Tempered Anger Skill Sphere description changed for clarity. It now says this:  “Mystic loses appeasement 50% slower and takes no appeasement damage when at 0 appeasement.”

  • Gun Witch animations while moving backwards diagonally no longer twitch noticeably while using a gamepad.

  • The Harbinger Huntress bow no longer shows grey boxes.

  • Crit Damage color is now properly applied to the correct damage number instance.

  • Adjusted the Mystic’s towers on the Create Hero screen.

  • PS4 - Item Enhancement VFX now shows up properly during upgrading.


Known Issues

  • The new defender medals pets are using the regular pet meshes in the Petrinarian.

  • (Intended) We’ve reset player custom keybinds so we don’t have any wonky issues. Sorry for the inconvenience and frustration.

  • There is a chance when loading into the Tavern or Heroes Marketplace that the Defender Medal pets will be shown as available for gold instead of defender medals. It’s a race condition that can occurs. You can’t actually buy them for gold as you’ll get an error message (inventory full) and transitioning can fix this.

iamisom

Update October 6th, 2016:  Patch 16.1 is now live for PS4!


Here are the notes for Patch 16.1:


Bug Fixes

  • Added a fix for Bonus Missions not rewarding Defender Medals if we've already used that mission in the past. This should fix this week's mission (but not reset it unfortunately). 
  • Fixed the Pet Affection bug from The Journey Begins update. 
  • Dark Torment towers should no longer spawn in the sky.
  • Additional Difficulties for Maps should now only unlock at the end of the Campaign.
  • The Obelisk no longer produces giant grey boxes when attacking with Call to Madness.
  • Demon's Lair should show the correct iPWR now.


The PS4 patch contains these additional changes:

  • Fixed the issue where deleting a hero from the Hero Deck tab in the Inventory would always delete the first hero from the Hero Deck.
  • Added the ability to allocate 50 SAS points with Triangle. (Sorry for the hand cramps!)
  • Pet Rerolls now allow you to choose any stat rather than the first one.
iamisom

The Journey Begins Now!



The Journey Begins now! Login to Steam or PS4 to play our latest update!

The Journey Begins update is the first step on a journey to finish the game. Our next step: Improving the endgame! We’re excited to share more details on what that means over the next few weeks.

The Mystic

  • New Hero: The Mystic! Watch her hero trailer.

  • A reformed thief with a dark secret, the Mystic struggles to control the ancient Serpent God in her gauntlet. Summoning powerful strikes, the Mystic harvests the souls of her fallen enemies, appeasing the slithering deity. But without a constant stream of enemy souls, who knows what her master might do?

  • Abilities

    • Snakes?

    • Ability One - Lash Out:  The Mystic summons the Serpent God to lash out at her enemies, which deals massive poison damage.

    • Ability Two - Call to Madness:  The Mystic summons the serpent’s screech causing nearby enemies to turn on each other.

    • Snakes!?  

    • Ability Three - Dark Torment:  Hurls a dagger into a single enemy, which causes nearby Sand Viper towers to focus on the foe. Enemies defeated under Dark Torment turn to sand and get reborn as a friendly tower that hurts nearby enemies.

    • Ability Four - Serpent’s Coil: The now immortal Mystic has no need for traditional healing. With Serpent’s Coil, she hurls a dagger into the ground, and a snake wraps around it. The dagger deals damage to nearby enemies, and when the enemy dies, it turns into a healing orb that any hero can collect.

    • SNAAAKEEEEEEEES!?!?!

  • Defenses

    • Defense One - Snaking Sands:  When an enemy trips this sand trap, a vortex appears and slows enemies down as they sink into the ground.

    • OH GOD, THEY’RE EVERYWHERE!!!

    • Defense Two - Sand Viper:  The Mystic summons a slithering incantation that fires an increasingly damaging beam at an enemy. When the Mystic uses her Dark Torment ability, any nearby Sand Viper focuses its beam on the tormented foe.

    • Defense Three - Viper’s Fangs:  The Mystic’s barricade. Not only does it stop enemies in their tracks, it also fires a poison bubble that lifts enemies into the air. Pop the bubble to create poisonous rain on any poor sucker caught underneath it. 

    • AHHHHHHH!!!!!

    • Defense Four - The Obelisk:  Inflicts up to five debilitating status effects on enemies across the battlefield while potentially shielding heroes. When the Mystic is fully appeased with souls, the Serpent God himself appears on the Obelisk to breathe unholy fire upon enemies.

    • Everything isss fine. Life is better now. All hail our new ssslithering overlords.


New Story and Progression

  • We have moved the awesome animated intro video from the tutorial to the game’s startup.

  • 18 maps have been tied together under one unified storyline divided into Acts.

    • We redesigned the Game Browser map list to scroll vertically. Map selection should be much clearer in the new sequence. The map order of campaign becomes the map order across the game.

  • New “Next Map” Button on Campaign

    • Want to just keep going through the Campaign without being kicked back to the Tavern or Hub? Just hit “Next Map”!

  • New Campaign Story-centric Loading Screens

    • Check out the new chunks o’ story on our awesome looking loading screens.  Then click to continue whenever you’re finished reading!

  • New Campaign Quest Line

    • New to the game?  Visit the Knight Commander to get started!

    • Start out as a Squire or Apprentice, then unlock the Huntress/Monk on the first quest!

    • If you previously completed part of the Campaign quest line, we have translated your progress into an appropriate quest in the new quest line.

  • All of the NPCs and their functionality is unlocked from day one. None of this unlocking item upgrading at level 34 business. We want you to have access to everything from day one so you can decide what you want to do and when. It’s your game; play it how you want.

  • The game modes are Campaign, Defense, Incursions, and Onslaught. Difficulty for Campaign is Normal and Hard. None of this Freeplay/End Game/Insane monkey business.

  • The Campaign now takes all the heroes in your hero deck from level 1 to 50.

    • You may find yourself gaining 2-3 levels in one map! Be wary though, because the enemies get harder too.

  • SAS points have been reset and are now awarded every five levels.

  • New Rewards from Campaign

    • The way loot drops has been changed on every Campaign level.

    • Earlier levels have slightly higher drop rates of items to help you get started.

    • We’ve added specific loot into chests throughout the game to ensure you have important pieces to be successful as things heat up.

    • Lower-tier items now have more stats on them to make them a little more helpful.

    • Pet eggs drop earlier in the game

    • At the end of Campaign, you’ll be geared for the bottom end of Nightmare I.

    • Each win rewards Gold, Exp, and DM, especially for that first play through when you’re knocking out the campaign quest for the first time.

  • Sell and repair are now available at level 1!


Early Game Enemies and Difficulty

  • Campaign Normal and Campaign Hard are both harder than what they used to be based on the feedback we’ve received from our community during Early Access.

    • Enemy spawns are punchier. You should see more enemies out at once.

    • Many Campaign maps have less waves, but less means harder.

    • Enemy health and damage are also increased.

  • We completely redid all enemy introductions. What is a tough enemy early becomes the norm later.

  • We rebalanced Defense Mana and Defense Unit budgets in the campaign revamp. Your defense placement choices and strategies are more meaningful and tougher.


Quality of Life and General Improvements

  • New Main Menu

    • We’ve completely redesigned the Main Menu with a focus on our fantastic world art and easier-to-understand navigation options.

    • We’ve added clearer social buttons, a news panel and a new ticker to keep you up-to-date on the latest and greatest from Dungeon Defenders II.

      • By adding the news panel on the Main Menu, we’ve killed it from where it used to be, which was an annoying popup that showed up when you entered the Town or Tavern for the first visit of a session.

    • Now you can continue the campaign from where you left off, straight from the Main Menu.

  • Warmup Phase Change

    • When you enter a map, we’ve reworked how the warmup phase timer works. Now you can hit “G” to end the warmup phase and kick off the first build phase.

  • Changed the size and decay of damage numbers to clean up some of the UI clutter in our game.

  • New Options Menu Features

    • We’ve added new controller options on the PS4:

      • Look Sensitivity -- Change how fast the screen scrolls when you move the targeting reticle with the right thumbstick

      • Dead Zone -- Change how far you have to push the right thumbstick to move the targeting reticle

    • Play the Tutorial as many times as you want, now located on the Options Menu. (Bigger Tutorial changes coming soon!)

    • Region Selection is now in the Options Menu; however, you can only change the setting while you are on the title screen.

  • Passives on gear have been slightly tweaked.  They now roll in different amounts on different rarities of gear.

    • Worn through Powerful have no passives.

    • Epic and Mythical have two passives.

    • Legendaries have three.

  • New Create a Hero screen

    • We even added some fancy-schmancy voice overs tell you about each hero.

  • We tweaked the “Create Game” pop-up to be a little easier to understand.

  • We greatly increased the timer at the end of matches so you can go through your loot at your own speed.

  • Music Updates

    • We’ve added a new Victory track that plays whenever you complete a match. #nostalgia

    • We’ve also added a new track for the Town!

  • PS4 - Several Options moved to the profile so they can be supported in split-screen

    • Invert Y-Axis

    • Scavenger Level (it’s a PS4 thing that will hopefully go away soon with the new inventory)

    • Show Hints

    • Coalesce Damage Numbers

    • Show Damage Numbers on Dummy

    • Show Damage Numbers

  • Cleaned up many UI messages to only show more relevant announcements.

  • You can now sort your bags by iPWR.

  • Enemy intro videos have been removed… for now.

  • The Relic Hunter and Petrinarian have new dialogue.


Bug Fixes

  • Fixed more issues with the coalescing damage numbers to increase game performance.

  • Fixed Poison Dart Towers being able to shoot through walls.

  • Ogres can no longer be teleported by Null Void to get stuck behind the spawns.

  • Fixed the Oiling Strikes and Chilling Strikes skill spheres not applying.

  • Fixed the Medium Experience Bonus II Skill Sphere.

  • Fixed an issue with the Explosive Guard and Shielding Guard Ubers not functioning on Squire Blockades.

  • Fixed an issue with the Lavamancer where Molten Core would cost more Molten Power when wearing a Helm of Storms.

  • Fixed an issue with the Lavamancer’s Volcano where you could teleport around while moving the Volcano to new locations.

  • Fixed an issue where Volcano would stop shooting after casting Eruption several times.

  • Fixed an issue where EV2 would have full heat at the start of a Combat Phase.

  • Fixed some issues with displaying the proper stats when inspecting towers.

  • Fixed an issue where you couldn’t close some UI elements with the B button on controllers.

  • Fixed an issue where some enemy spawns didn’t have the correct minimap icons to show where enemies were coming from.

  • Fixed an issue with Drakin pathing on Nimbus Reach.

  • Fixed an issue where Betsy wouldn’t spawn if you hit G in certain areas.

  • Fixed some text issues on the Hero Creation screen

  • Fixed when “Flameburst Tower Destroyed” would spam the UI when a series of EV2 nodes would get destroyed.

  • Fixed an issue with the Gun Witch’s Ice Needle being able to cause Altar Assassins to fall into pits while invulnerable.

  • Fixed an issue with Frosty Towers trying to shoot into the ground. (More Frostbite fixes incoming.)

  • Fixed an issue where Harbinger would just walk off of his ship if a player used Lavamancer’s Submerge.

  • Fixed the Bling King randomly pausing during animations

  • Fixed the Power Surge Incursion not loading the correct music during the warm up phase.

  • Fixed an issue on Ramparts and added Ogres on Nightmare.

  • Cleaned up the collision on Arcane Barrier to have more placement options of other defenses near it.

  • Fixed some broken animations on the Huntwitch and Black Magic Ops Gunwitch skins.

  • Fixed a typo in the Abyss Lord’s Explosive Arrows passive.

  • PS4 - Fixed some issues with some player specific popups getting cut off in split screen.  Still needs more work, but a partial fix went in.


Known Issues With This Update

  • PS4 PLAYERS - DO NOT DELETE HEROES USING THE HERO DECK TAB IN THE INVENTORY SCREEN. My Heroes is the place to manage your roster on PS4. Using the Hero Deck Tab in the Inventory Screen to delete your heroes will delete the hero in your first slot EVERY TIME.

  • The Intro videos are not currently playing sound on PS4.

  • Profile options (listed in “Quality of Life and General”) will stomp main menu options.  This should not affect region selection. Also Main Menu Options Menu navigation will be a targeted area of improvement for navigation in a patch coming soon.

  • We disabled Victory Chest re-rolling for now to prevent an existing loot bug. It will return in the future!

  • Towers have decided to show solidarity with the Old Ones’ army and will not display their health bars if enemy health bars are turned off. Stand strong brothers and sisters.

  • The region setting will not display what region you’re in the options menu once you are in game if you did not open the options menu on the title screen first. (even if you didn’t change the default setting)

iamisom



The Journey Begins on September 27th! The only thing bigger than the changes coming next Tuesday is how excited we are to see your reactions (seriously, Benny is so excited we’re scared he’s going to pull a Jesse Spano). On top of the Mystic, you’ll play the game-changing Campaign Revamp, the expanded story and the wealth of early game changes we’ve been brewing for the last month. 

Want to see this update in action? Check out our Devstream tomorrow at 3PM EDT (our new time!) to check it out.

This update is the first step on a journey to finish the game. Our next step:  Improving the endgame! We’re excited to share more details on what that means over the next few weeks.

But this week, Elliot gives you a few more details about our Campaign Revamp, Dan shows off a new Training Dummy and Dani only has eyes for you:


Elliot Cannon, Creative Director (Myscha_Sleddog)

The existing campaign and new user quest chain was excruciatingly long, and quite simply, it wasn’t fun. Its initial creation came about during the game’s early development period when things transitioned from level 25 to 50 sometime last summer with the idea that the game should direct the player’s every move. The campaign itself only took players to maybe level 20-25 or so, it concealed a lot of game features behind level walls, and it was in essence a connect-the-dots linear sequence that sent you back and forth from game maps to the NPCs in the tavern and so on. In addition to this, it created an odd parallel set of difficulty scales that attempted to bridge the gap between completing the campaign and working towards Nightmare difficulties. This in essence controlled what you could do in the game for days on end as opposed to getting you into the game maps and letting you start obliterating enemies that challenge you and your tower defense strategies.

Today, everyone has access to each of their Hero’s abilities and towers from level one. The game is no longer single-hero focused thanks to the Hero Deck changes where you can play, gear, and level four heroes at once with hotswapping. You also have an expanding library of heroes with unique themes, cool abilities, and zany defenses to choose from. When the first campaign and new user experience went in, there were only four heroes and no intention of making new ones.

Let’s look back to our original goal this year of “Finish the Game” and get out of this Early Access Alpha stage. This means things such as this odd campaign flow needed reimagining properly with players in mind. Once that’s done, we can jump back on making loot better and more meaningful, and expanding the game’s difficulty curve much further so those hero choices make a huge difference. That in turn means tinkering with builds, gear, enchants, and deck comps to beat harder challenges. Once all that is in place, then we can expand the enemy library, and get back the list of cool things you really want to see happen next. (We have a massive list with everything you’ve told us we keep alive.)

Enough history. Let’s break down the cool stuff of the Campaign Revamp in more detail than the video.

1eOzisw.jpg


Story and Presentation

  • The Campaign is 18 maps long, kicking things off with the intro video and culminating with the climax against the Harbinger. We’ve tied the maps together under one unified storyline sub divided into Acts.

  • We tell the story through the intro video, in game videos at key moments, and new loading screens with cool art! You can check the loading screens out as long as you want and control when to continue when you’re ready to play.


Early Game Progression, Loot and Reward Changes

  • The pacing is frenetic and rapid. It makes such a difference. It’s fun. Even if you beat the campaign ages ago, go give it a try with a deck of level 1 heroes. You may find yourself having a lot of fun! I dare say it should have always been this way.

  • The Campaign now takes all the heroes in your hero deck from level 1 to 50.

  • With how quickly you level up, we’ve changed the SAS points to award and popup every 5 levels so you’re not constantly dogged by the popup.

  • We reworked all iPWR drops for the campaign so progression is fast. Once you beat the campaign, you’re geared for the bottom end of Nightmare I. The campaign remains unlocked forever, so you can go back and play any map in any order once you’ve beaten that first quest chain.

  • Once in the campaign, quests automatically update and complete based on a map victory. Once you get in the flow of playing, you never need to leave the maps for any reason. Once you win a map, you can select the next map, replay, or head to town. This is great because you can just keep playing as long as you want. Once you start winning some of the harder maps, it’s hard to stop as it’s super fast paced.

  • We’ve added specific loot into chests throughout the game to ensure you have important pieces to be successful as things heat up.

  • You may find yourself gaining 2-3 levels in one map! Be wary though, because the enemies get harder too.

  • Each win rewards Gold, Exp, and Dm, especially for that first play through when you’re knocking out the campaign quest for the first time.

  • The game modes are Campaign, Defense, Incursions, and Onslaught. Difficulty for campaign is Normal and Hard. None of this Freeplay/End Game/Insane monkey business.

  • You can obviously play the campaign in multiplayer. Your quest completion status is your own though. You won’t be able to skip anything, but it’s a ton of fun burning through it with friends.

  • If you were part the way through the campaign and never finished it, we set you up right where you need to be so you don’t have to start over, but are ready to go forward.


Early Game Enemy and Difficulty Changes

  • We completely redid all enemy introductions. What is a tough enemy early becomes the norm later.

  • Many maps have less waves, but less means harder.

  • Enemy spawns are punchier. You should see more enemies out at once.

  • We rebalanced Defense Mana and Defense Unit budgets in the campaign revamp. Your defense placement choices and strategies are more meaningful and tougher.


sDEYMx5.jpg

Early Game Quality of Life and General Changes

  • We’ve redesigned the main menu screen. It’s cleaner, concise, and beautiful. It uses real time flythroughs that really highlight the levels, which are the coolest levels in the game industry! If you’re playing the campaign, you can continue from this screen as opposed to having to remember where you were. All social media icons are there and we’ve made sure our information pane is much snappier.

  • When you enter a map, we reworked how the ready up timer works. Now you can run around and do whatever you want for as long as you want. Forgot to check for loot upgrades a hero? Need to compare those three relics? Go for it. Hit “G” to end warmup and kick off the first build phase. (This also means you no longer have to wait for the warmup timer to end before the first build phase!)

  • Everything in town is unlocked from day one. None of this unlocking enchanting at level 34 business. We want you to have access to everything from day one so you can decide what you want to do and when. It’s your game; play it how you want.

  • We redesigned the Game Browser map list to scroll vertically. It reads much nicer in the new sequence. The map order of campaign becomes the map order across the game.

  • The Create Hero screen has voice over now and better hero descriptions!

  • You can access the game’s tutorial from the options menu.

  • The Hub has a new tune. I tried my best to get Tony Iommi and Glenn Hughes back together from the 2005 Fused album, but they were booked. Heh heh.

  • Once you win a map, we give you as much time as you want to sort through loot, as you will get tons of upgrades in a single map. (Pay close attention to those core stats each hero’s abilities and towers anchor around. For example, I’m a Gun Witch nut, Sweeper Cannon blasting Double Tap III spastic who double jumps and mows down lanes. Hero Power is king for me followed by Hero Crit Chance + Crit Damage. With the Locked and Loaded Skill Sphere gives me more of my favorite rotation: Broom Nado + Book Drop to hold heavy groups in place, followed by a point blank Blunder Broom Buster + Scatter Sweep combo. That means I want that cooldown on Broom Nado back up as soon as possible. Each hero has subtle little tricks like this, so make sure your gear is getting you the most bang for your buck!)


And all of this is in addition to the Mystic, who is also coming out in this update. Here's her hero trailer if you missed it:


Nightmare I-IV are untouched for now. We have big plans on reworking Nightmare with dynamic scaling and harder skill levels, leaderboards, smart loot and such, but that’s a little ways away until we finish that. More details soon.

The feedback on the Campaign and early game changes has been superb. I am super proud of the team’s dedication and work to find the real fun buried in the sand here. I want to give a big shoutout to Steve Collins, Brett Norton, and Josh Javaheri for pushing the boat out and helping drive the gameplay and the player’s experience. Dani Moore and Josh Isom for working with me on the story along with our former intern from SMU Guildhall, Lauryn Ash. Jason Yu for helping keeping it all glued together while we continued to do everything else in other branches, and of course, the entire team, who jammed away on the Mystic and the future releases as we cranked on this much needed cohesive reimagining of the game’s heart and soul.


Daniel Haddad, Design Director (Blacksmith)

So in this week’s Dev Log I’m going to talk about something a little different. I want to talk about Dummies.

Dummies have been in Dungeon Defenders since its inception; unfortunately, our current dummies are a little out of date for anyone seriously trying to figure out their DPS and plan accordingly. I thought it would be a fun project to add a better dummy to DD2. Check this sucker out!

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This new and improved dummy starts calculating your DPS the minute you start attacking it. It stops calculating a few seconds after the last attack (it removes the dead time from the calculations in the end). I also thought it would be neat if the Dummy had a random name based on the development team, so expect to see a lot of our names appear over the new Dummies as you proceed to beat the ever loving @*%# out of them!!!

This thing is not yet ready for launch. I’m going back and forth on whether it should be instanced (you only see the damage you deal to it) or if it should be shared damage… Eventually I hope to release a handful of new and improved Dummies in a future update. What do you all think of that?


Dani Moore, Remote QA Lead (Dani)

Just concluded two solid testing periods with RQA and RPG putting both the Mystic and the new campaign stuff under the testing, balance and bug finding microscope.

Wanted to share one of the most interesting visual bugs we’ve ever come across.

HOI8Ej0.jpg


Jesus Diaz, World Builder (N3oDoc)

This week we are doing a deco pass to the Heroes Marketplace level, which includes also some cool changes in the background!


Daniel Diaz, World Builder

We're working on a new seasonal pass for the Heroes Marketplace! Expect some terrifying changes in the level. It will scare more than one defender!



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