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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
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
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
Here are the notes for Patch 15.5 on PC and PS4!
Added a potential fix for the missing Daily Mission bug.
If you received a Daily Mission yesterday and you login today less than 24 hours after you got yesterday's Daily, you won't get a Daily today until 1AM EDT.
If you login 24 hours after you got your Daily yesterday, you will get one when you login.
If you didn't get a Daily yesterday, you will get one today when you login.
Added a potential fix for the Altar of the Athame Incursion not finishing.
Added a fix for the stuck tutorial bug. If you're still getting stuck in the tutorial, please blink twice.

iamisom
The Dark Altar is live now on PC & PS4! Here are the patch notes:
Features
New Map:  Crumbled Bulwark
As selected by you in our Influence Vote, our newest map is the Crumbled Bulwark!
Crumbled Bulwark is a remake of DD1’s Ramparts. Medium-sized map. Three cores.
New Incursion:  Altar of the Athame
Includes a special new Incursion Enemy:  the Altar Assassins. Complete this Incursion to receive...
New Mystic Dagger:  The Dark Ritual Blade
Drops from the Victory Chest in the Altar of the Athame Incursion
This dagger is for the Mystic, who will arrive in our next update!
New iPWR 750 Ring
Has a chance to drop in the Victory Chests in the Altar of the Athame Incursion


Bug Fixes
Added more fixes to the Daily Mission and Daily Map Bonus bugs. If you’re still not receiving your Daily Missions or Daily Map Bonuses, please let us know. (It’s possible that you won’t receive a new daily until the next refresh at 1AM EDT, so if you don’t see your Daily Mission or Daily Map bonus after this update, please wait until the refresh to see if this fixes the issue.)
Made a code change to damage numbers to improve client/server stabilization.
Fixed a keybinding error where re-binding “Activate” to a different key would break EV2 node placement on the newly bound key.
Added a fix for the minimap not showing up on Liferoot Forest. Let us know if it’s still not working for you.
Fixed a crash that would happen with the Apprentice Armageddon Staff.
Fixed a graphical error on the tooltip for inspecting defenses.
Fixed the Molten Citadel Incursion to include a Nightmare I version.
Fixed a bug where a very particular instance was rewarding more Defender Medals than intended.
Fixed an issue where an extra daily reroll was being given.
Fixed a bug where if a player fired Ice Needle while still rising during a double jump, the projectile misfired.
PS4 - Corrected text on bag purchases to be less confusing. (All bags let you rename and set custom icons.)
PS4 - When wearing the Black Magic Ops with split screen active, a cluster of yellow polygons off to the side of the gun arm no longer appears when jumping.
iamisom
The Dark Altar update arrives on Tuesday, September 13th! Watch the trailer above, and then read this week’s Dev Log below to learn more about our haunting new update:

Elliot Cannon, Creative Director (Myscha_Sleddog)
Altar of the Athame Incursion
Next week we have something especially evil heading your way, laying the groundwork for the arrival of the Mystic. In this Incursion, Altar of the Athame, you’ll find yourselves in what may remind you of the Ramparts map from Dungeon Defenders; however, the Diaz brothers, Daniel Diaz and Jesus Diaz, reimagined this place as Steve Collins created the latest Incursion on the new map, the Crumbled Bulwark. I want to share some inside information on this map as it is actually insane to play and things can get out of control VERY quickly. Bring your “A” game for sure.




Location
Once the base of operations for a mysterious order of Old Assassins, the location appears empty. Don’t be fooled. Eons ago, they took part in a ritual that ascended them into an ethereal and almost ghostlike state, making them powerful additions to the Old Ones’ army. The altar where that ceremony took place, Altar of the Athame, stands before you now on top of a magnificent and evil fortress overlooking dead valleys. Two Eternia Crystals rest here, unprotected. Take a look around:  Rumor has it previous cavaliers, perhaps hoping to stop the ritual, tried and failed. Perhaps they left clues as to what to expect.


Defend!
What DD2 session is complete without hordes of baddies? After all, Eternia Crystals hanging around in unprotected spots simply won’t do! Be sure and set up your best defenses, but be prepared because your arrival will not go unnoticed.


Desecration
Your presence is an affront to the assassin order. The Altar Assassins will rise up and come for you. That’s right, you! Not your defenses, not the Eternia Crystal. Your presence must end, and they will pursue you slowly and relentlessly. At times like these, mobility and player control is king. Be aware of where you are as you defend the crystals and keep a mental note of where the assassins are or you may find yourself in a world of hurt. There are bells in the map that when you ring them, send out a shockwave that stuns all the Altar Assassins in the map, but that’s only temporary in case you need to catch your breath. There is a way to defeat them, but that requires you to use their power against them. Read on.




Dark Prophets Have the Key

Amongst the hordes of enemies are servants of the Old Assassins, the Dark Prophets. These fanatical Warboars are evangelists of the Altar of the Athame, and they know the secrets to the ritual that carried the Old Assassins over from the world of living and into the ethereal realm. Wipe the Dark Prophets out and loot their Dark Tomes. Only upon placing the right number of Dark Tomes on the altar will you be ready to activate it, but before you do, gather your allies on top of the altar because a DPS race is about to begin.


All Guns Blazing
You’ve placed the right number of Dark Tomes on the altar and gathered your allies together. Stand on the altar and activate the ritual. As you do, you’ll enter their distorted world so watch for which of the ancient statues emanates the ghostly image of the Old Assassins and destroy it! Do so quickly because the ritual does not last long. Watch the timer! It may take a few tries unless your power and skill is true. Once the statue crumbles to rubble, the ethereal Old Assassin become corporeal again. Kill them all to win the wave.




The Inside Peek for a Laugh

Playing this reminded me of raiding in World of Warcraft back in Wrath of the Lich King. Ever jump into a raid with your crappy guild, when half the people are clueless ding-dongs and you wipe horribly on a new fight you’ve never done, mostly because no one bothered to read up on how to do beforehand? Hey, it’ll be fun, let’s just wing it! The raid leader’s yelling instructions he got from the web, some goofy hunter never misdirected, half the dpsers are padding the meters on trash, the tank doesn’t turn the boss, or some silly healer stands there and gets beaten on by adds, or better yet, stands in black stuff! That’s what this Incursion is like the first time. I was laughing myself silly as Steve yelled out what to do over Skype as literal twenty Altar Assassins started pulverizing us swarming the Altar. Get on the altar he said! Press the button he said! Splat!
Once the laughing died down, we settled in and focused. Not only do you have to defend two cores, but picking out Dark Prophets from the crowd, snatching up Dark Tomes and running them to the altar is a riot. Communication is key. If you play this one with friends, use VOIP! Once the tomes are in place, don’t activate the ritual until everyone is ready, hot swap to your best single target DPS, and burn the RIGHT statue down fast. Once you crush that, you can blast all the Altar Assassins, as they will no longer be immune.




Sounds easy, right? Now imagine you and your buddies all jumping on the altar ready to go but 10-20 Altar Assassins are buzzing round two-shotting people, like our VFX/Technical Artist Brian Goodsell. Once you figure out how to kite them away and use a little teamwork, you’ll be slaughtering this Incursion with tons of moment-to-moment improvising for your movement and shooting skills. What’s so fun is learning all the little tricks and playing with different people and using different heroes. The locations of the new enemies changes everything as they constantly track you.



The Dark Ritual Blade:  Mystic Dagger
The Mystic is just around the corner, so this time around we wanted to give players a chance to snatch up a cool weapon for her before she goes live. We’ve got a proc-style effect on a very evil dagger lined up for her. The effect is serpentine to say the least, dominating the crap out of mobs in an AOE near her. I won’t spill the beans too much more on weapon so the other folks can show off the deserty-cobra-coolness.
We’re still shooting for our Mystic release in late September, and with that comes the Campaign Revamp and UI Improvements we’ve been chatting about. After these two releases, we’re digging in deep to many long-term goals to get this game done!

John Muscarella, Digital Puppet Master (Muskie4242)
Speaking of the Mystic:  While she’s not in this update, here’s a little sneak peek at some of her animations.
Hero run cycles are built from two base runs.  Forward and Back are then adjusted to fit the other directions.


Make sure to keep your snake god appeased, because if not, then this may happen to you…


Snake gods are not known to be very forgiving.

Tim Shannon, PS4 and Live Producer (TimmyTrashTier)
UPDATES! GET YOUR UPDATES! It is update-a-palooza.  Last week we put out the first patch since the Lavamancer release on PC and PS4 + an additional patch for PS4 that fixed a problem with the campaign. This week’s patch hopefully improved client/server communication, which we’re hoping to get more updates on soon. Then, next week, we’re releasing another content update with an Incursion that will straight one shot your core. Then, two weeks after that we have another major update scheduled that will totally, like, change the way you see the world and yourself and… like… reality… bruh?!?  
In between all these releases we’re working on all sorts of secret projects the government doesn’t acknowledge the existence of (Thanks Obama!) and assembling our grand plan for world domination and happy hour from 7-9pm each day because, seriously, who gets off work 3 each day?

Steven Collins, Lead Level Designer (Esorath)
Coordinating some serious polish on the updated campaign flow. I’m having a blast playing through each new iteration. Alongside campaign polish, we are also pushing forward on the latest Crumbled Bulwark Incursion. This one is going to be pretty intense and more complex than previous versions.


Jesus Diaz, World Builder (N3oDoc)
Really excited with the new level we are working on! Prepare yourself for exploring a vast land full of player-only paths!

Daniel Diaz, World Builder (DanielKami)
Working on a fresh new level! We started it last week so right now we have all pf the layout blocked out and have just started to decorate it like there's no tomorrow!
iamisom
The patch is now live on both Steam and PS4! Here are the patch notes:
Series EV2 Hero Sale!
For the next two weeks, Series EV2 and the EV2 bundle are on sale!
Series EV2 Hero:  900 Gems
Series EV2 Hero + Costume Bundle:  1,400 Gems

Lavamancer
Defense Medal cost reduced to 10,000!

Improvements
Map-specific item drops (like the Toxic Shock bow) can drop up to iPWR 700 in NM4, regardless of the iPWR of the map.
Loot drops for the Gun Witch, Abyss Lord, Series EV2 and Lavamancer now have Loot V2 stat pairing hooked up.  This was fixed for the Molten Tome. We're working on getting this fixed for the new heroes! 
Players kicked from a public game can no longer rejoin the game.
Added a DPS Numbers Only option for Target Dummies in the Options Menu.
Reduced the number of enemies in an Onslaught Horde wave.
Controller:  Interacting with NPCs and picking up items is now bound to R3. Ping is now functioning properly on L1 > R1.
Earthshatter Fault Line passive changed to have a chance to knock enemies up.

Balance
Fissure of Embermount starts dealing damage to enemies at Tier 2 now.

Bug Fixes
Several memory leaks that caused players to fall through the game world have been plugged. If you are still experiencing this issue, please contact our customer support and attach your client log from the session where it occurred. Directions for this can be found here.
Material and texture loading optimized to decrease loading times.
Maw of the Earth Drake no longer gives nearby towers attack speed boosts when under the effect of Eruption.
Incursions should now drop the correct rewards.
Fixed a bug where the Earthshatter was still causing AoE damage.



New Weapon Drop Locations
The Wyvern Den 
All Betsy Weapons
Harbinger’s Warship
Squire Harbinger Shield
Nimbus Reach
Storm Boots
Apprentice Harbinger Staff (Hero)
Greystone Plaza
Storm Chest
Squire Harbinger Sword (Hero)
Assault on Throne Room
Storm Gloves
Huntress Harbinger Bow (Hero)
Buried Bastille
Storm Helm
Monk Harbinger Polearm (Hero)
Wyvern Enthusiasts Incursion
Huntress Phantom Phoenix Bow
Huntress Harbinger Bow (Defense)
Malthius Incursion
Monk Infernal Combustor Polearm
Apprentice Armageddon Staff
Squire Scarlet Enforcer Sword
Huntress Armored Cleanser Bow
Griblok’s Horde Incursion
Squire Impaling Cutter Sword
Squire Harbinger Sword (Defense)
Chrome Enemies Incursion
Huntress Toxic Shock Bow
Monk Harbinger Polearm (Defense)
Forest Poachers Incursion
Apprentice Chilling Touch Staff
Apprentice Harbinger Staff (Defense)
Unholy Catacombs Incursion
Squire Sword of Unholy Fire
Kobold Bling King Incursion
Huntress Bling O’ Midas Bow
Bastille Master Incursion
Apprentice Ghastly Halberd Staff
Power Surge Incursion
Monk Glaive of the Storms Polearm
The Demon’s Lair Incursion
Abyss Lord Molten Tome


PS4 players will get these changes later this week!
bienvenido3
This morning, iamisom came in with pep in his step and a glimmer in his eye. We all knew something was different. Something big was about to happen. Suddenly, Isom’s mouth opened. Our heart rates went up. Dogs started meowing. Cats started barking. Team Instinct, somehow, now ruled every gym in town. Was this the darkest timeline?
Time and space itself waited with bated breath.
And then, when it seemed like the very fabric of the universe couldn’t take the silence… Isom spoke:
“The plan:

Ask 'Who wants us to start the 3x Medal weekend early?'
Listen.
Do what they tell us.
Profit.”

And so, we did. And you responded. And we did what you said to do. And it is done.
3x Medal Weekend starts NOW, folks. 


Thank you, Isom. He’s not the hero we deserve, but he is the hero we got. Anyway, here's what we're working on this week.
Daniel Haddad, Design Director (Blacksmith)

By day I am working with our awesome team on two upcoming new heroes. The Mystic is up next, and she is looking rather slithery. I’m helping direct John and Mel with their animations to make sure we capture her feel, and I’m working with the programmers as her abilities and towers start to come online. By day, heroess; by night, other things… I’m basically Batman I think:

Enemy Redesign:  I am working on getting the enemy redesign in. Yao is programming their functionality, and I’m going over our new campaign and rebuilding the schedules. So far Gates, Market, and Greystone are done.
Passives:  We’ve talked at length about some of the plans we have for a new and improved passive system. I’m first making an index on all the passives we have in game and categorizing them under: to be cut, to be improved, to be left alone. The ones that are cut will be removed from the game. This is mostly to remove superfluous passives that are not fun. To be improved is a category for passives that are theoretically cool, but in practice are rather boring. As an example, the gold gain passives can use some love. To be left alone is a category for passives that are doing just fine.
Hero Balance: I’m working with the programmers to try and figure out a way to make balancing our game an easier task. The workflow to go in and balance a tower for example is rather inefficient and a lot of time is wasted and mistakes can happen because our process is not ideal. I’m trying to organize our data in a more intuitive way so that designers can at a glance figure out the specific problems with the balance, identify, and solve easily. Anyone and their mother can tell you something like “Tower X is OVER POWERED!” or “Ability Y is useless no one EVER uses it” -- figuring out why that is and how it should be solved to not introduce more problems is the tricky bit. This is a multi-step process that involves a lot of math, and a lot of talking with the community team to figure out the perception of balance.

Tim Shannon, PS4 and Live Producer (TimmyTrashTier)
After missing last week and getting deleted from the Dev Log like I don’t even exist [Ed. Note:  Suck it, Tim], we successfully shipped the Lavamancer update this week and have been tracking the issues with it since then. Our next update is pretty beefy, so I’m trying to bundle all of our fixes into that so we can remove the overhead of hotfixing and focus on making the campaign revamp as low impact on client stability and performance as we can. That being said, if something game breaking crops up, expect a fix.

In other news, we’re working on some updates to the controller that should alleviate a long standing concern with the controller layout, adding look sensitivity, and adding dead zone configurations to the options menu. We also will potentially be adding Loot V2 support for all the new heroes (fingers crossed), a DPS number only mode for tavern dummies, and making it where kicked players will no longer be able to rejoin the sessions they were kicked from (hasta la vista griefers).  

Jesus Diaz, World Builder (N3oDoc)
This week I've been doing some visual changes to the Crumbled Bulwark level that should be released soon, which includes finalizing the visual pass and doing a collision pass. Check it out:



Steven Collins, Lead Level Designer (Esorath)
Now that the Crumbled Bulwark has had its makeover, it’s time to start the engines on adding in the gameplay and Incursion.The map now has more character and connection to the world, and the Incursion will reflect that as well.

Brian Goodsell, VFX/Technical Artist (bgoodsell)
Post Lavamancer release, I've spent some time going through and fixing older issues from the past few milestones. Nothing absolutely game changing, but fixing and finalizing things on the backend so it better works with our workflow going forward.
Also working on getting all our content sorted so it lives in the correct place and is easy to find for our other developers. Our cooked game has numerous references to test packages in our content directory, which should be living in better locations.
Then there is the collisions issue that is forever ongoing. Since our characters can now double jump and fly, we've had to revise the way in which we build both collisions and geometry to support things from these views. Forest Crossroads is a good example of why it’s important to properly block your render meshes:




(The red geo should cover the cliff faces. It doesn't do that 100%.) This will be a side project of mine for the next few milestones at least.
Finally working on lighting issues for the new map. Working on separating the player-only space from the lane space using lighting.




James Reid, Software Engineer (Driscan)
Man, it’s been a busy past couple of months. I know I’ve missed a couple of these Dev Logs [Ed. Note:  It’s okay as long as you’re not Tim.]. Nose to the grindstone and all.
So, I worked on the volcano tower for the Lavamancer. I primarily focus on UI, so to get in and do some actual gameplay programming was super fun, rewarding, and stressful as all getout. The team came together and really built a tower that, I think, is super fun. The volcano went through so many iterations to get that “volcanoy” feel. Case in point:




Which then led to…




Then I started working on the eruption portion of the volcano…




Then there was more iteration on the firing mechanism.









Then finally, we got it to where it is now in game. This thing was really a team effort: Design, VFX, Programming, we all came together to make this tower pretty awesome!
Now that the Lavamancer is out the door, I’m working on some more UI related tasks. Namely, we’re working on improving the matchmaking UI to reflect the upcoming Campaign Revamp! (The UI changes are still very much work-in-progress.)





bienvenido3
Today at 5PM EDT on our Twitch channel, be the first to see the Herald of Embermount update!


We're showing off our newest Hero: the Lavamancer for the first half hour then talking Heroes, the future of the game, and more with a group of Trendy Devs. We’ll also be answering your questions live, so submit them early at this thread or live on Twitch & Twitter with #dd2devstream.


We’ll still giving away 10 Lavamancer Bundle codes to lucky viewers but to minimize Twitch #spam we’ll be doing it through Twitter (@TrendyEnt). Look for a special Devstream tweet around 5pm ET and retweet it to enter to win.


In even more free stuff news - this week our giveaway will DOUBLE to 20 if we manage to hit our 250k Steam Group membership goal before or during the devstream (on top of releasing the Monk's Crystalline Twin-Blade) - so join here if you haven’t and recruit your fellow Defenders!

bienvenido3
You’re gonna lava the Herald of Embermount update when it erupts August 16th for PC and PS4! 

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




Want to see the Lavamancer in action? Tune into our Devstream this Friday at 5PM EDT! We're also giving away his costume to several lucky viewers!
The HoE update also heralds (see what we did there?) an option to display massive amounts of damage in a more streamlined way. With this option turned on, you’ll be able to see more of the beautiful world of Etheria as you hashtag rek AF (or whatever you kids are hashtaggin these days). See the handy GIF (that’s GIF with a hard G) below for an example!



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

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

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


Jesus Diaz, World Builder (N3oDoc)
We are still redoing the visuals of the Crumbled Bulwark level. At this point, it has even become more dark and gloomy...the perfect place to feature a new enemy, a really dangerous one.

Steven Collins, Lead Level Designer (Esorath)
The Demon Cache has been found! Congrats on hitting the books and getting some extra loots!
As for the next map, Crumbled Bulwark. The level design team was rather unhappy with the original theme that was done on this map. It lacked the character and depth that we want to push forward with our levels. So we decided to give Crumbled Bulwark a makeover. (Keep in mind the gameplay layout will remain unchanged.) This visual update will give the map more character as well as some of the updates will allow for a much more robust Incursion that we have planned for this map.

Brian Goodsell, VFX/Technical Artist (Other titles pending)
Wrapping up the last of the extended Lavamancer VFX work for the milestone. Had some time to modify my workflow in a way that allowed me to capture more gifs.

Oil Geyser Attack/Eruption






Charge VFX


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

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








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




iamisom
The Molten Citadel update is out now on PC and PS4! Here's what's in the update:
Features

New Map: Molten Citadel
Thanks to your previous Influence vote, our next map is the Molten Citadel! Molten Citadel is a remake of DD1’s Magus Quarters. A fiery lava moat surrounds this explorable castle. Also, skeletons. Medium-sized map. One core.
New Incursion:  Demon’s Lair
Turn up the heat with the new Molten Citadel map and a superheated Incursion featuring Lava Guardians and the fierce Demon Lord. HE’S ON FIRE! Can you keep your cool?
New Abyss Lord Weapon: Scorched Tome of Molten Brimstone
You play with fire, you’re gonna get... The Scorched Tome of Molten Brimstone. Burninate foes with the power of earth and flame, then finish ‘em off with great balls of magma.
iPWR 750 Medallion on the Demon's Lair Incursion!
New Incursion Enemy:  Lava Guardian
The hot n’ heavy Lava Guardian enters the Demon’s Lair Incursion with attacks that are sure to get you hot and bothered.
New Squire Costume:  Guardian of the Molten Citadel
Think DD2 is hawt? Help keep cool, new stuff coming and wear your support by splurging on the Squire’s Guardian of the Molten Citadel variant! It comes with 27 accessories and 127° C of style.
Changing Terminology
We’re changing “Challenges” back to “Incursions” (because too many things in our game are called Challenges) and “Defense” back to “Campaign” (because in a few updates, this will feel more like a traditional Campaign). Deal with it (but seriously, we hope that’s the last time).
Additional Changes
Fixed a bug where some defenses weren’t attacking dummies in the Tavern. Sky Guards still don’t work, but maybe one day.
Added “Wave” and “Phase” to the Game Browser.

Balance
Skeletal Ramster targeting yaw increased from 10 to 17.
Skeletal Ramster should now be able to hit everything within its area of attack.

Bug Fixes
Fixed several server crash bugs. Fixing crashes and weird loading issues (like the falling through tavern bug) are our top technical priority!
Fixed an issue where some Nightmare IV maps had their recommended iPWR set too high.
Fixed the Squire’s Slamming Block to only apply on successful blocks.
Fixed some legacy pets having unexpectedly high stats.
Fixed some legacy gear having base stats that were in the stratosphere.
Fixed some spelling issues on the Forest Poachers Incursion. We ams gud spellarz.
Fixed an issue on Liferoot Forest where people could get out of the level with the Glaive of the Storms.
Fixed a bug with the Cooldown Reduction Sphere occasionally causing abilities without cooldowns to suddenly have them.
PS4 - Fixed some ability and tower icons appearing “zoomed in” on the UI.

This update also brings Patch 14.3 to the PS4. You can find those patch notes here.
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.






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
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 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.



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.




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!


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.



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!


iamisom
Our newest hero, the Mystic, is near and dear to our hearts because she’s so similar to Trendy itself. Like Trendy, the Mystic has made a deal with an omnipotent cosmic force to drive her success. And, like Trendy, this “Serpent God” demands a regular stream of souls in exchange for bad-ass-ness. Oh dear… I believe I’ve already said too much. 
Before her arrival later this month, watch her hero trailer above and then check out the Dev Log below for more details:


Daniel Haddad, Design Director (Blacksmith)
Long ago, there was an Influence Vote:  Mystic vs Man & Machine! At the time we had a pretty good idea of what we wanted the Man & Machine to be, and to be perfectly honest we were all expecting M&M to win. Josh called me on a Saturday morning while I was driving and asked me to describe what the Mystic would be. We hadn’t really put too much thought into that, so I yolo’ed some stuff about a serpent god and a gauntlet. It doesn’t matter. Man & Machine is going to win right? Nope… she ended up winning! It seems the Serpent God had other plans…



The design team brainstormed a bunch of neat concepts for the Mystic’s towers and abilities, but we needed to make sure we nailed her theme. The fantasy of a hero is something we try to pay a lot of attention to here at Trendy, and she had such a powerful and interesting story behind her that we wanted to make sure we got that struggle and darkness across in all her kit. Here is a quick overview of her story:


“The Mystic was once an exceptional thief. If you wanted something stolen, you went to her. She amassed a massive fortune over her lifetime and had no problem flaunting it with ornate gems, but especially with gold -- she loved gold. One dark evening, she received a contract to steal a golden gauntlet from the Grand Magus’s quarters. It seemed like a simple enough job for one so skilled. When she found the gauntlet, she couldn’t help but admire it. It seemed to almost speak to her. Now the Mystic was an honorable thief. She never kept what someone else wanted her to steal… but it wouldn’t hurt to try this fancy golden gauntlet on before she gives it away, right? Unfortunately, the gauntlet contained the ancient spirit of a serpent god. The gauntlet took over her arm, and the Serpent God took over her soul.

For years the Mystic struggled to maintain her sanity as the serpent god gently gnawed away at her soul. When the Old Ones’ army attacked Etheria, the Mystic saw an opportunity to buy herself some time. She asked the Serpent God to give her his power and help her overcome this evil, and in return, she will give him as many souls from the Old Ones’ army as she can manage. She didn’t really care about the looming threat to Etheria; she wanted to buy herself time. The Serpent God agreed and she joined the battle with our heroes.”

With such an interesting story, we wanted her kit to exemplify this struggle. It was hard coming up with ideas. I went away from Trendy and traveled far. I found a pit of snakes, and I sat in it for a while and communed with them. A few seconds later, I realized this was a terrible idea and returned to work. We wanted her mana resource to represent her feeding the Serpent God some souls. The mana bar degenerates over time, and the Mystic can fill it by collecting souls. The more souls she feeds the gauntlet, the more powerful the Serpent God gets and so the more powerful she gets.




The Serpent God bestows upon her powerful buffs based on the appeasement meter. She can gain:
Stat buffs that boost her Health, Defense Power, and Ability Power
A lifesteal buff that heals her for a percentage of her health for each hit
A buff that reduces the cooldown of her abilities with each melee hit


If she reaches 100% appeasement, the Serpent God manifests around her damaging nearby enemies and giving her a movement speed boost.

If she has 0 appeasement, the Serpent God begins to siphon her soul dealing 3% of her health as damage every second until she generates some appeasement. If she dies, the Serpent God will consume her.



The animation team did a phenomenal job with her animation suite -- especially her death.

Since she was a thief, we thought it would be fitting for her to wield daggers. Instead of her actually cutting things with her daggers, we wanted her to use the dagger as a vessel to unleash the serpent god’s powers. Based on the attack variation of the dagger, the Serpent God will manifest himself in different forms from speedy purple wisps to full on tail smacks.




You can find out more about her kit by watching the reveal video, but I wanted to call out two aspects of her kit before I go:  her Dark Torment and her Obelisk.

Her strongest ability doesn’t have a lot of fanfare to it, but there is more to it than meets the eye. She hurls a purple spectral dagger that impales the target and deals damage to them over time. If the target dies while impaled by the dagger, a temporary defense spawns in its place. The defense persists for about 15 seconds and damages nearby enemies.
Last but certainly not least, her Obelisk stands as a testament to the great Serpent God. At tier 1, it periodically picks an enemy across the battlefield and zaps it dealing damage to the target. As you upgrade the Obelisk, it begins to do more and more things:

At Tier 2 it has a chance to target a second target bubbling them into the air and has a chance to shield a target ally boosting their hero damage and ability power stats
At Tier 3 the chances for the bubbling and shielding effect increases
At Tier 4 it has a chance to confuse a target enemy causing it to fight for you for a few seconds
At Tier 5 it has a chance to polymorph a random enemy into a serpent for a few seconds

At 100% appeasement, the Serpent God himself appears around the Obelisk and breaths fire down on nearby enemies. You can reposition the Obelisk while this effect is taking place!


We hope you all enjoy the Mystic. We certainly had fun putting her together, and we can’t wait to see how you all choose to use the dark god’s powers!


Tim Shannon, PS4 and Live Producer (TimmyTrashTier)
It’s stabilization time here for the next milestone update, so it’s bug time at Trendy. This next update should contain the rest of the controller updates I mentioned last month (look sensitivity, dead zone tuning, split-screen options support) and will also make some of your options portable across devices (full list in forthcoming patch notes). We’re also going to look into the Daily Mission and Incursion issues that cropped up last week and hopefully get to some of the other bugs you guys have brought up on the Official and Steam Forums (special thanks to K-ToF for that awesome list -- we're going to try to get to them!).


Steven Collins, Lead Level Designer (Esorath)
With the updated Campaign flow right around the corner, I am taking some time to go through and amp up the difficulty of both normal and hard campaigns. This should give even some experienced players a bit of a challenge as they make their way through the campaign.
We also adjusted the way enemy introductions happen. Aside from moving which enemies are introduced where, we also amped up their introduction to be different per enemy. Instead of just seeing one Orc on Dragonfall Bazaar when he is introduced, one major orc will appear at each spawn point.


Jesus Diaz, World Builder (N3oDoc)
This week we finished the visual pass to a new level! We proceed to work now on the collision pass to make sure it's fully playable. Can't show anything yet but we are really happy about how the level looks.
Also I've been working on the background of the frosty level, best known as the Frost Keep...yeah the one that lost against the Crumbled Bulwark and Molten Citadel levels. This won’t come out in the next update, but I wasn't happy with the mountains in the background so I redid them. Below you can check out the differences. I hope you like the changes! (Click the image for a larger version.)


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

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

Known Issue

Anyone that comes into the patch with three existing quests, and you complete one quest, you’ll get another daily quest that was meant for the following day.  Then ON that following day, you will not receive a new quest.  It’s a little wonky, but we’re working on it.
If you’re playing on PS4, all of these changes will be in the Dark Altar Update on Tuesday.
TimmyTrashTier
Here are the notes for Patch 15.2! (It's a small patch for a small week.)
Improvements
We have optimized the way in which buffs replicate between the client and server.  Ask Javo (lead programmer) if you want more details, but this will hopefully be the first of several improvements in connection stability and performance. The Awakening Weapons have been re-added to drop tables and all four are now available in the Throne Room. Metrics stuff added and fixed behind the scenes because every move you make / we'll be watching you...

Bug Fixes
R3 now opens the pop-up shop in the pet menu again on PS4. Lavamancer Shine Spark (Fissure) Passive now spawns on items with defense power. Some enemies have finally left the nest and will no longer be hiding in spawn behind their mother's wing. We changed two descriptions (one for EV2 and one for Lavamancer) which means its time for a treasure hunt!!! Scorched Tome should now spit even moar hawt fiyah since it will only spawn with hero stats (if it knows what's good for it that is...)

That's it for the moment, but stay tuned for next week's Patch of Flying Daggers (nailed it! I should totally get to name stuff in game now -TimmyTrashTier).

iamisom
Elliot Cannon, Studio Creative Director (Myscha_Sleddog)
Upcoming Campaign Changes
While a number of folks continue with new Incursion maps, new gear, and the Mystic, another strike team continues to work with me on overhauling the existing campaign, game structure, and experience into something much smarter and more cohesive. This will affect all players, but mostly brand new and returning players. If you have heroes that have not hit 50 and beaten the campaign or geared well enough to enter Nightmare I, you’ll definitely want to check this out. These changes are slated to release at the same time as the Mystic (tentatively slated for late September) so it’s not far off.


Overview of Campaign Changes
Here’s a brief overview. Look for much more visuals from the team soon here, on social media, and on our Devstreams:
All maps (18 in total) are in a new order and interconnected by an overarching story thread. It all starts with the intro video and ends with your climactic defeat of the Har… er… main bad guy.
Story elements appear on both map-specific loading screens and in-game videos at key moments. We added a continue button to the map specific loading screens so you have a chance to check them out.
The campaign takes you from 1-50. Yep, 50!
The new campaign gears you for Nightmare I by the time you’re done. Finish the campaign and you’re a walking wave of destruction ready to get into much harder content right away.
You can play through the campaign in 9-10 hours if you don’t lose and rush through everything. We’ve found most folks play through in around 16 hours or so, by doing extra activities such as meticulously upgrading four heroes along the way, enchanting, testing, goofing around with pets, etc.
We have unlocked all NPC shops in the Heroes’ Marketplace at Level 1. Enchanting, Pets, Relics, Blacksmith, have at thee.
Many minor things that the game used to lock out by an arbitrary level is gone and ready for you from the moment you start.
A super brief starter quest points brand new players to the War Table, explains the Hero Deck, multiple heroes, how to unlock them, how to earn Defender Medals then sends you on your first chapter of the story. Brief, to the point, get playing.
The flow of first install to playing is much cooler, cleaner, and faster. We’re cleaning up the Create Hero UI so you can jump to heroes faster and improving the flows.
Over the course of the campaign, you need to win each map before you can play the next. We do this with a self-contained quest so you never have to go back to town! If you already beat campaign, nothing is gated.
We’ve added a NEXT MAP button to every map in the campaign and in defense mode so you can keep playing. All the maps have the same story-driven order.
We’ve adjusted the warm-up timers and end game timers. Warmup is immediate and controlled by you now. End game timers are gone, so you can collect loot, gear up, and take your time before you go to your next map. We felt that having to go back to town all the time killed fun and momentum. We use the “G” up type mechanic here at better spots to promote smoother play on your terms.
When you win maps in the campaign, you get Defender Medals and gems! By the time you win that 18th map, you’ll easily have about 5,000 Defender Medals to give you a boost before you jump into Nightmare I, work on heroes, or horde them for future goodies.
Freeplay and Endgame are gone! Campaign prepares you for Nightmare I. /flex
The Campaign rewards much better gear drops, and at key chapters, tailored gear.
We’ve remapped the old quest chain so if you were midstream in that or sub 50 previously, we put you in a great spot to go forward. Since we’re leveling you faster and you’re earning gear that is much more powerful sooner, we place you in a spot based on your iPWR so you can keep making progression.
Enemy introductions fit the new progression of the story.
Pacing is snappier and more meaningful. Many maps have less waves and almost all have more boss-style climaxes.
Maps are harder, and we offer two difficulties for the campaign to choose from (Normal and Hard) which you can jump back and forth on with no penalty.
The game’s tutorial is freestanding and accessible off the main menu. We’re adding some V.O. here and there for personality for now. We have grander plans for an in-game strategy guide, but for now, this allows you to access the tutorial when you feel like it.
We’re redesigning the Main Menu with much more visual punch and a better flow for both console and PC (Continue Campaign, Go to Town, Go to Private Tavern, updates on the game, videos, social media, and all kinds of smart stuff). I’ll let visuals speak for themselves, so stay tuned!
The Game Browser has a better linear flow for campaign, as each map is part of a 6-chapter story; we present each chapter in a linear sequence so you can get a feel for where you are in the bigger picture.
We’ve expanded the Create Game section with more room for game messages, images, cleaner flow, and less iPWR monkey business in your face. Less clicks to get playing for sure.
If you’ve previously finished the campaign on your account, you can still go back and play the campaign maps in any order you want to gear up which is actually pretty fun now that everything is connected better feeling more like a single-player RPG journey with meaning.
You can of course play the entire campaign with friends in multiplayer.
I could not convince the art team to make a DD2 style UT 99 Flak Cannon. Will keep working on them.

As we said earlier this year, making solid strides towards finishing the game is on point here. The content and changes we have planned through the rest of the year are even more compelling. Dynamic difficulty and enemy scaling, scaling for number of players, a huge range of difficulty to challenge players forever, hero specific gear, leaderboards, and tons more. Keep tuned in for more on the next Incursion, the Mystic hero, and the Campaign changes!

Tim Shannon, PS4 and Live Producer (TimmyTrashTier)
This week is a little bit of this and a little bit of that. We’re working on finalizing our next content update. From the PS4 side of things, we’re working on adding split-screen support to gameplay options as well as other improvements to controller configuration. On the live team side, we’re following up on a number of issues including: lag during matches, loading times on PS4, and adding Loot V2 support to all the new heroes. Next week should see a patch coming out that solves some of the issues with the Lavamancer release and the first round of controller updates.
iamisom



The Herald of Embermount update is out now! Here are the patch notes:

Features
New Hero: The Lavamancer
Utilizing his Molten Power and the ability to quickly traverse the earth, the Lavamancer wields the power of magma and fire.  With new abilities and towers, the Lavamancer is ready to rumble!
For more information, see his full ability/defense reveal trailer.
The Embermount Bundle includes the Molten Juggernaut costume.
Daily Mission Cooldown Timer
Added a timer to show you when daily missions will reset.
New Coalescing Combat Text
Optimized combat text to reduce the spam and make your DPS more readable.
Damage types should now coalesce together.
I.e. Fire damage groups with fire damage, physical damage with physical, etc.
Crits should still be highlighted individually from other damage numbers and have increased size.
If you still want to see individual damage numbers, you can either fire at a slower pace, or turn off coalescing damage numbers in the Options Menu.
Added the Betsy Egg to the Defender Medal Store
You can now buy the Betsy Egg for 10,000 Defender Medals.
Lockbox Update
Lockboxes do not drop duplicate items anymore.
If you have everything unlocked from a lockbox, a message will appear letting you know that when you try to reopen it.
Other
Life Leech can now spawn on Guns, Canisters and Lava Arms.
Changed some inspect tooltips to show relevant stats now.  For instance:  The Skeletal Orc and Colossus now show DPS.
Moved Alpha watermark to just the Main Menu so that it won't get in the way of gameplay or clutter the screen.


Balance
Flamethrower and Flameburst Towers
Extra Flame Damage Skill Sphere now has a 20% chance to hit for 100% extra damage.
Flameburst Tower Defense Power ratio increased from 3.5 to 4.1
Flamethrower Tower Defense Power ratio increased from 0.625 to 0.7
The overall result of these changes is that the Flameburst and the Flamethrower deal more damage.
Other Changes
Black Arrow passive scales between 21% and 30% instead of 2.1% and 3.0%.
Karma Vortex can now roll up to 60%.
Fixed Frostbite Towers re-fire rate to work as intended. They were firing much faster than they were supposed to be. Maybe they were just excited.

Bug Fixes
Fixed some Inventory and Escape Menu memory leaks.
Fixed the "Game Is Already Running" launcher bug that prevented some players from playing.
Fixed an issue when you would re-bind the E key for tower placement. Now you can move AND it will work with EV node placement.
Fixed the Spectral Knights increasing the attack speed stat instead of stunning towers.  Improved the tooltip’s communication of this effect.
Fixed an issue where tooltips would stick around visually if you had a controller enabled but were still using mouse and keyboard.
Fixed an issue where you had to press E or I twice to open the Inventory screen.
Fixed the enemy health numbers not respecting the choice within the Options menu.
Fixed the Thorns spheres.
Fixed the Molten Citadel map icon.
Fixed the Demon Lord sticking around after winning or losing the Molten Citadel Incursion.
Fixed the dialogue text staying on screen for the duration of the Buried Bastille Incursion.
Fixed tooltips not refreshing on Hero Swap and Level Up.
Fixed the intro cinematic that plays on Ramparts Siege map.
Fixed some Incursions showing up as “Defense” maps on the Pause screen.
Fixed Sticky Grenades and Concussive Shots not damaging the Harbinger.
Fixed a grammar error with the Proton Charge Deflect skill sphere.  We change “it” to “its.”  Gamechanger.
Fixed the Power Surge Incursion Combat Phase timer craziness that was going on with multiple players pressing G or not pressing G.
Fixed the Skeletal Archers description in the Create Hero screen.
Fixed the issue where pressing Esc while sniping with a Gun Witch and changing weapons would break the Gun Witch.
A fix for inspected defenses not showing stats on the tooltip pop-up.
Earthshatter towers no longer appear to fire twice.
Fixed victory chests bloom levels so they will stop glowing at supernova levels.
Fixed an Abyss Lord tome that dropped as “Default Tome”
Removed all default weapons from being able to drop as a regular item.
Fixed the Character Stat screen to stop displaying decimals so that numbers stop overlappying each other.
PC - Players can now browse the What’s New screen with a controller.
PC - Fixed some overlapping HUD text issues when using a controller.
PS4 - Fixed some client crash issues.
PS4 - Fixing broken re-roll gear to roll with improved stats. Hopefully this will fix any gear that was previously broken.
PS4 - The green bar on health bars should now fill the entire bar when the bar is supposed to be at 100%.
PS4 - Fixed the Vote to Kick a player from a public map.
PS4 - Added text for when you fail to meet the requirements to equip gear.
PS4 - Fixed the Kill All Enemies timer on the Buried Bastille Incursion. It should not reset now when you enter Combat Phase for the first time.
PS4 - Costume Shop screen now shows the function of the X button.
PS4 - Shortened the message that shows when a splitscreen player tried to join a full map.
PS4 - Fixed an issue with Skip text remaining on screen after enhancing an item.
PS4 - Fixed UI navigation bug with the Costume Shop
PS4 - In splitscreen, if a player fails to join while another player is loading, they can now try to re-join the game after a failed attempt.
PS4 - Cleaned up some of the tooltip positioning logic so tooltips don’t get cut off in splitscreen.
PS4 - Gear tooltips within the Inventory and Skill Sphere tabs now function for solo players.
PS4 - Fixed the color of the beam on the mana chests to be the proper green color.
PS4 - Received Skill Sphere fixes from the latest Hotfix. See details here.
Elandrian
Here are the notes for Patch 14.5!
We fixed ALL the things.  And by things, I mean spheres… And also the Sky Dragon’s Fury Monk weapon.  
iamisom is on vacation.  All bets are off.  I have no idea what I'm doing.
Bug Fixes
Sky Dragon’s Fury
We fixed this weapon doing one damage.  It wasn’t cool, so we told it to stop.

Medium Sphere
Experience Bonus Sphere Fixed

Large Spheres
Bewitching Hour Sphere Fixed
Boost Blockade Health Sphere Fixed
Charge Primary Sphere Fixed
Crane Stance Sphere Fixed
Dragon Stance Sphere Fixed
Empowering Calm Sphere Fixed
Extra Flame Damage Sphere Fixed
Fire for Effect Sphere Fixed
Fight Me Not Sphere Fixed
Lightning Damage Sphere Fixed
Long Range Sphere Fixed
Powerful Spears Sphere Fixed
Shiny Spokes Sphere Fixed
Spiders Kiss Sphere Fixed
Steam Powered Sphere Fixed


PS4 players will receive these changes in the Lavamancer update.
iamisom
The Lavamancer comes out this month on PC & PS4! Meet the Lavamancer in his official trailer below:




Elliot Cannon, Creative Director (Myscha_Sleddog)

We’re in the middle of a final push to get the Lavamancer wrapped up! Be sure and check out the hero video above for a fun look at his themes, abilities, and towers. Here’s a breakdown from me on the hero, designed by Dan Haddad with some images he snapped for me in one of our test map.
Resource – Molten Power
The Lavamancer uses a unique resource called Molten Power, which functions like mana for other characters except he resupplies this for himself through one of his towers, called a Fissure of Embermount. You can place up to three Fissures in the map, each generating a mana pick-up every twenty seconds. If you play it right and keep mental track, you’ll be max molten power non-stop and that means more fire!


Grab these burning meteors for more Molten Power!


These fissures burn the devil out of any enemies that come close. Where you place these is up to you depending on your aggressiveness during Combat Phase. If you put them behind a bunch of barricades, you’re missing out. His right click, Dash, allows you to zip across the battlefield like the flash and is super useful for getting in or out at a moment’s notice.


If you place your fissures in offensive spots, you can Erupt them (see Eruption later on), grab more molten power on the spot and Erupt again in an AOE fiery cataclysm. Use Dash to swoop out if you get swarmed, or swoop in the detonate. Think about how you place your Fissures of Embermount, as they are key to your resources.


Melee
The Lavamancer is our first from-scratch hero who no longer takes steps during his melee rotation. You’ll often hear us refer to this as root motion. This means you can move around independently of what melee strike he’s doing during a sequence, which is great for timing hits and gives you much better control over where you are. I know Dan and I were chatting about making the Lavamancer beastly for health, so he can actually throw down in Nightmare IV without being one-shotted. I know he’s tweaking that as I write this, so keep your eyes peeled on his final health numbers. When you pick up weapons for the Lavamancer, his arm morphs into an earth version, whether that’s a mace, sword, or his own special gauntlet drops.


Harden and Inflame
Another ability he has is Harden and Inflame. Think of these as stances or modes you toggle between. In this case, the Lavamancer controls his temperature by shifting between these two forms. When Hardened, he expels heat and cools into solid rock, reflecting projectiles and reducing damage taken. While in this form, Inflame reignites him with volcanic heat, buffing both movement speed and melee attack damage.


Eruption
His signature ability is Eruption, which emits a fiery shockwave of molten energy, burning the crap out of enemies and buffing the Defense Power and Defense Attack Speed of all nearby defenses. Eruption causes cool effects to your nearby defenses, too, so if you can run up and hit it near your own defenses, the effect is a hilarious molten plasma soup of fiery death.


Submerge and Emerge

Lately we’ve been giving heroes different ways to move. The Gun Witch has her broom, EV2 had Death from Above, and we recently gave the Monk his own flying cloud with an Incursion weapon. This time, and fitting perfectly with the theme or volcanoes, earth, and molten destruction, is Submerge and Emerge. When activated, the Lavamancer burrows underground, gaining super-fast increased movement speed and healing over time. Pressing jump, primary attack, or the ability again launches the Lavamancer with a devastating uppercut, breaching the surface of the Earth and damaging nearby enemies. This type of mobility is fun because not only are you completely hauling butt, you're underground so you don’t fly off ledges. Similar to the Gun Witch’s Vroom Broom, a healing ability can take up key real estate on your action bar. Having an ability with multiple functionality just adds to its usefulness.
Although Dash is awesome, the immunity from submerge makes you think about your movement in different ways!

Maw of the Earth Drake
The Lavamancer shapes the Maw of the Earth Drake out of solid rock, which fires a molten beam slowing enemies over time until they turn to stone. Enemies in stone form taunt their former allies into attacking them. When under the effects of Eruption, the Maw fires two beams and turns enemies to stone faster. Great way to slow a lane down as opposed to just killzones.


Oil Geyser
The Lavamancer creates an Oil Geyser that spews out hot oil, slowing, damaging, and applying the oiled effect to enemies. If you use Eruption near these, the Geyser spews out a pillar of molten magma, burning all nearby enemies for increased damage.


Volcano

His last defense is a massive volcano that rains burning meteors down on enemies exploding for massive damage. While under the effects of Eruption, the volcano spews out meteors at an accelerated rate with increased damage. Look for snaps of this in the video.


In summary, the Lavamancer would makeHendrix smile and Beavis have a brain aneurysm. So if you want to set the world on fire, grab him when he comes out this month! 

Tim Shannon, Live & PS4 Producer (TimmyTrashTier)
Molten Citadel went out on all platforms on Tuesday morning, and we’ve been singing Disco Inferno continuously since then and assuming everything is perfect.  Jk though… There are a couple of known issues we’re looking at right now (health bars being messed up on PS4 and some Skill Spheres not working) and we might be issuing a patch next Tuesday (but probably not since we’re in stabilization for the next milestone). Also, we’ve gotten a chance to take a peek at the passive re-roll issue on PS4 from when we accidentally rebalanced the game so expect something in the coming weeks there (if only a re-roll).

Live Team side, we’ve been working on a couple things. First, we’ve added in additional logging to client-event server communication so we can get better info on where connection issues are coming from. Second, our Playverse guru whipped up a tool that allows him to peer into time on all servers simultaneously so we can make sure that it’s not out of whack. Third, we did a deep dive into our Steam transactions code to try to improve the overall stability of the system and ferret out a couple of bizarre reports we received. Also, the new guy is looking at Tornados not working randomly, but we’re having trouble getting any sort of reliable information from that, so if you have any ideas of why Tornadoes occasionally just fail to knock up enemies, let us know.


Jesus Diaz, World Builder (N3oDoc)
Here's a pic of the current state of the Wild West level!




Daniel Diaz, World Builder (DanielKaMi)
Now that we're done with the Wild West level, we're moving on to the Crumbled Bulwark, the "winner" of the Influence Vote! We're going to do a visual pass in the level so it looks more interesting. We also want to add new features like new gameplay areas for just the players.
Lastly but not less important, you might meet with a certain creature in this dark level...


Steven Collins, Lead Level Designer (Esorath)
Demon Lord is out and tossing boulders at everyone now. So that means, onward and upward to the next Incursion. Crumbled Bulwark was the “troll winner” of the Influence Vote, so that means it's time to make an exciting Incursion for that location. Any ideas on incursions you guys want to see on Crumbled Bulwark, be sure to leave those down in the comments.

As for the map itself, we are making 1 or 2 adjustments to the level to create some extra space for the player. We want to make sure the gameplay for these maps remains faithful to DD1, but also want to give players new things to explore!

Dani Moore, Remote QA Lead (Dani)
Testing and bug finding with the Lavamancer is a go. Speaking of go, been playing Pokemon Go recently and found this rare Dugtrio.
Ain’t he the cutest?


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