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LAWLTA

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Greetings Defenders,

We’ve been hard at work ever since Professor Proteus made his glorious arrival in Etheria! The feedback from all of you has been tremendous and we greatly appreciate it. There’s more coming in our next update, but there’s also more coming next week with Protean Shift Patch 3.2!

There are some nice quality of life features that are coming with next week’s patch, let’s get into it!

Multiplayer Incentives

Defenders love playing together, there is strength in numbers after all. When playing together, enemies get stronger, but there’s not any increased reward for that increased risk. Well not anymore! We have been testing and looking for ways to reward players without trivializing content. With this patch, when grouping with other Defenders, you will receive additional gear from the victory chest. This scales per player added to the session, meaning the more Defenders you play with, the more gear you receive. The more gear you receive, the higher the chance at getting perfect mods!

Material Vault

In Protean Shift, we introduced a good chunk of crafting materials for Defenders to have more control over their gear. There’s a ton of new materials and one bit of feedback that we’ve received quite often, is about storing these spoils of combat.

Enter the Material Vault! The Material Vault is a new vault that will be available to players that want to be able to store extra crafting materials. This special vault allows you to hold 999 of every crafting material, and you will be able to automatically use them when interacting with items. Want to pump up the strength of your gear, but you put the materials in your Material Vault? You can now do it on the fly!

On the Horizon

There’s a giant “wave” of stuff coming to Etheria in our next update that is sure to knock your socks off. Related to multiplayer incentives, we’re going to be providing Defenders greater control over the parties they start, something many of you have asked for is on it’s way. We can’t get into a ton of the stuff coming just yet, but give Elandrian’s Check-In a visit to get an idea for what’s coming!

Bug Fixes and Optimizations

As always, we’re going to be squishing a lot of bugs, increasing performance, and increasing stability. Remember, if you run into any bugs, please let us know at our bug site. Also, check us out on social media for additional updates and game discussions with our awesome community:

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

For Etheria,

The Dungeon Defenders II Team

LAWLTA

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Greetings Defenders,

Protean Shift Patch 3.2 is now live on PC, PlayStation 4, and Xbox One! We’ve been hard at work ever since Professor Proteus made his glorious arrival in Etheria! The feedback from all of you has been tremendous and we greatly appreciate it. We’re addressing requests that players have wanted both for a while now and recently with the Protean Shift expansion. Let’s get into it!

Multiplayer Bonuses

Defenders love playing together, there is strength in numbers after all. Previously, when playing in multiplayer settings, enemies became stronger, but did not offer any additional rewards for the harder challenge. This is a pain point that you as a community have voiced to us for a long time, and with gear in a much better spot, we now have a way to reward the increased difficulty!

Previously, when playing in multiplayer sessions, enemies gained additional health without offering any increased rewards. Now when teaming up with fellow Defenders, you now gain additional Gear from Victory Chests. You may be asking, “how much?”, and the answer is A LOT. Here’s the breakdown you can expect to see when playing with multiple Defenders:

  • One Defender:  Remains the same.

  • Two Defenders:  +125% additional Gear drops!

  • Three Defenders:  +275% additional Gear drops!

  • Four Defenders:  +425% additional Gear drops!

When playing solo, the Escape/Options menu shows:

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When in a group of two:

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This pattern increases the more Defenders in your session. To have our bases covered, Gear is specifically armor, weapons, and relics. These additional pieces of gear offer players multiple opportunities on finding perfect stats and Mods while taking on stronger enemies. This means you have more gear to use or sell, boosting Defender strength and our player economy substantially. As a result, we’ve slightly tweaked sell prices to vendors. With the increased loot drops, you’ll be making on average the same amount of gold when selling to vendors. However, we maintained previous minimum Player Shop sell value of items to offset this. You’re now provided more opportunities to sell more gear between one another to obtain greater mountains of wealth than ever before!

We were able to get these changes out now to provide a feature the community highly requested thanks to the feedback we received via a survey many of you participated in. One concern that several Defenders brought up was in regard to party control and functionality. These will be coming in our next Update among a slew of new features not too far from now. We’ll touch on some additional changes later on in these notes!

Material Vault

In Protean Shift, we introduced a good chunk of crafting materials for Defenders to have more control over their gear. There’s a ton of new materials and one bit of feedback that we’ve received quite often, is about storing these spoils of combat.

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Enter the Material Vault! It’s a new vault that will be available to players that want to be able to store extra crafting materials. This special vault allows you to hold 999 of every crafting material and access to materials saved in your Material Vault regardless of where you are. Want to pump up the strength of your gear, or move some Mods around, but you put the materials in your Material Vault? You can now do it on the fly without pulling the materials out! When doing anything that requires crafting materials, Inventory Materials are used first before using crafting materials in your Materials Vault.

What’s Coming?

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In our last Check-In post, we outlined some short, medium, and long term goals. In our next update, here’s a sneak peek as to what you can expect to see:

  • Onslaught floors are always one map floors.

  • Extra rewards as you climb through Onslaught.

  • Improvements to Ancient Power

  • Increased party control and functionality

  • And…. A NEW BOSS, WEAPONS, MAPS, AND MUCH MUCH MORE!

As development continues, we’re going to be providing opportunities to test this content and earn “Tester Only” rewards, such as Betsy White, a true friend and confidant to any Defender.

Bug Fixes

  • Improved enemy spawn and pathing logic so enemies getting stuck in spawns will now have a better chance of finding their way out of the spawner.

  • Fixed additional cases where Berserker Orcs would get around blockades and walls.

  • Fixed an issue in Player Shops that caused a visual duplication while moving items.

  • Fixed an issue with Abyss Stone and Abyss Fountain giving an incorrect error message when there’s not enough mana available to use them.

  • Updated Shard Dust description to explain how it’s acquired.

  • Fixed a bug where the Jackpot shard increases gold reward upon wave completion.

  • Fixed an issue with comparison tooltips remaining when closing the Vault UI.

  • Fixed the text size of “LIST IT!” on 4k resolutions.

  • Fixed an issue with Gilded Colossal Fissure Shards receiving a negative increase.

  • Fixed an issue with Campaign Boot tinkering requiring an Iron Hammer.

  • Fixed an issue with Chaos V Boot upgrades requiring weapon crafting materials.

  • Fixed an issue with buy back items going to the wrong location in the inventory.

  • Fixed an issue where items claimed at the Scavenger while the inventory is full would look like it had been claimed but was still in the Scavenger.

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

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

For Etheria,

The Dungeon Defenders II Team

LAWLTA

Greetings Defenders,

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

MODS

  • Shocking Revelation Mod

    • Stun duration reduced from 5 seconds to 1 second.

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

Quality of Life

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

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

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Bug Fixes

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

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

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

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

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

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

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

  • Fixed an issue where Shatterquake was showing fire VFX.

  • Fixed a typo on the Lifeburn Armor Mod.

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

  • Updated the Buried bastille description.

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

  • Adjusted the Terrablade weapons to have full descriptions.

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

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

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

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

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

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

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

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

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

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

  • Fixed an issue with Drain Aura damaging players.

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

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

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

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

  • Fixed an issue with tooltips overlapping in splitscreen shops.

  • Updated the attack speed icon on Axes.

  • Removed the Death Override icon on the Protean Shield.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Implemented a sound for un-equipping gear.

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

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

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

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

  • Updated the bag icons with Blue Gem Icons.

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

  • Fixed the VFX for EV2 canisters.

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

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

For Etheria,

The Dungeon Defenders II Team

LAWLTA




Defenders, it’s finally time.  Protean Shift is launching and we could not have done it without you.

We set out with some lofty goals, but with your help we were able to make some significant changes to Dungeon Defenders II. We wanted to give you greater attachment to your items, but also more options to share those items with your friends. We wanted to give you map choice while progressing through Trials, but also give you more ways to progress your gear while advancing through the tiers. We also wanted to give you some better options with your existing items so we added Shard Dusting and Gilding.  We also hear your concern about Gilding and we’ll keep an eye on it for iteration.

We’re constantly tweaking and improving our game that we share with all of you, and we hope you will enjoy our enhanced direction for year two of this wonderful game.

From everyone here at Trendy Entertainment, thank you for supporting Dungeon Defenders II and helping us continue to move the game forward.  We’re a small team in Gainesville, Florida and we appreciate every bit of excitement and support that you give us.

We hope you enjoy this “Shift” in our game, and we can’t wait to focus on what we’re working on next.

We know you want more maps, Onslaught changes and Ancient Power enhancements.

We’re on it.

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Greetings Defenders,

It’s finally here, Dungeon Defenders II:  Protean Shift is live on all platforms! Professor Proteus is now in Dragonfall and started a technomagical evolution throughout all of Etheria. Now the Defenders of Etheria can obtain new ways to fight off enemy forces, choose where they fight, and what equipment they want to use in order to ensure victory!

The Protean Shift brings a slew of new features that Defenders can use to empower their defenses and Heroes, as well as choose the way they want to play. M.O.D.S. allow for custom builds to take on any foe that comes your way, Expeditions give Defenders the choice to play any map they want in any Chaos difficulty, and Player Shops let you buy and sell items with other Defenders. There’s so much more, let’s get into it!

Statistic Changes

This is our most foundational change in the expansion. Now your gear’s stats looks much different than before. The first change is making the damage from critical strikes scale off of the base damage for both your heroes and your towers. Critical Damage is no longer a secondary stat, but is a percentage that starts at +30% damage and increases through Gear, Shards, and Ascension Levels. Because of the change to Critical Damage, the Critical Chance cap of 33% has been removed — the sky’s the limit now!

One of the goals of the Critical Damage change is to make damage more reliable. Critical Damage builds are still fun, but other playstyles should feel just as rewarding. Every hero and tower’s base damage has been increased to account for the changes made, making damage more consistent and allowing for even more unique builds!

Since we changed how Critical Damage is understood, we decided to tackle another confusing area for players:  Defense Speed. The stat is now a percentage instead of being numbers that go into the thousands with no clear meaning. This change allows players to understand exactly how much faster their defenses attack rate will increase.

Gear

Defenders now possess the opportunity to build however they want to fight off their foes. Gear is meant to feel more unique, instead of receiving a legendary that gives every stat. Your gear now provides choice and lets you decide how you play!

Gear now has a primary and secondary stat. Your heroes maintain similar power as they had before the expansion, both offensively and defensively. This balance is a result of increasing base stats and the scaling of those stats. Here’s what you now find on gear:

  • Helmets, Gloves, Chest, and Boots

    • Primary Stat:  Armor

    • Secondary:  Health, Ability Power, or Hero Damage

  • Weapons

    • Primary Stat:  Hero Damage

    • Secondary Stat:  Armor, Health, or Ability Power

  • Medallions, Marks, and Orbs (if you have them still, you pack rat!)

    • Primary Stat:  Defense Power

    • Secondary Stat:  Defense Health

  • Totems

    • Primary Stat:  Defense Health

    • Secondary Stat:  Defense Power

These changes allow players to customize their builds even more than before. If you want to maintain a similar amount of balance with damage output and health on your heroes, you can do that easily. However, if you want to make an unstoppable tank that requires an army to take down, or want a glass cannon that can obliterate every enemy on the map, that option is now yours as well!

For relics, we wanted to make sure that defenses were reliable and also strong. These changes now make it so building auras and traps early do not feel punishing because they now have guaranteed Defense Health to keep them up much longer. Having Defense Power as a guaranteed stat also make damage more consistent and less frustrating when you don’t critically strike. This is just the baseline, with M.O.D.S., Shards, and Ascension Levels, you can radically change the type of damage you deal. All these changes are a shift to make Defenders stronger through the power of customization!

M.O.D.S.
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Professor Proteus sent a shockwave out across all of Etheria upon his arrival, using his inventive intellect to alter every piece of gear! Magically Offense/Defensive Subroutines (M.O.D.S., or even simpler — Mods) provide the pathway of making gear your own! Mods come in a variety of power! Some are pure stat increases, from the stats you get on gear, to newly changed stats such as Critical Damage, Critical Chance, and Defense Speed. Some add elemental damage to physical damage towers, and have unique VFX depending on the element! Others offer the chance to change how your Defenses overcome specific Chaos enemies. Want to:

  • Have towers immune to Hex Thrower curses? You can do that.

  • Pierce a Shield Geodes shield? You can do that.

  • Make your Traps, Auras, and Nodes, immune to Cyborks?! You can do that!

Mods bring a lot of additional power and customization that many Defenders have wanted for a long time. There are over 100 Mods to discover, with more coming down the road.

Now that you have an idea of what Mods do, it’s time to discuss specifically where you have them. Mods are an extension of your gear, and are a brand new addition to various tiers of your equipment. They are an additional property to gear similar to Shards, and unlock in a similar fashion:

  • Uncommon

    • One open Mod slot

  • Epic:

    • One rolled Mod slot

    • One open Mod slot (two mod slots total)

  • Mythical

    • One rolled Mod slot

    • Two open Mod slots (three mod slots total)

  • Legendary:

    • Two rolled Mod slots

    • One open Mod slot (three Mod slots total)

These changes make Legendary items contain two stats, three Mod slots, and three Shard Slots, and increased stats, making them truly legendary. These Mods are just the first of what’s to come. In future updates, we are releasing additional Mods. Have an idea for more, let us know by posting on our forums, we’d love to hear your ideas!

Also, as a side note, Mods make things easier in Mastery, though they are scaled down to the appropriate Chaos tier.

Tinkering

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Professor Proteus, in his astounding intellect, wanted to really provide customization and options to not only the power of gear, but also to keeping the gear and/or Mods that you’ve obtained. That’s where Tinkering enters into the mix! Tinkering is the ability to move up to three Mods at a time from one piece of gear to another piece of gear at the same time. In order to take advantage of Tinkering, certain criteria needs to be met:

  • Must be the same type of gear.

    • Moving Mods from a weapon, to another weapon.

  • Gear that the Mods are being moved to must be the same Chaos tier or higher than where the Mod is coming from.

    • Moving a Mod from a Chaos III weapon has to be moved into a Chaos III or higher weapon.

  • Cannot add Mods of the same type, but can override Mods of the same type.

    • A +6% Anti-Goblin Servo on one relic, can override a +5% Anti-Goblin Servo on another tier-equivalent relic.

  • Have the materials and currency to complete the transfer of Mods.

    • Materials are now found in Expeditions and Onslaught. They can also be bought and sold in Player Shops.

Tinkering allows you to continuously mix and match your Mods to create the build you enjoy the most. The amount of customization that Tinkering offers truly lets you play how you want. It doesn’t stop there. When combined with our new Upgrading and Evolving features, even more choices await you, even potentially choosing the look of the weapon you want!


Upgrading

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Upgrading gear is something that’s been a standard feature of Dungeon Defenders II to get additional power out of the gear you find. But this is Protean Shift, so we’re UPRADING THE UPGRADE! Most gear now has the ability to be upgraded 10 times. The cost for upgrading is greatly reduced from what it previously was, but now requires you to use materials that you find throughout your journeys in Etheria or that you bought from other Defenders through Player Shops. If you have a non-legendary piece of gear, through the genius of Professor Proteus, you can Advance that gear to the next quality!


Advancing
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Remember that low quality flower staff we mentioned earlier? If you upgraded it to its highest level, you can now advance it to the next quality. All gear can now be upgraded from one quality to another, taking items from the lowly Worn quality all the way to Legendary status. This isn’t the only form of improving gear, Evolving allows even more power!


Evolving
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Evolving is icing on the gear permanence cake. Independent of an items quality tier, if it is upgraded to it’s maximum Upgrade level, it can be pushed to the next Chaos tier. This allows you to take even the first items you find in the campaign to be Evolved all the way to Chaos VIII strength! It’s all about choosing the gear that you want to keep with you.

Upgrading, Advancing, and Evolving applies to every piece of gear that drops — weapons, armor, and relics!

Materials

New materials are added to customize your gear. With the introduction of these materials, we lowered the currency cost of upgrading gear. In your inventory, these materials are included under the current “Materials” inventory sorting option. There are some mats that drop on every map, but then there are also map-type specific materials that drop too. Here’s where you can find the materials you need:

  • Weapon Materials:  Sewer Maps

  • Helmet Materials:  Castle Maps

  • Chest Materials:  Forest Maps

  • Glove Materials:  Town Maps

  • Boot Materials:  Ruins Maps

  • Relic Materials:  Dungeon Maps

Materials are shown on both the map listing and under the open sessions for specific maps. Don’t want to farm a specific map-type for a material you need? You can visit our Markets to find Player Shops selling the materials you need!

New Game Modes

We’ve added additional ways for both new and veteran Defenders to fight off the evil forces that encroach on Etheria’s safety! Adventures are new ways for up and coming Defenders to fight their way through the Campaign, while Expeditions are replacing Trials and providing map choice where previously there wasn’t!

Adventures

Adventures are aimed in giving new Defenders the choice of playing different stories after defeating Betsy. You can choose to take on the Bling King, or go knock down the Harbinger down a peg or two! Maybe you feel strong enough after beating Betsy, if you’re up for the challenge, you can go straight into Onslaught or Expeditions.

Expeditions

Map choice, map choice, MAP CHOICE!! Something many of you have wanted is finally here! The Chaos Trials are finished, and Defenders can now go on Expeditions through various Chaos difficulties, choosing to play whatever map you want. The choice is yours!

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The Champion Score gating for various Expedition levels is different as well, they are now:

  • Chaos II: 580

  • Chaos III: 1050

  • Chaos IV: 1740

  • Chaos V: 2750

  • Chaos VI: 3800

  • Chaos VII: 5300

Expeditions also provide the ability to acquire different materials needed Upgrading, Advancing, Evolving, and Tinkering. As noted above, different specific materials drop depending on the map-type your playing. These materials are earned both as you play a map and as you achieve victory!

Player Shops and Markets

Gear is no longer magically locked to each Hero Deck. Professor Proteus slightly alleviated the restrictions that existed previously on gear. As a result, Player Shops and Markets are here!


All Defenders are now able to list their items for sale on their own personal Player Shops. Each Defender starts off with two slots to sell gear and can expand the amount of slots they have if they want to. Most items that have not been altered in some way (Upgraded, Advanced, Evolved, or Tinkered) are able to be added to your shop! You are not able to buy gear for a Chaos tier that you are not currently on (i.e. being Chaos III, you are not able to purchase Chaos V gear from other players). To make browsing easier, you can view player shops through the Player List in the Pause Menu, or by walking up to players in the Markets.

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Markets are a new area for players to gather in order to browse Player Shops. Head on over to the War Table and browse the list of active Markets! Markets are themed for various types of items that can be sold, but you can freely sell any item of choice regardless of the Market you’re in. If you don’t see a Market of the item type you’re looking for, you can always just Quickmatch and it automatically creates one for you!

Shards Features

Our new Shard systems were primarily focused on giving players more choices with their Shards.  For Shards that you don’t want to keep anymore, you can now Dust them to get a chance at more Shards of that type.  For Shards that you feel have more value, we wanted to provide a system to Gild and upgrade them a little bit further and protect them from Ancient Power resets.

Shard Dusting
Shards are a great way to really increase the power of the Heroes you play! Some players enjoy playing on a few select Heroes, and you can get Shards you aren’t interested in using. Instead of selling Shards for a little gold, you now Dust them instead. This creates one Shard dust of it’s equivalent Chaos Tier. You can take 10 Shard Dust of the same tier, and visit the War Recruiter to purchase an additional Shard container similar to what you receive at the end of winning a map. This process is to offer an additional chance to get the Shards you want, while giving an additional function to the ones you do not.


Gilded Shards
With gear getting pushed past its limits and receiving some nice improvements, it’s only fitting that Shards receive similar treatment! Gilded Shards provide additional upgrade levels to squeeze out more power, but most of all they are immune to being reset when you Ancient Power. In order to gild a Shard, you need to upgrade one Shard to its maximum upgrade level. You then have the option to Gild it by selecting 10 Shards of the same type, regardless of upgrade level, to fuse into your fully upgraded Shard. This is a focus for end-game players to grab additional power in order to take on the challenges in Onslaught, and also protect Shards from being reset when attaining Ancient Power!

New Weapons

Professor Proteus is a man of intellect, sophistication, and style. In Protean Shift every hero is receiving their own special weapons, with their own special appearances! Some of these weapons not only look legendary, but contain legendary power in the form of unique Mods. These Mods are found on the Prestigious weapons gained from attaining Ancient Power!

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Protean Weapons

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We’re now also selling Proteus weapons that have unique models and affects. When killing an enemy with any of these weapons, they are shrunk into oblivion! These new Death Animation VFX are indicated by a skull and crossbones icon on the weapon tooltip. These items start at Campaign tier and are Legendary quality, allowing you to put three mods into them. They do require Upgrading, Advancing, and Evolving in order to reach higher tiers. These unique weapon models can also be bought and sold on the Player Shops as long as they haven’t been altered (Upgrading, Advancing, Evolving, or Tinkering).

New Areas and Target Dummies

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With a lot of customization here, and a gigantic wave of changes to stats, there are some improvements to our Target Dummies. In the Town hub we expanded the size of our Target Dummy area by quite a lot. There are also a new type of Target Dummy:  Aerial Target Dummies! These can be hit by any anti-air towers, so you can test the damage done by towers that you previously weren’t able to.

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Aerial Target Dummies are also in your Private Taverns!  You may also notice that there are some new Dummy names in the mix.

Transferring into Protean Shift

There’s a ton going on with the Protean Shift, and you’re going to notice a bunch of changes to your Heroes. We made sure that you are more or less as strong after Protean Shift as you were before it. As we mentioned earlier, base stats were raised and adjusted to compensate the removal of certain secondary stats. Here’s how things will transition as you load in with this expansion.

For the gear you are wearing before Protean Shift, the Primary and Secondary stats follow the conventions mentioned above after the release. Your gear should look like this:

  • Weapons

    • Primary Stat: Hero Damage.

    • Secondary Stat: Whatever your highest secondary stat was previously between Ability Power, Armor, and Hero Health.

  • Helmets, Chest, Gloves, Boots

    • Primary Stat: Armor

    • Secondary Stat: Whatever your highest secondary stat was previously between Ability Power, Hero Damage, and Hero Health.

Relics are all going to be uniform across the board as outlined above (Defense Power and Defense Health only, the primary and secondary versions dependent on if it’s a totem or not).

Your current gear receives Mods depending on its quality, as an additional compensation for removing secondary stats. You receive one Mod for Epic and Mythical gear, and two Mods for Legendary gear. The Mods that are put onto this gear cannot roll the highest roll possible, but are going to make you stronger regardless of the roll. Transferring also provides some diversity with the Mods provided to your current gear, as the ones you receive pull from 60%+ of the total Mods added in Protean Shift.

Hero Changes

Every tower and Hero were affected by the changes brought in Protean Shift. As a result, base damage, speed, range, etc. were increased to compensate for the lack of additional secondary stats. Scaling was also greatly affected, meaning not only were the base stats increased, but also how much benefit a stat provides was also increased.

Writing the notes for all of these would have resulted in an encyclopedia, and it may have broke the forums. TL;DR things are stronger and you have the potential to be much, much stronger.

Shard Changes

Shards follow the same idea as the Hero changes. While most shards remain the same, the amount of changes that Gilding offers affects every Shard. However, there are few notable Shards that have additional stats or were change to fit our new system (that we teased for a while):

  • Earth Toss

    • Added increased Defense Range [100 - 280 (320 Gilded)]

  • Corruption’s bargain

    • Added Ability Power [0 - 300 (420 Gilded)]

  • Power Transfer

    • Now increases the Defense Critical Chance by [18% - 30% (38% Gilded)] and reduces Defense Power by -10%.

Bug Fixes

  • Fixed an issue with Gorbstock not able to hit walls.

  • Fixed an issue where the Abyss Lord's Direct Command was not dealing critical damage.

  • Fixed an issue where one Deadly Strikes shard could be equipped to multiple defenses.

  • Fixed an issue where mobs with the Frosty mutator were not dropping green mana.

  • Fixed a bug where Hero Health was not maintaining the same ratio when changing equipment.

  • Fixed an issue with Beacon of Storms proccing when the Squire blocks melee or physical damage.

  • Fixed an issue with UI overlaps when splitscreen users joined a session.

  • Fixed an issue with additional pop-ups in the Emporium.

  • Adjusted the orc miniboss name in Wave 2 of Greystone Plaza of the New User Experience.

  • Fixed an issue with a huntress drap being destroyed in Greystone Plaza during New User Experience.

  • Updated old consumables to award +20% critical damage and critical chance instead of previous values.

  • Fixed an issue where tooltips occasionally stuck together.

  • Fixed an issue with new players not being sent into New User Experience maps.

  • Fixed an issue when trying to delete a hero that is assigned to your Hero Deck.

  • Fixed an issue where Broomnado was slowing enemies that were immune to slows.

  • Fixed a bug where EV2’s Cosmetic Manager lighting was darker than intended.

  • Added a warning when Defenders are matchmaking into a tutorial level.

  • Improved messaging on errors when not able to join a game mode that hasn’t been unlocked.

  • Fixed an issue with long enemy spawn times on the first tutorial map.

  • Clarified wording on the Serpent God’s Protection Shard.

  • Fixed an issue with Lavamancer’s Maw Petrify Duration talent not working.

  • Fixed an issue with the Hotsprings map on Floor 3 dropping a lot of sturdy or worn quality loot.

Known Issues

  • Weapon Mods of the same type on weapons are currently stacking for the Barbarian. This will be changed down the road, so that only elemental damage mods stack.

Want More Info on Dungeon Defenders II?

Check us out on social media for additional updates and game discussions with our awesome community:

Protean Shift is a giant endeavor that the entire team hope you enjoy. Thank you for defending Etheria with us, there’s only more to come. Stay tuned!

For Etheria!

The Dungeon Defenders II Team

HiggsBosonic

DEFENDERS!

Today we released the PRIME INCURSIONS update on all platforms! We wanted to provide a challenge to our tested Defenders that was separate from Onslaught, and Prime Incursions are just that. There’s a lot to unpack here, so let’s get into it!

PRIME INCURSIONS

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What are they?

They are the highest and newest tier of incursions, selectable from the Incursions tab on the War Table. There are six different groups of incursions to play through that are releasing over time. You are able to play them as they are unleashed, the only thing that can hold you back is your own skill!

What are the rewards?

Prime Incursions have three different rewards associated with them.

Chaos VIII Ampoules
Each Prime Incursion has the chance to drop a Chaos VIII Ampoule. As you continuously progress, the Incursions get more and more difficult. As such, we wanted to increase the drop rate of Chaos VIII Ampoules to match that increase in difficulty. These Incursions can get pretty tough, which led us to making the hardest of these challenges have the highest drop chance for Chaos VIII Ampoules.

Chaos VIII Weapons
We’ve added a whole new slew of weapons with new weapon models that are only available through Prime Incursions. There’s over 25 new weapons to collect, sure to scratch that collector’s itch!

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That’s not all there is to these weapons. Each weapon is upgraded to Chaos VIII, at the full 5/5 upgrade quality! That means they are perfectly upgraded, letting you focus on using Chaos VIII Amps to upgrade your relics and armor instead. Alongside these upgrades, we’ve curated these weapons to be what you really want. They have some of the most alluring shot and swing types many of you enjoy. ALONGSIDE THAT, included are curated mods specific to these weapons that really ensure these drops feel good and pack a punch!

Hyper Shards
Hyper Shards are something every player wants to boost up their arsenal. Previously, they were only acquired through Mastery completion, requiring a specific amount of Mastery Stars. Now, in Prime Incursions, you earn a Hyper Shard for every group you complete. There are six groups total, so if you complete all six of the groupings, you earn the seventh Hyper Shard as a capstone reward! This means you can now have up to TWO of each Hyper Shard in your ranks, pushing back the Old Ones forces more hyper-er than before.
When Do They Release?

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Today we released the first two groups of Prime Incursions, Prime I and Prime II. Each of these groups contains 3 incursions, for a total of 6 to conquer. Every week, on Wednesday @ 9AM ET, we are releasing a new incursion. This is going until early November, giving you content to come back each week to enjoy. Here’s the schedule

Prime I & II:  TODAY!
Prime III Malthius:  September 4th
Prime III Power Surge:  September 11th
Prime IV Dark Awakening:  September 18th
Prime IV Return to Maldonis:  September 25th
Prime IV Bastille Master:  October 2nd
Prime V Altar of the Athame:  October 9th
Prime V Revenge of the Yetis:  October 16th
Prime V Spectral Assault:  October 23rd
Prime VI Dawn of the Blood Moon:  October 30th
Prime VI BETSY:  November 5th


New Costume
The Ascended Initiate is now available for purchase in-game at 800 Gems!

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


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


For Etheria!

Chromatic Games

I_PASS_BUTTER



Greetings Defenders,

On September 29th you’ll finally be able to get your hands on Dungeon Defenders II for the PS4!  Some features, like local Co-Op and controller support, will be ahead of the PC version, but other features and content will be rolling in after they are released on PC. Pre-Alpha Access will launch with Pets & Dragons content and be updated with the following PC Patches.

Pre-Alpha Access will be available immediately, with the purchase of any of the following packs:


Starter Pack - $14.99

  • Pre-Alpha Access

  • 2000 Gems

  • 4 Exclusive Hero Accessories

Defender’s Pack - $24.99

  • Pre-Alpha Access

  • 3000 Gems

  • 4 Exclusive Hero Accessories

  • 2 additional Hero Slots (will come in a future update)

Collector’s Pack - $74.99

  • Pre-Alpha Access

  • 10000 Gems

  • 4 Exclusive Hero Costumes

  • 4 Exclusive Hero Accessories

  • Exclusive “Dragonfall Defender” Title

  • 2 additional Hero Slots (will come in a future update)


A PlayStation®Plus account is NOT required for online multiplayer. Find out more info on the on the PS blog!

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iamisom

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The Power Up update is now live on PC & PS4! This update includes the Gun Witch, buffs to the four original heroes, the new Game Browser and much more!



Features

  • New Hero:  The Gun Witch!

    • As selected by you in our Influence Vote, the Gun Witch is here!

    • Using Broom Power, a magically regenerating resource, the Gun Witch has no need for blue mana and can use all of her powers at will. With abilities and witchcraft spells, the Gun Witch can fly from spot to spot, hovering in the air as she snipes enemies on the ground.

    • The Gun Witch Bundle includes the Black Magic Ops costume!

  • Game Browser

    • We’ve made a ton of changes to how you play maps and create games in the Power Up update. With the new Game Browser, you can now see every game being played. No more jumping blindly into a game hoping to find other players! Use the map, mode and difficulty filters to find the open games you want to play, or create your own. Entice players to join you by adding a custom name to your game. With the minimum iPWR filter, you can make sure the right people are joining your games.

    • To play a Private Game, select the map, mode and difficulty, and then select Create Game. On this new popup, you can choose to create a Public or Private Game.

    • The Game Browser replaces the old War Table flythrough screen, which should free up some memory.

    • This is a first pass on the Game Browser. We’ll add more filters and settings based on your feedback, and we’ll clean up some of the rough edges on the UI in a future update.

  • Reorganization of Campaign and Incursions

    • We’ve restructured the game into three game modes: Defense (previously called Campaign), Challenges (previously called Incursions), and Onslaught. All of these modes are unlocked from the beginning. Each mode now contains the following difficulties: Normal, Hard, Expert, Insane, and Nightmare I - IV. Thanks to your Influence Vote, Normal and Hard are both unlocked from the beginning, and the other difficulties unlock as your heroes’ level increases.

    • More reorganizations to come with our upcoming Strategy Revamp changes!

  • First Armor Set:  Armor of Storms

    • We’ve added our first armor set to the game! Armor sets can be worn by any hero. Each piece in a set has a unique Legendary Passive centered around a particular theme. This set is themed around lightning and storms.

    • This set is catered towards DPS heroes.

    • Gloves of the Storms:  

      • Smites of Lightning:  Attacks spawn a projectile that upon colliding with a target deals X% of your Hero Damage stat as damage and bounces up to Y times

    • Helm of the Storms:

      • Lightning Mana:  Increases your mana capacity by X with a Y% chance on hit to regen mana at a high rate for Z seconds

    • Chest of the Storms:

      • Taser Suit:  X% chance on taking damage to stun the enemy that hit you for Y seconds

    • Boots of the Storms:

      • Lightning Boots:  Increases movement speed by X. Upon landing, you deal Lightning Damage in an area around you dealing Y% of your Hero Damage stat as damage.

    • Each piece is located in the Victory Chest on different maps, so find them all!

    • We’ll be paying close attention to your feedback about this set, so please try it out and let us know what you think!

  • Unique Legendary Loot Update

    • In this update, we’re spreading out our unique legendary loot so almost every map has something unique to farm. Just like the recent Incursion weapons, these are guaranteed drops every time you win the map. Here’s a teaser of where you’ll find some of these items, but we’ll leave it to you to discover where the other items live:

      • Dragonfall Bazaar:  Toxic Shock Bow

      • Forgotten Ruins: Charge of the Harbinger Sword (DPS)

      • Liferoot Forest Incursion:  Armageddon Staff

      • Ramparts Incursion:  Purge Evil Polearm

  • Daily Mission Updates

    • Based on your feedback, we’ve made the following changes to Daily Missions:

    • Reduced the number of maps required to complete the Daily Missions from 5 to 3 and 3 to 2. Dailies are faster to complete now.

    • Reduced the likelihood of seeing Daily Missions that require you to win on maps in a certain area and increased the chance of seeing general “Win X Maps” Dailies.

    • Adjusted the number of Defender Medals given for Daily Missions so that completing Daily Missions that require you to win on maps in a certain area are more rewarding than the general Dailies.

  • Melee Update

    • In an experiment, we’re removing root motion (automatically moving forward while swinging) on the Medium Squire swords! It’s our goal that this change will give you more freedom and player control while melee attacking. Please try this out and let us know what you think. If you like it, we’ll apply it to the other Squire weapons and then to other melee heroes.


Balance

A big balance focus of this update was bringing the four original heroes up to the level of our newest heroes! We’ll be paying attention to game data and your feedback for more tweaks and changes.

As part of our hero buffs, we're updating some of our old passives to a new system, removing some passives and combining others into a single passive on a single item. As a result, we will be rerolling a number of passives. If the passive is getting updated to a new system, the value will be rerolled to either a higher or lower number than what you currently have. If the passive is being removed, it will be rerolled into another passive of a similar type (so if it’s a defense passive, it’ll be rolled to another defense passive). The end result should be that the four original heroes are on par with the new heroes, giving you more defense setup variety. From there, we’re working on changes in future updates to make the game more challenging and rewarding!


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Abilities

  • Pole Smash

    • Buffed damage significantly

    • Removed cooldown

    • Reduced to mana cost to 25

    • Falloff damage removed

    • Scales off of Ability Power

  • Chi Blast

    • Buffed damage significantly

    • Removed cooldown

    • Increased mana cost to 50

    • Falloff damage removed

  • Heroic Presence

    • Increased damage buff

    • Increased Heal Strength

    • Increased mana cost to 100

    • Cooldown is now 10 seconds

  • Shielding Wave

    • Buffed the Shield Strength to 2000% of your AP

    • Mana cost is 100

    • Cooldown is now 10 seconds


Defenses

  • Lightning Aura

    • Increased Damage

  • Lightning Strikes Aura

    • Increased Damage

  • Boost Aura

    • Increased the amount of DP given to defenses by 25%

  • Sky Guard Tower

    • Damage increased slightly


Gear

  • Monk Harbinger Weapon

    • Pole Smash Fist (Passive)

      • Cooldown reduction removed

      • The two fists now roll their damage independently

        • First fist between X

        • Second fist between Y

      • Rebalanced stats to be more viable

    • Lightning Strikes Passive

      • Chance to proc is now variable

      • Damage from first fist is now variable

      • Area damage from smaller fists is now variable

      • Rebalanced to be more viable

  • Serenity Aura Range Passive

    • Only appears on gloves now

    • Value increased slightly since it’s only on gloves now.

  • Serenity Aura Slow Passive (Idle Flow)

    • Increased intensity of the slow

  • Betsy Weapon Passive

    • Slight change to do a chance on hit that secondary attacks will spawn a lightning area, dealing a portion of your Hero Damage stat as storm damage for a randomized amount of seconds.

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Abilities

  • Magic Missile

    • Increased damage

    • Increased max number of marked targets to 8

    • Removed cooldown

    • Reduced mana cost to 25

  • Tornado

    • Increased damage

    • Increased knockup duration

    • Reduced cooldown to 2 seconds

    • Max targets you can hit is now 10

  • Lightning Rod

    • Massively increased damage

    • Stun duration is now 18 seconds

    • Cooldown is now 10 seconds

  • Mana Bomb

    • Increased damage

    • Cooldown is now 10 seconds


Defenses

  • Arcane Barrier

    • Buffed Arcane Barrier Health

  • Flameburst Tower

    • Increased Damage

    • Reduced AoE damage fallof

  • Earthshatter Tower

    • Earthshatter Tower is now single target and heavy damage.


Gear

  • Balanced the Halberd primary fire.

  • Slightly reduced firing rates on all staves and increased damage of attacks. Don’t worry:   There are still fast-firing staves.

  • Buffed secondary attack damage on staves.

  • Apprentice Harbinger Weapon

    • Arcane Barrier Passive

      • Removed health bonus given since base health of the Barrier was boosted

      • Increased damage effects

      • Increased DoT duration to 8 seconds

      • DoT damage scales separately from meteor damage

    • Mana Bomb Passive

      • Buffed to be more viable

      • The three passive values roll separately now (Shield Strength, DoT Damage, and Meteor Damage)

  • Frost Fire and Frosty Power

    • Frost Fire removed and replaced with Frosty Power

    • Frosty Power only appears on weapons now and replaces the Frost Fire passive

    • Increased amount of power gained to account for the loss of Frost Fire


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Abilities

  • Sword Beam

    • Increased damage

    • Increased VFX for 100% more WOW factor. Isom lervs Serd Berm.

    • Increased collision size to match new graphics

    • Scales with Ability Power

    • Reduced mana cost to 25

    • Removed falloff damage

    • Removed cooldown

    • Deals magic damage

  • Empowered Sword Beam

    • Increased damage

    • Increased VFX for 100% more WOW factor.

    • Increased collision size to match new graphics

    • Scales with Ability Power

    • Reduced mana cost to 25

    • Removed falloff damage

    • Removed cooldown

    • Deals magic damage

  • Provoke

    • Increased damage boost

    • Removed cooldown

    • Reduced mana cost to 50

  • Seismic Slam

    • Increased damage

    • Deals Earth damage now

    • Increased stun duration

    • Increased damage to enemies that are on the outside of the ability

    • Increased mana cost to 100

    • Cooldown is now 10 seconds

  • Block

    • Increased block strength from 40% to 65%, 90% with sphere.

  • Attacks

    • The Squire decided to focus a little more on arm day and some attacks in his combo chain have added knockback effects

    • We removed root motion from Medium Squire weapons. Try it out and tell us how it feels.


Defenses

  • Spike Blockade

    • Increased health

    • Increased damage by 125%

  • Cannonball Tower

    • Increased damage by 40%

  • Heavy Cannonball Tower

    • Significantly increased damage

    • Reduced projectile speed

  • Training Dummy

    • Massively increased health

    • Increased damage by 100%

  • Ballista

    • Increased damage by 30%


Gear

  • Squire Harbinger Weapon

    • Provoke Passive

      • Increased DoT damage

      • Increased Seismic Slam

    • Training Dummy

      • Increased damage

      • Removed health bonus given since base health of the Dummy was boosted

      • Chance to roll the proc chance

  • Hearty Harpoon Passive

    • Now rolls only on Totems

  • Explodey Harpoon

    • Now scales with Defense Power and values adjusted slightly to give it a little girth.

  • Betsy Weapon Passive

    • Now deals a % of your Hero Damage stat as Damage instead


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Abilities

  • Concussive Shots

    • Increased damage

    • Damage scales with Ability Power

    • Reduced mana cost to 25

    • Reduced cooldown to 5 seconds

  • Sticky Nades

    • Damage increased substantially

    • Damage now scales with Ability Power

    • Mana cost set to 50

    • Reduced cooldown to 5 seconds

  • Oil Flask

    • Slightly increased damage

    • Increased the ignited oil damage and it now scales with AP

    • Increased oil duration by 4 seconds

    • Mana cost set to 50

    • Removed cooldown

  • Piercing Shot

    • Increased damage substantially

    • Damage now scales with Ability Power

    • Mana cost set to 100

    • Reduced cooldown to 10 seconds


Defenses

  • Explosive Trap

    • Damage increased by 35%

  • Elemental Chaos Trap

    • Damage increased by 400%

  • Geyser Trap

    • Increased damage

    • Decreased attack rate

  • Blaze Balloon

    • Damage increased by 45%

    • DoT tick rate reduced slightly

  • Poison Dart Tower

    • Increased damage substantially

    • DoT applies quicker to targets

    • Changes targets after hitting

    • Increased the amount of love that iamisom gives this defense


Gear

  • Slightly reduced firing rates on all bows and increased damage of attacks. Don’t worry:   There are still fast-firing bows.

  • Huntress Harbinger Weapon

    • Concussive Shots Passive

      • Increased damage

      • The initial spikes and spike AoE scale separately with damage

    • Geyser Shard Passive

      • Increased damage

      • Can roll its damage and chance to proc separately.

  • Phoenix Call Passive

    • Phoenix Damage and Luck have been combined into Phoenix Call.

    • Values increased to accommodate for this change

    • Phoenix’s collision increased by 50% for more whammity wozzle.

    • Phoenix Damage and Phoenix Luck no longer appear on items

  • Poison Dart Passives

    • Towering Poison and Speedy Darts have been removed.

    • Explosive Poison has been reworked

      • Poison Dart Tower now does more damage. When a poisoned target dies, it detonates dealing a percentage of your Defense Power Stat as damage to enemies within a given radius.


Other Balance Changes

  • Fixed a bug where the Nullify and Harden passives were increasing resistances more than what was stated. They should now be accurate.

  • The Abyss Lord’s Colossus and Skeletal Orc towers’ Critical Damage now scales with each upgrade, maxing out at 3.0.

  • Series EV2 Heat Dissipation updated

    • Sword/Staff canisters that were using bursts updated to have more-balanced Heat/second dissipation

    • Mega'Manus Projector Heat Dissipation decreased 42 H/s -> 18 H/s

    • Mcdooger's Heat Dissipation increased 10 H/s -> 15 H/s

  • Skill Sphere Changes

    • Chilling and Oiling Strikes have had their slows increased.

    • Oil Harpoon (Squire) no longer reduces Ballista damage.

    • Cooldown Reduction has a minimum proc time of once per second.

General Bug Fixes

  • In order to fix the Series EV2 node placement bug, we’ve reset the Options/Keybindings.

  • Fixed a server crash that would happen if a player switches heroes quickly and continuously.

  • Fixed a bug that would cause players to get stuck in the Tutorial.

  • Fixed a bug where costume accessories in the Costume Shop could not be previewed before purchase.

  • Heroes will now properly resume auto-attacking after using abilities.

  • DPS and Attack Rate numbers on the Abyss Lord’s Skeletal Ramster should be more accurate now.

  • Fixed a bug where party leaders in a Private Game could kick themselves from a match.

  • Fixed an issue where selecting items for sale in the Inventory and closing the Inventory without selling those items would break the Inventory UI when reopening it.

  • Fixed a bug where new players would see the original heroes locked until the player moved through the heroes on the Create Hero screen.

  • Fixed an issue where Victory Chests would float in the air on The Buried Bastille.

  • Run N’Gun Skill Sphere now properly increases movement speed.

  • Chilling Strikes Skill Sphere now properly works on the Abyss Lord.

  • Abyss Fountain of Speed Skill Sphere now properly increases movement speed.

  • Fixed a bug where melee heroes could attack while in the Inventory.

  • Fixed an NPC dialogue box that was referring to Monthly Missions instead of Bonus Missions.

  • Fixed a VFX issue with the Abyss Lord’s defenses in The Buried Bastille.

  • Fixed an issue where enemies would get stuck on ledges on The Ramparts.

  • Fixed a VFX issue with Series EV2’s shadow in The Buried Bastille.

  • Correctly stylized “War Table” on the interact icon.

  • Fixed a VFX issue with the Abyss Lord’s Tomes in the Blacksmith shop.

  • Fixed missing SFX issue on The Bling King Incursion.

  • Fixed a Lightning Bug projectile VFX issue.


PS4-Specific Bug Fixes

  • When a splitscreen player has the My Deck window open, the Blacksmith, Relic and Skill Sphere shops will now update the relic/weapon meshes and the window will now scroll.

  • When purchasing an accessory in the Costume Shop, the selection cursor no longer automatically moves to a different accessory, breaking UI navigation with the D-pad.

  • Turned down cutscene video volume and fixed an issue where cutscene volume was not responding to the volume sliders in the Options menu.

  • Fixed an issue where if a splitscreen playerhad an AFK timeout, both players would return to the Main Menu.

  • Fixed an issue where a splitscreen player could AFK timeout while the host player was in a menu.

  • Fixed an issue where, when a splitscreen player leveled up, the other player’s controls were locked until the Level Up window was closed.

  • Fixed an issue where, when in splitscreen, the Create Hero page was resized to where some info was off-screen.

  • Fixed an issue where heroes in the Costume Shop could not be rotated with the controller.

  • Fixed an issue where the L1 and R1 button icons did not appear in the Create Hero screen for switching characters.

  • Fixed an issue where pet stats were displaying as higher than intended during the Evolution screen.

  • Fixed an issue where if a splitscreen player tried to join after the Victory/Defeat cutscene, the splitscreen player was permanently unable to request to join again and the screen remained split.

  • Fixed an issue where the incorrect egg name would display in the Transform Pets UI when purchasing a premium egg.

 

Known Issues

  • We’re still investigating the crashes that are being reported to us. We’ve dramatically decreased the amount of crashing, but there’s still work to be done!

  • Players can sometimes fall through the tavern/marketplace floor. If you restart the game, this should fix the problem.

  • The projectile spawned from the Gloves of the Storms passive does not work on the Abyss Lord and will not fire correctly when used with EV2 or the Huntress. Fix will be deployed in next update/patch.

  • Trying to join a game via the Game Browser when it’s already going can cause players to be not able to matchmake. Returning to the title screen and back will fix this. Fix incoming.

  • The Game Browser can sometimes take an extended period of time to remove a no longer valid session from the session list.

  • On occasion, loot data for a map will not load so all loot dropped will be of iPower 1. This can also affect Victory Chest. We’re currently investigating.

  • The Taser Suit passive will display with a radius stat of 0 but the passive functions properly.

  • PS4 - Splitscreen players (secondary) cannot navigate the Inspect Deck UI with the D-pad.

  • PS4 - In splitscreen, if the primary player is invited to a party the 2nd player does not join the party as well.

  • PS4 - The Splitscreen HUD can display on menus intended to take over the full UI.

  • PS4 - In splitscreen, the “Joining Game” notification does not display when a 3rd party member selects a map to play.

iamisom

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The Power Up update is now coming out Thursday. While you wait, we've extended the 3x Medal Weekend to Thursday!

In case you're wondering, there was an issue with matchmaking that made things go kabloomy, which is a scientific term for, "Oh god, why?!"

Smashing it with a sledgehammer didn't fix the problem, so it looks like a more finesse approach is needed. Probably a tiny mallet or gavel.

The update is still planned for simultaneous release on PC & PS4!

We'll see you on Thursday, Defenders!

Love,
The Trendy Team

iamisom

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Power Up - Patch Preview

It’s time to dust off your Hero Deck and slide the Apprentice, Squire, Huntress, and Monk back in! The Power Up update boosts the original four heroes, finally making them as powerful as true サイヤ人 -- err, we mean, the Abyss Lord and Series EV2. But it might be hard for them to keep up since this update also introduces the new queen of DPS, the Gun Witch!

Looking for someone with a Gun Witch? With the new Game Browser, you can see a list of every game being played, and you can create custom game names to find the players you want! The update also includes many rebalanced passives and weapons along with our very first Armor Set for you to discover. Oh, and did we mention this gear is now distributed across a variety of maps? We think it's time to go create a  “FARMING FOR 4/s Armageddon” lobby.

Our heroes are powering up this July! Stay tuned next week for the patch’s release date, but in the meantime, read on for more details about the Power Up update:



The Gun Witch

With a passion for witchcraft and a touch of gunpowder, we’re proud to present to you… the Gun Witch! Using Broom Power, a magically regenerating resource, the Gun Witch has no need for blue mana and can use all her powers at will. With abilities and witchcraft spells, the Gun Witch can fly from spot to spot, hovering in the air as she snipes enemies on the ground. Meet the Gun Witch in the video above for a full overview!


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Hero Buffs

It’s time for the four main heroes to get a boost! These updates will bring the original heroes to Abyss Lord and Series EV2 power level. When the patch comes out in July, you’ll be able to check out all the nitty-gritty details in the patch notes. Here’s a preview of some of the notes: RPG PATCH NOTES.


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  • We’re buffing the Apprentice to increase the damage viability of his defenses, giving him a tankier Arcane Barrier, and drastically reducing his ability cooldowns so they’re fun to use frequently.


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  • We’re making the Squire a more viable melee and ability power fighter. We’ll be making both of his blockades sturdier and increase the damage of all of his defenses. We're also experimenting with removing root motion, so you can move and attack at the same time.


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  • We’ve modified each of the Monk’s melee attacks to make his polearm types more unique. We’ve also boosted the damage output of his damage dealing towers and boosting ability of his Boost Aura.


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  • We’ve reduced the cooldowns and increased the damage on many of the Huntress’s abilities. We gave all of her traps a substantial damage boost and modified the Poison Dart Tower so it’s more effective on the battlefield.


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Game Browser

We’ve made a ton of changes to how you play maps and create games in the Power Up update! With the new Game Browser, you can now see every game being played. No more jumping blindly into a game hoping to find other players! Use the map, mode and difficulty filters to find the open games you want to play, or create your own. Entice players to join you by adding a custom name to your game. With the minimum iPWR filter, you can make sure the right people are joining your games. Based on your feedback, we’ll add more filters and settings to make sure finding and playing with other players is an enjoyable experience.

We’ve also restructured the game into three game modes: Campaign, Challenges (previously called Incursions), and Onslaught. All of these modes are unlocked from the beginning. Each mode now contains the following difficulties: Normal, Hard, Expert, Insane, and Nightmare I - IV. Thanks to your Influence Vote, Normal and Hard are both unlocked from the beginning, and the other difficulties unlock as your heroes’ level increases.


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Passive Updates

Since we’ll be powering up the main four heroes, we also wanted to do a balance pass on many of the passives and legendary weapons in the game. In many cases we have combined passives that previously appeared on many items to a single passive that rolls on a single item. These new items will be guaranteed drops on specific maps.

Our end goal: The ability to target farm the gear you need to make your heroes awesome!

iamisom



The Power Surge update is live now on PC and PS4! Here are the patch notes:

Features

  • New Challenge:  Power Surge!

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

  • Glaive of the Storms Monk Weapon

    • Guaranteed drop from the Power Surge Challenge.

    • Walking Tempest - 40% increased movement speed.  Basic attacks deal [20-40%] Hero Damage as Magical Storm Damage.

    • Storm Rider - Glide on a Storm Cloud for [15-35] seconds drenching enemies under you. Every 2 seconds, the Storm Cloud strikes targets for [1000-2000%] of your Ability Power as Magical Storm Damage. While gliding, primary attacks are ranged lightning bolts that deal [250-450%] of your Ability Power as Magical Storm Damage.

  • iPWR 750 Boots:  

    • Complete the Power Surge challenge for your chance to get iPWR 750 Boots from the Victory chest!

  • Game Browser UI Updates

    • Updated the filters to reduce confusion on Public vs. Private Game creation. Public vs. Private Game creation is handled on the Create Game screen.

    • The Create Game button will always remain active. If a player is unable to create a game, clicking the button will inform the player of what hasn’t been selected yet in order to create a game.

    • Daily Bonus icon should now appear for Challenges in the Game Browser.

    • Increased the size of map icons to improve map readability.

    • Docked the buttons to fix aspect ratio issues where the buttons would appear in odd locations.

  • New EV2 Costume:  Mark 3

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

  • Other Changes

    • Increased the AFK timer to improve Maximum Pooping Efficiency.

    • Changed the Inspect Defense tooltip to factor in critical hits.

    • Improved party invites to stop nefarious players from spamlocking players in the Heroes Marketplace.

    • Level and difficulty should now show up on the Pause screen in every map, mode and difficulty.

    • Added links to Hero Videos on the Create Hero screen. These are only available if you have not unlocked the hero.


Balance

  • Huntress Poison Dart Tower

    • Poison Dart Tower Skill Sphere Change

      • Changed Poison Dart Tower’s “Poison Stacks” sphere to “Poisonous Fangs,” which improves poison damage by 30%.

    • Viper’s Bite Rebalance

      • Viper’s Bite now rolls between [50 - 80] instead of [110 - 150] of Defense Power as damage in an AoE radius

      • Range reduced from [1500 - 2000] to [700 - 1500]

  • Abyss Lord Skeletal Archer

    • Damage Buff

      • Archers damage has been increased from 3.85x your Defense Power to 4x

    • Angle Buff

      • Angle increased from 120 to 165

    • Speed Rebalance

      • Rate of fire decreased from 1.67/s to 2.2/s

    • Range Rebalance

      • Base range reduced from 4000 to 3250

    • Targeting Rebalance

      • Archers used to pull less aggro than Flamethrowers. They are now equivalent to Flamethrowers.

    • Upgrade Damage Strength Rebalance

      • The amount of damage upgrade per upgrade level has been rebalanced.

        • For example: Tier 2: 1.65 is now 1.5 and Tier 5: 3.6 is now 3.0

    • Explosive Arrow Rebalance

      • The passive roll range has been reduced from [185-325] to [85-200]

  • Abyss Lord Skeletal Ramster

    • The Ramster is meant to be ridiculously good at one thing, massive AoE burst. His weakness is… pretty much everything else.

    • Damage Buff

      • Increased Defense Power gain from 3.0 to 3.2

    • DU Buff

      • Ramster is cheaper now at 50 DU instead of 60

    • Attack Rate Rebalance

      • Rate of fire decreased from 1.87/s to 2.5/s

  • Apprentice Earthshatter

    • Upgrade Damage Buffed

      • T2: 1.4 to 1.5

      • T3: 1.8 to 2

      • T4: 2.2 to 2.5

      • T5: 2.6 to 3.0

    • Range Buff

      • Range increased from 3600 to 4000

      • No longer gains range from upgrades

    • Defense Power Scaling Buff

      • Damage scaling increased from 15 to 22

  • Squire Ballista

    • Defense Power Scaling Buff

      • Increased DP scaling from 9.5 to 12

    • Defense Units Rebalance

      • DU increased from 50 to 60

  • Series EV2 Proton Beam and Reflect Beams

    • Crit Damage Scaling Rebalance

      • Reduced the base crit damage from 245 to 70

  • Lucky Salves Rebalance

    • Lucky Salves now increase crit chance by 25% (additive) instead of multiplying current crit chance by 6x. This affects Defense and Hero salves.


Bug Fixes

  • The Frosty Power staff (Chilling Touch) drops again on the Forest Poachers Challenge. HUZZAH!

  • Fixed an issue when a player would get a 5002 error when attempting to transition to a map with a party and all subsequent attempts to matchmake would result in errors.

  • Fixed an issue where if matchmaking times out after player has elected to return to Tavern from the Defeat/Victory window, the player would be unable to close the window or access the Options menu normally.

  • Fixed a bug where attack rate was not properly scaling with Attack Speed SAS points. Previously, putting 1 point into Attack Speed would set it to max. Now players must max out the Attack Speed stat to achieve max value. The maximum value has not been changed.

  • Fixed an issue where the Abyss Lord’s Orc Blockades and Colossus health would show up differently in tooltips and their HP bar.

  • Fixed a discrepancy between the tooltip health value and the actual health value of the Colossus and Orc Blockades. They were off by 150 points.

  • Fixed an issue where the leader of a party who initiates the decision to move to another match/tavern would receive the stay together/stay behind party prompt.

  • Filters should function correctly for Challenges now.

  • The Squire will no longer display his default shield graphic under the newly equipped one.

  • Adjusted the Huntress’s Bling Bow primary fire splash AoE graphic to more accurately match the size of the AoE. It’s now a little smaller.

  • Added some jumping sound effects to the Black Magic Ops costume.

  • Fixed some animation issues with jumping and using abilities on the Gun Witch.

  • Reduced the volume on electric buffs by about 40%.

  • Increased volume of the Broomnado ability SFX.

  • Increased collision on Dragonfall Sewers mana nodes.

  • Fixed an issue with the Storm Gloves projectile when equipped on EV2 or Huntress.

  • Repositioned the Ghastly Halberd on the Item Enhancement wheel.

  • Fixed an issue where the VFX balls that spawn when the player is interacting with towers did not remain static when the Ghastly Halberd is equipped.

  • PS4 - Fixed an issue when you would jump and cast an ability with the same button press for target ground abilities.

  • PS4 - Fixed an issue where the split screen player could not navigate the Inspect Deck UI.

  • PS4 - Fixed some UI issues with opening and closing the Playstation menu while the Hero Information screen was open and the Hero Deck and Session List were layered on top.

  • PS4 - Fixed texture quality streaming for the UI.
LAWLTA

Greetings Defenders,

Dungeon Defenders II:  Power of the Ancients is live for all platforms! This expansion is full of new progression, power, and challenges.

The content released in this expansion is massive.  We’ve included the long awaited Onslaught game mode, our new largest map ever, The Lost Temple, and our new Ancient Power system.  There’s tons of things to share in these patch notes, so let’s get right to it!

Onslaught

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Onslaught introduces a new floor based progression, enemy Mutators, and unique enemy schedule and lane selection. You gain better loot with every floor, see different enemies in every lane, and have to tailor your defense to each and every threat. The deeper you descend, the stronger your opponents become, unleashing familiar Trials enemies, as well as progressively difficult Mutators and enemy schedules.

In addition to the new systems, we’ve added some new Onslaught rewards!  For beating certain floors, you can unlock new Flair sets.  You might even be able to find a new companion from Victory Chests…

Did we mention Victory Chests?  Onslaught will feature a new Victory Chest that is exclusive to Onslaught and is a little more visually impactful. You’ll see what we mean when you beat your first floor!


Floor Progression

In each floor of Onslaught, there can be 1-3 maps on each floor.  This will cycle between 1, 2, and 3 until you reach our end-game scaling around Floor 60.

For Example:

  • Floor 1: 1 Map

  • Floor 2: 2 Maps

  • Floor 3: 3 Maps

  • Floor 4: 1 Map

  • Floor 5: 2 Maps

And so on and so forth. In our end-game, every floor will be three maps.

Each floor that you beat will have better and better loot up to our current maximum Chaos VII level.

Mutators

Mutators are a system that existed in the game previously, but now we’ve really cranked it up to eleven. There are over 20 different Mutators that will unlock as you progress deeper into Onslaught. These Mutators will be semi-randomly selected based on the enemies that they’re assigned to.  Mutators will shift and change how you need to build each lane, so pay attention to the enemy billboards that appear over each enemy spawn, and check out the new corresponding Mutator icons that will show up when you target an enemy that has one.  We’ve blacklisted certain combinations of Mutators from appearing together, but there are some crazy combinations that will definitely crank up the difficulty for players interested in strategizing.

Some Example Mutators:

  • Berserker Mutator:  Enemies start off weak, but become stronger the longer they are alive.

  • Exhaustion Mutator:  Enemies start off strong, but become weaker the longer they are alive.

  • Detonator Mutator:  When enemies die, they explode, causing damage to heroes and defenses around them.

New Enemy Schedules

Groups of enemies within our game are referred to as “schedules” in our studio.  These schedules determine what types of enemies that spawn out of each enemy lane.  In Onslaught, each lane will spawn a different enemy schedule and will require you to build a set of defenses that is effective against that group of enemies.

Example Enemy Schedules:

  • Game Ogre Enemy Schedule:  All enemies are Ogres.

  • Timmy’s Revenge Enemy Schedule:  Every type of Goblin in a lane. Gobu.

  • Cy-hex Lava-zerker Wompers: Cyborks, Hex Throwers, Lava Orcs, Berserkers, and Melee Goblins… have fun!

  • And many more!

New Gating and Unlock Progression

The choice is YOURS!... in regards to how you progress. As you unlock more floors through Onslaught, more tiers of Trials are unlocked, and on the flip side, the more Trials tiers you complete, the more floors you unlock. Current players that have completed certain difficulty levels of Trials will already have appropriate Onslaught floors unlocked. For example, players that completed Chaos VII have Onslaught Floor 55 available now. Here’s a list of where you’ll end up in this expansion when you first load in:

  • Chaos I:  Onslaught Floor 3

  • Chaos II:  Onslaught Floor 4

  • Chaos III:  Onslaught Floor 7

  • Chaos IV:  Onslaught Floor 10

  • Chaos V:  Onslaught Floor 16

  • Chaos VI:  Onslaught Floor 37

  • Chaos VII: Onslaught Floor 55


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Defenders can choose to progress through each Floor of Onslaught, or clear through our unlock progression via Trials and each Chaos difficulty.  Check the Challenges UI for details about when these unlock or check out the next Chaos level of Trials at the War Table and it will show you the requirement needed to unlock the next level.

The Lost Temple

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It’s HUGE, it’s crazy, and it changes every time you play!  The Lost Temple is by far the largest and most interesting level we’ve ever made. During each visit to this humongous map, different lanes and cores will be selected and activated, providing a different experience upon each visit. As you are playing the map, keep an eye out for an additional lane opening up.  When a new lane opens up, we’ll give you more mana and Defense Units to be able to properly defend it.

Another awesome addition to this map is the sheer number of enemies that will be able to be on the map.  Combat may be a little more chaotic with the huge waves of enemies that will be spawning on this map.  We cranked up the number of enemies on screen by almost 200%!  Maybe even more?  I don’t know, it’s insane… but also very fun.  We hope you’ll enjoy it.

Ancient Power

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Get far enough into Onslaught, and unlock the ability to gain Ancient Power, an additional character progression system. Each time you gain Ancient Power, you will receive a number of permanent account buffs, raise the maximum cap of points that you can put into each Ascension talent, and keep/increase your new Minimum Ascension Level.  

Minimum Ascension Level

The Minimum Ascension Level is based on your Highest Achieved Ascension Level, your Highest Achieved Floor of Onslaught, and will increase each time that you push your limits.  You will gain +3 to your Minimum Ascension Level for each additional Floor of Onslaught that you beat over Floor 65 and for every 50 Ascension Levels that you have when you finally hit “Gain Ancient Power”.  When you gain Ancient Power, your new Ascension Level after the reset will be whatever your Minimum Ascension Level is.

For example:

On your first playthrough, you hit the minimum requirements to gain Ancient Power and have beaten Floor 65 and have 250 Ascension Levels.  Your Minimum Ascension Level will be 15.  You got +0 for beating Floor 65 since you didn’t push above it, and you gained +15 for your 250 Ascension Levels.

On your second playthrough, you also only do the minimum requirements to gain Ancient Power.  You will gain +0 to your Minimum Ascension Level because you did not push any additional Floors past 65, and you didn’t gain any additional Ascension Levels that would have raised your “Highest Achieved Ascension” number.

At this point you need to push Onslaught Floors or Ascension Levels over 250 to gain more Minimum Ascension Level.

Permanent Buffs

Each time you gain Ancient Power you will also yield permanent buffs:

  • +5% Permanent Experience Bonus.

  • +5% Permanent Gold Gain Bonus.

  • Ascension Talent Cap raised by an amount that corresponds with your progression.

  • Increase or Keep your new Minimum Ascension Level.

Ancient Powers

In addition to the permanent buffs, you will also receive one point that you can allocate into a number of additional unique Powers!  These are the ones that stack with other party members.  Some of these include:

  • Increased Tower Health %.

  • Increased Tower Damage %.

  • Lifesteal based of x% of Hero Damage dealt.

  • Reduced resurrection timer.

  • Increased resistances %.

  • And more!

All the buffs can be used in every game mode!

Limited Progression Reset

When you gain Ancient Power, your progression will be reset back to Onslaught Floor 1 and Chaos I with your gear and shards reset to that appropriate level.  Using your new Powers, you’ll be able to reprogress back through our end-game at a quicker pace and push into deeper floors of Onslaught with your newfound strength!

Leaderboards

We are adding leaderboards to see who have progressed the furthest through Onslaught. There are two new boards that track different things. The first, our Onslaught Leaderboard, will track the furthest floor progressed similar to Mastery’s leaderboard (i.e. players completing the highest floor at the same are both listed as first).

The second, our Ancient Power Leaderboard, will track which players have acquired the most Ancient Power. There is more info regarding these leaderboards down the road, but are currently used to see who is the best of the best!

Defender Packs

We’re introducing a new system, Defender Packs, to acquire flairs, costumes, pets, and accessories. We weren’t a fan of our old lock box system because it had limited accessories you could unlock, and required keys to open them. Defender Packs were made to always feel rewarding whenever you received one. There are various ways to acquire them, a couple include completing the campaign or progressing through Onslaught. They have a chance to drop from the highest floor you've completed, even when farming your highest floor. If you’ve already completed the campaign, you automatically receive the Defender Packs you would have earned.

Defender Packs include a giant inventory of different skins and flairs, some being extremely rare and prestigious. If you happen to receive a flair, costume, or accessory you already own, you’ll be rewarded handsomely with gold instead!

Maps

Forest Biome

  • Updated to give 1250 mana from 1000 mana.

    • Now matches the maps Defense Unit cap.

Deadroad

  • Updated to give 1250 mana from 1000 mana.

    • Now matches the maps Defense Unit cap.

Bug Fixes


  • Fixed a button display issue with Ev-2 when placing a defense with a controller.

  • Fixed an issue with Frosty Power not displaying Defense Power as a valid stat.

  • Fixed an issue where Serpent’s Coil was not displaying kills and damage dealt.

  • Fixed an issue where Automation was healing more than intended.

  • Frostbite Tower can now target training dummies.

  • Fixed a spelling error with The Dawn of the Blood Moon Incursion.

  • Fixed an issue where the “G-Up” sound was not playing correctly.

  • Fixed a pet unequip issue at the Petrinarian.

  • Fixed an issue where the town hub music was tied to the SFX slider.

  • Thunderbolts and Lightning can only be equipped to magic staves now.

  • Fixed Lavamancer Harden/Inflame VFX.

  • Fixed an issue with Start Campaign appearing after completing it.

  • Escape can now cancel pet rerolls.

  • Water spout trap now named properly.

  • Orbs should no longer drop during Campaign.

  • Less words are caught by the profanity filter now.

  • Glaive of Storms attack animation ends correctly now.

  • Fixed an issue where controller inputs could provide an extra daily mission.

  • Fixed an issue where EV2's Proton Charge was dealing around twice as much damage as it should have been.

Known Issues

  • We are investigating an issue where Harpy’s Perch currently does not gain the pierce buff while corrupted.

  • We are investigating an issue where Angry Nimbus does not gain storm damage or change material while in Corrupt form.

  • Frosty Beams Shard affected enemies are not kept frozen through the entire duration.

  • Vampiric Empowerment Shard’s current stat boost is being displayed incorrectly.

  • Automation does not work on Snaking Sands, Slime Pits, Geyser Trap, and Angry Nimbus towers.

  • Tuskar is currently using Witherbeast's icon.

  • Assault on Throne Room with mini-Ogres has a chance to spawn at the core.

  • Mutator text descriptions are small and hard to read on consoles.


This is just the start for what’s to come in Dungeon Defenders II! We poured a lot of love into Power of the Ancients and know you’ll enjoy Onslaught. We have a lot of planned for Dungeon Defenders II in 2018, and are grateful for the support you show us to make the game the best it can be.

For Etheria!

The Dungeon Defenders II Team

LAWLTA

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Greetings Defenders,

We’ve been hard at work since our latest update and we’re ready to share some of what you can expect to see in our next update! We wanted to take a step back and focus on some more player-centric changes, and we’ve got a pretty hefty list of things we’re accomplishing. There’s still a lot of work for us to do, and while we’re not ready to show anything off yet, it’s the perfect time to talk about some of the things you can expect to see coming to Dungeon Defenders II!

Shard Acquisition

Shards are such an integral part to Dungeon Defenders II when it comes to empowering your towers with great strength to take out the waves of enemies constantly thrown at you. Currently there is a lot of RNG regarding which shards you get, and to help cut down the randomness, farming lower tiered content is the easiest way to go.

We don’t want that. We want you playing content you find engaging, while being able to acquire the Shards you want. The exact details cannot be spilled out here, but we’re working on concrete ways to get the specific Shards you want.

Chaos VIII Shards

They’ve been gone for a while, and the game has changed quite a bit since they were removed. We have taken a pass at them so that they fit into the current game and are something you want to get. You’ll be able to get them after a certain point in Onslaught, similar to when you start receiving Chaos VIII Ampoules.

New Weapons

There’s a lot of epic weapons that we’re going to be making available, some that have been available previously, and some you've never seen before. Players love to make their characters look unique, and while costumes, flairs, and accessories help accomplish this, weapons also play a big part in making your heroes look awesome!

Elemental Addition

We know a lot of you really enjoyed harnessing the powers of the elements, and we promised to add to this system. In the next update, Poison Mods will be added. While we’re not talking interactions yet, we wanted to let you know that we’re expanding on the list of powers you can combo to break apart your enemies!

Other Greatness

There’s still a decent amount to talk about, and we promise to get word out on things as soon as we can. This next month is going to be a crazy ride for all of our Defenders and we cannot wait to share with you what our 2019 is going to look like! We'll be doing at least one other update over the next month, and then go through our usual release of dev streams and previews. We’re wanting to really take our time with everything we're conjuring up and give attention to a lot of things that we believe you’ll enjoy.

Social Defenders

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

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

For Etheria!

The Dungeon Defenders II Team


iamisom

Here's our first PlayStation 4 hotfix!

Hotfix 1:

  • Background music and new art assets for the content information screen.

  • Can activate tower interactions while holding R1.

  • Inventory now properly displays previews while scrolling over filters.

  • Unlocked costume embellishments should now be properly purchasable.

  • Collector's Edition titles now able to be redeemed and used.

  • In-game item inspection pop-up controls are now more visible.

  • No more black screen when player 2 logs out of PSN while in the process of loading into the game.

  • Fewer crashes (we hope)

  • Added four new spooky costumes to the Costume Shop


Warning:  This patch will seem very large for how few changes are in it.  We are actively investigating ways to reduce patch sizes and keep download times to a minimum.  We appreciate your ongoing patience with us as we iron out some technical issues.
JBrawley

Player and Enemy Paths

Pathing is one of the fundamental elements of gameplay in Dungeon Defenders II. It has a significant impact on how a level feels and plays, and the process of building these paths is an important part of any Dungeon Defenders II level. Because this is a complex topic, there's a lot I can't cover in one post, so if you want to hear more, be sure to let me know in the comments below.



Planning Paths





When creating paths, I typically start with a global concept: What sort of place am I building? A sewer? A town? An interdimensional fortress? The type of setting has a big influence on how I visualize the space.



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In many cases, I make a bullet list of visual or geometric components I'd like to include, such as a large pipe system traversing the map. Then I create a lane flow diagram. This is just a quick sketch of squiggly arrows leading from the spawn point to the objective. This sketch lets me experiment with various configurations until I get something interesting, like a way for lanes to cross each other vertically.



After I'm happy with the lane flow graph, I plot out how the space actually fits together. At this point I've done some work in the editor to visualize the space in three dimensions.



Creating a Solid Pathing Layout





Before I block out the geometry of a level, I run my sketches through the following checklist:





  • Each lane has to have a smooth and easily understandable flow from its spawn location to its final destination.

  • Players fighting in a lane should have a clear line of visibility to one or more separate lanes.

  • Players can move laterally between lanes with ease.

  • Lanes have vertical contrast, making it easier to understand how enemies will move.

  • Lanes flow in a monodirectional way, meaning they start far away and move toward the objective.







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There are also elements I try to avoid:



  • Lanes that change between major vertical levels, as the brain sees this as two separate lanes. (Ex: Enemies spawn in a dried out riverbed and climb a huge staircase to the rooftops before pursuing the objective.)

  • Lanes that are indistinguishable from directly adjacent pathways.

  • Lanes that have limited entry points from other areas of the map.

  • Lanes that have massive reverse folds. (Ex: Hairpin turns that guide a lane away from its objective.)



Constructing the Level





Once that's done, I move on to the full construction of the geometry, after which I'll run around the space for a couple of hours and visualize the gameplay. This leads to lots of smaller changes where I double check jump distances, visibility, and movement times. I also do a pass to ensure that the spatial relationships between lanes are clear.



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When I'm done, I have a space that I feel is fun to move through, even before any gameplay is put into it.



Which maps do you feel had the best pathing in DD1? Let us know what you think in the comments below for your chance to win a Defense Council seat!
LaurawantsaCow

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Drumroll, please!

The winner of our PC giveaway contest is Ethan B.! (ebrad123 on the forums!) Ethan will receive a custom Avatar Gaming PC, a Razer Black Widow keyboard, a Razer Naga Hex mouse, a Dungeon Defenders II Prize Pack and a golden key into the Defense Council!

The ten runners-up who won a Defense Council code have been contacted via email. Check your inbox to see if you won!

We hosted the giveaway to do something awesome for our fans, but we also wanted to grow the size of our community. Curious to see our results? Here are some interesting stats:

  • 10,214 people entered the PC Giveaway contest
  • 101,920 people saw the post on Facebook
  • 11,002 new fans on our Facebook page
  • 15.09% increase in new visitors to the Dungeon Defenders II website
  • 866 new followers on our Twitter page

What did you think of the giveaway? Do you have any ideas to help grow the Dungeon Defenders community?

While the PC giveaway contest is over, we’re gearing up a new contest on our forums. Display your Dungeon Defenders knowledge in our Trivia Contest for a chance to win one of three Council codes! The contest will run until next Monday. Should more people post in the thread and show interest in the contest, we might expand the number of codes we’ll give out. Thanks to RaNgErZ-BERT for his help and influence in organizing the contest!

Do you have a cool idea for a contest? Is there something you’d like for us to giveaway? Let us know in the comments below!

The random winner of our VFX blog is Gelostar!

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

When the doors opened at PAX East, things didn’t look good for the Trendy booth. The announcement rang from the PA: “The show floor is open!” And in the blink of an eye, people charged past us to get to Riot’s massive League of Legends booth. Others booked it to the Oculus Rift booth. And there we were, sandwiched in between the two, without a single person in our line.

But within an hour, crowds gathered around our monitors. Our line maxed out. And almost everyone who played told us the same thing: Dungeon Defenders II was damn fun.

For us, PAX East was about more than letting our fans play DD2. It was a chance for feedback from people who had never played before -- some of whom had never even played the first game! Armed with a pen and a notepad, our team gathered their feedback. Here are the top 3 pros and cons:

Pros:

  • New and old fans really liked the faster-paced gameplay and revisions to tower placement -- not being locked in place while build/upgrading/repairing.
  • People loved the new tower/ability kits and combo possibilities between players.
  • Players felt the difficulty of all three maps was spot-on. (We brought an early-game map, a late-game map and a special challenge map to PAX.)

Cons:

  • Chest & Key system was difficult for players to grasp. It was hard for them to understand how chests were instanced, what keys were, and how to use them. (In DD2, players get their own chests. Players are given keys to unlock those chests.)
  • The Relic system was hard for people to understand. Oftentimes, people were not picking up relics that would make them more powerful. This could also have something to do with the convention center.
  • On the early-game map, players wanted to be able to place more defenses (mana shortage). On the same token, players felt that they were able to place a good number of defenses on the late-game map.

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    Of course, feedback is a two-way street. So we closed down our booth for 30 minutes on Saturday afternoon to hold a Q&A event for our fans. Co-creative directors Danny Araya and Daniel Haddad, along with Lead Technical Artist Joshua Javaheri, answered questions in an intimate chat at our booth. Highlights included a discussion about player hubs in DD2 (yes, you will have one), which hero was the hardest to mature (the Monk), and if bosses will be returning in DD2 (yes, and you may have already seen the first one).

    IMG_8292



    Every day at 4:30 p.m., we held a raffle at the Dungeon Defenders II booth. Everything we could possibly get our hands on, we gave away to our fans. This included DD2 pins, buttons, signed art prints, mouse pads, Razer headsets, scarfs, and mice, Dungeon Defenders T-shirts -- and on the last day, we gave away 4 Defense Council codes. We hope you all enjoyed Brys’ (our MC’s) antics for the raffle! We received a ton of positive feedback for the raffle. We would like to thank everyone who posted pictures and commented about it online! It let us know we should definitely do raffles this way in the future.

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    Cosplay and video games go hand-in-hand at any convention, and PAX East was no exception. We got to see people dressed up as all sorts of characters, but our favorites were the fans who came to our booth in Dungeon Defenders cosplay. We had a variety of heroes stop by, including a red DD1 Apprentice and a grown-up DD2 Squire. A Jester came to our merch booth and dropped some "mana" and some presents for the Trendy Crew. We even had a Propeller Cat drop in and say hi! It was great seeing our fans in their Dungeon Defenders gear. Hopefully next time you'll see some of our Trendy Crew all dressed up as well!

    We want to say thank you to everyone who stopped by and played the game. Thank you for sharing your feedback and helping us get a clearer picture of what we need to do to make DD2 even better. Without a doubt, this was our most successful, popular PAX adventure yet. We hope you enjoyed it as much as we did.

    The random winner of our New CEO blog is StillPad!

    Leave a comment to get your hands on the Dungeon Defenders II pre-alpha. We’ll pick a random poster and reveal the winner in our next blog post!
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PAX East 2013 Recap



The sights. The sounds. And yes, even the scents. It's been more than a week since we left PAX East, but her presence still lingers in our hearts.



If you werent in Boston for the expo, weve got you covered. Above, you can watch a teaser trailer for our epic Trendy at PAX video cavalcade thats going to wash over you soon. We've also posted a Facebook album of our journey. Thanks to Jesse Scanlon for tagging along with the Trendy Team to capture the heart of the moment.



3rd person



If you were in Boston, you may have noticed a significant change to our game. Our isometic MOBA evolved into a 3rd-person MOBA! Based on the feedback from our community beta team, we crafted a prototype of the new camera change. We sent the changes to our beta team, and the response was overwhelmingly positive.



Judging from the feedback at PAX, wed say it was the right change. Heres what the press thought:







Best of all, TotalBiscuit rubbed his British hands all over our PAX build when he stopped by the booth. Catch his 23-minute (!) hands-on preview of the game here. Thanks again for stopping by the booth. There are rumors floating around that he might not cover expos anymore. For shame, we say! Get on Twitter and tell him that you want him to grace future expos with his presence.



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On Saturday night, we hosted our annual PAX East Dungeon Defenders Community Meetup. It was great to mix it up with some of our loyal fans. As always, our CEO gave a rousing speech that brought everyone to tears. Think Mel Gibson from Braveheart but without a skirt on.



While we didnt have skirts for sale at our booth, we did have beautiful hero T-shirts, iPhone cases and mousepads! Each hero T-shirt we sold at PAX came with an in-game pet. We have a ton of leftover merchandise that will be going on sale online soon.



But like all good things, PAX came to an end. Thanks to everyone at who played the game, who participated in the raffle and who made this our favorite PAX event yet.

I_PASS_BUTTER

Loot & Survive is our largest update yet. Many of the changes in this update come from the feedback you’ve given us. When you load up the game, expect to see more content, more green mana, better solo play balance and so, so much more. How much more? Scroll down through this monster list of changes!


We hope you enjoy this update. Because of the sheer size of this update, expect to find many bugs and balance issues. This is not the final state of the game, but it is a large step for mankind. People will look back on this moment and note it as a true changing point for humanity. Tears will be shed. Babies will be named after us and not just because most of us have very common names. Oh, no.


Wipeageddon

Wipe Rewards

    • Apprentice, Squire, Huntress, and Monk Survivor Costumes have been added to the game. You will find these in your Mailbox for each hero class you had at level 25 before the Wipe.

    • The Corrupted Welp has been added to the game. You will find him in your Mailbox if you levelled a hero to 25 before the Wipe.

    • Gems have been added to your Mailbox, based on how many Wyvern Tokens you earned before the Wipe:

      • 20-39 Tokens = 150 Gems

      • 40-79 Tokens = 300 Gems

      • 80-119 Tokens = 500 Gems

      • 120+ Tokens = 1,200 Gems

  • If you do not receive your rewards, please go to this form and fill it out. Under the “Support Type,” select “Wipeageddon Rewards.” In the description, please mention what you were supposed to receive. We will be looking at your account information to verify your request.


The Wipe

  • As per our last Influence Vote, all progress has been reset. When you start the game, you will be immediately launched into our new tutorial. As soon as you unlock the Tavern, you will find all your Early Access, Wipe and other Rewards in your mailbox. Good luck defending!


Features

Pets

Pets 2.0. Expect more from your awesome, scary and cute companions!

  • Added pet tiers!  Unlock new tiers by evolving your pet.

    • Hatchlings

      • Each pet begins its life as a hatchling. Never, ever shake a hatchling.

    • Fledgling

      • What? Hatchling is evolving! Your beautiful pet gains increased stats and an active ability when evolving to a Fledgling.

    • Veteran

      • Veteran pets gain increased stats and, where appropriate, a visual evolution.

      • Visual evolution is only available on Token and premium pets.

    • Elder

      • The current maximum evolution for pets. Elder pets have the maximum stats available.

      • Also, pets at this stage will call you only when they need something and will blame all of their problems on you.

  • Added Pet Rarities.  

    • The base stats of a pet are determined by its Rarity.

    • There are four pet rarities:  Powerful, Epic, Mythical and Legendary. Each pet has a set rarity, except for premium pets which can spawn at any rarity.

    • When transforming an egg to a premium egg, it will roll at the same rarity with the same stats as it would have with a standard egg, only this time your pet will look dope.

  • Added new evolution reagents and containers.

    • Evolution Containers can be collected from Victory Chests and in Onslaught mode.

    • Open containers to collect evolution reagents.

    • Each pet has a specific evolution recipe and specific required evolution reagents.

    • Max out your pet’s Power and Affection Levels to evolve your pet to the next tier.

    • When pets rot, they are now transformed into a unique material that you can use to evolve your pets! Pet cannibalization complete. You win Twitch.

  • Added new Pet Reroll Items.

    • Reroll Containers can be collected from Victory Chests, enemy kills, and in Onslaught mode.

    • Reroll items are consumed on the Reroll menu to replace one pet stat or ability with another.

  • Added new premium pets!

    • Get Katkarot, Shinobi Kitty and Table Flip Demon by collecting a Gato or Creeper egg and transforming them into a premium egg! These premium pets will roll at the same rarity with the same stats as it would have with a standard egg, only this time your pet will look dope.

    • For those of you asking for premium pets to be more powerful than normal pets… um… just no.

  • Added new monthly pet rewards starting with Thunder-O! You can find him on your Missions screen.

    • Monthly pet rewards have a unique ability and guaranteed rarity.

    • Abilities for monthly pets grow in power as they evolve.

  • Changed Feed to Powerup for clarity.

    • Players powerup their pets by feeding them pet food and buying base pet food.

    • Powering up your pet increases its stats. Premium and Standard pets both powerup the same way. (Even though Katkarot should require way more food.)

  • Added help strings to the Hatchery (where players turn eggs into pets) and Stable (where players equip, power up, evolve, and reroll pets). Sometimes we do want to help.

  • New Pet Abilities

    • Added 25 new pet abilities! These abilities are unlocked when you evolve your pet into a Fledgling. Activate these abilities using the default X keybind.

    • Some abilities are unique to their species (Creeper, Dragon, Gato)

    • There is an elemental ability pool in which all pets can also pull from.

    • Exciting new abilities such as the following:

      • Curse Aura: Boost your speed and curse enemies while you are near them.

      • Blizzard: Summon a blizzard that slows enemies while dealing damage.

      • Fire Pillar: Create a pillar of fire that deals fire damage to every enemy it touches.

    • The rest of the abilities you will need to discover for yourself!


War Table

We completely updated the War Table! You no longer need to switch taverns to change what you want to play. All Game Modes are available from the War Table no matter where you are. Also it’s about a million times prettier. Thank you art team.

  • Match Type:  Quick Match and Private.

    • Quick Match will match the player and party to others looking to complete the same content.

    • Private:  No change in functionality.

  • Game Mode:

    • We’ve released new game modes! Complete the Campaign, then progress through Free Play to increase your Item Power. Once you’ve reached level 50, you can enter our end game content in the End Game game modes.

  • Difficulty

    • Introduced 4 new Difficulties for end game:  Nightmare I, Nightmare II, Nightmare III, Nightmare IV.

    • Each difficulty has a different Item Power reward. Complete harder difficulties for better rewards. Are you up to the challenge? Butter isn’t.

  • Map Selection

    • New: Select any Map

    • Selecting the Any Map button will queue the player for any available map for the Game Mode and Difficulty.

  • Queueing

    • Players will now see a countdown when using Quick Match. After the countdown has elapsed, the map will launch.

    • Players can hit K during the countdown to leave the queue.

    • Countdown timers are disabled for private matches.

  • Minimum Party Counts

    • When queueing for these maps, the server will wait until enough players are matchmaking to that map.

    • Instead of a countdown, players will see the time elapsed, until a full party is formed.

    • Players can exit this queue at any time.


Onslaught Mode and Onslaught Loot

  • You’ve been waiting, and now it’s go time! Onslaught is a survival mode where players pick a reward at the beginning of the match and play to their heart’s desire. (Or until that one Javelin Thrower pierces your heart. I mean, core.)

  • Onslaught plays out over a series of rounds and waves. There are three waves to every round. At the beginning of a round, you’ll have an unlimited Build Phase. Between each wave in a round, you’ll have a time-limited Build Phase.

    • The rounds are themed to specific enemies. So look out for the Spooky Skeletons and Kobold Rushes.

    • The rounds will also have secondary traits that will change per round. These are  buffs to the enemies during the round that will keep you on your toes. These will change with the themes and be different each round. This means round 1 could be speedy goblin hordes. But this also means you could have a healthy Dark Mage round at some point.  *Shudders*

  • Once you unlock your first Onslaught map, you will be able to start playing for that sweet new item you’ve been wanting. Want an awesome new weapon? Select the weapon reward category and start running through Onslaught. You’ll get your selected category round at the end of each round. Keep your wits about you though, as Onslaught will be no cakewalk. How far can you get?

  • There are unique pet and weapon rewards you can only find in Onslaught mode. But we’re not going to tell you what they are, because that’d ruin the fun.


Additional Difficulties

  • Campaign - Easy, Normal

    • Campaign will only support Easy and Normal. Players that are new to the game will play through the Easy difficulty. Easy allows players to get used to the game mechanics while still presenting some challenge. Normal Campaign is for those who are somewhat familiar with Dungeon Defenders. While still explaining the mechanics of the game, you can expect a moderate challenge while playing Campaign Normal. Normal Campaign can be completed with 1 hero type.

  • Freeplay - Easy, Normal, Hard

    • Free Play Easy - This is what you graduate into after completing Campaign Easy. This will be content cruising and allow you to experience Dungeon Defenders 2 at a non-threatening pace. As this will be easy, you won’t see huge leaps in Item Power as you progress. You can expect to play this content with one hero type.

    • Free Play Normal - This is what you will graduate into after completing the Campaign on Normal. This is a standard challenge for those who are confident with the game’s mechanics. To go along with this challenge, you will see a bump in Item Power as you progress. This will be where players will start to want to play with different heroes. While it isn’t required, different hero types will definitely make things easier.

    • Free Play Hard - Now we’re talking. Free Play Hard will be a considerate challenge to those who are well-versed in the game’s mechanics. Those who are willing to tackle Free Play Hard will need to know how to combat the resistances, they will need the right gear, and they will need to have some solid builds. Good luck.

  • End Game - Easy, Normal, Hard, Nightmare I - IV

    • End Game Easy - So you made it through the Campaign Easy and Free Play Easy, but you wanna see some different stuff? Move onto End Game Easy! You will be able to see some new gametypes, some incursions, and some standard maps.

    • End Game Normal - Now that you are max level, it’s time to start getting your builds together. Wanna move onto End Game Hard? It would be a good idea to start here. Look out for different special enemies, more waves, more enemies and more rewards.

    • End Game Hard - Well now, aren’t we proud of ourselves? Made it all the way to End Game Hard, did ya? Well godspeed Defenders, because things are getting to be a little crazy. The Old Ones are sending more special enemies and more Ogres at you than you’ve seen previously. Now with more waves!

    • End Game NIGHTMARE I

      • So it begins. Nightmare. They don’t call it Nightmare for nothing. Here starts the hardest challenge you will face in Dungeon Defenders II yet. The Old Ones are pretty sore you’ve made it this far and will be throwing everything they can at you. Only the most prepared and skilled heroes can make it through such daunting odds.

    • End Game NIGHTMARE II

      • I guess that difficulty wasn’t enough for you, brave Defenders. Never fear, the challenge is only increased in Nightmare II. Get higher Item Power to even think about surviving Nightmare II.

    • End Game NIGHTMARE III

      • Let the games begin. Now that you’ve conquered Nightmare II, Nightmare III presents it’s own set of challenges. Bring your gear and skills to Nightmare III and pray to make it past Wave 1.

    • End Game NIGHTMARE IV?!?!

      • What’s this? You dare challenge the Old Ones?! Be afraid. Be very afraid. Be as afraid as a ‘90s middle school kid watching Are You Afraid of the Dark at night. As the hardest challenge you can attempt in DD2, you certainly will need the right Item Power and guts to face Nightmare IV.


Billboard Update

  • A new coat of paint on the billboards, in both default and detailed view.

  • Trait System - Bonus buffs and resistances are now applied to entire lanes. These are showcased on the new indicators on the billboards!


NPC Dialogue Boxes

  • NPCs can now talk! And boy, are they chatty.

  • Players can approach NPCs in Tavern for happy talk fun times.

  • Please keep in mind that Etherians are just now learning to speak and might have their text changed in a future update as they become more eloquent.


Tutorial

  • Tutorial Map

    • To help all your friends learn to use their green mana before hitting ‘G.’

  • Quests

    • New rewards like Skill Spheres, pet eggs, loot, stuff, and monkeys.

    • Shops are unlocked in an order that helps introduce the game bit by bit instead of everything in your face at once. And yes, this means you have to save The Keeper & The Stable Boy before hatching your cuddly friends.


Daily Missions

  • You can now stack up to three Daily Missions!

  • New UI! This will pop up the first time you enter the Tavern so you know what’s up!

  • You can also access your Daily Mission & Quest menu from the Forge by clicking on a big red exclamation mark! It pulses (a little too much)!

  • Quests are now in! The intent is to guide players through our game and introduce all the cool stuff in a more digestible manner.

  • We added a bunch of new Daily Missions, and the Daily Mission system will now unlock after completing the Campaign.

  • Monthly Missions! Cool new rewards that will update monthly!


Hero Deck

  • Added a fourth Hero Deck slot!

  • Hero Deck slots are unlocked as you progress.

  • Players can now buy more Hero Creation Slots with premium currency! Early Access players start with 6 Hero Creation Slots.

  • Heroes that are maxed out and in your Hero Deck will give an XP boost to your other Heroes!


New Ubers

  • 6 New Ubers! Like the Ubers you’re playing with for towers, these may adjust the style of which you play. They’re not meant to be direct upgrades, but situationally better for certain builds and times in combat.

  • All Heroes:

    • Chance when a defense gets hit to be shielded for a percentage of your Defense Health Stat.

    • Chance when a defense gets hit to deal damage around it based on a percentage of your Defense Power Stat.

    • You can pick one of these Ubers when you hit level 50 with your first hero or buy them from Gran’Masta.

  • Huntress:

    • Sticky Grenades

      • The Huntress’s concussive shots no longer stun but stick to surfaces now. When an enemy triggers one, the enemy takes damage based on a percentage of your Ability Power Stat. Cooldown reduced but cost increased.

  • Squire

    • Empowered Sword Beam

      • The Squire’s Sword Beam now returns back to the Squire. When it reaches the Squire, it detonates causing damage in an area around him. The more enemies the Sword Beam hits as it travels, the more damage it will deal.

  • Apprentice

    • Empowered Tornado

      • The Apprentice’s Tornado no longer hits multiple targets. The Tornado now stops on the first target hit lifting that target into the air and dealing more damage to that target. The tornado also picks another nearby enemy and does the same amount of damage to that enemy.

  • Monk:

    • Shielding Wave

      • The Monk’s healing ability no longer heals heroes but instead shields nearby defenses for a percentage of the Monk’s Defense Health stat.

  • Hero specific Ubers can be purchased with Betsy tokens.


Loot/Item Revamp

  • Items are now entirely based on the new Item Power system!

  • Based on the Tier and Item Power of an item, it calculates what the stats for that item should be.

  • You can always expect an item with higher Item Power of the same Tier to have higher numbers. You can also expect items with similar Item Power to have similar numbers.

  • Tier adds some variation on the stats on top of the Item Power system.

  • In the new system, a Legendary item of Item Power X will be equivalent to a Powerful with a higher Item Power, ensuring that you always get some upgrades.

  • Maps now have a suggested/required Item Power number

    • Suggested:  In Private Matches, you can still play a map that you do not have the suggested Item Power for, but good luck with that.

    • Required:  For public games, you cannot join a game that you do not have the required Item Power for.

  • Different maps, difficulties, and game modes now drop different Item Power ranges.

    • The Item Power range on a map is split into three buckets:

      • Common: lower end

      • Uncommon: mid range

      • Rare: higher end

    • This means that you are less likely to see an Item Power 200 item in a bucket between 150 and 200.

  • Secondary and Primary Stats on items have been reworked

    • Secondary Stats should now roll with similar numbers if you have two secondaries on an item. They will have the same number value associated with them but different stats. This was done to help you better understand and equate items to one another.

  • Passives have been rebalanced with the new Item Power & Level Cap increase - this is still a work in progress.

  • Stats on items have been reworked:

    • Defense Attack Rate has been removed as a Primary and Secondary stat that can appear on items.

    • Defense Attack Rate Skill Spheres are still in the game.

    • Four new stats were added to the game:

      • Defense Critical Damage

      • Defense Critical Chance

      • Hero Critical Damage

      • Hero Critical Chance

    • Critical Chance does not appear on items as a primary or secondary stat but can appear on Skill Spheres and passives.

    • Defenses and Heroes have a Crit Chance cap.

    • Critical Damage can now appear as a Primary or Secondary Stat.

    • Critical Damage can appear on Skill Spheres as well.

    • Critical Damage is additive rather than multiplicative.

    • Crit Explained:  Whenever you hit a target, there is a chance that you would deal critical damage to that target. The chance is based on your Crit Chance stat and the damage is based on your Crit Damage stat. Heroes, abilities and defenses have different potentials for Crit Damage. Some have a high Crit Damage potential and some have a lower Crit Damage potential.

    • We’d love to hear some feedback on the new Crit System as we intend to refine the balance in a future update.

  • Passive rebalance in the works:  We’re gradually transitioning to have defenses, abilities and passives scale based on a percentage of your state. As an example, the new Slayer Legendary Weapons will increase in effectiveness the more points you have in a specific stat. This transition allows us to better explain to all of you just how these passives work and what exactly you need to do to make it better. We feel this will result in cooler builds emerging over time. We’ve only done this on a select handful of items, defenses and abilities (read balance changes), but we’ll be transitioning the rest in a future update. Let us know how you feel about this.

  • A note on Item Power:  With the Item Power system and balance changes, the game should feel very different than it did before. Old strategies may not be as effective as more and more new strategies start to emerge. Our goal is to provide you all with as many tools as possible to be as creative as you possibly can in coming up with cool fun builds. We’re one huge step closer with this update, and we hope you’ll enjoy it.


Resistance Rework & Trait System

  • Certain enemies used to be classified as Physical Resistant, Magical Resistant or Neutral. We’ve done away with that system in favor of a new trait system.

  • Under the new trait system, all enemies can appear as Physically Resistant, Magically Resistant or Neutral.

  • The spawners that enemies come out from now have the potential to have:

    • One Primary Trait

    • Multiple Secondary Traits

  • Primary Traits are always resistance buffs

    • These buffs increase in intensity based on your difficulty getting as high as 75% resistant in Nightmare mode.

  • Secondary Traits are more flavorful traits that are meant to provide new challenges.

  • This update has the following traits:

    • Mighty: enemies that spawn deal +X% attack damage

    • Trollblood: enemies that spawn regenerate X health every 5 seconds

    • Grounded: enemies that spawn cannot be knocked up

    • Speedy: enemies that spawn move X% faster

    • Healthy: enemies that spawn have X% more health

    • Tenacious: enemies that spawn have X% resistance to crowd control effects

    • Chrome: you all know what this is!

  • In the future, we’ll be expanding on this trait system to add more interesting traits -- some that can even benefit the player!

  • To see what traits a spawner has, you can press Shift to read the new billboards.

  • Enemies that spawn from a spawner will have all the Traits associated with that spawner.

  • Traits start coming online gradually as you play through the Campaign and different difficulties.


Miscellaneous

  • I for inventory is now in the game! We maintained the functionality for going to the Forge so it cannot be accessed during Build Phase, nor can you access it during cutscenes.


Balance


  • The balance of the game has shifted to almost entirely pivot on Item Power. So much has changed! But we still have a LOT more changes coming in future updates! For the time being, we’d like to gather some of your feedback on some of the recent changes but keep in mind the balance is not yet final. Also thank Blacksmith and the whole rest of the team if you can! They’re killing themselves for you guys.

  • Green mana is given out more generously now! Trust us, you’ll need it.

  • All Defenses got a substantial Defense Health increase based on the type of defense they are. Towers received a good boost, and blockades received a substantial boost.

  • Adjustments have been made to solo play as well. When playing solo, you will notice only 1 or 2 high “threat” lanes. Look for this information using Left Shift and seeing where the problem enemies coming. This is where you will need to focus your attention as a hero. The other lanes will generally take care of themselves with solid tower setups.

  • Enemies now like to stick together. You will see less “globs of every enemy in the game coming down the lane” and more “We are Warboars, fear our numbers” sort of deal.

  • All enemy scalars have been redone. All enemy stats are now based around the Item Power of the content, which should make balancing and providing a fair challenge much, much easier.

  • To match the new Item Stat & Item Power system, many Defenses and Abilities have been rebalanced.

  • Reduced Electrocute stun duration from 2.5 to 1.0 seconds. Did we take it too far this time?

  • The Dark Mage is cultivating mass, bro. Increased Dark Mage mass 300 -> 400. Now he is no longer interrupted by Squire/Monk melee attacks. Just try and move him!


Defenses

  • Cannonball Tower (Squire)

    • Damage increased by 28%

    • Minor adjustments to projectiles

  • Flamethrower Uber (Apprentice)

    • Its numbers were redone to make it more powerful and viable for end game play - it has reduced crit damage scaling but higher flat DPS output.

  • Heavy Cannonball Tower (Squire)

    • Damage at max range compared to Cannonball is now +30% if AoE is utilized

    • Damage at min range compared to the Cannonball is now -36% if AoE is utilized

    • This should reward players that place the Heavy Cannonball Tower effectively and punish those that do not

  • Lightning Aura (Monk)

    • Scaling for upgrades adjusted to match other defenses

    • Damage increased by about 10%

  • Lightning Strikes (Monk)

    • Adjusted scaling for upgrades to match other defenses

    • Damage reduced by about 50%

    • Has higher Crit Damage scaling

  • Explosive Trap (Huntress)

    • Damage reduced by 25%

    • Has higher Crit Damage scaling

  • Elemental Chaos Uber (Huntress)

    • Base Damage Buffed by about 18%

    • Crit Damage scaling is high

    • Found a bug with the fire proc effect not dealing any damage. Fixed the bug.

    • Fire Damage Over Time now deals 100% of your Defense Power as damage over 1 second before fading - the DoT can crit, too.

  • Napalm Balloon (Huntress)

    • Damage increased by 20%

    • Crit Damage set to moderate

    • Upgrade scaling adjusted to match other defenses

  • Poison Dart Tower (Huntress)

    • Damage increased by roughly 50%

    • Crit Damage is very low

    • Fixed some upgrade scaling issues

  • Geyser Trap (Huntress)

    • Damage increased substantially! (+400% since it is on such a long cooldown)

    • Crit Damage is very low

  • Skyguard Tower (Monk)

    • Skyguard Damage buffed by 100%

    • Crit Damage is high

    • Upgrade scalars fixed to match other defenses

  • Earthshatter Tower (Apprentice)

    • Damage increased by 76%

    • Crit Damage is moderate

    • Upgrade scalars fixed to match other defenses

  • Arcane Blockade (Apprentice)

    • Damage increased by 100%

    • Critical Chance high

    • Upgrade scalars fixed to match other defenses

  • Training Dummy (Squire)

    • Damage reduced to 25%

    • Critical Damage is moderate

    • Upgrade scalars fixed to match other defenses

  • Spike Blockade (Squire)

    • Damage increased by 55%

    • Critical Damage is moderate

  • Harpoon (Squire)

    • Base damage increased by 72%

    • Critical Damage high

    • Range increased by 10%

    • Upgrade scaling reduced to match other defenses


Abilities

  • Arcane Volley (Apprentice)

    • Damage reduced by about 10%

    • Crit potential set to high

  • Tornado (Apprentice)

    • Damage reduced by 50%

    • Damage potential is still relatively high if it hits a marked target

    • Crit Damage potential is high

  • Mana Bomb (Apprentice)

    • Massive damage buff: 300% if used with Arcane Marks

    • Crit potential is moderate

  • Concussive Shots (Huntress)

    • Damage increased by over 50%

    • Crit potential is low

  • Oil Flask (Huntress)

    • Damage increased by 23%

    • Crit potential is low

  • Piercing Shot (Huntress)

    • Damage increased by 250%

    • Crit damage set to high

  • Pole Smash (Monk)

    • Damage increased by 47%

    • Crit potential is low

  • Chi Blast (Monk)

    • Damage increased

    • Crit potential is moderate

  • Sword Beam (Squire)

    • Damage doubled (almost)

    • Crit potential is high

  • Taunt (Squire)

    • Duration scaling reduced slightly

    • Damage buff increased slightly

  • Seismic Slam (Squire)

    • Damage increased by 250%

    • Crit scaling pretty low

    • Stun duration reduced to 2.5 seconds

    • Stun duration now scales with ability power (0.001% increase per point) - theoretical max is 6 seconds

  • Frostbite Tower (Apprentice)

    • Now reduces enemy attack speed by 20% but does not scale with anything


New Passives

  • Slayer passives can now be found in Onslaught Mode! *guitar riff!*

  • Slayer passives appear on hero-specific items.

    • Added tooltips for Slayer passives. Then removed them. Then put something else in and called it done. It's "functional."

  • Added Drakin Slayer passive on Legendary Shields. Killing Drakins gives charges, and blocking uses those charges to spawn fireballs. Half of the time. The other half of the time it just doesn't work... at all.

  • Dark Mage Slayer passive added on Legendary Magic Staves. With this passive, killing Dark Mages gives charges, and fully-charged secondary attacks use those charges to stun enemies.

  • Lady Orc Slayer passive added on Legendary Bows: Killing Lady Orcs gives charges, and fully-charged secondary attacks use charges to deal extra damage, you monster. Also this passive has no visual feedback. Maybe we'll add it eventually.

  • Kobold Slayer passive appears on Legendary Polearms. Killing Kobolds gives charges, and secondary attacks use charges to spawn death-dealing fireworks and something hilarious we'll let you discover for yourself.

  • Taser Suit passive can now appear in Victory Chests. You'll never want to leave home without it!


Passive Bug Fixes & Changes

  • Removed more useless passives from high-end gear! So now, XP passives can't roll on end-game gear.

  • Gave passives names for the first time. Look out for Apple, Blue and North. They're our favorites. (Don't tell Moses.)

  • Made Life Leech leech less life. Reduced heal value by ~60% and reduced max heal value at level 25 to 60.

  • Banned Dancing: Footloose (Movement Speed) values normalized and completely rebalanced. Met Kevin Bacon. Increased Movement Speed in the ~7.5 - 20% range depending on level and tier.

  • Created the ultimate pair of boots. Proud of our creation, like new parents, we slipped our toes into their soles. Words cannot describe what happened next. Sprint passive disabled and removed from boots until further inspection (and less fear).

  • Made stuff in the game better match stuff in the editor. You'd think they'd be the same, but...

  • Made Heroic Presence more heroic. Increased Heal component scaling of Heroic Wave 1.01 -> 1.5. Side effect: Shielding Wave is now dope.

  • Superconductor (Ability Cost) passive values slightly reduced. Why? Because we felt like it.

  • We broke the Radiance (Aura Range) passive. Then we fixed it. And then it broke again (all by itself, we swear!). So in anticipation of fixing it next patch, we reduced its values.

  • Disciplined the Victory Smell (Blaze Balloon Burn Rate) passive. Reduced its values to more closely match DPS increase of other defense-focused passives.

  • Vector Corrector (Defense Range) passive’s increase of projectile tower range reduced so you can find more of it!

  • In case you haven't caught on yet, passives were broken. How broken? Post-Disney Channel broken.

  • Retribution passive increased a TON. It now appears on Torso and Shield items like it always should have.

  • Black Arrow (Ballista Damage Magic) passive bonus damage doubled. Then doubled again. Then divided by four, multiplied by three point five, squared, thrown in a blender, and added to pi. After all of this we lost track of how much we increased and wrote the patch note "Black Arrow Special Stat bonus greatly increased." We also learned to hate fractions.

  • Fault Line (Earthshatter Radius) radius bonus slightly increased.


Content

  • Various optimizations across all maps.

  • So, how about that War Table? Viewable in all of its 3D glory (no WASD camera motion, sorry to those of you spoiled by the Azeroth trailer) and you’ll be able to select maps from there or from the UI on the left. We can’t wait to expand the world further!

  • Pets!

    • There are a lot of new pets. Like, 4x the previous number.  

    • Evolution is unlocked, but to clarify, only token pets (Betsy) and premium pets will evolve visually at the moment.

    • You may see some abilities get more impressive as they change form, though.

    • Watch for the monthly and weekly reward pets to get your shot at rare content, some with enhanced visual effects. We won’t spoil which. You’ll just have to watch!

  • Premium Pets!

    • Table Flip Demon

    • Kakarot

    • Shinobi Kitty

  • New Costumes!

    • Cap’n Monk

    • Farmboy Apprentice

    • Tiguar Monk


Bug Fixes

  • Fixed an issue where players who were too high were unable to place towers. We mean... too high up.

  • Increased the mana crystal cap that can be present in the world. Also, we added a 2-unit mana crystal. Hey, every unit counts, amirite guys?

  • Fixed one of the issues that was causing items to be lost in the inventory. It was all Tony’s fault. [[4968,hashtags]] (We don’t even have an employee named Tony, but we’d like one so we can blame him. Are you a Tony? We’re hiring!)

  • Fixed an issue with the Token Shop UI where the items could scroll outside of the window. That's just not allowed. Geez.

  • Apprentice’s secondary attack now pops the Blaze Balloon. Upcoming updates will add “locking” and “dropping” functionality to his newfound popping feature.

  • Numerous audio issues have been fixed. We said, NUMEROUS AUDIO ISSUES HAVE BEEN FIXED.

  • Hunted down that pesky fox stealing your eggs before they hatched. Sadly, that means we can’t have that Dora crossover like we planned.

  • Fixed an issue where the Drakin could get stuck in the River High Path on Little-Horn Valley. Now to fix the million and one other places they get stuck. Sewers, we’re looking at you.

  • Fixed an issue where the bow could appear incorrectly for the Huntress when swapping Heroes. Don't worry, we haven't fully eliminated Franken-heroes yet.

  • Fixed several issues with the Costume Shop. Introduced several other ones, which are arguably way worse.


Important Known Issues

  • There are multiple issues with the pets system. Most of them can be fixed by closing and reopening the Pets UI.

  • The Quests and Daily Missions UI can pop up randomly. They just really like you.

  • Monthly Missions do not give out rewards. We’d make a joke here, but we don’t feel it’s appropriate. This will be fixed very, very soon.

  • Players can easily obstruct the cosmetic preview, causing some really hilarious situations.

  • Gold Bonus Sphere IV Skill Sphere will activate for heroes who do not have the Skill Sphere equipped. You’re welcome.

  • Special Enemies killed in two of the Liferoot Forest maps don’t contribute to the “Special Delivery” challenge. This is because they’re extra special. On the other hand, new Special Enemies don’t count at all, because they aren’t special enough.

  • BOOM HEAD-SHOT CHALLENGE DOES NOT BOOM if you use the Huntress’s secondary attack.

  • The “Use the Boost” challenge is challenged. This is becoming a pattern.

  • Stun VFX only display when they want to. Unfortunately, this is pretty much never.

  • Enemies like each other a little too much. This is causing some stuckage and clumping. Clumping is one of those words that sounds pretty dirty is you don’t know its definition. “Are you clumping in there, Bobby?”

  • Players can’t rebind the Inventory key. Why? Because the Influence Vote was “I for Inventory.” Duh.

  • Some pet abilities don’t have sounds. Others don’t have VFX. The rest are generally awesome.

  • Sometimes heroes do not stay in the equipped Hero slot when joining a map. These heroes are cowards.

  • Opening a mana node can erase mana on the map if there’s too much mana on the floor already. Proceed with caution.

  • This known issue doesn’t matter. Or maybe it did. We don’t know anymore.

  • Immediate Messages are a little too immediate. Also, this list is too long.

  • Matchmaking is not finished yet.

  • Unlock UI text for shop vendors will never disappear.

  • The Fire Cart environmental trap is just for show. Damage coming soon. Some men just want to watch the world burn without doing any real harm.

  • “Transform Egg” malfunctions on eggs that are currently incubating.

  • The prices for items in the Token Shop show up as “0” in the purchase confirmation screen.

  • Drench on weapons can become super OP.

  • The Life Leech passive can be exploited. Go figure.

  • FLOATING WEAPONS EVERYWHERE.

  • If a player in your party swaps heroes while you have items selected for sale, their sell values will become negative. Who knows what will happen if you click sell after that. Please don’t. But if you do, videotape it. Off-screen, shaky cam, standard def.

  • Small Melee goblins from “Just Grate” can’t seem to find the core.

  • Clicking the Play button on the Title Screen while joining a friend’s game is a good way to lose a friend.

  • Tooltips don’t display on the Missions or Hero Deck screens.

  • Tier 2 Provoke Duration and Provoke Speed Spheres are listed as Tier 1. Only some of us can count.

  • The Etherian Hero challenge does not update its tracker when you complete a map.

  • Inspect Defense only half works. Skill Spheres do not apply.

  • Lots of passives are broken. Also lots of them are fixed, so that’s something.

  • Don’t press G in Onslaught Mode before you select a reward type. We warned you.

  • The “Not Enough Gems!” prompt is ugly.

  • Witherbeasts can be blindingly bright. We chose to view this as a feature, not a bug.

  • Some tooltips are showing up as red for no reason at all.

  • In a Private Tavern, you can try to create a hero, but it won’t do anything. This will be fixed when there is only one tavern.

  • Apprentice Flamethrower Uber hits further than its VFX extends. It’s hot folks.

  • There are misspelings and hippos.

  • When you “Transform” an egg, it doesn’t look cooler. It should. We made the art for it.

  • NPCs can’t read your keybinds. They just learned to talk, what do you expect?

  • Pet Evolution items do not stack correctly. At least they work now.

  • Re-rolled pet stats don’t display as whole numbers.

  • Some descriptions for the Uber Skill Spheres are too long and refuse to display.

iamisom

Patch 9.8 for Steam

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We’re one week away from the Dragonfall Carnival update! Next week’s update includes the eponymous Dragonfall Carnival, the new Heroes Marketplace outdoor social hub, bug fixes and more. While we focus on getting the update ready, here’s a quick patch that includes the new Monthly Mission, a few bug fixes and a sale.


New Monthly Mission (Begins at 11AM EST)

  • Show the dwellers of Etheria your love! Save the Kobolds and Quab from a horrible demise and give your pets some attention!

  • Requirements:

    • Gain 50 Pet Affection Levels!

    • Help stop 500 Kobolds before ignition!

    • Defend the Quab 5 times!

  • Rewards:

    • Big Bundle of Pet Love (New Consumable:  Increases Pet Affection)

    • 300,000 Gold

    • 40 Wyvern Tokens

    • Title:  The Lover


Bug Fixes

  • Player towers are no longer removed from gameplay maps when a player leaves.

  • Fixed an issue with enemy pathing on Ramparts Siege.


Moving Day Sale

  • In preparation of next week’s move to the new outdoor Heroes Marketplace, the Costume Shop is having a sale!

  • Get 25% off these Costumes!

    • Farmboy Apprentice

    • Academy Apprentice

    • Dryad Apprentice

    • Goblin Infiltrator huntress

    • Tiguar Monk

    • Capt’n Monk

    • Sweet Dreams Squire

  • Get 10% off Inventory and Pet Bag Space!

  • Get 10% off these Costumes!

    • Magma Mage

    • Ramster Knight Squire

    • Red Riding Huntress

  • Get 10% off these Pets!

    • Table Flipper

    • Shinobi Kitty

    • Evilwick

  • Hurry! These discounts disappear February 9th!


Remember:  The Dragonfall Carnival update comes out on February 9th! You might hear more about the update very soon. Perhaps in some sort of update page or video.


Love,

The Trendy Team

iamisom

Patch 9.7 for Steam

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Here are the notes for Patch 9.7 on Steam!

Features

  • Added toggle in the Options menu to disable already-viewed skippable cutscenes!

    • This means any intro/outro cutscenes (like the Liferoot Forest victory cutscene) that you have already seen won’t appear again. The exception to this is any cutscene that occurs mid-match (like the Betsy intro on Wave 5) as this operates differently from the other cutscenes.

  • When players leave a tavern, their towers are now automatically sold.


Optimization Bug Fix

  • Fixed a bug where the game would use an integrated graphics card instead of a dedicated card if both were available. This should increase performance for some players with high-end PCs.


Balance

  • Towering Poison Health Update

    • Increased Defense Health bonus of Towering Poison passive.

    • 80% Increase -> 130% Increase (Max).

    • Minimum values increased to maintain parity with new maxes, which should retroactively buff all existing Towering Poison items.

  • Crystalline Saber now follows the Loot V2 stat/passive rules.


Bug Fixes

  • Added a tentative fix for minibosses (like Ogres) getting stuck in spawners. Please let us know if you’re still seeing stuck minibosses and be sure to include information on spawn location, map, mode and difficulty.

  • Zen Monument now decreases time between healing ticks as intended.

  • Fixed a bug where the Crystalline Saber was dropping way more than intended. Now other build weapons should appear more often.

  • Fixed a Daily Mission issue where certain Daily Missions that were supposed to reward lockbox keys were, surprise, not rewarding those keys.

  • Fixed an issue where Fuse Initiate didn’t give enough gold. Now it does!

  • Fixed a bug where item tooltips wouldn’t display in the Inventory if a player opened and closed the chat window while the tooltip was on screen.

  • Fixed an issue where dragging the Scroll Bar down to the Pet Bag would cause the Scroll Bar to pop back up to the top of the Inventory.

  • Fixed a Daily Mission tooltip issue where the tooltips for the Random Consumables displayed only a few of the possible rewards (the pet eggs). The other consumable possibilities were omitted.

  • Fixed a text issue that would happen if a player rebound the Ready Up key.

  • Fixed an issue where the Holy Buff would stack on Temple of the Necrotic.

  • Fixed an issue where the Scourge Dragon’s projectiles would arrive after the enemy has already been damaged.

  • Fixed a War Table text issue where it would display “Knight Commander” instead of “War Table,” causing general confusion.

  • Fixed a tooltip display error.

  • Fixed an issue where the Betsy icon was displaying on the Harbinger HUD.


Other Notes

  • EU server is now located in Ireland.

  • Oceanic server is now located in Sydney.


iamisom

Patch 9.6 for Steam

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Here are the notes for Patch 9.6 on Steam!


Content

  • New Squire Costume:  Ebonfire Warlord!


Balance

  • Hearty Blockade (Spike Blockade):

    • Hearty Blockade now increases Defense Health based on Defense Health (was based on Hero Health); old items should receive the updated passive.

    • Shields now have an exception to generate with Hearty Blockade.

    • Increasing Hearty Blockade per-piece maximum to 20%-25% to achieve comparatively same maximum health as before this update.

      • Existing items will update to a comparatively useful new value.

    • You can read more about these changes in Brett’s thread.

  • Null Void (Training Dummy):  Increased health bonus from 120% to 150%.

  • Arcane Resilience (Arcane Barrier):  Increased health bonus from 100% to 140%.

  • Increased minimum value on Null Void and Arcane Barrier from 70% of Max to 80% of Max.

  • Guardian (Hero Health + Defense Health) stat combination removed from rolling

    • Weighting that assigned to Guardian moved to Rook (DP + DH)

  • Pet debuffs that can stack now have their damage potential capped. Note:  There’s a bug where some pet abilities can only stack if the pets involved are of different evolution tiers. We’re looking into this.


Bug Fixes

  • Ogres teleported by Null Void will be placed just outside of the spawner to avoid getting stuck.

  • Fixed an issue where the Frostbite Tower wouldn’t attack enemies at Tiers 4 and 5.

  • Victory Smell now decreases time between burn rate ticks as intended.

  • Fixed an issue where quickly toggling a bag will glitch it and prevent it from appearing/disappearing until toggled slowly.

  • Onslaught Currency Reward should now properly appear at the end of each round.

  • Fixed a bug where pet stats could reroll the same as the current value.

  • Players can now properly skip the end-of-match timer after losing on The Dead Road or Temple of the Necrotic.

  • Removed some lingering VFX from the Tavern weapons rack.

  • Sound now plays when players gain the Holy Buff on Temple of the Necrotic.

  • Added an error message if a player tries to purchase a sale item as the sale starts/ends.

  • Fixed a visual bug that occurred when purchasing a pet slot upgrade.

  • Fixed an issue where some pet animations weren’t playing if players were using the Apprentice or Huntress.

  • Fixed an issue where airlanes were displaying Nightmare evil eyes in the lane spawners.

  • Fixed a typo in the Howling passive description.

  • Fixed a collision issue on mana nodes.

  • Fixed some lingering winter NPC text issues.

  • Fixed a typo in the Dark Shawl costume description.


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