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Kim
nvidia-Blog

We've teamed up with NVIDIA® to giveaway a newly unveiled NVIDIA® SHIELD™ tablet and five NVIDIA® SHIELD™ portables! Plus, we have five GeForce GTX 760 graphics cards to sweeten the pot. To enter, all you need to do is sign up for the contest on our Facebook page by clicking here!

One grand-prize winner will receive an NVIDIA® SHIELD™ tablet, an NVIDIA® SHIELD™ portable, a GeForce GTX 760 graphics card, a DDE mousepad signed by the dev team, a DD2 T-shirt and a NVIDIA® SHIELD™ controller -- an $800 value! Four runners-up will receive an NVIDIA® SHIELD™, a GeForce GTX 760 graphics card, a DDE mousepad and a DD2 T-shirt!

That’s not all. Everyone who enters the contest will receive a code for an exclusive in-game Squire “NVIDIA® Shield” for Dungeon Defenders Eternity!

squireshieldnvidiagoblin

 

For your chance to win, click here!

For the full contest rules, click here!

Good luck!
Joesith

A Bold New World

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

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

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

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

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

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

Also, there's still time to enter the giveaway on the Javelin Thrower Boogie blog!
LaurawantsaCow
Holiday-Blog3.jpg



As 2013 comes to an end, were already feeling the icy chill of winter here at Trendy. I had to take out my winter coat to endure the frigid 65 degree weather. And thats not even counting the cow blanket that permanently warms my office chair!



Were going to take a detailed look at this past year in review in January, but for now heres a brief summary:



In March: We headed to Boston for PAX East.



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In October: We narrowed our focus to a true Dungeon Defenders sequel and unveiled the games new direction to the world at NYCC.



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In November: Studio Director Dave Lloyd shared our five pillars, beloved Community Manager iamisom returned, and the Defense Council raised over $16,000 for Childs Play.







And that brings us to December. Its been a busy few weeks here at Trendy, but this is our last post for the year. Our studio will be closed from December 23rd through January 1st as we spend some much-deserved rest and relaxation time with our families. Well hit the ground running in 2014. After a few warm-up laps. And maybe some stretches.



Before we leave for the comforts of 8-Bit Wreaths and Gingerbread Death Stars, we have a very special gift for you.



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Isnt she a beauty? This is one of our first pieces of loot for Dungeon Defenders II, and while its got all the style and substance you could want, its missing one thing: A name! We tried throwing a few trays worth of Scrabble tiles at the artists and seeing what stuck (literally), but just as I was about to slingshot a Triple Word Score at them, Josh thought of an even better solution. Lets get the fans to name it! Brilliant.



So what will it be? Will you go for the minimalist approach (Dwayne seems to be a big hit for the lightning bug around the office) or something epicly verbose? Leave a comment below with your proposed name and when we get back from our break, Creative Director Danny Araya will choose his favorite. The winner will receive a seat on the Defense Council, and the winning name will adorn this lovely piece of loot!



And remember, while Council members arent eligible to win a seat, we still want to hear your ideas! If you win, well give you something special.



From our family at Trendy to yours, we wish you a safe and happy holiday. See you next year!



iamisom

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Update:  EV2 is getting some last-minute upgrades, so she's not quite ready for the spotlight. Trailer coming later this week!


Series EV2 lands in May. Are you ready?

Keep your eyes peeled this week for the Series EV2 trailer and release date. Then, on May 13th, tune into the Devstream at 5PM EDT for her complete gameplay reveal!

Here’s what we’ve revealed so far:


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Proton Beam

EV2 has two extendable node defenses. Node defenses allow you to connect point A to B to C and on and on, letting you create unique setups and patterns. We expect "Hi" will be the tamest thing we see in the Steam screenshots section...

Anyways, her first node defense is the Proton Beam, which zaps enemies as they walk through it, which we hear is quite painful. We wouldn't know. We're not dumb enough to walk in a straight line while refusing to avoid obstacles.



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Torpedo Beam

Her second node defense is the Torpedo Beam! A slow-moving torpedo travels along the beam, and when it reaches a node, it'll explode. As the torpedo moves through nodes, it deals more and more damage, so long links are gonna deal more damage than short links. See what we did there?


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Anti-Gravity Bots

Her anti-gravity bots are her first ability. Set these bad boys up, and then shoot 'em to make 'em explode. Any nearby bots will also blow up, so you can cluster these in Build Phase preparation and then set 'em off when the big bads start walking through.

Check out the trailer on Tuesday and the Devstream next Friday for her full gameplay reveal!

LAWLTA

The Heroes of Etheria have arrived at Drakenfrost Keep and explored its grounds. Throughout their exploration they unlocked a hidden chamber shrouded in runes around a mage who made the ultimate sacrifice to keep an ancient evil at bay. The seal has been broken, and the Drakenlord lives again! Held at bay for many years, kept alive only by fables, this menacing evil seeks to take back his keep, raise a dragon army, and set out to conquer the lands of Etheria. It is up to you, Defender, to send this juggernaut back to the underworld.

Greeting Defenders,

We unleashed a beast in Patch 4.3, which is now out on ALL platforms! The Drakenlord has come to terrorize the citizens of Etheria, we took a pass at some additional Mod Reroll quality of life, bug fixes, and more. Let’s get into it!

The Drakenlord

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Soaring through the skies of Etheria, the Drakenlord is trying to take back his domain, Drakenfrost Keep. He’s a new boss type that will require you to create unique strategies to take him down, unlike any other boss you’ve fought so far! With his arrival, he may appear in other maps as well. He is now ready to fight you in Expeditions!

Drakenfrost Keep is also now a map that appears in Onslaught. Starting at Floor 39, Drakenfrost Keep appears every 10 floors as a capstone floor (similar to The Lost Temple). This means at Floors 34, 44, 54, 64, etc., you have to defend the Lost Temple, and on Floors 39, 49, 59, 69, etc., you conquer Drakenfrost Keep.

The Drakenlord provides new rewards every week! There are a slew of new weapons AND Mods for you to obtain by slaying him and protecting Etheria.

A costume for the Squire is now available on the Emporium, where you can BECOME the Drakenlord. We’re excited to see how you handle what he has in store for you, and the great rewards that await you.

Mod Reroll

We’ve been all about adding Mod quality of life changes, and here’s another one. Previously we doubled 10/10 drop chances, then last week we ensured that you run into a 10/10 after actively playing for ~10 hours, AND we added a new Mod Reroll material (that can be stored in the Material Vault).

A lot of people have enjoyed these adds, but we thought we’d take it a step further. Mod Rerolls allow you to target specific Mods into becoming 10/10. Some players target farm lower tiers to try and get better luck on a 10/10 dropping for a specific lower Mod (*cough* Tenacity *cough*). We want you all playing content you find engaging, so now Mod Rerolls after a while will guarantee a 10/10 roll. The amount of time is greatly impacted by the ability to buy this material from other players. This change means you can keep climbing or playing content you want, and are guaranteed to eventually get a 10/10 of the Mod you want.

Diminishing Returns

There were a few issues with Diminishing Returns upon release. Most of these problems were related to towers/abilities that could apply a stun more than once a second (i.e. Weapon Manufacturer and Protons). These towers were causing a large spike in diminishing returns that was not intended. On top of that, because of the fast attack rate the drop off of diminishing returns was halted.

Three major issues caused this, Stuns reapplying themselves and adjusting their initial duration each time. This caused initial stuns to a lot last less than intended, which was fixed in today’s update. Second, all Crowd Controls (CC) were adding to the same tenacity pool instead of separated by type (for instance, stuns and slows). This was causing a much higher overall tenacity than expected, which was also fixed in today’s update. The final issue, which we are still working on, is related to how the tenacity fall off is calculated. This is causing some enemies that start at a higher base tenacity when playing with four players to have enemies be nearly immune to CC after their first stun. This is not intended and we are actively looking into a fix to allow players to use theirs stuns as intended.

Communities

This is a feature that we are testing on PC/Steam. There’s a lot of information that we’re going to be gathering with this specific feature, so we want to communicate that there may be times where it’s not working correctly, and it may require game restarts to get it functioning correctly, but will not affect your gameplay specifically.

Communities provide a way for you to gather with up to 30 like-minded Defenders and talk across games and lobbies, invite to party, and more! You can be in up to 5 communities at any time, and are able to create communities whenever you want. Here are some of the functionalities that Communities offer:

  • Give them a unique name (don’t worry, the name filter is working)

  • Give them a three or four letter acronym of your choice.

  • By using “/c1”, “/c2”, “/c3”, “/c4”, and “/c5” you can quickly chat in each of your communities. (You can also use /<insert acronym here> to chat with them as well).

  • Invite players to join your parties in the Town or Private Tavern.

  • Use different ranks (Owner, Officer, and then regular members).

  • Invite and recommend users to join a Community.

There’s a lot more functionality and we’re looking at ways to add more and improve the current setups. We’re looking forward to your constructive feedback and will be doing everything we can to make these Communities great.

Hero Changes

Abyss Lord

  • Towers

    • Skeletal Orc

      • The DU cost is now 30, was previously 35.

Dryad

  • Towers

    • World Tree

      • The DU cost is now 20, was previously 25.

Lavamancer

  • Towers

    • Fissure of Embermount

      • The overlap is now 35% of the max range, was previously 50% (for reference, flame aura overlap is 50%).

Squire

  • Towers

    • Training Dummy

      • The DU cost is now 20, was previously 25.

Bug Fixes

  • Fixed an issue where a small group of player’s pets had invalid stats tied to them.

  • Fixed an issue where Boom chips were functioning incorrectly.

  • Fixed an issue for PS4 users getting kicked to the main menu, and having to restart the game to continue.

  • Fixed an issue with inspecting items on the ground while playing splitscreen for PS4 and Xbox.

  • Fixed an issue when inspecting defenses, it showed the stats of other defenses.

  • Adjusted billboard focus size to make them easier to read.

  • Destructive Pylon and Destruction interaction match the Destructive Pylon tooltip and no longer stack.

  • Fixed an issue when going through incursions and getting put against Malthius.

  • Updated drenching strikes to be affected by electrocute for the correct duration

  • Fixed an issue with pathing in lanes that had translucent objects.

  • Fixed an issue where water chip was sometimes not drenching enemies.

  • Adjusted Vampiric Empowerment to show the correct stat boost on the individual tower inspect screen in the inventory.

  • Fixed an issue where restarting Drakenfrost Keep produced one less core alive.

  • The Haunting Shard now shoots ghosts on secondary attacks.

  • Fixed an issue with Ogres teleporting on the far east lane of The Lost Temple.

  • Fixed an issue with non-leader members of a party get a bad error message when matchmaking.

  • Changed the schedules on Drakenfrost Keep on Chaos VI and VII in Expeditions.

  • Boom mods should now work on everything they’re equipped to.

  • Fixed a framerate drop on Xbox when interacting with enemy schedule billboard.

  • Fixed an issue on PS4 where the menu level music played during the video intro.

  • Fixed an issue on comparing/inspecting items in the inventory if they are not equippable for the current selected hero.

  • Removed an Auto Sort checkbox on the Tinkering UI.

  • Tweaked the VFX for the Accumulator Servo to show the AoE effect.

  • Fixed an issue on Sacrificial Warden adventure when using a controller/gamepad.

  • Fixed an issue for a very small subset of users that caused an issue when coming back from a long break that had them temporarily stuck on Greystone Plaza.

  • Adjusted how Diminishing Return buffs were calculated with different types of debuffs.

  • Adjusted the difficulty of Forest Crossroads, Liferoot Forest, and Betsy during the campaign to be easier.

  • Added elemental effects to weapons dropped during the New User Experience.

  • Adjusted the pickup radius for Primary Reroll and Mod Reroll materials.

  • Fixed an issue on gamepads/controllers with focus while rerolling Mods/Primary stats.

Known Issues

  • Some sources of fire damage from Shards/Mods are not lighting torches correctly on Drakenfrost Keep.

  • If you are not able to use Communities, restart the game to get back into them.

  • Consecutive Win Bonus and Replay From Wave can fail, currently getting a fix ready.

  • Replaying from Wave on Drakenfrost Keep and winning can result in not receiving the special Frost weapons.

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

DanielKaMi
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Greetings Defenders,

We’ve talked about the process of building playable areas, and we’ve shown you how we bring them to life with kismet. But what about the world beyond the playable area? How do we create those epic vistas in the distance in our DD2 maps?

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Setting the Background


The first step in building a background is to craft the main chunks -- for example, a vast mountain range or a clustered group of buildings. These big pieces will determine the volume and space of all the background, so they should be built carefully.

The pictures above show the first iteration done for the background of the Nimbus Reach level. These mountains were done in Maya and exported to UDK to get a preview.

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Small Details and Optimization


Once the big chunks have been made, concept artists will draw a paintover to help level designers get a better idea of what is required for the small details. A second iteration on the big chunks might be made at this stage to better match the paintovers.

To keep the level playable in terms of frames-per-second, most of the small details are built using a very small number of triangles. At this point, we must distinguish between mid- and long-distance objects. The further away the model is from the player, the lower the level of detail should be. For mid-distance objects, we reduce the triangle count of the original object to something above 75%, while long-distance objects are created as planes with an artist´s textures applied to them.

Here are some examples:

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These small details could include unique visual elements from other existing levels. To keep the map well-optimized, we make very low-poly versions of these representative buildings for the background areas to save lots of triangles as you can see in the next picture.

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Also, for all of this optimization work, it is very important to keep in mind the angle at which players will see the background areas. Any area that isn’t visible to the player must be removed.

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Adding Particle Effects


Finally, to bring some life to these backgrounds, our VFX artists design tons of cool particle effects. For example, an artist could include the warm glow of the sun on the horizon, a wisp of smoke escaping a chimney or a flock of birds flying below the clouds.

To give you a better idea on how these particles affect the level, check out the next comparison pic. The map on the left doesn’t have any particle effects while the map on the right is filled with them.

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Final Result


These elements all come together to create the backgrounds you'll see in Dungeon Defenders II. Check out some of the backgrounds we've made so far!

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Which background did you enjoy the most? Let us know in the comments, and you could win a pre-alpha code for Dungeon Defenders II! You have a full week to leave a comment. We’ll pick a random poster and reveal the winner next Tuesday. Don’t have a forum account? It takes less than a minute to join!

The random winner of last week’s Animation Iteration blog is Rakkeon! The winner of our Bringing Maps to Life blog is going to be chosen on Friday. If that blog hits 250 comments, we'll give away TWO codes!
LaurawantsaCow

Huntress-Blog.jpg



Last month we took you a bit deeper into the mind and arsenal of the Squire. If you’re reading this, you somehow survived the trip. We hope you’re ready for another, because this month we’re taking a closer look at the Huntress!

When she was younger, the Huntress spent her time learning to use a crossbow and making mischief with all sorts of traps. After making the journey to her destroyed homeland, she traded in her crossbow for an Elven-made longbow. The switch has only improved her marksmanship, as she can concentrate on a precise and well-aimed shot.

But devastating archery skills aren't the only thing she’s bringing to the table. Her toolkit is also equipped with ample crowd control, along with traps and defenses that deal burst damage as well as damage over time.

Geysertrap


It’s a Trap!


In the original Dungeon Defenders, the Huntress’ traps were primarily built for damage and could easily clear out cannon fodder in a lane. Some of these, like the Darkness Trap, helped control the flow of battle. These days, the Huntress is more aggressive in her means of crowd control. Her new Geyser Trap triggers a massive spout of water that blasts enemies into the air, delaying their pursuit of the core. It also makes them vulnerable to anti-air defenses like the Monk’s Sky Guard Tower, and applies a drenched debuff. If a drenched enemy is zapped by a Storm-infused weapon or defense, they’re immediately stunned, taking massive damage as lightning courses through them.

OilFlask


E.V.O.O -- Exceptionally Volatile (certified Organic!) Oil


The Geyser Trap isn’t the Huntress’ only means of control, or even her only tactic for supporting her allies! When the time is right, she chucks an Oil Flask at her enemies. It shatters on impact and coats foes in a thick layer of oil that slows their movement. Did we mention it’s highly flammable? Whether they’re ignited by the Huntress’ Piercing Shot or any other source of Fire damage, oiled enemies spread that fire, taking consistent damage while the Huntress picks them off with headshots as they amble toward her.

PoisonDartTower


That Girl is POISOOOOOOOON


But being a hero in Etheria means having a well-rounded arsenal, and for the first time, the Huntress has a true tower of her own: The Poison Dart Tower! This defense fires multiple poison-tipped projectiles into enemies, dealing immediate damage and afflicting them with a damage-over-time debuff. It can also tilt vertically, making it deadly to both land and air units, and especially lethal when placed behind a spawn point, allowing the Huntress to take out a good amount of enemies’ health even while they progress through a lane.

These are just some of the Huntress’ new abilities and defenses. True to her nature, the Huntress isn’t showing all of her cards, so you’ll have to be on your toes if you want to discover new tricks!

Now that you’ve seen what the Squire and the Huntress can do, what kind of combos can you come up with? Let us know in the comments section and you could get your hands on a Defense Council invite!

The random winner of our Puzzling Paralleltress blog is reyrey!

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
It's time for us to reach out to our fans and learn more about how you play Dungeon Defenders. This time we want to know about towers. Each one of our four main heroes has 4 awesome towers to assist them in holding back the enemy forces. With so much to chose from, we started wondering how often our fans each tower and why. Help us out by taking this survey. Sign into our forums and go into detail or let us know what you think in the comments!



The more we know the better we can make Dungeon Defenders 2!
iamisom

Patch 8.3 for Steam

Here are the notes for Patch 8.3 on Steam!


Features

  • The Spooky Event is running for another week! Because we love you.

  • Activated the November Monthly Mission!

  • Replaced the Cake pet food with Turkey Legs for the November Monthly Mission. Yep, it’s the Cake and not the Ham!


Balance

  • Skeleton Hero enemies now drop slightly less total loot. (Wait, how are they even carrying loot in the first place? Our favorite response in the comments will win a cookie!)

  • Skeleton Hero enemies have been working out and now have higher health and damage.

  • Skeleton Squire enemy worked out his legs a lot and moves as fast as the other skeleton heroes now.

  • Skeleton Huntress enemy projectiles now deal damage. It’s more of a bugfix, but it just fit here thematically. Cohesion, people. It’s all about cohesion!


Content

  • Reduced the BLOOOOOM on the Dark Arts Apprentice Costume.

  • Returned the Title Screen to the original image.


Bug Fixes

  • Fixed an issue where the Daily Missions wouldn’t appear for some players. If you are still experiencing this issue after tomorrow, please, please, please let us know on the forums!

  • Fixed a case where a user could receive two daily quests from a single daily quest event.

  • Elemental Chaos, Explosive Traps and Auras once again show their health/counts in tower view.

  • Fixed an issue where comparing a fast weapon and a slow weapon displayed the difference as green text in the tooltip.

  • Fixed an issue where a player could possibly reset to the previous Monthly Mission shortly after a new one began.

  • Potential fix for a bug where enemies would get stuck inside a spawner on the second Spooky map.

  • Fixed an issue where the Spooky Event Legendary Monk weapon sometimes wouldn't play the VFX on the head of the weapon.

  • Fixed an issue where the Spooky Event Legendary Monk weapon sometimes wouldn't play VFX for ghosts when attacking enemies.


Known Issues

  • The + and - for comparing fast and slow weapons is reversed. So going from a 1/s weapon to 4/s will say -3 instead of +3.

iamisom

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Feel the power, Kronk:  We’re releasing the Power Up update July 5th on PC and PS4! This update contains the Gun Witch, the Game Browser, buffs to the four original heroes, our first armor set, passive changes and more! For more information, visit the update page. If you haven't already, meet the Gun Witch in her official trailer below:



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


The different pieces of the first armor set are also spread throughout Etheria. Find them all!

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). Here’s a tentative list of which passives will be affected, but keep in mind this list isn’t final. 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!

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


Elliot Cannon, Creative Director

Power Up! Our next release, Power Up, arrives next week! Look for it the day after July 4. The studio cranked very hard on this release package, so we’re stoked to get it into your hands, especially the Gun Witch.

Gun Witch

We took this archived character under our wing and infused her with tons of incredible shooter-style tools and movement all in the spirit of witchcraft and gun brooms! I was one of the original senior level designers on Unreal and Unreal Tournament (back in the ‘90s), so as an old school deathmatcher and CTF player, movement is everything. Her ability to deliver up close and long-range damage works amazingly well with her agility. You can lay back and blast away like a sniper, or work in close and drop point-blank carnage in Dark Mage face while knowing you can get out of harm’s way with a simple key tap or mouse click if you’re a Naga fan. Timing and delivering massive damage is super fun, especially when you feel untouchable. Her mobility is three-dimensional so you’ll be back flipping, strafe double jumping, leaping, and hovering in midair with awesome air control as you teach those dumb baddies what real skill is.

At the same time, the power of her mischievous witchcraft inspired CC, stuns, and immobilizations make face-smashing powerful enemies laughably fun. We even tossed in some ice magic for the RPG fans who secretly wanted her to be a sorceress. Now that we’re getting the hero library built up, we hope you’ll find her a fun complement to your Hero Deck, serving the role of lane executioner. Build up impenetrable defenses with your favorite builder, swap to the Gun Witch and PWN, leaving the scene of the crime in style.

jfmquUF.jpg


Hero Buffs

Beyond just the Gun Witch, look for a Phase One rollout of hero buffs. The plan here is obvious. Power up the default heroes! As we’ve shifted the game from one hero at a time to a full-fledged four heroes anytime, anywhere deck, it’s crucial that each slot in your deck is adding to your fun and power. The depth of the changes extends deep, with almost every dial and knob on the core four heroes adjusted. We want to keep the entire mix in tune so we will definitely watch for your forum feedback, and to make that easier, we’ll release detailed patch notes that list out every change. That way you know the behind-the-scenes details for the diehard theorycrafter. Everyone has his or her own way to play and we know this, so if you have feedback on the changes or see something we never thought of, let us know on the forums so we can work that in Phase Two!

A majority of cooldowns are gone. Yep, gone. Melee damage increases incrementally. We’re trying out the removal of root motion for melee characters so they can use player movement to control what’s happening as you time damage delivery skillfully. Look for the full notes with the release.


Game Browser

If you have not heard, we’re jamming up the War Table to function more like a traditional server browser! You’ll be able to make your own games, give them custom names, search for open games, see what mode, skill level, and wave those games are on, and even restrict iPWR if you need better control over who enters your public game. I’m excited we’ve finally gotten this going, and this is something we started back in January iterating on it internally while also doing everything else! This is a Phase One rollout, so again, share your feedback! We have a lot more slicker options and features already scoped out for Phase Two, but we did not want you to have to wait until then, especially since we are adding map-specific content. Hats off to Brys Sepluveda who’s been hands-on making this dream a reality while navigating the mystical layers of PlayVerse matchmaking code.

Carl Sagan once said, "The universe is not required to be in perfect harmony with human ambition!”


Looking to the future from the mid-year Crow’s Nest

We’re working through a four-milestone plan to complete the game’s feature set. In the next few weeks, you’ll start to hear more about the big improvements to the core enemy system to make it squad based, ultimately with a dynamic spawning twist, gear sets, cooler loot systems, a reimagined core campaign structure, better progression loops, longer-term hero tweaking, and much more. Everything is about player-driven goals for new, returning, and hardcore players, so know we have each banner firmly in hand and we’re working on jamming the game up into something that can be a real fun hobby with gobs of fun progression.

In the meantime, we’ll keep the fun content with powerful (and sometimes zany and niche variable roll mayhem) rewards coming your way through new Challenges (which is what we’re calling Incursions now). We’re settling into a better rhythm of delivering heroes and new content at a frenetic pace. The year’s half over, and although we’ve done a lot, we’re not done yet!


Daniel Diaz, World Builder (DanielKaMi)

I’m also working on a full collision pass for the Endless Spires remake level, making sure you can't make mischief. :-)

There's plenty of areas to explore as you can see on the pic below:

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Jesus Diaz, World Builder (N3oDoc)

Working this week on the collision pass for the Endless Spires remake.

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As you can see in the pic, you'll be able to get to the upper areas of the level (you might need Series EV2 to achieve that) and get some nice views of the environment from there!


Josh Isom, Community Manager (iamisom)

It took a herculean effort from our team to get the PS4 version caught up to the PC version, so a big round of applause to our team for persevering and making that a reality. I know our PS4 fans are stoked to get content around the same time as our PC fans.

With that done, our big focus on the live side is crushing our technical issues. We’ve seen a dramatic decrease in server crashes (in fact, we’ve almost wiped them out from what Tim has told me), and we’re continuing to work through the client crashes. This week’s PS4 hotfix wiped out a massive number of crashes. Almost every patch we’ve pushed out over the past few months has contained some form of crash fix, and we’re hoping to keep that going. So if you’re having trouble launching or playing the game, fear not:  Like Harvey Birdman, we’re on the case!

We’ve also seen a number of feedback threads about the new Daily Missions. In next week’s patch, we’re reducing the chances of seeing the “Complete X Area Maps” Dailies, and we’re reducing the overall number of maps needed to complete the Dailies. So it should take less time to complete Dailies, and you should see more general “Complete X Number of Any Map” Dailies.


James Reid, Software Engineer (Driscan)

I’ve been in serious bug squashing mode.  

Fix one bug and three more pop up. It’s like battling Hydra or something. Finally got a handle on a lot of UI related bugs with the Game Browser. Speaking of the Game Browser, I’ve been working with QA, Bank, and a few others on a particularly nasty bug related to the onscreen keyboard that comes up for PS4 users. That… was fun….

Anyway, enough with the blathering, you came here wanting to see some progress on the Game Browser...well here ya go!

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As Elliot said, this is Phase 1 and we’re already hard at work on Phase 2. Can’t wait to get y‘alls feedback!


Steven Collins, Lead Level Designer (Esorath)

Thanks to everyone for the awesome incursion ideas that got sent my way! sirozan had a particularly intriguing suggestion regarding the Frozen Keep map.

As for my work right now, we’ve got another Incursion starting on one of the current in-game levels. Since Molten Citadel won the Influence Vote, I’m making sure the Molten Citadel is going to be as awesome as it can be.

I know after the past few Devstreams, a few of you guys are hungry for secrets. So I’m looking into maybe a rather interesting Molten Citadel secret...


John Muscarella, Digital Puppet Master (Muskie4242)

Building melee combos for the Lavamancer. :)

iamisom



The PS4 Carnival update includes The Harbinger Awakens update, the Dragonfall Carnival update and all Steam patches up to Patch 10.10 from March 25th! We're also hard at work on the PS4 Calling All Heroes update, and we can't wait to get that into your hands. Stay tuned for more information.

Note:  The new monthly mission includes Pet Affection Boosters, an Admission Pass, XP, gold and a new title. It's our plan to modify May's monthly mission to reward the Narwhagon, the Scourge Dragon and the Dragolich.

Features

New Boss: The Harbinger

  • Fight The Harbinger aboard his fancy-shmancy airship. If you can defeat him, you’ll earn loot you can only get from the big man himself. If you can’t, don’t worry, buddy. It just wasn’t meant to be. There are other boss fish in the evil sea.

  • This is where we would describe the fight, but honestly, you should just log in and play.

  • Also, his name is not Carl. This angers him greatly.


One New Map, Two Redone Maps

  • Airship Battle -- The Harbinger’s personal vessel of death and destruction. Powered by unadulterated malice and eco-friendly wind power.

  • Besieged versions of Throne Room and The Ramparts have been added to Campaign, Free Play and End Game. These maps introduce the story of The Harbinger.


New Cinematics

  • The next chapter of the story. These cinematics take place on the three maps in this update.


Two Awakening Weapons

  • Added the Squire’s Crystalline Saber and the Huntress’s Bow-Blaster from the Steam Group rewards! These can randomly drop in any map.


Loot V2

  • Note:  Loot V2 will require a slight refarm due to the Passive changes. This should only take a few hours based on the feedback we received from our Steam players.

  • Less trash, more treasure. We’ve spent a great amount of time increasing the usefulness of loot drops and condensing the amount of loot that drops. The result is that you should find upgrades more often, feel like more of your items contribute to your build and spend much less time managing your inventory.

  • Items generate with combinations of useful base stats much more frequently. For example, items with Defense Health/Defense Power or Hero Damage/Hero Health are more common.

  • Item passive generation is no longer random. It uses a weighted system based on the stats present on the item.

    • Combat/Hero-focused passives (like extra Sword Beam damage or lifesteal) appear on items with Hero Damage, Ability Power, Hero Crit Damage, and Hero Health much more frequently.

    • Builder/Defense-focused passives (like extra defense range or speed) appear on items with Defense Power, Defense Crit Damage, and Defense Health much more frequently.

  • The amount of loot that drops has been decreased, but the ratio of high-rarity items to low-rarity items has been increased, particularly as you move through the game.

  • Based on player feedback, armor items appear more frequently than before.

  • We’ve done a significant update to the current pool of passives, from removing some passives, to refactoring existing ones, to even adding a few new ones. Our goal with these changes is to increase the number of useful and desireable passives while pulling out some of the less liked passives. This should help improve the general quality of items, by ensuring that stats are generally paired with more appropriate passives for their role.

  • Several Passives now appear on more item slots in smaller amounts:

    • Superconductor (Ability Cost)

    • Channel (Mana Regen)

    • Tripwire (Explosive Trap Damage)

    • Pyromania (Flameburst Damage)

    • Vector Corrector (Defense Range)

    • Radiance (Aura Range)

    • Amped Up (Lightning Aura Rate)

    • Power Pole (Pole Smash Damage)

    • Full Hearts (Sword Beam Damage)

  • Passives Updated / Replaced:

    • Jackpot - Random chance to quadruple gold earned from any source; replaces Leprechaun (Double Gold), Pickpocket (Gold From Hero Kills), and Mercantile (Gold From Defense Kills) on future items.

    • Construction (Build Rate) updated to encompass both Construction and Service Call (Repair/Upgrade Rate) effects; Service Call will no longer drop.

    • Finglonger (Defense Interact Range) has been removed.

    • Experience-increasing passives have been disabled from all future items.

    • Mana Bomb Cooldown is now Mana Bomb Damage.

  • New Basic Passives Added:

    • Iron Core - Increases Cannonball and Heavy Cannonball Damage

    • Shrapnel - Increases Concussive Shots and Sticky Nades Damage

    • Starlight Burst - Increases Arcane Volley Damage

  • Several Passives rebalanced to scale to much higher values at higher iPWRs:

    • Retribution (Damaged Reflect)

    • Conflagrate (Damaged Fire)

    • Regeneration (Health Regen)

    • Life Leech (Hit Heal)

    • Heavy Toe

  • Removed Magic Resistance and Physical Resistance as secondary base stat options from Armor items.

  • Lockboxes appear less frequently.

  • Pet consumables and eggs appear slightly less frequently.

  • Slightly increased the total odds a weapon will drop with a Defense stat over a Hero stat.

    • Increased the weight of Defense Power moderately.

    • Increased the weight of Defense Crit Damage slightly.


Heroes Marketplace (Influence Vote Addition)

  • Thanks to your Influence Vote, we’ve added the Heroes Marketplace to the game! The Heroes Marketplace was built with expansion in mind. Find all of your favorite vendors plus a few extra additions in this sunny place of respite and socialization.

  • Functionally, the Heroes Marketplace replaces the Social Tavern.


Dragonfall Carnival

  • Experience the madness and wonder of the Dragonfall Carnival! But act fast, because the Carnival won’t be around forever! The Dragonfall Carnival includes:

    • Dragonfall Carnival Map

    • Bling Wheel

    • Wheel Tickets

    • Carnival Prize Wheel


The Dragonfall Carnival Map

  • Access the Carnival map through the Heroes Marketplace. This map contains new enemy variants, special prizes and more! You can play the map with or without an Admission Pass, but you can only get the items on the Bling Wheel if you have a Pass.


Bling Wheel

  • If you entered the Dragonfall Carnival map with an Admission Pass, you’ll get to spin the Bling Wheel for 1 of 16 unique prizes! The Bling Wheel does not give out duplicates, so each Pass is guaranteed to give you a new item from the Bling Wheel. Prizes include:

    • 7 Premium Golden Pets

    • 4 Shadow Costumes

    • 4 Galaxy Costumes

    • A bundle of 5 Lockbox Keys

    • And once you get all 16 items, you’ll receive the Grand Prize: The Carnival Costumes!


Wheel Tickets

  • While the Carnival is in town, play on any map in the game to receive Carnival Prize Wheel Tickets! These red Tickets can be used on the Carnival Prize Wheel in the Heroes Marketplace!


Carnival Prize Wheel

  • The Carnival Prize Wheel is found in the Heroes Marketplace and will disappear once the Carnival is over. Collect tickets by playing the game and spin the wheel! The Carnival Prize Wheel introduces some new features to Etheria:

    • Item Consumables

    • Jackpot Containers


End Game Unlocked at Level 40

  • End Game, non-Nightmare playlists now unlocks at level 40 (this includes End Game Incursion and End Game Onslaught). This should help address the tedious level 38-50 grind.

  • End Game Nightmare playlists still unlock at level 50.


Four New Build Weapons + 1 Build Shield

  • Defeat the Harbinger to get these new build weapons and a new build shield!

  • The four weapons have the chance to drop with either a Defense Build Passive or a Hero Build Passive. Find them all!


New Costumes and Premium Pet

  • The Awakening Costume Pack

    • Dark Disciple Squire

    • Galactic Assassin Huntress:  Includes new jetpack VFX

    • Dark Shawl Monk:  Includes new spawn VFX

    • Arcanatrooper Apprentice:  Includes idle stream breath VFX

    • G4-T0 Pet:  Four custom faces, new animation set, new “Radial Blast” ability

  • Humbug Holiday Costumes

    • Nymph of Yesteryear Huntress

    • Mournful Moorley Monk

    • Lord of Winter’s Bounty Squire

    • Reaper of Future Winters Apprentice

  • Guardian of Fire Huntress Costume

  • Ebonfire Warlord Squire Costume


Winter Lockboxes

  • The Winter Lockboxes contain exclusive winter accessories for all four heroes and have the chance to drop the Humbug Holiday Costumes!

  • The event ends with the next content update.


NPC Shop Update

  • Updated the Blacksmith (Armor & Weapons) and the Relic Hunter (Relics) shops to have more useful gear for your heroes.

  • Shops will now roll gear for your heroes based on their average Item Power up to a certain Item Power range.

  • Shops will now roll 12 items.


New Challenges & Quests

  • New challenges have been added for The Harbinger. Complete all of these challenges to earn two new titles!

  • Added three new quests during the Campaign stretch for the new Harbinger content.


Costume/Premium Pet/Inventory Sales

  • Added in the ability to put items on sale in the Costume Shop, Pet Shop, and the Inventory.


Tutorial Revamp

  • We’ve streamlined the tutorial to play out a bit snappier and help players jump into the game a bit quicker.


Item Consumables

  • We have two special jackpot containers that have loads of prizes: the Carnival Prize Wheel Mega Jackpot and the Mega Pet Jackpot.

    • Consumable Buffs: Activate a stat buff from your Inventory. These consumables last 10 minutes and increase that particular stat by 10%.

    • Popcorn Machines: Place an interactable popcorn machine in the world. Use the machine to gain health regen, ability mana regen and 10% to both Hero and Defense Critical Chance. Don’t miss out!

    • Costume Masks: Activate to gain a Carnival-themed mask for 10 minutes.

    • Fireworks: What better way to capture the spirit of amusement than to create your own personal fireworks display! Use to place a short duration fireworks. Celebrate during the Carnival with us!


Jackpot Containers

  • We have two special jackpot containers that have loads of prizes: the Carnival Prize Wheel Mega Jackpot and the Mega Pet Jackpot.

    • Mega Jackpot: These rare Jackpots come from the Carnival Wheel and contain 1 of every consumable item available during the Carnival.

    • Mega Pet Jackpot: Another rare reward for the Carnival Prize Wheel, these Jackpot containers have 1 of every pet consumable in the game. Ramp up your pets with pet food, reroll items, and evolution material from these rewards.


Lockboxes

  • There are two new lockboxes available for a limited time while the Dragonfall Carnival is in town:

    • Carnival Lockbox: Exclusive festive accessories for the Carnival Costumes!

      • Zebra Crossbody Accessory

      • Leg Day Leggings Accessory

      • Madam Grandiose Plumes Accessory

      • Stylish Black Stilettos Accessory

      • Seriously Funny Mask Accessory

      • Heavy Mottle Accessory

      • Corny Sapphire Accessory

      • Thalian Spaulders Accessory

    • Wondrous Lockbox: Unlock for a chance at these Costumes and Accessories!

      • Sweet Dreams Squire Costume

      • Goblin Infiltrator Huntress Costume

      • Academy Apprentice Costume

      • Tiguar Monk Costume

      • Eternity Marking Accessory

      • Guardian Trouser Accessory

      • Knight's Pauldron Accessory

      • Short Shorts Accessory

      • Leather Two Piece Accessory

      • Battle Vest Accessory

      • Red Elegant Robes Accessory

      • Adept Wizard's Scarf Accessory


Item Stacking Updates

  • Pet food now stacks (up to 10)

  • Lockbox keys now stack (up to 5)


Buff Bar

  • Added a new UI element to display active buff effects and temporary items currently equipped. This element also displays the amount of time left on the buff/item.


Additional Feature Notes

  • Individual tower range is now shown while inspecting a defense.

  • Pings are now on a 5-second cooldown.

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

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

  • In order to matchmake across regions, you must change your region on the Main Menu. Invites will no longer automatically change regions as that was causing server issues.


Balance

Onslaught Loot Update

  • Onslaught loot ramps up in Item Power much more quickly.

    • Pre-Nightmare IV Onslaught maps ramp to maximum iPWR loot in 3 or 4 rounds (down from 13).

    • Nightmare IV Onslaught maps ramp to maximum iPWR loot in 7 rounds (down from 13).


End Game and Incursion Experience

  • End Game, Non-Nightmare, Difficulties now provide experience.

  • Heroes in the level 40-50 range should focus their levelling experience on End Game Hard and End Game Insane difficulties.


Item Power Progression and Difficulty Updates

  • We wanted to make some slight tweaks to the overall difficulty to ensure that players smoothly progressed from one difficulty to the next with iPWR progressing smoothly alongside them. This has a resulted in a small increase in difficulty in some parts of the game. We also refactored our iPWR recommendations in many parts of the game, to better reflect what we think is the ‘target’ iPWR for those difficulties.

    • Increased difficulty in Free Play hard slightly.

    • Increased difficulty in End Game Normal and Hard significantly.

    • Increased difficulty in End Game Insane moderately.

    • Increasing difficulty in Nightmare 1-3 modes slightly.

    • Increasing difficulty in Nightmare 4 incursions slightly.

  • We’ve also gone through and tried to take a serious look at iPWR progression, all the way from Campaign end to Nightmare IV. We’ve updated our iPWR recommendations for a lot of content to reflect what we think is a reasonable challenge. We hope this makes it much clearer as to which maps you should tackle next with the gear available on your heroes.   

  • Nightmare IV difficulty reduced for 1-, 2- and 3-player matches. This change affects Nightmare End Game and Nightmare Incursions.


Enemy Stat Updates

  • Increased Enemy Health and Damage Growth rates by 12.5%

    • Enemies overall will see very little change at lower levels and slightly more stats at very high levels.

  • Rebalanced some of the Introduction Enemies to be a bit easier (and one a bit harder!).


Heavy Cannonball Tower

  • We’ve upgraded the damage output and accuracy of the Heavy Cannonball Tower to be more competitive with other towers.

    • Defense Power Ratio increased 1.9 -> 2.4.

    • Projectile speed increased 2,250 -> 3,500


Lightning Strikes Aura

  • The LSA was lagging behind other defenses, so we’ve increased its damage output to try and bring it back into a competitive state.

    • Defense Power Ratio increased 5.2 -> 7.


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.


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.


Additional Balance Notes

  • Adjusted mortar-style shot DPS to be closer to other weapon behaviors for Huntress/Apprentice.

  • Wyverns that Betsy summons during her fight were previously overly aggressive and overly leveled. The level of those wyverns has been reduced. The keeper of those wyverns has been warned to not let it happen again.

  • Changed Gatodouken/Rock Throw to not use homing so they can freely knockback enemies

  • 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.

  • Increased the drop rates on the Ramparts Incursion weapons.

  • Heroes using weapons with splash damage were gaining the full Critical Damage bonus for every target hit, even if the initial hit only did 1 damage due to falloff. Crit Damage is now a % bonus so it proportionately scales all Hero Damage. The splash damage from crits now also falls off the further away an enemy is from the point of impact.


Bug Fixes   

  • Fixed multiple game crashes.

  • Fixed multiple server crashes.

  • Fixed a bug where pets were going to the Scavenger and getting sold when the pet bag was full.

  • Fixed the REALLY LOUD CINEMATICS. Cinematic volume is now controlled by the Master Volume slider.

  • Fixed an issue where ranged enemies were clogging lanes.

  • Added a tentative fix for minibosses (like Ogres) getting stuck in spawners.

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

  • Fixed multiple geometry holes where enemies said farewell to life before you could do it for them.

  • Fixed an issue where players were having issues inviting players into Private/Group Taverns.

  • Fixed an issue where Pet Ability Rerolls were not dropping from Pet Reroll Boxes.

  • Fixed an issue where rerolled pet stats were not updating in the Stable.

  • Fixed an issue where players would lose premium items they received right before a disconnect or server crash.

  • Fixed an issue where Poison Tips was unintendedly buffing player towers and causing server stability issues.

  • Fixed an issue where the Pet Evolution popup was displaying inaccurate pet stat growth.

  • The Defense Preview (when a defense is selected but not yet placed) will now display a defense’s true range, taking into account any Skill Spheres, passives or stat points that affect range.

  • Fixed missing loot events on some special/intro enemies (Kobold Flier, Explodinator).

  • Fixed an issue where comparing fast and slow weapons were showing reverse for minus and plus.

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

  • Fixed an issue with Poison Tip and Sandstorm pet abilities that was causing server crashes and unintended instant boss killing.

  • Fixed a bug where “Transaction Error” popped up after pressing Play on the Main Menu.

  • Item Enhancement should now always give stat points when upgrading gear.

  • The Apprentice’s Range Skill Spheres now give the proper 10% increase to Flamethrower Towers.

  • Fixed an issue where gold was being gained on a Wave One loss.

  • Fixed an issue where the Frostbite Tower would rapidly machinegun the frost beam if the tower was blocked by an object but detected enemies behind it.

  • Fixed an issue where the incubation timers on eggs could be anywhere between 3 - 15 seconds longer than they were supposed to be.

  • The Spooky Bow had a generic name before. Its new name is Bow o’Lantern. Like every major life change, it needs some positive reinforcement to boost its confidence. Jump in and give it company.

  • The Monk’s onslaught polearm will now correctly spawn a Kobold Flier.

  • Fixed a bug where pets would gain pet affection if you lost a wave. You will need to win the wave to gain affection.

  • Fixed an issue where the Challenge Complete notifications were not always appearing.

  • Fixed an issue where the Hero Health Small Skill Sphere was giving the actual health of the stat value and not being scaled by the hero modifiers.

  • Fixed an issue where some towers placed near Betsy’s nest would become invincible.

  • Fixed creeper species pet ability “Gravebolt” so the lifesteal does % damage.

  • Fixed frost element pet ability “Frost Shards” homing and projectile speed for consistent hits.

  • Fixed earth element pet ability “Stalagmite” to now do damage to bosses even though knockup is negated.

  • Region Select dropdown font for "US East (Northern Virginia) NEAREST" wouldn't fit on the widget.

  • Fixed the special enemy’s pathfinding issue in the Spooky maps.

  • Like quitting an addiction, Reviving Skeletons no longer count as a kill each time they “die.” It only counts on their last death.

  • Fixed an issue where Skeleton Goblins and Melee Goblins couldn’t hit the cores in Throne Room, Ramparts and both Spooky maps.

  • Apprentice Cooldown Spheres now give the correct % when combined or equipped in certain combinations.

  • Towers can no longer be placed inside the wall near the Crashed Balcony enemy spawner on Ramparts.

  • Fixed a draw distance issue in the Tavern.

  • The Onslaught build phase timers between waves will now appear for solo Onslaught matches.

  • Fixed an issue with transparency around the edges of billboards.

  • Fixed a graphics bug in the Costume Shop.

  • Playlists/difficulties that you have not unlocked are now distinctly locked.

  • Fixed weird "robot" audio issue with king clapping during victory state.

  • Skeletons should drop mana in Onslaught again.

  • Fixed an issue where Private Tavern player kicking wouldn’t work.

  • Fixed a collision issue on Nimbus Reach.

  • Fixed an issue where Elemental Stats were not generating on all weapons.

  • Fixed an issue where the egg cores didn’t have collision during the end game countdown.

  • Fixed an area without collision on The Wyvern Den.

  • Tweaked inventory coding to help decrease load times.

  • Adjusted the timing on the Too Many Matchmaking Requests error so players won’t run into it as often.

  • Possible fix for the Harbinger being instantly killed by the Apprentice Barrier explosion when they are stacked where he spawns in Phase 4.

  • Fixed an issue where the Daily Mission/Quest popup would display twice upon entering the Tavern.

  • Fixed an issue where Liferoot Forest did not have a Daily Bonus icon.

  • Fixed an issue where equipping a pet while in the Stables and evolving it would display higher than intended numbers of the Pet Evolved UI.

  • Fixed an issue where the Onslaught Currency reward was displaying as a Bow Icon.

  • Fixed an issue where sometimes quests that require the player to talk to an NPC wouldn’t complete.

  • Fixed an issue where Timothy, Jimothy, and Gregory did not look appropriately affectionate toward Wyverns.

  • Enemies can no longer attack the Ramparts Cannon from the Crashed Balcony lane. They have been told to just go ahead and move on to more important targets like the castle doors.

  • Fixed an issue where the incorrect key binding for interacting with objects is shown on the contextual text when targeting objects.

  • Fixed an issue where premium-currency-purchased costume accessories were not automatically unlocked on purchase -- the player still had to click “Get” in order to unlock them.

  • Fixed an issue where Witherbeasts were not being killed when Harbinger dies or when the Harbinger goes into the next build phase.

  • Fixed an issue with quotes.

  • Fixed an issue where The Harbinger’s Voidreaver Sword would appear with red and green emissives on its elemental drops.

  • Resolved an issue in Greystone Plaza where enemies fell to their death in the central spawn.

  • Fixed an issue where the Skill Spheres shop did not have Skill Spheres displayed until a filter was selected.

  • Fixed an issue where “Max Tier” did not display on towers built in the tavern after hitting the maximum upgrade level.

  • Fixed a tower building issue in Greystone Plaza.

  • Fixed a stuck enemy issues on Siphon Site D Onslaught.

  • Fixed an issue where the Squire’s Pin Cushion challenges were not unlocking.

  • Fixed an icon issue with the Spooky Monk Polearm.

  • Fixed an issue where the Map Selection screen displayed the Daily Quest Icon.

  • Fixed an issue where in the Petrinarian UI, the evolution preview box appeared grey.

  • Fixed an issue where Autumeow's eyes did not update after final evolution until transition or unequip/reequip.

  • Fixed an issue with the Tavernkeep’s dialogue.

  • Fixed an issue with the Enchantress’s dialogue.

  • Fixed an issue with egg collision on Liferoot Forest.

  • Fixed a collision issue on Throne Room.

  • Fixed an issue where pets were flickering at the Petrinarian.
iamisom

Greetings Defenders,

We've had a bunch of players from the Oceanic region join DD2 in the last few days, so we've just spun up a new set of Oceanic servers for you to play on. These servers are located in Sydney, Australia. If you're an Oceanic player, you can now test the servers by simply launching DD2. The game will automatically select the new servers for you. Please let us know in the comments and on the forums how your experience differs on these new servers!

We've also just pushed out an update to our online services. This update fixes a rare edge case with profiles not saving at the end of a match. This update does not require an additional download. If you experience this issue after this update, please email support[at]trendyent[dot]com.

Every time we expand access to Dungeon Defenders II, we gain a wealth of new information about the game. We thank everyone who's submitted bugs to the Tavernkeep since launch. We've combed through these reports over the weekend and will have a patch addressing some of them later this week! We've also been compiling all of your feedback on the Steam and Official forums. We will have a video response addressing some of the most popular feedback later this week. 

LAWLTA



A red spaceship has arrived in Etheria!  Dragonfall guards have questioned a small robot that says his name is “Protobot.” After a brief examination, Protobot hands a mysterious letter to the guards. Let’s open it and see what it says:

Greetings Defenders!

I thought everyone could benefit from one of my more recent discoveries that I’ve made in my research, my new Shrink-o-matizing technology!  It really was just a simple matter of combining a crystal core with the matter quantizing array. This allows all sorts of items and materials to be stored at a much smaller size than before! This is only one of the many new item transmorphications that I plan on making.

I do hope that Protobot is in good health and did not damage anything upon his arrival. He’s had some slight malfunctions in his navigational subroutines recently, but his Shrink-o-matizer is in perfect condition! You can trust your items to be protected and stored properly upon the Vault Ship.

I can’t wait to arrive in Dragonfall to share all of my latest research with all of you. I simply was held up making some last minute adjustments to my latest creation, the Robo-witch Prime!  Or was it Mecha-witch? Gunda-witch? Don’t worry, I’ll figure out what I’m calling it and head right over! I can’t wait to share all my latest findings with everyone! The Old Ones won’t know what hit them!

Sincerely,

Professor Sebastian Proteus

Patch 2.4 crash landed into the Dragonfall Marketplace today and is now live! This patch brings a highly requested feature in the form of a shiny spaceship — The Sky City Bank! With the bank’s arrival come some tremendous improvements to load times, optimizations, and bug fixes. Let’s get into it!

Sky City Bank

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The Sky City Bank is now available! This futuristic bank is located directly behind the Emporium in Town, or next to the training dummies in your Private Tavern. The bank is used to store items that you want to hold onto, but don’t necessarily need on your journeys throughout Etheria.

For starters, every player gets at least one Bank Vault for free right when they login. This means if you only have the default inventory space, you now have that same default inventory space AND a Bank Vault upon logging in!

For people that purchased the old Inventory Packs or the Bag Booster Pack are going to notice a shift in their inventory. Bags obtained through those packs that go over eight Inventory Bags become Bank Vaults with this patch. Previously it confused players when they saw other players with ten or eleven bags, when they could only have eight. Because of this, we are standardizing inventory bags.

The change looks like this:

Pre-Patch 2.4

8-11 Possible Maximum Inventory Bags

0 Bank Vaults

Post-Patch 2.4

8 Possible Maximum Inventory Bags
12 Bank Vaults

FREE Sky City Bundle

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To celebrate the Sky City Bank’s arrival, we are offering a FREE bundle that you can redeem from the in-game shop for 0 Gems. This bundle awards:

  • One additional Bank Vault!

  • Shutter Shades Flair!

By redeeming the free bundle, you are able to start off Patch 2.4 with at least two free Bank Vaults! This bundle is available for two weeks, so grab it while it’s here!

Stack Splitting

This patch brings the ability to split stackable items into different stacks and amounts. For instance, if there’s a stack of 99 pet food in your inventory, you can now break it down into two or more stacks of whatever size you choose. Want to keep some items on you, but store the rest of the stack in the bank? Now you can do that! Stacks on stacks on stacks.

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Transfer All

Now that the Sky City Bank is open for business, moving items quickly to the bank is a must. You can now move an entire bag full of items with one button press. The “Transfer All” button moves all non-locked items in the bag you currently have selected into the Bank Vault that you have selected. You can move Locked Items as well, they are just done individually. “Transfer All” also automatically stacks any stackable items so you don’t have to!

Load Time Improvements

Patch 2.4 contains an emphasis on inventories. Our Lead Programmer looked into ways our inventories could be better to really add some “oomph” to this patch. After investigating how profiles saved, loaded, and handled inventories, we made a lot of improvements when loading into any part of the game! Some players are going to notice drastic load time decreases, while others may notice slightly quicker loads.

General Changes

Pets

  • When at the Hatchery, eggs can be hatched directly. No more drag and dropping or incubating!

Visuals

  • Tower Inspect UI updated for PlayStation 4 and Xbox One (PC already has this).

  • Zapper Kobold Flier now has a red outline.

  • Made Lavamancer Weapon drops larger, something hot now looks cooler.

  • Mana Node received some visual improvements.

  • Slight tweaks to some of the Barbarian’s Accessories.

  • Minor adjustments to the Barbarian’s whirlwind.

  • Blacksmith’s shop no longer has a confirmation pop-up for purchases.

  • War Table Cybork info now includes that they disable nodes.

  • Bug reporting page received updated buttons.


Audio

  • New audio cue for Wave Complete!

  • Betsy fight sequence in Dragonfall Bazaar received updated sound cues.

  • Added and improved on Berserker Orcs during the Glitterhelm matinee.

Hero Changes

Dryad

  • Corrupt Form

    • When building a tower in Corrupt Form, towers now gain the Corrupt benefits when placed.

  • Slime Pit Tower

    • No longer slow enemies that are immune to slow. Berserker orcs aren’t afraid of slimes!

Huntress

Shards

  • Inspiration

    • Can no longer be equipped to the Abyss Lord or EV2

Bug Fixes

  • Fixed an issue where EV2’s Proton Charge could produce higher than intended damage while gaining zero heat.

  • Fixed an issue with the Barbarian’s Leap preventing resource decay.

  • Fixed an issue where the Flamethrower Tower’s VFX did not get larger when defense range was increased.

  • Fixed an issue where Auto-Equip Relics did not work on the first press.

  • Fixed an issue where Chaos 3 Shard Packs were not on the Emporium.

  • Fixed an issue when comparing equipment on the Squire.

  • Fixed an issue where the Barbarian could get out of bounds in The Throne Room.

  • Fixed an issue where the Sub-Cores are on the incorrect sides in The Throne Room.

  • Adjusted the Dryad Starfall resource cost so it no longer overlaps.

  • Fixed an issue that allowed parties to play the tutorial maps (we are looking into letting parties into these maps down the road).

  • Fixed an issue that caused an infinite loading screen. Please let us know if you experience them after this update.

  • Removed the ability to auto-equip when in the Portal.

  • Fixed a bug where multiple towers could be placed simultaneously. May look into adding a stable version of this down the road.

  • Fixed an issue where several weapons were not consistently dropping in the world without their vfx visible.

  • Fixed an issue where the Lavamancer VFX would appear on some maps when using the Barbarian Leap.

  • Fixed an issue where the champion crowns were not properly rotated on hero cards.

  • Updated an issue where golden eggs would show up as a regular egg in several places.

  • Fixed an issue where purchasing the last item in the list from the Blacksmith or Relic Hunter shop using a controller causes the list to lose focus.

  • Fixed an issue where several items in the blacksmith shop were displaying improperly.

  • Fixed an issue where item comparison was not working for equipped items.

  • Removed references to the shards being equipped on the sell all message.

  • Equippable is now spelled correctly in the shard folder when you have no shards available for the gear slot. Stay in school kids.

  • Removed a reference to the old pet bag when trying to hatch an egg with a full inventory.

  • Fixed a visual issue where a large number of shards displayed the current upgrade level is in the wrong location on the tooltip.

  • Quest Complete pop-up will now say Daily Mission completed when completing a Daily Mission.

  • Attempting to equip a shard to an invalid tower slot throws either unknown error, or no error. Now has a valid error string.

  • Fixed an issue on XB1 where sub-core icons were not being removed after losing a sub-core.

The Sky City Bank is the first arrival for something much larger coming to Etheria. Over the next couple months we are going to be actively discussing the new features coming with our next expansive update. For more information sources as we post updates, be sure to follow us on Facebook and Twitter (doing so also gets you the Pirate Monk and Academy Apprentice skins for free):

We’re still tinkering away to get some gigantic changes to Dungeon Defenders II that we think you’re really going to enjoy. More information coming soon!

For Etheria!

The Dungeon Defenders II Team

iamisom

Hotfix 9.3 for Steam

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Hotfix 9.3 includes loot changes based on your Loot V2 feedback! Here are the notes:


Loot Changes

  • Armor and Relics no longer generate mixed defense/hero stat combinations.

    • For example, Defense Power will always be found with Defense Health or Defense Crit Chance.

    • Similarly, Hero Damage will always be found with Ability Power, Hero Crit Chance, or Hero Health.

    • The one exception to this is Defense Health + Hero Health for Hearty Blockade builds.

  • Defense-focused passives will only generate on items that have at least one Defense stat.

    • For example, you’ll only see Tripwire or Vector Corrector on items with Defense Power, Defense Crit Damage, or Defense Health.

    • The exception to this is Build passives, which are still randomly assigned. Build passives will be addressed in a future patch.

  • Hero-focused passives will only generate on items that have at least one Hero stat.

    • Like the above, this means an item must have Hero Damage, Ability Power, Hero Crit Damage, or Hero Health to see, for example, the Channel passive.

    • The exception to this is Weapons as the Hero Damage on weapons is ignored when determining passives.

    • Elemental Damage is considered a Hero stat.

    • Build Passives are the exception here again.

  • iPWR 231+ items now require Hero Level 50 (was level 46).

  • Added Iron Core, Tripwire, Amped Up and Pyromania passives to Weapons and Tripwire passive to Relics.

    • This is to help ensure Legendary non-build weapons with Defense stats will generate with a full complement of Defense-focused passives.

    • Tripwire was added to relics to maintain parity between the basic passives amongst all heroes (it was available on weapons already, but not on relics).


War Cache Refresh and Fixes

  • The War Cache will now roll a galactic weapon based on the hero that opens the cache and not the hero that you first login with. The weapon will generate based on the iPWR and the hero class you have out. (Note:  It’s not a 100% guarantee that the galactic weapon will be for your hero class.)

  • The War Cache has been refreshed! Join the Steam Group to make these weapons become permanent drops in the game!


Bug Fixes

  • Fixed the targeting issues with the Frostbite Tower.

  • Fixed two server crash issues.


Note About Difficulty

  • Thanks to everyone for sharing your feedback about the current endgame difficulty. We’re going to continue to tweak difficulty balance based on player feedback and data.
iamisom

Greetings Defenders! A lot of us just got back from Winter Break (and some of us are still filtering in). Here's what we're working on this week:

Daniel Haddad, Creative Director (Blacksmith)

Working closely with the design team on a big update for DD2 that introduces a sampling of Incursions (challenge modes), new weapons and special stats, new special enemies, and a large balance pass on the game. Also working with Danny on Region 2 map outline with some discussion on Region 3.


Danny Araya, Creative Director (DannyAraya)

Working on the worldmap for Region 2! Also revising some exciting new music.


Jay Twining, Senior Game Designer (TrendyJayT)

I’m currently working on multiple targets for the next patch. I’m having a great time working with engineering on Daily Missions and new level up feedback. The former is exciting because I’m getting to work directly on the Influence votes casted by YOU! The latter is exciting as it’s one of the first steps in a much larger focus on DD2’s meta. Finally, I’m spending my spare cycles working with Blacksmith and the design team on overall game balance.


Chris James, Lead Level Designer (ceejeh)

Sorry eh, I'm in Canada, eh!


Javier Barreto, Lead Software Programmer (@javo)

Just returned from my holidays in Argentina. Back to features development! Bigger team, new offices, live product… booting up anew.


Eduardo Lev, Engine Programmer (EdLev)

Working on getting more specific information from Steam crash dumps, so we can focus on fixing the most frequent crashes.


Joshua Javaheri, Lead Technical Artist (javahawk)

Working with my team on finalizing the environmental FX pass on 3 of our new maps, as well as finalizing a first pass on pet FX. 


Chris Flores, QA Lead (likethatwhenigothere)

We are currently working with the customer support team to re-organize how we handle the Customer Support tickets and the bugs reported by users. We’re in the process of revamping the in-game bug report form as well as starting QA work on the next Content Update.


Abraham Abdala, Lead Technical Animator (Broham)

Finalizing some spooky forest simulations. Testing with some programmers animation-driven embellishments. Training two new additions to the team!


Adam Stow, Associate Producer (@TE-Stow)

The office move has some small things to wrap up still, and making sure everyone’s comfy and happy with their new environment is one of my top priorities. When I’m not doing that, I’m making sure everything’s in alignment for our next patch date as far as having all of the content ready.


Jesus Diaz, World Builder (N3oDoc)

Working on a new level, a creepy one ;) 


Philip Asher, Marketing Director (pmasher)

Currently setting up my office space and making sure that my Iron Man statue is in the exact right place. Just got back from holidays, and I’m going to get back into the swing of things right after finishing setting up the marketing room!


Josh Isom, Community Manager (iamisom)

Our team is catching up on the loads of feedback and support tickets sent to us over the holidays. For those of you waiting on a reply from our support team, help is on the way!

Speaking of our team, I’d like to introduce a new member to our community squad: I_PASS_BUTTER! He’s moved from the QA department to our team to help us out with our support and to make our community efforts more kickass. Expect to see his name ‘round these parts more often!

Finally, the community wiki team is looking for volunteers to help add new content and information to the Dungeon Defenders II Wiki. If you see something that needs more information, edit away! Want to get more involved with the wiki? Send a forum PM to Wiki Administrator Lanie on our official forums!

iamisom

New content. New balance. New focus. 

From top to bottom, Foundation: Part 1 brings a variety of changes to the core game experience. Your feedback guided us to change game progression, game balance, content, information delivery and so much more.


But this is the first step on a greater journey. Many elements in this update lay the groundwork for future expansion and improvements, so expect some rough edges on our shiny new installations. 

What’s in the update? Here’s a top-level overview of what to expect when the update arrives, which is tentatively scheduled for next week:

The Campaign March Begins

Level progression and XP grind frustrations were the biggest points of feedback we received, so addressing these points received the majority of our focus. After stewing on your feedback, we’ve decided to turn away from our level bracket progression system and move toward a Campaign Mode! In the Campaign Mode, you will move from one map to another, facing stronger and more varied enemies until you reach the ultimate showdown in the castle. Once you’ve completed this content, you’ll enter the Free Play and Incursion endgame content that’s designed to keep you challenged and engaged. Getting to this point is much faster thanks to a dramatically decreased XP curve to Level 25.

There’s still work to be done, though. Transitioning from one map to another in the Campaign requires you to click the “Continue” button on the Summary Screen; if you don’t press the button, you will be forced to leave and re-enter Campaign Mode to continue on your journey. We know we have a lot more work to do to fix matchmaking in the future, including improving party support. We’ll focus on these issues and more in our future updates. One step at a time, Defender. One step at a time.

Rebalance ALL The Things

In addition to matchmaking and grind concerns, we received a ton of feedback about critical game imbalances throughout the core experience. Foundation: Part 1 brings major balance changes to defenses, enemies, green mana, heroes and maps. The result is hopefully a smoother progression through early- and mid-game and a more challenging experience in the endgame. We look forward to your feedback on the forums about these changes, and we’ll use your posts to continue refining the game. We’ll also have the full patch notes on these changes for you to ruminate on when the update is live.

Incursions and Legendary Loot

Speaking of endgame content, Foundation: Part 1 lays the groundwork for DD2’s endgame starting with our Incursion prototypes. There are two prototypes included in this update: Chrome Enemies on Ruins and the Dark Mage Commander on Ramparts. Thanks to your Influence voting, we’ll be focusing more on Commander Incursions in the future.

In the Chrome Enemies Incursion, all enemies are covered from head to toe in chrome. This shiny affliction makes them immune to knockup and stuns. Enemies will walk over Geyser Traps, shrug off Earthshatter explosions and laugh in the face of Lightning/Geyser combos. The Dark Mage Commander Incursion stars a floating Dark Mage who looks down upon the battlefield and globally heals areas of enemies. The number of areas it can heal increases until the final wave, when it leaps down and joins the fray. This commander can spawn an incredible amount of skeletons when it’s on the field, and it’s no slouch when it comes to offensive power.

While you’re playing the Incursions, be on the lookout for new Legendary weapons that you can only find in these modes. There’s one new Legendary weapon for each hero. These weapons have unique special stats that will separate them from what you can find anywhere else. For example, you can find a Monk weapon that will detonate enemies when you land the killing blow while inside the Serenity Aura. If the explosion kills a nearby enemy that's also in the aura, that poor *** will also blow up. 

Bring A Friend...Or Twenty

Looking for players to join you on your Incursion quest? Stop by the new Social Tavern, where up to 20 players can hang out and find new partners-in-crime. If you want to get away from the buzz of the Social Tavern, just create a private game. You'll be able to progress through the whole Campaign Mode and the endgame content without seeing another soul. [[2161,hashtags]]

Daily Missions

While you’re in the Tavern, pay a visit to Archibald to receive your Daily Mission! Thanks to your Influence voting, you will be able to select between two different missions. Select your mission and then complete it for an XP and gold reward. Have an idea for a Daily Mission? Head to the Suggest a Daily Mission thread! We’d love to hear your ideas.

Challenges and Steam Achievements

Conquered the Incursions? Try completing all of our new Challenges! There are 80 Challenges for you to unlock. These Challenges bring their own XP/gold rewards, and a number of them will also unlock additional titles for you to adorn. We’ll be adding more Challenges in the future. Have an idea for a Challenge? Stop by our Suggest a Challenge thread and share your ideas!

We’ve also added 15 Steam achievements to the game, and more are on the way!

Level Up Feedback

There’s much more coming in this update, but the final highlight we’d like to share is our improvement to level up feedback. When you level up, you’ll see how your stats grow with each passing level. You’ll also see which defenses, abilities and actions (like an additional tower upgrade) you’ve unlocked. And you’ll also see how many Spec Points you’ve unlocked, along with a notification on your HUD encouraging you to spend your SP.


Foundation: Part 1 is the first step on a greater journey, and it’s all thanks to your feedback. Keep up the good work, Defenders, and together, we’ll make the best Action Tower Defense game yet.


iamisom

Alpha & Beyond Released



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

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

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

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


Starter Pack (New $14.99 Version):

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

  • 2000 Gems

  • Four Steam-exclusive Hero Accessories


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

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

  • 3000 Gems

  • Four Steam-exclusive Hero Accessories

  • Two Extra Hero Slots


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

pmasher

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Prepare your defenses this weekend. Or more notably… your harpoons and blockades! The Old One’s forces have stockpiled a plethora of our new Squire build, Hearty Harpoon, this past week and will be dropping them aplenty. Even better, the Hearty Harpoon Legendary Sword has a x3 drop rate on Free Play AND Endgame this weekend. Here are all the passives you should look out for:

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  • Hearty Harpoons:  Harpoon attack rate increased by [X-Y]% of your Defense Health.

  • 'Splody Harpoons:  Harpoons detonates on each enemy hit dealing [X-Y]% of Defense Health as Damage around it.

  • Healthy Blockades:  X% of your Hero Health also applies as Defense Health to blockades.


You'll be able to stack those with these Skill Spheres to complete the build. 

  • Harpoons Oil Targets:  Harpoons deal less damage but guarantee oil enemies.
  • Harpoon Pierce Increase:  Harpoon can pierce +X extra targets
  • Harpoon Range:  Increase Harpoon range increased


Or you can mix and match, to create your own unique build! To help your chances of finding these passives, the legendary drop rate has been doubled on Free Play only  this weekend. Happy Hunting Defenders! This event will run until 11 AM EDT Monday.


Edit: There are a few known issues about this build, you can find those in the Hotfix 5.12 Patch Notes.



I_PASS_BUTTER

We’ve received intelligence that the enemy is clandestinely moving a shipment of Legendaries through Free Play. We must get our hands on these weapons, Defenders! It could be the difference between failure and total annihilation.

Our sources have confirmed that, starting right now until Monday at 11AM EDT, the drop chance for Legendaries in the Free Play, Incursion, and Onslaught game types will be doubled (this does NOT affect End Game game types). Many Wardens died to bring us this information. We must ensure their sacrifice was not in vain.

A raid behind enemy lines will be dangerous, Defenders, but we need that gear. Legendary gear will allow you to venture deeper into conflict and withstand tougher enemies.  

Success is not guaranteed, and neither is your survival. Do we have any volunteers for this mission? Step forward...

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iamisom

Ascension Patch Notes



One week until Open Alpha. One week until you can run around and tell your friends about that cool game you’ve been playing. And once you stop telling them about Rocket League, could you maybe throw in the good word about Dungeon Defenders II being available for anyone to download for free, yeah? That’d be awesome.

All jokes aside, until that beautiful moment comes next week on October 13th, here’s an update full of delicious new features and balance! There are some things in this update that are experimental. You can find these things with our super-subtle EXPERIMENTAL marking. There’s also some things in this update that are AWESOME. We didn’t tag those, but we should have.

Also remember, this patch comes in two parts! Part II [AWESOME] will be releasing October 27th and launch with two new Spooky maps, Incursions, new minibosses, new build items and other awesomeness.


Features


New Stat Points System!

  • This is an early-game system to improve investment, choice and progression for early-game players. We’ll be looking into ways of improving the system for endgame players in a future update.

  • When you level up, you’ll get points to invest into stats! The stat screen opens up whenever you level up. Clicking the plus button next to a stat adds 1 point, shift-click adds 5 points and ctrl-click adds 50 points!

  • Clicking feels good, right?

  • Added Defense Speed and Defense Range as stats you can invest in when you level up.

  • You can respec your stats for a flat gold cost.

  • You can close the window and choose to invest your stat points at a later time.


EXPERIMENTAL:  Larger Blockades, Ranged Towers and Auras

  • Blockades and Towers take up more space. Size increased by about 30-40%. Collision increases vary between 10-20%.

  • The defense footprint was increased by about 3x what it used to be, cutting the amount of defenses you can place alongside one another by about half in a 2-3 blockade lane. Damage was increased as a result (you can find these changes in the Balance section).

  • Adding a note to make sure you saw that damage was increased with those changes. [[7012,hashtags]]

  • Auras are just visually bigger. Kappa.

  • Traps were not affected by these changes (trap changes were reverted based on playtest feedback).


Melee Weapon Modifications for Squire & Monk

  • Newly dropped melee weapons can now roll as 3 stances - light, medium, and heavy.  Some weapons can roll as an either/or (ex. Light or Medium)

  • Each stance has a different ground attack pattern. The monk still has his same Chi shot, though. He’s been studying kung fu films -- not ninja anime about becoming a hokage or anything.

  • There are now random rolls for attack speed on most melee weapons in the game. Two medium swords may not have the same attack rate. Two heavy polearms may have wildly different attack rates.  

  • Air attacks are unaffected by stance.

  • New tooltip added to compare melee weapons.


Ranged Weapon Modifications for Apprentice & Huntress

  • Newly dropped ranged weapons now have vastly different behaviors!

    • Burst Fire - multiple shots per click, straight line.

      • For those sweet MLG noscopez.

    • Spread Fire - multiple shots per click, spread fire.

      • Can vary wildly.

      • Landing the entire spread will deal higher damage than normal, but harder to headshot.

    • Shotgun Fire - a LOT of shots in a click, low distance, low accuracy.

      • We don’t need to tell you how to use this. Go look up Evil Dead clips or something.

    • Homing Fire - Will gravitate towards your crosshair. Never miss a flying kobold suiciding on your core again!

    • Arc Fire - Rains death over an arc. Some may have Area of Effect impacts.

    • Not new, but slow firing single shot weapons now deal a LOT of damage...

  • Certain legendary weapons have unique behaviors. Find them!

  • Fixed attack rates will now roll on new weapons. We’ve balanced it such that you can find the weapon you want and succeed more than likely. So take that 40 projectiles a second weapon and go have fun, or the 1 projectile rifle and be precise for big damage.


New Passives and Skill Spheres

  • PDT Health (Passive):  X% extra Poison Dart Tower health based on your Defense Health stat.

  • PDT Speed (Passive):  Increases the Defense Speed of the Poison Dart Tower by +X.

  • PDT Explode (Passive):  When a target affected by the Poison Dart Tower’s poison dies, it explodes, dealing X% of your Defense Health as damage in an area around it. Also adds a stack of the PDT poison to targets hit by the explosion.

  • PDT Range (Sphere):  Poison Dart Tower’s range is increased by X%.

  • PDT Stack Increase (Sphere):  The Poison Dart Tower’s poison can stack X more times on a target.


Partial Controller Support

  • Partial Controller (Gamepad) support is in!

  • Use Controller must be manually enabled with the new checkbox at the Options -> Controls screen (scroll down and look right).

  • For the time being, enabling Use Controller will reset your keybinds. There’s a warning for this, and a future update will remove this limitation.

  • Note that many screens still do not support the Controller (yet). You’ll still have to keep your mouse handy for the cursor!

  • Future updates will allow for alternate control schemes and changing of stick sensitivity.


Daily Mission Changes

  • Daily Missions are now introduced after Dragonfall Sewers in the campaign. Some new, introduction-type missions accompany this earlier introduction, at least until you have a hero high enough to tackle the core daily mission set.

  • Added a new quest where the Knight Commander introduces missions between Dragonfall Sewers and Forgotten Ruins.

  • Monthly missions are still introduced in their old place after players complete the campaign.


Content


Little-Horn Valley Updates

  • Little-Horn Valley has received an overhaul!

  • Realizing having 3 entrances to the pub is bad for security, they’ve removed one on the lower level. No bouncers’ jobs were compromised in the process.

  • A couple of the neighbors have renovated and are allowing you to build towers on their new lawn space. This means new defense opportunities! Just don’t stomp on the grass with your heavy toes, people.

  • Spring cleaning happened to the primary overpass, so tipsy patrons can now see through the level a little clearer/not like they’re drunk.


New Costume:  Valhalla Knight!

  • 1200 Gems

  • 3 Mythic Accessories

  • 3 custom animations:

    • New Heal Animation

    • New Spawn-In Animation

    • New Death Animation


New Premium Pet:  The Headless Horseman!

  • 400 Gems

  • He comes with 1 “Fiery Pumpkin Head,” 1 “Shiny Axe” and 1 “Evil Laugh”...can you handle the spookiness?

  • Can come with the unique ability skin: Tormented Thoughts

  • What is “Tormented Thoughts” one might ask?

    • Fire your fiery pumpkin head at your foes causing them to panic and move faster while taking damage over time, if you kill your target within the DoT, they will explode doing AoE damage to nearby foes!


New Monthly Quest for October! Teddy Bear Nightmare!

  • Conditions

    • Kill 75 Skeleton Special Enemies!

      • Kill events for monthly quests are now shared across the party meaning no more last hitting for credit.

      • Triggers on all people in match when either Plaguing Hulk or Skeleton are killed.

    • Find 75 Legendary Items!

    • Win 25 Incursions!

  • Rewards

    • Monthly Pet: Bearkira

    • 40 Wyvern Tokens

    • 30,000 Gold

    • Hero Title: “The Awakened”


Miscellaneous

  • Added tooltips to Daily Missions, Monthly Missions and Quests so you can now see how much of a reward you’ll receive!

  • Made changes to damage numbers. Damage numbers are now more readable since they linger longer and the magic damage color has changed to a more bright purple rather than a dark purple because dark purple was very difficult to read.

  • Rearranged interaction icons to sit to the right of the reticle

  • Increased interaction icon display time for towers to 2 seconds while in Combat Phase

  • The Eggs you’re protecting in Liferoot Forest and during the Betsy fight have changed slightly.  Foreshadowing?!

  • Lightning Rod Uber has been renamed to “Concentrated Cyclone Uber.”

  • Swapped currency and premium currency positions on the UI; expanded the Add Currency button to say “Add.”

  • Implemented Alienware FX lights support.

  • Removed the “Take Damage” section of the tutorial level.  We’re pretty sure you’ll figure that out.

  • Made improvements on camera fade-in/fade-out when objects get between the hero and the camera.


Balance


Enemy Rollouts

After reading many fantastic threads about enemy rollouts, we have made some updates to the way enemies will come down the lane. We updated the lanes so that players will be letting towers do a bulk of the work while players are taking down specific support enemies. To do this, we divided our enemies into different groups.

  • Standard Group

    • The standard group will be composed of Goblins (Melee and Bomb Lobbers), T1 Orcs, as well as T1 Warboars. These guys are going to be present in just about every lane. However, they should be taken down quite easily with a decent tower setup.

  • Support Group

    • These guys are gunna be the ones you as the player will need to take down. We have updated their minimap icons so they stand out and let players know where they need to go. Sometimes there will be more than one lane that has some of these support enemies in them, so player movement is going to be really the key to victory. The support group is made up of:

      • Kobolds

      • Witherbeasts

      • Lady Orcs

      • Javelin Throwers

      • Drakin

      • Dark Mages

  • Air Group

    • The air group remains the same enemies as before. Players will have more time to take down air enemies as well due to not needing to hold off an entire lane of Drakins.


Enemy Balance Changes

  • The health of most melee enemies has been noticeably reduced. This includes Goblins, Warboars, and Orcs. Bomb Goblins too, even though they’re not melee.

  • Meanwhile, Kobolds have gained both health and damage. Get ready for the era of boom-shaka-laka!

  • Dark Mages and Witherbeasts, annoyed at the Kobold, have been working out and have gained some health as well.


Small Skill Spheres

With the new Stat Points System in place, we’ve made changes to the Small Skill Spheres. The goal here is to make Small Spheres about specific specialization on a tower. For right now, we’re starting off with Defense Range. We also left in some of the old quest sphere rewards for funsies. Here is the new list:

  • Defense Crit Damage I

  • Defense Crit Damage II

  • Defense Crit Damage III

  • Hero Crit Damage I

  • Hero Crit Damage II

  • Hero Crit Damage III

  • Defense Crit Chance I

  • Defense Crit Chance II

  • Hero Crit Chance I

  • Hero Crit Chance II

  • Defense Power I

  • Hero Damage I

  • Defense Health III

  • Hero Health III

  • Hero Damage V

  • Defense Health V

  • Defense Power V

  • Defense Attack Rate V

  • Cannonball Range I

  • Heavy Cannonball Range I

  • Heavy Cannonball Range II

  • Harpoon Range I

  • Harpoon Range II

  • Flameburst Range I

  • Flamethrower Range I

  • Flamethrower Range II

  • Earthshatter Tower Range I

  • Earthshatter Tower Range II

  • Frostbite Tower Range I

  • Frostbite Tower Range II

  • Lightning Aura Range I

  • Serenity Aura Range I

  • Lightning Strikes Aura Range I

  • Lightning Strikes Aura Range II

  • Boost Aura Range I

  • Skyguard Tower Range I

  • Explosive Trap Damage Range I

  • Blaze Balloon Damage Range I

  • Poison Dart Tower Range I

  • Elemental Chaos Trap Range I


Defense Balance Changes

  • Defenses that fire projectiles have had their damage substantially increased to accommodate for larger size. In addition to this base increase due to the size changes, we’ve also made the following additional base damage increases:

    • Flamethrower Tower base damage increased substantially

    • Cannonball Tower base damage increased substantially

    • Earthshatter Tower base damage increased substantially

    • Poison Dart Tower poison damage increased drastically

    • Heavy Cannonball Tower damage increased substantially

    • Ballista base damage increased substantially

  • Arcane Barrier health brought up to match base Spike Blockade.

  • Training Dummy:

    • Damage is now based off of Defense Health rather than Defense Power

    • Health values adjusted ever so slightly

    • Range is doubled

    • Mesh/Collision increased in size but not height so 3 dummies can cover what 2 blockades cover

    • [[5924,hashtags]]

  • Increased the Heavy Cannonball Tower's projectile movement speed by 50%

  • Note:  We will be taking another pass at trap/aura balance in the future. This update mainly focused on ranged tower balance.


Defense Range Changes

Players can now increase Defense Range by investing in Defense Range using the Stat Point System and equipping Small Skill Spheres that increase a specific defense’s range. All towers should have a larger max range than before through these changes.


Hero Balance Changes

  • Hero base health, base damage, and base ability power was reduced as now the majority of your progression should come from SAS points. You should hit a higher max than before this system, but this is still a work-in-progress.

  • Hero Health Stat Point System scaling varies based on the hero. Melee heroes scale substantially better than ranged heroes.

  • Apprentice's Mana Bomb damage mitigation buffed - when you are channeling you now only take 10% damage instead of the old 30%.

  • Reduced mark increase from Apprentice’s Arcane Mark Skill Spheres from 2.0 / 5.0 -> 1.0 / 2.0.


General Balance Changes

  • Removed resistances from miniboss lanes in Onslaught and Incursions


Bug Fixes

  • Improved performance on high-end machines based on community feedback by defaulting bSmoothFrameRate to false. Be smooth, framerate. Be smooth.

  • Potentially fixed a server crash.

  • Fixed an issue with nervousness for next week’s Open Alpha by purchasing a gigantic bottle of...of root beer. Yeah, root beer. Totally clams the nerves.

  • We meant calms the nerves, but clams sounds so much cooler.

  • Fixed an issue where pet stats can reroll their current stat value as both options.

  • Fixed an issue where the timing of Ogre spawns was causing infinite waves in Incursions. Because Incursions are hard enough, amirite?

  • Fixed an issue where, while playing in Windowed Mode, the Steam Overlay would not resize correctly if the user maximized or minimized the window.

  • Fixed an issue where enemy kill events weren’t triggered when a player’s pet killed the enemy.

  • Clammed down the map music on Campaign Gates so it no longer plays behind the introduction cutscene.

  • Fixed an issue where Betsy would immediately fly away after one egg volley attack from her nest. She will now stick around for a bit and attack any players in her vicinity. After a number of attacks from her nest, she will fly off to do her next air attack.

  • Fixed an issue where the Incubate button would incorrectly disappear.

  • Fixed a collision issue with a tree on Forgotten Ruins.

  • Fixed a bug where Daily Missions were not filtering in correctly.

  • Fixed an issue where the Dragonfall Tourist Daily Mission was causing the Victory Chest to generate more gold than intended.

  • Fixed an issue where wave completed experience was not sometimes given to the hero.

  • Fixed an issue where the player’s gem total wouldn’t update after purchasing an item with gems.

  • Fixed an issue with collision near the subobjective area in Forgotten Ruins that was stopping enemy pathing.

  • Fixed an issue with a spawn point in Nimbus Reach.

  • Fixed a bug where the Daily Mission icons would move when the progression was updated. Now it's perfectly aligned.

  • Implemented a potential fix for the dark towers bug.

  • Fixed an issue where the pet evolution popup would display the wrong color.

  • Implemented a potential fix for a Blaze Balloon decal issue.

  • Fixed an issue where the Monk’s Onslaught polearm was missing its stats on the tooltip.

  • Fixed an issue where players couldn’t click on the purchase button for the first item under the Featured section without first clicking on a different item.

  • Fixed an issue where some Squire Shields had a graybox texture within the tooltip.

  • Fixed bugs with incorrect Skill Spheres being rewarded from a Gran’Masta quest.

  • Fixed an issue with an Oil Flask decal.

  • Fixed an issue where objects wouldn’t fade in properly.

  • Fixed an issue where intro matinees were not adhering to custom audio settings.

  • Fixed an issue where the Forge icon was rendering incorrectly on the minimap.

  • Fixed an issue where Orcs were not appearing properly on the minimap.

  • Fixed a texture issue in the Social Tavern.

  • Fixed a bug where the Purge Evil updated passive was referencing the old passive.

  • Fixed an issue where the pet egg given for the “Visit the Stable Boy” quest would go to the Scavenger and be automatically destroyed 30 minutes later.

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.


ZackSmith
forge-Blog.jpg

Creating 3D art is so cool! Okay, I had to get that off my chest because it's the truth! Turning a flat 2D painting into an object that you can walk on, interact with or marvel at as you run by is truly rewarding.

When a concept is given to a 3D artist, or at to least me, I am flooded with so many thoughts that are usually instantaneous. The main thought is, "How will I create this thing?" I begin to break down the shapes that I see in a given concept and ponder how I will translate that given asset into the third dimension.

forge.png

Creating the Forge for Dungeon Defenders II was an exciting task to complete. I thought to myself, "I get to create a cool design that opens up, emits cool VFX, has glowly parts, and the Council helped design the concept!" This asset had a bit of pressure for sure, but a little pressure never hurt anyone.

Like any model, it all begins with a primitive geometric shape. I usually start off with either a cube or cylinder. Who would have thought that in high school I would literally work with geometry all day? It's a good thing the math is behind the scenes; I just work with the shapes. A given triangle count limit is given. This is the max limit of how many Tris (cool people say Tris instead of triangles) that can be used to create that given model. I try to not think of it as a restriction, but rather as a nice number that I have in the back of my head that will sometimes whisper to me: "Hey Zack, your Tri count is getting a bit high! Try lowering that number, okay?" I'm always happy to oblige to myself. Creating models efficiently as possible is one of the many factors that help regulate how well a game runs.

ForgeScreenshot02-1024x780.jpg

When creating the Forge, I broke the model into different parts. It was easy enough to do because the great design has very distinct landmarks that made it painless to figure out shapes and spatial relationships. This is crucial in my thinking process to get the model to look as close to the concept as possible.

Before the process of painting the Forge, I had to completely lay out the model to be flat. This is the process of creating UVs. The letters U and V are just the axes that a texture will be placed. Creating UVs is like unfolding a cardboard box completely flat. To save as much space as possible, UVs are overlapped and flipped in all kinds of ways to be snug tight. The better the UV layout, the easier it will be to paint the model's texture.

UVs.jpg

Texturing is one of my favorite parts. This is when the model really starts to come together. About 98% of my painting is done in 3D-Coat. This program allows me to paint directly on the geometry. Photoshop is used to do any minor clean-ups or color adjustments. The Forge involved painting lots of metal. The first part of the painting process involves putting down those nice base colors. Once that is done, I begin to paint the overall form a bit more. Little nicks and dents are added to give the overall piece an interesting look. Unlike realistic textures, not every minute detail is put into the painting. Implied paint strokes can be just enough to let the viewer understand what the material the model is made out of. We also do not want the model to become noisy with detail.

ForgeScreenshot01-1024x430.jpg

After hours of painting, the model is done. I do a quick visual sweep of the model to make sure I'm satisfied and to ensure there are not any technical problems before it's checked by the 3D art lead and art director. After critiques are given and changes are made, it’s handed off to rigging and animation!

forgegif_1.gif

Are there any other models that you'd like to see from concept to creation? Tell us in the comments below, and you could win a pre-alpha code for Dungeon Defenders II! You have a full week to leave a comment. We’ll pick a random poster and reveal the winner next Tuesday. Don’t have a forum account? It takes less than a minute to join!

The random winner of the Javelin Thrower Boogie blog is TezNyanCatLipoca! There's still time to enter the Bold New World blog giveaway!
pmasher

Greetings, Defenders!


Our next patch for Dungeon Defenders II, Alpha & Beyond, is coming out this September! This patch will begin our Alpha phase of development. Since almost every Early Access developer (and platform) uses different terminology, here’s our definitions:


Phases of Development for Dungeon Defenders II:

  • Pre-Alpha- This is where we develop the core features of the game. Public releases are often far apart and most work is focused on the initial creation of core features and gameplay systems. (Note: This is the state of the game since our release in Early Access)

  • Alpha- In this phase we rapidly iterate on and improve the core feature set of the game. Feature work is still ongoing in this phase, but we will also be focusing on bug fixing and balancing on a near weekly basis.

  • Open Alpha - This is the same phase as Alpha, but open to everyone. There will be no full wipes once we reach this stage. If there are balance or other issues we will deal with them in similar methods to other online games.

  • Open Beta - At this point, core feature work is mostly complete. We will be fully operating the game as a live product. Most of our time will be spent creating new content (levels, bosses, events, items) and continuing to balance the game.

  • Free to Play- Release! Here we consider the game has enough content to be “released.” From here on we will be making new content, creating post-release features, and more!


The PlayStation 4 version of the game will be following a similar roadmap once released, just a few steps behind the PC version. We may be using slightly different terminology though, due to the platform. We’ll have more details on the PlayStation 4 soon!


In the meantime, catch a sneak peak of the Alpha & Beyond patch in our last Devstream here. And tune in to our next DevStream, this Friday at 5 PM EDT for our full reveal.



iamisom



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

Features

  • New Map: Molten Citadel

    • Thanks to your previous Influence vote, our next map is the Molten Citadel! Molten Citadel is a remake of DD1’s Magus Quarters. A fiery lava moat surrounds this explorable castle. Also, skeletons. Medium-sized map. One core.

  • New Incursion:  Demon’s Lair

    • Turn up the heat with the new Molten Citadel map and a superheated Incursion featuring Lava Guardians and the fierce Demon Lord. HE’S ON FIRE! Can you keep your cool?

  • New Abyss Lord Weapon: Scorched Tome of Molten Brimstone

    • You play with fire, you’re gonna get... The Scorched Tome of Molten Brimstone. Burninate foes with the power of earth and flame, then finish ‘em off with great balls of magma.

  • iPWR 750 Medallion on the Demon's Lair Incursion!

  • New Incursion Enemy:  Lava Guardian

    • The hot n’ heavy Lava Guardian enters the Demon’s Lair Incursion with attacks that are sure to get you hot and bothered.

  • New Squire Costume:  Guardian of the Molten Citadel

    • Think DD2 is hawt? Help keep cool, new stuff coming and wear your support by splurging on the Squire’s Guardian of the Molten Citadel variant! It comes with 27 accessories and 127° C of style.

  • Changing Terminology

    • We’re changing “Challenges” back to “Incursions” (because too many things in our game are called Challenges) and “Defense” back to “Campaign” (because in a few updates, this will feel more like a traditional Campaign). Deal with it (but seriously, we hope that’s the last time).

  • Additional Changes

    • Fixed a bug where some defenses weren’t attacking dummies in the Tavern. Sky Guards still don’t work, but maybe one day.

    • Added “Wave” and “Phase” to the Game Browser.


Balance

  • Skeletal Ramster targeting yaw increased from 10 to 17.

    • Skeletal Ramster should now be able to hit everything within its area of attack.


Bug Fixes

  • Fixed several server crash bugs. Fixing crashes and weird loading issues (like the falling through tavern bug) are our top technical priority!

  • Fixed an issue where some Nightmare IV maps had their recommended iPWR set too high.

  • Fixed the Squire’s Slamming Block to only apply on successful blocks.

  • Fixed some legacy pets having unexpectedly high stats.

  • Fixed some legacy gear having base stats that were in the stratosphere.

  • Fixed some spelling issues on the Forest Poachers Incursion. We ams gud spellarz.

  • Fixed an issue on Liferoot Forest where people could get out of the level with the Glaive of the Storms.

  • Fixed a bug with the Cooldown Reduction Sphere occasionally causing abilities without cooldowns to suddenly have them.

  • PS4 - Fixed some ability and tower icons appearing “zoomed in” on the UI.


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

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