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bienvenido3

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

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


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

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

Elandrian

Patch 14.5 for Steam

Here are the notes for Patch 14.5!

We fixed ALL the things.  And by things, I mean spheres… And also the Sky Dragon’s Fury Monk weapon.  

iamisom is on vacation.  All bets are off.  I have no idea what I'm doing.

Bug Fixes

  • Sky Dragon’s Fury

    • We fixed this weapon doing one damage.  It wasn’t cool, so we told it to stop.


  • Medium Sphere

    • Experience Bonus Sphere Fixed


  • Large Spheres

    • Bewitching Hour Sphere Fixed

    • Boost Blockade Health Sphere Fixed

    • Charge Primary Sphere Fixed

    • Crane Stance Sphere Fixed

    • Dragon Stance Sphere Fixed

    • Empowering Calm Sphere Fixed

    • Extra Flame Damage Sphere Fixed

    • Fire for Effect Sphere Fixed

    • Fight Me Not Sphere Fixed

    • Lightning Damage Sphere Fixed

    • Long Range Sphere Fixed

    • Powerful Spears Sphere Fixed

    • Shiny Spokes Sphere Fixed

    • Spiders Kiss Sphere Fixed

    • Steam Powered Sphere Fixed


PS4 players will receive these changes in the Lavamancer update.
bienvenido3

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

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



Want to see the Lavamancer in action? Tune into our Devstream this Friday at 5PM EDT! We're also giving away his costume to several lucky viewers!

The HoE update also heralds (see what we did there?) an option to display massive amounts of damage in a more streamlined way. With this option turned on, you’ll be able to see more of the beautiful world of Etheria as you hashtag rek AF (or whatever you kids are hashtaggin these days). See the handy GIF (that’s GIF with a hard G) below for an example!

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


Daniel Haddad, Design Director (Blacksmith)

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


Daniel Diaz, World Builder (DanielKaMi)

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

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Jesus Diaz, World Builder (N3oDoc)

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


Steven Collins, Lead Level Designer (Esorath)

The Demon Cache has been found! Congrats on hitting the books and getting some extra loots!

As for the next map, Crumbled Bulwark. The level design team was rather unhappy with the original theme that was done on this map. It lacked the character and depth that we want to push forward with our levels. So we decided to give Crumbled Bulwark a makeover. (Keep in mind the gameplay layout will remain unchanged.) This visual update will give the map more character as well as some of the updates will allow for a much more robust Incursion that we have planned for this map.


Brian Goodsell, VFX/Technical Artist (Other titles pending)

Wrapping up the last of the extended Lavamancer VFX work for the milestone. Had some time to modify my workflow in a way that allowed me to capture more gifs.


Oil Geyser Attack/Eruption

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Charge VFX

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


John Muscarella, Digital Puppet Master

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


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



iamisom

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The Lavamancer comes out this month on PC & PS4! Meet the Lavamancer in his official trailer below:



Elliot Cannon, Creative Director (Myscha_Sleddog)

We’re in the middle of a final push to get the Lavamancer wrapped up! Be sure and check out the hero video above for a fun look at his themes, abilities, and towers. Here’s a breakdown from me on the hero, designed by Dan Haddad with some images he snapped for me in one of our test map.

Resource – Molten Power

The Lavamancer uses a unique resource called Molten Power, which functions like mana for other characters except he resupplies this for himself through one of his towers, called a Fissure of Embermount. You can place up to three Fissures in the map, each generating a mana pick-up every twenty seconds. If you play it right and keep mental track, you’ll be max molten power non-stop and that means more fire!

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Grab these burning meteors for more Molten Power!

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

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


Melee

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


Harden and Inflame

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

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Eruption

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

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Submerge and Emerge

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

Although Dash is awesome, the immunity from submerge makes you think about your movement in different ways!


Maw of the Earth Drake

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


Oil Geyser

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

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Volcano

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


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


Tim Shannon, Live & PS4 Producer (TimmyTrashTier)

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

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


Jesus Diaz, World Builder (N3oDoc)

Here's a pic of the current state of the Wild West level!

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Daniel Diaz, World Builder (DanielKaMi)

Now that we're done with the Wild West level, we're moving on to the Crumbled Bulwark, the "winner" of the Influence Vote! We're going to do a visual pass in the level so it looks more interesting. We also want to add new features like new gameplay areas for just the players.

Lastly but not less important, you might meet with a certain creature in this dark level...


Steven Collins, Lead Level Designer (Esorath)

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

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


Dani Moore, Remote QA Lead (Dani)

Testing and bug finding with the Lavamancer is a go. Speaking of go, been playing Pokemon Go recently and found this rare Dugtrio.

Ain’t he the cutest?

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iamisom



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

Features

  • New Map: Molten Citadel

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

  • New Incursion:  Demon’s Lair

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

  • New Abyss Lord Weapon: Scorched Tome of Molten Brimstone

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

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

  • New Incursion Enemy:  Lava Guardian

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

  • New Squire Costume:  Guardian of the Molten Citadel

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

  • Changing Terminology

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

  • Additional Changes

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

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


Balance

  • Skeletal Ramster targeting yaw increased from 10 to 17.

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


Bug Fixes

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

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

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

  • Fixed some legacy pets having unexpectedly high stats.

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

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

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

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

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


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

iamisom



Today at 5PM EDT on our Twitch channel, be the first to see the Molten Citadel update! 

We're showing off the Molten Citadel map, Demon's Lair Incursion, the Lava Guardian enemy, new Abyss Lord Weapon and more. We're also giving away 10 Guardian of the Molten Citadel Squire costume codes to lucky viewers. Tune in to win!

bienvenido3




The Molten Citadel update will melt your face off next Tuesday, August 2nd! 

Here’s what's in this muy caliente (that’s very hot in Spanish) update:


  • 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.

  • 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 Do What We Want!

    • 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).

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

  • And a hot plate!


That completes my first dev log post EVAR. I'd like to thank my budding bromance with Isom, my mom, and every team off 11 year olds I've ever silently played Splatoon with. - Benny


Elliot Cannon, Creative Director (Myscha_Sleddog)

The Molten Citadel map lands next week! Old school Dungeon Defenders players will recognize the Magus Quarters layout, which as always, Jesus Diaz (N3oDoc) and Daniel Diaz (DanielKaMi) applied their incredible level design, world building, and art skills by taking the base BSP of the original map and transforming it into a place that makes Ragnaros jealous. Be sure and check out their DD2 Wild West map below they’re working on!

Steve and Lauryn did the design for the Molten Citadel Incursion, and it’s quite fun and really captures the complete theme and boss-fight/raid vibe while keeping true to the core of what makes DD2 unique.


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On this map, a fiery Demon Lord emerges from the lava and bombards players with burning meteors, so be careful where you stand. If you are too close to your core, the splash damage will nail it so don’t be caught turtling. These meteors have a touch of homing on them too, so good dodging, movement, or line of sight breaking is necessary. He also cheats from time to time. Don’t get popped out of the sky and fall into lava! While he’s firing multiple meteors at you, his armies come in waves (infinitely) including flying enemies, so don’t forget anti-air towers unless you want to skeet shoot Wyverns non-stop with your Gun Witch or Huntress. (Always fun with a Double Tap II 1.5/s x3 Blunderbuss Duster!)

Infinitely?

The waves go on forever unless you can spot a Lava Guardian and kill him. Steve has a fun snap of one below. On death, they break down into burning boulders, which work awesome as ammunition for the catapult on the upper bridge. Fire the catapult to stun the Demon Lord so you can get there and DPS him down (I suggest using the Gainesville 352 slap). Steve’s jamming balance, be sure and read his update below.


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As with all our Challenges this year, we added a unique hero-specific weapon that always drops and has variable bonuses to the effects so you can work towards what you think is the ultimate version. This go round, the Abyss Lord gets the Scorched Tome of Molten Brimstone, which jams up your primary mana drain with extra damage and changes both right-click and right-click charge ups significantly. The charge up is rather nasty. Beavis would get excited. Fire!

Be sure and check our Patch Preview video at the top of the post for some action clips of everything!


Josh Isom, Community Manager (iamisom)

The Upcoming Changes to the Game thread has been updated! Check it out if you’re curious about the near-term changes coming to Dungeon Defenders II.


Dani Moore, Remote QA Lead (Dani)

The Lavamancer will soon be burning his way through Etheria, and naturally we want to put him through his paces before he lands. We have a fantastic Remote Playtest Group that gets the chance to do just that, and we’re open to recruiting new members. So if you want to test out the Lavamancer and upcoming content before it releases come join us!

Also, if you have a few spare hours most days, we have a daily active group called the Remote QA team. This team takes a look at the game as it develops each day with a strong focus on bug finding and feedback - and we’re also recruiting on this team too.

Send an email to dani.moore[at]TrendyEnt[dot]com - and confirm you are 18 or above - and we’ll start the process of getting you into either group, just state which team you want to join. We’ll also provide more details before you jump in.


Daniel Diaz, World Builder (DanielKaMi)

Working hard on the Wild West level! Adding new buildings and doing a full deco pass.

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Jesus Diaz, World Builder (N3oDoc)

This week I'm polishing the Wild West level by adding a ton of details, and also I'm working on the out-of-bounds areas creating some new funny buildings!

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Steven Collins, Lead Level Designer (Esorath)

Incursion testing is well under way. The Molten Citadel is getting polished up, and the Incursion is getting balanced out. The lava guardians are getting restless…

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iamisom

Here are the notes for Patch 14.3!


Balance

  • Series EV2 Proton Beam

    • The end result of these changes should make the Proton Beam stronger than what it currently is but not as strong as it was before the Power Surge update:

    • Defense Power ratio increased 0.4 -> 0.6

    • Defense Crit Damage ratio increased 1.0 -> 1.15

    • Defense Power upgrade ratios decreased to 1.0 -> 1.3 -> 1.6 -> 1.9 -> 2.2

    • Defense Crit Damage upgrade ratios fixed and set to the same as Defense Power upgrade ratios

    • Fixed bug that was making Crit Damage scale incorrectly. It should now scale per upgrade instead of maxing out at Tier 1.

  • Series EV2 Reflect Beam

    • Defense Power ratio increased 12 -> 15

    • Defense Power upgrade ratios decreased to 1.0 -> 1.1 -> 1.2 -> 1.3 -> 1.4

    • Defense Crit Damage ratios fixed and set to the same as Defense Power upgrade ratios

    • Radius increased 250 -> 300

    • Fixed bug that was making Crit Damage scale incorrectly.

  • Weapon Manufacturer

    • Fixed a minor Defense Speed scaling bug (now properly scales, slightly, with Defense Speed).

  • Poison Dart Tower

    • Poison Dart Tower's Poison Damage can now exceed the 20,000 per tick, per stack Damage Cap. You should no longer hit a damage cap.


Bug Fixes

  • Removed unused values on the Inspect Defense tooltip for the Proton Beam, Reflect Beam and Weapon Manufacturer.

  • DPS, ATK Damage and several other values will now display on the Inspect Defense tooltip for the Proton Beam, Reflect Beam and Weapon Manufacturer. (DPS on Reflect Beam and Weapon Manufacturer is not calculated correctly and will be fixed in a future update.)

  • Buff Beam now displays proper fields on the Inspect Defense tooltip.

  • Special Delivery, Boom Headshot, Howdoken and Firing My Lazer challenges will now properly track progress.

  • Special Delivery Steam Achievement should now properly unlock once the requirements are met.

  • Fixed a bug where if a player did not answer the prompt when the party leader transitions, the leader eventually left the map but the party was not disbanded.

  • PS4 - Players that have not completed the campaign were able to access end game difficulties.

 
PS4 players will receive these changes in the Molten Citadel update, which we'll have more information on in tomorrow's Dev Log!
iamisom

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Josh Isom, Community Manager (iamisom)

The Power Surge update is out, and now we’re working on the Molten Citadel update! You’ll hear all of the hot details about that in next week’s Dev Log.

This week, we’re working on more balance changes based on the feedback we’ve received since the update. Some of the tentative changes include giving the Series EV2’s Proton Beams some love and removing the Poison Dart Tower’s damage cap. We’re hoping to have these changes in Tuesday’s PC patch (PS4 will get these changes in the next update).

Work is continuing on the Wiki. Ice has some nice changes to the front page coming in soon, and he’s cleaning up some of the templating to make editing a breeze. I’m gathering a list of data points that I need to investigate. Is there something you’d like the Wiki to tell you that’s not currently there? Let me know in the comments!

And by Friday, the Upcoming Changes to the Game document should be fully updated.

I know you’re all curious about that Orc GIF above. That’s a little present waiting for you in the Molten Citadel Challenge. But that’s not all. I’ll say more next week.


Daniel Haddad, Design Director (Blacksmith)

The Lavamancer needs a good bit of love if he’s going to be ready. I’m working on getting his core kit functional and entertaining before we start doing our tests with the RPG and RQA groups and gathering their feedback. While working on him, we noticed that our melee combat system can use a bit of love, and so we came up with a solution that should give the designers a bit more control on how melee combat feels in order to make it nice and exciting.


John Muscarella, Digital Puppet Master (Muskie4242)

Speaking of the Lavamancer, here are some animations I made recently:

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Daniel Diaz, World Builder (DanielKaMi)

We're making good progress in the Western level! This week, with the majority of the main buildings built we can start focusing a little more on the small details.

P.S. Kudos to MushroomCake28 for guessing the level! He was right, we're working on the DD1 Throne Room remake!

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Jesus Diaz, World Builder (N3oDoc)

Working on the Western level! We already have all the main gameplay areas done, but there is still a lot of work to do yet. Here is a picture of a railroad car I did for the level.

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Tim Shannon, Live and PS4 Producer (TimmyTrashTier)

This week is kind of a mixed bag. I’m mostly focused on the next PS4 Trophy update and getting approvals and everything in line there. When I’m not engaged with that, I’m working on balance updates and testing procedure for those and working on improving the re-roll system. There’s also some super-secret-hush-hush things going on behind the scenes that I’m heading up, which you may hear about in the future.


James Reid, Software Engineer (Driscan)

This week I’m working on one of the defenses for the Lavamancer. Once I get done with that I’ll be moving on to some iterative work on the Game Browser along with some metrics-related programming.


Steven Collins, Lead Level Designer (Esorath)

Continued work on Molten Citadel Challenge. We’ve done some internal testing so making some pretty cool iterations moving forward.
iamisom



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

Features

  • New Challenge:  Power Surge!

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

  • Glaive of the Storms Monk Weapon

    • Guaranteed drop from the Power Surge Challenge.

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

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

  • iPWR 750 Boots:  

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

  • Game Browser UI Updates

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

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

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

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

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

  • New EV2 Costume:  Mark 3

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

  • Other Changes

    • Increased the AFK timer to improve Maximum Pooping Efficiency.

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

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

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

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


Balance

  • Huntress Poison Dart Tower

    • Poison Dart Tower Skill Sphere Change

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

    • Viper’s Bite Rebalance

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

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

  • Abyss Lord Skeletal Archer

    • Damage Buff

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

    • Angle Buff

      • Angle increased from 120 to 165

    • Speed Rebalance

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

    • Range Rebalance

      • Base range reduced from 4000 to 3250

    • Targeting Rebalance

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

    • Upgrade Damage Strength Rebalance

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

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

    • Explosive Arrow Rebalance

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

  • Abyss Lord Skeletal Ramster

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

    • Damage Buff

      • Increased Defense Power gain from 3.0 to 3.2

    • DU Buff

      • Ramster is cheaper now at 50 DU instead of 60

    • Attack Rate Rebalance

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

  • Apprentice Earthshatter

    • Upgrade Damage Buffed

      • T2: 1.4 to 1.5

      • T3: 1.8 to 2

      • T4: 2.2 to 2.5

      • T5: 2.6 to 3.0

    • Range Buff

      • Range increased from 3600 to 4000

      • No longer gains range from upgrades

    • Defense Power Scaling Buff

      • Damage scaling increased from 15 to 22

  • Squire Ballista

    • Defense Power Scaling Buff

      • Increased DP scaling from 9.5 to 12

    • Defense Units Rebalance

      • DU increased from 50 to 60

  • Series EV2 Proton Beam and Reflect Beams

    • Crit Damage Scaling Rebalance

      • Reduced the base crit damage from 245 to 70

  • Lucky Salves Rebalance

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


Bug Fixes

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

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

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

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

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

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

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

  • Filters should function correctly for Challenges now.

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

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

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

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

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

  • Increased volume of the Broomnado ability SFX.

  • Increased collision on Dragonfall Sewers mana nodes.

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

  • Repositioned the Ghastly Halberd on the Item Enhancement wheel.

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

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

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

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

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

Devstream 61 Recap



The Land of Uhz

  • Our new guy Benny said Uhh a lot. He has been admonished for his vocal crime. 


Power Surge Update

  • The Power Surge Challenge

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

  • Glaive of the Storms Monk Weapon 

    • Ride the lightning with the Glaive of the Storms! The alternate attack lifts the Monk into the air and lets him ride in style on his own personal cloud. With the power of the cloud, the Monk can synergize and maximize his damage output for peak fiscal performance.

    • Uhh, we mean, become a lightning god! His cloud corvette drenches enemies that walk underneath it and periodically strikes them with lightning.

    • The main attack unleashes a powerful lightning attack!

  • Mark 3 Costume for Series EV2

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

  • Balance Changes

    • This update brings additional balance changes, including an Earthshatter buff, Skeletal Ramster buff, Skeletal Archer nerf and a Poison Dart Tower nerf.

  • And more!


New Map Influence Vote:  Least Votes Wins!

  • In recent months, several dungeons have been defeated at the hands of the Influence Vote. It’s time for one of these losers to finally win… but we’re switching things up. For this vote, the map with the LEAST amount of votes will be the one you see next!
  • Will you choose Frost Keep or Crumbled Bulwark? Vote now!


What We're Working On Now

  • Strategy Revamp:  New Enemy Abilities and Roles:  We're giving enemies new abilities and roles to increase the difficulty of the game and to provide more interesting encounters. These changes are going to take awhile to complete. It's a big task that we're working on, and it'll need a lot of iteration time before we get them right. If you're interested in testing these changes before they go live, join the Remote Playtesting Group! Email dani.moore[at]trendyent[dot]com if you're interested.
  • Campaign Revamp:  Leveling, Loot, Reward and Structure Changes:  Step one of getting the enemy changes into the game is restructuring our Campaign and laying the groundwork there. Part of these changes is changing the way we handle enemy spawning so that as we make squads and these new enemy changes, we can implement them into the game. While we're diving into Campaign, we're also taking a look at the new user experience and making rewards and experience more frenetic and enjoyable. After we're through with these changes, it shouldn't suck to level heroes to 50! Yay!
  • New Map:  Molten Citadel:  Our remake of Magus Quarters from the first game. It's real pretty. 
  • More DD1 Map Remakes:  Oh yeah, baby.
  • New Hero:  The Lavamancer:  We'll have more details for you in our next Devstream!
  • New Hero:  The Mystic:  You'll have to wait a bit longer for those details.


PS4 Online Update

  • In the update after the Power Surge update, multiplayer online play will only be accessible to players with an active PlayStation Plus account. If you do not have a PlayStation Plus account, you will still be able to play single player or local co-op online. When Dungeon Defenders II leaves Early Access, all players will regain access to multiplayer online play. To all of our PS4 fans, thanks for playing Dungeon Defenders II in Early Access on PS4. We're excited to continue to get your feedback as we continue to improve the game!
  • We're also working on PS4 Trophies. You should see those really soon!
iamisom



On July 19th, the Power Surge update releases on Steam and PlayStation 4! Tune into the Devstream Friday at 5PM EDT to see the update in action!

The Power Surge update includes:


  • The Power Surge Challenge

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

  • Glaive of the Storms Monk Weapon 

    • Ride the lightning with the Glaive of the Storms! The alternate attack lifts the Monk into the air and lets him ride in style on his own personal cloud. With the power of the cloud, the Monk can synergize and maximize his damage output for peak fiscal performance.

    • Uhh, we mean, become a lightning god! His cloud corvette drenches enemies that walk underneath it and periodically strikes them with lightning.

    • The main attack unleashes a powerful lightning attack!

  • Mark 3 Costume for Series EV2

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

  • Balance Changes

    • This update brings additional balance changes, including an Earthshatter buff, Skeletal Ramster buff, Skeletal Archer nerf and a Poison Dart Tower nerf.

  • And more!


Daniel Haddad, Design Director (Blacksmith)

I had something pretty cool planned for this week’s Dev Log but then I forgot what it was… I’m focused on getting the Monk’s new legendary weapon ready and doing some balance changes to the Ramster, Archers, and the Poison Dart Tower. After that, I’ll be working on the Lavamancer primarily. Also working on the enemy changes and future hero balance whenever I can. The enemy changes are going to take awhile to complete, but I’ll have more to show you soon.


Jesus Diaz, World Builder (N3oDoc)

This week I'm having some great fun working on the new level, a wild west themed one this time!

At this moment we are currently world building the city, which means creating all the big stuff like the buildings, walkways, terrain and the small props such as windows and doors. We are trying to have a lot of player-only paths for this level so expect to be able to walk along rooftops, jump from one roof to another and snipe enemies from there!

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Daniel Diaz, World Builder (DanielKaMi)

Hey, Defenders! It's time to show you some details about the new level we're cooking now. This remake level will make DD2 feel like a western! You'll be able to enter into some buildings and explore around.

And here are some pics of stuff I've been working on:

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What remake from DD1 do you think we’re bring back for building a western level? Not an easy question. (Hint: is not Aquanos.)


James Reid, Software Engineer (Driscan)

Working on fixing some bugs as well as iterating on the Game Browser. Phase 2 of the Game Browser is shaping up nicely! Can’t wait to get it into your hands!


Steven Collins, Lead Level Designer (Esorath)

Glad to see everyone Vroom Broom’in around! Challenge work continues on Molten Citadel, and I haven’t forgotten about secrets…

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Josh Isom, Community Manager (iamisom)

Xenogenics posted a great thread on the forums about the state of the Official DD2 Wiki. In short, the wiki is wildly out of date and difficult to update. People are resorting to Google Docs to share information, which is just ridiculous.

So Ice and I are strapping up and diving in to fix the wiki. Our goal is to update the wiki with the most accurate information possible, make it easier for you to create edits and give you the tools to help keep it updated.

iamisom

Here are the notes for Hotfix 14.1 for Steam, which is scheduled for release later today:


Game Browser Change

  • Updated the Suggested Item Power for all Nightmare IV difficulties to be 700. This should hopefully solve the issue where the browser would lock players out of creating NM4 maps.


Balance

  • Gloves of Storms and Ravenhost Projectile Update

    • Gloves of Storms should now work properly on EV2, Abyss Lord, and Huntress.

    • Storm Gloves and Ravenhost Projectile now hit the correct number of targets. Previously, these could hit more targets than intended.

    • Projectile lifespan reduced from 10s to 5s.

    • Bound distance reduce to minimize excessive distance bouncing (3500 to 2500)

  • Gloves of Storms Balance Update

    • Hero Damage Ratio decreased from 150% Max to 25% Max

    • Proc Rate Max decreased from 2.5/s to 1.0/s

    • Maximum Bounces from decreased 8 to 4

    • Projectile now deals Storm damage (was Magic damage)

    • Developer Note:  The Gloves of Storms were causing damage beyond what was intended. These changes should make this piece of the set advantageous and desirable to DPS players but more balanced.

  • Sky Dragon’s Fury (Betsy Polearm)

    • Fixed a bug where the Sky Dragon’s Fury mini-aura would continue to do damage after it despawned. Duration is now 10-15 seconds.

    • Developer Note:  Our changes to the Betsy Polearm were having an unintended effect where the mini aura would remain after its expiration. This one is more of a bug fix, but since it affects balance, we added it here.


Bug Fixes

  • Fixed an issue where the Glove of Storms was not working on the Abyss Lord.

  • Fixed an issue where with some heroes the Glove of Storms projectiles were not originating from the heroes.

  • Fixed several server crashes related to joining matches.

  • Potentially Fixed an issue where items would occasionally all drop at iPWR 1.

  • Fixed an issue where the Red Spectral Knight would not get cleansed in the Spectral Knight Incursion.

  • Fixed an issue where the Storm Boot passive could appear on any item.

  • Fixed an issue where the Game Browser scroll bar would not reset back to the top when the list of games gets smaller based on filters. (It would appear as though there were no available games because the Browser would scrolled down past the list of available games.)

iamisom

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



Features

  • New Hero:  The Gun Witch!

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

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

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

  • Game Browser

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

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

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

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

  • Reorganization of Campaign and Incursions

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

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

  • First Armor Set:  Armor of Storms

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

    • This set is catered towards DPS heroes.

    • Gloves of the Storms:  

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

    • Helm of the Storms:

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

    • Chest of the Storms:

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

    • Boots of the Storms:

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

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

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

  • Unique Legendary Loot Update

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

      • Dragonfall Bazaar:  Toxic Shock Bow

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

      • Liferoot Forest Incursion:  Armageddon Staff

      • Ramparts Incursion:  Purge Evil Polearm

  • Daily Mission Updates

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

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

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

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

  • Melee Update

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


Balance

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

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


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Abilities

  • Pole Smash

    • Buffed damage significantly

    • Removed cooldown

    • Reduced to mana cost to 25

    • Falloff damage removed

    • Scales off of Ability Power

  • Chi Blast

    • Buffed damage significantly

    • Removed cooldown

    • Increased mana cost to 50

    • Falloff damage removed

  • Heroic Presence

    • Increased damage buff

    • Increased Heal Strength

    • Increased mana cost to 100

    • Cooldown is now 10 seconds

  • Shielding Wave

    • Buffed the Shield Strength to 2000% of your AP

    • Mana cost is 100

    • Cooldown is now 10 seconds


Defenses

  • Lightning Aura

    • Increased Damage

  • Lightning Strikes Aura

    • Increased Damage

  • Boost Aura

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

  • Sky Guard Tower

    • Damage increased slightly


Gear

  • Monk Harbinger Weapon

    • Pole Smash Fist (Passive)

      • Cooldown reduction removed

      • The two fists now roll their damage independently

        • First fist between X

        • Second fist between Y

      • Rebalanced stats to be more viable

    • Lightning Strikes Passive

      • Chance to proc is now variable

      • Damage from first fist is now variable

      • Area damage from smaller fists is now variable

      • Rebalanced to be more viable

  • Serenity Aura Range Passive

    • Only appears on gloves now

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

  • Serenity Aura Slow Passive (Idle Flow)

    • Increased intensity of the slow

  • Betsy Weapon Passive

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

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Abilities

  • Magic Missile

    • Increased damage

    • Increased max number of marked targets to 8

    • Removed cooldown

    • Reduced mana cost to 25

  • Tornado

    • Increased damage

    • Increased knockup duration

    • Reduced cooldown to 2 seconds

    • Max targets you can hit is now 10

  • Lightning Rod

    • Massively increased damage

    • Stun duration is now 18 seconds

    • Cooldown is now 10 seconds

  • Mana Bomb

    • Increased damage

    • Cooldown is now 10 seconds


Defenses

  • Arcane Barrier

    • Buffed Arcane Barrier Health

  • Flameburst Tower

    • Increased Damage

    • Reduced AoE damage fallof

  • Earthshatter Tower

    • Earthshatter Tower is now single target and heavy damage.


Gear

  • Balanced the Halberd primary fire.

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

  • Buffed secondary attack damage on staves.

  • Apprentice Harbinger Weapon

    • Arcane Barrier Passive

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

      • Increased damage effects

      • Increased DoT duration to 8 seconds

      • DoT damage scales separately from meteor damage

    • Mana Bomb Passive

      • Buffed to be more viable

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

  • Frost Fire and Frosty Power

    • Frost Fire removed and replaced with Frosty Power

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

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


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Abilities

  • Sword Beam

    • Increased damage

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

    • Increased collision size to match new graphics

    • Scales with Ability Power

    • Reduced mana cost to 25

    • Removed falloff damage

    • Removed cooldown

    • Deals magic damage

  • Empowered Sword Beam

    • Increased damage

    • Increased VFX for 100% more WOW factor.

    • Increased collision size to match new graphics

    • Scales with Ability Power

    • Reduced mana cost to 25

    • Removed falloff damage

    • Removed cooldown

    • Deals magic damage

  • Provoke

    • Increased damage boost

    • Removed cooldown

    • Reduced mana cost to 50

  • Seismic Slam

    • Increased damage

    • Deals Earth damage now

    • Increased stun duration

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

    • Increased mana cost to 100

    • Cooldown is now 10 seconds

  • Block

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

  • Attacks

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

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


Defenses

  • Spike Blockade

    • Increased health

    • Increased damage by 125%

  • Cannonball Tower

    • Increased damage by 40%

  • Heavy Cannonball Tower

    • Significantly increased damage

    • Reduced projectile speed

  • Training Dummy

    • Massively increased health

    • Increased damage by 100%

  • Ballista

    • Increased damage by 30%


Gear

  • Squire Harbinger Weapon

    • Provoke Passive

      • Increased DoT damage

      • Increased Seismic Slam

    • Training Dummy

      • Increased damage

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

      • Chance to roll the proc chance

  • Hearty Harpoon Passive

    • Now rolls only on Totems

  • Explodey Harpoon

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

  • Betsy Weapon Passive

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


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Abilities

  • Concussive Shots

    • Increased damage

    • Damage scales with Ability Power

    • Reduced mana cost to 25

    • Reduced cooldown to 5 seconds

  • Sticky Nades

    • Damage increased substantially

    • Damage now scales with Ability Power

    • Mana cost set to 50

    • Reduced cooldown to 5 seconds

  • Oil Flask

    • Slightly increased damage

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

    • Increased oil duration by 4 seconds

    • Mana cost set to 50

    • Removed cooldown

  • Piercing Shot

    • Increased damage substantially

    • Damage now scales with Ability Power

    • Mana cost set to 100

    • Reduced cooldown to 10 seconds


Defenses

  • Explosive Trap

    • Damage increased by 35%

  • Elemental Chaos Trap

    • Damage increased by 400%

  • Geyser Trap

    • Increased damage

    • Decreased attack rate

  • Blaze Balloon

    • Damage increased by 45%

    • DoT tick rate reduced slightly

  • Poison Dart Tower

    • Increased damage substantially

    • DoT applies quicker to targets

    • Changes targets after hitting

    • Increased the amount of love that iamisom gives this defense


Gear

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

  • Huntress Harbinger Weapon

    • Concussive Shots Passive

      • Increased damage

      • The initial spikes and spike AoE scale separately with damage

    • Geyser Shard Passive

      • Increased damage

      • Can roll its damage and chance to proc separately.

  • Phoenix Call Passive

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

    • Values increased to accommodate for this change

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

    • Phoenix Damage and Phoenix Luck no longer appear on items

  • Poison Dart Passives

    • Towering Poison and Speedy Darts have been removed.

    • Explosive Poison has been reworked

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


Other Balance Changes

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

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

  • Series EV2 Heat Dissipation updated

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

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

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

  • Skill Sphere Changes

    • Chilling and Oiling Strikes have had their slows increased.

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

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

General Bug Fixes

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Fixed missing SFX issue on The Bling King Incursion.

  • Fixed a Lightning Bug projectile VFX issue.


PS4-Specific Bug Fixes

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

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

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

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

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

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

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

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

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

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

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

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

 

Known Issues

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

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

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

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

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

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

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

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

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

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

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

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Before we get into the dev log a quick reminder... the Power Up update launches tomorrow! In won't be too long before you can fly around on your broom and snipe enemies from the sky as the Gun Witch, find new friends to play with the Game Browser, or decimate enemies with the buffed original 4 heroes! You can read the full update details here and watch the Gun Witch video below.


In the meantime, here's what we're working on next:


Elliot Cannon, Creative 

As the Playverse team irons out the deployment issues that kept us from launching the Power Up release yesterday, The Gun Witch is ready and waiting for the switch to be thrown! I’m looking forward to seeing what you do with Broom Vault->Double Jump->Vroom Broom. Mobility is king.

The rest of the studio is full steam ahead with the future release work. We’re settling into a frenetic rhythm while also pushing on long-term goals. Lavamancer, Two New Challenges (Incursions), New Enemy Squads, and a Reworked Campaign are in the works now, in addition to preliminary animation work on The Mystic!

For me, I’m digging into the old campaign quest/new user experience and outlining how we can rework this to be contemporary with the way the game is today, not to mention a better challenge curve, frenetic pacing, and much more useful and powerful rewards. We reworked the map list and core narrative to something cleaner. We’re ramping up the challenge on a per map basis with what’s there now, removing the older parallel difficulty modes that were confusing. We want that first play through for players of the campaign to be about progression and rewards while getting a feel for the game’s hero deck game play. Streamlining is a big part of that.

“Kill your darlings.” Faulkner once said.


The old road from level 1-50 was a slog. The game is much different from when that flow was developed. The max level is 50 now, with a small army of heroes you can slot into your hero deck, not to mention combat swapping, so there’s no need to drag things out. The game is going to get harder, muhahahaha.

As the new squads roll off the line, we’ll populate them into the game from the beginning and refine them to reflect incremental progression. They are going to play very different from what is there now. We’ll do the squad stuff in phases so keep a close eye on Dan’s log entries. He’s pushing hard on this!

The Power Up DEV Stream from this past Friday is up on You Tube. We show off the Gun Witch in game and talk about the new squads!

https://www.youtube.com/watch?v=x8sJOS4989c


Daniel Haddad, Design Director (Blacksmith)

Working with the team to figure out these squads. We are starting to put them together now but it is going to be a while before we get this feeling as awesome and entertaining as possible. This is likely going to be a long campaign. Trendy VS Enemies. I hope we win…


Also doing other things like working with the team on Lavamancer, wrote the design with the design team for the Mystic and briefed the team about her and her snake god, and planning out incursions with Steven Collins!


Tim Shannon, Live & PS4 Producer (TimmyTrashTier)

SYKE! Milestone release is Thursday.  But seriously, when we deployed everything this morning we couldn’t get into the tavern so even though you have to wait a little bit longer, I think that on the whole it’s for the better.  I mean our menu level is pretty cool and interactive and all, but it gets old after a while.  

In addition to figuring out how basically identical code can work in one environment and not in another the Live team is squashing bugs, reducing invite spam-lock, and dusting off our fire fighting gear for Thursday.

In PS4 land, we’re cleaning up some issues hanging on from the milestone and discussing what the future holds now that we’ve caught up to PC and are actually able to start looking at the numerous things we had to set aside in order to get code bases synchronized… feels weird man...


Jesus Diaz, World Builder (N3oDoc)

We are working on a new level this week, can you guess what theme it’s being used this time?


Daniel Diaz, World Builder (DanielKaMi)

This week we're starting to blockout a new level! so excited about the theme of this one!.


James Reid, Software Engineer (Driscan)

This week I’m focused on iterating a bit on the Game Browser as well as some polish updates for the next update.  We’re adding functionality to our Loading Screen system to make it a little bit more story driven.  It’s a small change, but I think it’ll have a good impact on the lore of DD2.


Steven Collins, Lead Level Designer (Esorath)

Continued work on the upcoming challenges (incursions)! As well as helping Blacksmith with making changes to enemies and map orders.


John Muscarella, Digital Puppet Master

Animations for a new DD1 Remake map are in full swing.  Enemies are getting a few touchups as well.


Dani Moore, Remote QA Lead (Dani)

We’re looking towards the new challenge mission (incursion) right now. It’s pretty early but it’s easily the most challenging yet. Hoping to sink our teeth into the next major content but before that we’ll have some spring cleaning to be done. Might need a Gun Broom for that.


iamisom

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

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

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

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

We'll see you on Thursday, Defenders!

Love,
The Trendy Team

iamisom

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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.

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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

Here are the notes for Buried Bastille Hotfix 1 for PS4!


  • Looks like our Hero Balance Changes for the Power Up update got out early! They have not been properly tested, so we have reverted them. So what are these Hero Balance Changes? Here's a tentative list of the changes! Keep in mind these are subject and very likely to change as our community testers in the Remote Playtesting Group get their hands on them.
  • A potential fix for the most common client crash in the game.  We will be monitoring to ensure that we resolved the source of crash for the next few days.
  • All castle maps should now be counted for the Daily Mission that requires them.
  • When you unlock Daily Missions during the Campaign, you should now get one immediately rather than at 2AM.
  • There should be fewer items named "Garment Name" overall.

iamisom

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From now until July 3rd, get 50% off the Molten Master Bundle! The Molten Master Bundle includes the Abyss Lord and the Molten Master costume. The bundle is available at the Create Hero screen in-game.

Offer is valid for both PC and PS4 players!

iamisom

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Power Up - Patch Preview

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

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

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



The Gun Witch

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


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Hero Buffs

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


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


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


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


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


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Game Browser

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

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


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Passive Updates

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

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

iamisom

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Daniel Haddad, Design Director ([[48971,users]])

We’re working on figuring out how this Enemy Squad thing is going to happen and how it will affect the different parts of the game. We’re also taking a look at campaign and what can we do to all the cool maps we have to cluster them to make for a more entertaining experience that just gets you to level 50 by the end, getting rid of pesky Free Play and that senseless grind.

Last week, the focus was on executing some massive balance changes to the four original heroes that will soon go back into the game. (We kinda released some of them already, but we took them back for further testing!) I’m excited to see how you all feel about all those changes! You can find a list of those changes here.

Also, that GIF above? That's the latest state of our melee combat. We're removing Root Motion, which is what causes that automatic forward movement every time you swing your weapon. The goal is to give you full movement freedom while melee attacking, so it should feel a lot closer to the way melee felt in the first Dungeon Defenders. Hoping to have it out in the next update. It'll only be available on a few Squire weapons as a test to see how this feels, so when the update comes out, check it out and let us know. If you like it, we'll extend it to the rest of the Squire's arsenal, and then to the Monk and any other potential melee heroes in the future.


Josh Isom, Community Manager (iamisom)

Working on the next update preview blog with Phil. You’ll see it later today along with a brand-new Gun Witch trailer!

Also, that root motion melee change is the #2 most requested community change in DD2's lifetime. The #1 most requested change? The return of the server browser-esque match finding system in DD1, which is happening in the next update! I'm excited to see all of these changes that you guys and girls have been asking for come into the game. I'm hearing whispers of armor sets and endgame changes in the wind...

Final note on the new melee change:  Ice, our IT master whom some of you may remember from our old livestreams, is a staunch DD1 player. His words:  “This is a million times better. **** yes. I have freedom again!”


Tim Shannon, PS4 & Live Producer (TimmyTrashTier)

The Buried Bastille is out for PS4 and the door had barely closed before we doubled back down on the next major update coming out in a few weeks. There is a hotfix planned for Tuesday of next week that will contain all the changes from the PC hotfix that went out Wednesday PLUS some extra special love from the PS4 crash department (Matt and Javo say hi, btw).  
Live team 

side, we’re on that stabilization week bug fix grind. As you got a preview of earlier this week, there is a lot of interesting stuff coming down the pipe and we do actually plan to polish and complete these features before we release next time… unless QA gets tired, then we’re just shouting YOLO, setting that ship out to sea, and relaxing on the beach. (Just kidding.)


Jesus Diaz, World Builder (N3oDoc)

We are almost done with the out-of-bounds areas for the Endless Spires remake level! So this week, we are polishing a bit more of the level and adding some nice player-only paths.

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Daniel Diaz, World Builder (DanielKaMi)

Still having fun working on the Endless Spires remake level. Now working secretly on a secret explorable area, suitable only for intrepid adventurers, but don't tell this to anyone!

By the way, hope you guys get some fun exploring the Buried Bastille level


James Reid, Software Engineer (Driscan)

I’m hunkering down into bug fixing mode. Also having a lot of meetings ranging from the UI plan for the next several months, the Lavamancer, and how to bridge the Inventory experience gap on PS4 and PC.

Work continues on the Game Browser. Brys has been doing a fantastic job there. We had a big meeting today to figure out our integration plan to get into our dev branch. We also began talking about Game Browser Phase 2.

Sorry I don’t have any pretty pictures today. I mean...I could take a screenshot of a bug report...but I don’t think that’s too fun to look at...


Steven Collins, Lead Level Designer (Esorath)

Now that Buried Bastille and the Incursion are out, it is time for us to look at the next level we are sending out to you guys! Go ahead and vote in the Influence Initiative for either Molten Citadel or Frost Keep. Also, be sure throw in your own ideas about neat incursions you would like to see on these maps.


Dani Moore, Remote QA Lead (Dani)

In the trenches with RQA and RPG testing and giving feedback on our latest hero, the Gun Witch. Really happy with the testing and feedback that helped polish The Buried Bastille Update that just went out - our playtesting and QA folks did a stellar job.

iamisom

Here are the notes for Hotfix 13.6 for Steam:

  • Looks like our Hero Balance Changes for the next patch got out early! They have not been properly tested, so we have reverted them. If you wish to continue testing them before the next patch, please join our Remote Playtesting Group by emailing dani.moore[at]trendyent[dot]com!

    So what are these Hero Balance Changes? Here's a tentative list of the changes! Keep in mind these are subject and very likely to change as our community testers in the RPG get their hands on them.

  • Added a potential fix for the issue where 4s projectile weapons were rolling to 2s and 1s. If your bows are still affected, please let us know.

  • Fixed an issue where the Ghastly Halberd was dropping outside of the Victory Chest.

  • Added a potential fix for some passives that were rolled to their minimum values with the last update. If you have passives that were higher but were rolled to a lower value with The Buried Bastille update and are still not back to where they were, please let us know.
  • Abyss Stones can now be used in the Harbinger's Phase 4 arena.

As for the PS4, we are hoping to submit a build later this week, and we expect a hotfix will be ready next week pending Sony's approval.

iamisom



The Buried Bastille is now live on both PC and PS4! From this point forward, our goal is to have the PC and PS4 releases be no more than a week apart!

Update:  Looks like our Hero Balance Changes for the next patch got out early! They have not been properly tested, so we're reverting them. If you wish to continue testing them before the next patch, please join our Remote Playtesting Group by emailing dani.moore[at]trendyent[dot]com! 

So what are these Hero Balance Changes? Here's a tentative list of the changes! Keep in mind these are subject and very likely to change as our community testers in the RPG get their hands on them.

Here are the full patch notes for The Buried Bastille:

Features

  • New Map -- The Buried Bastille:  As selected by you in our Influence Vote, we’re releasing The Buried Bastille in this update! This sprawling, ancient prison is a remake of DD1’s Glitterhelm Caverns. Four cores lurk in these shadows for you to protect. The Buried Bastille is the biggest map released in Dungeon Defenders II to date, so we’re eager to see how you feel about its size and complexity.

  • New Incursion -- The Bastille Master:  It’s a race against time to kill all of the enemies in The Bastille Master Incursion! Not only is time and the size of The Buried Bastille working against you, but you only have a limited number of lives, too!

  • Improved Daily Missions: In our last update, we introduced Bonus Missions as part of our ongoing effort to increase the earn rate of Defender Medals for all players. In this update, we’re doing two things. The first is improving the Daily Missions themselves. Our Daily Missions will now be about winning a certain amount of maps (some with extra provisions, some without). No more Daily Missions like “Ignite X Enemies” or “Gain X Pet Affection Levels.” It’s all about winning and being rewarded for winning. Play how you want to play and get rewarded for it -- unless how you want to play is to lose, in which case, we’re sorry. The second thing is...

  • Temporary Change -- Increased Daily Mission Payouts: For the next two weeks, we’re increasing the amount of Defender Medals gained to 225 - 450 Defender Medals apiece. We’re going to pay close attention to the number of people completing Dailies and how these new reward amounts are affecting the Medal earn rate for all players. So please login, play with the Daily Mission changes and let us know on the forums how you feel.

  • New iPWR 750 Apprentice Weapon -- The Ghastly Halberd:  If you complete The Bastille Master Incursion, you’ll earn the new Ghastly Halberd Apprentice weapon! Using this weapon turns the Apprentice into a ghost, reducing damage taken by enemies from 35%-90%! Using the alternate fire of the weapon will spawn a variable number of halberds that will attack nearby enemies.

  • New iPWR 750 Helmet: This Incursion will have a chance to drop an iPWR 750 Helmet from the Victory Chest.

  • New Apprentice Elemental Variant Costume -- Guardian of the Dead: The Apprentice is joining the Monk and the Huntress in getting an elemental variant costume of his own!

  • New Steam Pack:  The Hero Army Pack:  The Hero Army Pack arrives later today! Now you can complete your roster with an incredible collection of our newest playable Heroes with multiple high-end Costumes in one mega-package!

  • Other Changes:

    • Summary Screen will now display Defender Medals earned from Daily and Bonus Missions.

    • Summary Screen will now display XP gained from Daily Bonuses.

    • June 22nd is your last chance to get the Collector’s Pack on Steam!

    • When you reroll a Daily Mission, a new Daily is automatically selected for you.


General Bug Fixes

  • Fixed a crash that would happen while inspecting another player’s Hero Deck.

  • Amped Up, Snowstorm, Curse of Weakness, Envenom and Breaker are now working properly. These were previously doing the opposite of their intended function (e.g. Amped Up was decreasing attack rate instead of increasing it).

  • Fixed a visual bug where Hearty Blockade was dropping at 0%.

  • Fixed an issue where Panic Fire was unintentionally working for the Proton Beams. (Press Your Luck works for now but will get disabled in a future patch. Please let us know how Proton Beams feel now.)

  • Bling-O-Midas enemy hit VFX should now be properly golden and not some weird muddy color.

  • Bling-O-Midas projectile VFX now properly matches the width of the bow’s cone of damage.

  • Fixed an issue where Defender Medal purchases during a round were being tallied on the Summary Screen.

  • Fixed an issue where Wyverns were getting stuck in the Dragonfall Bazaar Market Skies air lane.

  • Proton Flame Charge Skill Sphere now properly adds extra damage.

  • Fixed some issues with NPC dialogue and tutorial dialogue.

  • Fixed an issue where the Abyss Lord’s towers would remain on the Create Hero screen.

  • Fixed more collision issues with EV2’s Death From Above ability.

  • The Bling King now idles after he destroys the Inn, peasants!

  • Fixed an issue where the Ranged Goblin’s attack trails were showing up as grey boxes.

  • Fixed an issue where some Huntress bow attacks were showing up as grey boxes.

  • When swapping accessories for the Mantis Striker costume while a canister is equipped, the new accessory will now properly conform to the color of the canister. #peerpressure


PS4-Specific Bug Fixes

  • Added a potential solution for the War Table bug where players will only see the first map.

  • Fixed an issue where the cursor would go back to the top of an item category in the Inventory when the “Are you sure” confirmation box popped up.

  • Fixed an issue where players could not cancel the Level Up pop-up box.

  • Fixed an issue where locking items in the Inventory accessed from the new Esc menu caused the cursor to jump randomly.


Known Issues

  • Some weapons that were 4-shots-per-second are now appearing at 2s or 1s. We're looking into it.

  • If you're unable to place EV2's nodes, you may need to reset your keybindings.

  • Idle Flow is currently not slowing enemies.

  • (PS4) Some PS4 users will not see the correct icon for placing EV nodes (Square is the correct button to place the node). Issue will be resolved in a future update but can, for now, be resolved by reinstalling the game.


PS4 players also received the Series EV2 hero and The Bling King update!

iamisom

Devstream 59 Recap



Did you miss Devstream 59? Here’s the recap!


Things [[14,users]] Was Supposed to Say But He Didn’t

  • The Collector’s Pack on Steam is going away on June 22nd! If you want $100 worth of gems for only $50 along with 4 exclusive costumes and an exclusive title, head on over to the Collector’s Pack page. Farewell, good friend.


3x Medal Weekends

  • Every weekend in June on PC, get 3x medals for winning matches!

  • On PS4, we’re continuing our Mission Madness event. Get a new daily every 8 hours!

  • We’re hoping to get our events in sync on both platforms starting next week, which would mean the same event for both PC and PS4 going forward.


The Buried Bastille Update

  • We’re releasing The Buried Bastille Update on June 21st for both PC and PS4, which means this is our first simultaneous update! Cue the trumpets!

  • This update includes:

    • New Map -- The Buried Bastille:  As selected by you in our Influence Vote, we’re releasing The Buried Bastille in this update! This sprawling, ancient prison is a remake of DD1’s Glitterhelm Caverns. Four cores lurk in these shadows for you to protect. The Buried Bastille is the biggest map released in Dungeon Defenders II to date, so we’re eager to see how you feel about its size and complexity.

    • New Incursion -- The Bastille Master:  It’s a race against time to kill all of the enemies in The Bastille Master Incursion! Not only is time and the size of The Buried Bastille working against you, but you only have a limited number of lives, too!

    • New iPWR 750 Apprentice Weapon -- The Ghastly Halberd:  If you complete The Bastille Master Incursion, you’ll earn the new Ghastly Halberd Apprentice weapon! Using this weapon turns the Apprentice into a ghost, reducing damage taken by enemies from 35%-90%! Using the alternate fire of the weapon will spawn a variable number of halberds that will attack nearby enemies. 

    • New iPWR 750 Helmet:  This Incursion will have a chance to drop an iPWR 750 Helmet from the Victory Chest.

    • New Apprentice Elemental Variant Costume -- Guardian of the Dead:  The Apprentice is joining the Monk and the Huntress in getting an elemental variant costume of his own!

    • Improved Daily Missions: In our last update, we introduced Bonus Missions as part of our ongoing effort to increase the earn rate of Defender Medals for all players. In this update, we’re doing two things. The first is improving the Daily Missions themselves. Our Daily Missions will now be about winning a certain amount of maps (some with extra provisions, some without). No more Daily Missions like “Ignite X Enemies” or “Gain X Pet Affection Levels.” It’s all about winning and being rewarded for winning. Play how you want to play and get rewarded for it -- unless how you want to play is to lose, in which case, we’re sorry. The second thing is...

    • Temporary Change -- Increased Daily Mission Payouts:  For the next two weeks, we’re increasing the amount of Defender Medals gained to 225 - 450 Defender Medals apiece. We’re going to pay close attention to the number of people completing Dailies and how these new reward amounts are affecting the Medal earn rate for all players. So please login, play with the Daily Mission changes and let us know on the forums how you feel.


Gun Witch

  • We showed off a first look at the Gun Witch around 21 minutes into the video.

  • A full Gun Witch reveal trailer is coming next week, and the Devstream on July 1st will be about her and the other changes (including the Game Browser) coming in the update after The Buried Bastille.


Game Browser

  • We also showed off a very work-in-progress version of the Game Browser around 30 minutes and 30 seconds into the video.

  • The Game Browser is a list of all of the active games happening at that time. The goal is to make it easier to find other groups of players and to give players more control over the types of experiences you want to play.

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