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pmasher

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.

iamisom



Dear PC and PS4 Defenders:

The Buried Bastille Update is coming out on June 21st! That’s right, it’s our first simultaneous release, which means PC + PS4 PARITY IS HAPPENING NEXT WEEK. From this point forward, our goal is to have the PC and PS4 releases be no more than a week apart. This is huge. We’re so excited for our PC and PS4 players to experience new content together!

So what’s in The Buried Bastille Update?


  • 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. Halberds scale off of Hero Damage and Ability Power.

  • 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.


The PS4 version of the update will also contain Series EV2 and the entirety of The Bling King Update!


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


James Reid, Software Engineer (Driscan)

Full steam ahead on the Game Browser! Still very much work-in-progress:

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Daniel Haddad, Design Director (@DanielLoony)

We now have a good idea on how to make DD2 potentially more fun with the Enemy Redesign I am proposing. We are trying to figure out a plan of attack since it is not a small task and ideally we would like to involve you all along the way as we revamp our enemies to make sure we are on the right track. Until then, we want to try to make the game a little more bearable until the time comes.

This week I’m doing my best to take the first 4 heroes and buff them to be as close to the Abyss Lord and EV2 as possible. There isn’t a lot of time and support to do this task (which makes sense since we still want to revamp these heroes at some point), so all I will be doing is buffing the numbers and changing a few things to make them more viable. After that, I’ll be taking a look at the many build passives (build passives being things such as Frost Fire and Phoenix's Call on the four original heroes) and nerfing them. Why are we nerfing them? Well, since we are about to buff the first 4 heroes, their build passives do not need to be as powerful as they currently are, especially since the new heroes do not have build passives. Like we mentioned before also, we aren’t very happy with how build passives ended up and ultimately we will be moving away from things that are structured in that regard. So the end result of our changes should be that the four base heroes are near the same level as our newest heroes.

That is already a lot of work we are trying to get done this week but on top of that we are also trying to add a little “something” to DD2 for you guys to chase after and enjoy… I won’t dive into details here because we might not get around to it, but time will tell, and hopefully you will enjoy it!


Daniel Diaz, World Builder (DanielKaMi)

Once again, you guys proved to be true Defenders! The level we're working on is, effectively, Endless Spires with a pirate theme. We’re trying to keep a similar gameplay space with some new features. Also, this time it will be easier to move around the level due to multiple player-only paths.

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Jesus Diaz, World Builder (N3oDoc)

We are almost done with the art pass for the pirates themed level. Just need to focus now on the farther out-of-bounds areas. I think this is going to be one of the most enjoyable DD2 levels so far!

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Tim Shannon, PS4 & Live Producer (TimmyTrashTier)

What isn’t happening this week? A much needed hotfix for PS4 came out on Tuesday that should hopefully drastically improve stability on the PS4. We’re also working on finalizing the next PS4 update that will include EV2, the Bling King Incursion and the Buried Bastille Incursion as well as an update to both the Bonus Mission system, an improved Daily Mission system and all of the other changes from those updates. Right now we’re targeting to get that out next week, but with things still coming together that may change if we run into something serious.

On the live team side, it’s a similar story. The Buried Bastille Update will be coming out next week (barring anything unfortunate), and we’re working on some final improvements and polish for that release.

iamisom

Here are the notes for Calling All Heroes Hotfix 1!


Bug Fixes

  • Fixed multiple crashes and improved performance in the Options menu.

  • Fixed an issue where the Skeleton Costumes were missing.

  • Improved UI layering in split-screen.

  • Improved scrolling in the costume and weapons shop.

  • Tooltips now properly display in the item enhancement screen.

  • Rerolling Daily Missions can now be canceled.


Known Issues

  • While in split-screen, going to Throne Room or Ramparts will cause the game to crash.

  • Selling items in the Inventory that have a confirmation box (i.e. items that are mythical/legendary tier or lockboxes) will send you back to the main page of the Inventory.
iamisom

Here are the notes for Hotfix 13.4 for Steam!

Balance

  • Bling-O-Midas Updates

    • Damage Over Time Min/Max increased from 60/100 -> 80/120

    • Damage Over Time Duration Min increased from 3/8 -> 4/8

    • Slow Min increased from 30/60 -> 40/60

    • Range fixed to 2500 on all drops

    • Angle Max increased from 30/50 -> 30/90


Bug Fixes and Other Changes

  • Tavern dummies will now include the Bling-O-Midas Damage Over Time in DPS numbers.

  • Combining the Oiling Strikes Sphere with the Flameburst Tower will now properly ignite enemies.

  • Fixed an issue where Golden Witherbeasts continued to spawn after the end of a match.

  • Fixed an issue where Golden Crystals could be delivered to the Kobold King during Build Phase.

  • The Squire’s Training Dummy will now properly spin when attacked by enemies.

  • The Abyss Lord’s right click will now properly spin the Squire’s Training Dummy.

  • Added a new What’s New screen.

  • Adjusted the VFX of the Bling-O-Midas bow.

  • Reduced the frequency of the slot machine SFX on the Bling-O-Midas.

  • Updated the Bling King Incursion tooltip text.

  • Changed the in-game name of the bow from “Bling Bow” to “Bling-O-Midas.”


Known Issues

  • The Charged Primary Sphere does not currently work with the Bling-O-Midas bow.

  • Poison Tips pet ability does not currently work with the Bling-O-Midas bow.

  • Press Your Luck and Panic Fire Spheres currently work for EV2’s Proton Beam when they should not.

  • The Amped Up Passive is currently decreasing the attack speed of the Lightning Aura and the Lightning Strikes Aura.
iamisom

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Josh Isom, Community Manager (iamisom)

We’ve just released the Bling King Update on PC! Among the many new items in the update, like a new Incursion and a new Bonus Mission system, there’s a golden Huntress bow ripe for farming:  the Bling-O-Midas. The Bling-O-Midas is the love child of a gold-spewing flamethrower and a one-armed bandit -- a glitzy casino nightmare. But the rolls favor the house right now, so we’re working on a hotfix to make the Bling sing.

The focus of the bow is its Secondary Attack, particularly its Damage Over Time and Slow effects. We’re increasing the DoT damage and duration so the DoT will hit harder and last longer. We’re increasing the minimum value of the Slow effect so the lowest rolls will still have a strong slowing impact. These changes take the bow roll from “below average to great” to “good to amazing.” We’re also adding DoT tracking to training dummies so you can shower them in golden DPS numbers. 

Coming up next:  The Buried Bastille update in late June. More details soon.


John Muscarella, Digital Puppet Master (Muskie4242)

While the rest of the team is finishing up the Gun Witch, I’m working ahead on the Lavamancer. Here are some .gifs of the Lavamancer running n’ falling n’ stuff:

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Tim Shannon, PS4 & Live Producer (TimmyTrashTier)

Updates. Calling All Heroes is out the door for PS4 (POET!) and I’m hoping that you are all enjoying the Abyss Lord and our new UIs amongst the numerous technical issues we’re encountering. Fear not, though, because relief is on the way. We are working through several tricky issues and are hoping to get a hotfix out to you early next week. This hotfix will contain:


  • Crash fixes

  • Improved UI performance and stability

  • Skeleton costumes (once more with feeling and for good this time!)

  • Some Split-Screen UI cleanup


PC side, The Bling King Update went out earlier this week after a herculean effort on a number of people’s parts and hopefully you’re all stomping the Bling King and crushing your enemies with a midas touch. From a stability standpoint, we recognize that this update has been a little rocky, but we hope you’re enjoying all the new content we’re releasing and rest assured that we’re not letting these rough edges go unsmoothed.  


Jesus Diaz, World Builder (N3oDoc)

Working on the new level. It's still very WIP and there is a long way to go yet, but we are making some good progress.

As I promised, here's a pic of the level.

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Daniel Diaz, World Builder (DanielKaMi)

Working on the new remake level. Having a lot of fun with the new theme! Especially building the pirate ship.

Now it's time for some shots! Can you guess which remake we’re working on? It might be a bit hard to guess.

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Steven Collins, Lead Level Designer (Esorath)

Now that the Bling King has arrived in Little-Horn Valley, I’m starting work on the NEXT Incursion. Taking all the feedback from this and previous Incursions to make this one better.


Brian Goodsell, Technical & VFX Artist (bgoodsell)

This week is split up into a few things:

Gun Witch VFX are kicking off this week. The design team is tweaking her abilities to be fun to use before the VFX are applied, meaning I can work on enhancing stuff instead of making the VFX the main ‘wow’ factor.

Adding some extra details to the Buried Bastille such as fire flicker for the torch lights.

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Currently Listening To:  Dan Deacon - "When I Was Done Dying"


James Reid, Software Engineer (Driscan)

This week is all about adding a bit more polish to the Midas bow. We realized it didn’t quite have the oomph we were looking for, so now we’re oomphing it up some.

This week I’ll also be working on adding a Defender Medal breakdown on the Summary Screen.  That way you can see where your Defender Medals are coming from (i.e. from the map itself, Daily Missions, etc.).

Also, continuing providing support to Brys on the Game Browser!


Dani Moore, Remote QA Lead (Dani)

The Kobold King proved to be a tougher fight than any of us expected. Up until the final hour, the RQA and RPG folks fought bravely. Whilst the dust and echoes fade, our brave community teams take up arms once again to fight the battles ahead.

iamisom

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The Bling King Update is available now on PC!


Features

  • The Bling King Incursion on Little-Horn Valley:  The Kobold King is extorting Little-Horn Valley, and it’s up to you to meet his demands for gold or he’ll destroy the Inn!

  • New Huntress Weapon, Bling-O-Midas: This iPWR 750 bow drops exclusively on the Bling King Incursion. This weapon slows enemies and turns them into gold!

  • iPWR 750 Gloves:  Similar to the Spectral Knight Incursion, an up-to iPWR 750 loot piece will drop from the Victory Chest!

  • Bonus Missions: As part of our effort to increase the earn rate of Medals, Monthly Missions have become Bonus Missions. Get a new Bonus Mission every week. Bonus Missions are completable in 1-2 play sessions and give more Medals per playtime than our previous Monthly Missions.

    • This week’s Bonus Mission:  Win the Bling King Incursion!

  • EV2 Medal Cost Reduction:  Series EV2 is now 10,000 medals!

  • New Abyss Lord Costume:  The Depth Lord!

  • Misc Changes:

    • Pause menu will now display the mode and difficulty of the current match.

    • Added Series EV2 bag icon for premium bags.

    • Changed the color of Series EV2's card back frame.


Balance

  • The stat increases from EV2’s Buff Beam did not improve from Tier 2 to Tier 3 and from Tier 4 to Tier 5. Rescaled each tier from:

    • Tier 1:  1 to 1

    • Tier 2:  1.1 to 1.05

    • Tier 3:  1.1 to 1.1

    • Tier 4:  1.2 to 1.15

    • Tier 5:  1.2 to 1.2


Bug Fixes

  • Fixed a crash when leaving a map as somebody else was loading in.

  • Fixed a crash that happened when inspecting someone's deck and then clicking hero info/costume as someone else was loading into the session.

  • Improved the loading time on the session list.

  • Fixed an issue where some Ignite cases were not counting toward the Ignite Daily Mission.

  • Fixed an issue where the Arcane Resilience and Null Void bonuses to health were being applied after the tower was placed, causing the tower to be damaged when it first spawned.

  • Fixed an issue where selling EV2’s nodes while at maximum defense mana would not drop mana equal to the node cost.

  • Fixed numerous collision issues related to EV2’s Death from Above ability. (Special thanks to Lord_DaS for the thread!)

  • Shardshot passive should correctly deal damage now.

  • Fixed a VFX issue with the Mighty Fists and Smiting Fists passives.

  • Series EV2 can now wear the Carnival masks.

  • Tweaked the audio on EV2’s Heat Bar.


Known Issues

  • The game can crash when transitioning out of a map after inspecting another person’s Hero Deck.

  • The VFX for the Bling Bow doesn’t 100% match the width of its area of effect and the VFX of the enemies turning gold is not being properly applied to some enemies.

  • Combining Oiling Strikes sphere with the Flameburst Tower does not ignite enemies.

iamisom

Devstream 58 Recap



Did you miss Devstream 58? Here’s the recap!


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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!


Bling King Update

  • We’re releasing our Bling King update on June 7th for PC and late June for PS4!

  • This update includes:

    • The Bling King Incursion: The Kobold King is extorting Little-Horn Valley, and it’s up to you to meet his demands for gold or he’ll destroy the Inn!

    • New Huntress Weapon, Bling-O-Midas:  This iPWR 750 bow drops exclusively on the Bling King Incursion. This weapon slows enemies and turns them into gold!

    • Bonus Missions: As part of our effort to increase the earn rate of Medals, Monthly Missions are becoming Bonus Missions. Get a new Bonus Mission every week. Bonus Missions are completable in 1-2 play sessions and give more Medals per playtime than our previous Monthly Missions.

    • iPWR 750 Gloves:  Similar to the Spectral Knight Incursion, an iPWR 750 loot piece will drop from the Victory Chest!

    • EV2 Medal Cost Reduction:  When the update comes out, Series EV2 will go down to 10,000 medals!

    • New Abyss Lord Costume:  The Depth Lord!

    • And other bug fixes and changes!


New Influence Vote:  Next Map Vote

  • Will you choose Fire or Ice? (There’s a Game of Thrones reference there, but I can’t quite put my littlefinger on it.)

  • It’s a battle between Molten Citadel (remake of DD1’s Magus Quarters) vs. the Frost Keep (remake of DD1’s Royal Gardens)!

  • Vote now!


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Winning Hero:  The Mystic

  • The Mystic won our New Hero Influence Vote! She will make her way to Etheria after the Gun Witch and the Lavamancer.
  • We may look into changing how the round-robin system of voting works in the future.

What We’re Working On Next

  • New Hero:  The Gun Witch

  • New Hero:  The Lavamancer

  • The Buried Bastille:  Remake of DD1’s Glitterhelm Caverns.

  • Game Browser:  A list of all currently active matches happening across all difficulties and modes in the game. Find and filter matches, or create your own match with a fancy name to attract players.

  • Strategy Revamp - Enemy Changes:  We’re experimenting with enemy lineups and formations to have more variations in the different things enemies do and how you need to fight them. After that, working on figuring out how to cluster these enemies in cool squads that require some thought to counter.

  • And more! To see what else we’re working on, check out the Upcoming Changes thread!

iamisom

The Calling All Heroes PS4 update is here! This update includes our first new hero, the Abyss Lord, the Unholy Catacombs Incursion update, major changes to the Hero Deck and more! For more information, check out the Calling All Heroes and Unholy Catacombs trailers below:



Here’s the best part:  The next PS4 update will include Series EV2 + the Bling King incursion, and the PS4 update after that will sync up the PS4 and PC versions! From that point on, updates will come out around the same time for both PS4 and PC -- most likely about a week or so apart.

This update also includes some PS4-specific changes like enlarged item tooltips, reduced fullscreen takeovers in split-screen, the ability to access the Inventory/Forge anywhere on the battlefield, a number of crash fixes and more!

We’re super excited to be so close to PS4 and PC update parity. Almost there, Defenders.

Here are the patch notes:


Features

New Hero: The Abyss Lord

  • The Abyss Lord is the first of our new heroes! Experience safe-for-work tentacle action today:

    • Watch the trailer to learn about his Defenses, Abilities and playstyle.

    • Earn the Abyss Lord with Defender Medals or purchase him with gems!

      • It’s our goal to make it rewarding for free players to earn our heroes. We’re going to pay close attention to our data and player feedback to make sure this feels oh-so-good.

    • The Abyss Lord uses a new weapon type:  Tomes.

    • The Abyss Lord comes with one free Hero Slot (now called Hero Cards).

  • Skill Spheres

    • The Abyss Lord uses a new approach to Skill Spheres that, if you enjoy it, we’ll bring it to the four original heroes and to future heroes.

    • The Abyss Lord has four Large Slots.

    • His Skill Spheres are focused on interesting gameplay additions rather than purely stat increases. (For example:  Adding “Drenched” to the Skeletal Ramster’s attacks, which opens up new combo possibilities.)

    • His Spheres are purchased with Defender Medals at the Skill Sphere Shop.


New Map:  Unholy Catacombs

    • It’s the return of Foundries and Forges from Dungeon Defenders!

    • More DD1 map remakes are on the way! We hear everybody loved Sky O’ Love...

  • New Spectral Knight Incursion

    • Available only on Nightmare I-IV.

    • Complete the incursion for a chance to receive two exclusive drops:  the Squire’s Sword of Unholy Fire and the first iPWR 750 chest piece!

  • Sword of Unholy Fire (Squire)

    • Found only in the Spectral Knight Incursion. (We put this here again because we know someone, somewhere, didn’t read the bullet point above. WE’RE LOOKING AT YOU, TRAVIS.)

    • Adds a friggin’ flamethrower to the Squire’s shield block.

    • Taunts nearby enemies every few seconds.

    • Drops up to iPWR 750.

    • Scales off of Ability Power.

    • Grants +10 Charisma, which doesn’t exist in our game but you’ll swear it does when you wield this sword.

  • iPWR 750 Chest Piece

    • Found only in, you guessed it, the Spectral Knight Incursion.

    • Can roll up to iPWR 750, so not every piece will be a perfect 750.


Guardian of the Storm Monk Elemental Variant Costume

  • Show your support and help us keep cool new stuff comin’ by splurging 4,800 gems on the Guardian of the Storm elemental variant! Thanks to all of the dedicated Defenders who help support our development. Because of you, DD2 will continue to grow and improve!

New UIs

  • This is the first of our new UI Revamp. We’re updating all of our UIs to a cleaner, more split-screen friendly style, and we’ll be addressing some functionality issues as we go through this revamp. Please excuse our dust in the meantime as we transition our UX over the coming months. This pass focuses on the Hero Deck UI and the Pause Menu UI.

  • New Hero Deck UIs

    • Quickly inspect other players and their gear at a glance. Detail inspect coming soon!

    • New hero cards display your current iPWR, title, name, hero and costume.

  • New Options Button Menu

    • Now you can easily see who is in your party and who is your friend through the new session list browser!

  • The new Hero Details page is a new flow for viewing information about a hero and creating one! Check this page out regularly for hints into which heroes we are working on next!

  • Tooltips are now more readable.


New Hero Deck

  • Build With All Your Heroes

    • Bring a 5th, 6th, 7th hero and more to the battlefield during the Build Phase! All of your towers will persist, but only your heroes in your deck earn and share experience and loot.

  • Level All Your Decked Heroes at the Same Time

    • All four heroes in your hero deck now gain experience simultaneously. When your active hero gains 100 XP, the rest of the heroes in your deck will also gain 100 XP!

  • Quick Inspect Other Players’ Decks

    • Defeating the Old Ones is a lot easier when you can work together with your teammates. Use our new quick inspect UI to quickly glance at what gear and heroes other players are using.


New Summary Screen

  • Updated the Summary Screen to our new UI format.

  • This is Phase One of making a Summary Screen that doesn’t look like a hot mess. In the future, we’ll add in all of the fancy-schmancy game stats.

  • Loading Screen and Summary Screen Tips

    • Added "Pro Tips" to these two screens. Some tips are more pro than others.

    • These will be updated in the next patch or two to include tips from the community!

  • Tutorial Missions

    • Added Defender Medals to the first Daily Missions unlocked during Campaign.


Defender Medals

  • Defender Medals are a new earnable currency used to recruit heroes and purchase Skill Spheres.

  • Earn Defender Medals by completing Daily/Monthly Missions and playing maps. Victory grants more Defender Medals than defeat, and you’ll earn more Medals by playing on harder difficulties.

  • The Treasure Pirate now uses Defender Medals, and she has a new inventory of items sold for Defender Medals! Some of the additions include Pet Affection Boosters and Item Upgrade Boosters.

    • The War Recruiter has come out of retirement to sell items for Wyvern Tokens and is located near the Treasure Pirate. He’s also got a few new items to help you use your remaining Wyvern Tokens.


Daily and Monthly Mission Updates

  • Daily Mission rewards have been refactored. Missions will now generally reward Defender Medals and Gold, but they also have a new, better set of consumable rewards as well. (Item Upgrade Boosters and Pet Affection Boosters can be earned from Daily Missions if you’re lucky!)

  • We’ve cut a lot of the crappy Daily Missions. You’re welcome.

  • Monthly Missions now reward Defender Medals.


Additional Feature Notes

  • Blank Hero Cards are now available for 2,000 Defender Medals.

  • All four Hero Deck Slots are available immediately.

  • Item Enhancement Levels now gives a flat rate of 2 enhancement points per upgrade level. This is retroactive so all players will have their allocated points reset. Some items will have more points now, some will have less. Be sure to reallocate your points upon entering the game.

  • If you have an unlocked costume and you create a hero with that costume selected, the created hero will now equip that costume.

  • Lockboxes with accessories for the Abyss Lord’s default costume can now drop in-game.

  • In the first step of our Strategy Revamp, we’ve removed Lane Resistances. Learn more about our upcoming Strategy Revamp.

  • Shellium Shards are being phased out. Evolution recipies no longer require Shellium Shards. Eggs will now rot into common reagents.

  • We also simplified evolution recipes a bit, so only one tier of reagent per evolution is required.

  • You can now use Defender Medals to upgrade your gear at the Enhancement Wheel in addition to using gold.

  • The Carnival has packed up and left Dragonfall. It will be back someday! If you have leftover

  • Updated the costume shop with all of the Carnival costumes.

    • Mage of Shadows (Apprentice): 800

    • Masquerade Mage (Apprentice): 800

    • Galaxy Apprentice: 1200

    • Knight of Shadows (Squire): 800

    • Strongman Squire: 800

    • Galaxy Squire: 1200

    • Huntress of the Shadows: 800

    • Moxie Rouge (Huntress): 800

    • Galaxy Huntress: 1200

    • Monk of Shadows: 800

    • Zen Juggler (Monk): 800

    • Galaxy Monk: 1200


Balance

  • Heroes gain much more HP from the Hero Health stat. We rebalanced the amount of ‘free’ Hero Health heroes gained per level to balance this, but Items and SAS points provide substantially more HP.

  • Nightmare difficulties now give as much experience as End Game difficulties.

  • Harbinger’s Warship gives much less Defender Medals than other maps. We’re posting this now so you guys don’t have to spend time finding out!

  • Loot will now drop more evenly for all of your heroes in your Hero Deck, rather than the currently active hero.

  • Can no longer place any towers on Harbinger’s Phase 4 area.


Hero / Melee Gameplay Update

  • Reduced the speed of enemy melee attacks

    • Slower attacks give melee heroes slightly more time to interrupt them

    • Warboar, Orc, Javelin Thrower, and Drakkin melee attacks take 0.1 - 0.2s longer to animate

    • Revised Warboar and Orc damage values to keep DPS consistent

  • Increased the frequency of hero melee attacks causing knockback (interrupt)

    • Affects Monk and Squire, all weapon stances (Light/Medium/Heavy)

    • Should generally be slightly easier to consistently lockdown opponents in melee

  • Rebalanced Hero Damage for non-Huntress Base Heroes

    • Apprentice +25% Hero Damage Ratio

    • Monk +20% Hero Damage Ratio

    • Squire +7% Hero Damage Ratio


Bug Fixes

  • Severely reduced the amount of matchmaking failures and queue errors. Fixing matchmaking/server/performance issues are high on our priority list. More changes to come soon.

  • Video Player should crash less.

  • Made a change to significantly improve the issue where Green Mana on the ground would disappear if a player opened a Mana Node.

    • Now the game destroys tokens in this order:  Ability Mana, Gold Drops, Defense Mana (oldest first for each respective type).

    • So if you keep killing enemies and don't pick anything up, you'll eventually end up with the floor filled with Defense Mana (because it destroyed the other types first).

  • Fixed an issue where players joining an Onslaught match after a reward had been selected did not have a ready up or reward selector before first wave.

  • Fixed an issue where some maps would always award XP for keeping the subobjective standing even after losing them.

  • Run ‘N’ Gun Sphere is now currently listed under the Huntress, not the Squire.

  • Elemental Chaos Trap now has the same placement radius as the Explosive Trap.

  • Fixed an issue where the Frostbite Tower’s chill effect was unintendedly reducing enemy Attack Rate.

  • iPWR 231+ gear now correctly requires Hero Level 50. We swear this is the last time we’ll have to re-fix this.

  • Fixed the text tooltips on a number of consumables and pet reroll consumables.

  • Guard swing and impact sounds now play at reasonable volume levels in the taverns.

  • Flying Kobolds no longer getting stuck in the Country Home Lane Spawn location on Forest Ambush.

  • The lane wisps no longer remain during Combat Phase on Temple of the Necrotic.

  • The lightning VFX for Katkarot's Elder tier form no longer stretches and attaches to the hero's body while moving.

  • On Temple of the Necrotic, some of the barriers at the beginning of the enemy lanes now have collision.

  • Towers and Pets no longer continue attacking dead Betsy.

  • Fixed the issue where ominous scorched black areas and black cracks appeared as players loaded into the Tutorial.

  • The quest system will now inform the player if a quest/mission reward has been placed into the Scavenger.

  • G4TO Snowball pet ability projectile now properly fires.

  • The cannonball for the Uber Cannonball towers rolls across the floor instead of slides.

  • In the Heroes Marketplace, the Training Dummies in the shadows no longer have shadows.

  • Purchasing an item from the Blacksmith’s Shop or the Relics Shop no longer opens and focuses the last bag in the inventory.

  • On the Dead Road, the green lava pool near the Cemetery spawner no longer deals damage on the inner part of the ledge.

  • Speaking to any NPC in the Tavern will no longer make Training Dummies invincible.

  • Players should now be able to easily open End Game Chests on both Ramparts and Ramparts Siege.

  • Deleted old trap switch in Little-Horn Valley.

  • The shadows on items placed onto the Enhancement Wheel in the Outdoor are no longer too dark, jagged and positioned incorrectly.

  • Instantly doing damage to the Harbinger when he lands no longer keeps the cannons up. Cannons now stow properly during Build Phase.

  • Fixed the redeem success message for the Mailbox Claim button.

  • Fixed an issue where Little-Horn Valley’s minimap contained extra, unused spawn points.

  • Fixed a clipping issue in Temple of the Necrotic.

  • Fixed an issue where the Lightning Strikes Aura wasn’t properly draining if the targeted enemy died upon firing.

  • Poisonous Stacks I Skill Sphere was using the Blaze Balloon skill sphere image. Now uses Poison Dart Tower image.

  • Fixed an issue where flying enemies were getting stuck on Little-Horn Valley.

  • For some reason, Skyguards were shooting at the guards and core in Throne Room. Maybe they know something we don’t…

  • Fixed an issue where having repair/upgrade/sell defense active while looking at an enemy that died would cause their HP bar to remain.

  • Fixed some issues with accessory rarity in the lockboxes.

  • Fixed a lingering magical resistance lane in Forest Crossroads NM4 Incursion.

  • Fixed a stuck flying enemy issue on Dragonfall Sewers.

  • Fixed a stuck flying enemy issue on Temple of the Necrotic.

  • The Monk’s Crystalline Twin-Blades are now purple instead of white as they should be.

  • Fixed an issue where flying lane billboards were not appearing and disappearing correctly on Temple of the Necrotic.

  • Fixed an accessory icon issue.

  • Lockbox Bugfix Pass

    • Huntress Lockbox now contains Simple Leather Dress

    • Monk Lockbox now contains Jade Fluid Harness and Barrier Harness

    • Apprentice Lockbox now contains Fancy Traveler's Hat

    • Monk Lockbox no longer contains Reaver Marking

    • Squire Lockbox no longer contains two Battle Helms


iamisom

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Before we begin the Dev Log proper, we’re excited to announce our next two updates for PC!  

  • June 7th:  The Bling King Update

  • Late June:  The Buried Bastille Update


The Bling King Update includes:

  • The Bling King Incursion:  The Kobold King is extorting Little-Horn Valley, and it’s up to you to meet his demands for gold or he’ll destroy the Inn!

  • New Huntress Weapon, Bling-O-Midas:  This iPWR 750 bow drops exclusively on the Bling King Incursion. This weapon slows enemies and turns them into gold! 

  • Bonus Missions: As part of our effort to increase the earn rate of Medals, Monthly Missions are becoming Bonus Missions. Get a new Bonus Mission every week. Bonus Missions are completable in 1-2 play sessions and give more Medals per playtime than our previous Monthly Missions.

  • iPWR 750 Gloves:  Similar to the Spectral Knight Incursion, an iPWR 750 loot piece will drop from the Victory Chest!

  • EV2 Medal Cost Reduction:  When the update comes out, Series EV2 will go down to 10,000 medals!

  • New Abyss Lord Costume:  The Depth Lord!

  • And other bug fixes and changes!


Learn more about The Bling King Update on our Devstream this Friday at 5PM EDT! We’ll have more details on The Buried Bastille Update soon. Stay tuned.

Also, beginning this weekend and running every weekend in June, we have a new Weekend Event:  3X Medal Weekends! Earn triple the amount of Defender Medals for every wave and match completion. This event will give more medals overall than our Mission Madness event for players who login and consistently play during the weekend.


Here’s what we’ve been working on this week:


Elliot Cannon, Creative Director

The Monthly Mission is now Bonus Missions. We’re in the process of adding additional ways for you to earn larger pools of Defender Medals, and one of those is by shifting the previous Monthly Mission to a Bonus Mission. This gives us the flexibility to add these types of missions whenever we wish without irritating some antiquated calendar or the ghost of Pope Gregory the XIII. Our goal is to make these available for you once a week at a minimum and then shift them to something relevant to our current release like a new Incursion or updates to loot or enemies. We’re also shifting away from some of the more obscure requirements and back to simpler things that build up your Defender Medal pool.

Speaking of enemies, a few months ago, we challenged ourselves with trying to improve the core gameplay of Dungeon Defenders II, something we feel is way overdue, and especially now that the game is no longer just an ensemble cast of four default characters. We started by having Steve and Brett tackle this with no programming support. They developed some very interesting changes to how enemies behave, group, and a rock, paper, scissors method to some degree on how the towers work against those groups. We took this to extensive testing and soon realized that a lot more is needed to really reach our goal. The great part was with what they did, we got to play with how that would feel for many weeks and that helped us start brainstorming a LOT of areas to make the game much cooler by focusing on depth. Here’s a snapshot of one of those sessions for fun.

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Right now, Dan is tackling what we can do with enemies with a deeper dive into the menagerie (be sure and read his posting below.) The long-term plan goes beyond this but know that one of our big goals internally is to improve the core gameplay to be more fun, provide more tactical options for your Hero Deck, with harder challenges and greater rewards. A game like Dungeon Defenders II must provide fuel for the player-driven goals, and those goals must be never ending. Beyond more heroes, Incursions, and UI updates, know that we are working towards big picture goals, too!


Daniel Haddad, Design Director (Blacksmith)

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Did you know we had 60 enemies? Even if I remove some of the enemies we have not released yet, we still have more than 50 enemies in Dungeon Defenders II. As I’ve mentioned repeatedly, I’ve taken on the Strategic Revamp. Before I came up with answers, I wanted to make an investigation across the entire game. One thing I did recently was grab every single viable enemy in DD2 and put them in a test map. When I realized we actually had that many enemies but they all feel the same to fight, the answer became clear. I then took about half of them and redesigned their functionality. As an example, if you notice in the top right section, the Dark Mages have shields around them. What if the Dark Mages have a shield that neutralizes projectiles? They spawn in the middle of a squad and protect them from your defenses. This is where melee heroes can shine by charging in and taking those Dark Mages out so your defenses can deal with them! What if the shield also disabled nearby traps and auras?

I’ve done about 30 enemy redesigns so far, and the goal is to take each enemy and give it unique characteristics and integrity. If we succeed at doing this, we will then start designing squads of enemies! Higher Nightmare difficulties will combine enemies in much more difficult and challenging ways! Each squad then poses a unique encounter and challenge, and I hope that the game starts to feel a lot more entertaining and exciting. This is still a ways away and we are still figuring out if this is what we want to do but overall it is what I’m most excited about.

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I am also trying to figure out what a mage would do with a Halberd. Leave your ideas in the comments below! Look at how sad that ghost is on the right… Isn’t he sad? Must have had a hard afterlife.


Josh Isom, Community Manager (iamisom)

As I mentioned in my last Dev Log, I’ve been working on a thread that showcases our recent development and offers a look ahead to what’s next for the game. That post is now complete! You can check it out here.

This regularly updated post provides a look into the near-future of the game and a list of our recent updates. This is not a comprehensive roadmap but a look behind the veil into our current development. Of course, everything on it is subject and likely to change, but now there’s a one-stop shop to find out everything we’ve been talking about in our Dev Logs, Devstreams and other communication. I hope it’s helpful. If you have any feedback on this post, please let me know in the comments!

I’m also working on some forum organization to bring the conversation together. Sometime in the next week or two, we’re combining the Suggestions, Game Feedback and Looking For Group subforums into General Discussion. To be clear, we absolutely want to hear your suggestions and feedback. You’ll just share them in the General Discussion sub now. Most of our forum community visits General Discussion and stays away from the other subs, so we want your suggestions and feedback to get the most visibility possible (which is very helpful in listening to a greater portion of our community). We’re also going to make the Game and Community News sub visible on the forum homepage because I bet most of you didn’t even know that existed.


Steven Collins, Lead Level Designer (Esorath)

Got a solid test in on our latest Incursion. Thanks to some awesome feedback, we are making some pretty good changes to improve the experience as a whole. We are also moving forward on updating another map, and I can't wait to share the theme of this new map. :D


Brian Goodsell, Technical & VFX Artist (bgoodsell)

Finishing up the Depth Lord skin. Same old death, brand new VFX.

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Tim Shannon, PS4 & Live Producer (TimmyTrashTier)

A lot of hours have gone into PS4 since last week, and it looks like we’re going to be releasing Calling all Heroes on PS4 this coming Thursday! (Unless something awful happens.) There are some definite rough spots in the build, but rest assured that we’re already mobilizing to get an improved build out the door.

Live Team is working on weekend events and crashes. I know things have been a little crashy recently. We have a hotfix coming out on Thursday that should improve the stability of the game (hopefully) drastically. In the meantime, keep sending client logs, crash dumps (if you have them) and repro steps for crashes to supporttrendyent.com so we can get to the bottom of the major remaining issues.


James Reid, Software Programmer (Driscan)

I’ve been spending a lot of time trying to (and successfully) fix crashes on the PS4 build that were related to UI.

Also continuing work on the Midas bow with Brian and Derek to make this thing awesome!

I’m also collaborating with Javahawk, Haddad, Phil, and others on how to improve inventory management. I think some good changes are going to be coming down the pipe real soon.  Can’t wait to dig my hands into that!


Jesus Diaz, World Builder (N3oDoc)

Since the Ice level is pretty much done, we are working on a new level this week! I can't say much more at this point but we are really excited about the theme of this level. It makes me feel like drinking some "Belize Rum Punch.”

Jokes aside, I'm looking forward to share some pics in the next Dev Log!


Daniel Diaz, World Builder (DanielKaMi)

As already stated, we’re moving on to a new and really ‘fresh’ level. Really excited with the theme and visuals. Will have some pics for ya next week!

Oh and the level is another DD1 remake. Which one do you think?


John Muscarella, Digital Puppet Master (Muskie4242)

I’m full swing on the Lavamancer currently. This guy is a beast and a half, and I can’t wait to see him shredding through goblins and orcs with fire and lava.  

I also find myself returning to the Gun Witch every other day to make tweaks and small changes as we build her in-engine. She has been, easily, one of my favorite things to work on in a very long time.


Dani Moore, Remote QA Lead (Dani)

We’re helping work out the kinks in the latest Incursion. Whilst it’s still shaping up, the experience so far has been quite been golden. Showers of bugs have gone through in a cleaning of the house for older bugs as we anticipate the need to make room the bugs of the near future.

A big, huge thanks to my wife, Ellen. After eleven or so years, we finally tied the knot, and I just wanted to thank her for putting up with me for so long and lovingly tolerating the obscene amount of Dungeon Defenders that has invaded our living room over the past few years.

iamisom

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The Mystic swept Round Two, but it's not over yet! Both the Barbarian and Man & Machine have one more round to take the lead. If you're [[11237,hashtags]] or [[11238,hashtags]], now's your chance to win it. Go vote!

Here's the current tally of votes as of the end of Round Two:

  1. The Mystic:  58,031
  2. Man & Machine:  23,674
  3. Barbarian:  19,667

Meet our final round contenders:

The Man & Machine. The master of contraptions. Good things come in small sizes, especially when those small sizes then build large sizes and get inside those sizes and destroy EVERYTHING! The man inside the machine (the Gnomish Inventory) is small in size, but instead of building static defenses, he prefers to erect massive war mechs that he can pilot around the battlefield. When he is not inside one of his war mechs, they do have some intelligence to them, but they truly shine in the hands of a capable pilot. Ever wanted to pilot defenses and move them around? Well the Man and Machine is the hero for you!

The Barbarian. The ruthless brawler. The Barbarian is an unstoppable force that is yet to be unleashed on the Old Ones’ army. He prefers to rely on his own two hands and use his two weapons and a multitude of abilities to decimate hordes of enemies. Most heroes hide behind their walls and defenses; the Barbarian hides behind nothing.

Who will you choose?

iamisom

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Update:  The Calling All Heroes update is coming out on Thursday, June 2nd!


The Calling All Heroes PS4 update includes our first new hero, the Abyss Lord, the Unholy Catacombs Incursion update, major changes to the Hero Deck and more! For more information, check out the Calling All Heroes and Unholy Catacombs trailers below:



Here’s the best part:  The next PS4 update will include Series EV2 + the Bling King incursion, and the PS4 update after that will sync up the PS4 and PC versions! From that point on, updates will come out around the same time for both PS4 and PC -- most likely about a week or so apart.

This update also includes some PS4-specific changes like enlarged item tooltips, reduced fullscreen takeovers in split-screen, the ability to access the Inventory/Forge anywhere on the battlefield, a number of crash fixes and more!

We’re super excited to be so close to PS4 and PC update parity. Almost there, Defenders.

See you next week.

Love,
The Trendy Team

P.S. Remember to use your Carnival passes and tickets before the Carnival disappears! If you don't use them all, don't worry:  The Carnival will be back in the future!

iamisom

Elliot Cannon, Creative Director

Up Next

Steve’s jamming on a new Incursion oriented around bling, gold, riches, a Kobold King, and extortion! 

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We’re working on a unique iPWR 750 weapon we’re tentatively calling the Bling-O-Midas Gold Blower. (Too long. We gotta shorten that!) Similar to the Squire weapon, The Shield of Unholy Fire, that we did for the Unholy Catacombs Incursion, this weapon is about fun + power while adding unique “at will” functionality to one of the core heroes that they do not normally have access to. 

Incursions!

One of our new goals is to build out fun incursions for you much faster. This is a mix between taking the first Dungeon Defenders maps and making them amazing in the DD2 art style with cool new themes and seeding those maps with meaningful loot and challenges that build on what you’re already good at, Tower Defense. We’re also taking existing maps and making the same level of content for them, too. That way we can do wild game modes that challenge different skills in maps old and new and have crazy themes without worrying about interconnectivity to existing map conventions. A level designer’s dream if you ask me! The marching orders are literally, “Go make a fun and challenging Incursion. It can be anything you and art imagine as long as it has a theme to glue it all together! Go crazy.” 

Earning Defender Medals

We’re been trying some experiments with how you earn Defender Medals and are in the process of reworking how our Daily, Weekly (yep you read that right), and Monthly quest system works to emphasis winning matches and earning medals, so when in combination with other methods, you can earn more medals. This is also a good time to clean up the entire system that’s a little dusty, add a few key functionality pieces, and get that system aligned with the game as we’re shaping it with you today. 

Heroes

Thanks to your previous Influence vote, we’re working on getting the Gun Witch out to you next, pushing to have her done in late June. The previous month laid the groundwork for her with the building of her full animation set along with lots of fun Gun Brooms. Unlike other heroes, she is 100% DPS with an emphasis on mobility and gun-broom play. Think the Wild West meets Witchcraft. Double jumps, high altitude sniping, fully automatic dual-wielding fire, point blank shotgun blasts, AOE polymorphs, a tornado of brooms to bust enemy faces, swarms of bats, and of course, a gun-broom to ride. 

Game Browser

We’re also working on the game browser you may have heard us chat about in the last Devstream. With that comes a retuning of the game’s difficulty across the board along with interface updates and better controls for matchmaking, setting up games, and finding game where players are doing the same things you want to do. In the long term, as we develop armor sets and named gear pieces with better set bonuses, we’ll be able to seed loot tables on all the maps while at the same time, giving you a way to go fight for those pieces with friends or solo. As with any live game, we’re making many small improvements interconnected with a bigger vision. Stay tuned.


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

EV2 is done and now I’m moving on to a bunch of exciting new things:

  1. Experimenting with enemy lineups and formations to have more variations in the different things enemies do and how you need to fight them.

  2. After that, working on figuring out how to cluster these enemies in cool squads that require some thought to counter.

  3. Also wrote out a design for the revamped Monk and our plan to turn him into a badass.

  4. Doing experiments with melee camera and melee combat to give you guys motion control while you are attacking. This is something you all have been requesting for a good bit. We’re still just experimenting with this but hopefully it will make its way to you guys some time this year.

  5. Talking about gender swap heroes and what those could be like.

  6. Put some time into designing how our new elemental and combo system could be like and how players will get to interact with it.

  7. I’m also making an index of all our legendary weapons and planning to redo the passives that appear on them to give you all some cool rewards in different parts of the game you can acquire.

  8. Redesigning passives as we know it.

  9. Talking about exciting improvements to daily missions, weekly missions, and pets.

  10. Refining the Lavamancer.

  11. ...etc.


A lot of potential here but my primary focus now is taking the entire game and fixing it up to make it far more entertaining.


Josh Isom, Community Manager ([[4370,users]])

We’ve seen an influx of server crashes, disconnects/timeouts and fatal error messages over the past few weeks. Our live team is all hands on deck trying to squash these infuriating menaces. On Tuesday, we released a hotfix to fix one of these crashes, and we’re hot on the heels of several others -- particularly the fatal error that happens when trying to load into a match. Keep an eye out for more patches and hotfixes as we continue our campaign against our unwelcome insect overlords.

In my spare time (haha! good joke), I'm working on creating a central location for players to learn about what we're working on and what big issues we're currently investigating. We talk about this stuff in our weekly Dev Logs and every-other-week Devstreams, but I still see players saying that we aren't being transparent about what we're working on. That information is all over the place, so I'm hoping a visible, central location will alleviate the issue. In the meantime, if you're ever curious about what we're working on, just ask. We're more than happy to let you know!

Also, the Devstream schedule is getting pushed back a week to coincide with our newest content. The next Devstream is on June 3rd!


Jesus Diaz, World Builder ([[39450,users]])

The development of the frozen level (which I can now reveal is a Royal Gardens remake!) is coming to an end. We had so much fun making this level and we can't wait to work on the next. 

The level is getting reviewed this week. Meanwhile we are doing a collision pass.

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Daniel Diaz, World Builder ([[33096,users]])

This week we're finishing the world building work on the Royal Gardens remake level, working now on a collision pass. So what’s this means? it means we're about to start a new level really soon! Already got some concepts from Rusty & Jordan, and I'm pretty excited about the new theme! 


Steven Collins, Lead Level Designer ([[48993,users]])

As mentioned before, we are still hammering away at the latest incursion. Hopefully you’ll be able to watch the wackiness on stream the next Devstream! 


Brian Goodsell, Technical & VFX Artist ([[49000,users]])

[[60248,users]] from the community pointed out that there were maps the player could escape from. This helped me figure out some of the specifics about how people were getting out of maps with the series EV's Death From Above ability. Some of our walls allow for unintended behavior if you can get the hero to land in a jump falling state.

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Working on fixing this in affected maps on top of weapon VFX, Incursion VFX and Gun Witch stuff. 

Currently Listening To: “Doin' Crimes” by Brendan Kelly & The Wandering Birds


Tim Shannon, PS4 & Live Producer ([[77554,users]])

It’s upload week for PS4… busy… busy… busy.... Expect to hear more news very soon on the PS4 Calling All Heroes update!

We’re working on a potential fix for the party transition crash. Expect something early next week. We’re also looking into the issue where the launcher is saying “Game is already running” and the ability to schedule weekend events so I don’t forget to upload them at the prescribed times (my bad).


John Muscarella, Digital Puppet Master ([[57156,users]])

It’s time to start animating a new hero. More to come...


James Reid, Software Programmer ([[56071,users]])

This week I’m taking a brief hiatus from UI Programming and delving into the world of weapon programming. I’m helping out with the Bling-O-Midas Gold Blower! Now if I could just find a way to add UI widgets to it….

Anyway, I’m also continuing work on the server browser as well as helping out with bugs.


Jason Yu, Associate Producer ([[56534,users]])

This week, I’m coordinating with Steven on getting the Incursions out to our awesome Remote Playtest Group for the weekend. Also on the docket, helping out with the PS4 release by fixing bugs, and getting the Gun Witch and Matchmaking teams kicked off. When I get a spare moment, I’ve been going through and fixing all the spelling and grammar bugs in the game so if you find any, send the Tavernkeep a message.

pmasher

New Hero: Round 2

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With Man & Machine stealing Round One in a last minute victory, there are still two more rounds to vote in until you've chosen our new Hero -- The Barbarian, The Man & Machine, or The Mystic.


Vote Here: https://dungeondefenders.com/2/initiatives/45


Here’s how it works:


  1. Three heroes will compete in a round-robin tournament. The hero with the most Influence Points from all three rounds together will be our next hero!

  2. Every day, you’ll gain one Influence Point for logging into the game and another Influence Point for logging into the site. (2 Total Points per day.)

  3. Use your points here and on our launcher to vote for your favorite hero(es). You can spend as many points as you’d like per round!

  4. Here are the rounds and dates for voting:

  • Round 1:  Man & Machine vs. Mystic (May 14th to May 19th)
  • Round 2:  Barbarian vs. Mystic (May 20th to May 26th)
  • Round 3:  Man & Machine vs. Barbarian (May 27th to June 2nd)

This is Round 2:  Barbarian vs. Mystic.


The Barbarian. The ruthless brawler. The Barbarian is an unstoppable force that is yet to be unleashed on the Old Ones’ army. He prefers to rely on his own two hands and use his two weapons and a multitude of abilities to decimate hordes of enemies. Most heroes hide behind their walls and defenses; the Barbarian hides behind nothing.


The Mystic.The twisted sorceress. Magic has been around in Etheria for quite some time. There is however an older magic -- a darker, more chaotic magic nestled deep within Etheria.


The Mystic was once a thief, but now she carries inside her an ancient and dark serpent demigod. This demigod is the source of ancient and unimaginable magic that the Mystic wields. Most heroes have their defenses likened to their personality; the Mystic’s defenses are dark, twisted and represent the chaotic forms of the serpent god. She is a powerful ally on the battlefield, so long as she can control the fickle whims of her serpent lord.


Who will you choose?

iamisom



Series EV2 has landed! For a full look at our newest hero, check out the trailer above!

Now that EV2 is here, our team is working on the next big changes to the game. Over the coming weeks, expect to learn more about our new Server Browser, new Incursions, new Weapons, a new Enemy, major balance changes to the four original heroes, and our next Hero, the Gun Witch.

We can’t wait to share more details. Together, we’re making Dungeon Defenders II better.

Love,
The Trendy Team


Features

  • New Hero:  Series EV2!

    • For a full overview of her defenses and abilities, check out her landing page!

    • Available for 12,000 Defender Medals for the first two weeks, and then 10,000 Defender Medals after that.

  • New EV2 Costume:  Mantis Striker

    • EV2 becomes one with nature. But not the peaceful, let's-hold-hands, cherished-childhood-memories nature. Oh no. We're talking weird, bug-like, aggressive nature. Creepy nature.

    • Accent colors changed based on the canister you have equipped!

  • New Summary Screen

    • Updated the Summary Screen to our new UI format.

    • This is Phase One of making a Summary Screen that doesn’t look like a hot mess. In the future, we’ll add in all of the fancy-schmancy game stats.

  • Loading Screen and Summary Screen Tips

    • Added "Pro Tips" to these two screens. Some tips are more pro than others.

    • These will be updated in the next patch or two to include tips from the community!

  • Tutorial Missions

    • Added Defender Medals to the first Daily Missions unlocked during Campaign.


Balance

  • Can no longer place any towers on Harbinger’s Phase 4 area.


Bug Fixes

  • Hotswapping while in the Inventory will now update the equipped gear and hero icon at the bottom of the Inventory screen.

  • Fixed an issue where tower types were incorrect in the Inspect Defense tooltip. For example, Archers and Ramsters said blockade, while Skeletal Orcs and the Colossus said traps.

  • Fixed a lingering magical resistance lane in Forest Crossroads NM4 Incursion.

  • Fixed a stuck flying enemy issue on Dragonfall Sewers.

  • Fixed a stuck flying enemy issue on Temple of the Necrotic.

  • The Monk’s Crystalline Twin-Blades are now purple instead of white as they should be.

  • Fixed an issue where flying lane billboards were not appearing and disappearing correctly on Temple of the Necrotic.

  • Fixed an accessory icon issue.

  • Lockbox Bugfix Pass

    • Huntress Lockbox now contains Simple Leather Dress

    • Monk Lockbox now contains Jade Fluid Harness and Barrier Harness

    • Apprentice Lockbox now contains Fancy Traveler's Hat

    • Monk Lockbox no longer contains Reaver Marking

    • Squire Lockbox no longer contains two Battle Helms


Known Issues

  • Keybindings get reset during our updates.

  • Fatal error crashes are happening with more frequency since the Unholy Catacombs update. Fixing this and other crashes are at the top of our priority list right now. We’ll have more information over the coming weeks.

  • Weapon rewards in Onslaught mode are not locked to the active hero.

  • Under certain situations, EV2’s torso can face the wrong direction.

  • The Inspect Defense for several towers displays irrelevant information.

  • Under certain conditions, the Steady Aim challenges will unlock despite not meeting the requirements.

  • Using EV2’s Death from Above ability with the Dummies and Bots Skill Sphere equipped can cause a Health Bar displaying the cores health to appear.

  • The Anti-Gravity Bots created by using the Death from Above ability with the Dummies and Bots Skill Sphere equipped won’t explode if EV2 is hotswapped out during the ability.

  • Clicking the reroll option for Daily Missions but not actually selecting a new Daily Mission will still consume the ability to reroll a mission.

  • If a player loads into a map after the Mana Nodes have already been opened, the Mana Nodes will still appear on the minimap for the player who joined in.

  • Inspect Defense can be activated on a tower from a very, very far distance away.

  • The muzzle flash from the Apprentice’s default weapon will not play at the correct location.

  • Flying Kobolds do not play their death animation when killed by EV2.

  • If you overheat in the Taverns with EV2 and then try to activate Death from Above, you will not be able to bring down EV2’s heat by firing her primary or secondary attacks. Can correct this by trying to activate another of her abilities.

  • Towers that are upgraded while being buffed by EV2’s Buff Beam lose their green “Buffed” VFX.

  • The Torpedo burst from EV2’s Reflect Beam will linger if sold/destroyed at certain situations.

  • Changing accessories for EV2’s Mantis Striker costume equipped with cause her VFX to appear in different colors.

  • When there is no available DU on a map, EV2’s tower icons will not darken out like other heroes.

  • Under certain situations, the “attacking” VFX on EV2’s Proton Beams will not stop playing when an enemy is no longer being affected by the Proton Beam.

  • Enemies can get stuck coming out of the East Dock lane in Nightmare instances of Ramparts.

  • When double-clicking to equip a piece of equipment, the comparison tooltips will not update correctly.

iamisom

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Josh Isom, Community Manager ([[4370,users]])

That GIF above? When Series EV2 comes out tomorrow, that'll be you. A special thanks to the RPG and RQA community groups for giving us a ton of feedback. Our team kicked ass at the 11th hour to make sure EV2 is the super fighting robot of your dreams. Can’t wait to see what you think of our newest hero!


Speaking of new heroes, the Next Hero Influence Vote is ridiculously close! As I’m writing this, the Man & Machine and the Mystic are only 150 points apart. That’s not a typo. 1-5-0. I think some crafty Defenders are trying to tie the votes. That would be extra clever of you, Team Chaos. I’m pretty sure Team Barbarian won’t let that happen when the Barb vote begins on Friday. But who knows -- maybe some Team Barb faithful like one of the new hero choices more.


On a final note, our next milestone is about to begin. The team is ramping up work on the Server Browser, finalizing the Gun Witch and making notes on how to bring the four original heroes up to par with our newest heroes. Do you have any suggestions? Let us know in the comments!


Brian Goodsell, Lesser Digital Guru ([[49000,users]])

That’s a wrap on Series EV2. Here, watch her explode. (Death VFX were finally applied.)

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Beginning work on the Gun Witch basic attacks and making a list of the next series of bugs that need attention for the next major patch.

Currently Listening To:  “Turn the Season” by F**ked Up


Tim Shannon, PS4 & Live Producer ([[77554,users]])

The same thing we do every milestone Pinky:  try to ship on time.


Jesus Diaz, World Builder ([[39450,users]])

This week we are finishing up the frozen level! We need to give some more love to the background yet.

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Daniel Diaz, World Builder ([[33096,users]])

Really excited about the release of the next hero! I’m finishing up the new ice level. We're having a lot of fun with the ice and snow. Hope we can develop more ice-themed maps in the future!

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John Muscarella, Digital Puppet Master ([[57156,users]])

Gun Witch animations are done!  For now…  

As we start building her functionality, I’ll definitely be revisiting her a few times. Iteration is key. I’ll be moving onto other things in the meantime, and keep a close eye on her development through other departments.


James Reid, Software Programmer ([[56071,users]])

Excited to see EV2 get released! Hope y’all enjoy her! Now it’s meetings to gear up for the next milestone. Also, full steam ahead on the server browser.


Chris Flores, Lead QA ([[59727,users]])

Crawling to the finish line to get EV2 out in all her glory.

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Dani Moore, Remote QA Lead ([[25251,users]])

A massive thanks to everyone that helped playtest and give feedback in the Remote Playtesting Group and the Remote QA teams. You fine folks made massive contributions to the state of new hero, and your ongoing help has really made an impact and been felt by everyone at Trendy.

As we approach (or stumble or crawl to) the finish line for this milestone, folks that wanted to help out with EV2 but didn’t get the chance will have a chance soon to help us out with our next hero and content. Stay tuned!


Steven Collins, Lead Level Designer ([[48993,users]])

Working on a new incursion! Can you guess what map this one will be on?

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