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iamisom

Patch 9.8 for Steam

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


New Monthly Mission (Begins at 11AM EST)

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

  • Requirements:

    • Gain 50 Pet Affection Levels!

    • Help stop 500 Kobolds before ignition!

    • Defend the Quab 5 times!

  • Rewards:

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

    • 300,000 Gold

    • 40 Wyvern Tokens

    • Title:  The Lover


Bug Fixes

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

  • Fixed an issue with enemy pathing on Ramparts Siege.


Moving Day Sale

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

  • Get 25% off these Costumes!

    • Farmboy Apprentice

    • Academy Apprentice

    • Dryad Apprentice

    • Goblin Infiltrator huntress

    • Tiguar Monk

    • Capt’n Monk

    • Sweet Dreams Squire

  • Get 10% off Inventory and Pet Bag Space!

  • Get 10% off these Costumes!

    • Magma Mage

    • Ramster Knight Squire

    • Red Riding Huntress

  • Get 10% off these Pets!

    • Table Flipper

    • Shinobi Kitty

    • Evilwick

  • Hurry! These discounts disappear February 9th!


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


Love,

The Trendy Team

iamisom

Patch 9.7 for Steam

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Here are the notes for Patch 9.7 on Steam!

Features

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

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

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


Optimization Bug Fix

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


Balance

  • Towering Poison Health Update

    • Increased Defense Health bonus of Towering Poison passive.

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

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

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


Bug Fixes

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

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

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

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

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

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

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

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

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

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

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

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

  • Fixed a tooltip display error.

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


Other Notes

  • EU server is now located in Ireland.

  • Oceanic server is now located in Sydney.


iamisom

Patch 9.6 for Steam

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Here are the notes for Patch 9.6 on Steam!


Content

  • New Squire Costume:  Ebonfire Warlord!


Balance

  • Hearty Blockade (Spike Blockade):

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

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

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

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

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

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

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

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

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

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

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


Bug Fixes

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

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

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

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

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

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

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

  • Removed some lingering VFX from the Tavern weapons rack.

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

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

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

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

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

  • Fixed a typo in the Howling passive description.

  • Fixed a collision issue on mana nodes.

  • Fixed some lingering winter NPC text issues.

  • Fixed a typo in the Dark Shawl costume description.


iamisom

Patch 9.5 for Steam

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Here are the notes for Patch 9.5 on Steam!


Features

  • Loot V2: Build Weapon Update

    • Build Weapons are now in line with Loot V2. They will now generate with only Hero- or Defense-focused Stats.

      • Build Passives that enhance defenses should generate only with Defense-focused Stats.

      • Build Passives that enhance combat/heroes should generate only with Hero-focused Stats.

  • The Winter Event has been turned off.

  • The “Ready Up” sound effect will play inside the Inventory/Forge when other players ready up. Thanks for the suggestion, u/capSAR273 and many others!

  • Players can now skip the final build phase on the Harbinger boss battle.


Balance

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

  • Increased the drop rates on the Ramparts Incursion weapons.

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


Bug Fixes

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

  • Fixed a bug where the Dragolich debuff stacks across multiple players. There is another debuff stacking bug associated with the Dragolich that we have planned to fix in an upcoming patch.

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

  • Pet-based attacks and abilities will now target the Harbinger.

  • Fixed a bug where players could spam G on a phase transition to immediately skip the Build Phase.

  • The Prince's ship cannons will now damage the Harbinger’s cannons.

  • Fixed a bug where players were able to damage the Harbinger before Phase 1 starts by looking through at his health bar that is visible.

  • The Harbinger will no longer lose his arm if you send him into Build Phase while knocking him off his cannon or destroying his cannon.

  • Air enemies no longer get stuck (or taking very long to exit) inside the northeast air spawner on Greystone Plaza.

  • Changed the description of the Fight Me Not Sphere to say X% Damage instead of X% Extra Damage.

  • Fixed an issue where occasionally a player’s gem total would not load when loading into the Social Tavern.

  • Fixed a bug where players were able to build on top of the Prince’s cannons.

  • Fixed a tooltip issue with the currently Monthly Mission.

  • Fixed an animation issue with the Harbinger in the final Combat Phase.

  • Fixed an issue that could stop players from readying up in Onslaught.

  • Damaging the Harbinger’s cannons now has an associated sound effect.

  • Fixed an issue where the “Transform Egg” button did not indicate a sale if one was available.

  • Fixed an issue where Orc Skeletons were falling through the ground in Temple of the Necrotic.

  • Fixed a collision issue with pet attacks.

  • Fixed a bug where the sellback value of items for sale in the Blacksmith and Relic shops was the same as the purchase price.

  • Fixed an issue where the Crystalline Saber and the Harbinger Weapons were not displaying their names properly.

  • Fixed a text issue with the Player Kick menu.

  • Fixed a text issue with the “Get More Pet Slots” button.

  • Fixed a VFX issue with the Steampunktress’ foot rocket in the Costume Shop.

  • Fixed a VFX issue with the Harbinger Apprentice weapon.

  • Fixed an animation issue with the Harbinger’s cape.

  • Fixed a text issue on the Prince’s cannons.

  • Fixed a collision issue in the Tavern.

  • Adjusted SFX and VFX when you knock the Harbinger out of Meteor Strike.

  • Fixed a UI issue when purchasing a new Inventory Bag.

  • Fixed an issue where when Defense Crit Damage was the 2nd or 3rd stat on an item, the text extended beyond the frame of the tooltip.


Other Notes

  • We'd like to try something new this week. If there's a bug or an issue you'd like to see fixed in an upcoming weekly patch, please head to this thread on our subreddit and let us know!
iamisom

Patch 9.4 for Steam

Welcome to the start of a new year! This week's patch contains the newest Monthly Mission. Next week, we'll be back to our regularly scheduled bug fix/balance patches.

Features

  • New Monthly Mission:  No Fear New Year. Do you have the courage to take on this month's challenge?

  • Requirements:

    • Win 35 maps without losing a sub-objective!

    • Kill 50 Ogres!

    • Win 25 Incursions!

  • Rewards:

    • 300,000 gold

    • 40 Wyvern Tokens

    • Scourge Dragon Pet

    • Title: The Fearless
iamisom

Patch 8.7 for Steam

The Harbinger Awakens update comes out next Tuesday! The update includes a new boss fight, Loot V2, reduced grind and many more bug fixes! In the meantime, this patch fixes the missing pet bugs that’s been reported to us on our forums and a few other minor changes.

Don’t forget:  Join the Steam Group to unlock new galactic weapons!

Bug Fixes

  • Fixed an issue where replacing an equipped item with another item will sometimes cause the item to go to the Scavenger. This issue was most noticeable with pets.

  • Fixed an issue where double-clicking to equip pets caused the Pet Bag to “be full.” This fix and the fix above should solve the issue where players were losing their pets.

  • Fixed an issue where players were able to get more green mana than intended by dropping.

  • Fixed an issue where skeleton goblins weren’t properly attacking the core on Temple of the Necrotic.

  • Changed text from 'Feed a Pet' to 'Feed any Pet.'

  • Fixed an issue where the pet evolution preview box would appear grey.
iamisom

Patch 8.6 for Steam

Here are the notes for Patch 8.6 on Steam! Remember:  Our next major content update, The Harbinger Awakens, comes out December 15th! 


Features

  • New Monthly Quest:  “A Harrowing Harbinger Holiday” The Harbinger has come to haunt the holidays! Protect Etheria from the invading horde!

  • Quest Conditions:

    • Win 35 Maps

    • Kill 50 Special Enemies

    • Win 30 Onslaught Rounds

  • Quest Rewards:

    • “Jolly Old” title

    • New Pet: Dragolich!

    • 300,000 Gold

    • 40 Tokens


Bug Fixes

  • Fixed an issue where two of the Monthly Quest requirements would appear as a blank space. Perhaps you could fill in a certain ex-lover’s name here, but the high wasn’t worth the pain. You know we love the players, and you love the game.

  • Fixed a bug with how pet damage shields were reflecting damage back. Now they properly reflect the intended % back at enemies.

  • Fixed an issue where the “Get” button on the Dragonfall Costumes linked to nothing.

  • Empowerment was misspelled as "Empowerement" on the pet reroll tooltip. We were super tempted to leave it and make you think you were crazy.

  • Added more metrics so we can understand you, bby.
I_PASS_BUTTER

Patch 8.5 for Steam

Greetings, Defenders! We are currently deploying Patch 8.5. We do not expect any downtime, and the deployment is scheduled to end at 9 AM, EST. 

Content

  • The Tavern’s received a makeover, just in time for Thanksgiving! The Tavernkeeper is really proud of the feast he’s laid out. Make sure you wash your hands, and no weapons at the dinner table, please. We’re looking at you, Squire. No, you can’t use a sword to cut turkey...
  • The harvest is upon us! The Apprentice is all geared up for the season in his new Scarecrow costume. We tried to tell him a simple spell would work, but he insists on getting all dressed up. He seems to think he’s really scary. Magic-users, amirite?
Balance
  • Some of you have been getting rich off of corpses. Well, we’ve reduced the drop rates from normal enemies on the Spooky maps, so that may put an end to all this grave robbing tomfoolery. We also reserve the right to use the word ”tomfoolery” whenever we please, so there.

Bugfixes
  • We’ve fixed the bug where Shellium shards are getting sent to the Scavenger and then destroyed. Maybe. We think we fixed it, anyway.  The Scavenger is kind of a scary dude, and he’s got the crazy eyes. Let us know if he keeps stealing your shards, and we’ll take care of it. Or maybe send the Squire after him...

iamisom

Patch 8.4 for Steam

Here are the notes for Patch 8.4 on Steam!


Features

  • Added the new Inventory Pack to Steam! By purchasing the Inventory Pack, you can increase the 12-bag slot limit to a total of 16 bags! Includes:

    • Four Premium Bags

    • Increases bag slots to 16 bags

    • Two Hero Slots

    • Exclusive Title:  “Baggins”

    • 400 Gems (A special bonus thank you!)

    • Our eternal love and devotion

  • Disabled loot beams on Worn, Sturdy, Powerful and Epic loot. Only Mythical and Legendary items now have loot beams. Be gone, bright demons!

  • Added the two Spooky maps to Free Play and End Game playlists.

  • Steam Trading Cards should now be live. For real this time.

  • Removed the spooky event tavern deco and re-added the basic deco.


Bug Fixes

  • Players can no longer insta-kill Betsy using Sticky Nades before she spawns.

  • Fixed two lane blockages on the second Spooky map.

  • Fixed a small issue where when the Spooky Polearm is elemental, its default idle VFX would show up.

  • Rings, Talismans, and Totems were displaying the wrong mesh offset in the shop and enhancement wheel UIs.

  • Squire Norse Head Icon A is now the correct visual representation.

  • Increased base damage for fire and gas traps on Siphon Site D so they actually deal more damage and scale off of difficulty.

  • Fixed a bug that let players get behind enemy spawners on Liferoot Forest.

  • Updated the Relics and Weapon Loot beams beam height to not be lower than the loot circle.


Extra Note

  • We're getting ready to test some upcoming loot changes! Would you like to help us out? Keep an eye on this thread for more details later this week!
iamisom

Patch 8.3 for Steam

Here are the notes for Patch 8.3 on Steam!


Features

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

  • Activated the November Monthly Mission!

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


Balance

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

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

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

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


Content

  • Reduced the BLOOOOOM on the Dark Arts Apprentice Costume.

  • Returned the Title Screen to the original image.


Bug Fixes

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

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

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

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

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

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

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

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


Known Issues

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

iamisom

Patch 7.6 for Steam

Here are the notes for Patch 7.6!


Free Gem Offer

  • As thanks for being patient while we work through our Open Alpha growing pains, we’re giving everyone 100 free gems! In order to receive the gems, you’ll need to login to the game between now and Tuesday, Oct. 27th.


Content

  • Item icons in the Inventory now have colored frames depending on its rarity. For example, Legendary icons now have orange frames. Hipster icons have black, bold frames. [[7869,hashtags]] [[7870,hashtags]]

  • You can create characters in the group tavern now.


Bug Fixes

  • Put in a potential fix for the issue where the matchmaking service was doing wonky things when we hit a high number of concurrent users. We wanted to get this fix in before the weekend, so the speed at which we needed to get this in has a side effect. We are dividing our matchmaking into three different regions:  Oceanic, United States and Europe. For a short period of time, players will not be able to change regions or matchmake with a friend who is in a different region. Tentatively next week, we plan on releasing a way to change regions manually, and shortly after that, a way to change regions dynamically based on a friend invite (this work is in-progress now).

  • Fixed an issue where Bearkira’s slowing effect wasn’t wearing off on some enemies.


Known Issues

  • You won’t be able to skip the introductory cutscene on the first viewing. If it shows up again, you’ll be able to skip it.

  • Fugazi is still on indefinite hiatus. Not a known issue with the patch. Just a known issue with life.
iamisom

Patch 7.4 for Steam

Here are the notes for Patch 7.4!


Bug Fixes

  • Fixed a texture streaming issue that was causing the game to always crash on 32-bit systems. Unfortunately, this made loading screens blurry for all users. We have faith our 64-bit players will accept this temporary loss in loading-screen fidelity to assist our 32-bit brethren in defending some dungeons.

  • Fixed an issue where the Jump Key wasn’t working if it was rebound.

  • Fixed an issue with cutscene audio.
  • Fixed an issue where the item tooltips took fooooorever to popup while managing the inventory. Well, it took 2 seconds, but still. Way too long.

  • Homing projectiles now properly home in on targets.

  • Grabbed a dictionary to see if it was “home in” or “hone in” on targets. Apparently both are correct. [[7363,hashtags]]

  • Fixed an issue where dragging an item from one bag to another wouldn’t re-sort the bag.

  • Fixed an issue where entering Sell Mode while choosing a Bag Icon did terrible, horrible, no good, very bad things.

  • The Random Egg reward wasn’t displaying correctly on the Mission reward tooltips.

  • The Mission reward tooltips were missing when you tried to reroll that one Daily Mission for that other Daily Mission.

  • Fixed an issue that was causing other issues. Our servers now ride bicycles! Biii-cycle. Biiiiiiiii-cycle. I want to ride my bicycle. I want to ride my bike. Keep it going in the comments!

  • There was a grey box on the Mission reward tooltips. There is no longer a grey box on the Mission reward tooltips.

  • Fixed an issue where we didn’t say Mission reward tooltips enough. That has now been fixed.

  • Melee goblins couldn’t hit the broadside of the Dragonfall Bazaar cores. That’s not a weird diss. They literally couldn’t. Now they can.

  • Pets will now attack Betsy. Betsy fears not your puny pets and laughs at danger.

  • Fixed issue where Betsy would not properly fear player pets. Still laughs at danger -- will fix in future patch.

  • Fixed an issue where the lightning grenade pet ability wasn’t dealing damage. Now it does!
  • Fixed the issue where the in-game notification for the game going down wasn't appearing. But since it's in this patch, you wouldn't have seen it this time. It should be there next time!
iamisom

Patch 6.6 Notes

Here are the notes for Patch 6.6:


Bug Fixes

  • Possible fix for Daily Missions / Monthly Missions resetting issues.

  • Possible fix for several profile saving issues.

  • Possible fix for infinite black loading screen issues.

  • Fixed an issue where textures everywhere could turn black (display improperly).
iamisom

Patch 6.5 Notes

Just a small update to prepare for October’s Monthly Quest. :)


Content

  • October Monthly Quest has been added to the game. The event will start on October the 1st!

  • Happy Throne Room and Ramparts has new music!! Woot woot!


Bug Fixes

  • Plaguing Hulk and Reviving Skeleton can have their kill events be shared.
I_PASS_BUTTER

Feature

  • Inventory sorting:  Now you can sort the items in your bag! Click the Customize button on a bag to bring up the sorting options. The current sorting options are:

    • Rarity:  Sorts items from highest rarity to lowest rarity. Items will be sorted by their iPWR within the same rarity.

    • Type:  Sorts items based on their type. For example, all helms will be grouped together and so on.

    • Hero:  Sorts items based on which hero can use them.

Balance

Hero Damage, Ability Mana Regeneration, Ability Critical Damage Revamp

  • All Heroes

    • Ability Mana Regeneration Increased 1.0 -> 2.0

    • Ability Critical Chance Max Increased 30% -> 100%

  • Mana Regeneration Spheres

    • Ability Mana Regeneration Decreased from 1.0/2.0/5.0 to 1.0/1.5/2.0

  • Apprentice

    • Damage Scalar Increased 2.0 -> 4.0

    • Secondary Attack Damage Scalar Decreased 3.0 -> 1.5

    • Secondary Attack Has 20% Falloff Per Target

    • Secondary Attack Maximum Pierced Targets Decreased 7.0 -> 5.0

    • Lightning Rod Decreased Critical Damage Scalar 2.0 -> 1.75

    • Arcane Volley Increased Critical Damage Scalar 2.0 -> 3.75

    • Mana Bomb Increased Critical Damage Scalar 3.5 -> 8.0

    • Tornado Decreased Critical Damage Scalar 1.0 -> 0.5

  • Huntress

    • Hero Damage Scalar Increased 2.4 -> 5.0

    • Hero Base Damage Decreased 200 -> 100

    • Secondary Attack Increased Damage Scalar 2.5 -> 3.0

    • Sticky Nades Increased Critical Damage Scalar 1.5 -> 5.0

    • Oil Flask Increased Critical Damage Scalar 1.25 -> 3.5

    • Piercing Shot Increased Critical Damage Scalar 3.5 -> 8.0

  • Monk

    • Hero Damage Scalar Increased  1.4 -> 2.5

    • Hero Base Damage Decreased 125 -> 70

    • Pole Smash Increased Critical Damage Scalar 2.0 -> 4.0

    • Chi Blast Increased Critical Damage Scalar 2.0 -> 4.5

  • Squire

    • Hero Damage Scalar Increased 1.4 -> 2.8

    • Hero Base Damage Decreased 125 -> 60

    • Sword Beam Increased Critical Damage Scalar 2.0 -> 4.0

    • Empowered Sword Beam Increased Critical Damage Scalar 1.25 -> 2.0

    • Seismic Slam Increased Critical Damage Scalar 0.5 -> 3.0

Other Balance Updates

  • Significantly increased Malthius’ HP in the Malthius Incursion. He now has as much HP as a Tier 3 Ogre. Beware!

Bug Fixes

  • Fixed an issue where loot wouldn’t drop from Ogres/Special Enemies if the player is dead and the enemy died from the Poison Dart Tower or Blaze Balloon’s DoT.

  • Fixed an issue where updates to Skill Spheres would not appear until the player transition into a map.

  • Fixed an issue with skeleton HP in the Malthius Incursion (both Free Play and End Game).

  • Fixed an issue where the Defense Attack Rate IV and V Spheres provided the same bonus.

  • Fixed an issue where the Auto Collect “A” icon also appeared in the Bag Icons list.

  • Fixed an issue where double-click to change a Bag Icon could cause the bags to overlap each other or become smaller in size.

  • Fixed an issue where an Inventory Bag Icon would become unclickable if you changed Bag Icons.

  • Reduced bloom levels on the new current Throne Room level



iamisom

Patch 6.3 is here! This patch contains the first of our planned Inventory 3.0 changes that Dan mentioned in his blog last week. Expect more improvements in the near future!

Features

  • Bags can now be marked for Auto Collect!

    • At the end of the match, all items left on the ground will attempt to go into any bags marked Auto Collect.

    • Items of the highest rarity are collected first. Items within the same rarity that have the highest Item Power are then grabbed.

    • When you manually pick up an item, it goes into bags that are not marked Auto Collect until full. When those bags are full, items are sent to the Auto Collect bags.

  • Added HUD elements to display when Auto Collect bags are 70% full, 90% full and completely Full.

  • Added Auto Collect popup messages on the Matchmaking UI warning players if their bags are 70%, 90% or completely Full.

    • Added a “Do not show me again” toggle to these popups

    • Added an option on the Options menu to reset hidden popups.


Bug Fixes

  • Improvements have been made to prevent an issue where players faced long loading screens before erroring while matchmaking. We're still working to fix all of our matchmaking/server issues!

  • Potentially fixed an issue with the Flameburst Tower VFX.

  • Fixed an issue with the Serenity Aura.


Known Issues

  • Network instability is our #1 technical issue focus. Our team is working to fix the lag, disconnects and loading screen issues. We’ll have more updates in future patches/hotfixes.
[CG] LAWLTA

PATCH 4.1 PREVIEW!

goI1FjY.png

Ahoy Defenders!

Around the docks of Etheria there is talk of Patch 4.1 arriving later this week. Among these whispers are some predictions of what’s to come. Join us as we peer slightly into the future, it’s time to dive into Patch 4.1 preview!

Perfect Mod Drops

This is something that we received a lot of feedback on and are working on in multiple phases. The first phase is coming in this patch, it allowed us to do calculations on changing the drop rates specifically. We are going to be increasing the drop rate of perfect Mods by MORE than double, while lowering the drop chance of lower quality Mods.

The second phase of this is a lot more complex, and we’re not ready to discuss it just quite yet. We know the current drop rate has an average time that players should see perfect mods, and for a lot of players they are at or below that average. However, there are players that are outliers on this system, taking a long time to see any perfect Mod and that doesn’t feel great. We are currently developing ways to try and curb this entirely.

Mod Quality Visuals

Players have requested that we make it easier to understand where your Mod quality ranges on a scale of 1 to 10. Now there will be a number that reflects the quality nestled gently on top of the “Qualibean™.”

Mob Pathing

We’re continuously finding ways to make our game experience as smooth as possible. Stuck enemies and those that go off their intended path are no fun to deal with, and they certainly are a challenge for us to ensure they work correctly. There are changes coming with this patch aimed at drastically decreasing these types of behaviors. We’re going to keep a close eye on these changes to make sure they work correctly, and if there’s more work to be done we promise we’ll be hammering away it.

Replay From Wave

This was a feature added in with Isle of Dread that a lot of players have enjoyed. We ran into an initial technical challenge that did not allow this feature to work well on Lost Temple. Replay From Wave was released and since we set to work on getting it to work on Lost Temple. After testing it, we’re now able to get Replay From Wave to work on this map — including Omega Waves.

And That’s Not All!

There’s of course a slew of bug fixes coming, expanded explanations to the above, and a couple other unannounced changes that will be in the patch notes.

Social Defenders

There’s a lot of people playing Dungeon Defenders II, and a lot of them gather on our social hubs. When it comes to finding other players, figuring out how to conquer a specific challenge, or just wanting to get to know others in the community, or getting the latest DD2 news, you can’t go wrong with our social platforms:

We’re getting the finishing touches on this patch and cannot wait to share it with you all.

For Etheria!

The Dungeon Defenders II Team

iamisom

Greetings, Defenders! We hope you’ve been enjoying The Loot Update! These two patches on PC & PS4 fix the issues we’ve seen since the update came out:

Patch 21.2 (May 30th, 2017)

Bug Fixes
  • Fixed a server crash related to the Tsunami bow.
  • Fixed some issues with scrolling and selecting on the Game Browser.
  • PS4 - Sell All now works properly.

Patch 21.1 (May 26th, 2017)

Max Loot Stat Range Fix

  • Loot wasn't rolling up to the intended Chaos stat ranges. This is now fixed. You should now find loot with higher stats in every Chaos tier!

    • In all Chaos tiers, loot will now roll up to a higher maximum stat number than before The Loot Update.

    • If you had max Chaos 7 loot from before The Loot Update that was boosted with the update, you should now find loot that’s equal or slightly higher than that. Everyone else is able to find this same loot when they reach the top end of Chaos 7.


Love,

The Trendy Team

iamisom

Server Improvements

  • We’ve made multiple improvements to our servers that should help reduce the overall number of disconnects.


Zapper Boss Changes

The goal of the Zapper boss is to disable a large amount of defenses at once; however, its damage was causing defenses to instantly die -- and in some cases, the core, too. With the below changes, the Zapper should be more in line with how we want it to affect the battlefield.

  • Damage radically decreased to very, very low values.

  • Health slightly decreased.

  • Has a very large radius that stuns all Defenses hit for 45s.

  • Size slightly reduced, and AI updated to make kamikaze mechanics target more correctly and be less easy to trick into kamikazing into a Hero.


Split Viper Shard

The Split Viper Shard was turning Sand Viper into a bit of a runaway monster. With this change, we wanted to keep the net DPS of hitting 3 targets pretty high, but a slight Defense Power penalty allows us to keep it closer to the intended benefits (it's still really, really good though).

  • Split Viper Shard at max level now applies a small Defense Power penalty, ending at -20% at maximum level.


Bug Fixes

  • Fixed an issue where the Defense Speed stat wasn’t accurately applying unless players unequipped/re-equipped their Shards/Relics. Everyone should see accurate Defense Speed stats now.

  • Fixed an issue where the Earthshatter Tower was unable to hit smaller enemies. We gave it some new glasses, and it now hits them properly.

  • You can now pick up the golden ingot from the Forest Biome map in all game modes.

  • The Mystic has regained the Snake God’s favor. Appeasement buffs are working again.

  • Kobold Fliers and EMP Kobold Fliers have death animations once again. Now they should crash into the ground and dissolve out when killed, rather than instantly disappearing. Good for you; bad for them.

  • If a player has more than 8 inventory bags, the price of the "max out bags" bundle will no longer appear negative.

  • Added some collision to the scroll cauldrons behind the Gran Ma’ster in the tavern.

  • PS4/Controller - Fixed an issue where unequipping all shards was not working while using a controller. Players no longer have to go into the upgrade UI to unequip shards individually.

  • PS4 - Dark Assassins will no longer become invisible after using their demon kiss ability for the 3rd time.


Known Issues

  • There’s an issue with the End-of-Match screen where it sometimes won’t let players Continue. We’re looking into it now and hope to have a fix very soon.
[CG] LAWLTA

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Greetings Defenders,

Today, there’s some big news to unveil in our upcoming patch —  the Sky City Bank is making its way to Dragonfall! We are releasing a new way to manage your inventory, a request many of you have made, in anticipation for our upcoming new features. We are currently still hard at work on these and are not ready to unveil them just quite yet. For now, let’s talk about the new ship that is going to be coming to a marketplace near you!

Sky City Bank

The Sky City Bank is a new way to manage the many items you come across during your adventures in Etheria! It’s accessible only in town, located right behind the Emporium. When using the bank, you are presented with Vaults to store your items. Each Vault contains 64 slots, the same amount as inventory bags, giving a lot of additional storage. You even receive one FREE Vault with the update!

Load Time Improvements

This release contains some amazing optimizations that are going to greatly impact a lot of Defenders. Our Associate Producer, [[3957,users]], mentioned this in a tweet last week describing the impact applied toward one user’s account.

We aren’t announcing the release just yet, but it is not very far away! For additional sources regarding announcements and updates, give us a follow on Twitter or like us on Facebook (also you can get some awesome Apprentice and Monk costumes by doing so).

For Etheria!

The Dungeon Defenders II Team

iamisom

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Patch 19.5 comes out next week on PC & PS4! This patch contains changes to Shard drops, balance, UI and more. If you missed the Devstream, you can watch the Twitch archived video. (The YouTube version is available now.)

Over the past month, we’ve been working on improvements to the Trials update based on your feedback. We sent out a survey last week about Shards and the Trials playlist, and beginning with Patch 19.5 we’d like to start introducing most of those ideas into the game. The full Patch 19.5 Notes will be available when the patch comes out, but below is an overview of the changes coming:


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Shard Drop Changes

From the survey results, we learned that most players were satisfied with the concept of Shards but not with their current implementation. In fact, Shard drops were the biggest point of dissatisfaction in the entire update. The main areas of concern were the time it takes to get the Shard you’re looking for and frustration over the confusing setup of Shard Packs (which is what we call the containers you get from Victory Chests).

These are the areas we’ve focused on in Patch 19.5:


Improving Shard Target Farming

Right now, Shard Packs do not drop unique Shards per pack. There’s a lot of overlap between different Shard Packs, which means players can get a Standard Shard from a Chaos III Shard Pack, and players don’t understand where they need to farm in order to get the Shard they’re looking for (say, the coveted Defense Range Shard, which can actually drop from multiple Chaos Shard Packs).

In Patch 19.5, each Shard Pack will have unique Shards. For example, Shards A, B and C can only be found in Chaos I Shard Packs, while Shards D, E and F can only be found in Chaos III Shard Packs. This also means that Standard Shards will no longer drop from Chaos Shard Packs! Along with this, each victory in Trials will guarantee at least 1 Chaos Shard Pack from that given difficulty. For example, when you beat Chaos II Trials, you will be guaranteed a Chaos II Shard Pack.

With these changes, you’ll be able to specifically target the Shards you want. Once this update goes live, we’ll share the complete Shard drop locations on our Wiki and to those players who are making amazing webtools (like Czokalapik’s DD2Tools).


Improving Shard Farming Time

Right now, Shard Packs have a chance to give you 1 Shard from a pool of up to 120(!) different Shards. In the patch, we’re reducing the Shard pool per pack from ~120 to somewhere between 25-35 Shards depending on the pack, which will increase the chances of getting the Shard you want when you open a pack.

We’re also changing the drop rates and drop setup on Shard Packs in Victory Chests. Instead of having a chance to drop between 1-3 Shard Packs, Victory Chests will now drop 2 Shard Packs guaranteed every time. When you win, you’ll receive one Shard Pack from that difficulty and one Shard Pack from any previous difficulty (for example, if you beat Chaos III Trials, you’ll receive 1 Chaos III Shard Pack and 1 Chaos II, Chaos I or Standard Shard Pack).

We’re trying to get the first pass on the Trials consecutive win bonus into this patch, which gives bonus rewards for winning consecutive random maps in Trials. This first pass would add a Shard bonus. Once you win 3 times in a row, you’ll earn an extra Shard Pack on every victory after that for as long as the streak continues. This extra Shard Pack would be a guaranteed Shard Pack from that difficulty. That means once you activate the win bonus, you’ll get 3 Shards guaranteed (2 Shard Packs of that difficulty, 1 Shard Pack from previous difficulties) until the streak is broken. If the Trials win streak doesn’t go into Patch 19.5, it will be available in a patch soon thereafter.

By making Shard Packs drop unique Shards, increasing drop chances within a pack, guaranteeing Shard Packs per difficulty, giving you at least 2 Shard Packs guaranteed on every victory and adding a Shard bonus for consecutive wins, it’ll be much faster to get the Shards you want.


Sort Shards By Name

Another pain point brought up in the survey was the frustration of trying to find the Shard you want within your Inventory. A popular suggestion (both in the survey and in the community) was a Shard filter that sorts Shards alphabetically by name, and we were able to get it in for this patch! You can find the “Name” filter in the All Bags -> Shards section. We’re investigating more Shard filtering options and possible Shard icon improvements for future updates.


Hero Management UI Changes

These were discussed in a previous blog, and they’re coming in Patch 19.5! Something we’ve heard from players with a high number of heroes is that it’s difficult to navigate to certain heroes in the new Hero Management UI. We’re adding a Quick Select option that allows you to see a large number of heroes at one time and then go to that hero in the UI. We're also allowing you to select the other cards in the Rolodex view without having to click the darn arrows. This isn’t the end of our Hero Management UI improvements. More changes coming in future patches.


Bag Quick Scrolling

On the PC version, we’ve added hotkeys that will cycle left and right through your bags! This should make moving items from one bag to another much faster, especially for those of you who don’t have a Middle Mouse Wheel.


Return to Tavern No Longer Forces Everyone Back to Tavern

If one person selects Return to Tavern, that person will leave. Not you. You will Continue, baby. And you’ll keep Continuing as long as you want to Continue.


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Defense Balance Changes

With this patch, we’ve taken a serious look at the viability of all defenses as well as how several of our specific defense stats scale, and we made some fundamental changes as a result.

Below is a deep-dive into how we approached balance for this patch and how we hope these changes will make many defenses, at least when it comes to raw DPS and utility, viable in later Chaos difficulties.


Defense Speed and Defense Power

One of the biggest changes has been a complete overhaul of the Defense Speed formula. Previously, some defenses would benefit very heavily from Defense Speed, while others would hardly benefit at all. Some defenses had very restrictive rate caps, while others had very flexible rate caps, and that made it difficult to balance these defenses as item stats progress into Chaos 5 (and soon, Chaos 6 and beyond…).

So, we took a step back and rebalanced all Defense Speed scalars and rate caps across all defenses. Defenses scale consistently with Defense Speed now, such that +100 Defense Speed gives the same % DPS benefit to each tower. We also fixed a number of defenses that had hidden cooldowns that prevented their Defense Speed from correctly affecting their Attack Rate. There are still a few exceptions (Slime Pit still needs more work before it benefits from Defense Speed), but nearly every defense now benefits from it in an obvious way.

As to Attack Rate caps, we adjusted those to more consistent levels. Most raw ‘damage’ defenses (like the Flamethrower) can go up to 400% faster than their starting attack rate, while more ‘utility’ defenses (like the Geyser Trap) can go up to 200% faster.

We also looked at various utility effects, especially stuns and other forms of hard crowd-control. Those effects become more potent as the attack rate gets faster, so we made adjustments to the duration of many of these effects. We have a rough target ‘uptime’ that we try to maintain, and as such, most of these utility defenses saw balance updates to prevent them from reaching ‘infinite stunlock’ situations at higher firing rates. In addition, we also updated many of the Shards that add utility effects (especially stun procs) to ensure those also don’t develop into ‘infinite stunlock’ situations as Defense Speed increases.

Is this a buff or a nerf? It varies. Some defenses, like the Earthshatter Tower, were receiving very little benefit from Defense Speed, and this change results in substantial improvements. Others, like the Flamethrower Tower, were benefitting heavily from Defense Speed and will see no benefit.

But fear not! Across-the-board, we made increases to the Defense Power ratios of nearly every defense! Every non-blockade is now much deadlier to the foes of Etheria, especially in earlier difficulties, thanks to the increase in raw damage numbers. This increase is intended to help offset the loss of Attack Rate on some defenses, but you will definitely see some defenses (like the Cannonball Tower) once again strike fear into the hearts of Etheria’s enemies.

Also, we modified the base attack rate of some defenses (Lightning Strikes Aura, we’re looking at you) to try and reduce the amount of ‘overkill’ damage these defenses were inflicting on weaker enemies. Many single-target towers are much stronger in this update, and we hope you’ll try them out again! (To note:  We’ve discussed other changes to single-target towers to make them more appealing, and we’ll continue to keep an eye on the community’s tower usage data and feedback for more improvements.)


Defense Crit Chance and Crit Damage

Defense Crit Chance and Damage had similar scaling issues to Defense Speed. Both stats were very underutilized in earlier difficulties, making it hard for new players to appreciate the stat. Making things worse, we discovered several bugs with Defense Crit Chance where specific Shards and Ascension Powers allowed you to exceed the Crit Chance maximum, creating random inconsistencies where some heroes could have higher Crit Chances than others.

We’ve fixed all those bugs (we hope!) and also set new baselines. All defenses now have an innate Crit Chance of 10%, up from the old 3%, to make the Crit Damage stat more valuable early in the game. In addition, we increased the Crit Chance max to 33% on all defenses and fixed the bugs that were allowing various defenses to bypass the maximum.

Defense Crit Damage was re-standardized across all defenses to make it a much more valuable stat, rivaling that of Defense Power once your Crit Chance gets close to the max. In general, you should see much more value in the Crit Chance and Crit Damage stat on Defenses, as pretty much every defense receives much better benefits from the stat.


Defense Tier Upgrades

Yet one more major defense change is the complete rebalance of how defenses progress as they receive tier upgrades in-game.

Some defenses scaled very poorly at later tiers, namely low-cost defenses like the Explosive Trap. Others gained massive benefits from each upgrade like the Earthshatter Tower.

We’ve redone every tier upgrade to provide larger benefits for low-cost defenses and less benefits for higher-cost defenses. As a general rule, higher-cost defenses still perform more efficiently at Tier 5 than lower-cost defenses, but with this rebalance, the gap is much, much, much smaller.

Fans of Explosive Traps, Oil Geysers, and other low-cost defenses rejoice, as you can now upgrade these defenses without fear of them becoming grossly inefficient by Tier 3+!


Max Target Changes

Some defenses were limited in the number of targets they could affect, with the cap being 8 (some exceptions). Other defenses could affect an unlimited number of targets, and there was not a lot of rhyme or reason as to which defenses had caps and which did not.

As of this patch, all defenses have a max targets of 10. Defenses that used to have a max of 8 targets have been increased to 10, and defenses that had no cap are now capped at 10.

To note, these caps exist to try and make the balance between fixed-target defenses and many-target defenses somewhat plausible. We’ll keep an eye on it moving forward and make adjustments as the relative balance between these subtypes dictates.


Range Gambit Ascension Powers

Not to sound like a broken record, but Defense Range had scaling issues as well, most notably with the inconsistencies between how the Range Gambits would affect different defenses. The Skeletal Ramster notoriously had almost no benefit from this Power, while Explosive Trap could alter the face of Etheria at maximum values.

And once again, we went back and re-standardized how defenses are affected by Defense Range. We broke this down into roughly two categories:

Fixed-Target defenses, meaning those that generally hit a set, small number of targets, will get large benefits from Range Gambits. This includes the Cannonball Tower, Hornet’s Nest, and others. As the range benefit to these towers generally doesn’t really let them clear a wave that much faster, they receive more benefit from Range Gambits.

Many-Target defenses, meaning those that generally can hit 5+ targets, will get much smaller benefits from Range Gambits. This includes defenses like Flame Aura, Skeletal Ramster, and others. (That said, the Ramster will get more Defense Range from the Gambit in this patch than it currently does.) As each range increase on these towers makes it more likely they’ll hit additional targets, these defenses receive less benefit than Fixed-Target towers from Range Gambits.

This is something new that we’re testing out for the first time, and we’ll continue to adjust the Gambits as we go along. This change does NOT affect the Defense Range shard Deadly Strikes, as we’ve left that at a flat % increase for now.


Enemy Levels and Stats

With all these defense buffs, we had to make a few tweaks to the levels of enemies to ensure they didn’t get blown out of the water. The level of all enemies, in all difficulties, across both the Campaign and Chaos difficulties has increased. But fear not, as your mightier defenses will make quick work of these slightly-tougher enemies! The net effect is that balance has taken a slight shift towards defenses, away from heroes.

To note, we paid special attention to enemies that are generally immune / unaffected by defenses and have altered their stats accordingly. Pests like Witherbeasts, Dark Mages and Siege Rollers, which are very difficulty to kill with defenses, have had their stats re-weighted to ensure they can still be slain by hero focus-fire in a very timely fashion.


Chaos 1 Enemy Level Reduction

In combination with the above changes, we’ve reduced the Chaos 1 enemy level by 10%. The result of this along with our defense balance changes should result in smoother entry into Chaos 1. We’ll continue to monitor both player feedback and our internal data to see how players are progressing into Chaos 1.


Mana Regen Updates

We wanted the base 4 heroes to have a little more ability uptime to closer match some of the heroes like Gunwitch. As a result, we’ve increased the base mana regeneration of our core 4 heroes from 2 MP/s to 3 MP/s. This should have a big impact on Campaign (50% more mana!), and this should give roughly about 20% more mana alongside the Channel Shard.

But we must also mention we had to make substantial changes to the Power of Storms Shard. Sadly, the Shard was bugged -- it was giving some heroes nearly infinite ability mana, which was not the goal for the Shard! We’ve reworked this Shard, and it now provides a large burst of mana every 10-12 seconds, but it no longer feeds the hero a nearly bottomless stream of ability mana. The Shard’s description has been overhauled, so the actual impact/effect is clearly stated, and players can work out if they’ll benefit more from Channel or Power of Storms in their build.


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Stuck Special Enemy Fixes

One of the biggest bugs we wanted to fix was the Stuck Special Enemy bug where Siege Rollers and other Special Enemies were getting stuck in their spawners. Our world builders have gone through the maps reported to us and changed geometry within the spawners that were causing trouble. So far things are looking good, but if you see a stuck Special Enemy after this patch, please report it to our bug site!


New Weekend Event Support

This patch includes the ability to do Weekend Gold and Weekend XP events! Perhaps you’ll see them soon...


And More Bug Fixes

Which includes Shard fixes (hello, Frosty Bind), defense bug fixes and more.


Full patch notes will be available when the patch comes out!

iamisom

Patch 19.5 is live now on PC and PS4! This patch contains changes to Shard drops, balance, UI and more. 

Here are the full patch notes:

Shard Changes

According to our recent survey, Shard drops were the #1 biggest frustration from the Trials update. Our biggest focus for this patch was to improve Shard farming time speed and improve your ability to specifically target farm the Shards you want.

  • Each Shard Pack now contains unique Shards. For example, Shards A, B and C can only be found in Chaos I Shard Packs, while Shards D, E and F can only be found in Chaos III Shard Packs.

    • This also means that Standard Shards will no longer drop from within Chaos Shard Packs!

  • Each victory in Trials will guarantee at least 1 Chaos Shard Pack from that given difficulty. For example, when you beat Chaos II Trials, you will be guaranteed a Chaos II Shard Pack.

  • Before, Shard Packs had a chance to give you 1 Shard from a pool of up to 120(!) different Shards. In the patch, we’re reducing the Shard pool per pack from ~120 to somewhere between 25-35 Shards per pack, which will increase the chances of getting the Shard you want when you open a pack.

    • Some Shards have moved around. Be sure to check out DD2Tools, our official Wiki or the Interactive Shards Sheet for details on where Shards drop now!

    • Some Shards have been disabled from dropping, but don’t worry, most of them will return with the new Chaos tiers, which will come out very soon!

  • Standard Shard Packs and Chaos 1-4 Shard Packs are now available for purchase at the Gran’Masta and War Recruiter shops.

  • Victory Chests will now drop 2 Shard Packs guaranteed every time.

    • When you win, you’ll receive one Shard Pack from that difficulty and one Shard Pack from any previous difficulty (for example, if you beat Chaos III Trials, you’ll receive 1 Chaos III Shard Pack and 1 Chaos II, Chaos I or Standard Shard Pack).


By making Shard Packs drop unique Shards, increasing drop chances within a pack, guaranteeing Shard Packs per difficulty, giving you 2 Shard Packs guaranteed on every victory and adding a Shard bonus for consecutive wins (more details below), it’ll be much faster to get the Shards you want. Again, if you want to know the new Shard drop locations, check out our Wiki and on our community-made webtools (like Czokalapik’s DD2Tools and Pandynator and xlogisticsx’s Interactive Shard Sheet).


Trials Consecutive Win Shard Bonus

This patch adds the first pass on our Trials consecutive win bonus, which gives bonus rewards for winning consecutive random maps in Trials. This patch adds the Shard consecutive bonus; in future patches, it’s our goal to add XP and Gold bonuses, too.

  • Once you win 3 consecutive random maps in a row in Trials, you’ll activate the Shard consecutive bonus. On your 4th consecutive victory onward, you’ll earn an extra Shard Pack for as long as the streak continues.

  • This extra Shard Pack is a guaranteed Shard Pack from that difficulty.

    • That means once you activate the win bonus, you’ll get 3 Shards guaranteed every victory (2 Shard Packs of that difficulty, 1 Shard Pack from previous difficulties) until the streak is broken.


Sort Shards By Name

Another pain point brought up in the survey was the frustration of trying to find the Shard you want within your Inventory. A popular suggestion (both in the survey and in the community) was a Shard filter that sorts Shards alphabetically by name, and we were able to get it in for this patch! We’re investigating more Shard filtering options and possible Shard icon improvements for future updates.

  • Added the “Name” filter in the All Bags -> Shards section, which sorts Shards alphabetically.


Hero Management UI Changes

Something we’ve heard from players with a high number of heroes is that it’s difficult to navigate to certain heroes in the new Hero Management UI. These changes are aimed at alleviating that frustration.

  • Added a Quick Select option. Quick Select displays up to 18 heroes per page. Select a hero to go to that hero’s position in the Rolodex. More improvements to the Quick Select feature will come in future patches!

  • You can now interact with any visible hero card in the Rolodex. Previously, you needed to use the arrows to navigate through the hero cards. (FYI:  You can also use the Middle Mouse Wheel on PC to scroll through your hero cards.)


Bag Quick Scrolling

On the PC version, we’ve added hotkeys that will cycle left and right through your bags! This should make moving items from one bag to another much faster, especially for those of you who don’t have a Middle Mouse Wheel.


  • Q and E will scroll between left and right between bags on PC.

  • Reminder:  The Middle Mouse Wheel can also scroll through bags, too!


Return to Tavern No Longer Forces Everyone Back to Tavern

If one person selects Return to Tavern, that person will leave. Not you. You will Continue, baby. And you’ll keep Continuing as long as you want to Continue.


New Weekend Event Support

This patch includes the ability to do Weekend Gold and Weekend XP events! Perhaps you’ll see them soon...

    

New Title:  Discord Defender

We’ve added a new title that you can earn by being active on our Discord server!  


Defense Balance Changes

With this patch, we’ve taken a serious look at the viability of all defenses as well as how several of our specific defense stats scale, and we made some fundamental changes as a result. We hope these changes will make many defenses, at least when it comes to raw DPS and utility, viable in later Chaos difficulties. You can read an expanded explanation of these changes in our Patch 19.5 Preview blog.

  • Defense Power scalars have been refactored on all defenses. Every defense receives more damage bonuses from Defense Power.

  • Defense tier upgrades now increase Defense Power and Defense Crit Damage much more significantly on low-DU defenses than high-DU defenses.

    • As a rule, high-DU defenses are still more efficient at Tier 5 than low-DU defenses, but this makes the gap smaller and removes much of the penalty of using 20 DU defenses like Explosive Trap.

  • Defense Crit Cap increased from 30% -> 33%.

    • Note:  Hero Ascension Powers no longer break the Defense Crit Cap.

  • Defense Crit Damage scalars on most defenses are set to 500% that of the Defense Power scalar.

    • Exceptions apply to certain unusual defenses, like Poison Dart Tower and Obelisk.

  • Defense Crit Damage Cap increased to hopefully unreachable levels.

  • Defense Speed has been refactored to apply consistent benefits across all defenses.

  • Attack Rate caps have been refactored. Primarily damage-dealing defenses have rate caps of 4x faster than base Attack Rate. Primarily utility defenses have a rate cap of 2x faster than base Attack Rate.

    • We’ll keep an eye on this. We would ideally have similar rates on all defenses, but certain utility defenses become nearly unstoppable (by themselves) at very high attack rates.

  • Defense Rate shard no longer breaks the Attack Rate cap on a defense.

  • Default Attack Rate of some very-slow defenses has been slightly increased to reduce overkill damage inefficiencies on Goblins and other weak targets.

    • Lightning Strikes Aura and Earthshatter are the primary beneficiaries.

  • All defense-based stuns, slows, and similar utility effects, including those provided through shards, have had their durations updated to account for the changes in Defense Speed and Attack Rates.

    • In many cases, this means that the duration of these effects are slightly lower, as the defense can apply them more frequently at higher defense speeds.

    • Ascension Powers and Shards that increase the duration or power of stuns, slows, and other utility effects have also been rebalanced for the same reasons.

  • Defense Range Gambit Ascension Powers have been refactored and standardized across defenses.

    • All many-target defenses (like the Flame Aura and the Flamethrower) may now gain up to a 25% increase in range from these powers.

    • All fixed-target defenses (like the Hornet’s Nest and the Cannonball Tower) may now gain up to a 50% increase in range from these powers.

    • We will keep an eye on these values and adjust accordingly, but we want fixed-target defenses to receive larger benefits from range upgrades than many-target defenses.

  • Fissure of Embermount now benefits from Defense Speed.

  • Gunwitch Sniper Roost tower has double the default crit chance.

  • Snaking Sands now benefits from Defense Speed and no longer has a hidden 12s cooldown.

  • Sand Viper’s Defense Power scalar heavily revised. Should now be much more competitive with other fixed-target towers.

  • Obelisk’s Smite and Fire mechanics have been heavily revised.

    • Smite Damage and Rate are now displayed on Inspect.

    • Smite rate now properly scales with Defense Speed and no longer has hidden cooldowns.

    • Additional Obelisk buffs (Shield, Transmog, Bubble) now apply more frequently thanks to Defense Speed scaling.

    • Fire (from maximum appeasement) stats are now more clearly labelled on Inspect.

    • A chunk of the Obelisk’s damage output has been moved from Fire to Smite. While we like the mechanic of rewarding players for playing combat Mystics, we did not want the Fire effect to be so vital to the defense that the defense was useless outside of it. We’ll keep a close eye on this balance going forward and try to ensure its viability in a non-Fire spam role.

  • Lightning Strikes Aura health no longer breaks during tier upgrades, and the health has been reduced to sane values.

  • Reflect Beam description clarified to explain the Torpedo effect better.

  • All effects that modify the slow % of a defense or ability are now multiplicative, rather than additive.

    • Tier upgrades, Ascension Power upgrades, and shard upgrades that improve slows are now multiplicative, rather than additive. This means that a 10% improvement on a base 65% Slow will only reduce the Slow to 58.5%.

    • This was a necessary step to fix some defenses in achieving negative slows on enemies, as well as giving us more room to improve slows with additional shards / powers.

    • This affects the Oil Geyser, Proton Node, Frostbite Tower, and the Dryad’s Powder Toss ability.

  • Frostbite Tower's chill/slow effect has been rebalanced across all Ascension Powers/shards/upgrades (no more moonwalking…)

    • Through Ascension Powers/shards/tier upgrades, the maximum slow the Frostbite Tower can achieve is around 50% now, rather than being -15%...

  • Mystic’s Serpent’s Coil has been heavily improved.

    • Benefits from Mystic’s defense Ascension Powers.

    • Benefits from Defense Speed stat.

    • While it still cannot be upgraded, it is a very efficient 20 DU defense now.

  • Poison Dart Tower’s projectiles deal basic damage again. We will be revising this defense’s mechanics again once technical upgrades allow us to handle the Crit Damage issues more gracefully.

  • Frosty Power shard no longer stacks with itself.

    • We felt the power of this shard was strong enough on its own that allowing it to stack, especially in conjunction with a specific other shard, was giving too much bang-for-the-buck.

  • Colossal Fissure scaling stat changed to Ability Power and now deals damage properly.


Hero Balance Changes

  • Increased default mana regeneration on the Apprentice, Huntress, Monk, and Squire from 2 MP/s to 3 MP/s.

  • Abyss Stone damage increased by 10%, but Abyss Knight damaged decreased by 10%.

    • Abyss Lord's primary damage ability is intended to be his Abyss Stone, but we've noticed the trend is to spam Abyss Knight more so when it comes down to brass tax.

    • As a result, we're moving some of his damage dealing power from Abyss Knight to Abyss Stone to separate the functions of these two abilities a little more.

  • Fixed several Abyss Lord and EV2 ability descriptions incorrectly specifying they scaled from stats they did not scale from. Abilities scale from Ability Power.

  • Molten Brimstone Tome now has proper gameplay values, scales entirely from Ability Power, and functions more usefully at shard level 1.

  • Power of Storms shard has been refactored completely.

    • Shard description updated to state the new effect. When triggered, it increases mana regeneration by 20 MP/s for 3s but has a 10s cooldown (at max level).

  • Shards that deal damage directly now have proper, unique Crit Damage scalars.

    • Crit Damage from these shard attacks can no longer reach infinite values…


Campaign Balance Changes

  • Enemy levels in Campaign have been increased to account for the increases in overall defense damage.

  • Hero level 1 stats slightly increased to account for slight increase to enemy levels in campaign

    • Except EV2. Her level 1 stats were slightly decreased, because for some reason they were way, way, way higher than everyone else’s….

  • Certain intro enemies had their HP reduced in the campaign (Lady Orc, Wyvern, etc.)


Chaos Balance Changes

  • Enemy levels in Chaos have been increased slightly to account for the increases in overall defense damage.

    • We paid specific attention to enemies that are generally not affected by defenses (Witherbeast, Siege Rollers, etc.) and re-weighted their stats accordingly. They can still be slain in a timely fashion only by heroes.

  • In combination with the above changes, we’ve reduced the Chaos 1 enemy level by 10%. The result of this along with our defense balance changes should result in a smoother entry into Chaos 1. We’ll continue to monitor both player feedback and our internal data to see how players are progressing into Chaos 1.


Stuck Special Enemy Fixes

One of the biggest bugs we wanted to fix was the Stuck Special Enemy bug where Siege Rollers and other Special Enemies were getting stuck in their spawners. Our world builders have gone through the maps reported to us and changed geometry within the spawners that were causing trouble. If you see a stuck Special Enemy after this patch, please report it to our bug site!


Bug Fixes

  • Fixed a crash when replaying The Wyvern’s Den.

  • Fixed a duplicating bug in the Inventory.

  • Slow improvements now show as benefits rather than negatives on all inspect and Ascension Power interfaces.

  • Mana Bomb no longer causes the Flamethrower to stop attacking.

  • Flamethrowers will now attack the Demon Lord.

  • Fixed Shield Geodes touching Cores and setting them to 3K health.

  • Shield Geodes moving over EV nodes will no longer create a Shield on the nodes.

  • Frosty Bind Shard now properly improves slow speed.

  • Howling Feast Shard now functions properly.

  • Withering Fountain Shard now functions properly.

  • Lateral Blast Shard now properly deals damage.

  • Mega Rock Shard now properly deals damage.

  • Rain of Oil Shard ignite now properly deals damage.

  • Defense Crit Damage and Destruction Shards now work on EV2’s Buff Beam.

  • Weapon Manufacturer now updates if you equip gear after it’s built.

  • Monk Skyguard Slow Ascension Power now properly caps at 20.

  • Lightning Touch Shard, Water Elemental Shard, and Shattering Torpedo Shard now deal proper bonus damage.

    • These shards had bugs that would sometimes cause them to deal considerably more or less amounts of extra damage. The damage stated on the shard description is now their actual bonus damage and should show properly as damage numbers.

  • Fixed an issue where the Flamethrower would try to target enemies outside of its range.

  • Fixed a bug where the Pumpkinator Shard was applying to defenses of the hero who equips it.

  • Fixed an Inventory tooltip issue that would display items with the wrong item type information.

  • Rain of Oil Shard description clarified.

  • Bots of Oil Shard description clarified.

  • Updated EV2 Shard descriptions.

  • Updated several Shard descriptions that used incorrect stat names.

  • Shard and Shard Pack tooltips now display their sell price.

  • Mystic’s Defense Crit Chance Ascension Power now displays the proper number.

  • When EV2 nodes are stunned, all nodes display the stun VFX.

  • Fixed an issue where the Ascension Point displays would overlap.

  • Updated The Dead Road boss schedule to spawn from Wave 2 onwards.

  • Fixed goofy Monk weapon holding in certain situations.

  • Fixed VFX on the Quake Shard.

  • Harbinger Squad challenges updated to be completed on Campaign Hard instead of Nightmare II.

  • Fixed a sub-objective naming issue on Forgotten Ruins.

  • Gold Ingots now look like Gold Ingots instead of weird Gold Crystals.

  • Campaign Relics no longer have a chance to generate with Defense Range.

  • Fixed lighting issues on several maps.

  • Fixed collision issues on several maps.

  • Fixed several typo issues.

  • Fixed an issue where some costumes were displaying incorrect names and descriptions.

  • PS4 - Fixed a cursor clone issue in the Inventory.

  • PS4 - Mailbox UI no longer becomes unresponsive after closing the soft keyboard.

iamisom

5Y1Qucu.jpg

Patch 19.4 is available now on PC & PS4! Thanks again for all of your feedback so far, and we'll continue to make adjustments to the game in our forthcoming patches. 

Here are the full patch notes for 19.4:

Chaos Enemy Spawn Changes

Here's our Chaos philosophy: For each Chaos tier, we want to introduce enemies that counter certain defenses and strategies. Based on that, we want to reward you for recognizing and countering that threat. Each Chaos tier should have its own counters and strategies, and the build variety should be in the ways that you can counter them. Not everything should be effective, but there should be enough things that are effective to keep things interesting. Before this patch, the combination of Chaos enemy spawns muddied the enemy and defense counterplay. There were so many types of defense counters happening that there was a very narrow set of counters you could use, especially in Chaos IV and V. These changes are aimed at expanding the viable set of defenses per-Chaos.


Chaos II

Cyborks are an anti-trap/aura/node enemy. If you’re attempting to take down Cyborks with these defenses, you’re going to have a hard time. If you’re building around the Cyborks, we want to reward you for that behaviour. We don’t want to spawn enemies that also counter the defenses you would use to destroy Cyborks, so in Chaos II, there are no longer any Vanguards from the previous Chaos (Chaos I).Vanguards are replaced in the rollouts with standard enemies. We adjusted some of the support enemies (Dark Mages, Kobolds, Witherbeasts, etc.) in the same manner of reinforcing the Cyborks.

  • Removed Vanguards from Chaos II

  • New Chaos II Enemy List:  Cyborks


Chaos III

Chaos III is all about the Shield Geode and blocking projectiles, so having Cyborks show up in this Chaos impairs your ability to counter the Geode. Again, we don't want to punish players for countering the Chaos enemy theme; however, Vanguards support the Shield Geode theme of projectile blocking, so you will still see them in Chaos III.

  • Removed Cyborks from Chaos III

  • New Chaos III Enemy List:  Shield Geodes, Vanguards


Chaos IV

This Chaos is centered around the Berserker Orcs. Berserkers are all about being fast and dealing high damage upon reaching defenses, so using things like stuns and knockups to slow them down are your main counter for this threat. Cyborks counter most of those kinds of effects, so you won't see Cyborks in this Chaos tier anymore.

  • Removed Cyborks from Chaos IV

  • New Chaos IV Enemy List:  Berserker Orcs, Shield Geodes, Vanguards


Chaos V

Chaos V is all about Dark Assassins. We want players to work together to get those pesky Assassins off, or if you’re solo, we want your defenses to have a clear line of sight on them to prevent them from teleporting and healing. So having Shield Geodes and Vanguards disrupts that, so you won’t see them in Chaos V anymore.

  • Removed Shield Geodes and Vanguards from Chaos V

  • New Chaos V Enemy List:  Dark Assassins, Cyborks, Berserker Orcs


Once you try out these changes, let us know how they feel. We’ll continue to make tweaks to the experience based on what we’re hearing!


Siege Roller No Longer Destroys Traps, Auras and Nodes

Rejoice! The Siege Roller caused players to never build certain defenses out of a certain crushing fear, and we figured that with our Chaos enemies providing enough counterplay, we can remove this.

There's also a bug where more Siege Rollers are spawning than intended. We're looking into a fix for the near future.


Item Comparison Change

Now you can more easily compare two pieces of loot in your Inventory, even when the items are equipped. Pick up an item and hover over another item to compare those two items directly against each other. More Inventory UI changes coming soon! (Note:  For now, the default Relic comparison popup is disabled.)


Multiplayer Enemy Scaling Reduction

It looks like the multiplayer enemy scalar was dramatically increasing the difficulty in multiplayer matches, so we’ve reduced the multiplayer enemy health and damage scalar from 35% to 25% per player. For multiplayer scaling, our goal is not to punish you for your playing with your friends. Our long-term goal for MP scaling is to increase enemy stats for each player added to ensure the content isn't trivialized and to increase the rewards you get per player added to encourage MP games. For the time being, we have reduced the enemy stat scaling per player added until we can make those changes.

Thanks for the feedback on this issue, and we’ll continue to make adjustments!


Campaign Changes

We’ve been monitoring progression from Campaign into the Chaos difficulties, and we’ve found we agree with player sentiment that the initial ‘jump’ is a bit too awkward to make. The goal with these changes is to make breaking into Chaos a bit more sensical and easy, by providing more Chaos-ready loot in the final few Campaign maps. We'll continue to monitor this and make adjustments as needed.

Secondly, we wanted to put an end to players blitz-farming Harbinger’s Warship as a way to get easy XP. While this wasn’t much of an issue for players at the appropriate difficulty, players with very high-end gear could clear the map much quicker than desired. As a result, this map now provides much better Campaign loot, but provides no experience after the first clear.


  • Assault on the Throne Room can now drop the highest power items in the campaign, the same as Harbinger’s Warship.

  • Harbinger’s Warship only provides experience on the first clear, and subsequent clears provide almost no experience.

  • The Harbinger himself drops over double the number of items (on average), making killing him far more rewarding for players gearing up for Chaos 1.


Construction Shard Update

We love the Construction shard, but we felt the repair rate bonus was starting to trivialize some encounters. A number of strategies started to evolve around repair-stalling enemies at blockades rather than building defenses to counter enemies earlier in-lane. We want to ensure that Construction remains a valuable shard, but as we move forward, we very much want to see key enemies engaged prior to reaching the blockades. As a result, Construction has lost some of its punch, although it remains a significant time saver when it comes to repairing blockades.

    • Base bonus decreased from +125% to +25%

    • Max bonus decreased from +205% to +75%


Ghastly Halberd and Lunar Portal Revisions

The summoned halberds came out of the gates a bit too high on the DPS. (That’s putting it mildly. Turns out it was the best weapon/shard in the game, for like, forever.)  As such, Ghastly Halberd underwent major revisions to bring its power down enough that you might actually find upgrades that will replace it in later difficulties. Coincidentally, since everyone was blinded by the Ghastly Halberd’s total OP’ness, we also noticed Lunar Portal had similar issues (to a lesser extent), so this has received minor revisions.
  • Ghastly Halberd

    • Max Summons 5 -> 3

    • Halberd Damage scalar decreased 350% -> 150%

    • Halberd Attack Rate decreased by 50% (attacks only 2x per second now)

  • Lunar Portal

    • Max Summons 5 -> 3

    • Portal Damage scalar decreased 350% -> 300% (attacks 1x per second)

  • Descriptions of both of these effects now documents their damage, attacks-per-second, and lifespans.

Bug Fixes

  • Dark Assassins were unintentionally being instakilled by shattering and other instakill effects. (Next on our list is looking into the Frostbite fast-freezing bug.)

  • Worm Scarf now properly reduces damage taken, instead of increasing damage taken. We had thought that dying faster was going to provide an advantage on some maps, but it turns out we were horribly, horribly wrong, and we should have realized that players generally don’t want to die faster by equipping expensive shards. ;)

  • Goblin melee units had somehow starting equipping themselves with Armor-ignoring cleavers. We’ve discovered their treachery, and have forced them to start using their normal cleavers once again.

  • Gunwitch’s hands have become quite frostbitten, and she will no longer sometimes double-fire Ice Needle as she warms them up.

  • Enlightenment, a mythical Apprentice Magic Staff, is now equippable again, and will once-again generate as a random mythical weapon skin.

  • Fixed a bug where the Dryad came back to life with 1 health if she died in Corrupt Form.

  • Fixed collision issues on Unholy Catacombs.

  • (PS4) Fixed a bug where the Victory Screen wasn’t fully visible while in split-screen

  • (PS4) Fixed a bug where, while in split-screen, picking up or equipping an item would make it appear twice in the Inventory.


Known Issues

  • We’re taking a deep dive into the stuck Siege Roller spawns that are being reported to us. If you see a stuck Siege Roller, please report the map, lane name, wave and difficulty on our Siege Roller reporting thread.

  • EV - Shield Geodes moving over EV nodes cause the nodes to create a visual Shield.

  • Looks like a set of Vanguards and two Shield Geodes manage to sneak their way into Chaos 5. We'll nuke them.

  • We’re also investigating changes to our loot system, Shard drops, gold gain and more. Keep the feedback coming! <3
iamisom

Thanks for your feedback! This patch fixes some of the bugs and balance issues we’ve seen so far. In the next few weeks, we’re going to address the more pressing UI and gameplay issues we've seen, which includes the hero management UI and Chaos enemy spawning. We’re hoping to have details of those changes either at the end of this week or next week.

UI Changes

  • The Item Comparison tooltip now displays +/- Number of Upgrades

  • Added text to display what the next Ascension Point investment will give

  • Updated the UI style for consumables (pet consumable UI change to come soon)


Enemy Changes

Cybork

  • Lifespan of EMP disable reduced from 30 seconds to 15 seconds

  • EMP disable now activates on every attack

  • Cyborks now ignore Buff Beams


Hero Changes

Abyss Lord

  • Secondary Attacks

    • Uncharged Secondary Attack damage reduced from 11 to 9

    • Charged Secondary Attack damage reduced from 13 to 10.5


Apprentice

  • Arcane Barrier

    • Health scaling reduced from 200 to 150 match other 30 DU Blockades


Dryad

  • General Defense Changes

    • The Dryad's Defenses, except Slimes, now consistently benefit from Defense Speed

    • Hornet's Nest and Harpy's Perch no longer reach maximum rate with minimal Defense Speed additions

    • Rebalanced Hornet's Nest, Harpy's Perch and Angry Nimbus damage to be more comparable to other defenses

  • Angry Nimbus

    • Now benefits from Defense Speed, and his Inspect displays his Rain Rate

    • Should no longer damage multiple targets; should consistently only hit 1 target

    • Range decreased from 3,500 to 2,500

  • World Tree

    • Upgrade costs increase to 125 / 275 (was 50 / 50)


Gunwitch

  • Book Drop

    • Lifespan reduced from 15s to 6s

    • Now affected by Tenacity


Huntress

  • Poison Dart Tower

    • Default Crit Chance decreased to the default 3% used for all other defenses

    • Crit Damage reduced from 5 to 2.5

    • Defense Speed adjusted to match other towers


Mystic

  • Viper’s Fangs

    • Health upgrades slightly increased to now match other 30 DU blockades (example:  Tier 2 upgrade increased from 1.2 to 1.3)

    • Bubble lifespan decreased 5.0s -> 4.0s

    • Bubble base rate decreased 6.5s -> 8.0s

    • Bubble maximum rate raised 3.0s -> 5.0s


Lavamancer

  • Maw of the Earth Drake

    • Now has a slower maximum fire rate (raised from 4.5s to 6.0s)


Series EV2

  • Weapon Manufacturer

    • Damage decreased from 3.0 to 2.5

    • Speed rebalanced to be comparable to other towers


Shard Changes

Radiant Power

  • Level Max decreased from 14 to 5

  • % Bonus Max decreased from 30% to 6%

  • Updated description to clarify effect

  

Bug Fixes

  • Shard Auto-Collect will now correctly pick up Shard Packs

  • Fixed a bug where blank Shard Packs dropped in Campaign

  • Fixed a bug where the Siege Roller could be insta-killed when petrified

  • Fixed the maximum Ascension Level XP curve (it was 9,999,999 and now it’s 2,500,000)

  • Fixed a tooltip issue where long tooltips on equipped items would go off-screen

  • Fixed a tooltip issue where long tooltips on items in the bottom 3 rows of the Inventory would go off-screen

  • Fixed a crash that would happen when getting stunned during a cinematic

  • Fixed an equip issue with the Iron Reaper Squire weapon

  • Fixed a bug where clicking an Inventory Bag tab while the bag was open would cause the bag tab highlight to disappear

  • Abyss Lord’s Abyss Stone now shows an ability mana icon instead of a builder mana icon when out of ability mana

  • Fixed a bug where the Cybork would continuously try to stun Abyss Stones

  • Fixed a Dark Assassin bug involving hotswapping heroes

  • Fixed a bug where swapping heroes while an item was grabbed in the Inventory caused some wonkiness (official scientific term)

  • Fixed a bug where if you right=clicked on an equipped item on a non active hero while you were on the All Heroes screen, it would bring up the Item Enhancement UI instead of unequipping/equipping the item

  • Fixed an issue where only one of EV2’s nodes would display a stun VFX when disabled by a Cybork (Reflect Beam still has the issue for now)

  • “Trials” now appears on the Pause Menu

  • Flamethrower and Earthshatter Range Gambit descriptions now show the full text

  • Fixed lighting issues on several maps

  • Fixed several SFX issues

  • Fixed several collision, environment trap trigger and camera fading issues

  • (PS4)Fixed a bug where split-screen players could not interact with an item that was equipped

  • (PS4) Fixed a bug where Bag Options would not work while in split-screen

  

Known Issues

  • Items often appear as the wrong type when moving them into an inventory slot that is occupied until the UI is refreshed.

  • Radiant Power - Shards that were fully upgraded before the update will not move to new cap for Radiant Power. This is only a display issue, shard will show as upgraded to 14/5 level or similar numbers.

  • The issue with the names showing up at 999 on the session list appears to may have come back (on PS4)


The PS4 version also includes last week's PC hotfix changes.

iamisom

Hello, Defenders! Thanks to your reports on our Bug Reporting Site, we’ve been able to track down some of the lag issues in our game! This patch for PC & PS4 should improve connection performance for a large number of players.

Please note that this is not a complete and total fix of all connection performance issues. You may still experience issues while playing, and our team is dedicated to crushing them. More fixes will come. Also note that some of these fixes may create additional issues, so please help us keep an eye out for any new bugs and report them to the Bug Reporting Site!

Connection Performance Improvements

  • Optimized towers to potentially fix the multi-builder lag issue. Please let us know if the issue still persists, or if your towers aren’t updating properly when you change items or hotswap between heroes.

  • Fixed several issues that were causing our servers’ CPUs to spike. These issues would cause what looked like lag in the game. Please let us know if your heroes are not properly getting XP after this change.


Holiday Event Complete

  • The Holiday Event is now over! We hope you enjoyed your presents!

  • Just like the real holidays, the decorations may be gone but the snowpocalypse lingers. Stay warm out there.
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