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Kim
nvidia-Blog

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

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

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

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For your chance to win, click here!

For the full contest rules, click here!

Good luck!
LAWLTA

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Greetings Defenders,

The cold winds from the west are here, bringing Dungeon Defenders II:  Drakenfrost with them to Steam and PlayStation 4, with Xbox coming later today! We put out a Dev Log showcasing some of the work that’s gone into the update, as well as a Dev Stream debuting some of the goodness coming. In this patch preview, we’ll be talking about those systems a little more in-depth to hold you over until the Update Notes are released. Let’s get to it!

Drakenfrost Keep

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Drakenfrost Keep has recently been re-discovered by members of the intrepid Etherian Explorer’s Guild. The Explorers were guided to its location by a tattered scroll discovered in the Mages Council Library. The scroll alluded to an ancient sealing ritual used by the early Council to seal away the powerful Generals, commanders of the armies of the Old Ones. The scroll detailed the Keep’s location with cryptic hints about “requiring the ultimate sacrifice” to seal away evil’s essence into “a vessel unlike the Eternia Crystals”.

This is the newest map to Dungeon Defenders II. Some old school Dungeon Defenders fans will notice a lot of similarities to the Royal Gardens map, but don’t get comfortable, as there is a lot more danger to this map to take on. We’ll touch on this map more overtime, we’re excited to see the different builds that arise to take on the challenges that wait.

Drakenfrost Keep is available in a new Adventure that includes Drakenfrost Resort (previously known as the Hotspring Map) AND in Expeditions.

Winterfest is Here

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Head to Town or your Private Tavern to take part in Winterfest! Visiting everyday gives the opportunity to take a present from the giant festive tree located next to the Scavenger in Town, and next to your vault in the Private Tavern. This tree contains one of three gifts:

  • Epic Gift

    • Contains one of four holiday themed weapons for the Squire, Apprentice, Monk, and Huntress.

  • Mythical Gift

    • Contains one of four holiday themed weapons for the Squire, Apprentice, Monk, and Huntress.

    • One regular Defender Pack

    • One random Shard container (1 Shard)

  • Legendary Gift

    • Contains one of four holiday themed weapons for the Squire, Apprentice, Monk, and Huntress.

    • One Mythical Defender Pack

    • One random Shard Pack (5 Shards)

In order to obtain the items, approach the tree and hit the appropriate button that appears to receive your wonderful gift! The weapons that come from these gifts ARE tradeable, and follow the same rules as any other tradeable item (they cannot be traded if they are upgraded in anyway). These items also scale to your champion score up until the Chaos VII 6/10 upgrade level.


For the season of Winterfest there’s also a pretty amazing sale going on. Inventory bags are going to be 50% off and the Material Vault is ~33% off. The Material Vault now holds 9,999 instead of 999 for each slot, and it also includes both new reroll materials, these changes are applied to currently owned Material Vaults as well. Supplies aren’t limited, but this sale isn’t going to last forever!


Winterfest is going to be on for quite a while, lasting past December. This gives you plenty of chances to get all four weapons and some nice Shards and Defender packs along the way! Oh, and of course, don’t eat the yellow snow.

Elemental Combos

Elemental Combos received a lot of attention in the Drakenfrost Update. We spent a lot of time making all the debuffs in the game more uniform so that they all applied the same effect. For instance, all oils now work the same, previously some slowed certain mobs, some didn’t. Oh also, ALL water damage now drenches, including water mods (both chips and servos)! This is our first phase on improving this system, something a lot of Defenders have asked for a very long time. We’re only able to add this system because of our Diminishing Returns system.

Diminishing Returns

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This is a new system that we’re adding to the game, something that is a staple in a lot of different types of RPGs. A lot of players really LOVED the Weapon Manufacturer’s Mod “Shocking Revelation”, it brought a really awesome stun and a good chunk of damage with it, and a lot of Defenders immediately set off to get it. Eventually we had to nerf it a little bit to bring it in line with other Mods, but we loved the allure it provided for players.

If we wanted to do anything further with Mods like this, we needed to implement a system that didn’t make stun crowd controls negate all future content and negate any future Mods/features that weren't a stun with a different color (because anything less would not be as good). Enter Diminishing Returns. This system allows you to crowd control enemies, but after using it back to back the effect loses its strength. After a short while of not being affected by crowd control effects, enemies are able to be crowd controlled again at 100% efficacy. We’re able to buff up blockades during this update as well, and potentially give them even further functionality in additional updates!

We’re going to be very responsive to feedback on this, but it allows us to do a lot of cool stuff in the future. That means new Mods, any new heroes, and MUCH more we can’t talk about just quite yet can now have a lot of epic moments and crazy amounts of power without worrying about it not being as cool as strong as a 100% stun up time or so strong that it disables every enemy that has existed, currently exists, or will ever exists. This opens up the doors for some amazing things!

Mod Improvements

Previously we talked about Mods receiving changes in phases. In Phase I we more than doubled the drop rate of 10/10 Mods, as well as buffing all 6/10, 7/10, 8/10, and 9/10 drop rates. This means that 1/10, 2/10, 3/10, 4/10, and 5/10 Mod drop rates were lowered.

We promised a Phase II with this update, and we are delivering! Perfect 10/10 Mod drops before the update on average appeared within about 4 hours of active gameplay. We’ve received a lot of great feedback from players enjoying this change. However, it really stinks to be an outlier and it take a very long time to get a 10/10. The first change of Phase II is that it now on average takes about 10 hours of average play to get a GUARANTEED 10/10 Mod. If you play with more players, because you’re seeing more Mods, the amount of time this take drops significantly,  taking almost half of the listed times.

Mod Rerolls are available in the following areas:

  • Expeditions

    • Drakenfrost Maps drop 2 Reroll Materials

  • Onslaught

    • Drakenfrost Maps drop in the following amounts

      • Floors 28-35 drop 1 Reroll Material on Drakenfrost Resort

      • Floors 35-59 drop 1 Reroll Material on ALL maps, and 2 Reroll Materials on Drakenfrost Resort

      • Floors 60+  drop 2 Reroll Materials on ALL maps, and 3 Reroll Materials on Drakenfrost Resort

We provided ways to farm them outright for the Defender who may want to take it easy in Chaos VII, or while progressing so even as you’re climbing Onslaught you’re able to take part in this new material and are even rewarded for taking on harder challenges.

Inventory Improvements

These are things we’ve had in the works for a long time. This portion of the update has A LOT of quality of life improvements that get you out of your inventory faster and into the action. The changes include:

  • Auto Sort

    • Auto sorting now sorts your bags by actually moving all the items, previously provided a visual update only.

    • The sorting goes by item type and Gear Score, but is a big update to the previous system 

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  • Shard Sorting

    • Shard sorting logic has been updated. It now prioritizes the following.

      • Sorts by Defense Shards first, and then by Hero shards

      • After sorting between the two types, Shards are sorted alphabetically.

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  • Mod Sorting

    • On the “Filter By” tab, the right most tab in the inventory, there is a new icon for Mods. This filters your best Mods first. This makes long play sessions easy and quick to check if there are any of those GLORIOUS 10/10’s just sitting in your bags.

    • Numbers on the bottom right correspond to what the highest Mod quality is on the item.

    • Numbers are white intentionally to make it easier for colorblind players to see what the number is.

  • Mod Inspect

    • By holding down Shift, you can now see the highest Mod quality of an item in the bottom right.

General Changes

Vicinity Targeting

This is a new way to interact with players. This allows you to target other players, keep them targeted, and choose to do a variety of things:  invite them to party, inspect their shop, and more interactions when Communities are implemented.

Material Vault Changes

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We received a bunch of feedback regarding the Material Vault. Previously it allowed you to store 999 of specific materials in each slot. Now you are able to store 9,999 IN EACH SLOT! That’s not all, the Material Vault now also has spots for the Primary Reroll Material and the Mod Reroll Material. So much space for activities!

Social Menus

There's been a social menu added next to your abilities and towers on the main HUD. This brings a bunch of quick functionality when interacting with others!

Enemy Spawning

We took additional passes at enemies getting stuck in spawn, but also fixed a big issue where enemies were going underground for a while and coming out of the ground later on in their path, bypassing blockades. We’re going to be keeping a vigilant eye on this, so please provide feedback on this if you see anything!

Console Voice Chat

We have now provided an option that allows you to disable voice chat in social hubs, Console player rejoice! You can now opt in to hear all the great music choices of your fellow Defenders. And by great, we mean potentially terrible. It’s usually terrible.

Victory Chests

Tired of waiting for your legendary loot to come out of that chest as you’re playing with other Defenders and getting so much more? Well that wait has been significantly reduced. When you open the Victory Chest, all your loot comes shooting out all at once. When playing with three other Defenders it looks like a legendary shotgun explosion.

Oh, and before we forget, if you don’t open your Victory Chest before moving on, all the items inside are sent to your inventory. If your inventory is full, then it goes to the Scavenger. Never miss out on Victory Chest loot again!

Communities

This is a feature that we’re also wanting a lot of feedback on. We’re releasing it initially on Steam, almost as a beta test of the feature. It’s a system that allows up to 30 people to be in a structured group, and you can be in 5 Communities at a time. These groups can talk to each other regardless of where you are using the chat system, invite one another to groups, and more. We’re wanting to build even more off this system, but it’s something you’ll have to get your hands on and see.

Communities are coming later in this patch after we've given it a little more polish.

Balance Changes

Abyss Lord

  • Towers

    • Colossus

      • Health scaling increased to 600, was previously 430.

    • Skeletal Orc

      • DU cost lowered to 35, was previously 40.

Apprentice

  • Towers

    • Arcane Barrier

      • No longer allows enemies to pass through it while exploding.

  • Shards

    • Frost Power

      • Defense Power scaling changed to (9 + 1 per level) from (10 + 2 per level). Max gilded is now 33%, previously was 58%

Dryad

  • Towers

    • World Tree

      • DU Cost lowered to 25, was previously 30.

Lavamancer

  • Towers

    • Maw of the Earthdrake

      • Defense Unit costs reduced to 50 DU, previously was 60 DU.

      • Defense Health Scaling increased to 300, previously was 200.

    • Fissure of Embermount

      • Adjusted overlap to match that of similar towers (Flame Aura, Weapon Manufacturer, etc.)

Mystic

  • Towers

    • Viper’s Fang

      • Upgrading the Viper’s Fang now allows you to bubble up to 5 enemies.

Squire

  • Towers

    • Training Dummy

      • DU Cost lowered to 25, was previously 30.

Bug Fixes

  • Fixed an issue where the first bag in an inventory would visually not load.

  • Fixed an issue when selling items that other items would be put in their place.

  • Fixed an issue with Dryad’s Angry Nimbus that caused it to target enemies within the spawner.

  • Fixed an issue with Dryad’s Hornet’s Nest not dealing elemental damage when using an elemental mod.

  • Fixed a VFX issue when killing Betsy while she was breathing fire.

  • Fixed a variety of DPS tooltip calculations

  • Fixed an issue where Floor 40 Onslaught flairs were labeled with the wrong floor to attain them.

  • Fixed an issue where Replay From Wave refunded Level 1 Tower mana if they were upgraded.

  • Fixed an issue with gamepad focus moving when buying the last item from a shop.

  • Fixed focus issues with Pet Stat reroll UI for gamepad.

  • Fixed an issue with the Initiate, Gunwitch, and Huntress’s stat changes via various Ascension talents.

  • Fixed an issue with Favorable Winds mod proccing off any kills, not just primary attack kills.

  • Fixed an issue with the amount of XP given from Drakenfrost Resort in Expeditions.

  • Fixed an issue with the Dark Arts Arcane Barrier not displaying properly.

  • Adjusted tool tips for items on the ground when using 4K settings.

  • Fixed an issue on Xbox where Defenders would get stuck on the main menu.

  • Adjusted the Vanguard’s collision so that it better matches his shield.

  • Fixed an issue in Assault on the Throne Room where destroyed subcores would not spawn enemies.

  • Fixed an issue with Ancient Life Steal only healing for 5% when at 5+ points.

  • Adjusted the difficulty of Forest Crossroads and Wyvern Den.

  • Fixed an issue with UI layering issues when purchasing or creating a hero.

  • Forest Ambush now has less amount of kobolds blowing up your lanes.’

  • Fixed an issue with the My Deck button going gray after deleting a hero.

  • Betsy’s overall damage reduced.

  • All Adventures difficulty lowered across the board.

  • Fixed a visual issue with the Harpy’s blinking animation

  • Fixed an issue where EV2’s Buffer Chip worked on other heroes.

Known Issues

  • If chat is gray, deleting your ini will fix it and give you colors.

  • Keybindings were reset with this update because of Communities being added.

  • On PlayStation 4, when in-game and quitting to the main menu, you may run into issues logging back in. Just restart the game and you should get back in.

  • The following Elemental Effects' durations are not working the correct length: Onsen Bath, Maelstrom, Water Chip/Servo, Freezing Rain, and Drenching Strikes.

  • DPS Tooltip for Hornet's Nest is showing debug stats (get it, because they're bugs).

What’s Next?

There’s a lot we’re experimenting with in this update to make the future of Dungeon Defenders II as great as possible. We’re welcoming all the feedback that you can provide on it, but of course make sure it’s constructive, it’s the best way to ensure we can make the best changes as fast as possible.

Social Defenders

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

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

For Etheria!

The Dungeon Defenders II Team

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



Features

  • New Hero:  The Gun Witch!

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

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

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

  • Game Browser

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

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

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

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

  • Reorganization of Campaign and Incursions

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

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

  • First Armor Set:  Armor of Storms

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

    • This set is catered towards DPS heroes.

    • Gloves of the Storms:  

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

    • Helm of the Storms:

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

    • Chest of the Storms:

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

    • Boots of the Storms:

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

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

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

  • Unique Legendary Loot Update

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

      • Dragonfall Bazaar:  Toxic Shock Bow

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

      • Liferoot Forest Incursion:  Armageddon Staff

      • Ramparts Incursion:  Purge Evil Polearm

  • Daily Mission Updates

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

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

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

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

  • Melee Update

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


Balance

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

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


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Abilities

  • Pole Smash

    • Buffed damage significantly

    • Removed cooldown

    • Reduced to mana cost to 25

    • Falloff damage removed

    • Scales off of Ability Power

  • Chi Blast

    • Buffed damage significantly

    • Removed cooldown

    • Increased mana cost to 50

    • Falloff damage removed

  • Heroic Presence

    • Increased damage buff

    • Increased Heal Strength

    • Increased mana cost to 100

    • Cooldown is now 10 seconds

  • Shielding Wave

    • Buffed the Shield Strength to 2000% of your AP

    • Mana cost is 100

    • Cooldown is now 10 seconds


Defenses

  • Lightning Aura

    • Increased Damage

  • Lightning Strikes Aura

    • Increased Damage

  • Boost Aura

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

  • Sky Guard Tower

    • Damage increased slightly


Gear

  • Monk Harbinger Weapon

    • Pole Smash Fist (Passive)

      • Cooldown reduction removed

      • The two fists now roll their damage independently

        • First fist between X

        • Second fist between Y

      • Rebalanced stats to be more viable

    • Lightning Strikes Passive

      • Chance to proc is now variable

      • Damage from first fist is now variable

      • Area damage from smaller fists is now variable

      • Rebalanced to be more viable

  • Serenity Aura Range Passive

    • Only appears on gloves now

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

  • Serenity Aura Slow Passive (Idle Flow)

    • Increased intensity of the slow

  • Betsy Weapon Passive

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

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Abilities

  • Magic Missile

    • Increased damage

    • Increased max number of marked targets to 8

    • Removed cooldown

    • Reduced mana cost to 25

  • Tornado

    • Increased damage

    • Increased knockup duration

    • Reduced cooldown to 2 seconds

    • Max targets you can hit is now 10

  • Lightning Rod

    • Massively increased damage

    • Stun duration is now 18 seconds

    • Cooldown is now 10 seconds

  • Mana Bomb

    • Increased damage

    • Cooldown is now 10 seconds


Defenses

  • Arcane Barrier

    • Buffed Arcane Barrier Health

  • Flameburst Tower

    • Increased Damage

    • Reduced AoE damage fallof

  • Earthshatter Tower

    • Earthshatter Tower is now single target and heavy damage.


Gear

  • Balanced the Halberd primary fire.

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

  • Buffed secondary attack damage on staves.

  • Apprentice Harbinger Weapon

    • Arcane Barrier Passive

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

      • Increased damage effects

      • Increased DoT duration to 8 seconds

      • DoT damage scales separately from meteor damage

    • Mana Bomb Passive

      • Buffed to be more viable

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

  • Frost Fire and Frosty Power

    • Frost Fire removed and replaced with Frosty Power

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

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


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Abilities

  • Sword Beam

    • Increased damage

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

    • Increased collision size to match new graphics

    • Scales with Ability Power

    • Reduced mana cost to 25

    • Removed falloff damage

    • Removed cooldown

    • Deals magic damage

  • Empowered Sword Beam

    • Increased damage

    • Increased VFX for 100% more WOW factor.

    • Increased collision size to match new graphics

    • Scales with Ability Power

    • Reduced mana cost to 25

    • Removed falloff damage

    • Removed cooldown

    • Deals magic damage

  • Provoke

    • Increased damage boost

    • Removed cooldown

    • Reduced mana cost to 50

  • Seismic Slam

    • Increased damage

    • Deals Earth damage now

    • Increased stun duration

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

    • Increased mana cost to 100

    • Cooldown is now 10 seconds

  • Block

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

  • Attacks

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

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


Defenses

  • Spike Blockade

    • Increased health

    • Increased damage by 125%

  • Cannonball Tower

    • Increased damage by 40%

  • Heavy Cannonball Tower

    • Significantly increased damage

    • Reduced projectile speed

  • Training Dummy

    • Massively increased health

    • Increased damage by 100%

  • Ballista

    • Increased damage by 30%


Gear

  • Squire Harbinger Weapon

    • Provoke Passive

      • Increased DoT damage

      • Increased Seismic Slam

    • Training Dummy

      • Increased damage

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

      • Chance to roll the proc chance

  • Hearty Harpoon Passive

    • Now rolls only on Totems

  • Explodey Harpoon

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

  • Betsy Weapon Passive

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


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Abilities

  • Concussive Shots

    • Increased damage

    • Damage scales with Ability Power

    • Reduced mana cost to 25

    • Reduced cooldown to 5 seconds

  • Sticky Nades

    • Damage increased substantially

    • Damage now scales with Ability Power

    • Mana cost set to 50

    • Reduced cooldown to 5 seconds

  • Oil Flask

    • Slightly increased damage

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

    • Increased oil duration by 4 seconds

    • Mana cost set to 50

    • Removed cooldown

  • Piercing Shot

    • Increased damage substantially

    • Damage now scales with Ability Power

    • Mana cost set to 100

    • Reduced cooldown to 10 seconds


Defenses

  • Explosive Trap

    • Damage increased by 35%

  • Elemental Chaos Trap

    • Damage increased by 400%

  • Geyser Trap

    • Increased damage

    • Decreased attack rate

  • Blaze Balloon

    • Damage increased by 45%

    • DoT tick rate reduced slightly

  • Poison Dart Tower

    • Increased damage substantially

    • DoT applies quicker to targets

    • Changes targets after hitting

    • Increased the amount of love that iamisom gives this defense


Gear

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

  • Huntress Harbinger Weapon

    • Concussive Shots Passive

      • Increased damage

      • The initial spikes and spike AoE scale separately with damage

    • Geyser Shard Passive

      • Increased damage

      • Can roll its damage and chance to proc separately.

  • Phoenix Call Passive

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

    • Values increased to accommodate for this change

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

    • Phoenix Damage and Phoenix Luck no longer appear on items

  • Poison Dart Passives

    • Towering Poison and Speedy Darts have been removed.

    • Explosive Poison has been reworked

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


Other Balance Changes

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

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

  • Series EV2 Heat Dissipation updated

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

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

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

  • Skill Sphere Changes

    • Chilling and Oiling Strikes have had their slows increased.

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

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

General Bug Fixes

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Fixed missing SFX issue on The Bling King Incursion.

  • Fixed a Lightning Bug projectile VFX issue.


PS4-Specific Bug Fixes

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

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

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

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

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

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

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

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

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

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

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

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

 

Known Issues

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

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

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

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

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

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

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

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

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

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

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

iamisom



Our first PS4 content update is here! When you load up the game, expect to see more content, more green mana, better solo play balance and so, so much more. How much more? Scroll down through this monster list of changes!

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


Wipeageddon

Wipe Rewards

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

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

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

      • 20-39 Tokens = 150 Gems

      • 40-79 Tokens = 300 Gems

      • 80-119 Tokens = 500 Gems

      • 120+ Tokens = 1,200 Gems

  • These rewards will be going out slowly throughout the day. If you have not received your rewards by the end of day Wednesday, please contact our Support TeamWe will be looking at your account information to verify that you do qualify for the rewards.


The Wipe

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


Features

Pets

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

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

    • Hatchlings

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

    • Fledgling

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

    • Veteran

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

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

    • Elder

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

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

  • Added Pet Rarities.  

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

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

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

  • Added new evolution reagents and containers.

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

    • Open containers to collect evolution reagents.

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

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

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

  • Added new Pet Reroll Items.

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

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

  • Added new premium pets!

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

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

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

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

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

  • Changed Feed to Powerup for clarity.

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

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

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

  • New Pet Abilities

    • Added 25 new pet abilities! These abilities are unlocked when you evolve your pet into a Fledgling. 

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

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

    • Exciting new abilities such as the following:

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

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

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

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


War Table

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

  • Match Type:  Quick Match and Private.

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

    • Private:  No change in functionality.

  • Game Mode:

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

  • Difficulty

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

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

  • Map Selection

    • New: Select any Map

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

  • Queueing

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

    • Countdown timers are disabled for private matches.

  • Minimum Party Counts

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

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

    • Players can exit this queue at any time.


Onslaught Mode and Onslaught Loot

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

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

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

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

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

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


Additional Difficulties

  • Campaign - Easy, Normal

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

  • Freeplay - Easy, Normal, Hard

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

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

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

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

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

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

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

    • End Game NIGHTMARE I

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

    • End Game NIGHTMARE II

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

    • End Game NIGHTMARE III

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

    • End Game NIGHTMARE IV?!?!

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


Billboard Update

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

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


NPC Dialogue Boxes

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

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

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


Tutorial

  • Tutorial Map

    • To help all your friends learn to use their green mana before readying up.

  • Quests

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

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


Daily Missions

  • You can now stack up to three Daily Missions!

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

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

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

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

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


Hero Deck

  • Added a fourth Hero Deck slot!

  • Hero Deck slots are unlocked as you progress.

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

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


New Ubers

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

  • All Heroes:

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

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

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

  • Huntress:

    • Sticky Grenades

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

  • Squire

    • Empowered Sword Beam

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

  • Apprentice

    • Empowered Tornado

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

  • Monk:

    • Shielding Wave

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

  • Hero specific Ubers can be purchased with Betsy tokens.


Loot/Item Revamp

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

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

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

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

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

  • Maps now have a suggested/required Item Power number

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

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

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

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

      • Common: lower end

      • Uncommon: mid range

      • Rare: higher end

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

  • Secondary and Primary Stats on items have been reworked

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

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

  • Stats on items have been reworked:

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

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

    • Four new stats were added to the game:

      • Defense Critical Damage

      • Defense Critical Chance

      • Hero Critical Damage

      • Hero Critical Chance

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

    • Defenses and Heroes have a Crit Chance cap.

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

    • Critical Damage can appear on Skill Spheres as well.

    • Critical Damage is additive rather than multiplicative.

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

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

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

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


Resistance Rework & Trait System

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

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

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

    • One Primary Trait

    • Multiple Secondary Traits

  • Primary Traits are always resistance buffs

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

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

  • This update has the following traits:

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

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

    • Grounded: enemies that spawn cannot be knocked up

    • Speedy: enemies that spawn move X% faster

    • Healthy: enemies that spawn have X% more health

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

    • Chrome: you all know what this is!

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

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

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

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


Balance

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

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

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

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

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

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

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

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

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


Defenses

  • Cannonball Tower (Squire)

    • Damage increased by 28%

    • Minor adjustments to projectiles

  • Flamethrower Uber (Apprentice)

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

  • Heavy Cannonball Tower (Squire)

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

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

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

  • Lightning Aura (Monk)

    • Scaling for upgrades adjusted to match other defenses

    • Damage increased by about 10%

  • Lightning Strikes (Monk)

    • Adjusted scaling for upgrades to match other defenses

    • Damage reduced by about 50%

    • Has higher Crit Damage scaling

  • Explosive Trap (Huntress)

    • Damage reduced by 25%

    • Has higher Crit Damage scaling

  • Elemental Chaos Uber (Huntress)

    • Base Damage Buffed by about 18%

    • Crit Damage scaling is high

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

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

  • Napalm Balloon (Huntress)

    • Damage increased by 20%

    • Crit Damage set to moderate

    • Upgrade scaling adjusted to match other defenses

  • Poison Dart Tower (Huntress)

    • Damage increased by roughly 50%

    • Crit Damage is very low

    • Fixed some upgrade scaling issues

  • Geyser Trap (Huntress)

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

    • Crit Damage is very low

  • Skyguard Tower (Monk)

    • Skyguard Damage buffed by 100%

    • Crit Damage is high

    • Upgrade scalars fixed to match other defenses

  • Earthshatter Tower (Apprentice)

    • Damage increased by 76%

    • Crit Damage is moderate

    • Upgrade scalars fixed to match other defenses

  • Arcane Blockade (Apprentice)

    • Damage increased by 100%

    • Critical Chance high

    • Upgrade scalars fixed to match other defenses

  • Training Dummy (Squire)

    • Damage reduced to 25%

    • Critical Damage is moderate

    • Upgrade scalars fixed to match other defenses

  • Spike Blockade (Squire)

    • Damage increased by 55%

    • Critical Damage is moderate

  • Harpoon (Squire)

    • Base damage increased by 72%

    • Critical Damage high

    • Range increased by 10%

    • Upgrade scaling reduced to match other defenses


Abilities

  • Arcane Volley (Apprentice)

    • Damage reduced by about 10%

    • Crit potential set to high

  • Tornado (Apprentice)

    • Damage reduced by 50%

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

    • Crit Damage potential is high

  • Mana Bomb (Apprentice)

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

    • Crit potential is moderate

  • Concussive Shots (Huntress)

    • Damage increased by over 50%

    • Crit potential is low

  • Oil Flask (Huntress)

    • Damage increased by 23%

    • Crit potential is low

  • Piercing Shot (Huntress)

    • Damage increased by 250%

    • Crit damage set to high

  • Pole Smash (Monk)

    • Damage increased by 47%

    • Crit potential is low

  • Chi Blast (Monk)

    • Damage increased

    • Crit potential is moderate

  • Sword Beam (Squire)

    • Damage doubled (almost)

    • Crit potential is high

  • Taunt (Squire)

    • Duration scaling reduced slightly

    • Damage buff increased slightly

  • Seismic Slam (Squire)

    • Damage increased by 250%

    • Crit scaling pretty low

    • Stun duration reduced to 2.5 seconds

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

  • Frostbite Tower (Apprentice)

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


New Passives

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

  • Slayer passives appear on hero-specific items.

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

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

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

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

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

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


Passive Bug Fixes & Changes

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Content

  • Various optimizations across all maps.

  • So, how about that War Table? Viewable in all of its 3D glory, and you’ll be able to select maps from there or from the UI on the left. We can’t wait to expand the world further!

  • Pets!

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

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

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

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

  • Premium Pets!

    • Table Flip Demon

    • Kakarot

    • Shinobi Kitty

  • New Costumes!

    • Cap’n Monk

    • Farmboy Apprentice

    • Tiguar Monk


Bug Fixes

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

  • Map screen should now handle split-screen better.

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

  • Purchased bags should now properly display the inventory space that they’re adding.

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

  • Lane billboards should now properly display when pressing L3.

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

  • Players should now be able to create heroes when joining into any type of session if they do not have one currently.

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

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

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

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

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

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

  • Matinees should now properly play on every wave, not just the first.

  • Costume shop should no longer run into trouble with unequal numbers of costumes per hero

  • Inventory should now display the proper limit and current number of items.

I_PASS_BUTTER



Greetings Defenders,

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

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


Starter Pack - $14.99

  • Pre-Alpha Access

  • 2000 Gems

  • 4 Exclusive Hero Accessories

Defender’s Pack - $24.99

  • Pre-Alpha Access

  • 3000 Gems

  • 4 Exclusive Hero Accessories

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

Collector’s Pack - $74.99

  • Pre-Alpha Access

  • 10000 Gems

  • 4 Exclusive Hero Costumes

  • 4 Exclusive Hero Accessories

  • Exclusive “Dragonfall Defender” Title

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


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

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I_PASS_BUTTER



Greetings, Defenders! Lots of exciting changes are coming to Dungeon Defenders II. Get ready.


On October 13th, the Steam version is entering Open Alpha! This is when the game will be free for anyone to join in the Early Access period. To this point, the feedback from our Early Access players have led to major changes to core features, and we’re excited to extend this opportunity to everyone. Players who join in during Open Alpha and beyond will not receive the currency or exclusive goodies unless they purchase one of the packs on Steam. When we move into Open Alpha, there will be no more full wipes, but we may still have limited resets/rerolls depending on what we add or change to the game.


But before Open Alpha happens, we’re releasing our next major update:  Ascension! (Current tagline:  “Ascend to even greater heights of power, courage, awesomeness and friendship!” ...we’re still working on it.)


This update will release in two parts. The first part releases on October 7th, and the second part tentatively releases on October 27th. Part One contains:


  • Experimental bigger towers and clustering changes

  • New ranged/melee weapon variety

  • Stat Allocation System:  choose where you put stat points when you level up!

  • A new Huntress build

  • New costumes

  • Enemy rebalancing and more!


Part Two contains:


  • Two new maps!

  • A new Incursion

  • New minibosses

  • Four new hero builds

  • New spooky costumes and more!


To see the Ascension update in action, check out today’s Devstream below.



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

Begin the Awakening


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The Harbinger is coming. His power is growing, and so must ours. Join the Steam Group to obtain legendary galactic weapons, and together, we will Begin the Awakening.

As a community, meet the milestones below to add the following items to the game beginning December 15th:


80,000 members:  

  • Open the War Cache!
  • Gain access to the War Cache (disguised as a present in the Tavern) and get one random legendary galactic weapon!


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125,000 members:  

  • Wield the Squire’s Crystalline Saber! 
  • This weapon will be added as a permanent drop to the game.

  • The War Cache will refresh, giving you another random legendary galactic weapon.


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175,000 members:  

  • Brandish the Huntress’ Bow-Blaster!
  • This weapon will be added as a permanent drop to the game.

  • The War Cache will refresh, giving you another random legendary galactic weapon.


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??? members:  

  • Command the Apprentice’s Blaster-Caster! 
  • This weapon will be added as a permanent drop to the game.

  • The War Cache will refresh, giving you another random legendary galactic weapon.


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??? members:  

  • Unleash the Monk’s Crystalline Twin-Blade! 
  • This will be added as a permanent drop to the game.

  • The War Cache will refresh, giving you another random legendary galactic weapon.


Go forth and spread the word to join the Steam Group to Begin the Awakening!

Notes:  When you open the War Cache, the legendary galactic weapon will roll based on the currently selected hero, but the weapon type inside is entirely random. And when you reach the milestone, the weapon is added as a drop to the game. You will not automatically receive one.

iamisom

Dungeon Defenders II is available now on Steam Early Access! Get it here!



We can’t wait to dive into all of your new feedback. After you’ve played, please let us know what you think on our forums! And remember, after you’ve played, use your Influence Points to vote on the upcoming Daily Mission system here. If you didn’t catch our forum post about Influence and what it is, check it out on this thread. We’ll be posting more about this system (and possibly re-posting that thread!) to this blog as we continue development on it.

If you aren’t still busy playing Dungeon Defenders II later tonight, be sure to tune into The Game Awards tonight at 9 PM EST for a special announcement! 

iamisom

Ascension Part II Notes

Ascension Part II is here for Steam! Here are the notes:



Features

Two New Maps!

  • The Deadly Road:  Enshrouded in tales of ghost sightings and vanishing caravans, the Dead Road has been actively avoided by travelers since its discovery. Many brave souls have tried exploring the ruined catacombs in search of treasure, but none have emerged alive.

  • Temple of the Necrotic:  Deep in the woods of Etheria, there exists a temple built in the space between life and death. A powerful artifact has appeared inside of the structure, throwing the forces governing the living and the dead into total chaos.


New Event:  Spooky 2015

  • Cut a hole in your chair and grab a bucket because you’re gonna s*** yourself with our first Holiday event. Maldonis the Dark has invaded Etheria, and he brought some ghoulish new friends with him. Be on the lookout for some seriously spooky secrets in each of the new maps!


Steam Trading Cards

  • Added 15 Steam Trading Cards. Collect them all for Steam badges, emoticons, profile backgrounds -- the whole shebang. (That word seems a lot dirtier when you see it on paper.)


Spooky Challenges

  • Complete the 8 new Challenges for a spooky surprise. You’ll need to act fast as these Challenges are only available for a limited time!


Four New DPS Weapons

  • Added four new weapons, each with a unique DPS-focused passive.


Auto-Collect Filters

  • Become the Bag Master. You make the rules now.

  • Tell your bags to filter in certain types of loot automatically during Auto Collect. For example, tell a bag to filter in all Legendary loot. All Legendary loot that is Auto-Collected from the ground will automatically go into that bag. That’s right, Champ. You’re the boss. The Bag Boss. That’s higher than Bag Master. You were promoted just by reading the patch notes.

  • Added 13 Auto-Collect filters to bags. The sky's the limit within these 13 specific filters.


New Tavern Decorations

  • The tavern has been spookified. The Grumpy old man isn’t too pleased, but what do you expect.

Dark Arts Apprentice Costume

  • 1600 Gems

  • 4 Mythical Accessories

  • Unique Heal, Spawn, Death and Mana Bomb Animations


November Monthly Quest Going Live on 11/3/15

  • Title: An Etherian Pilgrimage

  • Description: This month's mission is stuffed with adventure! Go forth and gobble up tokens and pet food to get this month's pet!

    • Condition 1: Win 30 maps without losing a sub-objective!

    • Condition 2: Find 40 Turkey Legs From Pet Food Boxes

    • Condition 3: Earn 50 Wyvern Tokens!

  • Rewards

    • New Monthly Pet: Narwhagon!

      • Type: Dragon

      • Ability: Unified Defense - Create a shield that does damage to nearby and attacking foes.

      • Tier: Legendary

    • Wyvern Tokens: 40

    • Gold: 30,000


New Premium Pet:  Autumeow

  • Available on Thursday!


New Main Menu w/ New Music

  • Updated the Main Menu to reflect the current festivities.


Updated War Table

  • We’ve added some quality of life improvements specifically for events.

  • New Quick Jump event icon found in the top right hand corner of the War Table. Click the Quick Jump to the event playlist.

  • New Spooky Event difficulties for the new Spooky maps.


Skip Tutorial

  • Players now have the choice of skipping the tutorial on the first playthrough.


Extra Notes

  • Pet Reagent Boxes now have proper mesh and texture representation in world. Still no loot beams.

  • Costume shop mannequins have new costumes displayed.

  • Changed costume shop lighting.

  • Renamed Lightning Rod to Concentrated Cyclone.

  • Renamed the Tower Range stat to Defense Range.


Balance

  • Rebalanced the Squire Provoke Duration Skill Sphere to 2.0 / 4.0 seconds

  • Thorns Skill Spheres are now unique.

  • Mark Targets Skill Spheres now increase mark target maximum by 1 / 2.

  • Updated Steiner’s health in the Incursion.


Bug Fixes

  • Fixed an issue where sometimes the Lane Billboards were showing the incorrect information or were placed onto the wrong lane.

  • Fixed an issue where the Immediate Message for server/patch maintenance caused the whole screen to blur.

  • Fixed an issue where pressing K wouldn’t change the message at the top of the screen.

  • Fixed an issue where the Flamethrower Tower caused less loot to drop from Special Enemies.

  • Fixed an issue where the Losing Social Score message would appear when a player attempted to leave after Victory or Defeat on a map.

  • Fixed a bug where cutscene sound wouldn’t play after the first play.

  • Fixed a render thread crash.

  • Fixed a crash related to a missing sound notification.

  • Changed the wording on Error 2003.

  • Fixed a few typos and reduced the length of Empowering Beam description.

  • Fixed an issue where some pet eggs that were hatched weren’t being removed from the Inventory.

  • Polished up some map collisions to make sure walking through the lanes is an easy and enjoyable experience.

  • Fixed an issue where some Ranged impact sounds were playing inconsistently.

  • Fixed an issue where the Mana Node interaction collision didn’t cover the little green spirit dude who floats above it.

  • Spelled reservoir correctly in Siphon Site D. Now you defend the RESERVOIR in Siphon Site D. That’s right, THE RESERVOIR. The RESERVOIR needs defending people….

  • Fixed a hole in Forest Crossroads.

  • Skeleton Goblin now has correct iconography in game.

  • Fixed an issue where heroes wouldn’t play their full spawn-in animation after death.

  • Resolved an issue with Griblok's "I'm out" animation not playing.

  • Resolved a bug where the Liferoot Forest Incursion Special Enemies would not spawn.

  • Fixed and updated several Skill Sphere descriptions.

  • Fixed an issue where there were duplicated stats in the stat manager.

  • Fix issue where some decals were not being applied to meshes.

  • Fixed an issue where the glow on the proximity mine was too dark in its deactivated state.

  • Fixed an issue where the outline effect when targeting certain objects was displaying incorrectly.

iamisom

This past week, all of us at Trendy have been hard at work on passion projects for Dungeon Defenders II. Now it’s time for you to help decide which make it into the game!

VOTE HERE

While we love all of these ideas, the realities of game development mean we can’t get them all in. So your votes will help us decide which are implemented. Now you can help us make the tough choices between focusing more on cleaning up the UI or getting an awesome combo ability feature in. 

Keep in mind that we’re excited about all of these ideas, as we’re sure you are too. The challenge is which to choose. So while it may seem like ties will help show us how you like everything (and trust me, we like them all too!), it’s more important to know what your favorites are. So the big winners are going to tell us the most!

iamisom

Dev Log 2: Dec. 3, 2014

Daniel Haddad, Creative Director (Blacksmith)

Working on Pets! Also working on adding some retention mechanics to Dungeon Defenders II.


Danny Araya, Creative Director (DannyAraya)

Working on sketching out the needs of our Intro cinematic!  


Chris James, Lead Level Designer (ceejeh)

Working on new maps! Looking forward to sharing what will be some very exciting Dungeon Defenders II experiences.


Joshua Javaheri, Lead Technical Artist (javahawk)

Setting up some documentation on standardizing UI Icons and streamlining some simple UI shader functionality.


Chris Flores, QA Lead (likethatwhenigothere)

Helping to verify the next bug-fix update and research some of the performance issues that have popped up since the release of the last update.


Abraham Abdala, Lead Technical Animator (Broham)

On vacation!


Javier Barreto, Lead Software Programmer (@javo)

The end of the year is time of reflection… and release. =)


Philip Asher, Marketing Director (pmasher)

All sorts of trailer, website, PR, asset fun getting ready for Early Access this Friday (and The Game Awards!). Also reviewing the Defense Council’s suggestions for our Steam Early Access description to see what changes we should make before launch.


Josh Isom, Community Manager (iamisom)

Like Phil, I’m getting everything ready for Early Access -- making sure our community support processes are in place, answering tons of great questions and gearing up to help out the newbies in Etheria throughout the weekend. It has been an exhausting week so far, but we’re almost there. I can see the light. It’s so beautiful.

iamisom

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“I have seen the gathering Chaos… the thundering footsteps… the spine-chilling roar… oh woe, oh terror, the green sea that descendeth upon us! Wait, do you hear that, Billy? By Grabthar’s hammer, run! Get out of here! Our insurance won’t cover this!”   

- Prime Scout Andrelian, as recounted by his second-in-command, Billy


Andrelian's death was not in vain, for along with that… err… pleasant anecdote came a detailed drawing and a brief description of a new addition to the Old Ones’ army:

“Later phases of Chaos contain these enormous brutes. They appear to be powered by the evil sky magic called electricity. I can only speculate on the exact impact of their hammers, but I’m sure whatever they do will be positively shocking!

Even in the face of death, I cannot ignore a good pun.”


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I_PASS_BUTTER

Our "scariest" Snapshooter contest is done, finished, complete! A big thank you to everyone who participated. There were many great entries, but unfortunately, there can be only one, erm...three:

  • @phillbugh16 - Nothing scarier than Ogre gas.
  • @Hadeskrieger - Because the Old Ones are always watching. 
  • @Gigazelle - Because Tethys. Well played, bud. Well played...

Congratulations to our newest Snapshooters!

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Next up: Boldest! We want to see screenshots showcasing nerves of steel. From now until September 2nd (a very very special day, Defenders) at 2pm EDT, go on a quest for the boldest in-game screenshot you can take and submit it in this blog. We'll pick three winners on September 3rd! (Which is just an OK day. Maybe a little bit more special due to its close relationship with the 2nd).

To enter, take an in-game screenshot and upload it to Steam. Embed the Steam image in a comment below, along with a link to the image on Steam. Screenshots without Steam links will not be chosen.  You may submit as many images as you'd like, but please limit them to one per post. 

The Snapshooter Contest is judged by a panel of Trendy Community Team employees with absolutely no taste. Except for me, of course. But really, I just think  I have good taste. 

Here is a loose guideline on how we'll be judging the screenshots:

  1. G.U.T. -- Genuine, Ultimate Tummy-feeling. If the screenshot tickles something inside our abdominal food synthesizers that makes us say “wow” or “good gravy,” chances are we’ll pick it as a winner. It's going to be very difficult, because nobody actually says "good gravy" anymore. I'm not even sure I want to say "good gravy."

  2. No HUDs -- Screenshots with the Heads Up Display activated will score lower than HUDless shots. Press “H” to let the game shine. For real, Defenders. No HUDs.

  3. Originality -- Don’t steal from other players. We’re watching you. In the event that a bunch of you have the same brilliant idea, we will only consider the first one. 

  4. Dagon -- If you can incorporate Dagon, the ancient Mesopotamian god of grain, into your screenshot,  you’ll earn extra points. How you’re going to do this with an in-game screenshot is beyond us, but we like to be surprised. A lot of extra points. I'm actually interested to see how you guys do this one. 

You must have your Steam account linked to your forum account. All screenshots must be taken by the Steam account that’s linked to the forum account. Any entry that is stolen from another player will result in the permanent removal of your forum account.

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I_PASS_BUTTER

Our "boldest" contest is over, Defenders! Thank you to everyone who participated. Here are you winners!

  • Shiruettomiraju:  Because Thunder-O has no fear. None!
  • jmartinbsu:  Monk takes on Betsy, solo. In the air, no less...
  • Kenzo:  It takes real guts to stand this close to the Gra'an Master. I wouldn't do it...

Congratulations to our newest Snapshooters!

Next up: Derpiest! We want to see silliest screenshots you've got. From now until September 15th at 2pm EDT, go on a quest for the derpiest in-game screenshot you can take and submit it in this blog. We'll pick three winners on September 16th! 

To enter, take an in-game screenshot and upload it to Steam. Embed the Steam image in a comment below, along with a link to the image on Steam. Screenshots without Steam links will not be chosen.  You may submit as many images as you'd like, but please limit them to one per post. 

The Snapshooter Contest is judged by a panel of Trendy Community Team employees with absolutely no taste. Except for me, of course. But really, I just think  I have good taste. 

Here is a loose guideline on how we'll be judging the screenshots:

  1. G.U.T. -- Genuine, Ultimate Tummy-feeling. If the screenshot tickles something inside our abdominal food synthesizers that makes us say “wow” or “good gravy,” chances are we’ll pick it as a winner. It's going to be very difficult, because nobody actually says "good gravy" anymore. I'm not even sure I want to say "good gravy."

  2. No HUDs -- Screenshots with the Heads Up Display activated will score lower than HUDless shots. Press “H” to let the game shine. For real, Defenders. No HUDs.

  3. Originality -- Don’t steal from other players. We’re watching you. In the event that a bunch of you have the same brilliant idea, we will only consider the first one. 

  4. Alecto -- If you can incorporate Alecto the Relentless, one of the ancient greek goddesses of fury and retribution, into your screenshot,  you’ll earn extra points. How you’re going to do this with an in-game screenshot is beyond us, but we like to be surprised. A lot of extra points. SHOW US WHAT YOU GOT. 

You must have your Steam account linked to your forum account. All screenshots must be taken by the Steam account that’s linked to the forum account. Any entry that is stolen from another player will result in the permanent removal of your forum account.


I_PASS_BUTTER

The Imphant Beastmaster contest is over! Thank you to everyone who participated, and thanks again to Mapatti for handy dandy charts and general knowledge bombs. Your winners for this contest are a four way tie:



Congratulations, Beastmasters! PM I_PASS_BUTTER for your codes or if you have any questions. 

Defenders, are you ready for the next contest? CatHatters! So dapper and mysterious! Make the strongest one you can! You have until June 4th at 11:59 PM EDT to submit your CatHatter in this thread.

As a reminder, please include a link to your Steam profile with your entry. Entries without a Steam profile will not be eligible to win. The pet must be in your profile at the time of verification in order to be eligible to win. For full contest rules, please refer to the original contest post. 

Good luck, Defenders! 



iamisom
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Drumroll, please!

The Grand Prize winner of our NVIDIA® SHIELD™ Giveaway is April C.! April will receive not only the NVIDIA® SHIELD™ portable, GeForce GTX 760 graphics card, a DD2 T-shirt and a DDE mousepad, but as the Grand Prize Winner, she has also scored the the NVIDIA® SHIELD™ tablet, NVIDIA® SHIELD™ controller and gets her mousepad signed by the Dungeon Defenders Eternity dev team, Nom Nom Games! Congratulations, April!

The four runners-up who won the other NVIDIA® SHIELD™ prize packs have been contacted by email. Check your inbox to see if you won!

A big thank you goes out to the thousands of people who entered the contest and to our generous friends at NVIDIA® for helping us do something awesome for our fans!

What did you think of the giveaway? Do you have any ideas to help grow the Dungeon Defenders community? Do you have a cool idea for a contest? Is there something you’d like for us to giveaway? Let us know in the comments below!

Leave a comment to get your hands on the Dungeon Defenders II pre-alpha. We’ll pick TWO random posters and reveal the winners next week!
iamisom

Looks like Soon™ is sooner than you thought! 

Foundation: Part 2 drops on Thursday. Watch the video and read the blog below to get the deets! (Do kids still say that?)



Hard Mode

It’s back! Hard Mode will be available on Campaign, Free Play and Incursions. Enemies in Hard Mode have increased speed, damage, health, and most importantly, resistances. It’s our goal that players will have to pay attention to enemy billboards and counterplay enemy resistances with the appropriate defenses. As your reward for tackling this new challenge, loot drops in Hard Mode are about 10% better than their Normal Mode counterparts. 


Ability Rebalance

Foundation: Part I focused on defense balance. Part II focuses on the role of DPS heroes in relation to the game. Abilities across the board have received an increase in damage and effectiveness, making Ability Power and Hero Damage builds more enticing. 


Hero Deck Changes

Rejoice: You no longer have to remove heroes from your deck! This is particularly good news for players using multiple heroes to progress through Campaign. In Public Matches, heroes that are below the level requirement will be unavailable for swapping, but in Private Matches, you can switch to any hero in your deck, regardless of level requirements. We feel that bringing lower-level heroes to high-level maps in Public Matches is a form of griefing, but doing so in the comfort of your Private Match is a-ok.


Player Kicking

Need to remove an AFK player? Is someone being vile? Never fear: Vote kick is here! We’re keeping a close eye on community feedback to determine how effective this feature will be.

Vote Kicking requires a majority vote in Public Matches. If more than 50% of a group votes a player out of a match, that player will be kicked to the Title Screen. In Private Matches, the leader has the sole power to kick.


Inventory Improvements

It’s bigger and better! The Forge UI screen is wider, allowing you to see more information and more inventory space at any given time. Best of all, you can now select entire bags at a time and sell them in one fell swoop.


And much more! We'll have the full patch notes on Thursday.

iamisom

The Loot Update is out now on PC & PS4! Read on to learn all about the update.

Loot Updates

We’ve been working on a series of changes that takes the new loot system from the Trials update and tweaks it to make loot more interesting and more intuitive. It applies the feedback we’ve received since the Trials update and instills more of the spirit of the loot system from the original Dungeon Defenders. These changes will apply to all new drops; your current gear will be unaffected with the exception of the upgrade scaling change. We hope you’ll enjoy the following changes:


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New Stat Rolling System

Before this update, rarity affected the stats on loot -- the higher the rarity, the higher the stat roll. This was intended to make higher rarities desirable, but this was actually making progression slower than intended and caused roadblocks in progression. Equipped Legendaries (and even Mythicals) would increase the time until your next stat upgrade, and in some cases, it stopped intended stat upgrades from appearing at the end of a Chaos tier. We’ve removed this, and in its place, we’ve made some exciting changes to rarities to make them worthwhile to find. You’ll discover these changes later in the patch notes.

Something else that’s plagued loot in DD2 is its lack of multi-dimensionality. When you look back at the first Dungeon Defenders, the loot system begged you to give every loot drop a chance. There wasn’t always a simple “yes” or “no” of whether an item was better for you. Stats on loot rolled individually, so there were vastly more implications when deciding if a drop was better or worse for you. Say an item rolled with Defense Power and Defense Health. Perhaps Defense Power rolled higher than your current gear, but Defense Health rolled lower. Is that a tradeoff you’re willing to make? Is power worth more than health for your particular build? Worth more at this point in your progression? Is it bad for one hero but better for another? This kind of decision making was a driving force in DD1 in both the main progression and in the endgame.

With that spirit in mind, loot stats will now roll independently from each other! This should instill more of those interesting decisions into loot, and at the same time, it’ll introduce sidegrade opportunities to improve your speed of progression!


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4 Stats on Legendaries!

Legendaries are going to roll with an additional stat! If Legendaries are going to be rare, then you should mess yourself a little when you see that golden beam rising toward the heavens. Throughout our Early Access period, we’ve learned (and you’ve learned) that you don’t need that extra stat in order to succeed. But there was a certain joy in DD1’s loot when all of those beautiful stats rolled on a single item. It was that little extra push to keep playing and keep hunting. This change should make Legendaries feel just that much more special. Along with this change...


New Fixed Upgrades Per Tier & Upgrade Scaling

Rarities have new upgrades! As of this update, each rarity has a specific upgrade number that the rarity will always drop with.

  • Legendary:  Will always drop with 60 upgrades

  • Mythical, Epic and Powerful:  Will always drop with 30 upgrades

There was an upgrade bug with late C6/C7 loot where max stats gained by upgrading was way higher than intended. The issue wasn't the amount of stats you could get; it was the growth per upgrade. This would have caused major stat issues in future Chaos tiers, so we've changed the growth rate.

We didn't want to leave you guys being unable to reach the same amount of stats as before, so we also increased the stat roll range for all Chaos tiers. This means you can reach the same stat values (if not higher) as before, but you're relying a little less on upgrades in higher Chaos tiers and more on the actual loot drops.


Increased Armor & Weapon Shard Slots to 3

We’ve also increased the Armor and Weapon Shard Slots from 2 to 3! Even better, these 3 Shard Slots will appear on both Legendary AND Mythical loot! We can’t wait to see what new builds you’ll create with these changes.


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Increased Loot Drops

We’ve increased the amount of loot that drops in Trials!


Loot Rolls Based on the Most Powerful Hero in Your Deck

One of the most common confusion points of our new loot system was how loot generated. Before this update, loot generated based on the average stat power of every hero in your deck, so if you had heroes with worse stats than others, the generated loot would be worse. In this update, loot will generate based on the most powerful hero in your deck. You won’t have to remove your other 3 heroes before Combat Phase just to get the best loot. Based on our playtesting, this change alone removes a lot of the WTF moments from our new loot system.


Increased Stat Roll Ranges

Speaking of loot generation, loot is generated in a +/- range around your equipped gear. Currently, that +/- range is fairly small. There aren’t enough of those “wow” moments of finding a loot drop with big stat upgrades -- not enough of those “power spike” moments. We’re increasing this range so that power spikes happen more frequently. Another thing to note is that with the new individual stat rolling, items that would previously be an across-the-board “-” roll (since both stats rolled in identical numbers) could now become possible upgrades!


Higher Loot Cap Per Chaos to Help Bridge the Gaps

For some players, moving between Chaos tiers was easy enough. For others, the gaps felt like an impenetrable wall. That’s what we’ve heard over and over since the Trials update.

In the loot system introduced in Trials, each Chaos tier drops better and better loot up to a certain point. Once you hit that point, you’ll need to move on to the next Chaos tier in order to keep finding better loot. With this update, we’re increasing the maximum loot cap per Chaos tier. If you can’t survive the leap to the next Chaos tier, you can now progress higher in your current tier. This additional power potential should decrease the gaps and increase your upward mobility.


Increased Gold Rewards

Players weren’t earning enough gold in earlier Chaos tiers. For rough comparison, Chaos 1 only awarded around 13,000 gold per victory, while Chaos 7 awards around 56,000 gold.

So in this update, we’ve increased the gold rewards in all Chaos tiers below Chaos 7, with significant increases in the early Chaos tiers that taper off into the higher tiers. For example, Chaos 1 should now award closer to 21,000 gold, which is around a 60% increase in gold per victory! This should greatly help with the gold squeeze in earlier difficulties. It’s also worth noting that our increased loot drops will leave players with more gold than before. We’ll continue to monitor the gold-per-hour and gold-per-difficulty players achieve at these new values and make more adjustments if needed.

As a result, players will see an increase in gold earnings with this new patch, and that’s not even including the following change:


Consecutive Win Bonus XP & Gold

In this update, we’re rounding out our Consecutive Win feature by introducing Gold and XP bonuses! You’ll begin to earn these bonuses on your 1st overall win, and these bonuses will grow up to a cap. The more you play, the more you’ll earn! (Also, we’re actively working on Matchmaking fixes. Several fixes will come out in this update, which includes possible solutions for being unable to continue after the end of a match, and more fixes are on the way soon. We’ll continue to make the Consecutive Win bonus and Matchmaking feel better and better!)


Experience and Ascension Updates

We’re happy with how fast players are earning Ascension levels when they’re playing at a challenging difficulty. But some players are farming much, much lower difficulties to earn Ascension levels at very fast rates, and it’s thrown off our estimate on how fast players would earn Ascension levels.

When we released Chaos 6 and Chaos 7, some players had steamrolled way ahead of our Ascension estimates by farming earlier Chaos difficulties. In essence, we had two audiences -- one that was at or near the target Ascension level for Chaos 6, and another group that had pulled way, way ahead. Balancing new difficulties for these two different audiences became quite challenging, and we realized we needed to close the gap between them a bit if we wanted to keep releasing new difficulties.

So to help hit that goal, we’ve made the following changes:


New Difficulty XP Bonuses and New XP Curve

Each higher Chaos difficulty gives much more experience. Chaos 5, by comparison, now awards several times more experience than it used to. This means that playing at higher difficulties gives much more experience than playing at lower difficulties.

But we’re also increasing the amount of experience required to earn each level. These changes combined mean that if you’re currently playing Chaos 5, it’s more efficient to farm Chaos 4 or Chaos 5 for experience rather than going all the way back down to Chaos 1. This change won’t alter your existing Ascension level, but it will update the amount of experience you need to reach the next level.

The time-to-level should not increase if you’re playing at a challenging difficulty, but it will increase if you’re playing at a difficulty way below where you should be. In practical terms, this means Chaos 1 will no longer be the most efficient difficulty for every player to earn Ascension levels, especially if you’re well over Ascension 200.


New Ascension Power Caps

While our first change is targeted at smoothing out the rate of progression and encouraging players to play harder difficulties, this next change is intended to limit the overall power of players who are many times over the target Ascension level for our hardest difficulty.

With Chaos 7 being our current hardest difficulty, we have lowered the cap on powers from 999 to somewhere in the mid-100s (roughly 140). Powers that were capped at 10, 15, or 20 are unchanged; only the powers that had 999 caps are affected. As we release harder difficulties, the cap will go up.

If you’re under Ascension level 400, this won’t affect you at all as you wouldn’t have enough points to hit any cap. But if you’re over Ascension 420 (roughly), you may notice you’re starting to hit caps that will require you to diversify your points rather than stacking them into a single power.

Accompanying this change is a free reset of all Ascension points, allowing all players to freely update their Ascension Powers. Our intent is to shrink the power gap a bit between our most dedicated fans (some of whom are over Ascension 1,000!) and the vast majority of our playerbase (most of whom are less than Ascension 300), so we can continue to release content that challenges both audiences in a timely fashion.


New Ascension Level Rewards

We didn’t want this update to be all redos and system updates, so we’ve included some new rewards for reaching higher Ascension levels!

Starting with Ascension level 100 (and continuing up to 1,000), players will earn rewards for hitting Ascension milestones. One of the rewards will be new titles, available to our more dedicated players who push the upper ends of Ascension.


New Multiplayer Enemy Scaling

Thanks to your feedback, enemy damage in multiplayer will no longer scale with each additional player added to the game. Now, only enemy health will scale! Play around with this and let us know how it feels now!


Our First PS4 Trophies

Our first PS4 Trophies are available in this update! This is just a first small batch of trophies; more trophies are on the way!


Quality of Life Changes

  • Max upgrade stat values are now visible on the Item Tooltip. With this change, you can see if maxing out that new loot drop is an upgrade over your current gear!

  • Shards not valid for the current hero will no longer appear on the Shard Equip screen.

  • Shards that are not valid for the current hero will say so on their Item Tooltips in the Inventory

  • When a Relic is equipped to a defense slot, its Item Tooltip will now display stats that are not valid for that defense.

  • Reduced the tower placement barrier for several defenses to make them easier to place next to each other.

  • Added a three-second timer to the Sell All popup to reduce the likelihood of accidental sell-alls.

  • Increased the size of the Siege Roller’s weakpoint by 25%


Balance

Blazing Phoenix Shard

  • Blazing Phoenix's Defense Power scalar increased from 550% to 850%

  • Updated tooltip text to be slightly more clear/correct


Explosive Surprise Shard

  • Explosive Surprise Defense Power scalar increased from 650% to 1,200% at max level

  • Proc chance reduced from 65% to 50%

  • Net change is around a 50% DPS increase for this shard


Enhanced Poison Shard

  • Increased Enhanced Poison's maximum rate bonus from 25% to 40%


Dryad Ability Cooldowns/Costs

  • Removed the cooldown reduction of Dryad's starfall off of primary attacks

  • Cooldown of Starfall reduced from 15 seconds to 5 seconds.

  • Reduced Dryad's mana cost for several abilities

    • Normal Form

      • Ability 2:  20 to 10

    • Corrupt Form

      • Ability 2:  20 to 10

      • Ability 3:  30 to 15


Bug Fixes

  • Fixed several issues that would stop players from being able to Continue to the next map. If this is still happening, please report it on our Bug Reporting Site.

  • Series EV2’s Weapon Manufacturer will now crit properly without needing to hero swap to get it to work.

  • Fixed the Zapper boss getting stuck in the Echoing Tunnel spawn point on Dragonfall Sewers.

  • Fixed the Zapper boss getting stuck in the River Low Patch spawn point on Nimbus Reach.

  • The Annoyance Shard will now properly update when hotswapping heroes (it was staying present in the last location of the hero with the equipped Shard).

  • Crane Stance Shard no longer procs for all heroes that have a ranged attack when an elemental weapon is equipped.

  • Fixed a bug with the Abyss Lord’s right-click attack where the less Hero Damage you had, the more Crit damage it would do. This now scales correctly from Crit Damage.

  • Opening the Inventory while dead will no longer cause Inventory UI issues.

  • Removed the debug text from the Ability Mana Ascension Power information.

  • All individual Lockbox Master Keys purchased from the shop with gems can now properly open lockboxes.

  • All Lockbox Master Keys properly stack now.

  • Fixed level geometry issues on Greystone Plaza.

  • Fixed a bug that stopped players from being unable to purchase the Five Pack of Hero Cards with Defender Medals.

  • L2 context icon in the Shop now properly displays on all resolutions.

  • Fixed collision issues on NPC shops.

  • Context icons for switching between the left/right sides of the Scavenger UI are now displayed with the controller active.

  • PS4 - An error message will display now when attempting to redeem a non-valid redeem code at the Mailbox.


Known Issues

  • In multiplayer, the bonus xp and gold totals shown on the summary screen will show the xp/gold default values for the map instead of the xp/gold correct bonus totals for some players. It’s just a text issue as the correct amount are given to the players. It just shows the incorrect total on the reward screen. Happens about half the time on certain maps.

iamisom

Greetings Defenders,

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

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

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

Blacksmith

Greetings, Defenders!


In this post I’ll be addressing some of the more recent topics that have been on a lot of your minds. The goal of this post is to give you a sense of where we are going with these changes and gather some feedback from all of you as we continue to work on these updates. With that said, let’s dive into it!

Scavenger


The Temporary Item Box (TIB for short) was a fantastic system that served many purposes. Instead of micromanaging your loot in the middle of a match you could trust your TIB to collect it for you, so you could sort through it later keeping your inventory nice, clean, and organized… It even saved items that fell out of the world! However, the infinite free space this provided could be a serious problem when Dungeon Defenders II went free as inventory space is one of our two sources of monetization.


When we removed the TIB, we created the Scavenger to do one job. His goal was to collect items that you rightfully earned but could not collect. So the Scavenger is meant to do half the things the TIB used to do… but what about the other half?


The truth of the matter is, we really didn’t know how bad interacting with loot was because the TIB was functioning as a bandaid for everyone (us included). We decided to rip it off and see what happened, hoping that it would expose the exact inventory issues we have to fix. Now that we’ve gathered enough feedback we are working on all the things Scavenger does not do. While it is still heavily under development, I’m going to walk you through the vision of what we are trying to achieve hoping that it will help alleviate some of your concerns.

Inventory 3.0


We would like to refine the way you are interacting with your inventory to make it more streamlined and less daunting. Additionally, we want everyone to be able to enjoy the game without purchasing inventory space. At the same time, we want inventory space to be something players value and enjoy purchasing. Here are the changes we are considering:

  • Bags can hold a much larger amount of slots (think the size of 4+ bags)

    • individual bag purchases will likely cost more to match the amount of space you receive

  • Players can open only one bag at a time (no need to worry about pesky scrolling issues)

  • Players can customize bags with Sorting Options

    • The first Sorting Option will be the ability for you to flag a bag as “Auto Collect”

      • When a bag is flagged as Auto Collect it will automatically pick up items you did not collect when the game ends

      • There will be a LOT of visual feedback to let you know when your Auto Collect bags are almost full

    • In the future we’d like to add even MORE cool Sorting Options

      • Example:

        • Auto Collect Squire Only

        • Auto Collect Legendary Only

        • Auto Collect Weapons Only

      • Note:  Don’t hold your breath, it might take a while

  • We are also investigating auto collecting items sooner than the end of the game as well as the possibility of expanding the size of a bag. How important are these two features to you?


We think this effectively returns the rest of the functionality of the TIB, but with more control and no timers. Instead, your only limit is inventory space. What do you think?


Please keep in mind that this is the long term vision of the Inventory. We are currently working on allowing you to flag an existing bag as “Auto Collect” as well as the feedback you need to know how full those bags are getting. After that we will be taking a look at the bag size points I mentioned above and in the long term, more Sorting options.


The Nightmare of Nightmare!


When we released Loot & Survive, the majority of our focus was on getting the Campaign feeling right. We also wanted to make sure our new loot systems were functional and allowed interesting conversations to form in the community. Our long-term goal was to provide you all with cool tools under the new system to allow you to shape the meta as the game evolves! As a result, we made a quick pass on Nightmare and left it be.


With Alpha & Beyond we took our first stab at really balancing Nightmare to be difficult. This time around we opted to make Nightmare the ULTIMATE CHALLENGE! We wanted to pull the difficulty back instead of push it forward, because you guys are always better at the game than we (or you) think. And we DID IT! Yaaaay! Except it was a little TOO ultimate…


Why did this happen? Welp, the truth is because we were going fast. We wanted to get you Nightmare I-IV and 4 hero builds as quickly as possible to iterate on your feedback.We had a handful of hardened defenders play an early version of Nightmare and while their reaction was positive, it didn’t give us the quantity of feedback we needed to get the balance right. That requires all of you. And honestly, this is why we’re in Early Access. Over the weekend we gathered all your feedback and decided to make some more changes to N1, N2, and N3. Once we get a good gauge on if you N1, N2, and N3 feel satisfying, we will then transition to figuring out N4.


Our Vision for the DD2 Endgame!


Our vision for DD2 has two sides to it: the Challenge and the Tools.


The Challenge is all about continuously challenging you with more and more content. We don’t want to eternally increase enemy stats and call it a day. We want to reduce the iPwr growth, challenging you to go and combine passives and skill spheres on your heroes to become badass enough to take on the toughest of challenges. We want to create new unique encounters, enemies, and experiences that start appearing in future Nightmare levels. Then, the early Nightmare levels will transition you from focusing on gaining iPwr only to thinking about what you want your hero to do and how to combine that with other heroes.


The Tools are about providing you with a multitude of ways to customize and express your lineup of heroes. Getting the right passives, getting the right power on those passives, and combining them with other heroes… but most important of all, it should be about all of you banding together to theorycraft ideas and evolve the meta. Whenever you one-up our challenges, it will be down to us to come up with newer challenges (and tools to take those on).


That is the (hopefully) bright future we want to push towards with DD2. We have a ways to go. We are currently working on many more passives and skill spheres to add to the game. With this next patch we plan on adding at least one full set for each hero. We also have several feature proposals that will provide you with even more tools in the works. And finally, we need to fix a lot of the issues that are making the loot grind a bit too grindy… We know it is getting harder and harder to get the right passive with the right stats and we’re working on some systems to fix that.


Controller Support Soon!

So uh… Controller support is coming soon… sooner than you think actually! I see this come up a lot in your feedback so I just wanted to throw it out there.


Closing Thoughts!


DD2 has come a long way over the past couple of years. A lot of blood, sweat, and love is going into this project but none of it would have been possible without all of you and your feedback. At the end of the day we are making this game for you and hopefully MILLIONS of other soon-to-be Defenders!


The next few months are going to be very exciting for both of us as we gradually start opening the floodgates. An influx of new players will gradually make their way into DD2 and it is up to all of you to act like awesome senpais and show them the ropes!


At Trendy, we are moving super hard and super fast to do everything we can to prepare for when that day comes. Sometimes we move so fast that it might feel like we are releasing things prematurely or that we are ignoring your requests and feedback. Please understand that we are releasing things prematurely -- that's the point of being an Early Access game. The faster we get something to you, the sooner we get your feedback and the quicker we get to react. In the coming months I encourage you all to focus your feedback and give us as much as possible. Constructive feedback drives us and helps focus on what you want to see in Dungeon Defenders II.


I can guarantee that on the other end of the screen is a small but devoted group of passionate developers whose sole purpose in life is to make the coolest game for all of you. And if it isn’t too much trouble, remember... we are human too.


iamisom


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The patch is now live on both Steam and PS4! Here are the patch notes:

Series EV2 Hero Sale!

  • For the next two weeks, Series EV2 and the EV2 bundle are on sale!

    • Series EV2 Hero:  900 Gems

    • Series EV2 Hero + Costume Bundle:  1,400 Gems


Lavamancer

  • Defense Medal cost reduced to 10,000!


Improvements

  • Map-specific item drops (like the Toxic Shock bow) can drop up to iPWR 700 in NM4, regardless of the iPWR of the map.

  • Loot drops for the Gun Witch, Abyss Lord, Series EV2 and Lavamancer now have Loot V2 stat pairing hooked up.  This was fixed for the Molten Tome. We're working on getting this fixed for the new heroes! 

  • Players kicked from a public game can no longer rejoin the game.

  • Added a DPS Numbers Only option for Target Dummies in the Options Menu.

  • Reduced the number of enemies in an Onslaught Horde wave.

  • Controller:  Interacting with NPCs and picking up items is now bound to R3. Ping is now functioning properly on L1 > R1.

  • Earthshatter Fault Line passive changed to have a chance to knock enemies up.


Balance

  • Fissure of Embermount starts dealing damage to enemies at Tier 2 now.


Bug Fixes

  • Several memory leaks that caused players to fall through the game world have been plugged. If you are still experiencing this issue, please contact our customer support and attach your client log from the session where it occurred. Directions for this can be found here.

  • Material and texture loading optimized to decrease loading times.

  • Maw of the Earth Drake no longer gives nearby towers attack speed boosts when under the effect of Eruption.

  • Incursions should now drop the correct rewards.

  • Fixed a bug where the Earthshatter was still causing AoE damage.


New Weapon Drop Locations

  • The Wyvern Den 

    • All Betsy Weapons

  • Harbinger’s Warship

    • Squire Harbinger Shield

  • Nimbus Reach

    • Storm Boots

    • Apprentice Harbinger Staff (Hero)

  • Greystone Plaza

    • Storm Chest

    • Squire Harbinger Sword (Hero)

  • Assault on Throne Room

    • Storm Gloves

    • Huntress Harbinger Bow (Hero)

  • Buried Bastille

    • Storm Helm

    • Monk Harbinger Polearm (Hero)

  • Wyvern Enthusiasts Incursion

    • Huntress Phantom Phoenix Bow

    • Huntress Harbinger Bow (Defense)

  • Malthius Incursion

    • Monk Infernal Combustor Polearm

    • Apprentice Armageddon Staff

    • Squire Scarlet Enforcer Sword

    • Huntress Armored Cleanser Bow

  • Griblok’s Horde Incursion

    • Squire Impaling Cutter Sword

    • Squire Harbinger Sword (Defense)

  • Chrome Enemies Incursion

    • Huntress Toxic Shock Bow

    • Monk Harbinger Polearm (Defense)

  • Forest Poachers Incursion

    • Apprentice Chilling Touch Staff

    • Apprentice Harbinger Staff (Defense)

  • Unholy Catacombs Incursion

    • Squire Sword of Unholy Fire

  • Kobold Bling King Incursion

    • Huntress Bling O’ Midas Bow

  • Bastille Master Incursion

    • Apprentice Ghastly Halberd Staff

  • Power Surge Incursion

    • Monk Glaive of the Storms Polearm

  • The Demon’s Lair Incursion

    • Abyss Lord Molten Tome


PS4 players will get these changes later this week!

iamisom



Dungeon Defenders II is officially out of Early Access and free-to-play on Xbox One, PC & PS4! With this major milestone in our game’s history, we’re releasing Update 1.0.

Update 1.0 focuses on our New Player Experience. This update fixes a ton of bugs, adds a lot of polish, introduces more quality-of-life changes, improves our early-game experience, and gets new players through Campaign and deep into Chaos. After today, we’re spinning up on features and changes you’ve been asking for (Endless Mode says hi).

We’ve been in Early Access for more than two years. With more than 60+ updates, Dungeon Defenders II has grown up before our very eyes. It’s been exciting and, quite frankly, a little unnerving to develop a game with you watching every step of the way. Our growth and improvement is because of your support, your feedback and the dedicated members of our team who went above and beyond to drive our game forward. We’re proud of where Dungeon Defenders II is today, but launch is just the beginning. With your support, Dungeon Defenders II is only going to get bigger and better!

Here are the notes for Update 1.0:

Xbox One Version Available Now!

Brewed in secrecy, the Xbox One version is finally here! Download the game for free here.

The Xbox One version includes:

  • All of the content & features from the other versions of the game

  • A limited-time exclusive map & Incursion:  Yeti’s Revenge

    • This map and Incursion will be available on PC & PS4 in our next major update!

  • An exclusive pet

  • An exclusive weapon

 

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Features

The Initiate

Come on and SLAM!

The Initiate is our first gender-swap hero. This powerful Chi-wielding warrior is the gender swap of our bald friend, the Monk. She uses the same defenses as the Monk, but she comes with a suite of new abilities:

  • Chi Stomp:  A powerful slam that can be activated in mid-air!

  • Crippling Chi Wave:  The Initiate builds up a glowing ball of Chi and launches it at her enemies, which damages and debuffs any enemies hit!

  • Talisman of Empowerment:  The Initiate places a talisman on the ground that temporarily boosts the power of nearby defenses!

The Initiate is available at a lower Gem and Defender Medal price than other heroes. And don’t worry:  The Barbarian will have his time to shine soon.


Updated Tutorials

Play our all new Tutorial map and check out our new Tutorial videos with the new How To Play Menu! The new videos and map cover a variety of helpful hints, tips, and tricks that will aid in your defense of Etheria!

 

Updated Story and Campaign

Etheria has never felt so alive! Play through the updated story in our revamped Campaign experience and stave off the Old Ones advance. Prepare for new threats and twists that will appear. Make sure to keep an eye out during Build Phase!

 

New Summary Screen & Score System

At the end of each map, whether you win or lose, there’s a new summary screen that will score you based on your performance. Our new scoring system includes many different modifiers and bonuses to help you tweak your builds and get higher and higher on your personal mental leaderboard. Shortly after the release of score, we’ll add some form of score tracking for players to see!

 

Updated HUD & Health Bars

We’ve updated a number of our Heads-Up Display elements to make the UI cleaner while providing more information. The biggest change is the addition of hero deck hotkeys above the Health Bar. Now you can easily see which hero is in which hero deck slot hotkey, which is especially handy if you’re the kind of player who constantly rotates heroes in and out of your Hero Deck!

 

New Tower Skins

Check out the all new Bit Crush Dryad, Woodland Apprentice, and Hypno Abyss Lord Tower Skins! (Time for an Abyss Lord/Monk defensive DANCE PARTY! Unce unce unce #hype)

 

New Shard Icons

We’ve added new iconography for some of the most popular Shards in the game. We’ll continue to improve on our Shard icons after launch!

  • Channel - Icon Type Change

  • Inspiration - Icon Type Change

  • Hero Critical Strike - Minor Border Change

  • Life Leech - Icon Type Change

  • Speed Boost - Icon Type Change

  • Superconductor - Icon Type Change

  • Construction - Icon Type Change

  • Explosive Guard - Icon Type Change

  • Defensive Critical Damage - Minor Border Change

  • Destruction - Minor Border Change

  • Fortification - Minor Border Change

  • Deadly Strikes - Icon Type Change

  • Panic Fire - Icon Type Change

  • Press Your Luck - Icon Type Change

 

Incursions & Legendary Weapons

As part of our New Player Experience, we’ve introduced Incursions into Chaos! The goal of our Incursions is to provide variety and progression milestones as players progress through Chaos.

Each Chaos tier will now have its own unique Incursions. After completing an Incursion, you’ll unlock unique Legendary weapons at the Wayfarer! The Wayfarer will forge these unique weapons based on your highest powered hero. The Wayfarer will sell these weapons for Defender Medals, so be sure to sell those Souls4Gold when the update comes out!

As for long-term gameplay variety in our endgame, we have a number of interesting changes and features we’re going to add post-launch. Stay tuned!

 

New Weapons

In addition to the Wayfarer weapons, we’ve added many new weapon models to the game across many of our different heroes. Go forth and get that sweet new loot!

 

PS4 Optimization

This update improves PS4 framerate, especially when a lot of enemies are on-screen at once. This is just the first of our optimization updates for the PS4 -- shortly after launch, we have a litany of other changes that should improve framerate even more!


Quality of Life

  • Added a new Minimum Ascension Level host option.

  • Added the ability to rename your heroes for free in the Inventory.

  • Added controller sensitivity option on PC.

  • Revamped range indicator decals for visibility.

  • Now you can play and access everything on PC with a controller, including the Options Menu!

  • Added the names of defenses under relic slots.

  • Added Server Region display to the Main Menu.

  • Improved the Flamethrower Tower’s visual effects.

  • Added a minimap and NPC blips to the Heroes Marketplace.

  • Improved player name display with proper capitalization!

  • Added a “Hold <blank> to rotate tower” for PC controller users.

  • Improved and unified the look of many different UIs.

  • Updated the first quest in the game to have smarter text and a better UI.

  • Victory chests show up on all minimaps.

  • The War Table in the Private Tavern should now default to Private Games. Such private. Many seekrits.

  • Updated the game icon to the Squire’s Head. This was the most important change of all.

 

Balance

Core Health

  • Increased the core health in Chaos to protect against enemies one-shotting the core

 

Shards

  • Ballista - Black Arrow damage increased from 50% to 60%.

  • Cannonball - Stun Fire proc increased to 25% and stun duration from 2.4 to 3.0 seconds.

  • Cannonball - Heavy Cannonball damage increased from 950% to 1250%.

  • Earthshatter - Earth Toss proc chance increased from 35% to 100%. Knockup duration increased slightly.

  • Fire for Effect chance increased from 25% to 45%

  • Flame Aura - Encroaching Flames proc chance increased from 25% to 30% and damage increased from 40% to 60%.

  • Skeletal Archer - Explosive Arrows proc chance increased from 15% to 30% and damage increased from 110% to 450%.

  • Snakes on a Plane - Proc chance increased from every 5 seconds to every 3 seconds and damage increased from 525% to 3000%.

  • Enduring Bubble - Levels increased from 8 to 10. Buff duration decreased from +5 seconds to +2 seconds.

  • Lateral Blast - Damage increased from 725% to 2250%.

  • Mega Rock - Proc chance increased from every 10 volleys to every 5 volleys. Damage increased from 1150% to 4000%.

  • Frosty Proton Node - Proc chance increased from 5% to 25%, duration decreased from 5 to 2 seconds.

  • Gunwitch’s Hunting Blind Tower damage unchanged from 0% to 0%.

 

Betsy Weapons

  • Betsy weapons now have their shards locked in a shard slot to mimic their old, pre-shard passive effects.

  • Apprentice and Huntress Betsy Weapons have had updated firing rates and damage to better match our new balanced solutions.

  • Updated Betsy’s Empowered Lightning Shard description to make more sense.

 

Bug Fixesss

  • Fixed another magical Proton beam crash. Huzzah!

  • Fixed an issue with an endless black screen after multiple loading screens.

  • Hero Information and Currency indicators should no longer overlap.

  • Improved fullscreen and windowed game display modes.

  • Fixed another Siege Roller stuck issue.

  • Power Transfer Shard functions when equipped to Boost Aura now.

  • “Speeds” are “Orbs” again.

  • “Skulls” are “Marks” again. We have no idea how that happened.

  • This also means the Orb and Mark filters work again!

  • Abyss Lord’s Abyss Stones are now able to crit.

  • This update fixes a bug where multiplayer enemy health scaling was scaling higher than intended. Per-player enemy health scaling is now +25% rather than +50%. Go forth and defend with friends!

  • Fixed an issue where you could not drop a Shard onto a bag icon.

  • Shard Packs and Shards should go through the proper auto-collect flow now.

  • Fixed a text pop up at a really high Ascension level.

  • Jumping and using the right click dash on the Lavamancer should work properly now while dashing around the map. No more randomly hitting invisible walls! HOORAY!

  • The Ogres on the Forest Ambush Incursion thought it’d be really cool to just T-pose for fun. We set them straight.

  • The crosshair reticle should now turn the correct colors when targeting allies and other things in game. It will be colors other than red now! ADDITIONAL HOORAYS.

  • Updated several error message text to make more sense.

  • The resolution selector in the Options Menu is now scrollable with scroll wheels.

  • The World Tree now properly gets destroyed during the Victory animation if it’s too close to the Victory Chests.

  • Updated the description on the Shadowflame Dagger.

  • Updated the consumable tooltip to use the new UI.

  • Combined Power - Serpent’s Coil beams will now attack training dummies.

  • Updated the error text if there are no marked targets for Arcane Volley.

  • Gunwitch’s Snipe Critical Damage Shard no longer applies to all elemental damage.

  • Fixed the Level 50 Level Up Pop Up to show Level 50 instead of “Level 0”.

  • Renamed the default hero names to their classes.  Squire is now “Squire.”  Monk is now “Monk.”  Barbarian is now “Pete.”

  • Fixed a challenge display issue where it would render completed challenges twice in the UI.

  • Flame Aura properly calculates crit damage and chance into its inspected DPS number.

  • Fixed a matchmaking issue where if Player 2 declines, then Player 1 gets an “Unknown Error.”

  • Fiery Brimstone Shard now only works for the Abyss Lord as originally designed and fixed the critical damage scaling on the procs from 100% to 12% where it should be.

  • Unequipping items will go through the auto-collect flow and go to the bags that they should be.

  • Fixed an issue where swapping to EV2 Mark III was causing a rogue torso to display.

  • Fixed Drakken’s eyes and mouths to be glowing properly.

  • Added a notification that a party request has been sent to another player.

  • The “Could not authenticate with Steam… try again?” pop up was missing some buttons.  We gave them back.

  • Fixed a crash if you had selected Exit on a menu screen while an immediate message was being displayed.

  • Mystic’s Dark Torment damage over time critical effect is no longer scaling inversely with hero damage.

  • Fixed a billboard issue on Siege of the Throne Room.

  • Fixed an area where Kobolds could get stuck in the Ruins.

  • G4T0’s facial animations have been restored! Beep boop. Bloop.

  • Fixed a boost aura description typo.  “Precentage” is right… right?

  • Fixed small lighting issues on the Dryad Hornet’s Nest and Slime Pit.

  • Monk’s alternate attack is no longer blocked by towers.

  • Fixed the wyvern death animation.

  • The Weapon Filter on the Filter By… bag no longer has defense stat options.

  • Fixed a spot on Dragonfall Plaza where the Dryad could exit the map.

  • Fixed several small issues with tower damage challenges.

  • Fixed a massive performance issue with Shield Geodes.  Should be most noticeable on PS4.

  • PS4 - Dark Torment’s visual effects now display properly.

 

Known Issues

  • No “Press G to End Match” message is displayed after beating wave 4 on Airship Battle. This is only a visual problem and G still functions correctly.

  • Glaive of Storms isn’t currently purchasable in the wayfarer shop. It still unlocks and drops from the Power Surge Incursion.

  • Glaive of Storms’ unique shard is missing its icon.

iamisom



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

Features

  • New Map: Molten Citadel

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

  • New Incursion:  Demon’s Lair

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

  • New Abyss Lord Weapon: Scorched Tome of Molten Brimstone

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

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

  • New Incursion Enemy:  Lava Guardian

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

  • New Squire Costume:  Guardian of the Molten Citadel

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

  • Changing Terminology

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

  • Additional Changes

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

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


Balance

  • Skeletal Ramster targeting yaw increased from 10 to 17.

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


Bug Fixes

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

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

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

  • Fixed some legacy pets having unexpectedly high stats.

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

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

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

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

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


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

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