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iamisom

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


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



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

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

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

See you next week.

Love,
The Trendy Team

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

iamisom

Elliot Cannon, Creative Director

Up Next

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

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

Incursions!

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

Earning Defender Medals

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

Heroes

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

Game Browser

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


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

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

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

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

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

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

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

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

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

  8. Redesigning passives as we know it.

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

  10. Refining the Lavamancer.

  11. ...etc.


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


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

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

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

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


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

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

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

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

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


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

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


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

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

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

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


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

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

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


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

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


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

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

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


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

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

pmasher

New Hero: Round 2

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


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


Here’s how it works:


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

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

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

  4. Here are the rounds and dates for voting:

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

This is Round 2:  Barbarian vs. Mystic.


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


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


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


Who will you choose?

iamisom



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

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

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

Love,
The Trendy Team


Features

  • New Hero:  Series EV2!

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

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

  • New EV2 Costume:  Mantis Striker

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

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

  • New Summary Screen

    • Updated the Summary Screen to our new UI format.

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

  • Loading Screen and Summary Screen Tips

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

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

  • Tutorial Missions

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


Balance

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


Bug Fixes

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

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

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

  • Fixed a stuck flying enemy issue on Dragonfall Sewers.

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

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

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

  • Fixed an accessory icon issue.

  • Lockbox Bugfix Pass

    • Huntress Lockbox now contains Simple Leather Dress

    • Monk Lockbox now contains Jade Fluid Harness and Barrier Harness

    • Apprentice Lockbox now contains Fancy Traveler's Hat

    • Monk Lockbox no longer contains Reaver Marking

    • Squire Lockbox no longer contains two Battle Helms


Known Issues

  • Keybindings get reset during our updates.

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

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

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

  • The Inspect Defense for several towers displays irrelevant information.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

iamisom

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

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


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


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


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

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

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

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


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

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


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

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

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

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

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

Gun Witch animations are done!  For now…  

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


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

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


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

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

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

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

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


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

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

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iamisom

Devstream 57 Recap



Missed Friday's Devstream? Here's a recap!

Series EV2 Full Gameplay

Throughout the stream, we showed off EV2’s full defense and ability kit, as well as a look into some of her passives and Skill Spheres. Check out the Devstream archive above!


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New Hero Vote: Round One

Now that Series EV2 is finishing up, the Gun Witch and Lavamancer are on their way! Only you can decide who will come next -- The Barbarian, The Man & Machine, or The Mystic.

The first round ends Friday, so go vote!


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Deal of the Week

New sales begin every Monday! This week, get 50% off on the Ramster Knight Squire costume. Head to the Costume Shop to save!


May Mission Madness

Each weekend in May, get a new Daily Mission every 8 hours! There are only two weekends of the event left (May 20th - 23rd; May 27th - 30th), so be sure to take advantage of the event in order to get new heroes and Skill Spheres.


PS4 Roadmap

And finally, we’re working hard to get the PS4 version caught up with the Steam version! Here’s our most recent PS4 roadmap, which is subject and likely to change:

  • Early June:  Calling All Heroes + Unholy Catacombs update release

  • Late June:  Series EV2 + Buried Bastille update release

  • July:  All caught up!

iamisom



Meet Series EV2 before she lands in Etheria on May 19th! Watch the trailer above for an overview of her defenses and abilities, and then watch our Devstream Friday at 5PM EDT to see her in action!


Series EV2 Bio

Power. To some, it comes naturally. For others, they must make it for themselves. Series EV, a childhood friend of the young heroes, left to find her creator when their power grew while hers stalled. She didn’t find her creator, but she found something even better:  his workshop. Outfitting herself with a new arm cannon, a titanium chassis and new defenses, Series EV2 will blast through anyone foolish enough to stand in her way. Let them say she’s not powerful enough now. She’s happy to prove them wrong.


Node Defenses

Series EV2 can chain multiple nodes together to make intricate beam defenses.


  • Proton Beam:  Zaps enemies and slows them down. Enemies that die within the beam disintegrate. We hear it’s quite painful.

  • Reflect Beam:  Build a reflective wall that sends enemy projectiles flying back at them. But it’s more than just a utility defense. A torpedo moves from node to node dealing explosive damage in a radius when it reaches a node -- the longer the chain, the more damage the torpedo will deliver at each node.

  • Buff Beam:  All defenses that pass through the beam gain additional Defense Speed and Defense Power.

  • Weapon Manufacturer:  Build an Atomic Launcher or a Mega Death Laser! Instead of placing nodes in a linear fashion, this defense has a central node (the weapon pickup station) and outward nodes that connect directly to the central node. The outward nodes act as mini-auras, damaging enemies and reducing their attack damage. As enemies die in these nodes, the central weapon charges. At 100%, EV2 can equip the weapon and use it to devastate foes. The pickup alternates between the Atomic Launcher and the Mega Death Laser after each full charge.


Abilities

Each ability uses Heat. When the Heat Bar is full, she dispels Heat with her primary attacks.


  • Anti-Gravity Bots:  Flying buoys of death. Bots detonate when you shoot them. Any of your nearby bots caught in the explosion will also blow up, so you can cluster them and fire at one to make the whole thing go boom. Makes a great welcoming present for enemies.

  • Death From Above:  Super flying robot! EV2 leaps high into the air and leaves a holographic decoy on the ground that taunts nearby enemies. As she slowly floats back down, the decoy explodes. And it all looks really awesome.

  • Proton Charge:  With a series of twists and turns, EV2 transforms into a turret, firing a devastating beam at enemies.


Canisters

Her weapons. Canisters correlate to a different weapon from another hero:  Sword, Bow, Tome, Polearm and Staff. EV2 inserts the canister into the Integrated Arm Cannon, changing both her primary and secondary attack. Each canister has a different firing pattern:


  • Sword Canister

    • Very short-range shotgun bursts

  • Bow Canister

    • Single target – high damage – long range

  • Polearm Canister

    • Spread shots – medium range

  • Staff Canister

    • Burst fire – long range

  • Tome Canister

    • Explode on impact – small AoE


Some say there are Legendary canisters that have unique firing patterns and effects...

iamisom

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Elliot Cannon, Creative Director

We’re on the homestretch with EV2! Look out for her trailer tomorrow! Like the Abyss Lord’s video, it’ll showcase her full kit in game.

I can’t wait to see what you do with her. Many of her defensed are node based, so the pattern makes a huge difference on the defense’s effectiveness. The aspect that’s interesting is not only are you thinking about where to put the defenses, you’re thinking about the node pattern in conjunction with your existing defenses or the defense of players with you. Check out Dan’s layout below! When you’re not laying down defenses, you’ll find there is a lot of flexibility in her canister-based shot patterns when paired with her abilities. She’s a cool hero and has a ton of different tools. The key is in the geometry. #Εὐκλείδης

My focus is the future. Planning for the next set of major features, doing vision-level design work, and getting way out in front of the coolness with improvements to the game that matter. We have some very big stuff coming this year. It’s going to be fun.

For now, know the dudes here are fixing bugs, refining details, polishing, and bringing it all together. It’s hard work, and lots of team folks in-house and on contract gave up tons of real life personal time to make sure EV2 rocks.


Daniel Haddad, Design Director (Blacksmith)

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EV2 is nearly done. She’s probably our most ambitious hero to date and we’re all very excited to see what you think of her. A lot (can’t overstate this) of work went into getting her ready. Lots of stress and late hours but the team did a great job so far. Derek, Pat, John, Brian, Yao, Afshin… we all put a lot of extra hours to get her to where she is. Also Civ VI just got announced, life is beautiful.


Josh Isom, Community Manager (iamisom)

Don’t forget:  You have until Friday to choose our next map! The vote is only 6,000 points between each other, making this one of our closest votes yet. I fully expect some last-minute point bombs to drop, so make sure you’re watching the page around 12PM EDT on Friday to ensure your choice wins. And there might be a new vote on Friday...


Tim Shannon, PS4 & Live Producer (TimmyTrashTier)
IT’S FINALIZATION TIME! PS4 still has a little ways to go to be ready, but PC is closing in on release.


Brian Goodsell, Eternal Intern (bgoodsell)

Working on fixing a number of collision issues in maps. One of EV2’s abilities (which you’ll learn more about this week) has forced our hand in polishing some problematic collision areas in our maps, as well as fixing (and in some cases finishing) our out-of-bounds (oob) geometry.

Point being: our ceiling collisions are ready.

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And you can expect to see at least 50% less broken world. An example is this building. The roof doesn't look like this currently.

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In addition, Dan Haddad and myself are working closely to finish off EV2’s visual effects now that we have our towers in a fun state.

Currently listening to:  “Gangsta” by tUnE-yArDs


Daniel Diaz, World Builder (DanielKaMi)

Winter's not coming in our next level; it's always there. For thousands of years only true defenders have survived in these lands!.


Jesus Diaz, World Builder (N3oDoc)

We already made some good progress on the ice themed level but there is a lot to be done yet. Also doing some fixes to some of the campaign levels.


John Muscarella, Digital Puppet Master (Muskie4242)

We all know witches ride brooms, but do Gun Witches ride Gun Brooms?  Who is to say?  Certainly not I.

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The Gun Witch is coming along very well. I’m excited to see her in action in the near future. Right now though, we need some laser focus on EV2. She’s so close to done, and we’re getting everything finalized. It’s great to see another hero come to fruition.


James Reid, Software Programmer (Driscan)

I’m in pure bug fixing mode! Doing everything I can to crank through as many bugs as possible!


Jason Yu, Associate Producer (urfyness)

Series EV2 is really coming together. I want to give a shout out to the team for their hard work. She is definitely the most complex heroine our team has done, and I especially love her VFX. (Good work Brian!) Also, special shout out to the RQA and RPG teams. We’ve given them a number of playtest builds with extremely short deadlines to fill out multiple long surveys so thank you for your help. And thanks to all of our fans who continue to support us as we continue to make improvements to the game.
iamisom

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


Series EV2 lands in May. Are you ready?

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

Here’s what we’ve revealed so far:


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Proton Beam

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

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



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Torpedo Beam

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


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Anti-Gravity Bots

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

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

iamisom

Here are the notes for Hotfix 12.2 for Steam:

Bug Fixes

  • Fixed a server crash. This one should solve the majority of server crashes that started happening with the Unholy Catacombs update. Thanks for submitting your reports to the Tavernkeeper, and if you’re still seeing crashes when trying to enter games, please let the Tavernkeeper know!

  • Added some quality of life changes to the Unholy Catacombs Incursion:

    • Now if all torches are lit the same color, players just need to get near them to get the buff. You no longer need to switch through one whole cycle to get a fresh buff of the same color.

    • Reduced cooldown on switching the color of the torches from 1 second to .5 second.

    • To help colorblind players and increase readability of the torches, we’ve added in-world text to describe the color of the torch.

  • Skipping the tutorial will now set the difficulty to Normal instead of Easy.

iamisom

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May the Fourth be with you, Defenders! Here's what we've been working on this week:


Josh Isom, Community Manager (iamisom)

You have until May 13th to choose the next map! This vote is between the Crumbled Bulwark and The Buried Bastille:

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Crumbled Bulwark:  A remake of DD1’s Ramparts. A full moon hangs over this fragmented castle fortress. Medium-sized map. Three cores.


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The Buried Bastille:  A remake of DD1’s Glitterhelm Caverns. This underground fortress has three wings, each filled with the distinct, lingering smell of death. Large map. Four cores.

Which one would you like first? Vote here and let us know!


Tim Shannon, PS4 & Live Producer (TimmyTrashTier)

New monthlies are out and everyone should be swimming in new pets on the PS4. The PS4 Inventory Pack is still held up in Sony’s QA, so I’ve been trying to sort that out. I’m looking into the events system as well because we’d like to do more than the triple daily mission refresh, but we have to figure out how to do it efficiently first. 

If you scroll down to Mr. James Reid’s entry, you’ll see that we’re working studio wide on improving the split-screen experience by reducing the number of fullscreen takeovers. 

Other than that, we’re working on some server and client stability improvements that should be shipping this week as well.


Brian Goodsell, Random Employee (bgoodsell)

Ever make a visual effect that you could just stare at for hours? 

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Made a cool visual behavior setup for one of EV2’s towers to reduce beam noise because of the way in which you can place this tower. 

Currently Listening To:  Sarah Jaffe - "Defense"


Steven Collins, Lead Level Designer (Esorath)

With the influence vote in full swing, we are ramping up on an incursion for the map that wins the vote. Gathered some good feedback from the forums about the latest incursion, and the next patch will have some quality of life adjustments to the incursion to make it more accessible. 


James Reid, Software Programmer (Driscan)

Greetings Defenders!

This week I’m working on making sure our new UIs are split-screen friendly. They should be much easier to read and navigate on the PS4 and PC (when split-screen becomes available). I also updated the Summary Screen to be muuuuuch simpler with a little sizzle to it. The final touches are going in now that sound and art have gotten their hands on it.

For the rest of the week I’ll be working with Brys on the Server Browser.

And now for some pictures!

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Dani Moore, Remote QA Manager (Dani)

Testing continues on EV2 and more. Folks that haven’t been contacted yet, should hear back from me soon. We’re bringing in new playtesters in rounds, and the next round will be soon. 

Also working on hotfixes and looking at the latest DD1 community beta patch!


Daniel Diaz, World Builder (DanielKaMi)

We just started work on a new level! Another DD1 remake! As always, the first thing we do is to define the tileset, so we did some visual tests and built up some architecture, and then Jordan came up with this visual reference callout. Simply stunning!

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Jesus Diaz, World Builder (N3oDoc)

This week we are working on a new map. We are establishing the tileset for the level, which means creating the basic modular pieces such as trims, walls, grounds...


John Muscarella, Digital Puppet Master (Muskie4242)

This week I’m spending a little bit of time polishing EV2's animations and making a few small tweaks. Most of my time, however, is focused on the hero after EV2, the Gun Witch!

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I am also working on adding some animated elements to our new maps. So many skeletons hanging from the dungeon ceiling, so little time...


Chris Flores, Lead QA (likethatwhenigothere)

Still chugging away at hotfixes as they come in ( _._) . But more than that, we’re full charge ahead with testing of the current milestone. That means testing on EV2, new costumes, new skill spheres, new passives, new metrics data to track, new weapons, all while making sure all the old stuff still works. I’m getting too old for this.


Dan Pingston, Character Artist

It puts the lotion on its skin...and by lotion, I mean pixels.

iamisom

Here are the notes for the second Carnival hotfix on PS4!

May Monthly Mission:  Big Hits

  • Requirements:

    • Get 2,000 Hero Ability Kills

    • Get 2,000 Environment Kills

    • Get 5,000 Hero Crits

  • Rewards:

    • Pets:

      • Dragolich

      • Scourge Dragon

      • Narwhagon

    • Title:  The Big Shot


Bug Fixes

  • The Scavenger should no longer duplicate items when he auto-collects them.

  • Fixed an issue where hitting “X” on Lockbox keys consumed them.


Major Known Issues

  • Font Size Too Small:  This is one of our top priorities to fix. We don't have anything definite for you in terms of timelines (milestone plans aren't finalized), but this is something we are actively trying to get on the schedule.

  • Jump Button Same as Pickup Button:  Same as above. A top-priority issue.

  • Maps Not Appearing on War Table:  We think this is a race condition that is exacerbated by the length of time it takes to load profiles. While we work on improving load times, we recommend making sure your profile has fully loaded and your gems have loaded in before attempting to open the War Table.
iamisom

Here are the notes for Patch 12.1 on Steam!

May Monthly Mission:  Mesmerization

  • Requirements:

    • Slow 100,000 Enemies

    • Knockup or Stun 10,000 Enemies

    • Provoke 1,000 Enemies

  • Rewards:

    • Pet:  Dragolich Variant

    • 300,000 Gold

    • 2,000 Defender Medals

    • Title: Mesmerizing


Bug Fixes

  • Made a code change to hero hotswapping to improve server stability.

  • Added a 1 second Build Phase cooldown to hero hotswapping to improve server stability.

  • Removed “Brought Hero Into Combat” announcer text to improve our sanity.

  • Pet rerolls should no longer give duplicate empowerment stats.

  • Skill Spheres should now properly update if a player changes a Sphere and then swaps to another hero.

  • UI will now update to reflect recent actions -- for example, if you leave a party, the “Leave Party” button will now properly disappear.
iamisom




May Mission Madness

  • Beginning this weekend, we’re hosting the May Mission Madness event!

  • Each weekend in May, get a new Daily Mission every 8 hours!

  • These weekend events will run from 6PM EDT Friday to 10AM EDT Monday.


New Influence Vote:  Choose the Next Map

  • We’re working on a series of map remakes from the original Dungeon Defenders, and we want to know which one you’d like to see first! Each map will come with a custom Incursion, a unique reward weapon/item and an iPWR 750 loot piece (similar to the Unholy Catacombs update).

  • This vote is between:

    • Crumbled Bulwark, a remake of DD1’s Ramparts!

    • The Buried Bastille, a remake of DD1’s Glitterhelm!

  • Vote here!


PlayStation 4 Roadmap

  • Here’s the latest PS4 roadmap. Keep in mind that this is subject and likely to change.

  • Early June:

    • Calling All Heroes + Unholy Catacombs update release

  • June:  

    • Series EV2 + the next Mid-Milestone update release

    • At this point, it’s our goal to be caught up!

  • We appreciate everyone’s patience, and we’re super excited for the PS4 and Steam versions of the game to be on the same update cycle!


Upcoming Content

  • What We’re Releasing Next:

    • New Hero:  Series EV2 + EV2 Costume

    • New Enemy:  Siege Tank

  • What We’re Working On:

    • Game Browser (Session List)

      • A list of every active match happening in the game! Find and create the perfect match for you.

    • Strategic Revamp

      • A complete overhaul of how enemies, towers and heroes interact with each other. Our goal is to provide more strategic depth to the game. How deep? So deep. 3deep.

    • Gun Witch Hero & Costume

    • Lavamancer

    • More New Heroes

    • Dungeon Defenders Map Remakes

    • PS4 Calling All Heroes & Unholy Catacombs

  • What We’re Working On Next:

    • More weapons like the Sword of Unholy Fire

    • More Incursions like Spectral Knight

    • More enemies like the Dark Assassin


Series EV2

  • Sneak Peek: Series EV2

    • Want to help test her out? Join the Remote Playtesting Group! Email dani.moore[at]trendyent[dot]com for more details.

    • Canisters

      • EV2’s weapon drops. We showed off five different canisters. Each canister changes EV2’s primary and secondary attack, but we only showed off the primary attacks in the stream:

      • Sword Canister

        • Shotgun Blast

      • Bow Canister

        • High Calibur Round

      • Polearm Canister

        • Wave Knock Back

      • Magic Staff Canister

        • Slow moving, piercing shot

      • Tome Canister

        • Large Area of Effect

    • 1st Ability:  Anti-Gravity Bots

      • Mini Air Defense. Launch a bot into the air and then shoot it to blow it up at opportune times. Can have multiple bots in the air at once.

      • If other bots are nearby, the explosion will blow them up, too, so you can chain them together.

      • Only EV2 can shoot them to blow them up at the moment. Still trying to decide if that should be the case in the final version.

    • 1st Defense:  Proton Beam

      • When an enemy touches the beam, it’ll take damage in ticks.

      • Unlike DD1, EV2 can connect multiple nodes together.

      • We imagine we’ll see some…*ahem*...colorful creations on the Steam screenshots section.

    • 2nd Defense:  Torpedo Beam

      • A torpedo travels from node to node, dealing AOE damage as it hits each node.

      • The more nodes it travels to, the more damage it’ll deal.


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iamisom

Elliot Cannon, Creative Director

The Unholy Catacombs update is here! 

This mini-release has tons of cool stuff and some new things we’ve never tried before. Usually we have a big backlog of items we bundle together into a single theme and a major patch release, but we currently have tons of long-term things in progress, (strategy revamp, Game Browser, more UI improvements, and new heroes to name just a few), so we thought it would be cooler to have a mid-milestone release with gameplay and new stuff for you to have fun with. Let us know if you like it!

If you've checked our Dev Logs over the last few months, you’ve probably spotted the Unholy Catacombs map, which is a reimagining of the classic Dungeon Defenders map, Foundries and Forges. Well, now it’s available for play with lots of variations.

  • A regular tower defense map across ALL skill levels. So if you want a new map with a different layout, this is your stop!

  • A new Spectral Knight Incursion for Nightmare I-IV. This is where coordinating with your friends becomes critical to win unless you have mad solo skillz. Steve intentionally made it hard for players who want a group challenge to tackle with their friends.

The Spectral Knight Incursion has two exclusive drops:  the Squire’s Sword of Unholy Fire and the first iPWR 750 chest piece. We showed off the Sword of Unholy Fire in our last Dev Log. It has a pulsing taunt so if you’re tough enough, you can round up enemies and drag them somewhere else without having to use your Provoke ability. Once you have a nasty stack of baddies, turn and block, and a flaming skull appears on your shield and belches unholy fire on your enemies. It’s super fun and makes the Squire a riot. The damage scales off Ability Power and can drop up to iPWR 750.

I promised Steve not to give anything away about the map. Go play!


Daniel Haddad, Design Director (Blacksmith)

This week was one of those weeks where we had plenty to do but very little time to do it. The goal for the week was to get EV2 functional by Friday so that we can start playtesting her. This week was also our first mid-milestone release. I designed the Sword of Unholy Fire for the Squire with the hope that we’d finally have our first viable DPS Squire. We originally wanted to have the passive to vary the damage, range and angle of the flamethrower shield. Unfortunately our system didn’t support that and after working late one night to try and get it to work, we decided to just have it vary damage.

From there I transitioned back to working on the lovely EV2. Like I mentioned earlier, we got her functional this week and now we are playtesting and tweaking. I put a lot of time and effort into making some variations for her canisters. For example, if you are lucky you might find a Bow Canister that fires like this:

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Or you might find a shotgun canister whose bullets explode after they reach their max travel distance into a wide area of damage:

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I hear you like weapons that fire multiple projectiles in a spread! Well check this guy out below. He’s a rare Polearm Canister that should have your enemies PLOTTING their revenge!

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(get it? Plotting? Because… it’s like a grid? Yea?)

Her Defenses and Heat mechanic are where we need to focus most of our attention going forward, but she is coming together nicely. Only a few more weeks of intense work and she should be ready for you all to play and enjoy!

While you are looking at all these cool gifs we’ve made for you, remember that her visuals are still subject to change and that involves everything from how her projectiles look to how she moves and animates.


Brian Goodsell, President of Responsibilities (bgoodsell)

Working on Series EV2 VFX. Experimenting with bouncing sparks on her base attacks.

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Built some cool visuals for the weapon canister for EV2 as well.

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On the backend (where I do most of my best work), I've spent time updating our VFX libraries to use a newer base material system.  This allows for more options when it comes to a particle's ability to drive and modify material properties. While redundant work, this really helps when it comes to being able to rapidly prototype VFX.

Also helped transition Series EV2 out of prototype phase. I hooked up all the backend archetypes and systems to see what we can do vs. what features are still needed that we do not have.

Finally,

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Currently Listening To: "Boom Boom" - jennylee


Steven Collins, Lead Level Designer (Esorath)

Revamp underway! Working on feedback and making tweaks to really push the changes to be super impactful. There is some changes still to come that will make towers much more deadly to enemies of different genotypes.


Jesus Diaz, World Builder (N3oDoc)

We are almost done with the magma level thing! Still have to polish it up a bit though.

At this point if you are a true Etherian Defender, you should know what level it is. And because In.Session asked for it, here's another picture!

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Daniel Diaz, World Builder (DanielKaMi)

Finishing up the world building phase on the magma map! We are pushing the lighting and polishing it up a little more.

In addition I would like to mention that this level will feature a cool secret on the last wave!

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Jason Yu, Associate Producer (Urfyness)

There are a number of really cool things we’re working on outside of EV2 that I wanted to share.

  • We’re bringing back the Dragolich as the May monthly quest reward. Now everyone will have an opportunity to earn one of the most sought after pets in the game.

  • The Goblin Siege Tank enemy is starting to come together. Our goal is to have it ready for playtesting by the end of the week.

  • The strategy revamp went out to the Remote Playtest Group, and we appreciate all of your feedback! Seriously, we spend hours digesting the feedback and discussing plans moving forward.

  • I was able to see the first pass UI for the session browser the other day and even though it’s not fully functional yet, this is one of my most anticipated features. No release date yet, but it’s in the works!


Dani Moore, Remote QA Manager (Dani)

More testing, more planning for testing. Thanks to the folks that applied to RPG last week. We’re almost ready to let you guys in and test out the current state of the revamp. We’re currently changing a few processes here and there. Once we’re done with the initial (there will be more!) revamp testing, we’re be moving on to EV2!

Speaking of EV2, the RQA folks having been pouring over EV2’s new frame and testing out her expanded and deadly arsenal. She might need some work, some oil changes and some other spare parts, but she’s already decidedly deadly.


Tim Shannon, PS4 and Live Producer (TimmyTrashTier)
Heyo!  Sorry for the late post.  This week has been busy, busy, busy for me because we're working on MONTHLY QUESTS!!!!  As promised, the PS4 Monthly for May will involve a three egg omelette du fromage (so to speak) and the PC one is all about the closed captioning I'm told...  HF2 for PS4 is targeting release next week and should contain the monthly, a fix for the scavenger, and a fix for lockbox being consumable.

From a major content update stand point, PS4 is starting to come together.  We still have a lot of UI issues to sort out, but the abyss lord is feeling really slick... also, in case you didn't figure out the image I posted last week tool tips should be a lot more readable in the near future.  

Also, we have a little surprise in store for you this weekend in the form of a triple refresh rate for daily missions.

iamisom



The Unholy Catacombs update is out now! Here are the patch notes:

Mission Madness Weekend Events

  • Starting this weekend, we’re having a Mission Madness event every weekend in May! Get a new Daily Mission every 8 hours during the weekends!

  • Remember:  You can hold up to 3 Daily Missions at a time, so be sure to login and finish your dailies to take full advantage of these events.


Features

  • New Map:  Unholy Catacombs

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

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

  • New Spectral Knight Incursion

    • Available only on Nightmare I-IV.

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

  • Sword of Unholy Fire (Squire)

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

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

    • Taunts nearby enemies every few seconds.

    • Drops up to iPWR 750.

    • Scales off of Ability Power.

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

  • iPWR 750 Chest Piece

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

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

  • Guardian of the Storm Monk Elemental Variant Costume

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

  • Other Changes:

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

    • All four Hero Deck Slots are available immediately.

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

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

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


Balance

Hero / Melee Gameplay Update

  • Reduced the speed of enemy melee attacks

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

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

    • Revised Warboar and Orc damage values to keep DPS consistent

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

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

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

  • Rebalanced Hero Damage for non-Huntress Base Heroes

    • Apprentice +25% Hero Damage Ratio

    • Monk +20% Hero Damage Ratio

    • Squire +7% Hero Damage Ratio


Bug Fixes

  • Added a potential solution for the black screen issue that happens on startup (usually after the Trendy logo appears). If you’re still getting this issue, please let us know.

  • Clicking between the Inventory and the Hero Deck tabs in the Forge will no longer cause a long delay before the UI refreshes.

  • Fixed the broke-ass scrollbar in the Session List.

  • Removed the Abyss Stone placement spam. Removed the Abyss Stone placement spam. Removed the Abyss Stone placement spam. Removed the...

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

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

  • Fixed spelling and grammar issues on the Abyss Lord’s accessories.

  • Fixed spelling and grammar issues on the Squire’s accessories.

  • Fixed spelling and grammar issues on the Huntress’s accessories.

  • Forced every Trendy employee to take spelling and grammar lessons.

  • Fixed an icon issue with the Abyss Lord’s Healing Fountain.

  • Pet Boxes and Lockboxes can now be opened when accessing the Inventory through the ESC Menu. Players no longer have to access the Inventory through the Forge to open these.

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

  • Fixed an issue where if you built multiple Colossi in a map with separate Abyss Lord heroes (say you have multiple with different gear/builds) and then tried to move each with the respective builder, you could only move the first one built from the first Abyss Lord. The other units from the other Abyss Lords will not respond.

  • When players are in a party together, there is now an icon next to their name in the Session List along with a specific text color to indicate they are party members.

  • Fixed some issues with accessory rarity in the lockboxes.

  • Abyss Lord’s right click will now spin the Squire's Training Dummy right round, baby, right round like a record, baby.


Known Issues

  • Several of the tooltips for accessories in the Costume Shop have grammar errors or incorrect “unlocked from” descriptions.

  • All unlockable objects from the Carnival Lockboxes are listed as Epic tier.

  • When cleansing a Spectral Knight in the Foundries Incursion, no sound effects will play.

  • Ranged enemies (most noticeably Javelin Throwers and Lightning Bugs) sometimes like to get hung up around corners in the Foundries map.

  • Spectral Knights will not be cleansed if the player is standing still. You must run into them to cleanse them.

  • The Skull VFX on shields applied by the Unholy Fire stat will not show up the first time you block after a transition while the sword is equipped.

  • The fire VFX from the Unholy Fire stat will display incorrectly for the first second of its effect.

  • The spawn icons for air lanes on the Foundries map on Free Play Easy go away before the wave starts.

  • Walking into the Abyss Lord’s Healing Fountain while the cleansing buff is active will temporarily cause the timer to display 0 seconds left.

  • Heroes cannot be deleted using the Escape Menu flow while in a map.

  • Loot gained from Victory Chests are not respecting the iPWR range on certain maps.

iamisom



The Unholy Catacombs update comes out tomorrow on Steam! Also, every weekend in May we're going to do a Mission Madness Weekend event, starting this weekend! Get a new Daily Mission every 8 hours during the weekends! 

This update contains:

  • The Unholy Catacombs map (our remake of DD1’s Foundries & Forges)

  • Spectral Knight Incursion

  • Unique Map Drop:  Sword of Unholy Fire (Squire). Unique Legendary item that adds a flamethrower to the Squire shield block and adds a chance to oil enemies (so you can activate the Ignite combo)! This sword can roll up to iPWR 750!

  • Unique Map Drop:  iPWR 750 Chest Piece. Drops for any hero!

  • Blank Hero Cards (formerly known as “hero slots”) will be purchasable for 2,000 Defender Medals!

  • Guardian of the Storm Elemental Variant Monk Costume
iamisom

Elliot Cannon, Creative Director

This week, we’re about to start playtesting the Unholy Catacombs Spectral Knight Incursion. I love the idea Steve Collins has on this. He needs to finish it! We’re ready to play! I’m staring at him. Willing him to fix his Kismet bug! He’s deep in thought. He’s behind schedule. Bites nails. Must not disturb the puzzle master.

Brett is hooking up the Sword of Unholy Fire. If you missed the stream, check out the recap and watch him melt enemies with his virtual flame thrower shield effect on block.



I’m glad to see the Squire get some walking wave of destruction type fun. Burn! Now granted we want to do a big hero boost and balance pass soon to get all the heroes up to the same level of face-smash as the Abyss Lord, but the plan is to get the strategic revamp nailed first and THEN do that. Otherwise, you’re boosting stuff for the wrong matrix. Speaking of which, we had a playtest of the revamp with some folks and have tons of super useful feedback. Thanks to everyone who put serious time into this. It’s getting there. Needs more iteration and love.

There’s tons of stuff going on, I won’t steal anyone else’s thunder. Stoked about how the Gun Witch’s animations are coming along. She’s going to be a riot. EV2’s animations are getting cool refinements and jamming up too. I’m glad to see so many folks playing again. We’re going to keep trying to fix, improve, and expand the game as hard as we can. I’m working on details of features that hone in on more player-driven goals so you have longer-term reasons to destroy baddies.

Daniel Haddad, Design Director (Blacksmith)

So, I designed the Sword of Unholy Fire with the idea of making a DPS Squire viable. It’s theoretically a cool idea:  Run into a group, pull them to follow you, turn around and burn them all to cinder (we love fire at Trendy). Now it is in Brett’s hands to build and make awesome. Can’t wait to see the VFX Brian makes and SFX Afshin puts together.

Other than that, lots of EV2 work. Working closely with John to refine some of her animations and I’m wrapping up a first pass at her kit. The goal is to have a rough version of her playable by Friday and have our dedicated, hardened, and veteran DD fans playing her and filling out a survey (this was super helpful for the Abyss Lord). If you’d like to join the ranks of DD’s finest, contact dani.moore[at]trendyent.com and he’ll hook you up.

I still have a good bit of design work to do; EV2 passives and skill spheres, Lavamancer 2nd draft, and 3 more heroes yet unannounced. This will be a busy few weeks.

There is a fish beside the Abyss Lord… it is a very strange fish… a very distracting fish…


Dan Pingston, Character Artist

Getting these characters a fresh paint job before shipping them out the door. Here is a preview of the Gun Witch update. Enjoy!

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Tim Shannon, PS4 & Live Producer (TimmyTrashTier)

Lots of patches. We released a PS4 hotfix on Monday cleaning up some PlayGo issues and making tickets non-selectable. Hotfix 2 for PS4 is in the pipe at the moment and will resolve the scavenger dupe problems and set up a May Monthly Mission for you all to enjoy. We’ve had two PC hotfixes this week as well and have a super exciting release we’re working on at the moment for next week (expect new content!). Also we finalized our milestone plans for PS4 and I think you all are going to be excited with where we ended off...

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Steven Collins, Lead Level Designer (Esorath)

Working on the Spectral Knight Incursion for the Unholy Catacombs update. This one will play out a bit differently than previous Incursions, and I’m excited to see how people play around the new puzzle. 

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Daniel Diaz, World Builder (DanielKaMi)

Hey Defenders! You guys are kicking ass! Again most of you were right about the level we were working on, but we won’t ruin it here. Not yet.

You'll have lots of chances in this level for pushing mobs into the hot lava but be careful to not fall with them!


Jesus Diaz, World Builder (N3oDoc)

So yea, [redacted] is coming back to DD2, and we already made some good progress.

As you can see from the pic it's not a warm and comfortable place between four walls anymore. Since it was invaded by the Old Ones, the place has turned into an inhospitable place where only true Defenders have a chance to survive and fight against the horde.

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James Reid, Software Engineer (Driscan)

Greetings Defenders!

Just back from a much-needed vacation and ready to get back to making this game awesome! Before I left, I worked on adding the ability to purchase Blank Hero Cards for 2,000 Defender Medals! That should be coming out with the Unholy Catacombs update.  

Now that I’m back in the saddle I’m catching up on the plans for the rest of the milestone. Looks like I’ll be working alongside Brys to hammer out a game browser for matchmaking.  

I’m also slated to gut the most beautiful UI in the game. You guessed it…..the summary screen! I’m taking that bad boy and tossing it in the garbage. Then I’m gonna light it on fire, step on it some more, drown it, and then kick it. Once all that’s done, I’m gonna add back in some basic functionality such as returning back to the Tavern and showing some useful things such as the number of Defender Medals you earned. Consider it a Phase 1 for a better end-of-map experience.


Chris Flores, Lead QA, (likethatwhenigothere)

So these past few weeks have been extremely busy. We knew going into the initial Abyss Lord release there were still going to be a lot of lingering issues with the build. So we’ve been trying to play catch up and continue to get everything logged and hopefully fixed sooner rather than later. This also includes us going through all the stuff you guys are reporting and getting those logged as well. Personally, I’ve been burning the midnight oil trying to figure out why for no good reason at all a random Daily Mission will complete. In the meantime enjoy some free Defender Medals to help unlock the Abyss Lord. (Was my evil plan this entire time!)

The rest of the team has also been catching up on bugs and plowing through the hotfixes for both PS4 and PC as they come up. We’re just now hitting the Unholy Catacombs update full on and, we’re on the edge of getting our hands on the Strategy Revamp and…… EV2! We’re looking to get a playtest build together for the strategy revamp possibly this week and for EV2 shortly after. Contact dani.moore[at]trendyent.com if you’re interested in doing some early playtesting for EV2. Tell him I sent ya and make sure to flood his inbox! He loves e-mail!!!

As a side note, thanks to all to helped out with the focus testing on Abyss Lord before his release. A huge portion of how he came out is due in part to all the feedback and suggestions you guys reported. Internally, we have a very short timeframe to get some of this stuff QA’d and released that sometimes it leaves very little time to actually just sit back and “play” the game as most of our time is spent just trying to get stuff in a shippable state. So all this feedback is important to making sure something is actually fun. It helps a lot.

P.S.

Gun Witch 2016


Dani Moore, Remote QA Manager (Dani)

Getting ready for some very important upcoming testing. We got some community love with a DD1 update about to fall into our lap, we’ve had a few runs over a very familiar map from the previous game, got our sights on a major strategic revamp, and we’re expecting some hands-on time with a very deadly android very shortly.
iamisom

Hotfix 11.4 for Steam

Here are the notes for Hotfix 11.4 for Steam:

Bug Fixes:

  • Increased server stability, particularly for players in endgame.
  • Fixed an issue where some Daily Missions were not rewarding the extra salves/consumables.
iamisom

Patch 11.3 for Steam

Here are the notes for Patch 11.3 on Steam!

Changes:

  • Abyss Lord now costs 10,000 medals! Okay, so he went down to 10,000 medals over the weekend somehow, but still, now it’s official with a patch note and everything!

  • Changed the text on the Item Enhancement wheel upgrade buttons to reduce confusion over which button uses gold and which button uses medals.


Bug Fixes:

  • Fixed a server memory leak.

  • Fixed an issue where hotswapping heroes cancelled out pet ability cooldowns.

  • Fixed an issue where the Abyss Lord’s Abyss Stone did not count towards the April Monthly Mission.

  • Fixed an issue where players were able to change decked heroes during Combat Phase. (To clarify, you should be able to swap between your four decked heroes during Combat Phase, but you should not be able to bring in more than four heroes during Combat Phase -- that is reserved for the Build Phase.)

  • Fixed an issue where attempting to fire the Knight of the Abyss ability using the controller would make players jump instead of firing the ability.

  • All environmental traps should now activate using the Abyss Lord's secondary attack.

  • Fixed an issue where players could activate towers while on the Inventory screen and make really weird things happen.

  • Fixed an issue where an “Inventory Full” message would display when attempting to purchase the Masquerade Mage costume.

  • Fixed an issue where an Abyss Lord tome went full Babe...it’s a Tome that thinks it’s a Sword! Not anymore. We crushed that dream forever.


We've started another Reddit thread on which bugs you'd like us to fix next. Please let us know!

iamisom

Here are the notes for the first Carnival hotfix on PS4!

Bug Fixes

  • Awakening weapons should now be properly dropping in game.

  • Winter lockboxes should now actually spawn from end-of-game chests, rather than just saying they will and never actually showing up.

  • The Humbug Holiday costumes should now be purchasable in the shop.  Get them while they last!

  • Admission tickets are no longer able to be “redeemed” by hitting the “X” button while hovering over them.

  • Non-equippable items should now have proper tooltips.

  • Split-screen players should now see all the pop-ups that spawn in take-over UIs and be able to open lockboxes.


Major Known Issues

  • Font Size Too Small:  This is one of our top priorities to fix. We don't have anything definite for you in terms of timelines (milestone plans aren't finalized), but this is something we are actively trying to get on the schedule.

  • Jump Button Same as Pickup Button:  Same as above. A top-priority issue.

  • Maps Not Appearing on War Table.  We think this is a race condition that is exacerbated by the length of time it takes to load profiles. While we work on improving load times, we recommend making sure your profile has fully loaded and your gems have loaded in before attempting to open the war table.

iamisom

Devstream 55 Recap



Phil, Elliot and Dan reveal the first details on EV2 and talk about our new "mid-milestone" update: the Unholy Catacombs! 

Summary:

    • Gun Witch officially wins the Influence Vote!

      • Soon, you'll get to pick the hero after the Gun Witch.

      • Gun Witch uses a new weapon type. Still figuring out the name, but we're calling them Gun-Brooms. If you have a name suggestion, please tell us in the comments!

    • We had our first Weekend Event:  Mission Madness! Last weekend, you could get a Daily Mission every 8 hours. If you liked it, please let us know.

    • New Enemy:  Siege Tank:  A new slow moving, long-range enemy that fires rockets at the core and at players. Crushes defenses that get in its way including traps. Has a weak spot in the back that, when a player starts to shoot it, will cause the Tank to focus on that player.

    • Abyss Lord is now 10,000 medals. If you haven't earned him yet, now's the perfect time to get him.

    • Series EV2:  Her core fantasy is based all around her gun.

    • Series EV2 Lore:

      • Matured mentally from DD1 but not physically

      • Grew apart from the four original heroes

      • Left to join the Talon Guard

      • Severely damaged, original chassis shattered

      • Sought out her creator

      • Has now returned with a new body

    • Series EV2 Node Defenses:

      • In DD1, you connected point A to point B with nodes. The length of the line determined how much DU it cost.

      • In DD2, you can connect point A to B to C and on and on.

    • Series EV2 Pickup Defenses:

      • Using defense mana, EV2 can create pickups with defense mana that give attachments to her gun. Think of these like gun pickups in arena shooters.

    • Series EV2 Arm Cannon:

      • Uses canisters based on the different weapon types in the game. When a weapon drops and it’s for EV2, it’ll turn into a canister. Each canister type changes her primary attack and secondary attack based on the weapon type, so for example a Sword Canister will give EV2 more up-close-and-personal attacks. EV2’s eyes and canister color will change depending on the canister type used.

    • “Mid-Milestone” Update Coming in April:  Unholy Catacombs Update

      • First, what is a mid-milestone update? Our major patches (like Calling All Heroes) are called milestone updates. These happen usually every 6-8 weeks. We’re experimenting with putting out a smaller update with a little bit of content in the middle of a milestone to give you something to do while you wait for the larger updates.

      • Contains:

        • The Unholy Catacombs map (our remake of DD1’s Foundries & Forges)

        • Spectral Knight Incursion

        • Unique Map Drop:  Claymore of Unholy Fire Squire Sword:  Unique Legendary item that adds a flamethrower to the Squire shield block and adds a chance to oil enemies (so you could activate the Ignite combo)! This sword has multiple variables that can roll in a wide range, including the iPWR (rolls up to 750), the cone angle, the range, the amount of damage it deals and the chance to oil. The idea is to bring back the DD1 mentality of having maps with unique drops that you can farm to find the best of the best and that there’s more than just iPWR differences between the different variations of the sword.

        • Unique Map Drop:  iPWR 750 Chest Piece. Drops for any hero.

        • Hero slots will be purchasable for 2,000 Defender Medals

        • Storm Elemental Variant Monk Costume

iamisom

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

It’s official:  Gun Witch wins! She’ll join the game after the arrival of Series EV2. With every round combined, the New Hero Vote was our largest Influence Vote yet with more than 250,000 points cast. Here’s the final point tally!


  1. Gun Witch:  117,116

  2. Lavamancer:  85,381

  3. Barbarian:  52,401


Also, tune in to the Devstream tomorrow at 5PM EDT on our TrendyEnt channel! This week, we’re showing a sneak peek at Series EV2 and giving away Molten Master costumes!


Elliot Cannon, Creative Director

Siege Tank kicked off today. Woot! Already rigged! Check out the cool model Jordan cranked out in like a day. (Screenshot below)

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Quote of the week. “I give you tank!” - Jordan Kerbow (famous artist)

Gun Witch design done, dusted, and kicked off. John’s getting started on some of her cool gun-broom snipes and fully auto-shots, moves, polymorphs, and other aerial magic and gun-broom toting stuff. Dan and Derek are cranking on EV2 so we can play her soon. She has some cool new mechanics evolved from the original and some brand new things no other hero has. (Think 3D printer plus Big GUNs) Abe and John knocked out her animations last month. I’m so happy she has a MEGADEATH Laser. (Good band) I think we’re going to show off some of her stuff in this week’s Devstream. Phil, did I reveal too much? Crap. Sorry, got excited.

We have the scope on the next series of feature releases and improvements laid out and you’ll be jammed to know we have a kick butt design development schedule and multiple module plan from Dan and Brys for the new Game Browser! YES. You’ll be able to see matches in a list, create games with names, filter, and see details, all the stuff you need to play the kind of game you want, even multiple maps! It’ll be a few phases to do it all, but I think it will make playing DD2 much better. The War Table from last year is cool so we’re working from that as a base, but it always bugged us not knowing what games are going so we can join one!

Of course, we blend all that stuff with more heroes, cooler UIs, tons of fixes, improvements, and on-going live gameificationages. Don’t forget next release is PC+PS4 all in one!


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

Another week of plenty. Working with Brys on the Game Browser matchmaking redesign. Working also on the Lavamancer design for the future, helping out with the Gun Witch and working with Collins to try and plan out a cool new thing for the DD1 maps we’ve been showing all of you. Pretty sure I’ll be going dark and focusing in on wrapping up EV2 and making sure she is ready to go, for the time being, just a bunch of theoretical design planning and miscellaneous stuff.


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

I got so many hotfixes I had to put ‘em on sale just to clear space on the show floor for next milestone inventory. But seriously folks, we got PS4 hotfixes and milestone planning going on right now and PC hot-fixing and discussions about defender medals among other things happening left and right at Trendy this week. It’s going to be an exciting couple weeks in Etheria with all the things we have in store for you.


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

We finally have a plan of everything that’s going into the next few releases, which is a big relief for all of production. Our major beats are the DD1 map releases along with new Heroes. We’re continually working on the strategic revamp as well as a matchmaking overhaul, but those are on a longer timeline for completion.

This past week involved herding our developers into rooms to get detailed breakdowns of the work involved for every step of the process. I’m coordinating with RQA to get playtest builds of the strategic revamp into their hands for feedback. Those are the major beats that are probably more interesting to hear about. Other non-player facing development beats this week includes managing the various feature branches so that we don’t lose work.


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

New week and new level on its way! Expect a hot, very hot level with really high temperatures near the core.


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

It's time for another DD1 remake level! Currently blocking out the entire level by adding basic geometry such as walls, ceilings and floors. As promised in the last Dev Log, here is a work-in-progress shot of the new level.

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

So we’ve been working on the remake of the Foundries & Forges map from DD1, getting it ready for release. Still some issues to hammer out, but it seems to be on track for release. (Not sure when that is. Or do I???)

Other than that, we’re finishing our hotfix builds as they come in and we’re getting to start up on more content for the next release. We’re also planning for all the new major update stuff including EV2. Although most of us wish we could go straight to Gun Witch!


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

I just want to thank each of our amazing community members for helping us test, balance, tune and bughunt our last major update. The new UI and the Abyss Lord are much better thanks to your playtesting, feedback and ongoing contributions. The gates will be opening for new testers and those on the waiting list very soon.
iamisom

Patch 11.2 for Steam

Here are the notes for Patch 11.2 on Steam!

Bug Fixes

  • Playing/losing Nightmare Onslaught no longer causes lower difficulties to drop Nightmare iPWR.

  • Dragging heroes into the Hero Deck to replace the active hero no longer removes the active hero's passives and Skill Spheres from towers.

  • Fixed a bug where the Abyss Lord’s Skill Sphere could be purchased with gold instead of Defender Medals.

  • Fixed a bug where changing Skill Spheres and then pulling the hero out of the Hero Deck and replacing it without transitioning would not change the Skill Sphere visuals.

  • Abyss Lord can now equip the carnival masks.

  • Fixed a typo in the Boulder pet ability.

  • Fixed a bug where selecting an Onslaught reward before the "Waiting for more players" timer finished caused players to gain a reward before the start of the first round.

  • Fixed the issue where the Abyss Lord bundle cost would appear incorrect from time to time. The bundle costs 2,000 gems, not 2,500 gems.

  • Added spawn SFX to the Abyss Stone ability.

  • Added enemy impact SFX to the Skeletal Ramster’s attack.

  • Added enemy impact SFX to the Abyss Knight ability.
iamisom


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Josh Isom, Community Manager (iamisom)

The second round of our New Hero Vote is underway! This vote is between the Lavamancer and the Barbarian. So far, we’re on track to surpass the first vote in total points invested. Remember:  It’s about how many points a hero has after all three rounds, so it ain’t over ‘til it’s over! Go vote!

Also:  All of our new heroes will be 12,000 Medals for two weeks only. After two weeks, the Defender Medal cost will go down to 10,000 Medals. :D

P.S.  Next Devstream is on April 15th!

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Elliot Cannon, Creative Director

Abyss Lord! One down another 100 to go! I’m super proud of the team for shipping our first new hero! This is a huge accomplishment, especially after having to streamline the studio, the nasty water flood, plus getting PS4 caught up to the Dragonfall Carnival. We did not really get started until February 16th or so. This is our first stab at the UI Hero Deck improvements since we pitched it on December 20th. Like anything new, it’ll take lots of refinement and constant improvement to get perfect, but it’s a great start and a lot dev team members worked very, very, very, hard on their piece of the big thing to make it cool.

We have unsung heroes in house and remote who don’t always appear here in our dev logs. QA testers, artists, programmers, our one IT dude, Ice (he calls it a department) all of which are either making awesome new stuff or fixing/tracking down complicated issues that would make Einstein’s nose blow a gasket. General Patton once said, "The soldier is the army." It’s true. Here’s a shout out to ALL the Dungeon Defenders II dev team members here for winning this first battle. I’m proud of ya.

I’m stoked so many of you are using hero swapping in combat in cool ways and loving what I’m seeing on streams. Remember, this is a live game. We have a mega-ton of more things to do, fix up, improve, add, and refine. We’re just really getting started. Please keep the feedback coming. Feedback does not have to be happy-happy joy-joy, but feedback driven by a passion for FUN gaming is super motivating for us. We may be a small studio, but we really want the game to be cool for you. That’s why we do this job to be honest.

We’re honing in on the details coming for the next milestone. EV2 is already animated! I just finished playing the Unholy Catacombs map (Foundries & Forges) in Steve’s playtest, and I love the layout and limited visibility. We have plans for a nasty tank, a cool new over-the-top monk costume, a new thematic weapon, more UI updates and improvements, the strategic refactor (This is a BIG one!), the next hero, skill spheres coolification, enchantment awesominjectioness. TONS of stuff! We’re making sure to stage stuff out and want to do so we can get a release to you guys really soon. We know it was a long one since the Dragonfall Carnival, so know that we agree.

We’re watching the New Hero Influence votes like a hawk. Don’t forget that’s a multi-round thing so every vote along the way adds towards the final tally. Long one from me. Check out ‏Elandrian’s picture he drew. Mad Skillz.

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Tim Shannon, PS4 & Live Producer (TimmyTrashTier)

Patches and hotfixes… patches and hotfixes…  I’ve been trying to stay out in front of issues on the Carnival Update for PS4. We have a hotfix coming out early next week that should fix some of the most egregious issues. Other than that we’re just starting in on MS22 planning and development.

PC side, the Live Team is doing its thing and squashing bugs and patching problems. Expect more in the coming weeks!


Steven Collins, Lead Level Designer (Esorath)

Aw snap! Carnival going down on PS4 and Abyss Lord Shenanigans on PC. Tons of cool things incoming.  It’s really awesome to see everyone having fun experimenting with new builds with their new-found resistance freedom.


Daniel Diaz, World Builder (DanielKaMi)

So finally we are gladly to say that Glitterhelm remake level is coming to its end this week! (In terms of world building.) We’re ensuring it comes with a bunch of skulls, bones, cobwebs and more nightmarish stuff! Also we have some really cool plans for the next two levels. Really excited about them!

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Jesus Diaz, World Builder (N3oDoc)

Like Daniel said, we are almost done with the Glitterhelm level. Just adding now some nice touches!

Hopefully next week we’ll share with you some pics of what could be the next level!


Dan Pingston, Character Artist

Glad to see people having fun with the Abyss Lord. Now on to the next one.

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