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iamisom

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

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

Connection Performance Improvements

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

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


Holiday Event Complete

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

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

ZB89wQE.png

Patch 16.2 is live now on PC & PS4! Here's what it contains:


Return of the Monthly Pets

  • The old Monthly Pets are back! You can find them in the Defender Medal shop.

  • These pets have been reskinned from their previous inclusion in the game, so long-time players have some cool collector’s edition of these pets.


New Bug Reporting System!

  • We've released a new community bug reporting site! You can find it at bugs.dungeondefenders2.com. We’re directing players who’d like to report a bug to this new site.

  • We wanted to open up the entire bug cycle - from finding, reporting, fixing and shipping - and give everyone more reassurance that we take all issues seriously and that submitting bugs is never a waste. It all matters, and we appreciate it each time folks take the effort to help us make the game better.

  • The old system had a bunch of flaws, some of which we couldn’t find a good way to fix. One of the biggest flaws was updating and tracking bugs from the public and player perspective. Once you submitted a bug, it would be gone and you’d rarely hear back from us unless we needed more information - this sucked because other players would submit the same bug, and with big issues, we’d see multiple submissions over multiple days and weeks, and with everyone reporting the same issue it’s easy to ignore little details that could be unique in each case or get lost in the pile.

  • Speaking of lost in the pile, it was very difficult to track all of our community bug submissions and difficult to understand which bugs required the most immediate attention. We receive reports on our forums, Steam forums, Facebook, Twitter, Reddit, old bug reporting form, Twitch chats, private messages, support emails...it’s a lot to stay on top of, especially for our small team. It’s our hope that a public, more accessible site will allow us to gather bugs in one place and give us greater visibility into which bugs are currently causing the most frustration. It’s our goal to fix as many bugs as possible, but with your help, we can prioritize the most devilish ones first.

  • So this new system works a little bit like Reddit. You submit a bug, you provide the details and then it’s posted for everyone to see. You can upvote bugs that you think need the most immediate attention. You can also reply to a bug and add more details. This way other players can add their unique details all under the one umbrella.

  • Thanks for helping us squash those bugs!


PS4 Rendering Crash Fixes

  • This update contains a series of fixes that should address some of our longest standing crashes on PS4. To give you some context, one of our most common client crashes on PS4 was the result of functions on two separate rendering threads trying to access the same memory. This sounds simple enough at face value, but because of how multi-threaded rendering works, finding the exact moment when this occurs and the exact line of code that is causing it was quite the daunting task. These crashes have absorbed man-months of time since launch, with the most recent effort taking almost two uninterrupted weeks of Matt’s time. Interestingly enough, the only reason we were able to find this at all is that some other changes we did around improving our render pipe, exacerbated the problem to the point where we could gather enough data to track the problem to its source (in this case, two short lines of code).

  • We’ll be monitoring the crash report server closely to track the impact of these changes, but assuming all goes as expected, we’ll be excited to scratch this line item off our list.


Aiming Improvement

  • Projectiles should now move more towards the crosshairs. This is a subtle change, but hopefully it improves the overall accuracy of shots.


New Lavamancer Costume:  Risen Cinders

  • As seen at the top of this post! Available now!


Pet Ability Balance Changes and Fixes

Pet Abilities have been completely rebalanced from the ground up! With this rebalance, we wanted all pet abilities to feel much stronger when used, bringing all pet abilities closer to the impact level of abilities like Poisonous Tips. To hit these targets, we've significantly increased both the damage output and the cooldown of most pet abilities. Our goal was to make pet abilities stand out more from spammable hero abilities, so pet abilities are used less frequently but have a more profound impact.

Most pet abilities will see their cooldowns increased to 30 seconds, 45 seconds, or 60 seconds (a few outliers). In conjunction with these changes, the damage output of most pet abilities will be increasing substantially as well. For example, abilities on a 7 second cooldown that previously did 675% Hero Damage per attack now have a 30 second cooldown but deal an amazing 2,745% Hero Damage per attack!

The rebalance affects all 47 Pet Abilities, so go check out the new damage numbers and cooldowns!

Accompanying the rebalance are a number of fixes and other changes to pet abilities:


  • Pet Abilities that deal direct damage or apply damage-over-time buffs have had their damage significantly increased to better compete with damage multipliers like Poisonous Tips and Ghostly Wail.

  • Cooldowns have been increased on all pet abilities, generally being 20, 30, 45, or 60s (some rare outliers).

    • Simple abilities like Rock Throw have either a 20s, 30s, or 45s cooldown in most cases.

    • More potent or complex abilities like Poisonous Tips, Maelstrom, or Ghostly Wail generally have a 45s or 60s cooldown.

  • Pet Abilities with multiple tiers now have the same gameplay balance at all tiers.

    • The differences between the tiers are now visual only.

    • Different tiers are now named differently, so players can correctly reroll a pet ability to the desired visual tier.

  • Pet Ability descriptions have been entirely rewritten to better explain what the pet ability does and how it scales from Hero Damage.

    • Note that all Pet Abilities currently scale from Hero Damage; that’s not a change, we’re just making the scaling more apparent in the descriptions.

    • Future versions will likely change some pet abilities to scale from other stats, like Ability Power and Hero Health.

  • Visuals on a number of Pet Abilities have been increased/improved to better match their actual area of effects. A few abilities, like Fire Pillar and Lightning Grenade, have significantly larger effects.

  • Collision on various piercing projectiles has been revised (Stranglethorns, Bouncing Fire, Boulder, etc.). In some cases, the collision was too small, and in others, much too large. The collision now much more correctly reflects the actual size of the projectile fired.

  • Pet Abilities that use reflective shield mechanics (United Defense, Fire Shield, etc.) now reflect a useful amount of damage, and reflection damage is calculated before your resistances are taken into account.

  • Pet Abilities that deal damage over time now apply their effects at 1 second intervals to minimize the amount of damage number spam.

  • Numerous buff application bugs with all Pet Abilities, but especially Curse Aura and Hex, have been cleaned up. Buffs should apply more consistently and with consistent damage/lifespan results.

  • Pet Abilities that apply combo-able effects (Drenched, Oiled) have had their combo effects fixed and now properly scale from Hero Damage.

  • Projectiles on some pet abilities have been adjusted in speed/size/targeting to try and improve their ability to hit enemies (especially nearby, small enemies).

  • All effects that decrease enemy movement speed are standardized to a -40% speed decrease.

  • All effects that increase player movement speed are standardized to +50% speed increase.

  • Effects that previously increased both basic hero attack’s damage and added on-hit damage now ONLY add on-hit damage. This affects Poisonous Tips, Sandstorm, etc. The on-hit damage bonus has been increased in most cases to compensate.

  • Ghostly Wail’s damage bonus is now +100% at all tiers and its duration and range have been slightly decreased.

  • Dragon Protection is fixed; it correctly applies an absorbing shield to nearby Defenses.

  • Projectile arcs for certain abilities (Oil Spit, Lightning Grenade) have been improved to make aiming easier.

  • Lightning Grenade now detonates if enemies touch it.

  • Boulder now deals crushing earth damage.

  • Bouncing Lightning has been renamed to Chain Lightning and updated to use a projectile more similar to the Storm Gloves’s projectile.

  • Sparkle Party now deals damage as well as stuns.

  • Encouragement restores 75 mana.

  • Soothing Waters restores 300% Hero Damage as health.

  • Hex no longer causes damage over-time, to separate its effects from Curse Aura more clearly.

  • Tormented Thoughts no longer causes initial damage. It still causes damage-over-time and bonus damage when the enemy dies under the effects.

  • Gravebolt’s heal % has been decreased to offset the massive increase in the damage it received.

  • Plague Claw damage bonus per-hit decreased to +50% and now has the same maximum targets as other piercing pet abilities (Boulder, Ice Ball, etc.).


Bug Fixes

  • The Invert Y Axis now works properly for the mouse. (You’ll need to turn if off and then back on to get it to work again.)

  • Earthshatter Tower no longer requires line of sight to attack.

  • Upgraded Skyguard Towers now properly slow enemies.

  • Changed Idle Flow passive description to fit how the rest of our slow effect descriptions are written (slowed by X% instead of slowed to Y%). The actual slow amount did not change.

  • Fixed an issue with the Altar Assassins death sequence.

  • Fixed an issue where melee combos unintentionally increased pet ability hero damage scaling.

  • Cleaned up formatting on the Daily Mission UI to make it more legible.

  • Tempered Anger Skill Sphere description changed for clarity. It now says this:  “Mystic loses appeasement 50% slower and takes no appeasement damage when at 0 appeasement.”

  • Gun Witch animations while moving backwards diagonally no longer twitch noticeably while using a gamepad.

  • The Harbinger Huntress bow no longer shows grey boxes.

  • Crit Damage color is now properly applied to the correct damage number instance.

  • Adjusted the Mystic’s towers on the Create Hero screen.

  • PS4 - Item Enhancement VFX now shows up properly during upgrading.


Known Issues

  • The new defender medals pets are using the regular pet meshes in the Petrinarian.

  • (Intended) We’ve reset player custom keybinds so we don’t have any wonky issues. Sorry for the inconvenience and frustration.

  • There is a chance when loading into the Tavern or Heroes Marketplace that the Defender Medal pets will be shown as available for gold instead of defender medals. It’s a race condition that can occurs. You can’t actually buy them for gold as you’ll get an error message (inventory full) and transitioning can fix this.

iamisom

Update October 6th, 2016:  Patch 16.1 is now live for PS4!


Here are the notes for Patch 16.1:


Bug Fixes

  • Added a fix for Bonus Missions not rewarding Defender Medals if we've already used that mission in the past. This should fix this week's mission (but not reset it unfortunately). 
  • Fixed the Pet Affection bug from The Journey Begins update. 
  • Dark Torment towers should no longer spawn in the sky.
  • Additional Difficulties for Maps should now only unlock at the end of the Campaign.
  • The Obelisk no longer produces giant grey boxes when attacking with Call to Madness.
  • Demon's Lair should show the correct iPWR now.


The PS4 patch contains these additional changes:

  • Fixed the issue where deleting a hero from the Hero Deck tab in the Inventory would always delete the first hero from the Hero Deck.
  • Added the ability to allocate 50 SAS points with Triangle. (Sorry for the hand cramps!)
  • Pet Rerolls now allow you to choose any stat rather than the first one.
TimmyTrashTier

Here are the notes for Patch 15.2! (It's a small patch for a small week.)

Improvements

  • We have optimized the way in which buffs replicate between the client and server.  Ask Javo (lead programmer) if you want more details, but this will hopefully be the first of several improvements in connection stability and performance.
  • The Awakening Weapons have been re-added to drop tables and all four are now available in the Throne Room.
  • Metrics stuff added and fixed behind the scenes because every move you make / we'll be watching you...


Bug Fixes

  • R3 now opens the pop-up shop in the pet menu again on PS4.
  • Lavamancer Shine Spark (Fissure) Passive now spawns on items with defense power.
  • Some enemies have finally left the nest and will no longer be hiding in spawn behind their mother's wing.
  • We changed two descriptions (one for EV2 and one for Lavamancer) which means its time for a treasure hunt!!!
  • Scorched Tome should now spit even moar hawt fiyah since it will only spawn with hero stats (if it knows what's good for it that is...)


That's it for the moment, but stay tuned for next week's Patch of Flying Daggers (nailed it! I should totally get to name stuff in game now -TimmyTrashTier).

iamisom


9G495UL.jpg

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!

Elandrian

Patch 14.5 for Steam

Here are the notes for Patch 14.5!

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

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

Bug Fixes

  • Sky Dragon’s Fury

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


  • Medium Sphere

    • Experience Bonus Sphere Fixed


  • Large Spheres

    • Bewitching Hour Sphere Fixed

    • Boost Blockade Health Sphere Fixed

    • Charge Primary Sphere Fixed

    • Crane Stance Sphere Fixed

    • Dragon Stance Sphere Fixed

    • Empowering Calm Sphere Fixed

    • Extra Flame Damage Sphere Fixed

    • Fire for Effect Sphere Fixed

    • Fight Me Not Sphere Fixed

    • Lightning Damage Sphere Fixed

    • Long Range Sphere Fixed

    • Powerful Spears Sphere Fixed

    • Shiny Spokes Sphere Fixed

    • Spiders Kiss Sphere Fixed

    • Steam Powered Sphere Fixed


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

Here are the notes for Patch 14.3!


Balance

  • Series EV2 Proton Beam

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

    • Defense Power ratio increased 0.4 -> 0.6

    • Defense Crit Damage ratio increased 1.0 -> 1.15

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

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

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

  • Series EV2 Reflect Beam

    • Defense Power ratio increased 12 -> 15

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

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

    • Radius increased 250 -> 300

    • Fixed bug that was making Crit Damage scale incorrectly.

  • Weapon Manufacturer

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

  • Poison Dart Tower

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


Bug Fixes

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

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

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

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

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

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

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

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

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

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

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

Here are the notes for Patch 10.8 and 10.9 on Steam!

Patch 10.9

  • Fixed an issue from Patch 10.8 that caused some players' pet abilities to reroll. This should be fixed now!

Patch 10.8

Bug Fixes

  • Fixed a bug where pets were going to the Scavenger and getting sold when the pet bag was full.

  • Ping chat notifications will no longer happen while the ping is on cooldown.

Known Issues

  • All equipped pets will appear to not have a pet ability after the patch. Unequip and re-equip your pet in order for the ability to show up again.

  • Sometimes “Unknown Error:0” will appear when attempting to matchmake. We’re looking into it.

Calling All Heroes!

  • The Calling All Heroes update is coming soon! Check out the update page for more information, and don't miss the Abyss Lord trailer:



iamisom

zpJ3DDR.jpg

Here are the notes for Patch 10.7 on Steam!

Features

  • Pings are now on a 5-second cooldown.

  • Added Pet Affection Consumables to March’s Monthly Mission rewards.


Bug Fixes

  • Fixed an issue where gold was being gained on a Wave One loss.

  • Fixed an issue where the Pet Mega Jackpot boxes from the Monthly Mission had incorrect tooltips.


Known Issues

  • If you’re experiencing a crash, black screen or constant server disconnect issue, please head to this thread and follow the instructions.

  • Pings can still appear in the chat while the ping is on cooldown. We’re hoping to change this in a near-future patch.
iamisom

B9KLTe3.jpg

Here are the notes for Patch 10.6 on Steam!

March Monthly Mission

  • Requirements:

    • Earn the Super Win of the Day 7 times

    • Collect 1,000 prize wheel tickets

    • Win without losing a sub-objective 25 times

  • Rewards:

    • 1 Carnival Admission Pass

    • 300,000 Gold

    • 7 Mega Pet Jackpot Boxes

    • Title: Lucky


Bug Fixes

  • Nightmare IV Onslaught loot drops now grow to the current max iPWR as intended.

  • Fixed a bug where item tooltips would sometimes not appear in the Inventory.

  • Fixed an issue where Poison Tips was unintendedly buffing player towers and causing server stability issues.

  • Lane wisps on Throne Room are now displaying the correct color.

  • Pings should now work correctly.


Server Updates

  • We’ve made some changes to our servers that may help with the initial login to the game and initial requests for matchmaking. It may also increase the speed of loading a profile.

  • Improving server stability and fixing technical issues are at the top of our priority list. We’ve added new logging in this patch to help us determine the cause of these issues, which will lead to us squashing them with the fury of a thousand disappointed mothers. If you’re experiencing crashing or other technical issues, please visit our Support page.


Main Menu


Note

  • The tooltip on the pet box rewards for the Monthly Mission say “"Mega Pet Box x7." Each box only contains 1 Jackpot, not 7.
iamisom

Patch 10.4 for Steam

jnhDnWd.jpg

Here are the notes for Patch 10.4 on Steam!

Bug Fixes

  • Fixed a server crash. This may also solve the black screen issue. If you’re still experiencing the black screen issue, please go to this thread.

  • Fixed the “A” button issue on controllers where players were unable to correctly interact with objects.

  • Fixed an issue where the window for winning the 5 Lockbox Keys doesn't display the x5 multiplier.

  • Fixed a Forge issue in the Carnival where the player could be killed if the Forge is accessed during the opening cutscene.

  • Fixed an issue where the Mana Node minimap icons would not disappear after use.

  • Fixed an issue where the “Alpha” watermark disappeared in the last update.

  • Fixed an issue where NPC dialogue couldn’t be skipped using a controller.

  • Made minor adjustments to the Monk’s Shadow Costume.

  • Fixed an SFX issue in the Heroes Marketplace.

  • Fixed some visual issues in the Gates of Dragonfall.


Known Issues

  • Some players are reporting disconnects from the game. We’re trying to identify the issue. If you’re experiencing disconnects, please post in this thread.

  • When using a controller, you can’t speak to NPCs in the Hub/Tavern if they are still locked. Can speak to them once they are unlocked.

  • The water in Nimbus Reach is black.

  • The water in The Forgotten Ruins is missing.
[CG] LAWLTA

9FRKHa9.png

Greetings Defenders,

Patch 1.1.1 is out now! This patch is focused on addressing a couple balance issues that you as a community have helped raise awareness to, as well as taking care of some nasty bugs. We will have some pretty big announcements in the coming weeks, so while these patches may not be very heavy, consider them the calm before the storm. You've been warned. Now let's get into some patch notes!

General Balance

  • Cybork

    • EMP stun duration reduced to 12 seconds from 15 seconds.

  • Thorc

    • EMP stun duration reduced to 18 seconds from 60 seconds.

  • EMP Kobold Flier

    • EMP stun duration reduced to 20 seconds from 30 seconds.

  • Zapper

    • Stun duration reduced to 30 seconds from 45 seconds..

Hero Changes


Huntress

Towers

  • Blaze Balloon

    • Defense Power ratio increased to 4.25 from 3.5.

    • Critical damage ratio increased accordingly.

Shards

  • Blazing Phoenix

    • Max damage increased to 5000% Defense Power from 850% Defense Power.

    • Phoenix projectile increased in size.

    • Phoenix projectile speed slowed slightly.


Monk

Abilities

  • Pole Smash

    • No longer causes the Monk to get stuck on top of enemies if used mid-air above enemies.

    • Can now turn/target during the animation.


Series EV2

General

  • Sword Container

    • Fire rate increased to 1 per second from 1 per 2 seconds.

    • Reduced firing width.

    • Reduced pellet number to 20 from 30.

    • Increased pellet lifespan.

    • Increased secondary lifespan.

    • Heat reduction reduced to 15 from 22.

  • Various EV2 weapons have had their firing rates tuned.

Bug Fixes


  • Fixed an issue with inventory tooltips going off the bottom of the screen when comparing items.

  • Fixed an issues where certain regions were unable to be selected.

  • Fixed an issue with sorting weapons, armor, and relics when using a controller.

  • Fixed an issue where the end game “Press G” message was not appearing.

  • Monk Skyguard Tower properly tracks damage for ‘Clear Skies’ challenge.

  • Fixed typos in Hailstorm Tower description.

  • Removed outdated attention/aggro text from several towers.

  • Fixed an issue where players weren’t getting sent back to hubs after Incursions/Campaign sessions.

  • Chlorophyte Arrows no longer changes color when upgrading.

  • Fixed an issue causing players to get the “Press G to Ready Up” notification stuck.

  • Fixed a bug where boost aura was causing Hailstorm Tower to increase enemy health instead of dealing damage.

iamisom

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Greetings Defenders,

It’s been a busy few weeks! We were absolutely blown away by the launch reception. As more players dove into the game, we scrambled to put out the server fires. You may have noticed several patches and maintenance updates since launch, which we’re pleased to report have greatly improved our server stability. On the Xbox One side, these server issues also caused several crashing issues -- most of which were fixed in last week’s patch! There’s still work to do, but things are looking brighter by the day.

Alongside Xbox One and server fixes, our team is working on Patch 1.0.3! This patch contains loot tweaks, balance changes, optimization updates, quality-of-life improvements and bug fixes based on the feedback we’ve seen since launch. It also includes a little something special for sticking with us through the launch madness! We’re still finalizing and testing the patch, so we don’t have a release date for Patch 1.0.3 yet. We’ll have a release date for you soon!

Here’s what’s coming in the patch:

FREE Beat the Heat Bundle & Weekend Events

In Patch 1.0.3, we’re giving away some exclusive gifts for hanging with us through our launch kinks. These items will only be available for a limited time once the patch comes out:

  • A free 4,000 Defender Medal gift

  • A free, exclusive Purrville the Helicatter pet!

  • A free, exclusive Squilbur the Squid hat for the Squire!

  • A free, exclusive PAWS the Corgi shoulder pal for the Squire!

  • A free, exclusive shirtless beach Squire accessory!

  • A free, exclusive Squire beach shorts accessory!

  • And our eternal gratitude, which is the most priceless gift of all. Literally. It has absolutely no real-world value. Damn you, society!

Plus we’re doing TWO Double Gold Weekend events when the patch comes out! Keep your eyes peeled for more details on these free items!


Xbox One Crash Fixes

This patch will include more Xbox One crash fixes. It’s also our goal to release another hotfix before this patch releases with even more crash fixes!


Loot Drop Updates

After reviewing player feedback and diving into the data, we agree that item progress, especially in Chaos 4-7, is too slow. There are too many items spawning that only give very small increases in power. This is making it take far too long to beef up all your characters, and the problem gets worse as you play in the later Chaos difficulties.

So with this patch, in all Chaos difficulties (but especially in Chaos 4-7), items will drop with larger power increases than before, and we’re increasing the chance of finding items with larger power increases. Not only that, but we’re adding in the occasional chance for a ‘super drop,’ which gives you a chance at items that are substantially more powerful. There’s still a good bit of randomness in the system, so don’t expect to get loads of high-powered legendaries dumped on you in your first game. But there are now far more opportunities for ‘big wins’ than there were before, and we hope players really feel it!

While we don’t consider this a blanket ‘fix’ to all the known item issues the community has highlighted, we do consider it a great step in the right direction. More changes coming soon!


Four More Chaos VII Trials Maps

We’re adding four maps to the Chaos VII Trials rotation! These maps are:

  • Little-Horn Valley

  • Assault on Throne Room

  • Buried Bastille

  • The Dead Road


You’ll encounter 8 total maps when you tackle the C7 Trials. More Trials improvements to come!


Wall Collision & Range Indicator Updates

We’re increasing the collision size on our blockades!

  • The Spike Blockade collision volume is 37% larger on the X axis and 20% larger on the Y axis.

  • The Volcano's square collision volume is 37% larger.

  • The Training Dummy's square collision volume is 18% larger.

  • The Arcane Barrier's collision volume is 66% larger on the X axis.

  • The Maw of the Earth Drake's collision volume is 25% larger on the X axis.

  • The Viper's Fangs collision volume is 11% larger on both the X and Y Axis.

  • The Colossus' collision volume is 33% larger on its Y Axis.


In addition to this, we’ve added new range indicators on blockades to help you seal your lanes.


Trap Range Indicator Updates

All traps now display two ground decals during placement and inspection modes:  one decal displaying the trigger radius, and another decal displaying the damage range!


Minimap Improvements

The minimap now displays damage states for defenses. On top of the flashing when they get hit, towers will change colors from green, to yellow, to flashing red when below predefined health thresholds. Defenses that have been destroyed will also show up on the minimap with a blinking icon for 3 seconds for a better at-a-glance view of your moment-to-moment action.


Balance Updates

We’re making numerous balance updates to specific defenses with this patch, with a special focus on a few of our less frequently used defenses.

Most of our fixed-target towers (Cannonball Tower, Harpy’s Perch, Earthshatter Tower, etc.) will see a substantial increase in their overall DPS. This is a straight stat boost to these towers, trying to make them competitive with defense that can hit many targets. We want to see these towers leveraged more, especially in Chaos difficulties where projectile towers are expected to shine.

Defenses with extremely slow ATK Rates (Earthshatter, Lightning Strikes Aura, etc.) will see some improvements in their ATK Rate. While we’re not expecting every defense to hit as fast as the Flame Aura, the slow ATK Rates on these defenses has lead to a lot of ‘overkill’ damage and general targeting failures. These defenses will fire faster by roughly a second or so than they are currently, with corresponding adjustments to Defense Power and Crit Damage ratios.

Next up, many of our defenses with very high DU/Mana costs will see their base costs come down. Defenses like the Blaze Balloon have proven hard to use, despite their relatively high DPS outputs, and we want to get them back into regular usage. This change is intended to be more of a usability improvement and not a straight stat buff, so we’re accompanying these changes with corresponding reductions to their Defense Power and Crit Damage ratios when appropriate.

There’s a few bug fixes going in that will affect balance as well. Swapping shards to temporarily increase the max nodes on some of EV2’s defenses has been eliminated; you must leave the shard on the defense or the extra nodes are removed. We’ve also fixed a terrible bug with Hornet’s Nest that was crippling its DPS, and it should result in it being quite a powerful defense again!

We’ve also finally made some updates to the Shatter combo effect. While we’re super happy to see players using Frosty Proton Node to setup this combo, we felt that the potential damage output of the Shatter effect was a bit too strong. We really didn’t want to nerf Frosty Proton Node, and, there was certainly no call to nerf the Cannonball Tower, Earthshatter Tower, etc., so we went with a reduction to the Shatter effect itself. Shatter will still obliterate weaker enemies like Goblins, but after this patch it will no longer be a guaranteed kill on tougher enemies like Drakin and Berserkers. We’ve also fixed it so it can now damage minibosses / special enemies, instead of just consuming the Freeze and having no effect.

And while the reign of the Weapon Manufacturer (and to a lesser extent, the Poison Dart Tower) has been interesting, it’s proven to be too much of a ‘one stop shop’ solution to many Chaos difficulties. As such, we’re making some adjustments to reduce its dominance, with the hopes of seeing diversity increase with these changes plus our numerous defense buffs.

We hope these changes will improve diversity and flexibility amongst builders in all Chaos difficulties! Fans of the Mystic and the Obelisk will want to take special note, as it’s undergoing some pretty radical balance updates with this patch. (It’s basically hit by every one of our core changes listed above!)


Optimization Improvements

This patch includes several optimization improvements to the game, which should improve framerate across all three platforms but particularly on the PS4 and Xbox One versions. We’re exploring more optimization changes to improve framerate on the console versions. Stay tuned for more information!


Inventory UI & Shard Icon Tweaks

We’re adding a number of Inventory UI improvements in Patch 1.0.3:

  • More Shards have unique icons now! This will help you find the Shard you’re looking for.

  • The Experience/Ascension bar is now permanently located on the Inventory screen

  • The Inventory now highlights any new item that the player didn't previously own until the player focuses on the new item. This includes auto-equipped items, items that have been manually picked up by the player, and bundled items like Shards.

  • Items selected in your Inventory will now highlight any valid slots on the left side Hero Manager screen, making it easier to determine which items can be equipped where.

  • The number of weapons a hero can equip is now accurate, which means only the Squire has two weapon slots now!


Disable Controller Vibration Option

For those who don’t like to play with your controller shaking like an earthquake, we’re adding the option to disable controller vibration!


Game Browser UI Changes

We’re making several usability changes to the Game Browser UI to make it easier to join and create games on controllers!


Xbox One Vsync Option

We’re adding a Vsync option for the Xbox One version in this patch!


Controller Deadzone Updates

Thanks to a wonderful Reddit post, we’re exploring updates to our controller joystick deadzones. In case you don’t know, deadzones relate to how far you have to move the joystick from its central resting place before the game registers movement. A large deadzone means you have to push the joystick really far to the edge before movement begins; a small deadzone means very little joystick movement is needed. The result of these changes should improve overall joystick movement and give you more useful deadzone options. This is a stretch goal for the patch, so if it doesn’t come out in this patch, it’ll come out in the patches following.


Bug Fixes

Finally, this patch will contain a number of bug fixes, including a fix for the auto-collect options not working properly.


Thanks for your support, Defenders, and stay tuned for more information on Patch 1.0.3 and the FREE Beat the Heat bundle!

Love,
The Trendy Team

iamisom

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Greetings Defenders,

Patch 1.0.3 is available now on all platforms! Login now to get your FREE Beat the Heat Bundle, which is available from the in-game shop. The free bundle will disappear on August 10th, so don’t miss out!

FREE Beat the Heat Bundle & Double Gold Weekend Events

Login for the next two weeks and get free, exclusive items! You’ll find your free bundle at the in-game Shop (accessible through the Shop menu on the Pause screen). These items are only available until August 10th!

  • A free 4,000 Defender Medal gift!

  • An exclusive Purrville the Helicatter pet!

  • An exclusive Squilbur the Squid hat for the Squire!

  • An exclusive PAWS the Corgi shoulder pal for the Squire!

  • An exclusive shirtless beach Squire accessory!

  • An exclusive Squire beach shorts accessory!


Plus we’re doing TWO Double Gold Weekend events! The first event begins this weekend!

  • July 28th to July 31st:  Double Gold Weekend Event

  • August 4th to August 7th:  Double Gold Weekend Event


Once you redeem the bundle, you'll find your medals in your Inventory as an item. WARNING:  Make sure you have fewer than 8,000 Medals before redeeming or you will not get the full 4,000 Medal gift!

To find your accessories after redeeming the bundle, go to the Costume Shop, go to the Wardrobe, select the Squire, choose his Default costume, and you'll find his new accessories in the appropriate slots!


Loot Drop Updates

After reviewing player feedback and diving into the data, we agree that item progress, especially in Chaos 4-7, was too slow. There were too many items spawning that only gave very small increases in power. This was making it take far too long to beef up all your characters, and the problem grew worse as you played in the later Chaos difficulties.

So with this patch, in all Chaos difficulties (but especially in Chaos 4-7), items now drop with larger power increases than before, and we’ve increased the chances of finding items with larger power increases. Not only that, but we’ve added in the occasional chance for a ‘super drop,’ which gives you a chance at items that are substantially more powerful. There’s still a good bit of randomness in the system, so don’t expect to get loads of high-powered legendaries dumped on you in your first game. But there are now far more opportunities for ‘big wins’ than there were before, and we hope players really feel it!

While we don’t consider this a blanket ‘fix’ to all the known item issues the community has highlighted, we do consider it a great step in the right direction. More changes coming soon!


Four More Chaos VII Trials Maps

We’ve added four maps to the Chaos VII Trials rotation! These maps are:

  • Little-Horn Valley

  • Assault on Throne Room

  • Buried Bastille

  • The Dead Road

You’ll encounter 8 total maps when you tackle the C7 Trials. More Trials improvements to come!


DaFzWKb.jpg

Wall Collision & Range Indicator Updates

We’ve increased the collision size on our blockades!

  • The Spike Blockade collision volume is 37% larger on the X axis and 20% larger on the Y axis.

  • The Volcano's square collision volume is 37% larger.

  • The Training Dummy's square collision volume is 18% larger.

  • The Arcane Barrier's collision volume is 66% larger on the X axis.

  • The Maw of the Earth Drake's collision volume is 25% larger on the X axis.

  • The Viper's Fangs collision volume is 11% larger on both the X and Y Axis.

  • The Colossus' collision volume is 33% larger on its Y Axis.

In addition to this, we’ve added new range indicators on blockades to help you seal your lanes.


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Trap Range Indicator Updates

All traps now display two ground decals during placement and inspection modes:  one decal displaying the trigger radius, and another decal displaying the damage range! 


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Minimap Improvements

The minimap now displays damage states for defenses. On top of the flashing when they get hit, towers will change colors from green, to yellow, to flashing red when below predefined health thresholds. Defenses that have been destroyed will also show up on the minimap with a blinking icon for 3 seconds for a better at-a-glance view of your moment-to-moment action.


Optimization Improvements

This patch includes several optimization improvements to the game, which should improve framerate on the Xbox One, PS4 and PC versions. We’re exploring more optimization changes to improve framerate, particularly on the console versions. Stay tuned for more information!


Xbox One Crash Fixes

This patch includes more Xbox One crash fixes!


Inventory Improvements

We’ve added a number of Inventory improvements in Patch 1.0.3:

  • Items can now be moved into bags with Auto Sort active.

  • Added a Hero Level/Ascension experience bar to the Inventory.

  • More Shards have unique icons now! This will help you find the Shard you’re looking for.

  • The Inventory now highlights any new item that the player didn't previously own until the player focuses on the new item. This includes auto-equipped items, items that have been manually picked up by the player, and bundled items like Shards.

  • Items selected in your Inventory will now highlight any valid slots on the left side Hero Manager screen, making it easier to determine which items can be equipped where.

  • The number of weapons a hero can equip is now accurate, which means only the Squire has two weapon slots now!


Disable Controller Vibration Option

For those who don’t like to play with your controller shaking like an earthquake, we’ve added the option to disable controller vibration!


Game Browser Gamepad UI Changes

We’ve made several usability changes to the Game Browser UI to make it easier to join and create games on gamepads!

  • When using a gamepad, the Join Game, Create Game and Refresh List options are now permanent keybinds on the Game Browser rather than physical UI buttons you have to navigate to. This should make joining and creating games MUCH easier.

  • On gamepad, individual game information will now update on highlight rather than on interact.


Xbox One Vsync Option

We’ve added a Vsync option for the Xbox One version in this patch!


Controller Deadzone Updates

Thanks to a wonderful Reddit post, we’ve updated our controller joystick deadzones. In case you don’t know, deadzones relate to how far you have to move the joystick from its central resting place before the game registers movement. A large deadzone means you have to push the joystick really far to the edge before movement begins; a small deadzone means very little joystick movement is needed. The result of these changes should improve overall joystick movement and give you more useful deadzone options.

  • Added Deadzone option to PC

  • Deadzones are now circles instead of squares

  • Updated the Deadzone slider to provide more useful deadzone options


Defense Balance Updates

Explosive Trap

While this trap has always had high damage potential, both its trigger and effect ranges limited its practical usage. We've made some quality-of-life improvements to the defense along with a slight power increase.

  • Trigger Range increase 150 -> 225 (+50%)

  • Base Effect Range increased 200 -> 300 (+50%)

  • Defense Power ratio increase 4.5 -> 5.5 (+22%)

  • Critical Damage ratio updated to match relative Defense Power change


Cannonball Tower

Our stalwart Cannonball Tower now has slightly more reach, slightly faster firing, and slightly more punch.

  • Range increased 2000 -> 2,500 (+25%)

  • Base Attack Rate improved 3.0s -> 2.5s (17% Faster)

  • Defense Power ratio increased 9.5 -> 11.5 (+21%)

  • Critical Damage ratio updated to match relative Defense Power change


Harpy's Perch

While the Harpy has good range and attack speeds, it needs a lot more punch to be competitive.

  • Defense Power ratio increased 1.9 -> 4.5 (+136%)

  • Critical Damage ratio updated to match relative Defense Power changes


Angry Nimbus

Angry Nimbus is now a much longer-range defense, more akin to an Earthshatter, with a wide radius. We've made it cheaper to be easier to deploy. It doesn't have as much raw DPS as other single-target defenses, but its immense range / radius should give it placement options that higher-DPS defenses can't use.

  • Range increased 2,500 -> 4,000 (+60%)

  • DU Cost decreased 80 -> 60 (25% Cheaper)

  • Defense Power ratio decreased 47.5 -> 40 (-16%)


Obelisk

Oby's one of our most-fun defenses, but with an extremely high cost coupled with a primary attack that only deals damage to 1 target very slowly, it was pigeonholed into a very narrow role. We've radically rebalanced the Obelisk by making it cheaper, faster, and at upgraded tiers, apply its cool effects more frequently.

  • Cost decreased 100 -> 40 (60% Cheaper)

  • Base Attack Rate improved 4.0s -> 3.0s (33% Faster)

  • Attack Rate maximum improved from 2.0s max -> 0.75s max

  • Duration of CC effects slightly reduced (to counterbalance the defense having a much faster rate of fire)

  • Defense Power ratio decreased 50 -> 27.5 (-45%)

  • Critical Damage ratio updated (uses custom critical damage scaling equal to Defense Power ratio)


Ballista

Range has been increased for the Ballista, along with a slight rate-of-fire increase.

  • Range 2500 -> 3000 (+20%)

  • Base Attack Rate improved 5.0s -> 4.0s (20% Faster)


Earthshatter Tower

Earthy's undergone a major facelift, drastically reducing its cost and improving its rate-of-fire. Its per-hit damage has come down slightly, but given that it was overkilling many smaller enemies by large values, these net changes should help reduce its massive overkilling problem.

  • Cost decreased 80 -> 60 (25% Cheaper)

  • Base Attack Rate improved 4.0s -> 3.0s (25% Faster)

  • Defense Power ratio decreased 31 -> 25 (-20%)

  • Critical Damage ratio updated to match relative Defense Power change

   

Sand Viper

Sand Viper was pretty flexible, but it lacked enough punch to be worth it (Split Vipers aside). We've improved it to keep it competitive in its base form with other defenses.

  • Defense Power ratio increased 4.0 -> 5.5 (37.5%)

  • Critical Damage ratio updated to match relative Defense Power change


Lightning Strikes Aura

The Lightning Strikes Aura received a bit more of a serious redesign. We have a lot of high-cost, high single-target damage defenses already. We're changing the LSA to have much lower cost, giving it more flexibility of placement, rather than focusing on massive damage per hit.

  • Cost decreased 40 -> 20 (50% Cheaper)

  • Base Attack Rate improved 5.0s -> 4.0s (20% Faster)

  • Attack Rate maximum improved 2.0s max -> 1.0s max

  • Defense Power ratio decreased 21 -> 13 (-39%)

  • Critical Damage ratio updated to match relative Defense Power change


Hornet's Nest

  • Now properly scales with Defense Speed!

  • Defense Power increased from 1.6 -> 2.8

  • Attack Rate decreased from 0.6 base to 1.2 base

  • Maximum Attack Rate updated to 0.3

   

Blaze Balloon

The Blaze Balloon has a strong overall damage output, but a high cost that makes it difficult to slot. We've pulled down the cost significantly to make it easier to work into existing builds.

  • Cost decreased 80 -> 60 (25% Cheaper)

  • Defense Power ratio decreased 22.5 -> 17.5 (-22%)

  • Critical Damage ratio updated to match relative Defense Power change

   

Poison Dart Tower

When we updated the PDT's targeting, it went from being a 'mostly' single-target tower to a multi-target death machine, and our balance did not really sync well with that functional change. We've revised its balance to bring it down closer to other multi-target defenses like the Flame Aura, while still giving it some punch against single enemies.

  • Dart Defense Power ratio increased 1 -> 1.25 (+25%)

  • Poison Defense Power ratio decreased 4 -> 2 (-50%)

  • Critical Damage ratio updated (uses custom critical damage scaling of 3.0)

   

Serpent's Coil

While the impact of Serpent's Coil is small, we want Mystic players to leverage it and have boosted its power to make it a relatively safe choice.

  • Defense Power ratio increased 3.0 -> 4.5 (+50%)

  • Critical Damage ratio updated to match relative Defense Power change

   

Skeletal Archers

Archers were decent, but they weren’t quite strong enough to compete with some of our stronger defenses. We've given the twins some more 'muscle' behind their bows, as much as skeletons can use muscle...

  • Defense Power ratio increased 9.0 -> 11.5 (+27%)

  • Critical Damage ratio updated to match relative Defense Power change

   

Weapon Manufacturer

Well, apparently the weapon manufacture was mostly manufacturing auras, but very few weapons. We've reduced the overall damage output of its auras in the hopes that it still sees some use, but leans more heavily on the weapon aspect and a little less on the aura aspect.

  • Defense Power ratio decreased 4 -> 3.25 (-19%)

  • Fixed a bug where the node increase Shard effect would remain on built WMs after removing the Shard from the relic

  • Critical Damage ratio updated to match relative Defense Power change


Other Balance Changes

Tiny Ogres (Campaign)

  • Tiny Ogres (Campaign) now have the same rough health/dps as a T3 Drakin


Abyss Stone

Abyss Stone has been refactored. We've enabled proper Criticals and drastically increased the damage-per-hit but reduced its duration. The net result is roughly the same total damage, but with much higher damage-per-second. Additionally, Abyss Stones no longer interfere with the placement of future Abyss Stones.

  • Ability Power ratio increased 6.0 -> 11.0

  • Criticals properly enabled (uses default 15x ratio and proper Hero Crit Chance)

  • Duration decreased 8s -> 6s

  • Attack Rate slowed 0.5s -> 1.0s


Knight of the Abyss

KoA has been almost exclusively the go-to ability for the Abyss Lord, even after our last round of changes, and we're trying to breakup his combat gameplay a bit more by reducing his reliance purely on KoA for both damage and stuns by making this change alongside the Abyss Stone refactor.

  • Ability Power ratio slightly decreased 21.5 -> 20.0


Shatter Combo/Frosty Proton Node

We’ve also finally made some updates to the Shatter combo effect. While we’re super happy to see players using Frosty Proton Node to setup this combo, we felt that the potential damage output of the Shatter effect was a bit too strong. We really didn’t want to nerf Frosty Proton Node, and there was certainly no call to nerf the Cannonball Tower, Earthshatter Tower, etc., so we went with a reduction to the Shatter effect itself. Shatter will still obliterate weaker enemies like Goblins, but after this patch, it will no longer be a guaranteed kill on tougher enemies like Drakin and Berserkers. We’ve also fixed it so it can now damage minibosses / special enemies, instead of just consuming the Freeze and having no effect.


Geode Prime Special Enemy

Geode Prime now has been updated to be a correct special miniboss.

  • Health and Tenacity increased substantially

  • Size and Collision increased as well

  • Loot fixed to have the same loot drops/chances as other specials/minibosses


Other Changes

  • Betsy weapons have been added to the Wayfarer shop.

  • Monk’s Pole Smash can be activated in mid-air.

  • When the Inventory is full and auto-collect is set to pick up items, those items are now sent to the Scavenger.

  • A text announcement will now display when opening an individual Shard Pack letting you know what Shard you received.

  • Updated the Xbox One and PS4 Options menu UI.

  • Increased the placement range of EV2’s nodes.

  • Volume will now update in real-time when adjusting the sliders in the Options menu.

  • Ground lane wisps will now only appear in Campaign Normal.

  • Updated Explosive Trap VFX and scaled them up a bit.

  • Updated melee impact VFX for Squire and Monk.

  • Buff Beam description updated to mention Defense Crit Damage effect.

  • Increased Summary Screen timer to 90 seconds.

   

Bug Fixes

  • Fixed an item duping bug. All duped gear has been removed. Thanks for reporting this, Defenders! You da real MVPs.

  • Made multiple changes to reduce the likelihood of seeing an infinite loading screen.

  • Added a possible solution for inventory data getting wiped.

  • Fixed a memory leak related to defenses.

  • Relics will now properly drop while playing as the Gunwitch.

  • The Zapper special enemy will appear in Chaos VII Trials once again! Mwahahaha!

  • Fixed a stuck Siege Roller spawning issue in the Ramparts.

  • Fixed a bug where the Invert Y Axis option wasn’t working properly.

  • Fixed a bug where the Apprentice, Gunwitch and Lavamancer auto-collect options weren’t working properly.

  • Fixed a bug where loot could drop without stats if it dropped while loading into a map.

  • Fixed a bug where Abyss Stones couldn’t be placed in the same spot as a previous Stone.

  • Fixed a bug where Slime Pits and Hornet's Nests would occasionally ignore enemies within range.

  • Fixed multiple bugs where Shards weren’t dealing the correct damage type (Ability Power vs. Hero Damage, etc.)

  • Slime Pit Slimes no longer try to attack flying enemies.

  • Fixed a bug where the mouse cursor set itself to the upper-left corner instead of centered on screen when entering into menus.

  • Fixed a bug where interacting with an item before the tooltip of the item loaded caused the tooltip to never unload.

  • The Use Key context icon no longer appears enabled and usable on the open Lockbox UI when you don't have a key.

  • Fixed a bug where the victory hero waving animations didn’t always play.

  • Fixed a bug where the reticle didn’t correctly change colors for players, NPCs and objectives.

  • Fixed a camera issue with the Seamstress.

  • Fixed animation flickering issues with the Initiate’s Chi Stomp.

  • The Monthly Mission pets from the DM shop are now display their proper meshes when viewed in the Petrinarian UI.

  • Incursion weapons that drop in maps now have the correct level requirements.

  • Fixed a bug where the Gunwitch's weapon wasn’t now properly displaying to other players.

  • Fixed an issue where some cutscenes weren’t rendering properly.

  • Fixed a bug where the Apprentice’s right-click animation wouldn’t play in mid-air.

  • Fixed the name of the Glaive of Storms in the Wayfarer shop.

  • Fixed a bug where purchasing a premium egg and then incubating it right afterward would cause a temp/placeholder icon to appear in Hatchery UI.

  • Fixed a bug where Inventory Tooltips for Weapons, Gear and Pets in the top Inventory rows would get cut off in the comparison view.

  • Fixed a bug where attempting to bind ` or Tab would break all functionality on the controls screen.

  • Fixed several visual bugs and collision issues on the Hot Springs map.

  • Fixed a bug where the controller users couldn’t scroll the Summary Screen on 4:3 resolutions.

  • Fixed a bug where the Haunting Shard VFX was off center of weapon. Now spawns from center of player.

  • Fixed a bug where the Siege Roller would get stuck when killing a blockade with a node nearby.

  • Fixed a bug where the Call of the Kobold Shard VFX was not deactivating properly.

  • Fixed a bug on PC where changing the Graphics Quality Preset option using a gamepad caused it to stick there.

  • Removed some non-obscene phrases from the profanity filter.

  • Fixed a visual bug with the Lockbox UI.

  • Fixed a visual bug with the Initiate’s Defense Boost aura where the VFX would remain after the ability was finished.

  • Fixed a visual bug with the Empowered Beam projectile.

  • Fixed a bug where Hero Crit DMG and Elemental DMG sorting wasn’t accessible by gamepad.

  • Fixed a bug where the hatchery UI would become unusable if a player incubated a Defender Medal egg but closed the UI without actually hatching it.

  • Fixed a VFX bug with EV2’s Proton Charge ability.

  • Bag Inventory warning no longer overlaps Quest UI.

  • The Level Up popup no longer overlaps with the Build Phase/Combat Phase/Wave Complete popups.

  • Fixed a bug where the Dryad World Tree’s “Damage Taken” stat wasn’t accurately displaying.

  • PS4 - The Reset to Defaults popup in the Options menu no longer gets cut off with split-screen active.

  • Fixed a bug where the Lavamancer’s right-click could move players into spawn points.

  • Fixed a bug where a Weapon Manufacturer node could be placed inside a Flame Aura by inspecting the aura.

  • Fixed a typo in the Sandstorm Warrior tooltip to accurately reflect its damage.

  • Fixed a VFX issue with the Blaze Balloon while using the Corrupted Tower Skin set.

  • Fixed a bug where hotswapping heroes would cause the hero to die.

  • Automeow & G4-T0 are now able to roll their unique pet abilities again.

  • Fixed a bug where the Inspiring Strikes Shard could trigger from defense attacks.

  • Fixed a bug where certain special enemies weren’t spawning on the Forest Poachers Incursion.

  • Fixed a bug where the Overwhelming Buster weapon Shard could be equipped to non-weapons.

  • Fixed a bug where the Charged Shot weapon Shard could be equipped to non-weapons and incompatible weapons.

  • Fixed a bug where sometimes keybindings couldn’t be rebound.

  • Fixed a bug where the top bar UI currency element would disappear.

  • Fixed a bug where the Apprentice marks wouldn’t clear properly if the Apprentice is hotswapped to another hero,

  • Fixed a bug where the Fiery Brimstone Shard would appear to be equippable for non-Tomes.

  • Fixed a bug where Harbinger Shards were dealing more damage to Siege Rollers than intended.

  • Fixed a bug where Inspect Defense could not be used on EV2 defenses in certain situations.

  • Fixed a bug where volume options when opening certain menus.

  • Fixed a bug where the Skeletal Ramster would not hit targets close to it while under the effects of Direct Command.

  • Fixed a bug where Shards in the World Tree would not get reapplied if the Tree was rebuilt after being destroyed.

  • Fixed a bug where using Pole Smash on larger enemies that can’t get knocked up would still let the Skyguard attack them.

  • Fixed an inventory icon VFX issue.

  • Fixed a bug with flying enemy icons on the minimap.

  • Fixed a bug with shop item tooltips not displaying correctly.

  • Fixed a bug where the Ascension button would sometimes not be active when opening the Inventory.

  • Fixed a bug where the Dryad was able to use abilities during transformation.

  • Fixed a bug where using the Dryad’s Starfall immediately after transforming would cause the ability to malfunction.

  • Fixed a bug where enemies would occasionally spawn under the map on Greystone Plaza.

  • Fixed a bug where the Skeletal Orc blockade would incorrectly accept Direct Command before fully spawning in.

  • Fixed a projectile firing issue with single-shot Polearms where the projectiles weren’t going towards enemies properly.

  • Fixed a VFX problem with Legendary weapons on the Shard Equip screen.

  • Fixed a VFX problem with the Flamethrower tower.

  • Fixed a bug where enemies were able to walk up walls and around light posts on Little-Horn Valley.

  • Fixed a bug where the Harbinger’s ranged attack wasn’t properly damaging certain defenses.

  • Fixed a bug where the Dryad could get visually stuck in corrupt form when hotswapping.

  • Fixed a VFX issue at the Costume Shop.

  • Fixed a bug where the Split Vipers Shard could also grant the Constrictor Shard bonus without having the Constrictor Shard equipped.

  • Fixed a VFX issue with the “New” icon on maps after unlocking them.

  • Fixed a bug where the Fissure defense would remain “busy” if the wave ends while recharging.

  • Fixed an issue with enemies getting stuck in spawners on Nimbus Reach.

  • Fixed a text issue with the Fissure of Embermount.

  • Fixed various text issues with the Heroes Marketplace.

  • Fixed various text issues with the Emporium.

  • Fixed a bug where one of the Buried Bastille cores did not have the correct health value.

  • Fixed a bug where the Campaign boss timers were appearing in Chaos Trials.

  • Fixed a bug where the gamepad controls would sometimes appear on the Game Browser while using mouse/keyboard.

  • Fixed a bug where the full size of the buttons on the Summary Screen were not fully interactable.

  • Fixed a bug where players using gamepads would be unable to join Public Games on the War Table if the auto-collect message would appear.

  • Fixed a bug where players could get trapped inside the falling ships on the Betsy map.

  • Fixed an issue where the flying lane icons would not appear on the Dawn of the Blood Moon Incursion.

  • Fixed a VFX issue with the Ghastly Halberd.

  • Fixed an issue with the taunt VFX from Shards.

  • Fixed a VFX issue on the Create Hero screen.


Known Issues

  • The Minimum Ascension Filter does not work when using the Continue function. This is something we’re going to fix in our upcoming patches.

  • (PC) The controller will not work if you turn on the controller while on the Main Menu after a fresh boot of the game. Rebooting the game or waiting until you reach the Tavern or Town to turn on the controller will get around this issue.

iamisom

Our Commitment To You

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As we get closer to expanding our Defense Council (which you’ll hear more about very soon!), we wanted to reiterate our commitment to you: Dungeon Defenders II will never offer gameplay advantages for real money. You will never be able to purchase shortcuts using real money. You will never be able to pay for power or stats in the game.

We will be working closely with all of you as we develop the kinds of microtransactions that will be available. We want our F2P model to be spoken in the same breath as other praised models, and with your help, we will achieve this.

What games do you think do F2P right? What types of monetization would you like to see in DD2? What types should we avoid at all costs? Please let us know! We’ll have more info on the Defense Council expansion for all of you next week!

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The winners of our last blog are mblitzp and Scellow! Winners, keep an eye on your forum PMs for more information.

Answer the questions above about F2P monetization, and you could win a pre-alpha code for Dungeon Defenders II! We’ll pick TWO random posters and reveal the winners next week. You have a full week to leave a comment. Don’t have a forum account? It takes less than a minute to join the community!
iamisom




Dungeon Defenders II on Steam is now in Open Alpha. You can download our game for free on Steam. Please tell your friends!

“But Trendy, what does this mean?” you cry out!

Well, our friends, it means:

  1. NO MORE full wipes. All of your heroes are secure. Unless of course, [[7280,hashtags]].

  2. Lots of new players. Welcome them in and show them the ropes!


If you’re new to the community, here’s a breakdown of some of our regularly scheduled programming:


  • Wednesday:  Dev Log. The Dev Log is a weekly blog where various members of the Trendy Team talk about what we’re working on that week. The idea is that you just tapped us on the shoulder in the studio and asked, “Hey, what’s going on?” We like being able to share things in a laid-back style, and we hope you’ll appreciate it.


  • Thursday:  Trendy Weekly Defense. Every Thursday from 5PM to 7PM EDT on the TrendyEnt Twitch channel, Community Manager iamisom plays DD2 with the community, talks about current community topics and gives away free schtuff. Think of this as our weekly Game Night with the community.


  • Friday:  Devstream. Every Friday from 5PM to 6PM EDT on the TrendyEnt Twitch channel, we host our Devstream where we’ll talk more in-depth about upcoming changes to the game or about feedback given to us during the week. This is where our biggest giveaways happen.


And finally, here are some important links to keep in mind:


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.



TrendyBrad
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Just over a year ago, we left the MOBA behind and restarted development on Dungeon Defenders II.

We’ve had a blast, with over 750 Councillors enjoying our in-development game and guiding us on decisions big and small. We missed putting up our anniversary post last month, but we’d still like to take this opportunity to revisit the pillars we’ve built our game around and discuss a few updates on how we think we’re doing on each.

But before we dive into that, thanks for your detailed feedback on account leveling! We’ve been reading through the posts and are really excited by the positive reception. We also gained valuable insights on issues we need to carefully consider when creating this type of system. With all of this in-mind, we’ve decided to move forward with the concept.

To that end, we’re taking a few steps to ensure we get the best feedback on what we build. This fall, we’ll unveil new opportunities for players to become part of the Defense Council. Then, we’ll introduce the account leveling feature in a Test Realm of sorts, allowing us to get feedback at an early stage before committing to the feature. We want to ensure that changes of this scope are what you want, and we will provide many avenues for you to influence our development process in the near future.

Now, on to our pillars! If you all remember, we defined five core pillars at the onset of development last year. We’ll walk through each one and grant some insight into where we are right now.

The Pillars: One Year Later

Accessibility


This is a major, active focus for our team. Over the past few months we’ve been evaluating our features and overhauling our UI to make them more intuitive. We’re still in the first phase of our UI revamps and are fixing bugs and improving functionality.

We’ve also started adding the first tutorials to the game, including enemy introduction and tutorial videos. These give brief explanations of enemy behaviors and game features as players are exposed to them. We also have a very exciting (non-video) tutorial experience we’re planning to do in the future, once we’re happy with our core features and interfaces!

To help you see some of what we’re doing, here’s an evolution of one of our UIs. You can see how far we’ve come till today, and trust me, we’re not done yet.

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Replayability

We’re always talking about replayability at Trendy. It keys into one of the core tenants of game design: small, medium and large rewards. We finally have some of these reward systems in-place, and we’re iterating on them as we speak. These systems define and create the game’s replayability (awesome loot!).

We also have some new ideas that will encourage replayability, like the prestige and account leveling systems we mentioned in the last blog post. These are currently in the design phase.

Here are some other things we are currently working on to encourage replayability:

  • Creating an engaging balance for our maps
  • Adding more depth into character leveling with the new Spec Nodes system (which we’ll talk about in more detail later!)
  • Evolving our item enhancement system
  • Creating special stats for loot (also, more info coming soon!)

We’ll be talking with you often on how we improve the replayability of DD2 as we go. We’re not there yet, but we have created good building blocks for us to expand on, and we can’t wait to get your input on where our efforts will be best focused.

Well-Paced Rewards

This too has finally started to come together in the last few weeks. We’re constantly working to refine our reward loops so they create a sense of progression and excitement. We’re also constantly working to empower players with meaningful choices they can make throughout the game experience.

Right now, we’re iterating on how and when specific tiers of loot drop in our maps so players are always engaged, excited and getting good upgrades. We’re also iterating on our Spec Nodes feature for character growth (I think we’re on version 3 right now!) so that you have engaging decisions to make throughout the progression curve.

Our current goal is to get all of the reward systems we’ve implemented working in concert together. After that, we will look into adding in new layers on top, like daily missions and better in-match goals. Once we expand the Defense Council, we look forward to gathering feedback on which reward systems we can improve and introducing the reward systems that you want first… first.

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Gameplay Depth

When we first started working on DD2 over a year ago, we were exploring how we wanted heroes to work in the sequel. We created a set of defenses and abilities, iterated on them, and, more importantly, played with them a ton. We’ve learned quite a bit since then about what works and what does not. With that knowledge, we will be doing major passes on each of the heroes to better focus all aspects of their gameplay, including regular attacks, abilities and towers.

Our goals here are to increase the gameplay depth of each hero individually and to expand the interactions among heroes. We’re calling these passes Hero Revamps. We’ve already completed the first revamp, for the Apprentice, and over the coming months will be working through the rest of our heroes, leveraging your feedback.

We have many other irons in the fire too, like adding a renewed focus on magic and physical resist enemies, iterating on our hero spec nodes for better choices, and much more.

Action, Tower Defense and Role Playing Work Together

One of our biggest challenges as developers is creating fun new ways for these three elements to synergize while maintaining an equal emphasis on each of these elements.

When we started developing DD2 we identified action as one of our weakest components and put a lot of effort towards making combat feel more visceral and making abilities more exciting to use. This is also why we enabled player movement while executing defense interactions like repair, upgrade and build.

However, as we continued forward we continuously received feedback from the Council that the tower defense component of DD2 seemed to take a second stage. So recently, we’ve put a lot of effort into bringing the tower defense aspect of gameplay back into focus. The game feels much more satisfying when both you and your defenses are devastating the Old One’s hordes.

Finally, this is also a big inspiration for the Hero Revamps. We’ll be fixing defenses that are broken, throwing out bad ones while replacing them with new options with better strategic choice, and creating new interactions between the tower defense, action and role-playing elements of the game.

Final Thoughts

It’s been quite humbling to look back over the past year as a team and see how far we’ve come. The great experiment of the Defense Council has been extraordinary, from the live streams to the forum posts, and even though it might not always seem obvious to our Councillors, we talk about the notes often and use them every day to influence the decisions we make. As we get ready to expand the Defense Council, we can’t wait to see what new perspectives these players will bring to the table.

So as we continue to work hard at creating the best Dungeon Defenders experience we can, jump into the forums and give us a few of your favorite moments from the past year for inspiration! We’d also love to hear what you’re looking forward to the most, and here’s to another great year of Dungeon Defenders II!

Since the delay between blogs, we're selecting 10 winners from our Share Your Feedback blog! The winners are Senacherub, Tammy, Wylbhr, rawrsair, SnakeChips, Sirpennywise, mattster365, tosado, Low Ceiling and Warmonger! Winners, keep an eye on your forum PMs for more information.

Share your honest feedback about this blog in the comments below, and you could win a pre-alpha code for Dungeon Defenders II! We’ll pick TWO random posters and reveal the winners next week. You have a full week to leave a comment. Don’t have a forum account? It takes less than a minute to join the community!
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!
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

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The Halloween Steam Sale is live, which means our spooky new Steam packs are on sale! Check 'em out:


Celebrate Halloween with our new Burning Souls Pack! Set up some fireworks, popcorn, and put on some Halloween masks to throw your own in-game party.

  • 4 Burning Soul skins for the Original Heroes (Squire, Huntress, Apprentice, Monk)

  • 50 Consumable Masks to spice up the party

  • 10 Fireworks Launchers

  • 10 Popcorn Machines to give you and your party some sweet combat buffs!


The Burning Souls Pack will be available on the PS4 in a few weeks!


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Masquerade Pack ($15.30)

Snag five new costumes for the newest heroes at a HUGE discount. (4800 Gem value!) Not satisfied with just costumes? We added gems, too!

  • 1500 Gems

  • Lavamancer Risen Cinders Costume

  • Abyss Lord Depth Lord Costume

  • EV2 Mantis Striker Costume

  • Gunwitch Huntwitch Costume

  • Mystic Empress of Serpents Costume


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Witching Hour Pack ($8.50)

The Witching Hour Pack contains the Gunwitch Hero and her two costumes. (A 2800 Gem value!)

  • Gunwitch Hero (includes a Hero Card Slot)

  • Black Magic Ops Costume

  • Huntwitch Costume

pmasher

New Reveal: The DD2 Tavern!

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Welcome back, Defenders!

You may have caught a sneak peek at the Tavern in our one-year of development anniversary post. Well, we’re finally ready to reveal the whole thing! There’s still work to be done, but we’re off to a good start:

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Matchmaking

One of our major goals while creating the DD2 Tavern was to provide a robust matchmaking experience that allows players to enjoy the game how they want, whether it’s playing with your friends, by yourself or with new people you haven’t become friends with quite yet!

When you first load into the Tavern, you’ll see the War Table. From here you can launch a private game that you can control or use the group finder to find new players in your level range to play with. As you progress, you’ll unlock new group finder tiers that include fresh missions and difficulties you can play. If you like, you can stick with your group as you play mission-to-mission, and for public games, the matchmaking system will bring in fresh players to fill open spots as they leave to do other activities. Public games also have a leader that is selected each round who can decide what map the group plays. The leader rotates, so as the group continues, everyone gets a chance to select what is played.

We know it’s going to be quite a task to make public games fun in DD2, and we’re just starting down this path. We’ve prototyped a few other features to help encourage positive public play, like upvoting, downvoting and MVP voting other players at the end of a match. Our goal is to experiment with different ideas, refine our implementations and add new features to create the most positive, fair and engaging experience we can. We look forward to working with all of you to create the best matchmaking and map progression system for a Dungeon Defenders game.



Hero & Item Management

Yes, hero and item management is back and better than ever! You can create new heroes, edit your Hero Deck and swap heroes in the Tavern. You can also access the Forge for all your loot management needs. Right now you can only edit your Hero Deck at the hero management table, but we may introduce this functionality to the Forge in the future.

Upgrading

And DD2 wouldn’t be a Dungeon Defenders game without some serious item upgrading. Just like the original, every item spawns with a set of upgrade levels. This time around, we wanted to put a new spin on things. Instead of just dumping mana into your items, you can fuse other items with them, too! We really wanted to make every item have a purpose in DD2, even the “trash loot.” So depending on the class (weapon, relic) and type (swords to swords, medallions to medallions), you get different XP bonuses. Now that low-stat sword can do you some good!

Right now we only have the most base functionality of the upgrading wheel in place. We have a lot of other cool ideas we are going to add in the future, and we’re currently getting feedback from the Defense Council to polish and improve what we currently have to be as fun and easy to use as possible.


Yes, you can skip it if you want. *click*


Shops

A bunch of interesting characters have moved into the DD2 Tavern. So far only two have set up shop, but as we continue development you may notice some NPCs leave their cozy barstools and set up shops of their own.

Right now, there’s both a weapon and a relic vendor to purchase loot from. Their shops refresh on a timer, so you can always see when to come back for new options. Each shop will also have an extra rare bonus item that’s often great AND expensive.



What’s Left?

As you can see, there’s still a ton of work left to do on the Tavern. After we’ve set up all the shops and spent significant time improving the matchmaking flow and map selection process, we hope to move on to some of the fun (and more memorable) aspects of the Tavern… like super-awesome-dope-fantastic Tavern customization. We’d love to hear all your thoughts about the Tavern in its initial state, and more importantly, we have a very specific question for you:

Do you think public Taverns (or a different, visual hub area) have a place in Dungeon Defenders II? We are very split in the office but would love to introduce some way for more than four defenders to interact. Right now some of us think it would be cool to start everyone in a social tavern type area and then give players the option to enter their own private tavern or join a group. What do you think?

The DD2 pre-alpha code winners from our previous blogs are:

  • DD2 Status Update Blog: FlamingTomato
  • DD2 Status Update Blog: Dawnchaser
  • NVIDIA Winners Blog: ToxicCaterpillar
  • NVIDIA Winners Blog: Tdarnok
  • The winners of the Spec Nodes blog will be selected next week!


Answer the question above about public Taverns in the comments, and you could win a pre-alpha code for Dungeon Defenders II! We’ll pick TWO random posters and reveal the winners next week. You have a full week to leave a comment. Don’t have a forum account? It takes less than a minute to join the community!
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