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LaurawantsaCow

Dungeon-Defenders-2-Monk-Blog.jpg



We’re over halfway through our pre-release hero reveals, and we hope you’re getting pumped to step back into the world of Etheria! Thanks to your feedback, this month’s hero reveal showcases a favorite of many: The Monk!

From a young age, the Monk was trained in techniques that would aid his allies. That focus on support has only grown over the years. Not only does he use a combination of auras and abilities to truly embrace his role as the steadfast support hero, but he also fills a powerful niche in Dungeon Defenders II, being one of the strongest anti-air heroes in the game.

Dungeon-Defenders-2-Chi-Blast.gif



Team Goblin’s Blasting Off Again!

In the original Dungeon Defenders, the Monk’s abilities had multiple functions to support his teammates. His new ability Chi Blast continues to build on this, as it does two very important and distinct things. When it passes through a defense, it significantly buffs that defense’s damage for a brief period of time. And when it hits enemies, it knocks them back. This allows you to jump behind a well-guarded choke point and fire off a Chi Blast to boost the defenses and push enemies away, giving you a chance to repair. Or you could just engage in the Trendy team’s favorite past-time--blasting Orcs off ledges.

Dungeon-Defenders-2-Boost-Aura.gif



The Chain Will Keep Us Together

Though he’s capable of great versatility, the core of his toolkit revolves around Auras, which make up all but one of his defenses. Boost Aura, inspired by the Monk’s Defense Boost ability in the original Dungeon Defenders, links together defenses in its radius, granting them extra damage and health. Should a linked defense fall, the rest of the defenses in the Aura’s radius are healed. Boost Aura is great for any choke point, but it’s especially helpful in lanes with Ogres, as juggernaut minibosses have a pesky habit of decimating anything in their path.

Dungeon-Defenders-2-Skyguard-Tower.gif



Can’t Take the Sky From Him

While Auras are a staple of the Monk’s toolkit, his new Skyguard Tower fills a vital role as one of the strongest anti-air defenses in the game. Air units in Dungeon Defenders are no joke, and the Skyguard has three rotating cannons that take them out with ease, firing concentrated bursts of Chi energy at anything airborne. This includes ground enemies that are hurled into the air by abilities or defenses such as the Huntress’ Geyser Trap!

With three heroes down, we hope you’re planning some awesome combo strategies! Tell us about them in the comments below and you could win a seat on the Defense Council!

The random winner of our Dragonfall Lore blog is Koyre!

Leave a comment to get your hands on the Dungeon Defenders II pre-alpha. We’ll pick a random poster and reveal the winner in our next blog post!
iamisom

Devstream 53 Recap



In yesterday’s Devstream, Phil, Elliot and Josh revealed new changes coming to the Hero Deck, new gameplay changes, new Abyss Lord details and some upcoming UI changes! Here’s an overview of the stream (with timestamps courtesy of CharrLegion on YouTube):


  • New Abyss Lord Minion Reveal:  Bone Archers (7:40):

    • Long-range sniper tower that can see and attack in two directions at the same time, allowing it to cover multiple lanes. The Abyss Lord’s Direct Command will make the Bone Archer unleash a rapid-fire volley of death.

  • Abyss Lord Abilities (9:25):

    • Direct Command:

      • The Abyss Lord’s signature move. Use Direct Command on your minions to activate devastating attacks. Direct Command will make the Abyss Lord a powerful ally during Combat Phase.

    • Summon Abyss Stone:

      • Short-term, area-of-effect pulsing mine ability. Place up to three at a time down the length of a lane of stack them in an area -- your choice.

    • Knights of the Abyss:

      • The Abyss Lord summons a fallen soldier from the spirit world to stun, knockback and damage enemies in an area.

  • Hero Deck/Gameplay Changes (23:50):

    • What’s Releasing in the Update:

      • New User Interface, Hero Cards:  

        • We’re starting our UI revamp beginning with the Pause Menu and Hero Deck screens. Hero Cards will display your hero’s iPWR, name, level, title and costume. You can easily view other player’s decks, iPWR and gear. We’ve also made it easier to manage your party.

      • Shared Hero Deck Experience:  

        • All cards in your deck will gain XP together!

    • What We’re Working On:

      • Quickswap Heroes (F1 - F4):

        • Quickswap between your heroes using hotkeys! We’re excited to get this highly requested feature into the game. :)

      • Combat Phase Quickswapping:

        • We’re going to experiment with letting players quickswap between the four decked heroes during Combat Phase.

      • Strategic Revamp (Prototype):

        • Working on changes to defenses and enemies to improve the strategy of the game, beginning with removing Physical/Magical resistances and revamping towers/enemies to have more defined strengths and weaknesses. More details soon.

    • What We Will Be Working On:

      • Swap Into Deck During Build Phase:

        • We're going to experiment with letting you swap heroes in and out of your deck during Build Phase, which will let you bring more than four heroes into a match. Only heroes in your deck will gain XP, get loot and be available for Combat Phase hotswapping. We haven't figured out all of the details, but that's the overall idea.

      • Loot For All Heroes In Deck:

        • Loot will drop for heroes in your deck.


What do you think of these changes? Let us know in the comments below!
iamisom
caption-Blog.jpg

It was a tough decision, but our judges have made their decision. The winner of our Caption Contest is -- Cade Usher (Facebook)! Cade won a Dungeon Defenders II pre-alpha code with this caption:

winner-1024x576.jpg

Congratulations, Cade! Send us a private message on Facebook to receive your code.

While runners-up don’t receive a prize, they do earn the greatest gift of all: our respect. The runners-up of the Caption Contest are:

     Hanakinn, Forums: "I love you, Ground! You understand me!"

     Deanomoore, Twitter: "Ignore him. I've seen more meat on a McNugget."

     Carter English, Facebook: "What? He was like this when we got here!"

     Lord_DaS, Forums: "But alas... after 3 hours undercover in a goblin conga line, the Apprentice could conga no more."

Didn’t win? There’s still time to win a DD2 pre-alpha code on the Enemy Encounters Blog (Enter on Facebook | Enter on Forums) and the Elemental Weapons Blog (Enter on Facebook | Enter on Forums)! Don’t have a forum account? It takes less than a minute to join!
pmasher

New Hero: Round 2

dUFwnJi.jpg

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

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



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

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

iamisom

Dev Log 11: Feb. 18, 2015

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

With pets now out of the way (well, their design at least… still LOTS to do before we get them in your hands!), I’m moving onto V2 of Spec Nodes! As well as future plannings for DD2 releases. Also started a season 2 character in Diablo III. Me and a few other people at Trendy are doing all Barbarians! It’s great… 


Danny Araya, Creative Director ([[64026,users]])

Working with Philip on putting together a plan for delivering some awesome new narrative things for you guys. Pressuring Phil to finish playing The Last of Us and to start Left Behind.


Jay Twining, Senior Game Designer ([[67667,users]])

Making some minor adjustments to the Monk’s defenses, with a focus on quality of life.  


Chris James, Lead Level Designer ([[63955,users]])

This week is filled with a huge amount of work reviewing maps that we have in the pipeline and also working with the level designers on new layouts that we are really excited about. 


Javier Barreto, Lead Software Programmer ([[72964,users]])

Laying out the foundations for DD2 Pets… Try not to get too excited. I already feel the pressure.


Joshua Javaheri, Lead Technical Artist ([[23,users]])

Working on the finishing touches for our new tornado VFX map. It’s pretty dope.


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

Helping production prep the next hotfix and doing a full test sweep over the game. All in preparation for some new exciting content. Oh, also continuing to repro some of the bugs reported by the community.


Abraham Abdala, Lead Technical Animator ([[59787,users]])

Working on Environment assets for tornado map. Working with other leads and creative peoples to setup a Pet system pipeline. Also, working on camera setups for upcoming in-game cinematics.


Eduardo Lev, Engine Programmer ([[57155,users]])

Writing some data-wrangling tools to move event data between metrics providers, and making sure the format is correct and we don’t have duplicate or missing events.


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

Making improvements to the Forge UI. Moving them pixels around.


Adam Stow, Associate Producer (@TE-Stow)

Instituting a new playtesting schedule and process. Crushing through Bayonetta in style -- Kamiya is still the greatest personality on Twitter.


Enrique Rivera, Concept Artist ([[56240,users]])

Drawing a ton of delicious Pet EGGS!


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

Fixing up some world building related things such as collisions, geometry and vertex colors on some meshes on both spooky levels.


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

Fixing issues on some of our current in-development levels. Also re-doing some areas of our creepy spooky level.


Philip Asher, Marketing Director ([[14,users]])

Not related to work - finally beat Last of Us Remastered this weekend, after I realized I could switch the difficulty from Grounded to Normal. Fantastic ending. In the work world -- working on our future video/Influence Report plans and working with Danny/Production Team/Design to lock down update plans for the rest of the year.


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

Finalizing our plans for this week’s Devstream. Still working out the design for a potential Twitch streamer program. Focusing on getting the DD2 Wiki up to date. The wiki needs dedicated, knowledgeable players who can flesh out pages. If you’d like to contribute, please send an email to josh.isom[at]trendyENT[dot]com! 

On a side note: Still haven’t completed The Last Of Us Remastered. Or Dragon Age Inquisition. Or Shadow of Mordor. 


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.

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

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.
iamisom


PE3XXoA.jpg

Elliot Cannon, Creative Director

Looking forward to the community playtesting the Abyss Lord this week. (See Jason Yu’s post below.) I’ll be jumping in on that after hours late at night. The more tire-kicking on this dude the better. Feedback on his active defense playstyle will help us make him rock. We want to know about the subtleties and things you like and don’t like, especially minute details. Everything else is percolating along and I don’t want to steal anyone else’s thunder in the Dev Log, but I do want to squeeze in an off-topic: go, go, Connor @TheNotoriousMMA.


Jason Yu, Associate Producer (urfyness)

If you want to get involved in the Remote Playtesting Group and help us test the Abyss Lord, send an email to dani.moore[at]trendyent[dot]com! Just let Dani know in the email that you want to be involved, and he'll be in contact with you shortly.

Working really hard to get the Abyss Lord out to our community playtesters so they can give us their first impressions on him. The build is somewhat unstable right now, but we’re working really hard to get one together. Thanks for your patience. 

Also, I can tell this week is going to be crazy already. This morning, our lead programmer, Javier, tells me that he worked all weekend to put in the first-pass implementation of account leveling and committed it into the build. He also worked on optimizations when first loading into the game. That’s some dedication!

It’s almost guaranteed that these changes have broken other systems in the game, so our designers and QA will be working with Javier throughout the week to fix and document these issues. Changing our leveling system from individual heroes to account wide will be an interesting experiment!


Tim Shannon, PS4 & Live Producer (TimmyTrashTier)

In the PS4-verse we’re moving forward on the Harbinger and Carnival work. We’re focusing on UI engineering and memory optimization that will make your heart skip a beat and give you that sensation of butterflies in your stomach (well… it would if you could see it, honest.)  

On the live team side of things we have a brand-new patch that is all kinds of shiny and chrome. We've heard your feedback so far on the new Monthly Mission. We're trying to find rewards that aren't new pets for the Monthly Missions, so please head to this thread to let us know what you think would be rewarding for future Monthly Missions! We’ve turned on client logging so we can get some better information on some of the core technical problems with the game. Onslaught rewards should now have proper iPWR ratings. Finally, Poison Tips should no longer cause server stability issues.


Steven Collins, Lead Level Designer (Esorath)

Moving forward with some prototypes on enemy and tower adjustments. This is part of the way we want to introduce more strategy to the game so cookie-cutter builds are less desirable ways to complete maps.


Joshua Javaheri,Lead Do-Er-oF-All-The-Things (Javahawk)

The last few weeks, the art and features teams have been working hard to redesign a few systems - and in the process, the visual design of our user interfaces to be simpler and cleaner.  


James Reid, Software Programmer (Driscan)

It’s been an intense last couple of weeks hammering out these new UI flows. I can give you a quick tease here, but if you want to see the full direction we’re going, you’re gonna have to tune into the Devstream on Friday. Now that the design/flow is mostly hammered out, the implementation should really take off and by the Devstream after this you should really see it come together.

Here it is in all its glory! It’s so pretty! Remember this is nowhere near close to final art, style, or information. This is the wee beginnings of the implementation stage.

EqyTa5W.jpg

Super early work on the new UI. Check out the Devstream on Friday to see what it'll look like when it's finished!


Chris Flores, QA Lead (likethatwhenigothere)

So this week we’re continuing to work on the hotfixes as they come out. But more importantly we’ve opened the testing floodgates on the Abyss Lord and some very, very early prototypes of the Account Leveling. So we’re gonna evaluate the Account Level stuff, learn how it works and then get ready to test it when it’s available -- all while poking fun at the Abyss Lord so he feels bad about himself and gets in shape before he releases. (Hit the gym, fatty!)

The PS4 is also in our hands now, and we’re working on MS21 (the Dragonfall Carnival + Harbinger update) so that it can ship on ********** (that’s a secret). [Ed. Note:  Secret as in we don’t have a date yet!]

Also, I believe O’ Irish Dani Moore is getting some playtest builds and groups together to get some earlier feedback and sneak peaks at the Abyss Lord. Contact him for details if you’re interested. And if he’s not the person to contact, screw it. Bother him anyway.


Jesus Diaz, World Builder (N3oDoc)

We’re almost done with our first Dungeon type level, so at this point we are adding some final touches and waiting for some feedback.


Daniel Diaz, World Builder (DanielKaMi)

We can't describe the fun we are having working on the dungeon level! It's coming pretty fast and there are more to come!


Dani Moore, Remote QA Manager (Dani)

I can already feel my inbox burning from your emails. Oh my.


Josh Isom, Community Manager (iamisom)

Poor Dani.
iamisom

Patch 8.4 for Steam

Here are the notes for Patch 8.4 on Steam!


Features

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

    • Four Premium Bags

    • Increases bag slots to 16 bags

    • Two Hero Slots

    • Exclusive Title:  “Baggins”

    • 400 Gems (A special bonus thank you!)

    • Our eternal love and devotion

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

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

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

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


Bug Fixes

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

  • Fixed two lane blockages on the second Spooky map.

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

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

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

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

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

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


Extra Note

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

Patch 8.5 for Steam

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

Content

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

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

LaurawantsaCow
When it comes to choosing a hero, there's a lot of things we look forward to. How do they look, what towers they have, and what abilities they have are some things that may affect your choices. Some people find it very handy to have their hero to go into a Blood Rage in the middle of battle, cutting through foes like butter. Other people want the satisfaction of being able to conjure up projectiles that go pew pew.



This is your chance to tell us what abilities you use and how often. Just take this Hero Ability Survey and tell us what you think. Let us know why you voted that way in the comments. You can even suggest some new abilities and let us know who should have it and why. I'll be sending these results to the Dungeon Defenders 2 design team sometime next week so hurry up and let us know what you think!
JBrawley
MapObjectives-Blog.jpg



In Dungeon Defenders II, were exploring new ways to create a fun and engaging cooperative experience. Instead of focusing your attention on one or two main objectives, youll now have the option of protecting sub-objectives that can drastically alter the flow of the game.



Good Co-op Play Comes From Variety





In DDI, many players told us that the best strategies involved clustering defenses around crystal cores.



mainOBJ2-1024x576.jpg
This style of defense is known as turtling.




Its a valid strategy, but one that shuts down mobility across the map and encourages players to remain in one location. We believe a strong co-op experience benefits from multiple stimuli that call for dedicated attention from players. In the original game, so long as you protected the crystal core there was little incentive to do much else as a coordinated team. Moving forward, we want to encourage a greater variety of co-op experiences, and we believe that starts by giving players some reason to spread beyond the core.



Sub-Objectives Divert Resources and Draw Attention





To facilitate this, we decided to create a sub-objective system. You can lose these objectives and still win the match, but once a sub-objective falls, its meant to divert the attention of the players within the level. It forces them to make hard choices and divide up critical defense tasks. And as many of our Defense Councillors already know, it takes a coordinated effort to win a game once a sub-objective has fallen.



SUBOBJ_laneEast-1024x576.jpg



The destruction of a sub-objective also provides meaningful feedback for how youre progressing in a match. In DDI, players were either in control or they were dead. Sub-objectives introduce a buffer between these two points. Its a chance for players to rally their team and reconsider their strategy as lanes shift and new enemies head straight for the core.



Losing a Sub-Objective Is Noticeable, But Manageable





However, building a feature and using that feature are two very different things. We felt we had a great gameplay concept, but instead of creating balanced cooperative play, it was just leading to a frustrating experience. During our first prototypes we used too many sub-objectives, and it created a snowball effect. If players were already losing control of the map, the addition of more enemies almost guaranteed a loss. Were currently addressing this problem by having sub-objective enemies spawn during the next combat phase, but this approach isnt without its own issues. It doesnt have the impact we want, and it doesnt make it clear to the player that the loss of a sub-objective is what opened the new lane. Were still trying out a few ideas to address this, including releasing a few enemies right after the sub-objective falls. Were open to ideas from you guys, as well, so please let us know if you have any thoughts!



SUBOBJ_FALLGIFusethisone.gif



We cant wait for you and your friends to experience the sub-objective system. We truly feel it will create a much more exciting experience for everyone involved, and we look forward to seeing your feedback as we approach release. In the meantime, what would you like to see added as a sub-objective in Dungeon Defenders II? Let us know in the comments below!



Without further delay, the winner of our holiday loot naming contest is Bladedtaco! When everyone finds a Vilethorn in the game, theyll look to the heavens and curse your name for beating them in this contest...we mean, theyll forever praise your name!



Leave a comment to get your hands on the Dungeon Defenders II pre-alpha. Well pick a random poster and reveal the winner in our next blog post!
iamisom



The Journey Begins on September 27th! The only thing bigger than the changes coming next Tuesday is how excited we are to see your reactions (seriously, Benny is so excited we’re scared he’s going to pull a Jesse Spano). On top of the Mystic, you’ll play the game-changing Campaign Revamp, the expanded story and the wealth of early game changes we’ve been brewing for the last month. 

Want to see this update in action? Check out our Devstream tomorrow at 3PM EDT (our new time!) to check it out.

This update is the first step on a journey to finish the game. Our next step:  Improving the endgame! We’re excited to share more details on what that means over the next few weeks.

But this week, Elliot gives you a few more details about our Campaign Revamp, Dan shows off a new Training Dummy and Dani only has eyes for you:


Elliot Cannon, Creative Director (Myscha_Sleddog)

The existing campaign and new user quest chain was excruciatingly long, and quite simply, it wasn’t fun. Its initial creation came about during the game’s early development period when things transitioned from level 25 to 50 sometime last summer with the idea that the game should direct the player’s every move. The campaign itself only took players to maybe level 20-25 or so, it concealed a lot of game features behind level walls, and it was in essence a connect-the-dots linear sequence that sent you back and forth from game maps to the NPCs in the tavern and so on. In addition to this, it created an odd parallel set of difficulty scales that attempted to bridge the gap between completing the campaign and working towards Nightmare difficulties. This in essence controlled what you could do in the game for days on end as opposed to getting you into the game maps and letting you start obliterating enemies that challenge you and your tower defense strategies.

Today, everyone has access to each of their Hero’s abilities and towers from level one. The game is no longer single-hero focused thanks to the Hero Deck changes where you can play, gear, and level four heroes at once with hotswapping. You also have an expanding library of heroes with unique themes, cool abilities, and zany defenses to choose from. When the first campaign and new user experience went in, there were only four heroes and no intention of making new ones.

Let’s look back to our original goal this year of “Finish the Game” and get out of this Early Access Alpha stage. This means things such as this odd campaign flow needed reimagining properly with players in mind. Once that’s done, we can jump back on making loot better and more meaningful, and expanding the game’s difficulty curve much further so those hero choices make a huge difference. That in turn means tinkering with builds, gear, enchants, and deck comps to beat harder challenges. Once all that is in place, then we can expand the enemy library, and get back the list of cool things you really want to see happen next. (We have a massive list with everything you’ve told us we keep alive.)

Enough history. Let’s break down the cool stuff of the Campaign Revamp in more detail than the video.

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Story and Presentation

  • The Campaign is 18 maps long, kicking things off with the intro video and culminating with the climax against the Harbinger. We’ve tied the maps together under one unified storyline sub divided into Acts.

  • We tell the story through the intro video, in game videos at key moments, and new loading screens with cool art! You can check the loading screens out as long as you want and control when to continue when you’re ready to play.


Early Game Progression, Loot and Reward Changes

  • The pacing is frenetic and rapid. It makes such a difference. It’s fun. Even if you beat the campaign ages ago, go give it a try with a deck of level 1 heroes. You may find yourself having a lot of fun! I dare say it should have always been this way.

  • The Campaign now takes all the heroes in your hero deck from level 1 to 50.

  • With how quickly you level up, we’ve changed the SAS points to award and popup every 5 levels so you’re not constantly dogged by the popup.

  • We reworked all iPWR drops for the campaign so progression is fast. Once you beat the campaign, you’re geared for the bottom end of Nightmare I. The campaign remains unlocked forever, so you can go back and play any map in any order once you’ve beaten that first quest chain.

  • Once in the campaign, quests automatically update and complete based on a map victory. Once you get in the flow of playing, you never need to leave the maps for any reason. Once you win a map, you can select the next map, replay, or head to town. This is great because you can just keep playing as long as you want. Once you start winning some of the harder maps, it’s hard to stop as it’s super fast paced.

  • We’ve added specific loot into chests throughout the game to ensure you have important pieces to be successful as things heat up.

  • You may find yourself gaining 2-3 levels in one map! Be wary though, because the enemies get harder too.

  • Each win rewards Gold, Exp, and Dm, especially for that first play through when you’re knocking out the campaign quest for the first time.

  • The game modes are Campaign, Defense, Incursions, and Onslaught. Difficulty for campaign is Normal and Hard. None of this Freeplay/End Game/Insane monkey business.

  • You can obviously play the campaign in multiplayer. Your quest completion status is your own though. You won’t be able to skip anything, but it’s a ton of fun burning through it with friends.

  • If you were part the way through the campaign and never finished it, we set you up right where you need to be so you don’t have to start over, but are ready to go forward.


Early Game Enemy and Difficulty Changes

  • We completely redid all enemy introductions. What is a tough enemy early becomes the norm later.

  • Many maps have less waves, but less means harder.

  • Enemy spawns are punchier. You should see more enemies out at once.

  • We rebalanced Defense Mana and Defense Unit budgets in the campaign revamp. Your defense placement choices and strategies are more meaningful and tougher.


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Early Game Quality of Life and General Changes

  • We’ve redesigned the main menu screen. It’s cleaner, concise, and beautiful. It uses real time flythroughs that really highlight the levels, which are the coolest levels in the game industry! If you’re playing the campaign, you can continue from this screen as opposed to having to remember where you were. All social media icons are there and we’ve made sure our information pane is much snappier.

  • When you enter a map, we reworked how the ready up timer works. Now you can run around and do whatever you want for as long as you want. Forgot to check for loot upgrades a hero? Need to compare those three relics? Go for it. Hit “G” to end warmup and kick off the first build phase. (This also means you no longer have to wait for the warmup timer to end before the first build phase!)

  • Everything in town is unlocked from day one. None of this unlocking enchanting at level 34 business. We want you to have access to everything from day one so you can decide what you want to do and when. It’s your game; play it how you want.

  • We redesigned the Game Browser map list to scroll vertically. It reads much nicer in the new sequence. The map order of campaign becomes the map order across the game.

  • The Create Hero screen has voice over now and better hero descriptions!

  • You can access the game’s tutorial from the options menu.

  • The Hub has a new tune. I tried my best to get Tony Iommi and Glenn Hughes back together from the 2005 Fused album, but they were booked. Heh heh.

  • Once you win a map, we give you as much time as you want to sort through loot, as you will get tons of upgrades in a single map. (Pay close attention to those core stats each hero’s abilities and towers anchor around. For example, I’m a Gun Witch nut, Sweeper Cannon blasting Double Tap III spastic who double jumps and mows down lanes. Hero Power is king for me followed by Hero Crit Chance + Crit Damage. With the Locked and Loaded Skill Sphere gives me more of my favorite rotation: Broom Nado + Book Drop to hold heavy groups in place, followed by a point blank Blunder Broom Buster + Scatter Sweep combo. That means I want that cooldown on Broom Nado back up as soon as possible. Each hero has subtle little tricks like this, so make sure your gear is getting you the most bang for your buck!)


And all of this is in addition to the Mystic, who is also coming out in this update. Here's her hero trailer if you missed it:


Nightmare I-IV are untouched for now. We have big plans on reworking Nightmare with dynamic scaling and harder skill levels, leaderboards, smart loot and such, but that’s a little ways away until we finish that. More details soon.

The feedback on the Campaign and early game changes has been superb. I am super proud of the team’s dedication and work to find the real fun buried in the sand here. I want to give a big shoutout to Steve Collins, Brett Norton, and Josh Javaheri for pushing the boat out and helping drive the gameplay and the player’s experience. Dani Moore and Josh Isom for working with me on the story along with our former intern from SMU Guildhall, Lauryn Ash. Jason Yu for helping keeping it all glued together while we continued to do everything else in other branches, and of course, the entire team, who jammed away on the Mystic and the future releases as we cranked on this much needed cohesive reimagining of the game’s heart and soul.


Daniel Haddad, Design Director (Blacksmith)

So in this week’s Dev Log I’m going to talk about something a little different. I want to talk about Dummies.

Dummies have been in Dungeon Defenders since its inception; unfortunately, our current dummies are a little out of date for anyone seriously trying to figure out their DPS and plan accordingly. I thought it would be a fun project to add a better dummy to DD2. Check this sucker out!

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This new and improved dummy starts calculating your DPS the minute you start attacking it. It stops calculating a few seconds after the last attack (it removes the dead time from the calculations in the end). I also thought it would be neat if the Dummy had a random name based on the development team, so expect to see a lot of our names appear over the new Dummies as you proceed to beat the ever loving @*%# out of them!!!

This thing is not yet ready for launch. I’m going back and forth on whether it should be instanced (you only see the damage you deal to it) or if it should be shared damage… Eventually I hope to release a handful of new and improved Dummies in a future update. What do you all think of that?


Dani Moore, Remote QA Lead (Dani)

Just concluded two solid testing periods with RQA and RPG putting both the Mystic and the new campaign stuff under the testing, balance and bug finding microscope.

Wanted to share one of the most interesting visual bugs we’ve ever come across.

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Jesus Diaz, World Builder (N3oDoc)

This week we are doing a deco pass to the Heroes Marketplace level, which includes also some cool changes in the background!


Daniel Diaz, World Builder

We're working on a new seasonal pass for the Heroes Marketplace! Expect some terrifying changes in the level. It will scare more than one defender!



JBrawley

Symmetry-Blog.jpg



One of the most critical decisions in level design is choosing between a symmetrical or an asymmetrical layout. For the most part in DD2, we’re using asymmetrical layouts.

Why We’re Using Asymmetry

For games like Dungeon Defenders II that primarily use arena-based layouts and combat, symmetry has a few positive effects:

  • The player quickly and easily understands the layout -- The human brain grasps symmetry with remarkable speed and accuracy.
  • Artificial spaces are easier to understand through symmetrical layouts -- Such as the symmetry found in theatres.

But there are some distinct drawbacks to symmetrical layouts as well:

  • Symmetry is quickly assimilated by the brain -- Because of this, it is less interesting than asymmetry. It is often less memorable, as well.
  • Symmetrical spaces imply symmetrical use of a space -- In DD1 terms, you would expect both sides of a symmetrical layout to have the same enemies and pacing because the brain already understands the space as a mirrored environment.
  • Symmetrical spaces are less interesting to look at and build.

Ruins01_Arrows1-1024x576.jpg


Working Around the Confines of Asymmetry

This decision means the maps are a little harder to learn. It's worth noting, however, that while many of the maps are not physically symmetrical, they are conceptually symmetrical. The Greystone Plaza map, for example, contains two isolated lanes on the west and east sides of the map. These lanes don't crossover, and both sides of the map contain an optional lane that becomes active once a sub-objective is destroyed. In many respects, the gameplay of the Greystone Plaza map possess a symmetry even though the map is geometrically asymmetrical.

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Playing in a closed arena tends to be more fun when the 3D space is interesting to move through and navigate. Ideally, a space is fun on its own--before any gameplay has been added in, which is something I touched on in my previous blog about player paths. Part of the joy of a map is learning the space, the other part of the joy is knowing that space. When gameplay is layered atop a well-built space, it’s enriched because the space is already fun. By creating interesting, asymmetrical maps, we hope to create a space where gameplay can truly flourish.

What did you think of the map design in DD1? Which maps were easiest for you to read, at a glance? Leave a comment below and you could win a spot on the Defense Council!

The random winner of our Huntress blog is EagleOne!

Leave a comment to get your hands on the Dungeon Defenders II pre-alpha. We’ll pick a random poster and reveal the winner in our next blog post!
iamisom

Devstream 54 Recap



Today, we revealed the Calling All Heroes update, coming to Steam in early April! This update includes the Abyss Lord, an all-new Hero Deck, Defender Medals and more! The update page has more information.

In the second half of the stream, Phil, Elliot and Steven showed a sneak peek at something that isn't in the update but coming soon: the Strategy Revamp. The goal of the revamp is to provide a more interesting challenge on every map in the game.

Here's a recap:

  • If you sign up for the newsletter, you’ll receive Defender Medals in every email beginning when the update goes out! Sign up here.

  • Update Release:  Early April

  • What's In The Update:

    • Hero Deck Changes:

      • Build with all of your heroes

      • Level four heroes at once

      • Quickly swap between decked heroes using hotkey (even in Combat Phase!)

      • Inspect other players’ decks

      • New UI

    • Abyss Lord:

    • Defender Medals:

      • Earnable currency

      • Used to recruit new heroes and unlock new Skill Spheres

    • First Steps of Strategy Revamp:

      • Removal of Lane Resistances

      • Higher Nightmare XP

    • Abyss Lord Skill Spheres:

      • With the Abyss Lord, we’re introducing some changes to Skill Spheres that we’ll eventually bring to the four original heroes.

      • The Abyss Lord has four Large slots.

      • All of the Abyss Lord’s Skill Spheres are designed to add powerful effects to the Abyss Lord. We want players to really think about which Skill Spheres to equip and make those choices interesting, tough and exciting.

      • His Skill Spheres are obtained through Defender Medals.

  • What We’re Working On (Not In This Update):

    • PlayStation 4 Harbinger + Carnival Update:  Early April

    • PlayStation 4 Calling All Heroes Update

    • Maps from the Original Dungeon Defenders!

      • Foundries & Forges

      • Ramparts

      • Glitterhelm Caverns

    • Strategy Revamp

      • Original Four Hero Tower Revamps:  Giving heroes the ability to work together to build a solid defense setup for the different lane types. Includes changes to their defense kits and defense balance changes.

      • Enemy Genotypes & Counters:  Right now, we have four Genotypes:  Speedy / Tank / Flying / Sniper. Each lane will spawn with a genotype, and enemies are being rebalanced and tweaked to fit each one. This enemy composition provides different tower setups to combat the individual threats. With the removal of resists, any tower can deal full damage to the enemy it’s attacking, which allows players to generate builds we didn't see coming.

      • Special Enemy Revamps:  We will be changing special enemies and they way they come out to challenge the way players have setup their defenses. They can come out as strong versions of the same enemy genotype or come out as a counter to the defense setup. Watch out for these guys.

      • Mana Increase & DU Revamp

    • Bug Fixes

      • Blackscreen Issue

      • Server Issues Related to High CPU Usage

      • Long Load Times

      • Server Connection Issues

    • And a lot more. More info soon. :)

pmasher

The Sunderguard Unites

$16,000+ Raised for Child's Play



Thanks for the turnout yesterday Dungeon Defenders fans! So many of you came to donate to Childs Play that our site crashed after 10 minutes. Despite that, you all still raised over $15,615.61 in less than an hour! And thats not even including the 10 Defense Council seats available at the Trendy eBay page, that are raising over $744.50 and counting for Childs play.





Having Issues?



If you are having issues logging into the Dungeon Defenders II site with your playverse account, please bear with us. We are currently working on fixing access issues for the Council exclusive forum and blogs. We will keep you updated here, but if you have any other questions or issues, please contact Council@trendyent.com and we will help as soon as we can! You can also find answers to common questions in our FAQ.

A Few More Ways to Join



Finally, PaPaZeuS from the comments yesterday is now our newest Council member! Sometimes you just cant help but sleep. Comment here and stay tuned tomorrow for a chance to win one of the last Defense Council seats!



Giveaway #1- Tell Daniel Haddad, our Lead Content Designer, your thoughts on Ranged Combat in DD!



Giveaway #2- Design your own Dungeon Defenders II hero!
iamisom

Greetings Defenders,

The response to the Defense Council has been amazing! Defense Council access is selling quickly, and the sheer quantity and quality of feedback we’ve gotten so far has been incredible! We’re buckling down in the studio now to focus on some of the feedback we’ve received and will have a blog on some of our learnings next week.

In the meantime, we want to know: What can we do to make the Defense Council even better? So far our largest requests have been:

  1. Add PayPal
  2. Add Premium Currency Rewards
  3. Add an Upgrade Option
  4. Sell Dungeon Defenders II on Steam

So, without further ado.

  1. PayPal support is here! You can purchase Defense Council access using PayPal here!
  2. We’ve added premium currency rewards to the packages! Everyone who has already purchased access will receive this retroactively. Of course, it may be a while until we implement cosmetics and premium currency into the game, since we’re focusing on gameplay first! Shoutout to Reddit users Fliksan, Jarstult, Momochichi, & MrSmeeb for making us realize the importance of bundling these with the packages sooner rather than later.
  3. We’re looking into an upgrade option and want to provide this option for you in the future.
  4. We hear you! For now, even though the Dungeon Defenders II Pre-Alpha is played on Steam, our limited access Pre-Alpha is only available from our site.


iamisom

Hotfix 7.2 for Steam

Here are the notes for Hotfix 7.2!


Features

  • Auto-Collect Per Wave!

    • Auto-Collect now also runs at the beginning of Combat Phase starting on wave/round 2.

    • It leaves items on the ground once the Auto-Collect bags are full.

    • A chat message appears to let the player know how many items were picked up.

  • Pet Hatching Timer Change

    • Thanks to player feedback, pets will now always hatch after one second!

  • Pet Bag Slot Purchase

    • Players can now buy more slots for the Pet Bag! The Pet Bag size can be increased up to 80 slots.


Content

  • Added 4 Skeleton Costumes, one for each hero! [Limited Edition]

  • Added the Grave Danger Costume Pack to the Steam store

    • Includes the above Skeleton Costumes, plus

    • Exclusive “Bone Collector” Title

    • Headless Horseman Premium Pet

    • 3000 gems (+20% bonus gems)


Balance

  • Item Enhancement was very costly at the high end. In a first step towards improving the system, the cost of enhancing items was reduced by ~66%.

  • Increased the sell value of Legendary items by 75%.

  • Pet Costs and XP:

    • Reduced the gold cost required to level up Pet Power

    • Reduced the gold cost required for Pet Rerolling

  • Increased the health of the Campaign Throne Room Ogre.

  • Multiple projectile weapon critical damage change:  Technically a bug fix, but including here in the balance section for visibility. Each projectile now gains a relative portion of Hero Critical Damage depending on how many projectiles were fired. Before, each projectile gained the full bonus of Hero Critical Damage.


Bug Fixes

  • Fixed a few server crashes.

  • Fixed an issue where the tooltip text for the third stat on an item was too small.

  • Flying enemies in Little-Horn Valley no longer get stuck in the spawner.

  • Lane wisps in Throne Room should now have the correct resistance color.

  • Fixed an issue where other players could easily obstruct the view in the Costume Shop.

  • Fixed an issue where after rebinding the Mana Drop keys, the keys would no longer work.

  • Added a potential fix to the black tower graphics bug.

  • Fixed an issue where pet stats could reroll its Empowerment Stats to the same type.

  • Fixed an issue with the chance rate in the Dragon egg.

  • Fixed an issue where Throne Room Onslaught had incorrect lane spawner billboards.

  • Fixed an issue where all heroes would appear invisible while at the Hero Deck in the Forge.

  • Fixed an issue where players could purchase and have 2 Serenity Range Gambit Skill Spheres even though it's a Large Sphere.

  • Added missing VFX to the Tier 3 Ranged Goblin.

  • Fixed an issue where some Small Skill Spheres were showing up as IV when they were actually III.

  • Fixed an issue where, with a controller active, the keybinds for actions assigned to the keyboard all say "[No Key]" in the options menu.

  • Fixed an issue where there is no VFX in the Petrinarian for the Dragolich pet.

  • Fixed an issue with hero lighting at the Forge.

  • Fixed an issue where the Headless Horseman's attack animation does not play if he kills an enemy and then immediately attacks another.

  • Fixed an issue where the tooltips no longer stated which item is the currently equipped one.

  • Fixed an issue where rapidly clicking on the right-click attack with 1/second ranged weapons while holding down the primary attack will give a huge, unintended Ranged DPS Boost.

  • Fixed an issue where Attack Damage is showing as Max HP in the Inspect Defense for the Training Dummy.

  • Fixed an issue where the default Huntress bow had a grey box in the tooltip for the projectile type icon.

  • Fixed an issue where the Serenity Aura range gambit Large Sphere reduced the health of ALL auras.

  • Fixed an issue where minimizing a bag in Customize mode made the UI display incorrectly.

  • Fixed an issue where after unlocking an NPC via progression, that HUD text showing the unlock requirement was still shown.

  • Fixed an issue where the "Confirm Controller Support" prompt always displayed when a player made a change and clicked Apply in the Options while the controller was active.

  • Fixed an issue where the Blizzard pet ability buff was not playing sounds.

  • Fixed an issue where Defense Range Skill Spheres were not affecting Uber Defenses.

  • Fixed a bug where pet VFX would disappear in the Pet Shop UI after evolution.

  • Fixed a bug where eggs would get their stat points reset, causing the UI to display a rot timer after incubation has finished.

  • Fixed an issue with the Tier Orc icons not appearing correctly on the Mini-map.

  • Fixed an issue with one of the Squire’s medium melee attack swings playing sound too early.

  • Fixed a visual issue with the Headless Horseman.

  • Fixed an issue where players were sometimes unable to purchase anything.

  • Fixed an issue with NPC unlocking after completing all of the quests.

  • Fixed a visual bug in the Pet Shop.

  • Fixed an issue where a pet wouldn’t appear after loading into a map.

iamisom

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Elliot Cannon, Studio Creative Director (Myscha_Sleddog)

Upcoming Campaign Changes

While a number of folks continue with new Incursion maps, new gear, and the Mystic, another strike team continues to work with me on overhauling the existing campaign, game structure, and experience into something much smarter and more cohesive. This will affect all players, but mostly brand new and returning players. If you have heroes that have not hit 50 and beaten the campaign or geared well enough to enter Nightmare I, you’ll definitely want to check this out. These changes are slated to release at the same time as the Mystic (tentatively slated for late September) so it’s not far off.


Overview of Campaign Changes

Here’s a brief overview. Look for much more visuals from the team soon here, on social media, and on our Devstreams:

  • All maps (18 in total) are in a new order and interconnected by an overarching story thread. It all starts with the intro video and ends with your climactic defeat of the Har… er… main bad guy.

  • Story elements appear on both map-specific loading screens and in-game videos at key moments. We added a continue button to the map specific loading screens so you have a chance to check them out.

  • The campaign takes you from 1-50. Yep, 50!

  • The new campaign gears you for Nightmare I by the time you’re done. Finish the campaign and you’re a walking wave of destruction ready to get into much harder content right away.

  • You can play through the campaign in 9-10 hours if you don’t lose and rush through everything. We’ve found most folks play through in around 16 hours or so, by doing extra activities such as meticulously upgrading four heroes along the way, enchanting, testing, goofing around with pets, etc.

  • We have unlocked all NPC shops in the Heroes’ Marketplace at Level 1. Enchanting, Pets, Relics, Blacksmith, have at thee.

  • Many minor things that the game used to lock out by an arbitrary level is gone and ready for you from the moment you start.

  • A super brief starter quest points brand new players to the War Table, explains the Hero Deck, multiple heroes, how to unlock them, how to earn Defender Medals then sends you on your first chapter of the story. Brief, to the point, get playing.

  • The flow of first install to playing is much cooler, cleaner, and faster. We’re cleaning up the Create Hero UI so you can jump to heroes faster and improving the flows.

  • Over the course of the campaign, you need to win each map before you can play the next. We do this with a self-contained quest so you never have to go back to town! If you already beat campaign, nothing is gated.

  • We’ve added a NEXT MAP button to every map in the campaign and in defense mode so you can keep playing. All the maps have the same story-driven order.

  • We’ve adjusted the warm-up timers and end game timers. Warmup is immediate and controlled by you now. End game timers are gone, so you can collect loot, gear up, and take your time before you go to your next map. We felt that having to go back to town all the time killed fun and momentum. We use the “G” up type mechanic here at better spots to promote smoother play on your terms.

  • When you win maps in the campaign, you get Defender Medals and gems! By the time you win that 18th map, you’ll easily have about 5,000 Defender Medals to give you a boost before you jump into Nightmare I, work on heroes, or horde them for future goodies.

  • Freeplay and Endgame are gone! Campaign prepares you for Nightmare I. /flex

  • The Campaign rewards much better gear drops, and at key chapters, tailored gear.

  • We’ve remapped the old quest chain so if you were midstream in that or sub 50 previously, we put you in a great spot to go forward. Since we’re leveling you faster and you’re earning gear that is much more powerful sooner, we place you in a spot based on your iPWR so you can keep making progression.

  • Enemy introductions fit the new progression of the story.

  • Pacing is snappier and more meaningful. Many maps have less waves and almost all have more boss-style climaxes.

  • Maps are harder, and we offer two difficulties for the campaign to choose from (Normal and Hard) which you can jump back and forth on with no penalty.

  • The game’s tutorial is freestanding and accessible off the main menu. We’re adding some V.O. here and there for personality for now. We have grander plans for an in-game strategy guide, but for now, this allows you to access the tutorial when you feel like it.

  • We’re redesigning the Main Menu with much more visual punch and a better flow for both console and PC (Continue Campaign, Go to Town, Go to Private Tavern, updates on the game, videos, social media, and all kinds of smart stuff). I’ll let visuals speak for themselves, so stay tuned!

  • The Game Browser has a better linear flow for campaign, as each map is part of a 6-chapter story; we present each chapter in a linear sequence so you can get a feel for where you are in the bigger picture.

  • We’ve expanded the Create Game section with more room for game messages, images, cleaner flow, and less iPWR monkey business in your face. Less clicks to get playing for sure.

  • If you’ve previously finished the campaign on your account, you can still go back and play the campaign maps in any order you want to gear up which is actually pretty fun now that everything is connected better feeling more like a single-player RPG journey with meaning.

  • You can of course play the entire campaign with friends in multiplayer.

  • I could not convince the art team to make a DD2 style UT 99 Flak Cannon. Will keep working on them.


As we said earlier this year, making solid strides towards finishing the game is on point here. The content and changes we have planned through the rest of the year are even more compelling. Dynamic difficulty and enemy scaling, scaling for number of players, a huge range of difficulty to challenge players forever, hero specific gear, leaderboards, and tons more. Keep tuned in for more on the next Incursion, the Mystic hero, and the Campaign changes!


Tim Shannon, PS4 and Live Producer (TimmyTrashTier)

This week is a little bit of this and a little bit of that. We’re working on finalizing our next content update. From the PS4 side of things, we’re working on adding split-screen support to gameplay options as well as other improvements to controller configuration. On the live team side, we’re following up on a number of issues including: lag during matches, loading times on PS4, and adding Loot V2 support to all the new heroes. Next week should see a patch coming out that solves some of the issues with the Lavamancer release and the first round of controller updates.

iamisom

We recognize the amazing talent in the Dungeon Defenders community. Volunteer moderators, guide makers, bug squashers -- the community is thriving with people who have established and maintained our unique identity. But, we realized we weren’t reaching out to those who have a knack for entertaining. That’s why we are putting together “The Casters Guild,” a group of individuals who want to give to the community by providing live entertainment via streaming on Twitch.

So how will this work? Guild Leader Victoryoftheppl explains below:

Interested individuals may submit an application. We will review the apps and select a small number of streamers to start. These individuals will receive a day and time to stream. After a trial period of a month, those who stuck it out will be inducted into The Casters Guild. Of course, by volunteering your time, there are some benefits such as:

  • Ability to be chosen to stream NEW content before it goes live
  • Receive custom graphics for your stream
  • Stream on the Official Trendy Entertainment Twitch channel, and more!

We’re hashing out more reward details, so if there’s something you’d like to receive for being a member of the guild, please let us know on the application!

If this is something you’re interested in, please read below.


Casters Guild Requirements:

  • Age 18 and older
  • Able to join the weekly meeting on Thursday at 5PM EST/10PM GMT
  • Have decent audio and video stream quality
  • Have the ability to plan ahead and set goals
  • Have the ability to stick to a schedule and be on time 
  • Have the ability to multi-task 
  • Have accrued 50+ hours of play time on Dungeon Defenders II
  • Must not promote hacking, exploits or pirating of Dungeon Defenders II or of any product
  • Able to be respectful toward other games and developers
  • Can't use copyrighted music while streaming Dungeon Defenders II (non-copyrighted music will be made available to play during streams)

The following are things we would like those applying to have, but will not be a determining factor in the end:

  • Webcam
  • Multiple Monitors or smartphone to view chat


TrendyEnt Channel Moderator Application Requirements:

  • Age 16 and older
  • Able to join the weekly meeting on Thursday at 5PM EST/10PM GMT
  • Have the ability to interact with others in a positive manner
  • Have the ability to stick to a schedule and be on time
  • Have the ability to multi-task and listen for cues from the streamer
  • Able to be respectful toward other games and developers

Application

To apply for The Casters Guild or TrendyEnt Channel Moderator, click here. The deadline is March 19th at 11:59PM EST.


F.A.Q:

Why the age requirement?

While we want as many people to join, we realize that those under the age of 18 have a lot more on their plate and schedule that sometimes just isn't flexible i.e. going to grade school, being liable to parents, and have certain bedtimes. 


I meet all the requirements EXCEPT for the meeting time requirement. Can I still apply?

Please still put in your application if you meet all requirements except for the meeting one. If we determine that the meeting is just not feasible for those applying, we will look at another day and time.


Why the game-time requirement?

We believe that having at least 50+ hours of game time means you have some knowledge of the game and the ability to answer questions while in stream and guide those who may need help. 


I don't think I can stream. Are there any other ways I can help?

Sure! We're looking for TrendyEnt Channel Moderators  so look above for the requirements and if you meet them, put in an application.


I've streamed a few times in the past, but I don't have that much experience with streaming. Can I still apply?

We definitely want people who will be dedicated to the stream team BUT understand that knowledge of how to stream could be a factor to why they aren't able to stream as much. Please still apply if that is the case. We'll be able to give you some pointers!


Will there be future ways to join the Casters Guild?

Yes! There definitely will be opportunities in the future to join the Casters Guild. We haven't decided on how exactly it'll work, but we'll probably do rolling applications or announce when we're accepting new applications for the guild.


Can I apply if I speak a different language?

At the moment, the Casters Guild will be English only because our current streaming community is English. But we're open to reaching out to different communities officially if the demand is there. We'd love to work with non-English streamers in some capacity.


Am I limited to streaming JUST DD content?

During your specific day and time to stream, you are limited to streaming DD content. Anything outside of that time slot is free for you to stream what you would like.


When will I receive an email if I've been accepted or not?

My goal is to send out emails Friday, Saturday, and Sunday after applications close on March 19th @ 11:59pm EST. A Tweet will be sent out from the official Trendy Entertainment Twitter when all emails have been sent.


*IF YOU HAVE ANY QUESTIONS, PLEASE POST THEM IN THIS THREAD. AS THEY ARE ANSWERED, WE WILL ADD THEM TO THE F.A.Q.! YOU CAN ALSO CONTACT VICTORYOFTHEPPL FOR MORE INFORMATION.*




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