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Foundation: Part 1 Update Released

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iamisom

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Foundation: Part 1 has arrived! This update addresses some of your major points of feedback since our Steam Early Access release, but keep in mind this is the first step on a larger path. Many of the features or balance changes in this update may feel incomplete, but we’ll be hard at work addressing those in future updates.

Also, please let us know if you like this patch note format. We want to be as transparent as possible with our changes. We also want the patch notes to be readable. Let us know what you think in the comments below.


Features


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Campaign Mode

  • Maps from levels 1-20 have been put in linear order. Select “Campaign Mode” at the War Recruiter to experience this new change! We encourage you to create a new hero to play through the Campaign. 
  • New maps become available once one of your heroes reaches the level required by the next map. Winning a map (completing all 5 waves) should bring your hero to the level required for the next map. Replaying a map should also only be required if you are defeated, or, if you change heroes for each Combat Phase.
  • The hero level curve has been adjusted to shorten the XP grind.
  • Heroes and hero defenses have been rebalanced. See a more detailed explanation below.
  • DISCLAIMER: The current Matchmaking flow has been iterated. We are constantly looking for ways to improve it. The changes below are step 1 in a multi-step, multi-patch plan to improve your play experience:
  • Currently, the “Continue” button on the Summary Screen takes you to the next playlist BUT it will load you into the Tavern. Clicking on the War Table will show that a new map is available. It does not automatically load into the next gameplay map.
  • Similarly, “Return to Tavern” takes you back to the tavern BUT the next map will not be available. We’re fixing this in coming patches.
  • Joining Campaign mode will now ask you to remove the lowest hero in the deck or it will allow you to adjust your deck.


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Incursions

  • We’ve added 2 new Incursion maps. Incursions are our highest challenge content balanced around 4 players. 
  • Access them from the War Recruiter.
  • Defend against Malthias and his forces in the Ramparts. Malthias summons skeletons every wave and places healing zones throughout the map.
  • Defend against the Chrome Horde in the Forgotten ruins. The Chrome Horde is immune to knock up and all crowd control effects.
  • Defeat these maps for a chance to earn the highest level legendaries and a chance at...


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Legendary Weapons

  • Four new Legendary Weapons have been added to the game -- one for each hero. 
  • You can only find these in the Incursions.
  • These weapons will drop at level 25.
  • Each weapon has a unique special stat that can only be found on that weapon!


Social Tavern

  • Social Tavern has replaced the Entry Tavern. Players are now placed in a Social Tavern with other players after connecting from the title screen.
  • Social Taverns hold up to 20 players each and the game menu displays player portraits for all players in the Social Tavern.
  • More functionality will be added to the Social Tavern, as well as more ways to interact with other players, in future patches.


Level Up Feedback

  • Level Up Feedback displays during the Build Phase when one of your heroes has gained a level.
  • Displays your hero’s stat improvements and any new unlocks you’ve earned, including when you gain the ability to upgrade defenses to new tiers.


Unspent Spec Point Notification

  • When the active hero has unspent Spec Points, a notification is displayed at the bottom right of the HUD.
  • Spec Points are still spent from the Forge -> Character -> Specs subscreen.


Challenges, Titles, and Achievements

  • 80 Challenges are now available to complete for various rewards. There are Challenges completable by each specific hero as well as universal Challenges completable by all heroes. Many more Challenges will be added in upcoming patches!
  • Challenge progress can be viewed from the new Challenges screen at the Forge -> Collections -> Challenges subscreen.
  • New Titles have been added to serve as rewards for Challenges. Titles are still set at the Forge -> Collections -> Titles subscreen.
  • Steam Achievements have been added. Completion of Steam Achievements is tied to the completion of specific Challenges, so you can complete both at once!
  • Steam Achievements can be viewed from the Steam Overlay.


Influence Vote Winner! Daily Missions

  • 6 new daily missions added.
  • Colonel Archibald is now the Daily Mission giver.
  • Influence Vote - Players can pick between two different mission options each day.
  • When Daily Missions are active or have been completed, you will see a notification above the Hero Portraits in the Forge.


Balance


There's a tremendous amount of patch note tweaks here. We'll be breaking down the adjustments by hero. Enjoy!


Enemies

When adjusting enemy values, our goal was to create more differentiation between enemy types. This allows us to target further tuning changes around difficulty and challenge instead of effective hit points.

  • Enemies have increased health.
  • Adjusted base movement speed of each enemy type. Goblins and kobolds now lead the charge. Everything else is slower.
  • Adjusted the growth scale per level for each enemy’s damage and health stats. As a result, enemies should scale better and match some of the buffs that players and defenses acquire.
  • Ogres received some buffs to damage.
  • Added two new special enemies: Special Ranged Goblin and Special Dark Mage. These two enemies should randomly start to appear in later content
  • Added a spread to the Drakin’s projectiles.
  • Reduced the attack rate of ranged goblins by 20%.
  • Note: we couldn’t quite get to Special Enemies yet but expect more balance tweaks in the future.

 

All Heroes

Primary and secondary attacks didn't feel effective during high-level play. We've increased scaling across the board to make itemizing hero damage more meaningful.

  • Increased Apprentice hero damage to 1.6 damage per Hero Damage point, up from 0.8.
  • Increased Huntress hero damage to 1.8 damage per Hero Damage point, up from 0.9.
  • Increased Monk hero damage to 1.4 per Hero Damage point, up from 0.6.
  • Increased Squire hero damage to 1.4 per Hero Damage point, up from 0.6.

 

Defense Speed

Defense Speed was an interesting stat to balance. There were a couple pillars we wanted to hit with this stat. Ultimately with current tech, we decided on a very simple solution until we find a better and more meaningful feature to support Defense Speed increases. That being said, we've settled on a solid plan for this balance revision.

Certain defenses benefit incredibly from Defense Speed: Frostbite, Geyser Trap and any tower with significant on hit effects. Others have nominal DPS increases, like the Ballista and the Earthshatter. To satisfy separate builds and playstyles, we've categorized different defenses into two categories with regards to Defense Speed: Damage and Crowd Control.

Damage defenses no longer increase their attack rate through upgrade tiers; instead, you must obtain items with Defense Speed to increase their attack rate. Crowd Control defenses continue to gain attack rate increases with upgrade tiers. Our goal is to diversify which defenses you want to place based on the map, the enemies the defense is targeting and your play style.


Defense Health

Surprisingly, Defense Health is in a solid place. The main issue we have is communicating the actual benefit besides just increasing your defense's health, mainly repair and upgrade cost. The formula for these two mechanics -- one is calculated as a percent of health lost, the other a constant cost per upgrade tier -- isn't overly obvious within a match.

Defense Health increases the total health of your defense. Repair cost is calculated as a percent of health lost; therefore, Defense Health is the only defense stat that has a DIRECT correlation to how much green mana is available, one wave to the next. Having more Defense Health for a defensive player allows him or her to build and focus their repair costs in one place and potentially allows other players to build more offense-focused defenses.

All that being said, we're going to continue to monitor Defense Health and its place and use in DD2.


Defense Range

We are so excited to finally reveal this change! We know you players are going to love it! There's not much to say here except that each defense has an increased minimum range that is upgraded by a percent each upgrade tier. It seems like a small part of a defense's package. Believe us when we say that the overall effects of Defense Range adjustments have the largest potential to change moment to moment game play.


Defense Power

Defense Power is as straightforward as it comes. Stack DP to deal more damage.

NOTE: The balance changes sought to not only create a distinction between stacking Defense Speed, Defense Power or Defense Health but also to create MEANINGFUL numerical upgrades as heroes become more POWERFUL. As such we expect that players will start with a base defense dealing between 250 and 500 damage while seeing numbers in the 15k-20k range at the high end.

 

Squire - Cannonball Tower

The Cannonball tower is being transformed into an on-hit effect powerhouse. We've reduced its damage scaling and increased its range. The result being that players wanting to maximize a Cannonball build will want to search for Cannonball-specific special stats.


High Level

  • Range increased to medium range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.


Green Mana Cost

  • 30 Green Mana down from 40.


Range gains per tier.

  • Tier 1 - 22 meters.
  • Tier 2 - 23.1 meters.
  • Tier 3 - 24.2 meters.
  • Tier 4 - 25.3 meters.
  • Tier 5 - 26.4 meters.

 

Health gained per point of Defense Health.

  • Tier 1 - 10x health per DH.
  • Tier 2 - 12.5x health per DH.
  • Tier 3 - 15x health per DH.
  • Tier 4 - 17.5x health per DH.
  • Tier 5 - 20x health per DH.

 

Damage gained per point of Defense Power.

  • Tier 1 - 1.25x damage per DP.
  • Tier 2 - 1.875x damage per DP.
  • Tier 3 - 2.5x damage per DP.
  • Tier 4 - 3.125x damage per DP.
  • Tier 5 - 3.75x damage per DP.

 

Initial Attack Rate

  • 2.32s attack rate.

 

Squire - Ballista Tower

BOOM BOOM! The Ballista tower is a DAMAGE POWERHOUSE. Pay very close attention to the lane type and its position as it relates to how enemies walk through the lane. If you maximize your tower placement, you'll destroy swaths of enemies as your projectile pierces through them! (Swaths is such a groovy word.) How's that for a power update!


High Level

  • Range increased to very long range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.


Range gains per tier.

  • Tier 1 - 35 meters.
  • Tier 2 - 36.75 meters.
  • Tier 3 - 38.5 meters.
  • Tier 4 - 40.25 meters.
  • Tier 5 - 42 meters.

 

Health gained per point of Defense Health.

  • Tier 1 - 10x health per DH.
  • Tier 2 - 12.5x health per DH.
  • Tier 3 - 15x health per DH.
  • Tier 4 - 17.5x health per DH.
  • Tier 5 - 20x health per DH.


Damage gained per point of Defense Power.

  • Tier 1 - 1x damage per DP.
  • Tier 2 - 1.5x damage per DP.
  • Tier 3 - 2x damage per DP.
  • Tier 4 - 2.5x damage per DP.
  • Tier 5 - 3x damage per DP.

 

Initial Attack Rate

  • 4.84s attack rate.

 

Squire - Spiky Blockade

Ol’ faithful, slow and steady. There aren't many updates here. As above, we're currently happy with Defense Health builds for certain heroes.


Squire - Target Dummy

We will be addressing the issues with the Target Dummy defense in a future balance patch.


Apprentice - Flameburst Tower

We don't know how to describe the state of the previous Flameburst Tower except overpowered. The downstream effects of his splash damage, Double Shot Spec Node imbalance, Defense Speed increases and high-tier range created a monstrous concoction. We made a lot of adjustments to the FB defense specifically. He's more in line with other damage defenses.


High Level

  • Range increased to medium range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.
  • Reduced splash damage and damage fall off.


Green Mana Cost

  • 40 Green Mana up from 30.


Range gains per tier.

  • Tier 1 - 22 meters.
  • Tier 2 - 23.1 meters.
  • Tier 3 - 24.2 meters.
  • Tier 4 - 25.3 meters.
  • Tier 5 - 26.4 meters.


Health gained per point of Defense Health.

  • Tier 1 - 8.5x health per DH.
  • Tier 2 - 10.6x health per DH.
  • Tier 3 - 12.75x health per DH.
  • Tier 4 - 14.75x health per DH.
  • Tier 5 - 17x health per DH.

 

Damage gained per point of Defense Power.

  • Tier 1 - 1x damage per DP.
  • Tier 2 - 1.5x damage per DP.
  • Tier 3 - 2x damage per DP.
  • Tier 4 - 2.5x damage per DP.
  • Tier 5 - 3x damage per DP.


Initial Attack Rate

  • 2.49s attack rate.

 

Splash damage radius

  • 2.5 meters down from 6.5 meters

 

Apprentice - Frostbite Tower

The Frostbite Tower is one of the most powerful crowd control defenses in the game. Its slow allows other defenses more chances to shoot enemies, and the freeze chance combo’s very well with shatter effects. 


High Level

  • Range increased to long range.


Range gains per tier.

  • Tier 1 - 30 meters.
  • Tier 2 - 31.5 meters.
  • Tier 3 - 33 meters.
  • Tier 4 - 34.5 meters.
  • Tier 5 - 36 meters.


Movement Speed Reduction

  • 50% speed reduction on enemies. This is reduced by enemy tenacity.


Apprentice - Arcane Barrier

We iterated on the design of the Arcane Barrier. The current implementation creates a more reliable blockade that has a knockback on health lost. The Arcane Barrier has less health than the Spiky Blockade, its counterpart, but more offensive potential. We really liked how this change affected the Apprentice and his ability to defend a lane with a reliable blockade.  


High Level

  • Adjusted timings on the knockback.
  • Recharges much faster and blocks enemy movement much more consistently.


Health gained per point of Defense Health.

  • Tier 1 - 18x health per DH.
  • Tier 2 - 22.5x health per DH.
  • Tier 3 - 27x health per DH.
  • Tier 4 - 31.5x health per DH.
  • Tier 5 - 36x health per DH.

 

Damage gained per point of Defense Power.

  • Tier 1 - 1x damage per DP.
  • Tier 2 - 1.75x damage per DP.
  • Tier 3 - 2.5x damage per DP.
  • Tier 4 - 3.25x damage per DP.
  • Tier 5 - 4x damage per DP.


Knockback Radius

  • 4 meters.


Apprentice - Earthshatter

Seems like we’re doing sides by sides of the Apprentice and Squire a lot. The Earthshatter is an AoE version of the Ballista Tower. The core difference is that the Earthshatter is slightly easier to maximize and focuses more on crowd control over higher damage potential.


High Level

  • Range increased to very long range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.


Range gains per tier.

  • Tier 1 - 36 meters.
  • Tier 2 - 37.8 meters.
  • Tier 3 - 39.6 meters.
  • Tier 4 - 41.4 meters.
  • Tier 5 - 43.2 meters.


Health gained per point of Defense Health.

  • Tier 1 - 12x health per DH.
  • Tier 2 - 15x health per DH.
  • Tier 3 - 18x health per DH.
  • Tier 4 - 21x health per DH.
  • Tier 5 - 24x health per DH.


Damage gained per point of Defense Power.

  • Tier 1 - 1.25x damage per DP.
  • Tier 2 - 1.875x damage per DP.
  • Tier 3 - 2.5x damage per DP.
  • Tier 4 - 3.75x damage per DP.
  • Tier 5 - 5x damage per DP.

 

Initial Attack Rate

  • 4.98s attack rate.


Monk - Lightning Aura

The Lightning Aura got a few great buffs that ease new players into the experience and provide meaningful power. We noticed that players tend to dedicate time into beefing up one particular lane. We like this behavior so we allowed Lightning Auras to overlap. Substantially.


High Level

  • Increased damage at all upgrade tiers.
  • Normalized attack rate.
  • Increased overlap allowance.


Range gains per tier.

  • Tier 1 - 5.5 meters.
  • Tier 2 - 6.05 meters.
  • Tier 3 - 6.6 meters.
  • Tier 4 - 7.15 meters.
  • Tier 5 - 7.7 meters.

 

Damage gained per point of Defense Power

  • Tier 1 - 0.25x damage per DP.
  • Tier 2 - 0.5x damage per DP.
  • Tier 3 - 0.75x damage per DP.
  • Tier 4 - 1x damage per DP.
  • Tier 5 - 1.25x damage per DP.


Initial Attack Rate

  • 1.25s attack rate.

 

Monk - Boost Aura

When looking at the Monk’s Boost Aura, we had to look at what was fun about our game and what was fun about the Boost Aura. For high-end players with lots of high end gear, the Aura was fantastic and incredibly fun. For low-end players, it’s anti-fun, providing almost no value for the green mana. In addition, high-end Monk players could bring undergeared heroes into high difficulty game modes and trivialize them with minimal gear and effort. Our goal is to make defenses, the Boost Aura included, meaningful at all tiers and at all item levels.  


High Level

  • Removed defense power scaling from damage boost.


Range gains per tier

  • Tier 1 - 7.5 meters.
  • Tier 2 - 8.25 meters.
  • Tier 3 - 9 meters.
  • Tier 4 - 9.75 meters.
  • Tier 5 - 10.5 meters.


Damage Bonus

  • Tier 1 - 25% Increase in Defense Damage.
  • Tier 2 - 30% Increase in Defense Damage.
  • Tier 3 - 35% Increase in Defense Damage.
  • Tier 4 - 40% Increase in Defense Damage.
  • Tier 5 - 45% Increase in Defense Damage.

 

Damage Reduction (Defenses)

  • Tier 1 - 10% Reduction in Damage Received.
  • Tier 2 - 12.5% Reduction in Damage Received.
  • Tier 3 - 15% Reduction in Damage Received.
  • Tier 4 - 17.5% Reduction in Damage Received.
  • Tier 5 - 20% Reduction in Damage Received.


Monk - Serenity Aura

The Serenity Aura has a nice niche at the moment. It’s the only defense that directly affects heroes in lane. The percent health gained scales very well with existing Hero Health stats, as the amount of healing received per second increases as the hero’s max health increases. For hero damage or hero tank builds, placing a Serenity Aura is the best bang for your buck. 


High Level

  • No changes.


Range gains per tier.

  • Tier 1 - 8 meters.
  • Tier 2 - 10 meters.
  • Tier 3 - 12 meters.
  • Tier 4 - 14 meters.
  • Tier 5 - 16 meters.

 

Base Healing Received per 1 second

  • Tier 1 - 3.32% Healing per second.
  • Tier 2 - 3.73% Healing per second.
  • Tier 3 - 3.32% Healing per second.
  • Tier 4 - 4.14% Healing per second.
  • Tier 5 - 4.56% Healing per second.

 

Damage Reduction (Heroes)

  • Tier 1 - 10% Reduction in Damage Received.
  • Tier 2 - 12.5% Reduction in Damage Received.
  • Tier 3 - 15% Reduction in Damage Received.
  • Tier 4 - 17.5% Reduction in Damage Received.
  • Tier 5 - 20% Reduction in Damage Received.


Monk - Sky Guard

For all your anti-air needs, the Sky Guard is your dedicated resource to stopping those pesky Wyverns, Flying Kobolds and Lightning Bugs.


High Level

  • Range increased to medium range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.


Range gains per tier.

  • Tier 1 - 18 meters.
  • Tier 2 - 18.9 meters.
  • Tier 3 - 19.8 meters.
  • Tier 4 - 20.7 meters.
  • Tier 5 - 21.6 meters.


Health gained per point of Defense Health.

  • Tier 1 - 8.5x health per DH.
  • Tier 2 - 10.6x health per DH.
  • Tier 3 - 12.75x health per DH.
  • Tier 4 - 14.75x health per DH.
  • Tier 5 - 17x health per DH.


Damage gained per point of Defense Power.

  • Tier 1 - 0.75x damage per DP.
  • Tier 2 - 1.5x damage per DP.
  • Tier 3 - 2.5x damage per DP.
  • Tier 4 - 3.5x damage per DP.
  • Tier 5 - 4x damage per DP.


Initial Attack Rate

  • 2.49s attack rate.


Huntress - Explosive Trap

The Explosive Trap was undertuned relative to other defenses previously. Having a low Defense Power to damage ratio, low area of effect and a low trigger range made placing Explosive Traps a tertiary consideration. In addition, the uptime of the trap, or the amount of potential damage it could deal, was very low. As such we’ve buffed the Explosive Trap considerably.


High Level

  • Increased trigger range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.


Explosion Radius gains per tier.

  • Tier 1 - 5 meters.
  • Tier 2 - 5.5 meters.
  • Tier 3 - 6 meters.
  • Tier 4 - 6.5 meters.
  • Tier 5 - 7 meters.

 

Damage gained per point of Defense Power.

  • Tier 1 - 1x damage per DP.
  • Tier 2 - 1.5x damage per DP.
  • Tier 3 - 2x damage per DP.
  • Tier 4 - 2.5x damage per DP.
  • Tier 5 - 3x damage per DP.

 

Trigger Range

  • 2.5 meters.


Initial Attack Rate

  • 2.49s attack rate.


Huntress - Geyser Trap

Measuring the strength of the Geyser Trap requires understanding the downstream effects from the knockup, shocking and drench effect. When we looked at its current usage by the community and the extra effects, we were satisfied with the Geyser Trap. It’s powerful and that power is offset by its green mana repair cost.


High Level

  • Increased damage at all upgrade tiers.
  • Gains attack rate per tier upgrade.


Explosion Radius gains per tier.

  • Tier 1 - 5 meters.
  • Tier 2 - 5.5 meters.
  • Tier 3 - 6 meters.
  • Tier 4 - 6.5 meters.
  • Tier 5 - 7 meters.


Damage gained per point of Defense Power.

  • Tier 1 - 0.8x damage per DP.
  • Tier 2 - 1.2x damage per DP.
  • Tier 3 - 1.6x damage per DP.
  • Tier 4 - 2x damage per DP.
  • Tier 5 - 2.4x damage per DP.


Trigger Range

  • 2 meters.


Initial Attack Rate

  • 8.31s attack rate.


Huntress - Blaze Balloon

The Huntress’s defense theme is attrition, or picking away at the enemies’ health until finally they come face to face with a fiery Balloon or the Huntress herself. The Blaze Balloon is the only defense that can be triggered by the player. This dramatically changes the way the Huntress interacts with this defense.


High Level

  • Increased damage at all upgrade tiers.
  • Normalized attack rate.


Burn Radius gains per tier.

  • Tier 1 - 7.5 meters.
  • Tier 2 - 8.25 meters.
  • Tier 3 - 9 meters.
  • Tier 4 - 9.75 meters.
  • Tier 5 - 10.5 meters.

 

Trigger Range

  • 2 meters.


Trap Refresh Rate

  • 12.2 seconds.


Burn Damage per point of Defense Power

  • Tier 1 - 0.125x damage per DP.
  • Tier 2 - 0.25x damage per DP.
  • Tier 3 - 0.375x damage per DP.
  • Tier 4 - 0.5x damage per DP.
  • Tier 5 - 0.65x damage per DP.


Burn Rate

  • 1 second.


Huntress - Poison Dart

We focused on quality of life features for the Poison Dart Tower. We compared placement strategy, firing arc and attack rate. Finally, we took a look at the Huntress’s theme and made some stacking tweaks to the tower’s poison buff. Currently, the PDT is our first iteration on a single-target focused champion/boss killer.


High Level

  • Range increased to medium range.
  • Changed from a corridor firing arc to a cone.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.
  • Allowed poison buff to stack.
  • Increase poison duration.


Range gains per tier.

  • Tier 1 - 25 meters.
  • Tier 2 - 26.25 meters.
  • Tier 3 - 27.5 meters.
  • Tier 4 - 28.75 meters.
  • Tier 5 - 30 meters.


Initial Poison Damage per point of Defense Power

  • Tier 1 - 0.125x damage per DP.
  • Tier 2 - 0.28x damage per DP.
  • Tier 3 - 0.56x damage per DP.
  • Tier 4 - 0.8x damage per DP.
  • Tier 5 - 1x damage per DP.


Poison Damage per 2 seconds

  • Tier 1 - 0.05x damage per DP.
  • Tier 2 - 0.06x damage per DP.
  • Tier 3 - 0.075x damage per DP.
  • Tier 4 - 0.0875x damage per DP.
  • Tier 5 - 0.1x damage per DP.


Poison Duration

  • 100 seconds.


Poison Stacking Limit

  • Infinite.


Trap Refresh Rate

  • 12.2 seconds.


Initial Attack Rate

  • 3.33 seconds.


Other Balance 


  • Increased the chance of higher-tier loot chests appearing after victory. Legendary chests still require a blood sacrifice to the RNG gods.
  • Removed the bonus experience stat from endgame loot.
  • NPC shop item values have been increased substantially, especially for higher-tier items.
  • Item Upgrade costs have been refactored. Upgrading of higher tier items now costs more Gold.
  • Apprentice and Huntress secondary attacks now do less damage at their minimum charge and more damage at their maximum charge. This should encourage players to use fewer, higher-charged shots instead of firing them as fast as possible.


Content


  • Added new training dummy area to the Social Tavern for you to do your sick, twisted experiments on.
  • Added resolution support for 1600x1200, 1440x900 and New Year’s.
  • Minor adjustments to the SFX for the Earthshatter tower. You probably won’t even notice.
  • Significantly increased mouse sensitivity. You might need to reset your options to the default values. 
  • Updated the SFX for the ramsters in The Gates of Dragonfall to make them 84% cuter. (Some people call these majestic creatures meburs. These people are strange. [[2237,hashtags]])
  • Updated the Minibosses to make them look *puts pinky to lip* ... “evil-er.” 
  • Added new SFX to the War Recruiter for writing sounds. [[2238,hashtags]]
  • Updated the Witherbeast’s aura sounds to make them 78% more aura-y. 
  • SFX Pass on the Stubborn Old Man, whose name we’ll one day learn once when we build the courage to ask him.
  • Updated Skeleton Orc SFX to make it sound more menacing. In case you were wondering, this is a 92% increase in menace.
  • Updated the foliage in Greystone Plaza, Dragonfall Bazaar and The Gates of Dragonfall. You can’t beat this attention to detail, folks.
  • End Game Chests timings and animations have been adjusted to always make you think it could transform because we’re jerks.
  • Improved SFX for headshots. Pew pew pew.
  • New SFX for skeleton goblins. Rawr.
  • New dissolve sounds for the Mana Node Fairy. Ssss?
  • Adjusted the SFX on Throne Room to give footsteps more ECHO echo echo...
  • Added 16 new armor meshes for Tier 3 to Tier 6 armor drops - 4 for each tier. This is pretty cool. No idea why we put it down this far.
  • Adjusted the location of the Forge and War Recruiter to make room for Colonel Archibald in the Tavern. 
  • Updated the Basics tutorial video that you’ll definitely skip to use mana nodes instead of chests.
  • In Greystone Plaza, the Rocket Cart Traps have been changed so that it fires 3 rockets in succession, and it now stuns enemies for 3 seconds. You might actually use them now.
  • Improvements made to the Inventory where items were not being updated properly. Can still occur.


Bug Fixes


  • Fixed an issue where the loading screen would flicker. Rest in peace, disco loading screen.
  • Made several updates to in-game text to make it clear that we do, in fact, know English.
  • Fixed an issue where the shy end-of-match matinee wouldn't play. It will now play for your amusement every time, unless you scare it away again. 
  • Fixed an issue where a "Login Expired" error was incorrectly shown for a "Game Session Closing" error. Removed 10 points from Gryffindor for the error.
  • Fixed an issue where the aptly named Reduced Cooldown Buff from the aptly titled Reduced Cooldown Spec Node was removed after an aptly timed transition.
  • Fixed an issue where players would load into a black screen when transitioning back into the Tavern. Goodnight, sweet prince.
  • Updated profanity words list to allow "isn't it" and "wasn't it." In exchange, we filtered out the words "mana" and "build." Sacrifices must be made to the Filter Beast.
  • Discovered the secret to taming the Filter Beast. Allowed "mana" and "build" back in the chat. You're welcome.
  • Fixed an issue where the game would appear choppy wh-n jum-ing or fall-ng.
  • Fixed an issue where the Item Comparison tooltip wasn't displaying when comparing loot that's too high for your level, Your Majesty.
  • Fixed an issue with nobody reading these patch notes by adding a line that says, "The secret to my fortune lies beyond the gates." That's sure to spawn a thread or two.
  • Fixed an issue with the War Recruiter's collision…we mean, his body! He's a real person! Crap. The illusion is broken. They know it's a game now!
  • Fixed an issue where the epic and powerful medallion icons did not match their meshes. These were swapped. Now they are not. Magic.
  • Fixed issues where certain objects in the Tavern would pop if playing on lower settings. 
  • Players can now use the mouse with the scroll bar in the Codex tab from the Forge. Wheeee!
  • The Ramparts and The Gates of Dragonfall crystal cores are no longer brighter than the sun.
  • Fixed several collision issues throughout all the maps. Very specific patch note.
  • Join in Progress no longer breaks Billboards from displaying in game because that was a thing if you didn’t know.
  • Players can no longer build towers on top of the Armor Traps in Throne Room. You know who you are.
  • The upgraded item remains on the enhancement wheel after upgrading it.
  • Players can no longer build towers on top of the NPCs sitting near the bar in the Tavern. They have feelings, y’know.
  • Fixed Forgotten Ruins Forge camera positioning.
  • Removed the default keybinding for X - tiled screenshots. 
  • Health and Mana regen special stats now stack.
  • Fixed a display issue with Spec Nodes that are % based but have no points in them.
  • Players can no longer build towers on the overhead walkway in Dragonfall Bazaar.
  • Fixed several display issues with the item comparison tooltips. Sometimes they were stretching off screen and other things were overlapping them; we also made them not show up when the repair, upgrade, sell is active.


Known Issues


  • Free Play might be too hard for solo players, and Incursions might be too easy. Our balance jockeys will be monitoring the situation over the course of this update.
  • Machines with several Steam accounts can cause an achievement not to unlock if any of the Steam accounts already has the achievement unlocked. To help, when switching between accounts, completely shutdown Steam before launching the game. This appears to be a Steam-related issue, and we are currently working on a workaround for this. What’s more frightening is that machines have become sentient and are now playing video games. We’ll continue to monitor this situation, but we might be screwed.
  • After successfully completing a match, the "Press G to Continue" will appear as soon as the end-game chest appears. Doing so will cause the Summary Screen to appear and not allow the player to open the chest. Please open the chest first for mad lootz.
  • Auras that are % based will not heal to 100% if the user equips a new piece of gear with less Defense Speed.
  • Most Challenges and Achievements will not be completed retroactively. This may require players to replay some early content to complete early-game awards. 
  • We have noticed that our AI has grown dumber.... sometimes they wander into the spawn and walk around lost. Don’t look at us. We blame the public school system. We’re developing a secret concoction to make them more better smarter.
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@cometmarcher2468 quote:

ok, to start, this is awesome. i love the new level select and most other features. but...

why does the huntress get a 1.8 damage increase while the much weaker apprentice gets only a 1.6? the huntress is a powehouse, the most powerful in the game this time around, she didn't need such an increase. she can one hit most enemies, the apprentice can't, he can barely 5 hit some weaker enemies. even talking about killing crowds she is better since she only needs a couple shots to kill everything while the apprentice is shooting for minutes weakening his first victim.

why are the apprentices towers getting nerfed? lord knows his towers aren't good already, but now your decreasing some of them! the fire towers do not do that much damage! they suck actually. i stopped using them when i found that even lowly goblins could withstand their attacks and destroy them. his frost tower still has no damage and no effect aside from slowing an enemy. i would have liked to see it at least get damage so it wasn't a weaker knock off of the geyser trap. the barrier is just useless, i dont think anyone but people soloing with him use it. and his earthshatter is just mediocre. yeah, he is the only character to have a combination attack (shatter) but thats only if you are extremely lucky with your spec nodes. you need at least a good 30 spec points devoted between them to get a 50% freeze and a 25% knock up, which is only a 12.5% chance of a shatter effect. so, yeah, the apprentice only has one good tower and you are decreasing some or just not increasing the others enough. 

the monks super over powered auras get increased! why is this happening? he and the huntress make the best combination in game! his electric auras have so much health i can get four waves in and finally have to heal it! and all you have to do is put two or three of them in a lane to kill anything. cause it not like the creatures can attack the auras. adding the geyser trap only further humiliates the enemies. 

 the huntress focus on using attacks with small traps (her only actual tower she gets last) which is why her damage buff makes sense, while the apprentice is more of a builder so there is no need to strengthen his attacks 

EDIT: the apprentice also has massive aoe and cc so while each individual attack may be weaker then the huntress(except maybe the charged attack) the multi-target/cc makes up for it

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@cometmarcher2468 quote:

ok, to start, this is awesome. i love the new level select and most other features. but...

why does the huntress get a 1.8 damage increase while the much weaker apprentice gets only a 1.6? the huntress is a powehouse, the most powerful in the game this time around, she didn't need such an increase. she can one hit most enemies, the apprentice can't, he can barely 5 hit some weaker enemies. even talking about killing crowds she is better since she only needs a couple shots to kill everything while the apprentice is shooting for minutes weakening his first victim.

why are the apprentices towers getting nerfed? lord knows his towers aren't good already, but now your decreasing some of them! the fire towers do not do that much damage! they suck actually. i stopped using them when i found that even lowly goblins could withstand their attacks and destroy them. his frost tower still has no damage and no effect aside from slowing an enemy. i would have liked to see it at least get damage so it wasn't a weaker knock off of the geyser trap. the barrier is just useless, i dont think anyone but people soloing with him use it. and his earthshatter is just mediocre. yeah, he is the only character to have a combination attack (shatter) but thats only if you are extremely lucky with your spec nodes. you need at least a good 30 spec points devoted between them to get a 50% freeze and a 25% knock up, which is only a 12.5% chance of a shatter effect. so, yeah, the apprentice only has one good tower and you are decreasing some or just not increasing the others enough. 

the monks super over powered auras get increased! why is this happening? he and the huntress make the best combination in game! his electric auras have so much health i can get four waves in and finally have to heal it! and all you have to do is put two or three of them in a lane to kill anything. cause it not like the creatures can attack the auras. adding the geyser trap only further humiliates the enemies. 

 Apprentice can aoe pierce with his secondary attack, can have mana regen being able to spam abilities at will.. Oh and did i mention it's magic damage? XD So you can't *just* compare the straight attack when there are so many differences.

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So the only option to get a game going from the menu is to join the laggy public tavern. Once I'm in the public tavern I can't click on any NPCs to go to my own. What's going on here?

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@EXSEEN quote:

i think the balista suddenly dropping to a 4 meter range at teir 4 makes the upgrade a bit redundant..... unless it starts shooting 3 at 2X the damage then id be ok with this
Tier 1 - 35 meters.

Tier 2 - 36.75 meters.

Tier 3 - 38.5 meters.

Tier 4 - 4.025 meters.

Tier 5 - 42 meters.

 Pretty sure that's a type and is supposed to say "40.25 meters"

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@EXSEEN quote:

i think the balista suddenly dropping to a 4 meter range at teir 4 makes the upgrade a bit redundant..... unless it starts shooting 3 at 2X the damage then id be ok with this
Tier 1 - 35 meters.

Tier 2 - 36.75 meters.

Tier 3 - 38.5 meters.

Tier 4 - 4.025 meters.

Tier 5 - 42 meters.

 Nice catch, fixed.

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@Zyzz quote:

So the only option to get a game going from the menu is to join the laggy public tavern. Once I'm in the public tavern I can't click on any NPCs to go to my own. What's going on here?

 You have to deal with the lag: just move and then wait, you will find yourself teleported somewhere, then move again towards the NPC you want to reach. Every time you reach it just stop and try pressing E multiple times. When you get teleported again you can move and try reaching the NPC.

Hope this is clear... I'm pretty sure I wrote everything twice lol

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I think as you can tell whoever was in charge of QC'ing this did a pretty terrible job (This coming from someone who has studied intensively)

Stress-testing - Seems to have been lost or the dog ate the homework
Bug Testing - At least 8 new bugs I've found, all minor, I'm not reporting them because it's a joke what's happened now.

On a positive note, the 1-20 curve is enjoyable, the Ogres are much tougher, and the Pirate looking dude who silently appears is a neat touch

But by god, you've got to get your act together with the lag - I have to Ctrl+Alt+Del to get around and play after waiting, No Cache Registry or PC issues running a 4.5GHz Shuttle...


Overall only 1 of the things in this patch is good, the 1-20 curve, everything else is bad - Sorry....

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@Erox333 quote:

Lmao i keep seeing the dev's saying that we only release content that is of high quality, i know this is early access and im sorry for being rude but wow common guys. U cant play with your current deck if you have someone on a different level the lower one gets removed no matter what if u switch out chars doesnt matter only have access to the higher char.  All of my builds use more then one builder just like in the first DD howd u guys not see this before launch did u even play the new version? Ya the public tavern sounds great on paper just like all of you're ideas they have sounded great on paper but the implementation has now taken away from the game. What you guys have done with the towers really destroys the game, just like the lacking of stats on gear. DD1 had up to 8 stats on each item why would you ever think that switching to this new system was either  a good idea or better then the first DD you got me. Seriously you guys need to stop thinking up all these different ways to Improve the game from the first and do this : recreate the original game in its entirety updated of course visually, then once u have that solid base set make small adjustments that you ask the community whether or not it should be implemented. You would end up with a game that the players will want to play guaranteed.

 I had the same issue with different level heroes, but here's a quick work around: only have your lowest level hero you want to use in your hero deck. After you go into the campaign tavern, go add back your higher level heroes back to your hero deck.
Hopefully they fix the issue soon.

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Why has there been no word from anyone about when, or if loot is going to get fixed? Also nothing has been said about whether or not hard mode was supposed to be taken out of 25++.  We all paid money to help test your soon to be "free to play" game, the last thing that trendy should be doing is keeping us in the dark.  its been over a day now since i asked about loot and hard mode, and the answer i was given from community manager was that the game is in testing and will have problems......like thats an answer to all of our questions.....please we all want to love this game but the way you are handling this muffed up patch is sad.

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@marcoshipman1 quote:

Why has there been no word from anyone about when, or if loot is going to get fixed? Also nothing has been said about whether or not hard mode was supposed to be taken out of 25++.  We all paid money to help test your soon to be "free to play" game, the last thing that trendy should be doing is keeping us in the dark.  its been over a day now since i asked about loot and hard mode, and the answer i was given from community manager was that the game is in testing and will have problems......like thats an answer to all of our questions.....please we all want to love this game but the way you are handling this muffed up patch is sad.

Hi, marcoshipman1!

Sorry for the delay. We made a post about Incursion loot and lag on our General Discussion forums. To recap:  We will be fixing the Incursion loot in a hotfix early next week, and we're still investigating the lag issue.

As for Hard Mode, we will be re-adding Hard Mode in a future Foundation patch. We made a mistake by not initially including it in our patch notes, and we are truly sorry about that.


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@[FgC] danielaq13 quote:

Uhh why were the boost auras changed to not scale with defense power? And to go with that, the new values are way too low.. Why didnt you guys make it so that defense power does not scale as much on boost auras, rather than completely removing it?


At the very least, tier 1 should be an extra 50% damage, and tier 5 should be an extra 100% damage. Before the update it was pretty common to see a tier 1 boost aura at 2.00+ with lv 25 players. Now tier 1 is equivalent to a 1.25 (+.26 for me from bonuses) at all levels, which is pretty awful. Even at tier 5 its a 1.45 (+.30 for me)... Really?


I know you guys are working hard to balance this but this is not balance in any way.

Hero DPS is also still useless, and the power level of items dropped seem to have gotten worse as well (not sure about this yet though, could just be bad luck)


Side note: When will we get hard mode back?

Thanks for the feedback about loot, Hero DPS and boost auras! As for Hard Mode, we will be adding it back in a future Foundation patch.

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@avaLancHe quote:

I think as you can tell whoever was in charge of QC'ing this did a pretty terrible job (This coming from someone who has studied intensively)

Stress-testing - Seems to have been lost or the dog ate the homework
Bug Testing - At least 8 new bugs I've found, all minor, I'm not reporting them because it's a joke what's happened now.

On a positive note, the 1-20 curve is enjoyable, the Ogres are much tougher, and the Pirate looking dude who silently appears is a neat touch

But by god, you've got to get your act together with the lag - I have to Ctrl+Alt+Del to get around and play after waiting, No Cache Registry or PC issues running a 4.5GHz Shuttle...


Overall only 1 of the things in this patch is good, the 1-20 curve, everything else is bad - Sorry....

Since this is Early Access, we'd greatly appreciate it if you reported the 8 new bugs you found. That's the whole point! We will try our best to have the best releases possible, but a large part of Early Access is finding these bugs. The lag in the social tavern is a very low-level UE3 bug that was always present but is exacerbated with some of the new features. We're actively trying to squash this little bugger.

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@EXSEEN quote:

i think the balista suddenly dropping to a 4 meter range at teir 4 makes the upgrade a bit redundant..... unless it starts shooting 3 at 2X the damage then id be ok with this
Tier 1 - 35 meters.

Tier 2 - 36.75 meters.

Tier 3 - 38.5 meters.

Tier 4 - 4.025 meters.

Tier 5 - 42 meters.

 Good catch! Thanks for finding it, and thanks [[59367,users]] for fixing it.

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@Zyzz quote:

So the only option to get a game going from the menu is to join the laggy public tavern. Once I'm in the public tavern I can't click on any NPCs to go to my own. What's going on here?

The lag in the Social Tavern is a very low-level Unreal Engine 3 bug that was always present but is now exacerbated with some of the new features. We'll keep you updated as we attempt to pin down and eradicate this bug. 

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@Some random guy quote:

I'm ok with all the changes except incursion, only 2 maps and loot seems to be even more crappier than before...

Lowest legendaries I got with 25++ were lvl 23 and now with incursion I'm getting lvl 20???  wtf?

Early next week, we will be releasing a hotfix to address the low-level loot that is dropping in Incursions. We'll also add in more Incursions in future updates if our community is enjoying them and wants us to make more!

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@todaz quote:

why the hell would you fix the dragonfall bazaar thing. that was just fun. you could kill *** with it. you just made your game worse for the players that find the not visible walls. goodjob trendy. + you didnt even fix taverns. You never want a loading screen to start your game. In the main menu allow us to choose if we want to start playing from there instead of. Oh hey der you heard of this new thing called a social tavern? It is so social. We like social. You must see other people or we will die inside. Please look at our social tavern. AHHHH *** it we'll make you port into the social tavern when you start.


Please ffs allow us to go straight into a map isntead of this first tavern second tavern nonsense

Hey, [[30193,users]]. We always appreciate you keeping us honest. Thanks for the feedback!

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@Saltare quote:

Please make the Social Tavern optional, and not just a "well, you can click private tavern at the war recruiter". An option to go straight to private from the title screen would be awesome.

Thanks for the suggestion, [[74485,users]]!

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@AussieMark quote:

Question is it a bug that Hard was removed? I cannot do Hard for Incursions or for 25++ anymore. Hard is all locked

We'll be adding Hard Mode back in a future Foundation update. We're sorry that we didn't mention in the patch notes. That was an oversight, and we're truly sorry.

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@Erox333 quote:

Lmao i keep seeing the dev's saying that we only release content that is of high quality, i know this is early access and im sorry for being rude but wow common guys. U cant play with your current deck if you have someone on a different level the lower one gets removed no matter what if u switch out chars doesnt matter only have access to the higher char.  All of my builds use more then one builder just like in the first DD howd u guys not see this before launch did u even play the new version? Ya the public tavern sounds great on paper just like all of you're ideas they have sounded great on paper but the implementation has now taken away from the game. What you guys have done with the towers really destroys the game, just like the lacking of stats on gear. DD1 had up to 8 stats on each item why would you ever think that switching to this new system was either  a good idea or better then the first DD you got me. Seriously you guys need to stop thinking up all these different ways to Improve the game from the first and do this : recreate the original game in its entirety updated of course visually, then once u have that solid base set make small adjustments that you ask the community whether or not it should be implemented. You would end up with a game that the players will want to play guaranteed.

Thanks for the feedback, [[32097,users]]! The lag in the Social Tavern is a very low-level Unreal Engine 3 bug that was always present but is now exacerbated with some of the new features. We're all hands on deck trying to fix the issue as we speak.

As for the Hero Deck issue, this is a known issue and we will be addressing this in a future Foundation patch. This patch is a transitional patch for the game, particularly with matchmaking, so we apologize for some of the rough edges that you're seeing. 

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@NeRvD quote:

Can we get an explaination as to why Hard mode has been killed. and weaker gear drops for harder mobs makes no sense.

This patch has gone backwards :(

We will be re-adding Hard Mode in a future Foundation patch. We made a mistake by not initially including it in our patch notes, and we are truly sorry about that.

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@Grimm721 quote:

will we be getting Hard Mode back soon? :)

Great question, [[73014,users]]! We will be re-adding Hard Mode in a future Foundation patch. 

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@Moogle quote:

Great patch!! love it.

But the social tavren is so laggy that i can't do anything. i can't talk to the guy to start a map so can't do a single thing since were doomed to go there right away. please change it back or make it less laggy.

The lag in the Social Tavern is a very low-level Unreal Engine 3 bug that was always present but is now exacerbated with some of the new features. We'll keep you updated as we attempt to pin down and eradicate this bug. 

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@ragekage20 quote:

So since attack speed has been trashed I lost 3k dps on both my cannon balls and balista so I can't do the incursions by myself, and I can't farm for better gear because you took away hard...so this patch has single handedly destroyed everything positive in DD2...thanks trendy

Thanks for the feedback, [[67731,users]]. We will have a hotfix early next week that addresses the loot issues, which should give you the ability for farm up for the Incursions (as well as improving the loot found on the Incursions).

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@Rasta_ quote:

Social Tavern is terribly laggy, please change it back.

The lag in the Social Tavern is a very low-level Unreal Engine 3 bug that was always present but is now exacerbated with some of the new features. We'll keep you updated as we attempt to pin down and eradicate this bug. 

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