Loot & Survive is our largest update yet. Many of the changes in this update come from the feedback you’ve given us. When you load up the game, expect to see more content, more green mana, better solo play balance and so, so much more. How much more? Scroll down through this monster list of changes!
We hope you enjoy this update. Because of the sheer size of this update, expect to find many bugs and balance issues. This is not the final state of the game, but it is a large step for mankind. People will look back on this moment and note it as a true changing point for humanity. Tears will be shed. Babies will be named after us and not just because most of us have very common names. Oh, no.
Apprentice, Squire, Huntress, and Monk Survivor Costumes have been added to the game. You will find these in your Mailbox for each hero class you had at level 25 before the Wipe.
The Corrupted Welp has been added to the game. You will find him in your Mailbox if you levelled a hero to 25 before the Wipe.
Gems have been added to your Mailbox, based on how many Wyvern Tokens you earned before the Wipe:
20-39 Tokens = 150 Gems
40-79 Tokens = 300 Gems
80-119 Tokens = 500 Gems
120+ Tokens = 1,200 Gems
If you do not receive your rewards, please go to this form and fill it out. Under the “Support Type,” select “Wipeageddon Rewards.” In the description, please mention what you were supposed to receive. We will be looking at your account information to verify your request.
As per our last Influence Vote, all progress has been reset. When you start the game, you will be immediately launched into our new tutorial. As soon as you unlock the Tavern, you will find all your Early Access, Wipe and other Rewards in your mailbox. Good luck defending!
Pets 2.0. Expect more from your awesome, scary and cute companions!
Added pet tiers! Unlock new tiers by evolving your pet.
Each pet begins its life as a hatchling. Never, ever shake a hatchling.
What? Hatchling is evolving! Your beautiful pet gains increased stats and an active ability when evolving to a Fledgling.
Veteran pets gain increased stats and, where appropriate, a visual evolution.
Visual evolution is only available on Token and premium pets.
The current maximum evolution for pets. Elder pets have the maximum stats available.
Also, pets at this stage will call you only when they need something and will blame all of their problems on you.
Added Pet Rarities.
The base stats of a pet are determined by its Rarity.
There are four pet rarities: Powerful, Epic, Mythical and Legendary. Each pet has a set rarity, except for premium pets which can spawn at any rarity.
When transforming an egg to a premium egg, it will roll at the same rarity with the same stats as it would have with a standard egg, only this time your pet will look dope.
Added new evolution reagents and containers.
Evolution Containers can be collected from Victory Chests and in Onslaught mode.
Open containers to collect evolution reagents.
Each pet has a specific evolution recipe and specific required evolution reagents.
Max out your pet’s Power and Affection Levels to evolve your pet to the next tier.
When pets rot, they are now transformed into a unique material that you can use to evolve your pets! Pet cannibalization complete. You win Twitch.
Added new Pet Reroll Items.
Reroll Containers can be collected from Victory Chests, enemy kills, and in Onslaught mode.
Reroll items are consumed on the Reroll menu to replace one pet stat or ability with another.
Added new premium pets!
Get Katkarot, Shinobi Kitty and Table Flip Demon by collecting a Gato or Creeper egg and transforming them into a premium egg! These premium pets will roll at the same rarity with the same stats as it would have with a standard egg, only this time your pet will look dope.
For those of you asking for premium pets to be more powerful than normal pets… um… just no.
Added new monthly pet rewards starting with Thunder-O! You can find him on your Missions screen.
Monthly pet rewards have a unique ability and guaranteed rarity.
Abilities for monthly pets grow in power as they evolve.
Changed Feed to Powerup for clarity.
Players powerup their pets by feeding them pet food and buying base pet food.
Powering up your pet increases its stats. Premium and Standard pets both powerup the same way. (Even though Katkarot should require way more food.)
Added help strings to the Hatchery (where players turn eggs into pets) and Stable (where players equip, power up, evolve, and reroll pets). Sometimes we do want to help.
New Pet Abilities
Added 25 new pet abilities! These abilities are unlocked when you evolve your pet into a Fledgling. Activate these abilities using the default X keybind.
Some abilities are unique to their species (Creeper, Dragon, Gato)
There is an elemental ability pool in which all pets can also pull from.
Exciting new abilities such as the following:
Curse Aura: Boost your speed and curse enemies while you are near them.
Blizzard: Summon a blizzard that slows enemies while dealing damage.
Fire Pillar: Create a pillar of fire that deals fire damage to every enemy it touches.
The rest of the abilities you will need to discover for yourself!
We completely updated the War Table! You no longer need to switch taverns to change what you want to play. All Game Modes are available from the War Table no matter where you are. Also it’s about a million times prettier. Thank you art team.
Match Type: Quick Match and Private.
Quick Match will match the player and party to others looking to complete the same content.
Private: No change in functionality.
We’ve released new game modes! Complete the Campaign, then progress through Free Play to increase your Item Power. Once you’ve reached level 50, you can enter our end game content in the End Game game modes.
Introduced 4 new Difficulties for end game: Nightmare I, Nightmare II, Nightmare III, Nightmare IV.
Each difficulty has a different Item Power reward. Complete harder difficulties for better rewards. Are you up to the challenge? Butter isn’t.
New: Select any Map
Selecting the Any Map button will queue the player for any available map for the Game Mode and Difficulty.
Players will now see a countdown when using Quick Match. After the countdown has elapsed, the map will launch.
Players can hit K during the countdown to leave the queue.
Countdown timers are disabled for private matches.
Minimum Party Counts
When queueing for these maps, the server will wait until enough players are matchmaking to that map.
Instead of a countdown, players will see the time elapsed, until a full party is formed.
Players can exit this queue at any time.
Onslaught Mode and Onslaught Loot
You’ve been waiting, and now it’s go time! Onslaught is a survival mode where players pick a reward at the beginning of the match and play to their heart’s desire. (Or until that one Javelin Thrower pierces your heart. I mean, core.)
Onslaught plays out over a series of rounds and waves. There are three waves to every round. At the beginning of a round, you’ll have an unlimited Build Phase. Between each wave in a round, you’ll have a time-limited Build Phase.
The rounds are themed to specific enemies. So look out for the Spooky Skeletons and Kobold Rushes.
The rounds will also have secondary traits that will change per round. These are buffs to the enemies during the round that will keep you on your toes. These will change with the themes and be different each round. This means round 1 could be speedy goblin hordes. But this also means you could have a healthy Dark Mage round at some point. *Shudders*
Once you unlock your first Onslaught map, you will be able to start playing for that sweet new item you’ve been wanting. Want an awesome new weapon? Select the weapon reward category and start running through Onslaught. You’ll get your selected category round at the end of each round. Keep your wits about you though, as Onslaught will be no cakewalk. How far can you get?
There are unique pet and weapon rewards you can only find in Onslaught mode. But we’re not going to tell you what they are, because that’d ruin the fun.
Campaign - Easy, Normal
Campaign will only support Easy and Normal. Players that are new to the game will play through the Easy difficulty. Easy allows players to get used to the game mechanics while still presenting some challenge. Normal Campaign is for those who are somewhat familiar with Dungeon Defenders. While still explaining the mechanics of the game, you can expect a moderate challenge while playing Campaign Normal. Normal Campaign can be completed with 1 hero type.
Freeplay - Easy, Normal, Hard
Free Play Easy - This is what you graduate into after completing Campaign Easy. This will be content cruising and allow you to experience Dungeon Defenders 2 at a non-threatening pace. As this will be easy, you won’t see huge leaps in Item Power as you progress. You can expect to play this content with one hero type.
Free Play Normal - This is what you will graduate into after completing the Campaign on Normal. This is a standard challenge for those who are confident with the game’s mechanics. To go along with this challenge, you will see a bump in Item Power as you progress. This will be where players will start to want to play with different heroes. While it isn’t required, different hero types will definitely make things easier.
Free Play Hard - Now we’re talking. Free Play Hard will be a considerate challenge to those who are well-versed in the game’s mechanics. Those who are willing to tackle Free Play Hard will need to know how to combat the resistances, they will need the right gear, and they will need to have some solid builds. Good luck.
End Game - Easy, Normal, Hard, Nightmare I - IV
End Game Easy - So you made it through the Campaign Easy and Free Play Easy, but you wanna see some different stuff? Move onto End Game Easy! You will be able to see some new gametypes, some incursions, and some standard maps.
End Game Normal - Now that you are max level, it’s time to start getting your builds together. Wanna move onto End Game Hard? It would be a good idea to start here. Look out for different special enemies, more waves, more enemies and more rewards.
End Game Hard - Well now, aren’t we proud of ourselves? Made it all the way to End Game Hard, did ya? Well godspeed Defenders, because things are getting to be a little crazy. The Old Ones are sending more special enemies and more Ogres at you than you’ve seen previously. Now with more waves!
End Game NIGHTMARE I
So it begins. Nightmare. They don’t call it Nightmare for nothing. Here starts the hardest challenge you will face in Dungeon Defenders II yet. The Old Ones are pretty sore you’ve made it this far and will be throwing everything they can at you. Only the most prepared and skilled heroes can make it through such daunting odds.
End Game NIGHTMARE II
I guess that difficulty wasn’t enough for you, brave Defenders. Never fear, the challenge is only increased in Nightmare II. Get higher Item Power to even think about surviving Nightmare II.
End Game NIGHTMARE III
Let the games begin. Now that you’ve conquered Nightmare II, Nightmare III presents it’s own set of challenges. Bring your gear and skills to Nightmare III and pray to make it past Wave 1.
End Game NIGHTMARE IV?!?!
What’s this? You dare challenge the Old Ones?! Be afraid. Be very afraid. Be as afraid as a ‘90s middle school kid watching Are You Afraid of the Dark at night. As the hardest challenge you can attempt in DD2, you certainly will need the right Item Power and guts to face Nightmare IV.
A new coat of paint on the billboards, in both default and detailed view.
Trait System - Bonus buffs and resistances are now applied to entire lanes. These are showcased on the new indicators on the billboards!
NPC Dialogue Boxes
NPCs can now talk! And boy, are they chatty.
Players can approach NPCs in Tavern for happy talk fun times.
Please keep in mind that Etherians are just now learning to speak and might have their text changed in a future update as they become more eloquent.
To help all your friends learn to use their green mana before hitting ‘G.’
New rewards like Skill Spheres, pet eggs, loot, stuff, and monkeys.
Shops are unlocked in an order that helps introduce the game bit by bit instead of everything in your face at once. And yes, this means you have to save The Keeper & The Stable Boy before hatching your cuddly friends.
You can now stack up to three Daily Missions!
New UI! This will pop up the first time you enter the Tavern so you know what’s up!
You can also access your Daily Mission & Quest menu from the Forge by clicking on a big red exclamation mark! It pulses (a little too much)!
Quests are now in! The intent is to guide players through our game and introduce all the cool stuff in a more digestible manner.
We added a bunch of new Daily Missions, and the Daily Mission system will now unlock after completing the Campaign.
Monthly Missions! Cool new rewards that will update monthly!
Added a fourth Hero Deck slot!
Hero Deck slots are unlocked as you progress.
Players can now buy more Hero Creation Slots with premium currency! Early Access players start with 6 Hero Creation Slots.
Heroes that are maxed out and in your Hero Deck will give an XP boost to your other Heroes!
6 New Ubers! Like the Ubers you’re playing with for towers, these may adjust the style of which you play. They’re not meant to be direct upgrades, but situationally better for certain builds and times in combat.
Chance when a defense gets hit to be shielded for a percentage of your Defense Health Stat.
Chance when a defense gets hit to deal damage around it based on a percentage of your Defense Power Stat.
You can pick one of these Ubers when you hit level 50 with your first hero or buy them from Gran’Masta.
The Huntress’s concussive shots no longer stun but stick to surfaces now. When an enemy triggers one, the enemy takes damage based on a percentage of your Ability Power Stat. Cooldown reduced but cost increased.
Empowered Sword Beam
The Squire’s Sword Beam now returns back to the Squire. When it reaches the Squire, it detonates causing damage in an area around him. The more enemies the Sword Beam hits as it travels, the more damage it will deal.
The Apprentice’s Tornado no longer hits multiple targets. The Tornado now stops on the first target hit lifting that target into the air and dealing more damage to that target. The tornado also picks another nearby enemy and does the same amount of damage to that enemy.
The Monk’s healing ability no longer heals heroes but instead shields nearby defenses for a percentage of the Monk’s Defense Health stat.
Hero specific Ubers can be purchased with Betsy tokens.
Items are now entirely based on the new Item Power system!
Based on the Tier and Item Power of an item, it calculates what the stats for that item should be.
You can always expect an item with higher Item Power of the same Tier to have higher numbers. You can also expect items with similar Item Power to have similar numbers.
Tier adds some variation on the stats on top of the Item Power system.
In the new system, a Legendary item of Item Power X will be equivalent to a Powerful with a higher Item Power, ensuring that you always get some upgrades.
Maps now have a suggested/required Item Power number
Suggested: In Private Matches, you can still play a map that you do not have the suggested Item Power for, but good luck with that.
Required: For public games, you cannot join a game that you do not have the required Item Power for.
Different maps, difficulties, and game modes now drop different Item Power ranges.
The Item Power range on a map is split into three buckets:
Common: lower end
Uncommon: mid range
Rare: higher end
This means that you are less likely to see an Item Power 200 item in a bucket between 150 and 200.
Secondary and Primary Stats on items have been reworked
Secondary Stats should now roll with similar numbers if you have two secondaries on an item. They will have the same number value associated with them but different stats. This was done to help you better understand and equate items to one another.
Passives have been rebalanced with the new Item Power & Level Cap increase - this is still a work in progress.
Stats on items have been reworked:
Defense Attack Rate has been removed as a Primary and Secondary stat that can appear on items.
Defense Attack Rate Skill Spheres are still in the game.
Four new stats were added to the game:
Defense Critical Damage
Defense Critical Chance
Hero Critical Damage
Hero Critical Chance
Critical Chance does not appear on items as a primary or secondary stat but can appear on Skill Spheres and passives.
Defenses and Heroes have a Crit Chance cap.
Critical Damage can now appear as a Primary or Secondary Stat.
Critical Damage can appear on Skill Spheres as well.
Critical Damage is additive rather than multiplicative.
Crit Explained: Whenever you hit a target, there is a chance that you would deal critical damage to that target. The chance is based on your Crit Chance stat and the damage is based on your Crit Damage stat. Heroes, abilities and defenses have different potentials for Crit Damage. Some have a high Crit Damage potential and some have a lower Crit Damage potential.
We’d love to hear some feedback on the new Crit System as we intend to refine the balance in a future update.
Passive rebalance in the works: We’re gradually transitioning to have defenses, abilities and passives scale based on a percentage of your state. As an example, the new Slayer Legendary Weapons will increase in effectiveness the more points you have in a specific stat. This transition allows us to better explain to all of you just how these passives work and what exactly you need to do to make it better. We feel this will result in cooler builds emerging over time. We’ve only done this on a select handful of items, defenses and abilities (read balance changes), but we’ll be transitioning the rest in a future update. Let us know how you feel about this.
A note on Item Power: With the Item Power system and balance changes, the game should feel very different than it did before. Old strategies may not be as effective as more and more new strategies start to emerge. Our goal is to provide you all with as many tools as possible to be as creative as you possibly can in coming up with cool fun builds. We’re one huge step closer with this update, and we hope you’ll enjoy it.
Resistance Rework & Trait System
Certain enemies used to be classified as Physical Resistant, Magical Resistant or Neutral. We’ve done away with that system in favor of a new trait system.
Under the new trait system, all enemies can appear as Physically Resistant, Magically Resistant or Neutral.
The spawners that enemies come out from now have the potential to have:
One Primary Trait
Multiple Secondary Traits
Primary Traits are always resistance buffs
These buffs increase in intensity based on your difficulty getting as high as 75% resistant in Nightmare mode.
Secondary Traits are more flavorful traits that are meant to provide new challenges.
This update has the following traits:
Mighty: enemies that spawn deal +X% attack damage
Trollblood: enemies that spawn regenerate X health every 5 seconds
Grounded: enemies that spawn cannot be knocked up
Speedy: enemies that spawn move X% faster
Healthy: enemies that spawn have X% more health
Tenacious: enemies that spawn have X% resistance to crowd control effects
Chrome: you all know what this is!
In the future, we’ll be expanding on this trait system to add more interesting traits -- some that can even benefit the player!
To see what traits a spawner has, you can press Shift to read the new billboards.
Enemies that spawn from a spawner will have all the Traits associated with that spawner.
Traits start coming online gradually as you play through the Campaign and different difficulties.
I for inventory is now in the game! We maintained the functionality for going to the Forge so it cannot be accessed during Build Phase, nor can you access it during cutscenes.
The balance of the game has shifted to almost entirely pivot on Item Power. So much has changed! But we still have a LOT more changes coming in future updates! For the time being, we’d like to gather some of your feedback on some of the recent changes but keep in mind the balance is not yet final. Also thank Blacksmith and the whole rest of the team if you can! They’re killing themselves for you guys.
Green mana is given out more generously now! Trust us, you’ll need it.
All Defenses got a substantial Defense Health increase based on the type of defense they are. Towers received a good boost, and blockades received a substantial boost.
Adjustments have been made to solo play as well. When playing solo, you will notice only 1 or 2 high “threat” lanes. Look for this information using Left Shift and seeing where the problem enemies coming. This is where you will need to focus your attention as a hero. The other lanes will generally take care of themselves with solid tower setups.
Enemies now like to stick together. You will see less “globs of every enemy in the game coming down the lane” and more “We are Warboars, fear our numbers” sort of deal.
All enemy scalars have been redone. All enemy stats are now based around the Item Power of the content, which should make balancing and providing a fair challenge much, much easier.
To match the new Item Stat & Item Power system, many Defenses and Abilities have been rebalanced.
Reduced Electrocute stun duration from 2.5 to 1.0 seconds. Did we take it too far this time?
The Dark Mage is cultivating mass, bro. Increased Dark Mage mass 300 -> 400. Now he is no longer interrupted by Squire/Monk melee attacks. Just try and move him!
Cannonball Tower (Squire)
Damage increased by 28%
Minor adjustments to projectiles
Flamethrower Uber (Apprentice)
Its numbers were redone to make it more powerful and viable for end game play - it has reduced crit damage scaling but higher flat DPS output.
Heavy Cannonball Tower (Squire)
Damage at max range compared to Cannonball is now +30% if AoE is utilized
Damage at min range compared to the Cannonball is now -36% if AoE is utilized
This should reward players that place the Heavy Cannonball Tower effectively and punish those that do not
Lightning Aura (Monk)
Scaling for upgrades adjusted to match other defenses
Damage increased by about 10%
Lightning Strikes (Monk)
Adjusted scaling for upgrades to match other defenses
Damage reduced by about 50%
Has higher Crit Damage scaling
Explosive Trap (Huntress)
Damage reduced by 25%
Has higher Crit Damage scaling
Elemental Chaos Uber (Huntress)
Base Damage Buffed by about 18%
Crit Damage scaling is high
Found a bug with the fire proc effect not dealing any damage. Fixed the bug.
Fire Damage Over Time now deals 100% of your Defense Power as damage over 1 second before fading - the DoT can crit, too.
Napalm Balloon (Huntress)
Damage increased by 20%
Crit Damage set to moderate
Upgrade scaling adjusted to match other defenses
Poison Dart Tower (Huntress)
Damage increased by roughly 50%
Crit Damage is very low
Fixed some upgrade scaling issues
Geyser Trap (Huntress)
Damage increased substantially! (+400% since it is on such a long cooldown)
Crit Damage is very low
Skyguard Tower (Monk)
Skyguard Damage buffed by 100%
Crit Damage is high
Upgrade scalars fixed to match other defenses
Earthshatter Tower (Apprentice)
Damage increased by 76%
Crit Damage is moderate
Upgrade scalars fixed to match other defenses
Arcane Blockade (Apprentice)
Damage increased by 100%
Critical Chance high
Upgrade scalars fixed to match other defenses
Training Dummy (Squire)
Damage reduced to 25%
Critical Damage is moderate
Upgrade scalars fixed to match other defenses
Spike Blockade (Squire)
Damage increased by 55%
Critical Damage is moderate
Base damage increased by 72%
Critical Damage high
Range increased by 10%
Upgrade scaling reduced to match other defenses
Arcane Volley (Apprentice)
Damage reduced by about 10%
Crit potential set to high
Damage reduced by 50%
Damage potential is still relatively high if it hits a marked target
Crit Damage potential is high
Mana Bomb (Apprentice)
Massive damage buff: 300% if used with Arcane Marks
Crit potential is moderate
Concussive Shots (Huntress)
Damage increased by over 50%
Crit potential is low
Oil Flask (Huntress)
Damage increased by 23%
Crit potential is low
Piercing Shot (Huntress)
Damage increased by 250%
Crit damage set to high
Pole Smash (Monk)
Damage increased by 47%
Crit potential is low
Chi Blast (Monk)
Crit potential is moderate
Sword Beam (Squire)
Damage doubled (almost)
Crit potential is high
Duration scaling reduced slightly
Damage buff increased slightly
Seismic Slam (Squire)
Damage increased by 250%
Crit scaling pretty low
Stun duration reduced to 2.5 seconds
Stun duration now scales with ability power (0.001% increase per point) - theoretical max is 6 seconds
Frostbite Tower (Apprentice)
Now reduces enemy attack speed by 20% but does not scale with anything
Slayer passives can now be found in Onslaught Mode! *guitar riff!*
Slayer passives appear on hero-specific items.
Added tooltips for Slayer passives. Then removed them. Then put something else in and called it done. It's "functional."
Added Drakin Slayer passive on Legendary Shields. Killing Drakins gives charges, and blocking uses those charges to spawn fireballs. Half of the time. The other half of the time it just doesn't work... at all.
Dark Mage Slayer passive added on Legendary Magic Staves. With this passive, killing Dark Mages gives charges, and fully-charged secondary attacks use those charges to stun enemies.
Lady Orc Slayer passive added on Legendary Bows: Killing Lady Orcs gives charges, and fully-charged secondary attacks use charges to deal extra damage, you monster. Also this passive has no visual feedback. Maybe we'll add it eventually.
Kobold Slayer passive appears on Legendary Polearms. Killing Kobolds gives charges, and secondary attacks use charges to spawn death-dealing fireworks and something hilarious we'll let you discover for yourself.
Taser Suit passive can now appear in Victory Chests. You'll never want to leave home without it!
Passive Bug Fixes & Changes
Removed more useless passives from high-end gear! So now, XP passives can't roll on end-game gear.
Gave passives names for the first time. Look out for Apple, Blue and North. They're our favorites. (Don't tell Moses.)
Made Life Leech leech less life. Reduced heal value by ~60% and reduced max heal value at level 25 to 60.
Banned Dancing: Footloose (Movement Speed) values normalized and completely rebalanced. Met Kevin Bacon. Increased Movement Speed in the ~7.5 - 20% range depending on level and tier.
Created the ultimate pair of boots. Proud of our creation, like new parents, we slipped our toes into their soles. Words cannot describe what happened next. Sprint passive disabled and removed from boots until further inspection (and less fear).
Made stuff in the game better match stuff in the editor. You'd think they'd be the same, but...
Made Heroic Presence more heroic. Increased Heal component scaling of Heroic Wave 1.01 -> 1.5. Side effect: Shielding Wave is now dope.
Superconductor (Ability Cost) passive values slightly reduced. Why? Because we felt like it.
We broke the Radiance (Aura Range) passive. Then we fixed it. And then it broke again (all by itself, we swear!). So in anticipation of fixing it next patch, we reduced its values.
Disciplined the Victory Smell (Blaze Balloon Burn Rate) passive. Reduced its values to more closely match DPS increase of other defense-focused passives.
Vector Corrector (Defense Range) passive’s increase of projectile tower range reduced so you can find more of it!
In case you haven't caught on yet, passives were broken. How broken? Post-Disney Channel broken.
Retribution passive increased a TON. It now appears on Torso and Shield items like it always should have.
Black Arrow (Ballista Damage Magic) passive bonus damage doubled. Then doubled again. Then divided by four, multiplied by three point five, squared, thrown in a blender, and added to pi. After all of this we lost track of how much we increased and wrote the patch note "Black Arrow Special Stat bonus greatly increased." We also learned to hate fractions.
Fault Line (Earthshatter Radius) radius bonus slightly increased.
Various optimizations across all maps.
So, how about that War Table? Viewable in all of its 3D glory (no WASD camera motion, sorry to those of you spoiled by the Azeroth trailer) and you’ll be able to select maps from there or from the UI on the left. We can’t wait to expand the world further!
There are a lot of new pets. Like, 4x the previous number.
Evolution is unlocked, but to clarify, only token pets (Betsy) and premium pets will evolve visually at the moment.
You may see some abilities get more impressive as they change form, though.
Watch for the monthly and weekly reward pets to get your shot at rare content, some with enhanced visual effects. We won’t spoil which. You’ll just have to watch!
Table Flip Demon
Fixed an issue where players who were too high were unable to place towers. We mean... too high up.
Increased the mana crystal cap that can be present in the world. Also, we added a 2-unit mana crystal. Hey, every unit counts, amirite guys?
Fixed one of the issues that was causing items to be lost in the inventory. It was all Tony’s fault. [[4968,hashtags]] (We don’t even have an employee named Tony, but we’d like one so we can blame him. Are you a Tony? We’re hiring!)
Fixed an issue with the Token Shop UI where the items could scroll outside of the window. That's just not allowed. Geez.
Apprentice’s secondary attack now pops the Blaze Balloon. Upcoming updates will add “locking” and “dropping” functionality to his newfound popping feature.
Numerous audio issues have been fixed. We said, NUMEROUS AUDIO ISSUES HAVE BEEN FIXED.
Hunted down that pesky fox stealing your eggs before they hatched. Sadly, that means we can’t have that Dora crossover like we planned.
Fixed an issue where the Drakin could get stuck in the River High Path on Little-Horn Valley. Now to fix the million and one other places they get stuck. Sewers, we’re looking at you.
Fixed an issue where the bow could appear incorrectly for the Huntress when swapping Heroes. Don't worry, we haven't fully eliminated Franken-heroes yet.
Fixed several issues with the Costume Shop. Introduced several other ones, which are arguably way worse.
Important Known Issues
There are multiple issues with the pets system. Most of them can be fixed by closing and reopening the Pets UI.
The Quests and Daily Missions UI can pop up randomly. They just really like you.
Monthly Missions do not give out rewards. We’d make a joke here, but we don’t feel it’s appropriate. This will be fixed very, very soon.
Players can easily obstruct the cosmetic preview, causing some really hilarious situations.
Gold Bonus Sphere IV Skill Sphere will activate for heroes who do not have the Skill Sphere equipped. You’re welcome.
Special Enemies killed in two of the Liferoot Forest maps don’t contribute to the “Special Delivery” challenge. This is because they’re extra special. On the other hand, new Special Enemies don’t count at all, because they aren’t special enough.
BOOM HEAD-SHOT CHALLENGE DOES NOT BOOM if you use the Huntress’s secondary attack.
The “Use the Boost” challenge is challenged. This is becoming a pattern.
Stun VFX only display when they want to. Unfortunately, this is pretty much never.
Enemies like each other a little too much. This is causing some stuckage and clumping. Clumping is one of those words that sounds pretty dirty is you don’t know its definition. “Are you clumping in there, Bobby?”
Players can’t rebind the Inventory key. Why? Because the Influence Vote was “I for Inventory.” Duh.
Some pet abilities don’t have sounds. Others don’t have VFX. The rest are generally awesome.
Sometimes heroes do not stay in the equipped Hero slot when joining a map. These heroes are cowards.
Opening a mana node can erase mana on the map if there’s too much mana on the floor already. Proceed with caution.
This known issue doesn’t matter. Or maybe it did. We don’t know anymore.
Immediate Messages are a little too immediate. Also, this list is too long.
Matchmaking is not finished yet.
Unlock UI text for shop vendors will never disappear.
The Fire Cart environmental trap is just for show. Damage coming soon. Some men just want to watch the world burn without doing any real harm.
“Transform Egg” malfunctions on eggs that are currently incubating.
The prices for items in the Token Shop show up as “0” in the purchase confirmation screen.
Drench on weapons can become super OP.
The Life Leech passive can be exploited. Go figure.
FLOATING WEAPONS EVERYWHERE.
If a player in your party swaps heroes while you have items selected for sale, their sell values will become negative. Who knows what will happen if you click sell after that. Please don’t. But if you do, videotape it. Off-screen, shaky cam, standard def.
Small Melee goblins from “Just Grate” can’t seem to find the core.
Clicking the Play button on the Title Screen while joining a friend’s game is a good way to lose a friend.
Tooltips don’t display on the Missions or Hero Deck screens.
Tier 2 Provoke Duration and Provoke Speed Spheres are listed as Tier 1. Only some of us can count.
The Etherian Hero challenge does not update its tracker when you complete a map.
Inspect Defense only half works. Skill Spheres do not apply.
Lots of passives are broken. Also lots of them are fixed, so that’s something.
Don’t press G in Onslaught Mode before you select a reward type. We warned you.
The “Not Enough Gems!” prompt is ugly.
Witherbeasts can be blindingly bright. We chose to view this as a feature, not a bug.
Some tooltips are showing up as red for no reason at all.
In a Private Tavern, you can try to create a hero, but it won’t do anything. This will be fixed when there is only one tavern.
Apprentice Flamethrower Uber hits further than its VFX extends. It’s hot folks.
There are misspelings and hippos.
When you “Transform” an egg, it doesn’t look cooler. It should. We made the art for it.
NPCs can’t read your keybinds. They just learned to talk, what do you expect?
Pet Evolution items do not stack correctly. At least they work now.
Re-rolled pet stats don’t display as whole numbers.
Some descriptions for the Uber Skill Spheres are too long and refuse to display.