One week until Open Alpha. One week until you can run around and tell your friends about that cool game you’ve been playing. And once you stop telling them about Rocket League, could you maybe throw in the good word about Dungeon Defenders II being available for anyone to download for free, yeah? That’d be awesome.
All jokes aside, until that beautiful moment comes next week on October 13th, here’s an update full of delicious new features and balance! There are some things in this update that are experimental. You can find these things with our super-subtle EXPERIMENTAL marking. There’s also some things in this update that are AWESOME. We didn’t tag those, but we should have.
Also remember, this patch comes in two parts! Part II [AWESOME] will be releasing October 27th and launch with two new Spooky maps, Incursions, new minibosses, new build items and other awesomeness.
New Stat Points System!
This is an early-game system to improve investment, choice and progression for early-game players. We’ll be looking into ways of improving the system for endgame players in a future update.
When you level up, you’ll get points to invest into stats! The stat screen opens up whenever you level up. Clicking the plus button next to a stat adds 1 point, shift-click adds 5 points and ctrl-click adds 50 points!
Clicking feels good, right?
Added Defense Speed and Defense Range as stats you can invest in when you level up.
You can respec your stats for a flat gold cost.
You can close the window and choose to invest your stat points at a later time.
EXPERIMENTAL: Larger Blockades, Ranged Towers and Auras
Blockades and Towers take up more space. Size increased by about 30-40%. Collision increases vary between 10-20%.
The defense footprint was increased by about 3x what it used to be, cutting the amount of defenses you can place alongside one another by about half in a 2-3 blockade lane. Damage was increased as a result (you can find these changes in the Balance section).
Adding a note to make sure you saw that damage was increased with those changes. [[7012,hashtags]]
Auras are just visually bigger. Kappa.
Traps were not affected by these changes (trap changes were reverted based on playtest feedback).
Melee Weapon Modifications for Squire & Monk
Newly dropped melee weapons can now roll as 3 stances - light, medium, and heavy. Some weapons can roll as an either/or (ex. Light or Medium)
Each stance has a different ground attack pattern. The monk still has his same Chi shot, though. He’s been studying kung fu films -- not ninja anime about becoming a hokage or anything.
There are now random rolls for attack speed on most melee weapons in the game. Two medium swords may not have the same attack rate. Two heavy polearms may have wildly different attack rates.
Air attacks are unaffected by stance.
New tooltip added to compare melee weapons.
Ranged Weapon Modifications for Apprentice & Huntress
Newly dropped ranged weapons now have vastly different behaviors!
Burst Fire - multiple shots per click, straight line.
For those sweet MLG noscopez.
Spread Fire - multiple shots per click, spread fire.
Can vary wildly.
Landing the entire spread will deal higher damage than normal, but harder to headshot.
Shotgun Fire - a LOT of shots in a click, low distance, low accuracy.
We don’t need to tell you how to use this. Go look up Evil Dead clips or something.
Homing Fire - Will gravitate towards your crosshair. Never miss a flying kobold suiciding on your core again!
Arc Fire - Rains death over an arc. Some may have Area of Effect impacts.
Not new, but slow firing single shot weapons now deal a LOT of damage...
Certain legendary weapons have unique behaviors. Find them!
Fixed attack rates will now roll on new weapons. We’ve balanced it such that you can find the weapon you want and succeed more than likely. So take that 40 projectiles a second weapon and go have fun, or the 1 projectile rifle and be precise for big damage.
New Passives and Skill Spheres
PDT Health (Passive): X% extra Poison Dart Tower health based on your Defense Health stat.
PDT Speed (Passive): Increases the Defense Speed of the Poison Dart Tower by +X.
PDT Explode (Passive): When a target affected by the Poison Dart Tower’s poison dies, it explodes, dealing X% of your Defense Health as damage in an area around it. Also adds a stack of the PDT poison to targets hit by the explosion.
PDT Range (Sphere): Poison Dart Tower’s range is increased by X%.
PDT Stack Increase (Sphere): The Poison Dart Tower’s poison can stack X more times on a target.
Partial Controller Support
Partial Controller (Gamepad) support is in!
Use Controller must be manually enabled with the new checkbox at the Options -> Controls screen (scroll down and look right).
For the time being, enabling Use Controller will reset your keybinds. There’s a warning for this, and a future update will remove this limitation.
Note that many screens still do not support the Controller (yet). You’ll still have to keep your mouse handy for the cursor!
Future updates will allow for alternate control schemes and changing of stick sensitivity.
Daily Mission Changes
Daily Missions are now introduced after Dragonfall Sewers in the campaign. Some new, introduction-type missions accompany this earlier introduction, at least until you have a hero high enough to tackle the core daily mission set.
Added a new quest where the Knight Commander introduces missions between Dragonfall Sewers and Forgotten Ruins.
Monthly missions are still introduced in their old place after players complete the campaign.
Little-Horn Valley Updates
Little-Horn Valley has received an overhaul!
Realizing having 3 entrances to the pub is bad for security, they’ve removed one on the lower level. No bouncers’ jobs were compromised in the process.
A couple of the neighbors have renovated and are allowing you to build towers on their new lawn space. This means new defense opportunities! Just don’t stomp on the grass with your heavy toes, people.
Spring cleaning happened to the primary overpass, so tipsy patrons can now see through the level a little clearer/not like they’re drunk.
New Costume: Valhalla Knight!
3 Mythic Accessories
3 custom animations:
New Heal Animation
New Spawn-In Animation
New Death Animation
New Premium Pet: The Headless Horseman!
He comes with 1 “Fiery Pumpkin Head,” 1 “Shiny Axe” and 1 “Evil Laugh”...can you handle the spookiness?
Can come with the unique ability skin: Tormented Thoughts
What is “Tormented Thoughts” one might ask?
Fire your fiery pumpkin head at your foes causing them to panic and move faster while taking damage over time, if you kill your target within the DoT, they will explode doing AoE damage to nearby foes!
New Monthly Quest for October! Teddy Bear Nightmare!
Kill 75 Skeleton Special Enemies!
Kill events for monthly quests are now shared across the party meaning no more last hitting for credit.
Triggers on all people in match when either Plaguing Hulk or Skeleton are killed.
Find 75 Legendary Items!
Win 25 Incursions!
Monthly Pet: Bearkira
40 Wyvern Tokens
Hero Title: “The Awakened”
Added tooltips to Daily Missions, Monthly Missions and Quests so you can now see how much of a reward you’ll receive!
Made changes to damage numbers. Damage numbers are now more readable since they linger longer and the magic damage color has changed to a more bright purple rather than a dark purple because dark purple was very difficult to read.
Rearranged interaction icons to sit to the right of the reticle
Increased interaction icon display time for towers to 2 seconds while in Combat Phase
The Eggs you’re protecting in Liferoot Forest and during the Betsy fight have changed slightly. Foreshadowing?!
Lightning Rod Uber has been renamed to “Concentrated Cyclone Uber.”
Swapped currency and premium currency positions on the UI; expanded the Add Currency button to say “Add.”
Implemented Alienware FX lights support.
Removed the “Take Damage” section of the tutorial level. We’re pretty sure you’ll figure that out.
Made improvements on camera fade-in/fade-out when objects get between the hero and the camera.
After reading many fantastic threads about enemy rollouts, we have made some updates to the way enemies will come down the lane. We updated the lanes so that players will be letting towers do a bulk of the work while players are taking down specific support enemies. To do this, we divided our enemies into different groups.
The standard group will be composed of Goblins (Melee and Bomb Lobbers), T1 Orcs, as well as T1 Warboars. These guys are going to be present in just about every lane. However, they should be taken down quite easily with a decent tower setup.
These guys are gunna be the ones you as the player will need to take down. We have updated their minimap icons so they stand out and let players know where they need to go. Sometimes there will be more than one lane that has some of these support enemies in them, so player movement is going to be really the key to victory. The support group is made up of:
The air group remains the same enemies as before. Players will have more time to take down air enemies as well due to not needing to hold off an entire lane of Drakins.
Enemy Balance Changes
The health of most melee enemies has been noticeably reduced. This includes Goblins, Warboars, and Orcs. Bomb Goblins too, even though they’re not melee.
Meanwhile, Kobolds have gained both health and damage. Get ready for the era of boom-shaka-laka!
Dark Mages and Witherbeasts, annoyed at the Kobold, have been working out and have gained some health as well.
Small Skill Spheres
With the new Stat Points System in place, we’ve made changes to the Small Skill Spheres. The goal here is to make Small Spheres about specific specialization on a tower. For right now, we’re starting off with Defense Range. We also left in some of the old quest sphere rewards for funsies. Here is the new list:
Defense Crit Damage I
Defense Crit Damage II
Defense Crit Damage III
Hero Crit Damage I
Hero Crit Damage II
Hero Crit Damage III
Defense Crit Chance I
Defense Crit Chance II
Hero Crit Chance I
Hero Crit Chance II
Defense Power I
Hero Damage I
Defense Health III
Hero Health III
Hero Damage V
Defense Health V
Defense Power V
Defense Attack Rate V
Cannonball Range I
Heavy Cannonball Range I
Heavy Cannonball Range II
Harpoon Range I
Harpoon Range II
Flameburst Range I
Flamethrower Range I
Flamethrower Range II
Earthshatter Tower Range I
Earthshatter Tower Range II
Frostbite Tower Range I
Frostbite Tower Range II
Lightning Aura Range I
Serenity Aura Range I
Lightning Strikes Aura Range I
Lightning Strikes Aura Range II
Boost Aura Range I
Skyguard Tower Range I
Explosive Trap Damage Range I
Blaze Balloon Damage Range I
Poison Dart Tower Range I
Elemental Chaos Trap Range I
Defense Balance Changes
Defenses that fire projectiles have had their damage substantially increased to accommodate for larger size. In addition to this base increase due to the size changes, we’ve also made the following additional base damage increases:
Flamethrower Tower base damage increased substantially
Cannonball Tower base damage increased substantially
Earthshatter Tower base damage increased substantially
Poison Dart Tower poison damage increased drastically
Heavy Cannonball Tower damage increased substantially
Ballista base damage increased substantially
Arcane Barrier health brought up to match base Spike Blockade.
Damage is now based off of Defense Health rather than Defense Power
Health values adjusted ever so slightly
Range is doubled
Mesh/Collision increased in size but not height so 3 dummies can cover what 2 blockades cover
Increased the Heavy Cannonball Tower's projectile movement speed by 50%
Note: We will be taking another pass at trap/aura balance in the future. This update mainly focused on ranged tower balance.
Defense Range Changes
Players can now increase Defense Range by investing in Defense Range using the Stat Point System and equipping Small Skill Spheres that increase a specific defense’s range. All towers should have a larger max range than before through these changes.
Hero Balance Changes
Hero base health, base damage, and base ability power was reduced as now the majority of your progression should come from SAS points. You should hit a higher max than before this system, but this is still a work-in-progress.
Hero Health Stat Point System scaling varies based on the hero. Melee heroes scale substantially better than ranged heroes.
Apprentice's Mana Bomb damage mitigation buffed - when you are channeling you now only take 10% damage instead of the old 30%.
Reduced mark increase from Apprentice’s Arcane Mark Skill Spheres from 2.0 / 5.0 -> 1.0 / 2.0.
General Balance Changes
Removed resistances from miniboss lanes in Onslaught and Incursions
Improved performance on high-end machines based on community feedback by defaulting bSmoothFrameRate to false. Be smooth, framerate. Be smooth.
Potentially fixed a server crash.
Fixed an issue with nervousness for next week’s Open Alpha by purchasing a gigantic bottle of...of root beer. Yeah, root beer. Totally clams the nerves.
We meant calms the nerves, but clams sounds so much cooler.
Fixed an issue where pet stats can reroll their current stat value as both options.
Fixed an issue where the timing of Ogre spawns was causing infinite waves in Incursions. Because Incursions are hard enough, amirite?
Fixed an issue where, while playing in Windowed Mode, the Steam Overlay would not resize correctly if the user maximized or minimized the window.
Fixed an issue where enemy kill events weren’t triggered when a player’s pet killed the enemy.
Clammed down the map music on Campaign Gates so it no longer plays behind the introduction cutscene.
Fixed an issue where Betsy would immediately fly away after one egg volley attack from her nest. She will now stick around for a bit and attack any players in her vicinity. After a number of attacks from her nest, she will fly off to do her next air attack.
Fixed an issue where the Incubate button would incorrectly disappear.
Fixed a collision issue with a tree on Forgotten Ruins.
Fixed a bug where Daily Missions were not filtering in correctly.
Fixed an issue where the Dragonfall Tourist Daily Mission was causing the Victory Chest to generate more gold than intended.
Fixed an issue where wave completed experience was not sometimes given to the hero.
Fixed an issue where the player’s gem total wouldn’t update after purchasing an item with gems.
Fixed an issue with collision near the subobjective area in Forgotten Ruins that was stopping enemy pathing.
Fixed an issue with a spawn point in Nimbus Reach.
Fixed a bug where the Daily Mission icons would move when the progression was updated. Now it's perfectly aligned.
Implemented a potential fix for the dark towers bug.
Fixed an issue where the pet evolution popup would display the wrong color.
Implemented a potential fix for a Blaze Balloon decal issue.
Fixed an issue where the Monk’s Onslaught polearm was missing its stats on the tooltip.
Fixed an issue where players couldn’t click on the purchase button for the first item under the Featured section without first clicking on a different item.
Fixed an issue where some Squire Shields had a graybox texture within the tooltip.
Fixed bugs with incorrect Skill Spheres being rewarded from a Gran’Masta quest.
Fixed an issue with an Oil Flask decal.
Fixed an issue where objects wouldn’t fade in properly.
Fixed an issue where intro matinees were not adhering to custom audio settings.
Fixed an issue where the Forge icon was rendering incorrectly on the minimap.
Fixed an issue where Orcs were not appearing properly on the minimap.
Fixed a texture issue in the Social Tavern.
Fixed a bug where the Purge Evil updated passive was referencing the old passive.
Fixed an issue where the pet egg given for the “Visit the Stable Boy” quest would go to the Scavenger and be automatically destroyed 30 minutes later.