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Blog Entries posted by [CG] LAWLTA

  1. [CG] LAWLTA

    The Defender-Centric Update is now live on PC, PlayStation 4, and Xbox One! This update contains a whole lot of love to a lot of foundational systems within Dungeon Defenders II. These changes are based off of feedback many of you have provided, and as Chromatic, we wanted to really give our GLORIOUS Defenders something that demonstrated how much we value our community. Without further ado, let's get into it!
    Shards are such an integral part to Dungeon Defenders II when it comes to empowering your heroes with great strength to take out the waves of enemies constantly thrown at you. Currently there is a lot of RNG regarding which shards you get, and to help cut down the randomness, farming lower tiered content is the easiest way to go.

    We don’t want that. We want you playing content you find engaging, while being able to acquire the Shards you want. With this update, you can! We're adding in the Shard Shop, a service that the Gran Ma'ster now offers. Visiting her allows you to purchase Shards directly from her, from Campaign to Chaos VII. There is also search functionality so you can search for the Shard you want and cut down the hunt!
    Chaos VIII Shards are a new tier of shard, that some of you may have snagged before. We went through and found a way to make these shards feel like a good reward for climbing higher Onslaught, and have them compete with similar Shards. You can get them after a certain point in Onslaught, similar to when you start receiving Chaos VIII Ampoules.
    We want players enjoying Ancient Power as much as they can, and our big goal was making sure that Defenders could play content they found engaging, while working towards a specific goal. Enter Material Conversion. Material Conversion allows you to take a Pristine quality material and convert it to the same type of material of a lower quality. This makes it so that if you are climbing Onslaught, or playing higher Chaos, you're always gaining usable materials to acquire Ancient Power.

    That's not all though! As you play Chaos VII and above, you can take your Chaos VII Ampoules and convert them into CHAOS VIII AMPOULES! We want players upgrading and getting Chaos VIII gear, so this is a step towards making that process feel good and not entirely beholden to RNG. We’ll be using this as a basis for any additional changes/additions made to Ancient Power.

    One thing that we love is the ability to customize the heroes in Dungeon Defenders II. Weapons are part of the epic-ness (or silliness) that can really show off your own personal taste. This update provides over 30 NEW Weapons that are currently unobtainable. These weapons are gained by climbing through different tiers of Onslaught. The higher you go, the more epic the weapons become! These weapons scale upon opening the gifts to your progression (to a cap, like Chaos VII items). There's a ton to hunt down, and if you happen to get the same weapon repeatedly, no worries — you can trade it to your friends!
    Poison Mods in the form of Chips are coming with this update. This Mod can be find in Lost Temple for now. Poison can be applied to weapons to give them an additional damage over time effect. BUT WAIT, THERE'S MORE! If earth damage is dealt to a poisoned enemy, they now become PETRIFIED, freezing them in place, turning them to stone, and causing their fellow enemies to attack them!
    We understand that a lot of Defenders that come to Dungeon Defenders II want to start the game off with their friends. This update includes the ability to complete the New User Experience (the first three tutorial levels) with friends. The flow has also been adjusted so that new Defenders get to town faster and instead of having to complete the tutorial maps first.

    Towers Hailstorm Tower Increased damage scaling to 4.7 from 4.5 (5% BUFF) Abilities Arc Lightning Increased scaling to 42 from 40 (5% BUFF) Gunwitch
    Abilities Two at Twice the Price Increased scaling to 5.5 from 5 (10% BUFF) Broomvault Increased scaling to 37 from 35 (6% BUFF) Broom Swarm Increased scaling to 12 from 10 (15% BUFF) Huntress
    Towers Poison Dart Tower Now deals Poison damage by default. This provides the same rules as other elemental damage towers, where Mods cannot apply a second form of elemental damage, but Shards can. Initiate
    Abilities Draining Strike Increased scaling to 27 from 25 (8% BUFF) Lavamancer
    Towers Maw of the Earth Drake Defense Unit cost reduced to 40 from 50 (20% BUFF) Defense Health Scaling reduced from 225 to 175 Fissure of Embermount Increased scaling to 2.2 from 2.0 (10% BUFF) Oil Geyser Health scaling increased to 0.2 from 0.1 (50% BUFF) Volcano Increased damage scaling to 9.51 from 9.31 (3% BUFF) Increased range scaling to 1.5555 from 1.3334 (15% BUFF) Abilities Eruption Increased Tower Defense Power scaling to 1.3 from 1.2 (8% BUFF) Mystic
    Towers Sand Viper Increased damage scaling to 6.975 from 6.875 (2% BUFF) Snaking Sands Increased range scaling to 0.1534 from 0.1334 (15% BUFF) Shards
    Abyss Lord
    Power of the Knight (Gloves) Increased damage boost scaling to 5 from 3 per level (66% BUFF) Dryad
    World Tree McBufferson (Relic) Increased shield bonus to 15 from 10 per level (50% BUFF) Gunwitch
    Broomnado Power (Boots) Increased damage scaling to 3.5 from 3.0 (17% BUFF) Scatter Power (Chest) Increased damage scaling from 3.5 to 3.0 (17% BUFF) Snipe Critical Strike (Weapon) Increased Critical Chance to 3 from 2 per level (50% BUFF)
    Crumbling Stone (Relic) Increased damage multiplier to 1.5 from 1.0 per level (50% BUFF) Shattering Stones (Boots) Increased detonation damage to 45 from 40 per level (13% BUFF) Volcanic Might (Relic) Increased stun chance to 2% from 1.5% per level (33% BUFF) Volcano Mega Rock (Relic) Increase Defense Power scaling to 200 from 150 per level (33% BUFF) Mystic
    Lashing Power (Chest) Increased damage to 3.5 from 3.0 per level (17% BUFF) Split Vipers (Relic) No longer removes ramp up damage (BUFF) Debilitating Madness (Gloves) Increased damage amplification to 3.5 from 3.0 (17% BUFF)     
    Fixed an issue with Pristine Motes not dropping correctly from Victory Chests (now drops a stack of five). Fixed an issue with Shattequake triggering Mod effects based off the heroes equipped weapon. Fixed an issue with poison sometimes not applying towards the Controller Burn mutator. Fixed an exploit that allowed users to generate infinite mana with the Dryad. Adjusted error messaging when players were pushed to the main menu from the tutorial maps. Fixed an exploit that allowed users to generate unlimited defense mana. Fixed an issue that allowed defense effects to stay after being sold. Adjusted the messaging from the second tutorial map. Adjusted messaging that indicated a map had not been unlocked yet. Fixed an issue that allowed players to get infinite help. KNOWN ISSUES
    Shattering Stones, Explosive Poison, Snake Bomb, and Explosive Finale shards are not working correctly. Crafting Materials are currently not tradeable. Poison damage is not procc'ing correctly on Target Dummies. The Wayfarer is still in his winter clothes, we’ll get him a new pair of clothes in our next patch/hotfix. Poison Dart Tower does not have an attunement icon. SOCIAL DEFENDERS
    To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
    Twitter Facebook Discord Twitch The entire team has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!
    For Etheria!
    The Dungeon Defenders II Team
  2. [CG] LAWLTA
    Today we announced yesterday that tomorrow we want to pivot our goals with any future games within our studio. There’s a lot to talk about, so for now we’ll just go over the big bullet points, because who even reads these things? The text is all bold because everything is important. Our artists are too busy, so we're going to draw these things for you in MS Paint to the best of our ability, which are the peak of art. Let’s smash that like and subscribe button:
    After our Kickstarter succeeds, we will be launching a second Kickstarter for a new Dungeon Defenders dating simulator. It is currently known as Project: Smooches, it is 9 years into development, and all the characters are mo-capped (motion captured) by Steve Buscemi in a fat suit (a true professional).

    New company mascots, the Chromie Bois. We got all three of the good ones:

    Our current Kickstarter has received so much support so quickly in such a short amount of time. We want to reward our players with an accelerated experience. Instead of our next project being Dungeon Defenders III, we’re going to blow away YOUR expectations by making the next installment in the Dungeon Defenders series being Dungeon Defenders VII. Here is an illustration of our new and main hero of DD7, Nimbus Conflict:

    You already love him!
    We realize that being Chromatic Games, some people have a hard time reading our text and logo. We’ll be creating a more colorblind friendly sister studio, Monochromatic Games, with the logo being specifically black and white.
    To provide the best Dungeon Defenders experience, we are now working on the Chromatic Launcher. This will have all your favorite Dungeon Defenders games in one place. No more pesky Steam, Epic, Uplay, Origin, MyGames, or any other launchers, you just have to use ours. Surely you don’t play other games, ours are the only ones to play.This is only available on your phone. Do you guys not have phones? We’ve got you covered.
    cPhone One. How’s it said? Don’t worry about it. Buy the phone and use the launcher.
    Everyone in the studio is going to legally change their last name based on the survey results taken at the beginning of this post.
    Gator sword.
    We’re looking to hire about 30 voice actors with no experience that can help us recreate every episode of Seinfeld in a special Dungeon Defenders VII map called “Jerry’s Apartment”. Here's the concept probably:

    Oh cool, a gun with legs. Too bad we have a fire-breathing muscle gun. (final concept art):

    Smell-o-vision update coming to all products once Oculus releases their new N-VR (nasal virtual reality).
    The Apex Legends pinging system, that’s pretty cool.
    No silly April Fool’s day posts.
    There’s a lot that we’re hard at work on and are really trying to churn out to provide the best experience possible. We want you to join us on our journey and hopefully make the best Project: Smooches errrr Dungeon Defenders game possible. Follow us on our social platforms, you know the ones.
    To make all of this potentially but probably not possible, but to make Dungeon Defenders: Awakened the best experience possible, check out our Kickstarter by clicking this whole paragraph. There’s less than two days left. Also there’s a secret link somewhere in this text.
    Chromatic and Monochromatic Games
  3. [CG] LAWLTA
    July is almost over, and we’re ready to share all the work we’ve been slaying since we last spoke! There’s a ton of information to go over since our last update for the work that we’ve been churning away for Dungeon Defenders: Awakened and Dungeon Defenders II. Note - the Dungeon Defenders II info is all the way at the bottom if you want to jump to it first. Anyway - let’s get right into it!
    June Recap
    Last month we had a lot of really great things to share, concept art, goblin animations, beautiful maps, and a look into where each of our Chromatic departments were on the DD:A. We’ll be following the same format, but to pour through the June Update (in case you haven’t, which you most definitely should!), click here for more info.
    As for June, it was really important for us to get a build put together with our awesome partners at Nintendo. We put in the time and got a really awesome build running on the Nintendo Switch! It brought some very pleasant surprises for us: the performance was good without applying optimizations, the controls felt great on gamepad, and most importantly — it was really freaking fun! For a lot of us here, it was a real moment where a lot of our work came together, something that has only bolstered our spirits.

    Onto July!
    There’s a ton that has gone on for July, and we still have a few days to knock out some really awesome work! We’re working with a lot of partners, doing a ton of feature work, fleshing out some story telling, and making (as always) really beautiful art. Should we break those things down into their own section for easy readability? We think so, LET THE GREAT SECTIONING BEGIN!
    A Ship Full of Partners… Partnership?
    We’re making sure that all of our partners are taken care of so that gamers far and wide have the opportunity to know the greatness that is DD:A, recruiting them to become glorious Defenders! We’ve been securing ways to show off to the world how awesome DD:A is, you might even see a trailer revealed towards the end of August…
    Engineering Magic
    There’s been rumors around the studio that our engineers have been tampering with black magic. It’s really the only explanation as to how they are getting such amazing work out. There’s been a weekly sacrifice of barbecue, though that might just be lunch. “Stop talking about barbecue, you’re making me hungry, and talk about that work” you’re probably thinking. All right, let’s do that!
    Enemy AI
    Something design and engineering have given a lot of careful attention is giving the best experience fighting off waves and waves of the Old Ones’ army. AI (artificial intelligence) is crucial to really selling the fantasy of combating thousands and thousands of the enemies coming your way. Unreal Engine 4 (UE4) has made this so easy to setup and create the experience we want. Another one of our big focuses is making sure we don’t make them TOO smart. We’ve watched enough Terminator, we know the dangers.
    Button Mashing
    We want to make sure that tirelessly pounding buttons on your respective controllers feels good and natural, so you’re not worrying about controls while defending Etheria. Based off internal feedback we received from our last update, controls are only feeling better and better. Getting around the maps, building defenses, and using abilities to fight enemies will help make DD:A be the perfect way to experience DD:A with some awesome couch co-op!
    Splitting Pixels
    For all platforms, we’re wanting to have a great split screen experience. When it comes to building out DD:A performance-wise, we focus on split screen Nintendo as the bottom line to hit, and then scale it up from there. This means being very smart about how things are displayed when playing with 1, 2, 3, or 4 players! Four player split screen on Switch already feels nice, giving us very promising results without even applying our optimizations to the maps and how players see enemies from afar. Seriously, it’s going to be awesome playing this arm and arm with your “defrienders” on the couch! That pun was a bit much, we apologize, but it had to be made.
    Art of Warfare
    There’s a lot of content that we’re currently constructing with digital pens flourishing, mouses clicking, and frames being keyed for animation. While we got our trailers working, we didn’t want to give away too much of what’s coming up, but we know you need something… Hmmm.. Hrmmm… *shuffling folders and files* A-HA! Squire towers are the answer! This is just a taste of what you can expect from towers in DD:A.
    The Bowling Ball Tower
    This tower is a staple in Dungeon Defenders, and we’ve been having a lot of fun with it in DD:A, with cannonball bouncing everywhere (it was pretty OP before our first pass). This tower looks amazing in our internal builds, but here’s a sneak peek

    The Ballista
    Complete with concept artist notes, this bad boy can slay over 33 GPS (goblins per second). We showed a bit of our tech off in our Kickstarter trailer regarding this turret, where it carries and pins some of the enemies it hits to wall. It’s ruthless!

    The Spiked Blockade
    This is one beefy blockade! Metal, wood, spikes, gems, it’ll be surprising for enemies to take this thing down as they’ll be in awe at looking at the masterful craftsmanship this tower exuberates!

    The Slice N’ Dice Tower
    Don’t let it’s idle state fool you, not being careful around this tower leave more than just paper cuts, you might need to be glued back together! It gets hit, it spins. It gets hit more, it spins faster. You get it.

    The Bouncer Blockade
    It just looks like something you don’t want to touch. If it had a spirit animal, it’d be a porcupine. You get too close to it, it shoots out it’s spikes at about 1750.6 EYPS (Etherian Yalms Per Second), knocking back some of the strongest foes you’ll fight. We thought about calling it the “ouch spikey stabby tower”, but it just didn’t flow very well.

    In-game they look and feel amazing to use. There are more that we’re going to keep throwing your way, so get hyped!
    Designing Defenders
    Designing games is super easy, especially something as simple as Dungeon Defenders, a Cooperative Action Roleplaying Tower Defense (not a mouthful at all). Oh wait, it’s exactly the opposite (take that, idea guys)! Our designers might be using some of that black magic the engineers are conjuring, because they are making great strides through what would seem impossible. Let’s start talking about the walk design’s been walkin’!
    Inspector of Defenses
    One thing that was a big improvement was tower inspection in Dungeon Defenders II. It provided a lot of valuable insights and experience (alongside a ton of feedback) to really make defense inspection in DD:A the next step in a super useful feature. On a per tower basis, you will be provided the most important information first. You’ll see the stats that matter for your towers, as well as what the towers area of influence is, making it easier to create perfect builds to efficiently cover and fend off the hordes that await you.
    QOL (Quoogle Oogle Loogle?)
    There’s a ton of Quality of Life coming with DD:A, and we’ve got an update on the work we’ve done so far. As for quoogle oogle loogle, we’re not sure how that affects the game, probably not at all… Probably?
    Lane Wisps
    This is something that really helped new Defenders in Dungeon Defenders II. It really helps give an understanding of where threats are on a map, something very important on a first, second, and third visit to any given map. Lane wisps, for the uninitiated, show the paths that enemies are going to be taking as they spawn and march towards your core (why are they doing that in DD:A anyways?). However, we’re very aware of the thoughts on this feature (*cough* feedback *cough*), so we’re currently looking at ways to make this dependent on the difficulty. 
    Replay From Wave
    An amazing feature to get through some of the most challenging content in Dungeon Defenders II, Replay From Wave allows you to learn from your mistakes, and not lose all the sweet progression made while taking on some of the toughest enemies. This feature gives you another chance at losing a wave, like winding time back a wave, and understanding where things may have gone wrong, helping learn as you progress. As for where it’s usable, we’re still mulling over, but it is part of an awesome feature you’ll see in DD:A.
    Ping System
    Sometimes typing in chat, in the heat of battle, is not the best way to communicate. Our focus is to have an easy to use ping system that let’s your fellow Defenders know where enemies need to be slayed, towers need to be built, or areas with too much danger. Your teammates can’t hear your screams for help, so this helps soothe those vocal cords.
    Gear of War
    Gear is probably the lowest priority in DD:A. Of course it’s not! With all of the different stats in Dungeon Defenders, it can be hard to gain a good understanding of what each stat does, what’s best for you, and what challenge your ready to take on. It’s very important for us to make sure that gear is easy to understand, feels good to get, and allows you to know what challenges your equipped for. Our designers are up for the challenge, and they’ve got the tools to take it on!
    Inventory (How Are My Bags Full?!)
    Making gear better to understand is one piece of a big puzzle. Inventory is another very large piece of that puzzle. Dungeon Defenders had an inventory system that could definitely use some improvements. DD2 made some improvements to that system, but there were some things that were lacking. Inventory in DD:A is setup to cover those gaps and more. We’ve poured through feedback to make sure it was easy to manage the items in your inventory, locking items, selling items, sorting items based on their type and stats that are important to you. Some things, less is more, but in regards to inventory tools, more is more!
    Dungeon Defenders II Update!
    We’re currently working on a DD2 update that is coming in August. We’ve had multiple weeks of playtesting with our RQA and RPG groups (shout out to all the hard work you fine people have put in) to help sculpt this content into a great experience. We’re preparing a challenge for tested Defenders, setup to be a blast and give awesome rewards. There’s still some things these testers haven’t seen yet, so there’s going to be nice surprises for everyone! Also our small studio is working on TWO games at once… it’s pretty insane how pizza fuels such amazing work.
    Recently we sent out rewards for DD2 that our Kickstarter backers should have received (Corrupted Gunwitch, Golden Costumes, and Crystalline Costumes). If you haven’t received them, please reach out to preorder@chromatic.games (make sure you know what you’re supposed to get at the tier you backed).
    What’s Next?
    We’re thinking that another update should come in August. What do you think? Well TOO BAD, we’re going to do one regardless of what you think! It’s been an absolute blast to work on DD:A and DD2, and we can’t wait to show all of you more. A very hearty thank you for your support, there’s only more and more coming your way!
    For August, internally we’ve got a build milestone that sets us up for success. Maybe more polished gameplay can be shown afterwards… maybe! Taking the systems we’ve setup so far, and giving them a nice layer of polish so that we can continue to create an awesome experience for new and veteran Defenders.
    Social Defenders
    To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
    The entire team has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!
    For Etheria!
    Chromatic Games
  4. [CG] LAWLTA

    It’s finally time for a Dungeon Defenders: Awakened Developer Check-In! We have a ton of information to share today that covers our post-Kickstarter work, studio changes/improvements, and Dungeon Defenders: Awakened as a whole. Let’s go ahead and start getting into it!
    Enter Chromatic
    First things first, we want to apologize for a couple of bumps that we ran into. The first thing is something we’ve covered quite a bit, that something being Kickstarter shipping for our approved regions. We’re not going to dig into it more (the conversation can be seen here), but understand that it is not something we will have happen again with any future projects in regards to fulfillment. It was our first foray into this area, and we learned quite a lot.
    Second is that we have been silent for a little over a month. We want to have more regular check-ins with where our progress is, show off some of the new art (something we just started this week on social media), and more info to share on our plans. As for the why, it’s all based on growing the team out, foundational setup, and working with outside partners.
    Dev Level Up!
    As a studio, we’ve been incredibly busy with getting our team bolstered by additional teammates to really make Dungeon Defenders: Awakened an amazing game, and also set us up for success on any additional projects. A good portion of the team was involved in tons of interviews and tests to make sure that we only brought on high quality LEGENDARY additions to our ranks. We’re still growing the team out more, but we’re a developer power house with the people we’ve brought on!
    Hardware Upgrade!

    We’re wanting to make sure that we’re employee-owned while also making sure we have all the tools necessary to create awesome games. We’ve been working with partners like nVidia to bring some awesome graphical opportunities, Azure PlayFab to bring out awesome features (like Cross Saves!), Nintendo to provide an optimal experience on Switch, and so many more! We’re wanting to blow it out of the water with Dungeon Defenders: Awakened, so that we can then knock it out of this world with future titles. And so far — it looks really, really good!
    Art — What Is It Good For?
    Absolutely everything. What would an update be without some awesome art to show off! Heroes, enemies, and Maps, are some of the many amazing creations that we’ll be including in this and future updates.
    Character Updates!
    As we showed on social media this week, we have revealed the concepts for our four main heroes, which you can see the Apprentice, Monk, Squire, and Huntress below:

    We’re going to be revealing enemy concepts as we’re working on finishing the Heroes animations, but we wanted to show off the new Goblin model for the first time here, which has been fully animated! This is the awesome quality that our animation team has put out, with so much more coming:

    Excited to destroy some cores!

    What they lack in finesse, they make up for in ferocity

    It’s electrifying!

    Oh no, he was poisoned!

    Even goblins know, if you’re on fire: STOP, DROP, and ROLL!

    Death came to take him, all things go, all things go
    There’s a lot of models we’re currently working on/with, but for a SNEAK PEEK, we wanted to show a model we’re currently animating. Striking fear in many, check out the WIP (that’s just a quick way to say Work-In-Progress, which with this explanation, maybe it would have just been easier to say that in the first place, but we’re committed already, and don’t have a backspace) Dark Elf Warrior:

    All of these new hero and enemy models are going to also be receiving some epic animations and VFX to really bring Dungeon Defenders to modern standards. We can’t wait to share more, so we won’t — Next up, MAPS!
    Maps, Maps, Maps!
    Many of you have seen the Deeper Well map showcased in our Kickstarter and during our dev stream. Well get ready for MORE Deeper Well. Or maybe we’ll show some different maps? Actually, that sounds like a much better idea. We’re not going to be showing the entire maps just quite yet, but here’s the kind of diversity and quality you can expect:

    Oh the places you’ll go! Dungeon Defenders: Awakened is going to have a lot of familiar locations, including a lot of fan favorites, but also new places in Etheria that you’ve never seen before!
    Design — The Blueprints of DD:A
    Creating Dungeon Defenders: Awakened has been a very enjoyable experience, but not an easy one! Really digging into the original Dungeon Defenders and emulating what made it fun is a noble quest, but not a very easy one. Our designers have been working hard to breakdown Dungeon Defenders into formulas and building blocks, so that we can build a skyscraper of awesomeness!
    The overall goal is to recreate that Dungeon Defenders feeling, while giving it the same treatment we’re giving art — bring it to modern standards. Let’s get into some of the things we’re doing.
    Hero Swapping
    This has been a hot topic between many Defenders, and we’re ready to share what we’re doing. Hero swapping was something introduced in Dungeon Defenders II that affected the gameplay greatly. It helped streamline gameplay, and while we love it, we also understand it’s not necessarily the best thing to be able to do all the time if we’re wanting to go back to our roots.
    In Dungeon Defenders: Awakened, you WILL be able to swap between four of your pre-assigned heroes on the fly ONLY during the Build Phase. You’ll still be able to access your other heroes in traditional methods (only during Build Phase as well). We wanted to bring back some of the strategy when it came to swapping heroes, especially with the challenge that later difficulties bring with timers. These timers will be adjusted to ensure that difficulty is still there and that strategy is rewarded!
    Camera Improvements
    We’re going to be bringing plenty of camera options in Dungeon Defenders: Awakened. One of those features is something that Defenders of old and new will enjoy: Perspective Swapping. In Dungeon Defenders, the camera was placed top down when placing towers, which gave a good perspective of how close you could get your towers placed. In Dungeon Defenders II, this view was traded for an over the shoulder view to see where the actual effect of longer range towers would be.
    In Dungeon Defenders: Awakened, when you are placing a tower, you will be able to toggle between BOTH of these modes. You’ll be able to select a default mode within the options, but with this addition you now have an even better understanding of placement and efficacy than ever before!
    New Abilities
    We’re not looking to overhaul our heroes entirely, but we did want to give attention to some weaker abilities, or some that just are overall not enjoyed. We’re adding some cool functionality to some of these abilities, but we’re also adding a new ability: Elvish Agility.
    Elvish Agility is a new ability for the Huntress that increases movement speed, jump height, reload speed, and rate of fire. The Huntress is an agile ranged fighter and we wanted an ability that reflected that. We polled hundreds of our users, and the least liked ability (it wasn’t even close) was Invisibility, something very few used, and that there were very few situations to justify using it. Our goal was then to bring an ability that felt great to use for Defenders who wanted to use her. The internal tests with this ability have been a ton of fun and really give that feeling of hunting down your enemies with agility and efficiency!
    One of the weakest points in the Dungeon Defenders franchise has always been UIs. In UE4, we are given a lot of options to setup a UI the way we want, which is why when we grew the team out, we made sure to bring on a UI/UX expert to make an awesome experience. We’re making a sleek, modern HUD, arted up with that Dungeon Defenders charm. We’re making sure that the HUD looks amazing from every way you’d play — from on-the-go with the Nintendo Switch, at your desk on a PC, or on the couch playing split-screen with up to four players.
    Everything currently icon and text-wise is placeholder until we take our art pass over it, but so far it’s been performing really well, and has been a ton of fun to use on internal play. Without showing TOO much WIP, here’s a picture of our build so far:

    Oh also, it’s our first picture of the game running on Switch! This isn’t the final HUD at all, and we don’t think the stats in the middle of the screen are going to be covering gameplay. Probably not. Probably. (spoiler alert: it won’t, we’re just being a little cheeky :> )

    There has been a HUGE amount of work of getting just the base functions of Dungeon Defenders into Unreal Engine 4. The Engineering Team has been making some amazing strides helping to capture the feel of the original so that the rest of the team can build upon their incredibly sturdy and efficient codebase foundation. They’re the binary heart of bringing some amazing features to Dungeon Defenders: Awakened!
    They’re currently working on making multiplayer and split screen work as best as possible, making sure we squeeze out as much performance as possible. They’ve made great strides, to where our performance on the Switch, with multiplayer, has been surprisingly very good right off the bat. It’s because they’re wizards.
    Another feature they’re working on currently is Cross Save functionality. Making it so that you can use saves between platforms is no simple feat, but our engineers are legendary, so they’ll make it happen! Lastly, they had a secret message they wanted to pass on:

    01010000 01110010 01101111 01100111 01110010 01100001 01101101 01101101 01101001 01101110 01100111
    What’s Next?
    Our goal is to do monthly check-ins to show off our work and progress, similar to what we’ve done here. There’s a ton still left to do, but we’re getting through things at breakneck speeds! We’re also currently working on additional end-game content for Dungeon Defenders II. As a studio, it’s our goal to make incredibly fun games that you want to play. Thank you for your support so far, we have a lot more to come!
    In regards to Kickstarter Digital Rewards, we’re continuing to get the Dungeon Defenders 2012 Complete Collection codes out to backers who purchased the appropriate tiers that included them. Our next step is to get the Dungeon Defenders II costumes (Gold, Crystalline, and Corrupted Gunwitch) out in our next patch. This patch is currently planned to come out next week with those costumes included. After the patch is out on all platforms, we will begin getting codes sent out!
    Social Defenders
    To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
    The entire team has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!

    For Etheria!

    The Dungeon Defenders II Team
  5. [CG] LAWLTA
    Ahoy Defenders!
    We’re only day(s) away from finally pulling up the anchor and setting sail for adventure in Dungeon Defenders II:  The Isle of Dread Expansion! This is a preview of all the things that were shown in the past months, but not everything coming. Everyone has been working to make sure this expansion is ready for the high seas, landlubbers beware! If you’ve been keeping up with our Dev Logs and Dev Streams you’ll recognize a lot of what’s coming. Let’s dive in!
    New Maps
    We’re excited to be introducing not one, but two maps with this expansion. These maps are available as their own Adventure set, can be selected when playing Expeditions, can come up as you progress through Onslaught, and one is even a Chaos VII Incursion!
    The Jacked Sparrow

    The first map is set on The Jacked Sparrow, previous known as The Sparrow before the heroes of Etheria hijacked it in order to reach their destination. As you traverse this map, enemies attack from above and below the levels of the ship, requiring all hands on deck to keep the masts safe from destruction! There’s a ton of fun to be had on this map, as you use cannons to blast your enemies away, catapults to fly across the map, and vantage points to take out enemies when they least expect it!
    Plunderer’s Paradise

    After braving the rough seas, the heroes land on an island besieged by an army of the Old One trying to break into the island’s mountain. Among these enemies are new foes that have not been seen before, helping beef up the horde that is coming your way! Protect the island to prevent havoc breaking loose, but also explore to find secrets hidden throughout the map. Conquer the Incursion version of this map by striking down Captain Dreadbones to unlock a new Barbarian weapon to add to your arsenal!
    New Enemies
    There’s a slew of enemies that are now donning pirate attire, an absolute necessity when conquering on such vicious tides! Here are a few of the enemies you encounter on your journey:

    These goblins upped their pirate fashion game, but they also recruited additional allies to take down heroes from afar. With the aid of Captain Dreadbones, some ogres can now carry and utilize Cannon Ogres are now a fearsome terror that can ruin your defenses!
    War Table

    The War Table is improved with this expansion, adding some life to the world of Etheria, and also providing some quality of life changes as requested by our glorious community! The World Map shows all the different places Defenders may explore through different game modes. Each game mode contains different formats for ease of use, but also provide an “Advanced” session browser in each. You can now see all open available games to you easily, with a variety of filter options that give the choice of seeing every session, or a specific map!
    Social Improvements

    Interacting with players is getting some good attention with this expansion, with much more coming even after the expansion! Player Lists are now easier to navigate, selecting another Defender and choosing to inspect their shop or invite them to party among other options provided via a drop down menu. Receiving invites is also streamlined to not take over your screen and there’s a timer to avoid invite spam. Parties received attention as well, for instance, the leader is now consistent and gives control to choose when and where your crew go!

    There’s a ton of changes coming to Onslaught, a lot of them due to the great feedback a lot of you provided since its appearance in Etheria! The biggest change is the progression in Onslaught, changing from three maps played per floor, to one map per floor. With this change comes an increased scaling in difficulty to make progression about difficulty instead of time. There are also more ways to earn Prestigious Weapons, more maps to play as you progress, more enemies you encounter, new schedules of enemies, and a new wave during Lost Temple known as the Omega Wave!
    Ancient Power

    Onslaught and Ancient Power go together like pirates and the ocean, so of course we added more to this system! Ancient Powers themselves are now more powerful than before and require less of a point investment to utilize their maximum potential. There are also FOUR new powers to help bolster your battle against the horde of enemies coming your way. We also implemented a scaling minimum starting floor system to make getting into gaining early Ancient Powers easy, with a consistent difficulty as you acquire more and more (also, your pets are no longer reset when you gain Ancient Power)!
    New Items

    There’s one thing that pirates are always on the hunt for — TREASURE! There are new weapons you can acquire for every hero, either through Professor Proteus, or through completing The Jacked Sparrow and Plunderer’s Paradise. Depending on where you acquire these weapons, you are also met with new pirate themed Mods that pack quite a punch that can be transferred to any weapon; or unique death animations that can sink your enemies (literally, one can turn them into a boat and sink into the ground)!
    New Features
    What good expansion doesn’t contain some new features? We’re introducing two new features to help Defenders as they keep Dragonfall and Etheria safe. The first is a replay from wave system available in Adventures, Expeditions, Onslaught, AND Mastery! This system restores your defenses, shows which ones may have underperformed or were destroyed, and gives you another go at taking down your enemies.
    The next is a Primary Stat reroll system that we’re experimenting with. This system allows you to acquire reroll materials from completing the Jacked Sparrow and Plunderer’s Paradise, and reroll your primary stat into a potentially higher number. This change is not enforced if the roll is lower, you are always given a choice to accept it or decline! We’re looking for feedback on this system and if you all enjoy it, we’ll investigate greatly expanding it.
    Balance Changes
    Protean Shift brought a lot of new ways to play and a ton of power to Defenders, which we really love! As a result, there are a slew of things that are either not as strong as we’d like or too strong, removing any challenge while playing. We’ve discussed a couple of these, but there is more coming!
    Bug Fixes
    A lot of you submit bug reports constantly, and we make sure to squash as many of them as we can. As with any expansion, there are a lot of fixes coming your way. Please continue to submit them to our bug site, your help is invaluable to knocking out some of the pesky issues that appear.
    Social Defenders
    There’s a lot of people playing Dungeon Defenders II, and a lot of them gather on our social hubs. When it comes to finding other players, figuring out how to conquer a specific challenge, or just wanting to get to know others in the community, or getting the latest DD2 news, you can’t go wrong with our social platforms:

    The entire team has had a blast making this content, we cannot wait for all of you to get your hands on this expansion. Stay tuned for more info soon!
    For Etheria!
    The Dungeon Defenders II Team
  6. [CG] LAWLTA
    With our Kickstarter now over, we wanted to make sure that we provided a way for people who were unable to back, or unaware of the Kickstarter, to get in on early savings and some sweet swag!
    Click here to check out the Pre-order Store, and get in while the gettin's good. One of the most awesome advantages is the LIMITED Awakened bundle that includes:
    Beta Access Dungeon Defenders 2012 Collection Dungeon Defenders: Awakened Digital Soundtrack Digital Strategy Guide Digital Artbook You can also get some cool swag, like a Dungeon Defenders: Awakened T-Shirt or Dungeon Defenders: Awakened Joy-con Vinyl Covers! All purchases go towards supporting the development of Dungeon Defenders: Awakened, helping us ensure we put out the best product possible. <3 
    To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
    Twitter Facebook Discord Twitch For Etheria!
    Chromatic Games
  7. [CG] LAWLTA
    Greetings Defenders and Happy Holidays!

    I hope everyone has been enjoying our most recent update, Drakenfrost! It was definitely a new experiment into how we deliver content, and I can’t wait to see all the feedback about it. How did you feel about our recent release of the Drakenlord? Let us know your thoughts in this thread!
    I didn’t come here entirely for feedback… I may have an ulterior motive… to deliver some tremendous news!
    I have recently been promoted to Creative Director on the Dungeon Defenders team!
    I’ll be leading the direction of Dungeon Defenders into the future with the help of our amazing team!
    We’re going to make the changes that you, our Defenders, want to see. We’ll also be able to make even more exciting new content and features for Dungeon Defenders II than we ever have before.
    But what does this mean for the players?
    Well let’s recap a little bit. I started as a community member, Caster’s Guild streamer, and Dungeon Defenders player. My tenure at Trendy started off with an internship that grew into an Associate Producer position, where I was eventually able to mold and shape some of our most recent updates - for example Protean Shift, Isle of Dread, and the Drakenfrost update.  
    Josh comes into all of this with deep knowledge of the original Dungeon Defenders title, the aspects of it that players enjoyed, and is a master of the technical arts.  
    Our primary goal and focus is to build upon recent successes through continuing to evolve DD2 into the game we all know it can and should be.
    So what are some of the things we’re thinking about?
    We’re looking at our pain points:
    We’ve been improving Ancient Power since its release and we know that everyone is still not as stoked about it as we were hoping.  In 2019 we will continue to iterate and expand upon this feature until it hits the mark we’re all hoping for.
    We also know there are some Inventory pain points that players have with stacking Shards, amount of free space, and clunky navigation. We’ve already made significant improvements to finding Mods and sorting your inventory, but we’re always looking at doing more to make it easier and easier.

    In the near future:
    We’re looking at expanding our elemental combo system. The goals for this are to add intuitive and interesting combinations between damage types, setting you up for some mad alchemy with new and beefier elemental interactions (what if poison exploded when hit with fire damage?).  Elemental interactions entered Dungeon Defenders II before our Free-to-Play launch and while our old plans to expand upon them have grown dusty on the shelf, I have never forgotten how excited they made me about the potential for DD2. We want to rekindle that excitement and realize this feature’s potential.

    We’re also looking at acquisition methods for all of your loot and rewards in the game. We know people are looking for specific Shards, 10/10 Qualibean™ MODS, crafting materials, re-roll items...basically all the things. Our new Lead Designer (Mark Telfer) has made appeasing you his primary goal in life and loot acquisition is where he’s decided to start. Much like with recent changes to MOD roll and drop rates, your feedback will be essential to this process — so keep reaching out and letting us know your thoughts.

    In the slightly farther future:
    We’re looking at creating a better “purpose for play.” Some people call this a “chase” in a game. We know some people enjoy getting to high floors of Onslaught, and some enjoy getting fully kitted out with Chaos VIII gear, Gilded Shards, all Ancient Powers, etc. but we also know that we can do even better than that.
    We want our players to have a more meaningful reason for getting all the new loot and levels in our progression systems. One avenue we’ve been playing with is an “ultimate boss” style encounter. The Lost Eternia Shard DLC packs proved the concept for the franchise, and we are currently exploring ways we can hit that emotional high-point in the contemporary DD2 format.  Modern MMO’s and RPG’s have taken big strides when it comes to designing boss fights and we’re looking to mirror their modern, elegant style.
    There’s also an ongoing conversation about adding additional ways to acquire heroes and premium currency via gameplay. We really want to make sure that all our players are feeling adequately rewarded for playing our game. We’re going take a look at what our Gem purchases and pricings are like, and evaluate ways that we can make these more “player-first.”
    We’re here to make a dope experience for you, and we’re going to double-down on that as our direction moving forward.  (My first act as Creative Director was to declare “we’re going to make dope s***” as the new modus operandi.)

    Real Talk:
    We have a small, but dedicated team working on delivering Dungeon Defenders to everyone in the best way that we know how. We’re people (just like you!) making a free to play game, so there will always be monetization and occasionally we’ll make some mistakes with features.  Additionally, change does not always occur at the speed at which you wish it would. We have processes for improving, but they remain what they are — a process. That being said, our ultimate goal is always to make a game that you guys want to play, and to continue to experiment with finding new and interesting content and release methods.

    Do not forget that each and every one of you are an essential part of DD2 now and the shape of what it becomes in the future. Continue to give us all your feedback, opinions, and ideas using the appropriate methods.
    We’ll do our best to fix bugs, add content, and provide new features to the game as we keep developing in 2019.
    Join me, and the entire team, in making Dungeon Defenders II, and all our future Dungeon Defenders games, into the best games they can possibly be.
    Colin “Elandrian” Fisher and the entire Dungeon Defenders II Team.
  8. [CG] LAWLTA
    Ahoy Defenders!
    Patch 4.1 has docked in Etherian ports and is now live on all platforms. This patch is focused on providing some nice change to perfect Mod drop rates, improving the visibility of Mod quality, polishing Mob pathing, and more. Get your eye patch and parrot ready, let’s set sail into some notes!
    Perfect Mod Drops
    This is something that we received a lot of feedback on and are working on in multiple phases. The first phase is in this patch allowed us to do calculations on changing the drop rates specifically. Previously we expected players to see a perfect Mod of any kind within less than nine hours of active gameplay (active gameplay being time spent efficiently and quickly completing maps, not just with the game open). After hearing feedback, we sent out a survey that gave a lot of good information. Our testing and simulations validated the feedback and our feeling was that there was more to add to this system. This first phase looks to increase the drop rate so on average you see a perfect Mod in less than four hours of active gameplay on average (which matches up with 31% of people surveyed asking for 1-5 hours, and 40% asking for 5-10 hours). This average is based around solo play, so multiplayer sessions may much shorter averages. When talking about averages there are going to be outliers, but for the short term this is the best fix we felt comfortable putting out.
    The second phase of this is a lot more complex and requires a lot of work and discovery on our end, and it should be coming with our next update. We are working diligently to get rid of any outliers that cause players to feel as if they haven’t seen one in over 50 hours of active gameplay. Alongside that we also hear the desire to target farm Mods, and while it’s not something we’re going to provide outright, we are looking into way(s) to ease this quite a bit. We’re going to touch more on this as we get closer to our next big update (which isn’t too far away)!
    Mod Quality Visuals
    Players have requested that we make it easier to understand where your Mod quality ranges on a scale of 1 to 10, especially if you’re colorblind. Now there will be a number that reflects the quality nestled gently on top of the “Qualibean™.”

    We’ve heard additional feedback on Mods regarding sorting and distinguishing perfect quality and are currently looking into ways to make this better.
    Mob Pathing
    We’re continuously finding ways to make our game experience as smooth as possible. Stuck enemies and those that go off their intended path are no fun to deal with, and they certainly are a challenge for us to ensure they work correctly. We changed A LOT of their behaviors and fixed a lot of stuck/pathing issues in this patch with some new logic. We’re going to keep a close eye on these changes to make sure they work correctly, and if there’s more work to be done we promise we’ll be hammering away it.
    Replay From Wave
    This was a feature added in with Isle of Dread that a lot of players have enjoyed. We ran into an initial technical challenge that did not allow this feature to work well on Lost Temple. Replay From Wave was released and since we set to work on getting it to work on Lost Temple. After testing it, we’re now able to get Replay From Wave to work on this map — including Omega Waves.
    Prestigious Weapons
    When Isle of Dread was released, players had the opportunity to earn a Prestigious weapon every 10 floor of Onslaught before floor 100, and every 20 floors after floor 100. With how the update was applied, it required people to overcome previous highest floors to receive these rewards. It didn’t feel great to have players reclimb to take part in this new system.
    With this patch, we were able to get this working. As a bonus, all players as of this patch are able to go complete every floor a Prestigious Weapon drops and receive one. For example, if yesterday you completed Floor 60 and received a Prestigious Weapon, you are now able to not only complete Floor 60 to receive another one, floor 10, 20, 30, 40, and 50 can be completed again and you’ll receive another Prestigious Weapon for each!
    Bug Fixes
    Fixed an issue with the Abyss Lord’s Colossus not consistently attacking enemies in lane.
    Fixed an issue with Earthshatter Tower not attacking Vanguard Gorbstock, Vanguards (shield goblins), Ranged Ogres, and Cannon Ogres.
    Fixed an issue with Anti-melee Servo not working with Angry Nimbus.
    Fixed an issue with the Harpy Tower functioning without a World Tree.
    Fixed an issue with some towers where their Inspect DPS was not calculating Crit Damage and Crit Chance.
    Fixed an issue with Angry Nimbus shocking enemies without the Dryad in Corrupt Form.
    Fixed an issue with parties being disbanded upon transitioning.
    Fixed an issue with towers affected by Boost Aura losing their yellow VFX when upgraded.
    Multiplayer bonuses now work properly in Incursions and Onslaught.
    Fixed an issue with EV2 getting stuck in the Proton Charge firing animation while moving.
    Pet eggs can no longer rot in player shops.
    Fixed an issue with Power Transfer showing a negative value.
    A hard gold cap has been set at ~2,300,000,000 gold.
    Made adjustments to the Mastery tab on the World Map to improve Mastery
    Ranged Ogres no longer shoot into the sky when hit by Starfall. As a result the Ranged Ogre Space Association has been disbanded.
    Chaos VI Jacked Sparrow and Plunderer’s Paradise now correctly drop C6 shards.
    Now able to quick match for any region in the Expeditions tab of the World Map.
    Lavamancer’s submerge travel SFX now play correctly.
    Adjusted how jumps are handled slightly for smoother gameplay.
    Fixed an issue on Xbox where players attempted to join maps that no longer existed.
    Fixed an issue where Defender Pack pets and redeem code pets were starting with 5/10 affection. You gotta earn their love!
    Adjusted the Game Browser UI elements on controller that appeared out of place.
    Fixed an issue with Replay From Wave where Dryad Defenses would still work without the World Tree.
    Fixed an issue where the Rain of Oil shard stopped functioning if you swapped to another hero then back to the Abyss Lord.
    Fixed Vanguard Gorbstock’s minimap icon. It was too tiny.
    Fixed an issue with Replay From Wave where Weapon manufacture weapons could not be set.
    The Shackled Mod no longer applies to Lady Orcs, only triggers on Dark Assassins now.
    Fixed a Gem Well timing issue.
    Fixed an issue where players were unable to back out of the War Table if they expanded regions on the World Map.
    Adjusted the Floor 30 and 38 Onslaught Flair rewards listing.
    Fixed some War Table issues showing Chaos 4 and 5 enemies incorrectly.
    Updated the Lightning Grenade Pet Ability description.
    Made it so Player 2 in splitscreen is not able to be kicked while in a party where the leader isn’t Player 1 or 2 of the splitscreen group.
    Fixed an issue where loading into hard versions of the campaign was causing 5001 errors.
    The Forbidden Worshipper’s Mask was too small. We made it bigger. What’s the Forbidden Worshipper’s Mask? Secrets.
    Changed the title screen to have “Play Now” only for new, returning, and freshly installed players to reduce confusion.
    Fixed an issue with consecutive win bonuses were not carrying over correctly between games.
    Fixed a couple issues with splitscreen players not able to be invited to parties.
    Have adjusted Dryad Towers targeting AI slightly. Continuing to investigate this.
    Fixed an issue with Tenacity not preventing EMP Kobold tower stuns on certain towers.
    Added a potential fix for Green Mana not being properly distributed if the Warm Up phase is skipped before all players load in.
    Added a lock icon for locked War Table regions.
    Fixed an issue with hitting “Yes” on Replay From Wave breaking if done while a Core destruction cutscene played.
    Fixed an issue with towers refreshing properly when a play who disconnects rejoins.
    Fixed an issue for players who play at 4k resolution with the Option Menu going off-screen.
    Fixed a visual issue when rerolling Defender Packs without enough medals.
    The Favorable Wind Mod now correctly shows the stacks icon.
    Added Mastery Star info to the Region and Difficulty drop downs.
    Fixed an issue where the Player Shop UI wasn’t closing automatically when build phase starts.
    Mastery stars were removed from filtering in the Advanced View.
    Fixed an issue with items updating properly for returning players.
    Changed a the Tinkering load screen to correctly show the Gobsplosion Mod info.
    Fixed an issue with SFX not playing properly for buyback.
    A lot of you submit bug reports constantly, and we make sure to squash as many of them as we can. As with any expansion, there are a lot of fixes coming your way. Please continue to submit them to our bug site, your help is invaluable to knocking out some of the pesky issues that appear.

    Known Issues
    Tabbing when matchmaking on world map before the UI updates can matchmake into an unintended game mode.
    On splitscreen some NPC shops some UI elements come through the window. The shop is still the focus and works correctly, just visually not perfect.
    Replay from Wave on Lost Temple sometimes keeps a broken core model.
    Replay from Wave on Lost Temple is not maintaining the correct lanes/mutators.
    Social Defenders
    There’s a lot of people playing Dungeon Defenders II, and a lot of them gather on our social hubs. When it comes to finding other players, figuring out how to conquer a specific challenge, or just wanting to get to know others in the community, or getting the latest DD2 news, you can’t go wrong with our social platforms:
    We’re getting the finishing touches on this patch and cannot wait to share it with you all.
    For Etheria!
    The Dungeon Defenders II Team
  9. [CG] LAWLTA
    Greetings Defenders,
    We're excited to finally be announcing the release date for Dungeon Defenders II:  The Isle of Dread Expansion! Originally it was going to be announced during our Dev Stream, but when have pirates ever followed the rules?! The release dates are:
    Sept 25th on PlayStation 4 Sept 26th on Steam and Xbox One Dev Stream 85 is happening tomorrow, September 21st at 3PM EDT, is going to show off more of what's to come. We cannot wait for you to get this update into your hands and hooks!
    For Etheria!
    The Dungeon Defenders II Team
  10. [CG] LAWLTA
    Greetings Defenders,
    This be the second Dev Log for the next update in Dungeon Defenders II! As we promised ye scallywags last Dev Log we’ll be talking about even more treasure and booty coming. Ancient Power changes, War Table improvements, and a lot more await ye in Dev Log 101!
    Alec “Lawlta” Saare — Community Captain
    This Dev Log is still just the tip of the iceberg for what’s coming. You all have been anticipating Ancient Power changes, and we’ve got them! A lot of feedback that we’ve received on this system (just like with Onslaught) was used to help mold it into what’s coming your way. On top of this, the War Table changes (session browser anyone?), and maps are a lot to cover. This update is ARRRRRRRRRbsolutely insane, to quote a certain Jose, “hype levels are through the roof, unsustainable!”
    I’ll let others dive into what’s coming. I will say that we are going to have our FIRST Dev Stream for this update next week, September 14th, at 3 PM EDT. We’ll be showing off some stuff from Dev Log 99, 100, and 101! Who knows, we might even be giving away one of our new flairs during our Dev Streams. ;)
    Jose “Scaredycat Scarecrow” Villegas — Technical Designer
    Hey-o everyone!
    What’s promised is owed, so here are some of the new changes to Ancient Power available to you in our next update. We have heard your feedback, and hopefully these changes will make you more excited to engage with this system.
    Ancient Powers
    Here's a list of the changes regarding Ancient Powers specifically:
    We have doubled the strength of each Ancient Power. To note, since you can add each AP level together when in a party to make the buffs stronger, now we will only add up to 10 levels per Power. This means you get twice the strength when playing solo, and up to the same amount when playing with others, but this limit is reached much easier now.
    We have introduced four new Powers: Defense Crit Damage, Defense Crit Chance, Hero Crit Chance, and Hero Crit Damage.
    The amount of power you gain per level has been redistributed so the first levels of each power will award you with a greater gain than the last ones.
    Prestigious Weapons Like mentioned in the previous Log, you can now get one Prestigious Weapon every 10 floors, (20 after floor 100), at a guaranteed quality 5/10. The opportunity to earn this is reset when going through Ancient Power, so you will get the chance to earn them again.

    Ancient Power Progression
    Faster base ascension, and talent cap raises. Since now the progression of Onslaught will be tougher, and faster, we have increased your base gains to match this increase.

    Pets Pets no longer get reset when going through AP ;).
    Starting Floor The final one is the biggest one yet: Every time you go through Ancient Power, you will unlock a higher floor in Onslaught that you can immediately start at. Your ‘Base Floor’ will raise by various amounts, but eventually you will be able to start right away beyond the C7 Floors when triggering AP.
    Of course, this wouldn’t be possible without raising the floor you need to reach to trigger AP again, so whenever we raise your ‘Base Floor’, your ‘Target Floor’ will also be raised. There is a limit to how much both can be raised, but you will need to watch today’s hot Trendy Fun Stream w/ Lawlta and Jose and ask me live.
    That’s it for me at the moment. Hopefully next time I will be allowed to talk to you about the new hot Pirate Mods that we have been working on.
    Love you,

    Eric “Petire” Petrie — QA Designer
    What's up Everyone?
    We’ve received a ton of feedback regarding our War Table and the flow of how players get into games. Changes for the war table were two fold. First we focused on the flow of how players get into games with other players, where things were easily understood and executed, and also where they were not. Our second focus was on allowing people to know all of the options available in the game. As you progress in Dungeon Defenders II, a lot of doors open up, and we want to make sure Defenders can know where they can do, and what they can do.
    War Table UI

    Enter our new overworld view on the War Table, introducing a new interface for selecting what and where you play. The way we worked through this was by setting goals we wanted to accomplish in regards to getting into a game, and then finding ways to attain those goals:
    Change how the world is presented to players
    Adding a World Map that looks amazing and has distinct landmarks, helping immerse players into what they were defending.

    Change how players are able to get into games
    Adding Play Now getting players right into the game with other people who are doing the same thing. This requires less time going through menus, and gets you into the action of an appropriate level.
    Allowing players to filter for any combination (even content that is locked) and see those open games as well!
    Increase the amount of information given to players BEFORE they get into games.
    Giving more space to give information about difficulty, game modes, chaos enemies, and maps.
    Having information about rewards and what can be gained by completing the map.
    Session Browser

    And last, but certainly not least, a Session Browser that allows players to see everything  playable in one location. This allows players to see EVERYTHING, even locked content that they haven’t unlocked through progression! By doing all of these changes, along with improving how the party and player interaction systems handle, it is going to be a lot more intuitive to get into games and have fun playing with friends and the community at a large!

    Brian “Good Enough” Goodsell — Technical Artist
    Hey All,
    We heard you were kind of excited about there being new maps in the game. We weren't sure, so we decided to not make any. PSYCHE! This time around we brought two maps for all of you to conquer. Hopefully you brought some dimenhydrinate, you won't want to get seasick.

    Our first map we're showing has you fighting on the high seas. This map is unlike anything you’ve seen in Dungeon Defenders II to date! You’re on a stolen ship with enemies coming at you from every direction. To really put the pressure of the high seas on Defenders we needed to add threats from above AND below!
    The verticality involved in this map will have you flying all over the place with the help of the catapults added (at least 6)! There’s some cool tricks for players to discover, we can’t wait to see what you come up with.

    Our next map we're showing is the fruits of your sailing adventure. They say it’s all about the journey, not the destination. Well that can go kick rocks, because the destination is just as awesome as the journey! This map is all over the place, has some awesome new enemies, and some hidden secrets (one that we’re really excited to see being found).
    There’s a lot to be done here, both on land and on ships. Even failing this map is pretty insane. You’ll be seeing this map in multiple game modes, it might even be the incursion *wink* *wink*.

    Dani Moore, Remote QA Lead
    We're also looking to expand our tester pool once again. Our testers get the chance to try out our still-in development work, in exchange for some cool stuff as a thanks. They help us with balance, feedback and bugs and their contributions to our releases are very valuable.
    We have two teams, RQA - our daily bug hunters (for folks with lots of free time each day), and RPG - our larger team for balance and feedback (for folks with limited free time).
    Testing comes with two different Tester-exclusive rewards:
    Betsy White

    Parrot Wings flair

    If you are interested, drop me an email at dani.moore trendyent (dot) com and ask. I'm happy to provide more information on both teams to see what best suits. A big thanks to everyone involved in the Update and the heaps of work and sweat that went into it all. 
    What’s Next?
    In these two Dev Logs, we’ve covered a lot of changes that are coming, and there’s still a lot more to show off. Because of this, we’ll be doing multiple Dev Streams to showcase things you’ve seen in both of these Dev Logs, and maybe some extra bonuses.
    Our first Dev Stream will be September 14th, at 3 PM EDT. Be sure to come join us, check out all the pirate-y goodness, system changes, and hard work poured into this update. Oh, also, you know, maybe win some prizes coming with this update!
    To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
    The entire team has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!
    For Etheria!
    The Dungeon Defenders II Team
  11. [CG] LAWLTA
    Greetings Defenders,

    Ahoy there, DefendARRRRs! In this Dev Log, we be talking about some changes to Onslaught and Party Controls that ye’ve been requestin, and we’re here to deliver. These changes are meant to improve the game mode, allowing many of you to set sail on adventure without having to sink a ton of time into each play session if ye’re not able to. Also greater control over who’s in ye’r ranks and leadin’ ye’r crew, alongside making it easier to interact between one another. Let’s dive in!

    Alec “Lawlta” Saare — Community Overlord
    First off, Dev Log 100, wuuuuuuuuuuuuuuuuuuuuuuuut! There’s a lot still to talk about, but being our 100th Dev Log, I thought it would be best that we talk about and confirm changes to a system many of you have requested. Onslaught is getting a round of polish with extra elbow grease to become more accessible for players and also bring some additional difficulty. The party improvements are also something that many of you gave a ton of great feedback on, so these changes should make being in a party not only feel a lot better, but also be easier to get into.
    There’s a ton more coming that we cannot wait to share with you! We’ve been hard at work creating new maps for you to defend, new enemies to take on, new weapons to strengthen your arsenal, and so much more. To quote a Jose you may or may not know, it’s “coming sooner than you think”. Unless you think it’s tomorrow and a little bit of time after tomorrow, then that quote doesn’t apply here.
    X Marks The Heart,

    Mark “Telflon” Telfer — Technical Designer
    Ahoy Defenders!
    I’m here to talk improvements to the party system and a few things that are to come.  
    Seamless Invite System - Party invites in the live game are jarring. When you receive one, it stops you dead, it removes all movement control from your character, and the popup covers the majority of your screen. The only way to make the popup go away is to accept or decline the invitation to the party. With the new party system, these gameplay intrusions will be eliminated.  Receiving an invite to a party will no longer stop you dead. Instead, you will receive an unobtrusive notification at the bottom of your screen informing you who invited you to the party with the option to accept or decline the offer. You will fully retain control of movement while this invite is pending, and your view of Etheria will not be occluded.
    Vicinity Targeting - The way you initiate any social interaction in DD2 is by opening the player list, selecting the name of the person you wish to interact with, and then selecting how you’d like to interact with them. This is a good system if you already know the name of the person you wish to interact with, but it is not the best facilitator of organic interactions with people you serendipitously meet. For instance, let’s say you see someone run by with a sweet sweet costume, and decide that you want to make that person a part of your stylish crew.  You’re standing right next to this player, but you can’t invite them to a party directly; you’ll to figure out their name, open the player list menu, find them, and then send them an invite. To make it easier and more organic to interact with others, we will be introducing vicinity targeting. What does it mean? It means that you can walk right up to someone and interact with them directly. You won’t have to open full-screen menus to invite people a party, kick people from a party, promote them to party leader (more on that), or view their shops.  You will remain fully engrossed in the world of Etheria while you perform these interactions via vicinity targeting; you will retain full degree of movement control.
    Player List User Experience - If you prefer the classic way of interacting with others then you’re still in luck!  The player list has been refined to give a far smoother experience when interacting with others.
    A Party Structure That Makes Sense -  As I’m sure you all have noticed, some funkiness can happen with parties in the live game which really upsets expectations.  One of my biggest annoyances with the current system is having the party leader change randomly when you load into a new map.  Frustrating! It's time to bring some order to the party chaos that can happen in the live game, and we plan to do this by implementing the following:
    The person who sends the first invitation to party up becomes the party leader.
    The party leader REMAINS the leader until they either leave the party or they choose to promote someone.
    The party leader will be able to promote other members to their position if they no longer wish to lead.
    All party members can invite someone to join a party, but only the party leader can kick from a party.
    Only the party leader can choose where players matchmake to.
    There are more changes coming too.  Stay tuned!
    Thinking of you,
    Jose Villegas — Technical Designer
    Hey everyone,
    We have heard your voice loud and clear, and we are making several improvements to Onslaught. Sit tight and get ready.
    Floors will have only 1 map each. This was by far the largest concern that you had with the game mode. It took too long to complete a map, and a single failure led to having to play the entire floor again. Worry no longer, in the update a single victory is required to move forward.
    Moar maps. Currently, the selection of maps in late game Onslaught is quite large, but not complete. With the newest changes we are introducing, all the maps will be available at all points in the Onslaught progression, late and early ;).
    Faster progression. The difficulty increases were happening only little by little in each floor, which made the process of playing through Onslaught much slower than in Expeditions. Not anymore; now the jumps in difficulty (and rewards) happen much faster, and the number of floors that will take you to Chaos 7 strength have been reduced. This increased in difficulty per floor has also been carried to beyond the Chaos 7 floors, so reaching floor 999 will be an greater challenge than before.
    More and better Prestigious weapons. Lawlta told me I can’t talk about AP yet, but I will try to spill this small bean here, as it’s related to the Onslaught climb. In addition to receiving a Prestigious Weapon when you trigger Ancient Power, now you will receive one every 10 floors when playing Onslaught (every 20 after floor 100). In addition, all new Prestigious Weapons will come at least at quality 5/10, and will have an increased chance of spawning at higher quality as well. These awards will also reset when you go through Ancient Power, giving you a chance of more weapons.
    New post C7 difficulty schedules. Starting around the end of the chaos 7 floors, we will now start introducing new schedules of enemies at increased difficulty. To note, these schedules will not contain new enemies, but the same ones you are familiar at an increased difficulty and numbers.
    Omega Waves. Last stream I promised Omega Waves in Onslaught, and people did not believe my words. Now, I can actually confirm Omega Waves may or may not, in fact, be coming to Onslaught.
    You are probably wondering: what’s going to happen with my progression? Well the answer is very simple. When making the transition between the old to the new, we will check what floor you were playing previously, and set you at a floor with the closest difficulty to it under the new system.
    For example, if Gobu was playing at Floor 80, now they will be placed around floor 35, since both are comparable in difficulty. This will also be true to the rewards tied to specific floor numbers, like 114, so while the climb to get there will be shortened, the difficulty of those maps will remain consistent.
    One final feature that I’m happy to introduce is a new Replay system. Currently, when failing a map you have to start all over again, regardless of game mode or difficulty. Now, if you fail a map the game will allow you to go back to the wave where you failed, and retry from there with the defenses you had already placed in the map.
    Having to build the whole map again after failing was something we always wanted to address, and now you can just simply adjust whatever defense cause you to lose and keep moving forward =).
    That’s not all! The Replay feature will also be supported by a new Performance Optimization System. When loading the map again after trigger the replay, we will place several indicators on the towers that caused you to lose. All towers destroyed will have a handy Danger Indicator (!) to show that they fell. For towers that didn’t do much in combat, a Warning Indicator (?)will get your attention to reevaluate their placement, or equip better relics on them.
    That’s it for now. Next time I will tell you more details about the changes to AP, which there are many. But let me tell you about these new Pirate MODS, they are great, they are awesome, and they are also great. The first one, currently named Set Sail, which turns you into a █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ , and then you can █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ , which allows you to █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ . The second one █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ .
    Oof… I'm excited for these new Mods. Be sure to tune in for next Friday’s stream, where I may or may not answer your questions in the most ambiguous fashion possible.
    Love you,

    Ice "Ice" Ice, Ice Lead
    Cordially Yours,
    Dani Moore, Remote QA Lead
    We're also looking to expand our tester pool once again. Our testers get the chance to try out our still-in development work, in exchange for some cool stuff as a thanks. They help us with balance, feedback and bugs and their contributions to our releases are very valuable.
    We have two teams, RQA - our daily bug hunters (for folks with lots of free time each day), and RPG - our larger team for balance and feedback (for folks with limited free time).
    If you are interested, drop me an email at dani.moore trendyent (dot) com and ask. I'm happy to provide more information on both teams to see what best suits. A big thanks to everyone involved in the Update and the heaps of work and sweat that went into it all.
    What’s Next?
    Nothing, that’s it, no more news. No need to keep reading. Except wait, there’s a ton more coming that we’ll be talking about in our next Dev Log! This update is crazy big, bringing in some salty content for you landlubbers. Here’s what you can expect to see:
    AP improvements
    New Maps
    New Enemies
    New Weapons
    New Mods
    New Incursion
    New Flair
    More New Stuff!
    We’re always listening to your feedback, and a lot of you do a great job of making sure it’s constructive and provide plenty of great ideas. Keep it up, we love reading it and it helps us mold Dungeon Defenders II into a better game.
    To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
    The entire team has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon! 
    For Etheria!
    The Dungeon Defenders II Team
  12. [CG] LAWLTA
    Greetings Defenders,
    The next large update for Dungeon Defenders II is right around the corner. We’ve been hard at work trying to make this update something that everyone will enjoy. One thing players have requested for a while are new maps, new enemies, and new visuals in general. This Dev Log is focused on giving you all a sneak peek into what our team has been working on. Get your sea legs ready, let’s set sail!

    Alec “Lawlta” Saare, Community Manager
    Our next update has so much to show off, so we’re going to dive into some of the visuals you’ll be seeing. The artists have really outdone themselves on both the models, the maps, and the animations involved in both. We’ve been teasing some of our maps recently, and want to shake it up, showing off one of our new pets, only a couple (there’s so many more) of our enemies, and… well, keep reading, you’ll see. 
    There is a lot more coming, both visually and technically. It’s been an ARRRRduous amount of work, with the whole team really grinding away. We can’t wait to share the fruits of our labor, both for your enjoyment, and to prevent scurvy. Pirates.

    Colin “Elandrian” Fisher, Associate Producer
    August has been quite a month.  Some of my favorite go-to games are releasing titles this month, so it’s been inspiring to see what advancements have been made in the industry.
    Speaking of advancements, there’s quite a few changes coming to Dungeon Defenders II soon. We’re processing a lot of feedback from all types of players recently to make changes to many of our end-game systems and flows. There’s a number of changes coming to Onslaught and Ancient Power, and our goal is to make them both feel easier to progress in and more rewarding.
    There’s a bit of new map content coming soon too, we’ll probably be talking more about that in the very near future, but for now I’ll just leave you with hints.
    Ship just got real.

    John Muscarella, Lead Animator
    You know that feeling when you have, like, A TON of cool animations to show off, but the marketing department wants to “control the messaging and reveals”...?
    No? Just me? Oh ok…
    Well we do have a ton of cool stuff that we can’t show you all just yet. The last several weeks have been crazy, and I’m stupid excited for you to see.  That’s right! I’m so excited it’s made me stupid…
    In the meantime, here’s a few things to tide you over. Or, at least tide ME over…

    We made him into a pet! Now you can blast enemies with the power of the Tinkerer’s greatest technological achievement; a barely competent bumbling mini-bot…

    Yaaarrrr! We’ve reskinned a whole bunch of our devious little friends. Blast and pummel them to the tune of a catchy pirate chantey!
    Like I said, there is sooo much more to come. Stay tuned, Defenders.

    Keith “Keithimator” Walheim, Animator
    Hey all, it’s been awhile since we last spoke. I’ve got some awesome animations that I’ve been working on, but we’re not able to show all of them yet. I’ve been able to sneak in some new ones, hopefully Lawlta doesn’t see this (Lawlta spoiler:  I did). Here’s what I’ve been up to:

    Professor Proteus’s new assistant is quite a show off. Most of all, he enjoys showing off his (finger) guns and will have a lot of fun following you around to help you out in game. It was a ton of fun putting personality into this little guy, and I hope that he really shines on the battlefields of Etheria.

    “One fish, two fish, red fish, gobu fish.”
    I got to work on some super floppy fish among many other wonderful things this update that I can’t wait to see these in the live game. This animation in particular is something you’ll use to put your enemies in their place. I really cannot wait for you all to see what’s coming!
    Dan Driussi, 3D Character Artist

    . . .- - - . . .To get myself into the pirate mindset I went and got myself shipwrecked while under the influence of scurvy. I currently only have the company of a chatty parrot who thinks he is funny and the ever present rum cache. I created a working computer from coconuts, bamboo, and spare life jackets and was able to make some cool stuff for the next patch. One of my favorites is the island war boar, just shove an apple into its mouth and you have mobile kalua pork just walking towards your defenses ready to be eaten! Just remember to use fire to seal in that BBQ war boar flavor! If you receive this message please send help, the parrot only knows dad jokes and puns . . .- - - . . .!
    What’s Coming?
    There’s so much more coming, and we’ll be having additional Dev Logs in the coming weeks leading to the update itself. Here’s an idea of what you can expect to see:
    Onslaught floors are always one map floors, and how that changes progression.
    Extra rewards as you climb through Onslaught.
    Improvements and changes to Ancient Power.
    Increased party control and functionality.
    To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:

    The entire team has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!
    For Etheria,
    The Dungeon Defenders II Team
  13. [CG] LAWLTA
    Greetings Defenders,
    Patch 3.1 is now live! This is our first Protean Shift patch that brings some nice quality of life changes, balance changes, and a slew of bug fixes. Let’s get into it!
    Shocking Revelation Mod
    Stun duration reduced from 5 seconds to 1 second.
    Stun was lasting way longer than the intended power of this Mod.
    Quality of Life
    Buyback has been added! It is shown as the last tab in your inventory and items are removed from buyback if you leave the session you're in.

    Added the option to not show a warning when selling a Mythical quality of better item.

    Bug Fixes
    Fixed an issue where Ancient lifesteal was not healing players.
    Fixed an issue where Tenacity was not reducing by the amount listed.
    Fixed an issue where listing an item did not warn the player they will need to pay a tax to remove the item.
    Fixed it so all anti-orc Mods now apply to Berserker Orcs.
    Fixed an issue with the Quake Shard and Shielding Guard Shard showing as Campaign Shards and awarding Campaign Dust.
    Fixed an issue where the Withering Bubble Shard was not dropping in Campaign.
    Fixed an issue so the Initiate can use the Drain Aura Mod now.
    Fixed an issue where Shatterquake was showing fire VFX.
    Fixed a typo on the Lifeburn Armor Mod.
    Fixed an issue where Seismic Flame was lasting longer than intended and updated its description for clarity.
    Updated the Buried bastille description.
    Fixed an issue where the Seismic Launch Chip allowed the Squire to complete the Smack Up Monk challenge.
    Adjusted the Terrablade weapons to have full descriptions.
    Fixed an issue where Hard Mode Campaign items could not transfer Mods to Normal Mode Campaign items.
    Fixed an issue where some pets had way higher Crit Damage than intended.
    Fixed an issue that occasionally when gaining Ancient Power players would not receive an Ancient Power weapon.
    Fixed an issue with item stacking in inventories and not being able to re-stack them.
    Fixed an issue with Chaos V glove Tinkering using a shiny chest material instead of a shiny glove material.
    Fixed an issue with Private Tavern and Town vendors not updating their stock correctly.
    Fixed an issue where the Lash Out Ascension talent was not functioning for the poison damage.
    Fixed an issue with consecutive win bonuses applying to special Play Shop purchases.
    Fixed an issue with Flame Aura hitting players when the owner leaves town.
    Fixed an issue with X-splosion Mods killing players.
    Fixed an issue with Drain Aura damaging players.
    Fixed an issue with Incursion Weapon Mods being replacable via Tinkering.
    Fixed an issue with Lunar Portal and Ghastly Halberds spawning more than intended.
    Fixed an issue with Onslaught and Ancient Power challenges not unlocking correctly.
    Fixed an issue where Autumeow’s tail would change colors incorrectly.
    Fixed an issue with tooltips overlapping in splitscreen shops.
    Updated the attack speed icon on Axes.
    Removed the Death Override icon on the Protean Shield.
    Items with zero Mods are hidden in the Reforging Quick Picker window when selecting an item to pull Mods from.
    Fixed an issue when creating a hero that offered “select hero” instead of the option to “back”.
    Fixed an issue with dropped equipment showing gamepad context that doesn’t work on PC.
    Fixed an issue with the cursor going behind Mods on Wayfarer weapons.
    Changed the description of Vial of Dragon Sweat to not say “Open to Unlock”.
    Fixed an issue with the Abyss Lord’s Skeletal Ramsters and Skeletal Archer towers not showing their base when an elemental Mod was equipped.
    Fixed an issue where oil traps on Ramparts slowed Berserker Orcs.
    Fixed an issue with overlapping UIs when splitscreen players join while a fullscreen window is open.
    Fixed an issue with protective Downgrade Servo not updating its stats when inspecting it after it gets downgraded.
    Fixed an issue where Feed x10 was consuming 10 pieces of food even if 10 was not needed to cap the pet.
    Fixed an issue with Flamethrower tower VFX not getting bigger with Defense Range.
    Fixed an issue with “Create Hero” appearing unlocked if you tried to purchase a hero and did not have enough currency.
    Fixed an issue with tower abilities not stopping when the tower is stunned.
    Fixed an issue with Defender Packs where rerolling would leave the previous contents on the ground.
    Fixed an issue with The Defender of Etheria achievements not unlocking on Xbox.
    Fixed an issue where the inventory would lose navigation input on controllers.
    Fixed an issue with the Quake Shard’s VFX appearing in the middle of players instead of at their feet.
    Fixed an issue with Automation Shard not working on Snaking Sands, Slime Pits, Geyser Traps, and Angry Nimbus towers.
    Fixed an issue with the falling leaf VFX on Forest Biome not triggering correctly.
    Changed two shards to now be named “Betsy’s Zapper” and “Betsy’s Beam” to better fit the UI.
    Implemented a sound for un-equipping gear.
    Implemented a sound for equipping shards via Right Mouse Button.
    Fixed an issue with placing Mods into the third slot of a Legendary/Epic that was advanced, that caused them to not function properly.
    Adjusted Abyss Stones hit SFX location to emit from the correct position.
    Fixed an issue with the Abyss Lord’s book landing correctly when he dies.
    Updated the bag icons with Blue Gem Icons.
    Fixed an issue connecting to an event server that could result in a crash.
    Fixed the VFX for EV2 canisters.
    Remember, if you run into any bugs, please let us know at our bug site. Also, check us out on social media for additional updates and game discussions with our awesome community:
    We have much more on the way and will be spilling some beans in the coming weeks!
    For Etheria,
    The Dungeon Defenders II Team
  14. [CG] LAWLTA
    Greetings Defenders,
    We’ve been hard at work ever since Professor Proteus made his glorious arrival in Etheria! The feedback from all of you has been tremendous and we greatly appreciate it. There’s more coming in our next update, but there’s also more coming next week with Protean Shift Patch 3.2!
    There are some nice quality of life features that are coming with next week’s patch, let’s get into it!
    Multiplayer Incentives
    Defenders love playing together, there is strength in numbers after all. When playing together, enemies get stronger, but there’s not any increased reward for that increased risk. Well not anymore! We have been testing and looking for ways to reward players without trivializing content. With this patch, when grouping with other Defenders, you will receive additional gear from the victory chest. This scales per player added to the session, meaning the more Defenders you play with, the more gear you receive. The more gear you receive, the higher the chance at getting perfect mods!
    Material Vault
    In Protean Shift, we introduced a good chunk of crafting materials for Defenders to have more control over their gear. There’s a ton of new materials and one bit of feedback that we’ve received quite often, is about storing these spoils of combat.
    Enter the Material Vault! The Material Vault is a new vault that will be available to players that want to be able to store extra crafting materials. This special vault allows you to hold 999 of every crafting material, and you will be able to automatically use them when interacting with items. Want to pump up the strength of your gear, but you put the materials in your Material Vault? You can now do it on the fly!
    On the Horizon
    There’s a giant “wave” of stuff coming to Etheria in our next update that is sure to knock your socks off. Related to multiplayer incentives, we’re going to be providing Defenders greater control over the parties they start, something many of you have asked for is on it’s way. We can’t get into a ton of the stuff coming just yet, but give Elandrian’s Check-In a visit to get an idea for what’s coming!
    Bug Fixes and Optimizations
    As always, we’re going to be squishing a lot of bugs, increasing performance, and increasing stability. Remember, if you run into any bugs, please let us know at our bug site. Also, check us out on social media for additional updates and game discussions with our awesome community:
    We have much more on the way and will be spilling some beans in the coming weeks!
    For Etheria,
    The Dungeon Defenders II Team
  15. [CG] LAWLTA

    Defenders, it’s finally time.  Protean Shift is launching and we could not have done it without you.
    We set out with some lofty goals, but with your help we were able to make some significant changes to Dungeon Defenders II. We wanted to give you greater attachment to your items, but also more options to share those items with your friends. We wanted to give you map choice while progressing through Trials, but also give you more ways to progress your gear while advancing through the tiers. We also wanted to give you some better options with your existing items so we added Shard Dusting and Gilding.  We also hear your concern about Gilding and we’ll keep an eye on it for iteration.
    We’re constantly tweaking and improving our game that we share with all of you, and we hope you will enjoy our enhanced direction for year two of this wonderful game.
    From everyone here at Trendy Entertainment, thank you for supporting Dungeon Defenders II and helping us continue to move the game forward.  We’re a small team in Gainesville, Florida and we appreciate every bit of excitement and support that you give us.
    We hope you enjoy this “Shift” in our game, and we can’t wait to focus on what we’re working on next.
    We know you want more maps, Onslaught changes and Ancient Power enhancements.
    We’re on it.

    Greetings Defenders,
    It’s finally here, Dungeon Defenders II:  Protean Shift is live on all platforms! Professor Proteus is now in Dragonfall and started a technomagical evolution throughout all of Etheria. Now the Defenders of Etheria can obtain new ways to fight off enemy forces, choose where they fight, and what equipment they want to use in order to ensure victory!
    The Protean Shift brings a slew of new features that Defenders can use to empower their defenses and Heroes, as well as choose the way they want to play. M.O.D.S. allow for custom builds to take on any foe that comes your way, Expeditions give Defenders the choice to play any map they want in any Chaos difficulty, and Player Shops let you buy and sell items with other Defenders. There’s so much more, let’s get into it!
    Statistic Changes
    This is our most foundational change in the expansion. Now your gear’s stats looks much different than before. The first change is making the damage from critical strikes scale off of the base damage for both your heroes and your towers. Critical Damage is no longer a secondary stat, but is a percentage that starts at +30% damage and increases through Gear, Shards, and Ascension Levels. Because of the change to Critical Damage, the Critical Chance cap of 33% has been removed — the sky’s the limit now!
    One of the goals of the Critical Damage change is to make damage more reliable. Critical Damage builds are still fun, but other playstyles should feel just as rewarding. Every hero and tower’s base damage has been increased to account for the changes made, making damage more consistent and allowing for even more unique builds!
    Since we changed how Critical Damage is understood, we decided to tackle another confusing area for players:  Defense Speed. The stat is now a percentage instead of being numbers that go into the thousands with no clear meaning. This change allows players to understand exactly how much faster their defenses attack rate will increase.
    Defenders now possess the opportunity to build however they want to fight off their foes. Gear is meant to feel more unique, instead of receiving a legendary that gives every stat. Your gear now provides choice and lets you decide how you play!
    Gear now has a primary and secondary stat. Your heroes maintain similar power as they had before the expansion, both offensively and defensively. This balance is a result of increasing base stats and the scaling of those stats. Here’s what you now find on gear:
    Helmets, Gloves, Chest, and Boots
    Primary Stat:  Armor
    Secondary:  Health, Ability Power, or Hero Damage
    Primary Stat:  Hero Damage
    Secondary Stat:  Armor, Health, or Ability Power
    Medallions, Marks, and Orbs (if you have them still, you pack rat!)
    Primary Stat:  Defense Power
    Secondary Stat:  Defense Health
    Primary Stat:  Defense Health
    Secondary Stat:  Defense Power
    These changes allow players to customize their builds even more than before. If you want to maintain a similar amount of balance with damage output and health on your heroes, you can do that easily. However, if you want to make an unstoppable tank that requires an army to take down, or want a glass cannon that can obliterate every enemy on the map, that option is now yours as well!
    For relics, we wanted to make sure that defenses were reliable and also strong. These changes now make it so building auras and traps early do not feel punishing because they now have guaranteed Defense Health to keep them up much longer. Having Defense Power as a guaranteed stat also make damage more consistent and less frustrating when you don’t critically strike. This is just the baseline, with M.O.D.S., Shards, and Ascension Levels, you can radically change the type of damage you deal. All these changes are a shift to make Defenders stronger through the power of customization!

    Professor Proteus sent a shockwave out across all of Etheria upon his arrival, using his inventive intellect to alter every piece of gear! Magically Offense/Defensive Subroutines (M.O.D.S., or even simpler — Mods) provide the pathway of making gear your own! Mods come in a variety of power! Some are pure stat increases, from the stats you get on gear, to newly changed stats such as Critical Damage, Critical Chance, and Defense Speed. Some add elemental damage to physical damage towers, and have unique VFX depending on the element! Others offer the chance to change how your Defenses overcome specific Chaos enemies. Want to:
    Have towers immune to Hex Thrower curses? You can do that.
    Pierce a Shield Geodes shield? You can do that.
    Make your Traps, Auras, and Nodes, immune to Cyborks?! You can do that!
    Mods bring a lot of additional power and customization that many Defenders have wanted for a long time. There are over 100 Mods to discover, with more coming down the road.
    Now that you have an idea of what Mods do, it’s time to discuss specifically where you have them. Mods are an extension of your gear, and are a brand new addition to various tiers of your equipment. They are an additional property to gear similar to Shards, and unlock in a similar fashion:
    One open Mod slot
    One rolled Mod slot
    One open Mod slot (two mod slots total)
    One rolled Mod slot
    Two open Mod slots (three mod slots total)
    Two rolled Mod slots
    One open Mod slot (three Mod slots total)
    These changes make Legendary items contain two stats, three Mod slots, and three Shard Slots, and increased stats, making them truly legendary. These Mods are just the first of what’s to come. In future updates, we are releasing additional Mods. Have an idea for more, let us know by posting on our forums, we’d love to hear your ideas!
    Also, as a side note, Mods make things easier in Mastery, though they are scaled down to the appropriate Chaos tier.

    Professor Proteus, in his astounding intellect, wanted to really provide customization and options to not only the power of gear, but also to keeping the gear and/or Mods that you’ve obtained. That’s where Tinkering enters into the mix! Tinkering is the ability to move up to three Mods at a time from one piece of gear to another piece of gear at the same time. In order to take advantage of Tinkering, certain criteria needs to be met:
    Must be the same type of gear.
    Moving Mods from a weapon, to another weapon.
    Gear that the Mods are being moved to must be the same Chaos tier or higher than where the Mod is coming from.
    Moving a Mod from a Chaos III weapon has to be moved into a Chaos III or higher weapon.
    Cannot add Mods of the same type, but can override Mods of the same type.
    A +6% Anti-Goblin Servo on one relic, can override a +5% Anti-Goblin Servo on another tier-equivalent relic.
    Have the materials and currency to complete the transfer of Mods.
    Materials are now found in Expeditions and Onslaught. They can also be bought and sold in Player Shops.
    Tinkering allows you to continuously mix and match your Mods to create the build you enjoy the most. The amount of customization that Tinkering offers truly lets you play how you want. It doesn’t stop there. When combined with our new Upgrading and Evolving features, even more choices await you, even potentially choosing the look of the weapon you want!


    Upgrading gear is something that’s been a standard feature of Dungeon Defenders II to get additional power out of the gear you find. But this is Protean Shift, so we’re UPRADING THE UPGRADE! Most gear now has the ability to be upgraded 10 times. The cost for upgrading is greatly reduced from what it previously was, but now requires you to use materials that you find throughout your journeys in Etheria or that you bought from other Defenders through Player Shops. If you have a non-legendary piece of gear, through the genius of Professor Proteus, you can Advance that gear to the next quality!


    Remember that low quality flower staff we mentioned earlier? If you upgraded it to its highest level, you can now advance it to the next quality. All gear can now be upgraded from one quality to another, taking items from the lowly Worn quality all the way to Legendary status. This isn’t the only form of improving gear, Evolving allows even more power!

    Evolving is icing on the gear permanence cake. Independent of an items quality tier, if it is upgraded to it’s maximum Upgrade level, it can be pushed to the next Chaos tier. This allows you to take even the first items you find in the campaign to be Evolved all the way to Chaos VIII strength! It’s all about choosing the gear that you want to keep with you.
    Upgrading, Advancing, and Evolving applies to every piece of gear that drops — weapons, armor, and relics!
    New materials are added to customize your gear. With the introduction of these materials, we lowered the currency cost of upgrading gear. In your inventory, these materials are included under the current “Materials” inventory sorting option. There are some mats that drop on every map, but then there are also map-type specific materials that drop too. Here’s where you can find the materials you need:
    Weapon Materials:  Sewer Maps
    Helmet Materials:  Castle Maps
    Chest Materials:  Forest Maps
    Glove Materials:  Town Maps
    Boot Materials:  Ruins Maps
    Relic Materials:  Dungeon Maps
    Materials are shown on both the map listing and under the open sessions for specific maps. Don’t want to farm a specific map-type for a material you need? You can visit our Markets to find Player Shops selling the materials you need!
    New Game Modes
    We’ve added additional ways for both new and veteran Defenders to fight off the evil forces that encroach on Etheria’s safety! Adventures are new ways for up and coming Defenders to fight their way through the Campaign, while Expeditions are replacing Trials and providing map choice where previously there wasn’t!
    Adventures are aimed in giving new Defenders the choice of playing different stories after defeating Betsy. You can choose to take on the Bling King, or go knock down the Harbinger down a peg or two! Maybe you feel strong enough after beating Betsy, if you’re up for the challenge, you can go straight into Onslaught or Expeditions.
    Map choice, map choice, MAP CHOICE!! Something many of you have wanted is finally here! The Chaos Trials are finished, and Defenders can now go on Expeditions through various Chaos difficulties, choosing to play whatever map you want. The choice is yours!

    The Champion Score gating for various Expedition levels is different as well, they are now:
    Chaos II: 580
    Chaos III: 1050
    Chaos IV: 1740
    Chaos V: 2750
    Chaos VI: 3800
    Chaos VII: 5300
    Expeditions also provide the ability to acquire different materials needed Upgrading, Advancing, Evolving, and Tinkering. As noted above, different specific materials drop depending on the map-type your playing. These materials are earned both as you play a map and as you achieve victory!
    Player Shops and Markets
    Gear is no longer magically locked to each Hero Deck. Professor Proteus slightly alleviated the restrictions that existed previously on gear. As a result, Player Shops and Markets are here!

    All Defenders are now able to list their items for sale on their own personal Player Shops. Each Defender starts off with two slots to sell gear and can expand the amount of slots they have if they want to. Most items that have not been altered in some way (Upgraded, Advanced, Evolved, or Tinkered) are able to be added to your shop! You are not able to buy gear for a Chaos tier that you are not currently on (i.e. being Chaos III, you are not able to purchase Chaos V gear from other players). To make browsing easier, you can view player shops through the Player List in the Pause Menu, or by walking up to players in the Markets.

    Markets are a new area for players to gather in order to browse Player Shops. Head on over to the War Table and browse the list of active Markets! Markets are themed for various types of items that can be sold, but you can freely sell any item of choice regardless of the Market you’re in. If you don’t see a Market of the item type you’re looking for, you can always just Quickmatch and it automatically creates one for you!
    Shards Features
    Our new Shard systems were primarily focused on giving players more choices with their Shards.  For Shards that you don’t want to keep anymore, you can now Dust them to get a chance at more Shards of that type.  For Shards that you feel have more value, we wanted to provide a system to Gild and upgrade them a little bit further and protect them from Ancient Power resets.
    Shard Dusting
    Shards are a great way to really increase the power of the Heroes you play! Some players enjoy playing on a few select Heroes, and you can get Shards you aren’t interested in using. Instead of selling Shards for a little gold, you now Dust them instead. This creates one Shard dust of it’s equivalent Chaos Tier. You can take 10 Shard Dust of the same tier, and visit the War Recruiter to purchase an additional Shard container similar to what you receive at the end of winning a map. This process is to offer an additional chance to get the Shards you want, while giving an additional function to the ones you do not.

    Gilded Shards
    With gear getting pushed past its limits and receiving some nice improvements, it’s only fitting that Shards receive similar treatment! Gilded Shards provide additional upgrade levels to squeeze out more power, but most of all they are immune to being reset when you Ancient Power. In order to gild a Shard, you need to upgrade one Shard to its maximum upgrade level. You then have the option to Gild it by selecting 10 Shards of the same type, regardless of upgrade level, to fuse into your fully upgraded Shard. This is a focus for end-game players to grab additional power in order to take on the challenges in Onslaught, and also protect Shards from being reset when attaining Ancient Power!
    New Weapons
    Professor Proteus is a man of intellect, sophistication, and style. In Protean Shift every hero is receiving their own special weapons, with their own special appearances! Some of these weapons not only look legendary, but contain legendary power in the form of unique Mods. These Mods are found on the Prestigious weapons gained from attaining Ancient Power!

    Protean Weapons

    We’re now also selling Proteus weapons that have unique models and affects. When killing an enemy with any of these weapons, they are shrunk into oblivion! These new Death Animation VFX are indicated by a skull and crossbones icon on the weapon tooltip. These items start at Campaign tier and are Legendary quality, allowing you to put three mods into them. They do require Upgrading, Advancing, and Evolving in order to reach higher tiers. These unique weapon models can also be bought and sold on the Player Shops as long as they haven’t been altered (Upgrading, Advancing, Evolving, or Tinkering).
    New Areas and Target Dummies

    With a lot of customization here, and a gigantic wave of changes to stats, there are some improvements to our Target Dummies. In the Town hub we expanded the size of our Target Dummy area by quite a lot. There are also a new type of Target Dummy:  Aerial Target Dummies! These can be hit by any anti-air towers, so you can test the damage done by towers that you previously weren’t able to.

    Aerial Target Dummies are also in your Private Taverns!  You may also notice that there are some new Dummy names in the mix.
    Transferring into Protean Shift
    There’s a ton going on with the Protean Shift, and you’re going to notice a bunch of changes to your Heroes. We made sure that you are more or less as strong after Protean Shift as you were before it. As we mentioned earlier, base stats were raised and adjusted to compensate the removal of certain secondary stats. Here’s how things will transition as you load in with this expansion.
    For the gear you are wearing before Protean Shift, the Primary and Secondary stats follow the conventions mentioned above after the release. Your gear should look like this:
    Primary Stat: Hero Damage.
    Secondary Stat: Whatever your highest secondary stat was previously between Ability Power, Armor, and Hero Health.
    Helmets, Chest, Gloves, Boots
    Primary Stat: Armor
    Secondary Stat: Whatever your highest secondary stat was previously between Ability Power, Hero Damage, and Hero Health.
    Relics are all going to be uniform across the board as outlined above (Defense Power and Defense Health only, the primary and secondary versions dependent on if it’s a totem or not).
    Your current gear receives Mods depending on its quality, as an additional compensation for removing secondary stats. You receive one Mod for Epic and Mythical gear, and two Mods for Legendary gear. The Mods that are put onto this gear cannot roll the highest roll possible, but are going to make you stronger regardless of the roll. Transferring also provides some diversity with the Mods provided to your current gear, as the ones you receive pull from 60%+ of the total Mods added in Protean Shift.
    Hero Changes
    Every tower and Hero were affected by the changes brought in Protean Shift. As a result, base damage, speed, range, etc. were increased to compensate for the lack of additional secondary stats. Scaling was also greatly affected, meaning not only were the base stats increased, but also how much benefit a stat provides was also increased.
    Writing the notes for all of these would have resulted in an encyclopedia, and it may have broke the forums. TL;DR things are stronger and you have the potential to be much, much stronger.
    Shard Changes
    Shards follow the same idea as the Hero changes. While most shards remain the same, the amount of changes that Gilding offers affects every Shard. However, there are few notable Shards that have additional stats or were change to fit our new system (that we teased for a while):
    Earth Toss
    Added increased Defense Range [100 - 280 (320 Gilded)]
    Corruption’s bargain
    Added Ability Power [0 - 300 (420 Gilded)]
    Power Transfer
    Now increases the Defense Critical Chance by [18% - 30% (38% Gilded)] and reduces Defense Power by -10%.
    Bug Fixes
    Fixed an issue with Gorbstock not able to hit walls.
    Fixed an issue where the Abyss Lord's Direct Command was not dealing critical damage.
    Fixed an issue where one Deadly Strikes shard could be equipped to multiple defenses.
    Fixed an issue where mobs with the Frosty mutator were not dropping green mana.
    Fixed a bug where Hero Health was not maintaining the same ratio when changing equipment.
    Fixed an issue with Beacon of Storms proccing when the Squire blocks melee or physical damage.
    Fixed an issue with UI overlaps when splitscreen users joined a session.
    Fixed an issue with additional pop-ups in the Emporium.
    Adjusted the orc miniboss name in Wave 2 of Greystone Plaza of the New User Experience.
    Fixed an issue with a huntress drap being destroyed in Greystone Plaza during New User Experience.
    Updated old consumables to award +20% critical damage and critical chance instead of previous values.
    Fixed an issue where tooltips occasionally stuck together.
    Fixed an issue with new players not being sent into New User Experience maps.
    Fixed an issue when trying to delete a hero that is assigned to your Hero Deck.
    Fixed an issue where Broomnado was slowing enemies that were immune to slows.
    Fixed a bug where EV2’s Cosmetic Manager lighting was darker than intended.
    Added a warning when Defenders are matchmaking into a tutorial level.
    Improved messaging on errors when not able to join a game mode that hasn’t been unlocked.
    Fixed an issue with long enemy spawn times on the first tutorial map.
    Clarified wording on the Serpent God’s Protection Shard.
    Fixed an issue with Lavamancer’s Maw Petrify Duration talent not working.
    Fixed an issue with the Hotsprings map on Floor 3 dropping a lot of sturdy or worn quality loot.
    Known Issues
    Weapon Mods of the same type on weapons are currently stacking for the Barbarian. This will be changed down the road, so that only elemental damage mods stack.
    Want More Info on Dungeon Defenders II?
    Check us out on social media for additional updates and game discussions with our awesome community:
    Protean Shift is a giant endeavor that the entire team hope you enjoy. Thank you for defending Etheria with us, there’s only more to come. Stay tuned!
    For Etheria!
    The Dungeon Defenders II Team
  16. [CG] LAWLTA
    Greetings Defenders,

    It is time to finally announce the next expansion coming to Etheria — Dungeon Defenders II:  Protean Shift! We’ve released information regarding this expansion and are ready to give a preview as to almost everything you can expect. The entire team has and still is working very hard to make sure this is a great experience for Defenders new and old. We’re going to cover some information posted in our DevLogs, as well as some new information, and how it all ties together. Let’s get to it!
    Statistic Changes
    This is our most foundational change in the update. When Protean Shift launches, you’ll notice that your gear’s stats looks much different than before. Our first change is making the damage from critical strikes scale off of the base damage for both your heroes and your towers. Critical Damage is no longer going to be a secondary stat, but is going to be a percentage increase that you can gain through Gear, Shards, and Ascension Levels. Because of the change to Critical Damage, the Critical Chance cap of 33% has been removed — the sky’s the limit now!
    One of the goals of the Critical Damage change is to make damage more reliable. Critical Damage builds are still fun, but other playstyles should feel just as rewarding. Every hero and tower’s base damage has been increased to account for the changes made, making damage more consistent and allowing for even more unique builds!
    Since we are changing how Critical Damage is understood, we decided to tackle another confusing area for players:  Defense Speed. This stat is now a percentage instead of being numbers that go into the thousands. The change here allows players to understand exactly how much faster their defenses attack rate will increase.
    This expansion really provides the opportunity to build how you want to, and gear is a huge reason. We wanted gear to feel more unique, instead of just giving you every stat whenever you received a legendary tier of gear. Now your gear and choices can reflect the kind of Defender you want to be.
    Gear now has a primary stat and a secondary stat. For heroes, the stats vary depending on the piece of gear. On helmets, gloves, chest, and boots, the primary stat is Armor, and the secondary stat pulls from Health, Ability Power, or Hero Damage. On weapons, the primary stat is Hero Damage and the secondary stat can be Armor, Health, or Ability Power. As a reminder, base hero damage for their attacks and abilities was buffed to make sure your heroes feel comparably as powerful after Protean Shift releases compared to how powerful they currently are.
    For towers, it varies as well. On totems, Defense Health is the primary stat and Defense Power is the secondary stat. Inversely on Medallions, Marks, and Orbs (if you still have any), Defense Power is the primary stat and Defense Health is the secondary stat. An additional reminder, we increased defenses base stats to try and retain the power your defenses currently possess. This leads us to M.O.D.S.

    Professor Proteus applied his inventive intellect to all of the gear in Etheria! Magically Offense/Defensive Subroutines (M.O.D.S. or even simpler — Mods) are what allow you to make your gear your own! Mods can do everything from normal stat increases (Defense Speed, Critical Damage, Critical Chance) to less normal bonuses like stun immunity on Defenses. They even offer new ways to combat your foes! Want to:
    Have towers immune to Hex Thrower curses? You can do that.
    Pierce a Shield Geodes shield? You can do that.
    Make your traps, auras, and nodes, immune to Cyborks?! You can do that!
    Mods are an additional property on gear, similar to Shards. Mods compliment Shards and also unlock in a similar fashion, based on the quality of gear, and start appearing on Uncommon quality gear:
    Uncommon:  1 Mod slot
    Epic:                2 Mod slots
    Mythical:        2 Mod slots
    Legendary:    3 Mod slots
    This means that a Legendary piece of gear now has two stats, three Mods, and empowers three Shard slots, making them truly Legendary. This is just the tip of the iceberg! Over 120 Mods are here to give you the chance to defend Etheria the way you want to. Some of these Mods are the result of community feedback as a unique and engaging way of tackling challenges set before you, the Defenders of Etheria.

    Mods are something Professor Proteus added to gear, and what good would Mods be if you couldn’t modify them? That’s where Tinkering comes into the mix! Tinkering is the ability to move up to three Mods at a time from one piece of gear to another piece of the same type and Chaos tier or higher. This means that Mods on Chaos VII weapons can only be moved to another Chaos VII weapon, from one Chaos III helmet to another Chaos III (or higher) helmet, and so on. Once you transfer Mods from one piece of gear to another, the original piece is destroyed in the process.
    Tinkering allows you to continuously mix and match your Mods to create the build you enjoy the most. The amount of customization that Tinkering offers truly lets you play how you want. It doesn’t stop there. When combined with our new Upgrading and Evolving features, even more choices await you, even potentially choosing the look of the weapon you want!
    Upgrading is a feature that many of you are well acquainted with, it’s the best way to squeeze extra power out of your gear. But this is Protean Shift, so it’s time to UPGRADE THE UPGRADE! You no longer max upgrade a piece of gear and wait for another piece of gear that’s a higher quality and/or Chaos tier to replace it. You can take that gear, and through the genius of Prof. Proteus, Advance that gear to the next tier!

    Have an Uncommon piece of gear with the stats you want early on? You can now upgrade that piece to its max level and once it’s maxed, you can Advance that piece of gear into Epic quality. The same can be done to go from Epic to Mythical, and from Mythical to Legendary. This isn’t the only form of improving your gear, which is where Evolving comes in!

    Evolving is icing on the gear permanence cake. Regardless of a piece of gear’s quality tier, you can choose to Evolve it to bring it through the various Chaos levels. With Evolving you can now choose to push a sword that you found in Chaos II all the way up to Chaos VII, and beyond!

    Upgrading, Advancing, and Evolving applies to every piece of gear that drops — weapons, armor, and relics!
    We’re adding in additional ways for both new and veteran Defenders to play! The Campaign is now different than many of you experienced in the past. After completing the Campaign, Defenders can now take on Adventures! These let you choose specific side stories to progress and prepare for the challenges that await you in Expeditions, Onslaught, Mastery, and Incursions provide.
    Map choice, map choice, MAP CHOICE! Something many have wanted is now here. The Chaos Trials are finished, and Defenders can now go on Expeditions throughout various Chaos difficulties. Do you have one favorite map to play, and just want to play that one as you progress through different Chaos difficulties? Now you can!
    Expeditions also provide the ability to acquire different materials needed for new systems being added, such as Evolving and Tinkering. Different types of maps drop different specific materials as you play through a map and as you complete them. You can choose to farm for a specific material on a specific map, or play random maps that offer more materials. These materials are earned as you play a map and when victory is yours!
    Shard Dusting
    Shards are a great way to really increase the power of the heroes you play. Some players enjoy playing only a few select hero, so it can be a real bummer if you get Shards for heroes that don’t fit your play style. Now you can take any unwanted shards and break them down into dust through Shard Dusting. You can take the Shard Dust from unwanted shards and trade them in for Chaos equivalent Shard Packs to have another try at getting the shard you want. You can use this process to help work towards getting the shards.
    Gilded Shards
    All our gear is getting the ability to be pushed past its limits, so it’s only fitting that Shards get the ability to as well. When you Gild Shards, you combine Shards of the same kind to unlock additional upgrade levels. This is a focus for end-game players to grab additional power in order to take on the challenges that Onslaught, and also protect their shards from being reset when attaining Ancient Power!
    New Weapons!
    Professor Proteus is a man of intellect, sophistication, and style. In Protean Shift every hero is receiving their own special weapons, with their own special appearances! Some of these weapons not only look legendary, but contain legendary power in the form of unique Mods. These Mods are found on the Prestigious weapons gained from attaining Ancient Power, though that’s not the only way to get them!

    Player Shops and Markets
    In Protean Shift, gear is no longer magically locked to each Hero Deck.  Professor Proteus has slightly alleviated the restrictions that existed previously.
    All Defenders will be able to list their items for sale on their own personal Player Shops.  Most items that have not been altered in some way (think Upgraded/Evolved/etc.) will be available to post on your shop!  You will be able to browse all the Player Shops from the Player List on the Pause Menu. Feel free to shop to your heart's content!

    In addition to creating your own Shop, you’ll be able to enter the new Markets.  From the War Table, you can browse lists of open Markets and choose which to join.  Markets are themed for the various types of items that can be sold, but you can still freely sell any item of your choice while you’re there.  If you don’t see a Market of the item type that you’re looking for, you can always just Quickmatch and it will automatically create one for you!

    The Final Bean
    We’ve been spilling the beans for a while now, and there’s one last bean that we have to spill — the release date. Dungeon Defenders II:  Protean Shift is releasing on June 19th on PlayStation 4, Steam, and Xbox One! This release is very close to one year since we’ve released, and there’s more to come.
    Want More Info On Dungeon Defenders II?
    Check us out on social media for additional updates and game discussions with our awesome community:
    We’ve got one more Devstream to show off more stuff coming with Dungeon Defenders II:  Protean Shift. Thank you for defending Etheria with us, there’s only more to come. Stay tuned!
    For Etheria!
    The Dungeon Defenders II Team
  17. [CG] LAWLTA
    Greetings Defenders,
    The update is coming along smoothly and lots of work is being done as we speak. We released two DevLogs over the past two weeks, and there’s one more coming, but we didn’t want to leave a week without any beans spilling, so we’re going to spill a couple today. Just as an extra note, some of the terms discussed here and any content is still subject to change. Let’s go!
    Gear and stat changes affect the entire game, meaning Shards are also affected. With the upcoming update, just about every Shard is going to change as a result (get ready for probably our longest patch notes ever). They should more or less retain their same power, but because of the stat changes and base damage increase on towers, you may find some Shards way more useful than before! There’s also an additional feature being added that affects Shards, what we’re currently calling Shard Dusting.

    Shard Dusting
    While a lot of Shards are gaining additional strength or coming into the spotlight because of tower/gear changes, there are many different Shards in the game. Very few people utilize all the Shards that drop. Some people like playing with the base four heroes and focus on Shards for them, and some like using just the Mystic and the Lavamancer. Getting Shards for the heroes you don’t use can sometimes feel like you aren’t working towards improving your own unique build. With Shard Dusting, you can now find a utility for unwanted Shards instead of just selling them for little gold.
    Taking the Shards you do not want, and deconstructing them into dust, it now allows you to acquire another chance at getting a Shard you want. For a set amount of dust, you are able to go to our Shard vendor and trade your dust for another Shard container that contains a random Shard from the appropriate Chaos tier. This a feature the community asked for, and we’re here to deliver! Getting multiples of the same Shards also has an advantage as well. We know that many of you have been hording Shards in anticipation of something new to do with them, and now you can! We're introducing Gilded Shards!

    Gilded Shards
    Gear is getting a major overhaul and additional features to increase its power, we wanted to give Shards some attention as well. With this next update, the Shards (both wanted and unwanted) you find are going to possess more utility than they currently do. Gilded Shards are Shards whose power pushes past the current limits. When gilding a Shard, they gain increased upgrade levels, increasing their power. That’s not the only bonus — Gilded Shards do not get reset when you attain Ancient Power, alleviating some of the currency costs that come with resetting!
    Now you might be thinking, “Lawlta, how do I gild my Shards?”, and that’s a great question. Gilded Shards come from combining a specific number of the same Shard. We’re not announcing any specific numbers yet, but we want to make sure this feature feels good to use, and are getting great feedback from our RPG and RQA testers. The goal for this is to allow players who are pushing in end game Onslaught to increase the power of their favorite and/or most used shards. This is our first step towards adding more goals for end game players that have long lasting impact on their power.
    New Weapon Models
    Professor Proteus is a man of intellect and sophistication, but also a man of style. There are more weapon models coming for every weapon type this update, and they may be attained in a special way. Here’s a sneak peek of what our artists created:

    2D Concept Art by Zack Smith

    3D Models by Zack Smith
    There are more weapons coming, this is just a sneak peek of the awesome ones we are introducing into this update!

    An Even Further Look to the Horizon!
    The beans continue to flow! The systems discussed here build upon all of the things we discussed in the previous DevLogs. Believe it or not (actually just believe it), there’s even MORE coming!
    The next DevLog is going to be a summation of everything we put out so far, as well as a feature that brings together a lot of the features revealed in recent weeks. There may also be a release date in there that’s sooner than you (don’t) think. It’s going to be our last DevLog before we release the Patch Novel™ (calling them notes doesn’t capture just how gigantic that post is going to be).
    A lot of the changes that are coming give us a lot to create additional future content. Many of the changes within this huge update, including Shard Dusting, are a result of community feedback on what Defenders want. The feedback all of you provide is incredibly important. Game development is a very arduous process, and at times can feel like we aren’t listening if the changes you want are not released very quickly. These changes (and ones coming in future updates) have a heavy community influence to them. You all are great at providing constructive feedback and it helps us make sure the additions we make are something you enjoy! :)
    If you want an early look (as well as helping us polish things before release), our testing groups are just for you! There’s so much coming, and every bit helps to make this expansive update great.
    Want More Info On What’s Coming?
    Check us out on social media for additional updates and game discussions with our awesome community:
    There’s even more information coming next week. We’re really excited to share the last beans of this update, and hope you enjoy what’s coming. Stay tuned!
    For Etheria!
    The Dungeon Defenders II Team

  18. [CG] LAWLTA
    Greetings Defenders,
    Our second DevLog has arrived as promised! These DevLogs are going to build upon one another, making the order of their reveals very important. If you have not had the pleasure of reading our previous one, click here. It makes a lot more sense if you understand what’s going on and why these additions and changes are important.
    In the previous DevLog we talked about giant changes to stats and gear in Dungeon Defenders II. Every piece of gear is going to be affected by these changes. Critical chance, critical damage, and speed are revamped; base damage is boosted to compensate for these changes; and gear is gaining magical properties. These features and changes are to allow players to build how they want to and have the tools needed to take on challenges they encounter with the heroes they enjoy.
    This isn’t going to be our last DevLog for this update, but there is a ton to cover here. The things we are covering in this DevLog continue to increase what we are able to do as we release future content. Enjoy!
    A Quick Note From Elandrian
    Colin Fisher (Elandrian) — Associate Producer

    Hey, Everyone!
    Just a quick check-in from me to make sure expectations are clear!  All the features mentioned in this post are still work in progress/in development and shifting based on feedback and theming with our expansion. The names of the features may change, but the overall goal and core functionality will most likely remain the same.
    I hope everyone appreciates the additional beans that Mark and Jose provide today.  Beans are weird. Did you know the first game I worked on was as a designer for a certain popular baked beans brand’s website? True story.  Anyways, back to spilling.

    Mark Telfer — Technical Designer
    Hey, Defenders!
    In the last dev blog, we left you with some juicy tidbits about how we are revamping the gear system and adding new magical properties. If you haven’t read that one, go check it out now! At the end of the previous Devlog, I promised more bean spillage, and it’s time to deliver (TE-liver™)!

    Magical Property Reforging
    I’ve had the pleasure of playing a ton of the new content coming to DD2, and I’m having too much fun finding and utilizing the new magical properties on gear. I even found one awesome property that let my defenses counter those pesky Cyborks I was fighting! Truly some great stuff! I fell in love with the relic that the property was on and knew I wanted to perpetually bask in its intrinsic majesty. That is, I thought I did, until I found another relic with an equally amazing property a few minutes later. So there I was, staring down the barrel of a gut-wrenching choice. In a moment of passion, should I spurn my beloved Cybork-countering property for the new relic, or do I thwart this temptation and preserve the ardent bond I have with my current relic. I don’t know about you, Defenders, but my delicate little heart just can’t handle decisions like these. I knew that for the sake of Etheria, I had to protect all heroes from such agonizing choices. And besides, I’ve always been the type that wants to have his cake and eat it too.
    So with that, I have one simple question for you, Defenders. Do you also like to have your cake and eat it too? Wouldn’t it be awesome if you could discover two incredible properties on separate pieces of gear, and bring them together in a glorious union? With great pleasure, I can announce Magical Property Reforging, which lets you do just that. Cake for everyone!
    Property Reforging empowers you to transfer properties from one piece of gear to another. Prepare to get crazy, creative, and experimentative! The only barrier between you and a perfect combinations of properties is your imagination! Fear not, for you don’t have to pray for an item drop that naturally possesses perfect combinations of properties. You, yes you, can mix and match them to your heart’s content. You don’t like a property on your favorite weapon?  Overwrite that sucker with a better one. Want to give that weapon a boost! Throw a new property into a slot that rolled blank! Did you find a more powerful version of a property you are already using? Purge it for the better one!
    So how exactly does this bad boy work, you ask? Well first, you must defend Etheria and reap the sweet, sweet gear rewards for doing so. Once you find two (or more) magical properties you want that reside on separate pieces of gear, head over to the town or tavern. Find a brand new character populating the town who loves to tinker with things, and initiate a Reforge.  From the reforge screen, you select gear that you want to transfer properties from and gear that you want to transfer properties onto. You can then transfer any number of properties from one gear to another so long as there are available property slots. Once you’ve concocted a marauding masterpiece, confirm the transfer and get back to showing the enemies of Etheria who’s boss! Be careful though, the gear you transfer properties from gets destroyed by the reforging process and only the gear that you transferred properties onto survives.
    You can transfer properties between two pieces of gear so long as certain guidelines are followed:
    Properties must be transferred between two pieces of gear of the same type (both are weapons, or relics, or helmets, etc).
    The gear you are transferring properties from must be earned in a Chaos difficulty that is at or below the Chaos difficulty of the gear you are transferring properties onto (i.e. you can transfer properties from Chaos V to Chaos VII gear, but not the other way around).
    All properties on a piece of gear must be unique.
    Only one elemental attunement is present.
    Other than that, the sky's the limit!
    Now I know what you’re thinking.  You’re thinking, “Mark! I’ve seen you on the devstream before!  You’re a smart, good-looking, cool, weird-looking, strong, Mark-looking guy, but pray tell, you’ve overlooked something here!  All of the new gear properties and reforging sound great, but what good is all of this if I’m currently progressing through DD2?  I get a lot of gear upgrades each map. Doesn’t this mean all my gear and the effort I make reforging will quickly become obsolete?”  Well, dear reader, you are correct. I am indeed weird-looking. You are also correct in that this does pose a challenge to this new gear system. The challenge here is what I like to call gear permanence, or in the case of the current live game, the lack thereof.  

    Gear Permanence and You!

    One of the reasons I love working on (and more importantly playing) Dungeon Defenders II is because of how unique of a game it is. One of these unique aspects is how we handle hero progression after you reach level 50. As you test your might in Chaos Trials, gear is progression. Cumulative and incremental progress to your heroes comes in the form of a consistent flow of new item drops that possess increasingly higher gear scores. Equipping those items on a frequent basis raises your champion score, and building champion score unlocks new challenges for you to take head-on.
    This system is pretty cool, but it’s not conducive to long-term attachment to a specific piece of gear. Since the Barbarian’s Wrath update, the loot system assures that the plethora of gear you earn continuously rolls higher gear scores so long as you’re playing at the appropriate difficulty. Throughout the course of even one map, you’re likely to see higher gear scores for a given slot many times over. This meant that swapping gear several times in one map would be a formidable progression strategy. The current system encourages, and in fact rewards you, for constantly swapping to new gear with a higher gear score.  This system results in gear being ephemeral during progression and furthermore, relegates all of the new gear we are creating to nothing more than a short-term decision.
    That’s not what gear in Dungeon Defenders II should be. Equipping behavior should be a result of careful and meaningful deliberation which rewards the opportunity to carve out a creative and unique playstyle. Having to constantly swap gear makes this deliberation fruitless and frivolous. We knew that if we are truly going to make the gear revamp meaningful, we must allow players to keep their favorite gear long-term and ensure the gear remained viable in the process. Essentially, we had to ensure that players had the freedom to make gear permanent if they desired.

    Equipment Upgrading and Evolution

    At the heart of creative and diverse gameplay is freedom. Freedom means emancipating players from constraints that would otherwise impede their goals as heroes of Etheria. Based on this sentiment, we’ve totally revamped the equipment upgrading system, and it is with great pleasure that I can announce the brand new system that will take its place: Upgrading and Evolution!
    Now what do I mean when I say freedom?  Buckle up! Our new system literally lets you take the first piece of gear you ever earn in Campaign and power it up to a strength that is greater than the current Chaos VII gear cap in the game. That’s right, Defenders. If you find any awesome piece of equipment that you like, you can keep it viable for as long as you want. Do you love the Harbinger’s shield that you get for completing campaign? You can power that bad boy up beyond the Chaos VII cap.  Do you love a property the way I love the Cybork-countering property? Upgrade the gear that it’s on and power it up beside you as you progress.
    So how does all of this work? Like I said earlier, the current upgrading system will be replaced. Gone are the days where you have a small amount of upgrade levels that max out.  Instead, you will be able to take your chosen piece of gear through a two-step process called (new) upgrading, and evolution.

    (New) Upgrading!

    Every piece of gear will track the chaos level that it was dropped in. As you know, each Chaos has a gear score range that can drop, a min and a max if you will. That range will be abstracted to a meter on our new upgrading screen. Filling this meter will power your gear from the min to the max of the corresponding Chaos range. If you get a gear drop whose gear score falls somewhere between the min and the max, meter levels will automatically be awarded retroactively. Filling that meter substantially beefs you up and makes your enemies cower before your fortitude. Once that meter has been filled and you’re at the max of that Chaos level’s range, you’re not done —you’re ready to Evolve!


    Okay! So your gear is beefed up, and you’re at the maximum gear score possible from the Chaos level the gear was dropped in. It’s time to evolve! Evolution allows you to break that gear past its current Chaos level and bring that gear up to the minimum of the next Chaos level. Magical properties see a massive strength increase when you perform an evolution to ready you for the next challenge that you undertake. The upgrade meter then is set back down to 0.  You can keep repeating this process for as long as you wish to keep using a piece of gear. You can even use this process to evolve gear past Chaos VII! MIGHTY POWER AWAITS!

    Upgrading and Evolution Costs

    Currency cost, especially gold costs, will be substantially different than our current upgrade costs. You can spend currency for each upgrade/evolution you preform. Currency isn’t all you’re going to need to do this though…
    New and powerful materials have been discovered across Etheria that make power boosts like this possible. With this update, these materials drop in specific maps and at specific difficulties as you defend Etheria from the goblin legion. Gather these materials up because they empower you to perform these brand new upgrades and evolutions.  

    The Road to Freedom!

    So at this point you might be saying to yourself, “I want to gather as many of these awesome materials up as possible, but Mark just said that they only drop on specific maps.  Right now, I can’t just choose a specific map I want to play, especially in Chaos Trials. Isn’t that a problem?” Defenders, I wasn’t kidding when I said that we are striving to give you the freedom to play the way you want. I’m going to let Jose take it from here and make our next big announcement. That said, I’ll leave you with this:  Jose, the rest of the team, and I STILL aren’t done revealing all of the big things that are coming in this next update. We seriously have even bigger features to announce in the future. I can’t wait for more bean spillage to occur.
    Jose Villegas — Technical Designer

    Hey everyone! Last week’s Dev Log was all about the changes to the core systems of Dungeon Defenders II. Now, let me tell you about the new stuff we are making, and things to get you even more excited for the future of the game.

    One of the long standing pain points for the community has been the lack of map choice in Chaos Trials. With this in mind, I’m excited to tell you we have taken a look at this and the Trials are finally over. You now have Expeditions.
    Expeditions take the same encounters that you have grown to love (and hate) from Trials, but adds the ability to choose any map you want to play. Actually, we have taken one step further and allow you to select any map that was previously unavailable to that Chaos level!
    This new game mode also ties into our improved Upgrade system that we are unveiling today. In order for you to upgrade your items, and reforge your properties around, you must gather all sort of materials across Etheria. Each type of map (Town, Spooky, Castle, Forest, Ruins, and Dungeon) award you with different materials, so make sure to play all of them.
    There are still a few secrets we are keeping before the release of the update, so make sure to keep coming back in the following weeks for more info!
    A Further Look to the Horizon!
    Alec Saare (Lawlta), Community Manager and Bean Overlord
    Hey All,
    As promised, the beans continue to floweth! The systems discussed here build upon all of the things we discussed in the previous DevLog (found here). There’s still more information coming (wuuuuuut), and as you can expect, it builds upon everything covered here! Crazy, right?
    We talked about some major systems in the game here today. One of the common issues presented talking with all of you is that gear doesn’t feel special and that it doesn’t really matter until you’re maxed out. These changes are to help address that, and we are confident you’ll enjoy what we’re cooking up. Also Expeditions providing map choice, where have I seen that requested before? :)  Your feedback is invaluable to the things we create. Though it takes time, we are always listening and trying to get everything possible into the game. Keeping your feedback constructive and objective makes it easier to find the things that matter most, and ways to implement it so that you not only enjoy it, but utilize potential new or additional systems. Now you may be thinking, what else could they possibly talk about next time with these changes. Here’s a small hint:  there’s an aspect of gear you all use currently that we haven’t talked about yet. Is that vague enough? I think that’s vague enough. You’ll have to wait for the next DevLog to find out!
    If you want a sneak peak (as well as helping us polish things before release), our testing groups are just for you! There’s so much coming, and every bit helps to make this expansive update great.
    Want More Info On What’s Coming?
    Check us out on social media for additional updates and game discussions with our awesome community:
    We’re going to give even more details very soon! Our designers are excited to continue sharing what they are working on and explain what changes are coming and why. Stay tuned!
    For Etheria!
    The Dungeon Defenders II Team
  19. [CG] LAWLTA
    Greetings Defenders
    Our pledge with this gigantic update is to increase and improve communication. This is our first DevLog in a series of DevLogs coming your way! We recently teased big changes to two very important stats:  Critical Chance and Critical Damage. There is so much coming with Professor Sebastian Proteus, here’s what he’s bringing in this DevLog:
    Stats: Critical Chance, Critical Damage, Speed, and more are getting their impact cranked up!
    Gear:  Stats aren’t the only thing changing. Gear now has a primary and secondary stat, as well as unique magical properties to really amp up your playstyle!
    Properties:  Now a part of gear and relics, properties lend a much needed helping hand into bringing interesting builds to the Defenders of Etheria!
    There’s a ton of information to cover here. These are the foundational changes that affect everything else you are going to see in future DevLogs. These changes open the door for a lot of features we are wanting to add. It’s a lot to take in, so let’s begin!
    Stat Improvements!

    Jose Villegas, Technical Designer
    Hey Everyone!
    I’m excited to tell you that big changes are coming soon to DD2. We have been paying close attention to the balance of the game for a while, so we took it upon ourselves to tackle  several of the core systems of DD2, and how to improve them.
    Similar to the recent changes to Shards and Gear Progression, the goal of these changes is to enhance your DD2 experience by making things as clear and simple as possible. To this extent, we modified and improved how stats work:
    Hero and Defense Critical Damage: This was my biggest source of concern by far. Previously, Critical Damage was a separate stat that increased damage from critical strikes independently from your regular non-critical damage, which meant that one had no relation with the other. We felt that this directly conflicts with what most players would expect from a normal critical damage system, where your critical damage was a multiplier that affected your regular damage. So, we made precisely that change. With this update, your critical damage is a percentage that affects any source of damage. Whenever you trigger a critical strike, your regular damage is multiplied by your critical damage stat. Revolutionary!

    Hero Damage, Defense Damage, and Ability Power: Since the overwhelming majority of your damage in DD2 came from critical damage sources, we are increasing how much damage your regular attacks, abilities, and towers deal. So whenever you login  after the update, your base damage is now stronger than ever!

    Hero and Defense Critical Chance: Now that your normal and critical damage pulls from the same source, we decided to also remove the 33% Critical Chance cap previously used. In order to encourage people to make whatever builds they find the most fun, we opened the floodgates and removed the crit cap!! Our goal is to make crit builds an option for players, and an actual choice rather than the only way to play the game.
    Defense Speed: This is an obscure stat in the game. Each Defense currently has a Defense Speed stat that affects how fast it attacks, however, it was not very clear how much you gained whenever you increased it. Due to the fact that it was a numerical stat instead of a percentage, making the conversion between that number and the attacks per second is very difficult, since each tower worked differently. For example, the Defense Rate Shard increased your Defense Speed by 33%, but that percentage changed the stat, and not the actual attack rate, so it affected different towers in different ways. In this update, Defense Speed is also a percentage, and is directly tied to the actual attack rate of the Defense. Whenever you raise the Defense Speed you will know exactly by how much you are increasing that tower’s attack frequency.
    Now, you may be asking, if Defense Speed and Critical Damage are changed this much, how does that affect gear? Well, we are improving the gear in the entire game! We know that right now gear is a little bit stale and lacking in variety, so we are introducing our new “Magical Property” (work-in-progress name) system on gear that is going to shake things up quite a bit. These new properties are all about gaining power in new ways, including Defense Speed and Critical Damage. We are going to update you with more info about the changes to gear sooner than you expect =).
    Anyway, that’s all from me for now. We are listening to your feedback, and all of the changes we are doing are with the goal of making DD2 a better game for you. Thanks for enjoying our game, and please let us know how can keep doing better!
    Magical Properties!

    Mark Telfer, Technical Designer

    Hey Defenders!
    It’s been a while since I last checked in with you all, and boy, do I have a ton to share!  We’ve been hard at work making some gargantuan additions to Dungeon Defenders II over the past few months, and I am excited to say that I can finally spill the beans on some of what the team has been working on. Hang on to your CatHatters, because gear in DD2 is in for a wild ride.

    The Current State of Gear
    As we were wrapping up the Barbarian’s Wrath update, I sat down with the team and we all took a hard look at gear.  There were many things we saw as opportunities to improve upon. At its heart, Dungeon Defenders II is a loot-centric game. Conquering enemies and beating down precocious little gobus gives you a bonanza of gear drops on each map. Getting a piece of gear should be an exhilarating experience! That dropped piece of gear should represent potential untapped, possibility incarnate, and the spoils of victory well earned. It should inspire creativity in builds and a diversity of outcomes. In essence, gear equipping should be a meaningful and gratifying choice that lets you define your identity as a hero of Etheria.
    Unfortunately, the current gear of DD2 falls a bit short of this goal. As most of you know, gear currently has a primary stat, a varying number of secondary stats, and a differing amount of shard slots (depending on its tier). There is a very limited number of secondary stats in the game, and this hampered the amount of unique stat combinations we could drop for you to play with. For example, a legendary medallion has every single defensive secondary stat on it.  That means there is only one type of legendary medallion in the game! That’s the antithesis of giving players meaningful choices. 
    Exacerbating this issue, there was one particular stat that was of supreme significance - Critical Damage. If you’re not building for maximum Critical Damage right now, then what are you doing!? Critical Damage accounts for the vast majority of damage output a player can potentially do. This meant everyone was essentially building in a singular way. Boooooring! Needless to say, the design team knew we could do better.
    Jose worked hard to bring order to the Critical Damage system (outlined above), and brought sanity to critical damage output; it will no longer disproportionately affect DPS. Because of this adjustment, we now had a ton of wiggle room within the game balance to introduce new ways for you slay enemies. That’s when things got crazy. The design team made a pot of coffee, locked themselves into a room, and started imagining unique, fun, and crazy ways that we could let the heroes of Etheria dispatch the goblin legion. The time has come where I can (finally) let you in on where we landed.

    Magical Properties Everywhere!
    With great excitement, I can announce that all gear in the coming update will have the chance to roll new, unique, game-changing properties that allows you to creatively concoct entirely new strategies in DD2. These properties are affixed to gear that drops and defines playstyles, empower creativity, and engender build diversity to the likes that Etheria has never seen. These aren’t your Grandma’s old gear passives!  What are some of the insane things properties can do, you ask? Well, my friend…
    Have you ever wanted to make goblins explode upon death and have that explosion ripple out onto the luckless enemies in near proximity? You can do that! Oh, did I mention that if you’re smart then you create a chain of explosions?
    Have you ever wanted to make your cannonball tower deal elemental water damage?  You can do that! Would you prefer a different element? Pandora’s Box has opened when it comes to elementally attuning non-elemental towers.
    But despite how awesome both of those are, I must confess that I have a favorite. I’ve always had trouble with those pesky Shield Geodes. I love building Cannonball Towers and Poison Dart Towers, but those knuckleheads always reflect my projectiles. Well, they used to... until I found a property that makes projectiles penetrate shields. Just don’t tell Lawlta that I told you*. ;) (*Lawlta note: I see everything!)

    These awesome properties, and many many many more, have a chance of dropping on the gear you earn while playing. The better the gear (mythical, legendary, etc.), the more properties there are. There will be properties for both your towers and your heroes, and they can be combined to glorious effect. And did I mention properties get crazier and more powerful the further you push in DD2?

    These new properties will come to replace many of the secondary stats currently on gear. Don’t get me wrong, secondary stats such as Hero Health are still on gear, but there are less of them. Gear will soon only have one primary and one secondary stat.
    Properties fill in the gap that the removed secondary stats left, and gear is vastly more interesting because of this. Instead of being forced to see and use the same four secondary stats, you now have a myriad of choices in which properties you want to play with. With all these changes to gear and items, one thing we did not change was shard equipping. Prepare to make some serious decisions on property combinations and how confluences of different properties that best compliment your playstyle!
    I’d love to tell you more, but Lawlta is breathing heavily over my shoulder and I fear for my safety. However, I can tell you that this isn’t even half of what we are working on for this upcoming update. Seriously! This isn’t hyperbole! There is way more coming your way, and I can’t wait to share it with you. Until next time, Defenders!
    A Quick Note From Elan!

    Colin Fisher (Elandrian), Associate Producer

    Hey everyone,
    I hope that gives a little more information about some of the systems that are coming up in this expansion. I hope people get excited about our new Magical Properties (the name is a work in progress) and the other statistical changes on gear. In our playtests, we’ve seen that it’s provided some new defensive options that were otherwise unviable.
    We’ll be releasing more information in the coming weeks to let everyone know about the plethora of system, balance, and content changes that are part of this expansion.
    If you’re interested in checking out the changes early, you can join our playtester groups, the Remote Playtesting Group (RPG) and the Remote Quality Assurance (RQA).  These groups have access to a test build of the upcoming changes and have been instrumental in providing feedback while we flip our balance on its head. If you’re interested, make sure you’re 18 or older, can test on PC (rewards are available to every platform though!), and contact our RQA Manager, Dani Moore!  

    (It’s dani dot moore at trendyent dot com. Why don’t links work well? I don’t know. We’ll fix it one day… Game systems are more important.  Right? RIGHT!? PLEASE CONFIRM FOR ME.)

    A Look To The Horizon!

    Alec Saare (Lawlta), Community Manager and Bean Spiller Extraordinaire

    Hey All,
    We discussed quite a bit of information here, but this is only the tip of the controlled burn and frosty mutated gobu-berg. There is so much more coming on top of this that we are going to get EVEN MORE information out soon. The bean spillage that occurred here will continue to flow!
    The systems we are going to talk about continue to build off what’s discussed here, they're real game changes. All stats are being changed and rebalanced, new magical properties (work-in-progress name) are being added to really empower your gear. Seriously, some of them are crazy, and we took good care in making sure they also address some of the great feedback many of you have provided (thank you for all your efforts on that front). These changes really offer us a lot of opportunities to continue creating awesome and rewarding systems and features! As we release information, you’ll see how everything builds upon the previous post. There might even be some information about how game modes are affected or even more information about your gear coming! ;)
    If you want a sneak peak (as well as helping us polish things before release), as Elandrian outlined above, our testing groups are just for you! There’s so much coming, and every bit helps to make this expansive update great.
    Want More Info On What’s Coming?
    Check us out on social media for additional updates and game discussions with our awesome community:
    We’re going to give even more details very soon! Our designers are excited to continue sharing what they are working on and explain what changes are coming and why. Stay tuned!
    For Etheria!

    The Dungeon Defenders II Team

  20. [CG] LAWLTA
    Greetings Defenders,
    Today, there’s some big news to unveil in our upcoming patch —  the Sky City Bank is making its way to Dragonfall! We are releasing a new way to manage your inventory, a request many of you have made, in anticipation for our upcoming new features. We are currently still hard at work on these and are not ready to unveil them just quite yet. For now, let’s talk about the new ship that is going to be coming to a marketplace near you!
    Sky City Bank
    The Sky City Bank is a new way to manage the many items you come across during your adventures in Etheria! It’s accessible only in town, located right behind the Emporium. When using the bank, you are presented with Vaults to store your items. Each Vault contains 64 slots, the same amount as inventory bags, giving a lot of additional storage. You even receive one FREE Vault with the update!
    Load Time Improvements
    This release contains some amazing optimizations that are going to greatly impact a lot of Defenders. Our Associate Producer, [[3957,users]], mentioned this in a tweet last week describing the impact applied toward one user’s account.
    We aren’t announcing the release just yet, but it is not very far away! For additional sources regarding announcements and updates, give us a follow on Twitter or like us on Facebook (also you can get some awesome Apprentice and Monk costumes by doing so).
    For Etheria!
    The Dungeon Defenders II Team
  21. [CG] LAWLTA
    Greetings Defenders,
    We’re finally ready to announce the next big step in Dungeon Defenders II — The Tower Royale Expansion! This expansion takes everything you know and love about Dungeon Defenders II and combines it with a never-before-seen battle royale game mode that’s sure to blow your freakin’ mind!
    This expansion is a gigantic endeavor that really made us grow as a studio. With this growth, we needed to consult an expert to make sure our direction was right. Our new Battle Royale Consultant, Mitch Z. “xEyeDeeaGaix” Fortgrounds, had this to say about coming aboard and working on this expansion:
    Hey everyone, Mitch here, or xEyeDeeaGaix for short! Joining the team and being able to bring my ideas to reality has been a dream come true. I’ve really enjoyed working closely with the Designers, Producers, Programmers, Marketers, Artists, and Janitors at Trendy Entertainment. I taught them a lot! This one guy, “El Darian” and the design team were insistent that “my ideas were bad and I should feel bad” but I forced them to push forward anyway! They all call me Mitch the Genius now, they look up to me and it really shows.

    A little bit about my background, I’ve put about 3000 hours into both Fortnite and PUBG (6,000 hour total), so I know what it takes to really get a battle royale just right! While working on this project, I’ve been sure to study the best streamers and watch the ultimate ownage and fail compilations on Youtube. There’s a ton of work still left to do, a lot of Dr. Disrespect to research to make sure we get this just right. I hope you enjoy what we’re showing so far, back to you Lawiita!
    Thanks, Mitch… There’s a ton in this expansion, so let’s get into it!
    New Game-wide Mode:  Tower Royale
    Tower Royale is a new game-wide mode, but what does that mean? Whenever you load into any mode or map, you are automatically in Tower Royale. No need to change settings, or select the option, we made that choice for you! Now that we’re all on the same page, let’s dig into the Redbull and Medpacks of this mode!

    Increased Party Size on All Maps
    Mitch informed us that four players in a party is old news.  We kept insisting that this breaks our game in every way, but he kept pressing that we were wrong and this was the right move. So now we have a hundred players in every game, including the town, and friendly fire is also enabled.  Except it’s not very friendly anymore, so it’s probably just PvP? I don’t know. Mitch did this.

    New Town Queue
    Mitch really wanted to provide the full experience for this game mode, so when you try to load into the town, you are placed into a queue that requires 100 people to join. Once the queue is full, you will airdrop into the Heroes Marketplace. Then, you’ll have 60 seconds to interact with NPCs and choose a map to load into before our new “Blue Zone” system becomes active.

    The Blue Zone
    For those of you who are not familiar with the Battle Royale genre, there is a giant bubble that protects players from poison/radiation. This bubble shrinks over time, and if you are outside of it, you take increasing damage.
    If you are unable to make it out of the town in time and die to the Blue Zone, you are logged out and given the option to log back in and try again. To really commit to this change, Mitch had us remove the Private Tavern until after you’ve completed a map!
    Once loaded into any mode or map, you are given 10 minutes to win before the Blue Zone absorbs the whole map. Inside the Blue Zone, enemies will gain health and increased damage, and anything player-related takes damage, including towers!
    Mitch understands that this mode is not for all players, so he made us add an easy opt-out feature that he is going to cover later in this post, so continue reading!

    PVP and Loot Importance:  Two Birds, One Stone
    Mitch believes that players want PVP and loot to feel special and important. He decided that the important part of loot is not the stats, rarity or how it might change your playstyle.  The important part is the feeling that you might lose it all. Now when you play in an online session, a player can come into your map and fight you as you’re defending the core. If you kill the player, or they kill you, either of you are now able to be looted. They can take your items, and you can take theirs. It’s like Dark Souls, but way better.  Also your hero is permanently dead. We mentioned that permadeath is in the game now right? We didn’t? Augh, it’s not important.
    FREE to purchase PAY FOR FUN PACK (1 of 7)

    Mitch really wanted to allow players to choose how they play, with their wallets. In this first installment of what’s almost guaranteed to be a great success, he made us offer a wide array of purchase options for players to gain the greatest experience!

    Premium Connection
    Some players do not have the best connections, and he sympathizes with them. By purchasing the PAY FOR FUN PACK (1 of VIII), he made us guarantee we will not kick you from the game with our new server maintenance bot “Kick-o-tron”. You can feel secure that you’re well taken care of from any connection issue. No tricks.

    Random Access
    A lot of games these days offer “Early Access” into the game, which has gotten stale. Since this expansion is about breaking the mold and being a real game changer, Mitch decided to create Random Access. This means early adopters for the PAY FOR FUN PACk (1 of 9) are able to access the expansion early, but at random designated times each and every day. Sometimes the window is from 12:54PM - 1:08AM IST, the next day you might have a window from 1:20PM - 2:03PM GMT. It really makes every day an exciting and special event to just login!

    Blue Zone Protection Shard
    This is a new spin we’re taking on our shard system. By taking part in the PAY FOR FUN PACK (I of 10), you are now granted access to purchase this shard from our new Blue Zone Protection Shard Vendor, Garg (located in the Private Tavern for easy access). This vendor sells a shard that reduces all Blue Zone damage by 50%, it can be bought multiple times, and equipped onto every relic, and one into only one piece of armor (Mitch guided us to not make it TOO powerful)! This really helps players adjust to this expansion, especially those unfamiliar with the battle royale genre. This shard is sold for 1500 gems, but for the first two weeks of release, take advantage of the Eiffel 65 Shard Bundle Pack, which provides 10 Blue Zone Protection Shards for only 20,000 gems. Those are savings!

    Bluer Zoner Protectioner Shards
    Mitch gets that players may want a more laid back experience, and that the Blue Zone might be too much for them. He has you covered! The Bluer Zoner Protectioner Shard is sold by the Bluer Zoner Protectioner Shard vendor, Gerg, located in your Private Tavern, next to a vendor of the similar name. These shards have a price range of 3000 - 5000 gems, depending on how much you’ve already spent in the game. The benefit to these is that they not only protect your shards from blue damage, but also make your core immune if one is equipped!

    Premium Wyvern Drops
    In the PAY FOR FUN PACK (1 of 7), having the ability to purchase a call in for help not only raises the skill ceiling, but also just packs more action into every session. Once a wave, you can call in a Premium Wyvern Drop, gaining a wyvern that kills every enemy in that wave. This purchase is presented at the start of every wave for a really good price.  Every enemy killed will give you one Wyvern Token.

    Paid Opt-in Optimizations
    Some players value frames and performance during their experience, versus graphical fidelity with only a few FPS. While this may seem like an inferior way to experience things (it is), Mitch wants us to be inclusive. By taking advantage of the PAY FOR FUN PACK (1 of #), you have these additional Opt-in Optimizations to purchase:
    4k Shadows:  1003 Gems
    30 FPS:  2000 Gems and 400 DMs
    First Try Start Up:  4000 gems and One Hero Card
    60 FPS:  One Juicebags Music Video
    Live Action Graphics:  One Dreamanime Visual Novel of your life
    Anime Graphics:  9001 Gems
    You can return these optimizations at any time and receive 50% of the original cost.

    Bag Locks
    Are you just downright terrible at PVP? Fear not, Mitch wants you to enjoy the game your way. New Bag Locks that prevent non-paying players from looting your bags and taking your gear.  These are available for purchase from your local bag vendor.

    Bag Lock Keys
    Are you god-tier at PVP, but hate when you can’t loot from players that try to opt out? By purchasing the Bag Lock Key, you can now unlock those Bag Locks and have at all their loot! This vendor is in town next to the new bags vendor.

    Bag Locks in Locked Chests
    Are you still just downright terrible at PVP? Fear not, we want you to enjoy the game your way. For purchase from the bags vendor in town are new Bag Locks in Locked Chests that prevent Bag Lock Key paying players from looting your bags and taking your gear.  The Locked Chest vendor is in town next to the new Locked Bag vendor.

    Bag Locks in Locked Chests Keys
    Are you still god-tier at PVP, but hate when you can’t loot from players that keep trying to opt out? By purchasing the Bag Locks in Locked Chests Keys, you can now unlock those chests to unlock those bags and have at all their loot! The Locked Chest Bag Lock vendor is in town next to the new Locked Chest vendor.

    Defender Packs
    Mitch knows that Defender Packs could be way better. By taking part of the PAY FOR FUN PACK (1 of some), he wanted to offer the Gold-Encrusted Ancient Artifact Defender Pack (or GEAADP to save time). GEAADP (which stands for Gold-Encrusted Ancient Artifact Defender Pack for short) contains access to the newest content before any other Defender Pack. If you happen to get any duplicates in this pack, you gain 50 floors in Onslaught. 3000 gems. Buy it.

    New Features
    Mitch doesn’t want everything to be in the PAY FOR FUN PACK (1/7). He said something about avoiding pay-to-win, it wasn’t very clear. Now we’ll show you some features that originally were going to be stretch goals, but through Mitch’s tireless dedication to create a balanced game with a great experience and tons of content, we pushed out so much more. He was the wind beneath our wings throughout this expansion. We are contractually obligated to say that.

    Over 50 New Heroes

    Some of them are enemies too. The assets are free, so why not? To provide a good transition, Mitch demanded we not touch their numbers. You can check out their stats here.

    Two Brand New Maps

    Also from Paragon. Mitch demanded that we leave the scale of our heroes the same in these new maps.  Our heroes are so tiny now. Why are the new heroes so enormous? This isn’t how game development is supposed to be!  (Our tech artists are in our livestream room in the fetal position.)

    New Enemy: Kobold Vaulter
    The Berserker Orc gained notoriety for being able to leap over blockades, and Mitch insisted that it was our best Chaos enemy design. He really wanted to expand on this idea, being a former Olympian (or so we’re told), and he knew pole vaulting would fit in great.
    Introducing the Kobold Vaulter. This armored kobold sprints towards your defenses with his Gobu Pole, clearing them in a single bound. Afterwards, this enemy sprints towards your core and cannot be slowed or crowd controlled in any way. Mitch wanted to give a pro-tip: build a second blockade way further behind your first blockade. This adds an additional layer of strategy he knows (not thinks) you enjoy already.

    New Weapon: Guided Missile Launcher

    Ready to rocket surf your way to victory? We’ve added the Redeemer from Unreal Tournament.  Yes. It’s literally just the Redeemer. We added collision to the top of the rocket because Mitch says “that’s what real games do.”

    New Movement System: Vaulting
    You can now vault over the many fences in Etheria while sprinting, without having to jump. This is very important for Floor 503+ in Onslaught. We’ve even added a new Ancient Power: Vaulting Speed Increase.

    New Social Feature: The Always On Microphone
    Communication is the key to playing any game. Mitch says that even a millisecond of delay when it comes to communicating is unacceptable. As a result, microphone activation is too slow so now microphones will always be on. To be a considerate teammate, schedule when your parent, guardian, or carer vacuums. Also everyone is auto-tuned.

    Trading The Things That Count
    There’s been quite a hubbub about adding trading to the game. This requires a ton of balance, but with Mitch’s “wisdom”, that balance has been attained. Following his patented “mental design doc”, we introduced his version of trading. In order to trade, go to the Petrinarian and buy all the Broccoli you want, it’s placed in your bag as a consumable now. Then hover over another player and press PageDown on PC, or by pushing down both joysticks+LB+RB+LT+RT to initiate the trade. You can then select how much Broccoli you want to trade. With this system, you can now barter how much your services are, or reward your friends for just being awesome. We heard your feedback, and Mitch delivered. You’re welcome! :)

    New Justin.tv Integration

    Streaming is how gamers really take a first look at games. Mitch showed us Justin.tv, and how important it was to really get players interested. There’s also a down-side: stream-sniping. When you link your Dungeon Defenders II account with your Justin.tv account, we can see if you are watching streams of someone you’re trying to gank. For every “honest” kill, you will get something extra. We call it our Stream-Snipe Preventing Buster and Rewarder. Do not log out of Justin.tv to avoid it, we’re using the honor system on this one. Mitch has promised you’ll do the right thing, he just knows it!
    New Platforms
    We love having the game on PC, PlayStation 4, and Xbox One. Mitch says it isn’t enough, and we guess we agree. Here’s a sneak peek into where DD2: Tower Royale is going:
    Nintendo Switch - April 20th, 2019
    VR on Steam - November 3rd, 2018
    VR on Virtual Boy - August 16th, 1995

    Nintendo Labo

    Mitch tells us the future of gaming is cardboard, and we reluctantly trust him. With the release of our Switch version, we are including an optional Nintendo Labo Squire Cannonball Tower to celebrate this transition. Welcome to the Age of Cardboard, in the future!
    Miscellaneous Changes
    Turkey was too powerful.
    Terraria corruption was added to all maps, then swiftly removed.
    Dryad was nerfed and buffed.
    Tamagotchi functionality has been added.
    Gary Busey voice-over added to our New User Experience.
    Hardcore Permanent Death option added for each hero.
    Mastery reworked into Novicery, with better rewards.
    Mobile-only mode Offslaught added for playing on-the-go.
    Smell-casting added to the Town hub.
    Voice commands.
    Arby’s-themed tower skins. Big Beef and Cheddar Cannonball Towers anyone?
    Four Nightmare difficulties added per Chaos Trials tier.
    Mirror Mode Map-wide Mutator every tenth Onslaught floor.

    We want to make sure we get this just right, and allow Mitch to move on to making other games greater as well. The current release date is set to June 20th, to celebrate one year of our release. To ensure quality, he required us to not compress anything, meaning it will be an additional 106 GB patch, on top of our mandatory 4K texture pack feature that is 231 GB.

    No More To Come
    After this expansion, we believe the perfect game will exist. All games will seem meaningless, and we’re glad to have created an experience to cause such a reaction. This was all made possible thanks to Mitch. Let us know what your favorite feature is. We do not need feedback, because again, this is the perfect expansion.

    For Mitch!
    The Dungeon Defenders II Team and Mitch Z. “xEyeDeeaGaix” Fortgrounds the Genius
  22. [CG] LAWLTA

    Greetings Defenders,

    The Barbarian’s Wrath, Update 2.3, is available now on PC and PlayStation 4, with the Xbox One update coming soon! This update heralds the arrival of the Barbarian, a pure damage hero powerhouse; huge changes to item progression and gearing; shard changes to get you out of the inventory and into the battle; and updates to many important systems. Grab your axes, it’s time to slash through some barbaric patch notes!

    “Hailing from the mountains of Etheria, the Barbarian is a notorious warrior king that can wield the powers of Wrath and Fury to crush his enemies. Becoming an unstoppable flurry of muscle and steel, the Barbarian can hurl himself into battle becoming a whirlwind of death. His foes tremble at the mighty shouts of this tremendous warrior leaping in to crush his enemies.”
    The Barbarian is the first hero to have two unique resources: Wrath and Fury. Wrath is gained whenever the Barbarian deals damage, and Fury is gained whenever damage is received. In order to put out the most damage you are going to be in the fray constantly. Stance dancing and balancing your Wrath and Fury are your keys to being an unstoppable force!
    The Barbarian is a hero with only damage abilities — four abilities and four stances that modify his play style:

    Furious Slash
    A mid ranged Fury resource spender that pierces enemies but does not trigger weapon shard activation abilities. Staggering Shout
    A mid ranged frontal cone debuff ability whose effects are modified by the Barbarian’s primary active stance. Whirlwind
    A powerful persistent AOE damage ability that gains different abilities based on the primary active stance. Hawk Strike
    A high damage short ranged attack that consumes all the Barbarian’s Wrath resource when used.

    Tornado Stance
    Increases movement speed, attack rate, and jump height, but primary attacks deal less damage. With Tornado Stance active, Staggering Shout and Whirlwind will slow. Turtle Stance
    Reduces attack speed and less mobility, but takes less damage and become immune to crowd control. Staggering Shout gains a stun and Whirlwind withers enemies. Siphon Stance
    Turned damage dealt with primary attacks into self-healing. Siphon Stance causes Staggering Shout to apply a lifesteal debuff to affected enemies, converting Whirlwind damage dealt into self-healing. Lightning Stance
    Gain bonus storm damage to primary attacks and chain storm damage every third attack. Each hit causes self-inflicting damage. Staggering Shout causes enemies to take more damage and Whirlwind gains chain storm damage.
    Along with the Barbarian are a lot of visual additions. There are the four material effect costumes and the terrifying Blood Reaver costume with five additional accessories, twenty-seven different axes, and custom enemy death animations for smaller enemies. Send them gobus flying!
    Limited-Time:  Barbarian Complete Pack and Barbarian Cosmetic Pack
    We have included a new type of package that includes his Blood Reaver Costume, as well as all of the Costumes and Accessories that are available normally through Defender Packs. This pack is located on the Feature section of the in-game shop!
    And if you've already purchased the Barbarian and/or Blood Reaver Costume separately, you can purchase the Barbarian Cosmetic Pack and get his Accessories and Costumes that are normally only available in Defender Packs.

    These packs do not include the new flair added with this update.
    Loot Revamp
    Item Progression
    Items and upgrades produced a lot of issues for players as they progress through Onslaught and Chaos Trials. With this update, we took a good hard look at items and progression. Players wanting to progress the fastest used a system called “muling” to have a steadier stream of gear upgrades drop. Now, mules are a thing of the past! Every piece of equipment that drops is now based off of the highest gear score you’ve seen drop. Not picked up, not equipped, but dropped. All of this is tracked behind the scenes, taking all of the spreadsheet calculating and muling away, so you can get into the action sooner!
    Gear Score

    We mentioned above that gear is tracked off of the highest gear score item you’ve seen drop. Gear score is a new take on a previous system used to display an item’s power — iPwr. This system previously did not reflect the strength of an item correctly, causing items that may not be upgrades to have a higher iPwr than equipped items. This affected item progression and the general flow of how players were intended to progress.

    Hero and Champion Score

    Hero and Champion Score are additional ways to help measure the strength of your heroes’ gear! Hero Score is the average of all the gear equipped to any specific hero, and is shown on your hero cards as shown above. Champion Score is the highest Hero Score among all of your heroes, indicated with a crown above your hero cards (and a smaller one on the hero with the highest Hero Score). These scores are used to let you know when you’re ready for growing challenges you encounter as you progress. To better smooth out progression, different Chaos Trials are unlocked once you reach the appropriate Champion Score.

    Auto-Equip Gear and Shards

    There is a lot to learn in Dungeon Defenders II in order to become the greatest Defender of Etheria! While gear maketh the Defender, it can be a lot to manage when learning the intricacies of every hero and enemy. To help through this process, we’ve created an Auto-Equip feature for both gear and Shards. Both buttons (located below your relics) have you confirm if you want to use this feature, and if confirmed, equips the highest Gear Score for every slot. For relics, it will discern between a blockade and towers, focusing on equipping Totems for blockades and Medallions/Marks for all other towers.
    If you wish to only Auto-Equip the highest gear score per slot, you will be able to select the slot and “Auto-Equip Slot”. On PC this is bound to "U" by default; on PlayStation 4 by pressing “”; and on Xbox One by pressing “”.

    Previously, Shards were placed into Shard Slots located on equipment. This system caused Defenders to spend more time in their inventory, moving shards around any time they received an upgrade or wanted to change their build than we liked. When progressing for the first time, or after gaining Ancient Power, this meant a lot of time spent managing your inventory.
    In this update, Shard Slots are now equipped on equipment slots directly to your heroes! This means as you receive upgrades, you equip them and your shards stay put. You can still equip up to three shards per slot. However, all three slots will be active only if you have the appropriate tier equipped. Slot activation follows the same conventions it previously did, with Uncommon activating the first slot, Epic activating the first and second slots, and Mythical and Legendary activating all three.
    In this update, shards that are on equipment already equipped to your heroes are automatically migrated to those heroes. You login and continue playing without having to manage the shards they were previously wearing. However, shards slotted into equipment that is in your inventory will be removed from the gear. If your inventory is full, the shard(s) are placed into Shards of Containment and sent to the Scavenger.

    Incursion Weapons

    Incursion weapons are very unique items in the game as they each contain unique passives that previously took up a Shard slot. With this Shard change, we wanted to make sure that Incursion weapons were still something players wanted to acquire. Now, all Incursion weapons will retain their passives AND have three Shard slots. We took a balance pass at these weapons as well, which we’ve included below.

    What Happens To Stored Shards?
    For users that do not have enough inventory space to hold all of the shards that was previously attached to gear, we've created the Shard of Containment. This Shard is a tool used to segue Defenders into our new Shard system while reducing stress of losing items many of you have farmed. Any shards previously in equipment that cannot fit in your full inventory with the Shard migration are placed into a Shard of Containment and sent to the Scavenger.
    The Shard of Containment holds up to 16 shards before another one is created. These are located on the Scavenger and NEVER expire. Shards will be grouped by their upgrade level, bundling the highest Shards together, and the lowest Shards together. This makes it easier to decide which Shard of Containment to open in order to get all of your most used shards.
    In order to use a Shard of Containment, you must have the amount of inventory slots open equal to the number of Shards located within the Shard of Containment. If you have 8 Shards, in order to open a Shard of Containment you’ll need 8 inventory slots.
    Shards of Containment are a tool we’re using as we bring in our new Shard equipping system. There are more inventory management changes coming down the road!
    New User Experience

    There’s a lot for new Defenders to learn in order to properly defend Etheria, and it is not an easy undertaking! This update introduces a New User Experience to help acclimate new players understand the basics of the game without getting bogged down on reading tons of details and instructions.
    There are a myriad of changes that go along with this:
    New floating instructional text!
    Tutorial level replaced with new animated interactions with Betsy!
    Huntress available immediately
    Ascension UI locked until 50

    Mananode Changes
    Green mana allocation is now completely different! Mananode chests are a thing of the past, here’s what you see now:
    Green mana is now automatically distributed by Mananode itself at the beginning of the Build Phase!
    There is no longer a green mana cap. There is a green mana bar that goes to 2000 green mana. If you go above this amount, the bar starts to fill again!
    Mana and gold collection radiuses are TRIPLED during the build phase. No more pesky out of reach mana!
    These changes are an additional measure to allow Defenders to do the things they enjoy the most:  building and fighting!
    General Changes
    When you create a hero, you can now choose to create them at your highest hero’s level or at level 1.
    On gamepads, hitting Right Button + D-Pad Down will open the Inventory.
    The D-Pad can now be used on gamepads to navigate the left side of the inventory.
    Added East and West descriptors to subcores for Throne Room maps.
    Added new Loading Screen text:
    “Mastery provides some of the toughest challenges in all of Etheria but rewards you with powerful Hyper Shards, golden pets, flair, and more!”
    “The stars you earn across different Chaos difficulties in Mastery pool together.  Tackle maps in any order that you want to unlock rewards!”
    “Defender Packs contain costumes, accessories, exclusive flair, and much more!  Earn them by achieving victory on your current highest Onslaught floor!”
    “Feeling lucky?  Rerolling Defender Packs gives you another chance at earning rare rewards!”
    “Beating Incursions allows you to purchase exotic weapons from the Wayfarer.”
    “Got eggs?  Visit the Stable Boy in the Town HUB or Tavern to hatch new pets!”
    “Pet eggs that expire in your inventory will turn into resources that you can use to evolve your pets.”
    “Get your style on!  You can access the Cosmetics Manager from the Inventory.”
    “Climbing higher in Onslaught and earning Ascension Levels allows you to unlock your Ancient Power!”
    “Need a boost?  You can spend gold and Defender Medals to upgrade equipment and shards!”
    Defender Packs
    We’ve added a slew of new costumes and flair to our Defender Packs:
    Flair (crowns):
    Ebonfire Blaze
    Winner’s Crown
    Flair (Wings):
    Gilded Honorwings
    Earth Drake Wings
    Great Eagle Wings
    Hive Strike Wings
    Gargoyle Wings
    Flair (Sets):
    Bonemancer Set:  Bonemancer Crown and Bonemancer Wings
    Bramblewood Set:  Bramblewood Crown and Bramblewood Wings
    Gilded Chrome EV2
    Rosen Chrome EV2
    Amethysium Chrome EV2
    Verdanite Chrome EV2
    Carbide Chrome EV2
    Incursion Weapons
    Incursion Weapons maintain their previous effects as passives with the new Shard changes. With maintaining these passives, we took a balance pass to adjust some slightly overpowered passives, while buffing underperforming passives.
    Molten Tome
    Now deals:
    1000% (previously 950%) Ability Power per Meteor.
    850% (previously 650%)  Ability Power per Lava Fissure.
    200% (remains the same) Ability Power burning over 5 seconds.

    Haunted Halberd
    Summons up to 5 (previously 3) Halberds that deal 250% (previously 150%) Ability Power.
    North Pole
    Secondary Projectiles now deal 350% (previously 1000%) Hero Damage.
    Now hits up to 4 targets dealing 75% (previously 135%) Hero Damage.
    Glaive of the Storms
    Storm deals 1000% (previously 1500%) Ability Power as Storm Damage.
    Bolts deal 350% (previously 500%) Ability Power as Storm Damage.
    All Incursion Weapons not listed here will have their max upgraded shard values applied to their new passives. For instance, Terra Blade’s passive will pierce up to 3 targets dealing 100% Hero Damage.

    Hero Updates
    Furious Slash: Mid-range attack that pierces enemies.
    Cost:  5 Fury
    Cooldown:  2 seconds
    Tornado Stance: Hit faster, move faster, jump higher, but deal less damage.
    Cost: 6 Fury per second.
    Cooldown:  None.
    Turtle Stance:  Take less damage, become crowd-control immune, but move slower.
    Cost:  6 Fury per second.
    Cooldown:  None.
    Siphon Stance:  Gain Health Points while attacking.
    Cost:  6 Fury per second.
    Cooldown:  None.
    Lightning Stance:  Attacks gain additional lightning damage, but self-inflict damage.
    Cost:  10 Wrath per second.
    Cooldown:  None.
    Staggering Shout: Debuff enemies in a frontal cone.
    Cost:  15 Wrath.
    Cooldown:  5 seconds.
    Whirlwind:  Deal Area of Effect damage to enemies within melee range.
    Cost:  26 Wrath per second.
    Cooldown:  None
    Hawk Strike:  Deal massive damage in a small area. The more Wrath consumed, the higher the damage.
    Cost:  All Wrath.
    Cooldown:  10 seconds.

    Zephyr’s Warpath:  Increase movement speed in Whirlwind by 5%-105%.
    Found in Campaign.
    Equipment Slot:  Boots
    Full Shell Ahead: Increases movement speed while in Turtle Stance by 25-525.
    Found in Chaos I.
    Equipment Slot:  Boots.
    Turtle Power:  Increase Damage Protection while in Turtle Stance by 1%-21%.
    Found in Chaos II.
    Equipment Slot:  Chest.
    Echoing Shout:  Increases the duration of Staggering Shout debuffs by 0.5s-4.5s.
    Found in Chaos III.
    Equpment Slot:  Helmet.
    Draining Strikes:  Increase the healing from Siphon Stance by 5%-25%.
    Found in Chaos IV
    Equipment Slot:  Helmet.
    Maelstrom:  While Lightning Stance is active, the Barbarian's attacks have a 5%-25% chance to drench enemies, stunning them for 1.5s-3.5s.
    Found in Chaos V.
    Equipment Slot:  Weapons.
    Talon Strike:  Hawk Strike now stuns for 2s-4.5.
    Found in Chaos V.
    Equipment Slot:  Weapons.
    Boiling Blood: Causes the Barbarian to take 20%-2% of his Max Health as damage, every 5s during combat phase gaining Fury.
    Found in Chaos VI.
    Equipment Slot:  Chest.
    Shellshock: While Turtle Stance is active the Barbarian's attacks wither enemies hit for 3-13 seconds reducing their damage to 75%-35%.
    Found in Chaos VI.
    Equipment Slot:  Weapons.
    Ride the Lightning:  Increase the damage bonus of Lightning Stance by 1%-21%.
    Found in Chaos VII.
    Equipment Slot:  Gloves.
    Wreckless:  The Barbarian deals up to 0.5%-20.5% bonus damage based upon current Wrath.
    Found in Chaos VII.
    Equipment Slot:  Gloves.
    Bug Fixes
    Adjusted Dark Arts Apprentice green clouds effect.
    Fixed issues causing floors to appear black.
    Fixed an issue causing crashes when opening extremely large numbers of Defender Packs.
    Adjusted the material on the Yesteryear Nymph costume.
    Fixed an issue on Nimbus Reach with the Victory Chest always being Powerful (green).
    Fixed an issue on Dead Road in death areas where character models would fall through the map.
    Fixed an issue with Direct Command not castable on multiple Skeletal Orc towers.
    Fixed an issue where Slime Pits were not dealing damage to enemies affected by the Power Block mutator.
    “To HUB” now says “To Town”.
    Fixed an issue being able to play as a deleted hero.
    Fixed an issue where Haunting Shard was not showing the correct VFX.
    Fixed an issue when using a controller that would lock NPC/Object interactions.
    Fixed an issue when multiple cores are active and one dies, it would show a dead core with 75% health value.
    Fixed a split screen issue where core health bars were not displaying correctly.
    Fixed a frame drop issue when inspecting a billboard and then looking away from it.
    Fixed an issue with Betsy’s Curse zones disappearing when switching heroes.
    Fixed an issue with The Abyss Lord’s primary attack SFX.
    Fixed a split screen issue where health bars for Player 1 were appearing much larger than intended.
    Known Issues
    Inputs were reset for all platforms.
    Sometimes you have to hit “Auto-Equip Relic” a few times before it works.
    When using the All Bags option in the inventory and sorting items by Weapons, it will cause all items in the inventory to disappear. Purely a visual issues and toggling inventory bags will refresh the inventory screen and they will reappear.
    Occasionally the Auto Equip function doesn't prioritize the highest gear score items first.
    Occasionally players will get stuck on a black screen when trying to load into the Outdoor HUB. Restarting the game will fix it (or if you know where the menu options are in the escape menu you can click the Leave game button which will still work if you can find it).
    Occasionally when booting up the game with the controller already active, the navigation focus will be on one of the social media links to the side instead of the main menu options.
    The keybindings that appear throughout the tutorial maps don't show the correct button icons with custom keybindings set.
    The icons of the towers on the mini-maps of the tutorial maps are different colors.
    Some of the weapon firing rates did not carry over correctly.
  23. [CG] LAWLTA
    Greetings Defenders,
    In our most recent Devstream we announced that the Barbarian is making his glorious return to defend Etheria once more. His return is something Defenders waited for a long time, and he’s bringing some great features with him:
    New Hero: The Barbarian, a whirlwind of wrath and fury!
    New User Experience:  New Defenders are thrown into the action of defending Etheria!
    Shard Slot overhaul to spend less time in your inventory and more time on the battlefield!
    Item Progression rework to increase power and knowledge of the gear you acquire!
    We recently discussed the changes to the shard system and our item progression during our last Devstream (check it out here). Our latest Devstream recapped that information and also showed off the might and power of the Barbarian in all his glory! This update included a lot of work to create this new Hero and make some much anticipated changes to core systems of the game. Let’s get started!

    Alec Saare, Community Manager (Lawlta)
    Since working at Trendy, there have been two things that our brave, powerful, and passionate community of Defenders have wanted for a long time: The Barbarian and a way to track gear strength. Everything in this update has been affected directly by the feedback and desires that all of provide, and we’re very grateful for your help in making the game better as a result.
    Creating The Barbarian was an amazing process to be a part of. We went from having a base design, and overhauling him completely to crank his epicness up to 11! There was a huge goal of capturing the spirit of the Barbarian from Dungeon Defenders 1 and turbo-charging that spirit. The result is a whirlwind of wrath and fury that is both an immovable object and an unstoppable force. HE. IS. A. BEAST.
    With his arrival is something as a player I am stoked to see in the game — gear and shard changes. As someone who has gained Ancient Power and is climbing Onslaught, not having to move shards combined with the changes to gear progression and visibility feels so great! You’ll experience yourself very soon.
    The introduction to Dungeon Defenders II is also vastly different than before. Our veteran Defenders are not exposed to this area of the game, but we noticed a lot of newer players were not getting pumped up with the original tutorial and so we set out to improve tenfold! Now new Defenders experience action from the get go, with a certain dragon really setting the pace of the rest of the game.
    We cannot wait for all of you to really sink your teeth into this meaty update!

    Colin Fisher, Associate Producer (Elandrian)
    Hey everyone, just a quick update from me. I have been making larger posts recently about upcoming features so the Dev Log won’t have TOO many tidbits… but I’d like to give everyone some pieces to start thinking about. There’s some areas of our game that we’re planning to improve, so I’d like to clue you in on what those are. I’m sure I’ll have mentioned some of them before, but I’d just like to reiterate what we’re looking into next.
    We’re looking at ways to store items, ways to create and customize existing items, ways to exchange items, and ways to enhance items. Did I mention that we’re heavily looking into making items more interesting? We have some features that we’re planning, but we’ll reveal more specifics about them at a later date. There’s a lot of ways we want to make the game more engaging and interesting to players, while also figuring out a plan to continue rolling out new content like maps, costumes, heroes and such. We’re a small team, so finding that balance between improving areas of the game while also adding content is a challenge.
    We appreciate our community that are playing, giving feedback, and even just following our updates on the site, forums and social outlets. Can’t wait to tell you guys about what’s to come, so stay tuned!

    Eric Petire, QA Designer (Petire)
    Being a Dungeon Defenders player and playing a ton of Barbarian in the past, I wanted to bring the visceral gameplay of jumping across the map at rapid speed while also clearing hordes of enemies and wiping bosses off the map with a speed second to none. One of my goals was to bring back the stances that made the Barbarian so much fun to play, flying between lanes and destroying any enemy.

    He is meant to have some of the strongest and most fun abilities to use that require an active playstyle to have his damage reach its highest potential. Many different ideas were thrown around to allow players to interact with other players or other heroes/defenses; the end result is we wanted the Barbarian to be focused on just absolutely demolishing the hordes of monsters you face. This means that instead of being able to buff others, he can debuff enemies in some fun and unique way for other heroes and defenses to interact with.

    Daniel Driussi, 3D Character Artist
    I was recently hired at Trendy, and I am very excited to be here! When I started there was a working model of the Barbarian that was already modeled and textured by the previous character artist. Likewise this older barbarian was fully playable, but it did not meet the new look that we were trying to achieve. So my first task here was to model and texture the “New” Barbarian.

    (Untextured progression of the Barbarian’s 3D model.)
    The process to create the 3D model of the Barbarian consists of a couple of steps.  First, I took the concept art into Zbrush and quickly made a body. Then I took that into Maya to complete the rest of the modeling and created the clothing and armor. Many iterations went into making sure everything worked properly.

    (Textures for the Barbarian’s head and torso.)
    From that point, I took the model into 3D Coat and Photoshop to paint the textures.  My biggest hurdle that I faced in getting the “style” of the textures of the barbarian was matching the look of Dungeon Defenders.

    (Texture progression and 3D model changes of the Barbarian.)

    This took a lot of work, but I am glad to say that the hurdle was vaulted and the Barbarian looks awesome next to all the other characters in game. Now that he is finished, I really enjoy seeing this hulking mass of muscles, that I helped to get into this game, glide through combat like a beautiful murder ballerina!

    Keith "Keithimator" Walheim, Animator
    Hey Defenders! Rage, wrath and sheer power were just a few of the words going through my head while animating the Barbarian. Oh, and SMAAAAAAAASH! He is definitely not a dainty ballerina, but he is still quite an agile character. I would say one of the greatest challenges while animating this human tank was moving all that muscle mass around while making him quick enough to react for the Defender playing him. One way we approached this was to really focus on emphasizing the weight shift in his shoulders.

    (Various reaction animations)
    Some of my favorite animations that I got to work on for this bad boy were the death animation (finding interesting ways to make characters meet their demise can be fun), and the stances.

    (Death Animation for the Barbarian.)
    The four stances were challenging because of the animation needed to depict the functionality of the stance in a split second, while still showing the weight of this huge character. One of the animations that I had the most fun with was a one armed handstand pushup that unfortunately didn’t make it into the game, but you can see it here.

    (The Barbarian staying in shape.)
    There is one thing related to the Barbarian I got to animate that I feel makes playing him a whole lot more interesting, the enemy death animations. Each time the Barbarian smashes a Kobold, Goblin, or Javelin thrower they will — well, give him a try and see what happens. Run, don’t walk!

    (Run cycles by John Muscarella, Lead Animator)

    Jose Villegas, Technical Designer (TrendyJose)
    Hey Everyone! Since last update I have been ESSENTIALLY focused on various Quality of Life improvements. Chief amongst those is the revamp of the previous iPwr system. In theory, iPwr should have been a good indicator to know how strong an item is, but in practicality it didn’t reflect that. You could have an uncommon item drop alongside a legendary item and both of them would have similar iPwr, but because the legendary had multiple stats, it seemed to be way better. This led people into equipping lower iPwr items by trying to maximize their stats.
    This also led to the ‘muling’ issue many of you are aware of. Since the highest iPwr of your heroes would determine the drops you see in the game, you were encouraged to have a throw-away character to get the best drops.

    GearScore is the solution we came up for both issues. A piece of equipment’s GearScore value is determined after evaluating every single element of what makes it strong. That is the value of the item’s stats, the number of Shard slots it will enable, and the number of secondary stats it has. Like we mentioned in the Devstream, GearScore should give you the certainty that an item with a greater GS value is overall better than a lower one. Of course, if you are pursuing a certain strategy, you are encouraged to play the game your own way and ignore GS.
    Alongside this, I want to say under no ambiguity: Muling is dead. The gear that we are dropping in the game has no relation, whatsoever, with what you have equipped, or what’s even in your inventory. The strength of the items that you see in DD2 is tied to your progression. The more you play, the stronger items you will see, across all game modes. Of course, each game mode and difficulty has a ceiling of the strength at which items may drop, so you are encouraged to always keep pushing higher.
    On a different note, we also brought some improvements to Shard management. We want you to keep playing the game with the least amount of interruptions as possible, so we decided to streamline the Shard equipping process. Now shards will be tied to Gear Slots, instead of Gear. This will allow you to naturally equip better Gear, without having to move your Shards around to keep your same build. These Shards improvements come with inventory adjustments to the UI so you can quickly equip and unequip shards.
    Anyhow, I’m sure these new systems will allow you to keep doing what you like to do the most: blasting goblins and building towers. I’m more than happy to listen to your feedback, post on our forums and I will see it. Happy defending =).

    Mark Telfer, Technical Designer (TrendyMark)
    Hey Defenders! From this day forward, I am officially taking all noobies under my wing!  Since the Power of the Ancients update, I’ve been hard at work revamping the new user experience (NUE) of Dungeon Defenders II. Our goal was to make the first hour of the campaign exciting, informative, and most importantly, a showcase for what makes Dungeon Defenders II special.
    Over the past couple of months we’ve brought testers into our studio and watched them play both the current tutorial level and the first hour of the campaign. These tests revealed that many people were confused about how to interact with some of the fundamental systems of DD2.  Players were having a hard time understanding how to interact with gear that was dropping, they were forgetting to go to the green mana chests, and worst of all, many didn’t realize you could swap between different heroes!
    It was clear that the new user flow needed an overhaul. The approach we took involved creating immediate stakes for players by throwing them straight into the action-packed combat of DD2.  We also wanted to incrementally introduce the foundational systems of the game so that players could fully appreciate their intricacies. Finally, we wanted to present each mechanic in a way that is concise, clear, and within context that demonstrated its value.

    (Behind the scenes of the new user experience)
    After many late nights and frequent focus group testing of our work, I am very pleased to announce that my self esteem remains (mostly) intact and that our new user experience will be dropping “sooner than you expect.” Happy defending!
    All of the designers read every single forum post. Keep the awesome feedback coming.

    Dani Moore, Remote QA Lead
    Our testing groups had fun putting the early Barbarian through his paces. The ability to combine stances made for some interesting discovery of combinations, but also some interesting bugs and balance issues over the course of testing.
    The new shard slots were immediately pounced upon as a solid quality of life addition by most of the testing folks, and  thankfully didn't present too many issues.
    We're also looking to expand our tester pool once again. Our testers get the chance to try out our still-in development work, in exchange for some cool stuff as a thanks. They help us with balance, feedback and bugs and their contributions to our releases are very valuable.
    We have two teams, RQA - our daily bug hunters (for folks with lots of free time each day), and RPG - our larger team for balance and feedback (for folks with limited free time).
    If you are interested, drop me an email at dani.moore @ trendyent (dot) com and ask. I'm happy to provide more information on both teams to see what best suits. A big thanks to everyone involved in the Barbarian and the heaps of work and sweat that went into it all.
  24. [CG] LAWLTA
    Greetings Defenders,
    Dungeon Defenders II:  Power of the Ancients is live for all platforms! This expansion is full of new progression, power, and challenges.
    The content released in this expansion is massive.  We’ve included the long awaited Onslaught game mode, our new largest map ever, The Lost Temple, and our new Ancient Power system.  There’s tons of things to share in these patch notes, so let’s get right to it!

    Onslaught introduces a new floor based progression, enemy Mutators, and unique enemy schedule and lane selection. You gain better loot with every floor, see different enemies in every lane, and have to tailor your defense to each and every threat. The deeper you descend, the stronger your opponents become, unleashing familiar Trials enemies, as well as progressively difficult Mutators and enemy schedules.
    In addition to the new systems, we’ve added some new Onslaught rewards!  For beating certain floors, you can unlock new Flair sets.  You might even be able to find a new companion from Victory Chests…
    Did we mention Victory Chests?  Onslaught will feature a new Victory Chest that is exclusive to Onslaught and is a little more visually impactful. You’ll see what we mean when you beat your first floor!

    Floor ProgressionIn each floor of Onslaught, there can be 1-3 maps on each floor.  This will cycle between 1, 2, and 3 until you reach our end-game scaling around Floor 60.

    For Example:
    Floor 1: 1 Map
    Floor 2: 2 Maps
    Floor 3: 3 Maps
    Floor 4: 1 Map
    Floor 5: 2 Maps
    And so on and so forth. In our end-game, every floor will be three maps.
    Each floor that you beat will have better and better loot up to our current maximum Chaos VII level.

    Mutators are a system that existed in the game previously, but now we’ve really cranked it up to eleven. There are over 20 different Mutators that will unlock as you progress deeper into Onslaught. These Mutators will be semi-randomly selected based on the enemies that they’re assigned to.  Mutators will shift and change how you need to build each lane, so pay attention to the enemy billboards that appear over each enemy spawn, and check out the new corresponding Mutator icons that will show up when you target an enemy that has one.  We’ve blacklisted certain combinations of Mutators from appearing together, but there are some crazy combinations that will definitely crank up the difficulty for players interested in strategizing.
    Some Example Mutators:
    Berserker Mutator:  Enemies start off weak, but become stronger the longer they are alive.
    Exhaustion Mutator:  Enemies start off strong, but become weaker the longer they are alive.
    Detonator Mutator:  When enemies die, they explode, causing damage to heroes and defenses around them.

    New Enemy Schedules
    Groups of enemies within our game are referred to as “schedules” in our studio.  These schedules determine what types of enemies that spawn out of each enemy lane.  In Onslaught, each lane will spawn a different enemy schedule and will require you to build a set of defenses that is effective against that group of enemies.
    Example Enemy Schedules:
    Game Ogre Enemy Schedule:  All enemies are Ogres.
    Timmy’s Revenge Enemy Schedule:  Every type of Goblin in a lane. Gobu.
    Cy-hex Lava-zerker Wompers: Cyborks, Hex Throwers, Lava Orcs, Berserkers, and Melee Goblins… have fun!
    And many more!

    New Gating and Unlock Progression
    The choice is YOURS!... in regards to how you progress. As you unlock more floors through Onslaught, more tiers of Trials are unlocked, and on the flip side, the more Trials tiers you complete, the more floors you unlock. Current players that have completed certain difficulty levels of Trials will already have appropriate Onslaught floors unlocked. For example, players that completed Chaos VII have Onslaught Floor 55 available now. Here’s a list of where you’ll end up in this expansion when you first load in:
    Chaos I:  Onslaught Floor 3
    Chaos II:  Onslaught Floor 4
    Chaos III:  Onslaught Floor 7
    Chaos IV:  Onslaught Floor 10
    Chaos V:  Onslaught Floor 16
    Chaos VI:  Onslaught Floor 37
    Chaos VII: Onslaught Floor 55

    Defenders can choose to progress through each Floor of Onslaught, or clear through our unlock progression via Trials and each Chaos difficulty.  Check the Challenges UI for details about when these unlock or check out the next Chaos level of Trials at the War Table and it will show you the requirement needed to unlock the next level.

    The Lost Temple

    It’s HUGE, it’s crazy, and it changes every time you play!  The Lost Temple is by far the largest and most interesting level we’ve ever made. During each visit to this humongous map, different lanes and cores will be selected and activated, providing a different experience upon each visit. As you are playing the map, keep an eye out for an additional lane opening up.  When a new lane opens up, we’ll give you more mana and Defense Units to be able to properly defend it.
    Another awesome addition to this map is the sheer number of enemies that will be able to be on the map.  Combat may be a little more chaotic with the huge waves of enemies that will be spawning on this map.  We cranked up the number of enemies on screen by almost 200%!  Maybe even more?  I don’t know, it’s insane… but also very fun.  We hope you’ll enjoy it.
    Ancient Power

    Get far enough into Onslaught, and unlock the ability to gain Ancient Power, an additional character progression system. Each time you gain Ancient Power, you will receive a number of permanent account buffs, raise the maximum cap of points that you can put into each Ascension talent, and keep/increase your new Minimum Ascension Level.  

    Minimum Ascension Level
    The Minimum Ascension Level is based on your Highest Achieved Ascension Level, your Highest Achieved Floor of Onslaught, and will increase each time that you push your limits.  You will gain +3 to your Minimum Ascension Level for each additional Floor of Onslaught that you beat over Floor 65 and for every 50 Ascension Levels that you have when you finally hit “Gain Ancient Power”.  When you gain Ancient Power, your new Ascension Level after the reset will be whatever your Minimum Ascension Level is.
    For example:
    On your first playthrough, you hit the minimum requirements to gain Ancient Power and have beaten Floor 65 and have 250 Ascension Levels.  Your Minimum Ascension Level will be 15.  You got +0 for beating Floor 65 since you didn’t push above it, and you gained +15 for your 250 Ascension Levels.
    On your second playthrough, you also only do the minimum requirements to gain Ancient Power.  You will gain +0 to your Minimum Ascension Level because you did not push any additional Floors past 65, and you didn’t gain any additional Ascension Levels that would have raised your “Highest Achieved Ascension” number.
    At this point you need to push Onslaught Floors or Ascension Levels over 250 to gain more Minimum Ascension Level.

    Permanent Buffs

    Each time you gain Ancient Power you will also yield permanent buffs:
    +5% Permanent Experience Bonus.
    +5% Permanent Gold Gain Bonus.
    Ascension Talent Cap raised by an amount that corresponds with your progression.
    Increase or Keep your new Minimum Ascension Level.

    Ancient Powers
    In addition to the permanent buffs, you will also receive one point that you can allocate into a number of additional unique Powers!  These are the ones that stack with other party members.  Some of these include:
    Increased Tower Health %.
    Increased Tower Damage %.
    Lifesteal based of x% of Hero Damage dealt.
    Reduced resurrection timer.
    Increased resistances %.
    And more!
    All the buffs can be used in every game mode!

    Limited Progression Reset
    When you gain Ancient Power, your progression will be reset back to Onslaught Floor 1 and Chaos I with your gear and shards reset to that appropriate level.  Using your new Powers, you’ll be able to reprogress back through our end-game at a quicker pace and push into deeper floors of Onslaught with your newfound strength!
    We are adding leaderboards to see who have progressed the furthest through Onslaught. There are two new boards that track different things. The first, our Onslaught Leaderboard, will track the furthest floor progressed similar to Mastery’s leaderboard (i.e. players completing the highest floor at the same are both listed as first).
    The second, our Ancient Power Leaderboard, will track which players have acquired the most Ancient Power. There is more info regarding these leaderboards down the road, but are currently used to see who is the best of the best!
    Defender Packs
    We’re introducing a new system, Defender Packs, to acquire flairs, costumes, pets, and accessories. We weren’t a fan of our old lock box system because it had limited accessories you could unlock, and required keys to open them. Defender Packs were made to always feel rewarding whenever you received one. There are various ways to acquire them, a couple include completing the campaign or progressing through Onslaught. They have a chance to drop from the highest floor you've completed, even when farming your highest floor. If you’ve already completed the campaign, you automatically receive the Defender Packs you would have earned.
    Defender Packs include a giant inventory of different skins and flairs, some being extremely rare and prestigious. If you happen to receive a flair, costume, or accessory you already own, you’ll be rewarded handsomely with gold instead!
    Forest Biome
    Updated to give 1250 mana from 1000 mana.
    Now matches the maps Defense Unit cap.
    Updated to give 1250 mana from 1000 mana.
    Now matches the maps Defense Unit cap.
    Bug Fixes

    Fixed a button display issue with Ev-2 when placing a defense with a controller.
    Fixed an issue with Frosty Power not displaying Defense Power as a valid stat.

    Fixed an issue where Serpent’s Coil was not displaying kills and damage dealt.

    Fixed an issue where Automation was healing more than intended.

    Frostbite Tower can now target training dummies.
    Fixed a spelling error with The Dawn of the Blood Moon Incursion.
    Fixed an issue where the “G-Up” sound was not playing correctly.
    Fixed a pet unequip issue at the Petrinarian.
    Fixed an issue where the town hub music was tied to the SFX slider.
    Thunderbolts and Lightning can only be equipped to magic staves now.
    Fixed Lavamancer Harden/Inflame VFX.
    Fixed an issue with Start Campaign appearing after completing it.
    Escape can now cancel pet rerolls.
    Water spout trap now named properly.
    Orbs should no longer drop during Campaign.
    Less words are caught by the profanity filter now.
    Glaive of Storms attack animation ends correctly now.
    Fixed an issue where controller inputs could provide an extra daily mission.
    Fixed an issue where EV2's Proton Charge was dealing around twice as much damage as it should have been.
    Known Issues
    We are investigating an issue where Harpy’s Perch currently does not gain the pierce buff while corrupted.
    We are investigating an issue where Angry Nimbus does not gain storm damage or change material while in Corrupt form.
    Frosty Beams Shard affected enemies are not kept frozen through the entire duration.
    Vampiric Empowerment Shard’s current stat boost is being displayed incorrectly.
    Automation does not work on Snaking Sands, Slime Pits, Geyser Trap, and Angry Nimbus towers.
    Tuskar is currently using Witherbeast's icon.
    Assault on Throne Room with mini-Ogres has a chance to spawn at the core.

    Mutator text descriptions are small and hard to read on consoles.

    This is just the start for what’s to come in Dungeon Defenders II! We poured a lot of love into Power of the Ancients and know you’ll enjoy Onslaught. We have a lot of planned for Dungeon Defenders II in 2018, and are grateful for the support you show us to make the game the best it can be.

    For Etheria!

    The Dungeon Defenders II Team
  25. [CG] LAWLTA
    The Isomicon reveals its first secrets! While you’ve been defending against the evil that threatens Etheria, Gran Ma’ster found a way to imbue certain shards with incredible power. These hyper shards contain a very unstable power so she is only providing them to defenders that prove their mastery of the defensive arts. At the Gran Ma’ster’s behest, the Defense Council devised a set of challenges for the heroes to overcome.
    With the aid of the Abyss Lord, Gran Ma’ster continues to delve deeper into the forbidden knowledge contained within the Isomicon. There’s still much more to decrypt, but there is a growing concern from what’s been revealed — dark forces are coming, and we are NOT ready. Go forth, Defenders! Prepare yourselves, and PROTECT ETHERIA!
    Greetings Defenders,
    It’s time to prove your strength, Ancient's Prelude (Update 1.2) is live! This is a monster of an update, introducing some amazing features that will push your limits. This patch has some awesome new content, a new additional cosmetic system, quality of life changes, balance, bug fixes, and kicks off the beginning of our seven week progression event. Let’s dive in!
    New Game Mode: MASTERY
    The new game mode, Mastery, provides access to all Chaos maps, allowing you to choose where and how you progress. Gran Ma’ster requires you to complete up to five challenges per map, each indicated with a star on the Mastery progress bar. She’s not going to be making it easy either. In order to earn the full five stars on each map, you’ll need to complete all of the challenges together. All stars are earned one time, so once you’ve five starred a map, you have mastered the challenges presented and will have earned all the rewards it has to offer. The power contained within the Hyper Shards is unstable, so only Defenders that prove their might may equip them.

    When conquering the Mastery game mode you’ll receive great rewards as you progress. Here’s what you can expect to earn as you decimate challenges:
    Hyper Shards
    Exclusive Flair
    Golden Pets
    Ascension levels
    Defender Medals
    Gold on gold on gold
    With the Mastery game mode, we’ll be releasing a new tier every week, for the next seven weeks at on Wednesday at 9 AM EDT! It’s a lot of content to conquer, here’s a look at the schedule:
    Mastery 1:  October 11th (TODAY!)
    Mastery 2:  October 18th
    Mastery 3:  October 25th
    Mastery 4:  November 1st
    Mastery 5:  November 8th
    Mastery 6:  November 15th
    Mastery 7:  November 22nd
    The cap of earn-able stars will start at 105 with Mastery 1. Every additional tier will add an extra 105 stars to be earned, with the last week providing a total of 735 stars to be earned.
    To achieve absolute mastery, experimentation with new builds is required to overcome the tasks set before you, pushing your limits as a Defender. Over the coming weeks, the Defense Council will work diligently with the Gran Ma’ster and Abyss Lord to continue deciphering additional levels of challenges and rewards for heroes capable of proving their mastery. The amount of time needed to decipher and develop each new Hyper Shard is about a week. To fill that time, we’ll be providing a little competition to celebrate this new discovery!
    Special Event:  PROVE YOUR MASTERY
    We’re running a special event:  PROVE YOUR MASTERY over the next SEVEN weeks! This provides time for Gran and company to conjure the Hyper Shards that each tier rewards. The event showcases players on special weekly Mastery leaderboards. It lists the first 10 players to reach 105 stars per Mastery tier, per platform (PC, Xbox One, and PlayStation 4). If there aren’t 10 people to reach 105 stars at the end of the event, it ranks the furthest progressed players.
    The Mastery leaderboards will update every 15 minutes, and require defenders to reach at least 10 stars before appearing on the leaderboard. Click here to check out the Mastery leaderboard.
    The event starts at 9 AM EDT, and lasts until 9 AM EDT the following Wednesday. As the previous week-long event ends, the next event starts immediately after. Special prizes will be revealed soon after the event launches! These prizes do not give any powerful benefits, but provide visual bragging rights that spotlight defenders conquering the content the fastest. Teaming up is a huge benefit to dominating these challenges. If a team of two to four players claims the first spot, they’ll all be listed as first place. This means that second, third, and fourth place are still up for grabs. We’ll be sharing more information on the rewards soon!
    New Shards:  HYPER SHARDS
    Exclusive to the Mastery game mode are Hyper Shards, unique shards that you’ll only be able to claim if you are able to conquer the challenges Gran Ma’ster has provided for you. Hyper shards will be reminiscent of some of your favorite shards, except cranked way up in power. Each type of these shards will only be earned one time, and don’t worry — you can’t sell them.
    There are seven different shards that can be earned. Here is a look at the shards and where you can earn them:
    50 Stars:    Mass Destruction
    155 Stars:  Vicious Strikes
    260 Stars:  Radiant Critical Power
    365 Stars:  Explosive Shielding Guard
    470 Stars:  Thunderstruck
    575 Stars:  Destructive Pylon
    680 Stars:  Super Fortification
    These shards pack an extra punch, and can all be earned once. There is no limit to how many can be equipped at the same time. They are needed to bolster your strength to take on Gran’s challenges!
    New Cosmetic System:  FLAIR
    A new cosmetic system, Flair, allows your heroes to look even more legendary than before! Flair can be equipped over any existing costumes or looks on a hero and there’s currently four categories of flair:
    Head (Halos, masks, and auras)
    Back (Wings)
    Waist (floating objects and auras)
    Feet (auras, fire, and other effects)
    There’s more than one way to acquire this new cosmetic so you can look even more heroic on the battlefield. Flair is available through:
    Collecting stars through Mastery
    Future game content
    In-game Shop
    Platform Storefronts (Steam, Xbox Live, and PlayStation Network)
    Flair will unlock as you collect more stars through Mastery, future game content, and available through our various store fronts. One of the packs will be available outside of the game for a particularly demonic look, but we’ll discuss later in the blog. With such a wide variety of customizable ways to mix and match flair, you’ll be sure to stick out in the Heroes Marketplace!
    New pets: GOLDEN PETS
    Golden pets are BACK!  Well… some of them. Golden pets are pets that you will receive while playing through the Mastery game mode. It’s another way to show off just how great of a defender you are to those around you.
    You’ll be able to earn a single golden pet type multiple times, for a total of seven pets:
    90 Stars:    Golden Gato Egg
    195 Stars:  Golden Creeper Egg
    300 Stars:  Golden Dragon Egg
    405 Stars:  Golden Gato Egg
    510 Stars:  Golden Creeper Egg
    615 Stars:  Golden Dragon Egg
    720 Stars:  Golden Gato Egg
    With golden pets and the new flair system, you’ll be the envy of all that see you!
    Halloween in Etheria

    You’ll notice that your Private Tavern and the Heroes Marketplace have been decorated to celebrate Halloween. To add to the celebration, the Halloween-themed seasonal flair is now available! This flair is our first iteration of seasonal-themed flair, but it most definitely will not be our last — you have to look amazing year-round, right? With the Halloween set in particular, you’ll not only terrify your enemies on the battlefield, you’ll also be their worst nightmares!
    Our Halloween pack, The Bundle of the Beast, will become available closer to Halloween on Steam, Xbox Live, and PlayStation Network.
    Quality of Life
    Selling Equipment With Shards
    Implementing new shards that are acquired only once required some special attention. With this patch, if you sell a piece of loot that has shards inserted, the shards will be put into your inventory instead of being sold as well.
    If your inventory is full when you sell a piece of loot, the shards will go to the scavenger for 30 minute. If you close the game, go between the Town, Private Tavern, or a map, the Scavenger will still have it for 30 minutes. Once 30 minutes has past, you won’t be able to reclaim them from him.
    Orbs have been relics that we’ve received a ton of community feedback on. To keep things balanced and functioning, defense speed has a cap. Orbs specifically were avoided by defenders due to them not being effective in providing optimal stats throughout the entirety of progression. Every relic type should be useful in most levels of play, and Orbs were not able to do this to a level we were content with.
    Based off community feedback, we’ve removed Orbs from loot tables. This means that you won’t see orbs dropping, but instead another piece of gear will be dropping in its place. Current orbs will not be removed from your inventory or equipment. With orbs removed, you’ll be receiving more loot that will help you progress!
    Hero Changes
    Call To Madness
    Cooldown increased 10 seconds to 20 seconds.
    Previously players were able to infinitely confuse a lane when using the inspiration shard.

    Series EV-2
    Weapons Manufacturer
    Adjusted range scaling with the introduction of Vicious Strikes Hyper Shard.
    Shadowflame Dagger
    Projectile life-time reduced to 2 seconds.
    Bug Fixes

    PC users will notice a command window opening with the game. This is a window to help us monitor any errors that might come with this update. If you close this window it will also close the game. It's only temporary and will be removed with our next patch.
    Fixed an issue where comparing items on the ground was not properly appearing.
    Fixed a homing issue with Shadowflame Dagger.
    Fixed an issue where Dryad could build a third permanent hornet nest.

    Fixed an issue with Deadly/Vicious Strikes being removed from a world tree, that allowed defenses to remain outside the reduced range.
    Fixed an issue where pressing Esc to leave the Emporium or Inventory caused lag spikes.
    Fixed an issue where clicking To Hub would freeze players and return them to the title screen.
    Fixed an issue where Power of Storms shard was restoring 56 mana instead of 60.
    Fixed an issue with the Limit Break challenge not properly awarding score bonuses.
    Fixed an issue with the Heroic Power shard not performing correctly.
    Fixed an issue where failing the Kobold Bling King map allowed you to continue playing the map.
    Removed Consecutive Win row on scoreboard when it would appropriately show “0”.
    Fixed an issue that disconnected players loading into Forest Biome on Xbox One.
    Fixed an issue with various shards using incorrect values.
    Fixed an issue where Join Game and Create Game were placed incorrectly.
    Even More On The Way...
    Mastery is just the tip of the iceberg for you, Defenders. While you conquer Gran’s difficult challenges and tests, you’ll attain the strength needed to protect Etheria and the citizens of Dragonfall from the darkness that lies ahead. We’ll learn more as Gran, the Defense Council, and the Abyss Lord decipher the Isomicon in the weeks to come!
    We are eternally grateful for your support, Defenders, and will be providing more information on the upcoming power of the Ancients over time.
    For Etheria!
    The Dungeon Defenders II Team

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