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[CG] LAWLTA

Chromatic Games
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Everything posted by [CG] LAWLTA

  1. DEFENDERS! Today is a big day for Dungeon Defenders: Awakened and Chromatic Games! Earlier today we were featured as part of the Nintendo Indie Showcase, which if you haven’t seen, click HERE to check it out. This is HUGE for our game and studio, helping us bring the world of Etheria to many future Defenders. This showing also revealed something very big: A RELEASE DATE! Dungeon Defenders: Awakened releases February 2020, and there’s a lot of reasons for this, so let’s get into them by answering some questions we’re sure you have! Release Why is it not releasing in October 2019? Dungeon Defenders: Awakened is meant to be a showing to our loyal fans of what we’re capable of as Chromatic Games. This isn’t a simple remaster/remake, but bringing back the soul of the original Dungeon Defenders into modern day. Building the game from the ground up is no simple feat, and we’re pulling out all the stops to really blow your socks away. Half of the maps in DD:A are new; Assets in the game are new; all of the UIs are new; and a slew of new features to make for an enjoyable experience. Releasing in October would lead to two things: an unpolished and unrefined gaming experience, or tons of crunch that can burn out developers. As a studio, we absolutely REFUSE to release DD:A as half-baked, and as a business we don’t want people working unbearable hours (we love all our employees, they already kick a ton of butt). This meant pushing our release date to accomplish our goals, and give you the game you deserve! “A delayed game is eventually good, but a rushed game is forever bad.” - Shigeru Miyamoto Why February 2020? In short, It’s the best time for us to release the game. In long, there’s a multitude of reasons. We’re able to keep cranking out content without overworking and breaking developer souls; we can release a beta that allows us time to make iterations as they’re needed; we don’t have to compete with AAA releases that would drown our marketing efforts; it’s after the holidays, giving Defenders a chance to get back to post-holiday life-ing and get hyped for DD:A release; and we could keep going. Overall, it’s best for us as a studio and better for those of you wanting a great DD:A experience. For those of you wanting a bad DD:A experience, we apologize, but we are unable to provide that. Beta? BETA?? BEEEEEEEEEEEEETTTAAAA??!??!?!? We’re currently going over the best time for beta and letting you sink your teeth into this meaty game. DD:A PC Beta will be available Early November 2019. This Beta allows us to monitor all the systems we’ve been working tirelessly on, and getting any fixes out before the release. Any and all feedback is greatly appreciated during these testing periods, together it we get to make an AWESOME game. Nintendo Switch Console Timed-Exclusive? This means that we’ll be releasing on Nintendo Switch and PC right out of the gate in February 2020 at the same time. What does this mean for our PS4 and Xbox One backers? We’re going to be spending extra time polishing up the builds for your platform. The release for these platforms is not very far off from the initial release, with a concrete release date coming in the near future. Or maybe we’ll NEVER release on those platforms, MUAHAHAHA (just kidding, we love all our consoles Defenders and could never hurt you like that). New Content? Well I guess… So far we’ve been showing off some of the hotness coming in the forms of complete maps, concept art, and goblin animations. Everything here is still considered a work-in-progress, but everything is until the game’s released! First we want to show off our new Dungeon Defenders: Awakened logo and cover art (it’s freaking amazing). Let’s take a look at the new Squire in 3D, with his animations in-game! Attack 1 Attack 2 Attack 3 Blood Boil Circular Slice Healing Death Also how about our first boss map, Alchemical Labs! The core will be in the middle, we just wanted to show off the art! There’s that core, get back to the middle of the room! How about a look at your favorite homestead, a place to kick up your feet and admire your loot, THE TAVERN! That’s Sir Bubbles himself there on the wall. Here’s old George, on patrol. Kind of. And last but not least, while we’re finishing up the work on his encounter, how about a look at the NEW Demon Lord? What’s Next? We’re going to keep working incredibly hard to get DD:A into your hands, duh! This is a giant passion project for all of us, and every day is a blast, even when we’re squashing bugs (ty QA, we love you). Regular updates are going to continue, and we’ve even brought on board some awesome help to get this info out to you! Speaking of… 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 is having a blast working on DD:A, we cannot wait for all of you to get your hands on it. Stay tuned for more info! For Etheria! Chromatic Games
  2. DEFENDERS! 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: 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! Chromatic Games
  3. It's something we're working on getting fixed. We plan to have a patch out by the end of the week to rectify this. It's only on EU PS4, it's a very specific issue that we're working very diligently on to get up and running.
  4. DEFENDERS We released a patch today for PC and PS4, with Xbox coming later today. This patch is providing new costume content, as well as a small bug fix. The majority of this content is for our Kickstarter backers, with a brand new costume available to all as well! Costumes For the “Etherian Beta Tester” and up tiers, you will receive the Corrupted Gunwitch costume (as well as a Gunwitch code if you don’t have her unlocked): For the “Etherian VIP” and up backers, you will receive the Golden costumes for each of the base four heroes: For the “Ultimate” Tavern and up tiers, you will receive the Crystalline costumes: We just added these costumes to the game, and will be sending redeem codes out next week. This is to ensure that everyone receives the update and does not run into any issues redeeming their codes. Also, available now on the Emporium is the Underworld Mystic! Bug Fixes The Wayfarer has boxed up his winter holidays clothing and is back to his normal business attire. What’s Next This patch was focused on preparation for getting rewards out to our loyal backers, but fear not! We’re currently working on some challenging content for some of our most tested Defenders currently. The progress is incredibly exciting, and we can’t wait to share more with you. In the coming weeks we will have more information for you! We recently released an update on our Dungeon Defenders: Awakened progress, and will be sharing more each month. If you haven’t had a chance to check out our progress, click here for more info. 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
  5. 01010011 01101000 01100001 01110010 01101011 00100000 01100010 01110101 01110100 01110100 00100000 01110011 01101111 00100000 01110111 01101000 01100001 01110100
  6. It might be based on HOW they die that determines the animation. :)
  7. DEFENDERS 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! HUD 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 :> ) Engineering 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: 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
  8. It's a new hardcore mode where if your hero dies, it gets deleted from your account. If you only have one of those heroes created, you have to acquire them allllll over again. Or it's not that at all. It's probably not that at all.
  9. DEFENDERS! We just pushed out a hotfix for PC and PlayStation 4, and Xbox One! This hotfix is aimed and squishing some bugs, bringing poison mods into alignment, and adding something new! Let’s get into it. Elemental Combos The Poison Chip, and it’s combination with Earth damage to create petrify, is an awesome addition to the game. Though we performed rigorous testing, we found that there were instances where this combo was overriding every other setup in terms of usage, and providing way too much CC and power. Some of the issues were with other Mods. We changed these Mods to prevent these broken interactions: Ballista Bite is now Burning Bolts Poison damage turned into fire damage. Venomous Viper is now Fiery Fangs Poison damage turned into fire damage. Plantera’s Blessing is now Fireblossom Blessing Poison damage turned into fire damage. We completely understand that these mods were fun and awesome to interact with as poison, and we didn’t want to just alter a combination, leaving less choice, and that be it. So to provided even MORE options than before, we added a POISON SERVO as a possible Mod. Previously it was only as a Chip for weapons, limiting your combinations on towers to take advantage of Petrify. Our goal is to make things as fun as possible, so while we’re sorry that it may affect your current builds, we wanted to try and make up for it by providing a Mod that gives more flexibility than before! Bug Fixes Fixed an issue with returning players getting stuck while loading into the game. The following Mods have had elemental attunements assigned to them Shocking Revelation (Lightning) Lingering Hellfire (Fire) Adjusted freezes to increase earth damage by 10% when shattered instead of scaling from enemy level and HP. Petrified enemies now take 5% more damage while petrified, taunt mechanic removed. Fixed an issue where Grave Infection was not doing damage, and now does only poison damage. Fixed an issue where Dragon’s Gaze was not able to equip shards. Adjusted Spider’s Kiss to deal poison damage. Fixed a couple bugs that caused enemy health to go negative. 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
  10. DEFENDERS! 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 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 For Etheria! Chromatic Games
  11. DEFENDERS! Last week we released the Defender-Centric Update, and we've been excited by all of your responses. With any update, a few bugs got through that needed to be squished with the mightest of stomps. Bug Fixes Fixed an issue where Materials were not sellable. Fixed an issue with poison passives not working correctly. Fixed an issue with the Explosive Poison Shard not working correctly. Fixed an issue with the Honey Comber not using Shard slots correctly. Fixed an issue where gear was dropping with lower level Mods. 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
  12. DEFENDERS! The Defender-Centric Update is now live on PC and PlayStation 4 (we're currently working to get it out on Xbox as soon as possible)! 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! SHARD SHOP 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 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. MATERIAL CONVERSION 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. NEW WEAPONS 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! NEW ELEMENTAL DAMAGE — POISON! 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! NEW USER EXPERIENCE 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. BALANCE CHANGES Heroes Adept 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) Lavamancer 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) BUG FIXES 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. 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
  13. DEFENDERS! 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! SHARD SHOP 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 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. MATERIAL CONVERSION 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. NEW WEAPONS 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! NEW ELEMENTAL DAMAGE — POISON! 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! NEW USER EXPERIENCE 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. BALANCE CHANGES Heroes Adept 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) Lavamancer 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) BUG FIXES 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
  14. DEFENDERS! Our next update, the Defender-Centric Update, is upon us! 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! SHARD SHOP 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 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. MATERIAL CONVERSION 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. NEW WEAPONS 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! 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! NEW ELEMENTAL DAMAGE — POISON! Poison Mods in the form of Chips are coming with this update. 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 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
  15. Just to keep everyone in the loop, we've given some insight as to what's going on in this thread, and will be locking this one to have information in one centralized place.
  16. It'd be reckless for me to provide a time, it will be taken care of in the order it's presented to support. :)
  17. We did not know there was an issue with purchases until yesterday, and then we didn't know where the problem was. On our end we did not receive any confirmation of the purchase (the "keys" act as sort of a communication/validation bridge for purchases), but we also did not know there was an expiration with keys. With your ticket, for the quickest turn around, providing a receipt or proof of purchase speeds the process up, so if you can include that, it's very helpful (also make sure to include all relevant information, like your Xbox Gamertag).
  18. The issue is that we recently changed over to an Xbox Partner Program, and our original key (unbeknownst to us) had "expired" over the weekend. For people who have put in support tickets, with a receipt or some sort of proof of purchase, we have been getting them their packs while we work with Xbox to get this sorted out. That said, our support is not 24/7, their work hours are throughout the day EDT, and may take up to 48 hours to respond M-F. We spent a good portion of the day trying to figure out what was going on (alongside all the DD2 and DD:A work we're doing), and were able to get to the bottom of it late yesterday. We're a small group of developers who want to do our best to provide a good experience in all facets of the game as much as we can. Yesterday I had not seen this thread, but we're usually very quick to respond to issues and explain what is going on. It's very disheartening to think that the first reaction to this issue is that we're trying to "steal" money or "threaten" to sue us before we get a chance to respond, when our goal has been to be as transparent and player-friendly as possible. If you haven't yet, submit a support ticket, and your purchases will be applied as soon as possible while we resolve this issue.
  19. DEFENDERS! 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. Smooches, Chromatic and Monochromatic Games
  20. Shards are going to cost 12001 defender medals each. :)
  21. Greetings Defenders, We’re getting closer and closer to the next Dungeon Defenders II update! Our focus is on taking big strides to make this update as player-centric as possible, with even more player-centric changes coming out in future updates. Currently we’re working on Dungeon Defenders II and Dungeon Defenders: Awakened (check out the Kickstarter here), so we’ve been super busy and working at 385% (real metric). We have a lot to go, and this intro is long enough, so let’s get into it! Shard Vendor We’ve seen so much feedback on Shards for so long, and we’re able to now do something that makes it easier to receive them and farm for them however you want. Our primary goal was trying to get the vendor into an easily navigable menu while easily seeing as many shards as possible. Here’s what you can expect to see: We went through a lot of ways to figure out how to make them easy to get. We looked into shard dust, but then you’re still limited to farming a specific chaos tier to actually be able to earn a specific shard. We looked into ways of converting shard dust into different versions, but the ability to make that easy to do was very messy and hard to use (very frustrating), created a ton of technical difficulties for us, and ended up requiring more inventory management. Eventually we ended up landing on making them purchasable with Defender Medals. We currently have an RPG test going (contact dani.moore@chromatic.games if you want to join the test, are 18 or older, and can sign an NDA) testing this specific feature, but we do not have a specific price set yet. Going with Defender Medals allowed us a way to provide players a concrete way to earn them in multiple ways. If you want to farm a specific tier, you can still do that to maybe increase your chances a little more; but if you want to keep progressing while playing engaging content or just do dailies, you are now able to do those things while working towards a specific reward. Oh, and one last thing. This badboy has search functionality in it as well. It’s pretty dope. Chaos VIII Shards We’re bringing back Chaos VIII Shards. These are a slew of shards that will be obtainable through higher floors of Onslaught (similar to Chaos VIII Ampuoles). Because we want these shards to feel special and rewarding, they will not be purchasable with the launch of the Shard Vendor, but will be making a debut at a later date. We have some veteran Defenders who have held onto these for a long time, and the majority of these Shards are going to be re-enabled. There are two Shards that we are removing as they cause either tech issues (making mobs get stuck, lowering performance, etc). They are Harbinger’s Exile and Elemental Chaos. We’ll have a comprehensive list of these Shards with the update notes. New Mod — Poison Mod! We’re keeping good to our word and adding in Poison damage! There are certain towers that have Poison damage, and there is a Poison Damage Chip as well that can be applied to weapons. There may be a new weapon or two that comes with it by default… Also what would elemental damage be without any kind of combo? We’re currently adding our first Poison interaction. This one is pretty awesome. Combining poisoned enemies with earth damage now petrifies them. It’s like turning your enemies into a work of art. New Weapons We’re adding a slew of new weapons that you can earn while playing through Onslaught. At various tiers within Onslaught, you have a chance to receive an additional treasure that contains a random new weapon from that tier. Some of these weapons a few Defenders have seen before, but we’ve got a ton of new weapons that players have never seen, here’s one: There’s a lot more info on these drops and when you get them (you do get guaranteed drops), but we’ll have more information on these new weapons in our update notes. Campaign Gating Currently we’re working on changing up some of our campaign progression. This is to focus on letting Defenders play together as soon as possible. Our focus is to make this process feel as good as it can be. With what we’re able to do here, this could affect different areas in the game for future updates. More! There’s more coming as well, but this is a sneak peek, so we can’t talk about everything. We’ve been hard at work, so give us a little longer and we’ll get a quality update for you, our GLORIOUS 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: 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
  22. That fix actually should be live now, let me know if you run into again.
  23. Since we're 100% driving the direction internally, I can say what it won't be: Not a live service. We're providing offline gameplay, up to 4 player splitscreen co-op, and peer-to-peer online. Not free to play Not a DD:E, it's based off the original Dungeon Defenders, it's not a remade Dungeon Defenders. It's not going to be a MOBA, BR, or any other FotM/Y. It's going to be a Tower Defense RPG. There are people who like the DD2 model and we're going to continue to support it. That said, there are also people who want something more based on the original Dungeon Defenders, and we're using all the great things about DD1 to make this Dungeon Defenders: Awakened. If you doubt us even after us explaining these things, that's perfectly fine, but as a developer, I would go kicking and screaming if we changed our course that we've presented to people to trust us and back us this early.
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