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Everything posted by 1aydan
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This is another update that we had planned for February, but came out a bit later than expected, but it has a wide variety of new content, QOL, and fixes. New Maps : Lovers Paradise - Rewards: Bow of Hearts, Spear of Hearts, Heart Fragment (campaign only), a random Temple of Love accessory, and a chance for a Shield of Hearts - Survival Pets: Cupid at Wave 25, New Hamster at Wave 30, Fluffy Dragon at map completion Crystal Escort: Wandering Heart - Rewards: Staff of Hearts, Sword of Hearts, Heart Fragment, a random Temple of Love accessory and guaranteed a Shield of Hearts
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DEFENDERS, Winter Wonderland Event The Dragonfall Winter Spectacular is now back with the decorated tavern/town with everyone's favorite Christmas tree. Sadly the Santoliches didn’t come back this year, but some new pets have migrated to Dragonfall during the holidays for you to collect as well as a new Chaos 10 Shard. The Winter Town and tavern has returned to dragonfall and hopefully not as long as last time! ' The winter tree has returned to give some winter themed goodies and pets through the daily present. Revamp Daily and Weekly Quests The UI
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Defenders, This post will provide an update on development in general, the next update for Dungeon Defenders 2, and the upcoming in-game Halloween event. The event will start this Friday, October 14th, and the event will go until November 4th. Halloween Event The spooktacular theme is now back to DragonFall with all the spookiness you know and love. Ol Peeper's Daily Gift Ol Peepers is now selling a spooktacular crate along with a green defender pack every day during the spooktacular event. The spooktacular crate contains : New C
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DEFENDERS, This patch intends on fixing some issues in the game. PATCH NOTES FEATURE - Added the ability to privately drop mana (default hotkey control + m) BUG FIX - Fixed a typo in Evil Eye's description - Fixed an issue where swapping weapons doesn't cancel the cast of the previous one causing weird projectile interactions - Added new description to Devil Spine level drop variant
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DEFENDERS, A patch was pushed this morning to address some issues in the 9.0.0 release . PATCH NOTES FEATURE - Added controller support for the emulator that allows the player use a controller to control all emulated characters (Keyboard key binds still apply for spawning) BUG FIX - Fix for accessories being able to spawn with more upgrades than intended - Fixed Spooktacular Bay not giving random rewards to players besides host - Fixed an issue where the anti cheat was kicking people with certain colors on character skins - Fixed some emulator would break some key
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DEFENDERS, With great anticipation the new Dungeon Defenders 1 patch 9.0.0 update is now live! We are excited to hear about what the community thinks of this new development and the patch itself. A special thanks to the community member that helped make this new Development possible : Thales, Escev, Jeol, Tbolt, Moose, bee, Harry, Gigazelle, Alhanalem, Sam, and all previous CDT efforts in the past. A huge thank you to the community testers and anyone that participated in the beta! WARNING - This update has changes in the save file format and upon loading this update your save file
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DEFENDERS, The Dungeon Defenders 1 beta is now live! This beta will be altering .cbb save files so if you wish to copy over your current save locally make a copy of your dundefheroes.dun and add .cbb to the end of it in your save folder likely located here: C:\Program Files (x86)\Steam\steamapps\common\Dungeon Defenders\Binaries\Win32. HOW TO JOIN : Go to your steam client Find Dungeon Defenders 1 Right click the name Select properties Go to betas Choose the moosebetabranch from the drop down Enjoy Beta Patch Notes : New Maps
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DEFENDERS, It has been a while since the last Dungeon Defenders 1 update from the Community Development Team, which after years of high-quality content and features being developed for the game unfortunately came to an end. However, enthusiasm within Chromatic Games surrounding DD1 extends to this day, and we are super excited to announce that the game will be receiving a new light. A handful of developers have decided to return to working on a new update for the live version of the game with the help of the community again. This includes some members of the CDT returning as well as some new f
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Back Story: This project began before my CDT endeavor and the original idea was to make a different version of DD1 that I wanted to play. Since many of you have may have heard there won't be anymore official updates for the game (content wise) in the near or distant future I decided to pick up this project again. Changes: Backing off the statement above to achieve this goal a lot of changes were made. Examples: New Difficulty New Barbarian Towers New Equipment Qualities New Items New Player Abilities / Revamped existing abilities New Maps Complete Tower Balance Changes
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" It's not a bug , it's a feature" -Bethesda
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I would read this https://api.unrealengine.com/udk/Three/FogVolumes.html. It all should work though.
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I have done a few types of pets so might as well do them all. Testing map for the pets (https://steamcommunity.com/sharedfiles/filedetails/?id=1713063477)
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This is a mock up I made about an skeleton skin. Acc locations are planned to change as I work on the rest of the skin.
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I have made a mock up example of this in the dddk and I wanted to see how others felt about it.
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These are the best looking acc and deserved to be buffed the current values. 1+
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As people have known I have quit the main game of dd to pursue the DDDk and I have made tons of new content and I would like to propose a few of them. As the title suggest it is currently the goblin mech boss pet , the Ancient dragon boss pet, and finally the Kraken pet. I am currently planning on doing all the bosses and potentially all of the mobs and towers ( DST/LT pet ect). (can be tested in game here on open https://steamcommunity.com/sharedfiles/filedetails/?id=1713063477) Every aspect of the pets a subject to change as I update them.
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The base dmg looks really high but it's scaled down because I added a weakening effect similar to donkey's and I lowered the healing and added a 5% hero speed boost.
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When I started this post I wrote a huge pitch on a new version of deeper well that is made for the 4-6k stat range that is intended to spectate what massacre mode maybe be like. On open currently I have a "pre alpha" of sorts that is intended not only for me to learn the DDDK more but as an example of bringing old challenge back to the end game and in this case I redid deeper well and made the environment more dark to give it a new look while not changing it drastically. Currently I have a full range of weapons for each type of character, 2 pets, an full cd acc set,and all of these have a dark
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As the title suggest we want the cupid pet to be re imagined and stripped from it adolescences and weakness. It is finally time for the goblin cupid pet to remove trans cap diaper and put on it's Egyptian clothes of ultimate power. As shown above our lord and goddess plane as spoken and as agreed that the cupid should be reborn into greatness. Save me CDT....Save me.
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The devs made the cap 5 as they knew what time sink they want material farming to take. They won't just double that out of nowhere, unless they decide that material farming isn't where they'd like it to be. And you don't need to restart to farm motes. In fact, it hurts you more, you're giving up all shards you get there, especially when you don't want to miss out on additional Defense Rate, Destruction, Deadly Strikes and Vampiric Empowerment, and the other shards you might want to gild. I know about the time sink but I’m not currently interested in shards farming due to the rng. Still the r
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Currently there is a mote cap of 5 from waves 1-3. I was thinking it would better to put the mote cap at 10 or 2 motes per wave so we don't have to restart the map after wave 1 or 2 all the time because of the rng involved of the drop rates. Somtimes you you get 5 the first wave and you have the leave the map. Its not gamebreaking ,but really aggervating to have to give up a win streak bonus to mote farm.As i said above if 2 motes dropped every wave then it would give more incentive to keep the win bonus. ( If this is too drastic of a change just add a restart map in the escape menu. The ma
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I don't know if its my luck but I get so fewer plain motes than I do with the c7 variant and I was wondering if we could have a vendor that would trade 2 c7 motes for 1 c1-c3 plain mote ( I know systems like these need a lose mechanic to them).
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Concerns about removed game strategies caused by MODS
1aydan replied to Tigrosaur's topic in General Discussion
So you think its completely fine to play for 500 hours in afk-able content to reach floor 300+ to start seeing any kind of difficulty? Just to play in moderate difficulty for another 200-300 floors to reach something that would actually make me lose to enemies rather than my own mistake? I'm not crying about this, I will take full advantage of the game being overly easy as I have always done so all the 7 year olds can actually get to 65 without the game being hard :P I am not speaking for everyone but this is my experience on the topic.DD2 is grind game as DD1 is also. DD2 isn't made to be a -
yea thats just more bosses needed to be added.
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Concerns about removed game strategies caused by MODS
1aydan replied to Tigrosaur's topic in General Discussion
I do not agree at all because I'm definitely not going back to just using my dryad for everything again. My advice would be to just forget that those mods exist and stick to private matches.