DEFENDERS, This hotfix should address some of the pain points players have raised regarding Mixed Mode and Endless Survival. Additionally some changes to Sirens to help players who prefer to build around their cores. We'll continue to monitor this update as we make progress towards Episode 2 Part 1.
Balance
Tweaked Boss Accessories potential to match that of Lycan King Boss Accessories when dropping at the same quality.
Removed Dark Elf Warriors from Mixed Mode Randomization due to their enemy cap causing slow waves.
Non-rifted Woodland weapons now drop as act drops instead of as a boss reward to match how fusion versions drop.
Massacre waves should move quicker than before when there are less enemies on the map.
Rifted Mix Mode should have less overall enemies now to be closer to survival, this won't be perfect due to the randomness of the Mixed Mode.
Siren's Explosion no longer damages cores and caps out at 75% of defense health
Damage against heroes remains unchanged.
Bug Fixes
Fixed issue with Mixed mode boss accessories not dropping.
Fixed Various VFXs that weren't being removed causing performance issues.
Fixed issue with Dark Elf Warriors getting stuck on Tornado Valley.
Fixed issue where players had received wave 1000+ unlocked on specific maps.
Social Defenders
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:
The Pre-Episode 2 Patch 2 is now live on PC, Xbox and PlayStation, including some major enhancements to the endgame in the form of Endless Survival, Rifted Mixed and Pure Strategy, and lots of balance changes. Let's dive into the changes!
Endless Survival
Ever felt like 25 waves just wasn’t enough? Ever wish you could keep your build and keep playing forever? Well now’s your chance! Endless survival does just that by allowing the player to keep playing after wave 25 to no end. Each wave will get increasingly difficult, carrying on potentially forever.
Item quality will stay the same as wave 25, as this helps to avoid too much power creep. Every 5 waves we will reward players with a Map Victory chest, which will contain the same item rolls and potential as that of Wave 25. Bosses will spawn every 5th wave and gain 20% health each time.
Endless Survival can be started by the host pressing continue on the summary screen. Players will still be able to start on higher waves but must start on a wave after a Victory Chest. (Ex: Every 5th wave such as 26, 31, 36)
Since loot quality doesn’t scale we have added special rewards for endless survival in the form of Golden Pet Transmogs! Every map has a golden pet transmog to unlock by beating wave 100 on Massacre Survival on the respective map. With the exception of the Golden Giraffe On a Treadmill which is unlocked by beating wave 100 Massacre Survival on every map (Act 1, 2, 3 & 4).
Cutting Attack Rate Caps
We’ve received lots of feedback overtime asking for changes to the attack rate caps and as such In this update we are cutting attack rate caps for defenses in half for PC, Xbox and PlayStation. This means towers will attack much faster than they have in the past. We’ve also removed the higher attack rate caps on specific towers like Deadly Striker and Sludge Launcher. Unfortunately this is the only change in this list that Switch users will not receive.
Bonus Waves are now Bonus Difficulties
Bonus Waves are now a feature of the past, and Bonus Difficulties will be replacing it. Bonus Difficulties work almost identically to how bonus waves work with one exception. Instead of getting a bonus wave after completing the map, Bonus Difficulty will scale up the entire map’s difficulty and loot quality.
This means you no longer have to casually play through wave 23, 24 and 25 to get to the single hard wave that challenges you and provides the loot quality you are looking for. Bonus Difficulties unlock the same way as bonus waves and are usable in the same locations.
HUD Party Bar
Tired of not knowing who is not readied up? Wish you could see who joined your game without having to go to the escape screen? Want to know what level your friends are?
Well now you can do all that and more! The HUD party is a way to see a quick all of that and more at a quick glance. You’ll be able to see Names, Hero Type, Hero Level, Hero Health and Ready up status.
4 New Fusion Pets
We have added another set of 4 new Fusion pets for you to collect!
Act 1: Griffin
Act 2: Etherian
Act 3: Lil Bomber
Act 4: Lycan King Mini
Fusion Pet Drop locations have been adjusted. Here is the complete list of where to get Fusion Pets:
Griffin: The Deeper Well & Ancient Mines
Steam Robot: Lava Mines & Alchemical Labs
Paddle Ball: Magus Quarters
Little Wizard: Tornado Valley & Tornado Highlands
Etherian: The Ramparts & The Throne Room
Monkey King: Endless Spires
Lil’ Bomber: Arcane Libary & Royal Gardens
Dragon: The Promenade & The Summit
Mega Chicken: Glitterhelm Caverns
Angry Cloud: The Mill & The Outpost
Mini Lycan Prince: The Keep
Demon Lord: Foundries and Forges
Rift Mixed & Pure Strategy
In order to fill out the game more and work towards our goal of eventually having more gamemodes open to the player at the endgame, we’ve added the ability to play those gamemodes with rifted enabled.
This will be something we continue to expand on in the future but wanted to offer the player the ability to play these modes with rifted enabled.
Pure Strategy will not be getting a rework in this update, We decided it was best to hold off on that rework till we can offer special rewards to go along with it. As currently other gamemodes are just offer inherently better rewards and so this is something we want to address at the same time.
Mixed Bosses and Bonus Difficulty
With Rift added to mixed mode we wanted to offer players more reason to play mixed as well. As such we’ve added Bosses and allowed Bonus Difficulties to be used on mixed. This means the waves will be harder but the loot will scale to that of the bonus difficulty selected.
Balance
The goal with these changes is to provide players with more options for Pets, Weapons and Defenses. As with anything in this patch we will be monitoring this to see if any further adjustments are needed.
This is gonna be a long list so get ready!
Defenses
Squire
Spike Blockade
Health increased by 100%
Harpoon
Damage increased by 10%
Bouncer Blockade
Health increased by 100%
Slice N’ Dice
Health increased by 100%
Monk
Lightning Aura
Damage increased by 10%
Strength Drain Aura
DU decreased from 5 to 4
Apprentice
Magic Blockade
Health increased by 100%
Magic Missile
Damage increased by 10%
Flameburst
Damage increased by 10%
EV
Proton Beam
Starting Attack rate increased from 0.3s to 0.5s
Damage scalar increased by 10%
Overall this is a nerf to early game and a buff to endgame
Physical Beam
Health increased by 100%
Warden
Roots of Purity
Health increased by 100%
Wisp Den
Damage decreased by 10%
Pets
Angry Cloud
Increased damage by ~600% at the endgame
Demon Lord
Increased damage by ~185% at the endgame
Dragon
Increased damage by ~300% at the endgame
Etherian
Increased damage by ~20% at the endgame
Hippogriff
Increased damage by ~275% at the endgame
Lil’ Bomber
Increased damage by ~360% at the endgame
Lycan Prince
Fusion version gives Rift Armor
Mega Chicken
Increased damage by ~150% at the endgame
Monkey King
Decreased the damage increase per stack from 10% to 5%
Increased the damage stack limit from 10 to 30
Paddle Ball
Increased damage by ~55% at the endgame
Steam Robot
Increased damage by ~65% at the endgame
General
Increased movement speed of all pets by 200%
Weapons
Boss Weapons
We increased the damage scalars of all Demon Lord, Goblin Mech and Ancient Dragon Boss weapons to try to be within 5-10% of the potential power of a Lycan King Boss Weapon when dropped at similar quality.
The goal here is to allow players more choice to choose which of the boss weapons fit their playstyle the best. So playing Bonus Difficulties on Boss Maps should provide weapons with the potential to be as good as Lycan King Boss Weapons.
Bug Fixes & Misc
Bonus Difficulty is now displayed on the pause menu in the bottom left corner.
Opening launch cinematic has been replaced by a simplified loading screen.
Fixed issue with a couple Mixed & Pure Strategy maps having wrong item quality drops.
Fixed issues with Fusion pets dropping a really low quality in higher difficulties.
Fixed issue where clients couldn’t cancel carnage.
Fixed issue with Foundries and Forges having the wrong experience in Survival.
Fixed Issue with auto sell loot total display showing negative numbers.
Fixed issue with woodland weapons not dropping.
What’s Next?
The next step for DDA is Episode 2 Part 1 PTR which includes Runes, Trading, The Outcast Summoner Hero, 2 Maps, The Bazaar and The Lost Metropolis. That’s not all though there will be additions coming in October that players will be excited for. Outside of DDA, we are still hard at work making a new update for DD2.
Social Defenders
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:
This patch should address some of the main issues players are seeing on the PTR currently. Overall the feedback we've been getting from the surveys has been really positive and we are happy with how things are going so far. We expect the PTR to go for another week before deciding if more time and changes are needed before looking at a live game release. If you are still looking to take part in the PTR to test these new changes, follow these instructions.
Balance
Boss Weapons
Further tweaked Fusion Boss Weapons to scale better when dropped at equal quality tiers. You'll still see about a 5-10% difference between any boss weapon and a Lycan king boss weapon.
Tornado Highlands
Significantly cut enemy counts to be more in line with other maps in the act.
Bug Fixes
Fixed issue where Lycan King Lures weren't resetting properly between boss fights.
Fixed issue with the Keep waves not scaling in endless.
Fixed issue with the Lycan King not scaling health in endless.
Fixed issue with Fusion Pets not having a minimum quality when dropped.
Fixed Beaming Blossom not being able to attack after the first attack.
Fixed issue where players could start on higher waves or waves they shouldn't be able to start on.
Fixed issue with Lycan Prince Rift Armor not showing on the tooltip.
Fixed issue with Lycan Prince Rift Armor now applying properly.
Fixed issue with Rogue's Carnage not being able to be canceled on clients.
Social Defenders
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:
The Pre-Episode 2 Patch 2 PTR is now live, and like last time we need help from our Defenders to test out all these upcoming changes! This PTR focuses on more endgame as well as balancing Pets and Weapons. We aim to run this PTR for a few weeks and tweak things as needed before releasing it to the live game including consoles.
How to Join
We want you to join the PTR! If you own Dungeon Defenders: Awakened on PC/Steam, check out our forum post that shows you exactly how to join!
PTR Reward
For those that complete the PTR survey, the PTR reward will be slightly different this time around, We’ll be allowing people to catch up on any missed PTR rewards in the past. You’ll be given the choice of reward in the survey. This includes the following rewards:
Forest Ally’s Wings
Eagle’s Wings
Crystalline Corgi
For those that have all the PTR rewards or want something else, You can choose to enter in to win a set of Pizza Wings instead.
Endless Survival
Ever felt like 25 waves just wasn’t enough? Ever wish you could keep your build and keep playing forever? Well now’s your chance! Endless survival does just that by allowing the player to keep playing after wave 25 to no end. Each wave will get increasingly difficult, carrying on potentially forever.
Item quality will stay the same as wave 25, as this helps to avoid too much power creep. Every 5 waves we will reward players with a Map Victory chest, which will contain the same item rolls and potential as that of Wave 25. Bosses will spawn every 5th wave and gain 20% each time.
Endless Survival can be started by the host pressing continue on the summary screen. Players will still be able to start on higher waves but must start on a wave after a Victory Chest. (Ex: Every 5th wave such as 26, 31, 36)
Since this is a PTR and there will be a lot of tweaking to the scaling, there won’t be any special rewards and something that will be added once we have a better idea of how far players will get.
Bonus Waves are now Bonus Difficulties
Bonus Waves are now a feature of the past, and Bonus Difficulties will be replacing it. Bonus Difficulties work almost identically to how bonus waves work with one exception.
Instead of getting a bonus wave after completing the map, Bonus Difficulty will scale up the entire map’s difficulty and loot quality.
This means you no longer have to casually play through wave 23, 24 and 25 to get to the single hard wave that challenges you and provides the loot quality you are looking for. Bonus Difficulties unlock the same way as bonus waves and are usable in the same locations.
HUD Party Bar
Tired of not knowing who is not readied up? Wish you could see who joined your game without having to go to the escape screen? Want to know what level your friends are?
Well now you can do all that and more! The HUD party is a way to see a quick all of that and more at a quick glance. You’ll be able to see Names, Hero Type, Hero Level, Hero Health and Ready up status.
4 New Fusion Pets
We have added another set of 4 new Fusion pets for you to collect!
Act 1: Hippogryph
Act 2: Etherian
Act 3: Lil Bomber
Act 4: Lycan King Mini
Fusion Pet Drop locations will be adjusted as well in this PTR. Here is the complete list of where to get Fusion Pets:
Hippogryph: The Deeper Well & Ancient Mines
Steam Robot: Lava Mines & Alchemical Labs
Paddle Ball: Magus Quarters
Little Wizard: Tornado Valley & Tornado Highlands
Etherian: The Ramparts & The Throne Room
Monkey King: Endless Spires
Lil’ Bomber: Arcane Libary & Royal Gardens
Dragon: The Promenade & The Summit
Mega Chicken: Glitterhelm Caverns
Angry Cloud: The Mill & The Outpost
Mini Lycan Prince: The Keep
Demon Lord: Foundries and Forges
Cutting Attack Rate Caps
We’ve received lots of feedback overtime asking for changes to the attack rate caps and as such In this PTR we are cutting attack rate caps for defenses in half for PC, Xbox and PlayStation. This means towers will attack much faster than they have in the past. We’ve also removed the higher attack rate caps on specific towers like Deadly Striker and Sludge Launcher. We’ll monitor these changes over the PTR and see if any adjustments are needed. Unfortunately this is the 1 change in this list that Switch users will not receive, unless major performance breakthroughs are made.
Rift Mixed & Pure Strategy
In order to fill out the game more and work towards our goal of eventually having more gamemodes open to the player at the endgame, we’ve added the ability to play those gamemodes with rifted enabled.
This will be something we continue to expand on in the future but wanted to offer the player the ability to play these modes with rifted enabled.
Pure Strategy will not be getting a rework in this update, We decided it was best to hold off on that rework till we can offer special rewards to go along with it. As currently other gamemodes are just offer inherently better rewards and so this is something we want to address at the same time.
Balance
The goal with these changes is to provide players with more options for Pets, Weapons and Defenses. As with anything in this patch we will be monitoring this to see if any further adjustments are needed.
This is gonna be a long list so get ready!
Defenses
Squire
Spike Blockade
Health increased by 100%
Harpoon
Damage increased by 10%
Bouncer Blockade
Health increased by 100%
Slice N’ Dice
Health increased by 100%
Monk
Lightning Aura
Damage increased by 10%
Strength Drain Aura
DU decreased from 5 to 4
Apprentice
Magic Blockade
Health increased by 100%
Magic Missile
Damage increased by 10%
Flameburst
Damage increased by 10%
EV
Proton Beam
Starting Attack rate increased from 0.3s to 0.5s
Damage scalar increased by 10%
Overall a nerf to early game and a buff to endgame
Physical Beam
Health increased by 100%
Warden
Roots of Purity
Health increased by 100%
Wisp Den
Damage decreased by 10%
Pets
Angry Cloud
Increased damage by ~600% at the endgame
Demon Lord
Increased damage by ~185% at the endgame
Dragon
Increased damage by ~300% at the endgame
Etherian
Increased damage by ~20% at the endgame
Hippogriff
Increased damage by ~275% at the endgame
Lil’ Bomber
Increased damage by ~360% at the endgame
Lycan Prince
Fusion version gives Rift Armor
Mega Chicken
Increased damage by ~150% at the endgame
Monkey King
Decreased the damage increase per stack from 10% to 5%
Increased the damage stack limit from 10 to 30
Paddle Ball
Increased damage by ~55% at the endgame
Steam Robot
Increased damage by ~65% at the endgame
General
Increased movement speed of all pets by 200%
Weapons
Boss Weapons
We increased the damage scalars of all Demon Lord, Goblin Mech and Ancient Dragon Boss weapons to try to be within 5-10% of the potential power of a Lycan King Boss Weapon when dropped at similar quality.
The goal here is to allow players more choice to choose which of the boss weapons fit their playstyle the best. So playing Bonus Difficulties on Boss Maps should provide weapons with the potential to be as good as Lycan King Boss Weapons.
What’s Next?
Collecting feedback and testing, testing, testing! Make sure to fill out your survey in the PTR client and let us know what you think about the changes. Tell us what you like. Tell us what you don’t like. We expect the PTR to go for a few weeks, where you can definitely expect changes and we continue to get more information. Thanks again to our Defenders for taking the time to participate and give us feedback!
Social Defenders
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:
The Pre-Episode 2 Patch 1 is now live on PC, Xbox and PlayStation! Switch will get this update at a future date once it’s gone through certification. This patch adds many highly requested features and changes from the community.
Let’s get into all the great changes in this patch!
Siren Rework
The Siren has been a point of frustration for many of our players and has received a rework. The reworked version will be targetable by towers and have two abilities and a normal ranged attack:
Ability 1 - Mitigate damage to nearby enemies.
Ability 2 - Target players/defenses with a casted explosion that will cause damage if the player does not move away before the cast completes.
Make sure to keep an eye on defenses and cores as The Siren will now attack anything in her path without needing to be provoked.
Note: Currently there is no difference between normal and rifted and is still considered a Rifted Enemy in both modes.
Pet Transmog
Do you want your Corgi to shoot fireballs? Well now they can! Pet Transmog can be accessed through the blacksmith and you can now transmog your currently equipped pet with any pet that you’ve unlocked.
New Fusion Pets
What better way to welcome the addition of Pet Transmog than to add more pets to collect!
In this patch we’ve added 4 new Fusion pets for you to collect!
Act 1: Steam Robot
Act 2: Little Wizard
Act 3: Dragon
Act 4: Angry Cloud
Players can obtain them by playing Rifted Survival on any act map except for the encore maps. Bonus Waves will roll between the map's pet and the Fusion pet (50/50 currently). We expect to add more in future patches.
Defense Range Decal
For those that have played DDGR, we changed the defense range decal to a clearer and nicer looking blue range indicator that more concisely communicates your range without overriding the environment. We’ve brought this over to replace the green glow that is currently presented. Overall we think this should provide players with a less obstructive view of their defense range.
Changing enemy Elemental Resistance from 100% to 75%
Enemy Elemental Resistance has been lowered from 100% to 75%. This will not change how towers work. Elemental Towers will not target, Auras will not damage, and Traps will not trigger or damage elemental enemies.
Item Culling Changes
This change makes it so that instead of drops always replacing the lowest IPWR item on the ground once the max drop limit has been reached, it will now instead keep 20 Armor, 10 Weapons and 10 Offhand drops on the ground and replace an item of the same category. Pets and Accessories are no longer culled and will stay on the ground.
Rifted Enemies now drop Fusion Gear
Enemies now have a small chance to drop Fusion Gear when playing rifted. This isn’t meant to be a major source of Fusion Gear but will help players breaking into rifted to make sets easier.
Centered Perspective Camera Option
This was an addition that was done in DDGR to allow players to have a centered camera view and has been a popular request in the community. This can be enabled in the gameplay settings for users that prefer that camera angle.
Smart Upgrade and Repair
This new system will allow you to upgrade and repair defenses like never before! When enabled in the gameplay setting (Enabled by default). Each setting can be toggled on or off independently of each other.
Smart Repair will attempt to repair nearby defense to the reticle starting with the lowest health percentage.
Smart Upgrade will upgrade nearby towers to the reticle in the order of their priority fully before going down to a lower priority tower. Two towers of the same priority will alternate between the lower upgrade level. The priority list is now:
Overclock Beam
DPS Towers / Traps / Auras
Blockades
Everything else
Reflect Field
Example 1: If you have a Harpoon Tower and a Spike Blockade, the Harpoon Turret will get upgraded fully before the Spike Blockade receives any upgrades.
Example 2: if you have 2 Harpoon towers and a Spike blockade, it will alternate upgrading the 2 Harpoon Towers to full before targeting the Spike Blockade
Balance
General
Item Effects
Irradiate can no longer activate on target dummies to allow users to more easily compare actual DPS values as irradiate.
Squire
Spiked Blockade
Health Increased from 1160 to 1392
Slice N Dice Blockade
Health Increased from 1225 to 1470
Damage Increased from 7 to 7.7
Harpoon Turret
Damage Increased from 60 to 73
Projectile is no longer destroyed by map geometry
Bouncer Blockade
Health Increased from 1087 to 1304
DU reduced from 2 to 1
Bowling Ball Turret
Damage Increased from 70 to 84
Apprentice
Elemental Barrier
Health Increased from 1160 to 1392
Magic Missile Tower
Damage Scaling Increased from 1.6 to 1.75
Lightning Tower
Damage Increased from 20 to 22
Huntress
Explosive Trap
Damage increased from 375 to 412
Range Increased from 200 to 220
Rate Increased from 10 to 8
Inferno Trap
Damage Increased from 65 to 78
Effect Rate Increased from 0.65 to 0.5
Thunder Spike Trap
Damage Increased from 1500 to 1800
Rate Increased from 8.5 to 6.8
Can be overlapped with other Thunder Spike Traps outside of a small radius
EV
Blocking Field
Health Increased from 882 to 1058
Warden
Roots of Purity
Health Increased from 825 to 990
Shroomy Pit is now Shroomy Geyser
Use the new and improved Shroomy Geyser to yeet Shroomies to your heart's content!
Miscellaneous
Entitlements no longer give items, but will now just unlock the transmog. Entitlements that were given as items are now sellable, but will not be tradable. Additionally those items will also be locked when logging in to prevent accidental selling. Note: Any entitlement items sold at this point will be gone forever.
Added Social Button Bar to Main Menu.
Bug Fixes
Fixed a few issues to help with multiplayer disconnects.
Fixed an issue where the spawn door had some weird textures.
Fixed an issue where hackers can see non hacked games.
Fixed an issue where defeated enemies on the Tactical Map would still display despite being defeated.
Fixed issues with item effects spawning projectiles at the wrong location.
Fixed an issue where leaving a game that was lower difficulty than what your Tavern was previously set to would cause you to have difficulty scaling issues until hero swapping.
Fixed an issue where deleting your last transmog could result in a crash.
Fixed an issue where the client would occasionally crash when culling an item.
Fixed an issue where the session browser displays 9999 games found instead of 0 when no games found on initial open.
Fixed an issue where refreshing the Session Browser when there are no sessions will hide the X Games Found text instead of saying 0.
Fixed an issue where the Siren icon on the Tactical Map was too small.
Fixed some additional backend issues with Session Browser with games not showing up in specific cases.
Fixed issue where Ping was not shown in the controls UI.
We will be extending this PTR for one more week, as expected. We have made a handful of changes based on the data we have collected so far, and will be keeping a close eye on things as we move forward. We anticipate pushing the patch to the live game once we make any final changes and pass certification for consoles. If you are still looking to take part in the PTR to test these new changes, follow these instructions. We have also added a section to the bottom of the survey to reflect these new changes, so make sure to go back and edit your surveys.
Feature Update
The new Smart Upgrade system now has a more defined priority list. Towers will now be upgraded in the order of their priority fully before going down to a lower priority tower. Two towers of the same priority will alternate between the lower upgrade level. The priority list is now:
Overclock Beam
DPS Towers / Traps / Auras
Blockades
Everything else
Reflect Field
Example 1: If you have a Harpoon Tower and a Spike Blockade, the Harpoon Turret will get upgraded fully before the Spike Blockade receives any upgrades.
Example 2: if you have 2 Harpoon towers and a Spike blockade, it will alternate upgrading the 2 Harpoon Towers to full before targeting the Spike Blockade.
Balance
Harpoon Turret
Damage Increased from 66 to 73
Magic Missile Tower
Damage Scaling Increased from 1.6 to 1.75
Lightning Tower
Damage Increased from 20 to 22
Thunder Spike Trap
Can now be overlapped with other Thunder Spike Traps outside of a small radius.
Developer Note: This is something that people have suggested in their surveys and we wanted to experiment with this to see how players use this.
Siren
Increased Base Health from from 8000 to 8190
Increased Health Scalar from 200 to 225
Reduced range of projectile attack from 1500 to 800 units
Bug Fixes
Fixed an issue where the client would occasionally crash when culling an item.
Fixed an issue where the session browser displays 9999 games found instead of 0 when no games found on initial open.
Fixed an issue where refreshing the Session Browser when there are no sessions will hide the X Games Found text instead of saying 0.
Fixed an issue where the Siren icon on the Tactical Map was too large.
Fixed an issue where a Siren hitting the core would say the incorrect enemy name.
Fixed an issue where traps didn’t show their effect range when activating tower view.
Fixed an issue where EV’s node-based defenses weren't showing as invalid for their placement decal.
Fixed an issue where the PTR session browser was region locked.
Fixed some additional backend issues with Session Browser with games not showing up in specific cases.
Social Defenders
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:
The Pre-Episode 2 Patch 1 PTR is now live, and we need help from our Defenders to test out these upcoming changes! As mentioned in the Preview notes, this PTR will be focused on the implementation of a handful of new features, continuing to improve the overall quality of life in DDA, and fine tuning some of the balance on defenses!
How to Join
Are you excited to check out these changes early? Do you like giving your opinion in a meaningful way? Do you want an exclusive Crystalline Corgi Pet Transmog? If any or all of these apply to you, we want you to join the PTR! If you own Dungeon Defenders: Awakened on PC/Steam, check out our forum post that shows you exactly how to join!
Reward
Test with us and get a Crystalline Corgi! Make sure to play for at least 30 minutes and fill out the in-client survey to receive this cute new Corgi transmog to use for your first ever Pet transmog! This survey can be accessed via the pause menu.
Siren Rework
The Siren has been a point of frustration for many of our players and will be receiving a rework. The reworked version will be targetable by towers and have two abilities:
Ability 1 - Mitigate damage to nearby enemies.
Ability 2 - Target players/defenses with a casted explosion that will cause damage if the player does not move away before the cast completes.
Note: Currently there is no difference between normal and Rifted and the Siren is still considered a Rifted enemy in both modes.
Changing Enemy Elemental Resistance
Enemy Elemental Resistance is being lowered from 100% to 75%. This will not change how towers work. Elemental Towers will not target, Auras will not damage, and Traps will not trigger or damage elemental enemies.
Item Culling Changes
This change makes it so that instead of drops always replacing the lowest IPWR item on the ground once the max drop limit has been reached, it will now instead keep 20 Armor, 10 Weapons and 10 Offhand drops on the ground and replace an item of the same category. Pets and Accessories are no longer culled and will stay on the ground.
New Fusion Pets
We have added 4 new Fusion pets for you to collect!
Act 1: Steam Robot
Act 2: Little Wizard
Act 3: Dragon
Act 4: Angry Cloud
Players can obtain them by playing Rifted on any act map except for the encore maps. Bonus Waves will roll between the map's pet and the Fusion pet (50/50 currently). We expect to add more in future patches.
Pet Transmog
Do you want your Corgi to shoot fireballs? Well now they can!
New Features
Rifted Enemies now drop Fusion Gear
This is our most requested change from our surveys and will help players better farm the Fusion gear they need!
Shroomy Pit is now Shroomy Geyser
Use the new and improved Shroomy Geyser to yeet Shroomies to your heart's content!
Smart Upgrade and Repair
This will make repairs a little less pain-staking. This feature can be toggled in the gameplay settings, and is on by default.
Tower Balance
Spiked Blockade
Health Increased from 1160 to 1392
Slice N Dice Blockade
Health Increased from 1225 to 1470
Damage Increased from 7 to 7.7
Harpoon Turret
Damage Increased from 60 to 72
Projectile is no longer destroyed by map geometry
Bouncer Blockade
Health Increased from 1087 to 1304
DU reduced from 2 to 1
Bowling Ball Turret
Damage Increased from 70 to 84
Explosive Trap
Damage increased from 375 to 412
Range Increased from 200 to 220
Rate Increased from 10 to 8
Inferno Trap
Damage Increased from 65 to 78
Effect Rate Increased from 0.65 to 0.5
Thunder Spike Trap
Damage Increased from 1500 to 1800
Rate Increased from 8.5 to 6.8
Elemental Barrier
Health Increased from 1160 to 1392
Blocking Field
Health Increased from 882 to 1058
Roots of Purity
Health Increased from 825 to 990
Quality of Life
Warden's Sprout ground target changed to a projectile.
Updated Defense Range indicators to be more user-friendly.
The ‘Sell All’ hotkey returns.
Added ‘Force Ready Up’ on the Escape UI for consoles.
Transmog items that can no longer be obtained will now be hidden on the transmog UI.
Added a gameplay option to toggle the DDGR Centered Camera Perspective view.
Irradiate no longer procs on target dummies in order to help temper DPS expectations .
Entitlements no longer give items, but will now just unlock the transmog. Entitlements that were given as items are now sellable, but will not be tradable.
Updated item effect descriptions to say "Increases {stat name}" instead of giving the actual description of the stat.
Updated Stability's item effect description to say "Reduces Knockback from enemy attacks."
Added Social Button Bar to Main Menu.
Bug Fixes
Fixed a few issues to help with multiplayer disconnects.
Fixed an issue where the spawn door had some weird textures.
Fixed an issue where hackers can see non hacked games.
Fixed issues with item effects spawning projectiles at the wrong location.
Fixed an issue where defeated enemies on the Tactical Map would still display despite being defeated.
Fixed an issue where leaving a game that was lower difficulty than what your Tavern was previously set to would cause you to have difficulty scaling issues until hero swapping.
Fixed an issue where deleting your last transmog could result in a crash.
What’s Next?
Collecting feedback and testing, testing, testing! Make sure to fill out your survey in the PTR client and let us know what you think about the changes. Tell us what you like. Tell us what you don’t like. We expect to have about 1-2 weeks of this PTR, where you can definitely expect changes and we continue to get more information. Thanks again to our Defenders for taking the time to participate and give us feedback!
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Today we are putting out a small, but very impactful, update where we are happy to welcome back the Session Browser on Steam and PlayStation! (that feels reallllly good to finally type out btw) In addition to bringing back the browser, we are also enabling the DDGR hero costumes, changing the Dark Elf Warrior, and fixing some frustrating bugs!
Session Browser is back!
This feature is back, you’re once again able to find other Defenders to play with. We’re sorry it was gone for a while, but it was out of our hands and took a lot of work to get back up and running. This is currently live for Steam and PlayStation, with Switch and Xbox coming at a later date
Dungeon Defenders Going Rogue Costumes!
As promised in our release of Dungeon Defenders Going Rogue, we’ve provided five free costumes that were released in DDGR for DDA! You should be able to select them through transmog once you have the update.
Misc.
Removed the Rifted Dark Elf Warrior Cloaking mechanic
This means that towers will be able to target and attack rifted warriors without needing to be a fusion tower.
Greatly increased the transparency of the Reflect Field’s texture to be less distracting.
Bug Fixes
Fixed a bug where Aim Assist was targeting defeated enemies
Fixed a bug where Inventory Stats points would mess up when you swap heroes on the stat page
Fixed a bug where XP/Radial Bars were not properly showing values
Fixed a bug where applying stat points changes in some cases would get rejected and return to the unspent pool
Fixed a bug where heroes would sometimes display -1 health
Let us know if you see this in game. We believe we fixed this, but it’s hard to reproduce on our end.
Fixed a bug where the secret room stairs didn't have collision, causing you to fall through
What’s Next?
We’re currently working on getting these patches for Xbox and Switch. Because of the changes we had to make to multiplayer, the Session Browser requires custom setup on each platform with their own requirements. We’ll keep you posted as to when those are coming out. We are continuing to work on DDA, using your feedback to greatly influence the things we work on, with more surveys on the way to get more of your feedback. We’re wanting to get more small patches out between now and Episode 2 that address some issues that have been outlined as we continue our work. There’s also more updates for DD2 and DDGR on the way, there’s so much we’re doing that we can’t wait to get out to all of you!
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Today we are surprising everyone with our newest game: Dungeon Defenders Going Rogue! This is the Chromatic Games take on the roguelite genre using your favorite Etherian Heroes. In Going Rogue you will battle through familiar dungeons, fight waves of enemies, and defeat reimagined bosses in your never-ending quest for loot.
To celebrate our expansion of the Dungeon Defenders Universe, we are now offering bundles with DDA and Going Rogue!
DDA and Going Rogue Bundles
Since Going Rogue is built out of DDA, we wanted to make sure we provided not only a fair price to purchase the game, but also something that rewards people for already owning DDA. That’s where the Dungeon Defenders Bundle comes in! If you own DDA, you’ll be able to purchase Going Rogue for a reduced price, and even better saving during our release sale. However, we’re also releasing with a sale, so purchasing Going Rogue through the bundle will be even less!
For our new Defenders that purchase Going Rogue, but do not own Dungeon Defenders Awakened, you’ll be able to pick DDA up for a reduced price as well through the Dungeon Defenders Bundle as well (and again, even cheaper when there is a sale going on).
Dungeon Defenders Awakened Development
We are still hard at work on Episode 2 and so far we have revealed:
New Map: The Bazaar
New Map: The Lost Metropolis
New Feature: Runes
As you’ll notice in Dungeon Defenders Going Rogue, there’s an overlap in features with runes being very core to the gameplay. These runes serve as an example of what you’ll be seeing in Dungeon Defenders Awakened as well. We’re still working diligently on Episode 2 and didn’t want to leave our brave DDA players hanging without spoiling some new content. So we’re going to talk about something you’ll be getting for free right now, and also giving a sneak peak at our next hero!
Free Going Rogue Cosmetics
First, the thing that you’ll be getting right away. In Dungeon Defenders Awakened, we will be providing the Going Rogue versions of the base four characters FOR FREE. All you’ll need to do is update your game, and you will have them. That’s it. This is something we’re doing for ALL PLATFORMS. While Going Rogue won’t be on consoles right now, we want to make sure that all our Defenders are able to have fun with these new cosmetics! Getting the cosmetics onto consoles is going to be reliant on the certification process, so once they pass the individual platform certifications, we’ll have them out to you.
Second, we gave a very small tease on our next hero, which people had guessed, but we’ll announce it here as part of our Going Rogue celebration.
The Outcast
An exiled general from the armies of the Old One after questioning if war was the answer, The Outcast uses his crystalline arm to call upon forces to aid him on the battlefield.
We’re not going into his kit just quite yet, but the Outcast will be the answer to what many fans have been asking for — a remake of The Summoner that fits within Dungeon Defenders Awakened. This is also another hero that we’ll be bringing into Going Rogue as well. We’re serious about making the most out of all the things we’re creating!
We are very excited about the future of DDA, DD2, and now DDGR. Thanks for all of your support, and we look forward to showing off even more in the near future!
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It’s about that time that we drop some news on some of the stuff that we’ve been working on. We recently released an update to Dungeon Defenders II, and before that we were talking about our PlayStation development for Dungeon Defenders Awakened, and BEFORE THAT we showed the new maps The Bazaar and The Lost Metropolis. Go over a new map? No shot, we’re getting into a new feature and some other stuff. Let’s talk about RUNES!
NEW FEATURE - RUNES
Runes are a new item that Defenders can find throughout their journeys in this cursed realm of Etheria, giving even greater power to take on the foes that appear before you. Starting off, players don’t have access to runes right away. As you level, your heroes unlock rune slots to place the runes acquired throughout your adventures. Rune slots are locked on a level basis, meaning if you have a specific hero type at max level, you’ll have access to all rune slots for that hero type.
Runes are broken down into two different categories and within those categories, two different types: General Runes and Class Runes, and they work in the following ways:
General Runes - Runes that can be applied to any hero. These are typically flat stat increasing runes, with some slight variations.
Hero Runes - Runes that affect your hero’s stats, attacks, and abilities.
Tower Runes - Runes that affect your tower stats and activation (whether that’s damage or utility).
Class Runes - Runes that are applied to a specific hero, or specific list of heroes.
These are also split into Hero and Tower Runes.
These types of runes also mimic the types of rune slots that are available. Once you unlock all rune slots, you’ll have access to two hero slots and four tower slots. These runes, when equipped, will apply to all versions of the hero that you create. This means when you set up your Squire runes, they apply to both your max level Squire, as well as a level 1 Squire that you may have created as well. (Note: runes do not affect characters within Boss Tests)
Rune Unlocks
We’ve talked about types of runes, unlocking runes lots, and a little bit about how they’re applied to your hero, but how the heck do you get these things? Easy, you fight for them! Runes will drop on specific maps, with various tiers dropping in different difficulties. The higher the difficulty, the better the rune, pretty simple. The rune available is always your highest unlock, so if you have unlocked the hero rune Vitality IX, you will only be able to equip that rune to one of your hero slots, and you’ll need to equip a different rune in the second hero rune slot. No duplications here.
This also means that playing a map on the hardest boss wave of the hardest difficulty will net you the best version of the rune that drops. As we continue to release additional episodes and bosses, this will continue to scale as well, giving you more and more powerful runes to hunt as the challenge increases. This doesn’t mean that all runes drop across the entire game, some just start dropping a lot sooner than others.
But how do you unlock runes? There’s two requirements to unlock a rune, and that’s hero class level and gold. For General Runes, there are level requirements, but they require you to have any hero at or above their required level; for Hero Runes, it requires one of the applicable classes to be at or above the required level. The stronger the rune, the higher the level and more gold that needs to be spent. Let’s say you get a Rune of Vitality III and you haven’t unlocked Rune of Vitality II. You can still unlock it by paying the cost and having the proper level. You aren’t gated by the previous runes, so whichever highest rune you acquire, if you have the gold to spend and meet the level requirement, you’re able to unlock that rune. Once you unlock a rune, it’s unlocked for all applicable classes. This means you don’t have to unlock a Rune of Vitality IX for each individual hero - once it’s unlocked on one, all classes that could use it, can use it.
EXAMPLES OF A RUNE, HELLO?
Oh yeah, you might want to know some examples of actual runes. Well first, there’s hundreds of these things across every tier, with a rune for pretty much every stat for both heroes and towers. Then on top of that, there are runes similar to some of the item effects that you see on items now (mana regen, projectiles, sunder armor, etc.) And even on top of that, there are runes for pretty much every tower and ability in the game. We’ll go over one for each of the base four heroes:
Squire
Explosive Shield - Your Shield Throw now explodes for X damage per enemy hit.
Huntress
Focus Fire - Repeated attacks against the same enemy increase damage dealt against that enemy by X. Stacks Y times.
Apprentice
Pulsator - When Lightning Tower fires off, it also deals X damage to all enemies within its range.
Monk
Iron Fists - Enrage Aura now increases the damage enraged enemies deal by X.
Now that was fun to finally talk about even just a little bit. Let’s keep the fun going, we’ve even got some fun general runes, so that you don’t think all the fun is had on just the class runes:
Death From Above - While in the air, deal X% increased damage.
Bouncy - Gain X extra jumps.
BURN, BURN, BURN - Fire damage dealing towers also increase damage enemies take by X% for 6 seconds after being hit.
Napalm - Enemies killed by fire damage dealing towers apply a Burn to nearby enemies for X damage over 6 seconds.
Did we list those to show specific combos that might interact with each other? Who knows, probably, or it could have just been random runes chosen. Believe what you will!
Anything Else?
Oh yeah. If we get everything up and running proper (we ran into some multiplayer hurdles as we’ve outlined here), some (if not all) runes will be tradeable. So we guess that means trading as well if all our work with these new systems pans out. You’ll still need to meet the requirements to unlock them (gold and level requirements).
Summary
Runes. There’s a lot of info. There’s general runes, class runes, ones for heroes, ones for towers, different tiers of runes. We’re still spending a lot of time on these, so pretty much anything here is up to be changed in some way, shape, or form as we continue to develop these. Also if we’re able to get trading in, it’ll be in with this update, and you’ll be able to even trade some runes!
What’s Next?
We’re still in our PlayStation certification process and are hoping to have a release date real soon as we squash any of the issues that Sony finds. We’re also working on another DD2 update that is going to be pretty bonkers. Maybe the next thing we talk about has to do with a hero? There’s no telling, but maybe? Probably.
Did somebody drop this?
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