Inventory sorting: Now you can sort the items in your bag! Click the Customize button on a bag to bring up the sorting options. The current sorting options are:
Rarity: Sorts items from highest rarity to lowest rarity. Items will be sorted by their iPWR within the same rarity.
Type: Sorts items based on their type. For example, all helms will be grouped together and so on.
Hero: Sorts items based on which hero can use them.
Balance
Hero Damage, Ability Mana Regeneration, Ability Critical Damage Revamp
All Heroes
Ability Mana Regeneration Increased 1.0 -> 2.0
Ability Critical Chance Max Increased 30% -> 100%
Mana Regeneration Spheres
Ability Mana Regeneration Decreased from 1.0/2.0/5.0 to 1.0/1.5/2.0
Seismic Slam Increased Critical Damage Scalar 0.5 -> 3.0
Other Balance Updates
Significantly increased Malthius’ HP in the Malthius Incursion. He now has as much HP as a Tier 3 Ogre. Beware!
Bug Fixes
Fixed an issue where loot wouldn’t drop from Ogres/Special Enemies if the player is dead and the enemy died from the Poison Dart Tower or Blaze Balloon’s DoT.
Fixed an issue where updates to Skill Spheres would not appear until the player transition into a map.
Fixed an issue with skeleton HP in the Malthius Incursion (both Free Play and End Game).
Fixed an issue where the Defense Attack Rate IV and V Spheres provided the same bonus.
Fixed an issue where the Auto Collect “A” icon also appeared in the Bag Icons list.
Fixed an issue where double-click to change a Bag Icon could cause the bags to overlap each other or become smaller in size.
Fixed an issue where an Inventory Bag Icon would become unclickable if you changed Bag Icons.
Reduced bloom levels on the new current Throne Room level
Inventory sorting: Now you can sort the items in your bag! Click the Customize button on a bag to bring up the sorting options. The current sorting options are:
Rarity: Sorts items from highest rarity to lowest rarity. Items will be sorted by their iPWR within the same rarity.
Type: Sorts items based on their type. For example, all helms will be grouped together and so on.
Hero: Sorts items based on which hero can use them.
Balance
Hero Damage, Ability Mana Regeneration, Ability Critical Damage Revamp
All Heroes
Ability Mana Regeneration Increased 1.0 -> 2.0
Ability Critical Chance Max Increased 30% -> 100%
Mana Regeneration Spheres
Ability Mana Regeneration Decreased from 1.0/2.0/5.0 to 1.0/1.5/2.0
Seismic Slam Increased Critical Damage Scalar 0.5 -> 3.0
Other Balance Updates
Significantly increased Malthius’ HP in the Malthius Incursion. He now has as much HP as a Tier 3 Ogre. Beware!
Bug Fixes
Fixed an issue where loot wouldn’t drop from Ogres/Special Enemies if the player is dead and the enemy died from the Poison Dart Tower or Blaze Balloon’s DoT.
Fixed an issue where updates to Skill Spheres would not appear until the player transition into a map.
Fixed an issue with skeleton HP in the Malthius Incursion (both Free Play and End Game).
Fixed an issue where the Defense Attack Rate IV and V Spheres provided the same bonus.
Fixed an issue where the Auto Collect “A” icon also appeared in the Bag Icons list.
Fixed an issue where double-click to change a Bag Icon could cause the bags to overlap each other or become smaller in size.
Fixed an issue where an Inventory Bag Icon would become unclickable if you changed Bag Icons.
Reduced bloom levels on the new current Throne Room level
Iterating on the gameplay prototype from last week. We had our first office playtest of it last Friday. It has a way to go but is looking good!
Steven Collins, Level Designer (@Esorath)
Investigating some schedule updates. Still reading and reacting to forum suggestions. Looking into fixing the resists on bosses so it isn’t so punishing in Onslaught and Incursions.
Chris Flores, QA Lead (@likethatwhenigothere)
Continued work on hotfixes and slowly ramping up on testing features for the next milestone.
Abraham Abdala, Lead Tech Animator (@Broham)
Full swing on weapon variety implementation and two sweet new skins!
Joshua Javaheri, Lead Technical Artist (@javahawk)
Getting caught up with some great Nightmare Mode visual tweaks and weapon variety work!
Adam Stow, Associate Producer (@TE_Stow)
Nothing super fun to report, just overseeing the combat prototype designers & artists. Spoilers: You may want to tune into the Devstream this week.
Jason Yu, Associate Producer (@urfyness)
It’s been a challenge hunting down all the server problems that came up recently. Thank you all for being so patient with us while we work through them. We’re still working out the kinks.
I’ve been mostly focused on build management this past week. There are a number of fixes that went into the hotfix; some that worked, others that needed more work. Testing has also started on some memory optimizations and other performance optimizations which will require some time to ship. These are some of the riskiest changes because it touches every asset in the game. Lastly, we’re stabilizing the development build so we can get all the cool stuff we’ve been working on out to you guys. Hope you enjoy next update!
Javier Barreto, Lead Software Programmer (@javo)
]We’ve found one of the major issues with our servers, but there are still things failing at a very low level. Unlucky for us (all of us), many of these issues only happen when running with lots of users thus making it hard for us to detect. We are improving our logs and our user error messaging to try and flush out some of these problems
On a side note: We have a new programmer in town (Will)! We are helping him get up to speed on what we do and how we do it. Feel free to welcome Will to the team. =)
Jesus Diaz, World Builder (@N3oDoc)
Working on the Little-Horn Valley level, basically doing some visual changes to improve readability and gameplay.
Daniel Diaz, World Builder (@DanielKaMi)
Working on some important gameplay/visual changes for the Little-Horn Valley level.
And this pic is from last week work on the social hub, bringing more love to the background areas! (Remember, it’s a work in progress, so there’s not a release date yet.)
Dani Moore, Remote QA Manager (@Dani)
Workin on yet another hotfix - bringing in more fixes and updates, and doing interesting hardware optimisation checks.
Philip Asher, Marketing Director (@pmasher)
In San Francisco showing off the PlayStation 4 build of Dungeon Defenders II. Split-screen is a blast. About to head to IGN for a livestream, so make sure to watch us play there!
Josh Isom, Community Manager (@iamisom)
Had a blast on last week’s Devstream! Split-screen and controller support felt really good. Can’t wait to play with my PSN friends from my couch.
Prepping for the next patch update. Can’t wait for per-bag sorting and, eventually, our future Inventory 3.0 updates.
Iterating on the gameplay prototype from last week. We had our first office playtest of it last Friday. It has a way to go but is looking good!
Steven Collins, Level Designer (@Esorath)
Investigating some schedule updates. Still reading and reacting to forum suggestions. Looking into fixing the resists on bosses so it isn’t so punishing in Onslaught and Incursions.
Chris Flores, QA Lead (@likethatwhenigothere)
Continued work on hotfixes and slowly ramping up on testing features for the next milestone.
Abraham Abdala, Lead Tech Animator (@Broham)
Full swing on weapon variety implementation and two sweet new skins!
Joshua Javaheri, Lead Technical Artist (@javahawk)
Getting caught up with some great Nightmare Mode visual tweaks and weapon variety work!
Adam Stow, Associate Producer (@TE_Stow)
Nothing super fun to report, just overseeing the combat prototype designers & artists. Spoilers: You may want to tune into the Devstream this week.
Jason Yu, Associate Producer (@urfyness)
It’s been a challenge hunting down all the server problems that came up recently. Thank you all for being so patient with us while we work through them. We’re still working out the kinks.
I’ve been mostly focused on build management this past week. There are a number of fixes that went into the hotfix; some that worked, others that needed more work. Testing has also started on some memory optimizations and other performance optimizations which will require some time to ship. These are some of the riskiest changes because it touches every asset in the game. Lastly, we’re stabilizing the development build so we can get all the cool stuff we’ve been working on out to you guys. Hope you enjoy next update!
Javier Barreto, Lead Software Programmer (@javo)
]We’ve found one of the major issues with our servers, but there are still things failing at a very low level. Unlucky for us (all of us), many of these issues only happen when running with lots of users thus making it hard for us to detect. We are improving our logs and our user error messaging to try and flush out some of these problems
On a side note: We have a new programmer in town (Will)! We are helping him get up to speed on what we do and how we do it. Feel free to welcome Will to the team. =)
Jesus Diaz, World Builder (@N3oDoc)
Working on the Little-Horn Valley level, basically doing some visual changes to improve readability and gameplay.
Daniel Diaz, World Builder (@DanielKaMi)
Working on some important gameplay/visual changes for the Little-Horn Valley level.
And this pic is from last week work on the social hub, bringing more love to the background areas! (Remember, it’s a work in progress, so there’s not a release date yet.)
Dani Moore, Remote QA Manager (@Dani)
Workin on yet another hotfix - bringing in more fixes and updates, and doing interesting hardware optimisation checks.
Philip Asher, Marketing Director (@pmasher)
In San Francisco showing off the PlayStation 4 build of Dungeon Defenders II. Split-screen is a blast. About to head to IGN for a livestream, so make sure to watch us play there!
Josh Isom, Community Manager (@iamisom)
Had a blast on last week’s Devstream! Split-screen and controller support felt really good. Can’t wait to play with my PSN friends from my couch.
Prepping for the next patch update. Can’t wait for per-bag sorting and, eventually, our future Inventory 3.0 updates.
Today we begin our first weeklong event -- Loot Cave 2.0! Are you ready?
From 9/18 to 9/25 so much more loot will be dropping, we can’t even give you a number! For this weeklong event, you’ll get higher rarity loot from special enemies and Victory Chests, and even more (more more) loot from normal enemies. This event will take place across Campaign, Free Play, and End Game game modes. (Did we say more loot from normal enemies in End Game? Yes, yes we did.)
You can find more information in this week’s Devstream, where we reveal some of our new weapon variety system and give you a sneak peek at the PS4 version of Dungeon Defenders II.
Today we begin our first weeklong event -- Loot Cave 2.0! Are you ready?
From 9/18 to 9/25 so much more loot will be dropping, we can’t even give you a number! For this weeklong event, you’ll get higher rarity loot from special enemies and Victory Chests, and even more (more more) loot from normal enemies. This event will take place across Campaign, Free Play, and End Game game modes. (Did we say more loot from normal enemies in End Game? Yes, yes we did.)
You can find more information in this week’s Devstream, where we reveal some of our new weapon variety system and give you a sneak peek at the PS4 version of Dungeon Defenders II.
Patch 6.3 is here! This patch contains the first of our planned Inventory 3.0 changes that Dan mentioned in his blog last week. Expect more improvements in the near future!
Features
Bags can now be marked for Auto Collect!
At the end of the match, all items left on the ground will attempt to go into any bags marked Auto Collect.
Items of the highest rarity are collected first. Items within the same rarity that have the highest Item Power are then grabbed.
When you manually pick up an item, it goes into bags that are not marked Auto Collect until full. When those bags are full, items are sent to the Auto Collect bags.
Added HUD elements to display when Auto Collect bags are 70% full, 90% full and completely Full.
Added Auto Collect popup messages on the Matchmaking UI warning players if their bags are 70%, 90% or completely Full.
Added a “Do not show me again” toggle to these popups
Added an option on the Options menu to reset hidden popups.
Bug Fixes
Improvements have been made to prevent an issue where players faced long loading screens before erroring while matchmaking. We're still working to fix all of our matchmaking/server issues!
Potentially fixed an issue with the Flameburst Tower VFX.
Fixed an issue with the Serenity Aura.
Known Issues
Network instability is our #1 technical issue focus. Our team is working to fix the lag, disconnects and loading screen issues. We’ll have more updates in future patches/hotfixes.
Patch 6.3 is here! This patch contains the first of our planned Inventory 3.0 changes that Dan mentioned in his blog last week. Expect more improvements in the near future!
Features
Bags can now be marked for Auto Collect!
At the end of the match, all items left on the ground will attempt to go into any bags marked Auto Collect.
Items of the highest rarity are collected first. Items within the same rarity that have the highest Item Power are then grabbed.
When you manually pick up an item, it goes into bags that are not marked Auto Collect until full. When those bags are full, items are sent to the Auto Collect bags.
Added HUD elements to display when Auto Collect bags are 70% full, 90% full and completely Full.
Added Auto Collect popup messages on the Matchmaking UI warning players if their bags are 70%, 90% or completely Full.
Added a “Do not show me again” toggle to these popups
Added an option on the Options menu to reset hidden popups.
Bug Fixes
Improvements have been made to prevent an issue where players faced long loading screens before erroring while matchmaking. We're still working to fix all of our matchmaking/server issues!
Potentially fixed an issue with the Flameburst Tower VFX.
Fixed an issue with the Serenity Aura.
Known Issues
Network instability is our #1 technical issue focus. Our team is working to fix the lag, disconnects and loading screen issues. We’ll have more updates in future patches/hotfixes.
@CatFaerie keeps yelling at me to do this thing unbenounced to her I was in meetings all day, @#$% it.
Investigating what are some things we can do in terms of balance and composition to make the early part of DD2 a little more enjoyable and entertaining and also some other more nebulous yet maybe soon-to-be cool things I can’t really talk about just yet probably…
This week, I’m working on the gameplay prototype for Carl*. Carl? CAAAAARRLLLLL! *Name subject to change.
Steven Collins, Level Designer (@Esorath)
Balance and bug fixing. Working through some known bugs and issues. Working towards making Onslaught more rewarding.
Chris Flores, QA Lead (@likethatwhenigothere)
More hotfixes, some new changes to old man Scavenger, and once the newest PS4 merge is complete, try to see how our main Dev build survives.
Joshua Javaheri, Lead Technical Artist (@javahawk)
Spending the last bit of time improving the visuals in Nightmare Mode to be %$#@%$ terrifying! =O
Adam Stow, Associate Producer (@TE_Stow)
Trying to figure out who has been naughty or nice for the holiday season upcoming. There may be gifts & themes for the holidays! :)
Jason Yu, Associate Producer (@urfyness)
Bouncing between hotfixes and development has been keeping me busy. Also debugging problems that pop up as time permits. I solved a screen flickering issue that a number of people were seeing. Felt good.
Jesus Diaz, World Builder (@N3oDoc)
Still polishing the social hub level, trying to bring more color to the scene. (Remember, it’s a work in progress, so there’s not a release date yet).
Daniel Diaz, World Builder (@DanielKaMi)
Working on large buildings for the background areas of the social hub. (Remember, it’s a work in progress, so there’s not a release date yet).
The next pic shows the spawn zone area.
Dani Moore, Remote QA Manager (@Dani)
Poring over the changes to the Scavenger and working up a sweat on other projects. Reviewing the future and opening the doors once again to recruit more members to the RQA team.
Josh Isom, Community Manager (@iamisom)
Prepping my trigger finger for this week’s Devstream. You read that right: If all goes according to keikaku, you’ll see my ugly mug on the stream! I’m pretty stoked for what we have planned this week. Tune in at 5PM EDT on Friday!
I’ve been talking with design, programming and production about some of the biggest issues we’ve seen since our Early Access launch, which includes the feedback brought up since our Alpha & Beyond release. We also put out a satisfaction survey last week to help tune in on how our community at large feels about the game. If you haven’t already, please fill that out! It should take about five minutes to complete. I’m talking with Phil about sharing the results of the survey with everyone. We don’t normally do that, but I think the results are pretty enlightening.
Also, weapon variety! Finally. I played DD1 for a few hours last night, and while DD2’s combat feels smoother and more accurate, there’s a certain joy to the weapons in DD1.
@CatFaerie keeps yelling at me to do this thing unbenounced to her I was in meetings all day, @#$% it.
Investigating what are some things we can do in terms of balance and composition to make the early part of DD2 a little more enjoyable and entertaining and also some other more nebulous yet maybe soon-to-be cool things I can’t really talk about just yet probably…
This week, I’m working on the gameplay prototype for Carl*. Carl? CAAAAARRLLLLL! *Name subject to change.
Steven Collins, Level Designer (@Esorath)
Balance and bug fixing. Working through some known bugs and issues. Working towards making Onslaught more rewarding.
Chris Flores, QA Lead (@likethatwhenigothere)
More hotfixes, some new changes to old man Scavenger, and once the newest PS4 merge is complete, try to see how our main Dev build survives.
Joshua Javaheri, Lead Technical Artist (@javahawk)
Spending the last bit of time improving the visuals in Nightmare Mode to be %$#@%$ terrifying! =O
Adam Stow, Associate Producer (@TE_Stow)
Trying to figure out who has been naughty or nice for the holiday season upcoming. There may be gifts & themes for the holidays! :)
Jason Yu, Associate Producer (@urfyness)
Bouncing between hotfixes and development has been keeping me busy. Also debugging problems that pop up as time permits. I solved a screen flickering issue that a number of people were seeing. Felt good.
Jesus Diaz, World Builder (@N3oDoc)
Still polishing the social hub level, trying to bring more color to the scene. (Remember, it’s a work in progress, so there’s not a release date yet).
Daniel Diaz, World Builder (@DanielKaMi)
Working on large buildings for the background areas of the social hub. (Remember, it’s a work in progress, so there’s not a release date yet).
The next pic shows the spawn zone area.
Dani Moore, Remote QA Manager (@Dani)
Poring over the changes to the Scavenger and working up a sweat on other projects. Reviewing the future and opening the doors once again to recruit more members to the RQA team.
Josh Isom, Community Manager (@iamisom)
Prepping my trigger finger for this week’s Devstream. You read that right: If all goes according to keikaku, you’ll see my ugly mug on the stream! I’m pretty stoked for what we have planned this week. Tune in at 5PM EDT on Friday!
I’ve been talking with design, programming and production about some of the biggest issues we’ve seen since our Early Access launch, which includes the feedback brought up since our Alpha & Beyond release. We also put out a satisfaction survey last week to help tune in on how our community at large feels about the game. If you haven’t already, please fill that out! It should take about five minutes to complete. I’m talking with Phil about sharing the results of the survey with everyone. We don’t normally do that, but I think the results are pretty enlightening.
Also, weapon variety! Finally. I played DD1 for a few hours last night, and while DD2’s combat feels smoother and more accurate, there’s a certain joy to the weapons in DD1.