Working on the Defense changes, Stat Allocation System, and planning a cool upcoming event with the team.
Also here is a riddle:
“I bask in the twilight I strike from the shadows The shadows writhe around me I am the darkness The darkness writhes Twilight falls upon us all What am I?”
Guess correctly and win a “correct!” reply that I will post! First to guess correctly gets an imaginary cyber cookie!
Danny Araya, Creative Director (DannyAraya)
Working on story outlining, Carl scripts and Carl storyboards!
James Reid, Software Programmer (Driscan)
Working on the SAS system as well as squashing some bugs.
Continuing the prototyping work from last few weeks. Looking good so far, can’t wait to share more with you guys!
Steven Collins, Level Designer (Esorath)
Working with the world builders to make sure the updates to Little-Horn Valley are smooth.
Chris Flores, QA Lead (likethatwhenigothere)
Testing on the next milestone is in full swing. Scoping out some new costumes, some new attack animations and projectile types, and the new stat allocation system. Fun times.
Abraham Abdala, Lead Tech Animator (Broham)
All about the Weapon Variety System. And new skins! Lots of testing and iteration to this new system that hopefully will be a big hit!
Joshua Javaheri, Lead Technical Artist (javahawk)
Spending some time this week on polishing our latest patch content and determining priorities for the next milestone!
Adam Stow, Associate Producer (TE_Stow)
Signing off on adjustments to Little Horn Valley. Let us know if they work for you when this goes live soon.
Jason Yu, Associate Producer (urfyness)
We’ve started Stabilization Week which is where we take a look at all the work we’ve done for the Milestone, figure out what makes it in and doesn’t, and fix as many bugs as we can in a week. We may have found the bug that was causing our social taverns to poop itself (Bad social tavern! Bad!) which in turn, is causing a lot of issues that are affecting all of our wonderful fans. Some possible bugs this may fix are the Daily/Monthly Missions improperly resetting, some instances of the game failing to save, and infinite black loading screen.
Javier Barreto, Lead Software Programmer (javo)
Stabilizing a.k.a. bugfixing/polishing.
We have found and solved some nasty issues with our servers. I can’t really say everything is fixed, but we are looking good. Having said that … part of my job is preparing the team for what is to come: NEW COOL STUFF!!! a.k.a. new features. Thus I’m working my head around what we need and how can we do it....… Yes; sometimes I feel I know what the designers will require next. Sometimes I’m totally lost. =P
Last but not the least: We are out on PS4!!! Check that out! I can’t find enough words of gratitude for the team responsible for that -- the Human Head Studios guys. Those guys are busting their a… ehhh … killing it! Thanks!
Ok … enough said. Thanks for your support (and reading this).Keep your eyes/ears open for incoming announcements… And enjoy the game!
PS: Don’t forget to check out the PS4 version!
Jesus Diaz, World Builder (N3oDoc)
Still doing some visual changes to the Little-Horn Valley level, adding some more details to the social hub level and checking out a new "whitebox” level, which is the next level we're going to be working on!
Daniel Diaz, World Builder (DanielKaMi)
Same as Jesus, we are really excited about the new level, can't wait to start working on it!
Dani Moore, Remote QA Manager (Dani)
Just like Chris: Scoping out some new costumes, some new attack animations and projectile types, and the new stat allocation system.
Also organising and running our first playtest group, getting feedback on our next major release. Head to the forums and find the thread if you’re interested!
Philip Asher, Marketing Director (pmasher)
PS4 release. And… back to work!
Josh Isom, Community Manager (iamisom)
Helping Dani organize and setup the Remote Playtesting Group! This is a group of volunteer community members who will help us playtest new changes and provide feedback for the team. If you’re interested, email dani.moore[at]trendyent[dot]com.
And the PS4 pre-alpha is available for North American players! We’re working with Sony Computer Entertainment Europe (SCEE) to get the game to European players as we speak. As soon as we have a release date, we’ll share it with you.
Working on the Defense changes, Stat Allocation System, and planning a cool upcoming event with the team.
Also here is a riddle:
“I bask in the twilight I strike from the shadows The shadows writhe around me I am the darkness The darkness writhes Twilight falls upon us all What am I?”
Guess correctly and win a “correct!” reply that I will post! First to guess correctly gets an imaginary cyber cookie!
Danny Araya, Creative Director (DannyAraya)
Working on story outlining, Carl scripts and Carl storyboards!
James Reid, Software Programmer (Driscan)
Working on the SAS system as well as squashing some bugs.
Continuing the prototyping work from last few weeks. Looking good so far, can’t wait to share more with you guys!
Steven Collins, Level Designer (Esorath)
Working with the world builders to make sure the updates to Little-Horn Valley are smooth.
Chris Flores, QA Lead (likethatwhenigothere)
Testing on the next milestone is in full swing. Scoping out some new costumes, some new attack animations and projectile types, and the new stat allocation system. Fun times.
Abraham Abdala, Lead Tech Animator (Broham)
All about the Weapon Variety System. And new skins! Lots of testing and iteration to this new system that hopefully will be a big hit!
Joshua Javaheri, Lead Technical Artist (javahawk)
Spending some time this week on polishing our latest patch content and determining priorities for the next milestone!
Adam Stow, Associate Producer (TE_Stow)
Signing off on adjustments to Little Horn Valley. Let us know if they work for you when this goes live soon.
Jason Yu, Associate Producer (urfyness)
We’ve started Stabilization Week which is where we take a look at all the work we’ve done for the Milestone, figure out what makes it in and doesn’t, and fix as many bugs as we can in a week. We may have found the bug that was causing our social taverns to poop itself (Bad social tavern! Bad!) which in turn, is causing a lot of issues that are affecting all of our wonderful fans. Some possible bugs this may fix are the Daily/Monthly Missions improperly resetting, some instances of the game failing to save, and infinite black loading screen.
Javier Barreto, Lead Software Programmer (javo)
Stabilizing a.k.a. bugfixing/polishing.
We have found and solved some nasty issues with our servers. I can’t really say everything is fixed, but we are looking good. Having said that … part of my job is preparing the team for what is to come: NEW COOL STUFF!!! a.k.a. new features. Thus I’m working my head around what we need and how can we do it....… Yes; sometimes I feel I know what the designers will require next. Sometimes I’m totally lost. =P
Last but not the least: We are out on PS4!!! Check that out! I can’t find enough words of gratitude for the team responsible for that -- the Human Head Studios guys. Those guys are busting their a… ehhh … killing it! Thanks!
Ok … enough said. Thanks for your support (and reading this).Keep your eyes/ears open for incoming announcements… And enjoy the game!
PS: Don’t forget to check out the PS4 version!
Jesus Diaz, World Builder (N3oDoc)
Still doing some visual changes to the Little-Horn Valley level, adding some more details to the social hub level and checking out a new "whitebox” level, which is the next level we're going to be working on!
Daniel Diaz, World Builder (DanielKaMi)
Same as Jesus, we are really excited about the new level, can't wait to start working on it!
Dani Moore, Remote QA Manager (Dani)
Just like Chris: Scoping out some new costumes, some new attack animations and projectile types, and the new stat allocation system.
Also organising and running our first playtest group, getting feedback on our next major release. Head to the forums and find the thread if you’re interested!
Philip Asher, Marketing Director (pmasher)
PS4 release. And… back to work!
Josh Isom, Community Manager (iamisom)
Helping Dani organize and setup the Remote Playtesting Group! This is a group of volunteer community members who will help us playtest new changes and provide feedback for the team. If you’re interested, email dani.moore[at]trendyent[dot]com.
And the PS4 pre-alpha is available for North American players! We’re working with Sony Computer Entertainment Europe (SCEE) to get the game to European players as we speak. As soon as we have a release date, we’ll share it with you.
A strange celestial phenomenon is causing our pet eggs to hatch quicker than normal. Much quicker. Our Petrinarian is not quite sure what’s causing it.
For this weeklong event, all pets will hatch in seconds instead of 8 hours. Seize the opportunity, Defenders! Go forth and hatch pets! Hatch ‘em all!
In other news, our Loot Cave 2.0 event was a huge success! Defender feedback was overwhelmingly positive -- so positive that these drop rates are now the norm! We’ve also made two additional changes to the new drop rate based on some of the feedback we received. First, we’ve removed loot drops on wave 1 in End Game playlists, and we’ve slightly reduced the Legendary drop rate in NM3 and NM4 from what they were in the Loot Cave 2.0 event (so higher than before the event but lower than during the event).
You’re amazing, Defenders! We’re thrilled at the enthusiastic response and looking forward to more collaborations in the future!
A strange celestial phenomenon is causing our pet eggs to hatch quicker than normal. Much quicker. Our Petrinarian is not quite sure what’s causing it.
For this weeklong event, all pets will hatch in seconds instead of 8 hours. Seize the opportunity, Defenders! Go forth and hatch pets! Hatch ‘em all!
In other news, our Loot Cave 2.0 event was a huge success! Defender feedback was overwhelmingly positive -- so positive that these drop rates are now the norm! We’ve also made two additional changes to the new drop rate based on some of the feedback we received. First, we’ve removed loot drops on wave 1 in End Game playlists, and we’ve slightly reduced the Legendary drop rate in NM3 and NM4 from what they were in the Loot Cave 2.0 event (so higher than before the event but lower than during the event).
You’re amazing, Defenders! We’re thrilled at the enthusiastic response and looking forward to more collaborations in the future!
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