Null Void (Training Dummy): Increased health bonus from 120% to 150%.
Arcane Resilience (Arcane Barrier): Increased health bonus from 100% to 140%.
Increased minimum value on Null Void and Arcane Barrier from 70% of Max to 80% of Max.
Guardian (Hero Health + Defense Health) stat combination removed from rolling
Weighting that assigned to Guardian moved to Rook (DP + DH)
Pet debuffs that can stack now have their damage potential capped. Note: There’s a bug where some pet abilities can only stack if the pets involved are of different evolution tiers. We’re looking into this.
Bug Fixes
Ogres teleported by Null Void will be placed just outside of the spawner to avoid getting stuck.
Fixed an issue where the Frostbite Tower wouldn’t attack enemies at Tiers 4 and 5.
Victory Smell now decreases time between burn rate ticks as intended.
Fixed an issue where quickly toggling a bag will glitch it and prevent it from appearing/disappearing until toggled slowly.
Onslaught Currency Reward should now properly appear at the end of each round.
Fixed a bug where pet stats could reroll the same as the current value.
Players can now properly skip the end-of-match timer after losing on The Dead Road or Temple of the Necrotic.
Removed some lingering VFX from the Tavern weapons rack.
Sound now plays when players gain the Holy Buff on Temple of the Necrotic.
Added an error message if a player tries to purchase a sale item as the sale starts/ends.
Fixed a visual bug that occurred when purchasing a pet slot upgrade.
Fixed an issue where some pet animations weren’t playing if players were using the Apprentice or Huntress.
Fixed an issue where airlanes were displaying Nightmare evil eyes in the lane spawners.
Fixed a typo in the Howling passive description.
Fixed a collision issue on mana nodes.
Fixed some lingering winter NPC text issues.
Fixed a typo in the Dark Shawl costume description.
Null Void (Training Dummy): Increased health bonus from 120% to 150%.
Arcane Resilience (Arcane Barrier): Increased health bonus from 100% to 140%.
Increased minimum value on Null Void and Arcane Barrier from 70% of Max to 80% of Max.
Guardian (Hero Health + Defense Health) stat combination removed from rolling
Weighting that assigned to Guardian moved to Rook (DP + DH)
Pet debuffs that can stack now have their damage potential capped. Note: There’s a bug where some pet abilities can only stack if the pets involved are of different evolution tiers. We’re looking into this.
Bug Fixes
Ogres teleported by Null Void will be placed just outside of the spawner to avoid getting stuck.
Fixed an issue where the Frostbite Tower wouldn’t attack enemies at Tiers 4 and 5.
Victory Smell now decreases time between burn rate ticks as intended.
Fixed an issue where quickly toggling a bag will glitch it and prevent it from appearing/disappearing until toggled slowly.
Onslaught Currency Reward should now properly appear at the end of each round.
Fixed a bug where pet stats could reroll the same as the current value.
Players can now properly skip the end-of-match timer after losing on The Dead Road or Temple of the Necrotic.
Removed some lingering VFX from the Tavern weapons rack.
Sound now plays when players gain the Holy Buff on Temple of the Necrotic.
Added an error message if a player tries to purchase a sale item as the sale starts/ends.
Fixed a visual bug that occurred when purchasing a pet slot upgrade.
Fixed an issue where some pet animations weren’t playing if players were using the Apprentice or Huntress.
Fixed an issue where airlanes were displaying Nightmare evil eyes in the lane spawners.
Fixed a typo in the Howling passive description.
Fixed a collision issue on mana nodes.
Fixed some lingering winter NPC text issues.
Fixed a typo in the Dark Shawl costume description.
Hi all. This week, we’re internally playtesting the new map to try and lock down the layout so our amazing world builders can start on it. We’ve seen prototypes for some cool new consumable items we’re trying out for the first time in our game. We’re in the process of approving a temporary replacement of our old summary screen with something much simpler. We’re also looking at a first pass of a buff bar to see what that will look like in DD2 and going through those approvals. We have just integrated the Social Hub so there’s a ton of cleanup involved there, such as hooking up new animations, vfx, optimizations, and making sure quests work. There’s definitely more going on, but those are the hot topics that I’m focusing on for now.
Tim Shannon, PS4 Producer (@TimmyTrashTier)
Continuing my never-being-in-Florida trend, I’m still out at Human Head Studios enjoying the mild weather and working on the Ascension Part II update for PS4 - get hype! We’re also talking about plans for the next few months for PS4 - get extra hype, lots of cool things coming down the pipe!
Danny Araya, Creative Director (@DannyAraya)
Working on pose sketches and personalities for an awesome new NPC and also churning out sketches for a map-related cool thing which I can’t really talk about. Also coming up with new dialogue!
Jay Twining, Senior Game Designer (@TrendyJayT)
Adding some fun and temporary consumables to the game!
James Reid, Software Programmer (@Driscan)
Working on a thing that’s related to a thing I can’t talk about. I like the new layout of it, it works a lot better. Can’t wait to get that into your hands. Also working on multiple UI things for the other thing that I can’t talk about yet. So yeah, I’m working on things.
Working on some fun rule & enemy changes for our new map! Now that we’ve iterated on the layout, it’s time to start getting the pieces all together and identifying solid ways to improve it before it gets into y’all’s hands.
Steven Collins, Lead Level Designer (@Esorath)
This week and last week we have been testing and iterating on our newest map. After many iterations, we have arrived at a layout with which we are happy! Now time to finalize it and start to make it look pretty.
Chris Flores, QA Lead (@likethatwhenigothere)
Eagerly awaiting the PS4/PC consolidation build to test so we can get the PS4 more up to date with the PC build. In addition to that, starting prep work for the new milestone content (messing with the outdoor hub right now) and gathering info on the next hotfix.
Adam Stow, Associate Producer (@TE_Stow)
Teaching some people JIRA @javahawk and @catfaerie. It’s not like I came out of the womb with this skillset, you guys can do it!!
Jesus Diaz, World Builder (@N3oDoc)
Working on some assets for the new level and adding some new stuff in the new Social Hub level!
Daniel Diaz, World Builder (@DanielKaMi)
I've been working on some assets for our new level and soon we will be starting the world building on it. Can't wait!
Hi all. This week, we’re internally playtesting the new map to try and lock down the layout so our amazing world builders can start on it. We’ve seen prototypes for some cool new consumable items we’re trying out for the first time in our game. We’re in the process of approving a temporary replacement of our old summary screen with something much simpler. We’re also looking at a first pass of a buff bar to see what that will look like in DD2 and going through those approvals. We have just integrated the Social Hub so there’s a ton of cleanup involved there, such as hooking up new animations, vfx, optimizations, and making sure quests work. There’s definitely more going on, but those are the hot topics that I’m focusing on for now.
Tim Shannon, PS4 Producer (@TimmyTrashTier)
Continuing my never-being-in-Florida trend, I’m still out at Human Head Studios enjoying the mild weather and working on the Ascension Part II update for PS4 - get hype! We’re also talking about plans for the next few months for PS4 - get extra hype, lots of cool things coming down the pipe!
Danny Araya, Creative Director (@DannyAraya)
Working on pose sketches and personalities for an awesome new NPC and also churning out sketches for a map-related cool thing which I can’t really talk about. Also coming up with new dialogue!
Jay Twining, Senior Game Designer (@TrendyJayT)
Adding some fun and temporary consumables to the game!
James Reid, Software Programmer (@Driscan)
Working on a thing that’s related to a thing I can’t talk about. I like the new layout of it, it works a lot better. Can’t wait to get that into your hands. Also working on multiple UI things for the other thing that I can’t talk about yet. So yeah, I’m working on things.
Working on some fun rule & enemy changes for our new map! Now that we’ve iterated on the layout, it’s time to start getting the pieces all together and identifying solid ways to improve it before it gets into y’all’s hands.
Steven Collins, Lead Level Designer (@Esorath)
This week and last week we have been testing and iterating on our newest map. After many iterations, we have arrived at a layout with which we are happy! Now time to finalize it and start to make it look pretty.
Chris Flores, QA Lead (@likethatwhenigothere)
Eagerly awaiting the PS4/PC consolidation build to test so we can get the PS4 more up to date with the PC build. In addition to that, starting prep work for the new milestone content (messing with the outdoor hub right now) and gathering info on the next hotfix.
Adam Stow, Associate Producer (@TE_Stow)
Teaching some people JIRA @javahawk and @catfaerie. It’s not like I came out of the womb with this skillset, you guys can do it!!
Jesus Diaz, World Builder (@N3oDoc)
Working on some assets for the new level and adding some new stuff in the new Social Hub level!
Daniel Diaz, World Builder (@DanielKaMi)
I've been working on some assets for our new level and soon we will be starting the world building on it. Can't wait!
Build Weapons are now in line with Loot V2. They will now generate with only Hero- or Defense-focused Stats.
Build Passives that enhance defenses should generate only with Defense-focused Stats.
Build Passives that enhance combat/heroes should generate only with Hero-focused Stats.
The Winter Event has been turned off.
The “Ready Up” sound effect will play inside the Inventory/Forge when other players ready up. Thanks for the suggestion, u/capSAR273 and many others!
Players can now skip the final build phase on the Harbinger boss battle.
Balance
Nightmare IV difficulty reduced for 1-, 2- and 3-player matches. This change affects Nightmare End Game and Nightmare Incursions.
Increased the drop rates on the Ramparts Incursion weapons.
Heroes using weapons with splash damage were gaining the full Critical Damage bonus for every target hit, even if the initial hit only did 1 damage due to falloff. Crit Damage is now a % bonus so it proportionately scales all Hero Damage. The splash damage from crits now also falls off the further away an enemy is from the point of impact.
Bug Fixes
The Defense Preview (when a defense is selected but not yet placed) will now display a defense’s true range, taking into account any Skill Spheres, passives or stat points that affect range.
Fixed a bug where the Dragolich debuff stacks across multiple players.
There is another debuff stacking bug associated with the Dragolich that we have planned to fix in an upcoming patch.
Fixed a bug where pets would gain pet affection if you lost a wave. You will need to win the wave to gain affection.
Pet-based attacks and abilities will now target the Harbinger.
Fixed a bug where players could spam G on a phase transition to immediately skip the Build Phase.
The Prince's ship cannons will now damage the Harbinger’s cannons.
Fixed a bug where players were able to damage the Harbinger before Phase 1 starts by looking through at his health bar that is visible.
The Harbinger will no longer lose his arm if you send him into Build Phase while knocking him off his cannon or destroying his cannon.
Air enemies no longer get stuck (or taking very long to exit) inside the northeast air spawner on Greystone Plaza.
Changed the description of the Fight Me Not Sphere to say X% Damage instead of X% Extra Damage.
Fixed an issue where occasionally a player’s gem total would not load when loading into the Social Tavern.
Fixed a bug where players were able to build on top of the Prince’s cannons.
Fixed a tooltip issue with the currently Monthly Mission.
Fixed an animation issue with the Harbinger in the final Combat Phase.
Fixed an issue that could stop players from readying up in Onslaught.
Damaging the Harbinger’s cannons now has an associated sound effect.
Fixed an issue where the “Transform Egg” button did not indicate a sale if one was available.
Fixed an issue where Orc Skeletons were falling through the ground in Temple of the Necrotic.
Fixed a collision issue with pet attacks.
Fixed a bug where the sellback value of items for sale in the Blacksmith and Relic shops was the same as the purchase price.
Fixed an issue where the Crystalline Saber and the Harbinger Weapons were not displaying their names properly.
Fixed a text issue with the Player Kick menu.
Fixed a text issue with the “Get More Pet Slots” button.
Fixed a VFX issue with the Steampunktress’ foot rocket in the Costume Shop.
Fixed a VFX issue with the Harbinger Apprentice weapon.
Fixed an animation issue with the Harbinger’s cape.
Fixed a text issue on the Prince’s cannons.
Fixed a collision issue in the Tavern.
Adjusted SFX and VFX when you knock the Harbinger out of Meteor Strike.
Fixed a UI issue when purchasing a new Inventory Bag.
Fixed an issue where when Defense Crit Damage was the 2nd or 3rd stat on an item, the text extended beyond the frame of the tooltip.
Other Notes
We'd like to try something new this week. If there's a bug or an issue you'd like to see fixed in an upcoming weekly patch, please head to this thread on our subreddit and let us know!
Build Weapons are now in line with Loot V2. They will now generate with only Hero- or Defense-focused Stats.
Build Passives that enhance defenses should generate only with Defense-focused Stats.
Build Passives that enhance combat/heroes should generate only with Hero-focused Stats.
The Winter Event has been turned off.
The “Ready Up” sound effect will play inside the Inventory/Forge when other players ready up. Thanks for the suggestion, u/capSAR273 and many others!
Players can now skip the final build phase on the Harbinger boss battle.
Balance
Nightmare IV difficulty reduced for 1-, 2- and 3-player matches. This change affects Nightmare End Game and Nightmare Incursions.
Increased the drop rates on the Ramparts Incursion weapons.
Heroes using weapons with splash damage were gaining the full Critical Damage bonus for every target hit, even if the initial hit only did 1 damage due to falloff. Crit Damage is now a % bonus so it proportionately scales all Hero Damage. The splash damage from crits now also falls off the further away an enemy is from the point of impact.
Bug Fixes
The Defense Preview (when a defense is selected but not yet placed) will now display a defense’s true range, taking into account any Skill Spheres, passives or stat points that affect range.
Fixed a bug where the Dragolich debuff stacks across multiple players.
There is another debuff stacking bug associated with the Dragolich that we have planned to fix in an upcoming patch.
Fixed a bug where pets would gain pet affection if you lost a wave. You will need to win the wave to gain affection.
Pet-based attacks and abilities will now target the Harbinger.
Fixed a bug where players could spam G on a phase transition to immediately skip the Build Phase.
The Prince's ship cannons will now damage the Harbinger’s cannons.
Fixed a bug where players were able to damage the Harbinger before Phase 1 starts by looking through at his health bar that is visible.
The Harbinger will no longer lose his arm if you send him into Build Phase while knocking him off his cannon or destroying his cannon.
Air enemies no longer get stuck (or taking very long to exit) inside the northeast air spawner on Greystone Plaza.
Changed the description of the Fight Me Not Sphere to say X% Damage instead of X% Extra Damage.
Fixed an issue where occasionally a player’s gem total would not load when loading into the Social Tavern.
Fixed a bug where players were able to build on top of the Prince’s cannons.
Fixed a tooltip issue with the currently Monthly Mission.
Fixed an animation issue with the Harbinger in the final Combat Phase.
Fixed an issue that could stop players from readying up in Onslaught.
Damaging the Harbinger’s cannons now has an associated sound effect.
Fixed an issue where the “Transform Egg” button did not indicate a sale if one was available.
Fixed an issue where Orc Skeletons were falling through the ground in Temple of the Necrotic.
Fixed a collision issue with pet attacks.
Fixed a bug where the sellback value of items for sale in the Blacksmith and Relic shops was the same as the purchase price.
Fixed an issue where the Crystalline Saber and the Harbinger Weapons were not displaying their names properly.
Fixed a text issue with the Player Kick menu.
Fixed a text issue with the “Get More Pet Slots” button.
Fixed a VFX issue with the Steampunktress’ foot rocket in the Costume Shop.
Fixed a VFX issue with the Harbinger Apprentice weapon.
Fixed an animation issue with the Harbinger’s cape.
Fixed a text issue on the Prince’s cannons.
Fixed a collision issue in the Tavern.
Adjusted SFX and VFX when you knock the Harbinger out of Meteor Strike.
Fixed a UI issue when purchasing a new Inventory Bag.
Fixed an issue where when Defense Crit Damage was the 2nd or 3rd stat on an item, the text extended beyond the frame of the tooltip.
Other Notes
We'd like to try something new this week. If there's a bug or an issue you'd like to see fixed in an upcoming weekly patch, please head to this thread on our subreddit and let us know!
We’re back! Here’s what we’re working on this week:
Danny Araya, Creative Director (@DannyAraya)
Doing lots of character personality sketches for NPCs and stuff! Also recovering from being deathly ill over the holiday break.
Tim Shannon, PS4 Producer (@TimmyTrashTier)
Getting back into the swing of things and preparing for another trip out to Human Head Studios to finish out the next content update. We have a hotfix we’re evaluating this week that will deliver on some things people have been asking for.
James Reid, Software Programmer (@Driscan)
Shaking the cobwebs out after the break. Came back to some meetings about some upcoming coolness that I can’t wait to get into your hands. I think y’alls gonna like wuts we got cookin up.
Getting my groove back after the holidays, supporting young Mr. Collins on our new map. Exciting things are afoot!
Steven Collins, Lead Level Designer (@Esorath)
New year, new levels to make. Upcoming level we are creating will be something a little different. ;)
Chris Flores, QA Lead (@likethatwhenigothere)
At a bit of a low at the moment, so taking the opportunity to research some withstanding issues and getting started on the next batch of bug fixes. Also trying to get the full 411 on what’s coming the pipe so we can plan for it. Got the feeling I won’t be getting much sleep in a few weeks.
Abraham Abdala, Lead Tech Animator (@Broham)
All kinds of preparations and prototyping for our new map.
Joshua Javaheri, Lead Technical Artist (@javahawk)
Makin’ my way downtown, do do le do do le doo.
Jason Yu, Associate Producer (@urfyness)
Happy New Years! We hit the ground running this year, wasting no time to get you all the latest and greatest. We’re internally playtesting the new map multiple times this week to pick a direction, and then we’re full steam ahead. We may also have a really exciting secret project in the works
Jesus Diaz, World Builder (@N3oDoc)
After having an awesome break for the holidays, we’re back to work again! And this time we are working on a new special level that will hopefully provide a lot of fun!
Daniel Diaz, World Builder (@DanielKaMi)
We are recharged from the awesome holiday break and now working on a new level with lots of new gameplay features and fun. :)
Dani Moore, Remote QA Manager (@Dani)
Having an awesome holiday break really does recharge the soul. Managed to spend a lot of time catching up on games, friends and and personal projects.
Now with the new year, we’re eyeing up a Hotfix that may have already gone out by the time you read this and scoping out the plans for the next milestone push, which really has me excited considering the content that's going to be included.
Additionally, over the next few weeks I’m planning on making some changes to the RPG and RQA groups and hopefully recruiting more Defenders to help us test the game and upcoming content. If you’re interested, email me at dani.moore[at]trendyent[dot]com.
We’re back! Here’s what we’re working on this week:
Danny Araya, Creative Director (@DannyAraya)
Doing lots of character personality sketches for NPCs and stuff! Also recovering from being deathly ill over the holiday break.
Tim Shannon, PS4 Producer (@TimmyTrashTier)
Getting back into the swing of things and preparing for another trip out to Human Head Studios to finish out the next content update. We have a hotfix we’re evaluating this week that will deliver on some things people have been asking for.
James Reid, Software Programmer (@Driscan)
Shaking the cobwebs out after the break. Came back to some meetings about some upcoming coolness that I can’t wait to get into your hands. I think y’alls gonna like wuts we got cookin up.
Getting my groove back after the holidays, supporting young Mr. Collins on our new map. Exciting things are afoot!
Steven Collins, Lead Level Designer (@Esorath)
New year, new levels to make. Upcoming level we are creating will be something a little different. ;)
Chris Flores, QA Lead (@likethatwhenigothere)
At a bit of a low at the moment, so taking the opportunity to research some withstanding issues and getting started on the next batch of bug fixes. Also trying to get the full 411 on what’s coming the pipe so we can plan for it. Got the feeling I won’t be getting much sleep in a few weeks.
Abraham Abdala, Lead Tech Animator (@Broham)
All kinds of preparations and prototyping for our new map.
Joshua Javaheri, Lead Technical Artist (@javahawk)
Makin’ my way downtown, do do le do do le doo.
Jason Yu, Associate Producer (@urfyness)
Happy New Years! We hit the ground running this year, wasting no time to get you all the latest and greatest. We’re internally playtesting the new map multiple times this week to pick a direction, and then we’re full steam ahead. We may also have a really exciting secret project in the works
Jesus Diaz, World Builder (@N3oDoc)
After having an awesome break for the holidays, we’re back to work again! And this time we are working on a new special level that will hopefully provide a lot of fun!
Daniel Diaz, World Builder (@DanielKaMi)
We are recharged from the awesome holiday break and now working on a new level with lots of new gameplay features and fun. :)
Dani Moore, Remote QA Manager (@Dani)
Having an awesome holiday break really does recharge the soul. Managed to spend a lot of time catching up on games, friends and and personal projects.
Now with the new year, we’re eyeing up a Hotfix that may have already gone out by the time you read this and scoping out the plans for the next milestone push, which really has me excited considering the content that's going to be included.
Additionally, over the next few weeks I’m planning on making some changes to the RPG and RQA groups and hopefully recruiting more Defenders to help us test the game and upcoming content. If you’re interested, email me at dani.moore[at]trendyent[dot]com.