The Dragonfall Carnival update comes out on Tuesday! This week, we’re polishing the update and looking ahead to the next one:
Elliot Cannon, Creative Director
We’re wrapping up the Dragonfall Carnival, checking every detail we possibly can. Art and Level Design knocked this event out of the park! Collins took the map from multiple blockouts to fun-ready with uncanny speed and passion. Everyone on the art team rocked with tons of amazing details and flair. So much fun stuff in this release. Can’t wait to see new folks trying Normalized Play. Right now, it’s polish, polish, play, polish, play. Behind the scenes, we’re working on detailed plans and schedule for future releases, estimates, gear sets, and hero designs!
Daniel Haddad, Design Director (@Blacksmith)
Helping with the wrap up of Dragonfall Carnival but mostly focused on the future. I’m working on figuring out our upcoming lineup of Heroes. What makes them special? Why would you all be excited about them? How will they make the game better? Also spending a bit of time looking at other aspects of our game that need help and writing proposals on how to fix them, namely pets, enemies and the like. We finished building the Abyss Lord’s functional bits and now we’re playing around with him as the content team continues to work on his aesthetics and VFX.
Tim Shannon, PS4 Producer (@TimmyTrashTier)
Working on cleaning up the remaining major issues with the Ascension patch and getting the new dev team spun up on Dragonfall Carnival. Also looking at how we are handling and displaying text on item descriptions. If you are confused about auto-collect and the scavenger on PS4, check out my post on the forums (bruh, it’s fiyah!)
James Reid, Software Programmer (@Driscan)
This week is all about polishing everything up. So my UIs look prettier now (yay)! Now it’s all about that bug fixing.
PRICES/DETAILS ARE NOT FINAL AND ARE TEMPORARY PLACEHOLDERS TO SEE HOW EVERYTHING LOOKS!
Came back from vacation feeling refreshed and energized, putting that energy right back into the game. This week I’m squashing bugs and polishing as much as possible - not much time left before we’re putting this Carnival into your hands!
Steven Collins, Lead Level Designer (@Esorath)
It’s bug fix week here at Trendy. Going through and making sure all the wires are hooked up properly for the carnival. Can’t wait for everyone to jump in and win some sleek prizes on the Bling Wheel.
Chris Flores, QA Lead (@likethatwhenigothere)
Testing everything about everything and hoping it works when it comes done. Finito!
Jason Yu, Associate Producer (@urfyness)
Making sure all the pieces fit together, adding bugs to the database, assigning those bugs to people, and prioritizing the bugs for the first couple days of my week. The next few days are spent planning for the next milestone. I spend time going through the design docs, breaking these down into individual features, and assigning rough estimates. When we get this close to the patch, I continue assigning bugs and playtesting the build when I go home.
Jesus Diaz, World Builder (@N3oDoc)
Finalizing everything world building related for the Carnival and Heroes Marketplace level. We’ll start to work on a new level soon.
Daniel Diaz, World Builder (@DanielKaMi)
I have been working mostly on fixes and new stuff for the incoming Heroes Marketplace level!
(Psst. The Abyss Lord isn't in this update, but it looks so cool in the Marketplace!)
The Dragonfall Carnival update comes out on Tuesday! This week, we’re polishing the update and looking ahead to the next one:
Elliot Cannon, Creative Director
We’re wrapping up the Dragonfall Carnival, checking every detail we possibly can. Art and Level Design knocked this event out of the park! Collins took the map from multiple blockouts to fun-ready with uncanny speed and passion. Everyone on the art team rocked with tons of amazing details and flair. So much fun stuff in this release. Can’t wait to see new folks trying Normalized Play. Right now, it’s polish, polish, play, polish, play. Behind the scenes, we’re working on detailed plans and schedule for future releases, estimates, gear sets, and hero designs!
Daniel Haddad, Design Director (@Blacksmith)
Helping with the wrap up of Dragonfall Carnival but mostly focused on the future. I’m working on figuring out our upcoming lineup of Heroes. What makes them special? Why would you all be excited about them? How will they make the game better? Also spending a bit of time looking at other aspects of our game that need help and writing proposals on how to fix them, namely pets, enemies and the like. We finished building the Abyss Lord’s functional bits and now we’re playing around with him as the content team continues to work on his aesthetics and VFX.
Tim Shannon, PS4 Producer (@TimmyTrashTier)
Working on cleaning up the remaining major issues with the Ascension patch and getting the new dev team spun up on Dragonfall Carnival. Also looking at how we are handling and displaying text on item descriptions. If you are confused about auto-collect and the scavenger on PS4, check out my post on the forums (bruh, it’s fiyah!)
James Reid, Software Programmer (@Driscan)
This week is all about polishing everything up. So my UIs look prettier now (yay)! Now it’s all about that bug fixing.
PRICES/DETAILS ARE NOT FINAL AND ARE TEMPORARY PLACEHOLDERS TO SEE HOW EVERYTHING LOOKS!
Came back from vacation feeling refreshed and energized, putting that energy right back into the game. This week I’m squashing bugs and polishing as much as possible - not much time left before we’re putting this Carnival into your hands!
Steven Collins, Lead Level Designer (@Esorath)
It’s bug fix week here at Trendy. Going through and making sure all the wires are hooked up properly for the carnival. Can’t wait for everyone to jump in and win some sleek prizes on the Bling Wheel.
Chris Flores, QA Lead (@likethatwhenigothere)
Testing everything about everything and hoping it works when it comes done. Finito!
Jason Yu, Associate Producer (@urfyness)
Making sure all the pieces fit together, adding bugs to the database, assigning those bugs to people, and prioritizing the bugs for the first couple days of my week. The next few days are spent planning for the next milestone. I spend time going through the design docs, breaking these down into individual features, and assigning rough estimates. When we get this close to the patch, I continue assigning bugs and playtesting the build when I go home.
Jesus Diaz, World Builder (@N3oDoc)
Finalizing everything world building related for the Carnival and Heroes Marketplace level. We’ll start to work on a new level soon.
Daniel Diaz, World Builder (@DanielKaMi)
I have been working mostly on fixes and new stuff for the incoming Heroes Marketplace level!
(Psst. The Abyss Lord isn't in this update, but it looks so cool in the Marketplace!)
The Dragonfall Carnival comes to town on February 9th! The update includes the eponymous Dragonfall Carnival, which is a brand-new, limited-time event map full of whimsy, wonder and wmiracles. (That’s a word. Google it.) The update also includes a new social hub called the Heroes Marketplace, crazy prizes and more!
The Dragonfall Carnival comes to town on February 9th! The update includes the eponymous Dragonfall Carnival, which is a brand-new, limited-time event map full of whimsy, wonder and wmiracles. (That’s a word. Google it.) The update also includes a new social hub called the Heroes Marketplace, crazy prizes and more!
We’re one week away from the Dragonfall Carnival update! Next week’s update includes the eponymous Dragonfall Carnival, the new Heroes Marketplace outdoor social hub, bug fixes and more. While we focus on getting the update ready, here’s a quick patch that includes the new Monthly Mission, a few bug fixes and a sale.
New Monthly Mission
Show the dwellers of Etheria your love! Save the Kobolds and Quab from a horrible demise and give your pets some attention!
Requirements:
Gain 50 Pet Affection Levels!
Help stop 500 Kobolds before ignition!
Defend the Quab 5 times!
Rewards:
Big Bundle of Pet Love (New Consumable: Increases Pet Affection)
300,000 Gold
40 Wyvern Tokens
Title: The Lover
Bug Fixes
Player towers are no longer removed from gameplay maps when a player leaves.
Fixed an issue with enemy pathing on Ramparts Siege.
Moving Day Sale
In preparation of next week’s move to the new outdoor Heroes Marketplace, the Costume Shop is having a sale!
Get 25% off these Costumes!
Farmboy Apprentice
Academy Apprentice
Dryad Apprentice
Goblin Infiltrator huntress
Tiguar Monk
Capt’n Monk
Sweet Dreams Squire
Get 10% off Inventory and Pet Bag Space!
Get 10% off these Costumes!
Magma Mage
Ramster Knight Squire
Red Riding Huntress
Get 10% off these Pets!
Table Flipper
Shinobi Kitty
Evilwick
Hurry! These discounts disappear February 9th!
Remember: The Dragonfall Carnival update comes out on February 9th! You might hear more about the update very soon. Perhaps in some sort of update page or video.
We’re one week away from the Dragonfall Carnival update! Next week’s update includes the eponymous Dragonfall Carnival, the new Heroes Marketplace outdoor social hub, bug fixes and more. While we focus on getting the update ready, here’s a quick patch that includes the new Monthly Mission, a few bug fixes and a sale.
New Monthly Mission
Show the dwellers of Etheria your love! Save the Kobolds and Quab from a horrible demise and give your pets some attention!
Requirements:
Gain 50 Pet Affection Levels!
Help stop 500 Kobolds before ignition!
Defend the Quab 5 times!
Rewards:
Big Bundle of Pet Love (New Consumable: Increases Pet Affection)
300,000 Gold
40 Wyvern Tokens
Title: The Lover
Bug Fixes
Player towers are no longer removed from gameplay maps when a player leaves.
Fixed an issue with enemy pathing on Ramparts Siege.
Moving Day Sale
In preparation of next week’s move to the new outdoor Heroes Marketplace, the Costume Shop is having a sale!
Get 25% off these Costumes!
Farmboy Apprentice
Academy Apprentice
Dryad Apprentice
Goblin Infiltrator huntress
Tiguar Monk
Capt’n Monk
Sweet Dreams Squire
Get 10% off Inventory and Pet Bag Space!
Get 10% off these Costumes!
Magma Mage
Ramster Knight Squire
Red Riding Huntress
Get 10% off these Pets!
Table Flipper
Shinobi Kitty
Evilwick
Hurry! These discounts disappear February 9th!
Remember: The Dragonfall Carnival update comes out on February 9th! You might hear more about the update very soon. Perhaps in some sort of update page or video.
Hey all! We’re pushing for content lock for the Dragonfall Carnival where all the pieces come together! Everyone is working mega-hard and folks are jamming and coordinating with lightning speed to maximize coolness for you. The amount of passion and talent here is staggering. You need a seatbelt or you’ll fall off! In addition to this, we’re scoping out the next few milestones from our big picture roadmap for 2016. Seeing the Hero’s Marketplace outdoor hub wrap up, the new map, and the Abyss Lord coming together is amazing. Brief update from me for now. Every second counts! Back to it.
Daniel Haddad, Design Director (@Blacksmith)
Continuing to work on the Abyss Lord with the rest of the team. Writing several design documents for things to come including hero deck improvements, something new with currencies, investigating how free players can unlock heroes… etc Also continuing work on matchmaking with Brys and planning out more heroes beyond the Abyss Lord. It’s going to be a year of heroes everybody!
Danny Araya, Art Director (@DannyAraya)
TONS of map fixes, tweaks, dialogue revisions and paintovers to try to get everything as awesome as possible!
Tim Shannon, PS4 Producer (@TimmyTrashTier)
Getting used to being back in Florida and finalizing everything for Content Update 2 (which drops tomorrow at ~9:30am EST) is my primary concern this week. I’m also diving more deeply into how the next month will play out from a PS4 dev perspective now that we’re doing everything internally. Then there’s some other stuff I’m spinning up on that has not been announced yet (queue ominous music).
Jay Twining, Senior Game Designer (@TrendyJayT)
Wrapping up polish on the festive items. I’m excited to see your reactions to them, and the power items. The Prize Wheel has rewards for all players at all levels of play. Ride the train of Carnival awesome!
James Reid, Software Programmer (@Driscan)
This week I’m hard at work on everything Dragonfall Carnival related. I’m focused on getting the player access to the carnival and setting up normalized play. For those that don’t know, Normalized Play allows you to grab a level 50 character and join the frey with your friends. No need to worry about getting your character high enough level to join your friends or any of that jazz.
(These are WIP images and may change)
Steven Collins, Lead Level Designer (@Esorath)
Working hard on getting the carnival map balanced out at each of the difficulties. Making sure all the wires are connected on our little Jester Box surprises and putting the finishing touches on what comes out of the box.
Chris Flores, QA Lead (@likethatwhenigothere)
Stuff works, and then it doesn’t work. Stuff works again then it again doesn’t work. I hope when we release this we land on the stuff works side.
Abraham Abdala, Lead Tech Animator (@Broham)
Finalizing everything animation related for the Carnival Map, finalizing a lot of other stuff for the Abyss Lord.
Adam Stow, Project Manager (@TE_Stow)
It’s a beautiful day for those of you looking for clearer UIs, and I’m not talking the carnival. I really hope we can get to some of the stuff we’re discussing sooner rather than later. Oh wait, that’s my job to assess & determine! >.<
Jesus Diaz, World Builder (@N3oDoc)
Been adding the final touches to the Carnival level, now I’m focused on adding/creating some cool carnival stuff to the Social Hub level.
Daniel Diaz, World Builder (@DanielKaMi)
So now that we're mostly done with the carnival level, polishing a little more the social hub with new cool stuff!
Dani Moore, Remote QA Manager (@Dani)
Whack-a-mole. Replace moles with bugs. And the hammer with a bug report form.
Hey all! We’re pushing for content lock for the Dragonfall Carnival where all the pieces come together! Everyone is working mega-hard and folks are jamming and coordinating with lightning speed to maximize coolness for you. The amount of passion and talent here is staggering. You need a seatbelt or you’ll fall off! In addition to this, we’re scoping out the next few milestones from our big picture roadmap for 2016. Seeing the Hero’s Marketplace outdoor hub wrap up, the new map, and the Abyss Lord coming together is amazing. Brief update from me for now. Every second counts! Back to it.
Daniel Haddad, Design Director (@Blacksmith)
Continuing to work on the Abyss Lord with the rest of the team. Writing several design documents for things to come including hero deck improvements, something new with currencies, investigating how free players can unlock heroes… etc Also continuing work on matchmaking with Brys and planning out more heroes beyond the Abyss Lord. It’s going to be a year of heroes everybody!
Danny Araya, Art Director (@DannyAraya)
TONS of map fixes, tweaks, dialogue revisions and paintovers to try to get everything as awesome as possible!
Tim Shannon, PS4 Producer (@TimmyTrashTier)
Getting used to being back in Florida and finalizing everything for Content Update 2 (which drops tomorrow at ~9:30am EST) is my primary concern this week. I’m also diving more deeply into how the next month will play out from a PS4 dev perspective now that we’re doing everything internally. Then there’s some other stuff I’m spinning up on that has not been announced yet (queue ominous music).
Jay Twining, Senior Game Designer (@TrendyJayT)
Wrapping up polish on the festive items. I’m excited to see your reactions to them, and the power items. The Prize Wheel has rewards for all players at all levels of play. Ride the train of Carnival awesome!
James Reid, Software Programmer (@Driscan)
This week I’m hard at work on everything Dragonfall Carnival related. I’m focused on getting the player access to the carnival and setting up normalized play. For those that don’t know, Normalized Play allows you to grab a level 50 character and join the frey with your friends. No need to worry about getting your character high enough level to join your friends or any of that jazz.
(These are WIP images and may change)
Steven Collins, Lead Level Designer (@Esorath)
Working hard on getting the carnival map balanced out at each of the difficulties. Making sure all the wires are connected on our little Jester Box surprises and putting the finishing touches on what comes out of the box.
Chris Flores, QA Lead (@likethatwhenigothere)
Stuff works, and then it doesn’t work. Stuff works again then it again doesn’t work. I hope when we release this we land on the stuff works side.
Abraham Abdala, Lead Tech Animator (@Broham)
Finalizing everything animation related for the Carnival Map, finalizing a lot of other stuff for the Abyss Lord.
Adam Stow, Project Manager (@TE_Stow)
It’s a beautiful day for those of you looking for clearer UIs, and I’m not talking the carnival. I really hope we can get to some of the stuff we’re discussing sooner rather than later. Oh wait, that’s my job to assess & determine! >.<
Jesus Diaz, World Builder (@N3oDoc)
Been adding the final touches to the Carnival level, now I’m focused on adding/creating some cool carnival stuff to the Social Hub level.
Daniel Diaz, World Builder (@DanielKaMi)
So now that we're mostly done with the carnival level, polishing a little more the social hub with new cool stuff!
Dani Moore, Remote QA Manager (@Dani)
Whack-a-mole. Replace moles with bugs. And the hammer with a bug report form.
Added toggle in the Options menu to disable already-viewed skippable cutscenes!
This means any intro/outro cutscenes (like the Liferoot Forest victory cutscene) that you have already seen won’t appear again. The exception to this is any cutscene that occurs mid-match (like the Betsy intro on Wave 5) as this operates differently from the other cutscenes.
When players leave a tavern, their towers are now automatically sold.
Optimization Bug Fix
Fixed a bug where the game would use an integrated graphics card instead of a dedicated card if both were available. This should increase performance for some players with high-end PCs.
Balance
Towering Poison Health Update
Increased Defense Health bonus of Towering Poison passive.
80% Increase -> 130% Increase (Max).
Minimum values increased to maintain parity with new maxes, which should retroactively buff all existing Towering Poison items.
Crystalline Saber now follows the Loot V2 stat/passive rules.
Bug Fixes
Added a tentative fix for minibosses (like Ogres) getting stuck in spawners. Please let us know if you’re still seeing stuck minibosses and be sure to include information on spawn location, map, mode and difficulty.
Zen Monument now decreases time between healing ticks as intended.
Fixed a bug where the Crystalline Saber was dropping way more than intended. Now other build weapons should appear more often.
Fixed a Daily Mission issue where certain Daily Missions that were supposed to reward lockbox keys were, surprise, not rewarding those keys.
Fixed an issue where Fuse Initiate didn’t give enough gold. Now it does!
Fixed a bug where item tooltips wouldn’t display in the Inventory if a player opened and closed the chat window while the tooltip was on screen.
Fixed an issue where dragging the Scroll Bar down to the Pet Bag would cause the Scroll Bar to pop back up to the top of the Inventory.
Fixed a Daily Mission tooltip issue where the tooltips for the Random Consumables displayed only a few of the possible rewards (the pet eggs). The other consumable possibilities were omitted.
Fixed a text issue that would happen if a player rebound the Ready Up key.
Fixed an issue where the Holy Buff would stack on Temple of the Necrotic.
Fixed an issue where the Scourge Dragon’s projectiles would arrive after the enemy has already been damaged.
Fixed a War Table text issue where it would display “Knight Commander” instead of “War Table,” causing general confusion.
Fixed a tooltip display error.
Fixed an issue where the Betsy icon was displaying on the Harbinger HUD.
Added toggle in the Options menu to disable already-viewed skippable cutscenes!
This means any intro/outro cutscenes (like the Liferoot Forest victory cutscene) that you have already seen won’t appear again. The exception to this is any cutscene that occurs mid-match (like the Betsy intro on Wave 5) as this operates differently from the other cutscenes.
When players leave a tavern, their towers are now automatically sold.
Optimization Bug Fix
Fixed a bug where the game would use an integrated graphics card instead of a dedicated card if both were available. This should increase performance for some players with high-end PCs.
Balance
Towering Poison Health Update
Increased Defense Health bonus of Towering Poison passive.
80% Increase -> 130% Increase (Max).
Minimum values increased to maintain parity with new maxes, which should retroactively buff all existing Towering Poison items.
Crystalline Saber now follows the Loot V2 stat/passive rules.
Bug Fixes
Added a tentative fix for minibosses (like Ogres) getting stuck in spawners. Please let us know if you’re still seeing stuck minibosses and be sure to include information on spawn location, map, mode and difficulty.
Zen Monument now decreases time between healing ticks as intended.
Fixed a bug where the Crystalline Saber was dropping way more than intended. Now other build weapons should appear more often.
Fixed a Daily Mission issue where certain Daily Missions that were supposed to reward lockbox keys were, surprise, not rewarding those keys.
Fixed an issue where Fuse Initiate didn’t give enough gold. Now it does!
Fixed a bug where item tooltips wouldn’t display in the Inventory if a player opened and closed the chat window while the tooltip was on screen.
Fixed an issue where dragging the Scroll Bar down to the Pet Bag would cause the Scroll Bar to pop back up to the top of the Inventory.
Fixed a Daily Mission tooltip issue where the tooltips for the Random Consumables displayed only a few of the possible rewards (the pet eggs). The other consumable possibilities were omitted.
Fixed a text issue that would happen if a player rebound the Ready Up key.
Fixed an issue where the Holy Buff would stack on Temple of the Necrotic.
Fixed an issue where the Scourge Dragon’s projectiles would arrive after the enemy has already been damaged.
Fixed a War Table text issue where it would display “Knight Commander” instead of “War Table,” causing general confusion.
Fixed a tooltip display error.
Fixed an issue where the Betsy icon was displaying on the Harbinger HUD.