Dungeon Defenders II - [TrendyEnt] I_PASS_BUTTER
Content
  • The Tavern’s received a makeover, just in time for Thanksgiving! The Tavernkeeper is really proud of the feast he’s laid out. Make sure you wash your hands, and no weapons at the dinner table, please. We’re looking at you, Squire. No, you can’t use a sword to cut turkey...
  • The harvest is upon us! The Apprentice is all geared up for the season in his new Scarecrow costume. We tried to tell him a simple spell would work, but he insists on getting all dressed up. He seems to think he’s really scary.
    Magic-users, amirite?
Balance
  • Some of you have been getting rich off of corpses. Well, we’ve reduced the drop rates from normal enemies on the Spooky maps, so that may put an end to all this grave robbing tomfoolery. We also reserve the right to use the word ”tomfoolery” whenever we please, so there.
Bugfixes
  • We’ve fixed the bug where Shellium shards are getting sent to the Scavenger and then destroyed. Maybe. We think we fixed it, anyway. The Scavenger is kind of a scary dude, and he’s got the crazy eyes. Let us know if he keeps stealing your shards, and we’ll take care of it. Or maybe send the Squire after him...
Dungeon Defenders II - [TrendyEnt] I_PASS_BUTTER
Content
  • The Tavern’s received a makeover, just in time for Thanksgiving! The Tavernkeeper is really proud of the feast he’s laid out. Make sure you wash your hands, and no weapons at the dinner table, please. We’re looking at you, Squire. No, you can’t use a sword to cut turkey...
  • The harvest is upon us! The Apprentice is all geared up for the season in his new Scarecrow costume. We tried to tell him a simple spell would work, but he insists on getting all dressed up. He seems to think he’s really scary.
    Magic-users, amirite?
Balance
  • Some of you have been getting rich off of corpses. Well, we’ve reduced the drop rates from normal enemies on the Spooky maps, so that may put an end to all this grave robbing tomfoolery. We also reserve the right to use the word ”tomfoolery” whenever we please, so there.
Bugfixes
  • We’ve fixed the bug where Shellium shards are getting sent to the Scavenger and then destroyed. Maybe. We think we fixed it, anyway. The Scavenger is kind of a scary dude, and he’s got the crazy eyes. Let us know if he keeps stealing your shards, and we’ll take care of it. Or maybe send the Squire after him...
Dungeon Defenders II - [TrendyEnt] iamisom
Phil and Dan show you the Thanksgiving events, reveal the Harbinger and tease the Winter weather system!

https://www.youtube.com/watch?v=WjrVLhkB_Ws

Also, please take this quick survey! Your feedback is incredibly helpful.

Dungeon Defenders II - [TrendyEnt] I_PASS_BUTTER
Phil and Dan show you the Thanksgiving events, reveal the Harbinger and tease the Winter weather system!

https://www.youtube.com/watch?v=WjrVLhkB_Ws

Also, please take this quick survey! Your feedback is incredibly helpful.

Dungeon Defenders II - [TrendyEnt] I_PASS_BUTTER
Daniel Haddad, Creative Director (@Blacksmith)
Working with the level designers on the Boss encounter we are building. Working on his new build items and how they will be different in structure compared to the other build items we’ve done. Working on Set items and how builds will eventually evolve into that, and finally working on Item Enhancement and other designs with the rest of the team.

Sorry no riddles or quizzes for a while as my brain is preoccupied with all of the above stuff ;_;

Danny Araya, Creative Director (@DannyAraya)
Working on a new skin design!

Tim Shannon, PS4 Producer (@TimmyTrashTier)
I’m up at Human Head Studios in Madison, WI, working on finalizing our massive Content Update 1 for the PS4. You’ll hear more about it very soon!

Jay Twining, Senior Game Designer (@TrendyJayT)
I’m working on a chat system proposal, a new event, and 3 new builds for the Apprentice, Squire, and Monk. Afterwards I’m focusing on a progression proposal to improve the 20-50 game, which has positive downstream effects on the late game.

Jeffrey Bickel, Technical Level Designer (@TE_Jeff)
This week I’m continuing work on our new boss, it’s coming together well. I can’t wait to see players tackle him - he’s bringing some interesting new things to the party and will hopefully provide an interesting challenge to players.

Now that some creative secret hunters have uncovered our SpooOOooOky secret, I can stop refreshing those threads all day to watch the progress. I really enjoyed how inventive y’all got during the hunt - and it’s definitely got us excited to add more complex secrets in the future.

Steven Collins, Lead Level Designer (@Esorath)
Congrats to Diamond Doge, Con.rar, Kaptain, and Spy_Master for unlocking the spookiest secret of them all. This secret was much more fun than anticipated and can’t wait to do more. You guys gave us some great ideas for how to make some new secrets with more complexity.

Other than that, we are currently looking into how to fix some of the downtime that happens in Free Play when trying to break into End Game.

Abraham Abdala, Lead Tech Animator (@Broham)
Lots of setup work for the Harbinger, gameplay related and cinematics related. Helping the animation team stay focused and trying to have ready anything they need to succeed.

Joshua Javaheri, Lead Technical Artist (@javahawk)
Hard at work to develop a fantastic November and December full of AMAZING new content... Just you wait! :)

Jason Yu, Associate Producer (@urfyness)
The past week has been full of meetings with some meetings being about meetings. Every so often, we complain that there are too many meetings so we schedule a meeting to discuss which meetings we can cut. When we cut these meetings, we end up with some miscommunications so we schedule a meeting to discuss why it happened and how to fix it. Guess what’s always recommended as the solution. You guessed it; more meetings! Suddenly, everyone loves the idea of more meetings. Meetings! Meetings! Meetings!

All joking aside, I’m working with several programmers to develop a solution for beta testing. In our previous “beta” tests, we’ve asked the community to create a new steam account so we could manually copy each person’s profile. With the new method, we’ll create a specialized build that automatically copies people’s profiles which allows us to have more people in the tests. Pretty nifty stuff.

Jesus Diaz, World Builder (@N3oDoc)
Working side by side with the artist team to polish the Boss level, adding some nice touches, doing a collision pass, bringing some live by adding some moving actors and much more!
Also been working on the tavern level so expect a nice surprise!

Daniel Diaz, World Builder (@DanielKaMi)
Working fast alongside the art team mates to get the Boss level fully polished by the end of this week so technical artists can go on with the optimization work!

Dani Moore, Remote QA Manager (@Dani)
Checking the latest hotfix and looking forward to getting stuck into the beginning of the next major content,

Also preparing for a special big preview test with the community regarding a large scale preview of upcoming loot changes. More details to follow!

Josh Isom, Community Manager (@iamisom)
Preparing for the upcoming Loot Change testing! I’m excited to see how players feel about the changes. Also, I’ve been peeking into Designland on some future ideas they have brewing. #hype
Dungeon Defenders II - [TrendyEnt] I_PASS_BUTTER
Daniel Haddad, Creative Director (@Blacksmith)
Working with the level designers on the Boss encounter we are building. Working on his new build items and how they will be different in structure compared to the other build items we’ve done. Working on Set items and how builds will eventually evolve into that, and finally working on Item Enhancement and other designs with the rest of the team.

Sorry no riddles or quizzes for a while as my brain is preoccupied with all of the above stuff ;_;

Danny Araya, Creative Director (@DannyAraya)
Working on a new skin design!

Tim Shannon, PS4 Producer (@TimmyTrashTier)
I’m up at Human Head Studios in Madison, WI, working on finalizing our massive Content Update 1 for the PS4. You’ll hear more about it very soon!

Jay Twining, Senior Game Designer (@TrendyJayT)
I’m working on a chat system proposal, a new event, and 3 new builds for the Apprentice, Squire, and Monk. Afterwards I’m focusing on a progression proposal to improve the 20-50 game, which has positive downstream effects on the late game.

Jeffrey Bickel, Technical Level Designer (@TE_Jeff)
This week I’m continuing work on our new boss, it’s coming together well. I can’t wait to see players tackle him - he’s bringing some interesting new things to the party and will hopefully provide an interesting challenge to players.

Now that some creative secret hunters have uncovered our SpooOOooOky secret, I can stop refreshing those threads all day to watch the progress. I really enjoyed how inventive y’all got during the hunt - and it’s definitely got us excited to add more complex secrets in the future.

Steven Collins, Lead Level Designer (@Esorath)
Congrats to Diamond Doge, Con.rar, Kaptain, and Spy_Master for unlocking the spookiest secret of them all. This secret was much more fun than anticipated and can’t wait to do more. You guys gave us some great ideas for how to make some new secrets with more complexity.

Other than that, we are currently looking into how to fix some of the downtime that happens in Free Play when trying to break into End Game.

Abraham Abdala, Lead Tech Animator (@Broham)
Lots of setup work for the Harbinger, gameplay related and cinematics related. Helping the animation team stay focused and trying to have ready anything they need to succeed.

Joshua Javaheri, Lead Technical Artist (@javahawk)
Hard at work to develop a fantastic November and December full of AMAZING new content... Just you wait! :)

Jason Yu, Associate Producer (@urfyness)
The past week has been full of meetings with some meetings being about meetings. Every so often, we complain that there are too many meetings so we schedule a meeting to discuss which meetings we can cut. When we cut these meetings, we end up with some miscommunications so we schedule a meeting to discuss why it happened and how to fix it. Guess what’s always recommended as the solution. You guessed it; more meetings! Suddenly, everyone loves the idea of more meetings. Meetings! Meetings! Meetings!

All joking aside, I’m working with several programmers to develop a solution for beta testing. In our previous “beta” tests, we’ve asked the community to create a new steam account so we could manually copy each person’s profile. With the new method, we’ll create a specialized build that automatically copies people’s profiles which allows us to have more people in the tests. Pretty nifty stuff.

Jesus Diaz, World Builder (@N3oDoc)
Working side by side with the artist team to polish the Boss level, adding some nice touches, doing a collision pass, bringing some live by adding some moving actors and much more!
Also been working on the tavern level so expect a nice surprise!

Daniel Diaz, World Builder (@DanielKaMi)
Working fast alongside the art team mates to get the Boss level fully polished by the end of this week so technical artists can go on with the optimization work!

Dani Moore, Remote QA Manager (@Dani)
Checking the latest hotfix and looking forward to getting stuck into the beginning of the next major content,

Also preparing for a special big preview test with the community regarding a large scale preview of upcoming loot changes. More details to follow!

Josh Isom, Community Manager (@iamisom)
Preparing for the upcoming Loot Change testing! I’m excited to see how players feel about the changes. Also, I’ve been peeking into Designland on some future ideas they have brewing. #hype
Dungeon Defenders II - [TrendyEnt] iamisom


The Inventory Pack is now available on Steam! Purchase the pack to get 4 premium bags, extend your maximum bag capacity from 12 bags to 16 and more!

The Inventory Pack includes:
  • 4 Premium Bags (a value of 1800 gems!)
  • Increased max bag slot from 12 to 16 bags
  • 2 Extra Hero Slots (a value of 900 gems!)
  • Exclusive "Baggins" Title
  • 400 gems as a special bonus thank you!
  • Our eternal love and devotion (priceless)
Thanks, Defenders! We really appreciate your support!

Love,
The Trendy Team

Dungeon Defenders II - iamisom


The Inventory Pack is now available on Steam! Purchase the pack to get 4 premium bags, extend your maximum bag capacity from 12 bags to 16 and more!

The Inventory Pack includes:
  • 4 Premium Bags (a value of 1800 gems!)
  • Increased max bag slot from 12 to 16 bags
  • 2 Extra Hero Slots (a value of 900 gems!)
  • Exclusive "Baggins" Title
  • 400 gems as a special bonus thank you!
  • Our eternal love and devotion (priceless)
Thanks, Defenders! We really appreciate your support!

Love,
The Trendy Team

Nov 11, 2015
Dungeon Defenders II - [TrendyEnt] iamisom
Features
  • Added the new Inventory Pack to Steam! By purchasing the Inventory Pack, you can increase the 12-bag slot limit to a total of 16 bags! Includes:
    • Four Premium Bags
    • Increases bag slots to 16 bags
    • Two Hero Slots
    • Exclusive Title: “Baggins”
    • 400 Gems (A special bonus thank you!)
    • Our eternal love and devotion
  • Disabled loot beams on Worn, Sturdy, Powerful and Epic loot. Only Mythical and Legendary items now have loot beams. Be gone, bright demons!
  • Added the two Spooky maps to Free Play and End Game playlists.
  • Steam Trading Cards should now be live. For real this time.
  • Changed the spooky event tavern deco back to the basic deco.

Bug Fixes
  • Players can no longer insta-kill Betsy using Sticky Nades before she spawns.
  • Fixed two lane blockages on the second Spooky map.
  • Fixed a small issue where when the Spooky Polearm is elemental, its default idle VFX would show up.
  • Rings, Talismans, and Totems were displaying the wrong mesh offset in the shop and enhancement wheel UIs.
  • Squire Norse Head Icon A is now the correct visual representation.
  • Increased base damage for fire and gas traps on Siphon Site D so they actually deal more damage and scale off of difficulty.
  • Fixed a bug that let players get behind enemy spawners on Liferoot Forest.
  • Updated the Relics and Weapon Loot beams beam height to not be lower than the loot circle.

Extra Note
  • We're getting ready to test some upcoming loot changes! Would you like to help us out? Keep an eye on this thread for more details later this week!
Nov 11, 2015
Dungeon Defenders II - iamisom
Features
  • Added the new Inventory Pack to Steam! By purchasing the Inventory Pack, you can increase the 12-bag slot limit to a total of 16 bags! Includes:
    • Four Premium Bags
    • Increases bag slots to 16 bags
    • Two Hero Slots
    • Exclusive Title: “Baggins”
    • 400 Gems (A special bonus thank you!)
    • Our eternal love and devotion
  • Disabled loot beams on Worn, Sturdy, Powerful and Epic loot. Only Mythical and Legendary items now have loot beams. Be gone, bright demons!
  • Added the two Spooky maps to Free Play and End Game playlists.
  • Steam Trading Cards should now be live. For real this time.
  • Changed the spooky event tavern deco back to the basic deco.

Bug Fixes
  • Players can no longer insta-kill Betsy using Sticky Nades before she spawns.
  • Fixed two lane blockages on the second Spooky map.
  • Fixed a small issue where when the Spooky Polearm is elemental, its default idle VFX would show up.
  • Rings, Talismans, and Totems were displaying the wrong mesh offset in the shop and enhancement wheel UIs.
  • Squire Norse Head Icon A is now the correct visual representation.
  • Increased base damage for fire and gas traps on Siphon Site D so they actually deal more damage and scale off of difficulty.
  • Fixed a bug that let players get behind enemy spawners on Liferoot Forest.
  • Updated the Relics and Weapon Loot beams beam height to not be lower than the loot circle.

Extra Note
  • We're getting ready to test some upcoming loot changes! Would you like to help us out? Keep an eye on this thread for more details later this week!
...