Our next update, the Defender-Centric Update, is upon us! This update contains a whole lot of love to a lot of foundational systems within Dungeon Defenders II. These changes are based off of feedback many of you have provided, and as Chromatic, we wanted to really give our GLORIOUS Defenders something that demonstrated how much we value our community. Without further ado, let's get into it!
SHARD SHOP
Shards are such an integral part to Dungeon Defenders II when it comes to empowering your heroes with great strength to take out the waves of enemies constantly thrown at you. Currently there is a lot of RNG regarding which shards you get, and to help cut down the randomness, farming lower tiered content is the easiest way to go.
We don’t want that. We want you playing content you find engaging, while being able to acquire the Shards you want. With this update, you can! We're adding in the Shard Shop, a service that the Gran Ma'ster now offers. Visiting her allows you to purchase Shards directly from her, from Campaign to Chaos VII. There is also search functionality so you can search for the Shard you want and cut down the hunt!
CHAOS VIII SHARDS
Chaos VIII Shards are a new tier of shard, that some of you may have snagged before. We went through and found a way to make these shards feel like a good reward for climbing higher Onslaught, and have them compete with similar Shards. You can get them after a certain point in Onslaught, similar to when you start receiving Chaos VIII Ampoules.
MATERIAL CONVERSION
We want players enjoying Ancient Power as much as they can, and our big goal was making sure that Defenders could play content they found engaging, while working towards a specific goal. Enter Material Conversion. Material Conversion allows you to take a Pristine quality material and convert it to the same type of material of a lower quality. This makes it so that if you are climbing Onslaught, or playing higher Chaos, you're always gaining usable materials to acquire Ancient Power.
That's not all though! As you play Chaos VII and above, you can take your Chaos VII Ampoules and convert them into CHAOS VIII AMPOULES! We want players upgrading and getting Chaos VIII gear, so this is a step towards making that process feel good and not entirely beholden to RNG.
NEW WEAPONS
One thing that we love is the ability to customize the heroes in Dungeon Defenders II. Weapons are part of the epic-ness (or silliness) that can really show off your own personal taste. This update provides over 30 NEW Weapons that are currently unobtainable. These weapons are gained by climbing through different tiers of Onslaught. The higher you go, the more epic the weapons become! There's a ton to hunt down, and if you happen to get the same weapon repeatedly, no worries — you can trade it to your friends!
NEW ELEMENTAL DAMAGE — POISON!
Poison Mods in the form of Chips are coming with this update. Poison can be applied to weapons to give them an additional damage over time effect. BUT WAIT, THERE'S MORE! If earth damage is dealt to a poisoned enemy, they now become PETRIFIED, freezing them in place, turning them to stone, and causing their fellow enemies to attack them.
SOCIAL DEFENDERS
To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
The entire team has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!
We’re getting closer and closer to the next Dungeon Defenders II update! Our focus is on taking big strides to make this update as player-centric as possible, with even more player-centric changes coming out in future updates. Currently we’re working on Dungeon Defenders II and Dungeon Defenders: Awakened (check out the Kickstarter here), so we’ve been super busy and working at 385% (real metric). We have a lot to go, and this intro is long enough, so let’s get into it!
Shard Vendor
We’ve seen so much feedback on Shards for so long, and we’re able to now do something that makes it easier to receive them and farm for them however you want. Our primary goal was trying to get the vendor into an easily navigable menu while easily seeing as many shards as possible. Here’s what you can expect to see:
We went through a lot of ways to figure out how to make them easy to get. We looked into shard dust, but then you’re still limited to farming a specific chaos tier to actually be able to earn a specific shard. We looked into ways of converting shard dust into different versions, but the ability to make that easy to do was very messy and hard to use (very frustrating), created a ton of technical difficulties for us, and ended up requiring more inventory management. Eventually we ended up landing on making them purchasable with Defender Medals. We currently have an RPG test going (contact dani.moore@chromatic.games if you want to join the test, are 18 or older, and can sign an NDA) testing this specific feature, but we do not have a specific price set yet. Going with Defender Medals allowed us a way to provide players a concrete way to earn them in multiple ways. If you want to farm a specific tier, you can still do that to maybe increase your chances a little more; but if you want to keep progressing while playing engaging content or just do dailies, you are now able to do those things while working towards a specific reward.
Oh, and one last thing. This badboy has search functionality in it as well. It’s pretty dope.
Chaos VIII Shards
We’re bringing back Chaos VIII Shards. These are a slew of shards that will be obtainable through higher floors of Onslaught (similar to Chaos VIII Ampuoles). Because we want these shards to feel special and rewarding, they will not be purchasable with the launch of the Shard Vendor, but will be making a debut at a later date. We have some veteran Defenders who have held onto these for a long time, and the majority of these Shards are going to be re-enabled. There are two Shards that we are removing as they cause either tech issues (making mobs get stuck, lowering performance, etc). They are Harbinger’s Exile and Elemental Chaos. We’ll have a comprehensive list of these Shards with the update notes.
New Mod — Poison Mod!
We’re keeping good to our word and adding in Poison damage! There are certain towers that have Poison damage, and there is a Poison Damage Chip as well that can be applied to weapons. There may be a new weapon or two that comes with it by default…
Also what would elemental damage be without any kind of combo? We’re currently adding our first Poison interaction. This one is pretty awesome. Combining poisoned enemies with earth damage now petrifies them. It’s like turning your enemies into a work of art.
New Weapons
We’re adding a slew of new weapons that you can earn while playing through Onslaught. At various tiers within Onslaught, you have a chance to receive an additional treasure that contains a random new weapon from that tier. Some of these weapons a few Defenders have seen before, but we’ve got a ton of new weapons that players have never seen, here’s one:
There’s a lot more info on these drops and when you get them (you do get guaranteed drops), but we’ll have more information on these new weapons in our update notes.
Campaign Gating
Currently we’re working on changing up some of our campaign progression. This is to focus on letting Defenders play together as soon as possible. Our focus is to make this process feel as good as it can be. With what we’re able to do here, this could affect different areas in the game for future updates.
More!
There’s more coming as well, but this is a sneak peek, so we can’t talk about everything. We’ve been hard at work, so give us a little longer and we’ll get a quality update for you, our GLORIOUS Defenders!
Social Defenders
To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
Earlier this week we revealed what we were working on so far this year, Dungeon Defenders: Awakened! As Chromatic Games, we're a new studio (which can you read about here) with entirely new leadership, vision, developers, goals, and focus: to make player-centric games. This new Dungeon Defenders title is our first step in the right direction and we hope that you'll join us along for the journey.
We're taking tons of feedback on this new project at our forums, so if you're interested in joining the conversation head on over to the new snazzy forums and your voice will be heard!
There's so much left to go and we can't wait to get there with you.
We’ve been hard at work since our latest update and we’re ready to share some of what you can expect to see in our next update! We wanted to take a step back and focus on some more player-centric changes, and we’ve got a pretty hefty list of things we’re accomplishing. There’s still a lot of work for us to do, and while we’re not ready to show anything off yet, it’s the perfect time to talk about some of the things you can expect to see coming to Dungeon Defenders II!
Shard Acquisition
Shards are such an integral part to Dungeon Defenders II when it comes to empowering your towers with great strength to take out the waves of enemies constantly thrown at you. Currently there is a lot of RNG regarding which shards you get, and to help cut down the randomness, farming lower tiered content is the easiest way to go.
We don’t want that. We want you playing content you find engaging, while being able to acquire the Shards you want. The exact details cannot be spilled out here, but we’re working on concrete ways to get the specific Shards you want.
Chaos VIII Shards
They’ve been gone for a while, and the game has changed quite a bit since they were removed. We have taken a pass at them so that they fit into the current game and are something you want to get. You’ll be able to get them after a certain point in Onslaught, similar to when you start receiving Chaos VIII Ampoules.
New Weapons
There’s a lot of epic weapons that we’re going to be making available, some that have been available previously, and some you've never seen before. Players love to make their characters look unique, and while costumes, flairs, and accessories help accomplish this, weapons also play a big part in making your heroes look awesome!
Elemental Addition
We know a lot of you really enjoyed harnessing the powers of the elements, and we promised to add to this system. In the next update, Poison Mods will be added. While we’re not talking interactions yet, we wanted to let you know that we’re expanding on the list of powers you can combo to break apart your enemies!
Other Greatness
There’s still a decent amount to talk about, and we promise to get word out on things as soon as we can. This next month is going to be a crazy ride for all of our Defenders and we cannot wait to share with you what our 2019 is going to look like! We'll be doing at least one other update over the next month, and then go through our usual release of dev streams and previews. We’re wanting to really take our time with everything we're conjuring up and give attention to a lot of things that we believe you’ll enjoy.
Social Defenders
To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
The entire team has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!
The Heroes of Etheria have arrived at Drakenfrost Keep and explored its grounds. Throughout their exploration they unlocked a hidden chamber shrouded in runes around a mage who made the ultimate sacrifice to keep an ancient evil at bay. The seal has been broken, and the Drakenlord lives again! Held at bay for many years, kept alive only by fables, this menacing evil seeks to take back his keep, raise a dragon army, and set out to conquer the lands of Etheria. It is up to you, Defender, to send this juggernaut back to the underworld.
Greeting Defenders,
We unleashed a beast in Patch 4.3, which is now out on ALL platforms! The Drakenlord has come to terrorize the citizens of Etheria, we took a pass at some additional Mod Reroll quality of life, bug fixes, and more. Let’s get into it!
The Drakenlord
Soaring through the skies of Etheria, the Drakenlord is trying to take back his domain, Drakenfrost Keep. He’s a new boss type that will require you to create unique strategies to take him down, unlike any other boss you’ve fought so far! With his arrival, he may appear in other maps as well. He is now ready to fight you in Expeditions!
Drakenfrost Keep is also now a map that appears in Onslaught. Starting at Floor 39, Drakenfrost Keep appears every 10 floors as a capstone floor (similar to The Lost Temple). This means at Floors 34, 44, 54, 64, etc., you have to defend the Lost Temple, and on Floors 39, 49, 59, 69, etc., you conquer Drakenfrost Keep.
The Drakenlord provides new rewards every week! There are a slew of new weapons AND Mods for you to obtain by slaying him and protecting Etheria.
A costume for the Squire is now available on the Emporium, where you can BECOME the Drakenlord. We’re excited to see how you handle what he has in store for you, and the great rewards that await you.
Mod Reroll
We’ve been all about adding Mod quality of life changes, and here’s another one. Previously we doubled 10/10 drop chances, then last week we ensured that you run into a 10/10 after actively playing for ~10 hours, AND we added a new Mod Reroll material (that can be stored in the Material Vault).
A lot of people have enjoyed these adds, but we thought we’d take it a step further. Mod Rerolls allow you to target specific Mods into becoming 10/10. Some players target farm lower tiers to try and get better luck on a 10/10 dropping for a specific lower Mod (*cough* Tenacity *cough*). We want you all playing content you find engaging, so now Mod Rerolls after a while will guarantee a 10/10 roll. The amount of time is greatly impacted by the ability to buy this material from other players. This change means you can keep climbing or playing content you want, and are guaranteed to eventually get a 10/10 of the Mod you want.
Diminishing Returns
There were a few issues with Diminishing Returns upon release. Most of these problems were related to towers/abilities that could apply a stun more than once a second (i.e. Weapon Manufacturer and Protons). These towers were causing a large spike in diminishing returns that was not intended. On top of that, because of the fast attack rate the drop off of diminishing returns was halted.
Three major issues caused this, Stuns reapplying themselves and adjusting their initial duration each time. This caused initial stuns to a lot last less than intended, which was fixed in today’s update. Second, all Crowd Controls (CC) were adding to the same tenacity pool instead of separated by type (for instance, stuns and slows). This was causing a much higher overall tenacity than expected, which was also fixed in today’s update. The final issue, which we are still working on, is related to how the tenacity fall off is calculated. This is causing some enemies that start at a higher base tenacity when playing with four players to have enemies be nearly immune to CC after their first stun. This is not intended and we are actively looking into a fix to allow players to use theirs stuns as intended.
Communities
This is a feature that we are testing on PC/Steam. There’s a lot of information that we’re going to be gathering with this specific feature, so we want to communicate that there may be times where it’s not working correctly, and it may require game restarts to get it functioning correctly, but will not affect your gameplay specifically.
Communities provide a way for you to gather with up to 30 like-minded Defenders and talk across games and lobbies, invite to party, and more! You can be in up to 5 communities at any time, and are able to create communities whenever you want. Here are some of the functionalities that Communities offer:
Give them a unique name (don’t worry, the name filter is working)
Give them a three or four letter acronym of your choice.
By using “/c1”, “/c2”, “/c3”, “/c4”, and “/c5” you can quickly chat in each of your communities. (You can also use /<insert acronym here> to chat with them as well).
Invite players to join your parties in the Town or Private Tavern.
Use different ranks (Owner, Officer, and then regular members).
Invite and recommend users to join a Community.
There’s a lot more functionality and we’re looking at ways to add more and improve the current setups. We’re looking forward to your constructive feedback and will be doing everything we can to make these Communities great.
Hero Changes
Abyss Lord
Towers
Skeletal Orc
The DU cost is now 30, was previously 35.
Dryad
Towers
World Tree
The DU cost is now 20, was previously 25.
Lavamancer
Towers
Fissure of Embermount
The overlap is now 35% of the max range, was previously 50% (for reference, flame aura overlap is 50%).
Squire
Towers
Training Dummy
The DU cost is now 20, was previously 25.
Bug Fixes
Fixed an issue where a small group of player’s pets had invalid stats tied to them.
Fixed an issue where Boom chips were functioning incorrectly.
Fixed an issue for PS4 users getting kicked to the main menu, and having to restart the game to continue.
Fixed an issue with inspecting items on the ground while playing splitscreen for PS4 and Xbox.
Fixed an issue when inspecting defenses, it showed the stats of other defenses.
Adjusted billboard focus size to make them easier to read.
Destructive Pylon and Destruction interaction match the Destructive Pylon tooltip and no longer stack.
Fixed an issue when going through incursions and getting put against Malthius.
Updated drenching strikes to be affected by electrocute for the correct duration
Fixed an issue with pathing in lanes that had translucent objects.
Fixed an issue where water chip was sometimes not drenching enemies.
Adjusted Vampiric Empowerment to show the correct stat boost on the individual tower inspect screen in the inventory.
Fixed an issue where restarting Drakenfrost Keep produced one less core alive.
The Haunting Shard now shoots ghosts on secondary attacks.
Fixed an issue with Ogres teleporting on the far east lane of The Lost Temple.
Fixed an issue with non-leader members of a party get a bad error message when matchmaking.
Changed the schedules on Drakenfrost Keep on Chaos VI and VII in Expeditions.
Boom mods should now work on everything they’re equipped to.
Fixed a framerate drop on Xbox when interacting with enemy schedule billboard.
Fixed an issue on PS4 where the menu level music played during the video intro.
Fixed an issue on comparing/inspecting items in the inventory if they are not equippable for the current selected hero.
Removed an Auto Sort checkbox on the Tinkering UI.
Tweaked the VFX for the Accumulator Servo to show the AoE effect.
Fixed an issue on Sacrificial Warden adventure when using a controller/gamepad.
Fixed an issue for a very small subset of users that caused an issue when coming back from a long break that had them temporarily stuck on Greystone Plaza.
Adjusted how Diminishing Return buffs were calculated with different types of debuffs.
Adjusted the difficulty of Forest Crossroads, Liferoot Forest, and Betsy during the campaign to be easier.
Added elemental effects to weapons dropped during the New User Experience.
Adjusted the pickup radius for Primary Reroll and Mod Reroll materials.
Fixed an issue on gamepads/controllers with focus while rerolling Mods/Primary stats.
Known Issues
Some sources of fire damage from Shards/Mods are not lighting torches correctly on Drakenfrost Keep.
If you are not able to use Communities, restart the game to get back into them.
Consecutive Win Bonus and Replay From Wave can fail, currently getting a fix ready.
Replaying from Wave on Drakenfrost Keep and winning can result in not receiving the special Frost weapons.
Social Defenders
To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
The entire team has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!
The cold winds from the west are here, bringing Dungeon Defenders II: Drakenfrost with them to Steam and PlayStation 4, with Xbox coming later today! We put out a Dev Log showcasing some of the work that’s gone into the update, as well as a Dev Stream debuting some of the goodness coming. In this patch preview, we’ll be talking about those systems a little more in-depth to hold you over until the Update Notes are released. Let’s get to it!
Drakenfrost Keep
Drakenfrost Keep has recently been re-discovered by members of the intrepid Etherian Explorer’s Guild. The Explorers were guided to its location by a tattered scroll discovered in the Mages Council Library. The scroll alluded to an ancient sealing ritual used by the early Council to seal away the powerful Generals, commanders of the armies of the Old Ones. The scroll detailed the Keep’s location with cryptic hints about “requiring the ultimate sacrifice” to seal away evil’s essence into “a vessel unlike the Eternia Crystals”.
This is the newest map to Dungeon Defenders II. Some old school Dungeon Defenders fans will notice a lot of similarities to the Royal Gardens map, but don’t get comfortable, as there is a lot more danger to this map to take on. We’ll touch on this map more overtime, we’re excited to see the different builds that arise to take on the challenges that wait.
Drakenfrost Keep is available in a new Adventure that includes Drakenfrost Resort (previously known as the Hotspring Map) AND in Expeditions.
Winterfest is Here
Head to Town or your Private Tavern to take part in Winterfest! Visiting everyday gives the opportunity to take a present from the giant festive tree located next to the Scavenger in Town, and next to your vault in the Private Tavern. This tree contains one of three gifts:
Epic Gift
Contains one of four holiday themed weapons for the Squire, Apprentice, Monk, and Huntress.
Mythical Gift
Contains one of four holiday themed weapons for the Squire,
Apprentice, Monk, and Huntress.
One regular Defender Pack
One random Shard container (1 Shard)
Legendary Gift
Contains one of four holiday themed weapons for the Squire, Apprentice, Monk, and Huntress.
One Mythical Defender Pack
One random Shard Pack (5 Shards)
In order to obtain the items, approach the tree and hit the appropriate button that appears to receive your wonderful gift! The weapons that come from these gifts ARE tradeable, and follow the same rules as any other tradeable item (they cannot be traded if they are upgraded in anyway). These items also scale to your champion score up until the Chaos VII 6/10 upgrade level.
For the season of Winterfest there’s also a pretty amazing sale going on. Inventory bags are going to be 50% off and the Material Vault is ~33% off. The Material Vault now holds 9,999 instead of 999 for each slot, and it also includes both new reroll materials, these changes are applied to currently owned Material Vaults as well. Supplies aren’t limited, but this sale isn’t going to last forever!
Winterfest is going to be on for quite a while, lasting past December. This gives you plenty of chances to get all four weapons and some nice Shards and Defender packs along the way! Oh, and of course, don’t eat the yellow snow.
Elemental Combos
Elemental Combos received a lot of attention in the Drakenfrost Update. We spent a lot of time making all the debuffs in the game more uniform so that they all applied the same effect. For instance, all oils now work the same, previously some slowed certain mobs, some didn’t. Oh also, ALL water damage now drenches, including water mods (both chips and servos)! This is our first phase on improving this system, something a lot of Defenders have asked for a very long time. We’re only able to add this system because of our Diminishing Returns system.
Diminishing Returns
This is a new system that we’re adding to the game, something that is a staple in a lot of different types of RPGs. A lot of players really LOVED the Weapon Manufacturer’s Mod “Shocking Revelation”, it brought a really awesome stun and a good chunk of damage with it, and a lot of Defenders immediately set off to get it. Eventually we had to nerf it a little bit to bring it in line with other Mods, but we loved the allure it provided for players.
If we wanted to do anything further with Mods like this, we needed to implement a system that didn’t make stun crowd controls negate all future content and negate any future Mods/features that weren't a stun with a different color (because anything less would not be as good). Enter Diminishing Returns. This system allows you to crowd control enemies, but after using it back to back the effect loses its strength. After a short while of not being affected by crowd control effects, enemies are able to be crowd controlled again at 100% efficacy. We’re able to buff up blockades during this update as well, and potentially give them even further functionality in additional updates!
We’re going to be very responsive to feedback on this, but it allows us to do a lot of cool stuff in the future. That means new Mods, any new heroes, and MUCH more we can’t talk about just quite yet can now have a lot of epic moments and crazy amounts of power without worrying about it not being as cool as strong as a 100% stun up time or so strong that it disables every enemy that has existed, currently exists, or will ever exists. This opens up the doors for some amazing things!
Mod Improvements
Previously we talked about Mods receiving changes in phases. In Phase I we more than doubled the drop rate of 10/10 Mods, as well as buffing all 6/10, 7/10, 8/10, and 9/10 drop rates. This means that 1/10, 2/10, 3/10, 4/10, and 5/10 Mod drop rates were lowered.
We promised a Phase II with this update, and we are delivering! Perfect 10/10 Mod drops before the update on average appeared within about 4 hours of active gameplay. We’ve received a lot of great feedback from players enjoying this change. However, it really stinks to be an outlier and it take a very long time to get a 10/10. The first change of Phase II is that it now on average takes about 10 hours of average play to get a GUARANTEED 10/10 Mod. If you play with more players, because you’re seeing more Mods, the amount of time this take drops significantly, taking almost half of the listed times.
Mod Rerolls are available in the following areas:
Expeditions
Drakenfrost Maps drop 2 Reroll Materials
Onslaught
Drakenfrost Maps drop in the following amounts
Floors 28-35 drop 1 Reroll Material on Drakenfrost Resort
Floors 35-59 drop 1 Reroll Material on ALL maps, and 2 Reroll Materials on Drakenfrost Resort
Floors 60+ drop 2 Reroll Materials on ALL maps, and 3 Reroll Materials on Drakenfrost Resort.
We provided ways to farm them outright for the Defender who may want to take it easy in Chaos VII, or while progressing so even as you’re climbing Onslaught you’re able to take part in this new material and are even rewarded for taking on harder challenges.
Inventory Improvements
These are things we’ve had in the works for a long time. This portion of the update has A LOT of quality of life improvements that get you out of your inventory faster and into the action. The changes include:
Auto Sort
Auto sorting now sorts your bags by actually moving all the items, previously provided a visual update only.
The sorting goes by item type and Gear Score, but is a big update to the previous system.
Shard Sorting
Shard sorting logic has been updated. It now prioritizes the following.
Sorts by Defense Shards first, and then by Hero shards
After sorting between the two types, Shards are sorted alphabetically.
Mod Sorting
On the “Filter By” tab, the right most tab in the inventory, there is a new icon for Mods. This filters your best Mods first. This makes long play sessions easy and quick to check if there are any of those GLORIOUS 10/10’s just sitting in your bags.
Numbers on the bottom right correspond to what the highest Mod quality is on the item.
Numbers are white intentionally to make it easier for colorblind players to see what the number is.
Mod Inspect
By holding down Shift, you can now see the highest Mod quality of an item in the bottom right.
General Changes
Vicinity Targeting This is a new way to interact with players. This allows you to target other players, keep them targeted, and choose to do a variety of things: invite them to party, inspect their shop, and more interactions when Communities are implemented.
Material Vault Changes We received a bunch of feedback regarding the Material Vault. Previously it allowed you to store 999 of specific materials in each slot. Now you are able to store 9,999 IN EACH SLOT! That’s not all, the Material Vault now also has spots for the Primary Reroll Material and the Mod Reroll Material. So much space for activities!
Social Menus There's been a social menu added next to your abilities and towers on the main HUD. This brings a bunch of quick functionality when interacting with others!
Enemy Spawning We took additional passes at enemies getting stuck in spawn, but also fixed a big issue where enemies were going underground for a while and coming out of the ground later on in their path, bypassing blockades. We’re going to be keeping a vigilant eye on this, so please provide feedback on this if you see anything!
Console Voice Chat We have now provided an option that allows you to disable voice chat in social hubs, Console player rejoice! You can now opt in to hear all the great music choices of your fellow Defenders. And by great, we mean potentially terrible. It’s usually terrible.
Victory Chests Tired of waiting for your legendary loot to come out of that chest as you’re playing with other Defenders and getting so much more? Well that wait has been significantly reduced. When you open the Victory Chest, all your loot comes shooting out all at once. When playing with three other Defenders it looks like a legendary shotgun explosion.
Oh, and before we forget, if you don’t open your Victory Chest before moving on, all the items inside are sent to your inventory. If your inventory is full, then it goes to the Scavenger. Never miss out on Victory Chest loot again!
Communities
This is a feature that we’re also wanting a lot of feedback on. We’re releasing it initially on Steam, almost as a beta test of the feature. It’s a system that allows up to 30 people to be in a structured group, and you can be in 5 Communities at a time. These groups can talk to each other regardless of where you are using the chat system, invite one another to groups, and more. We’re wanting to build even more off this system, but it’s something you’ll have to get your hands on and see.
Communities are coming later in this patch after we've given it a little more polish.
Balance Changes
Abyss Lord
Towers
Colossus
Health scaling increased to 600, was previously 430.
Skeletal Orc
DU cost lowered to 35, was previously 40.
Apprentice
Towers
Arcane Barrier
No longer allows enemies to pass through it while exploding.
Shards
Frost Power
Defense Power scaling changed to (9 + 1 per level) from (10 + 2 per level). Max gilded is now 33%, previously was 58%
Dryad
Towers
World Tree
DU Cost lowered to 25, was previously 30.
Lavamancer
Towers
Maw of the Earthdrake
Defense Unit costs reduced to 50 DU, previously was 60 DU.
Defense Health Scaling increased to 300, previously was 200.
Fissure of Embermount
Adjusted overlap to match that of similar towers (Flame Aura, Weapon Manufacturer, etc.)
Mystic
Towers
Viper’s Fang
Upgrading the Viper’s Fang now allows you to bubble up to 5 enemies.
Squire
Towers
Training Dummy
DU Cost lowered to 25, was previously 30.
Bug Fixes
Fixed an issue where the first bag in an inventory would visually not load.
Fixed an issue when selling items that other items would be put in their place.
Fixed an issue with Dryad’s Angry Nimbus that caused it to target enemies within the spawner.
Fixed an issue with Dryad’s Hornet’s Nest not dealing elemental damage when using an elemental mod.
Fixed a VFX issue when killing Betsy while she was breathing fire.
Fixed an issue where Floor 40 Onslaught flairs were labeled with the wrong floor to attain them.
Fixed an issue where Replay From Wave refunded Level 1 Tower mana if they were upgraded.
Fixed an issue with gamepad focus moving when buying the last item from a shop.
Fixed focus issues with Pet Stat reroll UI for gamepad.
Fixed an issue with the Initiate, Gunwitch, and Huntress’s stat changes via various Ascension talents.
Fixed an issue with Favorable Winds mod proccing off any kills, not just primary attack kills.
Fixed an issue with the amount of XP given from Drakenfrost Resort in Expeditions.
Fixed an issue with the Dark Arts Arcane Barrier not displaying properly.
Adjusted tool tips for items on the ground when using 4K settings.
Fixed an issue on Xbox where Defenders would get stuck on the main menu.
Adjusted the Vanguard’s collision so that it better matches his shield.
Fixed an issue in Assault on the Throne Room where destroyed subcores would not spawn enemies.
Fixed an issue with Ancient Life Steal only healing for 5% when at 5+ points.
Adjusted the difficulty of Forest Crossroads and Wyvern Den.
Fixed an issue with UI layering issues when purchasing or creating a hero.
Forest Ambush now has less amount of kobolds blowing up your lanes.’
Fixed an issue with the My Deck button going gray after deleting a hero.
Betsy’s overall damage reduced.
All Adventures difficulty lowered across the board.
Fixed a visual issue with the Harpy’s blinking animation
Fixed an issue where EV2’s Buffer Chip worked on other heroes.
Known Issues
If chat is gray, deleting your ini will fix it and give you colors.
Keybindings were reset with this update because of Communities being added.
On PlayStation 4, when in-game and quitting to the main menu, you may run into issues logging back in. Just restart the game and you should get back in.
The following Elemental Effects' durations are not working the correct length: Onsen Bath, Maelstrom, Water Chip/Servo, Freezing Rain, and Drenching Strikes.
What’s Next?
There’s a lot we’re experimenting with in this update to make the future of Dungeon Defenders II as great as possible. We’re welcoming all the feedback that you can provide on it, but of course make sure it’s constructive, it’s the best way to ensure we can make the best changes as fast as possible.
Social Defenders
To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:
The entire team has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!
Patch 4.1 has docked in Etherian ports and is now live on all platforms. This patch is focused on providing some nice change to perfect Mod drop rates, improving the visibility of Mod quality, polishing Mob pathing, and more. Get your eye patch and parrot ready, let’s set sail into some notes!
Perfect Mod Drops
This is something that we received a lot of feedback on and are working on in multiple phases. The first phase is in this patch allowed us to do calculations on changing the drop rates specifically. Previously we expected players to see a perfect Mod of any kind within less than nine hours of active gameplay (active gameplay being time spent efficiently and quickly completing maps, not just with the game open). After hearing feedback, we sent out a survey that gave a lot of good information. Our testing and simulations validated the feedback and our feeling was that there was more to add to this system. This first phase looks to increase the drop rate so on average you see a perfect Mod in less than four hours of active gameplay on average (which matches up with 31% of people surveyed asking for 1-5 hours, and 40% asking for 5-10 hours). This average is based around solo play, so multiplayer sessions may much shorter averages. When talking about averages there are going to be outliers, but for the short term this is the best fix we felt comfortable putting out.
The second phase of this is a lot more complex and requires a lot of work and discovery on our end, and it should be coming with our next update. We are working diligently to get rid of any outliers that cause players to feel as if they haven’t seen one in over 50 hours of active gameplay. Alongside that we also hear the desire to target farm Mods, and while it’s not something we’re going to provide outright, we are looking into way(s) to ease this quite a bit. We’re going to touch more on this as we get closer to our next big update (which isn’t too far away)!
Mod Quality Visuals
Players have requested that we make it easier to understand where your Mod quality ranges on a scale of 1 to 10, especially if you’re colorblind. Now there will be a number that reflects the quality nestled gently on top of the “Qualibean™.”
We’ve heard additional feedback on Mods regarding sorting and distinguishing perfect quality and are currently looking into ways to make this better.
Mob Pathing
We’re continuously finding ways to make our game experience as smooth as possible. Stuck enemies and those that go off their intended path are no fun to deal with, and they certainly are a challenge for us to ensure they work correctly. We changed A LOT of their behaviors and fixed a lot of stuck/pathing issues in this patch with some new logic. We’re going to keep a close eye on these changes to make sure they work correctly, and if there’s more work to be done we promise we’ll be hammering away it.
Replay From Wave
This was a feature added in with Isle of Dread that a lot of players have enjoyed. We ran into an initial technical challenge that did not allow this feature to work well on Lost Temple. Replay From Wave was released and since we set to work on getting it to work on Lost Temple. After testing it, we’re now able to get Replay From Wave to work on this map — including Omega Waves.
Prestigious Weapons
When Isle of Dread was released, players had the opportunity to earn a Prestigious weapon every 10 floor of Onslaught before floor 100, and every 20 floors after floor 100. With how the update was applied, it required people to overcome previous highest floors to receive these rewards. It didn’t feel great to have players reclimb to take part in this new system.
With this patch, we were able to get this working. As a bonus, all players as of this patch are able to go complete every floor a Prestigious Weapon drops and receive one. For example, if yesterday you completed Floor 60 and received a Prestigious Weapon, you are now able to not only complete Floor 60 to receive another one, floor 10, 20, 30, 40, and 50 can be completed again and you’ll receive another Prestigious Weapon for each!
Bug Fixes
Fixed an issue with the Abyss Lord’s Colossus not consistently attacking enemies in lane.
Fixed an issue with Earthshatter Tower not attacking Vanguard Gorbstock, Vanguards (shield goblins), Ranged Ogres, and Cannon Ogres.
Fixed an issue with Anti-melee Servo not working with Angry Nimbus.
Fixed an issue with the Harpy Tower functioning without a World Tree.
Fixed an issue with some towers where their Inspect DPS was not calculating Crit Damage and Crit Chance.
Fixed an issue with Angry Nimbus shocking enemies without the Dryad in Corrupt Form.
Fixed an issue with parties being disbanded upon transitioning.
Fixed an issue with towers affected by Boost Aura losing their yellow VFX when upgraded.
Multiplayer bonuses now work properly in Incursions and Onslaught.
Fixed an issue with EV2 getting stuck in the Proton Charge firing animation while moving.
Pet eggs can no longer rot in player shops.
Fixed an issue with Power Transfer showing a negative value.
A hard gold cap has been set at ~2,300,000,000 gold.
Made adjustments to the Mastery tab on the World Map to improve Mastery
Ranged Ogres no longer shoot into the sky when hit by Starfall. As a result the Ranged Ogre Space Association has been disbanded.
Chaos VI Jacked Sparrow and Plunderer’s Paradise now correctly drop C6 shards.
Now able to quick match for any region in the Expeditions tab of the World Map.
Lavamancer’s submerge travel SFX now play correctly.
Adjusted how jumps are handled slightly for smoother gameplay.
Fixed an issue on Xbox where players attempted to join maps that no longer existed.
Fixed an issue where Defender Pack pets and redeem code pets were starting with 5/10 affection. You gotta earn their love!
Adjusted the Game Browser UI elements on controller that appeared out of place.
Fixed an issue with Replay From Wave where Dryad Defenses would still work without the World Tree.
Fixed an issue where the Rain of Oil shard stopped functioning if you swapped to another hero then back to the Abyss Lord.
Fixed Vanguard Gorbstock’s minimap icon. It was too tiny.
Fixed an issue with Replay From Wave where Weapon manufacture weapons could not be set.
The Shackled Mod no longer applies to Lady Orcs, only triggers on Dark Assassins now.
Fixed a Gem Well timing issue.
Fixed an issue where players were unable to back out of the War Table if they expanded regions on the World Map.
Adjusted the Floor 30 and 38 Onslaught Flair rewards listing.
Fixed some War Table issues showing Chaos 4 and 5 enemies incorrectly.
Updated the Lightning Grenade Pet Ability description.
Made it so Player 2 in splitscreen is not able to be kicked while in a party where the leader isn’t Player 1 or 2 of the splitscreen group.
Fixed an issue where loading into hard versions of the campaign was causing 5001 errors.
The Forbidden Worshipper’s Mask was too small. We made it bigger. What’s the Forbidden Worshipper’s Mask? Secrets.
Changed the title screen to have “Play Now” only for new, returning, and freshly installed players to reduce confusion.
Fixed an issue with consecutive win bonuses were not carrying over correctly between games.
Fixed a couple issues with splitscreen players not able to be invited to parties.
Have adjusted Dryad Towers targeting AI slightly. Continuing to investigate this.
Fixed an issue with Tenacity not preventing EMP Kobold tower stuns on certain towers.
Added a potential fix for Green Mana not being properly distributed if the Warm Up phase is skipped before all players load in.
Added a lock icon for locked War Table regions.
Fixed an issue with hitting “Yes” on Replay From Wave breaking if done while a Core destruction cutscene played.
Fixed an issue with towers refreshing properly when a play who disconnects rejoins.
Fixed an issue for players who play at 4k resolution with the Option Menu going off-screen.
Fixed a visual issue when rerolling Defender Packs without enough medals.
The Favorable Wind Mod now correctly shows the stacks icon.
Added Mastery Star info to the Region and Difficulty drop downs.
Fixed an issue where the Player Shop UI wasn’t closing automatically when build phase starts.
Mastery stars were removed from filtering in the Advanced View.
Fixed an issue with items updating properly for returning players.
Changed a the Tinkering load screen to correctly show the Gobsplosion Mod info.
Fixed an issue with SFX not playing properly for buyback.
A lot of you submit bug reports constantly, and we make sure to squash as many of them as we can. As with any expansion, there are a lot of fixes coming your way. Please continue to submit them to our bug site, your help is invaluable to knocking out some of the pesky issues that appear.
Known Issues
Tabbing when matchmaking on world map before the UI updates can matchmake into an unintended game mode.
On splitscreen some NPC shops some UI elements come through the window. The shop is still the focus and works correctly, just visually not perfect.
Replay from Wave on Lost Temple sometimes keeps a broken core model.
Replay from Wave on Lost Temple is not maintaining the correct lanes/mutators.
Social Defenders
There’s a lot of people playing Dungeon Defenders II, and a lot of them gather on our social hubs. When it comes to finding other players, figuring out how to conquer a specific challenge, or just wanting to get to know others in the community, or getting the latest DD2 news, you can’t go wrong with our social platforms:
Around the docks of Etheria there is talk of Patch 4.1 arriving later this week. Among these whispers are some predictions of what’s to come. Join us as we peer slightly into the future, it’s time to dive into Patch 4.1 preview!
Perfect Mod Drops
This is something that we received a lot of feedback on and are working on in multiple phases. The first phase is coming in this patch, it allowed us to do calculations on changing the drop rates specifically. We are going to be increasing the drop rate of perfect Mods by MORE than double, while lowering the drop chance of lower quality Mods.
The second phase of this is a lot more complex, and we’re not ready to discuss it just quite yet. We know the current drop rate has an average time that players should see perfect mods, and for a lot of players they are at or below that average. However, there are players that are outliers on this system, taking a long time to see any perfect Mod and that doesn’t feel great. We are currently developing ways to try and curb this entirely.
Mod Quality Visuals
Players have requested that we make it easier to understand where your Mod quality ranges on a scale of 1 to 10. Now there will be a number that reflects the quality nestled gently on top of the “Qualibean™.”
Mob Pathing
We’re continuously finding ways to make our game experience as smooth as possible. Stuck enemies and those that go off their intended path are no fun to deal with, and they certainly are a challenge for us to ensure they work correctly. There are changes coming with this patch aimed at drastically decreasing these types of behaviors. We’re going to keep a close eye on these changes to make sure they work correctly, and if there’s more work to be done we promise we’ll be hammering away it.
Replay From Wave
This was a feature added in with Isle of Dread that a lot of players have enjoyed. We ran into an initial technical challenge that did not allow this feature to work well on Lost Temple. Replay From Wave was released and since we set to work on getting it to work on Lost Temple. After testing it, we’re now able to get Replay From Wave to work on this map — including Omega Waves.
And That’s Not All!
There’s of course a slew of bug fixes coming, expanded explanations to the above, and a couple other unannounced changes that will be in the patch notes.
Social Defenders
There’s a lot of people playing Dungeon Defenders II, and a lot of them gather on our social hubs. When it comes to finding other players, figuring out how to conquer a specific challenge, or just wanting to get to know others in the community, or getting the latest DD2 news, you can’t go wrong with our social platforms:
Dungeon Defenders II: The Isle of Dread Expansion is out now on ALL platforms! This expansion contains a treasure trove of features, changes, and improvements. Set sail for adventure on two new maps, strike down your foes to gain new weapons and Mods, take on new enemies, and so much more. Put on your best eye patch and get your parrot, let’s dive into some expansion notes!
New Maps
We’re excited to be introducing not one, but two maps with this expansion. These maps are available as their own Adventure set, can be selected when playing Expeditions, can come up as you progress through Onslaught, and one is even a Chaos VII Incursion!
The Jacked Sparrow The first map is set on The Jacked Sparrow, previously known as The Sparrow before the heroes of Etheria hijacked it in order to reach their destination. As you traverse this map, enemies attack from above and below the levels of the ship, requiring all hands on deck to keep the masts safe from destruction! There’s a ton of fun to be had aboard this ship, as you use cannons to blast your enemies away, catapults to fly across the map, and vantage points to take out enemies when they least expect it!
Plunderer's Paradise After braving the rough seas, the heroes land on an island besieged by an army of the Old One trying to break into the island’s mountain. Among these enemies are new foes that have not been seen before, helping beef up the horde that is coming your way! Protect the island to prevent havoc breaking loose, but also explore to find secrets hidden throughout the map. Conquer the Incursion version of this map by striking down Captain Dreadbones to unlock a new Barbarian weapon to add to your arsenal!
New Enemies
There’s a slew of enemies that are now donning pirate attire, an absolute necessity when conquering on such vicious tides! Here are a few of the enemies you encounter on your journey.
These goblins upped their pirate fashion game, but they also recruited additional allies to take down heroes from afar.
Cannon Ogres have joined the ranks of foes you must face! They are a fearsome terror that can ruin your defenses and range, but are also deadly when you’re up close and personal.
A cursed orc pirate, Captain Dreadbones, is a new boss that you encounter in this expansion. You can fight him and his mighty crew in Plunderer’s Paradise on all game modes the map is available! Be careful, his cursed strength is nothing to underestimate.
The World Map
The War Table is improved with this expansion, adding some wonderful visuals to the world of Etheria, and also providing some quality of life changes as requested by our glorious community! The World Map shows all the different places Defenders may explore through different game modes:
Campaign: A new World Map that outlines where you’ve been, and where you’ll be going!
Expeditions: Choose the region, map, and difficulty you want!
Adventures: Four zones full of different Adventure story arcs are available to choose from!
Onslaught: Hop right into your floor and get to climbing!
Mastery: With a similar look to Expeditions, you can see your Mastery Star progression!
Incursions: You can change difficulties to see each available Incursion!
Each game mode contains different formats for ease of use, but also provide an “Advanced View” session browser in each. The Session Browser allows quick visibility of all the games going on, allowing players to filter down to specific maps within specific difficulties of specific game modes. Very specific!
When navigating through the various world maps, there is also a new indicator that shows which maps are included in Daily and Weekly quests!
Social Improvements
Interacting with players is getting some good attention with this expansion, with much more coming even after the expansion! Player Lists are now easier to navigate, selecting another Defender and choosing to inspect their shop or invite them to party among other options provided via a drop down menu.
The Player List menu has also received additional features. You can now see who’s in your party, who’s the party leader, any friends in the hub, and skip time inspecting every player by seeing who has items listed in their shop!
Receiving invites is also streamlined to not take over your screen and there’s a timer to avoid invite spam. Parties received attention as well, for instance, the leader is now consistent and gives control to choose when and where your crew go! We’re continuing to develop social interactions between players, and this is a giant first step towards making it an easier and more enjoyable experience.
Replay From Wave
This is something we are introducing to help Defenders overcome the challenges they are presented with and promoting experimentation as you progress. Sometimes you can get up to a certain point and you want to try a different strategy. That’s where Replay From Wave comes in!
Now when you fail a wave, the Performance Optimization System outlines what defenses fell or which ones may have been underperforming. You are able to evaluate what changes you need, make adjustments, and get back to overcoming the challenge before you.
This system is available in Adventures, Expeditions, Onslaught, AND Mastery (without losing stars). The only caveat to this is that Replay From Wave is not available on Lost Temple, as it’s meant to stand as a final gauntlet to overcome every five floors. We can’t wait to see how far this system let’s Defenders go!
Onslaught
It’s finally here — one map floors are now the standard in Onslaught! This change was due to a lot of great feedback many of you provided. There are a few things that needed to change when going towards the one map format:
Difficulty Scaling: We shifted the focus of investing time into each floor to overcoming greater difficulties sooner. As a result the rewards previously earned in Onslaught at various floors (Floor 114 for instance) are scaled down to the same difficulty; Ancient Power reset minimum reset floor is lowered; and Omega Waves were added in as an extra challenge to provide a greater feeling of progression.
Rewards: Since players are facing a greater challenge faster, we wanted rewards that reflected overcoming said challenges. Now every 10 floors, players receive an Prestigious Weapon, with a guarantee on their unique Mods to roll a five or higher!
More Maps: You are now going to be exposed to every map (except boss maps) as you climb Onslaught. Every five maps runs a format of easy, medium, and hard maps, with the fifth map being The Lost Temple!
More Schedules: There are even more enemy schedules that you'll encounter now!
Omega Waves: This is a new sixth wave added to the end of The Lost Temple. It’s a small victory lap as you continue to climb, where you will be provided with Mini-Boss only waves and unique schedules!
Onslaught is something we want to continue to build upon. With the feedback you provide, we’re able to make sure that we keep putting out content you enjoy, and these Onslaught changes are a result of that. We can’t wait to see how high you climb, maybe even a Memes For Marcos 2.0 is in our future!
Ancient Power
Onslaught and Ancient Power go together like pirates and the ocean, so of course we added more to this system! Ancient Powers themselves are more powerful than before and require less of a point investment to utilize their maximum potential. Now two players are able to reach the maximum strength provided by Ancient Power, previously something only four players were able to do.
There are also FOUR new powers to help bolster your battle against the horde of enemies coming your way. Protean Shift brought some order to the Critical Chance/Damage system, and as a result we are able to add the following Ancient Powers:
Hero Critical Chance
Hero Critical Damage
Defense Critical Chance
Defense Critical Damage
Ancient Power is also more accessible early on now. You are able to gain Ancient Power after completing Floor 30! You do not have to acquire Ancient Power here and can keep climbing gaining higher Minimum Ascension as you progress through floors. Previously you gained 3 Minimum Ascension for every floor you completed (with three map floors), but now you gain 12 Minimum Ascension for every floor with the one map system, and also gain 4 Talent Cap increases per floor as well!
As you gain more Ancient Power, your Minimum Ancient Power Floor increases as well. This system continues to climb until your Minimum Ancient Power Floor reaches Floor 50, requiring you to reach Floor 80 to acquire additional Ancient Power. You then have access to Floor 50 right away after acquiring Ancient Power, granted you’re equipped to take on those challenges!
One final change when acquiring Ancient Power: your pets no longer reset! This change may not be permanent as we’re investigating ways to improve pets, but for now, your pets are untouched by the Ancient Power System!
New Items
There’s one thing that pirates are always on the hunt for — TREASURE! There are multiple ways to acquire the new items coming.
Professor Proteus’s Seaworthy Weapons Professor Proteus now has a new cache of weapons available for Defenders taking on the high seas. Using these weapons provide unique death animations that are fitting for the battles that await you! Turn your enemies into a boat, and watch them sink into a whirlpool, or drop your enemies and make them flop like a fish.
There are multiple animations these weapons provide, and they are available on all weapons! The variety of animations are on a rotation daily, so be sure to check back regularly to see if the one you want is available.
Pirate Map Seaworthy Weapons We’re trying something new by allowing Defenders to get these new weapons by completing the new maps! These weapons do not have the unique death animations, but instead come with all new Mods. These Mods are not weapon or hero specific, though some of them are bound to being melee or ranged only. They aren’t like Mods that are currently in the game, some take your movement speed into account; another has a chance to poison, drench, or oil your enemies; and another can even prevent Dark Assassins from stunning you!
There are ten to discover, and they can only be acquired through completing The Jacked Sparrow, Plunderer’s Paradise, or through Player Shops
Depending on where you acquire these weapons, you are also met with new pirate themed Mods that pack quite a punch that can be transferred to any weapon; or unique death animations that can sink your enemies (literally, one can turn them into a boat and sink into the ground)!
New Features
What good expansion doesn’t contain some new features? We’re introducing new features to help Defenders as they keep Dragonfall and Etheria safe.
Primary Stat Reroll Primary Stat reroll system that we’re experimenting with. This system allows you to acquire reroll materials from completing the Jacked Sparrow and Plunderer’s Paradise, and reroll your primary stat into a potentially higher number. This change is not enforced if the roll is lower, you are always given a choice to accept it or decline! The new reroll materials are also able to be traded.We’re looking for feedback on this system and if you all enjoy it, we’ll investigate greatly expanding it.
Player Shop Changes There are a some changes coming with Player Shops to make them more enticing to a larger amount of Defenders:
Use any piece of gear you purchase! Previously players were limited to buying a piece of gear that was only available to their level. This meant players having gold to purchase cool Mods, but not having the gear score to do so. Now when you purchase a piece of gear, the gear is scaled down to your Champion Score. After purchasing an item, and it scaling, you are still able to sell it on your shop. Even more Defenders can now participate in buying and selling!
Gem Mine We’ve introduced a new way for Defenders to get a sweet deal on gems. The Gem Mine can be purchased from the platform stores, providing 100 gems everyday that you login for 30 consecutive days. That’s a total of 3000 gems for a lot less!
Balance Changes
Protean Shift brought a lot of new ways to play and a ton of power to Defenders, which we really love! As a result, there are a slew of things that are either not as strong as we’d like or too strong, removing any challenge while playing. We’ve discussed a couple of these, let’s get into it:
Abyss Lord
Towers
Colossus
Range increased to 800 from 600 (33% increase!)
Skeletal Archers
Damage scaling increased to 15 from 11.5 (30+% increase!)
Ramsters
Direct Command range increased to 5000 from 4000 (25% increase!)
Dryad
Towers
Harpy’s Perch
Damage scaling increased to 5.175 from 4.5 (15% increase!)
Hornet’s Nest
Hornets from any nest can attack any enemy. Previously only one hornet per nest could attack the same enemy.
Up to three hornets can attack the same enemy, regardless of where the hornet spawns.
EV2
Towers
Weapon Manufacturer
Minimum range added to node placement similar to Auras. This change bring this tower in-line to similar towers, while still keeping it unique.
Huntress
Towers
Explosive Trap
Damage scaling increased to 6.6 from 5.5 (20% increase!)
Range scaling increased to 0.0575 from 0.05 (15% increase!)
Range Max increased to 1150 from 1000 (15% increase!)
Base Range increased to 6900 from 6000 (15% increase!)
Trigger Radius increase to 400 from 200 (100% increase!)
Lavamancer
Towers
Volcano
Damage scaling increased to 9.31 from 7 (33% increase!)
Mystic
Towers
Sand Viper
Damage scaling increased to 6.875 from 5.5 (25% increase!)
Squire
Towers
Ballista
Damage scaling increased to 21.27 from 18 (18+% increase!)
Mod Changes
Tower Mods
Unique Defense Crit Chance Servo
Increased max Crit Chance to 30% from 25% (5% increase!)
Unique Defense Crit Damage Servo
Increased max Crit Damage to 40% from 35% (5% increase!)
Boom Mods
We’ve changed how boom mods work. Previously they were a flat percentage that allowed them to scale infinitely, making them a must for climbing later floors.
They’ve been retooled to do damage based on the enemies they explode up to a cap. The number shown is an average of what that damage is based on the different kinds of enemies within that group. For example, a melee-splosion does less damage when exploding a small goblin than it does when exploding a berserker orc.
General Changes
Chaos VIII Amps and High Onslaught Mods
Modified Mark’s Thoughts: These now start dropping at floor 35. Their drop chance increases every two floors you complete up to a cap on Floor 83 for Amps and Floor 92 for Mods.
Bug Fixes
All C8 shards have been disabled. We may revisit them sometime in the future, but to provide an equal battlefield for all Defenders, we’ve disabled C8 shards for now.
We made some pathing adjustments, fixes to spawners, and adjustment to enemies that should improve their pathing across several maps. Looking at you Northwest flier lane in Lost Temple!
Fixed a bug where the Betsy Staff could cause enemies to, more or less, one shot anything in their path.
Fixed an issue with Betsy’s Curse shard allowing enemies to one shot anything in their path.
Removed some tutorial text that was hanging out in Gates of Dragonfall - Hard.
Fixed a rare issue where when an item is upgraded to 10/10 Chaos 7 the ipwr could go to 0.
Fixed an issue where Consecutive Win Bonus XP was being multiplied by Ancient Power an additional time.
EV-2 no longer infinitely lazers the Bastille Master in her incursion.
Fixed several cases where the Bastille Master could get stuck.
Fixed an issue where players could get into a state where they were unable to evolve pets.
Fixed a case where split-screen users could have the Player Shops overlapping the Ancient Power UI.
Player Shops - "Your inventory is full" notification now shows on other players shops when your inventory is full
Piercing Towers now pierce Vanguards.
Protective Downgrade Servo and Last Stand Chip now have a vfx to show when the effect triggers.
A lot of you submit bug reports constantly, and we make sure to squash as many of them as we can. As with any expansion, there are a lot of fixes coming your way. Please continue to submit them to our bug site, your help is invaluable to knocking out some of the pesky issues that appear.
Known Issues
If beyond the first three tutorial maps, hitting Play Now on the main menu sends you to town.
Traps are not respawning correctly when using Replay From Wave.
Temporary fix in for rare instances where upgrading gear to 10/10 would greatly lower it’s stats. For these rare instances, instead of greatly lowering, stats are now slightly raised. This is a catch for if this error occurs, not a change applied to all gear.
Tower-like abilities (Talisman of Empowerment, Abyss Stone, etc.) are running into a few issues that we’re aware of.
The Champion Score filter is currently not functioning correctly.
Player 2 in splitscreen is able to be kicked from party when in a party with a leader that isn't part of the splitscreen
When the first player in split screen mode spends or receives currency the pop up appears on both screens.
When placing defenses on the bottom floor of The Jacked Sparrow there is a chance to have it go to the top layer
Social Defenders
There’s a lot of people playing Dungeon Defenders II, and a lot of them gather on our social hubs. When it comes to finding other players, figuring out how to conquer a specific challenge, or just wanting to get to know others in the community, or getting the latest DD2 news, you can’t go wrong with our social platforms:
We're excited to finally be announcing the release date for Dungeon Defenders II: The Isle of Dread Update! Originally it was going to be announced during our Dev Stream, but when have pirates ever followed the rules?!
The Isle of Dread Update is releasing on Wednesday, September 26th — THAT'S NEXT WEEK!
Dev Stream 85 is happening tomorrow, September 21st at 3PM EDT, is going to show off more of what's to come. We cannot wait for you to get this update into your hands and hooks!