The launch of the Redux version of DD1 by the community run Redux Development Team has been quite the success! We've received positive feedback from all areas of the community including new and returning players. Outside of the package mismatch error the overall launch has been going quite smoothly from what we've seen and has been reported to us at Chromatic Games.
With all that in mind, all launches of something new or major updates cause bugs to come along that need to be squashed that affect the player experience and of course unforeseen balance issues. Instead of waiting for the next bigger update of Redux a bunch of changes are coming in today to make Redux even better experience especially during the holiday break. Since a lot of maps are affected by this update this patch is going to be quite large.
Package mismatches are fixed. You should no longer run in to this error when joining another defender's game.
There is a new icon for Ranked.
New Features:
Special one-time reward Divine and Void quality bracers have been added. The Divine Misplaced Old One Bracer can be acquired by completing the four Quest for the Lost Eternia Shards maps as well as their respective challenges on Ascension Hardcore or Ruthless. (Mistymire to Sky City, Portal Defense to Boss Rush). The Void Misplaced Old One Bracer can be acquired by completing Crystalline Dimension on Ascension (Neither Hardcore nor Ruthless required), Crystal Cave as well as No Towers Allowed: Crystal Cave on Hardcore or Ruthless.
True Boss Rush now rewards Divine and Void Misplaced Old One bracers with random stats as well as the otherwise Tavernkeeper shop exclusive weapons on map completion on Ascension difficulty.
A portal has been added to all taverns that teleports players to the Forge Room. This will allow people to access the Coal Forge, Divine Forge and Void Forge without having to change their tavern.
Added a button to the hero info screen to move all items on a character to your item box.
The Jester's presents can now spawn all of the new towers.
Akatiti Jungle on Ascension difficulty will now reward the Sea Turtle on a Treadmill from Temple of Water if the secret code is performed.
The Apprentice's Snowball tower now freezes wyverns and makes them fall to the ground after two hits. Their targeting has also been adjusted to prefer wyverns and targets that are not currently frozen.
Balance Changes:
Fixed an issue causing weapons and pets to roll Divine half as often as intended.
Ruthless mode will now correctly increase the wave stat multiplier for items that drop on the ground. In addition, the item quality (bias of how high a stat rolls on average) buff that Ruthless applies to ground drops has been increased by 10%.
Ruthless mode's maximum simultaneous override enemy limit has been changed from 60 to 80. This should result in maps being faster to complete on Ruthless than before.
Disabled the Ruthless mob count scalar on challenges. This should make challenges more consistently difficult on Ruthless mode.
Cyclops' aggro patterns will now behave the same as Ogres.
Guaranteed Divine Crystal rewards have all been removed. The random chance for getting one on level victory has been adjusted for all maps individually to accommodate for this. The odds for each map will be publicly available in Discord servers related to Dungeon Defenders.
The poisonous gas thrown by cyclops has had its damage dealt to all targets reduced slightly and damage dealt to Summoner's minions reduced massively.
The Devil's Pitchfork has had its ranged and elemental damage decreased.
Summoner's pet boost ability has been adjusted to perform more consistently across all pets.
The Huntress' Oil trap fire damage increase now scales in effectiveness with tower damage. (5% with 0 tower damage, capped at 50% when around 6300 tower damage)
The Huntress' Dark Shot ability had its projectile speed increased by 25%.
The Series EV's Tesla Bomb ability is no longer disabled on Temple of Polybius.
The Series EV's S.A.M unit now has a wider effective range. Its damage output has been reduced by 25% to compensate. Enemies will also be more likely to target the S.A.M unit when hit by it.
The Squire's Slice n' Dice tower should now suck enemies towards it more consistently. This should stop small mobs from getting tossed around the map.
The Squire's Mortar Tower has had its projectile range buffed by 20%. It also had a targeting offset added that should make it easier for the tower to hit enemies when close to it.
The Ancient Dragon on The Summit on Ascension difficulty will now deal 25% less damage with its fireballs.
The Goblin Mech on The Throne Room on Ascension difficulty had the range of its rockets reduced by 25%.
The go-negative function for the Kraken Kannon and Mischief Maker from Temple of Polybius has been reduced for Harcore (to 7%) and Ruthless (to 0%).
The Demon Lord and Goblin Mech pets have had their system for rolling upgrades reworked. This should result in higher average upgrades on these items.
Nerfed Sea Turtle on a Treadmill pet to cap at 800 instead of 900.
Nerfed Spinal Column right-click damage.
The Imp pet will now heal towers and minions in an area around it. The healing has been reduced to account for this.
The Monkey pet has had its healing reduced to more acceptable levels.
Many fights in the secret challenge map True Boss Rush have been adjusted on Ascension difficulty.
Crystalline Resurgence: Part 4's Ancient Dragon had its health increased.
Reduced Mischief's multiplayer health scaling on Temple of Polybius to compensate for his immunity to Series EV's Proton Charge Blast ability.
Assault missions Return to Mistymire, Moraggo, Aquanos, Sky City and Crystalline Dimension as well as the Halloween Assault Mission Pack will now reduce player damage taken when multiple players are present in the game. This should make encourage playing these maps with a group of players. (100/90/80/75 for 1/2/3/4-6 players)
Assault missions Return to Mistymire, Moraggo, Aquanos, Sky City and Crystalline Dimension as well as the Halloween Assault Mission Pack will now set the remaining lives to 0 after a few seconds when on Hardcore or Ruthless.
Return to Crystalline Dimension's life amount on Hardcore or Ruthless now scales with amount of players.
Nerfed Moonbase XP income on Ascension difficulty.
Glitterhelm Caverns has been made less difficult on Ascension difficulty.
Crystal Cave defense and minion units decreased from 90 to 80. Goblin Copters were also added to this map.
Crystal Cave enemy count per wave on survival has been reduced.
Rumble in the Jungle's forced cyclops spawner has been removed, resulting in significantly less Cyclops spawning.
Town in the Cliffs' djinn boss has been replaced with a Desert Cupid.
Town in the Cliffs on survival mode now goes to a max of Wave 35 instead of 30. The Donkey pet is now rewarded for survival completion.
Buffed the aggro of the top crystal on Town in the Cliffs.
Fixed an issue with the donkey pet's rolls on Crystalline Resurgence 2 survival on Ascension Difficulty.
Lab Assault on Ascension difficulty will now only drop high quality accessories. The amount of accessories per player has been reduced to 1.
The challenges; Assault, Assault Mission Pack 1-3 and Halloween Assault Pack 1-3 have been adjusted to make their rewards per account. This should encourage playing in groups more as well as bringing their rewards more in line for their speed and difficulty.
Halloween Assault Pack: Part 2 now only rewards 1 accessory.
Tinkerer's Lab has been made significantly easier on Ruthless. Some bugs were causing the health of certain enemies to be too high.
Added a speed multiplier of 1.1 to the Void Bow.
Removed the speed multiplier from the Giraffe on a Treadmill's Ascension version.
The Ancient Dragon on The Summit can now be hit by towers on Ascension difficulty.
Bug fixes and Quality of Life:
Custom taverns will no longer spawn a diamond automatically when returning to them with 88 coal in your inventory. The coal forge in the forge room accessed through a portal in all taverns can be used for this purpose. (Default/Outside taverns still have all their previously existing features)
Custom taverns will now act appropriately with items rewarded when returning to it such as Rainbow Unicorns earned by completing the Assault Mission Pack and Free-Range Chickens earned by holding 10 eggs in your inventory.
Custom taverns will no longer show the incorrect Quest for the Lost Eternia Shards related progression visuals such as the Shards on the wall and the Dragon/Old One head.
Custom taverns will no longer display the mission details at the top of the screen incorrectly.
Custom taverns should now be less likely to destroy items when they fall out of the map.
Return to Crystalline Dimension assault will now correctly give rewards to off-host clients.
Frostdale Capture the Flag and Hold the Flag now properly show up in the challenges section.
Palantir's second boss on Ascension, the Knight of the North will now properly have its white aura disappear on death for off-host clients.
True Boss Rush will now correctly reward items for off-host clients.
Lives on Crystalline Resurgence: Part 4 and Crystalline Dimension are now properly reduced on Ruthless.
Fixed the spawners on the Goblin Battlecruiser during True Boss Rush on Ascension difficulty.
Town in the Cliffs' pathing for enemies has been adjusted to stop enemies from getting stuck.
Fixed an issue with the collision of the Series EV's S.A.M Unit.
Fixed an issue causing Mortar Towers to be able to damage allied Reflect Beams situationally.
Fixed the spawn point for player 2 on Halloween Assault Pack: Part 3.
Fixed an issue with the split-screen emulator that could kick you from the game by using it when the match is full.
Fixed an issue with the split-screen emulator that resulted in locking up the victory/defeat screen when opening it as a split character.
Implemented a fix to stop the internal Nightmare multiplier from affecting items on Ascension difficulty to fix some broken interactions.
Implemented a potential fix for abnormally high game crash rates on Infested Ruins and Omenak when on survival mode.
Removed ground drop loot on Crystal Escort: Spring Valley to improve performance.
Changed scaling in the crystal stats UI to look more in line.
Fixed an issue causing the Wyverns on Wandering Heart on Ascension difficulty to stop moving.
Fixed an issue causing spawners on Crystal Cave to keep spawning after map completion.
Fixed an issue causing pylons to not be targetable by some pets.
The Spear of Atlantis will now properly be rewarded on Easy-Nightmare difficulty on Temple of Water.
The Spider Queen minion's behavior state icon has been adjusted to not appear too high above her.
Fixed the size of the Fedora accessory from Arcane Library when dropped.
Fixed the Demon Lord pet's visuals when dropped.
Fixed the fire size of the Demon Lord pet's ranged attack from appearing to be massive.
Staves will no longer consume upgrades for no benefit when they hit 128 charge rate.
Omenak's Siege Mech enemies will now properly get the 1.85x health multiplier instead of 9x.
Siege Mechs will now correctly be affected by the oil trap.
Fixed a typo in the effect description for the Genie's Scimitar from Town in the Cliffs.
Fixed an issue preventing the Genie's Scimitar from hitting opposing towers on assault missions.
Removed the minion state icon for the Kobold ability on Summoner.
Closing Note:
We've heard several requests for having Redux not be on a branch but access through various different methods that other games have used for a community made update like Redux, mods, or a new version of the same game that can be toggled. Unfortunately we're in a bit of a unique situation regarding that and isn't something that can just be done right now with a flip of a switch. However we are looking into the possibilities that something can be done to help players access Redux easier but there is no time frame of when or any guarantee that another method of access can happen. We'll definitely let the community know if a method is found that does work for Redux and all the details regarding that when it comes time.
Social Defenders
To get reliable updates on the Dungeon Defenders Universe make sure to follow us on all our social media platforms:
We worked a lot to improve the game visual style! This was kinda the process we made:
We added some clouds shadows and then we colored the ground with a reddish color and then added small places covered in sand, giving some contrast instead of all yellow. We also improve bullets and impacts looks. Because of this I changed the trailer and the store page.
This are in game screenshots to show the difference:
From now until January 4th 12am EST, all Official and Partnered Twitch channels will have drops enabled! We plan to use these drops as our new way of holding Twitch giveaways, this will be our first Twitch drop event and we have more planned for the future. Click here to watch!
Drop Details
Drops will happen in stages, these stages unlock after different tiers of time spent watching Fault partnered streams, each stage will occur twice per Fault account. If for some reason you receive a skin you already own, you will be gifted 75% of that skins matter cost as compensation.
Hey Everyone! I just wanted to update you on the current status of Pulse Jumper.
So while we are still actively working towards our January release date, but we may have to delay by one or two weeks to make everything polished as possible.
Besides that, we have added 2 new areas for you to explore along with a new enemy type and a couple new npc's!
And just in case you didn't know, we now have a Discord server! You can find it here.
And finally, we updated the demo to include the first 2 areas of the final release! We hope that this will give a more updated impression to what the end result will be like.
On January 7 at 11am (PST), we will announce Path of Exile's 3.13.0 expansion which includes new end-game content, a new challenge league, new skills, items and more. Alongside our regular announcement page, we'll be revealing in-depth details of this expansion via an exclusive livestream at http://www.twitch.tv/pathofexile. This post contains all the information you need to know before it starts.
Before we jump in, make sure you check out the teaser video for 3.13.0!
What should I expect?
The livestream will start on January 7 at 11am PST. We'll showcase the official expansion trailer followed by a deep dive into the expansion's new content and features.
On the livestream, we will reveal almost everything* the expansion has to offer in quite a lot of depth. For example, for new gems, we'll show each one in action alongside its tooltip with an explanation of its mechanics.
*For the sake of brevity, we won't discuss every single balance change, but you'll certainly get a good idea of the direction of the changes. The patch notes the following week will contain the full details.
Players have often asked for a look at the type of material that we cover on expansion press tours with journalists, so we're quite interested to see what you think of us presenting the new expansion to you directly in this way.
Following the deep dive, Ziggy will join Chris Wilson for a Q&A with questions from the chat.
Where can I watch?
Tune in at http://www.twitch.tv/pathofexile to watch the reveal live. We'll also post standalone videos on YouTube. Our announcement page will unlock once information has been revealed in the livestream. Streamers are also welcome to restream the livestream and enjoy it alongside their viewers
Will Twitch Drops be enabled?
Yes, Twitch Drops will be enabled for any channel streaming in the Path of Exile category during the duration of the livestream. We'll reveal more details about how that will work and which rewards will be up for grabs.
Can I still view the reveals if I miss the livestream?
Yes, we'll have our regular announcement page that showcases everything revealed, links to journalist coverage, and videos up on YouTube alongside the livestream.
What language will the livestream be in?
The livestream will be presented in English. The individual videos will have translated subtitles on YouTube and much of the English text in the video content will be translated. These will go live at around the same time as the subjects are presented in the livestream so you shouldn't have to wait too much longer to get access to this information.
The live Q&A portion likely won't have subtitles once it's on YouTube but we'll create a news post within a few days that includes a written summary of the information discussed.
As usual, we'll also have a fully-translated announcement page in Russian, Brazilian Portuguese, Spanish, German, French, Thai and Korean.
See you then!
We can't wait to share with you what we've been working so hard on.
Hi everyone! We hope everyone had a great holiday!
We're back from the holiday ourselves and already at work again on Alien Dawn.
One of the most important comments we've heard from our testers (up to 475 now), is issues with the various controllers for all of the headsets we support in the game.
To solve this issue and check for compatibility with all of the major headset manufactures, Jessica and I built 2 additional work stations with spare parts, each with one of the following headsets installed around our house:
Vive Pro / With Index Controllers
Vive / With Vive Wands
Oculus Rift S / With Touch Controllers
Windows Mixed Reality / With Mixed Reality Motion Controllers
Windows 10 Desktop PC / With Keyboard and Mouse
This will help us test and optimize the game for each HMD much more quickly, and overall give all of you a better experience playing the game regardless of which headset you own.
Look for an update in the coming days, and we're looking forward to chatting with all of you more soon!
If it seems like there has been an endless stream of sales lately... well, that's because there have been.
This is the 3rd major sale Village Monsters has been a part of since October. However, this is probably the last major Steam sale prior to Village Monsters hitting version 1.0 in Spring 2021, so I hope you take this opportunity to grab your copy.
The Journey to v1.0: The Pitstop to v0.90
Back in September I announced a major update that I was calling "The Living Lands". I split off a small chunk of it for October's big update, but I've been hard at work on the original scope of features ever since.
The update is big. So big, in fact, that I'm now comfortable labeling it version 0.90 - in other words, one of the last big releases before we hit the fabled v1.0.
So what's coming? Well, here's a partial list of things to get hyped for:
The promise of a "living, breathing world" finally realized
Exciting changes to the world triggered by the seasons, weather, and game progress
Village events and holidays, including tons of new visitors and event NPCs
More Village Restoration Projects and rewards for increasing your village level
Fleshed out lore and backstories, including many new Heart-to-Heart events
Villagers follow robust schedules which can include shopping, banter, and hobbies
New critters, fish, birds, butterflies, weather, treasures, wines, scrolls, cupcakes, and much more
Tons of new music, sound effects, and ambient noises
A boatload of bug fixes
The one downside of a big update is that it takes me a big amount of time of finish. But things are looking really good so far, and the plan is to release it in January. More on that (and a more proper dev diary) as we get closer.
That's all for now! It's been a good year for Village Monsters (and not much else), but I'm really looking forward to what's coming in 2021. Hope everyone had a great holiday time, and I wish you all a happy new year!
Hello! Sorry for no news from us for a long time. The game is not abandoned but in active development, as usual. We just reconsidering a lot of core features, game design elements and going to solve all of these issues which should be solved long time ago.
The biggest changes will be related to base building aspect and attempts to make learning curve much smoother.
We like base building, especially if base is moveable, because mobile base is cool. So when we started development of Celestial Command we planned that at some point of gameplay, the player will be able to build huge ship which will act like mobile base, but this feature still not implemented and we are going to solve that with the next update.
Previously we had the next plan:
You start with simple small ships
You should build own space station within first hours of the gameplay
Somewhere after 10 hours of gameplay you will be able to build a capital ship and continue journey using it as a mobile base.
But turned out that such approach has a few problems:
1. Construction of space station it is a complex task, it is not just a bunch of walls and door like in classic survival games. It is a large amount of different modules which should be built in specific combination and even positions. When player starts the game first time he almost immediately encounter with such a complex task which is extremely unfriendly and should be changed. Also it just does not have sense because initial station always looks almost the same.
2. Transition from station to moveable base is very unobvious. It is hard to understand when exactly it is possible or necessary and how gameplay will be changed. Also it means that previous station will be leaved behind or reconstructed? That sounds not too pleasant considering that station was a home for a long time.
So in order to solve these issues we decided to do the next thing:
It will be unnecessary to build starting base manually, you will receive the base almost instantly within first hour of the game, and later you can upgrade or rebuild it as you wish.
This will be not a station, but flagship, huge mobile base with its own role, so "build static space station phase" will be completely skipped and mobile base will be achieved much earlier, so new player will dive immediately into combat and mission tasks instead of complex attempts to build a station.
Role of the flagship
Let's think about, what is a "base" in survival game?
This is a place where you can store various items, so flagship will have large and cheap cargo storage
This is a place where located most "workbenches", so flagship will be the only place where production modules can be placed and used
This is just a protected place where you can go inside, close the "door" behind and be protected against dangerous environment outside, so we decided that flagship should be large enough to fit smaller ships inside its hangar bays. Another benefit from such approach - if you have several various ships of different design and colors, flagship itself will looks beautiful from outside view, since colorful small ships will be hidden inside its hangars.
Also the base is not a weapon itself, it should be protected. So it will be impossible to place weapons on the flagship at the beginning. However, at late game flagship can be upgraded and act not only like a carrier, but a battleship.
Also, since it will be not just a base, but mobile base, we want to implement another purpose for flagship - it will be the only way to travel on large distance, simply saying, warp drive can be installed only on flagship and it will move only a things which located inside its hangar bays.
Here is a simple analogy, flagship can be considered as large sail ship, locations in space - islands, smaller ships - individual characters. So characters is unable to move between islands without a sail ship.
All of these things should make an interesting difference between large flagship which acts like a mobile base and smaller frigates which purposes to perform combat, gathering and logistic operations. We want to improve base building aspect long time ago and seems like this is exactly want we want to achieve.
New crew and skills system
Another aspect which will be heavy redesigned it is a crew system. Currently the system is quite overcomplicated, unobvious and sometimes tedious.
Micromanagement of different types of regular crew between different modules turned out an unnecessary feature, so instead, there will be only 1 type of regular crew, and it will be automatically distributed across entire ship.
The only purpose of crew system is to make ships "alive", and single type of regular crew will be enough to achieve that.
Instead of micromanagement of regular crew we want to focus on improvements in ships to ships combat aspect which is much more interesting and visually enjoyable.
Officers also will be redesigned. Currently there is an option to assign several officers to the same command module, but there is no point to assign "not a full stack of officers", so instead we decided to allow only one officer (captain) per ship, instead its skill tree will be much larger, so different captain may have different skills and specializations.
Each ship will be considered as single character, with its own portrait, name and specialization. Such approach should be especially good for co-op multiplayer.
Completely different types of enemies
We noticed an interesting thing - usually it is more fun to fight against enemies who are not similar to you. Who looks different and uses different tactics. That could be especially noticeable in various zombie games or similar games where you need to fight not against humans, but against some kind of creatures.
So, additionally to standard modular enemy ships, you also sometimes will encounter something very unusual.
But more details about that will be revealed later.
Warp gates
Since flagship with its warp drive will become the main method to travel between planets and systems, the role of warp gates will be changed.
Warp gates no longer provides a route trough entire galaxy, instead, it will provide transportation within the same system, it also will be a part of some missions where frigates (smaller ships) should perform some tasks in location where flagship can't arrive (because it can't fit inside a warp gate)
Where it will be released?
We plan to do that somewhere at January but not sure when exactly. We will keep you informed about progress and try to avoid such a long delays between news.
We're back out of beta surprisingly fast, partly because the response to the prior build was so positive, but also because I have been piling on the bugfixes and wanted to have those out to everyone as fast as possible. This new build has a lot of great fixes to the last non-beta build, although we are aware that the Civilian Industries mod will shut itself off while trying to run in this new version. All the other mods seem okay with it.
In this build, deepstriking just got a lot smarter, and your transports are also now more obedient. Along with a huge laundry list of other things.