1. Dungeon Defenders: Awakened
  2. News

Dungeon Defenders: Awakened News

DDA Episode 2 Part 1 Releases Tomorrow!

[h3]DEFENDERS,[/h3]

With the PTR having closed on Monday, we are now able to announce that we will be doing the full release of the update tomorrow 11/17/22 at 1PM EST! This update includes the long awaited return of the Summoner, Runes to augment your builds in new ways, 2 new maps, Trading and much much more! The full details will be posted alongside the release of the update. Looking forward to seeing everyone dive into the update!

[h3]Social Defenders[/h3]
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!
Chromatic Games

Episode 2 Part 1 PTR is open!

[h3]DEFENDERS,[/h3]

The long awaited Episode 2 Part 1 PTR is here! Players who own a copy on steam can access the steam beta branch and play the PTR to help us gather feedback and find bugs before release.

[h3]How to Join[/h3]
We want you to join the PTR! If you own Dungeon Defenders: Awakened on PC/Steam, check out our forum post that shows you exactly how to join!

[h3]PTR Reward[/h3]

Given the Halloween nature, the PTR reward will be a RGB Pumpkin Mask Transmog, as what’s more spooky than a bit of RGB.

If RGB is not your flavor, We’ll be allowing people to collect any of the previous PTR rewards in the past. You’ll be given the choice of reward in the survey. This includes the following rewards:
  • Forest Ally’s Wings
  • Eagle’s Wings
  • Crystalline Corgi

[h3]Episode 2 Part 1[/h3]
So we already did a long winded reveal of the vast majority of the features coming in this update, so this post won’t be going into details but will serve as a quick overview of the contents with any changes.

Click here to read the full post to get a better understanding.

[h3]The Outcast Summoner[/h3]

The Outcast Summoner, One of the most iconic heroes joins the battle! In this PTR you’ll be able to create and try out the new hero along with all their abilities and minions. We are looking for feedback on the functionality and balance, as we are in the process of still getting Art, Animations, SFX and VFX all hooked up still.

[h3]Runes[/h3]

Runes are a new feature that allow players to augment their defenses in new ways! These can range from simple additions to completely different abilities. Runes can drop from normal enemies at all levels of play as well as from victory chests. Each act has its own pool of which runes drop from enemies, and each map has a smaller subset of that act pool that drop in the form of a guaranteed drop from the victory chest. You can view where a rune drops on the rune UI itself, displayed as “Favored Map”

Since the Episode 2 Part 1 post we have since changed our minds about having generic runes in the game. This is mainly because we want players to feel like they can use the special runes designed for each tower without feeling punished for not using a generic rune that just gives them more power. We just think this provides a more fun opportunity to players and lets us continue to create more unique runes rather than balance the battle between unique and generic runes.

Currently there are about 54 runes in the game to playtest, some heroes and defenses are missing runes and we will be working on getting those in as time permits or before release of the update.

[h3]Trading[/h3]

The long awaited feature is here. As described in the Episode preview post, players are able to send trade requests with one another using the party bar in the top right of the pause menu. Once a player accepts a trade request, the two players may offer up items and gold between each other and then confirm the trade once they feel like they are happy with the trade.

[h3]Act 5 - 2 New Maps[/h3]

With the first part of Episode 2 comes 2 new maps to kick off Act 5. After defeating the Lycan King, the heroes traverse a great desert uncovering forgotten locations along the way. The first 2 maps will be in the PTR and can be played. However they drop the same quality of items that would be seen on the keep, as we are still deciding if a quality increase before the boss / bonus difficulty is worth it currently.

[h3]The Bazaar[/h3]

You’ll have to fight your way through the Bazaar in order to progress deeper into the secrets this desert holds!


[h3]The Lost Metropolis[/h3]

Defend your core from threats old and new in the shadow of structures from a forgotten civilization.

[h3]Defense Changes[/h3]
As outlined in the original post, there are 5 defense changes. The only difference between the post and the PTR is that we decided after reading feedback and playtesting that the combined Reflect field was causing more issues being the default EV defense, and as such we’ve made the original reflect field the default EV slot 2 defense. There is a rune to convert the reflect field into a blockade should you want to have that functionality back.

[h3]Auto Loot 2.0[/h3]

In the PTR your Auto Loot filters will have been reset. You’ll want to take some time to play around with the new system and make auto loot profiles for the different kinds of items you want to be picked up. As long as an item matches 1 of the filters in the list it will be picked up. Do note you can only have 8 filters currently.

Auto Loot Filters also determine what Items get shown on your tactical map. We’ve even added a special icon for Runes, and a purple glow for any Fusion items. So make sure to be on the lookout for those.

[h3]Balance[/h3]
This update is gonna bring a lot of balance changes to the game in the form of runes and other forms of balance tweaks. Due to the sake of time writing this post, There won’t be specific numbers, but will have those for the final post.

That said most defenses and abilities for Squire, Huntress, Monk, EV and Rogue got some kind of buff. So play around with those heroes and their defenses.

[h3]PTR Hotfixes[/h3]
Any PTR Hotfixes we do will have their notes posted on our fourms under the patch notes section. Here is a link to that directly.

[h3]What’s Next?[/h3]
Well with the Halloween Event now released, our next stop is the Episode 2 Part 1 PTR which will begin on October 28th. This will feature the Outcast Summoner Hero, 2 new maps, Runes, trading and more! Check out the full post talking about these features on our forums later today!

[h3]Social Defenders[/h3]
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!
Chromatic Games

Halloween Event Hotfix Notes

Quick hotfix to address some of the issues on the new Halloween Challenge map, will be continue to fix additional issues as we can.

- Increased Starting Mana for the Halloween Map
- Fixed Ghost Bridge Collision
- Fixed Halloween cosmetics not dropping from Halloween Map

The Halloween Spooktacular Event is now live!

[h3]DEFENDERS,[/h3]

For the first time ever in DDA’s history we are doing an in-game Halloween event. This event will feature some new cosmetics for both login rewards and in-game rewards from the new Halloween version of Ramparts. In addition to this every enemy across the game will receive a special Halloween theme for the duration of the event. This Halloween Update is live now on PC, Xbox and PlayStation and will go until November 4th, 2022.



[h3]Login Event[/h3]
If you login between the dates listed above, you’ll unlock the following transmogs:
  • Hallow's Evil Grin Mask
  • Fish in a Jar Mask

[h3]Halloween Spooktacular Map[/h3]
With the introduction of the in-game Halloween event we have remade Halloween Spooktacular from the original game. This map will feature the new Halloween variants of the enemies permanently even after the Halloween event is over. It also has new lanes and an additional core to defend.



[h2]Map Rewards[/h2]
Completing the map will give you a Brain in a Jar Mask Accessory as a guaranteed drop, but for those out there that prefer a bit of gold to their look there will be a very low drop chance version that allows you to unlock the golden transmog variant of the Fish in a Jar, Brain in a Jar and the Hallow's Evil Grin Mask. The golden variants will only drop on Massacre though, be warned it can be very challenging for those just breaking into to Massacre.



[h2]Halloween Enemy Skins[/h2]
This Halloween event brings spooky variants of each of the enemies in the realm of Etheria. All across the game these enemies will spawn for the duration of the Halloween Event. Afterwards the enemy skins will only be present on the Halloween Map which will stay once the event ends.



[h2]What’s Next?[/h2]
Well with the Halloween Event now released, our next stop is the Episode 2 Part 1 PTR which will begin on October 28th. This will feature the Outcast Summoner Hero, 2 new maps, Runes, trading and more! Check out the full post talking about these features on our forums later today!

[h3]Social Defenders[/h3]
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!

Chromatic Games

Upcoming Halloween Event Details & Episode 2 Part 1 Preview & PTR News!

DEFENDERS,

This post will provide an update on Episode 2 Part 1 work as well as announce the details about the upcoming In-game Halloween Event and Episode 2 Part 1 PTR. With that said let's get into it as this will be a long post!

[h2]In-Game Halloween Event[/h2]

For the first time ever in DDA’s history we are doing an in-game Halloween event. This event will feature some new cosmetics for both login rewards and in-game rewards. In addition to this every enemy across the game will receive a special halloween theme for the duration of the event. This Halloween Update will be released on October 14th, 2022 and the event will go until November 4th, 2022.

[h3]Login Event[/h3]
If you login between the dates listed above, you’ll unlock the following transmogs:
  • Hallow's Evil Grin Mask
  • Fish in a Jar Mask
[h3]Halloween Spooktacular Map[/h3]
With the introduction of the in-game halloween event we have remade Halloween Spooktacular from the original game. This map will feature the new halloween variants of the enemies permanently even after the Halloween event is over. It also has new lanes and an additional core to defend.



Completing the map will give you a Brain in a Jar Mask Accessory as a guaranteed drop, but for those out there that prefer a bit of gold or Neon to their look there will be a very low drop chance version that allows you to unlock the golden transmog variant.



[h2]Episode 2 Part 1 Progress Update[/h2]

[h2]The Outcast Summoner Hero[/h2]
As many of you know, the summoner from the original Dungeon Defenders game will be returning to DDA as The Outcast Summoner. This iconic hero has been one of the most requested heroes to return to DDA and as such we wanted to try our best to stay true to the original as best as we could, while also making adjustments to better fit DDA.

With that in mind, one of the things we felt strongly about was that the original model shown previously didn’t reflect what users expected for a remake of the Summoner. As such we’ve gone through and reconcepted and made a new model that fits the theme better.

Here is a first look at the new model!

Next up let’s talk about how the hero itself will work. After going through all the data from the Summoner Survey we have come to the following abilities, defenses and changes to the summoner.
[h3]General Features[/h3]
Before we cover Hero Abilities, let's talk about some of the general features that the hero has first. The hero doesn’t have weapon slots and as such doesn’t have an actual attack. Instead the hero will be allowed to equip 2 pets at once. Additionally the Summoner will be able to equip Tomes and will be able to complete a weapon set using a single tome.

Regarding Minions we also have opted to not have Minion Units but instead use DU for the defenses. This solves 2 issues, the first being that players felt that they were missing out if they didn’t take advantage of having double the “DU” and additionally it would require we balance every map both past and present around having this feature.

Finally the Summoner has the ability to hover by pressing and holding the jump key at any point while the hero is falling. They will still be able to take advantage of the double jump as any hero can.

[h3]Abilities[/h3]
Primary - Minion Select
  • Since the hero doesn’t attack, his primary will be used to select his minions. Currently we only allow single unit selection but will continue to iterate on this as feedback is received.
Secondary - Overlord Mode
  • A big feature of the Summoner was his ability to go into overlord mode and have a more top down RTS style camera. This ability will allow the Outcast Summoner to pan around the map and place minions remotely as well as move them as necessary.
Active Ability - Flash Heal
  • Flash heal offers the ability to heal nearby heroes, Minions and defenses by a percentage of their max health, scaling off the hero's Ability stat.
Buff Ability - Pet Boost
  • While active the hero's pets will be buffed increasing attack damage and attack speed, scaling off the hero's Ability stat. This was a redux addition that we felt added a lot of potential to the hero being used as a DPS and playing off the ability for the hero to equip 2 pets.
[h3]Minions[/h3]
Before we get started all the minions are still going through active balancing so these values might not represent what goes live for the PTR as well as adjusting balance as we receive PTR feedback.

Minion 1 - Archer (2 DU): Summons a Crystalline Dark Elf Archer. Shoots non-piercing arrows at enemies. 

Minion 2 - Spider (3 DU): Summons a Crystalline Spider to the battlefield. Flings webs at nearby enemies, slowing them down and doubling all damage they receive.

MInion 3 - Siren (4 DU): Summons a Crystalline Siren to the battlefield. She casts protective shields around defenses reducing incoming damage and also attacks offensively with her ranged attack.

Minion 4 - Dark Elf Mage (4 DU): Summons a Crystalline Dark Elf Mage to the battlefield. Casts fireballs and periodically heals themselves and other nearby minions, as well as heroes.  

Minion 5 - Ogre (5 DU): Summons a Crystalline Ogre to the battlefield. Crushes enemies within melee range and occasionally fires poison snot balls from a distance.

[h2]Runes[/h2]
This will mostly be a recap of the full runes introduction post as a lot of it remains unchanged from the original design but figured it was important to give a recap and fill in any blanks as needed.

Runes are broken down into two different categories they work in the following ways: 
  • Hero Runes - Runes that affect your hero’s stats, attacks, and abilities.
  • Tower Runes - Runes that affect your tower stats and activation (whether that’s damage or utility).

Additionally there are 2 types of Runes, General Runes and Class Runes and can be used in different situations.
  • General Runes - Runes that can be applied to any hero. These are typically flat stat increasing runes, with some slight variations.
  • Class Runes - Runes that are applied to a specific hero, or specific list of heroes.

Unlocking runes is a 2 step process. First you must obtain a rune which can be found by playing various gamemodes, maps and difficulties. Some runes will have specific drop locations while others will have random drop locations. Secondly you will need to pay a gold cost to consume the rune and permanently unlock the rank of rune.

Once you’ve unlocked a rune you can choose to use that rune in any of your available slots. Each hero has 2 Hero runes and 4 Defense Runes slots. Those rune slots can be set on each individual hero. Allowing you to add more customization to the way that hero builds.

With all that recapped, let's talk about some examples of runes we can expect to see in DDA.
[h3]Squire[/h3]
  • Explosive Shield - Shield Throw explodes on hit, dealing 100% of it's normal damage to all nearby enemies and increases number of Bounces by X.
  • Spear Trap - Every X Seconds when the Spike Blockade is attacked it shoots out 8 piercing projectiles damaging enemies for X% Tower Health.
[h3]Apprentice[/h3]
  • Arcane Blast - Arcane Surge becomes a ranged piercing projectile which deals X% of secondary attack damage.
  • Bouncing Magic - Magic Missile Projectiles deal X% damage and bounces up to Y additional targets.
[h3]Huntress[/h3]
  • Chance Grenade - Grenade Toss has a X% chance to spawn another grenade upon killing an enemy.
  • Shell Shocked - Enemies hit are slowed by X% and deal Y% reduced damage for Z seconds.
[h3]Monk[/h3]
  • Mystical Repair - Tower Boost slowly repairs defenses for X% of tower health over Y Seconds.
  • Lightning Strikes - Every X Seconds, the Lightning Aura deals Y% tower damage to a single enemy within range.
[h3]EV[/h3]
  • Decoy-GR - Decoy now shoots along with the hero at the same direction dealing X% of hero damage.
  • Electric Shock - Proton Beam has a X% chance to shock and stun enemies for Y seconds.
[h3]Warden[/h3]
  • Yum Yum Seed - Sprout Seeds on-pickup restore X% HP and gives a Healing over time for Y% Max HP over Z seconds.
  • Focus Blossom - Beaming Blossom does additional X% damage for each attack made against the same enemy, stacking up to Y times.
[h3]Rogue[/h3]
  • Multiple Marks - Increases max number of Marked targets by X.
  • Spin-To-Win - Carnage consumes -50% mana and does Y% of the original damage.
[h3]Outcast Summoner[/h3]
  • Flash Buff - Defenses within Flash Heal gain Attack rate and Power for X Seconds.
  • Healing Master - The Dark Elf Mage Minion can also heal nearby defenses for X% of the normal minion healing.


[h2]Trading[/h2]
Now with all this talk about runes, there is another way to acquire them that wasn’t mentioned above which would be through trading. Trading will allow 2 players to exchange items and gold between one another. 

Players can request to open a trade and then add items and offer gold. Not every item is tradable, specifically any kind of entitlement reward like from the Kickstarter. Outside of that you are free to trade Armor, Weapons, Pets, Offhands, Accessories, and now Runes.

Additionally we also added a new gameplay setting to auto reject trade requests for the popular few that don’t wish to be overwhelmed with trade requests. You can still send trade requests while this setting is enabled but any attempts for others to trade with you will be rejected without notification.

Finally since we know players will want better ways to find other traders, we’ve added a way to host a public tavern with custom session names. While this isn’t a perfect solution, we hope we can improve this in the future and potentially look at new ways to host trading lobbies.

[h2]Act 5 - 2 New Maps[/h2]
With the first part of Episode 2 comes 2 new maps to kick off Act 5. After defeating the Lycan King, the heroes traverse a great desert uncovering forgotten locations along the way. 
[h3]The Bazaar[/h3]
You’ll have to fight your way through the Bazaar in order to progress deeper into the secrets this desert holds!

[h3]The Lost Metropolis[/h3]
Defend your core from threats old and new in the shadow of structures from a forgotten civilization.


[h2]Defense Changes[/h2]
As we hinted at in one of our live streams there will be 5 changes to the defense roster. These changes are based on metrics, survey data and general community discussions. That said if the feedback from these changes is not well received we will look at making changes as needed.

[h3]Squire - Sniper Tower[/h3]
The Sniper tower offers the squire a new single target defense that will be very strong at defeating tanky enemies. It will use a special enemy targeting priority. This tower will replace the Bouncer Blockade as we felt the blockade was often overshadowed by the other blockades in the game.
Defense Rune - Piercing Upgrade:
  • Pierces an additional enemy and scales damage of the attack by X%.


[h3]Huntress - Poison Dart Tower[/h3]
The Poison Dart Tower is the first addition of a defense to the Huntress’s kit. The PDT will shoot 3 individual projectiles. These projectiles are fanned out so that they spread out and hit multiple enemies down the path. It will use a fodder targeting priority. This tower will replace the Darkness Trap, as it was the most unused defense in the game, the alternative was the Thunder Spike Trap which we felt could have more use cases.
Defense Rune - Blinding Darts:
  • Enemies hit by the Poison Dart Tower have a X% to become blinded for Y seconds.


[h3]EV - Combined Blocking + Reflect Field[/h3]
In order to make room for the upcoming defense changes, we’ve decided to merge the Blocking Field and Reflect field. This means the defense will be able to serve as a wall or a reflect field and will have the same DU scaling of the original reflect field so that they continue to be used as they have in the past.
Defense Rune - Electric Fence:
  • Blocking Field deals X% of Tower Health back to all attackers as electric damage.


[h3]EV - Heat Cannon[/h3]
The Heat Cannon provides a unique defense to the game. It’s a short ranged flamethrower defense that hits all enemies within its range arc. While this defense is limited in range it will more than make up in defense power. This defense will have a fodder targeting priority. It will replace the new empty slot where Reflect Field was.
Defense Rune - Immolation:
  • Heat Cannon applies a fire DoT onto enemies dealing X% of tower damage over Y seconds.

[h3]EV - Plasma Defense System[/h3]
The Plasma Defense System or PDS is an omni-directional sentry that can target and attack up to 3 separate targets at once. The defense does have one major flaw in the form of a deadzone. The dead zone prevents the tower from attacking enemies that are too close to the tower. This defense will have a modified version of the special enemy targeting but instead prioritizes Djinns, Copters, and Wyverns before targeting other special enemies. This defense will replace the Shock beam, as we felt that the crowd control it provided was just outclassed by other crowd control oriented defenses regardless of balance.
Defense Rune - Full Coverage:
  • Increases the Plasma Defense System’s defense range by X% but also increases the dead zone by Y%.

[h2]Auto Loot 2.0[/h2]
This has been a highly requested quality of life for endgame players. Auto Loot 2.0 will allow players to have multiple loot filters using the existing setup. This allows players to have filters tied to specific types of items, for example having a Auto Loot Filter specifically for picking up Accessories or a filter to pick up only swords. As long as an item matches 1 of the filters in your list it will get picked up when Auto Loot happens. 

This UI will allow you to create and manage the multiple filter profiles. Each one can have a name and Icon associated to help associate them. You will be limited to 8 filters at any point.

[h2]Public Test Realm (PTR)[/h2]
So now that we’ve talked about all the amazing things coming in episode 2, I know you all are dying to know when the PTR will go live. On that note I can say we are aiming for the PTR to go live on October 28th, 2022 pending any major setbacks. While we had initially planned for it to start early october we felt the extra time was needed, and with the halloween event it would be odd to have those launch at nearly the same time.

[h2]What’s Next?[/h2]
After the halloween event is over and the PTR is finished we’ll look at releasing the update live after we’ve made any necessary changes based on player feedback. Once that is live we’ll begin work on the remaining Episode Part 2 work and keep you all updated as that is developed. Though it is too early to say what the timeline will be like at this moment.

[h2]Social Defenders[/h2]
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!

Chromatic Games