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Dungeon Defenders II News

LAND HO, PATCH 4.1 IS LIVE!


Ahoy Defenders!

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:

We’re getting the finishing touches on this patch and cannot wait to share it with you all.

For Etheria!

The Dungeon Defenders II Team

Patch 4.1 Preview



Ahoy Defenders!

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:

We’re getting the finishing touches on this patch and cannot wait to share it with you all.

For Etheria!

The Dungeon Defenders II Team

Isle of Dread is Out Now!


Ahoy Defenders!

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.
  • Fixed spelling errors on Unique Crit Chance Servo, Unique Crit Damage Servo, Defense Crit Chance Servo, and Defense Crit Damage Servo.
  • 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:

The entire team has had a blast making this content, we cannot wait for all of you to get your hands on this expansion. Get to setting sail!

For Etheria!

The Dungeon Defenders II Team

Dungeon Defenders II: Isle of Dread Update Release Date!


Greetings Defenders,

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!

Click here to check out a lot of the changes and features coming!

For Etheria!

The Dungeon Defenders II Team

DEV LOG 101— THE WORLD MAP IS YOUR OYSTER


Greetings Defenders,

This be the second Dev Log for the next update in Dungeon Defenders II! As we promised ye scallywags last Dev Log we’ll be talking about even more treasure and booty coming. Ancient Power changes, War Table improvements, and a lot more await ye in Dev Log 101!

Alec “Lawlta” Saare — Community Captain

This Dev Log is still just the tip of the iceberg for what’s coming. You all have been anticipating Ancient Power changes, and we’ve got them! A lot of feedback that we’ve received on this system (just like with Onslaught) was used to help mold it into what’s coming your way. On top of this, the War Table changes (session browser anyone?), and maps are a lot to cover. This update is ARRRRRRRRRbsolutely insane, to quote a certain Jose, “hype levels are through the roof, unsustainable!”

I’ll let others dive into what’s coming. I will say that we are going to have our FIRST Dev Stream for this update next week, September 14th, at 3 PM EDT. We’ll be showing off some stuff from Dev Log 99, 100, and 101! Who knows, we might even be giving away one of our new flairs during our Dev Streams. ;)

Jose “Scaredycat Scarecrow” Villegas — Technical Designer

Hey-o everyone!

What’s promised is owed, so here are some of the new changes to Ancient Power available to you in our next update. We have heard your feedback, and hopefully these changes will make you more excited to engage with this system.

Ancient Powers
Here's a list of the changes regarding Ancient Powers specifically:
  1. We have doubled the strength of each Ancient Power. To note, since you can add each AP level together when in a party to make the buffs stronger, now we will only add up to 10 levels per Power. This means you get twice the strength when playing solo, and up to the same amount when playing with others, but this limit is reached much easier now.
  2. We have introduced four new Powers: Defense Crit Damage, Defense Crit Chance, Hero Crit Chance, and Hero Crit Damage.
  3. The amount of power you gain per level has been redistributed so the first levels of each power will award you with a greater gain than the last ones.
Prestigious Weapons
Like mentioned in the previous Log, you can now get one Prestigious Weapon every 10 floors, (20 after floor 100), at a guaranteed quality 5/10. The opportunity to earn this is reset when going through Ancient Power, so you will get the chance to earn them again.

Ancient Power Progression
Faster base ascension, and talent cap raises. Since now the progression of Onslaught will be tougher, and faster, we have increased your base gains to match this increase.

Pets
Pets no longer get reset when going through AP ;).

Starting Floor
The final one is the biggest one yet: Every time you go through Ancient Power, you will unlock a higher floor in Onslaught that you can immediately start at. Your ‘Base Floor’ will raise by various amounts, but eventually you will be able to start right away beyond the C7 Floors when triggering AP.

Of course, this wouldn’t be possible without raising the floor you need to reach to trigger AP again, so whenever we raise your ‘Base Floor’, your ‘Target Floor’ will also be raised. There is a limit to how much both can be raised, but you will need to watch today’s hot Trendy Fun Stream w/ Lawlta and Jose and ask me live.

That’s it for me at the moment. Hopefully next time I will be allowed to talk to you about the new hot Pirate Mods that we have been working on.

Love,
Jose

Eric “Petire” Petrie — QA Designer

What's up Everyone?

We’ve received a ton of feedback regarding our War Table and the flow of how players get into games. Changes for the war table were two fold. First we focused on the flow of how players get into games with other players, where things were easily understood and executed, and also where they were not. Our second focus was on allowing people to know all of the options available in the game. As you progress in Dungeon Defenders II, a lot of doors open up, and we want to make sure Defenders can know where they can do, and what they can do.

War Table UI



Enter our new overworld view on the War Table, introducing a new interface for selecting what and where you play. The way we worked through this was by setting goals we wanted to accomplish in regards to getting into a game, and then finding ways to attain those goals:

  1. Change how the world is presented to players
    • Adding a World Map that looks amazing and has distinct landmarks, helping immerse players into what they were defending.
  2. Change how players are able to get into games
    • Adding Play Now getting players right into the game with other people who are doing the same thing. This requires less time going through menus, and gets you into the action of an appropriate level.
    • Allowing players to filter for any combination (even content that is locked) and see those open games as well!
  3. Increase the amount of information given to players BEFORE they get into games.
    • Giving more space to give information about difficulty, game modes, chaos enemies, and maps.
    • Having information about rewards and what can be gained by completing the map.


Session Browser

And last, but certainly not least, a Session Browser that allows players to see everything playable in one location. This allows players to see EVERYTHING, even locked content that they haven’t unlocked through progression! By doing all of these changes, along with improving how the party and player interaction systems handle, it is going to be a lot more intuitive to get into games and have fun playing with friends and the community at a large!


Brian “Good Enough” Goodsell — Technical Artist

Hey All,

We heard you were kind of excited about there being new maps in the game. We weren't sure, so we decided to not make any. PSYCHE! This time around we brought two maps for all of you to conquer. Hopefully you brought some dimenhydrinate, you won't want to get seasick.



Our first map we're showing has you fighting on the high seas. This map is unlike anything you’ve seen in Dungeon Defenders II to date! You’re on a stolen ship with enemies coming at you from every direction. To really put the pressure of the high seas on Defenders we needed to add threats from above AND below!

The verticality involved in this map will have you flying all over the place with the help of the catapults added (at least 6)! There’s some cool tricks for players to discover, we can’t wait to see what you come up with.




Our next map we're showing is the fruits of your sailing adventure. They say it’s all about the journey, not the destination. Well that can go kick rocks, because the destination is just as awesome as the journey! This map is all over the place, has some awesome new enemies, and some hidden secrets (one that we’re really excited to see being found).

There’s a lot to be done here, both on land and on ships. Even failing this map is pretty insane. You’ll be seeing this map in multiple game modes, it might even be the incursion *wink* *wink*.

Dani Moore, Remote QA Lead

We're also looking to expand our tester pool once again. Our testers get the chance to try out our still-in development work, in exchange for some cool stuff as a thanks. They help us with balance, feedback and bugs and their contributions to our releases are very valuable.

We have two teams, RQA - our daily bug hunters (for folks with lots of free time each day), and RPG - our larger team for balance and feedback (for folks with limited free time).

Testing comes with two different Tester-exclusive rewards:

Betsy White

Parrot Wings flair

If you are interested, drop me an email at dani.moore trendyent (dot) com and ask. I'm happy to provide more information on both teams to see what best suits. A big thanks to everyone involved in the Update and the heaps of work and sweat that went into it all.

What’s Next?

In these two Dev Logs, we’ve covered a lot of changes that are coming, and there’s still a lot more to show off. Because of this, we’ll be doing multiple Dev Streams to showcase things you’ve seen in both of these Dev Logs, and maybe some extra bonuses.

Our first Dev Stream will be September 14th, at 3 PM EDT. Be sure to come join us, check out all the pirate-y goodness, system changes, and hard work poured into this update. Oh, also, you know, maybe win some prizes coming with this update!

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!

For Etheria!

The Dungeon Defenders II Team