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DEV LOG 100 — ONSLAUGHT PARRRRRTY!


Ahoy there, DefendARRRRs!

In this Dev Log, we be talking about some changes to Onslaught and Party Controls that ye’ve been requestin, and we’re here to deliver. These changes are meant to improve the game mode, allowing many of you to set sail on adventure without having to sink a ton of time into each play session if ye’re not able to. Also greater control over who’s in ye’r ranks and leadin’ ye’r crew, alongside making it easier to interact between one another. Let’s dive in!

Alec “Lawlta” Saare — Community Overlord


First off, Dev Log 100, wuuuuuuuuuuuuuuuuuuuuuuuut! There’s a lot still to talk about, but being our 100th Dev Log, I thought it would be best that we talk about and confirm changes to a system many of you have requested. Onslaught is getting a round of polish with extra elbow grease to become more accessible for players and also bring some additional difficulty. The party improvements are also something that many of you gave a ton of great feedback on, so these changes should make being in a party not only feel a lot better, but also be easier to get into.

There’s a ton more coming that we cannot wait to share with you! We’ve been hard at work creating new maps for you to defend, new enemies to take on, new weapons to strengthen your arsenal, and so much more. To quote a Jose you may or may not know, it’s “coming sooner than you think”. Unless you think it’s tomorrow and a little bit of time after tomorrow, then that quote doesn’t apply here.

X Marks The Heart,
Lawlta

Mark “Telflon” Telfer — Technical Designer


Ahoy Defenders!

I’m here to talk improvements to the party system and a few things that are to come.
  1. Seamless Invite System - Party invites in the live game are jarring. When you receive one, it stops you dead, it removes all movement control from your character, and the popup covers the majority of your screen. The only way to make the popup go away is to accept or decline the invitation to the party. With the new party system, these gameplay intrusions will be eliminated. Receiving an invite to a party will no longer stop you dead. Instead, you will receive an unobtrusive notification at the bottom of your screen informing you who invited you to the party with the option to accept or decline the offer. You will fully retain control of movement while this invite is pending, and your view of Etheria will not be occluded.

  2. Vicinity Targeting - The way you initiate any social interaction in DD2 is by opening the player list, selecting the name of the person you wish to interact with, and then selecting how you’d like to interact with them. This is a good system if you already know the name of the person you wish to interact with, but it is not the best facilitator of organic interactions with people you serendipitously meet. For instance, let’s say you see someone run by with a sweet sweet costume, and decide that you want to make that person a part of your stylish crew. You’re standing right next to this player, but you can’t invite them to a party directly; you’ll to figure out their name, open the player list menu, find them, and then send them an invite. To make it easier and more organic to interact with others, we will be introducing vicinity targeting. What does it mean? It means that you can walk right up to someone and interact with them directly. You won’t have to open full-screen menus to invite people a party, kick people from a party, promote them to party leader (more on that), or view their shops. You will remain fully engrossed in the world of Etheria while you perform these interactions via vicinity targeting; you will retain full degree of movement control.

  3. Player List User Experience - If you prefer the classic way of interacting with others then you’re still in luck! The player list has been refined to give a far smoother experience when interacting with others.

  4. A Party Structure That Makes Sense - As I’m sure you all have noticed, some funkiness can happen with parties in the live game which really upsets expectations. One of my biggest annoyances with the current system is having the party leader change randomly when you load into a new map. Frustrating! It's time to bring some order to the party chaos that can happen in the live game, and we plan to do this by implementing the following:

    • The person who sends the first invitation to party up becomes the party leader.
    • The party leader REMAINS the leader until they either leave the party or they choose to promote someone.
    • The party leader will be able to promote other members to their position if they no longer wish to lead.
    • All party members can invite someone to join a party, but only the party leader can kick from a party.
    • Only the party leader can choose where players matchmake to.


There are more changes coming too. Stay tuned!

Thinking of you,
Mark

Jose Villegas — Technical Designer


Hey everyone,

We have heard your voice loud and clear, and we are making several improvements to Onslaught. Sit tight and get ready.

  1. Floors will have only 1 map each. This was by far the largest concern that you had with the game mode. It took too long to complete a map, and a single failure led to having to play the entire floor again. Worry no longer, in the update a single victory is required to move forward.
  2. Moar maps. Currently, the selection of maps in late game Onslaught is quite large, but not complete. With the newest changes we are introducing, all the maps will be available at all points in the Onslaught progression, late and early ;).
  3. Faster progression. The difficulty increases were happening only little by little in each floor, which made the process of playing through Onslaught much slower than in Expeditions. Not anymore; now the jumps in difficulty (and rewards) happen much faster, and the number of floors that will take you to Chaos 7 strength have been reduced. This increased in difficulty per floor has also been carried to beyond the Chaos 7 floors, so reaching floor 999 will be an greater challenge than before.
  4. More and better Prestigious weapons. Lawlta told me I can’t talk about AP yet, but I will try to spill this small bean here, as it’s related to the Onslaught climb. In addition to receiving a Prestigious Weapon when you trigger Ancient Power, now you will receive one every 10 floors when playing Onslaught (every 20 after floor 100). In addition, all new Prestigious Weapons will come at least at quality 5/10, and will have an increased chance of spawning at higher quality as well. These awards will also reset when you go through Ancient Power, giving you a chance of more weapons.
  5. New post C7 difficulty schedules. Starting around the end of the chaos 7 floors, we will now start introducing new schedules of enemies at increased difficulty. To note, these schedules will not contain new enemies, but the same ones you are familiar at an increased difficulty and numbers.
  6. Omega Waves. Last stream I promised Omega Waves in Onslaught, and people did not believe my words. Now, I can actually confirm Omega Waves may or may not, in fact, be coming to Onslaught.


You are probably wondering: what’s going to happen with my progression? Well the answer is very simple. When making the transition between the old to the new, we will check what floor you were playing previously, and set you at a floor with the closest difficulty to it under the new system.

For example, if Gobu was playing at Floor 80, now they will be placed around floor 35, since both are comparable in difficulty. This will also be true to the rewards tied to specific floor numbers, like 114, so while the climb to get there will be shortened, the difficulty of those maps will remain consistent.

One final feature that I’m happy to introduce is a new Replay system. Currently, when failing a map you have to start all over again, regardless of game mode or difficulty. Now, if you fail a map the game will allow you to go back to the wave where you failed, and retry from there with the defenses you had already placed in the map.

Having to build the whole map again after failing was something we always wanted to address, and now you can just simply adjust whatever defense cause you to lose and keep moving forward =).

That’s not all! The Replay feature will also be supported by a new Performance Optimization System. When loading the map again after trigger the replay, we will place several indicators on the towers that caused you to lose. All towers destroyed will have a handy Danger Indicator (!) to show that they fell. For towers that didn’t do much in combat, a Warning Indicator (?)will get your attention to reevaluate their placement, or equip better relics on them.

That’s it for now. Next time I will tell you more details about the changes to AP, which there are many. But let me tell you about these new Pirate MODS, they are great, they are awesome, and they are also great. The first one, currently named Set Sail, which turns you into a █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ , and then you can █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ , which allows you to █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ . The second one █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ .

Oof… I'm excited for these new Mods. Be sure to tune in for next Friday’s stream, where I may or may not answer your questions in the most ambiguous fashion possible.

Love you,
Jose

Ice "Ice" Ice, Ice Lead


Hi.

Cordially Yours,
Ice

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).

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?

Nothing, that’s it, no more news. No need to keep reading. Except wait, there’s a ton more coming that we’ll be talking about in our next Dev Log! This update is crazy big, bringing in some salty content for you landlubbers. Here’s what you can expect to see:
  • AP improvements
  • New Maps!
  • New Enemies!
  • New Weapons!
  • New Mods!
  • New Incursion!
  • New Flair!
  • More New Stuff!

We’re always listening to your feedback, and a lot of you do a great job of making sure it’s constructive and provide plenty of great ideas. Keep it up, we love reading it and it helps us mold Dungeon Defenders II into a better game.

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

DEV LOG 99 — ARRRRRRRRRRRT TO COME!



Greetings Defenders,

The next large update for Dungeon Defenders II is right around the corner. We’ve been hard at work trying to make this update something that everyone will enjoy. One thing players have requested for a while are new maps, new enemies, and new visuals in general. This Dev Log is focused on giving you all a sneak peek into what our team has been working on. Get your sea legs ready, let’s set sail!

Alec “Lawlta” Saare, Community Manager

Our next update has so much to show off, so we’re going to dive into some of the visuals you’ll be seeing. The artists have really outdone themselves on both the models, the maps, and the animations involved in both. We’ve been teasing some of our maps recently, and want to shake it up, showing off one of our new pets, only a couple (there’s so many more) of our enemies, and… well, keep reading, you’ll see.

There is a lot more coming, both visually and technically. It’s been an ARRRRduous amount of work, with the whole team really grinding away. We can’t wait to share the fruits of our labor, both for your enjoyment, and to prevent scurvy. Pirates.

Colin “Elandrian” Fisher, Associate Producer

August has been quite a month. Some of my favorite go-to games are releasing titles this month, so it’s been inspiring to see what advancements have been made in the industry.

Speaking of advancements, there’s quite a few changes coming to Dungeon Defenders II soon. We’re processing a lot of feedback from all types of players recently to make changes to many of our end-game systems and flows. There’s a number of changes coming to Onslaught and Ancient Power, and our goal is to make them both feel easier to progress in and more rewarding.

There’s a bit of new map content coming soon too, we’ll probably be talking more about that in the very near future, but for now I’ll just leave you with hints.

Ship just got real.

John Muscarella, Lead Animator

You know that feeling when you have, like, A TON of cool animations to show off, but the marketing department wants to “control the messaging and reveals”...?

No? Just me? Oh ok…

Well we do have a ton of cool stuff that we can’t show you all just yet. The last several weeks have been crazy, and I’m stupid excited for you to see. That’s right! I’m so excited it’s made me stupid…

In the meantime, here’s a few things to tide you over. Or, at least tide ME over…



We made him into a pet! Now you can blast enemies with the power of the Tinkerer’s greatest technological achievement; a barely competent bumbling mini-bot…



Yaaarrrr! We’ve reskinned a whole bunch of our devious little friends. Blast and pummel them to the tune of a catchy pirate chantey!

Like I said, there is sooo much more to come. Stay tuned, Defenders.

Keith “Keithimator” Walheim, Animator

Hey all, it’s been awhile since we last spoke. I’ve got some awesome animations that I’ve been working on, but we’re not able to show all of them yet. I’ve been able to sneak in some new ones, hopefully Lawlta doesn’t see this (Lawlta spoiler: I did). Here’s what I’ve been up to:



Professor Proteus’s new assistant is quite a show off. Most of all, he enjoys showing off his (finger) guns and will have a lot of fun following you around to help you out in game. It was a ton of fun putting personality into this little guy, and I hope that he really shines on the battlefields of Etheria.



“One fish, two fish, red fish, gobu fish.”

I got to work on some super floppy fish among many other wonderful things this update that I can’t wait to see these in the live game. This animation in particular is something you’ll use to put your enemies in their place. I really cannot wait for you all to see what’s coming!

Dan Driussi, 3D Character Artist


. . .- - - . . .To get myself into the pirate mindset I went and got myself shipwrecked while under the influence of scurvy. I currently only have the company of a chatty parrot who thinks he is funny and the ever present rum cache. I created a working computer from coconuts, bamboo, and spare life jackets and was able to make some cool stuff for the next patch. One of my favorites is the island war boar, just shove an apple into its mouth and you have mobile kalua pork just walking towards your defenses ready to be eaten! Just remember to use fire to seal in that BBQ war boar flavor! If you receive this message please send help, the parrot only knows dad jokes and puns . . .- - - . . .!



What’s Coming?

There’s so much more coming, and we’ll be having additional Dev Logs in the coming weeks leading to the update itself. Here’s an idea of what you can expect to see:
  • Onslaught floors are always one map floors, and how that changes progression.
  • Extra rewards as you climb through Onslaught.
  • Improvements and changes to Ancient Power.
  • Increased party control and functionality.
  • NEW ENEMIES, WEAPONS, MAPS, AND MORE!

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

PROTEAN SHIFT PATCH 3.2 OUT NOW!



Greetings Defenders,

Protean Shift Patch 3.2 is now live! We’ve been hard at work ever since Professor Proteus made his glorious arrival in Etheria! The feedback from all of you has been tremendous and we greatly appreciate it. We’re addressing requests that players have wanted both for a while now and recently with the Protean Shift expansion. Let’s get into it!

Multiplayer Bonuses

Defenders love playing together, there is strength in numbers after all. Previously, when playing in multiplayer settings, enemies became stronger, but did not offer any additional rewards for the harder challenge. This is a pain point that you as a community have voiced to us for a long time, and with gear in a much better spot, we now have a way to reward the increased difficulty!

Previously, when playing in multiplayer sessions, enemies gained additional health without offering any increased rewards. Now when teaming up with fellow Defenders, you now gain additional Gear from Victory Chests. You may be asking, “how much?”, and the answer is A LOT. Here’s the breakdown you can expect to see when playing with multiple Defenders:
  • One Defender: Remains the same.
  • Two Defenders: +125% additional Gear drops!
  • Three Defenders: +275% additional Gear drops!
  • Four Defenders: +425% additional Gear drops!

When playing solo, the Escape/Options menu shows:


When in a group of two:


This pattern increases the more Defenders in your session. To have our bases covered, Gear is specifically armor, weapons, and relics. These additional pieces of gear offer players multiple opportunities on finding perfect stats and Mods while taking on stronger enemies. This means you have more gear to use or sell, boosting Defender strength and our player economy substantially. As a result, we’ve slightly tweaked sell prices to vendors. With the increased loot drops, you’ll be making on average the same amount of gold when selling to vendors. However, we maintained previous minimum Player Shop sell value of items to offset this. You’re now provided more opportunities to sell more gear between one another to obtain greater mountains of wealth than ever before!

We were able to get these changes out now to provide a feature the community highly requested thanks to the feedback we received via a survey many of you participated in. One concern that several Defenders brought up was in regard to party control and functionality. These will be coming in our next Update among a slew of new features not too far from now. We’ll touch on some additional changes later on in these notes!

Material Vault

In Protean Shift, we introduced a good chunk of crafting materials for Defenders to have more control over their gear. There’s a ton of new materials and one bit of feedback that we’ve received quite often, is about storing these spoils of combat.



Enter the Material Vault! It’s a new vault that will be available to players that want to be able to store extra crafting materials. This special vault allows you to hold 999 of every crafting material and access to materials saved in your Material Vault regardless of where you are. Want to pump up the strength of your gear, or move some Mods around, but you put the materials in your Material Vault? You can now do it on the fly without pulling the materials out! When doing anything that requires crafting materials, Inventory Materials are used first before using crafting materials in your Materials Vault.

What’s Coming?


In our last Check-In post, we outlined some short, medium, and long term goals. In our next update, here’s a sneak peek as to what you can expect to see:
  • Onslaught floors are always one map floors.
  • Extra rewards as you climb through Onslaught.
  • Improvements to Ancient Power
  • Increased party control and functionality
  • And…. A NEW BOSS, WEAPONS, MAPS, AND MUCH MUCH MORE!

As development continues, we’re going to be providing opportunities to test this content and earn “Tester Only” rewards, such as Betsy White, a true friend and confidant to any Defender.

Bug Fixes
  • Improved enemy spawn and pathing logic so enemies getting stuck in spawns will now have a better chance of finding their way out of the spawner.
  • Fixed additional cases where Berserker Orcs would get around blockades and walls.
  • Fixed an issue in Player Shops that caused a visual duplication while moving items.
  • Fixed an issue with Abyss Stone and Abyss Fountain giving an incorrect error message when there’s not enough mana available to use them.
  • Updated Shard Dust description to explain how it’s acquired.
  • Fixed a bug where the Jackpot shard increases gold reward upon wave completion.
  • Fixed an issue with comparison tooltips remaining when closing the Vault UI.
  • Fixed the text size of “LIST IT!” on 4k resolutions.
  • Fixed an issue with Gilded Colossal Fissure Shards receiving a negative increase.
  • Fixed an issue with Campaign Boot tinkering requiring an Iron Hammer.
  • Fixed an issue with Chaos V Boot upgrades requiring weapon crafting materials.
  • Fixed an issue with buy back items going to the wrong location in the inventory.
  • Fixed an issue where items claimed at the Scavenger while the inventory is full would look like it had been claimed but was still in the Scavenger.

Remember, if you run into any bugs, please let us know at our bug site. Also, check us out on social media for additional updates and game discussions with our awesome community:

We have much more on the way and will be spilling some beans in the coming weeks!

For Etheria,

The Dungeon Defenders II Team

PROTEAN SHIFT PATCH 3.2 PREVIEW



Greetings Defenders,

We’ve been hard at work ever since Professor Proteus made his glorious arrival in Etheria! The feedback from all of you has been tremendous and we greatly appreciate it. There’s more coming in our next update, but there’s also more coming next week with Protean Shift Patch 3.2!

There are some nice quality of life features that are coming with next week’s patch, let’s get into it!

Multiplayer Incentives

Defenders love playing together, there is strength in numbers after all. When playing together, enemies get stronger, but there’s not any increased reward for that increased risk. Well not anymore! We have been testing and looking for ways to reward players without trivializing content. With this patch, when grouping with other Defenders, you will receive additional loot from the victory chest. This scales per player added to the session, meaning the more Defenders you play with, the more loot you receive. The more loot you receive, the higher the chance at getting perfect mods!

Material Vault

In Protean Shift, we introduced a good chunk of crafting materials for Defenders to have more control over their gear. There’s a ton of new materials and one bit of feedback that we’ve received quite often, is about storing these spoils of combat.

Enter the Material Vault! The Material Vault is a new vault that will be available to players that want to be able to store extra crafting materials. This special vault allows you to hold 999 of every crafting material, and you will be able to automatically use them when interacting with items. Want to pump up the strength of your gear, but you put the materials in your Material Vault? You can now do it on the fly!

On the Horizon

There’s a giant “wave” of stuff coming to Etheria in our next update that is sure to knock your socks off. Related to multiplayer incentives, we’re going to be providing Defenders greater control over the parties they start, something many of you have asked for is on it’s way. We can’t get into a ton of the stuff coming just yet, but give Elandrian’s Check-In a visit to get an idea for what’s coming!

Bug Fixes and Optimizations

As always, we’re going to be squishing a lot of bugs, increasing performance, and increasing stability. Remember, if you run into any bugs, please let us know at our bug site. Also, check us out on social media for additional updates and game discussions with our awesome community:

We have much more on the way and will be spilling some beans in the coming weeks!

For Etheria,

The Dungeon Defenders II Team

Protean Shift 3.1 is live now!



Greetings Defenders,

Patch 3.1 is now live on Steam! This is our first Protean Shift patch that brings some nice quality of life changes, balance changes, and a slew of bug fixes. Let’s get into it!

MODS
  • Shocking Revelation Mod
    • Stun duration reduced from 5 seconds to 1 second.
      • Stun was lasting way longer than the intended power of this Mod.
Quality of Life




Buyback has been added! It is shown as the last tab in your inventory and items are removed from buyback if you leave the session you're in.



Added the option to not show a warning when selling a Mythical or Legendary quality item.

Bug Fixes
  • Fixed an issue where Ancient lifesteal was not healing players.
  • Fixed an issue where Tenacity was not reducing by the amount listed.
  • Fixed an issue where listing an item did not warn the player they will need to pay a tax to remove the item.
  • Fixed it so all anti-orc Mods now apply to Berserker Orcs.
  • Fixed an issue with the Quake Shard and Shielding Guard Shard showing as Campaign Shards and awarding Campaign Dust.
  • Fixed an issue where the Withering Bubble Shard was not dropping in Campaign.
  • Fixed an issue so the Initiate can use the Drain Aura Mod now.
  • Fixed an issue where Shatterquake was showing fire VFX.
  • Fixed a typo on the Lifeburn Armor Mod.
  • Fixed an issue where Seismic Flame was lasting longer than intended and updated its description for clarity.
  • Updated the Buried bastille description.
  • Fixed an issue where the Seismic Launch Chip allowed the Squire to complete the Smack Up Monk challenge.
  • Adjusted the Terrablade weapons to have full descriptions.
  • Fixed an issue where Hard Mode Campaign items could not transfer Mods to Normal Mode Campaign items.
  • Fixed an issue where some pets had way higher Crit Damage than intended.
  • Fixed an issue that occasionally when gaining Ancient Power players would not receive an Ancient Power weapon.
  • Fixed an issue with item stacking in inventories and not being able to re-stack them.
  • Fixed an issue with Chaos V glove Tinkering using a shiny chest material instead of a shiny glove material.
  • Fixed an issue with Private Tavern and Town vendors not updating their stock correctly.
  • Fixed an issue where the Lash Out Ascension talent was not functioning for the poison damage.
  • Fixed an issue with consecutive win bonuses applying to special Play Shop purchases.
  • Fixed an issue with Flame Aura hitting players when the owner leaves town.
  • Fixed an issue with X-splosion Mods killing players.
  • Fixed an issue with Drain Aura damaging players.
  • Fixed an issue with Incursion Weapon Mods being replacable via Tinkering.
  • Fixed an issue with Lunar Portal and Ghastly Halberds spawning more than intended.
  • Fixed an issue with Onslaught and Ancient Power challenges not unlocking correctly.
  • Fixed an issue where Autumeow’s tail would change colors incorrectly.
  • Fixed an issue with tooltips overlapping in splitscreen shops.
  • Updated the attack speed icon on Axes.
  • Removed the Death Override icon on the Protean Shield.
  • Items with zero Mods are hidden in the Reforging Quick Picker window when selecting an item to pull Mods from.
  • Fixed an issue when creating a hero that offered “select hero” instead of the option to “back”.
  • Fixed an issue with dropped equipment showing gamepad context that doesn’t work on PC.
  • Fixed an issue with the cursor going behind Mods on Wayfarer weapons.
  • Changed the description of Vial of Dragon Sweat to not say “Open to Unlock”.
  • Fixed an issue with the Abyss Lord’s Skeletal Ramsters and Skeletal Archer towers not showing their base when an elemental Mod was equipped.
  • Fixed an issue where oil traps on Ramparts slowed Berserker Orcs.
  • Fixed an issue with overlapping UIs when splitscreen players join while a fullscreen window is open.
  • Fixed an issue with protective Downgrade Servo not updating its stats when inspecting it after it gets downgraded.
  • Fixed an issue where Feed x10 was consuming 10 pieces of food even if 10 was not needed to cap the pet.
  • Fixed an issue with Flamethrower tower VFX not getting bigger with Defense Range.
  • Fixed an issue with “Create Hero” appearing unlocked if you tried to purchase a hero and did not have enough currency.
  • Fixed an issue with tower abilities not stopping when the tower is stunned.
  • Fixed an issue with Defender Packs where rerolling would leave the previous contents on the ground.
  • Fixed an issue with The Defender of Etheria achievements not unlocking on Xbox.
  • Fixed an issue where the inventory would lose navigation input on controllers.
  • Fixed an issue with the Quake Shard’s VFX appearing in the middle of players instead of at their feet.
  • Fixed an issue with Automation Shard not working on Snaking Sands, Slime Pits, Geyser Traps, and Angry Nimbus towers.
  • Fixed an issue with the falling leaf VFX on Forest Biome not triggering correctly.
  • Changed two shards to now be named “Betsy’s Zapper” and “Betsy’s Beam” to better fit the UI.
  • Implemented a sound for un-equipping gear.
  • Implemented a sound for equipping shards via Right Mouse Button.
  • Fixed an issue with placing Mods into the third slot of a Legendary/Epic that was advanced, that caused them to not function properly.
  • Adjusted Abyss Stones hit SFX location to emit from the correct position.
  • Fixed an issue with the Abyss Lord’s book landing correctly when he dies.
  • Updated the bag icons with Blue Gem Icons.
  • Fixed an issue connecting to an event server that could result in a crash.
  • Fixed the VFX for EV2 canisters.

Remember, if you run into any bugs, please let us know at our bug site. Also, check us out on social media for additional updates and game discussions with our awesome community:

We have much more on the way and will be spilling some beans in the coming weeks!

For Etheria,

The Dungeon Defenders II Team