Dungeon Defenders II Changelog

What's new in Dungeon Defenders II Defender-Centric Update - June 25th Hotfix

Jul 18, 2019
  • DEFENDERS:
  • We released a patch today for PC and PS4, with Xbox coming later today. This patch is providing new costume content, as well as a small bug fix. The majority of this content is for our Kickstarter backers, with a brand new costume available to all as well!
  • Costumes:
  • For the “Etherian Beta Tester” and up tiers, you will receive the Corrupted Gunwitch costume (as well as a Gunwitch code if you don’t have her unlocked):
  • For the “Etherian VIP” and up backers, you will receive the Golden costumes for each of the base four heroes:
  • For the “Ultimate” Tavern and up tiers, you will receive the Crystalline costumes:
  • We just added these costumes to the game, and will be sending redeem codes out next week. This is to ensure that everyone receives the update and does not run into any issues redeeming their codes.
  • Also, available now on the Emporium is the Underworld Mystic!
  • Bug Fixes:
  • The Wayfarer has boxed up his winter holidays clothing and is back to his normal business attire.
  • What’s Next:
  • This patch was focused on preparation for getting rewards out to our loyal backers, but fear not! We’re currently working on some challenging content for some of our most tested Defenders currently. The progress is incredibly exciting, and we can’t wait to share more with you. In the coming weeks we will have more information for you!

New in Dungeon Defenders II Defender-Centric Update - May 1st Hotfix (May 27, 2019)

  • DEFENDERS!:
  • We just pushed out a hotfix for PC and PlayStation 4, and Xbox One! This hotfix is aimed and squishing some bugs, bringing poison mods into alignment, and adding something new! Let’s get into it.
  • Elemental Combos:
  • The Poison Chip, and it’s combination with Earth damage to create petrify, is an awesome addition to the game. Though we performed rigorous testing, we found that there were instances where this combo was overriding every other setup in terms of usage, and providing way too much CC and power.
  • Some of the issues were with other Mods. We changed these Mods to prevent these broken interactions:
  • Ballista Bite is now Burning Bolts
  • Poison damage turned into fire damage.
  • Venomous Viper is now Fiery Fangs
  • Poison damage turned into fire damage.
  • Plantera’s Blessing is now Fireblossom Blessing
  • Poison damage turned into fire damage.
  • We completely understand that these mods were fun and awesome to interact with as poison, and we didn’t want to just alter a combination, leaving less choice, and that be it. So to provided even MORE options than before, we added a POISON SERVO as a possible Mod. Previously it was only as a Chip for weapons, limiting your combinations on towers to take advantage of Petrify. Our goal is to make things as fun as possible, so while we’re sorry that it may affect your current builds, we wanted to try and make up for it by providing a Mod that gives more flexibility than before!
  • Bug Fixes:
  • Fixed an issue with returning players getting stuck while loading into the game.
  • The following Mods have had elemental attunements assigned to them
  • Shocking Revelation (Lightning)
  • Lingering Hellfire (Fire)
  • Adjusted freezes to increase earth damage by 10% when shattered instead of scaling from enemy level and HP.
  • Petrified enemies now take 5% more damage while petrified, taunt mechanic removed.
  • Fixed an issue where Grave Infection was not doing damage, and now does only poison damage.
  • Fixed an issue where Dragon’s Gaze was not able to equip shards.
  • Adjusted Spider’s Kiss to deal poison damage.
  • Fixed a couple bugs that caused enemy health to go negative.

New in Dungeon Defenders II Defender-Centric Update (Apr 18, 2019)

  • DEFENDERS!:
  • The Defender-Centric Update is now live on PC and PlayStation 4 (we're currently working to get it out on Xbox as soon as possible)! This update contains a whole lot of love to a lot of foundational systems within Dungeon Defenders II. These changes are based off of feedback many of you have provided, and as Chromatic, we wanted to really give our GLORIOUS Defenders something that demonstrated how much we value our community. Without further ado, let's get into it!
  • SHARD SHOP:
  • Shards are such an integral part to Dungeon Defenders II when it comes to empowering your heroes with great strength to take out the waves of enemies constantly thrown at you. Currently there is a lot of RNG regarding which shards you get, and to help cut down the randomness, farming lower tiered content is the easiest way to go.
  • We don’t want that. We want you playing content you find engaging, while being able to acquire the Shards you want. With this update, you can! We're adding in the Shard Shop, a service that the Gran Ma'ster now offers. Visiting her allows you to purchase Shards directly from her, from Campaign to Chaos VII. There is also search functionality so you can search for the Shard you want and cut down the hunt!
  • CHAOS VIII SHARDS:
  • Chaos VIII Shards are a new tier of shard, that some of you may have snagged before. We went through and found a way to make these shards feel like a good reward for climbing higher Onslaught, and have them compete with similar Shards. You can get them after a certain point in Onslaught, similar to when you start receiving Chaos VIII Ampoules.
  • MATERIAL CONVERSION:
  • We want players enjoying Ancient Power as much as they can, and our big goal was making sure that Defenders could play content they found engaging, while working towards a specific goal. Enter Material Conversion. Material Conversion allows you to take a Pristine quality material and convert it to the same type of material of a lower quality. This makes it so that if you are climbing Onslaught, or playing higher Chaos, you're always gaining usable materials to acquire Ancient Power.
  • That's not all though! As you play Chaos VII and above, you can take your Chaos VII Ampoules and convert them into CHAOS VIII AMPOULES! We want players upgrading and getting Chaos VIII gear, so this is a step towards making that process feel good and not entirely beholden to RNG. We’ll be using this as a basis for any additional changes/additions made to Ancient Power.
  • NEW WEAPONS:
  • One thing that we love is the ability to customize the heroes in Dungeon Defenders II. Weapons are part of the epic-ness (or silliness) that can really show off your own personal taste. This update provides over 30 NEW Weapons that are currently unobtainable. These weapons are gained by climbing through different tiers of Onslaught. The higher you go, the more epic the weapons become! These weapons scale upon opening the gifts to your progression (to a cap, like Chaos VII items). There's a ton to hunt down, and if you happen to get the same weapon repeatedly, no worries — you can trade it to your friends!
  • NEW ELEMENTAL DAMAGE — POISON!:
  • Poison Mods in the form of Chips are coming with this update. This Mod can be find in Lost Temple for now. Poison can be applied to weapons to give them an additional damage over time effect. BUT WAIT, THERE'S MORE! If earth damage is dealt to a poisoned enemy, they now become PETRIFIED, freezing them in place, turning them to stone, and causing their fellow enemies to attack them!
  • NEW USER EXPERIENCE:
  • We understand that a lot of Defenders that come to Dungeon Defenders II want to start the game off with their friends. This update includes the ability to complete the New User Experience (the first three tutorial levels) with friends. The flow has also been adjusted so that new Defenders get to town faster and instead of having to complete the tutorial maps first.
  • BALANCE CHANGES:
  • Heroes:
  • Adept:
  • Towers
  • Hailstorm Tower:
  • Increased damage scaling to 4.7 from 4.5 (5% BUFF)
  • Abilities:
  • Arc Lightning:
  • Increased scaling to 42 from 40 (5% BUFF)
  • Gunwitch:
  • Abilities:
  • Two at Twice the Price:
  • Increased scaling to 5.5 from 5 (10% BUFF)
  • Broomvault:
  • Increased scaling to 37 from 35 (6% BUFF)
  • Broom Swarm:
  • Increased scaling to 12 from 10 (15% BUFF)
  • Huntress:
  • Towers;
  • Poison Dart Tower:
  • Now deals Poison damage by default. This provides the same rules as other elemental damage towers, where Mods cannot apply a second form of elemental damage, but Shards can.
  • Initiate:
  • Abilities;
  • Draining Strike;
  • Increased scaling to 27 from 25 (8% BUFF)
  • Lavamancer:
  • Towers:
  • Maw of the Earth Drake:
  • Defense Unit cost reduced to 40 from 50 (20% BUFF)
  • Defense Health Scaling reduced from 225 to 175
  • Fissure of Embermount
  • Increased scaling to 2.2 from 2.0 (10% BUFF)
  • Oil Geyser:
  • Health scaling increased to 0.2 from 0.1 (50% BUFF)
  • Volcano:
  • Increased damage scaling to 9.51 from 9.31 (3% BUFF)
  • Increased range scaling to 1.5555 from 1.3334 (15% BUFF)
  • Abilities:
  • Eruption:
  • Increased Tower Defense Power scaling to 1.3 from 1.2 (8% BUFF)
  • Mystic:
  • Towers:
  • Sand Viper:
  • Increased damage scaling to 6.975 from 6.875 (2% BUFF)
  • Snaking Sands:
  • Increased range scaling to 0.1534 from 0.1334 (15% BUFF)
  • Shards:
  • Abyss Lord:
  • Power of the Knight (Gloves)
  • Increased damage boost scaling to 5 from 3 per level (66% BUFF)
  • Dryad:
  • World Tree McBufferson (Relic):
  • Increased shield bonus to 15 from 10 per level (50% BUFF)
  • Gunwitch:
  • Broomnado Power (Boots):
  • Increased damage scaling to 3.5 from 3.0 (17% BUFF)
  • Scatter Power (Chest):
  • Increased damage scaling from 3.5 to 3.0 (17% BUFF)
  • Snipe Critical Strike (Weapon):
  • Increased Critical Chance to 3 from 2 per level (50% BUFF)
  • Lavamancer:
  • Crumbling Stone (Relic):
  • Increased damage multiplier to 1.5 from 1.0 per level (50% BUFF)
  • Shattering Stones (Boots):
  • Increased detonation damage to 45 from 40 per level (13% BUFF)
  • Volcanic Might (Relic):
  • Increased stun chance to 2% from 1.5% per level (33% BUFF)
  • Volcano Mega Rock (Relic):
  • Increase Defense Power scaling to 200 from 150 per level (33% BUFF)
  • Mystic:
  • Lashing Power (Chest):
  • Increased damage to 3.5 from 3.0 per level (17% BUFF)
  • Split Vipers (Relic):
  • No longer removes ramp up damage (BUFF)
  • Debilitating Madness (Gloves):
  • Increased damage amplification to 3.5 from 3.0 (17% BUFF)
  • BUG FIXES:
  • Fixed an issue with Pristine Motes not dropping correctly from Victory Chests (now drops a stack of five).
  • Fixed an issue with Shattequake triggering Mod effects based off the heroes equipped weapon.
  • Fixed an issue with poison sometimes not applying towards the Controller Burn mutator.
  • Fixed an exploit that allowed users to generate infinite mana with the Dryad.
  • Adjusted error messaging when players were pushed to the main menu from the tutorial maps.
  • Fixed an exploit that allowed users to generate unlimited defense mana.
  • Fixed an issue that allowed defense effects to stay after being sold.
  • Adjusted the messaging from the second tutorial map.
  • Adjusted messaging that indicated a map had not been unlocked yet.
  • Fixed an issue that allowed players to get infinite help.
  • KNOWN ISSUES:
  • Shattering Stones, Explosive Poison, Snake Bomb, and Explosive Finale shards are not working correctly.
  • The Wayfarer is still in his winter clothes, we’ll get him a new pair of clothes in our next patch/hotfix.
  • Poison Dart Tower does not have an attunement icon.

New in Dungeon Defenders II 4.3.0 (Dec 19, 2018)

  • The Heroes of Etheria have arrived at Drakenfrost Keep and explored its grounds. Throughout their exploration they unlocked a hidden chamber shrouded in runes around a mage who made the ultimate sacrifice to keep an ancient evil at bay. The seal has been broken, and the Drakenlord lives again! Held at bay for many years, kept alive only by fables, this menacing evil seeks to take back his keep, raise a dragon army, and set out to conquer the lands of Etheria. It is up to you, Defender, to send this juggernaut back to the underworld.
  • Greeting Defenders,
  • We unleashed a beast in Patch 4.3, which is now out on ALL platforms! The Drakenlord has come to terrorize the citizens of Etheria, we took a pass at some additional Mod Reroll quality of life, bug fixes, and more. Let’s get into it!
  • The Drakenlord:
  • Soaring through the skies of Etheria, the Drakenlord is trying to take back his domain, Drakenfrost Keep. He’s a new boss type that will require you to create unique strategies to take him down, unlike any other boss you’ve fought so far! With his arrival, he may appear in other maps as well. He is now ready to fight you in Expeditions!
  • Drakenfrost Keep is also now a map that appears in Onslaught. Starting at Floor 39, Drakenfrost Keep appears every 10 floors as a capstone floor (similar to The Lost Temple). This means at Floors 34, 44, 54, 64, etc., you have to defend the Lost Temple, and on Floors 39, 49, 59, 69, etc., you conquer Drakenfrost Keep.
  • The Drakenlord provides new rewards every week! There are a slew of new weapons AND Mods for you to obtain by slaying him and protecting Etheria.
  • A costume for the Squire is now available on the Emporium, where you can BECOME the Drakenlord. We’re excited to see how you handle what he has in store for you, and the great rewards that await you.
  • Mod Reroll:
  • We’ve been all about adding Mod quality of life changes, and here’s another one. Previously we doubled 10/10 drop chances, then last week we ensured that you run into a 10/10 after actively playing for ~10 hours, AND we added a new Mod Reroll material (that can be stored in the Material Vault).
  • A lot of people have enjoyed these adds, but we thought we’d take it a step further. Mod Rerolls allow you to target specific Mods into becoming 10/10. Some players target farm lower tiers to try and get better luck on a 10/10 dropping for a specific lower Mod (*cough* Tenacity *cough*). We want you all playing content you find engaging, so now Mod Rerolls after a while will guarantee a 10/10 roll. The amount of time is greatly impacted by the ability to buy this material from other players. This change means you can keep climbing or playing content you want, and are guaranteed to eventually get a 10/10 of the Mod you want.
  • Diminishing Returns:
  • There were a few issues with Diminishing Returns upon release. Most of these problems were related to towers/abilities that could apply a stun more than once a second (i.e. Weapon Manufacturer and Protons). These towers were causing a large spike in diminishing returns that was not intended. On top of that, because of the fast attack rate the drop off of diminishing returns was halted.
  • Three major issues caused this, Stuns reapplying themselves and adjusting their initial duration each time. This caused initial stuns to a lot last less than intended, which was fixed in today’s update. Second, all Crowd Controls (CC) were adding to the same tenacity pool instead of separated by type (for instance, stuns and slows). This was causing a much higher overall tenacity than expected, which was also fixed in today’s update. The final issue, which we are still working on, is related to how the tenacity fall off is calculated. This is causing some enemies that start at a higher base tenacity when playing with four players to have enemies be nearly immune to CC after their first stun. This is not intended and we are actively looking into a fix to allow players to use theirs stuns as intended.
  • Communities:
  • This is a feature that we are testing on PC/Steam. There’s a lot of information that we’re going to be gathering with this specific feature, so we want to communicate that there may be times where it’s not working correctly, and it may require game restarts to get it functioning correctly, but will not affect your gameplay specifically.
  • Communities provide a way for you to gather with up to 30 like-minded Defenders and talk across games and lobbies, invite to party, and more! You can be in up to 5 communities at any time, and are able to create communities whenever you want. Here are some of the functionalities that Communities offer:
  • Give them a unique name (don’t worry, the name filter is working)
  • Give them a three or four letter acronym of your choice.
  • By using “/c1”, “/c2”, “/c3”, “/c4”, and “/c5” you can quickly chat in each of your communities. (You can also use / to chat with them as well).
  • Invite players to join your parties in the Town or Private Tavern.
  • Use different ranks (Owner, Officer, and then regular members).
  • Invite and recommend users to join a Community.
  • There’s a lot more functionality and we’re looking at ways to add more and improve the current setups. We’re looking forward to your constructive feedback and will be doing everything we can to make these Communities great.
  • Hero Changes:
  • Abyss Lord:
  • Towers:
  • Skeletal Orc
  • The DU cost is now 30, was previously 35.
  • Dryad:
  • Towers:
  • World Tree
  • The DU cost is now 20, was previously 25.
  • Lavamancer:
  • Towers:
  • Fissure of Embermount
  • The overlap is now 35% of the max range, was previously 50% (for reference, flame aura overlap is 50%).
  • Squire:
  • Towers:
  • Training Dummy
  • The DU cost is now 20, was previously 25.
  • Bug Fixes:
  • Fixed an issue where a small group of player’s pets had invalid stats tied to them.
  • Fixed an issue where Boom chips were functioning incorrectly.
  • Fixed an issue for PS4 users getting kicked to the main menu, and having to restart the game to continue.
  • Fixed an issue with inspecting items on the ground while playing splitscreen for PS4 and Xbox.
  • Fixed an issue when inspecting defenses, it showed the stats of other defenses.
  • Adjusted billboard focus size to make them easier to read.
  • Destructive Pylon and Destruction interaction match the Destructive Pylon tooltip and no longer stack.
  • Fixed an issue when going through incursions and getting put against Malthius.
  • Updated drenching strikes to be affected by electrocute for the correct duration
  • Fixed an issue with pathing in lanes that had translucent objects.
  • Fixed an issue where water chip was sometimes not drenching enemies.
  • Adjusted Vampiric Empowerment to show the correct stat boost on the individual tower inspect screen in the inventory.
  • Fixed an issue where restarting Drakenfrost Keep produced one less core alive.
  • The Haunting Shard now shoots ghosts on secondary attacks.
  • Fixed an issue with Ogres teleporting on the far east lane of The Lost Temple.
  • Fixed an issue with non-leader members of a party get a bad error message when matchmaking.
  • Changed the schedules on Drakenfrost Keep on Chaos VI and VII in Expeditions.
  • Boom mods should now work on everything they’re equipped to.
  • Fixed a framerate drop on Xbox when interacting with enemy schedule billboard.
  • Fixed an issue on PS4 where the menu level music played during the video intro.
  • Fixed an issue on comparing/inspecting items in the inventory if they are not equippable for the current selected hero.
  • Removed an Auto Sort checkbox on the Tinkering UI.
  • Tweaked the VFX for the Accumulator Servo to show the AoE effect.
  • Fixed an issue on Sacrificial Warden adventure when using a controller/gamepad.
  • Fixed an issue for a very small subset of users that caused an issue when coming back from a long break that had them temporarily stuck on Greystone Plaza.
  • Adjusted how Diminishing Return buffs were calculated with different types of debuffs.
  • Adjusted the difficulty of Forest Crossroads, Liferoot Forest, and Betsy during the campaign to be easier.
  • Added elemental effects to weapons dropped during the New User Experience.
  • Adjusted the pickup radius for Primary Reroll and Mod Reroll materials.
  • Fixed an issue on gamepads/controllers with focus while rerolling Mods/Primary stats.
  • Known Issues:
  • Some sources of fire damage from Shards/Mods are not lighting torches correctly on Drakenfrost Keep.
  • If you are not able to use Communities, restart the game to get back into them.
  • Consecutive Win Bonus and Replay From Wave can fail, currently getting a fix ready.
  • Replaying from Wave on Drakenfrost Keep and winning can result in not receiving the special Frost weapons.
  • m, Water Chip/Servo, Freezing Rain, and Drenching Strikes.

New in Dungeon Defenders II 4.2.0 (Dec 14, 2018)

  • Greetings Defenders,:
  • The cold winds from the west are here, bringing Dungeon Defenders II: Drakenfrost with them to Steam and PlayStation 4, with Xbox coming later today! We put out a Dev Log showcasing some of the work that’s gone into the update, as well as a Dev Stream debuting some of the goodness coming. In this patch preview, we’ll be talking about those systems a little more in-depth to hold you over until the Update Notes are released. Let’s get to it!
  • Drakenfrost Keep:
  • Drakenfrost Keep has recently been re-discovered by members of the intrepid Etherian Explorer’s Guild. The Explorers were guided to its location by a tattered scroll discovered in the Mages Council Library. The scroll alluded to an ancient sealing ritual used by the early Council to seal away the powerful Generals, commanders of the armies of the Old Ones. The scroll detailed the Keep’s location with cryptic hints about “requiring the ultimate sacrifice” to seal away evil’s essence into “a vessel unlike the Eternia Crystals”.
  • This is the newest map to Dungeon Defenders II. Some old school Dungeon Defenders fans will notice a lot of similarities to the Royal Gardens map, but don’t get comfortable, as there is a lot more danger to this map to take on. We’ll touch on this map more overtime, we’re excited to see the different builds that arise to take on the challenges that wait.
  • Drakenfrost Keep is available in a new Adventure that includes Drakenfrost Resort (previously known as the Hotspring Map) AND in Expeditions.
  • Winterfest is Here:
  • Head to Town or your Private Tavern to take part in Winterfest! Visiting everyday gives the opportunity to take a present from the giant festive tree located next to the Scavenger in Town, and next to your vault in the Private Tavern. This tree contains one of three gifts:
  • Epic Gift:
  • Contains one of four holiday themed weapons for the Squire, Apprentice, Monk, and Huntress.
  • Mythical Gift:
  • Contains one of four holiday themed weapons for the Squire, Apprentice, Monk, and Huntress.
  • One regular Defender Pack
  • One random Shard container (1 Shard)
  • Legendary Gift:
  • Contains one of four holiday themed weapons for the Squire, Apprentice, Monk, and Huntress.
  • One Mythical Defender Pack
  • One random Shard Pack (5 Shards)
  • In order to obtain the items, approach the tree and hit the appropriate button that appears to receive your wonderful gift! The weapons that come from these gifts ARE tradeable, and follow the same rules as any other tradeable item (they cannot be traded if they are upgraded in anyway). These items also scale to your champion score up until the Chaos VII 6/10 upgrade level.
  • For the season of Winterfest there’s also a pretty amazing sale going on. Inventory bags are going to be 50% off and the Material Vault is ~33% off. The Material Vault now holds 9,999 instead of 999 for each slot, and it also includes both new reroll materials, these changes are applied to currently owned Material Vaults as well. Supplies aren’t limited, but this sale isn’t going to last forever!
  • Winterfest is going to be on for quite a while, lasting past December. This gives you plenty of chances to get all four weapons and some nice Shards and Defender packs along the way! Oh, and of course, don’t eat the yellow snow.
  • Elemental Combos:
  • Elemental Combos received a lot of attention in the Drakenfrost Update. We spent a lot of time making all the debuffs in the game more uniform so that they all applied the same effect. For instance, all oils now work the same, previously some slowed certain mobs, some didn’t. Oh also, ALL water damage now drenches, including water mods (both chips and servos)! This is our first phase on improving this system, something a lot of Defenders have asked for a very long time. We’re only able to add this system because of our Diminishing Returns system.
  • Diminishing Returns:
  • This is a new system that we’re adding to the game, something that is a staple in a lot of different types of RPGs. A lot of players really LOVED the Weapon Manufacturer’s Mod “Shocking Revelation”, it brought a really awesome stun and a good chunk of damage with it, and a lot of Defenders immediately set off to get it. Eventually we had to nerf it a little bit to bring it in line with other Mods, but we loved the allure it provided for players.
  • If we wanted to do anything further with Mods like this, we needed to implement a system that didn’t make stun crowd controls negate all future content and negate any future Mods/features that weren't a stun with a different color (because anything less would not be as good). Enter Diminishing Returns. This system allows you to crowd control enemies, but after using it back to back the effect loses its strength. After a short while of not being affected by crowd control effects, enemies are able to be crowd controlled again at 100% efficacy. We’re able to buff up blockades during this update as well, and potentially give them even further functionality in additional updates!
  • We’re going to be very responsive to feedback on this, but it allows us to do a lot of cool stuff in the future. That means new Mods, any new heroes, and MUCH more we can’t talk about just quite yet can now have a lot of epic moments and crazy amounts of power without worrying about it not being as cool as strong as a 100% stun up time or so strong that it disables every enemy that has existed, currently exists, or will ever exists. This opens up the doors for some amazing things!
  • Mod Improvements:
  • Previously we talked about Mods receiving changes in phases. In Phase I we more than doubled the drop rate of 10/10 Mods, as well as buffing all 6/10, 7/10, 8/10, and 9/10 drop rates. This means that 1/10, 2/10, 3/10, 4/10, and 5/10 Mod drop rates were lowered.
  • We promised a Phase II with this update, and we are delivering! Perfect 10/10 Mod drops before the update on average appeared within about 4 hours of active gameplay. We’ve received a lot of great feedback from players enjoying this change. However, it really stinks to be an outlier and it take a very long time to get a 10/10. The first change of Phase II is that it now on average takes about 10 hours of average play to get a GUARANTEED 10/10 Mod. If you play with more players, because you’re seeing more Mods, the amount of time this take drops significantly, taking almost half of the listed times.
  • Mod Rerolls are available in the following areas:
  • Expeditions
  • Drakenfrost Maps drop 2 Reroll Materials
  • Onslaught
  • Drakenfrost Maps drop in the following amounts
  • Floors 28-35 drop 1 Reroll Material on Drakenfrost Resort
  • Floors 35-59 drop 1 Reroll Material on ALL maps, and 2 Reroll Materials on Drakenfrost Resort
  • Floors 60+ drop 2 Reroll Materials on ALL maps, and 3 Reroll Materials on Drakenfrost Resort
  • We provided ways to farm them outright for the Defender who may want to take it easy in Chaos VII, or while progressing so even as you’re climbing Onslaught you’re able to take part in this new material and are even rewarded for taking on harder challenges.
  • Inventory Improvements:
  • These are things we’ve had in the works for a long time. This portion of the update has A LOT of quality of life improvements that get you out of your inventory faster and into the action. The changes include:
  • Auto Sort:
  • Auto sorting now sorts your bags by actually moving all the items, previously provided a visual update only.
  • The sorting goes by item type and Gear Score, but is a big update to the previous system
  • Shard Sorting
  • Shard sorting logic has been updated. It now prioritizes the following.
  • Sorts by Defense Shards first, and then by Hero shards
  • After sorting between the two types, Shards are sorted alphabetically.
  • Mod Sorting:
  • On the “Filter By” tab, the right most tab in the inventory, there is a new icon for Mods. This filters your best Mods first. This makes long play sessions easy and quick to check if there are any of those GLORIOUS 10/10’s just sitting in your bags.
  • Numbers on the bottom right correspond to what the highest Mod quality is on the item.
  • Numbers are white intentionally to make it easier for colorblind players to see what the number is.
  • Mod Inspect
  • By holding down Shift, you can now see the highest Mod quality of an item in the bottom right.
  • General Changes:
  • Vicinity Targeting:
  • This is a new way to interact with players. This allows you to target other players, keep them targeted, and choose to do a variety of things: invite them to party, inspect their shop, and more interactions when Communities are implemented.
  • Material Vault Changes:
  • We received a bunch of feedback regarding the Material Vault. Previously it allowed you to store 999 of specific materials in each slot. Now you are able to store 9,999 IN EACH SLOT! That’s not all, the Material Vault now also has spots for the Primary Reroll Material and the Mod Reroll Material. So much space for activities!
  • Social Menus:
  • There's been a social menu added next to your abilities and towers on the main HUD. This brings a bunch of quick functionality when interacting with others!
  • Enemy Spawning:
  • We took additional passes at enemies getting stuck in spawn, but also fixed a big issue where enemies were going underground for a while and coming out of the ground later on in their path, bypassing blockades. We’re going to be keeping a vigilant eye on this, so please provide feedback on this if you see anything!
  • Console Voice Chat:
  • We have now provided an option that allows you to disable voice chat in social hubs, Console player rejoice! You can now opt in to hear all the great music choices of your fellow Defenders. And by great, we mean potentially terrible. It’s usually terrible.
  • Victory Chests:
  • Tired of waiting for your legendary loot to come out of that chest as you’re playing with other Defenders and getting so much more? Well that wait has been significantly reduced. When you open the Victory Chest, all your loot comes shooting out all at once. When playing with three other Defenders it looks like a legendary shotgun explosion.
  • Oh, and before we forget, if you don’t open your Victory Chest before moving on, all the items inside are sent to your inventory. If your inventory is full, then it goes to the Scavenger. Never miss out on Victory Chest loot again!
  • Communities:
  • This is a feature that we’re also wanting a lot of feedback on. We’re releasing it initially on Steam, almost as a beta test of the feature. It’s a system that allows up to 30 people to be in a structured group, and you can be in 5 Communities at a time. These groups can talk to each other regardless of where you are using the chat system, invite one another to groups, and more. We’re wanting to build even more off this system, but it’s something you’ll have to get your hands on and see.
  • Communities are coming later in this patch after we've given it a little more polish.
  • Balance Changes:
  • Abyss Lord:
  • Towers:
  • Colossus:
  • Health scaling increased to 600, was previously 430.
  • Skeletal Orc:
  • DU cost lowered to 35, was previously 40.
  • Apprentice:
  • Towers:
  • Arcane Barrier:
  • No longer allows enemies to pass through it while exploding.
  • Shards:
  • Frost Power:
  • Defense Power scaling changed to (9 + 1 per level) from (10 + 2 per level). Max gilded is now 33%, previously was 58%
  • Dryad:
  • Towers:
  • World Tree:
  • DU Cost lowered to 25, was previously 30.
  • Lavamancer:
  • Towers:
  • Maw of the Earthdrake:
  • Defense Unit costs reduced to 50 DU, previously was 60 DU.
  • Defense Health Scaling increased to 300, previously was 200.
  • Fissure of Embermount:
  • Adjusted overlap to match that of similar towers (Flame Aura, Weapon Manufacturer, etc.)
  • Mystic:
  • Towers:
  • Viper’s Fang:
  • Upgrading the Viper’s Fang now allows you to bubble up to 5 enemies.
  • Squire:
  • Towers:
  • Training Dummy:
  • DU Cost lowered to 25, was previously 30.
  • Bug Fixes:
  • Fixed an issue where the first bag in an inventory would visually not load.
  • Fixed an issue when selling items that other items would be put in their place.
  • Fixed an issue with Dryad’s Angry Nimbus that caused it to target enemies within the spawner.
  • Fixed an issue with Dryad’s Hornet’s Nest not dealing elemental damage when using an elemental mod.
  • Fixed a VFX issue when killing Betsy while she was breathing fire.
  • Fixed a variety of DPS tooltip calculations
  • Fixed an issue where Floor 40 Onslaught flairs were labeled with the wrong floor to attain them.
  • Fixed an issue where Replay From Wave refunded Level 1 Tower mana if they were upgraded.
  • Fixed an issue with gamepad focus moving when buying the last item from a shop.
  • Fixed focus issues with Pet Stat reroll UI for gamepad.
  • Fixed an issue with the Initiate, Gunwitch, and Huntress’s stat changes via various Ascension talents.
  • Fixed an issue with Favorable Winds mod proccing off any kills, not just primary attack kills.
  • Fixed an issue with the amount of XP given from Drakenfrost Resort in Expeditions.
  • Fixed an issue with the Dark Arts Arcane Barrier not displaying properly.
  • Adjusted tool tips for items on the ground when using 4K settings.
  • Fixed an issue on Xbox where Defenders would get stuck on the main menu.
  • Adjusted the Vanguard’s collision so that it better matches his shield.
  • Fixed an issue in Assault on the Throne Room where destroyed subcores would not spawn enemies.
  • Fixed an issue with Ancient Life Steal only healing for 5% when at 5+ points.
  • Adjusted the difficulty of Forest Crossroads and Wyvern Den.
  • Fixed an issue with UI layering issues when purchasing or creating a hero.
  • Forest Ambush now has less amount of kobolds blowing up your lanes.’
  • Fixed an issue with the My Deck button going gray after deleting a hero.
  • Betsy’s overall damage reduced.
  • All Adventures difficulty lowered across the board.
  • Fixed a visual issue with the Harpy’s blinking animation
  • Fixed an issue where EV2’s Buffer Chip worked on other heroes.

New in Dungeon Defenders II 4.1.1 Hotfix (Dec 11, 2018)

  • Bug Fixes:
  • Fixed an issue with schedules and mutators in Onslaught changing when using Replay From Wave.
  • Fixed an issue with destroyed core models remaining after using Replay From Wave.
  • Fixed an issue with Dryad Defenses working without the World Tree when using Replay From Wave.
  • Fixed an issue with split screen where certain HUD elements remained on the screen while in an NPC shop.
  • Fixed an issue with the War Table displaying “You need to finish downloading the game.” when selecting a Region and then selecting Markets.
  • 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:
  • Several UI layering issues when using the Emporium. It’s still useable, it’s just not as pretty as it should be.

New in Dungeon Defenders II 4.1 (Dec 7, 2018)

  • 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.

New in Dungeon Defenders II 4.0.5 - Isle of Dread Hotfix (Nov 5, 2018)

  • Bug Fixes:
  • Addressed an issue with PS4 crashing when launching the game.
  • Fixed an issue when inspecting items on the ground would cause large FPS/performance drops.
  • Fixed an issue where older items kept pre-Protean Shift stats.
  • Removed the “Create hero at level 1” text when renaming a hero.
  • Fixed an issue that was causing Consecutive Win bonuses to be inconsistent between multiple players with different bonuses.
  • Fixed an issue with 5001 errors appearing due to Campaign (Hard) maps not being recognized properly.

New in Dungeon Defenders II 4.0.0 - Isle of Dread (Oct 31, 2018)

  • 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

New in Dungeon Defenders II 3.2 (Aug 13, 2018)

  • 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!
  • 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.

New in Dungeon Defenders II 3.1 (Aug 2, 2018)

  • 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.

New in Dungeon Defenders II 2.4 (May 3, 2018)

  • A red spaceship has arrived in Etheria! Dragonfall guards have questioned a small robot that says his name is “Protobot.” After a brief examination, Protobot hands a mysterious letter to the guards. Let’s open it and see what it says:
  • Greetings Defenders!
  • I thought everyone could benefit from one of my more recent discoveries that I’ve made in my research, my new Shrink-o-matizing technology! It really was just a simple matter of combining a crystal core with the matter quantizing array. This allows all sorts of items and materials to be stored at a much smaller size than before! This is only one of the many new item transmorphications that I plan on making.
  • I do hope that Protobot is in good health and did not damage anything upon his arrival. He’s had some slight malfunctions in his navigational subroutines recently, but his Shrink-o-matizer is in perfect condition! You can trust your items to be protected and stored properly upon the Vault Ship.
  • I can’t wait to arrive in Dragonfall to share all of my latest research with all of you. I simply was held up making some last minute adjustments to my latest creation, the Robo-witch Prime! Or was it Mecha-witch? Gunda-witch? Don’t worry, I’ll figure out what I’m calling it and head right over! I can’t wait to share all my latest findings with everyone! The Old Ones won’t know what hit them!
  • Sincerely,
  • Professor Sebastian Proteus
  • https://www.youtube.com/watch?v=_00szBO9u7o
  • Patch 2.4 crash landed into the Dragonfall Marketplace today and is now live! This patch brings a highly requested feature in the form of a shiny spaceship — The Sky City Bank! With the bank’s arrival come some tremendous improvements to load times, optimizations, and bug fixes. Let’s get into it!
  • Sky City Bank
  • The Sky City Bank is now available! This futuristic bank is located directly behind the Emporium in Town, or next to the training dummies in your Private Tavern. The bank is used to store items that you want to hold onto, but don’t necessarily need on your journeys throughout Etheria.
  • For starters, every player gets at least one Bank Vault for free right when they login. This means if you only have the default inventory space, you now have that same default inventory space AND a Bank Vault upon logging in!
  • For people that purchased the old Inventory Packs or the Bag Booster Pack are going to notice a shift in their inventory. Bags obtained through those packs become Bank Vaults with this patch. Previously it confused players when they saw other players with ten or eleven bags, when they could only have eight. Because of this, we are standardizing inventory bags.
  • The change looks like this:
  • Pre-Patch 2.4
  • 8-11 Possible Maximum Inventory Bags
  • 0 Bank Vaults
  • Post-Patch 2.4
  • 8 Possible Maximum Inventory Bags
  • 12 Bank Vaults
  • FREE Sky City Bundle
  • To celebrate the Sky City Bank’s arrival, we are offering a FREE bundle that you can redeem from the in-game shop for 0 Gems. This bundle awards:
  • One additional Bank Vault!
  • Shutter Shades Flair!
  • By redeeming the free bundle, you are able to start off Patch 2.4 with at least two free Bank Vaults! This bundle is available for two weeks, so grab it while it’s here!
  • Stack Splitting
  • This patch brings the ability to split stackable items into different stacks and amounts. For instance, if there’s a stack of 99 pet food in your inventory, you can now break it down into two or more stacks of whatever size you choose. Want to keep some items on you, but store the rest of the stack in the bank? Now you can do that! Stacks on stacks on stacks.
  • Transfer All
  • Now that the Sky City Bank is open for business, moving items quickly to the bank is a must. You can now move an entire bag full of items with one button press. The “Transfer All” button moves all non-locked items in the bag you currently have selected into the Bank Vault that you have selected. You can move Locked Items as well, they are just done individually. “Transfer All” also automatically stacks any stackable items so you don’t have to!
  • Load Time Improvements
  • Patch 2.4 contains an emphasis on inventories. Our Lead Programmer looked into ways our inventories could be better to really add some “oomph” to this patch. After investigating how profiles saved, loaded, and handled inventories, we made a lot of improvements when loading into any part of the game! Some players are going to notice drastic load time decreases, while others may notice slightly quicker loads.
  • General Changes
  • Pets
  • When at the Hatchery, eggs can be hatched directly. No more drag and dropping or incubating!
  • Visuals
  • Tower Inspect UI updated for PlayStation 4 and Xbox One (PC already has this).
  • Zapper Kobold Flier now has a red outline.
  • Made Lavamancer Weapon drops larger, something hot now looks cooler.
  • Mana Node received some visual improvements.
  • Slight tweaks to some of the Barbarian’s Accessories.
  • Minor adjustments to the Barbarian’s whirlwind.
  • Blacksmith’s shop no longer has a confirmation pop-up for purchases.
  • War Table Cybork info now includes that they disable nodes.
  • Bug reporting page received updated buttons.
  • Audio
  • New audio cue for Wave Complete!
  • Betsy fight sequence in Dragonfall Bazaar received updated sound cues.
  • Added and improved on Berserker Orcs during the Glitterhelm matinee.
  • Hero Changes
  • Dryad
  • Corrupt Form
  • When building a tower in Corrupt Form, towers now gain the Corrupt benefits when placed.
  • Slime Pit Tower
  • No longer slow enemies that are immune to slow. Berserker orcs aren’t afraid of slimes!
  • Shards
  • Inspiration
  • Can no longer be equipped to the Abyss Lord or EV2
  • Bug Fixes
  • Fixed an issue where EV2’s Proton Charge could produce higher than intended damage while gaining zero heat.
  • Fixed an issue with the Barbarian’s Leap preventing resource decay.
  • Fixed an issue where the Flamethrower Tower’s VFX did not get larger when defense range was increased.
  • Fixed an issue where Auto-Equip Relics did not work on the first press.
  • Fixed an issue where Chaos 3 Shard Packs were not on the Emporium.
  • Fixed an issue when comparing equipment on the Squire.
  • Fixed an issue where the Barbarian could get out of bounds in The Throne Room.
  • Fixed an issue where the Sub-Cores are on the incorrect sides in The Throne Room.
  • Adjusted the Dryad Starfall resource cost so it no longer overlaps.
  • Fixed an issue that allowed parties to play the tutorial maps (we are looking into letting parties into these maps down the road).
  • Fixed an issue that caused an infinite loading screen. Please let us know if you experience them after this update.
  • Removed the ability to auto-equip when in the Portal.
  • Fixed a bug where multiple towers could be placed simultaneously. May look into adding a stable version of this down the road.
  • Fixed an issue where several weapons were not consistently dropping in the world without their vfx visible.
  • Fixed an issue where the Lavamancer VFX would appear on some maps when using the Barbarian Leap.
  • Fixed an issue where the champion crowns were not properly rotated on hero cards.
  • Updated an issue where golden eggs would show up as a regular egg in several places.
  • Fixed an issue where purchasing the last item in the list from the Blacksmith or Relic Hunter shop using a controller causes the list to lose focus.
  • Fixed an issue where several items in the blacksmith shop were displaying improperly.
  • Fixed an issue where item comparison was not working for equipped items.
  • Removed references to the shards being equipped on the sell all message.
  • Equippable is now spelled correctly in the shard folder when you have no shards available for the gear slot. Stay in school kids.
  • Removed a reference to the old pet bag when trying to hatch an egg with a full inventory.
  • Fixed a visual issue where a large number of shards displayed the current upgrade level is in the wrong location on the tooltip.
  • Quest Complete pop-up will now say Daily Mission completed when completing a Daily Mission.
  • Attempting to equip a shard to an invalid tower slot throws either unknown error, or no error. Now has a valid error string.
  • Fixed an issue on XB1 where sub-core icons were not being removed after losing a sub-core.
  • The Sky City Bank is the first arrival for something much larger coming to Etheria. Over the next couple months we are going to be actively discussing the new features coming with our next expansive update. For more information sources as we post updates, be sure to follow us on Facebook and Twitter (doing so also gets you the Pirate Monk and Academy Apprentice skins for free):
  • Twitter
  • Facebook
  • Discord
  • We’re still tinkering away to get some gigantic changes to Dungeon Defenders II that we think you’re really going to enjoy. More information coming soon!
  • For Etheria!

New in Dungeon Defenders II Power of the Ancients Update (Dec 12, 2017)

  • Onslaught:
  • Onslaught introduces a new floor based progression, enemy mutators, and unique enemy schedule and lane selection. You gain better loot with every floor, see different enemies in every lane, and have to tailor your defense to each and every threat. The deeper you descend, the stronger your opponents become, unleashing familiar Trials enemies, as well as progressively difficult mutators and enemy schedules.
  • In addition to the new systems, we’ve added some new Onslaught rewards! For beating certain floors, you can unlock new Flair sets. You might even be able to find a new companion from Victory Chests…
  • Did I mention Victory Chests? Onslaught will feature a new Victory Chest that is exclusive to Onslaught and is a little more visually impactful. You’ll see what I mean when you beat your first floor!
  • Floor Progression:
  • In each floor of Onslaught, there can be 1-3 maps on each floor. This will cycle between 1, 2, and 3 until you reach our end-game scaling around Floor 60.
  • For Example:
  • Floor 1: 1 Map
  • Floor 2: 2 Maps
  • Floor 3: 3 Maps
  • Floor 4: 1 Map
  • Floor 5: 2 Maps
  • And so on and so forth. In our end-game, every floor will be three maps.
  • Each floor that you beat will have better and better loot up to our current maximum Chaos VII level.
  • Mutators:
  • Mutators are a system that existed in the game previously, but now we’ve really cranked it up to eleven. There are over 20 different mutators that will unlock as you progress deeper into Onslaught. These mutators will be semi-randomly selected based on the enemies that they’re assigned to. Mutators will shift and change how you need to build each lane, so pay attention to the enemy billboards that appear over each enemy spawn, and check out the new corresponding Mutator icons that will show up when you target an enemy that has one. We’ve blacklisted certain combinations of Mutators from appearing together, but there are some crazy combinations that will definitely crank up the difficulty for players interested in strategizing.
  • Some Example Mutators:
  • Berserker Mutator: Enemies start off weak, but become stronger the longer they are alive.
  • Exhaustion Mutator: Enemies start off strong, but become weaker the longer they are alive.
  • Detonator Mutator: When enemies die, they explode, causing damage to heroes and defenses around them.
  • New Enemy Schedules:
  • Groups of enemies within our game are referred to as “schedules” in our studio. These schedules determine what types of enemies that spawn out of each enemy lane. In Onslaught, each lane will spawn a different enemy schedule and will require you to build a set of defenses that is effective against that group of enemies.
  • Example Enemy Schedules:
  • Game Ogre Enemy Schedule: All enemies are Ogres.
  • Timmy’s Revenge Enemy Schedule: Every type of Goblin in a lane. Gobu.
  • Cy-hex Lava-zerker Wompers: Cyborks, Hex Throwers, Lava Orcs,
  • Berserkers, and Melee Goblins… have fun!
  • And many more!
  • New Gating and Unlock Progression:
  • The choice is YOURS!... in regards to how you progress. As you unlock more floors through Onslaught, more tiers of Trials are unlocked, and on the flip side, the more Trials tiers you complete, the more floors you unlock. Current players that have completed certain difficulty levels of Trials will already have appropriate Onslaught floors unlocked. For example, players that completed Chaos VII have Onslaught Floor 55 available now. Here’s a list of where you’ll end up in this expansion when you first load in
  • Chaos I: Onslaught Floor 3
  • Chaos II: Onslaught Floor 4
  • Chaos III: Onslaught Floor 7
  • Chaos IV: Onslaught Floor 10
  • Chaos V: Onslaught Floor 16
  • Chaos VI: Onslaught Floor 37
  • Chaos VII: Onslaught Floor 55
  • Defenders can choose to progress through each Floor of Onslaught, or clear through our unlock progression via Trials and each Chaos difficulty. Check the Challenges UI for details about when these unlock or check out the next Chaos level of Trials at the War Table and it will show you the requirement needed to unlock the next level.
  • The Lost Temple:
  • It’s HUGE, it’s crazy, and it changes every time you play! The Lost Temple is by far the largest and most interesting level we’ve ever made. During each visit to this humongous map, different lanes and cores will be selected and activated, providing a different experience upon each visit. As you are playing the map, keep an eye out for an additional lane opening up. When a new lane opens up, we’ll give you more mana and Defense Units to be able to properly defend it.
  • Another awesome addition to this map is the sheer number of enemies that will be able to be on the map. Combat may be a little more chaotic with the huge waves of enemies that will be spawning on this map. We cranked up the number of enemies on screen by almost 200%! Maybe even more? I don’t know, it’s insane… but also very fun. We hope you’ll enjoy it.
  • Ancient Power:
  • Get far enough into Onslaught, and unlock the ability to gain Ancient Power, an additional character progression system. Each time you gain Ancient Power, you will receive a number of permanent account buffs, raise the maximum cap of points that you can put into each Ascension talent, and keep/increase your new Minimum Ascension Level.
  • Minimum Ascension Level:
  • The Minimum Ascension Level is based on your Highest Achieved Ascension Level, your Highest Achieved Floor of Onslaught, and will increase each time that you push your limits. You will gain +3 to your Minimum Ascension Level for each additional Floor of Onslaught that you beat over Floor 65 and for every 50 Ascension Levels that you have when you finally hit “Gain Ancient Power”. When you gain Ancient Power, your new Ascension Level after the reset will be whatever your Minimum Ascension Level is.
  • For example:
  • On your first playthrough, you hit the minimum requirements to gain Ancient Power and have beaten Floor 65 and have 250 Ascension Levels. Your Minimum Ascension Level will not be 15. You got +0 for beating Floor 65 since you didn’t push above it, and you gained +15 for your 250 Ascension Levels.
  • On your second playthrough, you also only do the minimum requirements to gain Ancient Power. You will gain +0 to your Minimum Ascension Level because you did not push any additional Floors past 65, and you didn’t gain any additional Ascension Levels that would have raised your “Highest Achieved Ascension” number.
  • At this point you need to push Onslaught Floors or Ascension Levels over 250 to gain more Minimum Ascension Level.
  • Permanent Buffs:
  • Each time you gain Ascension Level you will also yield permanent buffs
  • +5% Permanent Experience Bonus
  • +5% Permanent Gold Gain Bonus
  • Ascension Talent Cap raised by an amount that corresponds with your
  • progression.
  • Increase or Keep your new Minimum Ascension Level
  • Ancient Powers:
  • In addition to the permanent buffs, you will also receive one point that you can allocate into a number of additional unique Powers! These are the ones that stack with other party members. Some of these include
  • Increased Tower Health %.
  • Increased Tower Damage %.
  • Lifesteal based of x% of Hero Damage dealt.
  • Reduced resurrection timer.
  • Increased resistances %.
  • And more!
  • All the buffs can be used in every game mode!
  • Limited Progression Reset:
  • When you gain Ancient Power, your progression will be reset back to Onslaught Floor 1 and Chaos I with your gear and shards reset to that appropriate level. Using your new Powers, you’ll be able to reprogress back through our end-game at a quicker pace and push into deeper floors of Onslaught with your newfound strength!
  • Leaderboards:
  • We are adding leaderboards to see who have progressed the furthest through Onslaught. There are two new boards that track different things. The first, our Onslaught Leaderboard, will track the furthest floor progressed similar to Mastery’s leaderboard (i.e. players completing the highest floor at the same are both listed as first).
  • The second, our Ancient Power Leaderboard, will track which players have acquired the most Ancient Power. There is more info regarding these leaderboards down the road, but are currently used to see who is the best of the best!
  • Defender Packs:
  • We’re introducing a new system, Defender Packs, to acquire flairs, costumes, pets, and accessories. We weren’t a fan of our old lock box system because it had limited accessories you could unlock, and required keys to open them. Defender Packs were made to always feel rewarding whenever you received one. There are various ways to acquire them, a couple include completing the campaign or progressing through Onslaught. They have a chance to drop from the highest floor you've completed, even when farming your highest floor. If you’ve already completed the campaign, you automatically receive the Defender Packs you would have earned.
  • Defender Packs include a giant inventory of different skins and flairs, some being extremely rare and prestigious. If you happen to receive a flair, costume, or accessory you already own, you’ll be rewarded handsomely with gold instead!
  • Maps:
  • Forest Biome:
  • Updated to give 1250 mana from 1000 mana.
  • Now matches the maps Defense Unit cap.
  • Bug Fixes:
  • Fixed a button display issue with Ev-2 when placing a defense with a controller.
  • Frostbite Tower can now target training dummies.
  • Fixed a spelling error with The Dawn of the Blood Moon Incursion.
  • Fixed an issue where the “G-Up” sound was not playing correctly.
  • Fixed a pet unequip issue at the Petrinarian.
  • Fixed an issue where the town hub music was tied to the SFX slider.
  • Thunderbolts and Lightning can only be equipped to magic staves now.
  • Fixed Lavamancer Harden/Inflame VFX.
  • Fixed an issue with Start Campaign appearing after completing it.
  • Escape can now cancel pet rerolls.
  • Water spout trap now named properly.
  • Orbs should no longer drop during Campaign.
  • Less words are caught by the profanity filter now.
  • Glaive of Storms attack animation ends correctly now.
  • Fixed an issue where controller inputs could provide an extra daily mission.
  • Fixed an issue where Automation was healing more than intended.
  • Known Issues:
  • We are investigating an issue where Harpy’s Perch currently does not gain the pierce buff while corrupted.
  • We are investigating an issue where Angry Nimbus does not gain storm damage or change material while in Corrupt form.
  • Frosty Beams Shard affected enemies are not kept frozen through the entire duration.
  • Vampiric Empowerment Shard’s current stat boost is being displayed incorrectly.
  • Automation does not work on Snaking Sands, Slime Pits, Geyser Trap, and
  • Angry Nimbus towers.
  • Tuskar is currently using Witherbeast's icon.
  • Assault on Throne Room with mini-Ogres has a chance to spawn at the core

New in Dungeon Defenders II 1.2 (Oct 11, 2017)

  • New Game Mode: MASTERY:
  • The new game mode, Mastery, provides access to all Chaos maps, allowing you to choose where and how you progress. Gran Ma’ster requires you to complete up to five challenges per map, each indicated with a star on the Mastery progress bar. She’s not going to be making it easy either. In order to earn the full five stars on each map, you’ll need to complete all of the challenges together. All stars are earned one time, so once you’ve five starred a map, you have mastered the challenges presented and will have earned all the rewards it has to offer. The power contained within the Hyper Shards is unstable, so only Defenders that prove their might may equip them.
  • When conquering the Mastery game mode you’ll receive great rewards as you progress. Here’s what you can expect to earn as you decimate challenges:
  • Hyper Shards
  • Exclusive Flair
  • Golden Pets
  • Ascension levels
  • Defender Medals
  • Gold on gold on gold
  • With the Mastery game mode, we’ll be releasing a new tier every week, for the next seven weeks at on Wednesday at 9 AM EDT! It’s a lot of content to conquer, here’s a look at the schedule:
  • Mastery 1: October 11th (TODAY!)
  • Mastery 2: October 18th
  • Mastery 3: October 25th
  • Mastery 4: November 1st
  • Mastery 5: November 8th
  • Mastery 6: November 15th
  • Mastery 7: November 22nd
  • The cap of earn-able stars will start at 105 with Mastery 1. Every additional tier will add an extra 105 stars to be earned, with the last week providing a total of 735 stars to be earned.
  • To achieve absolute mastery, experimentation with new builds is required to overcome the tasks set before you, pushing your limits as a Defender. Over the coming weeks, the Defense Council will work diligently with the Gran Ma’ster and Abyss Lord to continue deciphering additional levels of challenges and rewards for heroes capable of proving their mastery. The amount of time needed to decipher and develop each new Hyper Shard is about a week. To fill that time, we’ll be providing a little competition to celebrate this new discovery!
  • Special Event: PROVE YOUR MASTERY:
  • We’re running a special event: PROVE YOUR MASTERY over the next SEVEN weeks! This provides time for Gran and company to conjure the Hyper Shards that each tier rewards. The event showcases players on special weekly Mastery leaderboards. It lists the first 10 players to reach 105 stars per Mastery tier, per platform (PC, Xbox One, and PlayStation 4). If there aren’t 10 people to reach 105 stars at the end of the event, it ranks the furthest progressed players.
  • The Mastery leaderboards will update every 15 minutes, and require defenders to reach at least 10 stars before appearing on the leaderboard. Click here to check out the Mastery leaderboard.
  • The event starts at 9 AM EDT, and lasts until 9 AM EDT the following Wednesday. As the previous week-long event ends, the next event starts immediately after. Special prizes will be revealed soon after the event launches! These prizes do not give any powerful benefits, but provide visual bragging rights that spotlight defenders conquering the content the fastest. Teaming up is a huge benefit to dominating these challenges. If a team of two to four players claims the first spot, they’ll all be listed as first place. This means that second, third, and fourth place are still up for grabs. We’ll be sharing more information on the rewards soon!
  • New Shards: HYPER SHARDS:
  • Exclusive to the Mastery game mode are Hyper Shards, unique shards that you’ll only be able to claim if you are able to conquer the challenges Gran Ma’ster has provided for you. Hyper shards will be reminiscent of some of your favorite shards, except cranked way up in power. Each type of these shards will only be earned one time, and don’t worry — you can’t sell them.
  • There are seven different shards that can be earned. Here is a look at the shards and where you can earn them:
  • 50 Stars: Mass Destruction
  • 155 Stars: Vicious Strikes
  • 260 Stars: Radiant Critical Power
  • 365 Stars: Explosive Shielding Guard
  • 470 Stars: Thunderstruck
  • 575 Stars: Destructive Pylon
  • 680 Stars: Super Fortification
  • These shards pack an extra punch, and can all be earned once. There is no limit to how many can be equipped at the same time. They are needed to bolster your strength to take on Gran’s challenges!
  • New Cosmetic System: FLAIR:
  • A new cosmetic system, Flair, allows your heroes to look even more legendary than before! Flair can be equipped over any existing costumes or looks on a hero and there’s currently four categories of flair
  • Head (Halos, masks, and auras)
  • Back (Wings)
  • Waist (floating objects and auras)
  • Feet (auras, fire, and other effects)
  • There’s more than one way to acquire this new cosmetic so you can look even more heroic on the battlefield. Flair is available through:
  • Collecting stars through Mastery
  • Future game content
  • In-game Shop
  • Platform Storefronts (Steam, Xbox Live, and PlayStation Network)
  • Flair will unlock as you collect more stars through Mastery, future game content, and available through our various store fronts. One of the packs will be available outside of the game for a particularly demonic look, but we’ll discuss later in the blog. With such a wide variety of customizable ways to mix and match flair, you’ll be sure to stick out in the Heroes Marketplace!
  • New pets: GOLDEN PETS:
  • Golden pets are BACK! Well… some of them. Golden pets are pets that you will receive while playing through the Mastery game mode. It’s another way to show off just how great of a defender you are to those around you.
  • You’ll be able to earn a single golden pet type multiple times, for a total of seven pets:
  • 90 Stars: Golden Gato Egg
  • 195 Stars: Golden Creeper Egg
  • 300 Stars: Golden Dragon Egg
  • 405 Stars: Golden Gato Egg
  • 510 Stars: Golden Creeper Egg
  • 615 Stars: Golden Dragon Egg
  • 720 Stars: Golden Gato Egg
  • With golden pets and the new flair system, you’ll be the envy of all that see you!
  • Halloween in Etheria:
  • You’ll notice that your Private Tavern and the Heroes Marketplace have been decorated to celebrate Halloween. To add to the celebration, the Halloween-themed seasonal flair is now available! This flair is our first iteration of seasonal-themed flair, but it most definitely will not be our last — you have to look amazing year-round, right? With the Halloween set in particular, you’ll not only terrify your enemies on the battlefield, you’ll also be their worst nightmares!
  • Our Halloween pack, The Bundle of the Beast, will become available closer to Halloween on Steam, Xbox Live, and PlayStation Network.
  • Quality of Life:
  • Selling Equipment With Shards:
  • Implementing new shards that are acquired only once required some special attention. With this patch, if you sell a piece of loot that has shards inserted, the shards will be put into your inventory instead of being sold as well.
  • If your inventory is full when you sell a piece of loot, the shards will go to the scavenger for 30 minute. If you close the game, go between the Town, Private Tavern, or a map, the Scavenger will still have it for 30 minutes. Once 30 minutes has past, you won’t be able to reclaim them from him.
  • Orbs:
  • Orbs have been relics that we’ve received a ton of community feedback on. To keep things balanced and functioning, defense speed has a cap. Orbs specifically were avoided by defenders due to them not being effective in providing optimal stats throughout the entirety of progression. Every relic type should be useful in most levels of play, and Orbs were not able to do this to a level we were content with.
  • Based off community feedback, we’ve removed Orbs from loot tables. This means that you won’t see orbs dropping, but instead another piece of gear will be dropping in its place. Current orbs will not be removed from your inventory or equipment. With orbs removed, you’ll be receiving more loot that will help you progress!
  • Hero Changes:
  • Mystic:
  • Call To Madness
  • Cooldown increased 10 seconds to 20 seconds.
  • Previously players were able to infinitely confuse a lane when using the inspiration shard.
  • Series EV-2:
  • Weapons Manufacturer
  • Adjusted range scaling with the introduction of Vicious Strikes Hyper Shard.
  • General:
  • Weapons:
  • Shadowflame Dagger
  • Projectile life-time reduced to 2 seconds.
  • Bug Fixes:
  • PC users will notice a command window opening with the game. This is a window to help us monitor any errors that might come with this update. If you close this window it will also close the game. It's only temporary and will be removed with our next patch.
  • Fixed an issue where comparing items on the ground was not properly appearing.
  • Fixed a homing issue with Shadowflame Dagger.
  • Fixed an issue with Deadly/Vicious Strikes being removed from a world tree, that allowed defenses to remain outside the reduced range.
  • Fixed an issue where pressing Esc to leave the Emporium or Inventory caused lag spikes.
  • Fixed an issue where clicking To Hub would freeze players and return them to the title screen.
  • Fixed an issue where Power of Storms shard was restoring 56 mana instead of 60.
  • Fixed an issue with the Limit Break challenge not properly awarding score bonuses.
  • Fixed an issue with the Heroic Power shard not performing correctly.
  • Fixed an issue where failing the Kobold Bling King map allowed you to continue playing the map.
  • Removed Consecutive Win row on scoreboard when it would appropriately show “0”.
  • Fixed an issue that disconnected players loading into Forest Biome on Xbox One.
  • Fixed an issue with various shards using incorrect values.
  • Fixed an issue where Join Game and Create Game were placed incorrectly.

New in Dungeon Defenders II 1.1.1 (Sep 11, 2017)

  • General:
  • Cybork:
  • EMP stun duration reduced to 12 seconds from 15 seconds.
  • Thorc:
  • EMP stun duration reduced to 18 seconds from 60 seconds.
  • EMP Kobold Flier:
  • EMP stun duration reduced to 20 seconds from 30 seconds.
  • Zapper:
  • Stun duration reduced to 30 seconds from 45 seconds.
  • Hero Updates:
  • Huntress:
  • Towers:
  • Blaze Balloon:
  • Defense Power ratio increased to 4.25 from 3.5.
  • Critical damage ratio increased accordingly.
  • Shards:
  • Blazing Phoenix:
  • Max damage increased to 5000% Defense Power from 850% Defense Power.
  • Phoenix projectile increased in size.
  • Phoenix projectile speed slowed slightly.
  • Monk:
  • Abilities:
  • Pole Smash:
  • No longer causes the Monk to get stuck on top of enemies if used mid-air above enemies.
  • Can now turn/target during the animation.
  • Series EV2:
  • General:
  • Sword Container:
  • Fire rate increased to 1 per second from 1 per 2 seconds.
  • Reduced firing width.
  • Reduced pellet number to 20 from 30.
  • Increased pellet lifespan.
  • Increased secondary lifespan.
  • Heat reduction reduced to 15 from 22.
  • Various EV2 weapons have had their firing rates tuned.
  • Bugfixes:
  • Fixed an issue with inventory tooltips going off the bottom of the screen when comparing items.
  • Fixed an issues where certain regions were unable to be selected.
  • Fixed an issue with sorting weapons, armor, and relics when using a controller.
  • Fixed an issue where the end game “Press G” message was not appearing.
  • Monk Skyguard Tower properly tracks damage for ‘Clear Skies’ challenge.
  • Fixed typos in Hailstorm Tower description.
  • Removed outdated attention/aggro text from several towers.
  • Fixed an issue where players weren’t getting sent back to hubs after Incursions/Campaign sessions.
  • Chlorophyte Arrows no longer changes color when upgrading.
  • Fixed an issue causing players to get the “Press G to Ready Up” notification stuck.
  • Fixed a bug where boost aura was causing Hailstorm Tower to increase enemy health instead of dealing damage

New in Dungeon Defenders II 1.1 (Aug 24, 2017)

  • New Hero: The Adept:
  • “A dedicated bookworm and talented mage, the Adept pursued the arcane arts from a young age. Unrivaled in her valley homeland, the Adept has come to Dragonfall to prove herself among the finest arcane masters and to take the fight to the Old Ones on the fields of battle.”
  • The Adept is our new gender-swap hero, and with her comes two new abilities and one new defense:
  • New Ability: Arcane Bubble:
  • The Adept creates a pulsing shield that reflects all enemy projectiles and periodically stuns all enemies within. It’s particularly useful against enemies that apply crowd control effects (*cough* Dark Assassins *cough*).
  • New Ability: Arc Lightning:
  • The Adept sends piercing bolts of devastating lightning that damage marked targets and enemies caught in-between her and her mark.
  • New Defense: Hailstorm Tower:
  • The Adept’s new defense is a powerful anti-air tower! The Hailstorm Tower fires a barrage of single-target damaging ice shards at flying enemies, which also weakens them to follow-up attacks.
  • Try the Adept for Free:
  • Perhaps best of all, with the update out now, you’ll be able to try the Adept for free by visiting the Portal in the Heroes Marketplace! Once you enter the Portal, you’ll be given access to a normalized version of the Adept decked out in gear. If you like being able to try out a premium hero for free, please let us know.
  • Check the Adept’s section of our Hero section for more information on abilities, towers, and shards!
  • Revenge of the Yeti’s Incursion on PS4 & PC:
  • This frosty Incursion is available on PS4 and PC in this update! Prepare to face the mighty Yeti and his abominable new minions on the Hot Springs map. Revenge of the Yetis is available in Chaos VII, prepare to overcome the cold or get frozen in your tracks. Succeed in doing so, and gain the power that the Withering Blast Shard has to offer!
  • User Interface:
  • New Cosmetic Manager UI!
  • Shows costumes you have and do not have (including special events).
  • New ways to browse costumes, accessories, and towers.
  • Added a rotating preview model to hero customization.
  • Last hero focused in customization will now be the focus when returning to your inventory.
  • When going to hero details window, gamepad focus is set to the weapon slot.
  • Matchmaking:
  • This update implements some major backend matchmaking updates, which we’ll be able to grow and improve the matchmaking experience upon. With this particular update, we’ve been able to address the following
  • Ascension minimum level requirement will be enforced when transitioning to the next map.
  • Joining nearly completed matches is now less likely.
  • Sticking with party members between maps has been improved.
  • Custom session name will now preserve between maps.
  • Default session name will change and update between maps.
  • NOTE: Periodically the ‘Next Map’ option will instead send you back to the Tavern / Town. This is a temporary server-relief measure that we hope to remove in a future patch.
  • There’s plenty more we want to do with this new backend system in the future (like improving the Party System), so stay tuned for more updates!
  • Gamepad Improvements:
  • Pressing L1+R1 on PS4 or RB + LB on Xbox, in any order, will now use Ability 4 (Heal).
  • On Xbox, when aiming at a defense, pressing RB+B will sell the defense; while pressing Y will upgrade the defense.
  • Note: It will continue to function as before if you aren't aiming at a tower when you start interacting.
  • On PS4, when aiming at a defense, pressing R1+ Circle will sell the defense; while Triangle will upgrade the defense.
  • Note: It will continue to function as before if you aren't aiming at a tower when you start interacting.
  • Swapping Heroes, in both gameplay and at the Inventory screens, now uses D-Pad directions without the L1 (PS4) or LB (Xbox) combination.
  • Selecting an item automatically focuses a valid equipment spot
  • Selecting a helmet highlights the helmet slot on the current selected hero.
  • Selecting a relic chooses the first relic slot.
  • Quest UI, Ping, etc. have been moved to L1 (PS4) and LB (Xbox) + D-Pad directions.
  • Controller key bindings have been updated in the Options menu.
  • Leaderboards:
  • We’ve introduced a new leaderboard feature[leaderboard.dungeondefenders2.com] on our site!
  • Compare the top scores on individual maps.
  • Compare scores for both single and multiplayer sessions.
  • Check scores between all three platforms.
  • General Balance and Features:
  • Multiplayer Enemy Health Scaling
  • Enemies now only gain 20% health per additional player (was 25%).
  • Wisps are back on all game modes!
  • Hero Updates:
  • Abyss Lord:
  • Ascension Powers:
  • Abyss Knight Talent increases damage dealt and scales with ability power.
  • Adept:
  • Abilities:
  • Arcane Bubble: The Adept creates a pulsing shield that reflects all enemy projectiles and periodically stuns all enemies within.
  • Mana Cost: 80
  • Cooldown: 25 seconds
  • Tesla Coil: The Adept sends piercing bolts of devastating lightning that damage marked targets and enemies caught in-between.
  • Mana Cost: 35
  • No Cooldown
  • Towers:
  • Hailstorm Tower: An anti-air tower that fires a barrage of damaging ice shards at flying enemies, which also weakens them to follow-up attacks.
  • Defense Cost: 40 DU
  • Shards:
  • Wither Shield: Arcane Bubble withers enemies inside it increasing the damage they take by X%.
  • Found in the Chaos 1 Shard Pack
  • Sanctuary: Heroes inside the Arcane Bubble shield heal X% of their health per second during the duration of the bubble.
  • Found in the Chaos 2 Shard Pack
  • Icefall: Hailstorm Tower attacks have a X% chance on hit to freeze enemies for 2 seconds.
  • Found in the Chaos 2 Shard Pack
  • Thunderwave: Arc Lightning deals X% Ability Power as damage to all enemies around you.
  • Found in the Chaos 3 Shard Pack
  • Arc Shielding: Arc Lightning places a shield on you that lasts 20 seconds that absorbs X% of your Ability Power. Enemies that hit the shield are damaged for a total of Y% of your Ability Power over 3 seconds.
  • Found in the Chaos 4 Shard Pack
  • Marking Bubble: Arcane Bubble will place a Mark on all enemies in the initial spawn area and increases Mark count X.
  • Found in the Chaos 4 Shard Pack
  • Thunderbolts and Lightning: Increases the damage of Arc Lightning by X%.
  • Found in the Chaos 5 Shard Pack
  • Explosive Finale: Upon completion, the Arcane Bubble explodes dealing X% Ability Power damage to all enemies in and around the bubble.
  • Found in the Chaos 6 Shard Pack
  • Glacier: Every 10 attacks, Hailstorm Tower fires an icy boulder that explodes on impact dealing X% Defense Power as damage in a small area.
  • Found in the Chaos 7 Shard Pack
  • Withering Blast: Enemies damaged by Arcane Barrier take 20% increased damage for 3 seconds.
  • Found in the Revenge of the Yeti Incursion.
  • Apprentice:
  • General:
  • Secondary Attack projectiles no longer magnetize to targets, ensuring they always travel in a straight line. This increases their accuracy when trying to pierce and Mark multiple targets. Adept’s secondary attacks have been updated to use this new targeting as well!
  • Abilities:
  • Arcane Volley: Due to an improvement in trajectory and visibility, projectiles reach their Marked targets sooner.
  • Shard:
  • Added - Withering Blast: Enemies damaged by Arcane Barrier take 20% increased damage for 3 seconds.
  • Found in the Revenge of the Yeti Incursion.
  • Magic Missile: Updated the description.
  • Huntress:
  • Abilities:
  • Oil Flask: Animation speed greatly increased.
  • Monk:
  • Towers:
  • Skyguard Tower: Skyguard Tower has been bugged for a while, firing 4 projectiles from a single barrel instead of 1 from each of its 3 barrels. It now fires correctly, and we had to rebalance the damage-per shot to balance out kill times on packs of enemies.
  • Defense Power ratio increased 5.5 -> 6.5 (+18%)
  • Projectiles per attack decreased from 4 to 3 (-25%)
  • Mystic:
  • Towers:
  • Serpent's Coil: Now affected by Defense Speed.
  • Bug Fixes:
  • Fixed an issue partially with mobs walking over blockades by increasing blockade height. Please watch where you step.
  • Fixed multiple split-screen crashing issues.
  • Fixed multiple split-screen party invite issues.
  • Fixed multiple split-screen party continuity issues.
  • Fixed an issue where scrolling without a gamepad was not responding correctly.
  • Fixed an issue when trying to turn off gamepad control without having a gamepad connected.
  • Fixed an issue in sewers where North East sub-objective destruction was causing incorrect spawns the following waves.
  • Fixed an issue where tower skins for the Apprentice, Huntress, and Squire were not purchasable.
  • Fixed an issue where shop tooltips were appearing offscreen in 1920x1080.
  • Fixed a description issue with Dragon Stance; changed to “Each enemy hit with a primary attack.”
  • Fixed an issue where the Dryad controlled worse in the air than other heroes.
  • Fixed an issue where the 8-bit skin for Dryad was not purchasable.
  • Fixed an issue with the Weapon Manufacturer Damage talent display.
  • Fixed Scourge Dragon Pet ability tooltip to include it happens “for the first 5 hits.”
  • Fixed an issue where Initiate’s hand customization was not saving when exiting the shop.
  • Added description to Betsy shards to warn users that only one of the shards will be active at any given time. (Equipping a Betsy shard to a Betsy weapon does not duplicate the effect).
  • Fixed an issue where the Prince’s cannons were not dealing damage.
  • Fixed an issue where EV2’s Buff Beam would flash red on the minimap without being low health.
  • Fixed an issue where Drenching Broomnado shard’s drench was not working with storm damage correctly.
  • Fixed an issue where upgrading an item could increase its required level.
  • Removed unneeded tooltips for Hero Customization top row.
  • Fixed default Shinobi Monk Head’s eyes.
  • Fixed an issue where accessories descriptions weren’t displaying correctly.
  • Fixed an issue with PS4 shader cache.
  • Fixed an issue where the Xbox store was referencing the PlayStation store when attempting to purchase with insufficient gems.
  • Fixed an issue where Hero Levels and Ascension Levels were not displaying correctly on the HUD hero name-plate.
  • Concussive Chi shard now only affects one target at a time, has the same behavior as Overwhelm.
  • Fixed accessory tab segment bug.
  • Fixed several audio special effects that played louder out of the left channel, and all music playing louder out of the right channel.
  • Fixed several spelling errors with shards.
  • Added default skin names for towers.
  • Fixed a bug where Demon Scythe’s secondary fire was dealing incredibly high critical damage.
  • Demon Scythe’s secondary attacks should now fire in a straight line, using the same improvements as Magic Staves for the Apprentice / Adept.
  • Fixed an issue where the gamepad on Xbox incorrectly displayed the R and L button bindings.
  • Fixed several spelling errors with equipment.
  • Removed option for Gunwitch to select tower skins.
  • Lowered volume level of rivers.
  • Fixed an issue where a number of shards were using negative numbers in their tooltips.
  • Fixed an issue where loading screen pro-tip referenced practice maps.
  • Fixed a volume issue with critical hit and headshot sounds.
  • Fixed an issue with shop data and scrolling with gamepads.
  • Fixed a sound issue when choosing a location for a tower.
  • Removed an effect that was a remnant from Huntress’s Explosive Trap.
  • Fixed a material issue for forest maps.
  • Fixed a focus issue with the Petrinarian UI.
  • Fixed default skins to not have tooltips.
  • Added death volume in sections of Demon’s Lair/Molten Citadel map.
  • Fixed an issue with gamepad performance on the Hero Customization window.
  • Fixed an issue when opening the wartable when not in a party.
  • Demon’s Lair Incursion steps for completion typo corrected (previous Demon Slayer Incursion)

New in Dungeon Defenders II 1.0.3 (Jul 17, 2017)

  • Loot Drop Updates:
  • After reviewing player feedback and diving into the data, we agree that item progress, especially in Chaos 4-7, is too slow. There are too many items spawning that only give very small increases in power. This is making it take far too long to beef up all your characters, and the problem gets worse as you play in the later Chaos difficulties.
  • So with this patch, in all Chaos difficulties (but especially in Chaos 4-7), items will drop with larger power increases than before, and we’re increasing the chance of finding items with larger power increases. Not only that, but we’re adding in the occasional chance for a ‘super drop,’ which gives you a chance at items that are substantially more powerful. There’s still a good bit of randomness in the system, so don’t expect to get loads of high-powered legendaries dumped on you in your first game. But there are now far more opportunities for ‘big wins’ than there were before, and we hope players really feel it!
  • While we don’t consider this a blanket ‘fix’ to all the known item issues the community has highlighted, we do consider it a great step in the right direction. More changes coming soon!
  • Four More Chaos VII Trials Maps:
  • We’re adding four maps to the Chaos VII Trials rotation! These maps are
  • Little-Horn Valley
  • Assault on Throne Room
  • Buried Bastille
  • The Dead Road
  • You’ll encounter 8 total maps when you tackle the C7 Trials. More Trials improvements to come!
  • Wall Collision & Range Indicator Updates:
  • We’re increasing the collision size on our blockades
  • The Spike Blockade collision volume is 37% larger on the X axis and 20% larger on the Y axis.
  • The Volcano's square collision volume is 37% larger.
  • The Training Dummy's square collision volume is 18% larger.
  • The Arcane Barrier's collision volume is 66% larger on the X axis.
  • The Maw of the Earth Drake's collision volume is 25% larger on the X axis.
  • The Viper's Fangs collision volume is 11% larger on both the X and Y Axis.
  • The Colossus' collision volume is 33% larger on its Y Axis.
  • In addition to this, we’ve added new range indicators on blockades to help you seal your lanes.
  • Trap Range Indicator Updates:
  • All traps now display two ground decals during placement and inspection modes: one decal displaying the trigger radius, and another decal displaying the damage range!
  • Minimap Improvements:
  • The minimap now displays damage states for defenses. On top of the flashing when they get hit, towers will change colors from green, to yellow, to flashing red when below predefined health thresholds. Defenses that have been destroyed will also show up on the minimap with a blinking icon for 3 seconds for a better at-a-glance view of your moment-to-moment action.
  • Balance Updates:
  • We’re making numerous balance updates to specific defenses with this patch, with a special focus on a few of our less frequently used defenses.
  • Most of our fixed-target towers (Cannonball Tower, Harpy’s Perch, Earthshatter Tower, etc.) will see a substantial increase in their overall DPS. This is a straight stat boost to these towers, trying to make them competitive with defense that can hit many targets. We want to see these towers leveraged more, especially in Chaos difficulties where projectile towers are expected to shine.
  • Defenses with extremely slow ATK Rates (Earthshatter, Lightning Strikes Aura, etc.) will see some improvements in their ATK Rate. While we’re not expecting every defense to hit as fast as the Flame Aura, the slow ATK Rates on these defenses has lead to a lot of ‘overkill’ damage and general targeting failures. These defenses will fire faster by roughly a second or so than they are currently, with corresponding adjustments to Defense Power and Crit Damage ratios.
  • Next up, many of our defenses with very high DU/Mana costs will see their base costs come down. Defenses like the Blaze Balloon have proven hard to use, despite their relatively high DPS outputs, and we want to get them back into regular usage. This change is intended to be more of a usability improvement and not a straight stat buff, so we’re accompanying these changes with corresponding reductions to their Defense Power and Crit Damage ratios when appropriate.
  • There’s a few bug fixes going in that will affect balance as well. Swapping shards to temporarily increase the max nodes on some of EV2’s defenses has been eliminated; you must leave the shard on the defense or the extra nodes are removed. We’ve also fixed a terrible bug with Hornet’s Nest that was crippling its DPS, and it should result in it being quite a powerful defense again!
  • We’ve also finally made some updates to the Shatter combo effect. While we’re super happy to see players using Frosty Proton Node to setup this combo, we felt that the potential damage output of the Shatter effect was a bit too strong. We really didn’t want to nerf Frosty Proton Node, and, there was certainly no call to nerf the Cannonball Tower, Earthshatter Tower, etc., so we went with a reduction to the Shatter effect itself. Shatter will still obliterate weaker enemies like Goblins, but after this patch it will no longer be a guaranteed kill on tougher enemies like Drakin and Berserkers. We’ve also fixed it so it can now damage minibosses / special enemies, instead of just consuming the Freeze and having no effect.
  • And while the reign of the Weapon Manufacturer (and to a lesser extent, the Poison Dart Tower) has been interesting, it’s proven to be too much of a ‘one stop shop’ solution to many Chaos difficulties. As such, we’re making some adjustments to reduce its dominance, with the hopes of seeing diversity increase with these changes plus our numerous defense buffs.
  • We hope these changes will improve diversity and flexibility amongst builders in all Chaos difficulties! Fans of the Mystic and the Obelisk will want to take special note, as it’s undergoing some pretty radical balance updates with this patch. (It’s basically hit by every one of our core changes listed above!)
  • Optimization Improvements:
  • This patch includes several optimization improvements to the game, which should improve framerate across all three platforms but particularly on the PS4 and Xbox One versions. We’re exploring more optimization changes to improve framerate on the console versions. Stay tuned for more information!
  • Inventory UI & Shard Icon Tweaks:
  • We’re adding a number of Inventory UI improvements in Patch 1.0.3
  • More Shards have unique icons now! This will help you find the Shard you’re looking for.
  • The Experience/Ascension bar is now permanently located on the Inventory screen
  • The Inventory now highlights any new item that the player didn't previously own until the player focuses on the new item. This includes auto-equipped items, items that have been manually picked up by the player, and bundled items like Shards.
  • Items selected in your Inventory will now highlight any valid slots on the left side Hero Manager screen, making it easier to determine which items can be equipped where.
  • The number of weapons a hero can equip is now accurate, which means only the Squire has two weapon slots now!
  • Disable Controller Vibration Option:
  • For those who don’t like to play with your controller shaking like an earthquake, we’re adding the option to disable controller vibration!
  • Game Browser UI Changes:
  • We’re making several usability changes to the Game Browser UI to make it easier to join and create games on controllers!
  • Xbox One Vsync Option:
  • We’re adding a Vsync option for the Xbox One version in this patch!
  • Controller Deadzone Updates:
  • Thanks to a wonderful Reddit post, we’re exploring updates to our controller joystick deadzones. In case you don’t know, deadzones relate to how far you have to move the joystick from its central resting place before the game registers movement. A large deadzone means you have to push the joystick really far to the edge before movement begins; a small deadzone means very little joystick movement is needed. The result of these changes should improve overall joystick movement and give you more useful deadzone options. This is a stretch goal for the patch, so if it doesn’t come out in this patch, it’ll come out in the patches following.
  • Bug Fixes:
  • Finally, this patch will contain a number of bug fixes, including a fix for the Minimum Ascension Level host option to make it work in all scenarios and a fix for the auto-collect options not working properly.

New in Dungeon Defenders II 1.0 (Jun 21, 2017)

  • Features:
  • The Initiate:
  • Come on and SLAM!
  • The Initiate is our first gender-swap hero. This powerful Chi-wielding warrior is the gender swap of our bald friend, the Monk. She uses the same defenses as the Monk, but she comes with a suite of new abilities:
  • Chi Stomp: A powerful slam that can be activated in mid-air!
  • Crippling Chi Wave: The Initiate builds up a glowing ball of Chi and launches it at her enemies, which damages and debuffs any enemies hit!
  • Talisman of Empowerment: The Initiate places a talisman on the ground that temporarily boosts the power of nearby defenses!
  • The Initiate is available at a lower Gem and Defender Medal price than other heroes. And don’t worry: The Barbarian will have his time to shine soon.
  • Updated Tutorials:
  • Play our all new Tutorial map and check out our new Tutorial videos with the new How To Play Menu! The new videos and map cover a variety of helpful hints, tips, and tricks that will aid in your defense of Etheria!
  • Updated Story and Campaign:
  • Etheria has never felt so alive! Play through the updated story in our revamped Campaign experience and stave off the Old Ones advance. Prepare for new threats and twists that will appear. Make sure to keep an eye out during Build Phase!
  • New Summary Screen & Score System:
  • At the end of each map, whether you win or lose, there’s a new summary screen that will score you based on your performance. Our new scoring system includes many different modifiers and bonuses to help you tweak your builds and get higher and higher on your personal mental leaderboard. Shortly after the release of score, we’ll add some form of score tracking for players to see!
  • Updated HUD & Health Bars:
  • We’ve updated a number of our Heads-Up Display elements to make the UI cleaner while providing more information. The biggest change is the addition of hero deck hotkeys above the Health Bar. Now you can easily see which hero is in which hero deck slot hotkey, which is especially handy if you’re the kind of player who constantly rotates heroes in and out of your Hero Deck!
  • New Tower Skins:
  • Check out the all new Bit Crush Dryad, Woodland Apprentice, and Hypno Abyss Lord Tower Skins! (Time for an Abyss Lord/Monk defensive DANCE PARTY! Unce unce unce #hype)
  • New Shard Icons:
  • We’ve added new iconography for some of the most popular Shards in the game. We’ll continue to improve on our Shard icons after launch!
  • Channel - Icon Type Change
  • Inspiration - Icon Type Change
  • Hero Critical Strike - Minor Border Change
  • Life Leech - Icon Type Change
  • Speed Boost - Icon Type Change
  • Superconductor - Icon Type Change
  • Construction - Icon Type Change
  • Explosive Guard - Icon Type Change
  • Defensive Critical Damage - Minor Border Change
  • Destruction - Minor Border Change
  • Fortification - Minor Border Change
  • Deadly Strikes - Icon Type Change
  • Panic Fire - Icon Type Change
  • Press Your Luck - Icon Type Change
  • Incursions & Legendary Weapons:
  • As part of our New Player Experience, we’ve introduced Incursions into Chaos! The goal of our Incursions is to provide variety and progression milestones as players progress through Chaos.
  • Each Chaos tier will now have its own unique Incursions. After completing an Incursion, you’ll unlock unique Legendary weapons at the Wayfarer! The Wayfarer will forge these unique weapons based on your highest powered hero. The Wayfarer will sell these weapons for Defender Medals, so be sure to sell those Souls4Gold when the update comes out!
  • As for long-term gameplay variety in our endgame, we have a number of interesting changes and features we’re going to add post-launch. Stay tuned!
  • New Weapons:
  • In addition to the Wayfarer weapons, we’ve added many new weapon models to the game across many of our different heroes. Go forth and get that sweet new loot!
  • PS4 Optimization:
  • This update improves PS4 framerate, especially when a lot of enemies are on-screen at once. This is just the first of our optimization updates for the PS4 -- shortly after launch, we have a litany of other changes that should improve framerate even more!
  • Quality of Life:
  • Added a new Minimum Ascension Level host option.
  • Added the ability to rename your heroes for free in the Inventory.
  • Added controller sensitivity option on PC.
  • Revamped range indicator decals for visibility.
  • Now you can play and access everything on PC with a controller, including the Options Menu!
  • Added the names of defenses under relic slots.
  • Added Server Region display to the Main Menu.
  • Improved the Flamethrower Tower’s visual effects.
  • Added a minimap and NPC blips to the Heroes Marketplace.
  • Improved player name display with proper capitalization!
  • Added a “Hold to rotate tower” for PC controller users.
  • Improved and unified the look of many different UIs.
  • Updated the first quest in the game to have smarter text and a better UI.
  • Victory chests show up on all minimaps.
  • The War Table in the Private Tavern should now default to Private Games. Such private. Many seekrits.
  • Updated the game icon to the Squire’s Head. This was the most important change of all.
  • Balance:
  • Core Health:
  • Increased the core health in Chaos to protect against enemies one-shotting the core.
  • Shards:
  • Ballista - Black Arrow damage increased from 50% to 60%.
  • Cannonball - Stun Fire proc increased to 25% and stun duration from 2.4 to 3.0 seconds.
  • Cannonball - Heavy Cannonball damage increased from 950% to 1250%.
  • Earthshatter - Earth Toss proc chance increased from 35% to 100%. Knockup duration increased slightly.
  • Fire for Effect chance increased from 25% to 45%
  • Flame Aura - Encroaching Flames proc chance increased from 25% to 30% and damage increased from 40% to 60%.
  • Skeletal Archer - Explosive Arrows proc chance increased from 15% to 30% and damage increased from 110% to 450%.
  • Snakes on a Plane - Proc chance increased from every 5 seconds to every 3 seconds and damage increased from 525% to 3000%.
  • Enduring Bubble - Levels increased from 8 to 10. Buff duration decreased from +5 seconds to +2 seconds.
  • Lateral Blast - Damage increased from 725% to 2250%.
  • Mega Rock - Proc chance increased from every 10 volleys to every 5 volleys. Damage increased from 1150% to 4000%.
  • Frosty Proton Node - Proc chance increased from 5% to 25%, duration decreased from 5 to 2 seconds.
  • Gunwitch’s Hunting Blind Tower damage unchanged from 0% to 0%.
  • Betsy Weapons:
  • Betsy weapons now have their shards locked in a shard slot to mimic their old, pre-shard passive effects.
  • Apprentice and Huntress Betsy Weapons have had updated firing rates and damage to better match our new balanced solutions.
  • Updated Betsy’s Empowered Lightning Shard description to make more sense.
  • Bug Fixes:
  • Fixed another magical Proton beam crash. Huzzah!
  • Fixed an issue with an endless black screen after multiple loading screens.
  • Hero Information and Currency indicators should no longer overlap.
  • Improved fullscreen and windowed game display modes.
  • Fixed another Siege Roller stuck issue.
  • Power Transfer Shard functions when equipped to Boost Aura now.
  • “Speeds” are now “Orbs” again.
  • “Skulls” are now “Marks” again. We have no idea how that happened.
  • This also means the Orb and Mark filters work again!
  • Abyss Lord’s Abyss Stones are now able to crit.
  • This update fixes a bug where multiplayer enemy health scaling was scaling higher than intended. Per-player enemy health scaling is now +25% rather than +50%. Go forth and defend with friends!
  • Fixed an issue where you could not drop a Shard onto a bag icon.
  • Shard Packs and Shards should go through the proper auto-collect flow now.
  • Fixed a text pop up at a really high Ascension level.
  • Jumping and using the right click dash on the Lavamancer should work properly now while dashing around the map. No more randomly hitting invisible walls! HOORAY!
  • The Ogres on the Forest Ambush Incursion thought it’d be really cool to just T-pose for fun. We set them straight.
  • The crosshair reticle should now turn the correct colors when targeting allies and other things in game. It will be colors other than red now! ADDITIONAL HOORAYS.
  • Updated several error message text to make more sense.
  • The resolution selector in the Options Menu is now scrollable with scroll wheels.
  • The World Tree now properly gets destroyed during the Victory animation if it’s too close to the Victory Chests.
  • Updated the description on the Shadowflame Dagger.
  • Updated the consumable tooltip to use the new UI.
  • Combined Power - Serpent’s Coil beams will now attack training dummies.
  • Updated the error text if there are no marked targets for Arcane Volley.
  • Gunwitch’s Snipe Critical Damage Shard no longer applies to all elemental damage.
  • Fixed the Level 50 Level Up Pop Up to show Level 50 instead of “Level 0”.
  • Renamed the default hero names to their classes. Squire is now “Squire.” Monk is now “Monk.” Barbarian is now “Pete.”
  • Fixed a challenge display issue where it would render completed challenges twice in the UI.
  • Flame Aura properly calculates crit damage and chance into its inspected DPS number.
  • Fixed a matchmaking issue where if Player 2 declines, then Player 1 gets an “Unknown Error.”
  • Fiery Brimstone Shard now only works for the Abyss Lord as originally designed and fixed the critical damage scaling on the procs from 100% to 12% where it should be.
  • Unequipping items will go through the auto-collect flow and go to the bags that they should be.
  • Fixed an issue where swapping to EV2 Mark III was causing a rogue torso to display.
  • Fixed Drakken’s eyes and mouths to be glowing properly.
  • Added a notification that a party request has been sent to another player.
  • The “Could not authenticate with Steam… try again?” pop up was missing some buttons. We gave them back.
  • Fixed a crash if you had selected Exit on a menu screen while an immediate message was being displayed.
  • Mystic’s Dark Torment damage over time critical effect is no longer scaling inversely with hero damage.
  • Fixed a billboard issue on Siege of the Throne Room.
  • Fixed an area where Kobolds could get stuck in the Ruins.
  • G4T0’s facial animations have been restored! Beep boop. Bloop.
  • Fixed a boost aura description typo. “Precentage” is right… right?
  • Fixed small lighting issues on the Dryad Hornet’s Nest and Slime Pit.
  • Monk’s alternate attack is no longer blocked by towers.
  • Fixed the wyvern death animation.
  • The Weapon Filter on the Filter By… bag no longer has defense stat options.
  • Fixed a spot on Dragonfall Plaza where the Dryad could exit the map.
  • Fixed several small issues with tower damage challenges.
  • Known Issues:
  • No “Press G to End Match” message is displayed after beating wave 4 on Airship Battle. This is only a visual problem and G still functions correctly.
  • Glaive of Storms isn’t currently purchasable in the wayfarer shop. It still unlocks and drops from the Power Surge Incursion.
  • Glaive of Storms’ unique shard is missing its icon

New in Dungeon Defenders II 21.1 (May 30, 2017)

  • Max Loot Stat Range Fix:
  • You should now find loot with higher stats in every Chaos tier! Loot wasn't rolling up to the intended Chaos stat ranges. This is now fixed.
  • In all Chaos tiers, loot will now roll up to a higher maximum stat number than before The Loot Update.
  • If you had max Chaos 7 loot from before The Loot Update that was boosted with the update, you should now find loot that’s equal or slightly higher than that. Everyone else is able to find this same loot when they reach the top end of Chaos 7.

New in Dungeon Defenders II The Loot Update (May 24, 2017)

  • Loot Updates:
  • We’ve been working on a series of changes that takes the new loot system from the Trials update and tweaks it to make loot more interesting and more intuitive. It applies the feedback we’ve received since the Trials update and instills more of the spirit of the loot system from the original Dungeon Defenders. These changes will apply to all new drops; your current gear will be unaffected with the exception of the upgrade scaling change. We hope you’ll enjoy the following changes:
  • New Stat Rolling System:
  • Before this update, rarity affected the stats on loot -- the higher the rarity, the higher the stat roll. This was intended to make higher rarities desirable, but this was actually making progression slower than intended and caused roadblocks in progression. Equipped Legendaries (and even Mythicals) would increase the time until your next stat upgrade, and in some cases, it stopped intended stat upgrades from appearing at the end of a Chaos tier. We’ve removed this, and in its place, we’ve made some exciting changes to rarities to make them worthwhile to find. You’ll discover these changes later in the patch notes.
  • Something else that’s plagued loot in DD2 is its lack of multi-dimensionality. When you look back at the first Dungeon Defenders, the loot system begged you to give every loot drop a chance. There wasn’t always a simple “yes” or “no” of whether an item was better for you. Stats on loot rolled individually, so there were vastly more implications when deciding if a drop was better or worse for you. Say an item rolled with Defense Power and Defense Health. Perhaps Defense Power rolled higher than your current gear, but Defense Health rolled lower. Is that a tradeoff you’re willing to make? Is power worth more than health for your particular build? Worth more at this point in your progression? Is it bad for one hero but better for another? This kind of decision making was a driving force in DD1 in both the main progression and in the endgame.
  • With that spirit in mind, loot stats will now roll independently from each other! This should instill more of those interesting decisions into loot, and at the same time, it’ll introduce sidegrade opportunities to improve your speed of progression!
  • 4 Stats on Legendaries:
  • Legendaries are going to roll with an additional stat! If Legendaries are going to be rare, then you should mess yourself a little when you see that golden beam rising toward the heavens. Throughout our Early Access period, we’ve learned (and you’ve learned) that you don’t need that extra stat in order to succeed. But there was a certain joy in DD1’s loot when all of those beautiful stats rolled on a single item. It was that little extra push to keep playing and keep hunting. This change should make Legendaries feel just that much more special. Along with this change...
  • New Fixed Upgrades Per Tier & Upgrade Scaling:
  • Rarities have new upgrades! As of this update, each rarity has a specific upgrade number that the rarity will always drop with.
  • Legendary: Will always drop with 60 upgrades
  • Mythical, Epic and Powerful: Will always drop with 30 upgrades
  • There was an upgrade bug with late C6/C7 loot where max stats gained by upgrading was way higher than intended. The issue wasn't the amount of stats you could get; it was the growth per upgrade. This would have caused major stat issues in future Chaos tiers, so we've changed the growth rate.
  • We didn't want to leave you guys being unable to reach the same amount of stats as before, so we also increased the stat roll range for all Chaos tiers. This means you can reach the same stat values (if not higher) as before, but you're relying a little less on upgrades in higher Chaos tiers and more on the actual loot drops.
  • Increased Armor & Weapon Shard Slots to 3:
  • We’ve also increased the Armor and Weapon Shard Slots from 2 to 3! Even better, these 3 Shard Slots will appear on both Legendary AND Mythical loot! We can’t wait to see what new builds you’ll create with these changes.
  • Increased Loot Drops:
  • We’ve increased the amount of loot that drops in Trials!
  • Loot Rolls Based on the Most Powerful Hero in Your Deck
  • One of the most common confusion points of our new loot system was how loot generated. Before this update, loot generated based on the average stat power of every hero in your deck, so if you had heroes with worse stats than others, the generated loot would be worse. In this update, loot will generate based on the most powerful hero in your deck. You won’t have to remove your other 3 heroes before Combat Phase just to get the best loot. Based on our playtesting, this change alone removes a lot of the WTF moments from our new loot system.
  • Increased Stat Roll Ranges:
  • Speaking of loot generation, loot is generated in a +/- range around your equipped gear. Currently, that +/- range is fairly small. There aren’t enough of those “wow” moments of finding a loot drop with big stat upgrades -- not enough of those “power spike” moments. We’re increasing this range so that power spikes happen more frequently. Another thing to note is that with the new individual stat rolling, items that would previously be an across-the-board “-” roll (since both stats rolled in identical numbers) could now become possible upgrades!
  • Higher Loot Cap Per Chaos to Help Bridge the Gaps:
  • For some players, moving between Chaos tiers was easy enough. For others, the gaps felt like an impenetrable wall. That’s what we’ve heard over and over since the Trials update.
  • In the loot system introduced in Trials, each Chaos tier drops better and better loot up to a certain point. Once you hit that point, you’ll need to move on to the next Chaos tier in order to keep finding better loot. With this update, we’re increasing the maximum loot cap per Chaos tier. If you can’t survive the leap to the next Chaos tier, you can now progress higher in your current tier. This additional power potential should decrease the gaps and increase your upward mobility.
  • Increased Gold Rewards:
  • Players weren’t earning enough gold in earlier Chaos tiers. For rough comparison, Chaos 1 only awarded around 13,000 gold per victory, while Chaos 7 awards around 56,000 gold.
  • So in this update, we’ve increased the gold rewards in all Chaos tiers below Chaos 7, with significant increases in the early Chaos tiers that taper off into the higher tiers. For example, Chaos 1 should now award closer to 21,000 gold, which is around a 60% increase in gold per victory! This should greatly help with the gold squeeze in earlier difficulties. It’s also worth noting that our increased loot drops will leave players with more gold than before. We’ll continue to monitor the gold-per-hour and gold-per-difficulty players achieve at these new values and make more adjustments if needed.
  • As a result, players will see an increase in gold earnings with this new patch, and that’s not even including the following change:
  • Consecutive Win Bonus XP & Gold:
  • In this update, we’re rounding out our Consecutive Win feature by introducing Gold and XP bonuses! You’ll begin to earn these bonuses on your 1st overall win, and these bonuses will grow up to a cap. The more you play, the more you’ll earn! (Also, we’re actively working on Matchmaking fixes. Several fixes will come out in this update, which includes possible solutions for being unable to continue after the end of a match, and more fixes are on the way soon. We’ll continue to make the Consecutive Win bonus and Matchmaking feel better and better!)
  • Experience and Ascension Updates:
  • We’re happy with how fast players are earning Ascension levels when they’re playing at a challenging difficulty. But some players are farming much, much lower difficulties to earn Ascension levels at very fast rates, and it’s thrown off our estimate on how fast players would earn Ascension levels.
  • When we released Chaos 6 and Chaos 7, some players had steamrolled way ahead of our Ascension estimates by farming earlier Chaos difficulties. In essence, we had two audiences -- one that was at or near the target Ascension level for Chaos 6, and another group that had pulled way, way ahead. Balancing new difficulties for these two different audiences became quite challenging, and we realized we needed to close the gap between them a bit if we wanted to keep releasing new difficulties.
  • So to help hit that goal, we’ve made the following changes:
  • New Difficulty XP Bonuses and New XP Curve
  • Each higher Chaos difficulty gives much more experience. Chaos 5, by comparison, now awards several times more experience than it used to. This means that playing at higher difficulties gives much more experience than playing at lower difficulties.
  • But we’re also increasing the amount of experience required to earn each level. These changes combined mean that if you’re currently playing Chaos 5, it’s more efficient to farm Chaos 4 or Chaos 5 for experience rather than going all the way back down to Chaos 1. This change won’t alter your existing Ascension level, but it will update the amount of experience you need to reach the next level.
  • The time-to-level should not increase if you’re playing at a challenging difficulty, but it will increase if you’re playing at a difficulty way below where you should be. In practical terms, this means Chaos 1 will no longer be the most efficient difficulty for every player to earn Ascension levels, especially if you’re well over Ascension 200.
  • New Ascension Power Caps:
  • While our first change is targeted at smoothing out the rate of progression and encouraging players to play harder difficulties, this next change is intended to limit the overall power of players who are many times over the target Ascension level for our hardest difficulty.
  • With Chaos 7 being our current hardest difficulty, we have lowered the cap on powers from 999 to somewhere in the mid-100s (roughly 140). Powers that were capped at 10, 15, or 20 are unchanged; only the powers that had 999 caps are affected. As we release harder difficulties, the cap will go up.
  • If you’re under Ascension level 400, this won’t affect you at all as you wouldn’t have enough points to hit any cap. But if you’re over Ascension 420 (roughly), you may notice you’re starting to hit caps that will require you to diversify your points rather than stacking them into a single power.
  • Accompanying this change is a free reset of all Ascension points, allowing all players to freely update their Ascension Powers. Our intent is to shrink the power gap a bit between our most dedicated fans (some of whom are over Ascension 1,000!) and the vast majority of our playerbase (most of whom are less than Ascension 300), so we can continue to release content that challenges both audiences in a timely fashion.
  • New Ascension Level Rewards:
  • We didn’t want this update to be all redos and system updates, so we’ve included some new rewards for reaching higher Ascension levels!
  • Starting with Ascension level 100 (and continuing up to 1,000), players will earn rewards for hitting Ascension milestones. One of the rewards will be new titles, available to our more dedicated players who push the upper ends of Ascension.
  • New Multiplayer Enemy Scaling:
  • Thanks to your feedback, enemy damage in multiplayer will no longer scale with each additional player added to the game. Now, only enemy health will scale! Play around with this and let us know how it feels now!
  • Quality of Life Changes:
  • Max upgrade stat values are now visible on the Item Tooltip. With this change, you can see if maxing out that new loot drop is an upgrade over your current gear!
  • Shards not valid for the current hero will no longer appear on the Shard Equip screen.
  • Shards that are not valid for the current hero will say so on their Item Tooltips in the Inventory
  • When a Relic is equipped to a defense slot, its Item Tooltip will now display stats that are not valid for that defense.
  • Reduced the tower placement barrier for several defenses to make them easier to place next to each other.
  • Added a three-second timer to the Sell All popup to reduce the likelihood of accidental sell-alls.
  • Increased the size of the Siege Roller’s weakpoint by 25%
  • Balance:
  • Blazing Phoenix Shard:
  • Blazing Phoenix's Defense Power scalar increased from 550% to 850%
  • Updated tooltip text to be slightly more clear/correct
  • Explosive Surprise Shard:
  • Explosive Surprise Defense Power scalar increased from 650% to 1,200% at max level
  • Proc chance reduced from 65% to 50%
  • Net change is around a 50% DPS increase for this shard
  • Enhanced Poison Shard:
  • Increased Enhanced Poison's maximum rate bonus from 25% to 40%
  • Dryad Ability Cooldowns/Costs:
  • Removed the cooldown reduction of Dryad's starfall off of primary attacks
  • Cooldown of Starfall reduced from 15 seconds to 5 seconds.
  • Reduced Dryad's mana cost for several abilities
  • Normal Form
  • Ability 2: 20 to 10
  • Corrupt Form
  • Ability 2: 20 to 10
  • Ability 3: 30 to 15
  • Bug Fixes:
  • Fixed several issues that would stop players from being able to Continue to the next map. If this is still happening, please report it on our Bug Reporting Site.
  • Series EV2’s Weapon Manufacturer will now crit properly without needing to hero swap to get it to work.
  • Fixed the Zapper boss getting stuck in the Echoing Tunnel spawn point on Dragonfall Sewers.
  • Fixed the Zapper boss getting stuck in the River Low Patch spawn point on Nimbus Reach.
  • The Annoyance Shard will now properly update when hotswapping heroes (it was staying present in the last location of the hero with the equipped Shard).
  • Crane Stance Shard no longer procs for all heroes that have a ranged attack when an elemental weapon is equipped.
  • Fixed a bug with the Abyss Lord’s right-click attack where the less Hero Damage you had, the more Crit damage it would do. This now scales correctly from Crit Damage.
  • Opening the Inventory while dead will no longer cause Inventory UI issues.
  • Removed the debug text from the Ability Mana Ascension Power information.
  • All individual Lockbox Master Keys purchased from the shop with gems can now properly open lockboxes.
  • All Lockbox Master Keys properly stack now.
  • Fixed level geometry issues on Greystone Plaza.
  • Fixed a bug that stopped players from being unable to purchase the Five Pack of Hero Cards with Defender Medals.
  • L2 context icon in the Shop now properly displays on all resolutions.
  • Fixed collision issues on NPC shops.
  • Context icons for switching between the left/right sides of the Scavenger UI are now displayed with the controller active.
  • Known Issues:
  • In multiplayer, the bonus xp and gold totals shown on the summary screen will show the xp/gold default values for the map instead of the xp/gold correct bonus totals for some players. It’s just a text issue as the correct amount are given to the players. It just shows the incorrect total on the reward screen. Happens about half the time on certain maps.

New in Dungeon Defenders II 20.2 (Apr 28, 2017)

  • Server Improvements:
  • We’ve made multiple improvements to our servers that should help reduce the overall number of disconnects.
  • Zapper Boss Changes:
  • The goal of the Zapper boss is to disable a large amount of defenses at once; however, its damage was causing defenses to instantly die -- and in some cases, the core, too. With the below changes, the Zapper should be more in line with how we want it to affect the battlefield.
  • Damage radically decreased to very, very low values.
  • Health slightly decreased.
  • Has a very large radius that stuns all Defenses hit for 45s.
  • Size slightly reduced, and AI updated to make kamikaze mechanics target more correctly and be less easy to trick into kamikazing into a Hero.
  • Split Viper Shard:
  • The Split Viper Shard was turning Sand Viper into a bit of a runaway monster. With this change, we wanted to keep the net DPS of hitting 3 targets pretty high, but a slight Defense Power penalty allows us to keep it closer to the intended benefits (it's still really, really good though).
  • Split Viper Shard at max level now applies a small Defense Power penalty, ending at -20% at maximum level.
  • Bug Fixes:
  • Fixed an issue where the Defense Speed stat wasn’t accurately applying unless players unequipped/re-equipped their Shards/Relics. Everyone should see accurate Defense Speed stats now.
  • Fixed an issue where the Earthshatter Tower was unable to hit smaller enemies. We gave it some new glasses, and it now hits them properly.
  • You can now pick up the golden ingot from the Forest Biome map in all game modes.
  • The Mystic has regained the Snake God’s favor. Appeasement buffs are working again.
  • Kobold Fliers and EMP Kobold Fliers have death animations once again. Now they should crash into the ground and dissolve out when killed, rather than instantly disappearing. Good for you; bad for them.
  • If a player has more than 8 inventory bags, the price of the "max out bags" bundle will no longer appear negative.
  • Added some collision to the scroll cauldrons behind the Gran Ma’ster in the tavern.
  • Fixed an issue where unequipping all shards was not working while using a controller. Players no longer have to go into the upgrade UI to unequip shards individually.
  • Known Issues:
  • There’s an issue with the End-of-Match screen where it sometimes won’t let players Continue. We’re looking into it now and hope to have a fix very soon.

New in Dungeon Defenders II Spring Forward Update (Apr 20, 2017)

  • Features & Changes:
  • Two New Chaos Tiers:
  • This update adds Chaos VI and VII, and with it comes two new enemies, better loot, new Shards and the return of many Shards that were unavailable since Patch 19.5!
  • New Enemy: Hex Throwers:
  • With their mighty javelins, Hex Throwers curse your defenses from long range! You’ll first encounter these Olympic rejects in Chaos VI.
  • New Enemy: Kobolds:
  • Keep your eyes on the skies! These flying EMP Kobolds disable your defenses when they explode! You’ll first encounter what is sure to be everyone’s new favorite enemy in Chaos VII.
  • Weekend Event: Free Ascension Resets:
  • To celebrate the release of the new Chaos difficulties, we are removing the cost of Ascension Point Resets this weekend! Tweak, test and get turnt* to your heart’s content while you hone your new builds. This event will run from Friday afternoon to Monday morning EDT.
  • Trendy Entertainment is not responsible for any turnt-related injuries.
  • Tower Skins:
  • Finally! This was by far the biggest system we needed before our Early Access exit since many of you purchased a certain Collector’s Pack a long time ago and have been patiently waiting on certain Tower Skins. This update includes 8 sets of Tower Skins available for purchase and the Collector’s Pack Tower Skins given to owners of the pack and to our Defense Council members.
  • Tower Skins come in Sets, and each Set includes 4 Tower Skins -- one for every defense in a hero’s kit! The first sets are for the Squire, Monk, Huntress and Apprentice, and you can find these Tower Skins available for purchase in the new Emporium shop (available in the Heroes Marketplace or via the Pause Menu). Tower Skins for the other heroes are coming soon!
  • We've added a new Cosmetics tab in the Inventory, and this is where you'll equip Tower Skins (and eventually Costumes). In this tab, you can individually select which skin you want on which defense -- so if you want the Corrupted Poison Dart Tower Skin and the Defense Council Blaze Balloon on the same Huntress, go for it!
  • Defense Council/Collector’s Pack Tower Skins:
  • On the Store Page, we said we were going to make 4 Tower Skins for the Collector’s Pack -- one tower skin apiece for the four original heroes. Well, we’re giving you 16 Tower Skins -- that’s a skin for every Squire, Monk, Huntress and Apprentice defense! If you own the Collector’s Pack or if you’re a Defense Council member, you’ll find these Tower Skins when you login. Thanks for the support!
  • PC Controller Support:
  • We’ve added near-total PC controller support! Controllers will natively work for every command and every in-game menu except for the Options menu, which we’re hoping to get setup very soon!
  • Bag Auto Sorting:
  • In this update, we’ve added an Auto Sort option to bags! When you select Auto Sort, items in the bag will re-organize by type (Weapons, Armor, Consumables, etc.), and within that type sorting, items will organize by rarity (for example: Legendary Weapons, Mythical Weapons, Legendary Armor, Mythical Armor, Consumables, etc.) While this option is on, items will automatically sort based on these rules. If you wish to move items around in the bag, you’ll need to turn off the Auto Sort function.
  • Defense Against the Dark Assassins:
  • We’ve added a 5-second protection between Assassin attacks while playing and a 10-second protection from Assassins after respawning. No more permanent chain-silencing!
  • Open Trials Matches on the Game Browser:
  • Now you can view every open public Trials match on the Game Browser! This is perfect for finding the map to begin your win streak.
  • New Town Marketplace:
  • Our world artists really went to town on the marketplace! *badumtish* But seriously, it’s amazing. New out-of-bounds scenery. New buildings. New skybox. It’s just one of those polish areas our world artists wanted to get in before we left Early Access!
  • The Emporium:
  • Another feature we’ve been putting off is a unified shop, and as we’re approaching our exit from Early Access, now is the time to add it in! From this one single shop, you can find almost all of our in-game purchases. The Emporium is also available anywhere via the Pause Menu.
  • Other Changes:
  • Added a kill timer for Ogres and Siege Rollers that get stuck in the spawners.
  • Removed the Victory Chest cutscene at the end of a match.
  • Removed teleporting to Victory Chest at the end of a match.
  • Added a new Victory splash and new victory hero animations at the end of a match.
  • Selecting “To Tavern” at the end of a private match will take you back to the Tavern rather than the Town.
  • Items picked up manually will now follow your auto-collect filtering rules.
  • Added Forest Biome as a Forest map for Daily Missions.
  • Changed Item Interact keybind on PC to Ctrl + Left-Click.
  • We have removed Practice maps for the time being to reduce confusion while we work towards improving the overall endgame experience.
  • Removed the Forge now that all of the Forge UI is accessible via the Pause Menu.
  • Changed anything that said “Slow X%” to “Slow to X%.”
  • Added the War Recruiter (DM Shard Shop) to the Tavern. (He was previously only in the Heroes Marketplace.)
  • Betterfied the left side of the inspect tooltip. All numbers should now truncate properly and shortened numbers now show an additional decimal place.
  • Accessory upgrades can now be purchased and equipped from the Costume Shop.
  • Betsy Cluster Nades Shard is now a Weapon-slot Shard.
  • Updated various UIs to the new UI format.
  • Balance:
  • Buried Bastille Map:
  • Increased Buried Bastille’s starting mana to 2400 and DU limit to 2000.
  • Buried Bastille was consistently coming in as one of the hardest maps to complete in Chaos Trials. As a result, we’ve increased the starting mana and DU to allow for more defenses and to minimize the amount of hero intervention needed in distant lanes.
  • Skyguard Tower:
  • Fixed the Skyguard’s rotation time to always exceed its firing time. This allows the Skyguard to fire as quickly as intended by its Attack Rate.
  • Defense Crit Damage:
  • Adjusted the Defense Crit Damage Ascension Power per-point value to +20, matching the value used by the Hero Crit Damage Ascension Power.
  • This update should have rolled out with Patch 19.5, but we missed it. Previously, this power had inflated per-point values to make it more useful. With the rebalance to Defense Crit Damage scalars in every defense, this power should have been updated to provide the same benefits as the Hero version.
  • Poison Dart Tower:
  • Poison Dart Tower Damage Ascension Power now correctly increases Defense Power, rather than raw damage, making this power useful.
  • Slime Pit:
  • Slime Pits now scale with Defense Speed, which means faster-attacking Slime Pits that scale much better in Chaos Trials!
  • Also increased base scaling from Defense Power and Defense Crit Damage.
  • Skeletal Orc:
  • Reduced the Orc Skeleton Direct Command’s damage bonus from Ability Power from 12 to 9.
  • This Direct Command has proven quite excellent at smashing single targets, and even after this update, the potential damage output is still quite monstrous with the correct shards.
  • Sandstorm Warrior Shard:
  • The Sandstorm Warrior’s buff no longer stacks with itself.
  • Unfortunately, the stacking effect of this Shard was never intended and was caused by a technical issue. This is actually a bug fix, but since it has an impact on certain strategies, we’ve documented it here in the balance section.
  • Heavy Cannonball Shard:
  • Greatly increased the damage of the Heavy Cannonball Shard, but reduced the duration of the stun and slightly reduced the proc rate.
  • During our last update, we modified many Shards that added stun, slow, and other utility effects to defenses. Unfortunately, we missed the Heavy Cannonball shard in that update. As such, we've gone back and updated it, bringing it more in-line with our other defense proc shards. The stun duration has come down a good bit, but it has been accompanied by a substantial increase in damage to help ensure it remains competitive against other Shards.
  • Bug Fixes:
  • Thanks to all of the players submitting bugs on our Bug Reporting Site! As we get closer to our exit from Early Access, it’s vital that everyone is reporting bugs to the site and upvoting the bugs you feel are the highest priority to fix. Together, we’re going to fix as many bugs as possible! Let’s do this.
  • Fixed a crash that could occur while opening and closing the Scavenger’s shop? Is it a shop? He’s just fishing around in his jacket and giving you back your loot. That reminds us: Wash that loot off. Thoroughly. You’ve been warned.
  • Fixed an issue where the Abyss Lord’s secondary attack could fire faster than intended. This attack now has a proper absolute maximum attack rate like other ranged attacks.
  • Fixed a bug where the Dark Torment damage over time effect did not appear.
  • Enemies should get stuck less often in the Echoing Tunnel on Dragonfall Sewers.
  • Fixed a bug where Cyborks were not properly affecting the Fissure of Embermount.
  • All decked heroes should now heal to maximum health when entering Build Phase.
  • Taser Suit Shard now works on Assassins that are bound to the player.
  • Life Leech Shard now works on the Abyss Lord’s primary and secondary attacks.
  • Sundering Blows Shard works properly now.
  • Abyss Fountain Heal Ascension Power now works properly.
  • Power of Embermount Shard properly works, it does.
  • ‘ey, you remember the Fire for Effect Shard? We hear it’s working now. And properly, too! Crazy, right?
  • Betsy Cluster Nades Shard. Work? Properly? Now? Yes. A thousand times yes.
  • Fixed a bug on the Water Elemental Shard where it was doing 30% additional damage of your Defense Power rather than 30% additional damage of the defense itself. In most cases, this was resulting in lower damage than intended.
  • Oil Geyser Slow Ascension Power wasn’t giving any additional benefit after 15 points; it does now.
  • The Trials Victory screen no longer erroneously tells players to Replay Map when there is no “Replay Map” button.
  • Fissure of Embermount now displays on the minimap.
  • Fissure of Embermount’s upgrade tier now displays above it.
  • Fixed a bug where the Angry Nimbus base Defense Speed was a teensy tiny bit higher than intended. Does not impact gameplay, just makes his stats less mildly infuriating to look at.
  • Several shards with stacking effects have had their descriptions clarified to reflect that they stack off any attack rather than only primary attacks.
  • Changed the description of the Overwhelm Shard to match the effects. This Shard procs off of both primary and secondary attacks (the old description only said primary attacks). Added a 3 second delay between procs to prevent issues with certain secondary attacks.
  • Unequipping Shards from an item while your Inventory is full will now tell you they were sent to the Scavenger.
  • Snipe Critical Power Shard no longer incorrectly increases the Critical Damage of primary attacks.
  • Fixed a bug where Flying Kobolds will always dive bomb Abyss Stones. They are now wise to the tricksy Abby.
  • Fixed an issue where Tomes could generate with elemental damage stats even though they weren’t being applied. This fix only affects Tomes generated going forward and will not reroll previously generated Tomes.
  • The Mystic’s Appeasement buffs now work properly again.
  • Fixed a bug where the Confuse effect in the Forest Biome was set to 60s rather than the intended 5s. Players were exploiting this to perma-cc the whole map.
  • Power Bolts Shard can now be equipped on non-Legendary Relics.
  • Fixed a bug where an area would become unbuildable if you kicked a player who’s in the middle of building a defense there.
  • Adjusted some spawners to properly block towers in the Assault on Throne Room.
  • Betsy’s name splash no longer stays on the screen after she comes down on wave 5.
  • The icon of the Monk's Chi Blast no longer shows up near the Scavenger.
  • Items are now successfully removed from the Blacksmith/Relic NPC shops when purchased.
  • Fixed the Fire Mushroom buff stacking issue.
  • Updated Earthshatter to correctly deal single-target damage on all attacks.
  • Shards that increase stats for defenses will now update the Inventory screen stat display for your current hero (fix for the other decked heroes coming soon).
  • Fissure of Embermount now plays upgrade SFX when upgraded.
  • Fixed some incorrect names and descriptions for maps on the Any Map section of the War Table.
  • Fixed an issue where enemies were walking through sub-objective lanes too soon before the lane fully opened on Greystone Plaza.
  • Fixed an issue with the Orb display in the Relic shops.
  • Gran Ma'ster and War Recruiter Shard Packs now use the right Shard Pack mesh (previously they all used the Chaos 1 Mesh).
  • Fixed minimap icon issue for the air lanes in Little-Horn Valley.
  • Galactic Weapons no longer drop 100% from Throne Room in any Chaos difficulty.
  • Fixed an issue where Shards were using the wrong tooltips when in the Scavenger’s dirty little hands.
  • There is now a visual indicator for activating Pet Abilities when using gamepad.
  • Fixed a bug where opening a consumable box with a full Inventory would send those items to the Scavenger; now there’s a pop-up telling you that your Inventory is full.
  • Fixed an inspect tooltip issue with the Hornet's Nest.
  • Minor update to the description text for Lightning Strikes Aura to indicate that it does Storm damage.
  • Tier 1-3 Abyss Lord Tomes now have names and should persist between map loads.
  • Fixed a bug where the titles of certain consumables were not wrapping. This was most obvious with unidentified Shards.
  • Fixed a UI issue with the Session List.
  • Fixed typos in several Shard descriptions.
  • Fixed the descriptions for Dawn of the Blood Moon and Buried Bastille.
  • Known Issues:
  • (PC/PS4) Navigation of the Costume Shop with the controller has issues.
  • In some cases, the Emporium UI might get stuck. Hit ESC or Back on your controller to exit out as a workaround right now.
  • Ascension - Movement Speed power doesn't change the hero movement speed value on the left side of the inventory. Just a visual thing.
  • Heroes for Hire Board - All hero images link to the Dryad in the Create Hero screen.
  • If the user has more than 8 inventory bags, then the price of the "max out bags" bundle will go negative. (Nothing bad happens from it.)
  • Controller Input: With the controller active, if you cancel a purchase from an NPC shop the cursor moves to the top of the list instead of staying where it is.
  • The Costume Shop will not close correctly (leaving the character stuck) when you access it via the Emporium and close it by selecting the yellow "X" close button. Just open the shop again, and you’ll be ok.
  • Shards - Annoyance Shard effect stays in last location the equipped hero was present.
  • Haunting Shard - Gains stacks from secondary attacks, but does not shoot the ghosts.
  • Sandstorm Warrior - Bubble showing the buff does not last the full duration of the upgraded Shard.
  • The hatch button doesn't pop up when the egg is ready to hatch. Closing the UI or leaving/re-entering the tavern or marketplace should cause this UI to refresh properly.
  • On the PS4, opening the Emporium shop via the Colonel NPC and then selecting Browse All will cause the Emporium shop to not close correctly when you exit the Costume Shop/Create Hero screen. If you experience Emporium shop problems, transitioning to another map or pressing the circle button twice in the Emporium shop will correct the issue (fix incoming later this week).

New in Dungeon Defenders II 19.5 (Apr 5, 2017)

  • Shard Changes:
  • According to our recent survey, Shard drops were the #1 biggest frustration from the Trials update. Our biggest focus for this patch was to improve Shard farming time speed and improve your ability to specifically target farm the Shards you want.
  • Each Shard Pack now contains unique Shards. For example, Shards A, B and C can only be found in Chaos I Shard Packs, while Shards D, E and F can only be found in Chaos III Shard Packs.
  • This also means that Standard Shards will no longer drop from within Chaos Shard Packs!
  • Each victory in Trials will guarantee at least 1 Chaos Shard Pack from that given difficulty. For example, when you beat Chaos II Trials, you will be guaranteed a Chaos II Shard Pack.
  • Before, Shard Packs had a chance to give you 1 Shard from a pool of up to 120(!) different Shards. In the patch, we’re reducing the Shard pool per pack from ~120 to somewhere between 25-35 Shards per pack, which will increase the chances of getting the Shard you want when you open a pack.
  • Some Shards have moved around. If you'd like to know the new drop locations, you can use the following resources:
  • DD2Tools[www.dd2tools.com]
  • The Interactive Shards Sheet
  • Our official Wiki[wiki.dungeondefenders2.com]
  • Some Shards have been disabled from dropping, but don’t worry, they’ll return with the new Chaos tiers just around the corner!
  • Standard Shard Packs and Chaos 1-4 Shard Packs are now available for purchase at the Gran’Masta and War Recruiter shops.
  • Victory Chests will now drop 2 Shard Packs guaranteed every time.
  • When you win, you’ll receive one Shard Pack from that difficulty and one Shard Pack from any previous difficulty (for example, if you beat Chaos III Trials, you’ll receive 1 Chaos III Shard Pack and 1 Chaos II, Chaos I or Standard Shard Pack).
  • By making Shard Packs drop unique Shards, increasing drop chances within a pack, guaranteeing Shard Packs per difficulty, giving you 2 Shard Packs guaranteed on every victory and adding a Shard bonus for consecutive wins (more details below), it’ll be much faster to get the Shards you want.
  • Trials Consecutive Win Shard Bonus:
  • This patch adds the first pass on our Trials consecutive win bonus, which gives bonus rewards for winning consecutive random maps in Trials. This patch adds the Shard consecutive bonus; in future patches, it’s our goal to add XP and Gold bonuses, too.
  • Once you win 3 consecutive random maps in a row in Trials, you’ll activate the Shard consecutive bonus. On your 4th consecutive victory onward, you’ll earn an extra Shard Pack for as long as the streak continues.
  • This extra Shard Pack is a guaranteed Shard Pack from that difficulty.
  • That means once you activate the win bonus, you’ll get 3 Shards guaranteed every victory (2 Shard Packs of that difficulty, 1 Shard Pack from previous difficulties) until the streak is broken.
  • Sort Shards By Name:
  • Another pain point brought up in the survey was the frustration of trying to find the Shard you want within your Inventory. A popular suggestion (both in the survey and in the community) was a Shard filter that sorts Shards alphabetically by name, and we were able to get it in for this patch! We’re investigating more Shard filtering options and possible Shard icon improvements for future updates.
  • Added the “Name” filter in the All Bags -> Shards section, which sorts Shards alphabetically.
  • Hero Management UI Changes:
  • Something we’ve heard from players with a high number of heroes is that it’s difficult to navigate to certain heroes in the new Hero Management UI. These changes are aimed at alleviating that frustration.
  • Added a Quick Select option. Quick Select displays up to 18 heroes per page. Select a hero to go to that hero’s position in the Rolodex. More improvements to the Quick Select feature will come in future patches!
  • You can now interact with any visible hero card in the Rolodex. Previously, you needed to use the arrows to navigate through the hero cards. (FYI: You can also use the Middle Mouse Wheel on PC to scroll through your hero cards.)
  • Bag Quick Scrolling:
  • On the PC version, we’ve added hotkeys that will cycle left and right through your bags! This should make moving items from one bag to another much faster, especially for those of you who don’t have a Middle Mouse Wheel.
  • Q and E will scroll between left and right between bags on PC.
  • Reminder: The Middle Mouse Wheel can also scroll through bags, too!
  • Return to Tavern No Longer Forces Everyone Back to Tavern:
  • If one person selects Return to Tavern, that person will leave. Not you. You will Continue, baby. And you’ll keep Continuing as long as you want to Continue.
  • New Weekend Event Support:
  • This patch includes the ability to do Weekend Gold and Weekend XP events! Perhaps you’ll see them soon...
  • New Title: Discord Defender:
  • We’ve added a new title that you can earn by being active on our Discord server!
  • Defense Balance Changes:
  • Defense Power scalars have been refactored on all defenses. Every defense receives more damage bonuses from Defense Power.
  • Defense tier upgrades now increase Defense Power and Defense Crit Damage much more significantly on low-DU defenses than high-DU defenses.
  • As a rule, high-DU defenses are still more efficient at Tier 5 than low-DU defenses, but this makes the gap smaller and removes much of the penalty of using 20 DU defenses like Explosive Trap.
  • Defense Crit Cap increased from 30% -> 33%.
  • Note: Hero Ascension Powers no longer break the Defense Crit Cap.
  • Defense Crit Damage scalars on most defenses are set to 500% that of the Defense Power scalar. Exceptions apply to certain unusual defenses, like Poison Dart Tower and Obelisk.
  • Defense Crit Damage Cap increased to hopefully unreachable levels.
  • Defense Speed has been refactored to apply consistent benefits across all defenses.
  • Attack Rate caps have been refactored. Primarily damage-dealing defenses have rate caps of 4x faster than base Attack Rate. Primarily utility defenses have a rate cap of 2x faster than base Attack Rate.
  • We’ll keep an eye on this. We would ideally have similar rates on all defenses, but certain utility defenses become nearly unstoppable (by themselves) at very high attack rates.
  • Defense Rate shard no longer breaks the Attack Rate cap on a defense.
  • Default Attack Rate of some very-slow defenses has been slightly increased to reduce overkill damage inefficiencies on Goblins and other weak targets.
  • Lightning Strikes Aura and Earthshatter are the primary beneficiaries.
  • All defense-based stuns, slows, and similar utility effects, including those provided through shards, have had their durations updated to account for the changes in Defense Speed and Attack Rates.
  • In many cases, this means that the duration of these effects are slightly lower, as the defense can apply them more frequently at higher defense speeds.
  • Ascension Powers and Shards that increase the duration or power of stuns, slows, and other utility effects have also been rebalanced for the same reasons.
  • Defense Range Gambit Ascension Powers have been refactored and standardized across defenses.
  • All many-target defenses (like the Flame Aura and the Flamethrower) may now gain up to a 25% increase in range from these powers.
  • All fixed-target defenses (like the Hornet’s Nest and the Cannonball Tower) may now gain up to a 50% increase in range from these powers.
  • We will keep an eye on these values and adjust accordingly, but we want fixed-target defenses to receive larger benefits from range upgrades than many-target defenses.
  • Fissure of Embermount now benefits from Defense Speed.
  • Gunwitch Sniper Roost tower has double the default crit chance.
  • Snaking Sands now benefits from Defense Speed and no longer has a hidden 12s cooldown.
  • Sand Viper’s Defense Power scalar heavily revised. Should now be much more competitive with other fixed-target towers.
  • Obelisk’s Smite and Fire mechanics have been heavily revised.
  • Smite Damage and Rate are now displayed on Inspect.
  • Smite rate now properly scales with Defense Speed and no longer has hidden cooldowns.
  • Additional Obelisk buffs (Shield, Transmog, Bubble) now apply more frequently thanks to Defense Speed scaling.
  • Fire (from maximum appeasement) stats are now more clearly labelled on Inspect.
  • A chunk of the Obelisk’s damage output has been moved from Fire to Smite. While we like the mechanic of rewarding players for playing combat Mystics, we did not want the Fire effect to be so vital to the defense that the defense was useless outside of it. We’ll keep a close eye on this balance going forward and try to ensure its viability in a non-Fire spam role.
  • Lightning Strikes Aura health no longer breaks during tier upgrades, and the health has been reduced to sane values.
  • Reflect Beam description clarified to explain the Torpedo effect better.
  • All effects that modify the slow % of a defense or ability are now multiplicative, rather than additive.
  • Tier upgrades, Ascension Power upgrades, and shard upgrades that improve slows are now multiplicative, rather than additive. This means that a 10% improvement on a base 65% Slow will only reduce the Slow to 58.5%.
  • This was a necessary step to fix some defenses in achieving negative slows on enemies, as well as giving us more room to improve slows with additional shards / powers.
  • This affects the Oil Geyser, Proton Node, Frostbite Tower, and the Dryad’s Powder Toss ability.
  • Frostbite Tower's chill/slow effect has been rebalanced across all Ascension Powers/shards/upgrades (no more moonwalking…)
  • Through Ascension Powers/shards/tier upgrades, the maximum slow the Frostbite Tower can achieve is around 50% now, rather than being -15%...
  • Mystic’s Serpent’s Coil has been heavily improved.
  • Benefits from Mystic’s defense Ascension Powers.
  • Benefits from Defense Speed stat.
  • While it still cannot be upgraded, it is a very efficient 20 DU defense now.
  • Poison Dart Tower’s projectiles deal basic damage again. We will be revising this defense’s mechanics again once technical upgrades allow us to handle the Crit Damage issues more gracefully.
  • Frosty Power shard no longer stacks with itself.
  • We felt the power of this shard was strong enough on its own that allowing it to stack, especially in conjunction with a specific other shard, was giving too much bang-for-the-buck.
  • Colossal Fissure scaling stat changed to Ability Power and now deals damage properly.
  • Hero Balance Changes:
  • Increased default mana regeneration on the Apprentice, Huntress, Monk, and Squire from 2 MP/s to 3 MP/s.
  • Abyss Stone damage increased by 10%, but Abyss Knight damaged decreased by 10%.
  • Abyss Lord's primary damage ability is intended to be his Abyss Stone, but we've noticed the trend is to spam Abyss Knight more so when it comes down to brass tax.
  • As a result, we're moving some of his damage dealing power from Abyss Knight to Abyss Stone to separate the functions of these two abilities a little more.
  • Fixed several Abyss Lord and EV2 ability descriptions incorrectly specifying they scaled from stats they did not scale from. Abilities scale from Ability Power.
  • Molten Brimstone Tome now has proper gameplay values, scales entirely from Ability Power, and functions more usefully at shard level 1.
  • Power of Storms shard has been refactored completely.
  • Shard description updated to state the new effect. When triggered, it increases mana regeneration by 20 MP/s for 3s but has a 10s cooldown (at max level).
  • Shards that deal damage directly now have proper, unique Crit Damage scalars.
  • Crit Damage from these shard attacks can no longer reach infinite values…
  • Campaign Balance Changes:
  • Enemy levels in Campaign have been increased to account for the increases in overall defense damage.
  • Hero level 1 stats slightly increased to account for slight increase to enemy levels in campaign
  • Except EV2. Her level 1 stats were slightly decreased, because for some reason they were way, way, way higher than everyone else’s….
  • Certain intro enemies had their HP reduced in the campaign (Lady Orc, Wyvern, etc.)
  • Chaos Balance Changes:
  • Enemy levels in Chaos have been increased slightly to account for the increases in overall defense damage.
  • We paid specific attention to enemies that are generally not affected by defenses (Witherbeast, Siege Rollers, etc.) and re-weighted their stats accordingly. They can still be slain in a timely fashion only by heroes.
  • In combination with the above changes, we’ve reduced the Chaos 1 enemy level by 10%. The result of this along with our defense balance changes should result in a smoother entry into Chaos 1. We’ll continue to monitor both player feedback and our internal data to see how players are progressing into Chaos 1.
  • Stuck Special Enemy Fixes:
  • One of the biggest bugs we wanted to fix was the Stuck Special Enemy bug where Siege Rollers and other Special Enemies were getting stuck in their spawners. Our world builders have gone through the maps reported to us and changed geometry within the spawners that were causing trouble. If you see a stuck Special Enemy after this patch, please report it to our bug site!
  • Bug Fixes:
  • Fixed a crash when replaying The Wyvern’s Den.
  • Fixed a duplicating bug in the Inventory.
  • Slow improvements now show as benefits rather than negatives on all inspect and Ascension Power interfaces.
  • Mana Bomb no longer causes the Flamethrower to stop attacking.
  • Flamethrowers will now attack the Demon Lord.
  • Fixed Shield Geodes touching Cores and setting them to 3K health.
  • Shield Geodes moving over EV nodes will no longer create a Shield on the nodes.
  • Frosty Bind Shard now properly improves slow speed.
  • Howling Feast Shard now functions properly.
  • Withering Fountain Shard now functions properly.
  • Lateral Blast Shard now properly deals damage.
  • Mega Rock Shard now properly deals damage.
  • Rain of Oil Shard ignite now properly deals damage.
  • Defense Crit Damage and Destruction Shards now work on EV2’s Buff Beam.
  • Weapon Manufacturer now updates if you equip gear after it’s built.
  • Monk Skyguard Slow Ascension Power now properly caps at 20.
  • Lightning Touch Shard, Water Elemental Shard, and Shattering Torpedo Shard now deal proper bonus damage.
  • These shards had bugs that would sometimes cause them to deal considerably more or less amounts of extra damage. The damage stated on the shard description is now their actual bonus damage and should show properly as damage numbers.
  • Fixed an issue where the Flamethrower would try to target enemies outside of its range.
  • Fixed a bug where the Pumpkinator Shard was applying to defenses of the hero who equips it.
  • Fixed an Inventory tooltip issue that would display items with the wrong item type information.
  • Rain of Oil Shard description clarified.
  • Bots of Oil Shard description clarified.
  • Updated EV2 Shard descriptions.
  • Updated several Shard descriptions that used incorrect stat names.
  • Shard and Shard Pack tooltips now display their sell price.
  • Mystic’s Defense Crit Chance Ascension Power now displays the proper number.
  • When EV2 nodes are stunned, all nodes display the stun VFX.
  • Fixed an issue where the Ascension Point displays would overlap.
  • Updated The Dead Road boss schedule to spawn from Wave 2 onwards.
  • Fixed goofy Monk weapon holding in certain situations.
  • Fixed VFX on the Quake Shard.
  • Harbinger Squad challenges updated to be completed on Campaign Hard instead of Nightmare II.
  • Fixed a sub-objective naming issue on Forgotten Ruins.
  • Gold Ingots now look like Gold Ingots instead of weird Gold Crystals.
  • Campaign Relics no longer have a chance to generate with Defense Range.
  • Fixed lighting issues on several maps.
  • Fixed collision issues on several maps.
  • Fixed several typo issues.
  • Fixed an issue where some costumes were displaying incorrect names and descriptions.

New in Dungeon Defenders II 19.4 (Mar 27, 2017)

  • Chaos II:
  • Cyborks are an anti-trap/aura/node enemy. If you’re attempting to take down Cyborks with these defenses, you’re going to have a hard time. If you’re building around the Cyborks, we want to reward you for that behaviour. We don’t want to spawn enemies that also counter the defenses you would use to destroy Cyborks, so in Chaos II, there are no longer any Vanguards from the previous Chaos (Chaos I).Vanguards are replaced in the rollouts with standard enemies. We adjusted some of the support enemies (Dark Mages, Kobolds, Witherbeasts, etc.) in the same manner of reinforcing the Cyborks.
  • Removed Vanguards from Chaos II
  • New Chaos II Enemy List: Cyborks
  • Chaos III:
  • Chaos III is all about the Shield Geode and blocking projectiles, so having Cyborks show up in this Chaos impairs your ability to counter the Geode. Again, we don't want to punish players for countering the Chaos enemy theme; however, Vanguards support the Shield Geode theme of projectile blocking, so you will still see them in Chaos III.
  • Removed Cyborks from Chaos III
  • New Chaos III Enemy List: Shield Geodes, Vanguards
  • Chaos IV:
  • This Chaos is centered around the Berserker Orcs. Berserkers are all about being fast and dealing high damage upon reaching defenses, so using things like stuns and knockups to slow them down are your main counter for this threat. Cyborks counter most of those kinds of effects, so you won't see Cyborks in this Chaos tier anymore.
  • Removed Cyborks from Chaos IV
  • New Chaos IV Enemy List: Berserker Orcs, Shield Geodes, Vanguards
  • Chaos V:
  • Chaos V is all about Dark Assassins. We want players to work together to get those pesky Assassins off, or if you’re solo, we want your defenses to have a clear line of sight on them to prevent them from teleporting and healing. So having Shield Geodes and Vanguards disrupts that, so you won’t see them in Chaos V anymore.
  • Removed Shield Geodes and Vanguards from Chaos V
  • New Chaos V Enemy List: Dark Assassins, Cyborks, Berserker Orcs
  • Once you try out these changes, let us know how they feel. We’ll continue to make tweaks to the experience based on what we’re hearing!
  • Siege Roller No Longer Destroys Traps, Auras and Nodes:
  • Rejoice! The Siege Roller caused players to never build certain defenses out of a certain crushing fear, and we figured that with our Chaos enemies providing enough counterplay, we can remove this.
  • There's also a bug where more Siege Rollers are spawning than intended. We're looking into a fix for the near future.
  • Item Comparison Change:
  • Now you can more easily compare two pieces of loot in your Inventory, even when the items are equipped. Pick up an item and hover over another item to compare those two items directly against each other. More Inventory UI changes coming soon! (Note: For now, the default Relic comparison popup is disabled.)
  • Multiplayer Enemy Scaling Reduction:
  • It looks like the multiplayer enemy scalar was dramatically increasing the difficulty in multiplayer matches, so we’ve reduced the multiplayer enemy health and damage scalar from 35% to 25% per player. For multiplayer scaling, our goal is not to punish you for your playing with your friends. Our long-term goal for MP scaling is to increase enemy stats for each player added to ensure the content isn't trivialized and to increase the rewards you get per player added to encourage MP games. For the time being, we have reduced the enemy stat scaling per player added until we can make those changes.
  • Thanks for the feedback on this issue, and we’ll continue to make adjustments!
  • Campaign Changes:
  • We’ve been monitoring progression from Campaign into the Chaos difficulties, and we’ve found we agree with player sentiment that the initial ‘jump’ is a bit too awkward to make. The goal with these changes is to make breaking into Chaos a bit more sensical and easy, by providing more Chaos-ready loot in the final few Campaign maps. We'll continue to monitor this and make adjustments as needed.
  • Secondly, we wanted to put an end to players blitz-farming Harbinger’s Warship as a way to get easy XP. While this wasn’t much of an issue for players at the appropriate difficulty, players with very high-end gear could clear the map much quicker than desired. As a result, this map now provides much better Campaign loot, but provides no experience after the first clear.
  • Assault on the Throne Room can now drop the highest power items in the campaign, the same as Harbinger’s Warship.
  • Harbinger’s Warship only provides experience on the first clear, and subsequent clears provide almost no experience.
  • The Harbinger himself drops over double the number of items (on average), making killing him far more rewarding for players gearing up for Chaos 1.
  • Construction Shard Update:
  • We love the Construction shard, but we felt the repair rate bonus was starting to trivialize some encounters. A number of strategies started to evolve around repair-stalling enemies at blockades rather than building defenses to counter enemies earlier in-lane. We want to ensure that Construction remains a valuable shard, but as we move forward, we very much want to see key enemies engaged prior to reaching the blockades. As a result, Construction has lost some of its punch, although it remains a significant time saver when it comes to repairing blockades.
  • Base bonus decreased from +125% to +25%
  • Max bonus decreased from +205% to +75%
  • Ghastly Halberd and Lunar Portal Revisions:
  • The summoned halberds came out of the gates a bit too high on the DPS. (That’s putting it mildly. Turns out it was the best weapon/shard in the game, for like, forever.) As such, Ghastly Halberd underwent major revisions to bring its power down enough that you might actually find upgrades that will replace it in later difficulties. Coincidentally, since everyone was blinded by the Ghastly Halberd’s total OP’ness, we also noticed Lunar Portal had similar issues (to a lesser extent), so this has received minor revisions.
  • Ghastly Halberd
  • Max Summons 5 -> 3
  • Halberd Damage scalar decreased 350% -> 150%
  • Halberd Attack Rate decreased by 50% (attacks only 2x per second now)
  • Lunar Portal
  • Max Summons 5 -> 3
  • Portal Damage scalar decreased 350% -> 300% (attacks 1x per second)
  • Descriptions of both of these effects now documents their damage, attacks-per-second, and lifespans.
  • Bug Fixes:
  • Dark Assassins were unintentionally being instakilled by shattering and other instakill effects. (Next on our list is looking into the Frostbite fast-freezing bug.)
  • Worm Scarf now properly reduces damage taken, instead of increasing damage taken. We had thought that dying faster was going to provide an advantage on some maps, but it turns out we were horribly, horribly wrong, and we should have realized that players generally don’t want to die faster by equipping expensive shards. ;)
  • Goblin melee units had somehow starting equipping themselves with Armor-ignoring cleavers. We’ve discovered their treachery, and have forced them to start using their normal cleavers once again.
  • Gunwitch’s hands have become quite frostbitten, and she will no longer sometimes double-fire Ice Needle as she warms them up.
  • Enlightenment, a mythical Apprentice Magic Staff, is now equippable again, and will once-again generate as a random mythical weapon skin.
  • Fixed a bug where the Dryad came back to life with 1 health if she died in Corrupt Form.
  • Fixed collision issues on Unholy Catacombs.
  • (PS4) Fixed a bug where the Victory Screen wasn’t fully visible while in split-screen
  • (PS4) Fixed a bug where, while in split-screen, picking up or equipping an item would make it appear twice in the Inventory.
  • Known Issues:
  • We’re taking a deep dive into the stuck Siege Roller spawns that are being reported to us. If you see a stuck Siege Roller, please report the map, lane name, wave and difficulty on our Siege Roller reporting thread.[bugs.dungeondefenders2.com]
  • EV - Shield Geodes moving over EV nodes cause the nodes to create a visual Shield.
  • Looks like a set of Vanguards and two Shield Geodes manage to sneak their way into Chaos 5. We'll nuke them.
  • We’re also investigating changes to our loot system, Shard drops, gold gain and more. Keep the feedback coming!

New in Dungeon Defenders II 19.3 Hotfix (Mar 13, 2017)

  • Bug Fixes:
  • Fixed an issue where Flamethrowers and Fissures would stop attacking
  • Fixed an issue where Colossus, Skeletal Orc and World Tree would take increased damage from enemies after upgrading
  • Fixed an issue that was causing the Cybork’s EMP attack to shutdown the Angry Nimbus, Moss Hornet’s Nest and Slime Pit from longer range than intended
  • 3x Daily Weekend Event:
  • Get three Daily Missions every day this weekend!
  • Here’s how it works: Every 8 hours starting at 1PM EST today, you’ll receive a new Daily Mission until the event ends on Monday. Make sure you complete all of your Dailies to take full advantage of the event!
  • Mission Madness runs from 1PM EST today until Monday, March 13th at 2PM EST

New in Dungeon Defenders II Trials: The Endgame Update (Jan 26, 2017)

  • Summary of the Shards system:
  • Goodbye Passives and Skill Spheres; hello Shards!
  • Shards are gemlike artifacts that slot into your Defenses, Armor and Weapons
  • Shards give you extra buffs, bonuses and sometimes even new functionality
  • Shards are found as loot drops separate from your other gear
  • Shards are upgradeable
  • Most Shards can be moved between gear. No more leaving your Passives behind when you find an iPWR upgrade!
  • Defenses can hold up to 3 Shards and can only equip Defense Shards
  • Armor and Weapons can hold up to 2 Shards and can only equip Hero Shards
  • When you login, you’ll be given Shards to help you on your journey into Chaos, and depending on how many Skill Spheres you’ve purchased, you’ll be given a ton of gold (which you might think you have enough now, but you’ll need all the gold you can get for upgrading Shards)
  • Ascension: Go Beyond Level 50:
  • While our scouts risked life and limb in the Chaos, our magical scholars made a discovery of their own -- you can now go beyond Level 50! They’re calling it the Ascension system, and they’re quite proud of the name. (They’re as smug as they are clever, those scholars.)
  • Oh, and what’s the new limit, you ask?
  • You’ll be delighted to know our scholars believe this path to be limitless! Trust us, our scholars have been testing it. They’re as thorough as they are smug.
  • When a hero hits Level 50, any XP gained from that point forward goes towards your Ascension Level. Some of you might be wondering whether a deck of four Level 50 Heroes gives you four times the Ascension XP. Some of you might be on the right track! Having multiple level 50 Heroes and braving the toughest challenges rewards you with the greatest bounty.
  • Earning an Ascension Level gives you points to invest in Ascension Powers. Some Ascension Powers are universal while others are unique to specific heroes. To be the best, you’ll need to rise off your laurels, test yourself, bring your A-game and choose your Powers wisely.
  • Summary of Ascension:
  • Go beyond Level 50 with the Ascension system!
  • When a hero hits Level 50, all XP gained after that point goes towards your Ascension Level
  • Earning Ascension Levels gives you points to invest into Ascension Powers
  • Some Ascension Powers are universal for all heroes; some are unique to each hero
  • Harder challenges will grant more Ascension XP
  • Four Level 50 heroes in your Hero Deck = 4x the Ascension XP
  • All Heroes Become Master Builders AND Master Fighters:
  • The Blacksmith and the Relic Hunter have something up their sleeves for you, too. You’ve seen them cozied up in the Marketplace, haven’t you? They’ve been working on updates to Relics, Armor and Weapons that will transform your heroes into simultaneous master defense strategists and combat experts!
  • All Relics are now Defense Relics:
  • The Relic Hunter fashioned a method for attaching a Relic onto each of your Defenses. Rather than specializing all your gear towards a single Defense, you can now augment each of your Defenses individually! Want a Defense Health Blockade and a Defense Speed Ballista? Done. Want Defense Range Cannonballs with Defense Power Training Dummies? Easy. You can do all of that with a single hero! Mix and match Relics, Defense Shards and Ascension Powers to make a build that is specifically you!
  • And yes, you read that above correctly: The Relic Hunter rediscovered Defense Speed and Defense Range! Be sure to stop by the Marketplace to thank him.
  • Armor and Weapons Reforged:
  • In conjunction with the Relic Hunter, the Blacksmith reforged Armor and Weapons into Hero Gear! Similar to Relics, Hero Gear will now allow you to empower and modify your raw combat potential and mystical abilities. Combine gear with Shards and Ascension Powers to make your mark in the annals of Etheria.
  • Summary of Loot Changes:
  • Now you can build powerful defenses AND be a powerful fighter at the same time
  • All Relics are becoming Defense Relics
  • Defense Speed and Defense Range are returning as stats!
  • You can equip a Relic per defense, so you can customize the stats of each defense without needing to dedicate a full hero for that defense (as in, you won’t need to make a Squire dedicated solely to Defense Health Blockades -- just equip a Defense Health Relic to your Blockade)
  • Armor and Weapons will now roll with only Hero stats, which means you don’t have to choose between hero stats or defense stats!

New in Dungeon Defenders II 18.2 (Jan 11, 2017)

  • Connection Performance Improvements:
  • Optimized towers to potentially fix the multi-builder lag issue. Please let us know if the issue still persists, or if your towers aren’t updating properly when you change items or hotswap between heroes.
  • Fixed several issues that were causing our servers’ CPUs to spike. These issues would cause what looked like lag in the game. Please let us know if your heroes are not properly getting XP after this change.
  • Holiday Event Complete:
  • The Holiday Event is now over! We hope you enjoyed your presents!
  • Just like the real holidays, the decorations may be gone but the snowpocalypse lingers. Stay warm out there.

New in Dungeon Defenders II Holiday Siege Update (Dec 14, 2016)

  • FEATURES:
  • Siege Rollers, ROLL OUT!
  • After months of Goblin Research and Development, the Harbinger has deployed a new war machine onto the battlefields of Etheria.
  • Holidays in Etheria:
  • New decorations in the Heroes Marketplace and on a limited number of maps!
  • Happy Holidays! The goblins are toiling relentlessly making presents for the Holiday Tree. Check back soon for presents!
  • Costume Showcase:
  • Check out even more costumes in the newly designed Costume Showcase at the Seamstress.
  • BALANCE:
  • Dryad:
  • Removed collision from the Hornets so they can properly target enemies.
  • BUG FIXES:
  • There were some areas of Siphon Site D that the Dryad could sneakily build … Well, NOT ANYMORE!
  • Fixed an issue with some skeletons spawning underneath the main core on Greystone Plaza.
  • We learned how to spell “Watermelon.”
  • Hornets no longer attack empty space on the Dawn of the Blood Moon Incursion.
  • Fissure of Embermount’s AoE graphic should be less distorted in some cases.
  • No more typos in the Forest Biome loading screen and description.
  • No more typos in the Soul of Night tooltip.
  • Fixed typos with Little-Horn Valley’s description.
  • Fixed the wording for the Skeletal Orc Health and Abyss Knight Damage passives.
  • Fixed some collision issues with areas of the Heroes Marketplace.
  • Fixed some collision issues with pillars on both forms of the Ramparts maps.
  • Fixed a case where people could get behind the enemy spawner on Forest Biome.
  • Fixed the Mystic’s Hemolytic Poison sphere’s poison stacking infinitely.
  • Fixed an issue on the Harbinger’s Warship where you could G up before the victory matinee and not get your victory chest.
  • Fixed an issue with the From the Ashes Phoenix Box Passive where it would travel along the ground rather than firing into the sky.
  • The “Delete Hero” button at the Forge works again.
  • Mystic’s Sand Viper towers now focus targets affected by Dark Torment properly.
  • Mystic’s Sand Viper tower now can be affected by buff beam.
  • Fixed an issue with Damage over Time effects not critting properly.
  • Souls of Night no longer expire.
  • Fixed an issue where a buff beam would be destroyed if a buffed tower was moved or sold.
  • Fixed some visual effect issues with goblins.
  • Proton beams no longer drain Boost Aura when not hitting anything.
  • Fixed an issue with the Dryad where you couldn’t upgrade towers in corrupt form.
  • Fixed an issue with the Dryad’s Hornet’s Nest health value being displayed too high above the tower.
  • Fixed a typo with the “3 Castle Wins” quest.
  • Fixed a typo in pet tooltips. Learned how to spell “Abilities.”
  • Buried Bastille has the correct iPwr recommendation and correct description now.
  • PS4 - Fixed an issue where the cursor would go back up to the top of the item category after the “Are You Sure” confirmation box.

New in Dungeon Defenders II Halloween Update (Nov 1, 2016)

  • Return of Maldonis Incursion:
  • Maldonis has reclaimed the Temple of the Necrotic, and it’s up to you to defeat him and his henchmen. Look carefully and you might find a few hidden treats...if you’re lucky.
  • Maldonis can drop Spooky Weapons that roll up to iPWR 750
  • Spooky-Themed Heroes Marketplace:
  • Once you’re done raiding his loot, stop by the extra spooky Heroes Marketplace and make everyone green with envy!
  • Spooky Halloween Packs Available on Friday:
  • We’re releasing new Halloween packs on Friday for PC, including the Burning Souls Pack
  • Series EV2’s Heat Bar now properly resets at the start and the end of Combat Phase.
  • General Bug Fixes:
  • Defender Medal pets are no longer erroneously listed for gold. This was a rare bug that happened when entering the Heroes Marketplace or the Tavern. (You couldn’t buy them for gold, just FYI. It was just a visual bug.)
  • Improved the aiming of the Gunwitch’s right-click Snipe.
  • Players who completed the Spooky Champion award last year should now properly have it this year.
  • Update from the Emergency Magical Staff:
  • Officials from the EMS have been investigating the portal since its mysterious appearance. They believe they'll have more information next week.

New in Dungeon Defenders II 16.2 (Oct 14, 2016)

  • Return of the Monthly Pets:
  • The old Monthly Pets are back! You can find them in the Defender Medal shop.
  • These pets have been reskinned from their previous inclusion in the game, so long-time players have some cool collector’s edition of these pets.
  • New Bug Reporting System:
  • We've released a new community bug reporting site! You can find it at http://bugs.dungeondefenders2.com. We’re directing players who’d like to report a bug to this new site.
  • We wanted to open up the entire bug cycle - from finding, reporting, fixing and shipping - and give everyone more reassurance that we take all issues seriously and that submitting bugs is never a waste. It all matters, and we appreciate it each time folks take the effort to help us make the game better.
  • The old system had a bunch of flaws, some of which we couldn’t find a good way to fix. One of the biggest flaws was updating and tracking bugs from the public and player perspective. Once you submitted a bug, it would be gone and you’d rarely hear back from us unless we needed more information - this sucked because other players would submit the same bug, and with big issues, we’d see multiple submissions over multiple days and weeks, and with everyone reporting the same issue it’s easy to ignore little details that could be unique in each case or get lost in the pile.
  • Speaking of lost in the pile, it was very difficult to track all of our community bug submissions and difficult to understand which bugs required the most immediate attention. We receive reports on our forums, Steam forums, Facebook, Twitter, Reddit, old bug reporting form, Twitch chats, private messages, support emails...it’s a lot to stay on top of, especially for our small team. It’s our hope that a public, more accessible site will allow us to gather bugs in one place and give us greater visibility into which bugs are currently causing the most frustration. It’s our goal to fix as many bugs as possible, but with your help, we can prioritize the most devilish ones first.
  • So this new system works a little bit like Reddit. You submit a bug, you provide the details and then it’s posted for everyone to see. You can upvote bugs that you think need the most immediate attention. You can also reply to a bug and add more details. This way other players can add their unique details all under the one umbrella.
  • Thanks for helping us squash those bugs!
  • Aiming Improvement:
  • Projectiles should now move more towards the crosshairs. This is a subtle change, but hopefully it improves the overall accuracy of shots.
  • New Lavamancer Costume: Risen Cinders:
  • As seen at the top of this post! Available now!
  • Pet Ability Balance Changes and Fixes:
  • Pet Abilities have been completely rebalanced from the ground up! With this rebalance, we wanted all pet abilities to feel much stronger when used, bringing all pet abilities closer to the impact level of abilities like Poisonous Tips. To hit these targets, we've significantly increased both the damage output and the cooldown of most pet abilities. Our goal was to make pet abilities stand out more from spammable hero abilities, so pet abilities are used less frequently but have a more profound impact.
  • Most pet abilities will see their cooldowns increased to 30 seconds, 45 seconds, or 60 seconds (a few outliers). In conjunction with these changes, the damage output of most pet abilities will be increasing substantially as well. For example, abilities on a 7 second cooldown that previously did 675% Hero Damage per attack now have a 30 second cooldown but deal an amazing 2,745% Hero Damage per attack!
  • The rebalance affects all 47 Pet Abilities, so go check out the new damage numbers and cooldowns!
  • Accompanying the rebalance are a number of fixes and other changes to pet abilities:
  • Pet Abilities that deal direct damage or apply damage-over-time buffs have had their damage significantly increased to better compete with damage multipliers like Poisonous Tips and Ghostly Wail.
  • Cooldowns have been increased on all pet abilities, generally being 20, 30, 45, or 60s (some rare outliers).
  • Simple abilities like Rock Throw have either a 20s, 30s, or 45s cooldown in most cases.
  • More potent or complex abilities like Poisonous Tips, Maelstrom, or Ghostly Wail generally have a 45s or 60s cooldown.
  • Pet Abilities with multiple tiers now have the same gameplay balance at all tiers.
  • The differences between the tiers are now visual only.
  • Different tiers are now named differently, so players can correctly reroll a pet ability to the desired visual tier.
  • Pet Ability descriptions have been entirely rewritten to better explain what the pet ability does and how it scales from Hero Damage.
  • Note that all Pet Abilities currently scale from Hero Damage; that’s not a change, we’re just making the scaling more apparent in the descriptions.
  • Future versions will likely change some pet abilities to scale from other stats, like Ability Power and Hero Health.
  • Visuals on a number of Pet Abilities have been increased/improved to better match their actual area of effects. A few abilities, like Fire Pillar and Lightning Grenade, have significantly larger effects.
  • Collision on various piercing projectiles has been revised (Stranglethorns, Bouncing Fire, Boulder, etc.). In some cases, the collision was too small, and in others, much too large. The collision now much more correctly reflects the actual size of the projectile fired.
  • Pet Abilities that use reflective shield mechanics (United Defense, Fire Shield, etc.) now reflect a useful amount of damage, and reflection damage is calculated before your resistances are taken into account.
  • Pet Abilities that deal damage over time now apply their effects at 1 second intervals to minimize the amount of damage number spam.
  • Numerous buff application bugs with all Pet Abilities, but especially Curse Aura and Hex, have been cleaned up. Buffs should apply more consistently and with consistent damage/lifespan results.
  • Pet Abilities that apply combo-able effects (Drenched, Oiled) have had their combo effects fixed and now properly scale from Hero Damage.
  • Projectiles on some pet abilities have been adjusted in speed/size/targeting to try and improve their ability to hit enemies (especially nearby, small enemies).
  • All effects that decrease enemy movement speed are standardized to a -40% speed decrease.
  • All effects that increase player movement speed are standardized to +50% speed increase.
  • Effects that previously increased both basic hero attack’s damage and added on-hit damage now ONLY add on-hit damage. This affects Poisonous Tips, Sandstorm, etc. The on-hit damage bonus has been increased in most cases to compensate.
  • Ghostly Wail’s damage bonus is now +100% at all tiers and its duration and range have been slightly decreased.
  • Dragon Protection is fixed; it correctly applies an absorbing shield to nearby Defenses.
  • Projectile arcs for certain abilities (Oil Spit, Lightning Grenade) have been improved to make aiming easier.
  • Lightning Grenade now detonates if enemies touch it.
  • Boulder now deals crushing earth damage.
  • Bouncing Lightning has been renamed to Chain Lightning and updated to use a projectile more similar to the Storm Gloves’s projectile.
  • Sparkle Party now deals damage as well as stuns.
  • Encouragement restores 75 mana.
  • Soothing Waters restores 300% Hero Damage as health.
  • Hex no longer causes damage over-time, to separate its effects from Curse Aura more clearly.
  • Tormented Thoughts no longer causes initial damage. It still causes damage-over-time and bonus damage when the enemy dies under the effects.
  • Gravebolt’s heal % has been decreased to offset the massive increase in the damage it received.
  • Plague Claw damage bonus per-hit decreased to +50% and now has the same maximum targets as other piercing pet abilities (Boulder, Ice Ball, etc.).
  • Bug Fixes:
  • The Invert Y Axis now works properly for the mouse. (You’ll need to turn if off and then back on to get it to work again.)
  • Earthshatter Tower no longer requires line of sight to attack.
  • Upgraded Skyguard Towers now properly slow enemies.
  • Changed Idle Flow passive description to fit how the rest of our slow effect descriptions are written (slowed by X% instead of slowed to Y%). The actual slow amount did not change.
  • Fixed an issue with the Altar Assassins death sequence.
  • Fixed an issue where melee combos unintentionally increased pet ability hero damage scaling.
  • Cleaned up formatting on the Daily Mission UI to make it more legible.
  • Tempered Anger Skill Sphere description changed for clarity. It now says this: “Mystic loses appeasement 50% slower and takes no appeasement damage when at 0 appeasement.”
  • Gun Witch animations while moving backwards diagonally no longer twitch noticeably while using a gamepad.
  • The Harbinger Huntress bow no longer shows grey boxes.
  • Crit Damage color is now properly applied to the correct damage number instance.
  • Adjusted the Mystic’s towers on the Create Hero screen.
  • Known Issues:
  • The new defender medals pets are using the regular pet meshes in the Petrinarian.
  • (Intended) We’ve reset player custom keybinds so we don’t have any wonky issues. Sorry for the inconvenience and frustration.
  • There is a chance when loading into the Tavern or Heroes Marketplace that the Defender Medal pets will be shown as available for gold instead of defender medals. It’s a race condition that can occurs. You can’t actually buy them for gold as you’ll get an error message (inventory full) and transitioning can fix this.

New in Dungeon Defenders II 16.1 (Sep 30, 2016)

  • Bug Fixes:
  • Added a fix for Bonus Missions not rewarding Defender Medals if we've already used that mission in the past. This should fix this week's mission (but not reset it unfortunately).
  • Fixed the Pet Affection bug from The Journey Begins update.
  • Dark Torment towers should no longer spawn in the sky.
  • Additional Difficulties for Maps should now only unlock at the end of the Campaign.
  • The Obelisk no longer produces giant grey boxes when attacking with Call to Madness.
  • Demon's Lair should show the correct iPWR now.

New in Dungeon Defenders II The Journey Begins (Sep 29, 2016)

  • The Mystic:
  • New Hero: The Mystic! Watch her hero trailer.
  • A reformed thief with a dark secret, the Mystic struggles to control the ancient Serpent God in her gauntlet. Summoning powerful strikes, the Mystic harvests the souls of her fallen enemies, appeasing the slithering deity. But without a constant stream of enemy souls, who knows what her master might do?
  • Abilities
  • Snakes?
  • Ability One - Lash Out: The Mystic summons the Serpent God to lash out at her enemies, which deals massive poison damage.
  • Ability Two - Call to Madness: The Mystic summons the serpent’s screech causing nearby enemies to turn on each other.
  • Snakes!?
  • Ability Three - Dark Torment: Hurls a dagger into a single enemy, which causes nearby Sand Viper towers to focus on the foe. Enemies defeated under Dark Torment turn to sand and get reborn as a friendly tower that hurts nearby enemies.
  • Ability Four - Serpent’s Coil: The now immortal Mystic has no need for traditional healing. With Serpent’s Coil, she hurls a dagger into the ground, and a snake wraps around it. The dagger deals damage to nearby enemies, and when the enemy dies, it turns into a healing orb that any hero can collect.
  • SNAAAKEEEEEEEES!?!?!
  • Defenses
  • Defense One - Snaking Sands: When an enemy trips this sand trap, a vortex appears and slows enemies down as they sink into the ground.
  • OH GOD, THEY’RE EVERYWHERE!!!
  • Defense Two - Sand Viper: The Mystic summons a slithering incantation that fires an increasingly damaging beam at an enemy. When the Mystic uses her Dark Torment ability, any nearby Sand Viper focuses its beam on the tormented foe.
  • Defense Three - Viper’s Fangs: The Mystic’s barricade. Not only does it stop enemies in their tracks, it also fires a poison bubble that lifts enemies into the air. Pop the bubble to create poisonous rain on any poor sucker caught underneath it.
  • AHHHHHHH!!!!!
  • Defense Four - The Obelisk: Inflicts up to five debilitating status effects on enemies across the battlefield while potentially shielding heroes. When the Mystic is fully appeased with souls, the Serpent God himself appears on the Obelisk to breathe unholy fire upon enemies.
  • Everything isss fine. Life is better now. All hail our new ssslithering overlords.
  • New Story and Progression:
  • We have moved the awesome animated intro video from the tutorial to the game’s startup.
  • 18 maps have been tied together under one unified storyline divided into Acts.
  • We redesigned the Game Browser map list to scroll vertically. Map selection should be much clearer in the new sequence. The map order of campaign becomes the map order across the game.
  • New “Next Map” Button on Campaign
  • Want to just keep going through the Campaign without being kicked back to the Tavern or Hub? Just hit “Next Map”!
  • New Campaign Story-centric Loading Screens
  • Check out the new chunks o’ story on our awesome looking loading screens. Then click to continue whenever you’re finished reading!
  • New Campaign Quest Line
  • New to the game? Visit the Knight Commander to get started!
  • Start out as a Squire or Apprentice, then unlock the Huntress/Monk on the first quest!
  • If you previously completed part of the Campaign quest line, we have translated your progress into an appropriate quest in the new quest line.
  • All of the NPCs and their functionality is unlocked from day one. None of this unlocking item upgrading at level 34 business. We want you to have access to everything from day one so you can decide what you want to do and when. It’s your game; play it how you want.
  • The game modes are Campaign, Defense, Incursions, and Onslaught. Difficulty for Campaign is Normal and Hard. None of this Freeplay/End Game/Insane monkey business.
  • The Campaign now takes all the heroes in your hero deck from level 1 to 50.
  • You may find yourself gaining 2-3 levels in one map! Be wary though, because the enemies get harder too.
  • SAS points have been reset and are now awarded every five levels.
  • New Rewards from Campaign
  • The way loot drops has been changed on every Campaign level.
  • Earlier levels have slightly higher drop rates of items to help you get started.
  • We’ve added specific loot into chests throughout the game to ensure you have important pieces to be successful as things heat up.
  • Lower-tier items now have more stats on them to make them a little more helpful.
  • Pet eggs drop earlier in the game
  • At the end of Campaign, you’ll be geared for the bottom end of Nightmare I.
  • Each win rewards Gold, Exp, and DM, especially for that first play through when you’re knocking out the campaign quest for the first time.
  • Sell and repair are now available at level 1!
  • Early Game Enemies and Difficulty:
  • Campaign Normal and Campaign Hard are both harder than what they used to be based on the feedback we’ve received from our community during Early Access.
  • Enemy spawns are punchier. You should see more enemies out at once.
  • Many Campaign maps have less waves, but less means harder.
  • Enemy health and damage are also increased.
  • We completely redid all enemy introductions. What is a tough enemy early becomes the norm later.
  • We rebalanced Defense Mana and Defense Unit budgets in the campaign revamp. Your defense placement choices and strategies are more meaningful and tougher.
  • Quality of Life and General Improvements:
  • New Main Menu
  • We’ve completely redesigned the Main Menu with a focus on our fantastic world art and easier-to-understand navigation options.
  • We’ve added clearer social buttons, a news panel and a new ticker to keep you up-to-date on the latest and greatest from Dungeon Defenders II.
  • By adding the news panel on the Main Menu, we’ve killed it from where it used to be, which was an annoying popup that showed up when you entered the Town or Tavern for the first visit of a session.
  • Now you can continue the campaign from where you left off, straight from the Main Menu.
  • Warmup Phase Change
  • When you enter a map, we’ve reworked how the warmup phase timer works. Now you can hit “G” to end the warmup phase and kick off the first build phase.
  • Changed the size and decay of damage numbers to clean up some of the UI clutter in our game.
  • New Options Menu Features
  • We’ve added new controller options on the PS4:
  • Look Sensitivity -- Change how fast the screen scrolls when you move the targeting reticle with the right thumbstick
  • Dead Zone -- Change how far you have to push the right thumbstick to move the targeting reticle
  • Play the Tutorial as many times as you want, now located on the Options Menu. (Bigger Tutorial changes coming soon!)
  • Region Selection is now in the Options Menu; however, you can only change the setting while you are on the title screen.
  • Passives on gear have been slightly tweaked. They now roll in different amounts on different rarities of gear.
  • Gray through Blue should have no passives.
  • Epic and Mythical have two passives.
  • Legendaries have three.
  • New Create a Hero screen
  • We even added some fancy-schmancy voice overs tell you about each hero.
  • We tweaked the “Create Game” pop-up to be a little easier to understand.
  • We greatly increased the timer at the end of matches so you can go through your loot at your own speed.
  • Music Updates
  • We’ve added a new Victory track that plays whenever you complete a match. #nostalgia
  • We’ve also added a new track for the Town!
  • PS4 - Several Options moved to the profile so they can be supported in split-screen
  • Invert Y-Axis
  • Scavenger Level (it’s a PS4 thing that will hopefully go away soon with the new inventory)
  • Show Hints
  • Coalesce Damage Numbers
  • Show Damage Numbers on Dummy
  • Show Damage Numbers
  • Cleaned up many UI messages to only show more relevant announcements.
  • You can now sort your bags by iPWR.
  • Enemy intro videos have been removed… for now.
  • The Relic Hunter and Petrinarian have new dialogue.
  • Bug Fixes:
  • Fixed more issues with the coalescing damage numbers to increase game performance.
  • Fixed Poison Dart Towers being able to shoot through walls.
  • Ogres can no longer be teleported by Null Void to get stuck behind the spawns.
  • Fixed the Oiling Strikes and Chilling Strikes skill spheres not applying.
  • Fixed the Medium Experience Bonus II Skill Sphere.
  • Fixed an issue with the Explosive Guard and Shielding Guard Ubers not functioning on Squire Blockades.
  • Fixed an issue with the Lavamancer where Molten Core would cost more Molten Power when wearing a Helm of Storms.
  • Fixed an issue with the Lavamancer’s Volcano where you could teleport around while moving the Volcano to new locations.
  • Fixed an issue where Volcano would stop shooting after casting Eruption several times.
  • Fixed an issue where EV2 would have full heat at the start of a Combat Phase.
  • Fixed some issues with displaying the proper stats when inspecting towers.
  • Fixed an issue where you couldn’t close some UI elements with the B button on controllers.
  • Fixed an issue where some enemy spawns didn’t have the correct minimap icons to show where enemies were coming from.
  • Fixed an issue with Drakin pathing on Nimbus Reach.
  • Fixed an issue where Betsy wouldn’t spawn if you hit G in certain areas.
  • Fixed some text issues on the Hero Creation screen
  • Fixed when “Flameburst Tower Destroyed” would spam the UI when a series of EV2 nodes would get destroyed.
  • Fixed an issue with the Gun Witch’s Ice Needle being able to cause Altar Assassins to fall into pits while invulnerable.
  • Fixed an issue with Frosty Towers trying to shoot into the ground. (More Frostbite fixes incoming.)
  • Fixed an issue where Harbinger would just walk off of his ship if a player used Lavamancer’s Submerge.
  • Fixed the Bling King randomly pausing during animations
  • Fixed the Power Surge Incursion not loading the correct music during the warm up phase.
  • Fixed an issue on Ramparts and added Ogres on Nightmare.
  • Cleaned up the collision on Arcane Barrier to have more placement options of other defenses near it.
  • Fixed some broken animations on the Huntwitch and Black Magic Ops Gunwitch skins.
  • Fixed a typo in the Abyss Lord’s Explosive Arrows passive.
  • Known Issues With This Update:
  • Profile options (listed in “Quality of Life and General”) will stomp main menu options. This should not affect region selection. Also Main Menu Options Menu navigation will be a targeted area of improvement for navigation in a patch coming soon.
  • We disabled Victory Chest re-rolling for now to prevent an existing loot bug. It will return in the future!
  • Towers have decided to show solidarity with the Old Ones’ army and will not display their health bars if enemy health bars are turned off. Stand strong brothers and sisters.
  • The region setting will not display what region you’re in the options menu once you are in game if you did not open the options menu on the title screen first. (even if you didn’t change the default setting)

New in Dungeon Defenders II 15.5 (Sep 27, 2016)

  • Added a potential fix for the missing Daily Mission bug.
  • If you received a Daily Mission yesterday and you login today less than 24 hours after you got yesterday's Daily, you won't get a Daily today until 1AM EDT.
  • If you login 24 hours after you got your Daily yesterday, you will get one when you login.
  • If you didn't get a Daily yesterday, you will get one today when you login.
  • Added a potential fix for the Altar of the Athame Incursion not finishing.
  • Added a fix for the stuck tutorial bug. If you're still getting stuck in the tutorial, please blink twice.

New in Dungeon Defenders II The Dark Altar Update (Sep 14, 2016)

  • FeaturesL
  • New Map: Crumbled Bulwark
  • As selected by you in our Influence Vote, our newest map is the Crumbled Bulwark!
  • Crumbled Bulwark is a remake of DD1’s Ramparts. Medium-sized map. Three cores.
  • New Incursion: Altar of the Athame
  • Includes a special new Incursion Enemy: the Altar Assassins. Complete this Incursion to receive...
  • New Mystic Dagger: The Dark Ritual Blade
  • Drops from the Victory Chest in the Altar of the Athame Incursion
  • This dagger is for the Mystic, who will arrive in our next update!
  • New iPWR 750 Ring
  • Has a chance to drop in the Victory Chests in the Altar of the Athame Incursion
  • Bug Fixes:
  • Added more fixes to the Daily Mission and Daily Map Bonus bugs. If you’re still not receiving your Daily Missions or Daily Map Bonuses, please let us know. (It’s possible that you won’t receive a new daily until the next refresh at 1AM EDT, so if you don’t see your Daily Mission or Daily Map bonus after this update, please wait until the refresh to see if this fixes the issue.)
  • Made a code change to damage numbers to improve client/server stabilization.
  • Fixed a keybinding error where re-binding “Activate” to a different key would break EV2 node placement on the newly bound key.
  • Added a fix for the minimap not showing up on Liferoot Forest. Let us know if it’s still not working for you.
  • Fixed a crash that would happen with the Apprentice Armageddon Staff.
  • Fixed a graphical error on the tooltip for inspecting defenses.
  • Fixed the Molten Citadel Incursion to include a Nightmare I version.
  • Fixed a bug where a very particular instance was rewarding more Defender Medals than intended.
  • Fixed an issue where an extra daily reroll was being given.
  • Fixed a bug where if a player fired Ice Needle while still rising during a double jump, the projectile misfired.

New in Dungeon Defenders II 15.3 (Sep 12, 2016)

  • Bug Fixes:
  • Fixed the daily mission refresh to continue giving new daily missions and map bonuses.
  • Known Issue:
  • Anyone that comes into the patch with three existing quests, and you complete one quest, you’ll get another daily quest that was meant for the following day. Then ON that following day, you will not receive a new quest. It’s a little wonky, but we’re working on it.

New in Dungeon Defenders II 15.2 (Sep 7, 2016)

  • Improvements:
  • We have optimized the way in which buffs replicate between the client and server. Ask Javo (lead programmer) if you want more details, but this will hopefully be the first of several improvements in connection stability and performance.
  • The Awakening Weapons have been re-added to drop tables and all four are now available in the Throne Room.
  • Metrics stuff added and fixed behind the scenes because every move you make / we'll be watching you...
  • Bug Fixes:
  • R3 now opens the pop-up shop in the pet menu again on PS4.
  • Lavamancer Shine Spark (Fissure) Passive now spawns on items with defense power.
  • Some enemies have finally left the nest and will no longer be hiding in spawn behind their mother's wing.
  • We changed two descriptions (one for EV2 and one for Lavamancer) which means its time for a treasure hunt!!!
  • Scorched Tome should now spit even moar hawt fiyah since it will only spawn with hero stats (if it knows what's good for it that is...)

New in Dungeon Defenders II 15.1 (Aug 31, 2016)

  • Lavamancer:
  • Defense Medal cost reduced to 10,000!
  • Improvements:
  • Map-specific item drops (like the Toxic Shock bow) can drop up to iPWR 700 in NM4, regardless of the iPWR of the map.
  • Loot drops for the Gun Witch, Abyss Lord, Series EV2 and Lavamancer now have Loot V2 stat pairing hooked up.
  • Players kicked from a public game can no longer rejoin the game.
  • Added a DPS Numbers Only option for Target Dummies in the Options Menu.
  • Reduced the number of enemies in an Onslaught Horde wave.
  • Controller: Interacting with NPCs and picking up items is now bound to R3. Ping is now functioning properly on L1 > R1.
  • Balance:
  • Fissure of Embermount starts dealing damage to enemies at Tier 2 now.
  • Bug Fixes:
  • Several memory leaks that caused players to fall through the game world have been plugged. If you are still experiencing this issue, please contact our customer support and attach your client log from the session where it occurred. Directions for this can be found here.[trendyent.zendesk.com]
  • Material and texture loading optimized to decrease loading times.
  • Maw of the Earth Drake no longer gives nearby towers attack speed boosts when under the effect of Eruption.
  • Incursions should now drop the correct rewards.
  • Series EV2 Hero Sale:
  • For the next two weeks, Series EV2 and the EV2 bundle are on sale!
  • Series EV2 Hero: 900 Gems
  • Series EV2 Hero + Costume Bundle: 1,400 Gems

New in Dungeon Defenders II The Herald of Embermount Update (Aug 17, 2016)

  • Features:
  • New Hero: The Lavamancer:
  • Utilizing his Molten Power and the ability to quickly traverse the earth, the Lavamancer wields the power of magma and fire. With new abilities and towers, the Lavamancer is ready to rumble!
  • For more information, see his full ability/defense reveal trailer.
  • The Embermount Bundle includes the Molten Juggernaut costume.
  • Daily Mission Cooldown Timer:
  • Added a timer to show you when daily missions will reset.
  • New Coalescing Combat Text Option:
  • Optimized combat text to reduce the spam and make your DPS more readable.
  • Damage types should now coalesce together.
  • i.e. Fire damage groups with fire damage, physical damage with physical, etc.
  • Crits should still be highlighted individually from other damage numbers and have increased size. The size might be too large. We'll tweak it based on your feedback.
  • If you still want to see individual damage numbers, you can either fire at a slower pace, or turn off coalescing damage numbers in the Options Menu.
  • Added the Betsy Egg to the Defender Medal Store
  • You can now buy the Betsy Egg for 10,000 Defender Medals.
  • Lockbox Update:
  • Lockboxes do not drop duplicate items anymore.
  • If you have everything unlocked from a lockbox, a message will appear letting you know that when you try to reopen it.
  • Other:
  • Life Leech can now spawn on Guns, Canisters and Lava Arms.
  • Changed some inspect tooltips to show relevant stats now. For instance: The Skeletal Orc and Colossus now show DPS.
  • Moved Alpha watermark to just the Main Menu so that it won't get in the way of gameplay or clutter the screen
  • Balance:
  • Flamethrower and Flameburst Towers:
  • Extra Flame Damage Skill Sphere now has a 20% chance to hit for 100% extra damage.
  • Flameburst Tower Defense Power ratio increased from 3.5 to 4.1
  • Flamethrower Tower Defense Power ratio increased from 0.625 to 0.7
  • The overall result of these changes is that the Flameburst and the Flamethrower deal more damage.
  • Other Changes:
  • Black Arrow passive scales between 21% and 30% instead of 2.1% and 3.0%.
  • Karma Vortex passive can now roll up to 60%.
  • Fixed Frostbite Towers re-fire rate to work as intended. They were firing much faster than they were supposed to be. Maybe they were just excited.
  • Bug Fixes:
  • Fixed some Inventory and Escape Menu memory leaks.
  • Fixed the "Game Is Already Running" launcher bug that prevented some players from playing.
  • Fixed an issue when you would re-bind the E key for tower placement. Now you can move AND it will work with EV node placement.
  • Fixed the Spectral Knights increasing the attack speed stat instead of stunning towers. Improved the tooltip’s communication of this effect.
  • Fixed an issue where tooltips would stick around visually if you had a controller enabled but were still using mouse and keyboard.
  • Fixed an issue where you had to press E or I twice to open the Inventory screen.
  • Fixed the enemy health numbers not respecting the choice within the Options menu.
  • Fixed the Thorns spheres.
  • Fixed the Molten Citadel map icon.
  • Fixed the Demon Lord sticking around after winning or losing the Molten Citadel Incursion.
  • Fixed the dialogue text staying on screen for the duration of the Buried Bastille Incursion.
  • Fixed tooltips not refreshing on Hero Swap and Level Up.
  • Fixed the intro cinematic that plays on Ramparts Siege map.
  • Fixed some Incursions showing up as “Defense” maps on the Pause screen.
  • Fixed Sticky Grenades and Concussive Shots not damaging the Harbinger.
  • Fixed a grammar error with the Proton Charge Deflect skill sphere. We change “it” to “its.” Gamechanger.
  • Fixed the Power Surge Incursion Combat Phase timer craziness that was going on with multiple players pressing G or not pressing G.
  • Fixed the Skeletal Archers description in the Create Hero screen.
  • Fixed the issue where pressing Esc while sniping with a Gun Witch and changing weapons would break the Gun Witch.
  • A fix for inspected defenses not showing stats on the tooltip pop-up.
  • Earthshatter towers no longer appear to fire twice.
  • Fixed victory chests bloom levels so they will stop glowing at supernova levels.
  • Fixed an Abyss Lord tome that dropped as “Default Tome.”
  • Removed all default weapons from being able to drop as a regular item.
  • Fixed the Character Stat screen to stop displaying decimals so that numbers stop overlappying each other.
  • Players can now browse the What’s New screen with a controller.
  • Fixed some overlapping HUD text issues when using a controller.

New in Dungeon Defenders II 14.5 (Aug 12, 2016)

  • Bug Fixes:
  • Sky Dragon’s Fury:
  • We fixed this weapon doing one damage. It wasn’t cool, so we told it to stop.
  • Medium Sphere:
  • Experience Bonus Sphere fixed
  • Large Spheres:
  • Bewitching Hour Sphere fixed
  • Boost Blockade Health Sphere fixed
  • Charge Primary Sphere fixed
  • Crane Stance Sphere fixed
  • Dragon Stance Sphere fixed
  • Empowering Calm Sphere fixed
  • Extra Flame Damage Sphere fixed
  • Fire for Effect Sphere fixed
  • Fight Me Not Sphere fixed
  • Lightning Damage Sphere fixed
  • Long Range Sphere fixed
  • Powerful Spears Sphere fixed
  • Shiny Spokes Sphere fixed
  • Spiders Kiss Sphere fixed
  • Steam Powered Sphere fixed

New in Dungeon Defenders II The Demon Lord Update (Aug 3, 2016)

  • Features:
  • New Map: Molten Citadel
  • Thanks to your previous Influence vote, our next map is the Molten Citadel! Molten Citadel is a remake of DD1’s Magus Quarters. A fiery lava moat surrounds this explorable castle. Also, skeletons. Medium-sized map. One core.
  • New Incursion: Demon’s Lair
  • Turn up the heat with the new Molten Citadel map and a superheated Incursion featuring Lava Guardians and the fierce Demon Lord. HE’S ON FIRE! Can you keep your cool?
  • New Abyss Lord Weapon: Scorched Tome of Molten Brimstone
  • You play with fire, you’re gonna get... The Scorched Tome of Molten Brimstone. Burninate foes with the power of earth and flame, then finish ‘em off with great balls of magma.
  • iPWR 750 Medallion on the Demon's Lair Incursion!
  • New Incursion Enemy: Lava Guardian
  • The hot n’ heavy Lava Guardian enters the Demon’s Lair Incursion with attacks that are sure to get you hot and bothered.
  • New Squire Costume: Guardian of the Molten Citadel
  • Think DD2 is hawt? Help keep cool, new stuff coming and wear your support by splurging on the Squire’s Guardian of the Molten Citadel variant! It comes with 27 accessories and 127° C of style.
  • Changing Terminology
  • We’re changing “Challenges” back to “Incursions” (because too many things in our game are called Challenges) and “Defense” back to “Campaign” (because in a few updates, this will feel more like a traditional Campaign). Deal with it (but seriously, we hope that’s the last time).
  • Additional Changes
  • Fixed a bug where some defenses weren’t attacking dummies in the Tavern. Sky Guards still don’t work, but maybe one day.
  • Added “Wave” and “Phase” to the Game Browser.
  • Balance:
  • Skeletal Ramster targeting yaw increased from 10 to 17.
  • Skeletal Ramster should now be able to hit everything within its area of attack.
  • Bug Fixes:
  • Fixed several server crash bugs. Fixing crashes and weird loading issues (like the falling through tavern bug) are our top technical priority!
  • Fixed an issue where some Nightmare IV maps had their recommended iPWR set too high.
  • Fixed the Squire’s Slamming Block to only apply on successful blocks.
  • Fixed some legacy pets having unexpectedly high stats.
  • Fixed some legacy gear having base stats that were in the stratosphere.
  • Fixed some spelling issues on the Forest Poachers Incursion. We ams gud spellarz.
  • Fixed an issue on Liferoot Forest where people could get out of the level with the Glaive of the Storms.
  • Fixed a bug with the Cooldown Reduction Sphere occasionally causing abilities without cooldowns to suddenly have them.

New in Dungeon Defenders II 14.3 (Jul 27, 2016)

  • Balance:
  • Series EV2 Proton Beam:
  • The end result of these changes should make the Proton Beam stronger than what it currently is but not as strong as it was before the Power Surge update:
  • Defense Power ratio increased 0.4 -> 0.6
  • Defense Crit Damage ratio increased 1.0 -> 1.15
  • Defense Power upgrade ratios decreased to 1.0 -> 1.3 -> 1.6 -> 1.9 -> 2.2
  • Defense Crit Damage upgrade ratios fixed and set to the same as Defense Power upgrade ratios
  • Fixed bug that was making Crit Damage scale incorrectly. It should now scale per upgrade instead of maxing out at Tier 1.
  • Series EV2 Reflect Beam:
  • Defense Power ratio increased 12 -> 15
  • Defense Power upgrade ratios decreased to 1.0 -> 1.1 -> 1.2 -> 1.3 -> 1.4
  • Defense Crit Damage ratios fixed and set to the same as Defense Power upgrade ratios
  • Radius increased 250 -> 300
  • Fixed bug that was making Crit Damage scale incorrectly.
  • Weapon Manufacturer:
  • Fixed a minor Defense Speed scaling bug (now properly scales, slightly, with Defense Speed).
  • Poison Dart Tower:
  • Poison Dart Tower's Poison Damage can now exceed the 20,000 per tick, per stack Damage Cap. You should no longer hit a damage cap.
  • Bug Fixes:
  • Removed unused values on the Inspect Defense tooltip for the Proton Beam, Reflect Beam and Weapon Manufacturer.
  • DPS, ATK Damage and several other values will now display on the Inspect Defense tooltip for the Proton Beam, Reflect Beam and Weapon Manufacturer. (DPS on Reflect Beam and Weapon Manufacturer is not calculated correctly and will be fixed in a future update.)
  • Buff Beam now displays proper fields on the Inspect Defense tooltip.
  • Special Delivery, Boom Headshot, Howdoken and Firing My Lazer challenges will now properly track progress.
  • Special Delivery Steam Achievement should now properly unlock once the requirements are met.
  • Fixed a bug where if a player did not answer the prompt when the party leader transitions, the leader eventually left the map but the party was not disbanded.

New in Dungeon Defenders II Power Surge Update (Jul 20, 2016)

  • Features:
  • New Challenge: Power Surge!
  • Storm’s a-brewin’ at Dragonfall Bazaar! While the storm rages, towers gain supercharged attack speed, instant upgrading and instant build time during Combat Phase, but the intensity causes towers to explode after a short time. Can you survive the storm?
  • Glaive of the Storms Monk Weapon
  • Guaranteed drop from the Power Surge Challenge.
  • Walking Tempest - 40% increased movement speed. Basic attacks deal [20-40%] Hero Damage as Magical Storm Damage.
  • Storm Rider - Glide on a Storm Cloud for [15-35] seconds drenching enemies under you. Every 2 seconds, the Storm Cloud strikes targets for [1000-2000%] of your Ability Power as Magical Storm Damage. While gliding, primary attacks are ranged lightning bolts that deal [250-450%] of your Ability Power as Magical Storm Damage.
  • iPWR 750 Boots
  • Complete the Power Surge challenge for your chance to get iPWR 750 Boots from the Victory chest!
  • Game Browser UI Updates
  • Updated the filters to reduce confusion on Public vs. Private Game creation. Public vs. Private Game creation is handled on the Create Game screen.
  • The Create Game button will always remain active. If a player is unable to create a game, clicking the button will inform the player of what hasn’t been selected yet in order to create a game.
  • Daily Bonus icon should now appear for Challenges in the Game Browser.
  • Increased the size of map icons to improve map readability.
  • Docked the buttons to fix aspect ratio issues where the buttons would appear in odd locations.
  • New EV2 Costume: Mark 3
  • Remember the days of dressing up like a Bounty Hunter? EV2 remembers.
  • Other Changes
  • Increased the AFK timer to improve Maximum Pooping Efficiency.
  • Changed the Inspect Defense tooltip to factor in critical hits.
  • Improved party invites to stop nefarious players from spamlocking players in the Heroes Marketplace.
  • Level and difficulty should now show up on the Pause screen in every map, mode and difficulty.
  • Added links to Hero Videos on the Create Hero screen. These are only available if you have not unlocked the hero.
  • Balance:
  • Huntress Poison Dart Tower
  • Poison Dart Tower Skill Sphere Change
  • Changed Poison Dart Tower’s “Poison Stacks” sphere to “Poisonous Fangs,” which improves poison damage by 30%.
  • Viper’s Bite Rebalance
  • Viper’s Bite now rolls between [50 - 80] instead of [110 - 150] of Defense Power as damage in an AoE radius
  • Range reduced from [1500 - 2000] to [700 - 1500]
  • Abyss Lord Skeletal Archer
  • Damage Buff
  • Archers damage has been increased from 3.85x your Defense Power to 4x
  • Angle Buff
  • Angle increased from 120 to 165
  • Speed Rebalance
  • Rate of fire decreased from 1.67 to 2.2
  • Range Rebalance
  • Base range reduced from 4000 to 3250
  • Targeting Rebalance
  • Archers used to pull less aggro than Flamethrowers. They are now equivalent to Flamethrowers.
  • Upgrade Damage Strength Rebalance
  • The amount of damage upgrade per upgrade level has been rebalanced.
  • For example: Tier 2: 1.65 is now 1.5 and Tier 5: 3.6 is now 3.0
  • Explosive Arrow Rebalance
  • The passive roll range has been reduced from [185-325] to [85-200]
  • Abyss Lord Skeletal Ramster
  • The Ramster is meant to be ridiculously good at one thing, massive AoE burst. His weakness is… pretty much everything else.
  • Damage Buff
  • Increased Defense Power gain from 3.0 to 3.2
  • DU Buff
  • Ramster is cheaper now at 50 DU instead of 60
  • Attack Rate Rebalance
  • Rate of fire decreased from 1.8 to 2.5
  • Apprentice Earthshatter
  • Upgrade Damage Buffed
  • T2: 1.4 to 1.5
  • T3: 1.8 to 2
  • T4: 2.2 to 2.5
  • T5: 2.6 to 3.0
  • Range Buff
  • Range increased from 3600 to 4000
  • No longer gains range from upgrades
  • Defense Power Scaling Buff
  • Damage scaling increased from 15 to 22
  • Squire Ballista
  • Defense Power Scaling Buff
  • Increased DP scaling from 9.5 to 12
  • Defense Units Rebalance
  • DU increased from 50 to 60
  • Series EV2 Proton Beam and Reflect Beams
  • Crit Damage Scaling Rebalance
  • Reduced the base crit damage from 245 to 70
  • Lucky Salves Rebalance
  • Lucky Salves now increase crit chance by 25% (additive) instead of multiplying current crit chance by 6x. This affects Defense and Hero salves.
  • Bug Fixes:
  • The Frosty Power staff (Chilling Touch) drops again on the Forest Poachers Challenge. HUZZAH!
  • Fixed an issue when a player would get a 5002 error when attempting to transition to a map with a party and all subsequent attempts to matchmake would result in errors.
  • Fixed an issue where if matchmaking times out after player has elected to return to Tavern from the Defeat/Victory window, the player would be unable to close the window or access the Options menu normally.
  • Fixed a bug where attack rate was not properly scaling with Attack Speed SAS points. Previously, putting 1 point into Attack Speed would set it to max. Now players must max out the Attack Speed stat to achieve max value. The maximum value has not been changed.
  • Fixed an issue where the Abyss Lord’s Orc Blockades and Colossus health would show up differently in tooltips and their HP bar.
  • Fixed a discrepancy between the tooltip health value and the actual health value of the Colossus and Orc Blockades. They were off by 150 points.
  • Fixed an issue where the leader of a party who initiates the decision to move to another match/tavern would receive the stay together/stay behind party prompt.
  • Filters should function correctly for Challenges now.
  • The Squire will no longer display his default shield graphic under the newly equipped one.
  • Adjusted the Huntress’s Bling Bow primary fire splash AoE graphic to more accurately match the size of the AoE. It’s now a little smaller.
  • Added some jumping sound effects to the Black Magic Ops costume.
  • Fixed some animation issues with jumping and using abilities on the Gun Witch.
  • Reduced the volume on electric buffs by about 40%.
  • Increased volume of the Broomnado ability SFX.
  • Increased collision on Dragonfall Sewers mana nodes.
  • Fixed an issue with the Storm Gloves projectile when equipped on EV2 or Huntress.
  • Repositioned the Ghastly Halberd on the Item Enhancement wheel.
  • Fixed an issue where the VFX balls that spawn when the player is interacting with towers did not remain static when the Ghastly Halberd is equipped.

New in Dungeon Defenders II 14.1 Hotfix (Jul 13, 2016)

  • Browser Change:
  • Updated the Suggested Item Power for all Nightmare IV difficulties to be 700. This should hopefully solve the issue where the browser would lock players out of creating NM4 maps.
  • Balance:
  • Gloves of Storms and Ravenhost Projectile Update
  • Storm Gloves and Ravenhost Projectile now hit the correct number of targets. Previously, these could hit more targets than intended.
  • Projectile lifespan reduced from 10s to 5s.
  • Bound distance reduce to minimize excessive distance bouncing (3500 to 2500)
  • Gloves of Storms Balance Update
  • Hero Damage Ratio decreased from 150% Max to 25% Max
  • Proc Rate Max decreased from 2.5/s to 1.0/s
  • Maximum Bounces from decreased 8 to 4
  • Projectile now deals Storm damage (was Magic damage)
  • Developer Note: The Gloves of Storms were causing damage beyond what was intended. These changes should make this piece of the set advantageous and desirable to DPS players but more balanced.
  • Sky Dragon’s Fury (Betsy Polearm)
  • Fixed a bug where the Sky Dragon’s Fury mini-aura would continue to do damage after it despawned. Duration is now 10-15 seconds.
  • Developer Note: Our changes to the Betsy Polearm were having an unintended effect where the mini aura would remain after its expiration. This one is more of a bug fix, but since it affects balance, we added it here.
  • Bug Fixes:
  • Fixed an issue where the Glove of Storms was not working on the Abyss Lord.
  • Fixed an issue where with some heroes the Glove of Storms projectiles were not originating from the heroes.
  • Fixed several server crashes related to joining matches.
  • Fixed an issue where items would occasionally all drop at iPWR 1.
  • Fixed an issue where the Red Spectral Knight would not get cleansed in the Spectral Knight Incursion.
  • Fixed an issue where the Storm Boot passive could appear on any item.
  • Fixed an issue where the Game Browser scroll bar would not reset back to the top when the list of games gets smaller based on filters. (It would appear as though there were no available games because the Browser would scrolled down past the list of available games.)

New in Dungeon Defenders II Power Up Update (Jul 8, 2016)

  • Features:
  • New Hero: The Gun Witch!
  • As selected by you in our Influence Vote, the Gun Witch is here!
  • Using Broom Power, a magically regenerating resource, the Gun Witch has no need for blue mana and can use all of her powers at will. With abilities and witchcraft spells, the Gun Witch can fly from spot to spot, hovering in the air as she snipes enemies on the ground.
  • The Gun Witch Bundle includes the Black Magic Ops costume!
  • Game Browser
  • We’ve made a ton of changes to how you play maps and create games in the Power Up update. With the new Game Browser, you can now see every game being played. No more jumping blindly into a game hoping to find other players! Use the map, mode and difficulty filters to find the open games you want to play, or create your own. Entice players to join you by adding a custom name to your game. With the minimum iPWR filter, you can make sure the right people are joining your games.
  • To play a Private Game, select the map, mode and difficulty, and then select Create Game. On this new popup, you can choose to create a Public or Private Game.
  • The Game Browser replaces the old War Table flythrough screen, which should free up some memory.
  • This is a first pass on the Game Browser. We’ll add more filters and settings based on your feedback, and we’ll clean up some of the rough edges on the UI in a future update.
  • Reorganization of Campaign and Incursions
  • We’ve restructured the game into three game modes: Defense (previously called Campaign), Challenges (previously called Incursions), and Onslaught. All of these modes are unlocked from the beginning. Each mode now contains the following difficulties: Normal, Hard, Expert, Insane, and Nightmare I - IV. Thanks to your Influence Vote, Normal and Hard are both unlocked from the beginning, and the other difficulties unlock as your heroes’ level increases.
  • More reorganizations to come with our upcoming Strategy Revamp changes!
  • First Armor Set: Armor of Storms
  • We’ve added our first armor set to the game! Armor sets can be worn by any hero. Each piece in a set has a unique Legendary Passive centered around a particular theme. This set is themed around lightning and storms.
  • This set is catered towards DPS heroes.
  • Gloves of the Storms:
  • Smites of Lightning: Attacks spawn a projectile that upon colliding with a target deals X% of your Hero Damage stat as damage and bounces up to Y times
  • Helm of the Storms:
  • Lightning Mana: Increases your mana capacity by X with a Y% chance on hit to regen mana at a high rate for Z seconds
  • Chest of the Storms:
  • Taser Suit: X% chance on taking damage to stun the enemy that hit you for Y seconds
  • Boots of the Storms:
  • Lightning Boots: Increases movement speed by X. Upon landing, you deal Lightning Damage in an area around you dealing Y% of your Hero Damage stat as damage.
  • Each piece is located in the Victory Chest on different maps, so find them all!
  • We’ll be paying close attention to your feedback about this set, so please try it out and let us know what you think!
  • Unique Legendary Loot Update
  • In this update, we’re spreading out our unique legendary loot so almost every map has something unique to farm. Just like the recent Incursion weapons, these are guaranteed drops every time you win the map. Here’s a teaser of where you’ll find some of these items, but we’ll leave it to you to discover where the other items live:
  • Dragonfall Bazaar: Toxic Shock Bow
  • Forgotten Ruins: Charge of the Harbinger Sword (DPS)
  • Liferoot Forest Incursion: Armageddon Staff
  • Ramparts Incursion: Purge Evil Polearm
  • Daily Mission Updates
  • Based on your feedback, we’ve made the following changes to Daily Missions:
  • Reduced the number of maps required to complete the Daily Missions from 5 to 3 and 3 to 2. Dailies are faster to complete now.
  • Reduced the likelihood of seeing Daily Missions that require you to win on maps in a certain area and increased the chance of seeing general “Win X Maps” Dailies.
  • Adjusted the number of Defender Medals given for Daily Missions so that completing Daily Missions that require you to win on maps in a certain area are more rewarding than the general Dailies.
  • Melee Update
  • In an experiment, we’re removing root motion (automatically moving forward while swinging) on the Medium Squire swords! It’s our goal that this change will give you more freedom and player control while melee attacking. Please try this out and let us know what you think. If you like it, we’ll apply it to the other Squire weapons and then to other melee heroes.
  • Balance:
  • A big balance focus of this update was bringing the four original heroes up to the level of our newest heroes! We’ll be paying attention to game data and your feedback for more tweaks and changes.
  • As part of our hero buffs, we're updating some of our old passives to a new system, removing some passives and combining others into a single passive on a single item. As a result, we will be rerolling a number of passives. If the passive is getting updated to a new system, the value will be rerolled to either a higher or lower number than what you currently have. If the passive is being removed, it will be rerolled into another passive of a similar type (so if it’s a defense passive, it’ll be rolled to another defense passive). The end result should be that the four original heroes are on par with the new heroes, giving you more defense setup variety. From there, we’re working on changes in future updates to make the game more challenging and rewarding!
  • Abilities:
  • Pole Smash
  • Buffed damage significantly
  • Removed cooldown
  • Reduced to mana cost to 25
  • Falloff damage removed
  • Scales off of Ability Power
  • Chi Blast
  • Buffed damage significantly
  • Removed cooldown
  • Increased mana cost to 50
  • Falloff damage removed
  • Heroic Presence
  • Increased damage buff
  • Increased Heal Strength
  • Increased mana cost to 100
  • Cooldown is now 10 seconds
  • Shielding Wave
  • Buffed the Shield Strength to 2000% of your AP
  • Mana cost is 100
  • Cooldown is now 10 seconds
  • Defenses:
  • Lightning Aura
  • Increased Damage
  • Lightning Strikes Aura
  • Increased Damage
  • Boost Aura
  • Increased the amount of DP given to defenses by 25%
  • Sky Guard Tower
  • Damage increased slightly
  • Gear:
  • Monk Harbinger Weapon
  • Pole Smash Fist (Passive)
  • Cooldown reduction removed
  • The two fists now roll their damage independently
  • First fist between X
  • Second fist between Y
  • Rebalanced stats to be more viable
  • Lightning Strikes Passive
  • Chance to proc is now variable
  • Damage from first fist is now variable
  • Area damage from smaller fists is now variable
  • Rebalanced to be more viable
  • Serenity Aura Range Passive
  • Only appears on gloves now
  • Value increased slightly since it’s only on gloves now.
  • Serenity Aura Slow Passive (Idle Flow)
  • Increased intensity of the slow
  • Betsy Weapon Passive
  • Slight change to do a chance on hit that secondary attacks will spawn a lightning area, dealing a portion of your Hero Damage stat as storm damage for a randomized amount of seconds.
  • Abilities:
  • Magic Missile
  • Increased damage
  • Increased max number of marked targets to 8
  • Removed cooldown
  • Reduced mana cost to 25
  • Tornado
  • Increased damage
  • Increased knockup duration
  • Reduced cooldown to 2 seconds
  • Max targets you can hit is now 10
  • Lightning Rod
  • Massively increased damage
  • Stun duration is now 18 seconds
  • Cooldown is now 10 seconds
  • Mana Bomb
  • Increased damage
  • Cooldown is now 10 seconds
  • Defenses:
  • Arcane Barrier
  • Buffed Arcane Barrier Health
  • Flameburst Tower
  • Increased Damage
  • Reduced AoE damage falloff
  • Earthshatter Tower
  • Earthshatter Tower is now single target and heavy damage.
  • Gear:
  • Balanced the Halberd primary fire.
  • Slightly reduced firing rates on all staves and increased damage of attacks. Don’t worry: There are still fast-firing staves.
  • Buffed secondary attack damage on staves.
  • Apprentice Harbinger Weapon
  • Arcane Barrier Passive
  • Removed health bonus given since base health of the Barrier was boosted
  • Increased damage effects
  • Increased DoT duration to 8 seconds
  • DoT damage scales separately from meteor damage
  • Mana Bomb Passive
  • Buffed to be more viable
  • The three passive values roll separately now (Shield Strength, DoT Damage, and Meteor Damage)
  • Frost Fire and Frosty Power
  • Frost Fire removed and replaced with Frosty Power
  • Frosty Power only appears on weapons now and replaces the Frost Fire passive
  • Increased amount of power gained to account for the loss of Frost Fire
  • Abilities:
  • Sword Beam
  • Increased damage
  • Increased VFX for 100% more WOW factor. Isom lervs Serd Berm.
  • Increased collision size to match new graphics
  • Scales with Ability Power
  • Reduced mana cost to 25
  • Removed falloff damage
  • Removed cooldown
  • Deals magic damage
  • Empowered Sword Beam
  • Increased damage
  • Increased VFX for 100% more WOW factor.
  • Increased collision size to match new graphics
  • Scales with Ability Power
  • Reduced mana cost to 25
  • Removed falloff damage
  • Removed cooldown
  • Deals magic damage
  • Provoke
  • Increased damage boost
  • Removed cooldown
  • Reduced mana cost to 50
  • Seismic Slam
  • Increased damage
  • Deals Earth damage now
  • Increased stun duration
  • Increased damage to enemies that are on the outside of the ability
  • Increased mana cost to 100
  • Cooldown is now 10 seconds
  • Block
  • Increased block strength from 40% to 65%, 90% with sphere.
  • Attacks
  • The Squire decided to focus a little more on arm day and some attacks in his combo chain have added knockback effects
  • We removed root motion from Medium Squire weapons. Try it out and tell us how it feels.
  • Defenses:
  • Spike Blockade
  • Increased health
  • Increased damage by 125%
  • Cannonball Tower
  • Increased damage by 40%
  • Heavy Cannonball Tower
  • Significantly increased damage
  • Reduced projectile speed
  • Training Dummy
  • Massively increased health
  • Increased damage by 100%
  • Ballista
  • Increased damage by 30%
  • Gear:
  • Squire Harbinger Weapon
  • Provoke Passive
  • Increased DoT damage
  • Increased Seismic Slam
  • Training Dummy
  • Increased damage
  • Removed health bonus given since base health of the Dummy was boosted
  • Chance to roll the proc chance
  • Hearty Harpoon Passive
  • Now rolls only on Totems
  • Explodey Harpoon
  • Now scales with Defense Power and values adjusted slightly to give it a little girth.
  • Betsy Weapon Passive
  • Now deals a % of your Hero Damage stat as Damage instead
  • Abilities:
  • Concussive Shots
  • Increased damage
  • Damage scales with Ability Power
  • Reduced mana cost to 25
  • Reduced cooldown to 5 seconds
  • Sticky Nades
  • Damage increased substantially
  • Damage now scales with Ability Power
  • Mana cost set to 50
  • Reduced cooldown to 5 seconds
  • Oil Flask
  • Slightly increased damage
  • Increased the ignited oil damage and it now scales with AP
  • Increased oil duration by 4 seconds
  • Mana cost set to 50
  • Removed cooldown
  • Piercing Shot
  • Increased damage substantially
  • Damage now scales with Ability Power
  • Mana cost set to 100
  • Reduced cooldown to 10 seconds
  • Defenses:
  • Explosive Trap
  • Damage increased by 35%
  • Elemental Chaos Trap
  • Damage increased by 400%
  • Geyser Trap
  • Increased damage
  • Decreased attack rate
  • Blaze Balloon
  • Damage increased by 45%
  • DoT tick rate reduced slightly
  • Poison Dart Tower
  • Increased damage substantially
  • DoT applies quicker to targets
  • Changes targets after hitting
  • Gear:
  • Slightly reduced firing rates on all bows and increased damage of attacks. Don’t worry: There are still fast-firing bows.
  • Huntress Harbinger Weapon
  • Concussive Shots Passive
  • Increased damage
  • The initial spikes and spike AoE scale separately with damage
  • Geyser Shard Passive
  • Increased damage
  • Can roll its damage and chance to proc separately.
  • Phoenix Call Passive
  • Phoenix Damage and Luck have been combined into Phoenix Call.
  • Values increased to accommodate for this change
  • Phoenix’s collision increased by 50% for more whammity wozzle.
  • Phoenix Damage and Phoenix Luck no longer appear on items
  • Poison Dart Passives
  • Towering Poison and Speedy Darts have been removed.
  • Explosive Poison has been reworked
  • Poison Dart Tower now does more damage. When a poisoned target dies, it detonates dealing a percentage of your Defense Power Stat as damage to enemies within a given radius.
  • Other Balance Changes:
  • Fixed a bug where the Nullify and Harden passives were increasing resistances more than what was stated. They should now be accurate.
  • The Abyss Lord’s Colossus and Skeletal Orc towers’ Critical Damage now scales with each upgrade, maxing out at 3.0.
  • Series EV2 Heat Dissipation updated
  • Sword/Staff canisters that were using bursts updated to have more-balanced Heat/second dissipation
  • Mega'Manus Projector Heat Dissipation decreased 42 H/s -> 18 H/s
  • Mcdooger's Heat Dissipation increased 10 H/s -> 15 H/s
  • Skill Sphere Changes
  • Chilling and Oiling Strikes have had their slows increased.
  • Oily Harpoon (Squire) no longer reduces Ballista damage.
  • Cooldown Reduction has a minimum proc time of once per second.
  • Bug Fixes:
  • In order to fix the Series EV2 node placement bug, we’ve reset the Options/Keybindings.
  • Fixed a server crash that would happen if a player switches heroes quickly and continuously.
  • Fixed a bug that would cause players to get stuck in the Tutorial.
  • Fixed a bug where costume accessories in the Costume Shop could not be previewed before purchase.
  • Heroes will now properly resume auto-attacking after using abilities.
  • DPS and Attack Rate numbers on the Abyss Lord’s Skeletal Ramster should be more accurate now.
  • Fixed a bug where party leaders in a Private Game could kick themselves from a match.
  • Fixed an issue where selecting items for sale in the Inventory and closing the Inventory without selling those items would break the Inventory UI when reopening it.
  • Fixed a bug where new players would see the original heroes locked until the player moved through the heroes on the Create Hero screen.
  • Fixed an issue where Victory Chests would float in the air on The Buried Bastille.
  • Run N’Gun Skill Sphere now properly increases movement speed.
  • Chilling Strikes Skill Sphere now properly works on the Abyss Lord.
  • Abyss Fountain of Speed Skill Sphere now properly increases movement speed.
  • Fixed a bug where melee heroes could attack while in the Inventory.
  • Fixed an NPC dialogue box that was referring to Monthly Missions instead of Bonus Missions.
  • Fixed a VFX issue with the Abyss Lord’s defenses in The Buried Bastille.
  • Fixed an issue where enemies would get stuck on ledges on The Ramparts.
  • Fixed a VFX issue with Series EV2’s shadow in The Buried Bastille.
  • Correctly stylized “War Table” on the interact icon.
  • Fixed a VFX issue with the Abyss Lord’s Tomes in the Blacksmith shop.
  • Fixed missing SFX issue on The Bling King Incursion.
  • Fixed a Lightning Bug projectile VFX issue.
  • Known Issues:
  • We’re still investigating the crashes that are being reported to us. We’ve dramatically decreased the amount of crashing, but there’s still work to be done!
  • Players can sometimes fall through the tavern/marketplace floor. If you restart the game, this should fix the problem.
  • The projectile spawned from the Gloves of the Storms passive does not work on the Abyss Lord and will not fire correctly when used with EV2 or the Huntress. Fix will be deployed in next update/patch.
  • Trying to join a game via the Game Browser when it’s already going can cause players to be not able to matchmake. Returning to the title screen and back will fix this. Fix incoming.
  • The Game Browser can sometimes take an extended period of time to remove a no longer valid session from the session list.
  • On occasion, loot data for a map will not load so all loot dropped will be of iPower 1. This can also affect Victory Chest. We’re currently investigating.
  • The Taser Suit passive will display with a radius stat of 0 but the passive functions properly.

New in Dungeon Defenders II 13.6 Hotfix (Jun 23, 2016)

  • Added a potential fix for the issue where 4s projectile weapons were rolling to 2s and 1s. If your bows are still affected, please let us know.
  • Fixed an issue where the Ghastly Halberd was dropping outside of the Victory Chest.
  • Added a potential fix for some passives that were rolled to their minimum values with the last update. If you have passives that were higher but were rolled to a lower value with The Buried Bastille update and are still not back to where they were, please let us know.
  • Abyss Stones can now be used in the Harbinger's Phase 4 arena.

New in Dungeon Defenders II 13.4 Hotfix (Jun 14, 2016)

  • Bling-O-Midas Updates:
  • Damage Over Time Min/Max increased from 60/100 -> 80/120
  • Damage Over Time Duration Min increased from 3/8 -> 4/8
  • Slow Min increased from 30/60 -> 40/60
  • Range fixed to 2500 on all drops
  • Angle Max increased from 30/50 -> 30/90
  • Bug Fixes and Other Changes:
  • Tavern dummies will now include the Bling-O-Midas Damage Over Time in DPS numbers.
  • Combining the Oiling Strikes Sphere with the Flameburst Tower will now properly ignite enemies.
  • Fixed an issue where Golden Witherbeasts continued to spawn after the end of a match.
  • Fixed an issue where Golden Crystals could be delivered to the Kobold King during Build Phase.
  • The Squire’s Training Dummy will now properly spin when attacked by enemies.
  • The Abyss Lord’s right click will now properly spin the Squire’s Training Dummy.
  • Added a new What’s New screen.
  • Adjusted the VFX of the Bling-O-Midas bow.
  • Reduced the frequency of the slot machine SFX on the Bling-O-Midas.
  • Updated the Bling King Incursion tooltip text.
  • Changed the in-game name of the bow from “Bling Bow” to “Bling-O-Midas.”
  • Known Issues:
  • The Charged Primary Sphere does not currently work with the Bling-O-Midas bow.
  • Poison Tips pet ability does not currently work with the Bling-O-Midas bow.
  • Press Your Luck and Panic Fire Spheres currently work for EV2’s Proton Beam when they should not.
  • The Amped Up Passive is currently decreasing the attack speed of the Lightning Aura and the Lightning Strikes Aura.

New in Dungeon Defenders II 13.2 Hotfix (Jun 3, 2016)

  • Added a potential solution for the crash that occurs while inspecting other players' decks.
  • Added a potential solution for the crash that occurs while moving to a new match, tavern or Heroes Marketplace.
  • Includes the setup for our new June Weekend Events: 3x Medal Weekends! Every Weekend in June from Friday to Monday, get triple the amount of Defender Medals for Wave and Match completion. For those who login and play for a bit, this event will give more medals than our previous Mission Madness event!

New in Dungeon Defenders II 13.2 (May 27, 2016)

  • Added a potential solution for the crash that occurs while inspecting other players' decks.
  • Added a potential solution for the crash that occurs while moving to a new match, tavern or Heroes Marketplace.

New in Dungeon Defenders II 13.1 (May 25, 2016)

  • Bug Fixes:
  • Fixed a server crash that would happen while using EV2's Buff Beams.
  • Fixed an issue where Hero Slots were not available for purchase with Defender Medals while on sale.

New in Dungeon Defenders II Series EV2 (May 19, 2016)

  • Features:
  • New Hero: Series EV2!
  • For a full overview of her defenses and abilities, check out her landing page![seriesev2.dungeondefenders2.com]
  • Available for 12,000 Defender Medals for the first two weeks, and then 10,000 Defender Medals after that.
  • New EV2 Costume: Mantis Striker
  • EV2 becomes one with nature. But not the peaceful, let's-hold-hands, cherished-childhood-memories nature. Oh no. We're talking weird, bug-like, aggressive nature. Creepy nature.
  • Accent colors changed based on the canister you have equipped!
  • New Summary Screen
  • Updated the Summary Screen to our new UI format.
  • This is Phase One of making a Summary Screen that doesn’t look like a hot mess. In the future, we’ll add in all of the fancy-schmancy game stats.
  • Loading Screen and Summary Screen Tips
  • Added "Pro Tips" to these two screens. Some tips are more pro than others.
  • These will be updated in the next patch or two to include tips from the community!
  • Tutorial Missions
  • Added Defender Medals to the first Daily Missions unlocked during Campaign.
  • Balance:
  • Can no longer place any towers on Harbinger’s Phase 4 area.
  • Bug Fixes:
  • Hotswapping while in the Inventory will now update the equipped gear and hero icon at the bottom of the Inventory screen.
  • Fixed an issue where tower types were incorrect in the Inspect Defense tooltip. For example, Archers and Ramsters said blockade, while Skeletal Orcs and the Colossus said traps.
  • Fixed a lingering magical resistance lane in Forest Crossroads NM4 Incursion.
  • Fixed a stuck flying enemy issue on Dragonfall Sewers.
  • Fixed a stuck flying enemy issue on Temple of the Necrotic.
  • The Monk’s Crystalline Twin-Blades are now purple instead of white as they should be.
  • Fixed an issue where flying lane billboards were not appearing and disappearing correctly on Temple of the Necrotic.
  • Fixed an accessory icon issue.
  • Lockbox Bugfix Pass
  • Huntress Lockbox now contains Simple Leather Dress
  • Monk Lockbox now contains Jade Fluid Harness and Barrier Harness
  • Apprentice Lockbox now contains Fancy Traveler's Hat
  • Monk Lockbox no longer contains Reaver Marking
  • Squire Lockbox no longer contains two Battle Helms
  • Known Issues:
  • Keybindings get reset during our updates.
  • Fatal error crashes are happening with more frequency since the Unholy Catacombs update. Fixing this and other crashes are at the top of our priority list right now. We’ll have more information over the coming weeks.
  • Weapon rewards in Onslaught mode are not locked to the active hero.
  • Under certain situations, EV2’s torso can face the wrong direction.
  • The Inspect Defense for several towers displays irrelevant information.
  • Under certain conditions, the Steady Aim challenges will unlock despite not meeting the requirements.
  • Using EV2’s Death from Above ability with the Dummies and Bots Skill Sphere equipped can cause a Health Bar displaying the cores health to appear.
  • The Anti-Gravity Bots created by using the Death from Above ability with the Dummies and Bots Skill Sphere equipped won’t explode if EV2 is hotswapped out during the ability.
  • Clicking the reroll option for Daily Missions but not actually selecting a new Daily Mission will still consume the ability to reroll a mission.
  • If a player loads into a map after the Mana Nodes have already been opened, the Mana Nodes will still appear on the minimap for the player who joined in.
  • Inspect Defense can be activated on a tower from a very, very far distance away.
  • The muzzle flash from the Apprentice’s default weapon will not play at the correct location.
  • Flying Kobolds do not play their death animation will killed by EV2.
  • If you overheat in the Taverns with EV2 and then try to activate Death from Above, you will not be able to bring down EV2’s heat by firing her primary or secondary attacks. Can correct this by trying to activate another of her abilities.
  • Towers that are upgraded while being buffed by EV2’s Buff Beam lose their green “Buffed” VFX.
  • The Torpedo burst from EV2’s Reflect Beam will linger if sold/destroyed at certain situations.
  • Changing accessories for EV2’s Mantis Striker costume equipped with cause her VFX to appear in different colors.
  • When there is no available DU on a map, EV2’s tower icons will not darken out like other heroes.
  • Under certain situations, the “attacking” VFX on EV2’s Proton Beams will not stop playing when an enemy is no longer being affected by the Proton Beam.
  • Enemies can get stuck coming out of the East Dock lane in Nightmare instances of Ramparts.
  • When double-clicking to equip a piece of equipment, the comparison tooltips will not update correctly.

New in Dungeon Defenders II 12.1 (May 4, 2016)

  • May Monthly Mission: Mesmerization:
  • Requirements:
  • Slow 100,000 Enemies
  • Knockup or Stun 10,000 Enemies
  • Provoke 1,000 Enemies
  • Rewards:
  • Pet: Dragolich Variant
  • Gold: 300,000 Gold
  • Medals: 2,000 Defender Medals
  • Title: Mesmerizing
  • Bug Fixes:
  • Made a code change to hero hotswapping to improve server stability.
  • Added a 1 second Build Phase cooldown to hero hotswapping to improve server stability.
  • Removed “Brought Hero Into Combat” announcer text to improve our sanity.
  • Pet rerolls should no longer give duplicate empowerment stats.
  • Skill Spheres should now properly update if a player changes a Sphere and then swaps to another hero.
  • UI will now update to reflect recent actions -- for example, if you leave a party, the “Leave Party” button will now properly disappear.

New in Dungeon Defenders II Unholy Catacombs Update (Apr 27, 2016)

  • Mission Madness Weekend Events:
  • Starting this weekend, we’re having a Mission Madness event every weekend in May! Get a new Daily Mission every 8 hours during the weekends!
  • Remember: You can hold up to 3 Daily Missions at a time, so be sure to login and finish your dailies to take full advantage of these events.
  • Features:
  • New Map: Unholy Catacombs
  • It’s the return of Foundries and Forges from Dungeon Defenders!
  • More DD1 map remakes are on the way! We hear everybody loved Sky O’ Love...
  • New Spectral Knight Incursion
  • Available only on Nightmare I-IV.
  • Complete the incursion for a chance to receive two exclusive drops: the Squire’s Sword of Unholy Fire and the first iPWR 750 chest piece!
  • Sword of Unholy Fire (Squire)
  • Found only in the Spectral Knight Incursion. (We put this here again because we know someone, somewhere, didn’t read the bullet point above. WE’RE LOOKING AT YOU, TRAVIS.)
  • Adds a friggin’ flamethrower to the Squire’s shield block.
  • Taunts nearby enemies every few seconds.
  • Drops up to iPWR 750.
  • Scales off of Ability Power.
  • Grants +10 Charisma, which doesn’t exist in our game but you’ll swear it does when you wield this sword.
  • iPWR 750 Chest Piece
  • Found only in, you guessed it, the Spectral Knight Incursion.
  • Can roll up to iPWR 750, so not every piece will be a perfect 750.
  • Guardian of the Storm Monk Elemental Variant Costume
  • Show your support and help us keep cool new stuff comin’ by splurging 4,800 gems on the Guardian of the Storm elemental variant! Thanks to all of the dedicated Defenders who help support our development. Because of you, DD2 will continue to grow and improve!
  • Other Changes:
  • Blank Hero Cards are now available for 2,000 Defender Medals.
  • All four Hero Deck Slots are available immediately.
  • Item Enhancement Levels now gives a flat rate of 2 enhancement points per upgrade level. This is retroactive so all players will have their allocated points reset. Some items will have more points now, some will have less. Be sure to reallocate your points upon entering the game.
  • If you have an unlocked costume and you create a hero with that costume selected, the created hero will now equip that costume.
  • Lockboxes with accessories for the Abyss Lord’s default costume can now drop in-game.
  • Balance:
  • Hero / Melee Gameplay Update:
  • Reduced the speed of enemy melee attacks
  • Slower attacks give melee heroes slightly more time to interrupt them
  • Warboar, Orc, Javelin Thrower, and Drakkin melee attacks take 0.1 - 0.2s longer to animate
  • Revised Warboar and Orc damage values to keep DPS consistent
  • Increased the frequency of hero melee attacks causing knockback (interrupt)
  • Affects Monk and Squire, all weapon stances (Light/Medium/Heavy)
  • Should generally be slightly easier to consistently lockdown opponents in melee
  • Rebalanced Hero Damage for non-Huntress Base Heroes
  • Apprentice +25% Hero Damage Ratio
  • Monk +20% Hero Damage Ratio
  • Squire +7% Hero Damage Ratio
  • Bug Fixes:
  • Added a potential solution for the black screen issue that happens on startup (usually after the Trendy logo appears). If you’re still getting this issue, please let us know.
  • Clicking between the Inventory and the Hero Deck tabs in the Forge will no longer cause a long delay before the UI refreshes.
  • Fixed the broke-♥♥♥ scrollbar in the Session List.
  • Removed the Abyss Stone placement spam. Removed the Abyss Stone placement spam.
  • Removed the Abyss Stone placement spam. Removed the...
  • Fixed an issue where flying enemies were getting stuck on Little-Horn Valley.
  • For some reason, Skyguards were shooting at the guards and core in Throne Room. Maybe they know something we don’t…
  • Fixed spelling and grammar issues on the Abyss Lord’s accessories.
  • Fixed spelling and grammar issues on the Squire’s accessories.
  • Fixed spelling and grammar issues on the Huntress’s accessories.
  • Forced every Trendy employee to take spelling and grammar lessons.
  • Fixed an icon issue for the Abyss Lord’s Healing Fountain.
  • Pet Boxes and Lockboxes can now be opened when accessing the Inventory through the ESC Menu. Players no longer have to access the Inventory through the Forge to open these.
  • Fixed an issue where having repair/upgrade/sell defense active while looking at an enemy that died would cause their HP bar to remain.
  • Fixed an issue where if you built multiple Colossi in a map with separate Abyss Lord heroes (say you have multiple with different gear/builds) and then tried to move each with the respective builder, you could only move the first one built from the first Abyss Lord. The other units from the other Abyss Lords will not respond.
  • When players are in a party together, there is now an icon next to their name in the Session List along with a specific text color to indicate they are party members.
  • Fixed some issues with accessory rarity in the lockboxes.
  • Abyss Lord’s right click will now spin the Squire's Training Dummy right round, baby, right round like a record, baby.
  • Known Issues:
  • Several of the tooltips for accessories in the Costume Shop have grammar errors or incorrect “unlocked from” descriptions.
  • All unlockable objects from the Carnival Lockboxes are listed as Epic tier.
  • When cleansing a Spectral Knight in the Foundries Incursion, no sound effects will play.
  • Ranged enemies (most noticeably Javelin Throwers and Lightning Bugs) sometimes like to get hung up around corners in the Foundries map.
  • Spectral Knights will not be cleansed if the player is standing still. You must run into them to cleanse them.
  • The Skull VFX on shields applied by the Unholy Fire stat will not show up the first time you block after a transition while the sword is equipped.
  • The fire VFX from the Unholy Fire stat will display incorrectly for the first second of its effect.
  • The spawn icons for air lanes on the Foundries map on Free Play Easy go away before the wave starts.
  • Walking into the Abyss Lord’s Healing Fountain while the cleansing buff is active will temporarily cause the timer to display 0 seconds left.
  • Heroes cannot be deleted using the Escape Menu flow while in a map.
  • Loot gained from Victory Chests are not respecting the iPWR range on certain maps

New in Dungeon Defenders II 11.4 Hotfix (Apr 21, 2016)

  • Bug Fixes:
  • Increased server stability, particularly for players in endgame.
  • Fixed an issue where some Daily Missions were not rewarding the extra salves/consumables.

New in Dungeon Defenders II 11.3 Hotfix (Apr 20, 2016)

  • Changes:
  • Abyss Lord now costs 10,000 medals! Okay, so he went down to 10,000 medals over the weekend somehow, but still, now it’s official with a patch note and everything!
  • Changed the text on the Item Enhancement wheel upgrade buttons to reduce confusion over which button uses gold and which button uses medals.
  • Bug Fixes:
  • Fixed a server memory leak.
  • Fixed an issue where hotswapping heroes cancelled out pet ability cooldowns.
  • Fixed an issue where the Abyss Lord’s Abyss Stone did not count towards the April Monthly Mission.
  • Fixed an issue where players were able to change decked heroes during Combat Phase. (To clarify, you should be able to swap between your four decked heroes during Combat Phase, but you should not be able to bring in more than four heroes during Combat Phase -- that is reserved for the Build Phase.)
  • Fixed an issue where attempting to fire the Knight of the Abyss ability using the controller would make players jump instead of firing the ability.
  • All environmental traps should now activate using the Abyss Lord's secondary attack.
  • Fixed an issue where players could activate towers while on the Inventory screen and make really weird things happen.
  • Fixed an issue where an “Inventory Full” message would display when attempting to purchase the Masquerade Mage costume.
  • Fixed an issue where an Abyss Lord tome went full Babe...it’s a Tome that thinks it’s a Sword! Not anymore. We crushed that dream forever.

New in Dungeon Defenders II 11.2 Hotfix (Apr 13, 2016)

  • Bug Fixes:
  • Playing/losing Nightmare Onslaught no longer causes lower difficulties to drop Nightmare iPWR.
  • Dragging heroes into the Hero Deck to replace the active hero no longer removes the active hero's passives and Skill Spheres from towers.
  • Fixed a bug where the Abyss Lord’s Skill Sphere could be purchased with gold instead of Defender Medals.
  • Fixed a bug where changing Skill Spheres and then pulling the hero out of the Hero Deck and replacing it without transitioning would not change the Skill Sphere visuals.
  • Abyss Lord can now equip the carnival masks.
  • Fixed a typo in the Boulder pet ability.
  • Fixed a bug where selecting an Onslaught reward before the "Waiting for more players" timer finished caused players to gain a reward before the start of the first round.
  • Fixed the issue where the Abyss Lord bundle cost would appear incorrect from time to time. The bundle costs 2,000 gems, not 2,500 gems.
  • Added spawn SFX to the Abyss Stone ability.
  • Added enemy impact SFX to the Skeletal Ramster’s attack.
  • Added enemy impact SFX to the Abyss Knight ability.

New in Dungeon Defenders II 11.1 Hotfix (Apr 12, 2016)

  • Fixed a bug where some people were able to purchase items for gold instead of Defender Medals.

New in Dungeon Defenders II 10.10 Hotfix (Mar 28, 2016)

  • Bug Fix:
  • Items that were displaying billions or trillions of allocatable stat points will no longer do so. These items will need to have their Item Enhancement stat points reassigned.

New in Dungeon Defenders II 10.9 (Mar 24, 2016)

  • Bug Fixes:
  • Fixed an issue from Patch 10.8 that caused some players' pet abilities to reroll.
  • Fixed a bug where pets were going to the Scavenger and getting sold when the pet bag was full.
  • Ping chat notifications will no longer happen while the ping is on cooldown.
  • Known Issues"
  • All equipped pets will appear to not have a pet ability after the patch.
  • Unequip and re-equip your pet in order for the ability to show up again.
  • Sometimes “Unknown Error:0” will appear when attempting to matchmake. We’re looking into it.
  • Calling All Heroes:
  • The Calling All Heroes update is coming soon! Check out the update page[callingallheroes.dungeondefenders2.com] for more information, and don't miss the Abyss Lord trailer:

New in Dungeon Defenders II 10.7 (Mar 9, 2016)

  • Features:
  • Pings are now on a 5 second cooldown.
  • Added Pet Affection Consumables to March’s Monthly Mission rewards.
  • Bug Fixes:
  • Fixed an issue where gold was being gained on a Wave One loss.
  • Fixed an issue where the Pet Mega Jackpot boxes from the Monthly Mission had incorrect tooltips.
  • Known Issues:
  • If you’re experiencing a crash, black screen or constant server disconnect issue, please head to this thread[trendyent.zendesk.com] and follow the instructions.
  • Pings can still appear in the chat while the ping is on cooldown. We’re hoping to change this in a near-future patch.

New in Dungeon Defenders II 10.6 (Mar 3, 2016)

  • March Monthly Mission:
  • Requirements:
  • Earn the Super Win of the Day 7 times
  • Collect 1,000 prize wheel tickets
  • Win without losing a sub-objective 25 times
  • Rewards:
  • 1 Carnival Admission Pass
  • 300,000 Gold
  • 7 Mega Pet Jackpot Boxes
  • Title: Lucky
  • Bug Fixes:
  • Nightmare IV Onslaught loot drops now grow to the current max iPWR as intended.
  • Fixed a bug where item tooltips would sometimes not appear in the Inventory.
  • Fixed an issue where Poison Tips was unintendedly buffing player towers and causing server stability issues.
  • Lane wisps on Throne Room are now displaying the correct color.
  • Pings should now be working correctly.
  • Server Updates:
  • We’ve made some changes to our servers that may help with the initial login to the game and initial requests for matchmaking. It may also increase the speed of loading a profile.
  • Improving server stability and fixing technical issues are at the top of our priority list. We’ve added new logging in this patch to help us determine the cause of these issues, which will lead to us squashing them with the fury of a thousand disappointed mothers. If you’re experiencing crashing or other technical issues, please visit our Support page.[support.trendyent.com]
  • Main Menu:
  • Added a button to join the Steam Group on the Main Menu.
  • Note:
  • The tooltip on the pet box rewards for the Monthly Mission say “"Mega Pet Box x7." Each box only contains 1 Jackpot, not 7.

New in Dungeon Defenders II 10.5 (Feb 24, 2016)

  • Huntress Bow-Blaster, New Steam Group Milestone Added:
  • Thanks to you, we’ve reached 175,000 Steam Group members! That means the Huntress’s Bow-Blaster is now a permanent drop in the game!
  • To unlock the Apprentice’s Blaster-Caster, the next Steam Group milestone is 200,000! We’re at 180,000 now, so you’re almost there!
  • Click to join the Steam Group!
  • Features:
  • Individual tower range is now shown while inspecting a defense.
  • Bug Fixes:
  • Fixed an issue where players would lose premium items they received right before a disconnect or server crash.
  • Fixed an issue where the Shielding Guard Uber was not functioning.
  • Fixed an issue where Ogres were getting stuck inside of the Jester Boxes.
  • Mr. Skwish is now affected by Thunder-o, Bearkira and the golden Possessed Sword’s special abilities.
  • Fixed an issue where Mr. Skwish can spawn in the ground if towers are built too close to the stage. All towers are now destroyed at the start of the phase in the area where Mr. Skwish spawns.
  • Fixed an issue where the Harbinger had a chance to not spawn on Wave 4 Free Play Easy.
  • Fixed an issue where Tutorial matchmaking from the Main Menu didn’t have a “found session” UI.
  • Fixed the Ruins water issue. Crisis averted, people.
  • Fixed a VFX issue with the Liferoot Incursion Ranged Goblin.

New in Dungeon Defenders II 10.4 (Feb 18, 2016)

  • Bug Fixes:
  • Fixed a server crash. This may also solve the black screen issue. If you’re still experiencing the black screen issue, please go to this thread.
  • Fixed the “A” button issue on controllers where players were unable to correctly interact with objects.
  • Fixed an issue where the window for winning the 5 Lockbox Keys doesn't display the x5 multiplier.
  • Fixed a Forge issue in the Carnival where the player could be killed if the Forge is accessed during the opening cutscene.
  • Fixed an issue where the Mana Node minimap icons would not disappear after use.
  • Fixed an issue where the “Alpha” watermark disappeared in the last update.
  • Fixed an issue where NPC dialogue couldn’t be skipped using a controller.
  • Made minor adjustments to the Monk’s Shadow Costume.
  • Fixed an SFX issue in the Heroes.
  • Fixed some visual issues in the Gates of Dragonfall.
  • Known Issues:
  • Some players are reporting disconnects from the game. We’re trying to identify the issue. If you’re experiencing disconnects, please post in this thread.
  • When using a controller, you can’t speak to NPCs in the Hub/Tavern if they are still locked. Can speak to them once they are unlocked.
  • The water in Nimbus Reach is black.
  • The water in The Forgotten Ruins is missing.

New in Dungeon Defenders II 10.3 Hotfix (Feb 12, 2016)

  • Bug Fixes:
  • Fixed an issue where players could not properly feed their pets.
  • Fixed an issue where the Carnival Map was consuming Daily Win bonuses.
  • Fixed a tooltip issue with the Popcorn Machine buff.
  • Fixed a mesh issue with the Squire’s Carnival costume.
  • Changed a text issue with the Carnival Ogre Boss’s HP Bar.
  • Fixed an NPC lighting issue.
  • Fixed a collision issue in the Heroes Marketplace.
  • Fixed a debug text issue at the Enchantress.
  • Known Issues:
  • Defense icons on the Minimap are blinking when they shouldn’t be blinking. Stop blinking! Why won’t you stop blinking? *cries*
  • The "A" button on the Controller is not properly interacting with objects.
  • Enemy icons on the minimap are not using the proper colors.
  • The Harbinger’s death touch has infected the water in Nimbus Reach, turning it black as night. Drink up!
  • In the Forgotten Ruins, the Harbinger’s infection is so bad the water is just flat out gone.

New in Dungeon Defenders II 10.2 Hotfix (Feb 11, 2016)

  • Bug Fix:
  • Fixed an issue where the February Monthly Mission pet affection consumable rewards were missing after the Carnival update.
  • Known Issues:
  • The Feed x1 button for owned Pet Food does not work.
  • The Feed x10 button for owned Pet Food only feeds 1 item at a time.
  • The "A" button on the Controller is not properly interacting with objects.

New in Dungeon Defenders II 9.8 (Feb 3, 2016)

  • New Monthly Mission:
  • Show the dwellers of Etheria your love! Save the Kobolds and Quab from a horrible demise and give your pets some attention!
  • Requirements
  • Gain 50 Pet Affection Levels!
  • Help stop 500 Kobolds before ignition!
  • Defend the Quab 5 times!
  • Rewards
  • Big Bundle of Pet Love (New Consumable: Increases Pet Affection)
  • 300,000 Gold
  • 40 Wyvern Tokens
  • Title: The Lover
  • Bug Fixes:
  • Player towers are no longer removed from gameplay maps when a player leaves.
  • Fixed an issue with enemy pathing on Ramparts Siege.
  • Moving Day Sale:
  • In preparation of next week’s move to the new outdoor Heroes Marketplace, the Costume Shop is having a sale!
  • Get 25% off these Costumes!
  • Farmboy Apprentice
  • Academy Apprentice
  • Dryad Apprentice
  • Goblin Infiltrator huntress
  • Tiguar Monk
  • Capt’n Monk
  • Sweet Dreams Squire
  • Get 10% off Inventory and Pet Bag Space!
  • Get 10% off these Costumes!
  • Magma Mage
  • Ramster Knight Squire
  • Red Riding Huntress
  • Get 10% off these Pets!
  • Table Flipper
  • Shinobi Kitty
  • Evilwick
  • Hurry! These discounts disappear February 9th!

New in Dungeon Defenders II 9.7 (Jan 27, 2016)

  • Features:
  • Added toggle in the Options menu to disable already-viewed skippable cutscenes!
  • This means any intro/outro cutscenes (like the Liferoot Forest victory cutscene) that you have already seen won’t appear again. The exception to this is any cutscene that occurs mid-match (like the Betsy intro on Wave 5) as this operates differently from the other cutscenes.
  • When players leave a tavern, their towers are now automatically sold.
  • Optimization Bug Fix:
  • Fixed a bug where the game would use an integrated graphics card instead of a dedicated card if both were available. This should increase performance for some players with high-end PCs.
  • Balance:
  • Towering Poison Health Update
  • Increased Defense Health bonus of Towering Poison passive.
  • 80% Increase -> 130% Increase (Max).
  • Minimum values increased to maintain parity with new maxes, which should retroactively buff all existing Towering Poison items.
  • Crystalline Saber now follows the Loot V2 stat/passive rules.
  • Bug Fixes:
  • Added a tentative fix for minibosses (like Ogres) getting stuck in spawners. Please let us know if you’re still seeing stuck minibosses and be sure to include information on spawn location, map, mode and difficulty.
  • Zen Monument now decreases time between healing ticks as intended.
  • Fixed a bug where the Crystalline Saber was dropping way more than intended. Now other build weapons should appear more often.
  • Fixed a Daily Mission issue where certain Daily Missions that were supposed to reward lockbox keys were, surprise, not rewarding those keys.
  • Fixed an issue where Fuse Initiate didn’t give enough gold. Now it does!
  • Fixed a bug where item tooltips wouldn’t display in the Inventory if a player opened and closed the chat window while the tooltip was on screen.
  • Fixed an issue where dragging the Scroll Bar down to the Pet Bag would cause the Scroll Bar to pop back up to the top of the Inventory.
  • Fixed a Daily Mission tooltip issue where the tooltips for the Random Consumables displayed only a few of the possible rewards (the pet eggs). The other consumable possibilities were omitted.
  • Fixed a text issue that would happen if a player rebound the Ready Up key.
  • Fixed an issue where the Holy Buff would stack on Temple of the Necrotic.
  • Fixed an issue where the Scourge Dragon’s projectiles would arrive after the enemy has already been damaged.
  • Fixed a War Table text issue where it would display “Knight Commander” instead of “War Table,” causing general confusion.
  • Fixed a tooltip display error.
  • Fixed an issue where the Betsy icon was displaying on the Harbinger HUD.
  • Other Notes:
  • EU server is now located in Ireland.
  • Oceanic server is now located in Sydney.

New in Dungeon Defenders II 9.6 (Jan 20, 2016)

  • Content:
  • New Squire Costume: Ebonfire Warlord!
  • Balance:
  • Hearty Blockade (Spike Blockade)
  • Hearty Blockade now increases Defense Health based on Defense Health (was based on Hero Health); old items should receive the updated passive.
  • Shields now have an exception to generate with Hearty Blockade.
  • Increasing Hearty Blockade per-piece maximum to 20%-25% to achieve comparatively same maximum health as before this update.
  • Existing items will update to a comparatively useful new value.
  • You can read more about these changes in Brett’s thread.[dungeondefenders.com]
  • Null Void (Training Dummy): Increased health bonus from 120% to 150%.
  • Arcane Resilience (Arcane Barrier): Increased health bonus from 100% to 140%.
  • Increased minimum value on Null Void and Arcane Barrier from 70% of Max to 80% of Max.
  • Guardian (Hero Health + Defense Health) stat combination removed from rolling
  • Weighting that assigned to Guardian moved to Rook (DP + DH)
  • Pet debuffs that can stack now have their damage potential capped. Note: There’s a bug where some pet abilities can only stack if the pets involved are of different evolution tiers. We’re looking into this.
  • Bug Fixes:
  • Ogres teleported by Null Void will be placed just outside of the spawner to avoid getting stuck.
  • Fixed an issue where the Frostbite Tower wouldn’t attack enemies at Tiers 4 and 5.
  • Victory Smell now decreases time between burn rate ticks as intended.
  • Fixed an issue where quickly toggling a bag will glitch it and prevent it from appearing/disappearing until toggled slowly.
  • Onslaught Currency Reward should now properly appear at the end of each round.
  • Fixed a bug where pet stats could reroll the same as the current value.
  • Players can now properly skip the end-of-match timer after losing on The Dead Road or Temple of the Necrotic.
  • Removed some lingering VFX from the Tavern weapons rack.
  • Sound now plays when players gain the Holy Buff on Temple of the Necrotic.
  • Added an error message if a player tries to purchase a sale item as the sale starts/ends.
  • Fixed a visual bug that occurred when purchasing a pet slot upgrade.
  • Fixed an issue where some pet animations weren’t playing if players were using the Apprentice or Huntress.
  • Fixed an issue where airlanes were displaying Nightmare evil eyes in the lane spawners.
  • Fixed a typo in the Howling passive description.
  • Fixed a collision issue on mana nodes.
  • Fixed some lingering winter NPC text issues.
  • Fixed a typo in the Dark Shawl costume description.

New in Dungeon Defenders II 9.5 (Jan 12, 2016)

  • Features:
  • Loot V2: Build Weapon Update
  • Build Weapons are now in line with Loot V2. They will now generate with only Hero- or Defense-focused Stats.
  • Build Passives that enhance defenses should generate only with Defense-focused Stats.
  • Build Passives that enhance combat/heroes should generate only with Hero-focused Stats.
  • The Winter Event has been turned off.
  • The “Ready Up” sound effect will play inside the Inventory/Forge when other players ready up. Thanks for the suggestion, u/capSAR273 and many others!
  • Players can now skip the final build phase on the Harbinger boss battle.
  • Balance:
  • Nightmare IV difficulty reduced for 1-, 2- and 3-player matches. This change affects Nightmare End Game and Nightmare Incursions.
  • Increased the drop rates on the Ramparts Incursion weapons.
  • Heroes using weapons with splash damage were gaining the full Critical Damage bonus for every target hit, even if the initial hit only did 1 damage due to falloff. Crit Damage is now a % bonus so it proportionately scales all Hero Damage. The splash damage from crits now also falls off the further away an enemy is from the point of impact.
  • Bug Fixes:
  • The Defense Preview (when a defense is selected but not yet placed) will now display a defense’s true range, taking into account any Skill Spheres, passives or stat points that affect range.
  • Fixed a bug where the Dragolich debuff stacks across multiple players.
  • There is another debuff stacking bug associated with the Dragolich that we have planned to fix in an upcoming patch.
  • Fixed a bug where pets would gain pet affection if you lost a wave. You will need to win the wave to gain affection.
  • Pet-based attacks and abilities will now target the Harbinger.
  • Fixed a bug where players could spam G on a phase transition to immediately skip the Build Phase.
  • The Prince's ship cannons will now damage the Harbinger’s cannons.
  • Fixed a bug where players were able to damage the Harbinger before Phase 1 starts by looking through at his health bar that is visible.
  • The Harbinger will no longer lose his arm if you send him into Build Phase while knocking him off his cannon or destroying his cannon.
  • Air enemies no longer get stuck (or taking very long to exit) inside the northeast air spawner on Greystone Plaza.
  • Changed the description of the Fight Me Not Sphere to say X% Damage instead of X% Extra Damage.
  • Fixed an issue where occasionally a player’s gem total would not load when loading into the Social Tavern.
  • Fixed a bug where players were able to build on top of the Prince’s cannons.
  • Fixed a tooltip issue with the currently Monthly Mission.
  • Fixed an animation issue with the Harbinger in the final Combat Phase.
  • Fixed an issue that could stop players from readying up in Onslaught.
  • Damaging the Harbinger’s cannons now has an associated sound effect.
  • Fixed an issue where the “Transform Egg” button did not indicate a sale if one was available.
  • Fixed an issue where Orc Skeletons were falling through the ground in Temple of the Necrotic.
  • Fixed a collision issue with pet attacks.
  • Fixed a bug where the sellback value of items for sale in the Blacksmith and Relic shops was the same as the purchase price.
  • Fixed an issue where the Crystalline Saber and the Harbinger Weapons were not displaying their names properly.
  • Fixed a text issue with the Player Kick menu.
  • Fixed a text issue with the “Get More Pet Slots” button.
  • Fixed a VFX issue with the Steampunktress’ foot rocket in the Costume Shop.
  • Fixed a VFX issue with the Harbinger Apprentice weapon.
  • Fixed an animation issue with the Harbinger’s cape.
  • Fixed a text issue on the Prince’s cannons.
  • Fixed a collision issue in the Tavern.
  • Adjusted SFX and VFX when you knock the Harbinger out of Meteor Strike.
  • Fixed a UI issue when purchasing a new Inventory Bag.
  • Fixed an issue where when Defense Crit Damage was the 2nd or 3rd stat on an item, the text extended beyond the frame of the tooltip.
  • Other Notes:
  • We'd like to try something new this week. If there's a bug or an issue you'd like to see fixed in an upcoming weekly patch, please head to this thread on our subreddit and let us know!

New in Dungeon Defenders II 9.4 (Jan 6, 2016)

  • Feature:
  • New Monthly Mission: No Fear New Year. Do you have the courage to take on this month's challenge?
  • Requirements:
  • Win 35 maps without losing a sub-objective!
  • Kill 50 Ogres!
  • Win 25 Incursions!
  • Rewards:
  • 300,000 gold
  • 40 Wyvern Tokens
  • Scourge Dragon Pet
  • Title: The Fearless

New in Dungeon Defenders II 9.3 Hotfix (Dec 18, 2015)

  • Loot Changes:
  • Armor and Relics no longer generate mixed defense/hero stat combinations.
  • For example, Defense Power will always be found with Defense Health or Defense Crit Chance.
  • Similarly, Hero Damage will always be found with Ability Power, Hero Crit Chance, or Hero Health.
  • The one exception to this is Defense Health + Hero Health for Hearty Blockade builds.
  • Defense-focused passives will only generate on items that have at least one Defense stat.
  • For example, you’ll only see Tripwire or Vector Corrector on items with Defense Power, Defense Crit Damage, or Defense Health.
  • The exception to this is Build passives, which are still randomly assigned. Build passives will be addressed in a future patch.
  • Hero-focused passives will only generate on items that have at least one Hero stat.
  • Like the above, this means an item must have Hero Damage, Ability Power, Hero Crit Damage, or Hero Health to see, for example, the Channel passive.
  • The exception to this is Weapons as the Hero Damage on weapons is ignored when determining passives.
  • Elemental Damage is considered a Hero stat.
  • Build Passives are the exception here again.
  • iPWR 231+ items now require Hero Level 50 (was level 46).
  • Added Iron Core, Tripwire, Amped Up and Pyromania passives to Weapons and Tripwire passive to Relics.
  • This is to help ensure Legendary non-build weapons with Defense stats will generate with a full compliment of Defense-focused passives.
  • Tripwire was added to relics to maintain parity between the basic passives amongst all heroes (it was available on weapons already, but not on relics).
  • War Cache Refresh and Fixes:
  • The War Cache has been refreshed! Login to get another random galactic weapon in the Tavern. Join the Steam Group to make these weapons become permanent drops in the game!
  • The War Cache will now roll a galactic weapon based on the hero that opens the cache and not the hero that you first login with. The weapon will generate based on the iPWR and the hero class you have out. (Note: It’s not a 100% guarantee that the galactic weapon will be for your hero class.)
  • Bug Fixes:
  • Fixed the targeting issues with the Frostbite Tower.
  • Fixed two server crash issues.
  • Note About Difficulty:
  • Thanks to everyone for sharing your feedback about the current endgame difficulty. We’re going to continue to tweak difficulty balance based on player feedback and data.

New in Dungeon Defenders II 9.1 Hotfix (Dec 16, 2015)

  • Bug Fixes:
  • Fixed an issue where the Frostbite Tower would not freeze enemies.
  • Fixed an issue where certain pet abilities were unintentionally causing the Harbinger to slow down.
  • Fixed an issue that would happen with the Harbinger when a player blocks his way near the cannon.
  • Fixed an issue where the Harbinger could fall through the world by triggering the Build Phase at a very specific time.
  • Fixed an issue where players were able to build Flamethrower Towers in the Harbinger’s arena.
  • Fixed an issue where the Harbinger would not have any walking animations.

New in Dungeon Defenders II 8.7 The Harbinger Awakens (Dec 15, 2015)

  • FEATURES:
  • New Boss: The Harbinger
  • One New Map, Two Redone Maps
  • New Cinematics
  • Loot V2
  • End Game Unlocked at Level 40
  • New Costumes and Premium Pet
  • War Cache & Galactic Weapons
  • Four New Build Weapons + 1 Build Shield
  • Winter Event
  • NPC Shop Update
  • Accessory Progression Changes
  • New Challenges & Quests
  • New Festive Tavern
  • Costume/Premium Pet/Inventory Sales
  • Tutorial Revamp
  • Improved Controller Support and Keybinding Support
  • BALANCE:
  • Onslaught Loot Update
  • End Game and Incursion Experience
  • Item Power Progression and Difficulty Updates
  • Enemy Stat Updates
  • BUG FIXES:
  • General Bug Fixes
  • The full patch notes can be found on the official website: http://theharbingerawakens.dungeondefenders2.com/?src=begintheawakening

New in Dungeon Defenders II 8.7 (Dec 9, 2015)

  • Bug Fixes:
  • Fixed an issue where replacing an equipped item with another item will sometimes cause the item to go to the Scavenger. This issue was most noticeable with pets.
  • Fixed an issue where double-clicking to equip pets caused the Pet Bag to “be full.” This fix and the fix above should solve the issue where players were losing their pets.
  • Fixed an issue where players were able to get more green mana than intended by dropping.
  • Fixed an issue where skeleton goblins weren’t properly attacking the core on Temple of the Necrotic.
  • Changed text from 'Feed a Pet' to 'Feed any Pet.'
  • Fixed an issue where the pet evolution preview box would appear grey.

New in Dungeon Defenders II 8.6 (Dec 2, 2015)

  • Features:
  • New Monthly Quest: “A Harrowing Harbinger Holiday” The Harbinger has come to haunt the holidays! Protect Etheria from the invading horde!
  • Quest Conditions:
  • Win 35 Maps
  • Kill 50 Special Enemies
  • Win 30 Onslaught Rounds
  • Quest Rewards:
  • “Jolly Old” title
  • New Pet: Dragolich!
  • 300,000 Gold
  • 40 Tokens
  • Bug Fixes:
  • Fixed an issue where two of the Monthly Quest requirements would appear as a blank space. Perhaps you could fill in a certain ex-lover’s name here, but the high wasn’t worth the pain. You know we love the players, and you love the game.
  • Fixed a bug with how pet damage shields were reflecting damage back. Now they properly reflect the intended % back at enemies.
  • Fixed an issue where the “Get” button on the Dragonfall Costumes linked to nothing.
  • Empowerment was misspelled as "Empowerement" on the pet reroll tooltip. We were super tempted to leave it in and make you think you were crazy.
  • Added more metrics so we can understand you, bby.

New in Dungeon Defenders II 8.5 (Dec 2, 2015)

  • Content:
  • The Tavern’s received a makeover, just in time for Thanksgiving! The Tavernkeeper is really proud of the feast he’s laid out. Make sure you wash your hands, and no weapons at the dinner table, please. We’re looking at you, Squire. No, you can’t use a sword to cut turkey...
  • The harvest is upon us! The Apprentice is all geared up for the season in his new Scarecrow costume. We tried to tell him a simple spell would work, but he insists on getting all dressed up. He seems to think he’s really scary.
  • Magic-users, amirite?
  • Balance:
  • Some of you have been getting rich off of corpses. Well, we’ve reduced the drop rates from normal enemies on the Spooky maps, so that may put an end to all this grave robbing tomfoolery. We also reserve the right to use the word ”tomfoolery” whenever we please, so there.
  • Bugfixes:
  • We’ve fixed the bug where Shellium shards are getting sent to the Scavenger and then destroyed. Maybe. We think we fixed it, anyway. The Scavenger is kind of a scary dude, and he’s got the crazy eyes. Let us know if he keeps stealing your shards, and we’ll take care of it. Or maybe send the Squire after him.

New in Dungeon Defenders II 8.4 (Nov 11, 2015)

  • Features:
  • Added the new Inventory Pack to Steam! By purchasing the Inventory Pack, you can increase the 12-bag slot limit to a total of 16 bags! Includes:
  • Four Premium Bags
  • Increases bag slots to 16 bags
  • Two Hero Slots
  • Exclusive Title: “Baggins”
  • 400 Gems (A special bonus thank you!)
  • Our eternal love and devotion
  • Disabled loot beams on Worn, Sturdy, Powerful and Epic loot. Only Mythical and Legendary items now have loot beams. Be gone, bright demons!
  • Added the two Spooky maps to Free Play and End Game playlists.
  • Steam Trading Cards should now be live. For real this time.
  • Changed the spooky event tavern deco back to the basic deco.
  • Bug Fixes:
  • Players can no longer insta-kill Betsy using Sticky Nades before she spawns.
  • Fixed two lane blockages on the second Spooky map.
  • Fixed a small issue where when the Spooky Polearm is elemental, its default idle VFX would show up.
  • Rings, Talismans, and Totems were displaying the wrong mesh offset in the shop and enhancement wheel UIs.
  • Squire Norse Head Icon A is now the correct visual representation.
  • Increased base damage for fire and gas traps on Siphon Site D so they actually deal more damage and scale off of difficulty.
  • Fixed a bug that let players get behind enemy spawners on Liferoot Forest.
  • Updated the Relics and Weapon Loot beams beam height to not be lower than the loot circle.
  • Extra Note:
  • We're getting ready to test some upcoming loot changes! Would you like to help us out? Keep an eye on this thread[dungeondefenders.com] for more details later this week!

New in Dungeon Defenders II 8.3 (Nov 3, 2015)

  • Features:
  • The Spooky Event will run for another week! Because we love you.
  • Activated the November Monthly Mission!
  • Replaced the Cake pet food with Turkey Legs for the November Monthly Mission. Yep, it’s the Cake and not the Ham!
  • Balance:
  • Skeleton Hero enemies now drop slightly less total loot. (Wait, how are they carrying loot in the first place? Our favorite response in the comment will win a cookie!)
  • Skeleton Hero enemies have been working out and now have higher health and damage.
  • Skeleton Squire enemy worked out his legs a lot and moves as fast as the other skeleton heroes now.
  • Skeleton Huntress enemy projectiles now deal damage. It’s more of a bugfix, but it just fit here thematically. Cohesion, people. It’s all about cohesion!
  • Content:
  • Reduced the BLOOOOOM on the Dark Arts Apprentice Costume.
  • Returned the Title Screen to the original image.
  • Bug Fixes:
  • Fixed an issue where the Daily Missions wouldn’t appear for some players. If you are still experiencing this issue after tomorrow, please, please, please let us know on the forums!
  • Fixed a case where a user could receive two daily quests from a single daily quest event.
  • Elemental Chaos, Explosive Traps and Auras once again show their health/counts in tower view.
  • Fixed an issue where comparing a fast weapon and a slow weapon displayed the difference as green text in the tooltip.
  • Fixed an issue where a player could possibly reset to the previous Monthly Mission shortly after a new one began.
  • Potential fix for a bug where enemies would get stuck inside a spawner on the second Spooky map.
  • Fixed an issue where the Spooky Event Legendary Monk weapon sometimes wouldn't play the VFX on the head of the weapon.
  • Fixed an issue where the Spooky Event Legendary Monk weapon sometimes wouldn't play VFX for ghosts when attacking enemies.
  • Known Issues:
  • The + and - for comparing fast and slow weapons is reversed. So going from a 1/s weapon to 4/s will say -3 instead of +3.

New in Dungeon Defenders II 8.2 Hotfix (Oct 30, 2015)

  • Fixed an issue where all loot picked up manually was going into the Scavenger even when bags were not full. We knew he liked loot, but he can't have all of it. Manually collected loot now goes to your inventory, when there's space, as intended.

New in Dungeon Defenders II 7.7 Ascension Part II Patch (Oct 28, 2015)

  • Features:
  • Two New Maps:
  • The Deadly Road: Enshrouded in tales of ghost sightings and vanishing caravans, the Dead Road has been actively avoided by travelers since its discovery. Many brave souls have tried exploring the ruined catacombs in search of treasure, but none have emerged alive.
  • Temple of the Necrotic: Deep in the woods of Etheria, there exists a temple built in the space between life and death. A powerful artifact has appeared inside of the structure, throwing the forces governing the living and the dead into total chaos.
  • New Event: Spooky 2015:
  • Cut a hole in your chair and grab a bucket because you’re gonna s*** yourself with our first Holiday event. Maldonis the Dark has invaded Etheria, and he brought some ghoulish new friends with him. Be on the lookout for some seriously spooky secrets in each of the new maps!
  • Steam Trading Cards:
  • Added 15 Steam Trading Cards. Collect them all for Steam badges, emoticons, profile backgrounds -- the whole shebang. (That word seems a lot dirtier when you see it on paper.)
  • Spooky Challenges:
  • Complete the 8 new Challenges for a spooky surprise. You’ll need to act fast as these Challenges are only available for a limited time!
  • Four New DPS Weapons:
  • Added four new weapons, each with a unique DPS-focused passive.
  • Auto-Collect Filters:
  • Become the Bag Master. You make the rules now.
  • Tell your bags to filter in certain types of loot automatically during Auto Collect. For example, tell a bag to filter in all Legendary loot. All Legendary loot that is Auto-Collected from the ground will automatically go into that bag. That’s right, Champ. You’re the boss. The Bag Boss. That’s higher than Bag Master. You were promoted just by reading the patch notes.
  • Added 13 Auto-Collect filters to bags. The sky's the limit within these 13 specific filters.
  • New Tavern Decorations:
  • The tavern has been spookified. The Grumpy old man isn’t too pleased, but what do you expect.
  • Dark Arts Apprentice Costume:
  • 1600 Gems
  • 4 Mythical Accessories
  • Unique Heal, Spawn, Death and Mana Bomb Animations
  • November Monthly Quest Going Live on 11/3/15:
  • Title: An Etherian Pilgrimage
  • Description: This month's mission is stuffed with adventure! Go forth and gobble up tokens and pet food to get this month's pet!
  • Condition 1: Win 30 maps without losing a sub-objective!
  • Condition 2: Find 40 Turkey Legs From Pet Food Boxes
  • Condition 3: Earn 50 Wyvern Tokens!
  • Rewards
  • New Monthly Pet: Narwhagon!
  • Type: Dragon
  • Ability: Unified Defense - Create a shield that does damage to nearby and attacking foes.
  • Tier: Legendary
  • Wyvern Tokens: 40
  • Gold: 30,000
  • New Premium Pet: Autumeow:
  • Available on Thursday!
  • New Main Menu w/ New Music:
  • Updated the Main Menu to reflect the current festivities.
  • Updated War Table:
  • We’ve added some quality of life improvements specifically for events.
  • New Quick Jump event icon found in the top right hand corner of the War Table. Click the Quick Jump to the event playlist.
  • New Spooky Event difficulties for the new Spooky maps.
  • Skip Tutorial:
  • Players now have the choice of skipping the tutorial on the first playthrough.
  • Extra Notes:
  • Pet Reagent Boxes now have proper mesh and texture representation in world. Still no loot beams.
  • Costume shop mannequins have new costumes displayed.
  • Changed costume shop lighting.
  • Renamed Lightning Rod to Concentrated Cyclone.
  • Renamed the Tower Range stat to Defense Range.
  • Balance:
  • Rebalanced the Squire Provoke Duration Skill Sphere to 2.0 / 4.0 seconds
  • Thorns Skill Spheres are now unique.
  • Mark Targets Skill Spheres now increase mark target maximum by 1 / 2.
  • Updated Steiner’s health in the Incursion.
  • Bug Fixes:
  • Fixed an issue where sometimes the Lane Billboards were showing the incorrect information or were placed onto the wrong lane.
  • Fixed an issue where the Immediate Message for server/patch maintenance caused the whole screen to blur.
  • Fixed an issue where pressing K wouldn’t change the message at the top of the screen.
  • Fixed an issue where the Flamethrower Tower caused less loot to drop from Special Enemies.
  • Fixed an issue where the Losing Social Score message would appear when a player attempted to leave after Victory or Defeat on a map.
  • Fixed a bug where cutscene sound wouldn’t play after the first play.
  • Fixed a render thread crash.
  • Fixed a crash related to a missing sound notification.
  • Changed the wording on Error 2003.
  • Fixed a few typos and reduced the length of Empowering Beam description.
  • Fixed an issue where some pet eggs that were hatched weren’t being removed from the Inventory.
  • Polished up some map collisions to make sure walking through the lanes is an easy and enjoyable experience.
  • Fixed an issue where some Ranged impact sounds were playing inconsistently.
  • Fixed an issue where the Mana Node interaction collision didn’t cover the little green spirit dude who floats above it.
  • Spelled reservoir correctly in Siphon Site D. Now you defend the RESERVOIR in Siphon Site D. That’s right, THE RESERVOIR. The RESERVOIR needs defending people….
  • Fixed a hole in Forest Crossroads.
  • Skeleton Goblin now has correct iconography in game.
  • Fixed an issue where heroes wouldn’t play their full spawn-in animation after death.
  • Resolved an issue with Griblok's "I'm out" animation not playing.
  • Resolved a bug where the Liferoot Forest Incursion Special Enemies would not spawn.
  • Fixed and updated several Skill Sphere descriptions.
  • Fixed an issue where there were duplicated stats in the stat manager.
  • Fixed an issue where some decals were not being applied to meshes.
  • Fixed an issue where the glow on the proximity mine was too dark in its deactivated state.
  • Fixed an issue where the outline effect when targeting certain objects was displaying incorrectly.

New in Dungeon Defenders II 7.7 Hotfix (Oct 22, 2015)

  • Bug Fixes:
  • Reduced the criteria numbers for the October Monthly Mission back to 35 Legendaries, 35 Skeleton Special Enemies and 10 Incursions.
  • Fixed an issue that was preventing some players from launching the game.
  • Feature:
  • We’ve heard you, Defenders. You don’t want to sit through the tutorial. Even though it’s educational and good for you. So go ahead, skip it. Players who skip the tutorial will be sent to the Easy version of The Gates of Dragonfall without the tutorialized elements. If you select Play and not Play Private from the Main Menu, you may have other players in your first match.

New in Dungeon Defenders II 7.6 (Oct 21, 2015)

  • Free Gem Offer:
  • As thanks for being patient while we work through our Open Alpha growing pains, we’re giving everyone 100 free gems! In order to receive the gems, you’ll need to login to the game between now and Tuesday, Oct. 27th.
  • Content:
  • Item icons in the Inventory now have colored frames depending on its rarity. For example, Legendary icons now have orange frames. Hipster icons have black, bold frames. #sounique #sospecial
  • You can create characters in the group tavern now.
  • Bug Fixes:
  • Put in a potential fix for the issue where the matchmaking service was doing wonky things when we hit a high number of concurrent users. We wanted to get this fix in before the weekend, so the speed at which we needed to get this in has a side effect. We are dividing our matchmaking into three different regions: Oceanic, United States and Europe. For a short period of time, players will not be able to change regions or matchmake with a friend who is in a different region. Tentatively next week, we plan on releasing a way to change regions manually, and shortly after that, a way to change regions dynamically based on a friend invite (this work is in-progress now).
  • Fixed an issue where Bearkira’s slowing effect wasn’t wearing off on some enemies.
  • Known Issues:
  • A merge issue has reverted the requirements of the Monthly Mission back to their pre-cutdown numbers. This will be fixed in tomorrow's hotfix.
  • You won’t be able to skip the introductory cutscene on the first viewing. If it shows up again, you’ll be able to skip it.
  • Fugazi is still on indefinite hiatus. Not a known issue with the patch. Just a known issue with life.

New in Dungeon Defenders II 7.5 (Oct 19, 2015)

  • Balance:
  • Campaign normal is now more “normal.” What does “normal” even mean? T-shirts and jeans? A polo? Beer by the pool? Warsong Commander giving minions with 3 or less attack charge? Check out our influence vote later today to help decide what “normal” means.
  • Bug Fixes:
  • Restored our loading screens to their formal, non-pixelated glory. I mean, former. It’d be really cool if they were wearing a suit though, right?
  • Fixed one of the many issues with full-screen windowed mode. We wish that read “full-screen mode,” but it doesn’t. That fix is next! Stay tuned.
  • Stopped monthly missions from resetting when you join a Social Tavern.
  • Put together a plan to give everyone affected by the bug above a free Bearkira. Have a look!
  • Chopped October’s monthly mission requirements in half. IN HALF. Actually, more than half. But you get the drift.

New in Dungeon Defenders II 7.4 (Oct 15, 2015)

  • Bug Fixes:
  • Fixed a texture streaming issue that was causing the game to always crash on 32-bit systems. Unfortunately, this made loading screens blurry for all users. We have faith our 64-bit players will accept this temporary loss in loading-screen fidelity to assist our 32-bit brethren in defending some dungeons.
  • Fixed an issue where the Jump Key wasn’t working if it was rebound.
  • Fixed an issue with cutscene audio.
  • Fixed an issue where the item tooltips took fooooorever to popup while managing the inventory. Well, it took 2 seconds, but still. Way too long.
  • Homing projectiles now properly home in on targets.
  • Grabbed a dictionary to see if it was “home in” or “hone in” on targets. Apparently both are correct. #themoreyouknow
  • Fixed an issue where dragging an item from one bag to another wouldn’t re-sort the bag.
  • Fixed an issue where entering Sell Mode while choosing a Bag Icon did terrible, horrible, no good, very bad things.
  • The Random Egg reward wasn’t displaying correctly on the Mission reward tooltips.
  • The Mission reward tooltips were missing when you tried to reroll that one Daily Mission for that other Daily Mission.
  • Fixed an issue that was causing other issues. Our servers now ride bicycles! Biii-cycle. Biiiiiiiii-cycle. I want to ride my bicycle. I want to ride my bike. Keep it going in the comments!
  • There was a grey box on the Mission reward tooltips. There is no longer a grey box on the Mission reward tooltips.
  • Fixed an issue where we didn’t say Mission reward tooltips enough. That has now been fixed.
  • Melee goblins couldn’t hit the broadside of the Dragonfall Bazaar cores. That’s not a weird diss. They literally couldn’t. Now they can.
  • Pets will now attack Betsy. Betsy fears not your puny pets and laughs at danger.
  • Fixed issue where Betsy would not properly fear player pets. Still laughs at danger -- will fix in future patch.
  • Fixed an issue where the lightning grenade pet ability wasn’t dealing damage. Now it does!
  • Fixed the issue where the in-game notification for the game going down wasn't appearing. But since it's in this patch, you wouldn't have seen it this time. It should be there next time!

New in Dungeon Defenders II 7.3 Hotfix (Oct 14, 2015)

  • Fixed an issue where chat was broken for some players.