Dungeon Defenders II

Dungeon Defenders II

View Stats:
This topic has been locked
iamisom Dec 10, 2014 @ 7:29am
Current Patch Notes [Updated July 27th, 2017]
Patch 1.0.3
You can find the full patch notes here![dungeondefenders.com]

Update 1.0
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 <blank> 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.

Core Health
  • Increased the core health in Chaos to protect against enemies one-shotting the core.

  • 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 Fixesss
  • 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.

[Early Access] Patch 21.2
Bug Fixes
  • Fixed a server crash related to the Tsunami bow.
  • Fixed some issues with scrolling and selecting on the Game Browser.

[Early Access] Patch 21.1
Max Loot Stat Range Fix
  • Loot wasn't rolling up to the intended Chaos stat ranges. This is now fixed. You should now find loot with higher stats in every Chaos tier!
    • 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.

[Early Access] Update 21.0 (The Loot Update)
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%

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.

[Early Access] Patch 20.2
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.

[Early Access] Hotfix 20.1
  • Apprentice Tornado and Monk Pole Smash no longer have hidden cooldowns on re-applying their Knockup buffs.
    • Note that the enemies must still start falling before a knockup buff can apply! This simply eliminates a hidden delay between when they hit the ground and when they could be knocked-up again.

Bug Fixes
  • Chaos II and Chaos III have the correct enemy spawns again.
  • The Flamethrower Tower no longer fires while stunned.
  • Fixed the Power Dart Tower Damage Ascension Power tooltip text.
  • The cores in the normalized version of Forest Biome take damage again.
  • Fixed some issues with closing and opening the Costume Shop.

[Early Access] Update 20.0 (Spring Forward)
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.


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).

[Early Access] Patch 19.5
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:
    • 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
With this patch, we’ve taken a serious look at the viability of all defenses as well as how several of our specific defense stats scale, and we made some fundamental changes as a result. We hope these changes will make many defenses, at least when it comes to raw DPS and utility, viable in later Chaos difficulties. You can read an expanded explanation of these changes in our Patch 19.5 Preview blog.
  • 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.

[Early Access] Patch 19.4
Chaos Enemy Spawn Changes
Here's our Chaos philosophy: For each Chaos tier, we want to introduce enemies that counter certain defenses and strategies. Based on that, we want to reward you for recognizing and countering that threat. Each Chaos tier should have its own counters and strategies, and the build variety should be in the ways that you can counter them. Not everything should be effective, but there should be enough things that are effective to keep things interesting. Before this patch, the combination of Chaos enemy spawns muddied the enemy and defense counterplay. There were so many types of defense counters happening that there was a very narrow set of counters you could use, especially in Chaos IV and V. These changes are aimed at expanding the viable set of defenses per-Chaos.

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 Shield Goblins 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! <3

[Early Access] Hotfix 19.3
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

[Early Access] Patch 19.2
UI Changes
  • The Item Comparison tooltip now displays +/- Number of Upgrades
  • Added text to display what the next Ascension Point investment will give
  • Updated the UI style for consumables (pet consumable UI change to come soon)

Enemy Changes
  • Lifespan of EMP disable reduced from 30 seconds to 15 seconds
  • EMP disable now activates on every attack
  • Cyborks now ignore Buff Beams

Hero Changes
Abyss Lord
  • Secondary Attacks
    • Uncharged Secondary Attack damage reduced from 11 to 9
    • Charged Secondary Attack damage reduced from 13 to 10.5

  • Arcane Barrier
    • Health scaling reduced from 200 to 150 match other 30 DU Blockades

  • General Defense Changes
    • The Dryad's Defenses, except Slimes, now consistently benefit from Defense Speed
      Hornet's Nest and Harpy's Perch no longer reach maximum rate with minimal Defense Speed additions
    • Rebalanced Hornet's Nest, Harpy's Perch and Angry Nimbus damage to be more comparable to other defenses
  • Angry Nimbus
    • Now benefits from Defense Speed, and his Inspect displays his Rain Rate
      Should no longer damage multiple targets; should consistently only hit 1 target
    • Range decreased from 3,500 to 2,500
  • World Tree
    • Upgrade costs increase to 125 / 275 (was 50 / 50)

  • Book Drop
    • Lifespan reduced from 15s to 6s
    • Now affected by Tenacity

  • Poison Dart Tower
    • Default Crit Chance decreased to the default 3% used for all other defenses
    • Crit Damage reduced from 5 to 2.5
    • Defense Speed adjusted to match other towers

  • Viper’s Fangs
    • Health upgrades slightly increased to now match other 30 DU blockades (example: Tier 2 upgrade increased from 1.2 to 1.3)
    • Bubble lifespan decreased 5.0s -> 4.0s
    • Bubble base rate decreased 6.5s -> 8.0s
    • Bubble maximum rate raised 3.0s -> 5.0s

  • Maw of the Earth Drake
    • Now has a slower maximum fire rate (raised from 4.5s to 6.0s)

Series EV2
  • Weapon Manufacturer
    • Damage decreased from 3.0 to 2.5
    • Speed rebalanced to be comparable to other towers

Shard Changes
Radiant Power
  • Level Max decreased from 14 to 5
  • % Bonus Max decreased from 30% to 6%
  • Updated description to clarify effect

Bug Fixes
  • Shard Auto-Collect will now correctly pick up Shard Packs
  • Fixed a bug where blank Shard Packs dropped in Campaign
  • Fixed a bug where the Siege Roller could be insta-killed when petrified
  • Fixed the maximum Ascension Level XP curve (it was 9,999,999 and now it’s 2,500,000)
  • Fixed a tooltip issue where long tooltips on equipped items would go off-screen
  • Fixed a tooltip issue where long tooltips on items in the bottom 3 rows of the Inventory would go off-screen
  • Fixed a crash that would happen when getting stunned during a cinematic
  • Fixed an equip issue with the Iron Reaper Squire weapon
  • Fixed a bug where clicking an Inventory Bag tab while the bag was open would cause the bag tab highlight to disappear
  • Abyss Lord’s Abyss Stone now shows an ability mana icon instead of a builder mana icon when out of ability mana
  • Fixed a bug where the Cybork would continuously try to stun Abyss Stones
  • Fixed a Dark Assassin bug involving hotswapping heroes
  • Fixed a bug where swapping heroes while an item was grabbed in the Inventory caused some wonkiness (official scientific term)
  • Fixed a bug where if you right=clicked on an equipped item on a non active hero while you were on the All Heroes screen, it would bring up the Item Enhancement UI instead of unequipping/equipping the item
  • Fixed an issue where only one of EV2’s nodes would display a stun VFX when disabled by a Cybork (Reflect Beam still has the issue for now)
  • “Trials” now appears on the Pause Menu
  • Flamethrower and Earthshatter Range Gambit descriptions now show the full text
  • Fixed lighting issues on several maps
  • Fixed several SFX issues
  • Fixed several collision, environment trap trigger and camera fading issues

Known Issues
  • Items often appear as the wrong type when moving them into an inventory slot that is occupied until the UI is refreshed.
  • Radiant Power - Shards that were fully upgraded before the update will not move to new cap for Radiant Power. This is only a display issue, shard will show as upgraded to 14/5 level or similar numbers.

[Early Access] Hotfix 19.1
  • Added performance optimizations for the Inventory and netcode.
  • Added server performance optimizations.
  • Fixed an issue with people seeing a black screen when loading into the Main Menu.
  • Rebound "Item Interaction" from MMB to Shift + Right-Click so that players without MMB can use Shards.
  • Rebound "Sell All" all the way over to Y to mitigate some of the accidental sell all issues.
  • Removed the "Are you sure you want to sell" popup from Epics. This is only on Mythicals and Legendaries now. With fewer popups when managing the Inventory, we hope players will be more focused on what the popup says to help reduce accidental sell all issues.
  • Bewitching Hour Shard for the Gunwitch now only procs on snipes.
  • Ramparts Siege will no longer show up in Chaos V.

[Early Access] Update 19.0 (The Endgame Update)
You can find the full list of patch notes here![trials.dungeondefenders2.com]

[Early Access] Patch 18.2
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.

[Early Access] Hotfix 18.1
  • The Goblins will deliver presents once a day to the Holiday Tree in the Heroes Marketplace or the Private Tavern. Then they will patiently wait 24 hours after you take the present and possibly give you more...
  • Iron Reaper can now be properly equipped on the Squire again.

[Early Access] Update 18.0 (Holiday Siege Update)
  • 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.

  • 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. This change should have added critical chances back for a number of defenses/abilities: Dryad's Corrupt Mushrooms/Blessing, Huntress's Blaze Balloons/Poison Dart Tower DoT, Gunwitch's Snipe Poison Rune, Mystic's Lash Out and Dark Torment, Squire's Sword of Unholy Fire, Abyss Lord's Left Click attack, Lavamancer's Fissure of Embermount and Monk's Lightning Aura.
  • 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.

[Early Access] Hotfix 17.2
  • Fixed an issue with not being able to build near the World Tree.

[Early Access] Hotfix 17.1
  • Reverted the loot changes implemented in The Terraria Update thanks to your feedback.
  • Create Hero Screen was focusing on costumes that you don’t own instead of just showing the regular hero creation causing some confusion.
  • Dryad’s World Tree is now properly destroyed during the victory animation when it’s close to the core.
  • The Eye of Cthulhu and Demon Eyes cannot be killed by making them follow you down pits and off the edge of the map.
  • The Poison Imbuement Buff from Vile Mushrooms no longer applies to the Eye of Cthulhu.
  • Random Ogres don’t spawn together and get stuck anymore on the Forest Biome map.
  • Dryad’s Harpy’s Perch does not keep attacking if the World Tree near it is sold and then rebuilt.
  • Boots no longer generate with default stats for all heroes. There was an issue where they were dropping with incorrectly rolled stats for Gunwitch, Abyss Lord, etc.
  • Abyss Lord’s Skeletal Orc was maintaining the Direct Command buff for wayyy too long.

[Early Access] Update 17.0 (The Terraria Update)

Terraria Crossover
  • New Hero: The Dryad
    • The Dryad is the physical manifestation of the will of Terraria itself. With the wisdom of untold ages, she takes up arms to protect and defend her home against evil and corruption. Her World Tree is an anchor for all of her ferocious defenses.
    • Abilities
      • Ability One - Dryad’s Blessing: Blessing surrounds the Dryad with leaves, shielding her and increasing her armor. When corrupt, Blessings deals damage around her.
      • Ability Two - Powder Toss: Purification mushrooms heal nearby allies and slow enemies. Corrupt mushrooms deal damage and stun when they expire.
      • Ability Three - Starfall: Starfall damages enemies and leaves behind a star that Dryads gather to replenish their mana. When corrupt, the star explodes and deals damage to enemies in its range.
      • Ability Four - World Tree: The World Tree provides the power that the Dryad needs to summon her defenses. It restores 5% of a hero's max HP over time while giving +20% Hero Crit Damage and +10% Hero Crit Chance to nearby heroes.
    • Defenses
      • Defense One - Moss Hornet’s Nest: The Dryad summons a hornet's nest that periodically summons a hornet which viciously attacks an enemy. When corrupt, it spawns more hornets.
      • Defense Two - Harpies’ Perch: The Dryad summons a dangerous Harpy that hurls feathers. When corrupt, the feathers pierce enemies in their path.
      • Defense Three - Slime Pit: Slime Pits spawn slimes that targets enemies and explodes, dealing damage to enemies on impact. When corrupt, they deal more damage in an area and oils enemies.
      • Defense Four - Angry Nimbus: The Angry Nimbus follows enemies, dealing damage over time and drenching enemies. When corrupt, it periodically zaps enemies for high storm damage.
  • New Map: Forest Biome
    • Experience the new Terraria themed map that includes some new mechanics that can change up your defense! (Can you say crafting stations?)
  • New Incursion: Dawn of the Blood Moon
    • The Blood Moon has come to the Forest Biome and brings a host of different enemies and a new larger threat...
  • New Enemy: Demon Eye
    • These pesky critters will fly around and poke you to death in the Forest Biome! Make sure you have some anti-air ready!
  • New Boss: Eye of Cthulhu
    • Have you seen his final form!? (2spooky5me)
  • New Weapons: Cranked up to ELEVEN
    • We added at least one new weapon for each hero in the game. Check out the Wayfarer to see all the new Terraria-themed weapons!
  • New NPC: Wayfarer
    • The Wayfarer has traveled far to peddle goods from the recent Incursion for all heroes to enjoy! Say “Hello!” to him in the Heroes Marketplace.

Try the Dryad Right Now!
  • Want to try out the Dryad before you unlock her? Head to the portal in the Heroes Marketplace and select Normalized Mode! This will let you experiment with the Dryad’s defenses and abilities in the Forest Biome.

Enhanced Training Dummies
  • We’ve added new training dummies in the Heroes Marketplace and the Private Tavern.
  • These new dummies will provide significantly better ways for players to track their BIG DEEPS.

Item Stacking Changes
  • Multiple items now stack higher than they did previously. Just a little preview of our upcoming Inventory UI revamp hotness.

Updated My Heroes UI
  • Much more informative and interactable (Google says this isn’t a word, but we don’t care) Hero UI while we work on our new UI improvements. Tooltips are finally working on this menu for PS4!

Loot Change
  • Any gear with class specific passives will now be locked to that class. This is in preparation for much larger itemization changes coming in future patches!


  • Base resistances buffed to make Monk more viable in melee.
  • All root motion has been removed from combat animations.
  • Sky Dragon’s Fury and Thunderball got a balance pass.
    • Damage Range increased from 100-200% to 140-200% Hero Damage.
    • Thunderball now procs 100% of the time with an 8 second internal cooldown.
    • Thunderball damaged once per second, instead of three times per second.

  • Base resistances buffed to make Squire more viable in melee.
  • Root motion removed from Light and Heavy attack stances.

Bug Fixes

🔥 Community Bug Fixes 🔥
This section is dedicated to bugs reported on our Bug Reporting site! Bugs labeled “Hot Issues” are next on our priority list. More community bug fixes coming in the next patch!

  • Every time Frostbite Towers would try to attack the same enemy, or if an enemy would die, they’d have to re-target, which caused their firing to break. This is no longer the case. Ice to meet you, bug.
    • Thanks, Zimmermann!
  • Buff beams were able to buff other buff beams. (Buff-beam-ception?) AND Buff auras buff Buff Beams which no longer buff buff beams, which no longer buff buff buff when you buff buff your buff buff.
    • Zimmermann crushing it with the buff bug reports!
  • EV2’s Heat now resets to 0 when build phase begins.
    • Thanks for staying on top of this bug, K-ToF!
  • “Hide Enemy Health Value” was causing Health to not display on towers and cores. Now it’s always visible.
    • Thanks for the report, Ancient Ogre!
  • Some Steam achievements were not unlocking after completing the requirement.
    • So glad to finally crush this bug. Thanks,K-ToF!
  • Mystic’s Dark Ritual blade was only dropping with set passives.
    • Good looking out, Hom-Sha-Bom!
  • Hero Critical Damage no longer bugs out when swapping characters, which caused some serious damage discrepancies.
    • We came, we saw, we CRUSHED that bug. Thanks, Pandynator!
  • Updated some text warning people that Mystic’s Split Vipers Skill Sphere does not overwrite the reduction of damage of Slow Death.
    • Good catch, Dreamanime!
  • The toggle checkbox in the Options Menu for turning Damage Coalescing on and off now works correctly.
    • Pandynator is life. Pandynator is love.
  • The Abyss Lord’s Colossus would attack slower after being upgraded.
    • Thanks, JoghurtDipper!
  • Mystic’s Sand Viper tooltip no longer contains the “Enemies Chilled” stat.
    • Thanks for pointing that out, Talis Cat. Maybe we should add some random stuff to other defense tooltips just to keep you on your toes...
  • Activating the Trick or Treat chest on the wave 7 of the Temple of the Necrotic would spawn an invulnerable skeleton.
    • Uhhhh, surprise? Good catch, Klaga!
  • Abyss Lord’s Orc Blockade’s base would become displaced during Frenzy.
    • Thanks, Buddyvv!
  • The Apprentice’s Harbinger Staff was spawning anon-textured AoE graphic on the ground.
    • Graphic is now TEXTURIZED thanks to Dreamanime!
  • The Spooky Event title was not being rewarded.
    • A spoopy thanks to Virydis!
  • Altar Assassins now primarily target players. If they can’t find a player, they will attack cores.
    • Thanks for the report, o0Exile0o!
  • On Altar of Athame, it was possible to place defenses floating above the altar.
    • Thanks, geo981010!
  • Sky Dragon’s Fury passive typo fixed.
    • And with this report, Zimmermann takes the cake with the most reported bugs fixed in this update!

General Bug Fixes
  • The toggle checkbox in the Options Menu for turning Damage Coalescing on and off now works correctly.
  • New Defender Medal Monthly Pets no longer show up as regular monthly pets at the Petrinarian.
  • Hotswapping characters properly resets pet ability cooldowns.
  • Skeletons no longer spawn in non-combat phases.
  • Skeleton enemies no longer leave a lingering purple visual effect after death.
  • EV2’s passive “Torpedo Range” got a language pass.
  • The Challenge “Defender of Etheria” can only be completed in campaign and had its description updated to reflect thatintention.
  • Keybinds now save when you rebind keys at the title screen
  • Returning Players occasionally had the Monk and Huntress still locked when returning to the game after being inactive for awhile.
  • Mystic’s Dark Torment towers would not despawn.

[Early Access] Patch 16.3

Halloween Update!
  • 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 with the wicked new Skeleton costumes in the image below!

🔥 Community Bug Fixes 🔥
This section is dedicated to bugs reported on our new Bug Reporting site! Bugs labeled “Hot Issues” are next on our priority list. More community bug fixes coming in the next patch!
  • Series EV2’s Heat Bar now properly resets at the start and the end of Combat Phase.
    • Reported by K-ToF, our #1 bug submitter. Thanks for the help, K-ToF!

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.

[Early Access] Patch 16.2

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.

[Early Access] Patch 16.1

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.

[Early Access] Update 16.0 (The Journey Begins)

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.
  • 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.
    • 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)

[Early Access] Patch 15.5
  • 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.

[Early Access] Update 15.4 (The Dark Altar)

  • 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.

[Early Access] Patch 15.3

This is a quick fix for the current issue with daily mission reset and completion, and we’ll have a better fix for this on Tuesday.

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.

[Early Access] Patch 15.2

  • 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...)

[Early Access] Patch 15.1

  • Defense Medal cost reduced to 10,000!

  • 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.

  • 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.
  • 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.

[Early Access] Update 15.0 (Herald of Embermount)

  • 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.

  • 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.

[Early Access] Patch 14.5

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

[Early Access] Update 14.4 (Molten Citadel)

  • 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.

  • 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.

[Early Access] Patch 14.3

  • 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.

[Early Access] Update 14.2 (Power Surge)

  • 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.

  • 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 [1200 - 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
      • Base attack rate decreased from 1.67/s to 2.2/s
    • 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
      • Attack rate decreased from 1.87/s to 2.5/s
  • 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.
  • PS4 - Fixed an issue when you would jump and cast an ability with the same button press for target ground abilities.
  • PS4 - Fixed an issue where the split screen player could not navigate the Inspect Deck UI.
  • PS4 - Fixed some UI issues with opening and closing the Playstation menu while the Hero Information screen was open and the Hero Deck and Session List were layered on top.
  • PS4 - Fixed texture quality streaming for the UI.

[Early Access] Hotfix 14.1

Game 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.

  • 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 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.)

[Early Access] Update 14.0 (Power Up)

The Power Up update is now live on PC & PS4! This update includes the Gun Witch, buffs to the four original heroes, the new Game Browser and much more!


  • 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.

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!

  • 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

  • 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

  • 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.

  • 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

  • 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.

  • 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

  • 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.

  • 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%

  • 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

  • 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

  • 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

  • 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.

[Early Access] Hotfix 13.6

Bug Fixes
  • Looks like our Hero Balance Changes for the next patch got out early! They have not been properly tested, so we have reverted them. If you wish to continue testing them before the next patch, please join our Remote Playtesting Group by emailing dani.moore[at]trendyent[dot]com!

    So what are these Hero Balance Changes? Here's a tentative list of the changes![dungeondefenders.com] Keep in mind these are subject and very likely to change as our community testers in the RPG get their hands on them.
  • 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.

[Early Access] Update 13.5 (The Buried Bastille)

  • New Map -- The Buried Bastille:
    • As selected by you in our Influence Vote, we’re releasing The Buried Bastille in this update! This sprawling, ancient prison is a remake of DD1’s Glitterhelm Caverns. Four cores lurk in these shadows for you to protect. The Buried Bastille is the biggest map released in Dungeon Defenders II to date, so we’re eager to see how you feel about its size and complexity.
  • New Incursion -- The Bastille Master:
    • It’s a race against time to kill all of the enemies in The Bastille Master Incursion! Not only is time and the size of The Buried Bastille working against you, but you only have a limited number of lives, too!
  • Improved Daily Missions:
    • In our last update, we introduced Bonus Missions as part of our ongoing effort to increase the earn rate of Defender Medals for all players. In this update, we’re doing two things. The first is improving the Daily Missions themselves. Our Daily Missions will now be about winning a certain amount of maps (some with extra provisions, some without). No more Daily Missions like “Ignite X Enemies” or “Gain X Pet Affection Levels.” It’s all about winning and being rewarded for winning. Play how you want to play and get rewarded for it -- unless how you want to play is to lose, in which case, we’re sorry. The second thing is...
  • Temporary Change -- Increased Daily Mission Payouts:
    • For the next two weeks, we’re increasing the amount of Defender Medals gained to 225 - 450 Defender Medals apiece. We’re going to pay close attention to the number of people completing Dailies and how these new reward amounts are affecting the Medal earn rate for all players. So please login, play with the Daily Mission changes and let us know on the forums how you feel.
  • New iPWR 750 Apprentice Weapon -- The Ghastly Halberd:
    • If you complete The Bastille Master Incursion, you’ll earn the new Ghastly Halberd Apprentice weapon! Using this weapon turns the Apprentice into a ghost, reducing damage taken by enemies from 35%-90%! Using the alternate fire of the weapon will spawn a variable number of halberds that will attack nearby enemies.
  • New iPWR 750 Helmet:
    • This Incursion will have a chance to drop an iPWR 750 Helmet from the Victory Chest.
  • New Apprentice Elemental Variant Costume -- Guardian of the Dead:
    • The Apprentice is joining the Monk and the Huntress in getting an elemental variant costume of his own!
  • New Steam Pack: The Hero Army Pack:
    • The Hero Army Pack arrives later today! Now you can complete your roster with an incredible collection of our newest playable Heroes with multiple high-end Costumes in one mega-package!
  • Other Changes:
    • Summary Screen will now display Defender Medals earned from Daily and Bonus Missions.
    • Summary Screen will now display XP gained from Daily Bonuses.
    • June 22nd is your last chance to get the Collector’s Pack on Steam!
    • When you reroll a Daily Mission, a new Daily is automatically selected for you.

General Bug Fixes
  • Fixed a crash that would happen while inspecting another player’s Hero Deck.
  • Amped Up, Snowstorm, Curse of Weakness, Envenom and Breaker are now working properly. These were previously doing the opposite of their intended function (e.g. Amped Up was decreasing attack rate instead of increasing it).
  • Fixed a visual bug where Hearty Blockade was dropping at 0%.
  • Fixed an issue where Panic Fire was unintentionally working for the Proton Beams. (Press Your Luck works for now but will get disabled in a future patch. Please let us know how Proton Beams feel now.)
  • Bling-O-Midas enemy hit VFX should now be properly golden and not some weird muddy color.
  • Bling-O-Midas projectile VFX now properly matches the width of the bow’s cone of damage.
  • Fixed an issue where Defender Medal purchases during a round were being tallied on the Summary Screen.
  • Fixed an issue where Wyverns were getting stuck in the Dragonfall Bazaar Market Skies air lane.
  • Proton Flame Charge Skill Sphere now properly adds extra damage.
  • Fixed some issues with NPC dialogue and tutorial dialogue.
  • Fixed an issue where the Abyss Lord’s towers would remain on the Create Hero screen.
  • Fixed more collision issues with EV2’s Death From Above ability.
  • The Bling King now idles after he destroys the Inn, peasants!
  • Fixed an issue where the Ranged Goblin’s attack trails were showing up as grey boxes.
  • Fixed an issue where some Huntress bow attacks were showing up as grey boxes.
  • When swapping accessories for the Mantis Striker costume while a canister is equipped, the new accessory will now properly conform to the color of the canister. #peerpressure

[Early Access] Hotfix 13.4

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.

[Early Access] Update 13.3 (The Bling King)

  • The Bling King Incursion:
    • The Kobold King is extorting Little-Horn Valley, and it’s up to you to meet his demands for gold or he’ll destroy the Inn!
  • New Huntress Weapon, Bling-O-Midas:
    • This iPWR 750 bow drops exclusively on the Bling King Incursion. This weapon slows enemies and turns them into gold!
  • iPWR 750 Gloves:
    • Similar to the Spectral Knight Incursion, an up-to iPWR 750 loot piece will drop from the Victory Chest!
  • Bonus Missions:
    • As part of our effort to increase the earn rate of Medals, Monthly Missions have become Bonus Missions. Get a new Bonus Mission every week. Bonus Missions are completable in 1-2 play sessions and give more Medals per playtime than our previous Monthly Missions.
    • This week’s Bonus Mission: Win the Bling King Incursion!
  • EV2 Medal Cost Reduction:
    • Series EV2 is now 10,000 medals!
  • New Abyss Lord Costume: the Depth Lord!
  • Misc Changes:
    • Pause menu will now display the mode and difficulty of the current match.
    • Added Series EV2 bag icon for premium bags.
    • Changed the color of Series EV2's card back frame.

  • The stat increases from EV2’s Buff Beam did not improve from Tier 2 to Tier 3 and from Tier 4 to Tier 5. Rescaled each tier from:
    • Tier 1: 1 to 1
    • Tier 2: 1.1 to 1.05
    • Tier 3: 1.1 to 1.1
    • Tier 4: 1.2 to 1.15
    • Tier 5: 1.2 to 1.2

Bug Fixes
  • Fixed a crash when leaving a map as somebody else was loading in.
  • Fixed a crash that happened when inspecting someone's deck and then clicking hero info/costume as someone else was loading into the session.
  • Improved the loading time on the session list.
  • Fixed an issue where some Ignite cases were not counting toward the Ignite Daily Mission.
  • Fixed an issue where the Arcane Resilience and Null Void bonuses to health were being applied after the tower was placed, causing the tower to be damaged when it first spawned.
  • Fixed an issue where selling EV2’s nodes while at maximum defense mana would not drop mana equal to the node cost.
  • Fixed numerous collision issues related to EV2’s Death from Above ability. (Special thanks to @Lord_DaS for the thread!)
  • Shardshot passive should correctly deal damage now.
  • Fixed a VFX issue with the Mighty Fists and Smiting Fists passives.
  • Series EV2 can now wear the Carnival masks.
  • Tweaked the audio on EV2’s Heat Bar.

Known Issues
  • The game can crash when transitioning out of a map after inspecting another person’s Hero Deck.
  • The VFX for the Bling Bow doesn’t 100% match the width of its area of effect and the VFX of the enemies turning gold is not being properly applied to some enemies.
  • Combining Oiling Strikes sphere with the Flameburst Tower does not ignite enemies.

[Early Access] Hotfix 13.2

Bug Fixes
  • 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!

[Early Access] Hotfix 13.1

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.
We're currently investigating the server crashes and game crashes that have increased in frequency over the past few weeks. We'll post more information as we have it.

[Early Access] Update 13.0 (EV2)

  • 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.

  • 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.

[Early Access] Hotfix 12.2
Bug Fixes
  • Fixed a server crash. This one should solve the majority of server crashes that started happening since the Unholy Catacombs update. Thanks for submitting your reports to the Tavernkeeper, and if you’re still seeing crashes when trying to enter games, please let the Tavernkeeper know!
  • Added some quality of life changes to the Unholy Catacombs Incursion:
    • Now if all torches are lit the same color, players just need to get near them to get the buff. You no longer need to switch through one whole cycle to get a fresh buff of the same color.
    • Reduced cooldown on switching the color of the torches from 1 second to .5 seconds.
    • To help colorblind players and increase readability of the torches, we’ve added in-world text to describe the color of the torch.
  • Skipping the tutorial will now set the difficulty to Normal instead of Easy.

[Early Access] Patch 12.1
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.

[Early Access] Update 12.0 (Unholy Catacombs)
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.

  • 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.

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.

[Early Access] Hotfix 11.4
Bug Fixes:
  • Increased server stability, particularly for players in endgame.
  • Fixed an issue where some Daily Missions were not rewarding the extra salves/consumables.

[Early Access] Patch 11.3
  • 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.

[Early Access] Patch 11.2
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.

[Early Access] Hotfix 11.1
  • Fixed a bug where some people were able to purchase items for gold instead of Defender Medals.

[Early Access] Update 11.0 (Calling All Heroes)
Read the full patch notes here![dungeondefenders.com]

[Early Access] Hotfix 10.10
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.

[Early Access] Patch 10.9
Bug Fix
  • Fixed an issue from Patch 10.8 that caused some players' pet abilities to reroll.

[Early Access] Patch 10.8
Bug Fixes
  • 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.

[Early Access] Patch 10.7
  • 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.

[Early Access] Patch 10.6
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 work 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.

Main Menu
  • Added a button to join the Steam Group on the Main Menu.

  • The tooltip on the pet box rewards for the Monthly Mission say “"Mega Pet Box x7." Each box only contains 1 Jackpot, not 7.

[Early Access] Patch 10.5
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!

  • 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.

[Early Access] Patch 10.4
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.

[Early Access] Hotfix 10.3
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.

[Early Access] Hotfix 10.2
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.

[Early Access] Hotfix 10.1
  • Fixed an issue where the Bling Wheel was not properly giving players the reward and using the Admission Pass.

[Early Access] Update 10.0: Dragonfall Carnival
For the full patch notes, click here![dragonfallcarnival.dungeondefenders2.com]

[Early Access] Patch 9.8
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!

[Early Access] Patch 9.7
  • 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.

  • 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.

[Early Access] Patch 9.6

  • 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 of 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.

[Early Access] Patch 9.5
  • 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.

  • 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!

[Early Access] Patch 9.4
Welcome to the start of a new year! This week's patch contains the newest Monthly Mission. Next week, we'll be back to our regularly scheduled bug fix/balance patches.

  • 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

[Early Access] Hotfix 9.3
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.

[Early Access] Hotfix 9.2
Hotfix 9.2 is now live! Here are the notes:

Bug Fixes
  • Fixed a bug where Pet Ability Reroll prices were going above the intended 10,000 Gold cap. For those who spent money on Pet Ability Rerolls, we’ve included a compensation in this update. Details on that are in the next section.
  • Fixed a bug where the Dragolich’s Damage Buff was affecting the damage dealt to the Harbinger when a cannon was destroyed.
  • The Harbinger now destroys the Training Dummies in his arena upon spawning on the Prince's Ship.
  • Fixed a bug where the Null Void Training Dummy passive was affecting the Harbinger.

Pet Ability Reroll Compensation
  • If you spent gold on Pet Ability Rerolls before 5PM EST yesterday, you’ll find the following items in the Mailbox shortly after 3PM EST today:
    • Total Spent = 1,000 – 15,000 Gold
      • Refund – 10,000 Gold
    • Total Spent = 15,001 – 50,000 Gold
      • Refund – 30,000 Gold
    • Total Spent = 50,001 – 100,000 Gold
      • Refund – 80,000 Gold
    • Total Spent = 100,001 – 250,000 Gold
      • Refund – 200,000 Gold
    • Total Spent = 250,001 Gold or more
      • Refund – 450,000 Gold

Notes About Loot Changes
  • First of all, thank you so much for sharing your feedback about the recent loot changes. Your constructive criticism will help us further tweak the system.
  • We’re working on an update that will further increase the frequency of desirable stat combinations and passives based on your feedback, so stay tuned for more news on that improvement in the near future.
  • Brett, the designer behind the recent loot changes, took to the forums last night to take a deeper dive into the new systems. You can check out his post here.[dungeondefenders.com]

War Cache Update
  • The War Cache has been updated to generate galactic weapons of weapons up to Nightmare IV iPWR.
  • Currently, there's a known issue where the War Cache will generate for the first hero that loads into the tavern instead of the hero who opens the Cache. We're working to fix this issue in a future update.

[Early Access] Hotfix 9.1
Hotfix 9.1 is now live! Here are the notes:

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.

Thank you for all of the feedback you’re sharing on the latest update. We're reading everything and taking down notes. Thanks for helping us make improvements to the game while we're in Early Access!

The Trendy Team

[Early Access] Update 9.0: The Harbinger Awakens
For the full patch notes, click here.[begintheawakening.dungeondefenders2.com]

[Early Access] Patch 8.7
Don’t forget: Join the Steam Group to unlock new galactic weapons!

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 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.

[Early Access] Patch 8.6

  • 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.

[Early Access] Patch 8.5

  • 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?

  • 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.

  • 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...

[Early Access] Patch 8.4

  • 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!

[Early Access] Patch 8.3

  • 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!

  • 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!

  • 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.

[Early Access] Hotfix 8.2

Bug Fixes
  • 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.

[Early Access] Hotfix 8.1

  • Added the ability to change regions. At the Options menu, you can change your region so you and your international friends can play together again!
  • Added Nightmare IV difficulty to the Spooky Event (“2spookyNM4me”)
  • Later this afternoon, our plan is to reward players who had the Monthly Mission available before October 27th with a free Bearkira pet! If something changes or goes wrong, we'll update these notes.
  • Added a new premium pet: Autumeow (Gato)
  • Changed the description on the “I ain’t afraid of no ghost” Challenge to state that completing the event on 2spookyNM4me is not necessary to completing the challenge.

  • Moved Trikk to Wave 2 on the Spooky Events.
  • Rebalanced Treet to have the stats of a mighty Special Enemy.
  • Updated Griblok’s minion stats to more closely mirror their older stats.
  • Decreased Campaign Kobold Flier HP and Damage.
  • Decreased Campaign Lady Orc HP.
  • Increased Campaign Lightning Bug Damage.
  • Decreased Campaign Witherbug Burrowed Health Regeneration.

Bug Fixes
  • Added in a potential fix for the issue where Daily and Monthly Missions would get wiped/reset. This may also fix some instances where Daily Missions aren’t showing up, but we believe there is still one more bug there that we’ll squash in our next patch. We’ve also added in a specific tracker on our backend so we can pinpoint the issue. This is a tricky bug to squash, but we’ll get it!
  • Fixed an issue where Treet wasn’t dropping loot.
  • Fixed an issue where the Hearty Blockade Max HP bonus was not appearing on the Spike Blockade tooltip. This fix should also improve clarity of all tooltips with Skill Spheres and Passives that relate to the categories listed on the Inspect Defense stats.
  • Fixed an issue where under certain circumstances players would get pulled out of their party.
  • Fixed an issue where the Possessed Sword was appearing solid white.
  • Fixed an issue where Flamethrower Towers couldn’t properly hit enemies above or below them. (Note: Flamethrowers aren’t supposed to target flying enemies.)
  • Fixed an issue where flying enemies would get stuck in the air lanes on the second Spooky map.
  • Fixed an issue on the first Spooky map where the green goo was causing damage outside of the green goo pool.
  • Enemies can no longer snipe the subobjective from the curvy lane in the first Spooky map.
  • Fixed an issue where the Weakening Curse on the Betsy Apprentice weapon did not apply on all projectiles.
  • Fixed an issue where the Greatest Finds on the Summary Screen showed items that were already in your Inventory.
  • Fixed some uneven terrain that was causing towers to look like they’re floating on the first Spooky map.
  • Fixed an issue where the top part of the Barrow Cart near the player spawn point has no collision on the first Spooky map.
  • Fixed a weird texture on the second Spooky map.
  • Fixed an issue where the Skill Sphere text would overlap with other text.
  • Fixed an issue where players using Low graphics settings had green icons in the Costume Shop.
  • Fixed an issue where the Spectral Raven projectile would instantly disappear.
  • “Cemetery” is now spelled correctly.

Known Issues
  • Removing Skill Spheres will cause text to get lost in the UI. Clicking the scroll bar will fix this issue.
  • The Haunted Huntress enemy doesn't do damage to players.

[Early Access] Patch 8.0 (Ascension Part II)


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.

  • 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.

[Early Access] Hotfix 7.7

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.

  • 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.

[Early Access] Patch 7.6

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.

  • 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
  • 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.

[Early Access] Patch 7.5

  • 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.

[Early Access] Patch 7.4

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!

[Early Access] Hotfix 7.3

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

[Early Access] Hotfix 7.2

  • Auto-Collect Per Wave!
    • Auto-Collect now also runs at the beginning of Combat Phase starting on wave/round 2.
    • It leaves items on the ground once the Auto-Collect bags are full.
    • A chat message appears to let the player know how many items were picked up.
    Pet Hatching Timer Change
    • Thanks to player feedback, pets will now always hatch after one second!
    Pet Bag Extension Purchase
    • Players can now buy more slots for the Pet Bag! The Pet Bag size can be increased up to 80 slots.

  • Added 4 Skeleton Costumes, one for each hero! [Limited Edition]
  • Added the Grave Danger Costume and Gem Pack to the Steam store
    • Includes the above Skeleton Costumes, plus
    • Exclusive “Bone Collector” Title
    • Headless Horseman Premium Pet
    • 3000 gems (+20% bonus gems)

  • Item Enhancement was very costly at the high end. In a first step towards improving the system, the cost of enhancing items was reduced by ~66%.
  • Increased the sell value of Legendary items by 75%.
  • Pet Costs and XP:
    • Reduced the gold cost required to level up Pet Power
    • Reduced the gold cost required for Pet Rerolling
  • Increased the health of the Campaign Throne Room Ogre.
  • Multiple projectile weapon critical damage change: Technically a bug fix, but including here in the balance section for visibility. Each projectile now gains a relative portion of Hero Critical Damage depending on how many projectiles were fired. Before, each projectile gained the full bonus of Hero Critical Damage.

Bug Fixes
  • Fixed a few server crashes.
  • Fixed an issue where the tooltip text for the third stat on an item was too small.
  • Flying enemies in Little-Horn Valley no longer get stuck in the spawner.
  • Lane wisps in Throne Room should now have the correct resistance color.
  • Fixed an issue where other players could easily obstruct the view in the Costume Shop.
  • Fixed an issue where after rebinding the Mana Drop keys, the keys would no longer work.
  • Added a potential fix to the black tower graphics bug.
  • Fixed an issue where pet stats could reroll its Empowerment Stats to the same type.
  • Fixed an issue with the chance rate in the Dragon egg.
  • Fixed an issue where Throne Room Onslaught had incorrect lane spawner billboards.
  • Fixed an issue where all heroes would appear invisible while at the Hero Deck in the Forge.
  • Fixed an issue where players could purchase and have 2 Serenity Range Gambit Skill Spheres even though it's a Large Sphere.
  • Added missing VFX to the Tier 3 Ranged Goblin.
  • Fixed an issue where some Small Skill Spheres were showing up as IV when they were actually III.
  • Fixed an issue where, with a controller active, the keybinds for actions assigned to the keyboard all say "[No Key]" in the options menu.
  • Fixed an issue where there is no VFX in the Petrinarian for the Dragolich pet.
  • Fixed an issue with hero lighting at the Forge.
  • Fixed an issue where the Headless Horseman's attack animation does not play if he kills an enemy and then immediately attacks another.
  • Fixed an issue where the tooltips no longer stated which item is the currently equipped one.
  • Fixed an issue where rapidly clicking on the right-click attack with 1/second ranged weapons while holding down the primary attack will give a huge, unintended Ranged DPS Boost.
  • Fixed an issue where Attack Damage is showing as Max HP in the Inspect Defense for the Training Dummy.
  • Fixed an issue where the default Huntress bow had a grey box in the tooltip for the projectile type icon.
  • Fixed an issue where the Serenity Aura range gambit Large Sphere reduced the health of ALL auras.
  • Fixed an issue where minimizing a bag in Customize mode made the UI display incorrectly.
  • Fixed an issue where after unlocking an NPC via progression, that HUD text showing the unlock requirement was still shown.
  • Fixed an issue where the "Confirm Controller Support" prompt always displayed when a player made a change and clicked Apply in the Options while the controller was active.
  • Fixed an issue where the Blizzard pet ability buff was not playing sounds.
  • Fixed an issue where Defense Range Skill Spheres were not affecting Uber Defenses.
  • Fixed a bug where pet VFX would disappear in the Pet Shop UI after evolution.
  • Fixed a bug where eggs would get their stat points reset, causing the UI to display a rot timer after incubation has finished.
  • Fixed an issue with the Tier Orc icons not appearing correctly on the Mini-map.
  • Fixed an issue with one of the Squire’s medium melee attack swings playing sound too early.
  • Fixed a visual issue with the Headless Horseman.
  • Fixed an issue where players were sometimes unable to purchase anything.
  • Fixed an issue with NPC unlocking after completing all of the quests.
  • Fixed a visual bug in the Pet Shop.
  • Fixed an issue where a pet wouldn’t appear after loading into a map.

[Early Access] Hotfix 7.1

  • Refunds for missing Skill Spheres! If you purchased Skill Spheres before the Ascension update that were taken away with the Stat Points System change, you’ll find a gold refund when you launch the game after this patch.

Bug Fixes
  • Fixed a server crash that could occur while traveling to another map.
  • Fixed an issue where elemental weapons VFX could display improperly.
  • Fixed an issue where the chance rate for the legendary dragon egg was much higher than intended.
  • Fixed the issue where some pets would flicker.

Known Issues
  • Due to how quickly we’re putting in the gold refunds for Skill Spheres, there’s a small bug that some of you may run into. Just a small one. Some players may get the Gold Popup message, and then it’ll pop up again, and then it’ll keep popping up for eternity. Just close the game and relaunch it to fix the problem.
  • If you clear out your .ini files before launching the game for the first time after this update, you’ll receive your gold but you won’t receive the popup.

[Early Access] Patch 7.0 (Ascension)

Get the full patch notes here![dungeondefenders.com]

[Early Access] Patch 6.6

Bug Fixes
  • Possible fix for Daily Missions / Monthly Missions resetting issues.
  • Possible fix for several profile saving issues.
  • Possible fix for infinite black loading screen issues.
  • Fixed an issue where textures everywhere could turn black (display improperly).

[Early Access] Patch 6.5

  • October Monthly Quest has been added to the game. The event will start on October the 1st!
  • Happy Throne Room and Ramparts has new music!! Woot woot!

Bug Fixes
  • Plaguing Hulk and Reviving Skeleton can have their kill events be shared.

[Early Access] Patch 6.4

  • Inventory sorting: Now you can sort the items in your bag! Click the Customize button on a bag to bring up the sorting options. The current sorting options are:
    • Rarity: Sorts items from highest rarity to lowest rarity. Items will be sorted by their iPWR within the same rarity.
    • Type: Sorts items based on their type. For example, all helms will be grouped together and so on.
    • Hero: Sorts items based on which hero can use them.
Hero Damage, Ability Mana Regeneration, Ability Critical Damage Revamp
  • All Heroes
    • Ability Mana Regeneration Increased 1.0 -> 2.0
    • Ability Critical Chance Max Increased 30% -> 100%
  • Mana Regeneration Spheres
    • Ability Mana Regeneration Decreased from 1.0/2.0/5.0 to 1.0/1.5/2.0
  • Apprentice
    • Damage Scalar Increased 2.0 -> 4.0
    • Secondary Attack Damage Scalar Decreased 3.0 -> 1.5
    • Secondary Attack Has 20% Falloff Per Target
    • Secondary Attack Maximum Pierced Targets Decreased 7.0 -> 5.0
    • Lightning Rod Decreased Critical Damage Scalar 2.0 -> 1.75
    • Arcane Volley Increased Critical Damage Scalar 2.0 -> 3.75
    • Mana Bomb Increased Critical Damage Scalar 3.5 -> 8.0
    • Tornado Decreased Critical Damage Scalar 1.0 -> 0.5
  • Huntress
    • Hero Damage Scalar Increased 2.4 -> 5.0
    • Hero Base Damage Decreased 200 -> 100
    • Secondary Attack Increased Damage Scalar 2.5 -> 3.0
    • Sticky Nades Increased Critical Damage Scalar 1.5 -> 5.0
    • Oil Flask Increased Critical Damage Scalar 1.25 -> 3.5
    • Piercing Shot Increased Critical Damage Scalar 3.5 -> 8.0
  • Monk
    • Hero Damage Scalar Increased 1.4 -> 2.5
    • Hero Base Damage Decreased 125 -> 70
    • Pole Smash Increased Critical Damage Scalar 2.0 -> 4.0
    • Chi Blast Increased Critical Damage Scalar 2.0 -> 4.5
  • Squire
    • Hero Damage Scalar Increased 1.4 -> 2.8
    • Hero Base Damage Decreased 125 -> 60
    • Sword Beam Increased Critical Damage Scalar 2.0 -> 4.0
    • Empowered Sword Beam Increased Critical Damage Scalar 1.25 -> 2.0
    • Seismic Slam Increased Critical Damage Scalar 0.5 -> 3.0

Other Balance Updates
  • Significantly increased Malthius’ HP in the Malthius Incursion. He now has as much HP as a Tier 3 Ogre. Beware!

Bug Fixes
  • Fixed an issue where loot wouldn’t drop from Ogres/Special Enemies if the player is dead and the enemy died from the Poison Dart Tower or Blaze Balloon’s DoT.
  • Fixed an issue where updates to Skill Spheres would not appear until the player transition into a map.
  • Fixed an issue with skeleton HP in the Malthius Incursion (both Free Play and End Game).
  • Fixed an issue where the Defense Attack Rate IV and V Spheres provided the same bonus.
  • Fixed an issue where the Auto Collect “A” icon also appeared in the Bag Icons list.
  • Fixed an issue where double-click to change a Bag Icon could cause the bags to overlap each other or become smaller in size.
  • Fixed an issue where an Inventory Bag Icon would become unclickable if you changed Bag Icons.
  • Reduced bloom levels on the new current Throne Room level

[Early Access] Patch 6.3

This patch contains the first of our planned Inventory 3.0 changes that Dan mentioned in his blog[www.dungeondefenders.com] last week. Expect more improvements in the near future!

  • Bags can now be marked for Auto Collect!
    • At the end of the match, all items left on the ground will attempt to go into any bags marked Auto Collect.
    • Items of the highest rarity are collected first. Items within the same rarity that have the highest Item Power are then grabbed.
    • When you manually pick up an item, it goes into bags that are not marked Auto Collect until full. When those bags are full, items are sent to the Auto Collect bags.
  • Added HUD elements to display when Auto Collect bags are 70% full, 90% full and completely Full.
  • Added Auto Collect popup messages on the Matchmaking UI warning players if their bags are 70%, 90% or completely Full.
    • Added a “Do not show me again” toggle to these popups
    • Added an option on the Options menu to reset hidden popups.

Bug Fixes
  • Improvements have been made to prevent an issue where players faced long loading screens before erroring while matchmaking. We're still working to fix all of our matchmaking/server issues!
  • Potentially fixed an issue with the Flameburst Tower VFX.
  • Fixed an issue with the Serenity Aura.

Known Issue
  • Network instability is our #1 technical issue focus. Our team is working to fix the lag, disconnects and loading screen issues. We’ll have more updates in future patches/hotfixes.

[Early Access] Hotfix 6.2

  • Nightmare balance updates
    • Reduced Wave Count to 7 on all End Game difficulties to reduce the time of a Nightmare run
    • Reduced enemy levels across NM1 - NM3
    • Reduced Orcs and Drakins in all threats for Nightmare
    • Reduced number of groups coming out in early threats
    • Added breaks into the groups coming out to match other schedules’ functionality
    • Adjusted threats to be more solo friendly on EG Insane
    • Fixed Special Enemy and Ogre spawns on all End Game difficulties.
  • iPwr range distribution chances in Nightmare were changed to have higher iPwr items appear more often.
  • Victory Chests across the entire game (minus campaign) should now drop items within the upper half of the reward iPwr Range. This will hopefully make Victory Chests more rewarding.
  • Victory Chests should now spawn with higher tiers more often.
  • Victory Chests now drop items as follows:
    • Normal Chests: drop 5 items
    • Win of the Day Chests give 2 extra items
    • Super Win of the Day Chests give 4 extra items
  • Pet consumable quantity from Victory Chests reduced by 1
  • Chance to see items for other heroes increased. This was done to help players that use DPS heroes in Nightmare get gear for their builders.
  • Adjusted the amount of loot that drops from Minibosses and Special Enemies slightly to compensate for the Victory Chest change. Players should get less loot from enemies and more from Victory Chests with better qualities.
  • Adjusted the buildable area around spawn locations on some maps.

  • Added ability to resize launcher. If you were unable to see the Play button on the launcher, you should now be able to resize the launcher until you see it!
  • In a private game, when the leader selects Replay or To Tavern on the Summary Screen, the game will now immediately transition to that option.

Bug Fixes
  • Fixed an issue where some players could not proceed past the Defend the Ramparts/Defend the Throne Room quests.
  • Fixed an issue where Xpadder support wasn’t working properly. Please let us know if this is working properly for you now!
  • Fixed an issue where Frostbite Towers built backwards near other tower clusters would grant a damage bonus to those towers without having to fire.
  • Fixed an issue where dragging pets from the All My Pets inventory in the Stables to the equipped slot sends pets to the Scavenger.
  • Fixed incorrect evolution recipes for gold versions of the gato (fledgling) and dragon (elder) stages.
  • The Monk's Betsy Polearm weapon no longer drops with Hero Damage as both the primary and secondary stat or with Defense Speed as a secondary stat.
  • Fixed an issue where the Elemental Chaos Trap’s placement footprint was not properly mirroring the same placement rules as the Proximity Mine.
  • Fixed an issue where the Recruiter and Magical Interference 2 challenges were rewarding XP as challenges should only be rewarding gold.
  • Fixed an issue where the Gran Master said she was rewarding the player with a Movement Speed IV Skill Sphere when she actually grants a Movement Speed V sphere.
  • Fixed an issue where the Gran Master was not properly rewarding the correct Critical Damage spheres for the fourth quest.
  • Fixed an issue where pet reroll numbers were sometimes off by 1 point.
  • Fixed another issue where a rerolled pet’s stats were not as high as the reroll process said it would be.
  • Fixed an issue where the "G up to continue" message slides off screen at the start of the end game countdown.
  • Fixed an issue where the Power Pole and Spiral Energy passives were not working.
  • Fixed an issue where the player is slowed if attacked by an enemy affected by a Serenity Aura with the Idle Flow passive activated.
  • Fixed an issue where the doors near the southern spawns in Throne Room did not have collision.
  • Fixed the spelling of “exterior” on a lane billboard.
  • Fixed the billboards on each Special Enemy and Miniboss spawner to say “Incoming!”
  • Fixed the ability to build inside a few spawners.
  • Fixed each lane’s spawn zone to have better tower prevention radiuses.
  • Added a potential fix for a Concussive Shots explosion decal issue.

[Early Access] Hotfix 6.1

Bug Fixes
  • Fixed a bug that was causing the Serenity Aura to slow substantially more than intended. Serenity Auras no longer stack their slow effects.
  • Fixed an issue where special stats were displaying as .01 of what they should be.
  • Fixed an issue where players were not receiving the Nightmare accessories who should have received them. Anyone with an item that, unupgraded, was Item Power 241 and above, should now have the accessories.
  • Made a change where Ogres and Special Enemies do not drop loot on Wave 1 in End Game Nightmare. It's our current plan to remove these enemies on Wave 1 altogether in an update very soon.
  • Fixed another server crash.
  • Fixed an issue where Free Play Hard, End Game Insane, and End Game Nightmare had the rounds that would end before Betsy died.
  • Fixed an issue where the music track from Town Entrance would play behind the intro cinematic.
  • Fixed an issue where the Apprentice's charge shot did not activate traps.
  • Fixed an issue where curtains were blocking enemies from getting out of their spawn point. (We got new curtains.)
  • Fixed an issue where Incursion Ogres did not count towards Monthly Mission progress.

[Early Access] Hotfix 6.0 (Alpha & Beyond)

The full patch notes are right here![www.dungeondefenders.com]

[Early Access] Hotfix 5.18

  • New Passives
    • Five seconds after the Blaze Balloon pops, a Phoenix is summoned from the ground dealing X% of Defense Power as damage.
    • X% of Defense Power is added to the Blaze Balloon’s Defense Crit Damage.
    • Increase Defense Crit Chance for the Blaze Balloon.
  • New Skill Sphere
    • Increases both the Defense Crit Chance and Defense Crit Damage for the Blaze Balloon.
  • Playverse Update: Gamer names no longer have to be unique and will sync with your Steam ID every time you log in.

Bug Fixes
  • Fixed an issue where the Empower passive was not working properly.
  • Fixed an issue where players were unable to resume auto-attacking after using an ability.
  • Fixed an issue where the Frosty Power passive was providing an increase to Boost Auras at double the expected rate.
  • Fixed an issue where the Huntress and Apprentice’s charge attacks were not always hitting the location you were aiming at.
  • Fixed an issue where the Kobold wasn’t properly using its death animation.
  • Fixed an issue where the one of the new Frosty passives did not properly have a line break in the tooltip.
  • Fixed an issue where armor pieces were appearing with the same secondary stat as the primary stat.
  • Fixed an issue where players could drop Ability Mana during Build Phase and get more than expected Ability Mana.

[Early Access] Hotfix 5.17

Bug Fixes
  • Fixed a memory leak on the servers that was causing players to experience an “infinite black loading screen.” Please let us know if you have any more issues joining games.
  • Fixed an issue where pet reroll items would not leave the first inventory bag.
  • Fixed an issue where the Monk Betsy weapon would spawn with depreciated primary stats or two hero damage stats.

[Early Access] Hotfix 5.16

  • Critical Damage Scalars on Defenses, Trap/Aura Balance Updates, Health Scalar Improvement Updates:
    • Critical Damage on all Defenses now scales with the same multiplier as the defense's Defense Power.
    • EX: Tier 5 Flameburst Critical Damage receives the same 3.0 multiplier as it's Defense Power.
  • Increased damage on all defenses after Tier 1, but favors defenses with high Critical Damage ratios (Earthshatter, Ballista, Heavy Cannonball Tower, etc.)
  • Defense damage ratio adjustments:
    • Arcane Barrier
      • Increased health gain per upgrade ~+4%
      • Reduced Critical Damage ratio 3.5 -> 2.0
    • Training Dummy
      • Increased health gain per upgrade ~+4%
    • Explosive Trap
      • Reduced Defense Power ratio 1.0 -> 0.925
    • Elemental Chaos Trap
      • Reduced Defense Power ratio 1.8 -> 1.65
    • Lightning Strikes Aura
      • Reduced Defense Power ratio 5.4 -> 5.0
    • Spike Blockade
      • No longer gains Defense Speed on upgrade
    • Geyser Trap
      • Increased Critical Damage ratio 0.8 -> 2.0
      • Set maximum fire rate to 5.5 seconds

Bug Fixes
  • Poison Dart tower now stacks its poison rather than adding multiple instances of the dot. There are some known issues with this that will be resolved in a future hotfix.
  • Fixed an issue where TIB could not sell golden eggs.
  • Resolved an issue where Hero and Defense Critical Chance pet empowerment stats were displaying incorrectly.
  • Hero and Defense Critical Chance is now displayed as a flat number instead of a percentage.
  • Fixed an issue where the Splody Harpoon passive would damage your towers if you swapped heroes.

[Early Access] Hotfix 5.15

Bug Fixes
  • Fixed an issue with premium pet eggs.

[Early Access] Hotfix 5.14

  • Added SFX for the Sploody Harpoon passive
  • Adjusted some elemental idle vfx to display correct idle media

  • Restructured the difficulty curve for the End-Game Playlist. There are now Normal, Hard, Insane, and Nightmare I-IV End-Game difficulties. Players can now use Insane to prepare themselves for Nightmare mode.
  • New Passives
    • Frost Fire: The Frostbite tower’s slow area buffs defenses inside it giving them [X-Y]% of the apprentice’s Defense Power as Defense Speed.
    • Frosty Power: The Frostbite’s tower’s slow area buffs defenses inside it giving them [X-Y]% of the apprentice’s Defense Power.
  • New Skill Spheres
    • Frost Range - Increases the range of the frost tower by a percentage. This can stack.
  • New Legendary Weapon
    • A new legendary magic staff will now appear in End Game only. This staff will always have Frost Fire.

  • Defense Balance Updates
    • Modified the amount of Defense Power granted by upgrading some defenses:
      • 20 cost defenses now receive much more Defense Power per upgrade (~30%) - (Explosive Trap, Elemental Chaos Trap, Arcane Barrier, Training Dummy)
      • 30 cost defenses receive slightly more Defense Power per upgrade (~15%) - (Cannonball Tower, Lightning Aura, Heavy Cannonball Tower, Geyser Trap, Spike Blockade)
      • 50 cost defenses now receives slightly less Defense Power per upgrade (-8%) - (Ballista, Earthshatter Tower, Skyguard Tower, Blaze Balloon)
      • 40 cost defenses have no change - (Flameburst Tower, Flamethrower Tower, Lightning Strikes Aura, Poison Dart Tower)
    • Uber Defense Rebalance (mostly buffing)
      • Flamethrower Tower
        • Defense Power ratio increased 0.26 -> 0.3
        • Fixed bugs in Attack Rate data; Attack Rate is now 0.5
      • Heavy Cannonball Tower
        • Increased area-of-effect damage substantially (less damage falloff)
        • Increased Attack Rate from 4.16 -> 4.0s
        • Reduced Defense Power ratio from 1.0 -> 0.9
      • Lightning Strikes Aura
        • Reduced Mana Cost from 45 -> 40
        • Reduced Defense Power ratio from 6.1 -> 5.4 to account for mana cost change
      • Elemental Chaos Trap
        • Increased Attack Rate from 5.0 -> 4.0s
        • Fixed a bug that was preventing effects other than incineration from applying to enemies.
      • Fixed an issue where some Uber-Sphere Defenses were still gaining Defense Speed on upgrade.
    • Balance Updates to Non-Uber Sphere Defenses
      • Flameburst Tower
        • Increased Defense Power ratio 1.0 -> 1.2
      • Lightning Aura
        • Increased Defense Power ratio 0.32 -> 0.35
      • Earthshatter Tower
        • Increased Defense Power ratio 2.2 -> 2.4
      • Ballista
        • Increased Defense Power ratio 2.15 -> 2.6
      • Geyser Trap
        • Increased Attack Rate 8.33 -> 8.0s
      • Skyguard Tower
        • Reduced Critical Damage ratio 2.85 -> 2.0
        • Reduced Defense Power ratio 2.2 -> 2.0
      • Cannonball Tower
        • Reduced Critical Damage ratio from 2.157 -> 2.1
      • Explosive Trap
        • Reduced Critical Damage ratio 0.95 -> 0.4
      • Serenity Aura
        • Changed % Based Healing to Flat Healing
        • Flat Heal is now (Defense Power * 0.3)
      • Poison Dart Tower
        • Reset scaling on dart damage to be consistent with other defenses
        • Improved the PDT’s ability to hit its first target and fast-moving targets
      • Blaze Balloon
        • Increasing Blaze Balloon Attack Rate 8.33 -> 8.0
  • Set max Attack Rate for many defenses to 0.75. This will affect future builds that are added into the game.
  • Frost Tower's Buff Range increased from 500 to 800 - related to the chill area of effect for the Frost Fire stats

Bug Fixes
  • Fixed an issue where towers would reset their attack time when their current target died.
  • Fixed an issue where towers would wait a minimum time before attacking enemies that came into their range.
  • Fixed an issue where towers would trigger a minimum wait period when they could not shoot their current target.
  • Fixed an issue where the Huntress sticky grenades did not disappear when an enemy triggered the explosion.
  • Fixed an issue where enemies oiled from the Harpoon Oil Targets sphere did not light on fire when hit with fire damage.
  • Fixed an issue where the Serenity aura was affected by Betsy’s curse.
  • Fixed a bug where Slayer Weapons were not marked as Custom.
  • Fixed an issue where the Ballista range increase did not only affect the Ballista.
  • Fixed an issue that prevented Defense Health and Hero Health from appearing commonly on armor pieces.
  • Fixed a bug that was still causing Defense Crit Chance and Hero Crit Chance to appear as a primary stat rather than a passive
  • Setup scaling so that the ignite combo from oil will burn at 40% of the tower damage stat of the hero.
  • Fixed an issue where enemies oiled from 2 straight poison debuffs did not proc with fire damage.
  • Fixed an issue where the number of pierced targets doesn't update for the Ballista with the Harpoon Pierce Upgrade skill sphere equipped.

[Early Access] Hotfix 5.13

Bug Fixes
  • Fixed an issue where the special stats for the Hearty Harpoon Squire Build were not appearing on the correct items.

[Early Access] Hotfix 5.12

  • Added the next step in customizable builds to DD2 with new Passives and Skill Spheres! It's our hope to add Passives and Skill Spheres that change tower functionality to improve hero customization, player choice and hopefully Tower Defense satisfaction. Please play and let us know what you think of these. We’ll be adding more builds for all heroes in upcoming patches!
  • Added new Passives:
    • Hearty Harpoons: Harpoon attack rate increased by [X-Y]% of your Defense Health.
    • 'Splody Harpoons: Harpoons detonates on each enemy hit dealing [X-Y]% of Defense Health as Damage around it.
    • Healthy Blockades: X% of your Hero Health also applies as Defense Health to blockades.
  • Added new Skill Spheres.
    • Harpoons Oil Targets: Harpoons deal less damage but guarantee oil enemies. (At the moment, the oil from the Harpoon does not activate the Ignite combo when hit with fire. We’re fixing this in a future update!)
    • Harpoon Pierce Increase: Harpoon can pierce +X extra targets
    • Harpoon Range: Increase Harpoon range increased
  • Special Enemies and Minibosses now have a chance to drop a new legendary weapon.
  • Weapons now have an equal chance to roll for all stats.

  • Removed fresnel effect from War Table button material (was resulting in ugly aliasing).
  • Added new sword idle animation.
  • Made minor updates to the Premium Currency purchasing screen.

Bug Fixes
  • Fixed an issue where, if the pet you have equipped gets the last hit and kills the Miniboss or Special Enemy, the Miniboss/Special Enemy will not drop loot.
  • Double-clicking the Pet Reroll item in your Inventory no longer destroys it.
  • Potentially resolved an issue where evolved Grumpy pet wouldn't retroactively get its ability.
  • Daily Mission Prerequisite Update: Moving several daily missions to unlock upon completing later quests
    • Incursion
    • Specific Incursions
    • Onslaught
  • Fixed a bug where players can matchmake into group taverns instead of gameplay maps under certain conditions.
  • There was an issue where changing the “Session Type” in a Group Tavern was not actually changing the session (from Public to Private, or visa versa). We have temporarily disabled the ability to change session types in group taverns, and will be fixing the problem and re-introducing the feature in a subsequent patch.
  • Map Dots do not display the "New Map" arrow icon if the map is locked.
  • Fixed some potential audio memory leak issues.
  • Fixed other memory leaks.

[Early Access] Hotfix 5.11

  • Maps that have not been unlocked by a quest are shown with a locked icon.
  • The tooltip displays the name of the quest that unlocks the map.
  • Removed having to hit the gold unlock button to unlock a Skill Sphere slot. Skill Spheres auto-unlock now when you hit the proper level.

Bug Fixes
  • Fixed an issue where Experience Bonus (M) spheres and Character Deck Bonus XP wouldn't grant any additional XP from wave/match completion.
  • Fixed an issue where Daily Missions were not showing up for people sometimes. There may be more issues with Daily Missions not showing up, and we’re continuing to investigate this issue.
  • Resolved an item duplication issue.
  • Fixed an issue where Grumpy wouldn't get an ability on evolution. However, if you evolved the pet in a previous patch, the pet will not retroactively gain a pet ability. A fix for this is still incoming.
  • Resolved an issue where XP Spheres were counting for all members in your deck if you select that hero then swapped off of them.
  • Fixed an issue where the Aura Strike / Siege / Conquest Daily Missions (Kill 500 enemies with auras; Kill 1,000 enemies with auras; Kill 2,000 enemies with auras) were not being tracked by the Daily Mission.

[Early Access] Hotfix 5.10

Bug Fixes
  • Fixed a bug where previously rotted eggs were not turning into Shellium Shards as intended.

[Early Access] Hotfix 5.9

  • Removed Item Power requirements for public matches
  • Turned off Item Power downleveling.
  • Free Play Experience Change: Increased experience earned on all maps in Free Play mode on all difficulties (also includes Onslaught and Incursion modes)
  • Increased portion of the experience earned for keeping subobjectives alive.
  • Reduced Free Play Easy and Campaign Easy Physical/Magical Resist to 5%
  • Reduced Free Play Normal and Campaign Normal Physical/Magical Resist to 15%
  • Reduced Free Play Hard Physical/Magical Resist to 35%
  • Reduced Campaign Wyvern Den experience from 60,000 -> 35,000
  • Adjusted Free Play Easy and Normal difficulty ramp.
  • Free Play now has more core health.
  • Nightmare Wyvern Den now has Tier 3 Ogres
  • Drop Rates adjusted for Free Play to focus moderately more loot drops from Special Enemies and Victory Chests
  • Drop Rates adjusted for End Game to only drop loot from Special Enemies and Victory Chests

Bug Fixes
  • Fixed some of the issues where a new Daily Mission would not be given to players. If you’re still seeing this, please let us know!
  • Rotten eggs now give Shellium Shards. Rotten eggs now give Shellium Shards. Once you let an egg rot after this hotfix, all of your previously earned rotten eggs will turn into Shellium Shards, too!
  • Fixed an issue that may have been causing the Steam Authentication error.
  • Fixed an issue where the Tower Siege and Tower Conquest Daily Missions were not updating.
  • In certain resolutions the Create Hero menu does not extend the full height of the window has been fixed.
  • '!' should now actually appear over the Colonel's head during the "Speak to the Colonel" quest.
  • Fixed an issue where the stat comparison tooltips for items on the Item Enhancment Wheel would go offscreen.
  • The tooltips for the Skill Spheres in the Shop should no longer go off screen once you start scrolling down the list of spheres.
  • Skeleton Orcs and Goblins spawned in Onslaught Mode as part of the "Undead" round theme now properly drop Mana Crystals. This does not happen with Skeletons spawned by Dark Mages.
  • Updating Incursion-win tracking stats to count both Free Play and End-Game Incursions

  • Added 4 Daily Mission theme icons (Gold, Token, Egg, XP).

  • Added support so users will get a "Wait for Transaction” message while waiting for Steam/playverse callbacks.

Note: It appears a temporary version of our currency purchasing screen has snuck its way into the build. It's not pretty, and it's missing all our final art, but if for some reason you're out of all those gems we gave you-- feel free to use it and let us know what you think!

[Early Access] Hotfix 5.8

Greetings, Defenders! Another day, another Hotfix.

Bug Fixes
  • Fixed an issue where sometimes Pet Rerolls were consuming the whole stack of Reroll items, instead of just one.
  • Fixed an issue where players could not ready up past the end game timer after defeating Betsy.
  • Fixed an issue where the Mission Screen was showing up during the build phase.
  • Fixed an issue where the Mission Screen was displaying improperly.
  • Fixed an issue where some Special Enemies were not counting for Kill Special enemies Missions and Challenges. Intro enemies are not counted for this.
  • Fixed an issue where some Skill Spheres were named incorrectly or with the wrong tiers.
  • Fixed an issue where End Game Betsy was not dropping enough loot.
  • Fixed an issue where the Forge spline was not showing when the Colonel's Quest was active.
  • Fixed an issue where player names were not showing properly in the Social Tavern.
  • Fixed an issue where double clicking on the Item Enhancement Wheel was broken.
  • Fixed several tooltips that were wandering all over the screen. Broke other ones.
  • Fixed an issue where stat comparison tooltips for items on the Item Enhancment Wheel were going offscreen.
  • Fixed an issue where Pet reroll numbers were not displaying properly.
  • Fixed an issue where players and towers were not taking damage properly from all of Betsy's abilities.
  • Fixed an issue where some Nightmare maps did not have their proper waves set up.
  • Fixed an issue where the valve caps on Dragonfall Sewers was able to push bosses off the map.
  • Fixed an issue where drench on weapons was too powerful.
  • Fixed an issue where the threat ramp on Nightmare Mode was incorrect for 3-4 players
  • Fixed a bug where air lanes on Nightmare The Gates of Dragonfall were not setup properly.

Known Issues
  • The Corrupted Welp now has evolution recipes, but won't gain an ability when evolved.
  • Several of the tooltips in various UIs go off screen.
  • Not all Ogres in Nightmare mode are Tier 3.
  • Fire Cart trap in The Gates of Dragonfall doesn't damage enemies.
  • Background for the character create screen doesn't extend the full length of the window in certain resolutions.
  • The "!" icon is not displayed over the Colonel during his quest.
  • The text on the tooltips for pets overlaps.
  • If you equip a pet at the Stable by click and dragging it, you won't be able to feed the pet unless you exit and re-enter the Stable Screen.
  • When pets gain an ability after evolving, the pet ability will not display on the pet evolved flash screen. Unequipping and then re-equipping the pet will cause the screen to update correctly.
  • The Stable Screen in general won't update in a lot of areas unless you exit the UI and unequip/re-equip the pet.
  • The All Heroes section in the costume shop doesn’t show the costumes for all heroes, just the hero you’re playing as.

We're actively investigating some other hot topic issues -- like the difficulty and XP levels of Free Play as well as various bugs with Daily Missions and Shellium Shards, and will be addressing those in future patches and hotfixes.

[Early Access] Hotfix 5.7
Thanks for all your feedback these last few days! We've gotten so much valuable information on the game and its difficulty that we can't wait to iterate and make the entire game as rewarding and fun as possible.

It's recently come to our attention that some of you (thanks so much!) have already found some exploits in Nightmare Mode. In order to continue to obtain good feedback on the difficulty of Nightmare Mode through the weekend, we will temporarily be restricting loot on Nightmare mode to only Special Enemies.

Bug Fixes
  • Temporarily restricted loot in Nightmare Mode to only Special Enemies.

Thanks again Defenders, and keep the feedback coming! We'll have fixes for your other issues and a more long term solution for this one in the future.

[Early Access] Hotfix 5.6
Bug Fixes
  • Fixed an issue where shop prices were too low
  • Added in the ability to drop special event items. If all goes according to plan, we'll run our first event this weekend!

[Early Access] Hotfix 5.5
Bug Fixes:
  • Fixed an issue where players with the correct Item Power could not join matches they qualified for. This should help alleviate some of the Free Play Normal progression issues.
  • Significantly increased the drop rates of Epic and Mythics in Free Play.
  • Reduced the drop rates of Sturdy and Worns in Free Play.
  • Significantly increased the drop rates of Epics, Mythics, and Legendaries in End Game.
  • Significantly reduced the drop rates of Sturdy and Worns in End Game
  • Added name and description for “Squiddy McSquidlington” Squire Accessory. You can obtain this accessory by visiting twitch.tv/lovindatacos

[Early Access] Hotfix 5.4

  • Created additional Creeper pet projectile and impact VFX.
  • Corrected coloring for some Creeper pet projectile and impact VFX.
  • Fixed sizing issues for all pet VFX.
  • Fixed an issue where premium Shinobi Kitty was not displaying proper projectile VFX.
  • Created unique projectile and impact VFX for some pets.

Bug Fixes
  • Added a check that will re-enable your Quest Log after transitioning maps or restarting the game by checking your last completed Quest. While we haven’t been able to find the exact issue yet, this should solve the problem for those of you stuck with an empty Quest Log but more Quests to complete.
  • Fixed an issue where Maps locked by the party were not shown as locked at the War Table.
  • Added a unique tooltip for maps that are unlocked or locked by the party.
  • Fixed an issue where some lanes on Throne Room were not working.
  • Revised the Boost Aura inspect defense spec to provide + Defense Power and not + % Damage.
  • Fixed an issue in the Loot & Survive patch notes where we forgot to mention the changes to the Boost Aura!
    • Boost Aura adds +Defense Power to affected Defenses by 10% of the Monk's DP stat. (If you have 100 Defense Power on your Monk, your Boost Aura will add +10 Defense Power to defenses.)
  • Fixed an issue where some pets’ evolution requirements were not setup correctly.
  • Fixed a bug where items were worth more XP than expected for the Item Enhancement Wheel.
  • Fixed a bug where the gold costs for the Item Enhancement Wheel were lower than expected.
  • Added a delay in the Tutorial before goblins break through initial defenses.
  • Added a delay to the dialogue in Forest Crossroads to prevent overlapping with the intro cinematic.
  • Fixed a bug where players who would disconnect from a game would remain in party, by removing players from a party when they are on the title screen.
  • Fixed an issue where the Item Enhancement Wheel did not identify used items properly.
  • Fixed an issue where maps or playlists that were unlocked weren’t always immediately updating on all clients.
  • Fixed an issue where preplaced towers in the Tutorial did not display as Tier 3 in the live build of the game.
  • Fixed a bug where you could begin an Onslaught map before choosing an award type.
  • Fixed an issue where defeating Betsy in Nightmare mode didn’t complete the map. Common, it’s Nightmare Mode, what’d you expect?
  • Fixed an issue where Betsy would not spawn if you pressed G while she was flying into the map. She hated that.
  • Fixed an issue where stacked items were not stacking.
  • Fixed an issue where the pet bag could hold more pets than it could display.
  • Fixed an issue where you could get more than 40 pets. I think. Test and see what happens.
  • Fixed an issue where pet food and evolution reagents text was showing as red. This was because it looked to see if your hero could equip it… and you couldn’t because you are not a pet. That is all.
  • Fixed an issue with login for players with special characters in their names.
  • Fixed an issue with matchmaking via a Steam friend game invite.

Known Issues
  • Hero names no longer appear when targeting another player.
  • ‘G’ to skip to summary does not function after defeating Betsy. You must wait the full 2 minutes to exit the map or press escape and leave.
  • Item enhancement indicators are missing when double-clicking.

[Early Access] Hotfix 5.3
Bug Fixes
  • Increased the drop rate of Epics on Free Play Normal.
  • Modified the suggested Item Power ranges for all maps in Free Play Normal and beyond.

[Early Access] Hotfix 5.2

  • Added a Persistent Trail VFX to Katkarot.
  • Updated some Creeper pet VFX.
  • Added unique VFX for some pet attacks.
  • Updated some Dragon pet VFX.
  • Fixed an issue where Golden Pixie was rendering the wrong iconography.

Bug Fixes
  • Fixed the Hatch button in the hatchery. It was just stuck, see?
  • Fixed an issue which was causing the incorrect loot to drop in Free Play Normal.
  • Changed all “Equip” Quests to “Open the Forge” quests. This fixed an issue where the player could delete an item they were required to equip by a Quest and become permanently stuck on the Quest.
  • Moved “Open the Forge to get Item” Quests to “Interact with the Colonel to get Item’s” Quest. The Forge magically giving you items just didn’t make sense. Plus, it can’t talk to you!
  • Fixed an issue where to unlock Dragonfall Bazaaar you had to open, close, and reopen the War Table.
  • Some buy & sell formulas we’re jumbled. We’ve unjumbled them. Now buy and sell items are more correct. Sometimes.
  • Fixed an issue where pet reroll items looked like they were rewarding more than one at a time, but were actually rewarding none. Now they reward one and look like they reward one. #Winning
  • Water Bubble projectile for pets can no longer trap players in its epic bubbles.
  • Fixed an issue where you could complete the Monthly Mission, but it didn’t look complete. Now all bars fill up properly upon completion of the Monthly Mission.
  • NPCs will now wait for UIs to close before they talk to you. + 5 points patience.
  • Fixed an issue where “0” in the loot table did not actually mean “0.” Now some items that shouldn’t have been dropping will no longer be dropping.
  • Fixed an issue we didn’t release publicly. We’re tricky like that. Thanks for all those bug reports!
  • Stuffed Betsy full of weapons & armor. She now drops loot properly.
  • The Token Shop will now display the price of the item you are purchasing on the confirmation screen.
  • The Create Hero button in Private Matches is now greyed out. In the future, this will work, we promise.
  • Fixed an issue where transforming standard eggs to premium eggs during incubation would put the egg in your inventory instead of transforming them. So those of you with incubating eggs -- Transform away!
  • Fixed an issue where totems were dropping as rings, medallions as totems, rings as medallions, totems as rings…. TL;DR Relics drop with their proper meshes now.
  • Fixed an issue where we asked you to go to the War Table when you were actually supposed to be doing something else.
  • Fixed some typos. Created new typos.
  • Removed the concept of “Leader” from the Group Tavern. Now any player can select a map from the War Table in the Group Tavern. In a future patch, we will be removing the Group Tavern and simplifying the matchmaking flow further.
  • Fixed a bug where some towers had insanely high crit damage. INSANELY HIGH.

[Early Access] Hotfix 5.1
Bug Fix
  • Fixed an issue with the Monthly Mission and the Monthly Mission Rewards not working properly

[Early Access] Update 5.0 (Loot & Survive)
Wipe Rewards
  • Apprentice, Squire, Huntress, and Monk Survivor Costumes have been added to the game. You will find these in your Mailbox for each hero class you had at level 25 before the Wipe.
  • The Corrupted Welp has been added to the game. You will find him in your Mailbox if you levelled a hero to 25 before the Wipe.
  • Gems have been added to your Mailbox, based on how many Wyvern Tokens you earned before the Wipe:
    • 20-39 Tokens = 150 Gems
    • 40-79 Tokens = 300 Gems
    • 80-119 Tokens = 500 Gems
    • 120+ Tokens = 1,200 Gems
  • If you do not receive your rewards, please go to this form and fill it out. Under the “Support Type,” select “Wipeageddon Rewards.” In the description, please mention what you were supposed to receive. We will be looking at your account information to verify your request.

The Wipe
  • As per our last Influence Vote, all progress has been reset. When you start the game, you will be immediately launched into our new tutorial. As soon as you unlock the Tavern, you will find all your Early Access, Wipe and other Rewards in your mailbox. Good luck defending!

Pets 2.0. Expect more from your awesome, scary and cute companions!
  • Added pet tiers! Unlock new tiers by evolving your pet.
    • Hatchlings
      • Each pet begins its life as a hatchling. Never, ever shake a hatchling.
    • Fledgling
      • What? Hatchling is evolving! Your beautiful pet gains increased stats and an active ability when evolving to a Fledgling.
    • Veteran
      • Veteran pets gain increased stats and, where appropriate, a visual evolution.
      • Visual evolution is only available on Token and premium pets.
    • Elder
      • The current maximum evolution for pets. Elder pets have the maximum stats available.
      • Also, pets at this stage will call you only when they need something and will blame all of their problems on you.
  • Added Pet Rarities.
    • The base stats of a pet are determined by its Rarity.
    • There are four pet rarities: Powerful, Epic, Mythical and Legendary. Each pet has a set rarity, except for premium pets which can spawn at any rarity.
    • When transforming an egg to a premium egg, it will roll at the same rarity with the same stats as it would have with a standard egg, only this time your pet will look dope.
  • Added new evolution reagents and containers.
    • Evolution Containers can be collected from Victory Chests and in Onslaught mode.
    • Open containers to collect evolution reagents.
    • Each pet has a specific evolution recipe and specific required evolution reagents.
    • Max out your pet’s Power and Affection Levels to evolve your pet to the next tier.
    • When pets rot, they are now transformed into a unique material that you can use to evolve your pets! Pet cannibalization complete. You win, Twitch.
  • Added new Pet Reroll Items.
    • Reroll Containers can be collected from Victory Chests, enemy kills, and in Onslaught mode.
    • Reroll items are consumed on the Reroll menu to replace one pet stat or ability with another.
  • Added new premium pets!
    • Get Katkarot, Shinobi Kitty and Table Flip Demon by collecting a Gato or Creeper egg and transforming them into a premium egg! These premium pets will roll at the same rarity with the same stats as it would have with a standard egg, only this time your pet will look dope.
    • For those of you asking for premium pets to be more powerful than normal pets… um… just no.
  • Added new monthly pet rewards starting with Thunder-O! You can find him on your Missions screen.
    • Monthly pet rewards have a unique ability and guaranteed rarity.
    • Abilities for monthly pets grow in power as they evolve.
  • Changed Feed to Powerup for clarity.
    • Players powerup their pets by feeding them pet food and buying base pet food.
    • Powering up your pet increases its stats. Premium and Standard pets both powerup the same way. (Even though Katkarot should require way more food.)
  • Added help strings to the Hatchery (where players turn eggs into pets) and Stable (where players equip, power up, evolve, and reroll pets). Sometimes we do want to help.
  • New Pet Abilities
    • Added 25 new pet abilities! These abilities are unlocked when you evolve your pet into a Fledgling. Activate these abilities using the default X keybind.
    • Some abilities are unique to their species (Creeper, Dragon, Gato)
    • There is an elemental ability pool in which all pets can also pull from.
    • Exciting new abilities such as the following:
      • Curse Aura: Boost your speed and curse enemies while you are near them.
      • Blizzard: Summon a blizzard that slows enemies while dealing damage.
      • Fire Pillar: Create a pillar of fire that deals fire damage to every enemy it touches.
    • The rest of the abilities you will need to discover for yourself!

War Table
We completely updated the War Table! You no longer need to switch taverns to change what you want to play. All Game Modes are available from the War Table no matter where you are. Also it’s about a million times prettier. Thank you art team.
  • Match Type: Quick Match and Private.
    • Quick Match will match the player and party to others looking to complete the same content.
    • Private: No change in functionality.
  • Game Mode:
    • We’ve released new game modes! Complete the Campaign, then progress through Free Play to increase your Item Power. Once you’ve reached level 50, you can enter our end game content in the End Game game modes.
  • Difficulty
    • Introduced 4 new Difficulties for end game: Nightmare I, Nightmare II, Nightmare III, Nightmare IV.
    • Each difficulty has a different Item Power reward. Complete harder difficulties for better rewards. Are you up to the challenge? Butter isn’t.
  • Map Selection
    • New: Select any Map
    • Selecting the Any Map button will queue the player for any available map for the Game Mode and Difficulty.
  • Queueing
    • Players will now see a countdown when using Quick Match. After the countdown has elapsed, the map will launch.
    • Players can hit K during the countdown to leave the queue.
    • Countdown timers are disabled for private matches.
  • Minimum Party Counts
    • When queueing for these maps, the server will wait until enough players are matchmaking to that map.
    • Instead of a countdown, players will see the time elapsed, until a full party is formed.
    • Players can exit this queue at any time.

Onslaught Mode and Onslaught Loot
  • You’ve been waiting, and now it’s go time! Onslaught is a survival mode where players pick a reward at the beginning of the match and play to their heart’s desire. (Or until that one Javelin Thrower pierces your heart. I mean, core.)
  • Onslaught plays out over a series of rounds and waves. There are three waves to every round. At the beginning of a round, you’ll have an unlimited Build Phase. Between each wave in a round, you’ll have a time-limited Build Phase.
    • The rounds are themed to specific enemies. So look out for the Spooky Skeletons and Kobold Rushes.
    • The rounds will also have secondary traits that will change per round. These are buffs to the enemies during the round that will keep you on your toes. These will change with the themes and be different
      each round. This means round 1 could be speedy goblin hordes. But this also means you could have a healthy Dark Mage round at some point. *Shudders*
  • Once you unlock your first Onslaught map, you will be able to start playing for that sweet new item you’ve been wanting. Want an awesome new weapon? Select the weapon reward category and start running through Onslaught. You’ll get your selected category round at the end of each round. Keep your wits about you though, as Onslaught will be no cakewalk. How far can you get?
  • There are unique pet and weapon rewards you can only find in Onslaught mode. But we’re not going to tell you what they are, because that’d ruin the fun.

Additional Difficulties
  • Campaign - Easy, Normal
    • Campaign will only support Easy and Normal. Players that are new to the game will play through the Easy difficulty. Easy allows players to get used to the game mechanics while still presenting some challenge. Normal Campaign is for those who are somewhat familiar with Dungeon Defenders. While still explaining the mechanics of the game, you can expect a moderate challenge while playing Campaign Normal. Normal Campaign can be completed with 1 hero type.
  • Freeplay - Easy, Normal, Hard
    • Free Play Easy - This is what you graduate into after completing Campaign Easy. This will be content cruising and allow you to experience Dungeon Defenders 2 at a non-threatening pace. As this will be easy, you won’t see huge leaps in Item Power as you progress. You can expect to play this content with one hero type.
    • Free Play Normal - This is what you will graduate into after completing the Campaign on Normal. This is a standard challenge for those who are confident with the game’s mechanics. To go along with this challenge, you will see a bump in Item Power as you progress. This will be where players will start to want to play with different heroes. While it isn’t required, different hero types will definitely make things easier.
    • Free Play Hard - Now we’re talking. Free Play Hard will be a considerate challenge to those who are well-versed in the game’s mechanics. Those who are willing to tackle Free Play Hard will need to know how to combat the resistances, they will need the right gear, and they will need to have some solid builds. Good luck.
  • End Game - Easy, Normal, Hard, Nightmare I - IV
    • End Game Easy - So you made it through the Campaign Easy and Free Play Easy, but you wanna see some different stuff? Move onto End Game Easy! You will be able to see some new gametypes, some incursions, and some standard maps.
    • End Game Normal - Now that you are max level, it’s time to start getting your builds together. Wanna move onto End Game Hard? It would be a good idea to start here. Look out for different special enemies, more waves, more enemies and more rewards.
    • End Game Hard - Well now, aren’t we proud of ourselves? Made it all the way to End Game Hard, did ya? Well godspeed Defenders, because things are getting to be a little crazy. The Old Ones are sending more special enemies and more Ogres at you than you’ve seen previously. Now with more waves!
    • End Game NIGHTMARE I
      • So it begins. Nightmare. They don’t call it Nightmare for nothing. Here starts the hardest challenge you will face in Dungeon Defenders II yet. The Old Ones are pretty sore you’ve made it this far and will be throwing everything they can at you. Only the most prepared and skilled heroes can make it through such daunting odds.
    • End Game NIGHTMARE II
      • I guess that difficulty wasn’t enough for you, brave Defenders. Never fear, the challenge is only increased in Nightmare II. Get higher Item Power to even think about surviving Nightmare II.
    • End Game NIGHTMARE III
      • Let the games begin. Now that you’ve conquered Nightmare II, Nightmare III presents it’s own set of challenges. Bring your gear and skills to Nightmare III and pray to make it past Wave 1.
    • End Game NIGHTMARE IV?!?!
      • What’s this? You dare challenge the Old Ones?! Be afraid. Be very afraid. Be as afraid as a ‘90s middle school kid watching Are You Afraid of the Dark at night. As the hardest challenge you can attempt in DD2, you certainly will need the right Item Power and guts to face Nightmare IV.
Billboard Update
  • A new coat of paint on the billboards, in both default and detailed view.
  • Trait System - Bonus buffs and resistances are now applied to entire lanes. These are showcased on the new indicators on the billboards!

NPC Dialogue Boxes
  • NPCs can now talk! And boy, are they chatty.
  • Players can approach NPCs in Tavern for happy talk fun times.
  • Please keep in mind that Etherians are just now learning to speak and might have their text changed in a future update as they become more eloquent.

  • Tutorial Map
    • To help all your friends learn to use their green mana before hitting ‘G.’
  • Quests
    • New rewards like Skill Spheres, pet eggs, loot, stuff, and monkeys.
    • Shops are unlocked in an order that helps introduce the game bit by bit instead of everything in your face at once. And yes, this means you have to save The Keeper & The Stable Boy before hatching your cuddly friends.
Daily Missions
  • You can now stack up to three Daily Missions!
  • New UI! This will pop up the first time you enter the Tavern so you know what’s up!
  • You can also access your Daily Mission & Quest menu from the Forge by clicking on a big red exclamation mark! It pulses (a little too much)!
  • Quests are now in! The intent is to guide players through our game and introduce all the cool stuff in a more digestible manner.
  • We added a bunch of new Daily Missions, and the Daily Mission system will now unlock after completing the Campaign.
  • Monthly Missions! Cool new rewards that will update monthly!

Hero Deck
  • Added a fourth Hero Deck slot!
  • Hero Deck slots are unlocked as you progress.
  • Players can now buy more Hero Creation Slots with premium currency! Early Access players start with 6 Hero Creation Slots.
  • Heroes that are maxed out and in your Hero Deck will give an XP boost to your other Heroes!

New Ubers
  • 6 New Ubers! Like the Ubers you’re playing with for towers, these may adjust the style of which you play. They’re not meant to be direct upgrades, but situationally better for certain builds and times in combat.
  • All Heroes:
    • Chance when a defense gets hit to be shielded for a percentage of your Defense Health Stat.
    • Chance when a defense gets hit to deal damage around it based on a percentage of your Defense Power Stat.
    • You can pick one of these Ubers when you hit level 50 with your first hero or buy them from Gran’Masta.

  • Huntress:
    • Sticky Grenades
      • The Huntress’s concussive shots no longer stun but stick to surfaces now. When an enemy triggers one, the enemy takes damage based on a percentage of your Ability Power Stat. Cooldown reduced but cost increased.

  • Squire:
    • Empowered Sword Beam
      • The Squire’s Sword Beam now returns back to the Squire. When it reaches the Squire, it detonates causing damage in an area around him. The more enemies the Sword Beam hits as it travels, the more damage it will deal.
  • Apprentice:
    • Empowered Tornado
      • The Apprentice’s Tornado no longer hits multiple targets. The Tornado now stops on the first target hit lifting that target into the air and dealing more damage to that target. The tornado also picks another nearby enemy and does the same amount of damage to that enemy.
  • Monk:
    • Shielding Wave
      • The Monk’s healing ability no longer heals heroes but instead shields nearby defenses for a percentage of the Monk’s Defense Health stat.
  • Hero specific Ubers can be purchased with Betsy tokens.

Loot/Item Revamp
  • Items are now entirely based on the new Item Power system!
  • Based on the Tier and Item Power of an item, it calculates what the stats for that item should be.
  • You can always expect an item with higher Item Power of the same Tier to have higher numbers. You can also expect items with similar Item Power to have similar numbers.
  • Tier adds some variation on the stats on top of the Item Power system.
  • In the new system, a Legendary item of Item Power X will be equivalent to a Powerful with a higher Item Power, ensuring that you always get some upgrades.
  • Maps now have a suggested/required Item Power number
    • Suggested: In Private Matches, you can still play a map that you do not have the suggested Item Power for, but good luck with that.
    • Required: For public games, you cannot join a game that you do not have the required Item Power for.
  • Different maps, difficulties, and game modes now drop different Item Power ranges.
    • The Item Power range on a map is split into three buckets:
      • Common: lower end
      • Uncommon: mid range
      • Rare: higher end
    • This means that you are less likely to see an Item Power 200 item in a bucket between 150 and 200.
  • Secondary and Primary Stats on items have been reworked
    • Secondary Stats should now roll with similar numbers if you have two secondaries on an item. They will have the same number value associated with them but different stats. This was done to help you better understand and equate items to one another.
  • Passives have been rebalanced with the new Item Power & Level Cap increase - this is still a work in progress.
  • Stats on items have been reworked:
    • Defense Attack Rate has been removed as a Primary and Secondary stat that can appear on items.
    • Defense Attack Rate Skill Spheres are still in the game.
    • Four new stats were added to the game:
      • Defense Critical Damage
      • Defense Critical Chance
      • Hero Critical Damage
      • Hero Critical Chance
    • Critical Chance does not appear on items as a primary or secondary stat but can appear on Skill Spheres and passives.
    • Defenses and Heroes have a Crit Chance cap.
    • Critical Damage can now appear as a Primary or Secondary Stat.
    • Critical Damage can appear on Skill Spheres as well.
    • Critical Damage is additive rather than multiplicative.
    • Crit Explained: Whenever you hit a target, there is a chance that you would deal critical damage to that target. The chance is based on your Crit Chance stat and the damage is based on your Crit Damage stat. Heroes, abilities and defenses have different potentials for Crit Damage. Some have a high Crit Damage potential and some have a lower Crit Damage potential.
    • We’d love to hear some feedback on the new Crit System as we intend to refine the balance in a future update.
  • Passive rebalance in the works: We’re gradually transitioning to have defenses, abilities and passives scale based on a percentage of your state. As an example, the new Slayer Legendary Weapons will increase in effectiveness the more points you have in a specific stat. This transition allows us to better explain to all of you just how these passives work and what exactly you need to do to make it better. We feel this will result in cooler builds emerging over time. We’ve only done this on a select handful of items, defenses and abilities (read balance changes), but we’ll be transitioning the rest in a future update. Let us know how you feel about this.
  • A note on Item Power: With the Item Power system and balance changes, the game should feel very different than it did before. Old strategies may not be as effective as more and more new strategies start to emerge. Our goal is to provide you all with as many tools as possible to be as creative as you possibly can in coming up with cool fun builds. We’re one huge step closer with this update, and we hope you’ll enjoy it.

Resistance Rework & Trait System
  • Certain enemies used to be classified as Physical Resistant, Magical Resistant or Neutral. We’ve done away with that system in favor of a new trait system.
  • Under the new trait system, all enemies can appear as Physically Resistant, Magically Resistant or Neutral.
  • The spawners that enemies come out from now have the potential to have:
    • One Primary Trait
    • Multiple Secondary Traits
  • Primary Traits are always resistance buffs
    • These buffs increase in intensity based on your difficulty getting as high as 75% resistant in Nightmare mode.
  • Secondary Traits are more flavorful traits that are meant to provide new challenges.
  • This update has the following traits:
    • Mighty: enemies that spawn deal +X% attack damage
    • Trollblood: enemies that spawn regenerate X health every 5 seconds
    • Grounded: enemies that spawn cannot be knocked up
    • Speedy: enemies that spawn move X% faster
    • Healthy: enemies that spawn have X% more health
    • Tenacious: enemies that spawn have X% resistance to crowd control effects
    • Chrome: you all know what this is!
  • In the future, we’ll be expanding on this trait system to add more interesting traits -- some that can even benefit the player!
  • To see what traits a spawner has, you can press Shift to read the new billboards.
  • Enemies that spawn from a spawner will have all the Traits associated with that spawner.
  • Traits start coming online gradually as you play through the Campaign and different difficulties.

  • I for inventory is now in the game! We maintained the functionality for going to the Forge so it cannot be accessed during Build Phase, nor can you access it during cutscenes.

  • The balance of the game has shifted to almost entirely pivot on Item Power. So much has changed! But we still have a LOT more changes coming in future updates! For the time being, we’d like to gather some of your feedback on some of the recent changes but keep in mind the balance is not yet final. Also thank Blacksmith and the whole rest of the team if you can! They’re killing themselves for you guys.
  • Green mana is given out more generously now! Trust us, you’ll need it.
  • All Defenses got a substantial Defense Health increase based on the type of defense they are. Towers received a good boost, and blockades received a substantial boost.
  • Adjustments have been made to solo play as well. When playing solo, you will notice only 1 or 2 high “threat” lanes. Look for this information using Left Shift and seeing where the problem enemies coming. This is where you will need to focus your attention as a hero. The other lanes will generally take care of themselves with solid tower setups.
  • Enemies now like to stick together. You will see less “globs of every enemy in the game coming down the lane” and more “We are Warboars, fear o[]r numbers” sort of deal.
  • All enemy scalars have been redone. All enemy stats are now based around the Item Power of the content, which should make balancing and providing a fair challenge much, much easier.
  • To match the new Item Stat & Item Power system, many Defenses and Abilities have been rebalanced.
  • Reduced Electrocute stun duration from 2.5 to 1.0 seconds. Did we take it too far this time?
  • The Dark Mage is cultivating mass, bro. Increased Dark Mage mass 300 -> 400. Now he is no longer interrupted by Squire/Monk melee attacks. Just try and move him!

  • Cannonball Tower (Squire)
    • Damage increased by 28%
    • Minor adjustments to projectiles
  • Flamethrower Uber (Apprentice)
    • Its numbers were redone to make it more powerful and viable for end game play - it has reduced crit damage scaling but higher flat DPS output.
  • Heavy Cannonball Tower (Squire)
    • Damage at max range compared to Cannonball is now +30% if AoE is utilized
    • Damage at min range compared to the Cannonball is now -36% if AoE is utilized
    • This should reward players that place the Heavy Cannonball Tower effectively and punish those that do not
  • Lightning Aura (Monk)
    • Scaling for upgrades adjusted to match other defenses
    • Damage increased by about 10%
  • Lightning Strikes (Monk)
    • Adjusted scaling for upgrades to match other defenses
    • Damage reduced by about 50%
    • Has higher Crit Damage scaling
  • Explosive Trap (Huntress)
    • Damage reduced by 25%
    • Has higher Crit Damage scaling
  • Elemental Chaos Uber (Huntress)
    • Base Damage Buffed by about 18%
    • Crit Damage scaling is high
    • Found a bug with the fire proc effect not dealing any damage. Fixed the bug.
    • Fire Damage Over Time now deals 100% of your Defense Power as damage over 1 second before fading - the DoT can crit, too.
  • Napalm Balloon (Huntress)
    • Damage increased by 20%
    • Crit Damage set to moderate
    • Upgrade scaling adjusted to match other defenses
  • Poison Dart Tower (Huntress)
    • Damage increased by roughly 50%
    • Crit Damage is very low
    • Fixed some upgrade scaling issues
  • Geyser Trap (Huntress)
    • Damage increased substantially! (+400% since it is on such a long cooldown)
    • Crit Damage is very low
  • Skyguard Tower (Monk)
    • Skyguard Damage buffed by 100%
    • Crit Damage is high
    • Upgrade scalars fixed to match other defenses
  • Earthshatter Tower (Apprentice)
    • Damage increased by 76%
    • Crit Damage is moderate
    • Upgrade scalars fixed to match other defenses
  • Arcane Blockade (Apprentice)
    • Damage increased by 100%
    • Critical Chance high
    • Upgrade scalars fixed to match other defenses
  • Training Dummy (Squire)
    • Damage reduced to 25%
    • Critical Damage is moderate
    • Upgrade scalars fixed to match other defenses
  • Spike Blockade (Squire)
    • Damage increased by 55%
    • Critical Damage is moderate
  • Harpoon (Squire)
    • Base damage increased by 72%
    • Critical Damage high
    • Range increased by 10%
    • Upgrade scaling reduced to match other defenses

  • Arcane Volley (Apprentice)
    • Damage reduced by about 10%
    • Crit potential set to high
  • Tornado (Apprentice)
    • Damage reduced by 50%
    • Damage potential is still relatively high if it hits a marked target
    • Crit Damage potential is high
  • Mana Bomb (Apprentice)
    • Massive damage buff: 300% if used with Arcane Marks
    • Crit potential is moderate
  • Concussive Shots (Huntress)
    • Damage increased by over 50%
    • Crit potential is low
  • Oil Flask (Huntress)
    • Damage increased by 23%
    • Crit potential is low
  • Piercing Shot (Huntress)
    • Damage increased by 250%
    • Crit damage set to high
  • Pole Smash (Monk)
    • Damage increased by 47%
    • Crit potential is low
  • Chi Blast (Monk)
    • Damage increased
    • Crit potential is moderate
  • Sword Beam (Squire)
    • Damage doubled (almost)
    • Crit potential is high
  • Taunt (Squire)
    • Duration scaling reduced slightly
    • Damage buff increased slightly
  • Seismic Slam (Squire)
    • Damage increased by 250%
    • Crit scaling pretty low
    • Stun duration reduced to 2.5 seconds
    • Stun duration now scales with ability power (0.001% increase per point) - theoretical max is 6 seconds
  • Frostbite Tower (Apprentice)
    • Now reduces enemy attack speed by 20% but does not scale with anything

New Passives
  • Slayer passives can now be found in Onslaught Mode! *guitar riff!*
  • Slayer passives appear on hero-specific items.
  • Added tooltips for Slayer passives. Then removed them. Then put something else in and called it done. It's "functional."
  • Added Drakin Slayer passive on Legendary Shields. Killing Drakins gives charges, and blocking uses those charges to spawn fireballs. Half of the time. The other half of the time it just doesn't work... at all.
  • Dark Mage Slayer passive added on Legendary Magic Staves. With this passive, killing Dark Mages gives charges, and fully-charged secondary attacks use those charges to stun enemies.
  • Lady Orc Slayer passive added on Legendary Bows: Killing Lady Orcs gives charges, and fully-charged secondary attacks use charges to deal extra damage, you monster. Also this passive has no visual feedback. Maybe we'll add it eventually.
  • Kobold Slayer passive appears on Legendary Polearms. Killing Kobolds gives charges, and secondary attacks use charges to spawn death-dealing fireworks and something hilarious we'll let you discover for yourself.
  • Taser Suit passive can now appear in Victory Chests. You'll never want to leave home without it!

Passive Bug Fixes & Changes
  • Removed more useless passives from high-end gear! So now, XP passives can't roll on end-game gear.
  • Gave passives names for the first time. Look out for Apple, Blue and North. They're our favorites. (Don't tell Moses.)
  • Made Life Leech leech less life. Reduced heal value by ~60% and reduced max heal value at level 25 to
  • Banned Dancing: Footloose (Movement Speed) values normalized and completely rebalanced. Met Kevin Bacon. Increased Movement Speed in the ~7.5 - 20% range depending on level and tier.
  • Created the ultimate pair of boots. Proud of our creation, like new parents, we slipped our toes into their soles. Words cannot describe what happened next. Sprint passive disabled and removed from boots until further inspection (and less fear).
  • Made stuff in the game better match stuff in the editor. You'd think they'd be the same, but...
  • Made Heroic Presence more heroic. Increased Heal component scaling of Heroic Wave 1.01 -> 1.5. Side effect: Shielding Wave is now dope.
  • Superconductor (Ability Cost) passive values slightly reduced. Why? Because we felt like it.
  • We broke the Radiance (Aura Range) passive. Then we fixed it. And then it broke again (all by itself, we swear!). So in anticipation of fixing it next patch, we reduced its values.
  • Disciplined the Victory Smell (Blaze Balloon Burn Rate) passive. Reduced its values to more closely match DPS increase of other defense-focused passives.
  • Vector Corrector (Defense Range) passive’s increase of projectile tower range reduced so you can find more of it!
  • In case you haven't caught on yet, passives were broken. How broken? Post-Disney Channel broken.
  • Retribution passive increased a TON. It now appears on Torso and Shield items like it always should have.
  • Black Arrow (Ballista Damage Magic) passive bonus damage doubled. Then doubled again. Then divided by four, multiplied by three point five, squared, thrown in a blender, and added to pi. After all of this we lost track of how much we increased and wrote the patch note "Black Arrow Special Stat bonus greatly increased." We also learned to hate fractions.
  • Fault Line (Earthshatter Radius) radius bonus slightly increased.

  • Various optimizations across all maps.
  • So, how about that War Table? Viewable in all of its 3D glory (no WASD camera motion, sorry to those of you spoiled by the Azeroth trailer) and you’ll be able to select maps from there or from the UI on the left. We can’t wait to expand the world further!
  • Pets!
    • There are a lot of new pets. Like, 4x the previous number.
    • Evolution is unlocked, but to clarify, only token pets (Betsy) and premium pets will evolve visually at the moment.
    • You may see some abilities get more impressive as they change form, though.
    • Watch for the monthly and weekly reward pets to get your shot at rare content, some with enhanced visual effects. We won’t spoil which. You’ll just have to watch!
  • Premium Pets!
    • Table Flip Demon
    • Kakarot
    • Shinobi Kitty
  • New Costumes!
    • Cap’n Monk
    • Farmboy Apprentice
    • Tiguar Monk

Bug Fixes
  • Fixed an issue where players who were too high were unable to place towers. We mean... too high up.
  • Increased the mana crystal cap that can be present in the world. Also, we added a 2-unit mana crystal. Hey, every unit counts, amirite guys?
  • Fixed one of the issues that was causing items to be lost in the inventory. It was all Tony’s fault. #BlameTony (We don’t even have an employee named Tony, but we’d like one so we can blame him. Are you a Tony? We’re hiring!)
  • Fixed an issue with the Token Shop UI where the items could scroll outside of the window. That's just not allowed. Geez.
  • Apprentice’s secondary attack now pops the Blaze Balloon. Upcoming updates will add “locking” and “dropping” functionality to his newfound popping feature.
  • Numerous audio issues have been fixed. We said, NUMEROUS AUDIO ISSUES HAVE BEEN FIXED.
  • Hunted down that pesky fox stealing your eggs before they hatched. Sadly, that means we can’t have that Dora crossover like we planned.
  • Fixed an issue where the Drakin could get stuck in the River High Path on Little-Horn Valley. Now to fix the million and one other places they get stuck. Sewers, we’re looking at you.
  • Fixed an issue where the bow could appear incorrectly for the Huntress when swapping Heroes. Don't worry, we haven't fully eliminated Franken-heroes yet.
  • Fixed several issues with the Costume Shop. Introduced several other ones, which are arguably way worse.

Important Known Issues
  • There are multiple issues with the pets system. Most of them can be fixed by closing and reopening the Pets UI.
  • The Quests and Daily Missions UI can pop up randomly. They just really like you.
  • Monthly Missions do not give out rewards. We’d make a joke here, but we don’t feel it’s appropriate. This will be fixed very, very soon.
  • Players can easily obstruct the cosmetic preview, causing some really hilarious situations.
  • Gold Bonus Sphere IV Skill Sphere will activate for heroes who do not have the Skill Sphere equipped. You’re welcome.
  • Special Enemies killed in two of the Liferoot Forest maps don’t contribute to the “Special Delivery” challenge. This is because they’re extra special. On the other hand, new Special Enemies don’t count at all, because they aren’t special enough.
  • BOOM HEAD-SHOT CHALLENGE DOES NOT BOOM if you use the Huntress’s secondary attack.
  • The “Use the Boost” challenge is challenged. This is becoming a pattern.
  • Stun VFX only display when they want to. Unfortunately, this is pretty much never.
  • Enemies like each other a little too much. This is causing some stuckage and clumping. Clumping is one of those words that sounds pretty dirty is you don’t know its definition. “Are you clumping in there, Bobby?”
  • Players can’t rebind the Inventory key. Why? Because the Influence Vote was “I for Inventory.” Duh.
  • Some pet abilities don’t have sounds. Others don’t have VFX. The rest are generally awesome.
  • Sometimes heroes do not stay in the equipped Hero slot when joining a map. These heroes are cowards.
  • Opening a mana node can erase mana on the map if there’s too much mana on the floor already. Proceed with caution.
  • This known issue doesn’t matter. Or maybe it did. We don’t know anymore.
  • Immediate Messages are a little too immediate. Also, this list is too long.
  • Matchmaking is not finished yet.
  • Unlock UI text for shop vendors will never disappear.
  • The Fire Cart environmental trap is just for show. Damage coming soon. Some men just want to watch the world burn without doing any real harm.
  • “Transform Egg” malfunctions on eggs that are currently incubating.
  • The prices for items in the Token Shop show up as “0” in the purchase confirmation screen.
  • Drench on weapons can become super OP.
  • The Life Leech passive can be exploited. Go figure.
  • If a player in your party swaps heroes while you have items selected for sale, their sell values will become negative. Who knows what will happen if you click sell after that. Please don’t. But if you do, videotape it. Off-screen, shaky cam, standard def.
  • Small Melee goblins from “Just Grate” can’t seem to find the core.
  • Clicking the Play button on the Title Screen while joining a friend’s game is a good way to lose a friend.
  • Tooltips don’t display on the Missions or Hero Deck screens.
  • Tier 2 Provoke Duration and Provoke Speed Spheres are listed as Tier 1. Only some of us can count.
  • The Etherian Hero challenge does not update its tracker when you complete a map.
  • Inspect Defense only half works. Skill Spheres do not apply.
  • Lots of passives are broken. Also lots of them are fixed, so that’s something.
  • Don’t press G in Onslaught Mode before you select a reward type. We warned you.
  • The “Not Enough Gems!” prompt is ugly.
  • Witherbeasts can be blindingly bright. We chose to view this as a feature, not a bug.
  • Some tooltips are showing up as red for no reason at all.
  • In a Private Tavern, you can try to create a hero, but it won’t do anything. This will be fixed when there is only one tavern.
  • Apprentice Flamethrower Uber hits further than its VFX extends. It’s hot folks.
  • There are misspelings and hippos.
  • When you “Transform” an egg, it doesn’t look cooler. It should. We made the art for it.
  • NPCs can’t read your keybinds. They just learned to talk, what do you expect?
  • Pet Evolution items do not stack correctly. At least they work now.
  • Re-rolled pet stats don’t display as whole numbers.
  • Some descriptions for the Uber Skill Spheres are too long and refuse to display.

[Early Access] Hotfix 4.4
  • Added the War Recruiter to the Group and Private Taverns. Players can now switch difficulties without having to return to the Social Tavern.
  • First Pass at our Party system!
    Players that join from Steam are automatically added to your party! You can freely invite players in the Social Tavern to your party. Hit ESC and click on the invite button. Players in your party will transition with you when you select a map or make a playlist selection.

  • 2 new costumes! Goblin Infiltrator Huntress & Sweet Dreams Squire
  • Removed the festive decorations in the Taverns.

Bug Fix
  • Fixed a bug where players were able to place towers above the Tavern.

Known Issues
  • Players who attempt to join their friend’s match via join game/party invites and fail can unintentionally pull other players into their match. The friend will receive a join game request that they can then deny.

[Early Access] Hotfix 4.3
Bug Fixes
  • Resolved a few memory leaks that could potentially cause players to crash.
  • Resolved several lag issues related to the social tavern.

[Early Access] Hotfix 4.2

  • Decreased the drop chance for lockboxes.

Bug Fixes
  • Fixed an issue with the Fortifier Lockbox where the items shown had purple text. We sincerely apologize for the confusion.
  • Boost Auras no longer create an extremely large damage boost on towers when used in conjunction with the "Increased Attack Damage When Standing on Tower" passive. (This should fix the boots bug.)
  • Fixed an issue where players were not receiving credit for completing the Betsy Daily Missions in the 25++ playlists.
  • Incubating eggs are now hidden from the Inventory to avoid accidental selling.
  • Pet eggs in the TIB no longer appear in the Hatchery. This should solve some of the egg disappearing issues.
  • Double click now properly equips armor.
  • Eggs that are currently being incubated can no longer be sold. Choose which eggs to incubate carefully.
  • Widened the pathing on the Aqueduct Lane in Forest Crossroads to help reduce blockages caused by larger enemies.
  • Rotten eggs will now display the correct icon.
  • The rot timer now updates in real time on the egg tooltips.
  • Lifesteal now works on Betsy.
  • Elemental pet attacks should now trigger combos properly.
  • The power bar for pets in the Stable now fills all the way up.
  • Fixed an issue where the TIB was not auto-selling items.
  • The Pet bag should no longer accept items other than pets.
  • Fixed an issue where large skill spheres would stop working when a player dies.
  • The (M) Experience Bonus Sphere II Skill Sphere now has the correct bonus stat increase. .2% -> 20%
  • Fixed an issue where Feed x10 was not working properly.
  • Lockboxes can no longer be opened in the Shop UIs.
  • Fixed a bug that was preventing players from equipping the Spiked Pauldrons.
  • Pet food can no longer be opened in the TIB.
  • Tower inspection now updates properly when the "Increased Attack Damage When Standing on Tower" passive is being used.
  • The 'Show Equippables' option in the inventory now works properly.
  • Pets' elemental attacks now display properly on the tooltips.
  • The Betsy Bow no longer contributes to the Huntress' Concussion shot challenge.
  • Fixed some issues with the Token shop UI presentation. Items no longer scroll past the top of the shop UI.
  • Fixed an issue where in certain resolutions, several UI elements in the Betsy Quest selection UI are not aligned properly.
  • Fixed some presentation issues with the Costume Shop UI.
  • Made several improvements to the functionality of the Costume Shop.
  • Players can no longer buy 2 of the Shield Strength Spheres.
  • The Costume Shop description UI will only be displayed when you select an accessory.
  • Pets were receiving zero stats when downleveled. It now works properly.
    Buying new bags should now always place bags in the proper order.
  • Fixed an issue where in certain resolutions, several UI elements in the Create Hero and Delete Hero UIs in the Hero Manager were out of line.
  • Double-clicking really fast during the Forest Crossroads intro matinee no longer restarts it.
  • The hero damage stat no longer displays a negative number in the "spec" total on the Character page in the Forge.
  • Escape now works in the Purchase Bag UI.
  • Fixed an issue where in certain resolutions, the Option buttons in the Esc Menu will overlap the Steam Invite buttons.
  • On Forest Crossroads, fixed a collision issue with a boulder near the Ruin Cave.
  • Improved the collision of the pet shop.

[Early Access] Hotfix 4.1
  • Fixed a bug where Victory chests for Liferoot Forest, Forest Crossroads, The Wyverns Den were only dropping powerful gear. So, if you were seeing powerful gear ALL of the time before, now you should see it slightly less than all of the time.
  • Fixed a bug where Betsy's health on her Incursions was too low. 10 million HP doesn't quite make up for all the OP gear she's dropping, but we'll be leaving those in for a little while. Have fun standing on your Defenses while it lasts!

[Early Access] Update 4.0 (Pets & Dragons)

The Pets & Dragons update is here! As you know from our Dev Logs, our team has put so much of its soul into this update. We’re exhausted, but we hope you enjoy it! Read below for the full patch notes:

  • Bugs
    • Seriously, there’s a lot of ‘em. Happy hunting!

  • Early Access Rewards
    • Gems
      • Based on the version of DD2 you purchased, you should now have gems added to your account. Cha-ching!
      • If you purchased the Defense Council Co-Op Pack, please check your email for the rest of your currency.
    • Costumes and Accessories
      • 4 stylish Early Access Accessories, one for each hero
      • 4 debonair Collector’s Edition Costumes (Collector’s Edition owners)
      • 4 another-word-for-appealing Defense Council Accessories (Defense Council pack owners)
      • WARNING: Yes, it’s in all caps for emphasis! These items are first added to your Inventory and must be double-clicked in the Inventory to activate them. Be careful when managing your Inventory after claiming these items at the Mailbox!
    • Titles
      • Dragonfall Defender (Collector’s Edition owners)
      • Defense Councillor (Defense Council pack owners)
    • Bag Upgrades
      • If you buy Early Access before May 5th, your Inventory is upgraded to 7 Premium bags for free!
      • Premium and Standard bag slots can now be purchased with gems.
    • DD1/DDE Loyalty Rewards
      • f you have DD1 or DDE on Steam, you’ll also receive an additional $6 of gems and an exclusive “Veteran Defender” in-game title for free! This offer is only available for a limited-time. Thanks for your support, Defenders!

  • Betsy's Rampage Adventure Pack
    • 3 new maps in a new region: Gambler’s Pass!
    • Our first boss: Betsy, the Wyvern Mother!
    • 3 new Incursions
    • 4 new legendary weapons and 1 legendary armor piece with unique passives

  • Pets and Eggs!
    • 9 new pets for you to find, level up and become attached to before we manipulate you emotionally by killing them in the final act. (We’ll never forget you, Atreyu.)
    • This first phase introduces 3 pet species
      • Creepers
      • Dragons
      • Gatos
    • Pet eggs will now drop as you play the game
    • Pet eggs can be incubated at the Hatchery and will hatch into pets. Currently, the Hatchery takes 8 hours to hatch a pet. We’re going to analyze the feedback about this for future tweaks.
    • Pets have two progression paths associated with them:
      • Power: feed your pet to make it more powerful improving the damage it deals
      • Affection: fight alongside your pet to make it grow more attached to you improving the stats it has that affect your hero
    • In future updates, pets will gain passive/active abilities, and they’ll evolve into even cooler creatures! You’ll also be able to get reroll items in case the pet didn’t hatch to your liking.

  • Skill Spheres!
    • Thanks to your feedback, the old Spec Node system was reforged into the new-and-improved Skill Sphere system!
    • Starting at level 5, you can earn Skill Sphere Slots.
    • There are 4 types of Skill Spheres & Slots:
      • Small
        • Small Slots can only fit Small Spheres.
        • Small Spheres are all about general stat improvements (like Defense Health, Defense Power and Hero Damage).
      • Medium
        • Medium Slots can only fit Medium Spheres.
        • Medium Slots provide general improvements to different aspects of the hero’s kit, including Defense Range!
      • Large
        • Large Slots can only fit Large Spheres.
        • Large Spheres are all about specific additions or improvements to a hero’s kit.
      • Uber
        • Uber Slots can only fit Uber Spheres.
        • Ubers take a specific part of your hero’s kit and completely transforms into something completely new.
        • In this update, you can only get Ubers that completely transform your defenses into something new, but future updates will bring Ubers that change other elements of your hero’s kit.
    • Skill Spheres can be purchased from different vendors in the Hub
      • Small, Medium and Large Spheres can be purchased from the Gran Ma'ster.
      • Ubers can be purchased from the Adventure Vendor
    • The old Spec Nodes that you’ve come to know and love were transformed into either Medium Skill Spheres or Large Skill Spheres.

  • Costumes and Accessories
    • Our brand-new Costumes and Accessories system is here! Costumes are complete head-to-toe makeovers, and Accessories are elements of an individual Costume that you can swap to really make your Hero unique.
    • Each Costume has a set of Accessories associated with it.
      • The base Costume of each Hero will now also have a set of Accessories associated with them.
    • Accessories can be purchased at the Costume Shop or earned through Locked Boxes.
    • Some Accessories can progress and change shape as you gain experience. We're going to monitor player feedback on the amount of experience it takes to level up an accessory.

  • Guard Captain, Wyvern Tokens & Daily Quests
    • The Guard Captain will now give players Quests themed around the new Betsy adventure.
    • Completing these quests will give the player a new currency called Wyvern Tokens.
    • These tokens can be exchanged at the Adventure Shop in exchange for awesome rewards:
      • Betsy Dragon Eggs
      • Lockbox Keys
      • Uber Specs
    • The Guard Captain will also act as a new daily Quest vendor once you reach the endgame. Each quest will reward you a different amount of Wyvern Tokens based on the quest’s difficulty.
    • The pricing of the items in the Adventure Shop are subject to change as we gather player feedback and metrics.

  • Major Tavern Update! (In descending order of importance)
    • Confetti!
    • Balloons!
    • 4 New Shops!
      • Pets Shop
        • Hatchery: allows you to incubate and hatch your pet eggs
        • Stable: allows you to feed your pets and equip them
      • Adventure Shop
        • Allows you to purchase unique rewards with the Wyvern Tokens, which you gain through Daily Quests
      • Skill Sphere Shop
        • Allows you to purchase and unlock small, medium and large Skill Spheres
      • Costume Shop
        • Allows you to purchase Costumes and Accessories!
    • New Adventure Character!
    • New Mailbox!

  • Lockboxes
    • Lockboxes can be earned by playing the game.
    • Lockboxes contain Accessory pieces for different Costumes.
    • Lockboxes can be opened directly via premium currency or by using a key.
    • Keys are purchased from the Adventure Shop in the Tavern.

  • Betsy Legendary Weapons: Four new legendary weapons were added that are themed around Betsy.
    • These Legendary Weapons will have a chance to drop if you defeat Betsy in the Incursion playlist
      • Huntress: When the bow strikes enemies that are in the air, it has a chance to spawn grenades that fall to the ground damaging enemies underneath.
      • Apprentice: Firing the staff on the ground will place a single curse aura. Enemies inside the curse aura deal less damage. Can only have one curse aura active per Apprentice at any one time.
      • Squire: Attacking in the air now fires a sonic boom that deals damage to enemies as it passes through them.
      • Monk: Monk’s secondary attack has a chance to spawn a mini lightning aura that zaps enemies inside it for a few seconds before disappearing.

  • New Legendary boots added:
    • If you have the boots equipped, standing on Defenses will improve their defense power by a value.

  • Drop All Mana is here! Ctrl + M drops all Defense Mana, and Ctrl + N drops all Ability Mana. You may need to click the “Defaults” button in the Controls menu if it’s not working for you.

  • Quit to Desktop button has been added to the escape menu.

  • Visual Update and a language pass for most of our UIs.

  • New Challenges & Titles! Try to get them all!

  • Third Ogre added to Forgotten Ruins (Chrome) Incursion. This should even out the rewards between the Ramparts and Forgotten Ruins Incursions.
  • Victory Chests now drop appropriate loot for Hard Mode.
  • Arcane Volley
    • Substantially increased the damage it does. Base damage increased from 250 to 450 and the growth from 3.01 to 6.
  • Flameburst Tower
    • Enemies on the outer radius of the Flameburst impact take increased damage -- 25% damage at Tier 1 and 50% damage at Tier 5, up from 0% damage at all tiers.
  • Blaze Balloon
    • Increased base damage scale from 50% to 100% of Defense Power. This affects all upgrade tiers.
    • Blaze Balloon burning duration set to 6.1 seconds at all tiers. This value does not increase with any stats.
    • Blaze Balloon now matches the Geyser Trap's attack rate and charges. They scale with Defense Speed and Defense Health respectively.
    • Blaze Balloon burning areas can now stack.
  • Poison Dart Tower
    • The Poison Dart Tower now fully stacks its poison effect.
    • The poison effect damage has been increased 300% from 5% defense power to 20% defense power. Multipliers per tier upgrade remain unchanged.
    • The poison effect duration has been reduced to 8 seconds.
  • Passives (formally known as Special Stats)
    • All the existing passives have been rebalanced.
    • We’ve changed where certain passives can appear until we have more of them available.
  • Double Fireball Spec (now Double Fireball Sphere)
    • We’ve heard a lot of feedback on the Double Fireball spec being useless for high Defense Attack Speed builds, so we’ve changed it!
    • Extra Flame Damage Sphere: chance for the damage dealt by the Flameburst or Flamethrower tower to be increased by a certain percentage.
    • Should now happen instantly and not require a second fire animation.

Bug Fixes
  • The Boy Prince was crying too loudly. We asked him to take it down a notch. Your parents are dead. We get it.
  • Players can no longer delete their active hero. Our customer support team is sleeping easier tonight until another fresh hell appears.
  • When an enemy walks into range of the Cannonball and Poison Dart Towers, the first shot the towers take will no longer be in the wrong direction. If only Greedo had this when he shot first. That’s right, nerds! We said it!
  • Remember the last update when we said the Skyguard would hit enemies from the Earthshatter’s Knockup spec? That was fun, right? Well, we mean it this time. Seriously.
  • Fixed areas in several levels that allowed players to escape the map. There is no escape from the fortress of the moles!
  • Huntress relics now spawn with 3 passives and all of your hopes and dreams.
  • Fixed a typo in a Huntress Challange description.
  • Players can no longer build towers in the water on the southwest portion of the Dragonfall Sewers because we hate water parks.
  • Players can no longer build towers behind several enemy spawn points in Gates of Dragonfall, Nimbus Reach and Ramparts because that was just silly.
  • Removed hopes and dreams from Huntress relics.
  • The “chance to increase movement speed on hit” passive now works. It didn’t before. That’s why it’s on this list.
  • Fixed some names for Heroic Wave on the Monk’s passives that were improperly named as Heroic Presence. Yes, we play our own game.
  • Fixed some of the icons for the Challenges. Knowing our UI, we probably broke some other ones. Our UI is a right pain in the ♥♥♥. Just ask James.
  • The Ogre should never get stuck in the East Dock spawn point ever again. Maybe...
  • Fixed an issue with Throne Room build phase and combat phase music weren’t looping upon completion. Sweet tunes for your ear holes, Defenders!
  • Drakin/Dark Mage threat lane no longer causes a traffic jam in the West spawn point in Forgotten Ruins.
  • Fixed a bug where ranged enemies were not attacking the main objective in Siphon Site D. Why did we fix this? Was it bad that they weren’t attacking us?
  • Oddly specific patch note stating that the Billboard for the Procession Path spawner now properly shows the red exclamation mark when the Ogre spawns in Wave 5.
  • Inserted a patch note to let people know we intentionally misspelled Huntress Challenge earlier. It’s as if a million keyboard warriors suddenly cried out in terror and were suddenly silenced.
  • Fixed an issue with Victory Music playing at double volume (twice) during Victory matinee across all maps. Apparently, turning things to 11 isn’t always a good thing.
  • The Impact passive no longer applies to the Monk’s ranged attack.
  • The Boost Aura now properly shows its durability loss with towers during combat phase.
  • Fixed a bug where an experience gain passive was appearing on items above level 20.
  • Flameburst tower should now mark targets if the passive appears.
  • Resolved several lane wisp indicator issues in The Ramparts.
  • The Etherian Maintenance Team was given an additional $5 to their budget, so they finally fixed the flickering light on the Forge.

Known Issues
  • Players are receiving random disconnects from the game with a “Host Left” message. We apologize for the frustration, and we’re looking into it.
  • The Social Tavern is laggin’ up a storm. We are actively investigating this. Sorry for the Time Warpin’.
  • When you sell an Accessory, you get in-game gold. This is a bug. THIS IS NOT INTENDED. We will be fixing this in a future update. In the meantime, don’t sell extra Accessories, we will figure out a use for them!
  • We mentioned Pet reroll items in the video, but they didn’t make it in time for this update. Next time, Defenders.
  • When you first load into the game, you will get a popup that leads here. We’re sorry we annoyed you. This will only happen once.
  • When incubating an egg, the icon for the egg will appear as a Huntress bow instead of an egg. No idea. Really weird.
  • If you double click quickly during a matinee, it will start over. So don’t double click.
  • When swapping to the Red Riding Huntress costume, the equipped bow will become distorted and it won’t be positioned correctly. This most commonly occurs with the non-default bow. For now, just swap heroes back and forth, and that should fix it. Or don’t. It honestly looks wild.
  • The Experience Bonus Sphere II bonus stat list a .2% increase when it should say 20%. Hey, we ain’t no math magicians.
  • Heroes can be heard attacking in the background when click on the Map Select screen. It’s really unsettling.
  • Unfortunately, the Seamstress hasn't figured out how to keep people out of your dressing room yet. Go to a Private Tavern for maximum privacy.
  • The Ping icon on the minimap is not displaying correctly. It looks like a Missingno glitch. We’re looking into it.
  • Some of the map icons on the Map Selection screen are out of line. Nothing a spanking won’t fix.
  • Several of the UIs have elements misaligned when viewed in different resolutions. Our producer said, “Just use the right resolution and shut up.” Hey, we’re just the messenger! We’re looking into it. In the meantime, use the right resolution and shut up. (That was our producer again! We swear!)
  • Some UI pop-ups cause UI elements in the background to shift while the pop-up is open.
  • Purchasing premium bags will overwrite the icon for the pets bag. Appears as if the pets bag has been lost. It hasn’t. Just re-open the Inventory UI.
  • Double-clicking items in the Inventory can cause the Sell feature to act up. Should you find yourself unable to sell items, just close and re-open the UI.
  • A few weapons and armors don’t have an Icon in their respective Tooltips.
  • The black background for the Mailbox UI doesn’t extend the full length of the window. (varies on different resolutions)
  • Some text strings are missing spaces. Other text strings are missing their family members and can’t wait to go spend time with them after this update and go on picnics and go see nature and feel the warm sunlight on their text-stringy skin.
  • When unlocking a title/challenge, the completion percentage for other titles can appear as a very large and unrealistic number. Will correct itself once you transition.
  • The Feed x10 pet food only feeds 1 item if feeding the pet something other than standard pet food.
  • Betsy doesn’t restore health when hit with items with the Lifesteal passive.
  • The Show Owned option in the Costume Shop doesn’t function properly after a few clicks and on certain tabs.
  • Item Enhancement: Items placed onto the Enhancement Wheel via Double click will not display the green highlight on the item icon.
  • Pet tooltips for certain pets display stats of 0 while on the Gates of Dragonfall and Dragonfall Bazar maps.

[Early Access] Update 3.1

Bug Fixes
  • Improved the Inventory’s opening speed with a very technical procedure called “smashing it with a hammer.”
  • Fixed the Earthy Knockup talent. It actually knocks enemies up now. We know, we were surprised, too.
  • Fixed an issue on Ramparts where the Ogre wouldn’t leave his spawn point by asking him nicely to come out. You should try that sometime, you monsters.
  • We gave the Upgrade button in the Enhancement UI a makeover. It is now active and looking for clicky love! (Remember to always practice safe clicking.)
  • Fixed the Throne Room so the Ogre spawns above ground. How did something so big and smelly get so underneath the castle, anyway?
  • Someone lowered the requirements for the defense damage challenge. We’ve raised them to their proper levels and taken the offender into custody (a.k.a. time-out): Increased Cannonball, Proximity Mine, Flameburst, and Lightning Aura challenge requirements from 250,000 / 2,500,000 / 25,000,000 -> 500,000 / 5,000,000 / 50,000,000
  • We’ve exorcised the ghost in the new legendary Squire shield. It no longer floats on its own or causes the walls to bleed.
  • Fixed an issue where the Poison debuff never wore off of the training dummies. With tears in their eyes, the dummies feebly raised their heads and whispered, “Thank you.”
  • You can no longer delete an active Hero. It was apparently “inhumane.”

Balance Changes
  • The Temporary Item Box has been running with a bad crowd and getting into trouble. To teach it a lesson, we’ve shortened its timer to 3 hours. The auto-sell feature still remains, though. You can learn more about this change here.

[Early Access] Update 3.0 (Foundation: Part 2)


Hard Mode
Hard Mode increases lane pressure through increase raw power and speed on enemies. We tuned the experience around having a full Hero Deck and maximizing your use of multiple heroes. You can access Hard Mode on each map and on each playlist from the map selection screen.
  • Enemies on Hard Mode have higher base health and increased health gains per level.
  • Enemies also gain a small increase to move speed as they increase in levels.
  • Enemies with resistances have increased resistances in Hard Mode.
  • Stats and Special Stats on Hard Mode loot are 10% better than their Normal Mode counterparts.
  • Note: Hard Mode is meant to be an alternate progression through the game. Players who are currently maxed out will probably not struggle to complete it. There will be more content in the future to entertain endgame players. Please let us know how you feel about Hard Mode playing through it with a level 1 hero.

Player Kicking
  • Players can now remove AFK/toxic players from a match!
  • The Kick option is available on the Pause screen.
  • In public games, kicking requires a majority vote.
  • In private matches, the leader has free reign to kick players from a group.

Hero Deck Improvements + Powerleveling
  • Players no longer have to remove heroes from their deck if the hero does not meet the level requirements.
  • In a public match, players are unable to swap to heroes that are below the level requirement.
  • In a private match, players are able to swap to any hero, regardless of the level requirement. So you can now powerlevel your heroes in a private match!

Forge Updates + Select All Items
  • We’ve widened the Forge, allowing players to see more information and more bag slots at any given time.
  • Players are now able to select entire bags at a time, including the Temporary Item Box, which should make selling items much faster.
  • Updated bag sizes for standard (16 slots) and premium (32 slots) bags. Players will be able to purchase an additional 7th bag slot (up from 6).
  • New visual feedback on inventory icons makes it easier to see item rarities, selected items for selling, equippable/unequippable items and items that are currently selected for Item Enhancement.

New Legendary Weapons
  • Four new Legendary Weapons, one for each hero! Plus, a new Legendary Shield for the Squire!
  • The four previous gold Legendary Weapons received a makeover. All previously earned items should be updated to the new look.

New Enemy Death Animations
  • Enemies now die in hilarious new ways!



  • Increased base damage to 175 from 125.
  • Increased Hero Damage scale to 2 from 1 per attack.

Arcane Volley
  • Increased base damage to 250.
  • Increased ability point scale to 3.01.
  • Increased projectile speed.
  • Increased Mana cost to 35 from 25.

  • Increased base damage to 400.
  • Increased ability point scale to 1.34.

Mana Bomb
  • Increased base damage to 960.
  • Increased ability point scale to 7.6.


  • Increased base damage to 200 from 175.
  • Increased Hero Damage growth per level to 2 from 1.6.
  • Increased Hero Damage Scale to 2.4 from 1.8.

Concussive Shots
  • Increased base damage to 400.
  • Increased damage value per ability point to 2.97.
  • Increased stun duration to 3.1 seconds.

Oil Flask
  • Increased oil flask oiled duration to 10.2 seconds.
  • Increased ability point scale to 7.42.
  • Increased base damage of the initial hit to 500.
  • Increased burning base damage to 100.
  • Increased burning damage to 2.1 per ability point.
  • Increased burning duration to 6.1

Piercing Shot
  • Increased base damage to 900.
  • Increased ability point scale to 10.1.
  • Increased projectile speed.
  • Reduced Mana cost to 75 from 100.


  • Reduced base damage to 125 from 150.
  • Reduced Hero Damage growth per level to 1 from 2.

We tweaked the Skyguard scalars, increased its range and added some utility. These changes will encourage players to seek out new combos from the tower and make it the dominant Defense against Airborne enemies.
  • Skyguard Tower applies a slow effect on hit.
  • Increased Skyguard attack rate.
  • Increased Skyguard gains from defense speed. Base attack rate is now 1.95 up from 2.43.
  • Reduced damage scalars per tier
    • Tier 1: 1.5x DP
    • Tier 2: 3x DP
    • Tier 3: 4.5x DP
    • Tier 4: 6x DP
    • Tier 5: 7.5x DP
  • Increased base range to 35m.

Pole Smash
  • Increased base damage to 375.
  • Increased ability point scale to 5.41
  • Increased attack range to 550.

Chi Blast
  • Increased base damage to 425.
  • Increased ability point scale to 3.77.
  • Increased attack range to 550.

Heroic Wave
  • Reduced buff duration base to 8.1 seconds.
  • Reduced buff duration scalar to 0.003 seconds per ability point.
  • Reduced healing per cast to 1.01 per ability point.


  • Reduced base damage to 125 from 150.
  • Reduced Hero Damage growth per level to 1 from 2.

Seismic Slam
  • Increased stun duration to 3.6 seconds.
  • Increased ability point scale to 5.24.
  • Increased base damage to 600.

Sword Beam
  • Increased base damage to 400.
  • Increased ability point scale to 4.01

It was possible in certain circumstances to have 100% uptime for Provoke. We're OK with that, we just thought it was too easy to build, and it trivialized a fair bit of content. We’ve scaled down its uptime to bring it in line with other abilities.
  • Reduced based taunt duration to 8.1 seconds.
  • Reduced duration gain per point of ability power to 0.004.

Bug Fixes

  • Remember that Incursion crash? Just like The American Dream, it’s dead.
  • The Item Enhancement Wheel animations can be skipped. No more hourlong upgrading sessions!
  • Fixed issue where Special Enemies and mini-bosses were killed instantaneously with the frozen + shatter combo. RIP Frogres.
  • You can no longer be a jerk and build towers on the spawn points for all taverns.
  • The game will no longer crash when dragging an icon over a bag at the Change Bag Icon screen.
  • Clicking “Show Equippable” while attempting to change the bag icon will no longer crash the game.
  • Fixed the crash where looking at an icon for 10 seconds would crash the game.
  • We made that last one up, but the first two icon crashes were totally real.
  • Challenge categories are now unlocked in real-time instead of Hammer Time.
  • If a player loads in and meets requirements to have a Challenge unlocked, it will be unlocked. If a player loads in and fails the requirements, the player will be asked to hang head in shame.
  • Increased the elusiveness of the Secret Meeting space.
  • Increased player aggression by mentioning Secret Meetings without revealing its secrets.
  • Players can no longer use towers to escape certain maps or gain access to inaccessible areas. You. Yes, you. Stop doing that.
  • Moved a bench that was hindering melee combat by a few inches. Every inch counts, amirite?
  • Fixed a special case where the Witherbeast’s debuff would augment the Boost Aura to make towers invincible. But it was cool while it lasted.
  • The Lightning Aura attack rate special stat is now working properly. Somewhere in the world, Monk Master Junbao is smiling.
  • Readjusted the Balloon Unlock Long-Lasting Splash-n-Harm Incineration Trigger in the Blaze Balloon. It now activates properly if enemies are standing in the activation radius when the trap resets.
  • We greased up the Low River Path spawn point in Nimbus Reach, making enemies less likely to get stuck and considerably more delicious when cooked.
  • Despite how hilarious it was to see Wyverns fly into a window in Throne Room, losing a sub-objective will now open the proper air lane.
  • To cater to millennials’ need for instant gratification, changing the premium bag icons now displays the new icon immediately.
  • Players can no longer place towers in inappropriate areas on certain maps. You know which ones. Wink.
  • There were a few maps that had issues with players and towers either clipping through or floating on certain locations in the level. If you can properly guess which ones we fixed, we’ll give you a cookie.
  • Updated and addressed issues on multiple maps, but probably not the one you wanted us to fix.
  • The War Recruiter lost weight. Good for him.
  • Fixed green arrow appearing when entering tower sell mode on Dragonfall Sewers for fear of copyright infringement.
  • Fixed Wyverns getting stuck in spawner. Somewhere. We forget.
  • Fixed several issues relating to meshes and VFX, but this time, it’s definitely the one you wanted us to fix.
  • Tightened up the environment traps on multiple levels, including Level Three.
  • Fixed Ogres getting stuck in lane spawners (25++). We mean it this time.
  • Fixed the Squire. He may no longer bear children.
  • Fixed the Squire not getting the damage or speed buff when using Provoke. Isom gained +5 Happy Points because of this, which is a stat we made up, but don’t tell him because he gets these instead of a paycheck.
  • Fixed Wyvern intro video now plays. English skills reduced as a result.
  • Enemy death rate increased by 100% by fixing enemy spawns on certain maps.
  • Fixed players dragging items into the wrong slot by yelling at them and making them feel bad.
  • Fixed a number of bugs with Malthius and increased his capacity to love.
  • Fixed a number of improper text with stats.
  • Removed all mentions of the numbers sblevin and schfifty. Apparently, these aren’t real numbers.
  • Fixed issues with the UI for the Tavernkeep Bug Reporting Form while appreciating the irony.
  • Ranged Goblins no longer slightly favor targeting heroes over defenses and cores. Lucky you.
  • Fixed an issue where a destroyed sub-objective was not spawning enemies.
  • Fixed character defense names displayed in the character tab of the Forge.
  • Fixed tooltip appearing behind player name on Forge.
  • Fixed Electrocute combo not giving both teammates the stat points for combo.
  • Modified War Table and War Recruiter billboards.
  • Fixed all loot being shown as downleveled.
  • Resolved lane wisps not appearing in some maps/lanes.
  • Fixed location of downleveling arrow on equipment tooltips.
  • Adjusted, updated and fixed issues with all minimaps.
  • Updated the content in the Forge in all maps to accommodate the Forge UI widening.
  • Fixed Kobold, Flying Kobold, Skeleton, Orc and Witherbug death animations.
  • Fixed crash after multiple “Fail to Join Session” events.
  • Drakin projectiles now spread again.
  • Fixed a bug with the extra magic armor special stat.
  • Fixed a bug with the Summary Screen stats bar.
  • Fixed rare case where players could upgrade an item with the same item.
  • Fixed Item Enhancement UI where reset points button is not properly positioned on certain resolutions.
  • Material effects now show on all character models of the same type.
  • Loot profiles are correctly set for the first 2 campaign maps.
  • Fixed the orange currently set title not extending the full width of the textbox in the titles section of the collections tab.
  • Inventory UI animation fixed.
  • Fixed Item Enhancement stats going off the screen.

Known Issues

  • Spamming the Left Mouse Button during the Item Enhancement process will keep the process from completing. Be gentle.
  • The Upgrade button on the Item Enhancement appears greyed out even though it’s active. Go nuts.
  • Players with premium bags will have the last two items in each premium bag appear in the TIB. This will happen one time with the new inventory update.
  • AI is lacking proper motor skills and intelligence.
  • There is a rare graphical bug where Chrome Enemies will appear completely black.
  • Spike Blockades do not show their correct health on the Inspect Defense tooltip when boosted by the Boost Aura.
  • The new Squire shield with the red banner on the front does not correctly attach to the hero.
  • The Speedy Kobold’s death animation does not animate.

[Early Access] Hotfix 2.1

Bug Fixes
  • Fixed an issue where some players were experiencing unplayable lag.
  • Incursions: Removed Worn and Sturdy tier loot from Incursion drop tables.
  • Incursions: Removed Powerful tier loot from wave 5 drop tables.
  • Incursions: Added a small chance for Legendary items from waves 1-3.
  • Incursions: Added a high chance to gain Legendary items on waves 4 and 5.
  • Incursions: Now drops level 25 Legendary items.
  • 25++: Removed Worn and Sturdy tier loot.
  • 25++: Added a small percent chance at gaining a legendary on waves 4 and 5.
  • 25++: Increased Epic and Mythical drop chance.
  • 25+: Removed Worn tier loot.
  • 25+: Added a small chance at a legendary on waves 4 and 5.
  • Special enemies have a higher chance at dropping weapons and relics on 25+, 25++ and Incursions -- 1/3 chance at armor, 1/3 chance at a weapon, 1/3 chance at a relic.
  • Special enemies have a higher chance at higher item power loot relative to drops from regular enemies.
  • Fixed an issue where extra magic and physical special stats were substantially higher than intended.
  • Removed global announcement spam from the Social Tavern.
  • Fixed an issue where the Ogre was spawning under the map in Throne Room 25++.

[Early Access] Update 2.0 (Foundation: Part 1)


Campaign Mode
  • Maps from levels 1-20 have been put in linear order. Select “Campaign Mode” at the War Recruiter to experience this new change! We encourage you to create a new hero to play through the Campaign.
  • New maps become available once one of your heroes reaches the level required by the next map. Winning a map (completing all 5 waves) should bring your hero to the level required for the next map. Replaying a map should also only be required if you are defeated, or, if you change heroes for each Combat Phase.
  • The hero level curve has been adjusted to shorten the XP grind.
  • Heroes and hero defenses have been rebalanced. See a more detailed explanation below. in our patch notes thread
  • DISCLAIMER: The current Matchmaking flow has been iterated. We are constantly looking for ways to improve it. The changes below are step 1 in a multi-step, multi-patch plan to improve your play experience.
    • Currently, the “Continue” button on the Summary Screen takes you to the next playlist BUT it will load you into the Tavern. Clicking on the War Table will show that a new map is available. It does not automatically load into the next gameplay map.
    • Similarly, “Return to Tavern” takes you back to the tavern BUT the next map will not be available. We’re fixing this in coming patches.
    • Joining Campaign mode will now ask you to remove the lowest hero in the deck or it will allow you to adjust your deck.

  • We’ve added 2 new Incursion maps. Incursions are our highest challenge content balanced around 4 players.
  • Access them from the War Recruiter.
  • Defend against Malthias and his forces in the Ramparts. Malthias summons skeletons every wave and places healing zones throughout the map.
  • Defend against the Chrome Horde in the Forgotten ruins. The Chrome Horde is immune to knock up and all crowd control effects.
  • Defeat these maps for a chance to earn the highest level legendaries and a chance at...

Legendary Weapons
  • Four new Legendary have been added to the game -- one for each hero.
    You can only find these in the Incursions.
  • These weapons will drop at level 25.
  • Each weapon has a unique special stat that can only be found on that weapon!

Social Tavern
  • Social Tavern has replaced the Entry Tavern. Players are now placed in a Social Tavern with other players after connecting from the title screen.
  • Social Taverns hold up to 20 players each and the game menu displays player portraits for all players in the Social Tavern.
  • More functionality will be added to the Social Tavern, as well as more ways to interact with other players, in future patches.

Level Up Feedback
  • Level Up Feedback displays during the Build Phase when one of your heroes has gained a level.
  • Displays your hero’s stat improvements and any new unlocks you’ve earned, including when you gain the ability to upgrade defenses to new tiers.

Unspent Spec Point Notification
  • When the active hero has unspent Spec Points, a notification is displayed at the bottom right of the HUD.
  • Spec Points are still spent from the Forge -> Character -> Specs subscreen.

Challenges, Titles, and Achievements
  • 80 Challenges are now available to complete for various rewards. There are Challenges completable by each specific hero as well as universal Challenges completable by all heroes. Many more Challenges will be added in upcoming patches!
  • Challenge progress can be viewed from the new Challenges screen at the Forge -> Collections -> Challenges subscreen.
  • New Titles have been added to serve as rewards for Challenges. Titles are still set at the Forge -> Collections -> Titles subscreen.
  • Steam Achievements have been added. Completion of Steam Achievements is tied to the completion of specific Challenges, so you can complete both at once!
  • Steam Achievements can be viewed from the Steam Overlay.

Influence Vote Winner! Daily Missions
  • 6 new daily missions added.
  • Colonel Archibald is now the Daily Mission giver.
  • Influence Vote - Players can pick between two different mission options each day.
  • When Daily Missions are active or have been completed, you will see a notification above the Hero Portraits in the Forge.


When adjusting enemy values, our goal was to create more differentiation between enemy types. This allows us to target further tuning changes around difficulty and challenge instead of effective hit points.
  • Enemies have increased health.
  • Adjusted base movement speed of each enemy type. Goblins and kobolds now lead the charge. Everything else is slower.
  • Adjusted the growth scale per level for each enemy’s damage and health stats. As a result, enemies should scale better and match some of the buffs that players and defenses acquire.
  • Ogres received some buffs to damage.
  • Added two new special enemies: Special Ranged Goblin and Special Dark Mage. These two enemies should randomly start to appear in later content
  • Added a spread to the Drakin’s projectiles.
  • Reduced the attack rate of ranged goblins by 20%.
  • Note: we couldn’t quite get to Special Enemies yet but expect more balance tweaks in the future.

All Heroes
Primary and secondary attacks didn't feel effective during high-level play. We've increased scaling across the board to make itemizing hero damage more meaningful.
  • Increased Apprentice hero damage to 1.6 damage per Hero Damage point, up from 0.8.
  • Increased Huntress hero damage to 1.8 damage per Hero Damage point, up from 0.9.
  • Increased Monk hero damage to 1.4 per Hero Damage point, up from 0.6.
  • Increased Squire hero damage to 1.4 per Hero Damage point, up from 0.6.

Defense Speed
Defense Speed was an interesting stat to balance. There were a couple pillars we wanted to hit with this stat. Ultimately with current tech, we decided on a very simple solution until we find a better and more meaningful feature to support Defense Speed increases. That being said, we've settled on a solid plan for this balance revision.

Certain defenses benefit incredibly from Defense Speed: Frostbite, Geyser Trap and any tower with significant on hit effects. Others have nominal DPS increases, like the Ballista and the Earthshatter. To satisfy separate builds and playstyles, we've categorized different defenses into two categories with regards to Defense Speed: Damage and Crowd Control.

Damage defenses no longer increase their attack rate through upgrade tiers; instead, you must obtain items with Defense Speed to increase their attack rate. Crowd Control defenses continue to gain attack rate increases with upgrade tiers. Our goal is to diversify which defenses you want to place based on the map, the enemies the defense is targeting and your play style.

Defense Health
Surprisingly, Defense Health is in a solid place. The main issue we have is communicating the actual benefit besides just increasing your defense's health, mainly repair and upgrade cost. The formula for these two mechanics -- one is calculated as a percent of health lost, the other a constant cost per upgrade tier -- isn't overly obvious within a match.

Defense Health increases the total health of your defense. Repair cost is calculated as a percent of health lost; therefore, Defense Health is the only defense stat that has a DIRECT correlation to how much green mana is available, one wave to the next. Having more Defense Health for a defensive player allows him or her to build and focus their repair costs in one place and potentially allows other players to build more offense-focused defenses.

All that being said, we're going to continue to monitor Defense Health and its place and use in DD2.

Defense Range
We are so excited to finally reveal this change! We know you players are going to love it! There's not much to say here except that each defense has an increased minimum range that is upgraded by a percent each upgrade tier. It seems like a small part of a defense's package. Believe us when we say that the overall effects of Defense Range adjustments have the largest potential to change moment to moment game play.

Defense Power
Defense Power is as straightforward as it comes. Stack DP to deal more damage.

NOTE: The balance changes sought to not only create a distinction between stacking Defense Speed, Defense Power or Defense Health but also to create MEANINGFUL numerical upgrades as heroes become more POWERFUL. As such we expect that players will start with a base defense dealing between 250 and 500 damage while seeing numbers in the 15k-20k range at the high end.

Squire - Cannonball Tower
The Cannonball tower is being transformed into an on-hit effect powerhouse. We've reduced its damage scaling and increased its range. The result being that players wanting to maximize a Cannonball build will want to search for Cannonball-specific special stats.

High Level
  • Range increased to medium range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.

Green Mana Cost
  • 30 Green Mana down from 40.

Range gains per tier.
  • Tier 1 - 22 meters.
  • Tier 2 - 23.1 meters.
  • Tier 3 - 24.2 meters.
  • Tier 4 - 25.3 meters.
  • Tier 5 - 26.4 meters.

Health gained per point of Defense Health.
  • Tier 1 - 10x health per DH.
  • Tier 2 - 12.5x health per DH.
  • Tier 3 - 15x health per DH.
  • Tier 4 - 17.5x health per DH.
  • Tier 5 - 20x health per DH.

Damage gained per point of Defense Power.
  • Tier 1 - 1.25x damage per DP.
  • Tier 2 - 1.875x damage per DP.
  • Tier 3 - 2.5x damage per DP.
  • Tier 4 - 3.125x damage per DP.
  • Tier 5 - 3.75x damage per DP.

Initial Attack Rate
  • 2.32s attack rate.

Squire - Ballista Tower
BOOM BOOM! The Ballista tower is a DAMAGE POWERHOUSE. Pay very close attention to the lane type and its position as it relates to how enemies walk through the lane. If you maximize your tower placement, you'll destroy swaths of enemies as your projectile pierces through them! (Swaths is such a groovy word.) How's that for a power update!

High Level
  • Range increased to very long range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.

Range gains per tier.
  • Tier 1 - 35 meters.
  • Tier 2 - 36.75 meters.
  • Tier 3 - 38.5 meters.
  • Tier 4 - 40.25 meters.
  • Tier 5 - 42 meters.

Health gained per point of Defense Health.
  • Tier 1 - 10x health per DH.
  • Tier 2 - 12.5x health per DH.
  • Tier 3 - 15x health per DH.
  • Tier 4 - 17.5x health per DH.
  • Tier 5 - 20x health per DH.

Damage gained per point of Defense Power.
  • Tier 1 - 1x damage per DP.
  • Tier 2 - 1.5x damage per DP.
  • Tier 3 - 2x damage per DP.
  • Tier 4 - 2.5x damage per DP.
  • Tier 5 - 3x damage per DP.

Initial Attack Rate
  • 4.84s attack rate.

Squire - Spiky Blockade
Ol’ faithful, slow and steady. There aren't many updates here. As above, we're currently happy with Defense Health builds for certain heroes.

Squire - Target Dummy
We will be addressing the issues with the Target Dummy defense in a future balance patch.

Apprentice - Flameburst Tower
We don't know how to describe the state of the previous Flameburst Tower except overpowered. The downstream effects of his splash damage, Double Shot Spec Node imbalance, Defense Speed increases and high-tier range created a monstrous concoction. We made a lot of adjustments to the FB defense specifically. He's more in line with other damage defenses.

High Level
  • Range increased to medium range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.
  • Reduced splash damage and damage fall off.

Green Mana Cost
  • 40 Green Mana up from 30.

Range gains per tier.
  • Tier 1 - 22 meters.
  • Tier 2 - 23.1 meters.
  • Tier 3 - 24.2 meters.
  • Tier 4 - 25.3 meters.
  • Tier 5 - 26.4 meters.

Health gained per point of Defense Health.
  • Tier 1 - 8.5x health per DH.
  • Tier 2 - 10.6x health per DH.
  • Tier 3 - 12.75x health per DH.
  • Tier 4 - 14.75x health per DH.
  • Tier 5 - 17x health per DH.

Damage gained per point of Defense Power.
  • Tier 1 - 1x damage per DP.
  • Tier 2 - 1.5x damage per DP.
  • Tier 3 - 2x damage per DP.
  • Tier 4 - 2.5x damage per DP.
  • Tier 5 - 3x damage per DP.

Initial Attack Rate
  • 2.49s attack rate.

Splash damage radius
  • 2.5 meters down from 6.5 meters

Apprentice - Frostbite Tower
The Frostbite Tower is one of the most powerful crowd control defenses in the game. Its slow allows other defenses more chances to shoot enemies, and the freeze chance combo’s very well with shatter effects.

High Level
  • Range increased to long range.

Range gains per tier.
  • Tier 1 - 30 meters.
  • Tier 2 - 31.5 meters.
  • Tier 3 - 33 meters.
  • Tier 4 - 34.5 meters.
  • Tier 5 - 36 meters.

Movement Speed Reduction
  • 50% speed reduction on enemies. This is reduced by enemy tenacity.

Apprentice - Arcane Barrier
We iterated on the design of the Arcane Barrier. The current implementation creates a more reliable blockade that has a knockback on health lost. The Arcane Barrier has less health than the Spiky Blockade, its counterpart, but more offensive potential. We really liked how this change affected the Apprentice and his ability to defend a lane with a reliable blockade.

High Level
  • Adjusted timings on the knockback.
  • Recharges much faster and blocks enemy movement much more consistently.

Health gained per point of Defense Health.
  • Tier 1 - 18x health per DH.
  • Tier 2 - 22.5x health per DH.
  • Tier 3 - 27x health per DH.
  • Tier 4 - 31.5x health per DH.
  • Tier 5 - 36x health per DH.

Damage gained per point of Defense Power.
  • Tier 1 - 1x damage per DP.
  • Tier 2 - 1.75x damage per DP.
  • Tier 3 - 2.5x damage per DP.
  • Tier 4 - 3.25x damage per DP.
  • Tier 5 - 4x damage per DP.

Knockback Radius
  • 4 meters.

Apprentice - Earthshatter
Seems like we’re doing sides by sides of the Apprentice and Squire a lot. The Earthshatter is an AoE version of the Ballista Tower. The core difference is that the Earthshatter is slightly easier to maximize and focuses more on crowd control over higher damage potential.

High Level
  • Range increased to very long range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.

Range gains per tier.
  • Tier 1 - 36 meters.
  • Tier 2 - 37.8 meters.
  • Tier 3 - 39.6 meters.
  • Tier 4 - 41.4 meters.
  • Tier 5 - 43.2 meters.

Health gained per point of Defense Health.
  • Tier 1 - 12x health per DH.
  • Tier 2 - 15x health per DH.
  • Tier 3 - 18x health per DH.
  • Tier 4 - 21x health per DH.
  • Tier 5 - 24x health per DH.

Damage gained per point of Defense Power.
  • Tier 1 - 1.25x damage per DP.
  • Tier 2 - 1.875x damage per DP.
  • Tier 3 - 2.5x damage per DP.
  • Tier 4 - 3.75x damage per DP.
  • Tier 5 - 5x damage per DP.

Initial Attack Rate
  • 4.98s attack rate.

Monk - Lightning Aura
The Lightning Aura got a few great buffs that ease new players into the experience and provide meaningful power. We noticed that players tend to dedicate time into beefing up one particular lane. We like this behavior so we allowed Lightning Auras to overlap. Substantially.

High Level
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.
  • Increased overlap allowance.

Range gains per tier.
  • Tier 1 - 5.5 meters.
  • Tier 2 - 6.05 meters.
  • Tier 3 - 6.6 meters.
  • Tier 4 - 7.15 meters.
  • Tier 5 - 7.7 meters.

Damage gained per point of Defense Power
  • Tier 1 - 0.25x damage per DP.
  • Tier 2 - 0.5x damage per DP.
  • Tier 3 - 0.75x damage per DP.
  • Tier 4 - 1x damage per DP.
  • Tier 5 - 1.25x damage per DP.

Initial Attack Rate
  • 1.25s attack rate.

Monk - Boost Aura
When looking at the Monk’s Boost Aura, we had to look at what was fun about our game and what was fun about the Boost Aura. For high-end players with lots of high end gear, the Aura was fantastic and incredibly fun. For low-end players, it’s anti-fun, providing almost no value for the green mana. In addition, high-end Monk players could bring undergeared heroes into high difficulty game modes and trivialize them with minimal gear and effort. Our goal is to make defenses, the Boost Aura included, meaningful at all tiers and at all item levels.

High Level
  • Removed defense power scaling from damage boost.

Range gains per tier
  • Tier 1 - 7.5 meters.
  • Tier 2 - 8.25 meters.
  • Tier 3 - 9 meters.
  • Tier 4 - 9.75 meters.
  • Tier 5 - 10.5 meters.

Damage Bonus
  • Tier 1 - 25% Increase in Defense Damage.
  • Tier 2 - 30% Increase in Defense Damage.
  • Tier 3 - 35% Increase in Defense Damage.
  • Tier 4 - 40% Increase in Defense Damage.
  • Tier 5 - 45% Increase in Defense Damage.

Damage Reduction (Defenses)
  • Tier 1 - 10% Reduction in Damage Received.
  • Tier 2 - 12.5% Reduction in Damage Received.
  • Tier 3 - 15% Reduction in Damage Received.
  • Tier 4 - 17.5% Reduction in Damage Received.
  • Tier 5 - 20% Reduction in Damage Received.

Monk - Serenity Aura
The Serenity Aura has a nice niche at the moment. It’s the only defense that directly affects heroes in lane. The percent health gained scales very well with existing Hero Health stats, as the amount of healing received per second increases as the hero’s max health increases. For hero damage or hero tank builds, placing a Serenity Aura is the best bang for your buck.

High Level
  • No changes.

Range gains per tier.
  • Tier 1 - 8 meters.
  • Tier 2 - 10 meters.
  • Tier 3 - 12 meters.
  • Tier 4 - 14 meters.
  • Tier 5 - 16 meters.

Base Healing Received per 1 second
  • Tier 1 - 3.32% Healing per second.
  • Tier 2 - 3.73% Healing per second.
  • Tier 3 - 3.32% Healing per second.
  • Tier 4 - 4.14% Healing per second.
  • Tier 5 - 4.56% Healing per second.

Damage Reduction (Heroes)
  • Tier 1 - 10% Reduction in Damage Received.
  • Tier 2 - 12.5% Reduction in Damage Received.
  • Tier 3 - 15% Reduction in Damage Received.
  • Tier 4 - 17.5% Reduction in Damage Received.
  • Tier 5 - 20% Reduction in Damage Received.

Monk - Sky Guard
For all your anti-air needs, the Sky Guard is your dedicated resource to stopping those pesky Wyverns, Flying Kobolds and Lightning Bugs.

High Level
  • Range increased to medium range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.

Range gains per tier.
  • Tier 1 - 18 meters.
  • Tier 2 - 18.9 meters.
  • Tier 3 - 19.8 meters.
  • Tier 4 - 20.7 meters.
  • Tier 5 - 21.6 meters.

Health gained per point of Defense Health.
  • Tier 1 - 8.5x health per DH.
  • Tier 2 - 10.6x health per DH.
  • Tier 3 - 12.75x health per DH.
  • Tier 4 - 14.75x health per DH.
  • Tier 5 - 17x health per DH.

Damage gained per point of Defense Power.
  • Tier 1 - 0.75x damage per DP.
  • Tier 2 - 1.5x damage per DP.
  • Tier 3 - 2.5x damage per DP.
  • Tier 4 - 3.5x damage per DP.
  • Tier 5 - 4x damage per DP.

Initial Attack Rate
  • 2.49s attack rate.

Huntress - Explosive Trap
The Explosive Trap was undertuned relative to other defenses previously. Having a low Defense Power to damage ratio, low area of effect and a low trigger range made placing Explosive Traps a tertiary consideration. In addition, the uptime of the trap, or the amount of potential damage it could deal, was very low. As such we’ve buffed the Explosive Trap considerably.

High Level
  • Increased trigger range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.

Explosion Radius gains per tier.
  • Tier 1 - 5 meters.
  • Tier 2 - 5.5 meters.
  • Tier 3 - 6 meters.
  • Tier 4 - 6.5 meters.
  • Tier 5 - 7 meters.

Damage gained per point of Defense Power.
  • Tier 1 - 1x damage per DP.
  • Tier 2 - 1.5x damage per DP.
  • Tier 3 - 2x damage per DP.
  • Tier 4 - 2.5x damage per DP.
  • Tier 5 - 3x damage per DP.

Trigger Range
  • 2.5 meters.

Initial Attack Rate
  • 2.49s attack rate.

Huntress - Geyser Trap
Measuring the strength of the Geyser Trap requires understanding the downstream effects from the knockup, shocking and drench effect. When we looked at its current usage by the community and the extra effects, we were satisfied with the Geyser Trap. It’s powerful and that power is offset by its green mana repair cost.

High Level
  • Increased damage at all upgrade tiers.
  • Gains attack rate per tier upgrade.

Explosion Radius gains per tier.
  • Tier 1 - 5 meters.
  • Tier 2 - 5.5 meters.
  • Tier 3 - 6 meters.
  • Tier 4 - 6.5 meters.
  • Tier 5 - 7 meters.

Damage gained per point of Defense Power.
  • Tier 1 - 0.8x damage per DP.
  • Tier 2 - 1.2x damage per DP.
  • Tier 3 - 1.6x damage per DP.
  • Tier 4 - 2x damage per DP.
  • Tier 5 - 2.4x damage per DP.

Trigger Range
  • 2 meters.

Initial Attack Rate
  • 8.31s attack rate.

Huntress - Blaze Balloon
The Huntress’s defense theme is attrition, or picking away at the enemies’ health until finally they come face to face with a fiery Balloon or the Huntress herself. The Blaze Balloon is the only defense that can be triggered by the player. This dramatically changes the way the Huntress interacts with this defense.

High Level
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.

Burn Radius gains per tier.
  • Tier 1 - 7.5 meters.
  • Tier 2 - 8.25 meters.
  • Tier 3 - 9 meters.
  • Tier 4 - 9.75 meters.
  • Tier 5 - 10.5 meters.

Trigger Range
  • 2 meters.

Trap Refresh Rate
  • 12.2 seconds.

Burn Damage per point of Defense Power
  • Tier 1 - 0.125x damage per DP.
  • Tier 2 - 0.25x damage per DP.
  • Tier 3 - 0.375x damage per DP.
  • Tier 4 - 0.5x damage per DP.
  • Tier 5 - 0.65x damage per DP.

Burn Rate
  • 1 second.

Huntress - Poison Dart
We focused on quality of life features for the Poison Dart Tower. We compared placement strategy, firing arc and attack rate. Finally, we took a look at the Huntress’s theme and made some stacking tweaks to the tower’s poison buff. Currently, the PDT is our first iteration on a single-target focused champion/boss killer.

High Level
  • Range increased to medium range.
  • Changed from a corridor firing arc to a cone.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.
  • Allowed poison buff to stack.
  • Increase poison duration.

Range gains per tier.
  • Tier 1 - 25 meters.
  • Tier 2 - 26.25 meters.
  • Tier 3 - 27.5 meters.
  • Tier 4 - 28.75 meters.
  • Tier 5 - 30 meters.

Initial Poison Damage per point of Defense Power
  • Tier 1 - 0.125x damage per DP.
  • Tier 2 - 0.28x damage per DP.
  • Tier 3 - 0.56x damage per DP.
  • Tier 4 - 0.8x damage per DP.
  • Tier 5 - 1x damage per DP.

Poison Damage per 2 seconds
  • Tier 1 - 0.05x damage per DP.
  • Tier 2 - 0.06x damage per DP.
  • Tier 3 - 0.075x damage per DP.
  • Tier 4 - 0.0875x damage per DP.
  • Tier 5 - 0.1x damage per DP.

Poison Duration
  • 100 seconds.

Poison Stacking Limit
  • Infinite.

Trap Refresh Rate
  • 12.2 seconds.

Initial Attack Rate
  • 3.33 seconds.

Other Balance

  • Increased the chance of higher-tier loot chests appearing after victory. Legendary chests still require a blood sacrifice to the RNG gods.
  • Removed the bonus experience stat from endgame loot.
  • NPC shop item values have been increased substantially, especially for higher-tier items.
  • Item Upgrade costs have been refactored. Upgrading of higher tier items now costs more Gold.
  • Apprentice and Huntress secondary attacks now do less damage at their minimum charge and more damage at their maximum charge. This should encourage players to use fewer, higher-charged shots instead of firing them as fast as possible.


  • Added new training dummy area to the Social Tavern for you to do your sick, twisted experiments on.
  • Added new resolution support for 1600x1200, 1440x900 and New Year’s.
  • Minor adjustments to the SFX for the Earthshatter tower. You probably won’t even notice.
  • Significantly increased mouse sensitivity. You might need to reset your options to the default values.
  • Updated the SFX for the ramsters in The Gates of Dragonfall to make them 84% cuter. (Some people call these majestic creatures meburs. These people are strange. #TeamRamster)
  • Updated the Minibosses to make them look *puts pinky to lip* ... “evil-er.”
  • Added new SFX to the War Recruiter for writing sounds. #immersion
  • Updated the Witherbeast’s aura sounds to make them 78% more aura-y.
  • SFX Pass on the Stubborn Old Man whose name we’ll one day learn once we build the courage to ask.
  • Join in Progress no longer breaks Billboards from displaying in game because that was a thing if you didn’t know.
  • Updated Skeleton Orc SFX to make it sound more menacing. In case you were wondering, this is a 92% increase in menace.
  • Updated the foliage in Greystone Plaza, Dragonfall Bazaar and The Gates of Dragonfall. You can’t beat this attention to detail, folks.
  • End Game Chests timings and animations have been adjusted to always make you think it could transform because we’re jerks.
  • Improved SFX for headshots. Pew pew pew.
  • New SFX for skeleton goblins. Rawr.
  • New dissolve sounds for the Mana Node Fairy. Ssss?
  • Adjusted the SFX on Throne Room to give footsteps more ECHO echo echo...
  • Added 16 new armor meshes for Tier 3 to Tier 6 armor drops - 4 for each tier. This is pretty cool. No idea why we put it down this far.
  • Adjusted the location of the Forge and War Recruiter to make room for Colonel Archibald in the Tavern.
  • Updated the Basics tutorial video that you’ll definitely skip to use mana nodes instead of chests.
  • In Greystone Plaza, the Rocket Cart Traps have been changed so that it fires 3 rockets in succession, and it now stuns enemies for 3 seconds. You might actually use them now.
  • Improvements made to the Inventory where items were not being updated properly. Can still occur.

Bug Fixes

  • Fixed an issue where the loading screen would flicker. Rest in peace, disco loading screen.
  • Made several updates to in-game text to make it clear that we do, in fact, know English.
  • Fixed an issue where the shy end-of-match matinee wouldn't play. It will now play for your amusement every time, unless you scare it away again.
  • Fixed an issue where a "Login Expired" error was incorrectly shown for a "Game Session Closing" error. Removed 10 points from Gryffindor for the error.
  • Fixed an issue where the aptly named Reduced Cooldown Buff from the aptly titled Reduced Cooldown Spec Node was removed after an aptly timed transition.
  • Fixed an issue where players would load into a black screen when transitioning back into the Tavern. Goodnight, sweet prince.
  • Updated profanity words list to allow "isn't it" and "wasn't it." In exchange, we filtered out the words "mana" and "build." Sacrifices must be made to the Filter Beast.
  • Discovered the secret to taming the Filter Beast. Allowed "mana" and "build" back in the chat. You're welcome.
  • Fixed an issue where the game would appear choppy wh-n jum-ing or fall-ng.
  • Fixed an issue where the Item Comparison tooltip wasn't displaying when comparing loot that's too high for your level, Your Majesty.
  • Fixed an issue with nobody reading these patch notes by adding a line that says, "The secret to my fortune lies beyond the gates." That's sure to spawn a thread or two.
  • Fixed an issue with the War Recruiter's collision…we mean, his body! He's a real person! Crap. The illusion is broken. They know it's a game now!
  • Fixed an issue where the epic and powerful medallion icons did not match their meshes. These were swapped. Now they are not. Magic.
  • Fixed issues where certain objects in the Tavern would pop if playing on lower settings.
  • Players can now use the mouse with the scroll bar in the Codex tab from the Forge. Wheeee!
  • The Ramparts and The Gates of Dragonfall crystal cores are no longer brighter than the sun.
  • Fixed several collision issues throughout all the maps. Very specific patch note.
  • Players can no longer build towers on top of the Armor Traps in Throne Room. You know who you are.
  • The upgraded item remains on the enhancement wheel after upgrading it.
  • Players can no longer build towers on top of the NPCs sitting near the bar in the Tavern. They have feelings, y’know.
  • Fixed Forgotten Ruins Forge camera positioning.
  • Removed the default keybinding for X - tiled screenshots.
  • Health and Mana regen special stats now stack.
  • Fixed a display issue with Spec Nodes that are % based but have no points in them.
  • Players can no longer build towers on the overhead walkway in Dragonfall Bazaar.
  • Fixed several display issues with the item comparison tooltips. Sometimes they were stretching off screen and other things were overlapping them; we also made them not show up when the repair, upgrade, sell is active.

Known Issues

  • Free Play might be too hard for solo players, and Incursions might be too easy. Our balance jockeys will be monitoring the situation over the course of this update.
  • Machines with several Steam accounts can cause an achievement not to unlock if any of the Steam accounts already has the achievement unlocked. To help, when switching between accounts, completely shutdown Steam before launching the game. This appears to be a Steam-related issue, and we are currently working on a workaround for this. What’s more frightening is that machines have become sentient and are now playing video games. We’ll continue to monitor this situation, but we might be screwed.
  • After successfully completing a match, the "Press G to Continue" will appear as soon as the end-game chest appears. Doing so will cause the Summary Screen to appear and not allow the player to open the chest. Please open the chest first for mad lootz.
  • Auras that are % based will not heal to 100% if the user equips a new piece of gear with less Defense Speed.
  • Most Challenges and Achievements will not be completed retroactively. This may require players to replay some early content to complete early-game awards.
  • We have noticed that our AI has grown dumber.... sometimes they wander into the spawn and walk around lost. Don’t look at us. We blame the public school system. We’re developing a secret concoction to make them more better smarter.

[Early Access] Update 1.2

We wanted to ease players into our early game by making hero-specific loot drop more frequently on early maps. We like ramping our loot system to the player. As such we want early players to very frequently find immediate rewards. Later on when we’ve introduced more game concepts, we drop more variety of loot to show players the possibility space. There are a lot of options in the DD2 loot system for you to play with. We found a bug that was preventing hero-targeted loot from dropping on certain maps (mainly Town Entrance and Market) As a result, you’ll see more loot drop for your hero across the board:

  • Resolved an issue where items were not dropping at the intended frequency for the selected Hero.

Many of you have been pointing at easy mode Monk for awhile. We listened. What we found is that the Monk’s Lightning Damage Spec Node was adding an additional 100% damage every time the Spec Node activated. We’ve fixed the issue and Monks are fitting better into our hero balance paradigm:

  • Resolved an issue where the Monk’s Lightning Damage Spec Node did significantly more damage than intended.

Clarity is critically important. We identified certain stats and tooltips that were unclear or had bugs and cleaned them up:

  • The Apprentice’s Reduce Cooldown Spec now displays the correct percentage in the Spec Node page. There were some additional edge cases that were fixed in this patch.

  • The special stat “% chance to drench on hit for # seconds” was displaying different number of seconds depending on if the item was equipped or in the inventory. The tooltip should now display the correct number in all places.

  • Physical and Magical Armor have been renamed to Physical and Magical Resist for items.

General Bug Fixing:

  • Switching between characters with an item that has the lifesteal special stat no longer breaks the functionality of lifesteal.

  • Resolved an issue where the “Chance on Damage Taken for Fire Explosion” special stat on items would never trigger.

  • The special stat "% chance to stun a target for # seconds" no longer applies to the Monk's Lightning Aura.

[Early Access] Update 1.1

Thanks for all of your feedback and bug reports! We will be addressing some of your biggest feedback in a video later this week. We’re incredibly excited to work with you to build the best Action Tower Defense game possible.

This patch primarily addresses bugs that have been sent to us through our forums and our bug reporting form. Keep sending those bugs in to the Tavernkeep!

  • Several actions have been added to the controls in the Options menu. Activate, Alt. Activate, Ready Up, and Suicide can now be rebound to any key. Additionally, this implementation fixed a bug where rebinding other keys to the ‘e’, ‘f’, ‘g’, and ‘l’ key would prevent these actions.
  • Pressing left-shift with the item comparison tooltip will now display the currently equipped item.
  • The AutoReporter has been added to help us debug crashes.

Bug Fixes
  • Several users were reporting that transitioning from a gameplay map to the entry tavern would occasionally delete their profiles. This issue should now be resolved.
  • Resolved a UI-related crash.
  • The ‘Right Arrow’ key can now be bound.
  • Combo Feats no longer reward currency and experience due to an exploit. These rewards will be re-added when the Combo Feats are reworked in an upcoming patch.
  • Skyguard Towers will now attack enemies that are close to the ground.
  • The Squire's Powerful Spears Spec was not dealing the full damage to subsequent targets. This should now be working as intended.
  • The Huntress’ Long Range Spec no longer affects her Oil Flask and Concussive Shots abilities.
  • The Apprentice’s Reduce Cooldown Spec now displays the correct percentage in the Spec page.
  • Special Stat Procs, such as Drenched, now only apply to hero attacks and not defense attacks.
  • Mana Nodes no longer start out in the activated state if a player joins the match after the build phase started.
  • The item comparison tooltips with special stats no longer clips off the screen.
  • The scroll bar for the Codexes page now functions properly when the arrows are pressed and the scroll bar is dragged.
  • Removed the green glow from the War Table in the Group Tavern.
  • The Crystal Cores in the Gates of Dragonfall and The Throne Room are no longer brighter than the sun.
  • Resolved an issue in The Ramparts where the air lanes would fail to spawn. This was preventing the players from finishing the match.

Known Issues
  • We are still investigating several known launcher crashes and issues. If you’re experiencing launcher issues, please go to this page[trendyent.zendesk.com], try the possible solutions listed, and if you’re still having issues, follow the instructions listed at the bottom of the page.
  • If you’re experiencing lag, please go to this page[trendyent.zendesk.com] and follow the instructions listed.
  • If you’re getting stuck on the Searching for Session screen, please wait a few minutes and try again. If you’re unable to get past this screen, please email support@trendyent.com!
  • Players have reported entering a black tavern and falling through the game world. This is hilarious, but we’ll fix it.
  • We’re aware that players’ in-game name is different from their Steam name. We’re looking into this issue. For the time being, we can change your name for you! Email support@trendyent.com with the name you’d like and a link to your Steam profile page.
  • Some players are reporting that items purchased in the tavern are not appearing in their inventory. Be sure to check every bag that you own. Sometimes, leaving the tavern or entering a map will make the item appear. We’re investigating the issue.
Last edited by iamisom; Aug 4, 2017 @ 8:25pm
Date Posted: Dec 10, 2014 @ 7:29am
Posts: 0