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[CG] LAWLTA

Chromatic Games
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  1. DEFENDERS, We’re hard at work to make DDA the best it can be, so why not get a little bit closer to that goal by pushing out some hotfixes. Let’s get into it! Bug Fixes Fixed an issue that caused a crash while travelling between maps. Fixed multiple issues with the auto reject hacker option. Fixed an issue where the core taking damage notification was hiding the mouse on the escape menu. Fixed an issue with missing collision on Endless Spires. Fixed multiple issues where transferring profiles were not transferring properly or loading data properly. Social Defenders To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info! For Etheria! Chromatic Games
  2. DEFENDERS, Another week, another round of fixes coming your way. Let’s get into it! Bug Fixes Fixed an issue where Play save data (created from Legacy transfer) was not locally saving correctly. Fixed an issue in multiplayer, after losing, where an "award" notification with no award text and 0 as the value that sticks on screen. Fixed an issue where the chat box was losing focus mid chat. Fixed an issue where the chat box was not cancelling input as intended. Fixed an issue where ping messages wouldn’t fade if the chat box was already faded. Fixed an issue where right clicking the default weapon brings up an empty context menu. Fixed an issue where enemies are spawning on the TacMap in the center of map and then warp to their actual location a second or two later. Fixed an issue where sell-all would sell recently locked items. Fixed an issue where Legacy to Play transfers would fail and have to be attempted multiple times. Social Defenders To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info! For Etheria! Chromatic Games
  3. DEFENDERS, We just pushed out a hotfix that is focused towards anyone with a Legacy profile and looking to use the Legacy Transfer tool. Let’s get into it! Legacy Transfer Tool On Wednesday, we pushed this tool out so that players were able to bring their Legacy profiles over to “Play” before Legacy is closed in the coming weeks. We had discussed with our community previously that the reason Legacy wasn’t brought over initially and given its own space was because of the work involved to make it happen, on top of the unknowns that could cause more work. When pushing this out to thousands of Defenders with a broad spectrum of different setups, what we test internally and with our RQA group doesn’t always match one to one. There were two issues that arose. Legacy Progression The first is that because of various reasons, a very small amount of players were able to continue progressing on Legacy when playing. Those that were prevented was due to a check that would have overwritten parts of the profile, causing it to become corrupt and essentially wiping all your progress. So here is what our solutions were: Apply a fix that we knew worked internally, but given the nature of how profile saving works, potentially wipe out some player profiles when they try to transfer and not have a way to recover them. Disable progression on Legacy, leaving profiles intact and able to be transferred with little to no issues. We’re going to be going with solution 2, because there’s just enough unknowns with the first that we don’t feel is safe. The TL;DR is that progression on Legacy is disabled, but transferring after this hotfix should be smooth sailing. Data Overwrite The second issue is related to players who have already transferred their profiles. If you have successfully transferred from Legacy to Play since our Wednesday, June 10th, hotfix (ver. 1.0.1.17266) and also played on Play before the Wednesday, June 10th, hotfix (ver. 1.0.1.17266) please do the following: Navigate to C:\Users\%USERNAME%\AppData\Local\DDS\Saved\SaveGames Move the _SECURE version. e.g. DDA_Player_76561198051185047_SECURE.esv to your desktop or other location. Launch DDA again and keep playing. The reason for doing so is that with your local data and cloud data, there’s a chance that it can read the save and overwrite your transfer data with a previous save. By doing the above, it removes the chance of that happening completely. What we’re doing here is a bit of uncharted territory and means that ultimately there are going to be some hurdles we run into. Our goal is to do what we can so that our players have the best experience playing as possible and be transparent regarding any issues we run into as we strive for that goal. Shadow Costumes With this hotfix, we’re also going to be pushing the previously promised Shadow Costumes to our pre 1.0 purchasers. These are not the same as the pre-order costumes, which will be coming at a later date. Social Defenders To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info! For Etheria! Chromatic Games
  4. DEFENDERS, We’ve been hard at work trying to get our first patch out to you all that has some additional goodies. We’re looking to make good on our word, providing our early supporters with some rewards and options to look stylish as well as play with newer Defenders much easier. Let’s just get right into it! New Content and Features For Early Supporters Shadow Costumes Shadow Costumes have been added for anyone who purchased Dungeon Defenders: Awakened before the 1.0 launch. We will be handing them out automatically in the next few days. Legacy Transfer Tool We’ve added a Legacy to Play transfer tool. This tool has a one time use that replaces your Play data (heroes, gear, and progression) with a modified version of your Legacy data (heroes, gear, and progression). This is what happens when you use this tool: Delete any characters and gear obtained through Play. Transfer your Legacy characters and gear to Play. Reset all Legacy gear upgrades. Refund the gold spent on upgrades to a bank cap of 300 Billion. Apply 1.0 balanced max upgrade levels on your gear. Disable further play on Legacy. We initially announced this tool would be available to players for a week, but have since decided to provide it up until our next big update that brings Massacre Survival and some other unannounced goodies. We’ll be getting a roadmap out for our updates and general plans as part of our continued transparency efforts, but this should extend the period for this tool by several weeks, giving Legacy players plenty of time to get their saves over. This is only available to those with Legacy profiles. Updates Chicken Soccer Mini-game added to VIP Tavern. Players now Auto-Reject Hacker Join requests, and must be manually disabled via the options menu. Spawn Protection System added so you cannot be killed immediately upon respawning. Bosses in Massacre drop unique weapons. Let the hunt begin! Tavern visuals updated slightly. Keybinding improvements which include the ability to bind Shift and Alt to any action. Hover descriptions on the various selections located on the main menu. Balance Demon Lord fireball projectile speed reduced on lower difficulties. Glitterhelm Ogres spawn timers adjusted so they don't take a minute to spawn after the last enemy spawns.\ Bug Fixes Fixed most cases when you sell all as a client with a large number of items in the inventory you would be kicked. Fixed an issue causing the hero deck to open up when using the letter H in the chat box. Fixed an issue where start from wave 15 is locked instead of wave 14. Fixed some collision issues on Endless Spires. Fixed an issue where Lava Mines Pure Strategy is missing its mana drops during waves. Fixed an issue where pets don't face forward on 3 maps. Fixed a missing string table under the block category. Fixed an issue where the Redeem Code would always be successful as it was telling you that it was successful in running the redeem code code. Fixed an issue where Trophies can not be seen by clients. Fixed an issue where Darkness traps are failing to remove the visuals of elemental buff an enemy has, the trap itself is working as intended though. Fixed an issue where the Demon Lord gets stuck while flying. Fixed an issue where enemies were getting stuck in the air in the Alchemical Labs challenge. Fixed an issue where you can't scroll to the last option in the Gameplay Tab in the Options UI. Fixed an issue where VFX are turning off and on randomly in lower graphical settings. Fixed an issue where Mixed Mode maps don't display how to unlock. Fixed an issue where campaign pets can drop with no quality on Massacre. Fixed an issue where Enemies are spawning in the larger part of Lava Mines on lower difficulties. Fixed an issue where shooting the Blacksmith makes him fall under the ground for clients. Fixed an issue where some achievements were being granted when they shouldn't be. Fixed an issue where the Chicken didn't want to attack Training Dummies. Fixed some locations where Localization would break the value fields. Fixed an issue where enemies are spawning outside Arcane Library and getting stuck there. Fixed an issue where Glitterhelm Wave 6 Campaign Massacre doesn't have a build timer. Fixed an issue where a last wave award notification would be stuck on screen during the next build phase. Fixed an issue where certain enemies were spawning on Tornado Highlands Pure Strategy that shouldn't be on Nightmare difficulty. Fixed an issue where enemies are leaving their lanes on Royal Gardens. Fixed an issue where the Squire Level-Up sound would be played twice. Fixed an issue where Ping icons would be scaling up to high. Fixed some very inaccurate translations, big translation patch coming up later. Fixed an issue where map progression wasn't unlocking if you beat the map with a friend even though it showed you completed the map. Fixed an issue where attack speed comparison was incorrect for weapons under 1.0 attack speed. Fixed the Siren missing on Royal Gardens and Glitterhelm billboards. Fixed the Siren appearing on billboards she shouldn't be on. Fixed an issue where Skeletons can exist until the end of the universe. Fixed a spot in Glitterhelm where players could get stuck behind a crystal. Fixed it where Players could get out of Glitterhelm map's intended playable area and specific places only the huntress could reach. Fixed an issue where clients would still have the red effect for low health despite being healed back to full until they take damage again. Fixed an issue where Towers can be built in the ceiling in Glitterhelm. Fixed performance issues appearing while viewing the hero in the UI on lower quality settings. Fixed a spot where the Huntress could get outside of the Ramparts map. Fixed an issue where in multiplayer after losing a map there's an award with no text and 0 that sticks on the screen. Fixed an issue where Goblin Copters don't spawn in their correct ordered spawn sequence. Fixed an issue where a Massacre weapon was dropping from the Demon Lord on Insane difficulty that wasn’t intended. Fixed a specific crash for clients trying to use a disabled ability in Challenge mode that were disabled outside of cooldown. Fixed a specific crash for the host while a client was in the hero customization screen. Fixed a specific crash for when clients timeout from the host. Fixed a specific crash for the client if they equip gear shortly before the host returns to the tavern. Fixed multiple rare but random crashes. Known Issues If you go into Legacy first before using the Transfer Tool, you may need to restart DD:A before the Transfer Tool will work properly. Social Defenders To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info! For Etheria! Chromatic Games
  5. We took them out for a walk and they got really dirty. It was the only solution we could think to clean them all at once.
  6. DEFENDERS, To help keep lines of communication opened and informed, we’re writing about our Legacy transfer tool that we previously talked about. Here’s an update, let’s get into it. When’s it coming? Well, we were going to do it today but wanted to test it more and make sure it was as great it could be. Then we planned on releasing it Monday, and then something happened today. Some pipes burst and flooded our entire office. This means our internal servers, internal networks, build PCs, and so much more took a nice bath. Luckily, we’re all working remote so no one was hurt. We need to get our internal servers and build machines rebuilt and set up. As a result, our patching is a little up in the air. We hope to get the machines back up and the patch out to you all next week. We’ll keep you posted when it’s coming. What is this Legacy Transfer Tool? Once this patch goes live, we’re going to be offering players the opportunity to transfer over their Legacy progression, characters, and gear over to “Play”. The goal is to do right by our community, while also having everyone in the same area to Defend. Here’s how the tool works: Load up the game. “Legacy Transfer” button is now below “Legacy” Once you select this button you’re presented with the following info: Your current “Play” progression will be deleted. Your “Legacy” progression will be copied over. This includes: Heroes, Hero Level, and Progression. Gear will be balanced to it’s 1.0 version and your upgrades will be reset. Gold from your upgrades, up to a generous cap, will be refunded to you to reapply upgrades. After confirming the transfer, you will need to restart the game. Your profile will be copied to Play. You will no longer be able to access Legacy. There are a few things to note: Legacy and Legacy Transfer will become unavailable after 7 days. You are able to still play on Legacy, and any progression or items acquired on Legacy will be included up to the moment you transfer. Any players that do not have “Play” profiles at all (i.e. Early Access players who have not played since launch, or people solely playing on Legacy) will be automatically transferred over after the 7 days. For anyone with ANY “Play” progression, you will need to opt into the transfer. This means if you have started a character and just loaded into the tavern, you will need to opt in. The ability to use Discord to manually transfer is no longer available because our office flooded. The reason that we’re going to be disabling Legacy is to accomplish two goals. The first is to have players all playing in the same space together. The second is to ensure that we do not have to balance two versions of the game, as well as worry about any potential problems that come with that kind of work/balance. What’s Next? We’re currently working on a big update coming down the road. We’ll have a bit more information out soon regarding that update. We’re giving our devs a moment to breathe post launch, and will be hitting the ground running. There’s a lot we’ve got planned, and as always, please throw any and all feedback you can into the in-game escape link (it might say bugs right now, but anything that bugs you can be submitted through there). Social Defenders To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info! For Etheria! Chromatic Games
  7. Hey All, Yesterday was a whirlwind for us - Our launch was an exciting culmination of a ton of work from a group of extremely talented developers, thanks to the community - 16 months is not a lot of time to develop a game as complex as Dungeon Defenders from scratch, but as we’ve messaged in the past, this is just the beginning for Awakened. The future is bright and we wanted to share a few thoughts about how we felt the launch went and how we want to move forward. What went well The response to the game itself from our community and streamers has been great. Balance, aesthetics, updates to the interface, the rewards we were able to get out- all point positive from what we’re seeing from you, the community. The momentum from the core experience and foundation is there to keep building upon, and build upon we will for the years to come! But, more on that later. What went “okay” There are still hard edges to smooth out, and bugs. Lots of bugs. Some are okay, and some are less than ideal. We know some players are being incorrectly flagged as hackers. We’re already on it (and them!). Remember to login to our ZenDesk here if you have any issues you’d like us to take a look at: support.chromatic.games Redeeming Kickstarter backer and preorder items has been a little rough. The in-game UX is less than adequate. Some codes were incorrectly sent out. We’re learning. We’ll fix it. Controller support is in a poor state. Lots of our UI’s currently suffer from this as the art has been coming in fast and hot. We’re on it, we promise. Performance optimizations are much improved from the beta / EA experience (we hope you can tell!), but there are still edge cases that are pain points for players. We’re aware and we’re on it. Translations are ‘a joke,’ let’s call it what it is. We are honoring our Kickstarter promise shortly, and our translation team will have their hands on our string tables shortly. We should have this sorted in the coming weeks. This is a high priority for us and our friends across the globe. This is probably one of the features we should have disabled until it was done properly. We’ll learn from it. What didn’t go well We realize that there has been some discussion about what 1.0 DD:A actually means as it relates to the amount of content present vs the original Dungeon Defenders. While we are happy to note that DD:A has launched with significantly more content than DD1 launched with, we understand that the perceived value of DD:A for some is less because over the course of the last 9 years, there has been continued development from not only devs but our fantastic Community Development Team (CDT) - and because there is more content in DD1 today, DD:A just doesn’t hold the same value to some players. We understand this, and it’s this feedback from the community that in part directed the move towards a price reduction for new players. We wanted the price point to more closely match where the game is at now, not where it will be 5 years from now. This didn’t go over well for a lot of you. We promised to honor our community of early adopters and advocates by promising not to touch this price. In short, we ended up fracturing your trust in us as a studio. Yesterday was an exercise for us as a team to digest and not be immediately reactive. We’re going to make it up to you, because your trust in us is extremely important - but more on that later. Legacy vs Play. We messed up here. As we got closer to 1.0, we realized that it just wasn’t possible to maintain player profiles for 1.0 for a variety of reasons - Items and gold in many cases were broken or have been exploited, the progression curve has changed, the way data is being handled has changed... Our solution was simple: How do we get this in your hands the quickest. We didn’t think it through, and we understand the outrage from our early adopters. You’re justified. We also agree that in retrospect the execution was a bad call, though the intentions were good (we promise!). We took a hard look at ourselves and decided that reacting immediately would be jumping the gun, so we apologize for not being fully transparent with the vocal outcry on launch day. Our goal was to come up with a viable solution before promising anything. And that’s what we’ve done - So here’s what we’re going to do to try to make our early adopters whole again. Legacy Progression Heroes We hear you loud and clear on wanting to play with everyone all in one area, so we’re already hard at work to make this the reality with every Defender in mind. As of this post, we’re creating a tool on our end that will allow us to bring your Legacy heroes over to the non-Legacy “Play” version. It’s not a very simple feat to accomplish, it’s not just a copy and paste system, but copy, bring up to date, and paste, where the updating adds quite a lot of complications. This is what we’re working towards copying over: Hero and Hero Levels Gold up to a cap Campaign and progression in general. Gear, at the very least ATTEMPT to bring it over. We’re very confident on the first two, but when it comes to gear it’s not as straightforward. We don’t want to promise that it’ll be brought over, but we are currently building out and testing tools on our end. Our current goal is to have this out by the end of next week. If it comes out sooner than that, or later than that, we’ll keep you posted as we find out. ALL of this means that you are able to continue playing on Legacy, and once the tool is setup, we’ll provide you a method to take your Legacy profile as it currently stands at that point in time, and do a one time copy over that replaces your Play profile (we are unable to merge them into one single profile). There’s a few methods we’re looking for you to use to make this happen, and we’ll make sure to update you once we’ve finalized it. This is completely opt-in, but is only a one time option. Price Reduction compensation We believe the move to lower the price point was the right call for the early and long term success of DD:A. On top of the rewards that early adopters have already received with their specific Kickstarter backer and pre-order tiers and the ability to get into the game early, helping mold the future and game directly, we will be granting all early adopters Shadow costumes. These costumes will be exclusive to early adopters of DD:A only. We get that this has caused frustration, and it’s not our favorite result, but it’s the best we can do given our resources at this critical moment in development. Our faith in our community is stronger than ever, and that was exemplified during our launch when our fans passionately cried foul. We want to make sure that everyone playing our game has a great time, feels respected, and is on the same page as us throughout development. We will have more information about how we plan to be more transparent with our community in the coming weeks. We hope that this check-in has helped explain why things are the way they are and we hope you continue to support indie games, support the DD community, and enjoy the efforts of our hard work! Thank you, Augi Lye, CEO
  8. Defenders, We wanted to address a couple issues that have popped up with our release. We heard multiple people mention they were frustrated with our lack of transparency, so we thought we would walk you through our latest challenges and choices so you can better understand how we got to where we are with the game. It’s always our goal to produce a great game, but it’s also important to us to listen to our community and let them see inside our process. DDA is a game that we’ve worked on tirelessly for over the last 16 months. At this point, we’ve all worked (mega) overtime, pulled all nighters, and sacrificed holidays trying to make the best game we can. We know it’s not perfect, nothing ever is, but we love it and we are proud of it and we want you, our wonderful community, to be able to connect with our new game and remain a valuable part of the community we created the DD franchise to foster and grow in the gaming world. Play and Legacy Players are able to create new heroes on the Legacy version as well as the Play version. This was to allow us to create the framework to support mods in the future, but more importantly it helped us do a couple other things. Going into live, we were running into an issue creating new profiles alongside the Early Access profiles that caused a ton of problems, which presented three options to us: Make one game mode, but wipe Early Access profiles. This is something we refused to do and wanted to avoid if at all possible. Move the Early Access profiles to a Legacy section of the game that we were investigating for Mod Support. Investigate more options that would take a considerable amount of time, resulting in another delay and pushing our release even further. We didn’t want to wipe profiles, and we didn’t want to push our release back any further. The best solution with the options we had was putting them into a Legacy section. We would be providing players with two different modes similar to DD1, something players asked for; didn’t have to wipe player profiles, something players asked to prevent; and didn’t have to push our release back any further to try and find a solution. We even added a way to make more of these Legacy profiles for players looking to play with their friends who have spent a lot of time in Early Access, without burying us in future tech debt for additional adds to DD:A. We get that this has caused frustration, and it’s not our favorite result, but it’s the best we were able to produce given the options we had. This would have been outlined, but we believed we were providing what players wanted, as outlined above, and it seems with some we missed the mark a little. For that, we’re sorry. We hope you can give us a bit of understanding and goodwill even when you don’t always agree with our decisions. Making games for a diverse community of players is always a moving target, and we will always strive to hit that mark for as many of our community members as possible. This sh*t is complicated. We promise we are listening and doing our best. Pricepoint We received an overwhelming amount of feedback from players, with a lot of Steam reviews pointing as the price felt like a high barrier of entry. We took that to heart and wanted to provide our game at what people believed to be a fair price. We’re wanting to make sure that everyone playing our game has a great time, feels respected, and also on the same page as us throughout development. We hope that this post has helped explain why things are the way they are and we hope you continue to support indie games, support the DD community, and enjoy the efforts of our hard work these past 16 months! Thank you, Chromatic Games
  9. DEFENDERS, We just recently released another patch to help squash some nasty bugs. Just because it’s another day closer to our next update doesn’t mean we can’t squeeze in some bug fixes. Let’s get into it! Bug Fixes Fixed a crash when the crystal core was destroyed. Fixed an issue with stuck Goblin Copter Ogres. Fixed a VFX issue on Ensnare, Enrage, and Strength Drain’s causing a strobe-like effect. Fixed an issue where Goblin Copter Ogres occasionally walked over walls. Fixed an issue where Survival on Insane/Nightmare/ were not receiving build speed buffs. Fixed an issue where XP no longer goes past level 100. Fixed an issue on Summit where players were hitting an incorrectly placed kill volume. Fixed an issue where Private Games were not joinable via Steam or invites. Fixed an issue where the UI could misrepresent reaching max upgrade levels too soon. Fixed an issue where Djinns are sometimes untargetable on Ramparts. Fixed an issue where Nightmare Orcs were using an incorrect material Added a stuck in spawn timeout for enemies. If they’re stuck too long, THEY PERISH! Fixed an issue where local data was loading before cloud saves. Some players who ran into this might have noticed a slight “rollback” as a result." Fixed an issue where Goblin Copters weren’t flying high enough, causing their Ogres to get stuck in walls. Fixed an issue when a new profile was created. Fixed an issue with Goblin Copter drop off on Throne Room. Social Defenders To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info! For Etheria! Chromatic Games
  10. DEFENDERS, We just released another patch with some sweet bug fixes to make your time in Etheria even sweeter. No fancy smancy intro, as it’s a small patch, so let’s get into! Bug Fixes Fixed another potential profile loss issue. Fixed an issue when selling items that gave more gold than intended. As a result, some players may have had their gold set to 2 billion gold instead of the trillions they may have had. Fixed an infinite gold exploit. Fixed an issue where certain stats were not upgradeable on items. Fixed an issue where upgrading cost was zero. Fixed an issue where the Goblin Copter flare cooldown was too long. Adjusted navigation collision for the Goblin Copters. Adjusted Goblin Copter spawn points, Copter Ogre out of bounds drops, and drop points for most maps. Increased the quality of boss weapon drops. Social Defenders To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info! For Etheria! Chromatic Games
  11. DEFENDERS, We just set live a very small safe patch with some quick fixes to make the Dungeon Defenders: Awakened experience a little smoother. Let's get into it! Bug Fixes and Changes Spider jump and projectile range greatly reduced. Their range has been nerfed by roughly 50%. Survival Waves past Wave 5 were giving Easy Campaign XP. In some instances (like Nightmare Survival Wave 25) you'll see giant increases (like 2,000%+ XP) compared to pre-patch values. Reload speed was incorrect on some weapons. Both base stats for some Huntress weapons and when upgrading certain Huntress weapons, reload speed upgrades increased the time it took to reload. Now they are correct and you should notice faster reload speeds on certain weapons. Reload speed was being slowed down when using Adrenaline Rush. No more butterfingers when using Adrenaline Rush, you'll reload much faster. Social Defenders To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info! For Etheria! Chromatic Games
  12. DEFENDERS, Thursday we got our “SUMMON THE DEMON LORD” Update out on Steam Early Access! We’ve received a lot of great feedback, and are excited to see a lot of brave Defenders taking on Nightmare. That said, we’ve spent two days squishing bugs and making adjustments thanks to your efforts. We would have got this patch out sooner, except that while we are all remote, our studio lost power and delayed the ability to get this out (yay, delays out of our hands strike once again). Power's been restored, our internal servers are a'roarin', patch has been deployed, meaning there's only one thing left to do — let’s get into it! General Changes Maps Summit XP granted previously included what you would get from the Ancient Dragon boss fight. Reduced this for the time being until the great beast is added. Ancient Mines Added additional Spider spawn locations. Lava Mines Reduced the DU in Lava Mines on Insane and Nightmare. There’s a larger version coming later that will use these DU values. Demon Lord Added VFX to the electric coil machines. Bug Fixes Fixed a crash when playing on Lava Mines. Fixed a crash that involved spawn areas. Fixed a crash that was caused by certain UI elements. Fixed a matchmaking issue where inviting players was not working. Fixed an issue where upgrade costs could not go above 2.14 billion gold. Fixed an issue with very high item level gear not showing a quality tier. Fixed an issue with Escape would not ask for confirmation on the Options UI. Fixed an issue where holding a movement key while a loss cinematic plays would keep the input held after the cinematic ended. Fixed an issue with the Session Browser filter opened behind the Session Browser UI. Fixed an issue where holding S to sell allowed you to equip when double clicking to sell items quickly. Adjusted quality tier calculations to only use the base roll for now. Fixed an issue where Spiders were not targeting players with their webs in certain areas. Fixed an issue where Magus Quarters was not unlocking on different difficulties/game modes. Fixed an issue with the amount of experience gained. Fixed an issue where pets were not dropping on Wave 15 chests in Survival. Fixed an issue with matchmaking logic. Fixed an issue with Spider’s targeting properly. Fixed an issue with Sharken’s getting stuck in various spawners. Fixed an issue with Ogres getting stuck in various spawners. Fixed an issue where you could get stuck after clicking “OK” to a loot filter change. Fixed a few issues with Goblin Copter Ogre’s targeting and AI. Fixed an issue where Ogres were using pound instead of their normal attack. Fixed an issue where Demon Lord (Hardcore) would send you to Spectator Mode. Fixed an issue with Lightning Tower SFX repeatedly playing when not attacking. Fixed an issue with health bars updating on the Tac Map. Fixed an issue with pets spawning on Wave 4 instead of Wave 5 on Summit (Nightmare Campaign). Fixed an issue with the Lightning Tower SFX playing after being destroyed/sold. Fixed an issue with Accessories were not dropping on Hardcore. Fixed an issue where Sharken and Spiders were showing as mini bosses on the Tac Map. Fixed an issue when you die in Hardcore the respawning text was still appearing. Fixed an issue where you could get stuck in the Inventory. Fixed an issue where creating a hero used the incorrect camera. Fixed the timing of wyverns in Magus Quarters Fixed an issue with Darkness Traps affecting Ogres. Fixed an issue with spawn doors collision wasn’t setup properly. Fixed an issue where the Goblin Copter’s Ogre would play a sell VFX. Fixed an issue where the Deadly Strike Tower was leaving behind a VFX trail. Fixed an issue where interacting with towers played the pickup animation and SFX. Fixed an issue with game sessions not appearing in the session browser. Fixed an issue where heal was not functioning on gamepad. Fixed an issue with Mista Mine and Giraffe on a Treadmill dropping with 0 upgrade levels. Fixed an issue where the Goblin Copter death explosion was not dealing damage. Fixed an issue with the Inventory sort and Hero Stat reset could both happen at the same time. Social Defenders To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info! For Etheria! Chromatic Games
  13. DEFENDERS, Today our “SUMMONING THE DEMON LORD” Update went live on Steam Early Access. This Update opens up a TON of content. The first Challenge Maps in Act I are available to conquer, the Demon Lord himself has been summoned, and Nightmare difficulty is now available. It’s a lot of content — let’s get into it! Nightmare Difficulty The top difficulty in the original Dungeon Defenders makes its triumphant return. While it is not the hardest content coming to Dungeon Defenders: Awakened, it definitely packs quite a punch. Enemies have more health, hit harder, and provide better rewards. That’s not all though — Nightmare brings four additional enemies into the fray, each with their own new mechanics to push all that Insane gear you’ve been farming to the limit. In DD:A we introduce these enemies in a more digestible fashion, so you can learn their mechanics one at a time, before having to face them all as you progress through the rest of Campaign and Survival. Spiders Coming out of every dark nook and cranny, spiders come to disrupt carefully placed defenses. These web slingers have a knack for dropping behind your defenses, causing havoc by weakening players and towers. Watch out, here comes a spider web! Abilities Can spawn in unconventional locations, sometimes behind choke points or typical building locale. Shoot webs that if they hit towers greatly slow their attack rate and weaken their damage. If they hit your hero, you are no longer able to use abilities and your movement and attack speed are greatly reduced, while greatly increasing the damage you take. Strategies Look to build defenses to protect defenses that are dealing with frontline enemies. Using your damage-dealing focused hero, quickly burst them down before they start launching webs. Sharken These land walking sharks pack quite a punch! Proving that they didn’t skip leg day, the moment they are in range of a tower, they begin to charge up before bolting forward, knocking any tower they encounter to the wayside. These foes don’t stop there — should anyone get within melee range of them, they’ll burst you down with incredibly powerful swinging giant crab claws. Abilities Charged dash that knocks Towers away. Incredibly powerful melee attacks. Strategies Interrupt their dash as they are still charging it. Auras and traps help make quick work of these foes. Use ranged attacks to avoid their deadly flurry. Djinn The Djinn giveth to their ally, and taketh away from you. Able to channel their magical energy into a nearby ally through their hands, they are able to greatly increase all stats to their friend left uninterrupted. However, their powers don’t stop there. Using a powerful gaze, they can phase a focused tower out of existence should they be left alone. Your wish is not your command! Abilities Channeled cast that buffs all stats of a targeted enemy. Channeled cast that destroys towers. Heavy damage to heroes. Strategies Dealing enough damage to a Djinn interrupts their casting, preventing them from buffing their allies, or destroying your towers. Goblin Copter Look, in the sky! It’s a megachicken! It’s a propeller cat! NO, it’s a Goblin Copter! Using some crafty goblin engineering, the Goblin Copter is a mechanical miracle that is able to not only make goblins airborne, but also carry an Ogre with them. They are able to break through defenses by distracting towers using bright flares they shoot to continue their journey. After dropping Ogres, they shoot homing rockets that deal high damage to players and towers alike. Abilities Carry Ogres through the battlefield to specific locations. Shoot flares to distract towers from hitting them. After dropping off their Ogre, they shoot twin homing rockets that deal high damage to heroes and towers. Ogres are immune to damage while carried. When destroyed, Goblin Copters crash to the ground, dealing incredibly high damage. Strategies Focus the Goblin Copter before it drops its Ogre. If over a pit, the Ogre will fall to its demise, and you will not be hit by the crashing explosion. If the Ogre falls to the ground, it will have ⅓ of its original HP. Long range Harpoon or Deadly Striker Towers make quick work of these enemies, if they’re able to hit them. These enemies are sure to shake up some surefire strategies that worked through previous difficulties. To relieve some of the punishment that these crooked cooks dish out, we’ve created a digestible way to encounter these foes throughout your adventures in Campaign. The enemies first appear in the following maps: Spiders in Deeper Well (Nightmare) Sharken in Ancient Mines (Nightmare) Djinn in Lava Mines (Nightmare) Goblin Copter in Tornado Valley (Nightmare) As you progress, you will encounter more of these enemies in each map. Going from Campaign to Survival will not be as kind, with enemies coming at you in full force as soon as Deeper Well. Not all Nightmare enemies can spawn in every map, but when they do, it’s something that’ll haunt you in your sleep. After conquering the enemies that Nightmare throws at you, you’ll be rewarded with even stronger gear than before. These pieces of gear are going to first come in the form of Mythical gear, and then as you progress and claim even greater gear, Transcendent gear shall be yours! Arise, Demon Lord! The Demon Lord has been summoned to provide the first boss battle in Dungeon Defenders: Awakened. This pillar of calamity is brought into our realm in the Alchemical Labs through a combination of alchemy, science, and dark magic. After braving five waves of enemies, you will have 30 seconds before this demonic monstrosity bursts from his lava-bound chamber. Though his power is immense, there may be some tools that brought him into this world that can help send him back! Hardcore Mode Are you a bad enough dude and think you’ve got what it takes to fight some of the hardest enemies without taking a knee? Then Hardcore is right up your alley! Enabling this option for any map you go into provides great rewards with a great risk. During Hardcore, should your heroes hp bar reach zero, you will not respawn until the combat phase is over, either from your towers carrying you to victory, or from your crystal core exploding in defeat. Another twist of the knife, if you should die, all the build mana you previously had drops to zero. There’s definitely strength in numbers, so team up to help shoulder the burden! Note: Hardcore is an option you’ll find during map select on the right side of the screen. Act I Challenge Maps The first of many to come, these challenge maps are an introduction into some fun content that takes maps you know and love, and adds a different spin on them. Deeper Well: No Towers Allowed In this challenge map, your Defense Unit amount is set to zero and you are unable to build defenses. You’ll need to bring your best damage dealing hero to deal with all the enemies that are gunning for your crystal core! Alchemical Labs: Raining Goblins It’s raining gobs, hallelujah it’s raining gobs! Just like the title says, goblins come raining from the sky! Goblins continue to spawn throughout the entire map from the sky, enough to blot out the sun. You have to weather the storm, slaying all that fall upon you. Bonus Map — Magus Quarters A fan favorite is returning! The Magus Quarters is a hotbed of activity, quite literally. After completing Act I, you now unlock this map for additional challenges, loot, and even a new pet. There’s more coming to this map, during the 1.0 release Magus Quarters will also provide a challenge map — The Warping Core! Balance Heroes Apprentice Manabomb Adjusted it’s scaling so that late game it is MUCH more powerful should you put points into the ability. Flameburst Tower Now has proper fall off damage. Lightning Tower Damage has been GREATLY increased. Is able to add new targets at the end of its chain. Remakes the chain lightning if an enemy in the chain dies. Deadly Striker Tower Improved the targeting functionality. Monk Hero Boost Was boosting too much, and has been reduced. Tower Boost Lowered the overall scaling of this ability. Squire Slice N Dice Tower Damage has been GREATLY increased. Gear Accessories Stats Overall accessories have had their scaling reduced to 25% of their previous values. Armor added to shields. Upgrade Levels Updated upgrade levels for all pets, accessories, and weapons. Pets Pet Rock Movement speed decreased to 50% of the hero’s movement speed, down from 75%. Decreased the total amount of stats given. Propeller Cat Lowered the additional power this flying feline was giving. Sell Price Many pets have had their sell price adjusted. Melee Pets Attack range increased to 400 from 300. Ranged Pets Attack range increased to 700 from 400. Upgrades The amount a pet’s damage can be upgraded has been GREATLY increased. Enemies Ogre Snot toss now has proper fall off damage. Effects of the Ensnare Aura are reduced towards the Ogre. General Changes There’s a new Intro cinematic that plays when the game loads, as well as before Deeper Well on Campaign. Check it out! After defeating the Demon Lord, a cinematic plays as you progress into Act II! Added Offline Play support. New visuals in Alchemical Labs, including some nefarious weapons floating with a protective barrier. Added a Lock/Unlock All action On Keyboard it is: Ctrl+L Gamepad: Hold X (face button left) Or click it! Added a “Click to Sell” feature You can now sell items by holding the “S” key and clicking on items (if the item is unlocked) Added a slew of gamepad and keyboard features in the inventory. Gamepad Improvements Can now scroll the stat panel with the right joystick. Hitting left and right now switches pages. Hitting right shoulder buttons switches you from heroes to defenses on the Hero Stats panel. Added support for Map Select and Game Mode Select Trap chaining has been added to the Huntress. Traps of the same type that overlap with one another will now set off a chain reaction should one activate. Ballista in The Ramparts is active and can be interacted with. It fires a shot, but it can’t hit anything. Just a cool little thing. Magus Quarters has now been added to Map Select! Bug Fixes Fixed a crash when connecting to a session. Fixed a crash involving the inventory while trying to matchmake or join a friend. Fixed a data loss issue related to joining a friend or matchmaking taking too long. Fixed a crash that occurred when trying to swap heroes while matchmaking. Fixed a crash involving opening the inventory. Fixed a crash if a Host had the escape menu open, and a client joined, the host would crash. Fixed a crash that occurred based on rare states of your heroes. Fixed a crash when a client creates a hero through the inventory during a multiplayer session. Fixed an issue with the tower repair cast bar not matching the actual repair time. Removed a pesky hidden flag that was outdated on The Promenade. Added functionality for “unreadying” to reset the timer to infinite (if applicable). Adjusted currency to 64 bit values (it’s a 4,000,000,000%+ increase). Optimized content within Tornado Valley for increased performance. Optimized content within Tornado Highlands for increased performance. Optimized content within The Throne Room for increased performance. Optimized content within The Arcane Library for increased performance. Optimized all skeletal meshes for Heroes to increase performance. Optimized how the Dark Elf Mage heals. Optimized Dark Elf Archer model. Optimized content on Lava Mines for increased performance. Fixed an issue that allowed a player to be buffed with an infinite duration Hero Boost. Fixed an issue with Escape Menu buttons not being clickable. Fixed an issue with Huntress weapons not having correct fall off damage. Fixed an issue with pet projectiles not having correct fall off damage. Optimized how enemy weapons are handled after defeating them, increasing performance. Several tutorial tweaks. Fixed the Lightning Tower beam VFX so that it properly follows enemies. Improved Monk run animation. Adjusted Inventory frames to always be active (no more fading) Squire’s heal and lose animations received small updates. Fixed verbiage used during the tutorial to be more in line with the narration. Fixed a scaling issue with scrolling combat text font. Corrected how lighting affected the anvil in the Tavern. Fixed an issue where if everyone unreadies, the timer (if applicable) gets set back to infinity until a player readies up. Updated a lot of training dummy functionality, including how damage is calculated and presented. Improved cloud backup saves. Fixed an issue when locking an item that locked the item selected and also the item the mouse cursor was over. Fixed Apprentice falling animation to be less choppy on ledges. Fixed Squire falling animation to be less choppy on ledges. Fixed an issue where players would see weird spawning events when other players opened their inventory. Fixed a gamepad issue when closing filters or damage numbers pop up. Fixed an issue where the hero preview would not load with a weapon. Added support for toggling privacy settings when creating a session. Fixed an issue with the Slice n Dice tower’s SFX looping improperly. Fixed sounds playing before animation on Defense Radial Menu. Adjusted radial menu animations to be snappier. Adjusted keybindings on various radial menus. Adjusted the radial bar menu visuals to be cleaner. Fixed Hero Boost and Tower Boost descriptions in the Hero Info Panel. Fixed an issue with the timer not going away when entering Combat Phase. Fixed an issue where item inspection only worked on the left side of the inventory. Removed the ability to close the Inventory filter UI with right shoulder buttons on gamepad. Fixed an issue with the HUD not disappearing when restarting a map. Fixed an issue where the filter UI could be opened while a context menu was open. Fixed an issue with the Spiked Blockade attack SFX was not playing. Fixed an issue with the Lightning Tower attack SFX was not playing. Fixed an issue with the SFX not playing when Heal finished. Fixed a lot of music related issues. Fixed an issue with the game starting fullscreen and ignoring resolution settings. Fixed various issues with gamepad usage on the Escape Menu. Fixed an issue where the Lightning Tower SFX was not stopping after being destroyed. Fixed an issue where combat music would play over victory fanfare. Fixed an issue where confirmation popups were not using the correct text. Fixed an issue when swapping heroes in the inventory, resulting in incorrect camera placement. Fixed an issue with the Summary Screen moving the player to the next map, regardless of win or loss. Fixed an issue with the Ogre’s swing hitting players. Known Issues Item tiers will change currently through upgrades going into Nightmare gear. This is currently a visible change, and is not reflective of the final way tiers will be displayed. Melee pet damage and ranged pet damage are not scaling correctly in Nightmare. All other difficulties will scale pet damage correctly. Public games sometimes do not show up in the session browser. If you click OK on a loot filter change and click back on options the UI won't close unless you hit the esc key. If you create a hero with empty hero slots sometimes you'll just see the hero and the background. This can be bypassed by hitting the “I” key or escape depending. Some accessories may change into another accessory, specifically the Sapphire Brooch, Mining Bracer, and Crusader Shield may become Monocles. Very high item level gear may not show a quality tier. What’s Next? Our release is not too far away, so we’re going to keep plugging away to get the remaining content all polished up and ready for you to conquer. While our schedule has become tight due to the effects of COVID-19 (becoming fully remote, internet outages making remote work hard, and so many other fun hurdles), we’re still doing everything we can to get this game out to you as soon as possible. To make this easier, please, should you run into any bugs during this update, report them to us through the in-game escape menu. We’re working as quick and hard as we can, but with the vast numbers you provide, we’re able to get issues surfaced faster, leading to quick turnaround and fixes. Also a big shout out to our Etherian Cavalry, they were a big help in surfacing some gaps for us and overall providing a better experience going into this update! Social Defenders To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info! For Etheria! Chromatic Games
  14. DEFENDERS, We’re giving an update on where we are currently with the SUMMONING THE DEMON LORD update, bringing the Demon Lord boss fight, as well as the much anticipated Nightmare difficulty! There’s been a lot of hard work put into this build, and we want to give you a timeline on when you can expect this update. Let’s get into it! Feedback As many of you know, we recently launched the Etherian Cavalry as the testing group for Dungeon Defenders: Awakened. Some of these players are some of the most hardcore in the community, with some people being slightly more casual to help give us a broader understanding of how all our hardwork lands with a variety of players. We received some really great feedback from our first round of testing, and as a result are adding in some things to help smooth out the experience. For example: In Dungeon Defenders (2011), all of the Nightmare enemies spawned on the first level, without offering an explanation as to what they did. In DD:A, after tremendous feedback from our testers, we’re going to be altering that a bit and introducing enemies one by one, while also providing in-game explanations for what the enemies are, and some tips on how to play against them. There’s a slew of improvements and changes that we’re bringing into this patch as a result of their feedback so that it’s the best experience for everyone. There’s a lot more than this coming in this update, just too much to list here. Release “WHEN ARE WE GETTING THIS PATCH!?” Our original plan was to have it out today, but currently we want to spend a couple more days to polish it up, as we added quite a bit based on the feedback you provided. We’re planning on having this update be available on Thursday, April 2nd. We’ll provide more specifics on the time as it is ready. We’ll be watching if there are any issues you all run into and addressing them as soon as possible. As previously outlined in our COVID-19 post, a large chunk of time has been taken out of our tight development cycle due to converting the studio into a fully remote workplace, as well as making sure our employees are able to stay healthy and safe. This is unfortunately one of those areas that is getting affected by our efforts to put the safety of our studio first. Trying to get this update out during such a tumultuous time was a challenge for us, and while we are going to be a couple days late, we’re very proud of what we are able to accomplish and can’t wait for you to get your hands on it! Social Defenders To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info!To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: For Etheria! Chromatic Games
  15. DEFENDERS, As you're aware, we’ve got a lot of work going on currently, and today we want to talk about a more serious subject and what we’re currently doing. We’re just going to jump right into it. COVID-19 (Coronavirus Disease) Response As this virus has spread and became recognized as a pandemic, it is important that we do our part as a studio in helping reduce the spread and effects. Last week and towards the end of the previous week, we began efforts to become an entirely remote studio. The greater part of this week, and continuing on, we’re still working out the kinks and making sure everyone is able to continue working, adapt meetings, and more. Outside of doing our part to stave off the virus, our goal is to make sure that our employees are safe, healthy, and set up to work as comfortably as possible. We’re still continuing to hit our intended milestones. The Etherian Cavalry received their first round of testing this weekend, tearing apart Nightmare to help us polish and address any large issues before releasing our March Update “Summoning the Demon Lord”. Having to mobilize our entire studio has definitely eaten up a fair amount of time, but we’re currently on track to still hit our milestones as outlined on our roadmap. If this should change, we will be sure to let you, our GLORIOUS Defenders know about it. We want to get this game out to you in the best state as soon as possible, but when it comes down to it, we will not sacrifice the safety and health of our employees to do so. We’re people just like you, there are things that are out of our control that we have to adapt and overcome to the best of our ability. We appreciate your support and understanding in the coming months. Please make sure to do your part in helping out throughout these tough times. If you are unaware of the Coronavirus disease (COVID-19), or have any questions, please visit the CDC’s Coronavirus Page for more information on symptoms and how to help prevent the spread. Stay safe out there! Social Defenders To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info! For Etheria! Chromatic Games
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