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[CG] LAWLTA

Chromatic Games
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Everything posted by [CG] LAWLTA

  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
  16. Patch V0.9.0.13393 Notes DEFENDERS, Keeping with our pace, we’ve got another patch out today! This one is a bit heavier than the other patches, with the majority of them focused on bug fixing. What you’re getting today is continued development to features, specifically new character model updates, a slew of inventory improvements and additions, gamepad enhancements, and more. There’s also some other things we want to talk about, so let’s do that now! The Etherian Cavalry — Brave Testers of Etheria Early Access provides a lot of content and features to players over time. We want the Early Access content to be focused on gameplay feedback and ways to help mold the game into the best state possible. We’re looking to add another layer to this, similar to what we’ve done in the past with RPG (Remote Playtesters Group) for Dungeon Defenders II. Being a mobile unit means The Etherian Cavalry is able to sweep through the battlefields of Etheria, in content unknown, to help discover Old Ones secret agents known as “bugs” and “issues”. For those that join, they are able to access unreleased content sooner, that is potentially in a rough state to help discover bugs and bigger issues before they could affect the active player base. Having access to this content does not affect your live progress in any way. Instead, it’s a noble quest to help make Dungeon Defenders: Awakened the best game it can be, if you’re able and willing. There are a few requirements for those that join: Own Dungeon Defenders: Awakened on PC (this means you currently have access to Steam Early Access). Are 18 years of age or older. Able to use Discord. Are able to sign an NDA. If you are brave enough to venture into the unknown, and help us in this battle, please send an email to Cavalry@Chromatic.Games to enlist today. We are doing everything we can to provide the best experience possible, and with your help, we’ll be able to! Progression Fixes and Squishes We believe got the vast majority of the progression issues that people were running into. If you come across any new ones after having this latest patch please let us know! With that out of the way, let’s get into what you can expect to see in this patch. Features Huntress Model Changes New face model. Adjust her entire model. Animation polish. Monk Model Changes New face model. Adjust the entire model. Animation polish. Inventory UI improvements. Character Idle Inventory animations added. Inventory model rotation added. Just left click and drag your mouse left or right to give your character a twirl! Inventory Hero Swap F1 through F4 for mouse and keyboard. Can press H to open the Hero Deck. Gamepad “Select” button to open the Hero Deck. Select/Special Left/Options/Back button depending on your gamepad. Inventory page indicators are now clickable. Gamepad Additions/Improvements Hold “Select” to view your Character Stats Panel. Updated swapping between the left and right panels in the inventory to be more gamepad friendly. Added support for Map Summary and the Session Browser. Hero Deck improvements. Map Select Improvements. Hero Select Improvements. Switching Pages. Sorting Heroes. Renaming Heroes. Selecting Heroes vs Opening Menus. Missing Focus Indication. Session Creation Improvements. Improved Two Button Popups (ex: Confirm Cancel on certain menus). Escape Menu improvements. Gear Filter UI Improvements. Fixed and improved navigation. Able to now navigate quality and armor type for Accessories. Now able to navigate to Upgrades Only. Sorting Improvements No longer a UI, instead cycles through different sort styles Reverse sort added. When toggling tabs on the right side of the inventory, focus state is now remembered for each tab. Equipped Pets now display in the Inventory. Steam Offline mode now available! This is only if the player playing the game is the actual owner. Improved how equipped weapons are displayed in the Inventory. Bug Fixes Fixed multiple crashing issues. Fixed an issue where the Ogre was affected by the Darkness Trap. Fixed an issue with “Sell All” Now it only sells what is in your current filtered view. Fixed an issue where spamming between attack and block allowed faster than intended attacks. Fixed an issue where Phoenix Shot wasn’t functioning correctly while shooting by holding Left Mouse Button (LMB). Adjusted Attack Blocking interactions. Ogres are being affected by the Darkness trap. What’s Next? We’re currently hard at work on two things: getting our Nintendo Switch build into the best state possible so that we pass certification with flying colors, and getting our March update polished so that you are able to experience the horrors that are the Demon Lord (and his fireproof loincloth), take on the terrifying enemies that await you in the Nightmare difficulty, masochistic rewards provided through Hardcore Mode, conquer the Act I Challenge maps, and more! There’s a lot that we’re currently powering through, and are excited for you to brave through our hard work that is the March Update — “Summoning the Demon Lord”. We’ll keep you posted with our development and what to expect. Oh also, there’s a sweet Dev Log coming out tomorrow that talks to some more of the amazing people that make Chromatic Games such a great place to be. These heroic devs braved the flight to Boston and were able to join forces with many of our Defenders, both new and old, at PAX East. Make sure to check it out to get a look under the hood of Chromatic Games! 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
  17. DEFENDERS, Sliding in right before the weekend, it’s another patch. It’s a small patch though, but it’s a helpful one nonetheless. We’re still working hard, so keep that feedback coming. Let’s get into it! Bug Fixes Fixed an issue where a player’s inventory would be cleared out. This is a separate issue than our last fix. It was an issue caused by item filtering, and should help the remaining people who were running into inventory issues. If you still run into any inventory issue, and are on the latest patch, PLEASE LET US KNOW! Adjusted how the strength of the Ogre on Ancient Mines. He was a little too strong, so for the time being we are making him weaker. What’s Next Our main focus currently is going to be watching this patch and for any users that may be running into any continued inventory issues. We believe this patch should solve the vast majority, but we want to be sure. Make sure to throw us any feedback should there be any continued issues, as soon as possible, and we’ll follow up. With that out of the way, this is an exciting month! We’re going to be releasing a Mid-Update patch next week. This patch will have updated hero models and animations for the Huntress and Monk (based on community feedback from the beta!), additional Inventory UI features and functionality, as well as Bug Fixes. This is not the big update shown on the Road Map, but more a halfway point to get some improvements that we’re ready to release. This is something we messaged previously and are wanting to live up to. Thank you all for your support so far, keep throwing all the feedback you can at us, and we’ll keep working hard! :) 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
  18. DEFENDERS, It’s another patch. Are you surprised? You shouldn’t be, we’re working as hard as possible to get everything in tip top shape, fix any issues that are risen, and make the DD:A experience the best it can be. Your feedback has been incredibly helpful, so we’re getting some more fixes out to you. Let’s get into it! Bug Fixes Fixed an issue that was causing players to lose gear. If you run into this issue, please let us know and submit feedback. Fixed an issue with Overcharge causing Arcane Surge to do full damage to every enemy hit, without dropping off based on distance. Fixed multiple issues that were causing crashes. Fixed an issue with currency collection. Fixed an issue on the Dark Elf Warrior when they try to target the Crystal Core. Improved how inventory systems are logged on our backend. What’s Next? Our main focus currently is going to be watching this patch and for any users that may be running into any continued inventory issues. We believe this patch should solve the vast majority, but we want to be sure. Make sure to throw us any feedback should there be any continued issues, as soon as possible, and we’ll follow up. With that out of the way, this is an exciting month! We’re going to be releasing a Mid-Update patch next week. This patch will have updated hero models and animations for the Huntress and Monk (based on community feedback from the beta!), additional Inventory UI features and functionality, as well as Bug Fixes. This is not the big update shown on the Road Map, but more a halfway point to get some improvements that we’re ready to release. This is something we messaged previously and are wanting to live up to. Thank you all for your support so far, keep throwing all the feedback you can at us, and we’ll keep working hard! :) 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
  19. DEFENDERS, You get a patch, you get a patch, and you get a patch! We’re working hard to get bug fixes going, and outside of getting our March update ready for you all, we’re focusing a lot of our resources hunting down some of the more nefarious bugs plaguing select Defenders. This patch actually helps us find some of them better! We’re dedicated to making this the best game possible, putting the time in to do everything we can. Let’s get into it! Feature Update Added the gameplay option to disable the Map Flythrough at the beginning of every map. Inventory cap has been increased to 525 from 500 to fill all pages. Bug Fixes Fixed an issue where enemies can sometimes walk directly into a row of defenses and do nothing. Improved how Build Mana combines/clumps together on the ground. Fixed an issue where the crystal electric coils in Alchemical Labs could be interacted with or hit via Monk auras. Fixed an issue where players were able to build more towers than intended. Added additional profile information logging to better track down any profile data loss issues. Added additional profile information logging when cores take damage, to better investigate player reports of cores randomly being destroyed without any visible cause. Fixed a typo in the Giraffe on a Treadmill description. Resolved a crash that occurred in later survival maps with a lot of enemies on the screen. What’s Next? We’re going to be releasing a Mid-Update patch next week (we’re aiming for Tuesday). This patch will have updated hero models for the Huntress and Monk (based on community feedback from the beta!), additional Inventory UI features and functionality, as well as Bug Fixes. This is not the big update shown on the Road Map, but more a halfway point to get some improvements that we’re ready to release. This is something we messaged previously and are wanting to live up to. Thank you all for your support so far, keep throwing all the feedback you can at us, and we’ll keep working hard! :) 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
  20. Hey Defenders, How’s that saying go, another day, another dang patch to make gameplay a lot better? Pretty sure that’s how it goes. We’ve got more feature updates and bug fixes coming in! There’s a lot of bug fixes here that are very technical, which we’ll mark with a (*) that indicate multiple bug fixes that wouldn’t make sense to type out. Let’s get into it! Feature Update Updated reload tool tip math for crossbows to be more accurate. You can now rename your heroes on Hero Selection UI Currently it doesn’t update the side list until UI is reopened. Accessories item power calculation has been adjusted to now show a balanced item power value. Loot is now teleported out of spawners should it land inside of spawners. Bug Fixes Added a potential fix for the data loss issue various players have experienced. Adjusted some upgrade math to handle rounding better. Fixed multiple issues that were causing crashes.(*) Fixed an issue where upgrading a defense didn’t show the correct damage that the defense would deal. Fixed an issue with some of the pets dropping with 0 item power, continuing work on this still for the rest of pets. Fixed an issue with multiple enemies getting stuck on The Summit. Fixed an issue with Huntress Piercing Shot not scaling with hero damage or hero damage buffs. Fixed a bug where the Chainsaw Sword was incorrectly scaling, and should receive better stats now. Fixed A LOT of AI issues.(*) Fixed an issue with Thunder Spike Trap not damaging certain enemies, specifically Ogres. Adjust Dark Elf Warrior’s jump to work significantly better. Made it so Dark Elf Warrior’s Jump only targets players. Made it so Dark Elf Warrior’s Dash only targets players and towers. Fixed an issue that allowed duplication. Fixed an issue with where Elemental damage was scaling too high. Fixed an issue where certain items weapon damage was scaling too high. Fixed an issue on the backend for properly tracking heroes used. Fixed an issue where certain options weren’t saved. 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!
  21. DEFENDERS, Another day, another patch! The studio is all abuzz on getting as much done as soon as we can, so that we can get it into your hands. This is a crazy busy week for the studio, and there’s some stuff to go over, so let’s get into it. PAX East Some of us from Chromatic are going to be at PAX East, showing off Dungeon Defenders: Awakened and interacting with our community face-to-face. We’ve got some fun swag to give away, so if you’re going to be there, come visit us, let’s talk games, and have some fun! We’re going to be at Booth #12074 (right next to the big Nintendo booth). We hope to see you there if you’re venturing into the beast that is PAX East! Key Bindings This patch coming out today may affect your key bindings, and reset them to default (we've made some changes to key bindings). Just a heads up before the patch goes out here in the next couple hours. COMMUNITY FEEDBACK: Upgrading We’ve been messaging with this project from its inception, throughout our Kickstarter, and in pretty much every Steam review that we are listening constantly, and that the success of our game is going to be heavily dependent on our community helping show us what’s important to them and how to make things feel better. This is the first big fix that we’re going to be making due to a TREMENDOUS amount of feedback we’ve received so far. Upgrading is currently WAY too strong on all fronts. It was first surfaced to us via the Propeller Cat being incredibly strong when upgraded. Then we dove into it more, and people provided a ton of feedback and screenshots showing how strong they were able to get via upgrading, and how it didn’t feel good. It trivialized content and overall made progressing and higher tiers feel very easy very quickly. We have a difficulty for that, it’s called “Easy”, but the feedback said that Insane should potentially be named “Sane” because of how easy it was being cleared. After investigating, this was clearly unintended and there was a bug in the upgrading formula. We’ve listened to the feedback, and to ensure that the game provides challenge, the efficacy of upgrades are going to be restored to their intended values due to fixing this bug. This is not going to only scale to just new gear, only to reroll gear you’ve got, or undo any upgrades you’ve applied. Every piece of gear in the game (equipped, received, and new drops), in regards to upgrades, will be scaled to not provide the crazy amount of stats they were applying. This fix will be coming in a patch later today. We’re going to be keeping an eye on this to make sure it feels great, and listening to feedback from you all based on this fix. Feedback on your feedback, if you will! This is one of the things we love about Early Access. Players are helping us not ten, not one hundred, but one thousand times more than we would have been able to do so on our own. We also are so proud of our community for pointing this out, that you all WANT the challenge, you WANT to be able to have an achievement that felt good to get, and are pointing out what the problem is, instead of just upgrading and cruising through what’s meant to be the hard content. It’s why we call you Defenders, and not babysitters. You’re here to defend and fight, not AFK and win. This is the exact kind of moment that really just reinforces our decision to listen to our community and work with you to make sure the game is the greatest it can be. This is such a big fix that we wanted to be as transparent as possible, as soon as possible. Our studio and community have the same goal — making the best Dungeon Defenders game possible, and open communication is a big part of that. Letting you know what’s going on and why certain things happen ensure that what we’re doing is to provide the best experience for the game, and that experience is the one you as a player are seeking. Continued Feedback You’ll see it said on most reviews for this game, spammed all over the forums, Discord, and Reddit, but keep the feedback coming through the in-game escape menu feedback link. It’s a direct portal to get feedback to us, so that we’re able to read through it all in one place and get the game the best it can be as fast as possible. We’ve got a ton so far, and it’s been incredibly helpful. Together we’re able to get an extraordinary amount of work done! Bug Fixes Adjusted how upgrades are presented on the upgrade screen to represent improvements better. Fixed an issue that prevented getting the final upgrade applied to certain stats. Fixed an issue to auto detect when an upgrade was no longer valid. Fixed an issue with activating the camera toggle with gamepad. Fixed an issue where Ogres or Dark Elf Warriors were not being damaged by Spiked Blockades. Fixed an issue where binding left and right arrows to movement removed the character rotation bindings. Adjusted how often Dark Elf Warriors target the core, forcing them to focus on players and towers before focusing on cores Adjusted some spawners to fix stuck issues on Arcane Library (Survival) Fixed an issue where the Squire was able to use Circular Slice without cooldown. Disabled the ability to toggle split screen. This was unintended for this portion of Early Access, and was creating an unenjoyable experience for those able to activate it. Adjusted Hard difficulty unlocking, requiring players to instead beat the map on Easy or Medium to unlock the Hard difficulty, OR beat the previous map on Hard. Gemstones now have different names and descriptions to better communicate what they do. Fixed some grammar and typos in pet descriptions. Fixed some spawning issues in Royal Gardens. Adjusted Royal Gardens crystal core to having 2000 HP. Adjusted mana culling checks. Adjusted Tornado Valley crystal core to have 1500 HP. Adjusted Tornado Highlands crystal core to have 1500 HP. Adjusted Throne Room crystal core to have 1750 HP. Fixed an issue with chests not spawning in Tornado Valley. Fixed an issue that saves profiles correctly on disconnects. Adjust weapon damage upgrade caps. Adjust ogre projectile targeting to prevent it from getting stuck in spawners. Fixed a memory leak that was caused by enemy tac map icons and loot icons. Provided options for AZERTY keyboards, so that they can update movement bindings without issue. Adjusted some collision and spawners in Tornado Highlands to fix enemies getting stuck. Fixed an issue where multiple Hero Boost buffs from multiple Monks were stacking. Now the first Hero Boost sticks, and later applications are ignored. Fixed an issue where multiple Tower Boost buffs from multiple Monks were stacking. Now the first Tower Boost sticks, and later applications are ignored. Adjusted how many enemies could spawn per frame, and adjusted radius of spawn points to address enemies getting stuck. Added the ability to upgrade crossbow ammo capacity. Fixed an issue where Block damage reduction was scaling improperly. Adjusted Pet Upgrade scaling. Fixed an issue where Ogres were not included in Deeper Well (Survival). Added the ability to upgrade Pet Attack Speed. Fixed an issue where the XP bar was not updating properly on initialization. Fixed an issue where filtering by accessory type was filtering all accessory types regardless of your selection. Fixed an issue where the Tac Map could be opened while other menus were open. Fixed an issue with Ogres getting stuck in Royal Gardens spawners. Fixed an issue with Summit clouds translucency. Fixed an issue with Damage Dealt and Damage Received show up on the defense tooltip incorrectly. Fixed an issue with Defense tooltips not displaying with decimal places. Added a fix that destroys drop items if the owner leaves the game. What’s Next? We’re going to continue to keep working hard and listening to feedback. We’re pouring through it constantly, so keep posting it through the in-game escape menu. It’s how we were able to get ALL of these bug fixes taken care of since our last patch, which was TWO days ago. The more you give us, the harder we work, so let’s keep this train going! 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 For Etheria, Chromatic Games
  22. DEFENDERS! The day is finally upon us, Dungeon Defenders: Awakened is OUT NOW on Steam Early Access. This is a huge day for us as a studio, as it’s our first launch of a product out into the masses; it’s a huge step for Dungeon Defenders returning to its roots; and it’s a huge accomplishment thanks to your support, to get something this amazing out WITHIN A YEAR! With that said, you what we do, we get into it — let’s get into it! Steam Early Access This is time for us to deliver on our promise of having a release in February. This period is pivotal for us to get the game into the Defenders of Etheria’s hands and go crazy throughout the entire game. We used the 10,000+ pieces of feedback we received from our Beta, and used it to help mold the game into this Early Access state. There’s still work we’re polishing, but the state the game is in, we’re comfortable and proud to present it to you. We’ll go over a couple pieces of info we’ve gone over before, as well as discuss what to expect in this Early Access release. If you haven’t picked up a copy yet, we’re on Steam right now. Click here to visit our Steam page! Roadmap Releasing into Early Access isn’t only going to be setting the game live in its early state and then providing the finished product months later. Instead, we’re going to be updating it over time, adding in features as they become polished and in a state we’re happy with. Thus, THE ROADMAP IS BORN! As a studio, this is what we are sticking to as a studio. Should anything change, we are going to make sure that we keep all of you updated as soon as possible. We want this road map to serve as a look into where our focus is and as a promise for what we’ll deliver. Why Early Access? Going into Early Access on Steam allows us to get where the game is at into the hands of our players on PC. By doing so, we’re able to iterate quickly, getting Dungeon Defenders: Awakened into that 100% state as soon as possible, something we’re unable to do on consoles as fast as we want to iterate. We are still going to be honoring our Nintendo Switch exclusive deal with Nintendo, with our PlayStation 4 and Xbox One releases coming in Q3 2020. That said, this Early Access is not going to be like other games, or like Dungeon Defenders II. The Early Access period is going to be incredibly short, because we’re really spending this time to polish up the game and meet your expectations. Dungeon Defenders: Awakened is going to be fully released during Q2 on PC and Nintendo Switch. We want Early Access to be as short as possible so that we can get Dungeon Defenders: Awakened out to all of you as the best version of the game. Teamwork makes the dreamwork. This will give us a chance to make sure that the game is balanced, being easy or hard in the appropriate parts of the game; animations and art assets are looking great and working properly; working out any kinks when it comes to playing with others; making sure our network tech properly connects you to others and also properly saves your gear; and of course testing our flags, checks, and reactions from our anti-hack systems on a much larger scale. What’s In Early Access? Shown in the Roadmap above outlines what is going to be coming to Dungeon Defenders: Awakened, and briefly goes over what is already in. We’ll blow it apart a bit more here! Every heroic adventure starts in a really deep well, right? Campaign The Campaign is the progressive order maps are presented in, and on the full release will include story elements and bosses scattered throughout to help you understand what exactly is going on in Dungeon Defenders: Awakened. In the Steam Early Access release, Campaign includes all 12 maps part of the whole campaign: Deeper Well Ancient Mines Lava Mines Alchemical Labs Tornado Valley Tornado Highlands Ramparts Throne Room Arcane Library Royal Gardens The Promenade The Summit These maps are in a great state, but we are still open to feedback as you play through these maps, so please throw it our way through the in-game link seen on the Escape screen. Alchemical Labs, Throne Room, and The Summit do not currently have their bosses implemented. As covered in the Roadmap, the Demon Lord arrives in March, the Goblin Mech charges in during April, with the Ancient Dragon approaching in the full release. Difficulty On this release, you have access to: Easy Medium Hard Insane We’ve tested these extensively, and the progression through the campaign feels incredibly good. Our goal is to let people provide extensive feedback on these difficulties before we throw you into the terror that is Nightmare in March, which is going to push Defenders to take on some substantially harder enemies. It doesn’t stop there though, as upon release you’ll have to survive the newest difficulty — Massacre. Both of these difficulties provide new enemies that only brave Defenders will be able to cull! Survival Making its triumphant return, the Survival game mode is going to be available on all difficulties and all maps provided in Early Access. Each map rewards a unique pet to join you in your adventures, while also boosting your hero in some way. There’s a lot to master through all 12 maps, we hope you’re able to survive! While playing through Survival in Early Access, we are going to continue to optimize the maps to accommodate all the enemies that you are going to be fighting. As noted on our Road Map, there is going to be continuous updates to the game, and this include performance optimizations. If you run into frame drops or crashes, report them in feedback, as that’ll help us polish things up. For Defenders looking for a true challenge, try playing on Insane Survival Summit on very old hardware getting 1 FPS, outside in the rain, while taming lions (please don’t do this, this part is just jokes, play it normal and safely please). Pets There’s a lot of pets that are going to be in Steam Early Access that were not in Beta. Some pets are straight forward, boosting your stats and slapping enemies, however we brought back some revamped fan favorites *cough*Genie*cough*, and also some new pets that have never been seen before. We made sure that you have a wide variety of pets to use, trying to apply a variety of play styles to fit certain pets. There are even more coming past this, but we’re sure you’ll quickly grow to love all of these companions (the Ramster is so dang cute!). Gear There’s a TON of gear to earn. Going back to our roots, we wanted people to get excited for gear to hunt. Itemization feedback has been tremendous, and so we used words from Defenders old and new to curate some awesome pieces to hunt for. We brought back a lot of the systems that made Dungeon Defenders gear great to hunt. Gear rolls any and all stats that are on your hero, making it exciting to receive that one perfect piece that has all the defensive stats for your Tower Builder spec'd heroes, or well-rounded gear for any Defender who prefers a Jack of All Trades play style! Another exciting return is that weapons and pets are randomly colorized, providing unique looks to the loot you receive. White and Gold is one of the rarest combos you’ll find, so good luck! Gear continues to get stronger as you progress through the game of course, with each difficulty providing new pieces to empower your heroes and defenses to new heights! While climbing also make sure to keep an eye on what armor you’re equipping, as gear sets are back in the game. Accessories Through your journeys, you’ll also be receiving accessories that visually change the look of your character. This was not something part of Dungeon Defenders original release, but they are so fun to acquire and add a great level of visual customization that we couldn’t just not do them! Masks, Bracers, Brooches, and Shields (Squire Only) are some of the pieces you’ll receive that you can uncover to add another layer to empowering your character. Cursed Gear No More! One thing you will notice that is different from Dungeon Defenders is that there is no longer any cursed gear. This was something a vast majority felt very strong as a detractor from the game, and made getting gear feel like a potential punishment if it had the one stat you wanted, but diminished others. Tools of the Trade There’s a lot of tools we wanted to provide to the players. One of them was an updated Tactical Map (tac map for short). There’s a ton of upgrades we made to this feature, trying to provide as much visual clarity on what’s going on and where. There’s also brand new additions, such as in the options menu, you can now select filters for the tac map to show specific upgrades and items that you’re looking for, making it easy to survey the land quickly and go get your items before continuing on. There’s also a lot of the HUD and UI improvements. There are seriously too many to include here, and as noted on the Roadmap, there are more coming! Comparing items in your inventory, providing clearer definitions for upgrades, revamped stat names, and so much more. Towers are also part of the UI improvements. You can now interact with your towers to see how they are performing and what their stats are. Even a deep layer, towers show you the important stats that matter based on what they do. This means seeing what’s important in how a Spiked Blockade performed is different than seeing how an Ensnare Aura performed. We can’t wait to hear your feedback on these features and make any improvements possible! Kickstarter, BackerKit, and Preorder Rewards Rewards are planned for our full 1.0 release. While we have already chipped away at getting these made, today is our final deadline for our backers to submit what they’d like. We recently got a ton of requests back from our initial surveying to people in appropriate tiers, so now we just need to get to work on them. Some of these things are absolutely beautiful, others are horrifying, and we wouldn’t have it any other way! Early Access Note We have an Early Access FAQ that we’ve put together. If some of your questions weren’t answered here, please give it a look and hopefully they are answered! There’s some stuff that we are not covering in this post, but there is a ton to discover in this game. Some of it is intended, some of it may be bugaboos that need to be squashed, and some of it may be as Bob Ross put it: happy little accidents. This is a game that we’re proud to present as a culmination of developer work and extensive community feedback. We truly feel this is a game made for our GLORIOUS Defenders, and we hope you feel the same. We want to thank you for joining us on this journey so far, and we can’t wait to continue on and hope you’ll be there by our side. What’s Next? We’re going to keep working. As shown in the Roadmap, we’ve got some ground to cover still. We want to keep updates coming and to further enhance our transparency and direct communication with our community. We plan on having updates showcasing the work that has been done, continue introducing you to members of the team, and giving you a look at the work it took to make Dungeon Defenders: Awakened. Chromatic Weekend Wind Down, Dev Streams, and more are going to be coming as we continue development. We’re very excited for everything coming out and are excited that all of you are along for the ride! Next week some of our team is going to be at PAX East, Booth #12074, right next to the Nintendo booth! If you’re going to be there, stop by to play, chat with the devs, and maybe leave with some sweet sweet swag! We had a crazy turn out at PAX South, loved hanging out with our glorious Defenders and the new Etherian recruits we picked up, and would love for PAX East to be Chromatic Games At PAX II: Revenge of the Hangout Boogaloo the Game, the Movie, the Game Returns. Social Defenders To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled: Twitter Facebook Discord Twitch The entire team thanks you for your support. We’re working to make Chromatic Games a studio that is able to create games current and future that our Defenders are sure to enjoy, because our games are made for YOU! For Etheria! Chromatic Games
  23. Good morning Defenders! We’re almost there! Steam Early Access (check it out here) is just a few hours away, and on behalf of everyone at Chromatic Games, THANK YOU. To our players new and old, wider community, backers, and advocates, you have paved the way for us to continue to breathe life into this franchise, and Dungeon Defenders is truly stronger than ever! I wanted to take a quick moment to drop a few fun never before seen pieces of content, as well as a message about what you should expect not only today, but in the coming months. If you’re new or haven’t already checked out the DDA Early Access Roadmap here, please be sure to do so. As many of you know, we started on Awakened a little under a year ago. Making a game like Dungeon Defenders is not easy. For those who don’t know what goes into making a systems heavy game like ours, here are some numbers to give you better context as to how much we’ve gotten done and what is reflected in the Early Access experience you’ll be playing today and for the next few months... Characters: Over 40 (heroes, enemies, NPCs, and Pets) Maps: ~12 tile sets over 15 maps Unique weapons: Over 80, with over 80,000 total color combinations possible (be sure to grind for those rare white and gold weapons!) Unique armor pieces and accessories: 50 Animations per hero: Over 50 each Animations per enemy: On average about 10 Hand drawn / illustrated icons: Over 200 100’s of concept art pieces / illustrations Music tracks: Over 20 UI Scenes and Widgets: Over 250 Over 200 design documents Dozens of game features and systems, totalling over 90,832 lines of code and counting All with under 30 developers, in a newly formed studio, in less than a year. The amount of work and love put into this has been nothing less than incredible! And what better to celebrate this achievement with our community than with Early Access launching in a few hours? Oh! I know what’s better! How about a teaser? Click here to see what’s coming later to DD:A! We’ve already heard tons of feedback from our beta in November and have been working towards addressing the biggest concerns from our fans. If you missed this blog, give it a read for more information on our post beta survey. Much of that feedback will be represented in today’s build, and much will be rolled out in the coming months. Until then, we ask you to bear with us while we iron out some kinks. More specifically, but not exclusively, we’re currently working to improve upon these areas over the coming weeks and months, leading all the way up to our 1.0 launch: Performance optimizations 4P split screen support More polished gamepad controls Continuous UI aesthetic transformation & polish Hero progression updates Polishing up some epic boss battles Rolling out the higher difficulties Implementing our story elements via beautiful new in game cinematics Finishing up the Kickstarter and Pre-order rewards for 1.0 Anti Hacking measures The list goes on... Anyhoo, the time is NOW for hype! We need your help to spread the word today! Grab your friends, and join us online at 1PM ET for the Early Access launch of Dungeon Defenders: Awakened! Sincerely, Chromatic Games
  24. DEFENDERS! This is just a brief check-in to talk about preorders for Dungeon Defenders: Awakened. We’ve received a lot of support from a ton of you, and want to make sure we reward that where we possibly can. There’s two big things to go over, being preorder upgrade options for Kickstarter and BackerKit supporters, and preorder window coming to a close. Let’s get to it! Preorder Upgrades We’ve been working tirelessly with our shop partner to enable upgrades over the past few weeks. Without getting into the details, we unfortunately have not been able to get upgrades going, and don’t want to let people know very last minute that they can upgrade, if at all. Instead, we’re going to do the following. ANYONE that preordered through BackerKit or backed us on Kickstarter will receive the $60 Prestigious Edition bonuses shown on the preorder store, that are preorder exclusive. This includes: Forum Titles In-game Titles Digital Soundtrack, Strategy Guide, and Artbook Awakened Phoenix Pet Crystalline Skins Rift Skins At Chromatic, we want to do everything we can to reward all of our players who support us, as fairly as we can. We announced the ability to upgrade, and since we are not able to deliver, we are taking the high road and providing the bonuses to those who would have been able to upgrade for FREE. We chose these tiers because it’s equivalent to how much the retail price is for the game. This serves as a big THANK YOU to all of our supporters who joined us early on this adventure, and to help show that we’re focused on making a great game. Preorder Availability With Early Access coming on February 21st, we’re going to be closing our Preorder Store the same day. This is to ensure that all our sales for the PC version of Dungeon Defenders: Awakened goes through Steam. With the Preorder Store closing, the Preorder Bonuses will no longer be available for ALL platforms. If you want to grab the Preorder bonuses, you only have until February 21st. Kickstarter and BackerKit Changes Starting on February 21st, we will no longer be able to change the platforms that people have selected, as we need to make sure that orders are locked and ready to fire for when we release on each individual platform, ensuring that people receive their correct copies. What’s Next? We’ve got a Dev Stream that we’re going to have tomorrow, February 14th at 3:00 PM ET, where we answer questions that we’ve seen posted everywhere, answer questions that all of you have for us, and show some gameplay as well! Please join us, and potentially win a free Prestigious Edition of Dungeon Defenders: Awakened. That’s all for now, just a quick check-in. We’re hard at work to make sure that Early Access feels as great as possible, and cannot wait for you guys to tear it apart! Social Defenders To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled: Twitter Facebook Discord Twitch The entire team thanks you for your support. We’re working to make Chromatic Games a studio that is able to create games current and future Defenders are sure to enjoy, because our games are made for YOU! For Etheria! Chromatic Games
  25. DEFENDERS, Now that we’re a week out from our PAX return, we’re ready to share a lot of information about Dungeon Defenders: Awakened and what you can expect. There’s a lot to talk about, and based off the title of STEAM EARLY ACCESS, you probably already have a ton of questions. Let’s get into it! Steam Early Access Dungeon Defenders: Awakened is going to be available for Steam Early Access on February 21, 2020 (just in case you thought it was February 2021). This is something we’re incredibly excited for and hope that you are too! There’s a lot of reasoning that went into this, so we’re going to break it down because we want to be as transparent as possible to you, our GLORIOUS Defenders. We previously mentioned that we would be avoiding Early Access, but we feel this is the best route to deliver on our promise that we’re working very hard, while being able to also deliver something tangible to you by the extended deadline we provided. Our continued goal is to be as transparent as possible and have our fans tied to our development for years to come. Feedback We received A LOT of feedback. We put out a survey to our testers at the end of last year/early this year, and the turnout was insane. The thousands of results outlined what all of you thought about our game. In fact, for how rough the Beta was, we were ecstatic by the results: In total, it’s less than 10% of the most diehard hardcore Dungeon Defenders fans were not happy with the Beta. In terms of testing a game… that’s a home run! We knew that we were doing a lot of things good, but based on the feedback provided, we know we can do better than good and produce great work. The feedback outlined a lot of what people enjoyed about the game so far, and also some of the holes we had to fill. We went through and outlined everything we could make better based off the feedback from the survey, forums, and feedback provided through zendesk. It was a lot, and we’re not devs who shy away from a lot of hard work. Some of the feedback we’ve received made it into the PAX build and had an incredibly positive reception, showing that our approach to focusing on pushing from good to great is the best approach for not only us as a studio, but to all of our incredibly loyal community. Studio Work We’ve been working at a pretty high capacity to make sure things get out on time. We could have made a February launch for both PC and Nintendo Switch, but based on the feedback we received, it would have felt like 80~90% of the game you expected. This created a lot of internal conflict, because the people who work here at Chromatic are incredibly talented individuals who have done such a great job in such a short amount of time (we’re coming up on only 1 year of development), and we hold ourselves to a higher standard because 100% of what’s in the game is a reflection of our work. When we received the feedback, we knew that if we weren’t feeling the game was at 100%, then we couldn’t be dishonest and release it saying it was 100% ready. We want gameplay to feel polished and smooth, we want everything to look amazing and crisp, we want the systems to be seamless for people to use, and we want it to be a Dungeon Defenders game that our players are proud to support for years to come. Our goal is to be as transparent as possible, which leads us into what our Early Access schedule looks like. Why Early Access? Going into Early Access on Steam allows us to get where the game is at into the hands of our players on PC. By doing so, we’re able to iterate quickly, getting Dungeon Defenders: Awakened into that 100% state as soon as possible. We are still going to be honoring our Nintendo Switch exclusive deal with Nintendo, with our PlayStation 4 and Xbox One releases coming in Q3 2020. That said, this Early Access is not going to be like other games, or like Dungeon Defenders II. The Early Access period is going to be incredibly short, because we’re really spending this time to polish up the game and meet your expectations. Dungeon Defenders: Awakened is going to be fully released during Q2 on PC and Nintendo Switch. We want Early Access to be as short as possible so that we can get Dungeon Defenders: Awakened out to all of you as the best version of the game. A lot of the polish we’re doing is to systems and gameplay, those are a bit harder to show off or discuss, but they encompass enemies spawning, how much loot drops, what kind of loot drops, enemy difficulty, enemy AI, and more across the entirety of the game. One of the things we can show is the visual changes to some portions of our feedback. One thing that was shown off at PAX (and is still being iterated on) was the changes to the HUD: The feedback from the survey was overwhelmingly positive: That’s 4.5% that were dissatisfied, which when it comes to feedback, it's a slam dunk equivalent to (Space Jam spoiler alert) Michael Jordan slam dunking with his long arm at the end of Space Jam on the Monstars to score the two points needed to save the world: As a result, we’re going to continue to use this time to polish up UIs in a similar fashion to how the HUD was polished. We’re excited to get these updates out to you in Early Access, and will be continuing iteration through Early Access based on feedback. As we speak, the UI has received even more polish than what’s shown here. Another change that we made was to the Huntress and Monk. We had seen through written feedback that people were not happy with their visuals, so we made some changes and presented them in the survey. People were happy with the direction we were going, but weren’t sold all the way. Something we weren’t able to get in the PAX build was our next iteration on the Huntress and Monk: You can see the progression we made over time, the first being the version we released into Beta, the second being a first pass presented in the survey, and the last being an updated version based on the feedback we got. These images felt to us a lot closer to Dungeon Defenders, while bringing them graphically up to 2020. We’re going to continue to get feedback on these as well, but we’re really happy with where they are at currently. Roadmap Releasing into Early Access isn’t only going to be setting the game live in its early state and then providing the finished product months later. Instead, we’re going to be updating it over time, adding in features as they become polished and in a state we’re happy with. Thus, THE ROADMAP IS BORN! As a studio, this is what we are sticking to as a studio. Should anything change, we are going to make sure that we keep all of you updated as soon as possible. We want this road map to serve as a look into where our focus is and as a promise for what we’ll deliver. Beta Closing We’ve already implemented a ton of Beta feedback and are currently working through more. As a result, we’re going to be bringing the Beta to an end on Sunday, February 2nd at 11:59PM. We were very happy with the amount of people that we got in and the amount of feedback provided. If you had fun in the Beta, it’s only the surface of what’s in store for you on Early Access and our full release! Early Access is less than a month away. What’s Next? We’re going to keep working. As shown in the Roadmap, we’ve got some ground to cover still. We want to keep updates coming and to further enhance our transparency and direct communication with our community. After Early Access launches, we plan on having updates showcasing the work that has been done, introducing you to members of the team, and giving you a look at the work it took to make Dungeon Defenders: Awakened. Chromatic Weekend Wind Down, Dev Streams, and more are going to be coming as we continue development. We’re very excited for everything coming out and are excited that all of you are along for the ride! Social Defenders To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled: Twitter Facebook Discord Twitch The entire team thanks you for your support. We’re working to make Chromatic Games a studio that is able to create games current and future that our Defenders are sure to enjoy, because our games are made for YOU! For Etheria! Chromatic Games
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