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[CG] HiggsBosonic

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  1. Defenders,We are deploying another small hotfix patch to address some of the issues that have surfaced recently. If you are experiencing bugs or have any feedback please post to our discord in the appropriate channels. BUGFIXES EV Blockade will now properly show Rift Armor. When you transition in a game as a client with heroes on non-default transmog loadouts their transmog loadout selection is reset to default. Fixed a crash related to goblin copters. Fixed a focus issue in the inventory when you select an equipped item. Fix for fast projectiles not having impacts on clients and fix for certain projectiles being able to sail off into infinity forever. Fixed an issue when creating a game session with gamepad if the current focus is the wave selection slider you have to press A (gamepad button down) twice to finish the session creation. Fixed an issue when swapping from a transmog loadout to the Default loadout, weapon color doesn't update. Fixed an issue that allowed you to have multiple Fusion Towers on the same hero. Defenses now rebind to players who leave and rejoin the same multiplayer session. Goblin Mech boss no longer stops partway down lane. Changes: UI Updated context bar to use the updated tooltip context bar Updated context menu styling Added a holiday surprise that will show up in the game soon :) 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. Check out the news post here Big thanks to the team behind Redux and Ice for getting this thing live on steam! Cheers, Higgs
  3. Defenders, We have some exciting news for DD1 fans! Ice has worked with the team behind DD1 Redux and found a way for CG to provide official branch support here on steam for the overhauled version of DD1. What’s DD1 Redux? Check out the summary, the story and the massive change log below. Shoutout to all of the fans who worked on this project, we are proud to support their work and provide a new opportunity for veterans of DD1 and newcomers alike! What is Redux? Redux is a re-imagining of what is possible using the base form of Dungeon Defenders with no limits. The CDT updates were limited in balance changes, map changes, and types of additions. However without these limitations Redux could be designed differently. This time design is heavily influenced by player feedback from all aspects, resulting in an experience that may feel better for the player overall.New features are far more extravagant than anything could ever have been done before, still maintaining the soul of how people enjoy the game most. Redux is filled with new content in the form of new maps, game modes, difficulties, quality of life changes, and other systemic overhauls. Back Story from IHDC This project began before my CDT endeavor and the original idea was to make a different version of DD1 that I wanted to play. Ever since the official updates for the game (content-wise) have ceased I decided to pick up this project again. Picked it up again I did and every week Redux continually got more and more ambitious as more & more changes were added. I did all of this out of love for the community because I was afraid to see the game die. Lastly, I want to give my full thanks to CG, the Redux community, and especially Ice for giving us this once in a lifetime opportunity. Instructions: Right-click Dungeon Defenders - PropertiesClick the BETAS tabClick the drop-down and select DD1 Redux OfficialIf you do not see DD1 Redux Official listing please restart Steam Save Handling: Ranked: When you first connect to Ranked on Redux you will get a 1 time only automatic copy from Ranked to Redux Ranked. There is no method of Ranked to trigger this copy a second time. There is no method to transfer anything save related from Redux Ranked to the original Ranked save. Local: Your save will automatically copy from DunDefHeroes.dun to DunDefHeroes.dun.rdx and be your new save location. Attempting to copy from redux back to normal will likely cause data loss, missing items, broken stats and isn’t recommended. Future Updates: Currently there is no specific date on a future update for Redux but there are plans to have them in the future as the Redux team needs and wants to add additions. FAQ: Q: Will redux ever replace the current live version of DD1. A: No. Due to the drastic changes and the original state of what DD1 is today the game is considered complete and in a stable state. Q: How can I have both versions side by side? A: After downloading Redux you can navigate to the installation location on Steam (C:Program Files (x86)SteamsteamappscommonDungeon Defenders) and copy this entire folder to a new location. Then switch back the beta branch to NONE - Opt out of all beta programs. Create a shortcut to the bigger exe file DunDefGame.exe in both folders and name them accordingly to which version you wish to launch. Credits: IHDC – CreatorMischief – Content creator & Master MindGigazelle - Art & Game directionMoose (Your friendly antler horse) - Q/A & Game directionKamil "Escev" - Q/A, Balance , Maths , & Game directionLolzcoolcat - Q/A , Balance , & Game directionThe Wild Emu - ArtRedux Testers - Q/A , & BalanceNow, onto the massive changelog and details of the work that went into this DD1 overhaul. Changelog Towers Tower Upgrading Changes: Health/Damage Multiplier Before After 1: 1.1 1: 1.2 2: 1.2 2: 1.4 3: 1.3 3: 1.6 4: 1.4 4: 1.8 5: 1.5 5: 2.0*LT, DST and Buff Beams not included Apprentice Magic Missile: Increase Projectile Speed Magic Blockade: Increased Health Scaling Fireball Tower: Increase Projectile Speed New Tower! SnowBall Tower: Throws an AOE Snowball that damages and slows enemies. Squire Spike Blockade: Increased Health Scaling, Aggro Generation, and Damage Scaling Bouncer Blockade: Increased Health Scaling and Damage Scaling Harpoon Turret: Increase Projectile Speed Bowling Ball: Increase Projectile Speed Slice N Dice: Increased Health Scaling, Damage Scaling and added Suction Mechanic New Tower! Mortar Tower: Shoots a bomb that deals AOE damage. Huntress Proximity Mine: Increased Damage Scaling Inferno Trap: Increased Damage Scaling Ethereal Spike Trap: Increase Damage Scaling and Rate Scaling New Tower! Oil Trap: Damages enemies and applies a debuff for a limited amount of time-based on the tower health stat that makes them take increased fire damage. Series Ev Proton Beam: Increased Damage Scaling Physical Beam: Increased Health Scaling Shock Beam: Increased Damage Scaling New Tower! SAM Unit: Fires a heat-seeking fire damage missile that explodes on impact. Barbarian New Tower! Damage Totem: Increases damage of nearby heroes (Scales off hero damage, radius scales off lightning stance) New Tower! Speed Totem: Added New Tower That Increases Speed of all heroes on the map. Multiplier scales with Tornado Stance. Summoner New Tower! Spider Queen: New Minion unit that can fire a range web attack and melee mobs also takes 10% reduced damage. Heroes Apprentice Overcharge: Increases damage and hero speed in addition to castrate, costs more mana Mana Bomb: Cooldown lowered to match Purity bomb cooldown Hero Damage Scaling: Matched Jester Hero damage scaling Fire Bomb: A fireball projectile that slowly travels to the aimed direction and explodes (Scales off Hero damage) Squire/Countess Bloodrage/Call to Arms: Reduced mana cost Joust: Added higher weapon damage scaling. Added fire trail (Scales off Hero damage) Blade Vortex Ability: Drops a set of Spinning blades that lasts for 10 seconds (Scales off Hero damage) Huntress/Ranger Invisibility: Now also grants movement speed increase Dark Shot: New Ability that makes enemies (and bosses) take up to 40% more damage (Scales off Hero damage) Monk/Initiate Fire Aura: an AOE effect around the monk that deals fire damage to any mob inside it (Scales off Hero damage) Remote defense boost: no longer requires the creator hero Series Ev Holographic Decoy: Increased damage, aggro radius now can be dropped while flying Electric Bomb: A grenade-like projectile that bounces around before exploding (Scales off Hero damage) Barbarian Lightning Stance: Now adds additional lightning damage to each attack based on your lightning stance stat up to 50% of the attack’s damage for melee and 35% for hawk stance. It also shoots a ranged lightning bolt in the direction you aim. Siphon Stance: Reduced resistance debuff Turtle Stance: Reduced mana cost Battle Leap: Added improved weapon damage scaling Battle Pound: Added improved weapon damage scaling Jester Confetti Cannon: New short-ranged burst shotgun ability (Scales off Hero damage) Wheel Of Fortuna: Change Damage all to only affect enemies once Summoner Summon kobold: New Ability that spawns a kobold suicide bomber dealing damage on explosion (Scales off Hero damage) Pet Boost: For the ability duration it increases self pet damage by 25% - 450% and caps at around 6.6k hero damage. It also increases the pet attack rate by 25% - 250% and caps at around 7.1k hero damage Skins Added 4 new skins for the original 4 heroes on the Ascension Crystalline Dimension completion. They have the same bonuses and drawbacks as the Super Legendary skins New Crystalline Ninja Monk skin: ??? Pirate Barbarian from Halloween Spooktacular 3. They have the same bonuses and drawbacks as the Tavern Keeper Barbarian New Maps & Rewards Halloween Spooktacular 3: New boss fight. Rewards: Pumpkin hat accessory. Vampiric Bone Sword, Vampiric Bone Spiker, Vampiric Grim Reaper, Pumpkinator 2000. All of these weapons apply lifesteal based on the weapon’s base damage stat. Eye of Devastation from Wave 30. Winter Wonderland 2: New boss fight, a new nutcracker mob that ignores gas traps. Rewards: Candy Cane, Winter’s Flame, Foam Sword. Nutcracker hat accessory. Ice Cube from Wave 30. Spooky Invasion Challenge: Pirate Invasion, but spooky. Rewards: Pumpkin hat accessory. Vampiric Bone Sword, Vampiric Bone Spiker, Vampiric Grim Reaper, Pumpkinator 2000. All of these weapons apply lifesteal based on the weapon’s base damage stat. Returnia Assault Pack: Assault missions on Mistymire, Moraggo, Aquanos, and Sky City. Completing all four in a row on Ascension yields bonus rewards. Return To Crystalline Dimension: Assault mission on the first four sections of Crystalline Dimension New rewards: 4 void shards and the Crystalline Dimension Set of weapons Town In The Cliffs: New Boss Fight. Rewards: Upgrader Djinnlet from Wave 35. Magic Sword(monk) and Spartan’s Sword from the campaign. Spartan’s Sword has a special effect called Spartan’s Rage which gives it a 5% chance per swing to deal 25% increased damage for the next 5 seconds. Magic Sword shoots a homing sword at the enemy you aim at. Crystal Cave: A crystalline cave. 1 core. 4 Crystalline heroes to fight as bosses. Rewards: Eternian Sword, Spear, Staff, Energy Cannon and Divine Shards Crystalline Griffon on wave 25 Crystal Pet Rock wave 35 No Towers Allowed: Crystal Cave: DPS only for the waves with a Kraken boss Great Turkey Defense Challenge: Defend the Turkeys! Rewards: Pet Turkey. Turkey accessories + new turkey bracers. Wandering Heart: New Crystal Escort Map Rewards: Spear, Sword, Bow, and Staff of Hearts. The Spear and Sword’s melee attacks have a 50% chance to charm enemies to fight for you for 10 seconds. Charmed enemies take 2x damage but deal 25x damage. The Staff’s right-click heals all nearby players for 100% of the damage that attack would deal. Halloween Assault Pack: Assault missions Halloween Ramparts: Rewards: Buffed Halloween Spooktacular weapons. Halloween Endless Spires: Rewards: Halloween accessories Halloween Shipwreck Ruins: Rewards: Vampiric Bone Sword, Vampiric Bone Spiker, Vampiric Grim Reaper, Pumpkinator 2000. All of these weapons apply lifesteal based on the weapon’s base damage stat. Completing all three in a row on Ascension yields a bonus reward. Updated Maps & Rewards Palantir: New boss fight on Ascension, new rewards: Ice Pick, Ice Rifle, and Staff of Ice Emerald City: New green accessory set based on the Crystalline Dimension set. Set bonus of orbiting emerald shards. Tavern Defense: New accessory set with the Party Hat and Party Horn (new). Party Hat rolls buffed on Nightmare. Alchemical Laboratory: New Pet Mini Demon Lord found on Wave 35 (Ascension Only) The Throne Room: New Pet Mini Goblin Mech found on Wave 35 (Ascension Only) The Summit: New Pet Mini Ancient Dragon found on Wave 35 (Ascension Only) Aquanos: New rewards: Shield of Atlantis and Sea Snail found on Wave 30 ( Nightmare ) Wave 35 ( Ascension ) Sky City: New rewards: Pressurized Cog Shield and AirPlane found on Wave 30 ( Nightmare ) Wave 35 ( Ascension ) Great Turkey Hunt: New Pet Turkey. Buffed existing turkey accessories and added new turkey bracers. Greater Turkey Hunt: New Pet Turkey found on map completion Lab Assault: EVs now show on the map. Ascension Only: EVs will now teleport back up if they fall off the map. Pets and abilities can now be used. Can now drop every accessory in the game. Temple of Polybius: New rewards: These pets buff towers the same as a guardian would, but up to 6 targets instead. They are called Speedy Polybius (rate buff), Destruction Polybius (damage buff), Expansive Polybius (range buff), and Defensive Polybius (resistance buff). Ascension Guarantees 2 Divine Shards on non Hardcore and 4 for Hardcore Sky o’ Love and Temple o’ Love: New rewards: Spear, Sword, Bow, and Staff of Hearts. The Spear and Sword’s melee attacks have a 50% chance to charm enemies to fight for you for 10 seconds. Charmed enemies take 2x damage but deal 25x damage. The Staff’s right-click heals all nearby players for 100% of the damage that attack would deal. Temple Of Water: New rewards: Trident found on map completion Crystalline Resurgence 1-4: New rewards: 1 Void Shard on nightmare 2 on Ascension Crystalline Demsnsion: New Rewards: 4 Void Shards on Ascension 8 Void Shards on Ascension Hardcore Ascension Difficulty Original Campaign was balanced towards current nightmare endgame Shards Maps have been balanced to match the difficulty of Lost Quests maps on Ascension All mobs and bosses have had massive heath damage and speed buffs on Ascension New Enemy - Cyclops Shoots a ball of poison at a target that spawns an AOE poison damage cloud that deals damage over time Loot All pre-Lost Quests map rewards have received huge buffs to make them more viable in end game content All Lost Quests map rewards had their go-negative stat reduced by 50%. This should result in massively increased ult rates Survival All original campaign have infested loot quality All other maps have a new higher loot quality *moonbase is set to Kings game quality All survival pets now roll higher on ascension Tavern Keeper Shop Shop items will roll comparable to nightmare random rewards at their highest quality. Divine Shards can be purchased in the shop New Qualities Divine: Divine armor gives you a 2.5% passive healing bonus and a 0.25% passive tower healing bonus every 5 seconds / 2.5% health bonus to traps and auras. This bonus is set to 15% instead of a full set of Divine armor. They spawn with higher stats, upgrades, and a set bonus of 1.5x instead of the 1.4x of Ultimate-Ult++. Divine Shards: New coal-like currency drops from the end of map rewards and tavern shop Void: Void armor gives you a 2.5% hero damage bonus and a 2.5% tower range bonus. This bonus is set to 15% instead of a full set of Void armor. They spawn with higher stats, upgrades, and a set bonus of 1.5x instead of the 1.4x of Ultimate-Ult++. Only armor and the items from the Void Forge can be Void quality. Void Shards: A new coal-like currency that is rewarded on Crystalline Resurgence maps, Crystal Cave (50/50 for Divine or Void Shards), and Crystalline Dimension. Ruthless Massively Reduced mob count Increased Enemy Difficulty Decreased Enemy movement speed Lower mob spawn rate Increased Loot multiplier 10% points higher then hardcore Tavern Void Forge: The Void Forge takes Void Shards to craft them into a Void Spear, Void Bow, Void Sword, or Void Staff. The “Feeling Lucky?” button allows you to get one of these 4 at random with higher quality. What could “???” be!? Divine Forge: The Divine Forge takes one Divine Shard and crafts it into 10 armor pieces of high quality. On average at least one of these will be Ultimate or higher quality. Tavern Changer: You can now change your tavern themes to any of the previous 13 Taverns! Check it out in the Options menu in-game to see them for yourself. Diamond Forge Update: Added the ability to exchange Coal for mana 1 coal for 10 Billion Mana Small Coal for 2 Billion Mana True Boss Rush Menu: Added new UI. Allows you to choose checkpoints and trade XP orbs for mana. 1 XP orb for 100 Billion Mana Integrated Emulator Controls - F2 = Player 1 - F3 = Player 2 - F4 = Player 3 - F5 = Player 4 - F6 = Quick add Alts - F7 = Remove all Alts - F8 = Toggle Active Split Screens This hides the screens of your split-screen characters without removing them. Pure Strategy Players are now capable of all normal actions in Pure Strategy, including attacking and being attacked by enemies Enemies no longer ignore/pass through players in Pure Strategy Hardcore and Iron Man may now be selected while playing Pure Strategy Enemy amounts and strength in Pure Strategy should now mirror Survival mode on all maps All chests in Pure strategy now give 2020 man on the first wave, regardless of starting wave number Upon starting the first Combat Phase in Pure Strategy, Defense Units and Minion Units will be reduced to 0 and remain there for the entire map Pure Strategy Rewards now match Mix Mode loot + bonus New Mobs Cyclops: A new Mini-Boss mob on all Ascension maps that Shoots a ball of poison at a target that spawns an AOE poison damage cloud that deals damage over time Nut Cracker: New Mob only found on Winter Wonderland 2 this mob ignores gas traps and explodes on death Loot Goblin: Found on Mix Mode only. Drops a high number of items. Can drop Ascension version blade of the North, Snowball Launcher, North Pole, and Spear of Light QOL Re-Roll System: Added a new feature that allows an Ultimate++/Divine/Void Armor reroll for the price of a Void Shard, beware, every reroll has 40% to curse the item instead. Inventory Sorting: Added a new feature to the item box that sorts the items based on their quality Armor visual update: Updated Visuals of every armor model in the game Graphic settings: Added 1440p option to the resolution list, added the ability to change graphics quality in-game, added the ability to remove the outline effect, extended the FOV range and added the ability to uncap fps. Item Effect Screen: Added a window that displays additional, previously hidden, item properties ( like movement speed, etc.) Boss Timer Skip: Added a new keybind ( n ) to skip incoming boss timers Item Recovery: Added item recovery to most maps that did not have it Auto Censor: Changes last digit of an Ultimate++/Divine/Void item stats to “x” when viewing an item. Ascended Defender: New Achievement Complete all maps + challenges Deeper Well - Glitterhelm Caverns unlocks 1000 inventory slots Damage Number Size Slider: You can change it from anywhere between 100% to 300%, the default in the live game is 200%. Social Defenders To get reliable updates on the Dungeon Defenders Universe make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums For Etheria!Chromatic Games
  4. Defenders,We are deploying another small hotfix patch to address some of the issues that have come up since we pushed 1.2 live. If you are experiencing bugs or have any feedback please post to our discord in the appropriate channels. BUGFIXES When enabling “Always Include Fusion”, it would never pick up normal items again despite settings. Fixed a crash that was caused by tower stats not functioning properly. Fixed an issue with the Crystalline effect on various costumes and cosmetics. Fixed an issue where a tooltip could get stuck to the HUD. Fixed an issue where clients were unable to see the VFX of auras. Fixed an issue where tower deaths were not being tracked properly on the player or tower stats. Changes: UI Can now swap heroes with shortcuts and open the hero deck in the Transmog UI Added gamepad support for Damage filter options in settings UI Optimizations Reduced some projectile redundancies and updated logic. Epilepsy Concern: Community Reported Issue Removed screen flashing too frequently 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. Defenders,We are deploying a small hotfix patch to address some of the issues that have come up since we pushed 1.2 live. If you are experiencing bugs or have any feedback please post to our discord in the appropriate channels. BUGFIXES Updated the icons for defenses to no longer show ability cooldown. Fixed an issue where Goblincopters would not fall when defeated. Fixed an issue where weapons were not displaying their default visuals with default selected. Fixed an issue where the base polearm was applying the Fire VFX to polearms improperly. Fixed an issue where swords elemental attunement wasn't set to default. Fixed a crash when a player was rejoining a session. Fixed an issue with mana replication working improperly. Fixed an issue where text chat alignment was not working properly. Fixed Promenade vortex VFX visuals. Fixed an issue where after you apply a change to a loadout the “Apply” button and “Undo” arrows stay activated like there are still outstanding changes. Fixed an issue where color sliders persisted when you went from an item with color sliders to a costume that doesn't. Fixed an issue in transmog, when selecting a piece (leaving it alone or modifying the colors) and hitting escape returns the focus to default appearance. Changes: UI Added Pending Changes dialog when you exit and/or open loadouts in the transmog UI. Updated visual styling and text for upgrade/repair status on tooltip to provide better feedback. Removed camera toggle from HUD due to the action always being there (and listed in inputs). Changed button styling. 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
  6. DEFENDERS,We’ve been hard at work on great things here at Chromatic Games, and it’s time to let one of those things spread its wings and fly. Update 1.2 is now live and ready for you to hop right into! An insane amount of bug fixes, Rifted maps, Rifted enemies, new weapons, new gear, new accessories, transmog, and more are coming your way. Let’s cut the intro and get into it, there’s A LOT! Update 1.2 - Enter the Rift We’re going to be splitting this update into two parts to make sure everything we add is in the best state possible. The first part of this update includes additional gameplay, features, rewards, and bug fixes; the second part includes additional features and Kickstarter rewards. The goal with Update 1.2 is to put a bow on what we consider the baseline DD:A experience before we move onto major content updates, with 1.2 serving as the foundation for us to build something wonderful! Rifted Maps Throughout Campaign and Survival you are now able to activate the Rifted toggle before joining a map, similar to Hardcore. This tears open the portal and provides access to Rifted enemies. Rifted Maps serve to evolve the challenge and experience of DD:A, providing players something new to take on, regardless of their experience with Dungeon Defenders. Rifted Enemies The total number of enemies is reduced by 50%, but a portion of the remaining enemies become distorted from the Rift, granting them increased strength and mechanics. For starters, all Rifted enemies have increased health and deal increased damage. Oh, and also they have additional mechanics. You know, not a big deal, probably not anything worth mentioning. OH WAIT, VERY BIG DEAL! Here’s what they do: Goblins are larger, potentially absorbing hits for other enemies. Dark Elf Archers shoot homing arrows that chase down their targets. Dark Elf Mages have an increased healing radius, and summon skeletons that EXPLODE on death. Dark Elf Warriors are invisible to non-Fusion towers and drain mana on hit. Kobolds have an increased explosion radius. Orcs are tankier and take reduced damage. Ogres, oh no, Rifted ogres snot ball ensnares. Also the first snot ball isn’t a snot ball, but is a Rifted kobold. Also they deal increased damage to towers. Why did we make them so strong?! Spiders can no longer shoot webs, but they jump all over the place now. They also apply a web on melee hit that acts like normal webs with an added damage over time effect. Sharkens enrage when their charge is interrupted, increasing their damage and movement speed while becoming IMMUNE to crowd control effects. Djinn’s apply an Onyx buff to enemies, a much stronger gold buff. They also take less time to destroy towers, with an increased range, and decreased cooldown to do so. Goblin Copters are truly a terror from above, dropping Rifted ogres, have an increased missile and crashing explosion radius. The Siren is already a Rifted enemy. Surprise! There’s a ton of new mechanics to master, but what fun is a new challenge without new rewards? Onwards we go! Rifted Rewards Fusion Gear Fusion gear is a new type of item that is only available on Rifted maps. There are two types of Fusion gear, weapons and armor. Fusion Weapons These are special weapons that have a chance to drop on all Rifted maps. Rifted weapons are like normal weapons, except that they deal greatly increased damage to Rifted enemies! While they have a chance to drop on all maps, Rifted map bosses also drop Fusion versions of their weapons, providing the ability to target farm powerful weapons! Fusion Armor This new type of armor provides a ton of power to defend against the Rifted ruffians that are running your way! Not only does Fusion armor give you 5% Rifted Armor, causing you to take less damage from Rifted enemies, but if you combine an entire set you gain a Fusion set bonus. Depending on the set, the Fusion bonus converts a specific tower into a Fusion tower! This causes your tower to deal greatly increased damage to Rifted enemies, take reduced damage from them, and also negate their Rifted abilities (i.e. they now see Dark Elf Warriors)!There are five Fusion sets total for you to search out to take on the Rifted foes that approach you! Ancient Set: Apply Fusion affinity to your Hero’s first tower. Guard Set: Apply Fusion affinity to your Hero’s second tower. Militia Set: Apply Fusion affinity to your Hero’s third tower. Miner Set: Apply Fusion affinity to your Hero’s fourth tower. Primitive Set: Apply Fusion affinity to your Hero’s fifth tower. What does each of the sets do to each of the towers? They retain their base mechanics, affect and target Rifted enemies that they may have not been able to previously affect or target, as well as gain increased strength and functionality. That’d be a lot to type. Sorry, that’s going to be a lot to type. Here you go! Apprentice Magic Missile Tower Damage increased by 100% against Rifted enemies. Magic Blockade Armor increased by 30% against Rifted enemies. Fireball Tower Damage increased by 100% against Rifted enemies. Lightning Tower Damage increased by 100% against Rifted enemies. Deadly Striker Tower Damage increased by 100% against Rifted enemies. Huntress Explosive Trap Damage increased by 100% against Rifted enemies. Gas Trap Causes Fusion to do 10% more damage to affected Rifted enemies. This effect stacks with other similar effects. Inferno Trap Damage increased by 100% against Rifted enemies. Darkness Trap Causes Fusion to do 10% more damage to affected Rifted enemies. This effect stacks with other similar effects. Spike Trap Damage increased by 100% against Rifted enemies. Monk Ensnare Aura Causes Fusion to do 10% more damage to affected Rifted enemies. This effect stacks with other similar effects. Lightning Aura Damage increased by 100% against Rifted enemies. Healing Aura Increases heroes armor against Rifted enemies by 50%. Strength Drain Aura Causes Fusion to do 10% more damage to affected Rifted enemies. This effect stacks with other similar effects. Enrage Aura Increases chance to enrage by 5% against Rifted enemies. Series EV-A Proton Beam Damage increased by 100% against Rifted enemies. Blocked Field Armor increased by 30% against Rifted enemies. Reflect Field Damage increased by 100% against Rifted enemies. Shock Beam Damage increased by 100% against Rifted enemies. Increased stun effect by 50% against Rifted enemies. Overclock Beam Gives towers that are buffed 50% armor against Rifted enemies. Squire Spiked Blockade Armor increased by 30% against Rifted enemies. Damage increased by 100% against Rifted enemies. Ballista Damage increased by 100% against Rifted enemies. Bouncer Blockade Armor increased by 30% against Rifted enemies. Damage increased 100% against Rifted enemies. Bowling Ball Tower Damage increased by 100% against Rifted enemies. Slice and Dice Tower Armor increased by 30% against Rifted enemies. Damage increased 100% against Rifted enemies. Oh my goodness! That’s a lot of power! Fusion gear locations! Where!? Where do they drop!? We’ll never tell, except for in the list down below, but outside of that good luck: Fusion Ancient Set Helmet Tornado Highlands Wave 25 Ramparts Wave 25 Throne Room Wave 25 Any Act II Campaign Map Wave 5 Chest Arcane Library Wave 15 Arcane Library Wave 25 Any Act III Campaign Map Wave 5 Gloves Deeper Well Wave 15 Deeper Well Wave 25 Any Act I Campaign Map Wave 5 Boots Tornado Valley Wave 15 Tornado Valley Wave 25 Any Act II Campaign Map Wave 5 Fusion Guard Set Helmet Promenade Wave 25 The Summit Wave 25 Glitterhelm Wave 25 Any Act III Campaign Map Wave 5 Chest Royal Gardens Wave 15 Royal Gardens Wave 25 Any Act III Campaign Map Wave 5 Gloves Ancient Mines Wave 15 Ancient Mines Wave 25 Any Act I Campaign Map Wave 5 Boots Tornado Highlands Wave 15 Tornado Highlands Wave 25 Any Act II Campaign Map Wave 5 Fusion Militia Set Helmet Alchemical Labs Wave 25 Magus Quarters Wave 25 Tornado Valley Wave 25 Any Act I or Act II Campaign Map Wave 5 Chest Promenade Wave 15 Promenade Wave 25 Any Act III Campaign Map Wave 5 Gloves Lava Mines Wave 15 Lava Mines Wave 25 Any Act I Campaign Map Wave 5 Boots Ramparts Wave 15 Ramparts Wave 25 Any Act II Campaign Map Wave 5 Fusion Miner Set Helmet Endless Spires Wave 25 Arcane Library Wave 25 Royal Gardens Wave 25 Any Act II or Act III Campaign Map Wave 5 Chest The Summit Wave 15 The Summit Wave 25 Any Act III Campaign Map Wave 5 Gloves Alchemical Labs Wave 15 Alchemical Labs Wave 25 Any Act I Campaign Map Wave 5 Boots Throne Room Wave 15 Throne Room Wave 25 Any Act II Campaign Map Wave 5 Fusion Primitive Set Helmet Deeper Well Wave 25 Ancient Mines Wave 25 Lava Mines Wave 25 Any Act I Campaign Map Wave 5 Chest Glitterhelm Wave 15 Glitterhelm Wave 25 Any Act III Campaign Map Wave 5 Gloves Magus Quarters Wave 15 Magus Quarters Wave 25 Any Act I Campaign Map Wave 5 Boots Endless Spires Wave 15 Endless Spires Wave 25 Any Act II Campaign Map Wave 5 We also wanted to provide something for players to target farm alongside Fusion Weapons. Specific Fusion armor pieces drop from Wave 5 campaign and Waves 15 & 25 in Survival, allowing you to focus farm which sets you want to use!Fusion armor set bonuses are channeled only to heroes that are actively equipped to your hero deck, providing you the ability to use up to four Fusion towers at any given time. This means currently in multiplayer you can have up to SIXTEEN Fusion towers to absolutely decimate your foes. Don’t fret though, the mode is not balanced around that extreme. Maybe there are ways to overcome this in the future… Increased Drop Quality One of the points of feedback that we’ve received from players is a faster track to earn the best gear in the game across all difficulties. Rifted has an increased floor of loot quality, meaning your chances of getting better gear is increased on Rifted maps. Higher risk, higher reward! Rifted Exclusive Accessories By completing Rifted maps, you have the chance to obtain new masks and accessories! They drop with difficulty equivalent stats and are a cool way to show off your prowess and luck to other Defenders! There’s over 20 new pieces to hunt down, best of luck! What’s the point? In Dungeon Defenders Awakened we’ve got multiple types of players. There are Defenders who enjoy the traditional Dungeon Defenders experience, want to spend tons of time farming for that perfect drop, and like to set up an intricate grid of defenses that they can set and forget. Then there are Defenders who want an additional challenge, want better loot faster, and want somewhat shorter play sessions. With every one of our updates, the first group will get what they want, but for the second group, Rift Mode is our chance to provide an increased challenge that evolves as we develop the game.This isn’t a one-and-done feature either. It’s a Rift, and as we progress further and further into DDA with our major updates, the Rift continues to tear open more and more, introducing new mechanics and challenges for players to overcome. Every new enemy added to the game will have a Rift version as well, diversifying the gameplay and introducing a new obstacle to overcome.Really it’s just a mode to provide a reward that decimates the Siren. Everything else is just extra. And to introduce sweet new accessories. Why does that matter? One word — Transmog! Transmog Defenders want ways to customize their characters in fun and unique ways. You get a lot of cool looking gear during your journeys, but sometimes the gear with the best stats isn’t visually your cup of tea. But what’s a Defender to do, look like an epic noodle but hit like a wet one, or look like a peasant but decimate their foes with the power of legends? With Transmog, you can look how you want while wearing your best gear. Go for that insane over the top neon colored Goblin with the pulsing Rift weapons, or go for a more understated look to catch your enemies offguard with your insane strength.(Yes, you can change the Squire’s boxer colors now, something science said was impossible!)Here’s all the stuff you can do with Transmog by visiting the Blacksmith in the Tavern: Replace your weapon with the visual of any equivalent weapon type that you’ve collected after Update 1.2. Replace your Mask, Bracers, Brooches, and Shields with the visual of any equivalent accessory type that you’ve collected after Update 1.2. Change the hue, saturation, and brightness of the above, as well as your heroes. Oh, and we added even more colorization options to the heroes default costumes. Save specific cosmetic loadouts that you can change on the fly. It’s all about options! In order to have a piece show up, you must have an accessory already equipped to your hero. Meaning if you want a giant corgi head to show up, you must have a mask equipped to your hero for it to visually appear. This is a new system, so we’re expecting a lot of kinks to work out. We appreciate any feedback on the system, and have tons of continued work to polish, but if you run into problems or bugs, please let us know! As we add more gear to the game, it’s usage is instantly multiplied with this system, making the items you acquire provide even more usage! Tavern Changes With our game constantly growing, we’re adding some additional functionality to every Defenders home-sweet-home! Difficulty Button We’ve added a couple things to the Tavern with this update. First is the Tavern Difficulty Adjuster Button (PUSH AT YOUR OWN RISK). This changes the Tavern from a normal map, to Nightmare version, or Massacre version that applies different scaling to your defenses that you would find in maps of whatever difficulty you have selected. Rifted Target Dummy Somehow this thing got Rifted. While it doesn’t drop any loot, it does take increased damage from Fusion damage. Test your DPS to your heart’s content!Now you may be asking yourself, all of this sounds good and wonderful, but where in the heck do you get that giant corgi helmet? Limited Login Event Rewards! Download Update 1.2 and play Dungeon Defenders from now until December 14th at 7 pm EST to receive the Corgi Cover cosmetic mask AND the Shadow EV skin FOR FREE! These are available for a limited time, so make sure to get them now while you can.With that out of the way, let’s get into the months and months and months of general changes to the game, as well as a ton of the bug fixes included in Update 1.2! CPU and Networking Performance Optimization! With all the hard work we have put into getting consoles out to y’all we have picked up some nice PC performance gains along the way. With this patch we have brought in our CPU and Network optimizations from the console work. We nativized a lot of blueprint’s in UE4, this is a process of transferring a blueprint into native C++ code. Nativization can be tricky at times, but for the consoles it was necessary to go back and revisit some of our older work in order to increase performance. Depending on your system, number of players in your game, and what mode you’re playing your frame rate may now even be double what it was beforehand! CPU goes vroooom, Network goes yeeeee Offline Mode We have added support for offline mode, you can find this on the main menu after launching the game. In offline mode you will only be able to use a local save, that will never upload to the cloud until you play online mode again. Offline mode will use a local save that you have when you enter for the first time. This means you can take your online profile offline, progress the game and when you enter online mode again you can choose to take your offline save to upload progress to online mode. When entering online mode again, be sure to select the proper save! Take DD:A on the road! General Changes Miscellaneous Ready Up Hosts are now able to force ready up by holding Ctrl + G. Hero Scene Removed various environment objects from inventory and character creation to better display transmog customization colors, and reduce background noise. Damage Numbers Added a number of options to Damage Numbers to have greater control over what is displayed Yes, the filter UI will get an art pass soon :) Maps Added 15-20 seconds to build timers for all maps and difficulties. Heroes Auras If an aura overlaps, enemies are only affected by the aura they came in contact with first. This was to fix a long standing exploit wherein players would unequip gear, build auras next to one another, then re-equip gear to have overlapped death zones. Apprentice Towers Magic Missile Tower Increased Defense Power scaling by 18% in Massacre. Flameburst Tower Increased Defense Power scaling by 18% in Massacre. Lightning Tower Now scales from bonus attack rate. Increased Defense Power scaling by 18% in Massacre. Huntress Towers Explosive Trap Decreased Defense Power scaling by 8% in Massacre. Poison Gas Trap Decreased the Effect Duration Scaling by 50%. Inferno Trap Decreased Defense Power scaling by 8% in Massacre. Thunder Spike Trap Decreased Defense Power scaling by 8% in Massacre. Series EV-A Towers Reflect Field Now displays 1:1 total hits it can reflect instead of arbitrary HP values. Squire Abilities Secondary Attack: Block Block no longer can be held indefinitely. Now the Squire has a Block resource, indicated by a shield above the Squires head. Different enemies attacks reduce the resource at different rates. Block regenerates when it is not being used. If the Block resource is completely used, players are unable to block again for 5 seconds. With enough armor, this caused the Squire to become a blockade, and created an unhealthy meta that had players using a Squire and pet to handle an entire lane. This change prevents future map balance from having to take into account this meta, which if left in tact would ultimately reduce the amount of DU given in future maps. Towers Harpoon Tower Increased Defense Power scaling by 18% in Massacre. Bowling Ball Tower Increased Defense Power scaling by 18% in Massacre. Slice N’ Dice Now scales from bonus attack rate. Enemies Skeletons No longer target Crystal Cores. Dark Elf Warriors No longer knock back players. Djinn Updated channel time for Djinn’s destroy tower in Massacre to 8 seconds (down from 9) to match Nightmare. Copter Ogres Now have propeller hats! Siren New functionality: the Siren no longer spawns with her aura. Instead, she reaches her destination and begins casting. If she is not defeated quickly, she creates an aura based on her elemental affinity, and then runs back to her spawner, applying an unremoval version of her affinity to enemies she passes through. The Siren takes increased damage from Fusion sources. Demon Lord Decreased Massacre damage by 30%. Ancient Dragon Decreased Massacre damage by 30%. Bug Fixes & Change Log With ~1800+ commits to our dev branch, we are going to make a separate post covering all of the relevant bug fixes and changes. Head over to the forums and check out the list here. We’re going to be watching this update very carefully and pushing out hotfixes for any issues that arise as we are able to get them out. What’s Next? We’re not a very large team, so when it comes to getting things done, we have to be really efficient and smart with what we work on. Our team has been hard at work on getting our console versions ready (work is still going on as of this post), which is a very time consuming and incredible engineering feat to accomplish. As such, there’s a couple features that we want to give a little bit of additional time and focus on to make sure they release fully functional. Trading This is going to be a pretty straightforward feature to many. Trading will allow players to open up a UI with other players to trade items that they have acquired throughout their journeys, for an agreed upon price. We’re wanting to spend additional time on this feature to make sure it not only has transactions working without a hitch, but also to remove any potential exploits that can ruin the experience of other Defenders. Item Reforging Sometimes you get a good drop and invest a ton of points into a piece of gear, only to want to reallocate the Upgrades that you’ve spent after acquiring more gear to really Min/Max your perfect setup. With Item Reforging, you can do just that! Just take a trip to the Blacksmith, and for a fee, he will allow you to reinvest your items’ upgrade points. Kickstarter Rewards Part of this update is putting a bow on the base game, and that includes fulfilling our in-game Kickstarter, Backerkit, and Preorder rewards. We’ve got most of the skins out, but will be adding in: Custom enemy names Custom weapon names Custom armor names Legends Tablet Credits/Special Thanks Hero Titles Console Releases If you haven’t read our console progress check-in and what we’re doing, please head on over to that post here to find out more! 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. Here’s just the surface level of all the hard work we’ve been plugging away. Out of our 1800+ commits, here is everything that may matter to all of you! Bug Fixes Removed the south western Ogre spawn on the Promenade Challenge in Nightmare. Fixed an issue on the Creeping Core challenge where enemies would not attack the core, and just chase it around. Fixed various Chicken Challenge notifications. Fixed an issue with the Chicken Challenge playing multiple SFX. Fixed an issue where bushes on Ancient Mines were blocking tower placement. Fixed an issue with enemies getting stuck on stairs on The Summit. Fixed an issue with Deeper Well missing certain enemies for all waves in Survival Medium. Fixed an issue where if you’re dead while transitioning into Build Phase you would not get Build Phase mana. Fixed an issue where enemies were following incorrect paths on The Summit. Added collision to various parts of Endless Spires. Fixed an issue where only two players were teleported when killing Captain Dreadbones on the Skyward Assault challenge. Fixed an issue with Deeper Well, Ancient Mines, and Lava Mines missing build timers for Wave 1 on Nightmare. Fixed an issue where towers could not be built in bushes on Glitterhelm. Fixed an issue where enemies were not pathing properly on Glitterhelm. Fixed an issue where enemies were getting stuck on the southeast staircase on Alchemical Labs. Fixed an issue when a client joined a session and their costumes were not applied by default, resulting in them being reset when they left the session. Fixed an issue with clients unable to swap heroes in their inventory using F1-F4. Fixed an issue with Ensnare Aura improperly buffing at base levels. Fixed an issue where Enrage Aura showed going over 100% enrage chance in tooltips. Fixed an issue with enemies stunned in the Poison Gas Trap were not properly playing their cough animation after the initial stun. Fixed an issue with EV’s Shock Beam losing charges in the Tavern. Fixed an issue where Buff Beam was not buffing Enrage Aura. Fixed an issue where EV could not fire or interact after placing a defense immediately after activating her decoy ability. Fixed an issue where EV had several blank rows on her stat panel in the inventory. Fixed an issue where EV would have a crossbow visually appear at her feat. Fixed an issue with the Bowling Ball Tower’s balls ignoring gravity. Fixed an issue where enemies were not self-destructing while falling. Skeletons can no longer target cores. Reduced the spawn range of Skeletons. Fixed an issue where the Goblin Copter death explosion was not damaging players in Massacre. Fixed the VFX on the Siren to have her aura activate and fade away instead of instantly appearing. Fixed an issue with the Sharken incorrectly hitting a wall. Fixed an issue where the Sharken would push up enemies while charging. Adjusted the Sharken so that when pushing nodes FPS would not drop. Fixed an issue with the Grenade Launcher projectiles not having proper gravity applied to them. Optimized enemy, tower, and weapon VFX to increase performance. Fixed an issue where attack rate buffs on defenses were not ending properly. Adjusted the mana bar position so you can view lower percentages better. Fixed an issue where Inferno Trap was not scaling damage while buffed. Fixed an issue where Healing Aura removed Spider’s webbed effect. Fixed an issue with Buff Beams buff length’s stat in the Defense Tooltip increasing visually but not actually changing. Added gamepad controls list through the Escape Menu. Reduced the unnecessary calls of enemy actors and AI controllers to increase performance. Updated Reflect Beam to be representative of how many charges it has left instead of the previous 25x scalar applied to it. Fixed a typo in defense abilities for EV. Removed weapon collision from orcs, and instead they now use instant trace. Fixed an issue where Monk Boss Massacre weapons were not dropping with a guaranteed upgradeable projectile count. Fixed an issue where some Gemstones could not be upgraded to max. Fixed an issue with some pet buffs preventing towers from attacking. Fixed an issue where a Propeller cat could be upgraded more than intended. Fixed an issue where Goblincopters were spawning on Massacre Lava Mines Wave 1. Adjusted the Megachicken attack speed to function properly. Fixed an issue with the Megachicken’s melee/ranged attack ability not functioning properly. Fixed an issue where the Little Wizard’s projectile was very large on clients. Fixed an issue where you could not upgrade the enrage chance on the Paddleball pet. Adjusted how projectile rates to no longer be frame dependent. Fixed how projectiles fly through walls to increase performance. Fixed an issue where item tooltips could cause the game to crash. Fixed a crash that happened on transition. Fixed a crash that happened when attempting to join a game on a different version that yours. Fixed a crash that occurred when disconnecting from PlayFab. Fixed a crash when cleaning up damage numbers. Fixed a crash that was caused by nameplates. Fixed a crash caused by projectiles transitioning. Fixed a client crash that was caused by a host closing their game in a multiplayer session. Fixed a crash with various events that are handled one time. Fixed a crash that was caused by nativization issues. Fixed a crash from enemy AI trying to check various FOVs. Fixed an issue with tower bonuses that was causing a memory leak. Fixed an issue with directly joining players through your Steam friend’s list. Fixed an issue where Join/Invite Game still appeared improperly in the Steam friends list. Fixed multiple direct joining active session issues. Fixed an issue when joining via a friends list while a game was closed would leave you on the Main Menu. Fixed an issue where right clicking an item could place the context menu slightly off screen. Fixed an issue where the current bag filter could be visually deactivated. Fixed an issue on hero selection that left an empty dropdown box when right clicking. Fixed color setting issues with defense tooltips. Fixed an issue when pressing a defense hotkey different than the defense you were currently selecting could cancel out of build mode. Fixed an issue with the upgrade reticle swinging to the side when upgrading “Casting”. Fixed an issue where having a “/” in a multiplayer game name would cause session creation to fail and the game to infinitely load. Added bonus to elemental damage names. Updated the DPS calculations for Inferno Trap. Updated the DPS calculations for Slice N’ Dice Tower. Updated the DPS calculations for Deadly Striker Tower. Updated Hero Selection to now be a simplified Hero List. Fixed an issue with the Demon Lord getting stuck behind various objects. Fixed an issue with the Massacre Demon Lord firing projectiles at weird angles. Fixed an issue where after items are autocollected the last one will stay on screen until autocollect is triggered again. Adjusted the ability to hide defense tooltips and placing a tower on gamepad. Fixed an issue where opening the Change Hero menu from the Hero Deck while in the Inventory disables clicking any UI. Fixed an issue with Tower Range not scaling correctly on gamepad. Added a double confirmation and context bar for gamepad when applying settings. Fixed an issue where empty PC bindings were being displayed on the Option UI. Fixed an issue with gamepad Icons displaying incorrectly on the inventory for the various tab containers. Fixed issues with Gamepad navigation. Fixed an issue where item upgrade bindings were incorrect on gamepad. Fixed an issue where Escape wasn’t able to close the Options UI while gamepad was active. Fixed an issue in the inventory when using R to go from the left side to the right side opening the filter UI. Fixed an issue where the Cast Bar UI would free in First Person view. Fixed an issue when selecting the page indicator on the hero select screen and they would not change the page. Fixed an issue where the Cast Bar would show a failed state when building in the Tavern. Fixed an issue where the NPC dialogue prompt was not closing properly. Removed invisible meshes on Arcane Library to improve performance. Fixed multiple gamepad issues when interacting with the Gear Filter. Fixed issues when comparing items in the inventory. Fixed an issue where focus was removed when having chat opened while respawning. Fixed an issue where certain projectiles VFX were missing a deactivation. Fixed an issue with projectile impacts not working correctly. Fixed an issue where enemies died on clients but were still alive for the host. Gamepad tower rotation in build mode is now a hold instead of a press. Fixed an issue with gamepad focus not returning during various end game summary screens. Fixed an issue where changing difficulties with any map but Deeper Well selected would have multiple highlights. Fixed an issue when having one point in a stat not turning green. Removed decimal points on the displayed ipower of a hero. Fixed an issue where the keybinding display was shown backwards. Fixed an issue where hero ability names were not changing when changing your hero. Enabled Hero Deck Radial Wheel for LB on gamepad. Fixed additional hero creation issues with gamepad. Added additional gameplay settings. Fixed issues with FPS Limit randomly disappearing. Fixed a bug where clients did not see hero spawn animations when hosts swapped characters. Fixed an issue where the Squire’s upper body would T-Pose after attacking. Fixed an issue with the party bar not displaying correctly on the Session Browser. Fixed an issue with longer session names breaking spacing on the Session Browser. Fixed an issue where gamepad bindings when creating a session were getting overrode by Map Selection. Fixed an issue where hero select screens were not closing properly when Combat Phase started. Fixed an issue where filtering by name for weapons wasn’t pulling prefixes. Fixed an issue when loot was sold and the amount of gold gained was not truncated. Fixed an issue in the inventory that caused the selection indicator to go away. Fixed an issue with the code redeem not showing proper bindings. Updated the link on the News Bulletin. Fixed an issue with the Action Bar still having keyboard icons displayed for quick actions. Fixed an issue on Challenge map select where you could navigate to a UI behind it. Fixed an issue where spamming “Up” on gamepad during Map Selection removed focus from the screen. Fixed an issue with the Language box in the Options menu cutting off the top and bottom of its text. Fixed an issue where hero rename and delete actions were not able to be properly executed. Fixed an issue with weapons scaling improperly on the hero create UI while swapping between heroes. Removed the Inferno Trap hurt animations on affected enemies. Added the “Return to Tavern” option for solo players or hosts from the Escape Menu. Fixed an issue where achievements based on hero stats were not triggering properly. Fixed an issue with the “Defense is the Best Offense” achievement not triggering properly. Fixed an issue with the Build Suggestions URL when in any language that was not English. Fixed an issue with the sell/upgrade/repair icon not following the cursor while in topdown mode. Fixed a gamepad issue where a confirmation binding was missing when creating a hero. Fixed a gamepad issue where you could not select the hero name box. Fixed a gamepad issue that was not saving default hero names. Fixed a gamepad issue where the back bind (B) was shown, but the function was not displayed. Fixed an issue when prompting users which version of their profile to use where dates would overlap. Fixed an issue where torches were the wrong color on certain maps. Added collision on a rock in Ancient Mine. Fixed an issue with Reflect Field’s beam displaying improperly while affected by Hero Boost. Fixed an issue when binding keys that would lock the keybind. Fixed an issue on the Main Menu where input actions were being ignored. Fixed an issue where focus was not returned to the Main Menu after confirming a save. Added gamepad support allowing navigation to Difficulty and Hardcore selectors. Fixed an issue with gamepad having bindings on the Main Menu. Updated the Shadow skins for all heroes to show their edges a bit better. Added an Aura HP Drain to tooltips. Fixed an issue with the initial create hero screen missing default weapons. Updated the Golden Corgi description to better match Phil’s company title. Updated Tavern Keeper to have a new dialogue tree. Updated the Tavern crystal outline color to match other crystals. Nativized projectile overlaps to increase performance. Reduced blueprint overhead on damage numbers to increase performance. Nativized towers attack rate performance to increase performance. Added additional sockets for animation purposes to the Siren. Added additional sockets for animation purposes to Captain Dreadbones. Updated the pause menu to use list entries instead of buttons. Disabled post-processing in the Hero Details Scene to increase performance. Made it so DPS calculations round to two decimal places. Updated the Summit’s Vortex VFX. Fixed a performance issue with the Kobold’s SFX. 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
  8. Defenders, Lots of things happening this week across the entire Dungeon Defenders franchise so let's just jump into the details. DD:A Console Update This year has been a wild ride, as humans and as a studio we have been presented with unforeseen challenges across the board. A ton of progress has been made on our console ports, and we’re nearing the finish line. Our initial focus for consoles was to get the game running on the Nintendo Switch, pouring months of engineering effort into optimizing the Switch and console experience. After incredible improvements, we are not satisfied with the overall experience on the Switch and have decided to change our focus in order to get a console version of DD:A into your hands as quickly as possible. DD:A on the Xbox Recently we changed our focus in terms of console work over to the Xbox One. Immediately we saw increased performanced and a better overall experience, which was really exciting. All of the hard work that we poured into the Switch version carries over into the Xbox version, and also later the Playstation version, so none of our work was wasted. When? We are working with Microsoft to target a Q1 2021 launch for the Xbox. As we progress through the certification process we will update the community on a more exact month or date. We need to get through “cert” first, then we can work with Microsoft to set an exact launch date. What about the other platforms? Once we are through the certification process for Xbox, we begin that same process with Playstation & Switch. So Xbox will be released first, followed by Playstation & Switch. What about the new consoles? We will be releasing DD:A on both Microsoft and Sony’s new consoles as hardware test kits become available. We’re waiting for the opportunity to jump quickly on getting into certification and releasing DD:A on this new hardware. 1.2 Update Check In We are working on Update 1.2 polish, bug fixes, and entering our final phase of testing. We will have a launch date for this update for the community soon. While we have had quite a few people working on this update over the last few months, our primary focus as a studio has been on the consoles. We do not want to rush this update out, so are taking the necessary time to polish the systems and test it before release. Rift Mode, Transmog, new accessories, and more are coming your way, as well as Trading, Reforge and the remaining in-game Kickstarter rewards in a follow-up patch! Franchise Steam Sale All of our Dungeon Defenders Games on Steam are on sale Dungeon Defenders 1 75% off across the board, base game, DLCs, Collection, and 4-Packs If you have not had a chance to experience this classic, now is a great time to pick it up. Dungeon Defenders 2 50% off of Steam packs 50% off in-game Gem costs of Heroes, Costumes, Shards & more! With XP & Gold Event going on for the next 5 days, it is a great time to get back into DD2 and pick up some wares on the cheap! Dungeon Defenders: Awakened 30% off the base game With 1.2 Update around the corner, which adds rift mode and new progression, now is the time to pick up DD:A and get to the end game before all the rifty goodness hits. Dungeon Defenders 2 Events! From now through the end of the year we have some in-game events lined up. We wanted to provide our loyal DD2 players with some holiday treats. Beyond the 50% off in game sale that will run through the second week of January here is a schedule of events coming this year. Nov 25th-30th: 4x Base XP & Gold December 5th: Double Defender Medal Saturday Dec 11th-13th: 4x Base XP Dec 18th-21st: 4x Base Gold Dec 24th-27th: Holiday Extravaganza: 4x Base XP & Gold, 2x Defender Medals 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
  9. DEFENDERS! It’s been a little while since we last spoke, but what we’ve lacked in words, we’ve been making up for in hard work! There’s a ton of stuff that we’re continuously chugging away on: Update 1.2, console ports, and even our major content updates. We’re breaking the silence and ready to talk about our work with Update 1.2. Let’s get into it! Console Development Check-In We’re currently making a ton of great strides and getting a lot of performance out of our console work. There’s a lot with this type of development, not only in getting the game to run properly and at a decent frame rate but also in meeting the technical requirements of each specific platform before we submit for certification. As we continue to progress, we’ll keep you all posted. Update 1.2 We’re going to be splitting this update into two parts to make sure everything we add is in the best state possible. The first part of this update includes additional gameplay, features, rewards, and bug fixes; the second part includes additional features and Kickstarter rewards. The goal with Update 1.2 is to put a bow on what we consider the baseline DD:A experience before we move onto major content updates. Part I: Enter the Rift Rift Mode We’ve been teasing it for a bit, but we’re ready to talk about our newest game mode coming in Update 1.2 — Rift Mode! What is it? Rift Mode is an option, similar to Hardcore, that players opt into throughout Campaign and Survival. Rift Mode serves to evolve the challenge and experience of DD:A, providing players something new, regardless of their experience with Dungeon Defenders, to take on. Here are the main takeaways: The number of total enemies is halved. Some enemies become Rift Enemies, providing additional functionality and difficulty. All enemies can become Rift Enemies. The Siren is already a Rift Enemy. A new weapon type called Fusion is dropped to take on Rift Enemies. This will make taking Sirens on considerably easier. New armor set bonuses that can be target farmed to take on Rift Enemies. Increased loot quality dropped in Massacre. This is not an increase in item caps, but rather dropping better quality loot in general to progress faster. Over 20 new accessories added only available in Rift Mode. Where does it occur? It is available at ALL difficulties for Campaign and Survival. What are Rift Enemies? Rift Enemies are considerably stronger monsters that have greatly increased health, increased damage, and additional mechanics. Here are three of the enemies’ new mechanics: Goblins: They’re 33% larger, making them more of an imposing threat, and potentially blocking higher priority targets from getting hit. Archers: They’re attack range has been increased and now they shoot homing missiles. Ogres: They’ve cleared up their sinuses and instead of throwing snot, they throw Rift Kobolds that have a huge explosion. This is just a sneak peek into the additional mechanics, as EVERY enemy can become a Rift Enemy. What are the rewards? As mentioned above, we’re adding in new weapon variations, new armor sets that help you take on these new enemies, new accessories to spruce up your character, and increased loot drops to progress even faster. What’s the point? In Dungeon Defenders Awakened we’ve got multiple types of players. There are Defenders who enjoy the traditional Dungeon Defenders experience, want to spend tons of time farming for that perfect drop, and like to set up an intricate grid of defenses that they can set and forget. Then there are Defenders who want an additional challenge, want better loot faster, and want somewhat shorter play sessions. With every one of our updates, the first group will get what they want, but for the second group, Rift Mode is our chance to provide an option to the second group. This isn’t a one-and-done mode either. It’s a Rift, and as we progress further and further into DDA with our major updates, the Rift continues to tear more and more open, introducing new mechanics and challenges for players to overcome. Every new enemy added to the game will have a Rift version as well, diversifying the gameplay and introducing a new obstacle to overcome. Really it’s just a mode to provide a reward that decimates the Siren. Also, there’s a ton of new accessories to hunt down in this update! Why does that matter? Let’s get into the next big feature of this update — Transmog. Transmog This feature looks to provide players the option to make their hero look how they choose. It’s similar to the Flair system that was in Dungeon Defenders II that many players enjoyed, with similar elements to customization systems you may have seen in other games. What is it? You might get a fancy mask that drops that looks cool, but really you want to live out your dream of wearing a goblins face without sacrificing the godly-tier stats on your perfectly dropped fancy mask. Now you can! This system is pretty robust and is something we’re going to continue to build upon it over time. Your Transmogs will exist independently of your actual equipment, so feel free to mix-and-match to your heart’s content! As you change your equipped items, your Transmog appearance will go untouched. No longer must beauty come at a price. What can I do with it? There’s multiple changes to the system. First, you can change the model of your equipped items in the following equipment slots: Weapons (you can only Transmog weapons that your hero can use) EV, won't be able to Transmog her weapons, as they are not visible Masks (can be hidden or transmogrified to look like any other mask) Brooches (can be hidden or transmogrified to look like any other brooch) Bracers (can be hidden or transmogrified to look like any other bracer) There’s over 20+ new accessories for you to hunt down, and we know what you’re thinking: yes you will be able to look like a Sharken with some of these new accessories. However, the customization does not stop there. We’ve opened up additional colorization options on the heroes, giving you even more control of their appearance. It doesn’t even stop THERE! You can also recolor your WEAPONS & ACCESSORIES to look however you want. We’re making it so that all items drop with their default colors, and the icons now reflect that as well. All items can have their hue (color), saturation, and brightness adjusted. Black katana? Easy. Red Shield? Done. Neon green mask for that sweet rave in Deeper Well? No problemo! You can preview how certain colors get converted to HSB with this nifty tool: https://color.adobe.com/create/color-wheel Bug Fixes? Bug Fixes! There are a TON of bug fixes coming with this update. It’s a little complicated, but basically patching while we’ve been working on our console ports has been a very difficult endeavor, requiring a lot of additional work and potentially breaking a lot more, leading to delayed patch releases and console releases. We’re sorry we haven’t got these out sooner, but there are a lot coming and we’ll make sure to have detailed notes of ALL OF THEM. Part 2: Give Me That! We’re not a very large team, so when it comes to getting things done, we have to be really efficient and smart with what we work on. Our team has been hard at work on getting our console versions ready (work is still going on as of this post), which is a very time consuming and incredible engineering feat to accomplish. As such, there’s a couple features that we want to give a little bit of additional time and focus on to make sure they release fully functional. Trading This is going to be a pretty straightforward feature to many. Trading will allow players to open up a UI with other players to trade items that they have acquired throughout their journeys,for an agreed upon price. We’re wanting to spend additional time on this feature to make sure it not only has transactions working without a hitch, but also to remove any potential exploits that can ruin the experience of other Defenders. Item Reforging Sometimes you get a good drop and invest a ton of points into a piece of gear, only to want to reallocate the Upgrades that you’ve spent after acquiring more gear to really Min/Max your perfect setup. With Item Reforging, you can do just that! Just take a trip to the Blacksmith, and for a fee, he will allow you to reinvest your items’ upgrade points.. Kickstarter Rewards Part of this update is putting a bow on the base game, and that includes fulfilling our in-game Kickstarter, Backerkit, and Preorder rewards. We’ve got most of the skins out, but will be adding in: Custom enemy names Custom weapon names Custom armor names Legends Tablet Credits/Special Thanks Hero Titles WHEN???? Soon™. We’re wanting to get a few weeks of testing done to make sure that Part I is good to go. Once we’re happy with where it’s at, we’ll get it out to you ASAP. Do you want to be part of that process? You can apply to join our Cavalry testing group to get a sneak peek as well as provide important feedback or report any pesky bugs that may be hiding from us. Part II will come out shortly after that. Our goal is to make sure it works before setting a release 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
  10. BALANCE Nightmare and Massacre The enemy caps for Special enemies were higher than intended in one, two, and three player games. Ogres, Sharken, Djinn, Copters, and Sirens were higher than intended in one, two, and three player games and have since been reduced (that means they should be easier). Heroes Squire Reduced the amount the Squire’s health scaled in Nightmare and Massacre. Adjusted the Slice N Dice Blockade so that it attacks at the correct max speed (0.2s) and also damages enemies sooner. Reduced the weapon damage scaling of Squire Massacre special weapons dropped from the Goblin Mech and the Ancient Dragon. This was causing the Squire to one shot a lot of enemies. We enjoy the DPS Squire gameplay and will continue to investigate ways to keep it viable. Removed Mana Drain each time a player is hit while Blocking. We want to make Block a more engaging and risk/reward ability in the future, but for the time being, block away! Series EV-A Drastically increased Series EV-A’s hero damage scalar. We’re going to continue monitoring her performance, but this is a step towards making her feel better to DPS with. Enemies Goblin Copters Goblin Copters no longer spawn on Wave 1 for Ancient Mines, Lava Mines, Magus Quarters, Throne Room, Royal Gardens, Ramparts, and Glitterhelm. Goblin Copters have been removed from Nightmare Campaign and Survival Ancient Mines. This is to maintain that one new nightmare enemy is introduced per map. Goblin Copters now only spawn from one lane on both Tornado Valley and Tornado Highlands. Decreased the number of Goblin Copters that can spawn on single player sessions at any given time from 5 -> 2. Gear Pets Pet Abilities now have their values displayed as a Primary Stat for improved visibility Mega Chicken Updated the melee attack and ranged attack ranges to match similar pets. Gemstone Made it so they are always provided a default stat. May still not be upgradeable depending on the roll, but makes it so that minimum rolled pets are still useful. Maps Summit Gargoyles Added Gargoyles to prevent players from getting into melee positions against the Ancient Dragon that avoided all damage. Buncha sneaky sneaks! BUGFIXES Fixed an issue where binding actions to the arrow keys were not functioning properly. Fixed an issue with some enemy spawn issues on Glitterhelm. Fixed an issue with the HUD disappearing when a player respawned as a client. Fixed an issue where Strength Drain Aura could affect bosses. Fixed multiple issues with the Corgi pets appearing for clients in unintended ways. Adjusted Wyvern bounding settings to function properly now. Fixed an issue with Level Range and Upgrade Range within Auto Loot not working properly for clients. Fixed an issue where high quality pets could not be upgraded. Fixed an issue where some DPS calculations for defenses were slightly incorrect. Fixed an issue where traps were not taking external Defense Rate buffs. Fixed an issue where Djinns could buff one another. Achievement “Unstoppable Defender” should now be attainable. Removed the Yellow Ramster ability from some streamer pets. Fixed an issue where EV Tactical Map icons were not showing up properly or removed when destroyed. Updated the primary and secondary default binds for defense adjustment. Fixed an issue with the Hero Scene in the inventory for clients not functioning properly. Fixed a bug where item powers were not properly comparing item tooltips. Fixed a spelling error on the Magic Missile Tower. Fixed an issue where Defense Rate wasn’t taking into account external buffs. Fixed the Defense Rate and DPS of the Deadly Strike Tower to take into account the wind-up animation. Optimized the Torch VFX in various maps. Added a temporary fix for clients using Sell All. Fixed an issue where dragging your mouse too quickly to spin a Hero during Hero Creation could cause all UIs to be non-interactable. Fixed tooltip context actions from bleeding over the edges. Fixed an issue where tooltip context actions were improperly displayed as disabled while looking at items in-world. Fixed an issue where flying enemies were not moving on Tornado Valley Fixed an issue where mana spent notification didn’t match the actual upgrade price of a defense. Fixed an issue where percentage comparisons were displaying incorrectly. Fixed an issue where Siren health bars were not displaying above her head. Shock Beam duration has been clarified as “stun duration” on the Defense Tooltip Known Issues: There’s an issue where Shadows are causing massive FPS loss on even the best hardware out there that we are investigating. Recommended you change the shadows setting to low for the time being while in your Tavern. Changing the setting while in gameplay may cause an unwanted crash. Weapon stat difference comparing for projectile speed and charge rate are off by 100 times. Projectile speed is 100x lower. Charge rate is 100x higher. 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 were so busy squashing bugs, the navigation for Tornado Highlands did not get built on our latest build. As Lawlta would say, Dang Ol' Dang! This meant that no monsters could spawn there, we have rebuilt the navigation and are pushing it live. I did not want to patch, even for something this small, without letting you all know what the change was. Cheers, Higgsbosonic BUGFIXES BUGFIX: Enemies were unable to spawn in Tornado Highlands. Known Issues: Bosses are able to be webbed, they take increased damage during this effect. Attacks and movements are not affected. There’s an issue where Shadows are causing massive FPS loss on even the best hardware out there that we are investigating. Recommended you change the shadows setting to low for the time being while in your Tavern. Changing the setting while in gameplay may cause an unwanted crash. 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, We wanted to get this small update out to resolve some issues for you all before the weekend grind commences. Enjoy the boss webbing debuff while you can! More bug fixes and changes coming next week. BUGFIXES BUGFIX: EV towers can now be placed on islands in Tornado Valley. BUGFIX: EV defenses could not be placed and pets could not target enemies when the player was standing on top of the Boiler in Alchemical Labs. Known Issues: Bosses are able to be webbed, they take increased damage during this effect. Attacks and movements are not affected. There’s an issue where Shadows are causing massive FPS loss on even the best hardware out there that we are investigating. Recommended you change the shadows setting to low for the time being while in your Tavern. Changing the setting while in gameplay may cause an unwanted crash. 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. BALANCE Fixed an issue causing Massacre Survival Experience to not match Massacre Campaign experience. BUGFIXES BUGFIX: When comparing time values where less is better the sign would be wrong. BUGFIX: Missing tracking stat on proton beam. BUGFIX: Chat box lagging when too many messages. BUGFIX: Updated stat displays to display if the value is over 9999 so you'll see like 10.45k. BUGFIX: Flamethrower weapon set to be fire damage and removed stat tag for damage override. BUGFIX: Targeting Prevention volumes aren't preventing targeting. BUGFIX: Unable to bind Mousewheel Up/Down to any action in the controls screen of the options menu. BUGFIX: When clients join a multiplayer session the ammo counter is placed on screen at 9999 until they swap heroes. BUGFIX: Several enemy targeting changes, both melee and ranged to help with some AI bugs and collision issues. BUGFIX: Fixed Pet entitlements not working. BUGFIX: Defenses stop firing, even when valid targets are presented. BUGFIX: Changed location of Siren nameplate. BUGFIX: Fixed an issue for Series EV-A beams health going down on the first few points. BUGFIX: Healing aura no longer stacks only the first one is applied. BUGFIX: When hero abilities are disabled by being in Pure Strategy they display a 99 cooldown timer until you swap heroes. BUGFIX: Alchemical Labs Ogre & Demon Lord AI fixes. BUGFIX: Defenses are difficult to place on stone islets on Tornado Valley & Highlands. BUGFIX: Fixed a bug where pet ability range was not formatted as distance. BUGFIX: Fixed an issues with clients lock all function by making lock all server driven. BUGFIX: EV tacmap icons now show both tower nodes. BUGFIX: Fixed a bug where block % was assigned to projectile speed, preventing its display. BUGFIX: Filter Bag for Weapons was incorrectly saving. Other: UI texture optimization pass Known Issues: There’s an issue where Shadows are causing massive FPS loss on even the best hardware out there that we are investigating. Recommended you change the shadows setting to low for the time being while in your Tavern. Changing the setting while in gameplay may cause an unwanted crash. 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. BALANCE: Proton Beam - No longer does less damage than base attack as base attack gets higher. You need to put points in to see an increase in attack, but will see an increase. Skyward Revenge Challenge - Lowered the difficulty slightly. Instead of spawning 2 Ogres at once they will be split on all difficulties. Set initial Goblin Copter spawn to be a max of 1 for Easy though Insane and added 10 seconds to the delay between Normal and VIP Goblin Copter spawns (15 to 25). Nightmare/Massacre unchanged. Skyward Offensive Challenge - Lowered Dreadbones difficulty on Easy through Insane. Nightmare/Massacre unchanged. Little Wizard Pet - Scaled damage is increased to match other pets. BUGFIXES: Fixed an issue where tooltips could get stuck on the screen until transitioning to a new map. Fixed an issue where Ancient Mines waterfall distortion effects act a bit strangely. Fixed an issue with an incorrect defense tooltip on aura that appeared. Fixed an issue with some UIs where percentages weren’t displayed properly. Fixed an improper stat display for the primary damage type. Visually improved the tooltip context bar. Added the feature for the autoloot to ignore common settings for pets and accessories. Fixed an issue when you swap heroes where it briefly showed the squire icon for a brief second regardless of what hero you swap to. Fixed an issue where DPS calculations on tooltips were incorrect. Added missing VFX Colors for Godly items dropped in the world. Fixed an issue where clients didn’t properly see EV-A DU cost on built towers. Fixed LOD issues with the Poison VFX on enemies at long range. Fixed an issue where the Siren doesn’t play her death animation or ragdoll. Fixed an issue where the VIP room sign is invisible from behind. Fixed an issue on Skyward Revenge where the rocket volley can continue into the next Build Phase. Fixed an issue where clients in Pure Strategy could not pass through Defenses properly. Fixed an issue where the Etherian Ancient displayed a knockback stat. Fixed an issue where most of the Huntress weapons were misaligned and not held in her hand correctly. Fixed an issue where the Dark Elf Warriors were landing on top of EV-A’s blocking field. Fixed an issue where the Goblin Copters weren’t spawning on Endless Spires. Fixed an issue with the Overclock Beam stat display. Fixed an issue with inspect on placed defense tooltip was showing a progress bar even though it’s a single button press. Fixed an issue for clients where Damage Dealt, Enemies Hit, and Enemies Killed were always zero on defense tooltips. Fixed an issue causing clients to be randomly kicked from games. Fixed an issue where Healing Auras were non-stop stacking. Fixed an issue where costume changes won’t save if you transition fairly quickly after making them. Fixed an issue were some filter options weren’t getting reset when requested. Fixed an issue where stats were missing on the upgrade UI. Fixed an issue where adding a point on an item would cause the attack rate to display incorrectly. Fixed an issue where the entire inventory would be covered by a white haze. Fixed an issue where the EV-A’s defenses collisions were too big for placement. Fixed an issue where on The Summit it didn’t allow consistent placement of defenses. Fixed an issue where EV-A’s defenses didn’t have level restrictions for upgrading them. Fixed a crash for players using a Czech keyboard. Fixed a crash caused by Kobolds and EV-A’s Decoy explosions. Fixed a crash caused by the demon lord flying while the core dies. Fixed small slew of rare game crashes. Known Issues: There’s an issue where Shadows are causing massive FPS loss on even the best hardware out there that we are investigating. Recommended you change the shadows setting to low for the time being while in your Tavern. Changing the setting while in gameplay may cause an unwanted crash. Clients who initially load into a game may see a 9999 ammo counter until they swap heroes. 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
  15. Content Update 1.1Defenders,The 1.1 Update is upon us! We are excited to ship our first large update for Dungeon Defenders: Awakened. Going to keep this short and sweet so you can learn what's new then get straight into the action. This update is free and added to the base game. 1.1 Update Weekend Launch Event Log in now until Sunday 8/23 and unlock a Rifted Costume for our new hero Series EV-A! Major New Content and Features Massacre Survival Game Mode - The next stop on our way to late game DD:A gameplay. A whole new challenge to explore which includes a new tier of loot as well as bosses. With randomized boss loot, you can now attain loot at a whole new power level. Hero Series EV-A - A new hero joins your roster to help with the challenges that await you in Massacre Survival mode. A franchise favorite makes her way into DD:A with a familiar and powerful kit of defenses and skills. Tornado Valley Challenge - Invade airships, defeat the ship captain, and dodge deadly mortar barrage. Promenade Challenge - Play capture the flag against Copters of both the goblin and Ogre variety, meanwhile there are missiles set to stun kill. Minor New Content and Features New inventory filter system Additional auto-loot options Full gamepad support Bosses in survival mode Updated language translations Unstuck command New achievements New pets from challenge maps Increased knockback scaling Kickstarter and Backer Rewards Unique item names for Kickstarter rewards Exclusive Kickstarter & Pre-Order costumes *Codes will be sent out within a week of patch, either to BackerKit or via Email* Game Optimizations Massive memory cleanup in all sections of the game. Massive CPU performance optimizations related to everything gameplay. Profile conflict system Bug Fixes BUGFIX: In challenge modes with limited lives, hero swapping in build phase while dead and out of lives respawns the player BUGFIX: Copters are invulnerable. BUGFIX: Direct Join from game closed causes infinite loading BUGFIX: Input binding displays that had a none input action became visible BUGFIX: Campaign completion pet on Easy-Nightmare had 0 min quality. BUGFIX: Shadow Monk skin confirm button isn't disabled even though the skin isn't owned BUGFIX: Spectator can hot swap heroes and spawn in the world BUGFIX: Attack power now scales pet damage BUGFIX: Unable to see the last option in the gameplay options list BUGFIX: Apprentice offense stats were missing BUGFIX: Channeling ability sometimes can't be deactivated by a client. BUGFIX: Input Binding Display - fixed issue that was hiding hold radial bar. BUGFIX: Bosses can be stunned by the Lightning Tower. BUGFIX: Suggested Levels are very wrong BUGFIX: Harpoon turret shooting Ogre targets too high up on the body causing it to miss other targets. BUGFIX: Inferno Trap tick rate not scaling properly in Massacre BUGFIX: Healing Aura not scaling properly in higher difficulties BUGFIX: Pet attack rates cannot be properly upgraded BUGFIX: Enemies never appear with the Massacre colorization (Black/Gold) in massacre difficulty. BUGFIX: Skeletons don't properly die to lifespan or getting stuck, they just "Fake Die" once and resurrect. BUGFIX: If a skeleton is dead when the dark elf mage that summoned it is killed it isn't removed from the map. BUGFIX: Djinn tries to destroy crystal generators on Alch Labs BUGFIX: Boss events don't occur if you join in survival past wave 20. BUGFIX: Kobolds may not be targeted by any defense. BUGFIX: Traps may not trigger as intended. BUGFIX: Goblin Mech doesn't move if you're far away when he spawns. BUGFIX: The Goblin Mech can break down and not work as intended. BUGFIX: Fix ranged enemy targeting and navigation. BUGFIX: Clients were unable to load and save inventory filters when in an multiplayer game. BUGFIX: Fixed an issue with Tactician and Untouchable not granting awards BUGFIX: Fixed an issue with Strength In Numbers description BUGFIX: Dragon pet could get 3 extra projectiles when it should only get 2 extra. BUGFIX: Score doesn't reset correctly after winning chicken soccer. BUGFIX: Wave 25 Deeper Well massacre survival enemies are much much easier than wave 24 enemies. BUGFIX: Traps now have a collision representing their effect range only interacts with tower collision via overlap BUGFIX: Copters clipping through walls in Ancient Mines BUGFIX: After joining a hardcore map that is in combat phase the client is stuck on the loading screen until that combat phase finishes BUGFIX: Ancient Dragon boss weapons had an incorrect projectile description BUGFIX: Mana gems don't drop from enemies on Royal Gardens Wave 24 - Survival (Massacre) BUGFIX: Mage heal affects bosses. BUGFIX: Couldn't spin Hero model in inventory BUGFIX: Towers may not target Bosses or Copter Flares BUGFIX: MultiBuff pets will buff undesirable targets BUGFIX: Ogre Slam can damage defenses it should be able to BUGFIX: Ancient Dragon gets stuck in strafe mode when more than 1 player is on the map BUGFIX: Trophies with longer titles text are cut off on both ends BUGFIX: Fix for pylons being moved by Sharken. BUGFIX: Skeletons in Mixed Mode only ever spawn as tier 1 BUGFIX: Tower Speed (Def. Rate) was showing as less was better for tooltips BUGFIX: Hold event progress isn't displaying correctly during activation on keyboard BUGFIX: Pets activate their abilities and attacks in pure strategy mode BUGFIX: Healing aura heals defenses BUGFIX: Enemies occasionally moonwalk because why not BUGFIX: Names that appear when you hover over the player icons on the escape screen BUGFIX: The create hero UI always shows gamepad icons BUGFIX: Session Browser had locked entries if you beat a map on survival but you did not beat the specific wave they were on. BUGFIX: Djinn have trouble acquiring new targets and have an incorrect tower destroy distance in massacre BUGFIX: Game crashes if you go into placement for a defense while inspecting one that is already placed BUGFIX: Input errors when going from gamepad to keyboard BUGFIX: Client crashes during the combat phase of Survival BUGFIX: The create hero UI always shows gamepad icons BUGFIX: Healing aura doesn't affect the new hero if you swap inside of it BUGFIX: Sirens ping icon is gigantic BUGFIX: When a client leaves game from the tavern they are sent to the menu level instead of their own tavern BUGFIX: Defense tooltip closes when in build mode after you get done focusing an already built defense. BUGFIX: Fixed defense tooltips not showing up for placement of node types BUGFIX: Sharkens can target defenses across the map if they are ever facing it after spawning BUGFIX: Demon Lord Doesn't Do Anything If You Die BUGFIX: Moving Core challenge says Monsterfest in the map selection UI and on the end game summary screen BUGFIX: Heal isn't disabled when webbed by a spider BUGFIX: Copter's can drop their Ogres in locations where the Ogre gets stuck on Promenade BUGFIX: Build Suggestions button text being cut off BUGFIX: Sliders don't stay in the correct location after modifying colors of costumes BUGFIX: No Mana drops from enemies on wave 5 of Magus Quarters Massacre Campaign and build timers on Throne Room Survival. BUGFIX: Spectator camera freezes in hardcore after a short period BUGFIX: Squire can use healing ability while blocking. BUGFIX: Camera Toggle gets stuck on screen after building a defense BUGFIX: All confirmation popups have to be clicked twice for either button to work BUGFIX: Djinn don't turn to face their target when using an ability BUGFIX: Leaving the game on a client after transitioning as a group from the tavern crashes the client BUGFIX: Sell All Did not have a confirmation before doing BUGFIX: Fix for Sirens taking damage from auras BUGFIX: Enemies can attempt to attack the player when they can't reach them BUGFIX: Could not stand on Flameball towers BUGFIX: Flamethrower weapon visuals don't turn off when reloading BUGFIX: Sirens walking into Cores BUGFIX: Can interact with towers while in build mode BUGFIX: New Trophies in the tavern are never focusable BUGFIX: Nameplate health values don't update when fortify stat changes unless that nameplate is currently on screen BUGFIX: Fix passive damage from interrupting enemy attacks, it doesn't stun them but prevents them from effectively doing anything. BUGFIX: Fixed range value on tooltips to match what is shown in placement BUGFIX: On the hero creation UI you are able to spam the hero spawn sounds by clicking their portraits repeatedly BUGFIX: When the swap button was hidden it was still showing up in the wrong location BUGFIX: Goblin Copter targeting issues BUGFIX: Fixed Slice and Dice tower scaling and fixed damage scaling as well BUGFIX: On tooltips, primary damage and elemental damage were always getting colored BUGFIX: On gamepad able to open 2 sell all confirmation prompts by holding Right-Shoulder twice. BUGFIX: Fixed DU from not displaying on built tower tooltips BUGFIX: Gamepad navigation on filters UI was not working as intended BUGFIX: Repair now works in the tavern BUGFIX: For the host, the Gold earned tracker on the end game summary screen displays clients total gold instead of gold earned on that map BUGFIX: Demon Lord in-world sword could spawn in and cause players to get stuck if they were standing where it spawned and/or building there Please help us find and squash bugs over at our Discord where we have a new reporting system for bugs and feedback. Social Defenders To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info!For Etheria!Chromatic Games
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