We’re giving an update on where we are currently with the SUMMONING THE DEMON LORD update, bringing the Demon Lord boss fight, as well as the much anticipated Nightmare difficulty! There’s been a lot of hard work put into this build, and we want to give you a timeline on when you can expect this update. Let’s get into it!
Feedback
As many of you know, we recently launched the Etherian Cavalry as the testing group for Dungeon Defenders: Awakened. Some of these players are some of the most hardcore in the community, with some people being slightly more casual to help give us a broader understanding of how all our hardwork lands with a variety of players.
We received some really great feedback from our first round of testing, and as a result are adding in some things to help smooth out the experience. For example:
In Dungeon Defenders (2011), all of the Nightmare enemies spawned on the first level, without offering an explanation as to what they did.
In DD:A, after tremendous feedback from our testers, we’re going to be altering that a bit and introducing enemies one by one, while also providing in-game explanations for what the enemies are, and some tips on how to play against them.
There’s a slew of improvements and changes that we’re bringing into this patch as a result of their feedback so that it’s the best experience for everyone. There’s a lot more than this coming in this update, just too much to list here.
Release
“WHEN ARE WE GETTING THIS PATCH!?” Our original plan was to have it out today, but currently we want to spend a couple more days to polish it up, as we added quite a bit based on the feedback you provided. We’re planning on having this update be available on Thursday, April 2nd. We’ll provide more specifics on the time as it is ready. We’ll be watching if there are any issues you all run into and addressing them as soon as possible.
As previously outlined in our COVID-19 post, a large chunk of time has been taken out of our tight development cycle due to converting the studio into a fully remote workplace, as well as making sure our employees are able to stay healthy and safe. This is unfortunately one of those areas that is getting affected by our efforts to put the safety of our studio first. Trying to get this update out during such a tumultuous time was a challenge for us, and while we are going to be a couple days late, we’re very proud of what we are able to accomplish and can’t wait for you to get your hands on it!
Social Defenders
To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:
Keep an eye out for more info!To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:
For Etheria! Chromatic Games
CHROMATIC GAMES STUDIO CHECK-IN
DEFENDERS,
As you're aware, we’ve got a lot of work going on currently, and today we want to talk about a more serious subject and what we’re currently doing. We’re just going to jump right into it.
COVID-19 (Coronavirus Disease) Response
As this virus has spread and become recognized as a pandemic, it is important that we do our part as a studio in helping reduce the spread and effects. Last week and towards the end of the previous week, we began efforts to become an entirely remote studio. The greater part of this week, and continuing on, we’re still working out the kinks and making sure everyone is able to continue working, adapt meetings, and more. Outside of doing our part to stave off the virus, our goal is to make sure that our employees are safe, healthy, and set up to work as comfortably as possible.
We’re still continuing to hit our intended milestones. The Etherian Cavalry received their first round of testing this weekend, tearing apart Nightmare to help us polish and address any large issues before releasing our March Update “Summoning the Demon Lord”. Having to mobilize our entire studio has definitely eaten up a fair amount of time, but we’re currently on track to still hit our milestones as outlined on our roadmap. If this should change, we will be sure to let you, our GLORIOUS Defenders know about it. We want to get this game out to you in the best state as soon as possible, but when it comes down to it, we will not sacrifice the safety and health of our employees to do so. We’re people just like you, there are things that are out of our control that we have to adapt to and overcome to the best of our ability. We appreciate your support and understanding in the coming months.
Please make sure to do your part in helping out throughout these tough times. If you are unaware of the coronavirus, or have any questions, please visit the CDC’s Coronavirus Page for more information on symptoms and how to help prevent the spread.
Social Defenders
To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:
As we’ve previously mentioned, we’re hard at work to make sure you have an update to play with, and get to experience some of the changes we’ve been able to pump out before the March “Summoning the Demon Lord” update. We don’t like releasing builds on Friday, but we also don’t like missing goals, so we’re creating an alternative for those of you who want to get on the newest patch ASAP.
There’s now a preview branch on which any player can opt-in to and get the new patch earlier (click HERE for the notes). We believe we have fixed all the known data loss and progression issues but to be on the safe side we ask that you backup your local save in case you come across any issue.
How To Opt-In
Please follow the instructions below on backing up your save and then changing your Steam beta branch:
Navigate to C:\Users\%USERNAME%\AppData\Local\DDS\Saved\SaveGames
Copy DDA_Player_0.esv to another location on your computer, outside of the directory it is currently in.
Right click Dungeon Defenders: Awakened in Steam and go to Properties
Click on the BETAS tab once the new window appears.
Enter the beta access code “ibackedupmysave” and then click CHECK CODE.
If successful you should get a message about the preview branch now being available.
Click the drop down where it says NONE - Opt out of all beta programs and select the new preview branch that appears in the list: preview - Patch Preview.
If you do not see the preview branch even though it said it was now available please restart the Steam client.
The download should start immediately and once done you’re good to go!
How To Recover
If you experience any data loss issues of any kind due to switching over to this build, here is what we recommend doing:
Contact Support
Wait for us to clear out your cloud save.
Switch back to the NONE option on the Beta tab
After hearing back from Support, place your old save that you backed up into place.
This is something we’ve seen other developers do to help mitigate any damage that a new patch might bring, as we won’t be able to address the issues over the weekend. It’s a temporary measure, as next week we will release the patch to everyone, addressing any issues along the way. Players are able to switch back at any time should they choose to, only needing to contact support if you ran into a data loss issue. Also to note, any progress made on this preview build WILL transfer over to the live build, so any gear or time spent (should you not run into any issues) carries over to the live version.
What’s Next?
We’re currently hard at work on two things: getting our Nintendo Switch build into the best state possible so that we pass certification with flying colors, and getting our March update polished so that you are able to experience the horrors that are the Demon Lord (and his fireproof loincloth), take on the terrifying enemies that await you in the Nightmare difficulty, masochistic rewards provided through Hardcore Mode, conquer the Act I Challenge maps, and more!
There’s a lot that we’re currently powering through, and are excited for you to brave through our hard work that is the March Update — “Summoning the Demon Lord”. We’ll keep you posted with our development and what to expect.
Social Defenders
To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:
****UPDATE**** We have reverted this patch for the time being due to an inventory issue that we were not able to create through our in-house and remote testing. We're working hard this evening and tomorrow morning to get the issues at hand rectified and do our best to push the patch out without issue tomorrow.
DEFENDERS,
Keeping with our pace, we’ve got another patch out today! This one is a bit heavier than the other patches, with the majority of them focused on bug fixing. What you’re getting today is continued development to features, specifically new character model updates, a slew of inventory improvements and additions, gamepad enhancements, and more. There’s also some other things we want to talk about, so let’s do that now!
The Etherian Cavalry — Brave Testers of Etheria
Early Access provides a lot of content and features to players over time. We want the Early Access content to be focused on gameplay feedback and ways to help mold the game into the best state possible. We’re looking to add another layer to this, similar to what we’ve done in the past with RPG (Remote Playtesters Group) for Dungeon Defenders II. Being a mobile unit means The Etherian Cavalry is able to sweep through the battlefields of Etheria, in content unknown, to help discover Old Ones secret agents known as “bugs” and “issues”. For those that join, they are able to access unreleased content sooner, that is potentially in a rough state to help discover bugs and bigger issues before they could affect the active player base. Having access to this content does not affect your live progress in any way. Instead, it’s a noble quest to help make Dungeon Defenders: Awakened the best game it can be, if you’re able and willing. There are a few requirements for those that join:
Own Dungeon Defenders: Awakened on PC (this means you currently have access to Steam Early Access).
Are 18 years of age or older.
Able to use Discord.
Are able to sign an NDA.
If you are brave enough to venture into the unknown, and help us in this battle, please send an email to Cavalry@Chromatic.Games to enlist today. We are doing everything we can to provide the best experience possible, and with your help, we’ll be able to!
Progression Fixes and Squishes
We’ve got the vast majority of the progression issues that people were running into. We found one more (and we believe our last) that can be completely avoided while we work on a fix for it. It’s the following:
When joining a game, only hit the join button ONCE.
That’s it. Hitting it multiple times tries to join the session and restarts joining it. As a result, it runs into a couple of issues loading your profile, defaulting to a new profile, and clearing out your inventory. We’re currently working on a fix for this, and were not comfortable with our current work to include it in this patch. The moment it’s 100% ready, we’ll get it pushed out to you, but in the meantime, just show some restraint when joining a game! :)
With that out of the way, let’s get into what you can expect to see in this patch.
Features
Huntress Model Changes
New face model.
Adjust her entire model.
Animation polish.
Monk Model Changes
New face model.
Adjust the entire model.
Animation polish.
Inventory UI improvements.
Character Idle Inventory animations added.
Inventory model rotation added.
Just left click and drag your mouse left or right to give your character a twirl!
Inventory Hero Swap
F1 through F4 for mouse and keyboard.
Can press H to open the Hero Deck.
Gamepad “Select” button to open the Hero Deck.
Select/Special Left/Options/Back button depending on your gamepad.
Inventory page indicators are now clickable.
Gamepad Additions/Improvements
Hold “Select” to view your Character Stats Panel.
Updated swapping between the left and right panels in the inventory to be more gamepad friendly.
Added support for Map Summary and the Session Browser.
Hero Deck improvements.
Map Select Improvements.
Hero Select Improvements.
Switching Pages.
Sorting Heroes.
Renaming Heroes.
Selecting Heroes vs Opening Menus.
Missing Focus Indication.
Session Creation Improvements.
Improved Two Button Popups (ex: Confirm Cancel on certain menus).
Escape Menu improvements.
Gear Filter UI Improvements.
Fixed and improved navigation.
Able to now navigate quality and armor type for Accessories.
Now able to navigate to Upgrades Only.
Sorting Improvements
No longer a UI, instead cycles through different sort styles
Reverse sort added.
When toggling tabs on the right side of the inventory, focus state is now remembered for each tab.
Equipped Pets now display in the Inventory.
Steam Offline mode now available!
This is only if the player playing the game is the actual owner.
Improved how equipped weapons are displayed in the Inventory.
Bug Fixes
Fixed multiple crashing issues.
Fixed an issue where the Ogre was affected by the Darkness Trap.
Fixed an issue with “Sell All”
Now it only sells what is in your current filtered view.
Fixed an issue where spamming between attack and block allowed faster than intended attacks.
Fixed an issue where Phoenix Shot wasn’t functioning correctly while shooting by holding Left Mouse Button (LMB).
Adjusted Attack Blocking interactions.
What’s Next?
We’re currently hard at work on two things: getting our Nintendo Switch build into the best state possible so that we pass certification with flying colors, and getting our March update polished so that you are able to experience the horrors that are the Demon Lord (and his fireproof loincloth), take on the terrifying enemies that await you in the Nightmare difficulty, masochistic rewards provided through Hardcore Mode, conquer the Act I Challenge maps, and more!
There’s a lot that we’re currently powering through, and are excited for you to brave through our hard work that is the March Update — “Summoning the Demon Lord”. We’ll keep you posted with our development and what to expect.
Oh also, there’s a sweet Dev Log coming out tomorrow that talks to some more of the amazing people that make Chromatic Games such a great place to be. These heroic devs braved the flight to Boston and were able to join forces with many of our Defenders, both new and old, at PAX East. Make sure to check it out to get a look under the hood of Chromatic Games!
Social Defenders
To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:
Sliding in right before the weekend, it’s another patch. It’s a small patch though, but it’s a helpful one nonetheless. We’re still working hard, so keep that feedback coming. Let’s get into it!
Bug Fixes
Fixed an issue where a player’s inventory would be cleared out.
This is a separate issue than our last fix. It was an issue caused by item filtering, and should help the remaining people who were running into inventory issues. If you still run into any inventory issue, and are on the latest patch, PLEASE LET US KNOW!
Adjusted how the strength of the Ogre on Ancient Mines.
He was a little too strong, so for the time being we are making him weaker.
What’s Next
Our main focus currently is going to be watching this patch and for any users that may be running into any continued inventory issues. We believe this patch should solve the vast majority, but we want to be sure. Make sure to throw us any feedback should there be any continued issues, as soon as possible, and we’ll follow up.
With that out of the way, this is an exciting month! We’re going to be releasing a Mid-Update patch next week. This patch will have updated hero models and animations for the Huntress and Monk (based on community feedback from the beta!), additional Inventory UI features and functionality, as well as Bug Fixes. This is not the big update shown on the Road Map, but more a halfway point to get some improvements that we’re ready to release. This is something we messaged previously and are wanting to live up to.
Thank you all for your support so far, keep throwing all the feedback you can at us, and we’ll keep working hard! :)
Social Defenders
To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:
It’s another patch. Are you surprised? You shouldn’t be, we’re working as hard as possible to get everything in tip top shape, fix any issues that are risen, and make the DD:A experience the best it can be. Your feedback has been incredibly helpful, so we’re getting some more fixes out to you. Let’s get into it!
Bug Fixes
Fixed an issue that was causing players to lose gear. If you run into this issue, please let us know and submit feedback.
Fixed an issue with Overcharge causing Arcane Surge to do full damage to every enemy hit, without dropping off based on distance.
Fixed multiple issues that were causing crashes.
Fixed an issue on the Dark Elf Warrior when they try to target the Crystal Core.
Fixed an issue with currency collection.
Improved how inventory systems are logged on our backend.
What’s Next?
Our main focus currently is going to be watching this patch and for any users that may be running into any continued inventory issues. We believe this patch should solve the vast majority, but we want to be sure. Make sure to throw us any feedback should there be any continued issues, as soon as possible, and we’ll follow up.
With that out of the way, this is an exciting month! We’re going to be releasing a Mid-Update patch next week (we’re aiming for Tuesday). This patch will have updated hero models and animations for the Huntress and Monk (based on community feedback from the beta!), additional Inventory UI features and functionality, as well as Bug Fixes. This is not the big update shown on the Road Map, but more a halfway point to get some improvements that we’re ready to release. This is something we messaged previously and are wanting to live up to.
Thank you all for your support so far, keep throwing all the feedback you can at us, and we’ll keep working hard! :)
Social Defenders
To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:
You get a patch, you get a patch, and you get a patch! We’re working hard to get bug fixes going, and outside of getting our March update ready for you all, we’re focusing a lot of our resources hunting down some of the more nefarious bugs plaguing select Defenders. This patch actually helps us find some of them better! We’re dedicated to making this the best game possible, putting the time in to do everything we can. Let’s get into it!
Feature Update
Added the gameplay option to disable the Map Flythrough at the beginning of every map.
Inventory cap has been increased to 525 from 500 to fill all pages.
Bug Fixes
Fixed an issue where enemies can sometimes walk directly into a row of defenses and do nothing.
Improved how Build Mana combines/clumps together on the ground.
Fixed an issue where the crystal electric coils in Alchemical Labs could be interacted with or hit via Monk auras.
Fixed an issue where players were able to build more towers than intended.
Added additional profile information logging to better track down any profile data loss issues.
Added additional profile information logging when cores take damage, to better investigate player reports of cores randomly being destroyed without any visible cause.
Fixed a typo in the Giraffe on a Treadmill description.
Resolved a crash that occurred in later survival maps with a lot of enemies on the screen.
What’s Next?
We’re going to be releasing a Mid-Update patch next week (we’re aiming for Tuesday). This patch will have updated hero models for the Huntress and Monk (based on community feedback from the beta!), additional Inventory UI features and functionality, as well as Bug Fixes. This is not the big update shown on the Road Map, but more a halfway point to get some improvements that we’re ready to release. This is something we messaged previously and are wanting to live up to.
Thank you all for your support so far, keep throwing all the feedback you can at us, and we’ll keep working hard! :)
How’s that saying go, another day, another dang patch to make gameplay a lot better? Pretty sure that’s how it goes. We’ve got more feature updates and bug fixes coming in hot off the press! There’s a lot of bug fixes here that are very technical, which we’ll mark with a (*) that indicate multiple bug fixes that wouldn’t make sense to type out. Let’s get into it!
Feature Update
Updated reload tooltip math for crossbows to be more accurate.
You can now rename your heroes on Hero Selection UI.
Currently it doesn’t update the side list until UI is reopened.
Accessories item power calculation has been adjusted to now show a balanced item power value.
Loot is now teleported out of spawners should it land inside of spawners.
Bug Fixes
Added a potential fix for the data loss issue various players have experienced.
Adjusted some upgrade math to handle rounding better.
Fixed multiple issues that were causing crashes.(*)
Fixed an issue where upgrading a defense didn’t show the correct damage that the defense would deal.
Fixed an issue with some of the pets dropping with 0 item power, continuing work on this still for the rest of pets.
Fixed an issue with multiple enemies getting stuck on The Summit.
Fixed an issue with Huntress Piercing Shot not scaling with hero damage or hero damage buffs.
Fixed a bug where the Chainsaw Sword was incorrectly scaling, and should receive better stats now.
Fixed A LOT of AI issues.(*)
Fixed an issue with Thunder Spike Trap not damaging certain enemies, specifically Ogres.
Adjust Dark Elf Warrior’s jump to work significantly better.
Made it so Dark Elf Warrior’s Jump only targets players.
Made it so Dark Elf Warrior’s Dash only targets players and towers.
Fixed an issue that allowed duplication.
Fixed an issue with where Elemental damage was scaling too high.
Fixed an issue where certain items weapon damage was scaling too high.
Fixed an issue on the backend for properly tracking heroes used.
Fixed an issue where certain options weren’t saved.
Social Defenders
We're going to continue to work hard and knock out all of the feedback and bugs you all have been providing us. To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:
Another day, another patch! The studio is all abuzz on getting as much done as soon as we can, so that we can get it into your hands. This is a crazy busy week for the studio, and there’s some stuff to go over, so let’s get into it.
PAX East
Some of us from Chromatic are going to be at PAX East, showing off Dungeon Defenders: Awakened and interacting with our community face-to-face. We’ve got some fun swag to give away, so if you’re going to be there, come visit us, let’s talk games, and have some fun! We’re going to be at Booth #12074 (right next to the big Nintendo booth). We hope to see you there if you’re venturing into the beast that is PAX East!
Key Bindings
This patch coming out today may affect your key bindings, and reset them to default (we've made some changes to key bindings). Just a heads up before the patch goes out here in the next couple hours.
COMMUNITY FEEDBACK: Upgrading
We’ve been messaging with this project from its inception, throughout our Kickstarter, and in pretty much every Steam review that we are listening constantly, and that the success of our game is going to be heavily dependent on our community helping show us what’s important to them and how to make things feel better.
This is the first big change that we’re going to be making due to a TREMENDOUS amount of feedback we’ve received so far. Upgrading is currently WAY too strong on all fronts. It was first surfaced to us via the Propeller Cat being incredibly strong when upgraded. Then we dove into it more, and people provided a ton of feedback and screenshots showing how strong they were able to get via upgrading, and how it didn’t feel good. It trivialized content and overall made progressing and higher tiers feel very easy very quickly. We have a difficulty for that, it’s called “Easy”, but the feedback said that Insane should potentially be named “Sane” because of how easy it was being cleared. After investigating, this was clearly unintended and there was a bug in the upgrading formula.
We’ve listened to the feedback, and to ensure that the game provides challenge, the efficacy of upgrades are going to be restored to their intended values due to fixing this bug. This is not going to only scale to just new gear, only to reroll gear you’ve got, or undo any upgrades you’ve applied. Every piece of gear in the game (equipped, received, and new drops), in regards to upgrades, will be scaled to not provide the crazy amount of stats they were applying. This fix will be coming in a patch later today. We’re going to be keeping an eye on this to make sure it feels great, and listening to feedback from you all based on this fix. Feedback on your feedback, if you will!
This is one of the things we love about Early Access. Players are helping us not ten, not one hundred, but one thousand times more than we would have been able to do so on our own. We also are so proud of our community for pointing this out, that you all WANT the challenge, you WANT to be able to have an achievement that felt good to get, and are pointing out what the problem is, instead of just upgrading and cruising through what’s meant to be the hard content. It’s why we call you Defenders, and not babysitters. You’re here to defend and fight, not AFK and win. This is the exact kind of moment that really just reinforces our decision to listen to our community and work with you to make sure the game is the greatest it can be.
This is such a big fix that we wanted to be as transparent as possible, as soon as possible. Our studio and community have the same goal — making the best Dungeon Defenders game possible, and open communication is a big part of that. Letting you know what’s going on and why certain things happen ensure that what we’re doing is to provide the best experience for the game, and that experience is the one you as a player are seeking.
Continued Feedback
You’ll see it said on most reviews for this game, spammed all over the forums, Discord, and Reddit, but keep the feedback coming through the in-game escape menu feedback link. It’s a direct portal to get feedback to us, so that we’re able to read through it all in one place and get the game the best it can be as fast as possible. We’ve got a ton so far, and it’s been incredibly helpful. Together we’re able to get an extraordinary amount of work done!
Bug Fixes
Adjusted how upgrades are presented on the upgrade screen to represent improvements better.
Fixed an issue that prevented getting the final upgrade applied to certain stats.
Fixed an issue to auto detect when an upgrade was no longer valid.
Fixed an issue with activating the camera toggle with gamepad.
Fixed an issue where Ogres or Dark Elf Warriors were not being damaged by Spiked Blockades.
Fixed an issue where binding left and right arrows to movement removed the character rotation bindings.
Adjusted how often Dark Elf Warriors target the core, forcing them to focus on players and towers before focusing on cores
Adjusted some spawners to fix stuck issues on Arcane Library (Survival)
Fixed an issue where the Squire was able to use Circular Slice without cooldown.
Disabled the ability to toggle split screen. This was unintended for this portion of Early Access, and was creating an unenjoyable experience for those able to activate it.
Adjusted Hard difficulty unlocking, requiring players to instead beat the map on Easy or Medium to unlock the Hard difficulty, OR beat the previous map on Hard.
Gemstones now have different names and descriptions to better communicate what they do.
Fixed some grammar and typos in pet descriptions.
Fixed some spawning issues in Royal Gardens.
Adjusted Royal Gardens crystal core to having 2000 HP.
Adjusted mana culling checks.
Adjusted Tornado Valley crystal core to have 1500 HP.
Adjusted Tornado Highlands crystal core to have 1500 HP.
Adjusted Throne Room crystal core to have 1750 HP.
Fixed an issue with chests not spawning in Tornado Valley.
Fixed an issue that saves profiles correctly on disconnects.
Adjust weapon damage upgrade caps.
Adjust ogre projectile targeting to prevent it from getting stuck in spawners.
Fixed a memory leak that was caused by enemy tac map icons and loot icons.
Provided options for AZERTY keyboards, so that they can update movement bindings without issue.
Adjusted some collision and spawners in Tornado Highlands to fix enemies getting stuck.
Fixed an issue where multiple Hero Boost buffs from multiple Monks were stacking. Now the first Hero Boost sticks, and later applications are ignored.
Fixed an issue where multiple Tower Boost buffs from multiple Monks were stacking. Now the first Tower Boost sticks, and later applications are ignored.
Adjusted how many enemies could spawn per frame, and adjusted radius of spawn points to address enemies getting stuck.
Added the ability to upgrade crossbow ammo capacity.
Fixed an issue where Block damage reduction was scaling improperly.
Adjusted Pet Upgrade scaling.
Fixed an issue where Ogres were not included in Deeper Well (Survival).
Added the ability to upgrade Pet Attack Speed.
Fixed an issue where the XP bar was not updating properly on initialization.
Fixed an issue where filtering by accessory type was filtering all accessory types regardless of your selection.
Fixed an issue where the Tac Map could be opened while other menus were open.
Fixed an issue with Ogres getting stuck in Royal Gardens spawners.
Fixed an issue with Summit clouds translucency.
Fixed an issue with Damage Dealt and Damage Received show up on the defense tooltip incorrectly.
Fixed an issue with Defense tooltips not displaying with decimal places.
Added a fix that destroys drop items if the owner leaves the game.
Fixed various places on Alchemical Labs that a player could get permanently stuck.
What’s Next?
We’re going to continue to keep working hard and listening to feedback. There's still a bug or two we've had some players running into with smaller progression issues, so sit tight and we'll let you know when we've got a fix for it out. Outside of that, we’re pouring through it constantly, so keep posting it through the in-game escape menu. It’s how we were able to get ALL of these bug fixes taken care of since our last patch, which was TWO days ago. The more you give us, the harder we work, so let’s keep this train going!
Social Defenders
To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:
It has been a crazy week, and it’s only Tuesday! Dungeon Defenders: Awakened released last week into Early Access, and as expected of our Defenders, you helped us out in some major ways. The amount of feedback and bug reporting that has been done has been absolutely amazing! We’ve got so much to work with, and this will help us accomplish the goal of our Early Access — to make DD:A the best game it can be.
Week 1
We’ve been hard at work making sure that we can address as many issues, large and small, and getting fixes out as soon as possible. As of last night, we have released FOUR patches with a variety of fixes to make the game better. That’s 3 days after EA launch, that we’ve worked enough to get four patches out. Our main inspiration is making sure that we want a game that you can sink 100’s of hours into, and enjoy seamlessly. Your support at this point is what we work hard to live up to, and your feedback makes that easier. Please keep it coming, we really value it, which is why we added a direct link to our in-game escape menu — so you can provide it directly to us.
We’re still working super hard to get additional fixes out, and also getting our content ready and polished to make sure we are hitting the main beats of our road map. Below, you’ll find a list of bugs that we’ve squished and changes we've made with the patches we’ve put out so far.
Bug Fixes
Tutorial getting stuck in various locations and not going away if you don't follow it exactly.
A certain type of Ramster couldn't be upgraded.
Stats that shouldn't be upgradeable on an item were upgradeable.
Projectiles being rendered incorrectly from the wrong location.
Configuration settings that couldn't be set.
Possible fix for the profile data loss issue.
Several crashes.
New players lose their entire profile once the game is closed and reopened.
Several spawn random stuckage issues on Royal Gardens, Throne Room, Arcane Library, Ramparts.
Ogres are getting killed by the map in random locations.
Ogres are spawning from the air on Lava Mines next to the core.
Kobolds enjoy finding ways to get stuck on Ancient Mines.
Enemies grouping up and getting stuck on the upper spawns on The Summit.
Chat box doesn't want to work randomly.
Players can see other player's outlines when viewing hero.
Several more crashes were fixed.
Party bar is not showing the 4th player on the map.
Towers are not displaying correct tooltip values after being upgraded.
Items icons in the inventory are not displaying the not valid sign when they should be.
Matches made private are actually public for anyone to join.
Items are not selling correctly in various situations.
Memory leak when playing games with others.
Orcs enjoy getting stuck on various maps.
Players with OculusVR get crashes or have their device startup.
Auto loot filter doesn't work correctly for clients. (You may need to reset your auto loot filters for them to work correctly after patch).
Several more crashes.
Updated the muzzle flash of the fireball tower to not be ridiculous.
Updated the visual of the ogre snot projectile impact to more accurately represent the AOE of the effect.
Chat Box Improvements.
Escape now closes properly instead of breaking everything.
Scroll wheel now scrolls while the chat box is open.
Build Suggestions Escape Option.
Ogres should stand closer to their targets.
Decreased attack range.
Fix for Orcs still getting stuck on Summit.
Previously, it was possible for pets to drop at 0 quality, all pets will now have a minimum quality.
Yellow Ramster buffs towers that don't use defense attack rate.
Added targeting exclusions for the towers that don't use attack rate.
Fixed rebinding for movement and held action abilities so they will function correctly (AZERTY Keyboard users rejoice).
Fixed Squire doesn't play block flinch anims on client.
Fixed Crash triggered by the Auto-Detect graphics settings logic on startup.
Fixed Private games being made as Public issue (we got it all this time).
Fixed Giraffe not dropping on wave 25 survival insane.
Increased range on Bouncer Blockade so it consistently hits Goblins.
Increased range on Slice and Dice Tower so it consistently hits goblins.
Reduced Goblins attack range to match DD1.
Updated ramster pet to have a default hero stat to always allow upgrades.
Fixed Summit - all Campaign ogres go to one specific lane and never split off.
Fixed Ogre not hitting targets directly in front (hugging) of him.
Fixed Griffin Can roll with non integer primary attack.
Timers on Tornado Valley updated to correct values.
Fixed Ramparts - Enemies getting stuck just outside of spawn.
Names on wave award chests are now viewable not only from the front.
More fixes for Enemies getting stuck on Summit.
General
Additional info gathering on the profile data loss in case it happens again after the fixes we put in.
Bouncer Blockade range was slightly increased to hit enemies better.
Currency is now shown in the inventory.
Added option to disable Profanity Filter locally.
(Temp Feature) Accessories and Pets get picked up regardless of quality type, if specified in auto loot filters.
Ping Sound is now controlled by UI slider.
Accessories now drop with upgrade levels.
Social Defenders
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There’s a lot more that we’re going to be getting out. We’ll keep working hard, and we want to thank you for your support. Keep shooting us any and all feedback/bugs you have through our in-game submission, and we’ll use it to help mold the future of DD:A into the best and brightest it can be.