We’ve read the reviews. We’ve seen the comments. Since the launch of Dungeon Defenders Eternity, you have asked far and wide, “Why can’t I play the game offline?”
Now you can.
[B]Offline Mode[/B]
Starting with Content Update 2, we’re implementing an offline mode beta for Eternity. Our team worked incredibly hard to get this functionality in. We hope you enjoy it. We're committed to improving the game, and we're excited to continue working together with you to make that happen.
Using the offline mode, you will be able to play the game solo from start to finish entirely offline. If you wish to receive the newest updates for the game, you will need to go online to download the update, but then you can go back to playing offline. Data will not be able to be transferred from the offline mode to the online mode.
We wanted the community to have this feature as soon as possible, and we know there are other features with offline mode that you would enjoy. We are looking into implementing the ability to transfer your current online data to the offline mode. Similarly, we’re also investigating the possibility of having LAN play for the offline mode. We’ll have more information on the feasibility of these soon.
[B]Hardcore Mode is Back[/B]
Content Update 2 also brings the return of Hardcore Mode. Thanks to the feedback from our community, we’re moving away from Permadeath. In DDE’s Hardcore mode, heroes that die during the Combat Phase will not respawn until the next Build Phase or Level Victory if they win the map. Survival Mode is no exception: Heroes can only die once after the single wave starts. Enabling Hardcore Mode yields loot with a 10% stat increase. Hardcore is only enabled for Campaign and Survival play -- Challenges do not have Hardcore Mode enabled. We will also be revising the Steam description in the near future to address these changes and all other changes to the game since its release based on community feedback.
We’re also currently looking into difficulty changes to go along with our Hardcore Mode thanks to feedback from our community and our testing group. We’ll have more details closer to launch. How do you feel about increasing the difficulty of the game when activating Hardcore Mode?
[B]New Map: Coastal Bazaar[/B]
Along with Hardcore Mode and Offline Play, Content Update 2 adds another new map to the game -- Coastal Bazaar. Coastal Bazaar is a symmetrical, medium-sized map with 3 crystals to defend. Just like our last new map, Coastal Bazaar includes a unique environmental defense interaction. Players can activate a laser beam that, depending on its color, has interesting benefits for heroes and consequences for enemies. We’ll leave those for you to discover.
[B]And More![/B]
Content Update 2 also brings Steam Achievements, unlimited-use dyes and more. We’ll have the full patch notes when the update is released.
When might that be? We’re hoping to have Content Update 2 out later this week, but it all depends on our testing and how well that goes. Stay tuned for more information.
Patch 4.5 Details
[B]Changes[/B]
The original function of Huntress Invisibility has been restored
The Everflame’s fire effect is now approximately 3 times larger
[B]Bug Fixes[/B]
The doors on Aquanos once again open and close correctly
The Tailor (Transmog Station) in the Tavern now has collision
Nightmare Kobolds’ cluster explosion now scales properly
Addressed an issue where Dark Elf Warriors would stay in their spawn if players were in an unreachable location; Dark Elf Warriors will now leave their spawn and attack defenses if they cannot reach players
Series EV’s jump animation has been adjusted to fix an issue that was causing her to shoot inaccurately while jumping
The Barbarian's Battle Roar tooltip has been reformatted to match the tooltips of other abilities
Fixed an issue that caused every aura’s health to drain faster than it should
Electric Aura no longer drains faster than intended
Fixed door collision issues on Quest for Lost Eternia Shards Map
[B]Linux Note[/B]
If you are unable to play the game, there is a new right-click option in the library drop-down of the game to "Link Steam Libraries." If this does not solve your launch issues, please send an email to support@trendyent.com.
Eternity Dev Discussion: 9/18/14
Greetings Defenders,
Content Update 1 arrived last week, and with it came a wealth of new questions from all of you. We sat down with Live Producer Ben Craven to discuss some of your biggest post-CU1 feedback.
[B]There seems to be more lag after CU1. Any updates on this?[/B]
[B][I]Ben Craven, Live Producer:[/I][/B] “We put out a patch earlier today that should hopefully alleviate the issue. According to our investigation, the cause of the lag was due to large amounts of network traffic from high-stat builds with the latest gear.
The hotfix has lessened a lot of the lag on most maps, but we're not done yet. We are committed to resolving these lag issues. (A special thank you to Zeroxs for providing some valuable information on the matter.)”
[B]Why is Corrupted/Divine armor so common in Nightmare?[/B]
[B][I]Craven:[/I][/B] “When bringing Nightmare mode over to DDE, we wanted it to be more about min/maxing than struggling to find the new gear. Because of that, we made it common to find these new armor sets once you enter Nightmare mode. I’d love to know your opinion to this question: Would you prefer Corrupted/Divine armor be harder to find and have a smaller range of stats, or be easier to find with a larger range (the way it is right now)?”
[B]When are players going to get Nightmare Survival? Will it be more difficult than Campaign Nightmare?[/B]
[B][I]Craven:[/I][/B] “We don’t have a release date for Nightmare Survival yet. A lot of the decisions we are making about Nightmare Survival are based off of your feedback from Nightmare mode. When we get closer to release of Nightmare Survival and have solidified more of these decisions, we will let you know.
As for the difficulty, we are watching your feedback and in-game progression and are considering how much pain this should bring. What do you think?”
[B]In the patch notes for Content Update 1, you mentioned that you were looking for feedback on the Huntress Invisibility change. Have you come to a conclusion?[/B]
[B][I]Craven:[/I][/B] “Yes, we have. Isom compiled all of the feedback about the change and we have decided we will be reverting this ability back to its original functionality in a future patch. Thanks for your feedback.”
[B]Players have made a few suggestions on how to improve looting in DDE. What are your thoughts?[/B]
[B][I]Craven:[/I][/B] “There will definitely be future changes coming to make looting more fun for all of you and less like Vacuum Simulator 2014. We are looking into the feasibility of several fantastic ideas presented to us by the community on ways to improve loot gathering. We like what we’ve heard so far.
Right now, we have a question we’d like to ask you about loot priority. We would like to implement a system similar to DD1 where loot despawns based on quality. Currently, loot will despawn by priority based on proximity to the player, and then despawns based on how long an item has been in the world. If we were to implement a quality-despawn system, would you still want this position-based priority system in place, would you prefer we remove it, or would you prefer it becomes an option?”
[B]Players have also made suggestions on how to improve the defenses for several heroes. What are your thoughts on these suggestions?[/B]
[B][I]Craven:[/I][/B] “We understand that many heroes' defenses are currently weak in DDE's endgame compared to a select few. We are evaluating a number of possibilities to these heroes. Before we commit to any changes, we will present our desired changes to the community for your feedback.”
[B]Will you be doing something to make it more rewarding to fight bosses in Nightmare mode?[/B]
[B][I]Craven:[/I][/B] “We will be looking over Nightmare mode boss rewards and ways to improve them over the coming weeks.”
[B]When a player leaves a match, the player takes the mana with him/her. Is this intended?[/B]
[B][I]Craven:[/I][/B] “We know this has been an issue for many of you and have a few ideas to fix it in a future patch. How would you feel if, upon leaving the level, a player’s mana dropped to the ground. Similarly, upon leaving a level, a player’s remaining mana in a chest would drop as well?”
[B]When are we going to get Content Update 2?[/B]
[B][I]Craven:[/I][/B] “We are working studiously on CU2, and we hope to pass it off to QA next week. No more release date promises, but we’ll have more news soon.”
Do you have any other questions? Ask us in the comments below, and we’ll answer as many as we can in our next Dev Discussion post!
[B]Previous Dev Discussions:[/B]
[B]Campaign Nightmare Mode:[/B] [I]Completed[/I]
[B]Improved Loot Progression Per Map Quality:[/B] [I]Completed[/I]
[B]Persistent Forge in Survival:[/B] [I]Completed; Patch 3.6[/I]
[B]Loot Despawning:[/B] [I]Improved in Patch 3.6; Continuing Investigation[/I]
[B]Active Sessions:[/B] [I]Improved in Patch 3.4; Continuing Investigation[/I]
[B]Summoner:[/B] [I]Improved in Patch 3.4, CU1; Continuing Investigation[/I]
[B]Save Data Wipes:[/B] [I]Improved in Patch 3.4; Continuing Investigation[/I]
[B]Launcher Issues:[/B] [I]Improved in Multiple Patches; Continuing Investigation[/I]
[B]Linux Issues:[/B] [I]Improved in Multiples Patches; Continuing Investigation[/I]
[B]Missing Rewards for Maps:[/B] [I]In Progress[/I]
[B]DD1 Content:[/B] [I]In Progress[/I]
[B]Server Stability:[/B] [I]In Progress[/I]
[B]Challenge XP:[/B] [I]Investigating[/I]
[B]Waiting for Match Timer Solution:[/B] [I]Investigating[/I]
[B]Challenge Rewards:[/B] [I]Investigating[/I]
[B]Offline Mode:[/B] [I]Investigating[/I]
[B]Mixed Mode:[/B] [I]Investigating[/I]
[B]Hardcore Mode:[/B] [I]Investigating[/I]
[B]Barbarian:[/B] [I]Investigating[/I]
[B]Rotating Map Rewards:[/B] [I]Investigating[/I]
[B]User Interface:[/B] [I]Investigating[/I]
Hotfix 4.3 Details
[B]Changes:[/B]
Implemented solutions to help fix ongoing lag issues. This is an ongoing investigation. If you are still experiencing lag issues, please let us know.
Fix 1: Increased network throughput to avoid saturation.
Fix 2: Changed auras to do more damage but to tick less often. (NOTE: We’ve tried to remain as close to 1:1 with the previous way auras operated as possible.)
[B]Playverse Updates:[/B]
Updated to the newest version of Steam
Added a first pass of Steam Friends integration to the game. Now you can invite and join your friends using Steam. Please test this feature and let us know how it works for you.
Keep an eye on our blog today for our newest Dev Discussion post, which addresses some of your biggest feedback since Content Update 1!
Also, we have a question from Live Producer Ben Craven: “The current implementation of Steam Friends does not automatically add you to a player’s party when you join their game. So, if you join a friend’s private tavern and they enter a mission, you will not transition with them. Would you prefer to automatically join a player’s party when you join their game, so if they transition sessions you will transition with them?”
Patch 4.2 Details
NOTE: We are actively investigating the root issue that causes lag in high-stat builds. We will update you as soon as we have more information.
[B]Content:[/B]
The Fairy pet has come to DDE with its own new special ability
Skin color region now can now be dyed with any dye
Lemon Dye has been added to the shop
[B]Balance:[/B]
Increased the quality of loot that drop from chests in Nightmare; chest loot should now have closer parity to Nightmare enemies
Equipment can no longer roll negative stats
[B]Bug Fixes:[/B]
Pressing “Sell All” in the Blueprints section of your inventory now properly updates the Blueprints section of your inventory
Fixed an issue where Mistymire was forcing players to play on Nightmare only
Pettable creatures (shroomites, seahorses, donkeys) now correctly give mana while playing on Nightmare on the following maps: Mistymire Forest, Moraggo Desert Town, Aquanos, Sky City and Akatiti
Deadly Striker Tower will now hit as far as it can see; increased the lifespan of DST projectiles so they hit those pesky far away enemies
Fixed a bug on Akatiti where Summoner’s Minions can be built up in the trees
Fixed a bug where the Snowball Launcher’s projectile was dealing damage multiple times to one target; now it only deals damage once, like the other launcher/AoE weapons
Fixed a misspelling on “Absorbent” armors
On Monsterfest Maps, readying up will ignore dead players when a player readies up
Forward slash and End keys are no longer bindable
Fixed a bug where enemies were gaining a short period of ultra-rapid-fire when being hit by the Spider Minion’s web debuff
Enrage Aura tooltip now showing proper Damage Vulnerability amount
Fixed a bug on Tinkerer's Lab where doors were not opening; they are now opening
Content Update 1 Released!
We’re very excited to announce that the first content update patch for Dungeon Defenders Eternity is live. Enjoy! Here are some of the new features in Content Update 1:
Campaign Nightmare Mode
Content Update 1 introduces Campaign Nightmare Mode to Dungeon Defenders Eternity! You can now enjoy Nightmare Mode on all Campaign and Bonus Missions.
Nightmare Mode in DDE brings a unique twist: We’ve added a new faction of enemies called Elite Enemies, which are upgraded/modified versions of the existing enemies to bring even more pain to the battlefield. Nightmare Mode also includes two new armor sets, 16 returning weapons from DD1 and even higher stats for you to discover!
Private Taverns
Want to get away from the noise of the public tavern? Want to test your heroes and defenses in peace? Now you can with our Private Taverns! Of course, the Public Taverns are still there if socializing is your thing. You can access the Private Tavern through the Main Menu or Mission Screen.
New Map: Buccaneer Bay
Content Update 1 adds Buccaneer Bay, a brand-new pirate-themed island map, to Dungeon Defenders Eternity!
https://www.youtube.com/watch?v=zNeIRFMFqtA
Full Patch Notes (Patch 4.0, Content Update 1):
New Content
Nightmare mode has been added for all Campaign and Bonus maps. This includes new gear drops, empowered enemies and even higher difficulties.
Private Taverns: Players can access their own private tavern through the Main Menu or Mission Screen! You can also change this setting in the Options menu.
New Bonus Mission Map: Buccaneer’s Bay, a pirate-themed island map.
Nightmare exclusive rewards:
16 weapons back from DD1
4 weapons per class
2 new armor sets
Corrupted Set focuses on Hero Stats, for DPS characters
Divine Set focuses on Tower Stats, for Tower-building characters
8 returning pets with new abilities
Animus pets with Hero specific stats for DPS characters
Guardian pets with Tower stats for tower-building characters
8 new class-specific Amulets
Apprentice
Polymorph: Morph enemies into Goblins.
Squire/Countess
Execute: Kill low-health enemies around you.
Monk/Initiate
Perfect Evasion: Dodge all incoming attacks for a short time.
Huntress/Ranger
Concussive Shots: Add some knockback and damage to your shots.
Barbarian
Battle Roar: Let out a stunning roar that makes you stronger.
Jester
Elemental Surprise: Damage enemies in a cone with random elemental damage.
Summoner
Crystalline Champion: Promote one of your minions into a super minion.
Series EV
Tazer Bomb: Deal lightning damage and stun a group of enemies.
Transmogrification System
You can now hide your gear or change its appearance by talking to The Tailor. She is located across from the Tavernkeep.
Invisible Skins are purchasable in the shop with in-game currency. Use these with the new Transmogrification System to visually hide your armor.
Changes
Increase Folder Limit in Inventory from 8 to 10
More specifically, this is 10 folders wide (up to 10 folders inside of any one folder). Folder depth still remains at 5 folders.
Players can now drag an item from their Hero to a folder.
The Summoner can now swap their primary pet. Default Key set to Z.
Removed Dyes and Consumables from dropping in game. They are available in the shop.
Bug Fixes
Controllers now work with the Forge during Survival
Fixed bug with mission consumables that was causing them to not scale with enemy level
Summoner's Ogre Minion is now displaying the correct icon
Summoner's Dark Elf Mage Minion heal now triggers off both Summoner Minions and all other Defenses
Upgrade and Repair VFX now properly follow Summoner Minions
Fixed scale issue with Griffin, Laser Robot, Serpent, Shroomite, and Dragon pet projectile visual effects
Fixed bug where Imp Active Ability was registering twice per tick
Ogre notification is now displaying correctly
The Ancient Dragon in Crystalline Dimension now correctly shoots fireballs
Balance
Per map loot quality has been adjusted to ensure that harder maps drop better items
Increased initial build time from 90 to 120 seconds on Insane and Nightmare difficulties
Elemental Affinity now affects the Poison Weapon Ability
Added a limit to the number of Ogres that can be present on a Survival match at once.
Increased chance to drop blueprints
Imp Abilities no longer cost mana, like other pet abilities
Ogres now drop better loot
Reduced Goblin Copter base missile damage and missile damage scaling
Reduced Akatiti Goblin Mech Boss base damage
Reduced Dark Elf Warrior’s Max Movement speed so players can better react to the Dark Elf Warrior on higher difficulties
Adjusted Enrage Aura to be more in line with other defenses (see this post for more info)
Aura attempts to enrage enemies once every 5 seconds
Enrage effect lasts 5 seconds, then can’t affect enemy for 2.5 seconds
Nightmare Ogres cannot be Enraged
Redesigned Huntress Invisibility Ability to give a 50% attack speed buff after exiting stealth. To compensate for this increased power, the cooldown has been increased from 4 to 30 seconds. Note: We are testing this balance change. Please give us feedback on the forums this week. If this ability change is not liked, we will revert it.
Known Issues
Doors in Tinkerer’s Lab do not open. (This will be fixed in an upcoming hotfix. We decided not to delay the update even further.)
We’re very excited to announce the first content update patch for Dungeon Defenders Eternity! Here are some of the major features that our team has been working on for you to enjoy:
[B]Campaign Nightmare Mode[/B]
Content Update 1 introduces Campaign Nightmare Mode to Dungeon Defenders Eternity! CU1 brings Nightmare Mode to all Campaign and Bonus Missions.
In case you missed our last dev discussion, Nightmare Mode in DDE brings a unique twist: We’re adding a new faction of enemies called Elite Enemies, which are upgraded/modified versions of the existing enemies to bring even more pain to the battlefield. Nightmare Mode will also include new armor, weapons, and higher stats (!) for you to discover.
[B]Private Taverns[/B]
Yep, they’re back! Want to get away from the noise of the public tavern? Want to just hang out with your friends? Now you can with our Private Taverns! Of course, the public taverns are still there if socializing is your thing.
[B]A New Map and More![/B]
This patch will also include a number of other additions:
[B]New Map:[/B] Buccaneer Bay
[B]2 New Armor Sets:[/B] Divine and Corrupted, which focus on defense power and hero power respectively
[B]The Tailor:[/B] A New NPC where you can change the visuals of your items or hide them altogether!
[B]8 new class-specific amulets[/B]
[B]4 new weapons per class[/B]
[B]Animus/Guardian pets (with new abilities!)[/B]
There will be a few other changes in addition to these, including an improved chance to get higher quality loot across the board. We will be releasing the full patch notes with the release of CU1. CU1 is on target to be released sometime next week. Stay tuned to the blog and forums for a release date. (Note: We previously announced CU1 would be released this week but have decided to take more time with the update.)
Finally, If you have a chance we’d also love for you to visit this thread, and let us know your thoughts to some upcoming changes to the Enrage Auras.
Thanks! Please let us know what you think about the first Content Update in the comments below! What are you most excited for, what do you want to see most in CU2?
Eternity Dev Discussion: 8/22/14
Greetings Defenders,
We’re nearing the end of the month, and that means Content Update #1 is almost here! While we won’t spoil everything coming (we’ll save that for the video), we do want to share one very delicious part of the pie: Campaign Nightmare Mode will be coming in our first content update next week!
In DDE’s Nightmare Mode, we’re adding a new category of enemies called Elite Enemies. These are upgraded versions of existing enemies that will create a new challenge for you to overcome. Some of the Elite Enemies will have small changes to their mechanics. Take the Elite Kobold, for example. When the Elite Kobold explodes, he’ll let out a cluster of bombs to deal an even larger area of damage.
Added a persistent Defender’s Forge to all Survival maps
Items will no longer disappear when more Gold Coins drop into the world
Gold Coins now have different denominations ranging from 5 to 10 gold (previously all coins were worth 1-2) and visually vary slightly in size; as such, we decreased the number of coins allowed on the ground at once
Increased the number of items allowed on the ground at once (from 25 to 35)
Added a note to the Jester’s Wheel’O’Fortuna ability that indicates it scales with Offensive Ability Power
Coin Bags now sell for the amount of coins in the bag (will sell for 0 if it is empty)
Fixes
Linux: Fixed permanent black screen on Ubuntu 13/14
Fixed several pathing issues on Foundries & Forges
Removed the ability to start Survival on Moonbase, as there is no survival implemented on that mission
Fixed an issue where Summoner Spiders were not registering their kill counts
Fixed an issue where Goblin Copters on Crystalline Dimension were carrying and dropping old Ogres
Fixed an issue where maps that supported more than 4 players had their player names and ready status overlapping in the UI
Note: We'll post a Dev Discussion post later this week that addresses some of the larger community topics that arose since Patch 3.4
Patch 3.4 Details
In our third weekly patch, you’ll find several notes about the Summoner, hero defenses, loot balance and more in the list below. We’ve also implemented a possible solution to the data wipe issue and solutions to some of the Android launch errors. If you’re still experiencing an issue with save data wipes or launching the game on an Android device, please send an email to support@trendyent.com, and we’ll help you out.
Finally, we wrote a blog post last week discussing some of the bigger community topics with Dungeon Defenders Eternity. Some of them have been addressed in this patch, while others are either planned for future patches or are still undergoing investigation. Thanks again for all of the feedback sent to us so far, and with your help, we’ll continue to improve the game.
CHANGES
Raised post-map timer to 5 minutes (up from 2 minutes)
Mana cost removed from all instant abilities
BALANCE
<*>The Goblin Mech boss on Akatiti has its health reduced to be more in line with other bosses
<*>EV's damage scaling has been increased to be more in line with other heroes (up 15%)
<*>Jester's damage scaling has been increased to be more in line with other heroes (up 10%)
<*>Changes to health scaling per hero (this refers to the amount of health gaines per point invested):
Barbarian +38.8%
Squire - 0.04%
Countess +19%
Monk +66.6%
Initiate +194%
Jester +66.6%
Huntress +108%
Ranger +66.6%
Series EV +33%
Apprentice +66.6%
Adept +108%
Summoner +38.8%
<*>Reduced Summoner Warrior DU to 6 (from 7)
<*>Reduced Summoner Ogre DU to 7 (from 9)
<*>Dark Elf Warrior jump attack base damage reduced to 30 (from 105)
<*>Reduced Deadly Striker Tower DU to 7 (from 8)
<*>Increased Slice'N'Dice HP (25% more than Spiky)
<*>Increased projectile width on Piercing Shot (to 450 from 150)
<*>Increased duration of Jester WoF buffs
<*>Lowered Ogre chance on Jester towers (to 0.5% from 2%)
<*>Reduced lifespan of Bowling Ball projectiles (to 3 sec from 6)
<*>Upgrades to elemental damage stats now increase the base value by 40%, down from 60%
<*>Monk projectiles now apply 30% of the equipped weapon's elemental damage
<*>Lowered all trap’s radius scaling. (.039 to .0058)
<*>Demon Lord fire damage changed to passive
<*>Move Tower amulet ability cooldown increased to 20 sec (from 15)
<*>Jester Move Tower cooldown decreased to 10 sec (from 15)
<*>Flash Repair amulet ability cooldown increased to 30 seconds (from 20) and reduced scaling
<*>Curse of Weakness no longer reduces the amount of damage enemies deal; this has been moved to the Taunt amulet ability
<*>Removed the speed decrease penalty for using Defensive Maneuvers -- HIGH SPEED TANKING!
<*>Increased Mana Bomb cooldown from 60 to 90 seconds
<*>Increased Piercing Shot cooldown from 4 to 8 seconds
<*>Increased Taunt cooldown from 15 to 25 seconds
<*>Increased Purity Bomb cooldown from 60 to 90 seconds
<*>Increased Curse cooldown from 20 to 30 seconds
<*>Increased Flash Heal cooldown from 15 to 20 seconds
<*>Increased Flash Repair cooldown from 15 to 30 seconds
<*>Increased Decoy cooldown from 15 to 20 seconds
FIXES
<*>Fixed a variety of issues with the Android version that stopped players from logging in/playing the game; if you’re still unable to play, please send an email to support@trendyent.com
<*>Implemented potential solution to the save data wipe issue; if this issue occurs again, please email support@trendyent.com, and we’ll recover your lost save data
<*>Stopped Summoner minions from moonwalking away while moving to invalid targets
<*>Summoner minions now appropriately scale with Defense Speed
<*>Implemented the item downgrade as mentioned in this thread; all affected players will receive 100,000 gold
<*>Fixed issue with loot drops on Akatiti Jungle boss fight and map completion rewards generating too high on all difficulties; this has been fixed to the standard difficulty/reward generation
<*>Fixed bug with the Akatiti Goblin Mech where the boss would get stuck
<*>Equipping the Move Tower amulet no longer breaks Jester's default Move Tower
<*>Maps that support more than 4 players now have proper mana amounts
<*>Griffon tooltip adjusted to show correct total damage for Tornado
<*>Fixed tooltip for Lightning Strike
<*>Fixed the issue where the Countess' Joust ability forced the Summit Ancient Dragon boss downward when hit
<*>Players can now pet the Catarangs in Sky City for mana
<*>Enemies that spawn from the top-right spawn in Palantir were incorrectly targeting the bottom crystal; they now target the top crystal
<*>Fixed the issue where spawns doors on Tinkerer’s Lab did not open starting with the 2nd wave; they now open correctly
<*>Fixed the issue where pressing two menu activation buttons at similar times brings up both menus (Inspect Hero and Shop)
<*>The Apprentice Mushroom Staff’s projectile/impact decal was not properly colorizing to what the item showed was its projectile/impact color
<*>Enrage Aura tooltip typo fixed
<*>Killed the glow on the gargoyle staff projectile when it dies