Decreased timer in Waiting for Players screen from 36 to 18 seconds
Dyes added to the Modifiers pane in Item Box, allowing players to sell stacks
Hero selection window now scrolls horizontally to address players' assuming their heroes were lost when a second row was created. Additionally, the buttons to create, swap, and delete a hero are moved to the right hand side of that window.
Dyes and Blueprints pickup text are more specific (ex: 'Store in Crafting Box'/'Store in Dyes Box' instead of 'Store in Item Box')
Removed stat icons from sell confirmation window. Previously it showed an old temporary display of stats in a strange way on top of the item in these windows.
Removed auto-generated numbers from created hero names (will not retroactively fix created heroes). When creating new heroes or when starting the game for the first time players assumed Squire 43 meant you started with a Squire that was level 43, this is no longer the case and will hopefully be less confusing.
Disabled the ability to bind to Page Up and Page Down since it's used for chat overlay scrolling
Survival Mode: Global HUD to say "Difficulty" and the colored difficulty name on the top right instead of wave
Amulets are no longer sold with the Sell All button no matter what filter is enabled.
You can no longer build close to the forge and NPCs in the tavern.
Balance:
Players now receive more mana if there are fewer than four people in a map
Increased dye sell price to 30 gold
Fixes:
Item drops on Insane maps have properly rolled initial stats
When using “Hold Defensive on the Summoner’s Orc minion, it will no longer chase after enemies and will have an effective targeting range of 0. Hooray for Orc blockages!
Fix for in-client PV login issue
Moraggo Desert Town now displays a timer in Survival mode
Monk auras now properly spawn on the top level of Magus Quarters (they used to be consumed)
The crafting and dye tab selectors now go from the top of the page to the middle on 4:3 resolution games.
Tooltips no longer appear behind the minimap rendering them largely unreadable for items in your Alt hotkey slots.
Right-click no longer equipes while dragging an item
Pressing two menu activation buttons at similar times no longer brings up overlapping menus
The left side of the shop window no longer clips with the game window when in 4:3 Resolution
Retroactively fixed elemental damage stat that was boosted as a result of the Elemental Affinity Amulet exploit, furthermore elemental damage upgrades on weapons no longer considers Hero buffed stat values (fix for Elemental Affinity amulet exploit).
City in the Cliffs Minimap is no longer cut-off at the edge of the screen
Dark Elf Archers no longer target the floor when attacking the Distract-o-matic
Seahorses can no longer bubble Summoner minions in place, making them useless for a short time. A Seahorse’s activated ability will still put an enemy in a bubble and stop them from moving.
Dyed Summoner equipment/costumes no longer reverting back to original colors after using phase shift
Launcher:
Fixed Pack11 issue that stopped some players from downloading the game
Added news overlay (includes links that should open with your default browser)
Now 16:9 ratio
Launcher window size is now fixed, users can't drag corners to resize
Note: This patch does not include the item downgrade that we mentioned earlier this week as we needed to do a bit more testing on our implementation. This downgrade will be released in a future hotfix. That hotfix should be live within a few days.
A Note About This Week's Patch
Hi Defenders,
Recently, a bug has been discovered that generates loot with higher stats than what we intended. In this week’s patch, this small percentage of loot will be retroactively downgraded in order to preserve the difficulty progression balance. The affected loot will still help you tackle difficult maps and challenges as it will be comparable to the best loot you can possibly receive from Insane difficulty.
We made the decision to downgrade so that we did not repeat the balancing issues we had with the original Dungeon Defenders, and we decided to not delete this loot so players will still have something to show for their investment in the game so far. This change should only affect a small number of players, and we do apologize for this action.
It is very important that we stress our commitment to keeping and improving the balance of Dungeon Defenders Eternity and to prevent situations like this in future. We look forward to releasing Nightmare mode soon and are excited for players to take on its new unique challenges.
Patch 3.2 Released
Greetings Defenders!
As the dust has started to settle from the launch of Dungeon Defenders Eternity, a lot of you have asked about our post-launch roadmap for Eternity.
We’ll be updating Dungeon Defenders Eternity on a weekly and monthly basis. Weekly, we’ll be releasing small patches to address bugs, implement minor changes, and overall continue to polish Eternity. Monthly, we’ll release what we call a content patch which can include things like maps, game modes, pets, and more.
In addition, we have kicked off part of our development team to investigate the two requests you’ve been discussing most often, offline mode and private taverns, and are working hard to slowly bring back bits and pieces of the missing content from the original Dungeon Defenders over time. We don’t have any answers or timelines to share yet, but stay tuned!
With that being said, our first content patch will appear around the end of August and will not only include a brand new mission, but a new twist on some old Dungeon Defenders content.
Today, we’re releasing our first weekly patch -- Patch 3.2! We have some highly requested quality of life fixes in here (I’m looking at you, pesky tavern joining messages) as well as some important bugfixes and balance tweaks. Going forward the Eternity team is dedicated to making Dungeon Defenders Eternity the best experience for both new and old players alike and we look forward to using your feedback each and every step of the way to make that a reality.
-Marc “Tsuda” Singer
Patch Notes - 3.2
Changes
Removed tavern messages on players joining and leaving
Dyes can now be sold on the dye page
Min and Max Quality filters put in for blueprints
View Active Sessions will no longer show missions on the final combat phase
Balance
Smoothed out wave progression on Endless Spires
Smoothed out wave progression on The Summit
Increased Arcane Library defense units from 80DU to 100DU
Monk's boost abilities now properly scale mana cost over time
Reduced Wyverns speed on harder difficulties
Increased Shroomite pet's poison spread to affect more enemies
Reduced the time between spawns on Death From above challenge
Adjusted health scaling on bosses to match campaign boss scaling
Curse of Weakness Amulet cooldown increased to 20 seconds from 7 seconds
Incinerate Amulet mana cost reduced to 50 from 80
Elemental Affinity Amulet base dropped from 300% to 150%
Fixes
Spider minion now shoots webs again
Players can no longer enter mob spawn areas on Foundries & Forges
Players can no longer enter mob spawn areas on Dread Dungeon
Doors now open correctly on Magus Citadel
The Southeast spawn doors now open correctly on Endless Spires
Some locations on maps and the tavern have now been blocked to prevent players from ledge-hopping out of the map
Shai Hulud Huntress Weapon no longer has insane speed
Propeller Cats no longer rolls additional projectile and fire rate stats since it has no projectiles
Fixed doors not opening on Akatiti Jungle
Fixed Turtles on Akatiti Jungle from breaking after a single use
Leveling up in the Tavern will now give player full mana
Summoner when phase shifting will now have his armor disappear as well
Summoner's spider minions now attack at the correct rate
Countess' attacks now all hit properly on combo attacks
Initiate's attacks now all hit properly on combo attacks
Huntress flame thrower and poison flame thrower can no longer stun-lock enemies
Castle Armory's white column visual artifact is now gone
Amulets now auto-lock when equipped
Weight stat now properly displays on the Hero and Inspect screen
Removed the inspect folders in the crafting page
Amulets when equipped will display numbers immediately
Enemies spawn at correct levels on the final waves of No Towers Allowed challenge
Enemies spawn at correct levels on the final wave on Campaign and Moving Core maps
City in the Cliffs enemies like Orcs and Ogres should stop getting stuck in spawns
Tavern Siege's northwest spawner now functions as intended
Elemental enemies now only hurt a player once instead of twice in one attack
Hotkeys are now usable on the crafting page to do item management
Misc
Ogres have a new icon
Adjusted shop previews for a few items
Updated the regeneration aura heal icon and changed streaks on heal buff
Hamster pet's tooltips corrected
Summoner's dark elf warrior description has been spell checked
Added a description for the player debuff on Riddle of the Deep challenge
Dungeon Defenders Eternity UPDATE v2.1
Greetings Defenders,
We have now added in solo play and private play to Dungeon Defenders Eternity. You can access these by pressing the “Host Private Session” button on the play menu.
We’ve also added in support for fully downloading the game from the launcher. If you hate the textures streaming in (some of us do too!), then please wait for the full download to complete. If you let the download complete you will never see a texture, map, or movie file stream in when you play.
A lot of players have asked why we have this new download process, and the answer is simple. In the original Dungeon Defenders, every time we updated the game players would have to redownload gigabytes of data. We constantly got complaints from fans (and rightly so), about this wasteful process. For Dungeon Defenders Eternity, we spent a lot of time and manpower creating a system where we are able to deliver players the smallest patch possible, where only the changed files are downloaded. For those who know about the Unreal 3 game engine, this is no small feat. Even though, in the short term, we’ll probably release a few large patches that require big downloads, in the long term, we’ll have a significantly smaller download footprint than the original. Also, with this new system, players can play soon after an update without completely downloading all of the game’s content, skipping the long wait.
As we’ve been going through this launch, we’ve been paying close attention to what you have been saying. Yesterday morning we went through Steam and began tallying reported issues:
We are trying to go through and address all of these issues. You can already find the answers to many of these questions, in this FAQ thread on the Steam forums.
FULL PATCH NOTES:
2.1 - (7/24/2014):
*Updated launcher to allow full downloading of game before launch
*Made improvements to playverse matchmaking performance and stability
*Fixed crash on exit when broadcasting to twitch
*Hardcore warning popup now shows when joining Hardcore games from active session list
*Specially marked equipment won't be allowed to be sold in bulk (currently these include costumes, emotes, valve pets)
*Monk aura range changed: linear multiplier decreased, exponential multiplier increased
*Host private session button visuals updated
*Fixed an issue where folder names with non-standard characters were wiping player profiles
*A small exploit has been fixed
2.0 - (7/22/2014):
*Added ability to host private sessions from play screen
*Corrected Game ID for twitch to Dungeon Defenders Eternity
*Twitch integration no longer activates a players webcam after launching the game
*Losing your last hero in a hardcore game now generates a new apprentice, fixing the stuck at black screen issue.
Single Player and Private Play now live (UPDATE: 7/22)
UPDATE from Brad Logston, Senior Producer of the Dungeon Defenders Franchise:
Hey Defenders. We have just enabled Single Player and Private Sessions to Dungeon Defenders Eternity tonight.
Turning off Single Player/Private match in our initial release of Eternity was related to our fear that the server costs would be exponential, and cause us to lose significant money. We realize that jeopardizing the loyalty of fans far outweighs the risk of profit - and it was a mistake.
Player hacking was the biggest reported problem on the original Dungeon Defenders. To ensure players aren’t cheating in Dungeon Defenders Eternity, and for our future release of Dungeon Defenders II, we needed to create a connected, always online service hosted in a secure environment. This isn’t about DRM. We want to help players have positive experiences in our games where legitimate time and effort is rewarded and cheaters can’t negatively impact everyone else.
You are our fans. As the posts and threads have ramped up today, we jumped into meetings to figure out what’s the best choice for you. Our plan was to enable Single Player/Private Games once we had a chance to observe our server costs and analytics. Today threw that delay out the window, so our team worked diligently throughout the morning and afternoon to re-enable the feature. That patch is now live, and combined with improvements to our matchmaking service, players should be able to access Single Player/Private games right now.
When it’s all said and done, we’re truly grateful for all your feedback. We’ve been building Dungeon Defenders 2 directly with our Defense Council for many months, and as many will attest, we constantly make changes based on their influence. We make the same covenant with you on Eternity, and promise we’ll keep working and updating our games to provide a fun, positive, exciting experience.
Thanks for being such passionate fans and expect more fixes and changes in the coming days. In the meantime, please continue to provide us your feedback and we’ll keep listening.
After updating, you will now be able to play in private sessions. Simply click the "Host private session" in the play menu. While hosting a session you can invite your friends through playverse to join your game or you can play by yourself. You can also create a party through playverse and kick off a private session to play just with your party.
Single Player and Private Play in tonight
We will be updating Dungeon Defenders Eternity tonight with the single player and private play features turned on. We will have more information for you soon, we wanted to get this note to you as soon as possible.
Dungeon Defenders Eternity Out Now!
Surprise! Today marks the release of Dungeon Defenders Eternity, the definitive version of the original Dungeon Defenders. Eternity takes the best missions from the original game and includes a host of new features, content and anti-hacker security as requested by our loyal Defenders!