1. Dungeon Defenders: Awakened
  2. News

Dungeon Defenders: Awakened News

WINTER HOLIDAY UPDATE & LOGIN REWARD!


[h3]DEFENDERS,[/h3]

The holiday season is upon us and as such it’s time for some holiday fun! This update brings a brand new map to the Dungeon Defenders universe as well as some QoL features that have been requested.

[h2]Santa Hat Login Reward[/h2]

Starting between now and January 5th, 2023 if you login in on any platform you’ll be rewarded a Santa Hat transmog to help you celebrate the season! Go talk with the blacksmith to get your festive spirit going!

[h2]Yuletide Village[/h2]

It wouldn’t be the holidays without a festive new map to play. As such we’ve gone through and made a brand new never seen before map called Yuletide Village. This winter map should feel right at home for the holidays. 

It can be played in Campaign, Survival and Mixed mode with Rifted & Bonus Difficulties if you want an additional challenge. It also features a festive pet reward when played on Survival or Mixed, and does have a fusion variant to go along with it. The map will be unlocked if you have completed Throne Room on campaign.

[h2]Hero Selection Filtering[/h2]

Are you someone who likes to have lots of different heroes? Do you have issues finding the right hero in the hero list? Well now you have the ability to filter to a specific hero type. This should help players more quickly find the hero they want and should serve as a nice little QoL.

[h2]Tower Targeting Priority Presets[/h2]
One big feature request we’ve gotten over the years is being able to select what kind of targeting priorities your towers have. That said we’ve added the ability for users to switch what kind of targeting towers have. This is done in the spellbook by selecting the defense that you wish to change. 

Currently we only offer the user the ability to switch between Fodder, Special, Air and Strong. Fodder and Special should work how they currently do in the game. Air works how the Plasma Defense System works and targets Air enemies first then follows a special priority. Strong works by targeting enemies that have larger health pools first, Such as Ogres, Sirens, Lycans, Djinn, etc.

Our end goal is to expand this system to allow users to eventually make their own presets so they can really fine tune things to their liking, but this will come at a later date as it requires more UI and backend work.

[h2]Miscellaneous[/h2]
  • Fusion gear and the Arcanist helmet no longer have guaranteed stats.
  • Electric, Ensnare, Healing, and Strength Drain can all be overlapped with each other but provide no benefit for doing so. This should be a small QoL for smaller maps at the endgame.

[h2]Bugfixes[/h2]
  • Fixed issue with Bonus Difficulty display not showing on clients on the pause menu.
  • Summoner Minions now unlock at proper levels (1, 2, 7, 11, and 15)
  • Fixed issue with EV Rune damage applying to the hero and not just the decoy.
  • Fixed issue with movement speed item effects not stacking properly.
[h2]What’s Next?[/h2]
Well with this update out, this wraps up all the updates we’ll be doing in 2022. It’s now time to look towards the new year in which we have some great stuff planned. We are continuing to work on Episode 2 Part 2 which will have the Boss Map & Boss, a bonus encore map and a new hero. Besides that update we plan to continue to be more frequent in our updating providing smaller content updates along the way to keep things fresh.

Lastly I’ll leave you with the first look at the new hero The Guardian, coming to the game next year!

[h2]Social Defenders[/h2]
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!

Chromatic Games

Episode 2 Part 1 Hotfix for 12/1/2022

DEFNEDERS,

[h3]Game Version v2.1.0.33566  | Available on PC[/h3]

[h3]Balance:[/h3]
  • Infinite Boss Phase enemies no longer drop loot.
[h3]Misc:[/h3]
  • Plasma Defense System no longer needs to be rotated before placing.
  • Vulture Mask is now the transmog list.
  • Adjusted ogre spawn times on Ancient Mines and Foundries and Forges to be quicker.
  • Adjusted the Kill volume underneath Bazaar to cover more of the map.
  • Added some additional trading UI protections to prevent trading any potential duplicates.
[h3]BUGFIXES:[/h3]
  • Fixed issue with Bazaar and Lost Metropolis survival waves not saving.
  • Fixed issue with players loading late into a game showing 0 build mana despite having build mana if the host force readied up.
  • Fixed issue with Heat Cannon Rune stacking damage buffs and debuffs incorrectly.
  • Fixed issue causing skeletons to make the enemy counter go negative.
  • Fixed issue with Mana Cost on Summoner Towers being incorrect.
  • Fixed map collision hole in Bazaar.
  • Fixed issue with Rogue Dagger not calculating the right damage when stacking buffs and debuffs.

[h3]Social Defenders[/h3]

To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:
For Etheria!
Chromatic Games

Episode 2 Part 1 Hotfix for 11/29/2022

DEFNEDERS,

Just a small hotfix as we return from Thanksgiving Break and ramp back up on development. Should help with some of the crashes and issues with trading. More fixes to come in the near future!

[h3]Game Version v2.1.0.33532[/h3]
[h3]BUGFIXES:[/h3]
  • Fixed various crashes with abilities and runes.
  • Fixed issue with players being able to send trade requests before a player has loaded into a map.
  • Fixed a issue with client profile's not saving in specific cases when the host would initiate various transitions.
  • Fixed some backend issues with homing projectiles.
  • Fixed issue with trading causing people to be flagged as a hacker incorrectly in specific cases.
    • As such any players that have interacted with trading had their hacker flag reset, though if you still have a hacked profile you'll be reflagged again.

[h2]Social Defenders[/h2]
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!
Chromatic Games

Episode 2 Part 1 Hotfixes for 11/17/2022

DEFNEDERS,

As the release day is apon us, new issues are guaranteed to come with it, so this is where we'll be putting patches notes in this post as we release hotfixes for today as we expect to have a few. We are going to be keeping an eye on all the various social areas and addressing issues as quickly as possible. Appreciate the patience as we work through these.

[h3]Game Version v2.1.0.33459 [/h3]
[h3]BUGFIXES:[/h3]
  • Fixed Crash with Lightning Tower Rune
  • Fixed Crash with Trading
  • Updated Heat Cannon VFX

[h3]Game Version v2.1.0.33453[/h3]
[h3]BUGFIXES:[/h3]
  • Updated Patchnotes button to point to latest release post.
  • Fixed crash with various gameplay abilities.
  • Fixed crash with lightning tower when attacking enemies (Without using the rune).
  • Fixed crash when restarting a map potentially revolving around homing projectiles.
  • Fixed issue with new maps not being playable.

[h2]Social Defenders[/h2]
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!
Chromatic Games

Episode 2 Part 1 is now live!

DEFENDERS,

The long awaited Episode 2 Part 1 update has finally arrived! This update features a ton of new features and content such as The Summoner, Runes, Trading, New Defense Changes, 2 New Maps and more! Get ready as this is gonna be a long post!

[h2]The Outcast Summoner[/h2]

The Outcast Summoner, One of the most iconic heroes joins the battle for etheria! You’ll be able to create and try out the new hero along with all their abilities and minions for free. 

[h3]General Features[/h3]
Before we cover Hero Abilities, let's talk about some of the general features that the hero has first. The hero doesn’t have weapon slots and as such doesn’t have an actual attack. Instead the hero will be allowed to equip 2 pets at once. Additionally the Summoner will be able to equip Tomes and will be able to complete a weapon set using a single tome.

Regarding Minions we also have opted to not have Minion Units but instead use DU for the defenses. This solves 2 issues, the first being that players felt that they were missing out if they didn’t take advantage of having double the “DU” and additionally it would require we balance every map both past and present around having this feature. As such we’ve made sure that the DU of the minions is very light so that you can have more of them and fit them better into existing builds.

Finally the Summoner has the ability to hover by pressing and holding the jump key at any point while the hero is falling. They will still be able to take advantage of the double jump as any hero can.

[h3]Abilities[/h3]
Primary - Minion Select
  • Since the hero doesn’t attack, his primary will be used to select his minions. You are able to do single selection by pressing once or you can do a multi select by holding the input and dragging around the ground reticle to select multiple minions. Additionally if you click and hold when telling them to move you can tell them to evenly space out on a line between 2 points.
Secondary - Overlord Mode
  • A big feature of the Summoner was his ability to go into overlord mode and have a more top down RTS style camera. This ability will allow the Outcast Summoner to pan around the map and place minions remotely as well as move them as necessary.
Active Ability - Flash Heal
  • Flash heal offers the ability to heal nearby heroes, Minions and defenses by a percentage of their max health, scaling off the hero's Ability stat.
Buff Ability - Pet Boost
  • While active the hero's pets will be buffed increasing attack damage and attack speed, scaling off the hero's Ability stat. This was a redux addition that we felt added a lot of potential to the hero being used as a DPS and playing off the ability for the hero to equip 2 pets.


[h3]Minions[/h3]
Minion 1 - Archer (2 DU): Summons a Crystalline Dark Elf Archer. Shoots non-piercing arrows at enemies. 
Minion 2 - Spider (3 DU): Summons a Crystalline Spider to the battlefield. Flings webs at nearby enemies, slowing them down and doubling all damage they receive.
MInion 3 - Siren (4 DU): Summons a Crystalline Siren to the battlefield. She casts protective shields around defenses reducing incoming damage and also attacks offensively with her ranged attack.
Minion 4 - Dark Elf Mage (4 DU): Summons a Crystalline Dark Elf Mage to the battlefield. Casts fireballs and periodically heals themselves and other nearby minions, as well as heroes.  
Minion 5 - Ogre (5 DU): Summons a Crystalline Ogre to the battlefield. Crushes enemies within melee range and occasionally fires poison snot balls from a distance.

[h2]Runes[/h2]

Runes are a new feature that allow players to augment their defenses in new ways! These can range from simple additions to completely different abilities. Runes can drop from normal enemies at all levels of play as well as from victory chests. Each act has its own pool of which runes drop from enemies, and each map has a smaller subset of that act pool that drop in the form of a guaranteed drop from the victory chest. You can view where a rune drops on the rune UI itself, displayed as “Favored Map”

Since the Episode 2 Part 1 post we have since changed our minds about having generic runes in the game. This is mainly because we want players to feel like they can use the special runes designed for each tower without feeling punished for not using a generic rune that just gives them more power. We just think this provides a more fun opportunity to players and lets us continue to create more unique runes rather than balance the battle between unique and generic runes.

Currently there are about 53 runes in the game to playtest, some heroes and defenses are missing runes and we will be working on getting those in over time in smaller updates.

[h2]Trading[/h2]

The long awaited feature is here. As described in the Episode preview post, players are able to send trade requests with one another using the party bar in the top right of the pause menu. Once a player accepts a trade request, the two players may offer up items and gold between each other and then confirm the trade once they feel like they are happy with the trade. 

[h2]Act 5 - 2 New Maps[/h2]
With the first part of Episode 2 comes 2 new maps to kick off Act 5. After defeating the Lycan King, the heroes traverse a great desert uncovering forgotten locations along the way. The first 2 maps in Act 5 can be played. However they drop the same quality of items that would be seen on the keep, as we are still deciding if a quality increase before the boss / bonus difficulty is worth it currently.
[h3]The Bazaar (100 DU)[/h3]

You’ll have to fight your way through the Bazaar in order to progress deeper into the secrets this desert holds! As a reward for completing this map on Survival, you’ll be able to obtain a pet version of Hammel!
[h3]The Lost Metropolis (130 DU)[/h3]

Defend your core from threats old and new in the shadow of structures from a forgotten civilization. This map doesn’t yet have a pet reward but will be added in the near future so stay tuned!

[h2]Wave Progression Updates[/h2]
We’ve seen a lot of feedback about how waves feel like they sorta just trickle out and don’t feel very lively. As such we’ve done some investigating and made changes to the way waves come out of their spawners. Players should see more enemies coming out of the spawners at a faster pace. Additionally because of this we’ve increased the total mob counts for the maps to ensure a balance with wave times.

[h2]Defense Changes[/h2]

[h3]Squire - Sniper Tower[/h3]

The Sniper tower offers the squire a new single target defense that will be very strong at defeating tanky enemies. It will use a special enemy targeting priority. This tower will replace the Bouncer Blockade as we felt the blockade was often overshadowed by the other blockades in the game.

[h3]Huntress - Poison Dart Tower[/h3]

The Poison Dart Tower is the first addition of a defense to the Huntress’s kit. The PDT will shoot 3 individual projectiles. These projectiles are fanned out so that they spread out and hit multiple enemies down the path. It will use a fodder targeting priority. This tower will replace the Darkness Trap, as it was the most unused defense in the game, the alternative was the Thunder Spike Trap which we felt could have more use cases.

[h3]EV - Heat Cannon[/h3]

The Heat Cannon provides a unique defense to the game. It’s a short ranged flamethrower defense that hits all enemies within its range arc. While this defense is limited in range it will more than make up in defense power. This defense will have a fodder targeting priority. It will replace the new empty slot where Reflect Field was.

[h3]EV - Plasma Defense System[/h3]

The Plasma Defense System or PDS is an omni-directional sentry that can target and attack up to 3 separate targets at once. The defense does have one major flaw in the form of a deadzone. The dead zone prevents the tower from attacking enemies that are too close to the tower. This defense will have a modified version of the special enemy targeting but instead prioritizes Djinns, Copters, and Wyverns before targeting other special enemies. This defense will replace the Shock beam, as we felt that the crowd control it provided was just outclassed by other crowd control oriented defenses regardless of balance.

[h2]Auto Loot 2.0[/h2]

Auto Loot filters will have been reset. You’ll want to take some time to play around with the new system and make auto loot profiles for the different kinds of items you want to be picked up. As long as an item matches 1 of the filters in the list it will be picked up. Do note you can only have 8 filters currently.

Auto Loot Filters also determine what Items get shown on your tactical map. We’ve even added a special icon for Runes, and a purple glow for any Fusion items. So make sure to be on the lookout for those.
[h3]Pet Balance[/h3]
  • Pets
    • Monkey King
      • Damage stat scalar increased from 100 to 150.
      • Damage base increased from 25 to 50.
    • Mista Mine
      • Slow reduced from 50% to 40%

[h3]Hero Balance[/h3]
  • General
    • Hero Abilities
      • Due to implementations for Runes and how those interact with abilities most abilities will have updated scalings which should be equivalent or a slight buff in power.
    • Stat Scalar Changes
      • Squire, Huntress, Monk, EV and Rogue all have a increased tower attack Rate stat scalar match Apprentice and Warden, The following towers should be buffed because of this change, some more than others:
        • Harpoon, Bowling Ball and Slice N’ Dice, Explosive Trap, Thunder Spike Trap, Electric Aura, Healing Aura, Proton Beam, Overcloc.
  • Squire
    • Slice N’ Dice
      • Can now attack Sirens.
  • Apprentice
    • Flameburst
      • Starting damage increased from 192 to 250.
      • DU Reduced from 5 to 4.
  • Warden
    • Sludge Launcher
      • Base Damage reduced from 450 to 425
      • Tower Damage Stat Scalar reduced from 1.6 to 1.45
      • No longer slows by default, which can be readded as a rune.

[h3]Map Balance[/h3]
  • All Maps
    • All maps now have the same enemy caps as The Keep of 55, which is determined mainly by performance. This should decrease wave times on earlier maps that were being limited
  • The Keep
    • Added tower prevention volumes to the top of the walls as these were often used as safe spots and provided line of sight that was unbalanced for the intended map design
  • Alchemical Labs
    • Reduced amount of fodder enemies and spiders
  • Ramparts
    • Reduced amount of spiders on Ramparts 

[h3]Bug Fixes[/h3]
  • Fixed issue with Halloween Copter Ogres spawning.
  • Fixed issue with Upgrade / Repair item effects weren’t stacking duration properly.
  • Fixed potential crash with damaging emitters.
  • Fixed issue with aiming past dead enemies would cause projectiles to shoot up into the sky.
  • Fixed issue with Loot not showing on the tactical map.
  • Fixed issue with Decoy not showing nameplates.
  • Fixed issue with Rift portals having 0 hp in mixed mode.

[h3]Misc.[/h3]
  • Training Dummies have more health.
  • Training Dummies now can display DPS values above 2B without going negative.
  • Siren drops were dropping at much higher than expected levels.
  • Skeletons now take 1 second to respawn instead of 3.
  • Tavern difficulty scaling should line up with gameplay maps more closely now.

[h2]What’s Next?[/h2]
Well now that Episode 2 Part 1 is out, the next focus is on getting the remaining Part 2 additions done. Currently looking at releasing that sometime early next year as with all the holidays coming up it will limit work capacity. Besides the remaining Episode 2 work, we may look at doing a smaller Winter Holiday update / event but let you know as that progresses.

[h2]Social Defenders[/h2]
To stay up-to-date on the latest news from Chromatic Games and the Dungeon Defenders franchise, follow us on all our social channels:

For Etheria!
Chromatic Games