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Dungeon Defenders: Awakened News

March 29th Patch 1.3.0.23466

[h2]DEFENDERS,[/h2]
Last week we ran into a few more bugs and community reports that we needed to address since our last hotfix. Here’s a patch for defenders that brings back the Monkey King’s damage, mana on Alchemical Labs, and a few other improvements that will make sure your focus stays on defendin’ Etheria.
Let’s get to it:
[h2]Content[/h2]
  • Corrected scaling for Baby Phoenix pet’s attack animation.
    • Kept being reborn and having to grow up quick. Now it’ll stay the same size.

[h2]Bug Fixes[/h2]
  • Fixed an issue where the Monkey King pet did not damage enemies.
  • Fixed an issue where mana was not dropping on early waves in Alchemical Lab.
  • Fixed an issue where color sliders were not appearing as a selection when editing costumes using gamepad.
  • Fixed an issue where old nameplates were appearing in game.
  • Fixed an issue where clients’ enemy nameplates were falling through the terrain.
  • Fixed an issue where skeletons' elemental immunities weren’t applied after resurrection.
  • Fixed an issue where enemies were stuck when trying to find a path to defenses below them.
  • Fixed an issue where pings on certain surfaces did not appear where intended.
  • Fixed an issue where previously focused entries were still selected when navigating up the hero list.

[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

Update 1.3 - Tutorial, Performance Upgrades, and More

[h2]DEFENDERS,[/h2]
Things are getting exciting here at Chromatic Games! With the official launch of Dungeon Defenders: Awakened on Xbox Series X|S and Xbox One, we’re celebrating with even more good news—a Day 1 Update with LOTS of exciting changes coming to PC. Last week we teased some of the additions, revisions, and fixes included in this latest update in our Update 1.3 Preview post. Now that it’s here, let’s break down what you can expect to see in Etheria after you’re all updated.
[h2]Content[/h2]
[h3]Tutorial[/h3]


We’ve updated the tutorial! With the addition of new tasks and tooltips, any player can enter the Deeper Well to brush up on their defending skills. Even the most experienced defenders can reap the benefits of a new tutorial, too. Everyone who makes it to the end of the new tutorial is rewarded with the exclusive Summoner’s Hood mask to show off their mastery of the basics!



You’ll also notice there’s a new objective tracker part of the tutorial. Expect to see this throughout the entire game in future updates!
[h3]Massacre Additions[/h3]After completing the tutorial, defenders can now test their skills in the new Massacre levels within Pure Strategy and Mix Mode. These new difficulties introduce immunity-granting Siren enemies to the game modes, and defenders are handily rewarded for their successes. Here are the new loot details:
  • Quality of item drops was adjusted in Pure Strategy to be equal to Survival mode.
  • Quality of item drops was increased in Mix Mode at Massacre difficulty.

[h2]Performance[/h2]
[h3]Enemy Counts[/h3]
To improve performance for all defenders across all platforms, we felt reducing the number of enemies on all maps in Survival, Mix Mode, and Pure Strategy would do the job. We specifically focused on lowering the amount of our weakest enemies first—goblins, archers, and wyverns—because they were jamming up the lanes and unnecessarily dragging out the time it took to complete waves. After we were happy with the improved performance from those changes, we moved on to lowering the enemy counts in Survival Mode. With fewer enemies, we also adjusted wave schedules, which should result in dramatically faster wave times. Here’s a breakdown of what you can expect to see in the improved Etheria:
  • 70% reduction in enemy counts for Wyverns, Archers, and Goblins on all maps.
  • 50% reduction in enemy counts for Orcs, Mages, Warriors, Kobolds, and Spiders on all maps.
  • Adjusted wave schedules to decrease wave lengths.

Did you think you were going to get away with fewer enemies without any catches?? Of course you didn’t. We wanted to make sure the difficulty levels remained relatively the same even with the reduction in enemy counts, so active enemies are now beefier, meaning each enemy’s HP has been increased to compensate for the smaller crowds. With such a big change, we’re going to monitor the community feedback to make sure players are happy with the new balance.
[h3]Nameplates[/h3]
Nameplates are looking nifty now. We added missing nameplates above some enemies, heroes, and crystals, as well as cleaned up the general display of nameplates in game. Players should see a significant difference in the quality of the displays with this change and have a much easier time keeping track of enemy HP, a necessary feature to accompany the increased HP of enemies. Cleaning these had some nice performance gains for all platforms, so on top of looking great, they are also helping make the game run better!



[h3]Damage Numbers[/h3]
Get ready for some new and improved damage numbers during combat! Last week we showed you what changes were to come in this area, and now they’re finally here. Players should notice clearer and more consistent displays of damage numbers when attacking, and fusion hits on Rifted enemies will stand out with larger number displays. Like nameplates, we hit some optimizations here as well, so your performance is better while it’s also easier to read damage numbers than before.

[h2]Limited Login Event - St. Patrick’s Day Reward![/h2]
While today is already a super special day for us at Chromatic, we haven’t forgotten it’s also St. Patrick’s Day. To celebrate, we’re giving out a special green-themed goody to players who download Update 1.3 and log in to DDA by Monday, March 22. This special gift will be available for PC players today through Monday.



[h2]Steam Trading Cards[/h2]
You read that right - we’ve got Steam trading cards for Dungeon Defenders: Awakened now. Because we’re feeling generous today, here’s a sneak peak of a couple of the cards you’ll be able to collect:



[h2]Bug Fixes[/h2]
Along with all of the exciting changes mentioned already, we also fixed a whole bunch of bugs that were bothering players (or helping them a little too much…). Here’s are the fixes defenders can see in the game.
[h3]General[/h3]
  • Adjusted mask positions to better fit heroes.
  • Fixed an issue where Steam Family Share accounts could play Online.
  • Fixed an issue where “WASD” keys still functioned as movement inputs even when replaced.
  • Fixed an issue where multiple players simultaneously swapping in heroes with Gem boosts allowed them to stack.
  • Fixed an issue where accessories didn’t fade out when cameras switched to first person while players were backed up against a wall.

[h3]Enemies[/h3]
  • Fixed an issue where enemies were stuck in Magus Quarters.
  • Fixed an issue where enemies were stuck in Endless Spires.
  • Fixed an issue where enemies were getting stuck in the Throne Room.
  • Fixed an issue where Sirens would not attack heroes.
  • Fixed an issue where Skeletons would not show they had full health when resurrected by themselves.

[h3]Gameplay[/h3]
  • Fixed an issue where defenses were able to be placed above the spawn door in Glitterhelm Caverns.
  • Fixed an issue where defenses were able to be placed near the bottom of Lava Mines.
  • Fixed an issue where some tooltips would not appear after cancelling the placement of multiple defenses.
  • Fixed an issue where the inferno trap was not affecting enemies.
  • Fixed an issue where leaving and rejoining a match to let players place multiple Fusion defenses wasn’t working properly.
  • Fixed an issue where the Gem pet boost flickered on and off periodically.
  • Fixed an issue where traps with Use Scale after swapping would have a very small scale.

[h2]What’s Next?[/h2]
While we’ll be monitoring this release and update, addressing any issues that may arise, we’re currently hard at work on getting our other ports for Nintendo Switch and PlayStation out the door to many eager Defenders. That’s not all, as we’re also getting a ton of work done on brand new content, including heroes, maps, enemies, and so much more! We’ll be getting word out soon to give all Defenders insight into what’s coming for DDA, and maybe a tease or two along the way.

[h2]Social Defenders[/h2]
To get reliable updates on all things DDA, make sure to follow us on all our social platforms:

For Etheria!
Chromatic Games

February 11th Patch 1.2.1.22276

DEFENDERS,
We’re releasing a fresh patch today that includes some balance changes to the Squire’s defenses and hero stats (Hint: MORE HEALTH), and a return of the Siren’s death animations. You’ll also see added “fun” in Tornado Valley - just like you asked for! Let’s get to the entire list, then!

[h2]Balance[/h2]
[h3]General[/h3]
  • Added Ogres to Tornado Valley for all difficulty levels.
  • “Unbreakable” award is now based on the entire party, not just the individual.
    • No defenses destroyed grant +25% XP per wave.
  • Removed Rifted Warriors from the following difficulties: Easy, Medium, Hard, and Insane.
    • Rifted Warriors will continue to show up in Nightmare and Massacre difficulties.

[h3]Heroes[/h3]
Squire
  • Hero Stats
    • Increased base HP to 300 (from 280).
    • Increased HP scaling from Vitality to 0.265 (from 0.26).
      • Developer note:This value scales with higher difficulties that change health values as well. You’ll see bigger gains in Nightmare and Massacre difficulties.
    • "Skill" attribute now reduces the cooldown of the Circular Slice ability.
  • Slice N Dice Blockade
    • Reduced Defense Unit cost to 6 (from 8).
    • Reduced Mana Cost to 100 (from 140).
    • Increased HP starting value to 700.
    • Increased HP scaling from Fortify attribute.
  • Bouncer Blockade
    • Increased HP starting value to 725.
    • Increased HP scaling from Fortify attribute.
    • Decreased targeting range to ensure enemies are hit when attack is activated.
    • Adjusted knockback angle.

[h2]Bug Fixes[/h2]
[h3]Tavern[/h3]
  • Fixed an issue where the VIP Cake didn't allow interaction to trigger Gilded Tavern.
  • Fixed an issue where pressing a Hero Swap binding (default is F1-F4) and inspecting a defense at the same time caused the inspect tooltip to stay on the screen.
  • Fixed an issue where the employee portraits in the Tavern’s hidden room didn’t play sounds or show their text.
  • Fixed an issue where employee portraits were able to be selected through walls.
  • Fixed an issue where the “Save” button was not enabled when non-color sliders were changed in the Transmog Menu.
  • Fixed an issue where the Reset Options action didn’t save unless other changes were made.

[h3]Heroes and Defenses[/h3]
  • Fixed an issue where some defenses’ tooltips were showing incorrect DPS and Attack Rate values.
  • Fixed an issue where defenses were capping their attack rates causing their DPS to be lower.
  • Fixed an issue where the Monk’s Tower Boost could be interrupted.
  • Fixed an issue where the Monk’s Healing Aura was not healing swapped-in heroes unless they left and reentered the aura.
  • Fixed an issue where enemies were not retaining their slowed movement effect after leaving a Fused Ensnare Aura.
  • Fixed an issue where a hero’s defense and ability icons were not properly updating when there were insufficient resources or a hero was at too low of a level.
  • Fixed an issue where both of EV’s abilities were available at Level 0.
    • Proton Charge is now available at Level 12.
  • Fixed an issue on clients where attributes were displaying lower than they actually were while viewing in Inventory.

[h3]Enemies[/h3]
  • Fixed an issue where Djinns would sometimes get stuck in the spawn area and need to be killed by the stuck enemy timer.
  • Fixed issues with Sirens’ death animations were not activating correctly.
    • Siren was playing casting animation at death instead of death animation.

[h3]Gameplay[/h3]
  • Fixed an issue where defenses could be placed during Combat Mode in Pure Strategy.
  • Fixed an issue where slain enemies did not drop mana in the Raining Goblins Challenge on Massacre difficulty.
  • Fixed an issue where billboards weren’t functioning or displaying properly for clients.
  • Fixed an issue where the ballistas on The Summit could be glitched to fire quickly.

[h2]Social Defenders[/h2]
To get reliable updates on all things DDA, make sure to follow us on all our social platforms:

Make sure to let us know all the fun you’re having with the newest changes in the comments!

For Etheria!
Chromatic Games

January 27th Hotfix 1.2.1.21995

Defenders,
We are deploying a hotfix patch to address some of the issues that have surfaced since our last patch. If you are experiencing bugs or have any feedback please post to our discord in the appropriate channels.

[h2]General[/h2]
  • Implemented Siren casting animations for her aura channeling and activation.
  • Changed the Siren aura not to appear until the cast has completed.

[h2]Balance[/h2]
  • Added jumping back to Monsterfest (Glitterhelm Challenge Map).
  • Build Timers are now only active if Hardcore is enabled.
  • Adjusted the DU & Build timers on the Promenade.
    • Increased DU to 125 from 110.
    • Increased Hardcore build timer on the first wave to 70s from 60s.

[h2]Bug Fixes[/h2]
  • Fixed an issue on Insane, Nightmare, and Massacre cores are visually healed for clients when they aren't actually healed.
  • Fixed an issue with some bushes and other plant meshes are blocking defense placement on Royal Gardens.
  • Fixed an issue that could occur if you're dead when the map transitions into build phase that could cause you to not receive build phase mana.
  • Fixed an issue with trophies in the tavern not having their name and description when targeted.
  • Fixed an issue where targeting adjacent defenses for inspection, and other modifications, prioritized the most distant defense.
  • Fixed an issue after deleting a transmog loadout that would cause the gear shaped options button to disappear, requiring you to close and reopen the loadout list to delete a loadout.


[h2]Social Defenders[/h2]
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!

For Etheria!
Chromatic Games

January 22nd Hotfix 1.2.1.21917

Defenders,
We are deploying a sizeable hotfix patch to address some of the issues that have surfaced over the last month, including an item stacking exploit that took some time to squash. If you are experiencing bugs or have any feedback please post to our discord in the appropriate channels.

[h2]Balance[/h2]
  • Aura effects no longer stay active on enemies after they leave the aura.
  • Gas Trap can no longer affect bosses.
  • The Enrage Aura application rate now properly matches its displayed chance %.


[h2]Exploit Fixes[/h2]
  • Fixed a Goblin Mech positioning exploit.
  • Fixed an issue where players could stack EV’s weapons, pets and items.
  • This fix will unequip all stacked items and place them in your inventory. If the inventory is full, the items will no longer exist. If you were exploiting and lost items, do not contact support. :)


[h2]BUGFIXES[/h2]
  • Fixed a crash related to upgrading attributes on items.
  • Fixed an issue where, on low FPS, towers spin when trying to place.
  • No Towers Allowed, Moving Core, and Chicken had the wrong names displayed.
  • Fixed an issue that blocked mouse input after rotating your hero in menus.
  • Fixed an issue with EV's Weapon Swap, it was not properly updating on previously created EV's
  • Fixed disappearing door frames on Promenade.
  • Djinn AI improvements and various Djinn bug fixes.
  • Fixed an issue where traps were blocking enemies from spawning in on the eastern side of Royal Gardens.
  • Pets no longer jitter when following the player.
  • Fixed an issue where enemies were snapping while rotating.
  • Distant Ogres no longer throw their projectiles at their feet.
  • Fix for not being able to attack if you unequip an item and go back to the default item.
  • Mask is now dropping properly on wave 15.
  • Fixed a Post Processing / Visual Error with Respawning.
  • Upgrade points spent can no longer exceed those available on gamepad (visual).
  • Tier 3 archers no longer displaying as rift and tier 7 archers are no longer showing as tier 3.


[h2]UI Fixes[/h2]
[h3]General[/h3]
  • Added gamepad support to Hero View.
  • Added additional inputs for gamepad and mouse + keyboard.
  • Updated context actions for Hero View UI.
  • Party Bar could be focused while not visible on gamepad.
  • Upgrade points utilization was incorrectly handled on gamepad.
  • Clients no longer show the invite players button.
  • Added a missing hover description to the Offline Play Button on Main Menu.
  • Forced Ready Up Leading to Incorrect Enemy Count.
  • Client EV ammo counter on offhand weapon not updating.
  • UI elements are no longer duplicating if host matchmakes while clients are still on the loading screen.

[h3]Item Filter UI[/h3]
  • Elemental Filtering had no way to specify if you wanted an element type + normal items that don't have any element in the item filter UI.
  • Fixed an issue where “Always pick up pets” didn't always pick up pets.

[h3]Transmog UI[/h3]
  • Fixed an issue where the first time you opened the transmog UI with no profiles the focus does not move to the loadouts UI.
  • Gamepad support and visual polish on Transmog UI.
  • Fixed a Transmog UI focus issue when using a keyboard to create the name of transmog slot but then switching to gamepad.


[h2]Social Defenders[/h2]
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!

For Etheria!
Chromatic Games