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Dungeon Defenders: Awakened News

Early Access Patch Notes 3/5

DEFENDERS,

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!

[h2]Bug Fixes[/h2]
  • 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.

[h2]What’s Next?[/h2]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! :)

[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

Early Access Patch Notes 3/3

DEFENDERS,

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!

[h2]Feature Update[/h2]
  • 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.

[h2]Bug Fixes[/h2]
  • 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.

[h2]What’s Next?[/h2]
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! :)

[h2]Social Defenders[/h2]

Keep an eye out for more info!

For Etheria!
Chromatic Games

Early Access Patch Notes 2/28

Hey Defenders,

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!
[h2]Feature Update[/h2]
  • 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.

[h2]Bug Fixes[/h2]
  • 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.

[h2]Social Defenders[/h2]
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:

Keep an eye out for more info!

For Etheria!

Early Access Patch Notes 2/26

DEFENDERS,

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.

[h2]PAX East[/h2]
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!

[h2]Key Bindings[/h2]
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.

[h2]COMMUNITY FEEDBACK: Upgrading[/h2]
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.

[h2]Continued Feedback[/h2]
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!

[h2]Bug Fixes[/h2]
  • 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.
[h2]What’s Next?[/h2]
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!
[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

Dev Check-in and Early Access Patch Notes

DEFENDERS,

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

To get reliable updates on the future of DDA make sure to follow us on all our social media platforms:

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.

For Etheria!

Chromatic Games