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Dungeon Defenders: Going Rogue News

Loadouts, Map Choice, and More!

DEFENDERS,

Today we have an exciting new update which includes some huge changes we have been working hard on! There are two main features to highlight: Loadouts to customize heroes with new abilities and Map Choice which gives players the choice of which map and mode to go to next. In addition to these we have also made changes to game flow, balance, health, runes, weapons, and UI polish. Read on for the details or jump in the game and check them out right away!

[h2]Loadouts[/h2]
Each hero now has at least 4 new abilities that are unlocked through a variety of quests and challenges. These new abilities are not intended to be complete replacements for the default ones but to enhance and give additional options to each hero. In addition to Abilities there are also two other types of Loadouts: Runes and Offhands.


[h3]Abilities[/h3]
These are alternate abilities for the Skill (Right-Click), Ability One (F), Ability Two (C), and Movement (Shift). Each hero has at least four new abilities but some have more.

[h3]Equipment[/h3]
These are two slots which allow players to choose some of their starting equipment and are also unlocked through quests like Abilities.


Starting Rune
Before this update each hero would unlock and automatically equip a new Rune with each Hero Level. This was called Hero Mastery but it didn’t provide the kind of customization that we were hoping for. Now each Hero Level will unlock a new rune and players can choose one to start with.

Starting Offhand
Offhands will no longer drop from chests in-game but instead are something players unlock and choose to begin the game. They can still be upgraded at the Void Shop’s Blacksmith or purchased at the Void Shop’s Shopkeeper.

Each now also has a unique base effect which gives it a specific purpose and allows for more control over the role of the hero.

[h3]Unlocking[/h3]
All of the new loadouts need to be unlocked. Some are simple quests like “Complete 5 Runs on the Squire”. Others are more of a challenge like in the above screenshot of “Defeating any boss on Hard by only using Defenses”.

[h2]Map Choice[/h2]
One of the major goals for this update is to give players a choice of which map to go to next and if they want something that’s more challenging but also more rewarding or to just pick their favorite map.

[h3]Portals[/h3]
With this players now must choose a portal to go through after each map victory. In Multiplayer the portal is chosen by the Game Host after all players are ready.


[h3]New Game Modes[/h3]
Moving Core
A twist on the old challenge from DD1 and DDA. In DDGR it is different in that the Core will move between different stopping points where it is blocked by some inconveniently placed barrels. Luckily those barrels can be destroyed once the Core gets there. Unluckily the enemy is very attached to those barrels and will start attacking in order to defend them. Once all of the barrels have been cleared the core will continue on until it reaches the next stopping point or the end goal.

Warping Core
At the start of each wave and in between waves on Hard difficulty the Core will teleport to a new location. Chase it around and get there before the enemies do!

Arena
This is a brand new game mode to test out gameplay that isn’t centered on the Core. Navigate your way through three new maps avoiding traps, enemies, and then defeating a Mini-Boss at the end. These maps will only be found as a choice before the Boss map in each Act.


[h3]Rewards[/h3]
Each of these new game modes provides an increase in challenge and with it an additional reward!

[h2]General[/h2]
While the Loadouts and Map Choice were the biggest focus in this update there are also a lot of other changes we have made to help bring the game closer to what we originally envisioned for it. These include changes to the basic game mechanics but also tweaks to balance and items.

[h3]Gameflow[/h3]
One of the biggest changes previous players will notice is that there are no longer downtimes in between waves. The map will start after a countdown and then waves of enemies will come until it’s over with a final chest rewarded at the end.

With this we have also added a Pause function when the Escape Menu is open in single player.

In addition to the changes to waves there has also been a large amount of polish to everything from boss introductions to death cameras. We hope it provides a more polished and rewarding experience overall!

[h3]Health[/h3]
Another big change that players will notice is that Health will no longer regenerate after each map but persists between map transitions. There have also been various tweaks to Runes, Item Effects, Talents, and Health Drop rates in order to hopefully accomplish our goal of making Health feel more like a resource that must be managed.

[h3]Runes and Weapons[/h3]
There are way too many various changes to list here but there have been changes to the balance of Runes and Weapons. Updates to the base effects on Weapons to make them all feel more unique and powerful.

We have also added some new Runes into the drop pool so look out for those!

One of the biggest changes that should be noticeable is that there will be more Runes and Weapons in the drop pool by default. Previously these would be unlocked through Hero and Account Levels but we didn’t feel like the default experience provided enough choices in Runes and Weapons. So with the addition of Loadouts into the Progression system we have made it so that most Runes and Weapons can drop.

[h3]UI Updates[/h3]
We have also done an overhaul throughout the game on many different aspects of the UI in order for it to be more user friendly and generally polished. We hope that this provides a better overall experience but know there is still room for improvement so please let us know what else you’d like to see there!

[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

Controller Support and Bug Fixes

[h2]Greetings Defenders![/h2]

Today is a small update adding controller support and fixing high priority bugs such as enemies not spawning in multiplayer. There is much more to come and we are very excited about the future of the game next year but instead of releasing things too early we have decided to hold the large update until Q1 2023. We very much appreciate all of your feedback, bug reports, and patience!

[h2]Controller Support[/h2]
The game is now fully playable with your favorite controller! There are a few minor exceptions such as the profile conflict pop-up and not being able to invite other players in the lobby but otherwise you can now play from Main Menu to Victory (or Defeat). If you run into any bugs or have feedback for us on the inputs please let us know in our

Series EV-GR enters the battle!

DEFENDERS,

Today we have a new update which includes a new hero, new enemy, new talent category, and ping system. We are also at PAX West (Booth 764) this weekend showing it off and doing some giveaways so if you are in the area please stop by!

Demo
With this update also comes a free demo! This is a shortened version of the game where you can play one map then fight the Demon Lord with the Squire and Apprentice. If you’ve been waiting to try the game out then now is your chance!

https://store.steampowered.com/app/2137730

[h2]New Hero: EV-GR[/h2]
The Series EV-GR is a ranged hero that defends Etheria by summoning decoys, channeling powerful lasers, and harnessing the new Pulsator tower technology!
Weapon and Attack
  • Staffs - Fire magical bolts of energy at your foes!
Skill
  • Fire The Laser - Unleash a powerful laser blast to devastate a single foe! Can also be charged up to increase its damage.
Abilities
  • Decoy: EV-ATK - Creates a holographic copy of the hero which taunts enemies into attacking it. This Decoy also fires wherever the hero is aiming and firing. Once the Decoy is destroyed or after a duration it will explode dealing damage to nearby enemies.
  • Energy Cannon - Channels an energy beam which pierces through enemies dealing rapid damage to anything it touches.
Towers
  • Proton Pulsator - Fires pulses of protean energy which damage any enemies in its path.
  • Shock Pulsator - Releases pulses of electric energy which damage and stun enemies.
  • Blocking Field - Projects a field which blocks enemies from passing and reflects projectiles directly back at attackers.
  • Heat Cannon - Unleashes a cone of flame at a nearby enemy.
  • Plasma Defense System - Fires super fast balls of plasma which phase through solid objects. However, beware it’s deadzone as it has trouble targeting enemies that get too close!
Mastery Runes
  • Vitality - Max HP +20%
  • Strongarm - Attack +10%
  • Overclock - Attack Speed and Movement Speed increased with each Attack. Stacks 10 times.
  • Shielded - Shield +20%
  • Ultra Heated - Fire The Laser applies a Burn effect dealing damage over time and reducing enemy armor.
Unlock Condition
Defeat the Goblin Mech on any hero.
Please note the Mech will need to be defeated after the patch releases to unlock.

Runes
These are just a few of her Runes. Gain EV Hero Mastery levels and beat the game with her to unlock more.
  • Slowing Pulses - Proton Pulsators slow enemies.
  • Full Coverage - Plasma Defense Systems gain Range and no longer have a deadzone.
  • Distracted - Decoy reduces nearby enemy armor.

[h2]Talents[/h2]
New Category: Gear
These talents are all about the items! This category adds 10 new Talents that provide all sorts of buffs to the way items drop and the gold system in general. Reduced prices from the Shopkeeper, discounts from the Blacksmith to upgrade your weapons, starting with extra gold, or even getting an additional rune choice!
Resets
In addition to a new category of talents we also have added a simple button to reset all of your talents. This will refund all points and allow more exploration of all the different builds available. This has been a highly requested feature and we wanted to make sure to get it in with this update!

[h2]New Enemy: The Siren[/h2]
This powerful ranged enemy buffs nearby allies, throws magical bolts of energy, and launches powerful ground based attacks. Beware the Siren as she is on a similar power level of enemies like the Ogre!


Abilities
  • Magical Bolt - This standard attack is a simple projectile but don’t ignore it as even the most simple of spells can be deadly in the right hands.
  • Armor Shield - After a brief cast she gives all nearby enemies extra armor. This buff only lasts for a short duration before she must recharge and re-buff so make sure to time your attacks for when it's down!
  • Ground Blast - The Siren will periodically target a player’s current location and then explode the ground there after a short casting time. This deals massive damage so it’s important to pay close attention and keep moving!
[h2]General[/h2] Enemy Schedules
Prior to this patch all enemy schedules were extremely randomized. This led to many of the groups of enemies just always feeling the same and didn’t allow us to design specific groups. Now, there is still a chance for these groups to be random but you will also notice that there will be more specialized pairings of enemies to provide new challenges.

Pings
We want players to be able to quickly and efficiently point out important elements to each other. To do this we have taken inspiration from other games and have added a smart ping system. It detects what has been pinged and then prints a message about it.

Pings can be used by aiming and pressing the middle mouse button.

[h2]What’s Next?[/h2]
There is more exciting stuff to come for DDGR including major features! However, as a team the vast majority of our focus is now on DDA and DD2. This is where we feel our time is best spent and while we are by no means abandoning DDGR it will mean that updates will come more slowly. With the upcoming release of DDA Episode 2 Part 1 we are very excited to see what the future brings as we continue building the world of Etheria!

[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

The Warden Joins DDGR!

DEFENDERS,

We’ve got some all natural goodies coming to DDGR. New hero, adjustment to some talents, some nice quality of life additions/changes, a boat load of bug fixes, and more! This is the start of what you can expect to come in future Going Rogue updates!

[h2]New Hero: The Warden[/h2]
Spew Shrooms, fire seeds, and summon brambles to defend Etheria. Welcome your favorite Guardian of Nature to DDGR!



Weapon and Attack
  • Polearms - Wield a mighty polearm to cleave through your foes!
Skill
  • Sprout - Shoots an AoE explosive seed, dropping a buff seed on its impact. Picking it up increases the Warden’s Haste by 50% for 3 seconds.
Abilities
  • Mushroom Circle - Explodes when placed and Ensnares all enemies by 25% while active. Lasts for 10 seconds.
  • Wrath Form - The Warden gains 25% Armor and 40% Attack and your Defenses also gain 25% Armor and 40% Power while active. Lasts for 10 seconds.
Towers
  • Beaming Blossom - Shoots a continuous fire damage beam at an enemy. Requires line of sight for targeting and damage.
  • Roots of Purity - Blockade that deals poison damage back to attacking enemies while in range. Is no longer required to build other towers.
  • Shroomy Geyser - Launches a Shroomy at enemies dealing AoE exploding poison damage and Slow on hit.
  • Sludge Launcher - Shoots a single target poison damage projectile, applies 50% slow for 2.5 seconds.
  • Wisp Den - Wisps deal single target physical damage, no line of sight, prioritizing stronger enemies.
Mastery Runes
  • Vitality - Max HP +20%
  • Strongarm - Attack +10%
  • Yum Yum Seed - Sprout Seeds Restore 5% HP On-Pickup.
  • Armored - Armor +10%
  • Poisonous Shrooms - Mushroom Circle applies Toxic (33% Damage) On-Hit
Unlock Condition
  • Complete The Mill.
Runes
Here are a few of the Warden’s runes. We didn’t list all of them here, so have fun discovering the others!
  • Exploding Wisps - Wisp attacks explode for 25% physical damage.
  • Yum Yum Seed - Sprout seed also heals 5% HP.
  • Rage Form - When not in Wrath Form, +X% chance on hero kill to reset Wrath Form cooldown.
[h2]General[/h2]

Talents
  • We buffed hero damage talents across the board, especially the Tier 4 Melee Crit talents which were combined into one single point talent. 
  • Due to the significant changes to the Talent Tree, we have reset everyone’s points.
  • We are looking into creating a permanent talent reset system in a future update.
Health Drops
  • Health drops are also now less common but more powerful. (To 5%, 25%, and 50% from 1%,5%, and 25%.)
  • Health drops no longer persist between waves.
Maps
  • Increased the amount of map randomization
  • Instead of two or three maps for each level there are now up to four.
  • The first and last maps of a session are always only between two different maps.
Goblin Mech
  • Goblin Mech Charge Stun now opens a weak point.
  • Placing a blockade in the path of a charging Goblin Mech will stun him, but will destroy the blockade.
Ancient Dragon
  • Ballistae will now rotate instead of their platforms rotating and should be easier to use. If the Dragon is within the targeting angle and the player shoots it should hit the Dragon.
  • The Ballista projectiles no longer have collision and can no longer be interfered with by Wyverns
  • Updated visuals for Self-Destruct of moving platforms.
Enemies
  • Enemies are no longer restricted to their normal paths but will take the most optimal route to the nearest Core or player. In most cases there won't be much difference, but make sure to keep an eye on flying enemies as they will now be more likely to take unexpected paths.
  • Enemy damage now scales less than it previously did. On Hard difficulty, and after Act 2 on Normal, enemies should deal significantly less damage. This should lead to getting one-shot significantly less, especially for melee characters. 
Weapons
  • There are now 3 new Swords, Bows, Polearms, and Staves!
  • Default damage increased on all Sword weapons.
[h2]Bug Fixes[/h2]
  • Fixed a bug where swapping heroes in the lobby caused you to vanish.
  • Fixed an issue where projectiles that bounce between enemies could get stuck.
  • The “L” keybind now works on the summary screen.
  • Fixed a bug where the previous difficulty setting wasn't saved when going back to the lobby.
  • Fixed a bug that caused the Apprentice Arcane Blast VFX to stick.
  • Fixed a bug where the Magic Missile Tower fired at, but did not hit, close targets.
  • Fixed several bugs where the stat comparison was using incorrect values.
  • Fixed a bug where Fire Aura had incorrect buy and sell values.
  • Fixed a bug where Apprentice Overcharge buff was not appling to some towers
  • Pressing “S” on the Statistics page now correctly swaps between Stats and Rewards.
  • Fixed a bug where shops would not have roll values or cost.
  • Fixed a bug where the refresh cost was incorrect and displayed a flipped red coloration
  • Fixed a bug where Ogres were sometimes refusing to rotate while performing melee attacks.
  • Fixed a bug where you could beat Map 3 wave victory while enemies were still present..
  • Fixed a bug where certain AoE traps would continue to activate when no enemies were in range.
  • Fixed a bug where weapons and runes dropped for the wrong hero. 
  • Fixed a bug where Sharken wasn't showing up on Map 9 and Map 10.
  • Fixed a bug where the Kobold attack indicator didn't display for clients in a multiplayer session.
  • Fixed a bug where Wyverns were too focused on cores and not players.
  • Will now display a message as opposed to a crash window during a crash when Steam isn't running in the background. 
  • Removed some spots where players could get up on the stands on Goblin Mech.
  • Fixed a bug where the Deadly Striker tower was using the wrong attack rate caps.
[h2]Quality of Life Changes[/h2]
  • Added "B" as a secondary binding to open the inventory.
  • Adjusted the hud ring size to avoid clipping of other hud widgets.
  • The Blacksmith now has a notification for when you have no upgrade-able items
  • The Tavernkeep now has notifications for refreshing the shop.
  • The Tavernkeep now has a notification for being sold out and no remaining refreshes
  • The Tavernkeep now has a passive notification for when a user interacts with him and he has no items.
  • Sharken damage reduced.
  • Cooldowns are now reset and Towers are now destroyed upon entering any phase, rather than specifically build phase
  • You will now spawn inside a shop when it is available.
[h2]What's Next?[/h2]
We’re continuing forward with a lot of work in all of our games. For Going Rogue, expect to see some additional features, heroes, enemies, weapons, and more in the coming months as we get set up for the 1.0 launch later this year. We’re also working on our next update for Dungeon Defenders II, with some great new content to conquer. Lastly, we’re surveying tons of players as we work on the next episode of Dungeon Defenders Awakened. There’s always something to do, and we’re excited to share our plans in the near future!

[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

Balance Patch 1

DEFENDERS,

Today we are making our first significant balance pass on Dungeon Defenders Going Rogue. We have collected a ton of useful data internally as well as from the speedrun competition and community at large. This is just our first pass at balance and you can expect more patches in the future as we continue to iterate!

[h2]Balance[/h2]

Ancient Dragon
  • Will no longer have a random number of flying patterns or fire barrage attacks while flying. As before, the Dragon will do 3 charges in each phase. Previously it had a chance to change directions, but now it will always continue along the same clockwise or counter clockwise path depending on how it started.
Goblin Mech 
  • Saw Blades before charge and during Self-Destruct will now be slower and easier to dodge, but will do more damage. The Self Destruct countdown has also been slightly increased to help ease some frustration.
    • Saw Blade speed reduced by 25%.
    • Saw Blade damage increased by 15%.
    • Self Destruct time increased to 25s from 20s.
General
  • Dash will no longer cancel Mana Bomb, Arcane Surge, and Arcane Blast (and other charged/cast abilities in the future)
  • Removed jumping animation (and its long cast time) from Apprentice Mana Bomb and reduced overall cast time from 1s to .5s
  • Apprentice's Overcharge now also increases movement speed by 25% and scales from Ability Power
  • Reduced firing angle on Apprentice weapons with multiple projectiles
  • Removed timer from loot phase

[h2]Weapon balance[/h2]

Default Bow
  • Decreased Base Damage from 16 to 14
  • Decreased Attack Rate from 3 to 2.5 attacks per second

Barbaric Lance
  • Decreased Base Damage from 55 to 28 
  • Increased Attack Rate from 1 to 2 attacks per second
  • Decreased Damage per level from 15 to 8 

Twisted Dual Blade
  • Decreased Base Damage from 55 to 28 
  • Increased Attack Rate from 1 to 2 attacks per second
  • Decreased Damage per level from 15 to 8

Dragon Cannon
  • Decreased Base Damage from 35 to 14 
  • Increased Attack Rate from 1.5 to 2.5 attacks per second
  • Decreased Damage per level from 8 to 4

Hawkeye Crossbow
  • Decreased Base Damage from 50 to 25 
  • Increased Attack Rate from 1 to 2 attacks per second
  • Decreased Damage per level from 10 to 5

Winged Staff
  • Decreased Base Damage from 55 to 28 
  • Increased Attack Rate from 1.5 to 2.5 attacks per second
  • Decreased Damage per level from 15 to 8

Mithril Staff
  • Decreased Base Damage from 55 to 28 
  • Increased Attack Rate from 1 to 2 attacks per second
  • Decreased Damage per level from 15 to 8

Conduit Staff
  • Decreased Base Damage from 55 to 28 
  • Increased Attack Rate from 1 to 2 attacks per second
  • Decreased Damage per level from 15 to 8

Warhammer
  • Increased attack range by 50 units

Jeweled Knight
  • Increased attack range by 50 units

[h2]Quality of Life Changes[/h2]
  • Raised Ballista platforms on the Ancient Dragon Plateau to be more visible.

[h2]Bug Fixes[/h2]
  • Fixed an issue where Savagery was adding to critical chance instead of critical bonus.
  • Fixed an issue where enemies could get stuck trying to reach the player on Ancient Mines near the core.
  • Fixed an issue where the Spinning Steel Rune was not doing correct damage.
  • Fixed an issue where the tooltip was not showing the base effect on the Buster Sword
  • Fixed an issue where Poison Dart Tower had the incorrect cooldown. This results in the cooldown being adjusted to 30 seconds.

[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