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Dungeon Defenders: Going Rogue News

DDGR Hotfix 2

DEFENDERS,

It has been almost one week since we launched DDGR, and we have been getting a ton of great feedback from our community. We want to make sure we are addressing as many of these concerns as quickly as possible, so today we are releasing our second Hotfix.

[h2]Bug Fixes[/h2]
  • Fixed brightness on some maps when Shadow Quality is set to minimum by player.
  • The image in the next map portal for clients is always the shop
  • Some enemies (looking at you, Ogre) have nameplates that are lingering on death for too long 
  • Added buff bar support for additional Talents and Runes
  • Fixed talents not refreshing "can upgrade" state when points are spent
  • Fixed talents appearing locked due to insufficient points.
  • Talents now properly show reason they are locked
  • Updated talent lock visuals to actually show the icon grayed out
  • Shop confirm button no longer shows player gold
  • Action bar now correctly disappears when player dies
  • Fixed an issue where the HUD ring notifications would stay on the HUD ring even when looking directly at what it was trying to notify you about.
  • Fixed an issue with the Talents UI default focus.
  • Fixed an issue where the rune Skillful Strikes wasn’t properly updating its stacks when using the Monk’s Skill on normal enemies.
  • Fixed an issue where the Blacksmith’s compare arrow was showing when there was nothing to compare.

[h2]Tooltip Updates[/h2]
  • Added tooltips for unlocks
  • Adjusted the color of some tooltip stats
  • Fixed issue where some stats were showing in the wrong stat panel
  • Removed Dungeon Dash advertisements
  • Updated Talents UI interactions, descriptions, and visuals

[h2]Social Defenders[/h2]
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For Etheria!
Chromatic Games

DDGR Hotfix 1

With an early access release comes early access bug fixes and iteration! We aren’t looking to adjust balance while the Dungeon Dash is going on, so these fixes shouldn’t include any nerfs or major changes that affect the competition. Let’s get into it.

[h2]Bug Fixes and QoL Improvements[/h2]

  • Fixed a handful of crashes that rarely happened, but no more!
  • Fixed multiplayer visuals issues with Enemy health bars and animations when playing with 3 or 4 players.
  • Defense duration bar properly updates when modified
  • Fixed an issue where the Ancient Dragon wouldn't be targeted by some towers and traps
  • Cleaned up some errant SFX when summoning some defenses
  • Improved the Ogre’s projectile and impact VFX 
  • Improved lighting in Ramparts and Throne Room
  • Clients in multiplayer no longer lose Rune stacks on map transition
  • Updated tooltips to show greater clarity, including: Defense Cooldown, Defense Duration, Ability Cooldown, and Ability Duration
  • Goblin Mech's Barrage now properly goes on cooldown after using an ability to trigger it.
  • Fixed damage over time effects persisting longer than intended in multiplayer
  • Updated the  Arcane Surge charging VFX. 
  • Updated the Endless Spires minimap.

[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

Dungeon Defenders is back as a co-op roguelike game

The Dungeon Defenders series is making a return today, but with a spin on the classic formula. The latest entry, Dungeon Defenders: Going Rogue, is a co-op roguelike game, and it's available today on Steam Early Access.


Developer Chromatic Games explains that the roguelike format for Dungeon Defenders: Going Rogue began life as a game mode, but eventually grew into its own game as the team added unique elements to the familiar Dungeon Defenders action. While you'll be able to play as beloved characters like the squire, huntress, monk, and apprentice and still place towers and traps on the dungeon floor to manage the flow of enemies, there are new threats to face.


Perhaps most notable among the new additions are the boss arenas, where you and your team of adventurers will have to face down increasingly challenging boss monsters as your make your way to the dragon at the end of each run. Chromatic Games CEO Augi Lye tells us that an average run should last around 25 minutes, and you'll be able to earn new gear and currency on each run that will help strengthen your characters for future adventures.


Read the rest of the story...