Dungeon Defenders: Awakened - Chromatic Games
DEFENDERS,
During our dev stream last Friday, we mentioned this week would bring the biggest news yet. We weren’t joking! We’ve finally made it to the reveal of the brand new, never-before-seen hero coming to Dungeon Defenders: Awakened in Episode One. A couple of weeks ago, we revealed the Warden, who happens to be the spiritual successor of the Dryad. Who will be joining her in Etheria? The second hero goes by… The Rogue!

Now that you have a name (which some of you correctly guessed on our Twitter and Instagram posts), guess we need to tell you more about this new hero. Have we built up the excitement enough? We sure hope so. Let’s get to the learnin’!
New Hero: The Rogue

As some of you super sleuths guessed (was it the ears??), the Rogue is a highly trained elven soldier. The catch - he’s the last remaining elite warrior from an ancient elven army, meaning he comes ready to battle enemies head on as a melee and ranged dual-wielding hero. As a combat-only defender, the Rogue is agile, dashing in and leaping out of battle as he sees fit.

A lack of defensive towers does not mean the Rogue is without protection. Going Stealth activates invisibility and his arsenal of devices combine to disable, poison, and slow your enemies’ advances. Let’s dive into the details of these attacks, abilities, and devices.

Attacks and Primary Abilities
Developer Note: All of these things are subject to change in regards to balance, functionality, and visuals.

Weapons of Choice: Dual-wielding: Melee (Right hand) and Crossbow (Left hand)

Primary Attack - Melee Attack: The Rogue swings his equipped sword, dealing damage based on the weapon’s stats.

Secondary Attack - Ranged Attack: The Rogue fires his equipped crossbow, dealing damage based on the weapon’s stats.


Primary Ability 1 - Swift Assault: Dashes forward and deals AoE damage once reaching the destination.
  • From Stealth: Hero throws a single deadly knife at an enemy, dealing massive single-target damage.

Primary Ability 2 - Disengage: Throws daggers forward dealing AoE damage and applying Rogue’s Mark to all enemies hit during attack. The Rogue leaps backwards out of the danger, providing a gap between him and his foes.
  • From Stealth: Daggers deal more damage and pin enemies to the ground, immobilizing them for a short period.
Devices and Utility Abilities
The Rogue has been specially trained for direct combat—a “fighter” some may say—and brings a preference for battling enemies with some very powerful tools. With this battle style, the Rogue does not build defenses, but instead this lone warrior comes equipped with devices that act as mobile traps that deal elemental damage and apply debilitating status effects to all Marked enemies during combat, regardless of the distance between defender and enemy. The Rogue’s Stealth also comes in handy for those moments when defenders want to surprise their foes, escape danger, or mark enemies from afar.

Developer Note: We wanted the Rogue to play like no other pure damage characters that we’ve made in other Dungeon Defenders games. We wanted him to feel like there was strategy in his abilities, similar to placing towers. He’s designed to fill the role of a special enemy killer, focusing down the strongest foes with both consistent and burst damage when you focus a specific enemy (with nearby enemies taking some hits being an added bonus). For our first non-building hero, he’ll have a lot of big moments and strategies similar to when a tower is beating down enemies, except you’ll BE that tower!

Passive - Rogue’s Mark: Marks are applied to a maximum of 8 enemies while using Swift Assault, Disengage, or attacks from stealth. The Rogue can then activate debilitating Devices on Marked enemies.


Device 1 - Arcing: Snares Marked enemies with nets of lightning, disabling their attacks and abilities, while causing attacks against them to deal additional lightning damage.


Device 2 - Napalm: Incinerates Marked enemies, dealing a large amount of fire damage over a short time. Enemies also take increased damage from other attacks and abilities from The Rogue while Napalm is active.


Device 3 - Noxious: Injects Marked enemies with a highly potent toxin that slows movement and deals poison damage while Noxious is active.


Utility Ability 1 - Stealth: The Rogue becomes invisible for a short duration. While invisible, the agile hero can Mark enemies with primary attacks, secondary attacks, and empower non-Device abilities. He cannot be targeted by enemies, but he can still take damage from their attacks if he gets within damaging range.
  • Riposte Buff: Using a non-Device ability breaks invisibility and applies a buff to the Rogue. This buff reduces incoming damage from all sources and deals his melee weapon damage back to attacking enemies for a short period of time.

Utility Ability 2 - Carnage: The Rogue throws a flurry of deadly piercing daggers, dealing AoE damage every half a second throughout its duration. Defenders can move while this ability is activated and it can be channeled until you’re completely out of mana.
  • From Stealth: AoE damage radius is increased and it breaks invisibility.
New Map: The Keep

Throughout the month of April, we’ve revealed one new map each week that’s being added to DDA in Episode 1 on our weekly Friday Funday dev streams on Twitch. You’re definitely missing out on some of the best beans if you haven’t made it to a stream yet, but we can’t keep all the secrets to ourselves. So, LOOK AT THIS BRAND NEW MAP. It’s called The Keep and it’s as spooky in game as the picture suggests.

With the other three maps we’ve revealed as remakes of fan-favorites from other Dungeon Defenders games—The Mill, The Outpost, and Foundries and Forges—we wanted to save the best for last. These cursed grounds form a gigantic map. We mean that. It is HUGE. Don’t believe us? Watch the live playthrough from last Friday.


The Keep’s sheer size is a challenge in itself. Do you focus on pushing enemies into tight lanes to maximize AoE damage? Do you find the perfect hiding spot for your DSTs? Guess we’ll have to wait and see what The Keep has in store for defenders.

New Enemy: Lycan

Another big bean we revealed last week is the new enemy, the Lycan. As you can see from the picture, they’re certainly looking to bring more destruction to Etheria. Using the werewolf’s signature ability, “Howl,” the Lycan empowers himself and nearby enemies, while reducing the effects of incoming attacks.

Lycan enemies show up on each of the new maps, but they show up in earlier waves as you progress through Act 4. Are you up for the challenge? We sure hope so because Etheria needs you!

What’s Next?
We still have lots of exciting changes and updates coming to DDA that we’ll share with you all during our Friday Funday dev streams, including showing off the Rogue this week! We’ll post a reminder on social media, but make sure to head over to Chromatic Games’ official Twitch page this Friday at 3PM EST to hear all the juicy B E A N S we can’t wait to spill.

Social Defenders
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: Awakened - Chromatic Games
DEFENDERS,
We’ve shown two maps in the past two weeks coming in Episode 1, and now we’re excited to present… ANOTHER MAP! Wait, sorry, we read that wrong, it was supposed to say A NEW DDA CHARACTER. Wow, that’s actually way cooler. Let’s get into it!

New Hero - The Warden


As hinted at in our April Fools Day “update”, we misspelled the hero name as The Andrew (an anagram for Warden, what a coincidence). A guardian of the forest that was banished to the realm our heroes find ourselves in, The Warden joins our roster to help push back the evils that stand in your way!

In our surveys and roadmap voting, the Dryad from Dungeon Defenders II was one of the most requested heroes. The Warden is her spiritual successor, using the powers of the forest to take down any foe that approaches. Let’s dive into the abilities and defenses for this guardian of the grove.

Attacks and Abilities
Developer Note: All of these things are subject to change in regards to balance, functionality, and visuals.

Weapon of Choice: Polearm



Primary Attack: The Warden swings her mighty polearm like a scythe clearing a field, destroying foes that stand before you in melee range.

Secondary Attack - Sprout: The Warden calls forth a sprout that erupts from the ground, dealing low AoE damage to nearby enemies, shooting a seed a short distance away.
  • Normal Form: Picking up the seed instantly regenerates 15% of the Warden’s mana.
  • Wrath Form: The seed grants increased damage and movement speed for 5 seconds.
Ability 1 - Mushroom Circle: Beckons forth a burst of mushrooms from the desired location.
  • Normal Form: Mushrooms heal allies within the circle, while slowing enemy movement speed and reducing attack rate.
  • Wrath Form: Enemies take damage while within the circle. After 10 seconds, the mushroom circle erupts, dealing damage and stunning all enemies within the circle.
Ability 2 - Wrath Form: Calls upon the power of the forest causing the Warden to surge with energy. Wrath Form increases the strength of all her abilities and defenses while active, regardless of range.

Defenses


Defense 1 - Roots of Purity: Summons a blockade that can take a beating from enemies. Blesses the ground with the Zone of Purity around the roots that allows the Warden’s other defenses to be constructed. The Zone of Purity restores 1% HP per second to any hero within its coverage.
  • Mana Cost: 20 Build Mana
  • Defense Units: 1 DU
  • Wrath Form: The Zone of Purity becomes the Zone of Wrath, dealing damage over time to enemies within its boundaries, while also slightly reducing enemy damage.
Defense 2 - Wisp Den: Opens a portal, pulling through three wisps that focus down enemies within its range, always prioritizing high-threat targets.
  • Mana Cost: 50 Build Mana
  • Defense Units: 4 DU
  • Wrath Form: Wisps become enraged, attacking enemies at a much faster rate.
Defense 3 - Beaming Blossom: Grows a flower that collects solar energy that then goes crazy towards enemies within its range, shooting a pure continuous beam of solar energy that deals high damage.
  • Mana Cost: 70 Build Mana
  • Defense Units: 5 DU
  • Wrath Form: The beam becomes magically empowered, piercing through enemies.
Defense 4 - Shroomy Pit: A pit appears that spawns a Shroomy, a brave mushroom warrior of the forest. Shroomies don’t have a lot going on in their heads, and as a result they do two things. Idly stand still, and as they spot an enemy, charge legs first (they’re a bit off-balance) and explode into enemies, dealing damage in a large area.


  • Mana Cost: 40 Build Mana
  • Defense Units: 5 DU
  • Wrath Form: Shroomies enter their own Wrath Form, applying a damage over time effect to enemies hit by their explosion.
Defense 5 - Sludge Launcher: Vines and logs are infused together, pulling in toxins from the ground, shooting out giant globs that explode on contact, dealing a large amount of damage to the first enemy hit and heavily coat them in sludge, lightly covering nearby enemies in sludge, slightly slowing them.
  • Mana Cost: 80 Build Mana
  • Defense Units: 7 DU
  • Wrath Form: If the Warden attacks heavily sludge covered enemies, they can be stunned for 1.5 seconds.
We’ve discussed on stream quite a bit, which if you haven’t been watching you should join us on Fridays at 3:00 PM ET, the new maps and heroes we are adding to DDA. The goal is to bring back fan favorites, while also bringing in brand new additions. We’ve also got a lot of fantastic never used characters in our vault that we’ll be using as a foundation and reworking to give them new life as they make their way into DDA. The Warden is further proof we’re looking at adding in the things you, our GLORIOUS DEFENDERS, want to see in future DDA updates.


What’s Next
We’re going to be streaming The Warden THIS WEEK on April 23rd at 3:00 PM ET over on Twitch, showing off all of her nature-infused power. If you’re not able to make the stream, we post our VODs and a condensed version of the new info in a “Just the Beans” edit the following week on YouTube.

We’re also going to continue doing weekly reveals until Episode 1 is out in the wild, so there’s a lot to look forward to. With all of this going on, we’re still continuing our Nintendo Switch and PlayStation development. The console development takes the efforts of specific individuals, so while we’re showing off all the episodic content we’re working on, rest assured that we’re still diligently working on getting DDA onto the remaining promised consoles.

Social Defenders
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: Awakened - Chromatic Games
DEFENDERS,
Every day we inch closer to releasing a lot of the awesome hard work that many of us here at Chromatic have been focused on in order to get some great content out to you all. That also means we inch closer to revealing a new part of Episode 1. Oh wait, that’s today! Let’s get into it.

New Weapons - The Woodland Set
What would a new update be without new weapons? These aren’t all of the new weapons you’ll be seeing in Episode 1, but they are pretty friggin’ awesome! They are themed around the first two maps, being more focused on a living forest.



Bonus, there’s one in 3D. You’ll have to wait for the episode to release in order to see the rest!



Maybe they have something to do with our next hero? Nah, probably not. They’re just cool runic weapons from the woods, don’t need to think about it past that at all.

New Map - The Outpost
As previously mentioned, we’re focusing on remaking some of our previous maps with some changes to gameplay, while bringing in a brand new map as the boss map of the episode. The Outpost is following that formula. The Outpost is a remake of the Drakenfrost Resort map from Dungeon Defenders II, a map that not many people have had the opportunity to explore and defend. It hangs on a cliff, overlooking where you’ve previously come from, and acted as a barracks of sorts to keep soldiers of Etheria stationed outside of town, with a giant belltower to warn of incoming threats.



One of the things we wanted to do with these maps in this act is have a seasonal shift as you play through them. You’ll notice a dramatic shift and change in the season and tone as you progress onwards and fight the enemies that await.



These maps are some of our favorites visually, and there’s still some you haven’t seen. There’s so much you haven’t seen yet… Maybe we’ll shake that up next week a bit. Maybe. Probably. Just look out early next week for some B E A N S. That’s the “What’s Next Section”. Watch, we’ll put all of that there.

What’s Next
These maps are some of our favorites visually, and there’s still some you haven’t seen. There’s so much you haven’t seen yet… Maybe we’ll shake that up next week a bit. Maybe. Probably. Just look out early next week for some B E A N S. See, we did it. This is a callback to the previous paragraph. Something about these forests is driving us a little crazy.

Social Defenders
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: Awakened - Chromatic Games
DEFENDERS,
We’ve been talking a lot about what’s to come in Dungeon Defenders: Awakened future, teasing at various bits here and there, and by making this sentence even longer, we’re still teasing more just putting off the inevitable of what’s coming your way.

Real quick, let’s talk about how Ramsters came to exist. Hamster and ram? That doesn’t even make any sense! Oh wait, you probably wanted to talk about the first thing. Okay, time to talk about the first thing. Let’s get into it.

Episodes
Now what the heck are Episodes? Well in short, they’re our FREE major content updates, but MCU was already taken (you may have heard of it), so Episodes it is! We covered the “in short”, so now it’s time to describe the “in long”.

An Episode continues the story of our heroes adventure but it also does a lot of other things, specifically they ADD A LOT OF NEW CONTENT. But what is “content”, where does it come from, and does it truly exist? To answer in reverse order, yes it exists, we make it, and that first one is too philosophical, and we’re sure you want to get right to the good stuff.So let’s talk about what you can expect.

New Maps
In each episode of Dungeon Defenders Awakened you’ll be receiving four new maps that increase in difficulty off the base campaign. We’re following a formula for the new maps where we provide a brand new map as well as recreate three fan favorite maps. Maybe we’re going to show off the first one later on in this post (spoiler: we are).

New Enemy
With each episode, there will be a new enemy that comes into the fray. The new enemy will be similar to the nightmare enemies, bringing in new mechanics that you’ll need to thwart in order to achieve victory.

New Boss
The last map of each episode contains a brand spankin’ new boss. These are similar to the previous bosses, requiring more active hero combat to take them down. They will be thematic to the content that we’re releasing, as well provide unique and thematic loot.

New Heroes
Yes, that’s correct, PLURAL. Each episode contains two heroes, with one hero being a throwback to a previous hero, and the other being a completely brand new hero. These heroes are meant to stand on their own and feel wholly unique from one another.

New Gear
We’ll be providing a slew of new gear that continues to follow previous item progression. There’s also a ton of fun stuff we’ll be adding (that we’ll get into in the coming weeks), that we’ll continue to build off of. Stay tuned for more info!

New Features
This is going to be super nebulous, but there’s a lot of stuff we’re looking to add that really makes your journeys in Etheria a lot more exciting. More to hunt, more to do, more to conquer, more more more more more!

Quality of Life, Overhauls, and Polish
We’re going to be addressing a lot of systems in the game that were put into a “good enough” state for our release, and getting them into a “great enough” state, if that’s a thing. For our first episode, this means overhauling the inventory and item tooltips (which we’ll be showing off in the coming weeks).

Bug Fixes, Balance, Etc.
This is the stuff you normally see in patches, but of course it’ll be included in our Episodes as well. We’ll continue to get out patches to address these things.

Supporter Packs
With each episode, we will be offering a supporter pack that players can purchase. These things offer cosmetic only items that apply to weapons and accessory slots. Since the episodes are free, we’re offering this as players have asked us for additional ways to support our development, and we thought this would be the most fair way to do so.

Episode 1
We’re going to be showing off pieces of the episode over time, and what better time than right after explaining what’s in an episode?! How about a piece of the first episode? Sounds like a good idea to us, so without further ado, here is the first map of Episode 1: The Mill

The Mill


The Mill is the first stop the heroes make upon leaving the castle to continue their journey. They enter a bright and vibrant forest that used to be used to provide lumber and materials for building the castle and nearby towns. Though it seems calm and peaceful, an army of enemies awaits to prevent our heroes from pushing onward with their journey.



If you squint REALLY hard you’ll notice that this map is a remake of a fan favorite, and highly requested map, Mistymire. We made a couple of changes to make building defenses feel better, as well as modified some lanes to make things play out more smoothly. During the last wave, this map will also introduce our new enemy for the Episode. We’re wanting to make sure that as you play through the maps of each episode, you’re introduced to a new enemy over time while taking on potentially new mechanics depending on your game mode.

What’s Next?
We’re going to continue to reveal more and more about Episode 1 over time, with the goal of revealing something new at the end of the week, every week. If we run into any issues, we’ll let you know, but everything is coming together, so it’s time to start showing off some of our hard work. We hope you enjoy it!

Social Defenders
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: Awakened - Chromatic Games
DEFENDERS,
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:
Content
  • 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.
Bug Fixes
  • 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.
Social Defenders
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: Awakened - Chromatic Games
DEFENDERS,
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.
Content
Tutorial


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!
Massacre Additions
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.
Performance
Enemy Counts
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.
Nameplates
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!



Damage Numbers
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.

Limited Login Event - St. Patrick’s Day Reward!
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.



Steam Trading Cards
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:



Bug Fixes
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.
General
  • 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.
Enemies
  • 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.
Gameplay
  • 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.
What’s Next?
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.

Social Defenders
To get reliable updates on all things DDA, make sure to follow us on all our social platforms:
For Etheria!
Chromatic Games
Dungeon Defenders: Awakened - Chromatic Games
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!

Balance
General
  • 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.
Heroes
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.
[/list]
Bug Fixes
Tavern
  • 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.
Heroes and Defenses
  • 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.
Enemies
  • 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.
Gameplay
  • 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.
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For Etheria!
Chromatic Games
Dungeon Defenders: Awakened - [CG] HiggsBosonic
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.

General
  • Implemented Siren casting animations for her aura channeling and activation.
  • Changed the Siren aura not to appear until the cast has completed.
Balance
  • 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.
Bug Fixes
  • 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.

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For Etheria!
Chromatic Games
Dungeon Defenders: Awakened - [CG] HiggsBosonic
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.

Balance
  • 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 %.

Exploit Fixes
  • 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. :)

BUGFIXES
  • 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.

UI Fixes
General
  • 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.
Item Filter UI
  • 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.
Transmog UI
  • 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.

Social Defenders
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
Dungeon Defenders: Awakened - [CG] HiggsBosonic
Defenders,
We are deploying another small hotfix patch to address some of the issues that have surfaced recently. If you are experiencing bugs or have any feedback please post to our discord in the appropriate channels.

BUGFIXES

  • EV Blockade will now properly show Rift Armor.
  • Fixed an issue that caused transmog loadouts to revert to default when transitioning as a client.
  • Fixed a crash related to goblin copters.
  • Fixed a focus issue in the inventory when you select an equipped item.
  • Fix for fast projectiles not having impacts on clients and fix for certain projectiles being able to sail off into infinity forever.
  • Fixed an issue when creating a game session with gamepad if the current focus is the wave selection slider you have to press A (gamepad button down) twice to finish the session creation.
  • Fixed an issue when swapping from a transmog loadout to the Default loadout, the weapon color doesn't update.
  • Fixed an issue that allowed you to have multiple Fusion Towers on the same hero.
  • Defenses now rebind to players who leave and rejoin the same multiplayer session.
  • Goblin Mech boss no longer stops partway down the lane.


Changes:
UI
  • Updated context bar to use the updated tooltip context bar
  • Updated context menu styling

Added a holiday surprise that will show up in the game soon :)

Social Defenders
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
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