This week is critical details week. Production locked the detailed milestone feature list on Monday and everyone is cranking around that. It’s very cool to have them lining up every hour so we can achieve realistically. Special thanks to Marco and Jason for owning this part of the game’s development. The Abyss Lord is going through team wide playtesting, feedback collection, and refinement. This fast type of iteration is something most AAA development studios can’t wrangle due to size and complexity. With a small studio, everyone can join in on playtests and give feedback. It’s much better that way in my opinion. Every person has a stake in what we’re doing. Anyone can express an opinion with the good of the game for you in mind. The Abyss Lord is in that phase where Dan is wrangling the team’s feedback and working with Derek, Abe, John, Brett, Collins, Jason, Brian, and Josh to bring him to the finish line.
Josh Javaheri championed the Hero Deck UI mockup iteration and what he has going is freaking awesome. He’s solved a ton of issues on flow between PC and PS4 in a smart way. The whole studio is chiming in on these, once again, something only small dev teams can do.
Brett and Collins are working on long-term game balance changes that will get us where the game needs to be once-and-for all in terms of how you play. You’ve heard me say multiple times that how you win needs to be up to what you put together, not just one crossword puzzle formula. That’s their marching orders and they are nailing it. The two of them working together is brilliant. I’m impressed and you will be too. Don’t forget, Collins is also cranking on new map designs to challenge your DD2 skills in ways different from the traditional defend the cart multi-lane configuration. That’s a lot! It’ll take time, but that two-prong approach will make it more fun for you in the end.
For me, I’m involved in just about everything. My job is to empower people, help them get the ideas into action, and as a veteran, enable them with feedback that comes from experience. This week, the details around account leveling need mega brain power on it as it touches on multiple areas of the game in different ways. It’s one of the trickiest ideas for DD2 that came from a brainstorm session last Monday, but I know we’ll figure it out.
I want give a special shout out to Argick for all the kind words and support for DD2 and Trendy in his Twitch stream last Friday from The Casters Guild. I appreciate the fact that fans and players make time to vocalize their opinions in fun, positive, and useful ways to make the game better. My wife and I watch these and actually take notes. At the end of the day, a fun game is what we all want and we’re working on it! We need a closet here at Trendy like the one in the back of Al’s Diner in Stephen King’s book, 11.22.63. That way we can get all the awesome stuff done in less than 2 minutes. #backtowork
Daniel Haddad, Design Director (@Blacksmith)
Working with this here awesome team to complete this here Abyss Lord for you all to enjoy. We had a playtest that involved the majority of the studio and the reception was surprisingly positive. We still have plenty to do before I feel satisfied that he is ready to jump into your adoring hands but it was certainly a good sign! In the back of my mind I’m also churning out more ideas for heroes.
Tim Shannon, PS4 & Live Producer (@TimmyTrashTier)
MS21 has kicked off this week for the PS4 and we’re digging into better UI coding practices and memory allocation (our main source of crashes) - which I know is the super sexy stuff you come to me for. This release may take a little bit as we set ourselves up for developing on both platforms simultaneously, but rest assured we’re going to deliver.
On the live team side of things, Patch 10.5 came out this week with the Bow-Blaster for the Huntress added to the game to celebrate the Steam Group hitting 175k members! If you haven’t joined yet, do so here and help unlock the Apprentice’s Blaster-Caster for everyone.
Steven Collins, Lead Level Designer (@Esorath)
Taking a good look at our current enemy/tower/hero relationships we have in the game. Currently there is a lack of yin/yang or push/pull enemies that get you to use different towers in different situations. Finding a way to encourage and empower players to experiment with different defense setups to deal with the challenge that's coming down the lane. As well as still exploring different gameplay elements that can make new maps fresh experiences!
James Reid, Software Programmer (@Driscan)
Yet more meetings regarding UI, at least they’ve been extremely productive. I believe our UIs are heading down the right path. The big focus is to make sure everything works with both the gamepad and the mouse/keyboard. This allows us to develop one UI that works on multiple platforms.
Next week should see some significant progress on the implementation of these UIs. Can’t wait to share the WIP photos with you all!
Jason Yu, Associate Producer (@urfyness)
The Abyss Lord is undergoing some final tweaks in the mysterious world of design land. The plan is to get him out to our playtesters sometime next week, and we’ll make any final adjustments based on feedback. We’ve had one office playtest with him, and he’s been well received so far. I’m anxiously waiting to hear the feedback once a larger group gets to play him.
Josh Isom, Community Manager (@iamisom)
Speaking of Abyss Lord playtesting, we’re looking for volunteers for our Remote Playtesting Group. RPG members will get their hands on new heroes and content before anyone else! Of course, it’s not all fun and games -- we’re looking for people who will provide constructive feedback and spend a lot of time playing work-in-progress content. If that sounds like you, then email dani.moore@trendyent.com!
Jesus Diaz, World Builder (@N3oDoc)
Working along with Daniel Diaz to bring some new levels. This week we are focusing on a Dungeon type level.
Daniel Diaz, World Builder (@DanielKaMi)
We're working now on some 'dungeon' type levels. Hopefully they'll bring back old memories for you. :)
This week is critical details week. Production locked the detailed milestone feature list on Monday and everyone is cranking around that. It’s very cool to have them lining up every hour so we can achieve realistically. Special thanks to Marco and Jason for owning this part of the game’s development. The Abyss Lord is going through team wide playtesting, feedback collection, and refinement. This fast type of iteration is something most AAA development studios can’t wrangle due to size and complexity. With a small studio, everyone can join in on playtests and give feedback. It’s much better that way in my opinion. Every person has a stake in what we’re doing. Anyone can express an opinion with the good of the game for you in mind. The Abyss Lord is in that phase where Dan is wrangling the team’s feedback and working with Derek, Abe, John, Brett, Collins, Jason, Brian, and Josh to bring him to the finish line.
Josh Javaheri championed the Hero Deck UI mockup iteration and what he has going is freaking awesome. He’s solved a ton of issues on flow between PC and PS4 in a smart way. The whole studio is chiming in on these, once again, something only small dev teams can do.
Brett and Collins are working on long-term game balance changes that will get us where the game needs to be once-and-for all in terms of how you play. You’ve heard me say multiple times that how you win needs to be up to what you put together, not just one crossword puzzle formula. That’s their marching orders and they are nailing it. The two of them working together is brilliant. I’m impressed and you will be too. Don’t forget, Collins is also cranking on new map designs to challenge your DD2 skills in ways different from the traditional defend the cart multi-lane configuration. That’s a lot! It’ll take time, but that two-prong approach will make it more fun for you in the end.
For me, I’m involved in just about everything. My job is to empower people, help them get the ideas into action, and as a veteran, enable them with feedback that comes from experience. This week, the details around account leveling need mega brain power on it as it touches on multiple areas of the game in different ways. It’s one of the trickiest ideas for DD2 that came from a brainstorm session last Monday, but I know we’ll figure it out.
I want give a special shout out to Argick for all the kind words and support for DD2 and Trendy in his Twitch stream last Friday from The Casters Guild. I appreciate the fact that fans and players make time to vocalize their opinions in fun, positive, and useful ways to make the game better. My wife and I watch these and actually take notes. At the end of the day, a fun game is what we all want and we’re working on it! We need a closet here at Trendy like the one in the back of Al’s Diner in Stephen King’s book, 11.22.63. That way we can get all the awesome stuff done in less than 2 minutes. #backtowork
Daniel Haddad, Design Director (@Blacksmith)
Working with this here awesome team to complete this here Abyss Lord for you all to enjoy. We had a playtest that involved the majority of the studio and the reception was surprisingly positive. We still have plenty to do before I feel satisfied that he is ready to jump into your adoring hands but it was certainly a good sign! In the back of my mind I’m also churning out more ideas for heroes.
Tim Shannon, PS4 & Live Producer (@TimmyTrashTier)
MS21 has kicked off this week for the PS4 and we’re digging into better UI coding practices and memory allocation (our main source of crashes) - which I know is the super sexy stuff you come to me for. This release may take a little bit as we set ourselves up for developing on both platforms simultaneously, but rest assured we’re going to deliver.
On the live team side of things, Patch 10.5 came out this week with the Bow-Blaster for the Huntress added to the game to celebrate the Steam Group hitting 175k members! If you haven’t joined yet, do so here and help unlock the Apprentice’s Blaster-Caster for everyone.
Steven Collins, Lead Level Designer (@Esorath)
Taking a good look at our current enemy/tower/hero relationships we have in the game. Currently there is a lack of yin/yang or push/pull enemies that get you to use different towers in different situations. Finding a way to encourage and empower players to experiment with different defense setups to deal with the challenge that's coming down the lane. As well as still exploring different gameplay elements that can make new maps fresh experiences!
James Reid, Software Programmer (@Driscan)
Yet more meetings regarding UI, at least they’ve been extremely productive. I believe our UIs are heading down the right path. The big focus is to make sure everything works with both the gamepad and the mouse/keyboard. This allows us to develop one UI that works on multiple platforms.
Next week should see some significant progress on the implementation of these UIs. Can’t wait to share the WIP photos with you all!
Jason Yu, Associate Producer (@urfyness)
The Abyss Lord is undergoing some final tweaks in the mysterious world of design land. The plan is to get him out to our playtesters sometime next week, and we’ll make any final adjustments based on feedback. We’ve had one office playtest with him, and he’s been well received so far. I’m anxiously waiting to hear the feedback once a larger group gets to play him.
Josh Isom, Community Manager (@iamisom)
Speaking of Abyss Lord playtesting, we’re looking for volunteers for our Remote Playtesting Group. RPG members will get their hands on new heroes and content before anyone else! Of course, it’s not all fun and games -- we’re looking for people who will provide constructive feedback and spend a lot of time playing work-in-progress content. If that sounds like you, then email dani.moore@trendyent.com!
Jesus Diaz, World Builder (@N3oDoc)
Working along with Daniel Diaz to bring some new levels. This week we are focusing on a Dungeon type level.
Daniel Diaz, World Builder (@DanielKaMi)
We're working now on some 'dungeon' type levels. Hopefully they'll bring back old memories for you. :)
On Friday, Phil and Elliot revealed new information regarding the Abyss Lord and how you’ll be able to unlock him (and all future heroes) by playing. Here’s an overview of the stream courtesy of CharrLegion on YouTube.
Defender Medals (11:25)
Defender Medals are a new currency earned by winning or losing matches. It will be used to buy heroes, gear sets and other gameplay items and be available in the next update.
Hero Unlocks
Heroes can be earned with Defender Medals or purchased with gems. All Hero unlocks come with a free Hero Creation slot to, yanno, play and such.
Abyss Lord (20:20)
The Abyss Lord, like the Summoner from Dungeon Defenders, summons minions to aid him in battle.
The Abyss Lord is our first ‘Active Builder.’ Using his ‘Direct Command’ ability, the Abyss Lord can control his minions to do special abilities at the cost of blue mana. This will greatly increase your minions’ damage potential during the Combat Phase.
The Abyss Lord will release with the next major update.
Abyss Lord: The Colossus (26:42)
The Colossus is an oh-shit defense, and as such, you’ll only be able to build one of him on the map. He can be moved around the map by “rebuilding” him at no green mana cost. This is part of the Abyss Lord’s ‘Active Builder’ gameplay. Tune into the next stream for more minion reveals!
Q&A (31:15)
In the final part of the stream, we discussed a number of your balance questions. Improving and refining the game is a major priority for us this year, and in the coming major updates, you’ll begin to see refinements to existing heroes, systems, builds and more.
If you like the new Recap-style post, please let us know in the comments!
On Friday, Phil and Elliot revealed new information regarding the Abyss Lord and how you’ll be able to unlock him (and all future heroes) by playing. Here’s an overview of the stream courtesy of CharrLegion on YouTube.
Defender Medals (11:25)
Defender Medals are a new currency earned by winning or losing matches. It will be used to buy heroes, gear sets and other gameplay items and be available in the next update.
Hero Unlocks
Heroes can be earned with Defender Medals or purchased with gems. All Hero unlocks come with a free Hero Creation slot to, yanno, play and such.
Abyss Lord (20:20)
The Abyss Lord, like the Summoner from Dungeon Defenders, summons minions to aid him in battle.
The Abyss Lord is our first ‘Active Builder.’ Using his ‘Direct Command’ ability, the Abyss Lord can control his minions to do special abilities at the cost of blue mana. This will greatly increase your minions’ damage potential during the Combat Phase.
The Abyss Lord will release with the next major update.
Abyss Lord: The Colossus (26:42)
The Colossus is an oh-shit defense, and as such, you’ll only be able to build one of him on the map. He can be moved around the map by “rebuilding” him at no green mana cost. This is part of the Abyss Lord’s ‘Active Builder’ gameplay. Tune into the next stream for more minion reveals!
Q&A (31:15)
In the final part of the stream, we discussed a number of your balance questions. Improving and refining the game is a major priority for us this year, and in the coming major updates, you’ll begin to see refinements to existing heroes, systems, builds and more.
If you like the new Recap-style post, please let us know in the comments!
Individual tower range is now shown while inspecting a defense.
Bug Fixes
Fixed an issue where players would lose premium items they received right before a disconnect or server crash.
Fixed an issue where the Shielding Guard Uber was not functioning.
Fixed an issue where Ogres were getting stuck inside of the Jester Boxes.
Mr. Skwish is now affected by Thunder-o, Bearkira and the golden Possessed Sword’s special abilities.
Fixed an issue where Mr. Skwish can spawn in the ground if towers are built too close to the stage. All towers are now destroyed at the start of the phase in the area where Mr. Skwish spawns.
Fixed an issue where the Harbinger had a chance to not spawn on Wave 4 Free Play Easy.
Fixed an issue where Tutorial matchmaking from the Main Menu didn’t have a “found session” UI.
Fixed the Ruins water issue. Crisis averted, people.
Fixed a VFX issue with the Liferoot Incursion Ranged Goblin.
Individual tower range is now shown while inspecting a defense.
Bug Fixes
Fixed an issue where players would lose premium items they received right before a disconnect or server crash.
Fixed an issue where the Shielding Guard Uber was not functioning.
Fixed an issue where Ogres were getting stuck inside of the Jester Boxes.
Mr. Skwish is now affected by Thunder-o, Bearkira and the golden Possessed Sword’s special abilities.
Fixed an issue where Mr. Skwish can spawn in the ground if towers are built too close to the stage. All towers are now destroyed at the start of the phase in the area where Mr. Skwish spawns.
Fixed an issue where the Harbinger had a chance to not spawn on Wave 4 Free Play Easy.
Fixed an issue where Tutorial matchmaking from the Main Menu didn’t have a “found session” UI.
Fixed the Ruins water issue. Crisis averted, people.
Fixed a VFX issue with the Liferoot Incursion Ranged Goblin.
The Abyss Lord is entering that phase where all his functionality and visuals are in and now he goes into critical playtesting and iteration to deliver wanton destruction and goblin obliteration. That cycle is going to repeat until he’s awesome. At the same time, art is jamming on our next hero, who I’m surE you’Ve guessed who 2he is. Stay tuned for visuals. Peeking over Jordan, Robbie, Pingston, and Rusty’s shoulder over the last few days was like looking into Santa’s Bag of character awesomeness. In the studio, everyone shook out the dust and set up shop on the floor, reorganized, and refocused. The creative force is strong, but I think Jason is having scheduling aneurysms trying to keep up! “These aren’t the spreadsheets you’re looking for…”
The hardcore work now really kicks into high gear. The Hero Deck UI is in visual design and programming wiring development, the PS4 content is lining up to get the Harbinger Awakens content and the Dragonfall Carnival in the game, which is awesome as that will put us closer to our ultimate plan of developing for the game with one unified codebase and content pipeline. Early work is starting on gear sets, hero role refinements, a refactoring of character vs account leveling to remove the new hero grind and the Diaz brothers are working with Jordan on some classic inspired dungeon maps. (Finally Dungeons to defend!)
Collins is expanding the game with new map designs to challenge your DD2 skills in ways different from the traditional defend the cart multi-lane configuration. This is awesome because I’m an old-school level designer myself, and a major part of any game’s magic is the level designer’s innate application of his instincts. Although we’re pushing forward with our 2016 plans, we’re not forgetting about the things you’ve been telling us. We’re revising many aspects of the game to remove excessive complexity and convoluted systems that were awesome experiments last year, but buried the fun too deep in the mud, especially pets and how you level your heroes. We’re working towards less grind, better balance, better role definition, more fun, and more ways for your skill and smarts about how to play to shine as opposed to a single answer. Keep the faith. Gotta keep pushing. More soon.
Daniel Haddad, Design Director (@Blacksmith)
Working with everyone to plan out some quick prototypes for different parts of the game; hero deck, swapping heroes, ipwr, experience, leveling, hero unlocking, and so on. Getting distracted by a good bit of meetings but still also trying to wrap up the Abyss Lord and plan out future heroes in the meanwhile.
Tim Shannon, PS4 & Live Producer (@TimmyTrashTier)
Getting spun up on Live team process and working on keeping the hotfixes coming. We think yesterday’s hotfix could have improved some black screen behavior - if you’re seeing any change please post to this thread on the forums.
I’m also getting the gears turning internally on the next update for the PS4. Nothing solid yet on timelines, but we’re definitely moving forward full speed this week.
James Reid, Software Programmer (@Driscan)
Lots and lots of meetings going on. I’m currently working on cleaning up behind-the-scenes code in regards to the Hero Deck. Now that that part is finished, I’m working on UI improvements and additions regarding the Hero Deck. I thought I’d have some WIP pictures to show, but not yet. Hopefully, next week I can show you all what I’m doing.
Steven Collins, Lead Level Designer (@Esorath)
Having some good meetings about what we can do to create some new gameplay for our maps. We’ve heard a lot of feedback about making larger and more complex maps to really push players on choosing solid points to put their towers. So looking into how we can do those things with any up-and-coming layouts we create.
Chris Flores, QA Lead (@likethatwhenigothere)
Bug fixes, can i haz them? We sure as heck keep finding them >.<
Abraham Abdala, Lead Tech Animator (@Broham)
Working on lots of setup for a new hero. Lots of meetings planning lots of exciting things. Finalizing everything for the Abyss Lord.
Jason Yu, Associate Producer (@urfyness)
We are refocusing ourselves by really sitting down this week and discussing all the things we’ve been working on. Once we get a better understanding of what we want to accomplish for the next patch, we’ll start looking at what we can accomplish. We’re still working towards finalizing the Abyss Lord. We’re at the stage where he’s fully functional and undergoing initial balance tweaks which includes cooldowns, mana costs, and damage numbers. We’ll be implementing passives and skill spheres, and afterwards, we’ll do another final balance pass. Can’t wait to see what you guys think!
Jesus Diaz, World Builder (@N3oDoc)
While I wait for the Abyss Lord level whitebox to be finished & approved, I'm working on a visual test for an upcoming level.
Daniel Diaz, World Builder (@DanielKaMi)
Same as above. I’m doing a visual test for a dungeon level. (It's the one at the top of the post!)
Dani Moore, Remote QA Manager (@Dani)
I've begun a re-organisation of the Remote Playtesting Group with the intent to allow the grow more freedom and time in terms of their playtesting sessions, and allowing us to get more chances at feedback from the group members. Hoping to start getting new testers on board in the coming weeks.
The Abyss Lord is entering that phase where all his functionality and visuals are in and now he goes into critical playtesting and iteration to deliver wanton destruction and goblin obliteration. That cycle is going to repeat until he’s awesome. At the same time, art is jamming on our next hero, who I’m surE you’Ve guessed who 2he is. Stay tuned for visuals. Peeking over Jordan, Robbie, Pingston, and Rusty’s shoulder over the last few days was like looking into Santa’s Bag of character awesomeness. In the studio, everyone shook out the dust and set up shop on the floor, reorganized, and refocused. The creative force is strong, but I think Jason is having scheduling aneurysms trying to keep up! “These aren’t the spreadsheets you’re looking for…”
The hardcore work now really kicks into high gear. The Hero Deck UI is in visual design and programming wiring development, the PS4 content is lining up to get the Harbinger Awakens content and the Dragonfall Carnival in the game, which is awesome as that will put us closer to our ultimate plan of developing for the game with one unified codebase and content pipeline. Early work is starting on gear sets, hero role refinements, a refactoring of character vs account leveling to remove the new hero grind and the Diaz brothers are working with Jordan on some classic inspired dungeon maps. (Finally Dungeons to defend!)
Collins is expanding the game with new map designs to challenge your DD2 skills in ways different from the traditional defend the cart multi-lane configuration. This is awesome because I’m an old-school level designer myself, and a major part of any game’s magic is the level designer’s innate application of his instincts. Although we’re pushing forward with our 2016 plans, we’re not forgetting about the things you’ve been telling us. We’re revising many aspects of the game to remove excessive complexity and convoluted systems that were awesome experiments last year, but buried the fun too deep in the mud, especially pets and how you level your heroes. We’re working towards less grind, better balance, better role definition, more fun, and more ways for your skill and smarts about how to play to shine as opposed to a single answer. Keep the faith. Gotta keep pushing. More soon.
Daniel Haddad, Design Director (@Blacksmith)
Working with everyone to plan out some quick prototypes for different parts of the game; hero deck, swapping heroes, ipwr, experience, leveling, hero unlocking, and so on. Getting distracted by a good bit of meetings but still also trying to wrap up the Abyss Lord and plan out future heroes in the meanwhile.
Tim Shannon, PS4 & Live Producer (@TimmyTrashTier)
Getting spun up on Live team process and working on keeping the hotfixes coming. We think yesterday’s hotfix could have improved some black screen behavior - if you’re seeing any change please post to this thread on the forums.
I’m also getting the gears turning internally on the next update for the PS4. Nothing solid yet on timelines, but we’re definitely moving forward full speed this week.
James Reid, Software Programmer (@Driscan)
Lots and lots of meetings going on. I’m currently working on cleaning up behind-the-scenes code in regards to the Hero Deck. Now that that part is finished, I’m working on UI improvements and additions regarding the Hero Deck. I thought I’d have some WIP pictures to show, but not yet. Hopefully, next week I can show you all what I’m doing.
Steven Collins, Lead Level Designer (@Esorath)
Having some good meetings about what we can do to create some new gameplay for our maps. We’ve heard a lot of feedback about making larger and more complex maps to really push players on choosing solid points to put their towers. So looking into how we can do those things with any up-and-coming layouts we create.
Chris Flores, QA Lead (@likethatwhenigothere)
Bug fixes, can i haz them? We sure as heck keep finding them >.<
Abraham Abdala, Lead Tech Animator (@Broham)
Working on lots of setup for a new hero. Lots of meetings planning lots of exciting things. Finalizing everything for the Abyss Lord.
Jason Yu, Associate Producer (@urfyness)
We are refocusing ourselves by really sitting down this week and discussing all the things we’ve been working on. Once we get a better understanding of what we want to accomplish for the next patch, we’ll start looking at what we can accomplish. We’re still working towards finalizing the Abyss Lord. We’re at the stage where he’s fully functional and undergoing initial balance tweaks which includes cooldowns, mana costs, and damage numbers. We’ll be implementing passives and skill spheres, and afterwards, we’ll do another final balance pass. Can’t wait to see what you guys think!
Jesus Diaz, World Builder (@N3oDoc)
While I wait for the Abyss Lord level whitebox to be finished & approved, I'm working on a visual test for an upcoming level.
Daniel Diaz, World Builder (@DanielKaMi)
Same as above. I’m doing a visual test for a dungeon level. (It's the one at the top of the post!)
Dani Moore, Remote QA Manager (@Dani)
I've begun a re-organisation of the Remote Playtesting Group with the intent to allow the grow more freedom and time in terms of their playtesting sessions, and allowing us to get more chances at feedback from the group members. Hoping to start getting new testers on board in the coming weeks.
Fixed a server crash. This may also solve the black screen issue. If you’re still experiencing the black screen issue, please go to this thread.
Fixed the “A” button issue on controllers where players were unable to correctly interact with objects.
Fixed an issue where the window for winning the 5 Lockbox Keys doesn't display the x5 multiplier.
Fixed a Forge issue in the Carnival where the player could be killed if the Forge is accessed during the opening cutscene.
Fixed an issue where the Mana Node minimap icons would not disappear after use.
Fixed an issue where the “Alpha” watermark disappeared in the last update.
Fixed an issue where NPC dialogue couldn’t be skipped using a controller.
Made minor adjustments to the Monk’s Shadow Costume.
Fixed an SFX issue in the Heroes.
Fixed some visual issues in the Gates of Dragonfall.
Known Issues
Some players are reporting disconnects from the game. We’re trying to identify the issue. If you’re experiencing disconnects, please post in this thread.
When using a controller, you can’t speak to NPCs in the Hub/Tavern if they are still locked. Can speak to them once they are unlocked.
Fixed a server crash. This may also solve the black screen issue. If you’re still experiencing the black screen issue, please go to this thread.
Fixed the “A” button issue on controllers where players were unable to correctly interact with objects.
Fixed an issue where the window for winning the 5 Lockbox Keys doesn't display the x5 multiplier.
Fixed a Forge issue in the Carnival where the player could be killed if the Forge is accessed during the opening cutscene.
Fixed an issue where the Mana Node minimap icons would not disappear after use.
Fixed an issue where the “Alpha” watermark disappeared in the last update.
Fixed an issue where NPC dialogue couldn’t be skipped using a controller.
Made minor adjustments to the Monk’s Shadow Costume.
Fixed an SFX issue in the Heroes.
Fixed some visual issues in the Gates of Dragonfall.
Known Issues
Some players are reporting disconnects from the game. We’re trying to identify the issue. If you’re experiencing disconnects, please post in this thread.
When using a controller, you can’t speak to NPCs in the Hub/Tavern if they are still locked. Can speak to them once they are unlocked.