We’ve read the reviews. We’ve seen the comments. Since the launch of Dungeon Defenders Eternity, you have asked far and wide, “Why can’t I play the game offline?”
Now you can.
Offline Mode
Starting with Content Update 2, we’re implementing an offline mode beta for Eternity. Our team worked incredibly hard to get this functionality in. We hope you enjoy it. We're committed to improving the game, and we're excited to continue working together with you to make that happen.
Using the offline mode, you will be able to play the game solo from start to finish entirely offline. If you wish to receive the newest updates for the game, you will need to go online to download the update, but then you can go back to playing offline. Data will not be able to be transferred from the offline mode to the online mode.
We wanted the community to have this feature as soon as possible, and we know there are other features with offline mode that you would enjoy. We are looking into implementing the ability to transfer your current online data to the offline mode. Similarly, we’re also investigating the possibility of having LAN play for the offline mode. We’ll have more information on the feasibility of these soon.
Hardcore Mode is Back
Content Update 2 also brings the return of Hardcore Mode. Thanks to the feedback from our community, we’re moving away from Permadeath. In DDE’s Hardcore mode, heroes that die during the Combat Phase will not respawn until the next Build Phase or Level Victory if they win the map. Survival Mode is no exception: Heroes can only die once after the single wave starts. Enabling Hardcore Mode yields loot with a 10% stat increase. Hardcore is only enabled for Campaign and Survival play -- Challenges do not have Hardcore Mode enabled. We will also be revising the Steam description in the near future to address these changes and all other changes to the game since its release based on community feedback.
We’re also currently looking into difficulty changes to go along with our Hardcore Mode thanks to feedback from our community and our testing group. We’ll have more details closer to launch. How do you feel about increasing the difficulty of the game when activating Hardcore Mode?
New Map: Coastal Bazaar
Along with Hardcore Mode and Offline Play, Content Update 2 adds another new map to the game -- Coastal Bazaar. Coastal Bazaar is a symmetrical, medium-sized map with 3 crystals to defend. Just like our last new map, Coastal Bazaar includes a unique environmental defense interaction. Players can activate a laser beam that, depending on its color, has interesting benefits for heroes and consequences for enemies. We’ll leave those for you to discover.
And More!
Content Update 2 also brings Steam Achievements, unlimited-use dyes and more. We’ll have the full patch notes when the update is released.
When might that be? We’re hoping to have Content Update 2 out later this week, but it all depends on our testing and how well that goes. Stay tuned for more information.
There are also now Skullgirls avatars available for purchase on PSN.
(I wouldn't normally mention that here but Lab Zero gets some money if you buy them. And we're looking into putting them up on Steam, too. :^)
Extra PC-exclusive Fixes - Fix window moving down-right two pixels whenever you clicked back on it from another window. Thanks ANONYMOUS FROM 4CHAN (a phrase I thought I would never say). - Saving now writes the savedata to a temporary file and then renames the file once the save is complete. Maybe THIS prevents incomplete save files from being written...I'm gonna keep at this... - Fix bug that was preventing Ms. Fortune's character-specific tag-in lines from being used. Thanks to tcrf for listing them as unused and prompting me to wonder why that was. :^) - Increase training mode Dummy Recording length to 60 sec, was 20 sec. Thanks colossi. - Fix bug, Sekhmet can now return to Eliza between Downs. This is also fixed in the console versions but I forgot to list it in the last Beta update.
There are also now Skullgirls avatars available for purchase on PSN.
(I wouldn't normally mention that here but Lab Zero gets some money if you buy them. And we're looking into putting them up on Steam, too. :^)
Extra PC-exclusive Fixes - Fix window moving down-right two pixels whenever you clicked back on it from another window. Thanks ANONYMOUS FROM 4CHAN (a phrase I thought I would never say). - Saving now writes the savedata to a temporary file and then renames the file once the save is complete. Maybe THIS prevents incomplete save files from being written...I'm gonna keep at this... - Fix bug that was preventing Ms. Fortune's character-specific tag-in lines from being used. Thanks to tcrf for listing them as unused and prompting me to wonder why that was. :^) - Increase training mode Dummy Recording length to 60 sec, was 20 sec. Thanks colossi. - Fix bug, Sekhmet can now return to Eliza between Downs. This is also fixed in the console versions but I forgot to list it in the last Beta update.
Community Announcements - Out of the Park Developments
We have just officially released the 6th update for OOTP 15, version number 15.6.31. It is a maintenance release which fixes reported problems, including 3D issues on some graphic chipsets and issues with Mac OSX 10.9.6 and Yosemite.
Here are the improvements / fixes compared to version 15.5: - Fixed issues with some graphic chipsets displaying 3D mode - Fixed problems with licensing on MacOSX 10.9.6 and OSX 10.10 (Yosemite) - Improved in-game AI - Improved play-by-play commentary - Fixed several user reported bugs and glitches
This is likely the last update for OOTP 15 as development on OOTP 16 has already begun. Thanks everyone for the support, this has been the most successful version ever for us!
[Edit:] Version 0.1.811 fixes some bugs with pathfinding. Characters will now prioritising walking on Roads. This update also fixes depth-sorting and characters should now walk behind buildings instead of appearing on top-of them.
Version 0.1.8
Hello friends!
For those of you that have chosen to "Opt In" to the Public_Beta Build of the game will now get to experience and test out some of the new features available that are being worked on for the 0.2.0 "Economy Update" coming soon.
This build adds in a large amount of cool new things for you to play with as well as slightly smoother gameplay as we've worked on optimising the way that some of the systems are handled. Buildings / Roads are now handled slightly differently to help support future updates and we've introduced a basic save manager function to allow for multiple save games and a face-on breakdown of how each stored save has progressed.
If you've been looking for more building / management and economy. This is really for you as this update not only introduces upgrades to your buildings but the addition of supply chains to the game. The groggery can now be built to supply your Tavern with free grog - as opposed to restocking your Tavern when it runs out of grog! (which is now also possible)
As previously stated the Public_Beta build doesn't go through bug-fixing/testing before release so you can expect the possibility of running into some stability issues with the gameplay, but it'll help for early feedback of these bugs and reactions to the new features. The Public_Beta is free to opt-into by right-clicking on RPG Tycoon in your Steam Library and accessing the Betas tab from the properties menu.
If you uncover any bugs, please report them and be sure to mention that you're using the Public_Beta build please! This will help iron them out for the public release later on.
Update Notes
New Features
Pressing "F" while placing Buildings will now Flip them.
The Groggery has been added and can be used to regularly supply the Tavern with Grog for free.
The Weapons store can now be placed and weapons can be transferred from your Inventory to the store to be sold to Adventurers
Buildings can now be upgraded to perform better.
Finance Screen Added to track monthly Sales and Spending
Save slots have been added and can now be managed with a loading screen
Optimisation
Building Placement and Road Placement has been Optimised
Saving and Loading has been Optimised Slightly.
Balance
Inventory has been limited to 8 items.
Price for Roads have been lowered to 10
Raised amount of Gold on New Game.
Lowered Price of Tavern
Lowered Price of House
Adventurers spawning has been improved to reflect on followers.
Bug Fixes
Fixed a bug that stops building menus to open during Build Mode if a building was selected whilst trying to place another building.
Fixed a bug that allowed players to place buildings onto the starting roads that enter into the Kingdom.
Other minor bug-fixes.
Thanks for all the support so far. Skatanic Studios
[Edit:] Version 0.1.811 fixes some bugs with pathfinding. Characters will now prioritising walking on Roads. This update also fixes depth-sorting and characters should now walk behind buildings instead of appearing on top-of them.
Version 0.1.8
Hello friends!
For those of you that have chosen to "Opt In" to the Public_Beta Build of the game will now get to experience and test out some of the new features available that are being worked on for the 0.2.0 "Economy Update" coming soon.
This build adds in a large amount of cool new things for you to play with as well as slightly smoother gameplay as we've worked on optimising the way that some of the systems are handled. Buildings / Roads are now handled slightly differently to help support future updates and we've introduced a basic save manager function to allow for multiple save games and a face-on breakdown of how each stored save has progressed.
If you've been looking for more building / management and economy. This is really for you as this update not only introduces upgrades to your buildings but the addition of supply chains to the game. The groggery can now be built to supply your Tavern with free grog - as opposed to restocking your Tavern when it runs out of grog! (which is now also possible)
As previously stated the Public_Beta build doesn't go through bug-fixing/testing before release so you can expect the possibility of running into some stability issues with the gameplay, but it'll help for early feedback of these bugs and reactions to the new features. The Public_Beta is free to opt-into by right-clicking on RPG Tycoon in your Steam Library and accessing the Betas tab from the properties menu.
If you uncover any bugs, please report them and be sure to mention that you're using the Public_Beta build please! This will help iron them out for the public release later on.
Update Notes
New Features
Pressing "F" while placing Buildings will now Flip them.
The Groggery has been added and can be used to regularly supply the Tavern with Grog for free.
The Weapons store can now be placed and weapons can be transferred from your Inventory to the store to be sold to Adventurers
Buildings can now be upgraded to perform better.
Finance Screen Added to track monthly Sales and Spending
Save slots have been added and can now be managed with a loading screen
Optimisation
Building Placement and Road Placement has been Optimised
Saving and Loading has been Optimised Slightly.
Balance
Inventory has been limited to 8 items.
Price for Roads have been lowered to 10
Raised amount of Gold on New Game.
Lowered Price of Tavern
Lowered Price of House
Adventurers spawning has been improved to reflect on followers.
Bug Fixes
Fixed a bug that stops building menus to open during Build Mode if a building was selected whilst trying to place another building.
Fixed a bug that allowed players to place buildings onto the starting roads that enter into the Kingdom.
Other minor bug-fixes.
Thanks for all the support so far. Skatanic Studios