Dungeon Defenders: Awakened - Chromatic Games
DEFENDERS,
First, we want to send a big THANK YOU to those of you who have taken the time to try out our Episode 1 test build. It’s been exciting for all of us to finally share our hard work and talk about the changes with our community! With that, we have another PTR patch ready to go for you, as we continue to rebalance, add new things, and fix bugs based on your helpful feedback.

How to Join
If you haven’t joined our PTR yet, you still can! Click here to find out how.

Rewards
We updated the survey and would greatly appreciate it if you could fill it out. We’ll be updating the survey to compare data over time and all your input is incredibly helpful! Remember, by filling out at least one of the surveys, on Episode 1 release you will be rewarded with the Eagle’s Wings!



General Balance
Bonus Waves
  • Lycan King Wave
    • Massacre Survival and Rifted
      • Increased Demon Lord HP by about 3x.
      • Increased Goblin Mech HP by about 2x.
      • Increased Ancient Dragon HP by about 2x.
  • Ancient Dragon Wave
    • Massacre Survival and Rifted
      • Increased Demon Lord HP by about 50%.
      • Increased Goblin Mech HP by about 50%.
Boss Tests
  • Test of the Demon
    • Increased Huntress damage on Demon
    • Decreased EV-A damage on Demon
  • Test of the Dragon
    • Decreased Monk damage
    • Increased movement speed of Wyverns on Test of the Dragon III
Enemies
  • Massacre Difficulty
    • Increased health of all Massacre enemies by 10%.
    • Removed 10% Armor from all Massacre enemies.
  • Lycan
    • Increased health to be about half that of an Ogre.
    • Added Lycan Nameplates to match other Special enemies.
Item Effects
  • Damage Reflect
    • Now a flat value instead of a percentage.
    • New: Strength ranges from 45 to 300,000.
  • Heal Interval
    • Increased scaling to 5% Max HP per second from 1% Max HP per second.
  • Reworked item effects on Boss and Challenge weapons. This will result in missing item effects on existing weapons but newly dropped items should have them.
Maps
  • Doubled Build Mana on Lava Mines for Insane, Nightmare, and Massacre Campaigns.
  • Increased DU on The Outpost to 130 from 90.
  • Decreased DU on The Mill to 120 from 140.
Hero Balance
Monk
  • Secondary Attack
    • Increased max projectile to 8 from 6.
    • Updated attack to hit for 50% of melee damage per projectile.
    • Decreased attack rate scaling.
Rogue
General
  • Added correct voice-overs.
  • Updated SFX for abilities.
  • Updated Spawn SFX on UI menu.
Stats
  • Increased HP scaling on the Rogue by about 50%.
Abilities
  • Stealth
    • Removed Stealth requirement for applying Marks with Primary and Secondary abilities.
      • NEW: Primary and Secondary Attacks now apply up to eight Marks to enemies at all times.
    • NEW: Heals for 5% Max HP every 0.5 seconds that Stealth is active (50% HP healed max)
    • Reduced cooldown to 15-7 seconds from 30-15 seconds.
    • Duration no longer scales and is always 5 seconds.
    • Riposte Buff
      • Now granted regardless of how Stealth was ended.
      • NEW: Applies a: 25% Damage Buff.
  • Swift Assault
    • No longer costs Ability Mana to activate.
  • Disengage
    • No longer costs Ability Mana to activate.
Devices
  • Arcing
    • No longer applies the additional damage component and instead deals a single large tick of damage when applied.
Warden
General
  • Updated Spawn SFX on UI menu.
Abilities
  • Sprout
    • Increased the max targeting range to 1000 from 500.
  • Mushroom Circle
    • Increased the max targeting range to 1000 from 500.
Towers
  • Roots of Purity
    • Now scales off the Range stat.
    • Upgrading to max rank scales the range to 50% larger than base rank.
  • Beaming Blossom
    • Reduced beam attack time (duration of the beam) to 0.6 from 1.6 seconds.
    • Added max attack rate (cooldown between firing and not firing) of 0.65 seconds.
    • Reduced damage tick rate (amount of hits while firing) to 0.3 from 0.4.
    • Increased base damage to 80 from 25.
  • Wisp Den
    • Increased Wisp Den range to be similar to the Lightning Tower.
    • Increased Wisp movement speed by 50%.
  • Shroomy Pit
    • Decreased DU cost to 3 from 4.
    • Lowered Shroomy scream volume.
UI
  • Added bag icon material for the inventory and filters UI.
  • Added x10 and x25 modifiers while adding stat points or upgrading.
  • Added new icons for all weapons.
Bug Fixes
General
  • Fixed an issue where repair times were incorrect and taking longer on some defenses.
  • Fixed an issue where enemies were stuck on Endless Spires near the Northwest spawn point.
  • Fixed an issue where the enemy count tracker was not working during the second wave on The Mill.
  • Fixed an issue where Hero Stat points were resetting after upgrading an item and then returning to the Hero Stat menu.
  • Fixed an issue where Vitality would not show as increasing when adding points.
  • Fixed an issue where Crossbow weapons did not continue firing while holding the button to attack after double-clicking.
  • Fixed an issue where the Bonus Wave Selector wasn't selecting correctly and tried to play bonus waves that didn't exist.
  • Fixed an issue where a Bonus Wave looped back to Build Phase after losing a wave.
  • Fixed an issue where the XP required for Level 102 was significantly lower than intended.
  • Fixed an issue where defenders could build in the lava on Foundries and Forges.
  • Fixed an issue where Rift Portals can open in the Build Phase.
  • Fixed an issue where the “Sell All” function wasn’t working on PC.
  • Decreased delay on the spawn of the last Ogre on Ancient Mines on Massacre Survival.
  • Fixed an issue where incorrect Fusion weapons were dropping on Act 4.
  • Fixed an issue where the Crystals could be attacked on Alchemical Labs while the boss timer was counting down, resulting in an instant stun when the Demon Lord spawned.
  • Fixed an issue Repair / Upgrade / Sell abilities were not cancelling after swapping to Build Mode.
  • Fixed an issue where Clients could see their own HP bar above their head.
  • Fixed an issue where the Megachicken was showing incorrect projectile count.
  • Fixed an issue where the pointer was missing from the main menu.
  • Adjusted various accessory placements on heroes.
  • Fixed an issue where a host’s activated Swift Assault caused the Rogue’s VFX to linger and flicker on clients.
  • Fixed an LOD issue with the Baby Phoenix Pet’s VFX.
  • Fixed an issue where Level, XP, and Unspent Points don't update if you swap heroes while on the stats tab in the inventory
  • Fixed an issue where IE ability passive abilities were not restarting on defender death and respawn.
  • Fixed a lighting issue on Deeper Well.
  • Updated max Hero Stats on gear from 9999 to 999999.
  • Fixed an issue where Copter Ogres would get stuck after their Copter was shot down.
  • Fixed an issue where Sirens were getting stuck when fleeing.
Heroes
  • Squire
    • Fixed an issue where the Squire lost his base mana regen value.
  • Rogue
    • Added rebinding for Rogue's Special Abilities.
  • Warden
    • Fixed an issue where the Wisp Den was not attacking while following targets.
    • Fixed an issue where the Warden defenses were not showing nameplates when damaged by enemies.
    • Fixed an issue where Wisp Den was not attacking Spiders.
    • Fixed an issue where the Warden’s cast animation for Right click and F abilities were not working for clients.
  • Apprentice
    • Fixed an issue where the Lightning Tower was improperly scaling attack rate overflow.
Known Issues
  • Wisp Den is not currently targeting Lycans.
  • Boost Damage chance item effect is currently restoring ability mana instead of boosting damage.
Item Effects and Set Bonuses
  • Fixed an issue where Etherian Marksman and Champion sets were not working properly.
  • Fixed an issue where the Double Edge Item Effect was damaging defenders below 50% HP and killing them.
  • FIxed an issue where Rogue and EV Item Sets were dropping on Offhands.
  • Fixed an issue where Offhands couldn't drop their elemental item effects.
  • Fixed an issue where Defense Damage was not scaling correctly.
Social Defenders
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For Etheria!
Chromatic Games
Goose Goose Duck - herbert
- Further fine tuning of the audio system
- Reworked the public lobby listing
- Other bug fixes
Jun 28, 2021
Troupe - BlueFront
Hello Troupe players,

In this update we are fixing some small bugs that appeared during the game and thanks to your feedback. We also balanced some aspects of the game. The complete list follows:

BUGS:
  • Correction in Jango's onslaught;
  • Fix in Jango collider;
  • Correction in the map before Benja;
  • Bear trap did not release the player.

BUFFS:
  • The player can no longer die after defeating the boss (this mainly occurred in bosses that release projectiles)
  • Barrier now prevents you from getting caught in the bear trap.
Reptiles: In Hunt - Earl Grey


Greetings, Hunters!

Big news today! While we are incredibly thankful for your patience, we want to announce that the wait is finally over! Reptiles: In Hunt will officially release next month, on July 29, 2021!

Thank you!

We are extremely thankful to all the beta-testers who have helped with the testing in recent months. Over 500 beta-keys were given out and we were happy to see such an interest in our game! Due to your feedback, we have managed to find key elements that required additional attention - mainly related to the UI and navigation around the maps.

What now?

Several new improvements in those areas were implemented and we hope that you will have a great time upon release the next month. Although Reptiles: In Hunt is an indie game, made by a small studio consisting of only a few people, we did gave it our best. And we hope that our passion will be visible to you through our game!

Best regards,
Reptiles: In Hunt Team
Sherlock Holmes versus Jack the Ripper - taj14
Hello Sherry,

I won’t write too much on the above subject, as frankly, this video will do a much better job of it. In short, we need to get to know the island and its people. It’ll help us blend in with the crowd better, which in turn will let us gain their trust and reveal vital information to the case.

Observe it all in action below Sherlock.


We’ll be arriving at Cordona soon, Sherry. I cannot wait to see what mischief we will get up to on that island.


Speak soon,

Jon


Add Sherlock Holmes Chapter One to your Wishlist:
https://store.steampowered.com/app/1137300/Sherlock_Holmes_Chapter_One/
Action! - Gameplay Recording and Streaming - Mirillis
Dear Users,

We have found a critical audio bug in live broadcasting to YouTube (either RTMP/RTMPS or HLS). Please do accept our apologies for this inconvenience. This has happened during Action 5 development and addition of unlimited audio tracks (and since Action 5 shares core with Action 4 thus this problem occurred).
HRO: Adventures of a Humanoid Resources Officer - Worthing & Moncrieff


When I’m working on a complex project like HRO, it’s always useful to have a conceptual anchor — an idea that can be used to guide design decisions and (hopefully) bind the disparate elements into a nice harmonious whole. Sometimes these design lodestones are there from the beginning and sometimes they evolve through the process. HRO’s anchor idea — “The Tonka Truck Lifestyle” arrived early — mostly as a result of UI experiments which then spilled out into the character and video “look and feel” as well as the story structures, puzzle style and sound design.

For those of you who didn’t grow up with them, Tonka trucks are an awesome collection of kids’ toys — mostly revolving around the construction industry. Think dump trucks, backhoes and bulldozers. They were enormous and metal and you could leave them out in the yard in the rain. I loved them when I was a kid, probably because my dad operated heavy equipment for a living. So what is the “Tonka Truck Lifestyle” in the context of video game design? It’s an aesthetic that favors choices which are robust and chunky. It’s fun. It’s brightly colored. It’s hard to break. It’s really easy to know what to do with it. It’s uncomplicated. It’s bold. It’s big gestures and lots of imagination.

The application of this idea is easiest to see in the game UI. Jewel-hued buttons clunk and ping. Dials are enormous. Nothing’s fussy. Clarity is key. Less is more, as long as the less you’re left with looks fun. And this idea can also be seen in the characters — constructed with loads of simple geometrics and a limited palettes of brights — and the universe at large. Planets are bold abstracts. Interiors are flat and put together with simple planes and minimal animation.



This aesthetic also extended into the audio design. The aforementioned big, boxy buttons yield chunky, plasticy sounds when pressed. The UI effects themselves are built from the toys that evoke the “Tonka” days of our childhood. Sampling a vintage Fisher Price Tape Recorder lent just the right level of satisfaction to pressing the fun, oversized controls. And to really capture that feeling, we extended the Unity Button system to provide audio both when a button is pressed and when it's released (why miss an opportunity for more “Tonka,” ammirite?)

The “Tonka" idea even crept into the design of the solutions available to players at the end of each act. While there are some solutions that players might be tempted to call “puzzles” in the traditional sense, by-and-large we opted to lean away from the smarty-pants and sometimes irritating brain teaser. Everything players need to choose any of the solutions in the game is included in the game. And there are always “simple” solutions provided if you just aren’t in the mood to play detective and hunt down that character’s home planet, or work through an anagram. If that’s your jam, great! If not, you will always have other solutions which require less legwork to choose from to get back to the story. Of course, the simpler solution might not lead to the same next act in the story arc… but that’s a post for another day.

As someone who makes everything more complicated than it needs to be, this approach has been a real gamechanger for me. It’s fun to make something fun (who knew!) So we hope you’ll join us in this candy-colored universe and forgive us for making a game that is maybe a little less “serious.” See you in space.
Sherlock Holmes and The Hound of The Baskervilles - taj14
Hello Sherry,

I won’t write too much on the above subject, as frankly, this video will do a much better job of it. In short, we need to get to know the island and its people. It’ll help us blend in with the crowd better, which in turn will let us gain their trust and reveal vital information to the case.

Observe it all in action below Sherlock.


We’ll be arriving at Cordona soon, Sherry. I cannot wait to see what mischief we will get up to on that island.


Speak soon,

Jon


Add Sherlock Holmes Chapter One to your Wishlist:
https://store.steampowered.com/app/1137300/Sherlock_Holmes_Chapter_One/
Jun 28, 2021
YRek Lost In Portals - Yuplis
KeyBindings menu bug has been fixed.
Skippable Tutorial screens have been added.
Jun 28, 2021
Vertical Slice: A Game Dev Story - steven.zeng
修复了在部分情况下会产生白屏的问题
...