These Patchnotes were written by [CG] Higgsbosonic and the Original News and Patch post can be found here News 1.2.0.21351 Bug fixes 1.2.0.21351
A Backup is Available on the Wayback Machine here News 1.2.0.21351 Bug fixes 1.2.0.21351
This Game Version can be downloaded with a Steam Depot Downloader and the following Information from SteamDB
- App ID: 1101190
- Depot ID: 1101191
- Manifest ID: 4683151673269333153
Entry posted by [CG] HiggsBosonic · December 9, 2020
DEFENDERS,
We’ve been hard at work on great things here at Chromatic Games, and it’s time to let one of those things spread its wings and fly. Update 1.2 is now live and ready for you to hop right into! An insane amount of bug fixes, Rifted maps, Rifted enemies, new weapons, new gear, new accessories, transmog, and more are coming your way. Let’s cut the intro and get into it, there’s A LOT!
We’re going to be splitting this update into two parts to make sure everything we add is in the best state possible. The first part of this update includes additional gameplay, features, rewards, and bug fixes; the second part includes additional features and Kickstarter rewards. The goal with Update 1.2 is to put a bow on what we consider the baseline DD:A experience before we move onto major content updates, with 1.2 serving as the foundation for us to build something wonderful!
Throughout Campaign and Survival you are now able to activate the Rifted toggle before joining a map, similar to Hardcore. This tears open the portal and provides access to Rifted enemies. Rifted Maps serve to evolve the challenge and experience of DD:A, providing players something new to take on, regardless of their experience with Dungeon Defenders.
The total number of enemies is reduced by 50%, but a portion of the remaining enemies become distorted from the Rift, granting them increased strength and mechanics. For starters, all Rifted enemies have increased health and deal increased damage. Oh, and also they have additional mechanics. You know, not a big deal, probably not anything worth mentioning. OH WAIT, VERY BIG DEAL! Here’s what they do:
- Goblins are larger, potentially absorbing hits for other enemies.
- Dark Elf Archers shoot homing arrows that chase down their targets.
- Dark Elf Mages have an increased healing radius, and summon skeletons that EXPLODE on death.
- Dark Elf Warriors are invisible to non-Fusion towers and drain mana on hit.
- Kobolds have an increased explosion radius.
- Orcs are tankier and take reduced damage.
- Ogres, oh no, Rifted ogres snot ball ensnares. Also the first snot ball isn’t a snot ball, but is a Rifted kobold. Also they deal increased damage to towers. Why did we make them so strong?!
- Spiders can no longer shoot webs, but they jump all over the place now. They also apply a web on melee hit that acts like normal webs with an added damage over time effect.
- Sharkens enrage when their charge is interrupted, increasing their damage and movement speed while becoming IMMUNE to crowd control effects.
- Djinn’s apply an Onyx buff to enemies, a much stronger gold buff. They also take less time to destroy towers, with an increased range, and decreased cooldown to do so.
- Goblin Copters are truly a terror from above, dropping Rifted ogres, have an increased missile and crashing explosion radius.
- The Siren is already a Rifted enemy. Surprise!
There’s a ton of new mechanics to master, but what fun is a new challenge without new rewards? Onwards we go!
Fusion Gear
Fusion gear is a new type of item that is only available on Rifted maps. There are two types of Fusion gear, weapons and armor.
Fusion Weapons
These are special weapons that have a chance to drop on all Rifted maps. Rifted weapons are like normal weapons, except that they deal greatly increased damage to Rifted enemies! While they have a chance to drop on all maps, Rifted map bosses also drop Fusion versions of their weapons, providing the ability to target farm powerful weapons!
Fusion Armor
This new type of armor provides a ton of power to defend against the Rifted ruffians that are running your way! Not only does Fusion armor give you 5% Rifted Armor, causing you to take less damage from Rifted enemies, but if you combine an entire set you gain a Fusion set bonus. Depending on the set, the Fusion bonus converts a specific tower into a Fusion tower! This causes your tower to deal greatly increased damage to Rifted enemies, take reduced damage from them, and also negate their Rifted abilities (i.e. they now see Dark Elf Warriors)!
There are five Fusion sets total for you to search out to take on the Rifted foes that approach you!
- Ancient Set: Apply Fusion affinity to your Hero’s first tower.
- Guard Set: Apply Fusion affinity to your Hero’s second tower.
- Militia Set: Apply Fusion affinity to your Hero’s third tower.
- Miner Set: Apply Fusion affinity to your Hero’s fourth tower.
- Primitive Set: Apply Fusion affinity to your Hero’s fifth tower.
What does each of the sets do to each of the towers? They retain their base mechanics, affect and target Rifted enemies that they may have not been able to previously affect or target, as well as gain increased strength and functionality. That’d be a lot to type. Sorry, that’s going to be a lot to type. Here you go!
Magic Missile Tower
Damage increased by 100% against Rifted enemies.
Magic Blockade
Armor increased by 30% against Rifted enemies.
Fireball Tower
Damage increased by 100% against Rifted enemies.
Lightning Tower
Damage increased by 100% against Rifted enemies.
Deadly Striker Tower
Damage increased by 100% against Rifted enemies.
Explosive Trap
Damage increased by 100% against Rifted enemies.
Gas Trap
Causes Fusion to do 10% more damage to affected Rifted enemies.
This effect stacks with other similar effects.
Inferno Trap
Damage increased by 100% against Rifted enemies.
Darkness Trap
Causes Fusion to do 10% more damage to affected Rifted enemies.
This effect stacks with other similar effects.
Spike Trap
Damage increased by 100% against Rifted enemies.
Ensnare Aura
Causes Fusion to do 10% more damage to affected Rifted enemies.
This effect stacks with other similar effects.
Lightning Aura
Damage increased by 100% against Rifted enemies.
Healing Aura
Increases heroes armor against Rifted enemies by 50%.
Strength Drain Aura
Causes Fusion to do 10% more damage to affected Rifted enemies.
This effect stacks with other similar effects.
Enrage Aura
Increases chance to enrage by 5% against Rifted enemies.
Proton Beam
Damage increased by 100% against Rifted enemies.
Blocked Field
Armor increased by 30% against Rifted enemies.
Reflect Field
Damage increased by 100% against Rifted enemies.
Shock Beam
Damage increased by 100% against Rifted enemies.
Increased stun effect by 50% against Rifted enemies.
Overclock Beam
Gives towers that are buffed 50% armor against Rifted enemies.
Spiked Blockade
Armor increased by 30% against Rifted enemies.
Damage increased by 100% against Rifted enemies.
Ballista
Damage increased by 100% against Rifted enemies.
Bouncer Blockade
Armor increased by 30% against Rifted enemies.
Damage increased 100% against Rifted enemies.
Bowling Ball Tower
Damage increased by 100% against Rifted enemies.
Slice and Dice Tower
Armor increased by 30% against Rifted enemies.
Damage increased 100% against Rifted enemies.
Oh my goodness! That’s a lot of power! Fusion gear locations! Where!? Where do they drop!? We’ll never tell, except for in the list down below, but outside of that good luck:
Helmet
- Tornado Highlands Wave 25
- Ramparts Wave 25
- Throne Room Wave 25
- Any Act II Campaign Map Wave 5
Chest
- Arcane Library Wave 15
- Arcane Library Wave 25
- Any Act III Campaign Map Wave 5
Gloves
- Deeper Well Wave 15
- Deeper Well Wave 25
- Any Act I Campaign Map Wave 5
Boots
- Tornado Valley Wave 15
- Tornado Valley Wave 25
- Any Act II Campaign Map Wave 5
Helmet
- Promenade Wave 25
- The Summit Wave 25
- Glitterhelm Wave 25
- Any Act III Campaign Map Wave 5
Chest
- Royal Gardens Wave 15
- Royal Gardens Wave 25
- Any Act III Campaign Map Wave 5
Gloves
- Ancient Mines Wave 15
- Ancient Mines Wave 25
- Any Act I Campaign Map Wave 5
Boots
Tornado Highlands Wave 15
Tornado Highlands Wave 25
Any Act II Campaign Map Wave 5
Helmet
- Alchemical Labs Wave 25
- Magus Quarters Wave 25
- Tornado Valley Wave 25
- Any Act I or Act II Campaign Map Wave 5
Chest
- Promenade Wave 15
- Promenade Wave 25
- Any Act III Campaign Map Wave 5
Gloves
- Lava Mines Wave 15
- Lava Mines Wave 25
- Any Act I Campaign Map Wave 5
Boots
- Ramparts Wave 15
- Ramparts Wave 25
- Any Act II Campaign Map Wave 5
Helmet
- Endless Spires Wave 25
- Arcane Library Wave 25
- Royal Gardens Wave 25
- Any Act II or Act III Campaign Map Wave 5
Chest
- The Summit Wave 15
- The Summit Wave 25
- Any Act III Campaign Map Wave 5
Gloves
- Alchemical Labs Wave 15
- Alchemical Labs Wave 25
- Any Act I Campaign Map Wave 5
Boots
- Throne Room Wave 15
- Throne Room Wave 25
- Any Act II Campaign Map Wave 5
Helmet
- Deeper Well Wave 25
- Ancient Mines Wave 25
- Lava Mines Wave 25
- Any Act I Campaign Map Wave 5
Chest
- Glitterhelm Wave 15
- Glitterhelm Wave 25
- Any Act III Campaign Map Wave 5
Gloves
- Magus Quarters Wave 15
- Magus Quarters Wave 25
- Any Act I Campaign Map Wave 5
Boots
- Endless Spires Wave 15
- Endless Spires Wave 25
- Any Act II Campaign Map Wave 5
We also wanted to provide something for players to target farm alongside Fusion Weapons. Specific Fusion armor pieces drop from Wave 5 campaign and Waves 15 & 25 in Survival, allowing you to focus farm which sets you want to use!
Fusion armor set bonuses are channeled only to heroes that are actively equipped to your hero deck, providing you the ability to use up to four Fusion towers at any given time. This means currently in multiplayer you can have up to SIXTEEN Fusion towers to absolutely decimate your foes. Don’t fret though, the mode is not balanced around that extreme. Maybe there are ways to overcome this in the future…
One of the points of feedback that we’ve received from players is a faster track to earn the best gear in the game across all difficulties. Rifted has an increased floor of loot quality, meaning your chances of getting better gear is increased on Rifted maps. Higher risk, higher reward!
By completing Rifted maps, you have the chance to obtain new masks and accessories! They drop with difficulty equivalent stats and are a cool way to show off your prowess and luck to other Defenders! There’s over 20 new pieces to hunt down, best of luck!

In Dungeon Defenders Awakened we’ve got multiple types of players. There are Defenders who enjoy the traditional Dungeon Defenders experience, want to spend tons of time farming for that perfect drop, and like to set up an intricate grid of defenses that they can set and forget. Then there are Defenders who want an additional challenge, want better loot faster, and want somewhat shorter play sessions. With every one of our updates, the first group will get what they want, but for the second group, Rift Mode is our chance to provide an increased challenge that evolves as we develop the game.
This isn’t a one-and-done feature either. It’s a Rift, and as we progress further and further into DDA with our major updates, the Rift continues to tear open more and more, introducing new mechanics and challenges for players to overcome. Every new enemy added to the game will have a Rift version as well, diversifying the gameplay and introducing a new obstacle to overcome.
Really it’s just a mode to provide a reward that decimates the Siren. Everything else is just extra. And to introduce sweet new accessories. Why does that matter? One word — Transmog!
Defenders want ways to customize their characters in fun and unique ways. You get a lot of cool looking gear during your journeys, but sometimes the gear with the best stats isn’t visually your cup of tea. But what’s a Defender to do, look like an epic noodle but hit like a wet one, or look like a peasant but decimate their foes with the power of legends? With Transmog, you can look how you want while wearing your best gear. Go for that insane over the top neon colored Goblin with the pulsing Rift weapons, or go for a more understated look to catch your enemies offguard with your insane strength.

(Yes, you can change the Squire’s boxer colors now, something science said was impossible!)
Here’s all the stuff you can do with Transmog by visiting the Blacksmith in the Tavern:
- Replace your weapon with the visual of any equivalent weapon type that you’ve collected after Update 1.2.
- Replace your Mask, Bracers, Brooches, and Shields with the visual of any equivalent accessory type that you’ve collected after Update 1.2.
- Change the hue, saturation, and brightness of the above, as well as your heroes. Oh, and we added even more colorization options to the heroes default costumes.
- Save specific cosmetic loadouts that you can change on the fly. It’s all about options!
- In order to have a piece show up, you must have an accessory already equipped to your hero. Meaning if you want a giant corgi head to show up, you must have a mask equipped to your hero for it to visually appear.
This is a new system, so we’re expecting a lot of kinks to work out. We appreciate any feedback on the system, and have tons of continued work to polish, but if you run into problems or bugs, please let us know!
As we add more gear to the game, it’s usage is instantly multiplied with this system, making the items you acquire provide even more usage!
With our game constantly growing, we’re adding some additional functionality to every Defenders home-sweet-home!
We’ve added a couple things to the Tavern with this update. First is the Tavern Difficulty Adjuster Button (PUSH AT YOUR OWN RISK). This changes the Tavern from a normal map, to Nightmare version, or Massacre version that applies different scaling to your defenses that you would find in maps of whatever difficulty you have selected.

Somehow this thing got Rifted. While it doesn’t drop any loot, it does take increased damage from Fusion damage. Test your DPS to your heart’s content!

Now you may be asking yourself, all of this sounds good and wonderful, but where in the heck do you get that giant corgi helmet?
Download Update 1.2 and play Dungeon Defenders from now until December 14th at 7 pm EST to receive the Corgi Cover cosmetic mask AND the Shadow EV skin FOR FREE! These are available for a limited time, so make sure to get them now while you can.


With that out of the way, let’s get into the months and months and months of general changes to the game, as well as a ton of the bug fixes included in Update 1.2!
With all the hard work we have put into getting consoles out to y’all we have picked up some nice PC performance gains along the way. With this patch we have brought in our CPU and Network optimizations from the console work. We nativized a lot of blueprint’s in UE4, this is a process of transferring a blueprint into native C++ code. Nativization can be tricky at times, but for the consoles it was necessary to go back and revisit some of our older work in order to increase performance. Depending on your system, number of players in your game, and what mode you’re playing your frame rate may now even be double what it was beforehand! CPU goes vroooom, Network goes yeeeee
We have added support for offline mode, you can find this on the main menu after launching the game. In offline mode you will only be able to use a local save, that will never upload to the cloud until you play online mode again. Offline mode will use a local save that you have when you enter for the first time. This means you can take your online profile offline, progress the game and when you enter online mode again you can choose to take your offline save to upload progress to online mode. When entering online mode again, be sure to select the proper save! Take DD:A on the road!
Miscellaneous
- Hosts are now able to force ready up by holding Ctrl + G.
- Removed various environment objects from inventory and character creation to better display transmog customization colors, and reduce background noise.
- Added a number of options to Damage Numbers to have greater control over what is displayed


Yes, the filter UI will get an art pass soon 
- Added 15-20 seconds to build timers for all maps and difficulties.
Auras
- If an aura overlaps, enemies are only affected by the aura they came in contact with first.
- This was to fix a long standing exploit wherein players would unequip gear, build auras next to one another, then re-equip gear to have overlapped death zones.
Towers
Magic Missile Tower
- Increased Defense Power scaling by 18% in Massacre.
Flameburst Tower
- Increased Defense Power scaling by 18% in Massacre.
Lightning Tower
- Now scales from bonus attack rate.
- Increased Defense Power scaling by 18% in Massacre.
Towers
Explosive Trap
- Decreased Defense Power scaling by 8% in Massacre.
Poison Gas Trap
- Decreased the Effect Duration Scaling by 50%.
Inferno Trap
- Decreased Defense Power scaling by 8% in Massacre.
Thunder Spike Trap
- Decreased Defense Power scaling by 8% in Massacre.
Towers
Reflect Field
- Now displays 1:1 total hits it can reflect instead of arbitrary HP values.
Abilities
Secondary Attack: Block
- Block no longer can be held indefinitely.
- Now the Squire has a Block resource, indicated by a shield above the Squires head.
- Different enemies attacks reduce the resource at different rates.
- Block regenerates when it is not being used.
- If the Block resource is completely used, players are unable to block again for 5 seconds.
- With enough armor, this caused the Squire to become a blockade, and created an unhealthy meta that had players using a Squire and pet to handle an entire lane. This change prevents future map balance from having to take into account this meta, which if left in tact would ultimately reduce the amount of DU given in future maps.
Harpoon Tower
- Increased Defense Power scaling by 18% in Massacre.
Bowling Ball Tower
- Increased Defense Power scaling by 18% in Massacre.
Slice N’ Dice
- Now scales from bonus attack rate.
Skeletons
- No longer target Crystal Cores.
Dark Elf Warriors
- No longer knock back players.
Djinn
- Updated channel time for Djinn’s destroy tower in Massacre to 8 seconds (down from 9) to match Nightmare.
Copter Ogres
Siren
- New functionality: the Siren no longer spawns with her aura. Instead, she reaches her destination and begins casting. If she is not defeated quickly, she creates an aura based on her elemental affinity, and then runs back to her spawner, applying an unremoval version of her affinity to enemies she passes through.
- The Siren takes increased damage from Fusion sources.
Demon Lord
- Decreased Massacre damage by 30%.
Ancient Dragon
- Decreased Massacre damage by 30%.
With ~1800+ commits to our dev branch, we are going to make a separate post covering all of the relevant bug fixes and changes. Head over to the forums and check out the list here.
We’re going to be watching this update very carefully and pushing out hotfixes for any issues that arise as we are able to get them out.
We’re not a very large team, so when it comes to getting things done, we have to be really efficient and smart with what we work on. Our team has been hard at work on getting our console versions ready (work is still going on as of this post), which is a very time consuming and incredible engineering feat to accomplish. As such, there’s a couple features that we want to give a little bit of additional time and focus on to make sure they release fully functional.
This is going to be a pretty straightforward feature to many. Trading will allow players to open up a UI with other players to trade items that they have acquired throughout their journeys, for an agreed upon price. We’re wanting to spend additional time on this feature to make sure it not only has transactions working without a hitch, but also to remove any potential exploits that can ruin the experience of other Defenders.
Sometimes you get a good drop and invest a ton of points into a piece of gear, only to want to reallocate the Upgrades that you’ve spent after acquiring more gear to really Min/Max your perfect setup. With Item Reforging, you can do just that! Just take a trip to the Blacksmith, and for a fee, he will allow you to reinvest your items’ upgrade points.
Part of this update is putting a bow on the base game, and that includes fulfilling our in-game Kickstarter, Backerkit, and Preorder rewards. We’ve got most of the skins out, but will be adding in:
- Custom enemy names
- Custom weapon names
- Custom armor names
- Legends Tablet
- Credits/Special Thanks
- Hero Titles
If you haven’t read our console progress check-in and what we’re doing, please head on over to that post here to find out more!
Posted December 9, 2020
Here’s just the surface level of all the hard work we’ve been plugging away. Out of our 1800+ commits, here is everything that may matter to all of you!
- Removed the south western Ogre spawn on the Promenade Challenge in Nightmare.
- Fixed an issue on the Creeping Core challenge where enemies would not attack the core, and just chase it around.
- Fixed various Chicken Challenge notifications.
- Fixed an issue with the Chicken Challenge playing multiple SFX.
- Fixed an issue where bushes on Ancient Mines were blocking tower placement.
- Fixed an issue with enemies getting stuck on stairs on The Summit.
- Fixed an issue with Deeper Well missing certain enemies for all waves in Survival Medium.
- Fixed an issue where if you’re dead while transitioning into Build Phase you would not get Build Phase mana.
- Fixed an issue where enemies were following incorrect paths on The Summit.
- Added collision to various parts of Endless Spires.
- Fixed an issue where only two players were teleported when killing Captain Dreadbones on the Skyward Assault challenge.
- Fixed an issue with Deeper Well, Ancient Mines, and Lava Mines missing build timers for Wave 1 on Nightmare.
- Fixed an issue where towers could not be built in bushes on Glitterhelm.
- Fixed an issue where enemies were not pathing properly on Glitterhelm.
- Fixed an issue where enemies were getting stuck on the southeast staircase on Alchemical Labs.
- Fixed an issue when a client joined a session and their costumes were not applied by default, resulting in them being reset when they left the session.
- Fixed an issue with clients unable to swap heroes in their inventory using F1-F4.
- Fixed an issue with Ensnare Aura improperly buffing at base levels.
- Fixed an issue where Enrage Aura showed going over 100% enrage chance in tooltips.
- Fixed an issue with enemies stunned in the Poison Gas Trap were not properly playing their cough animation after the initial stun.
- Fixed an issue with EV’s Shock Beam losing charges in the Tavern.
- Fixed an issue where Buff Beam was not buffing Enrage Aura.
- Fixed an issue where EV could not fire or interact after placing a defense immediately after activating her decoy ability.
- Fixed an issue where EV had several blank rows on her stat panel in the inventory.
- Fixed an issue where EV would have a crossbow visually appear at her feat.
- Fixed an issue with the Bowling Ball Tower’s balls ignoring gravity.
- Fixed an issue where enemies were not self-destructing while falling.
- Skeletons can no longer target cores.
- Reduced the spawn range of Skeletons.
- Fixed an issue where the Goblin Copter death explosion was not damaging players in Massacre.
- Fixed the VFX on the Siren to have her aura activate and fade away instead of instantly appearing.
- Fixed an issue with the Sharken incorrectly hitting a wall.
- Fixed an issue where the Sharken would push up enemies while charging.
- Adjusted the Sharken so that when pushing nodes FPS would not drop.
- Fixed an issue with the Grenade Launcher projectiles not having proper gravity applied to them.
- Optimized enemy, tower, and weapon VFX to increase performance.
- Fixed an issue where attack rate buffs on defenses were not ending properly.
- Adjusted the mana bar position so you can view lower percentages better.
- Fixed an issue where Inferno Trap was not scaling damage while buffed.
- Fixed an issue where Healing Aura removed Spider’s webbed effect.
- Fixed an issue with Buff Beams buff length’s stat in the Defense Tooltip increasing visually but not actually changing.
- Added gamepad controls list through the Escape Menu.
- Reduced the unnecessary calls of enemy actors and AI controllers to increase performance.
- Updated Reflect Beam to be representative of how many charges it has left instead of the previous 25x scalar applied to it.
- Fixed a typo in defense abilities for EV.
- Removed weapon collision from orcs, and instead they now use instant trace.
- Fixed an issue where Monk Boss Massacre weapons were not dropping with a guaranteed upgradeable projectile count.
- Fixed an issue where some Gemstones could not be upgraded to max.
- Fixed an issue with some pet buffs preventing towers from attacking.
- Fixed an issue where a Propeller cat could be upgraded more than intended.
- Fixed an issue where Goblincopters were spawning on Massacre Lava Mines Wave 1.
- Adjusted the Megachicken attack speed to function properly.
- Fixed an issue with the Megachicken’s melee/ranged attack ability not functioning properly.
- Fixed an issue where the Little Wizard’s projectile was very large on clients.
- Fixed an issue where you could not upgrade the enrage chance on the Paddleball pet.
- Adjusted how projectile rates to no longer be frame dependent.
- Fixed how projectiles fly through walls to increase performance.
- Fixed an issue where item tooltips could cause the game to crash.
- Fixed a crash that happened on transition.
- Fixed a crash that happened when attempting to join a game on a different version that yours.
- Fixed a crash that occurred when disconnecting from PlayFab.
- Fixed a crash when cleaning up damage numbers.
- Fixed a crash that was caused by nameplates.
- Fixed a crash caused by projectiles transitioning.
- Fixed a client crash that was caused by a host closing their game in a multiplayer session.
- Fixed a crash with various events that are handled one time.
- Fixed a crash that was caused by nativization issues.
- Fixed a crash from enemy AI trying to check various FOVs.
- Fixed an issue with tower bonuses that was causing a memory leak.
- Fixed an issue with directly joining players through your Steam friend’s list.
- Fixed an issue where Join/Invite Game still appeared improperly in the Steam friends list.
- Fixed multiple direct joining active session issues.
- Fixed an issue when joining via a friends list while a game was closed would leave you on the Main Menu.
- Fixed an issue where right clicking an item could place the context menu slightly off screen.
- Fixed an issue where the current bag filter could be visually deactivated.
- Fixed an issue on hero selection that left an empty dropdown box when right clicking.
- Fixed color setting issues with defense tooltips.
- Fixed an issue when pressing a defense hotkey different than the defense you were currently selecting could cancel out of build mode.
- Fixed an issue with the upgrade reticle swinging to the side when upgrading “Casting”.
- Fixed an issue where having a “/” in a multiplayer game name would cause session creation to fail and the game to infinitely load.
- Added bonus to elemental damage names.
- Updated the DPS calculations for Inferno Trap.
- Updated the DPS calculations for Slice N’ Dice Tower.
- Updated the DPS calculations for Deadly Striker Tower.
- Updated Hero Selection to now be a simplified Hero List.
- Fixed an issue with the Demon Lord getting stuck behind various objects.
- Fixed an issue with the Massacre Demon Lord firing projectiles at weird angles.
- Fixed an issue where after items are autocollected the last one will stay on screen until autocollect is triggered again.
- Adjusted the ability to hide defense tooltips and placing a tower on gamepad.
- Fixed an issue where opening the Change Hero menu from the Hero Deck while in the Inventory disables clicking any UI.
- Fixed an issue with Tower Range not scaling correctly on gamepad.
- Added a double confirmation and context bar for gamepad when applying settings.
- Fixed an issue where empty PC bindings were being displayed on the Option UI.
- Fixed an issue with gamepad Icons displaying incorrectly on the inventory for the various tab containers.
- Fixed issues with Gamepad navigation.
- Fixed an issue where item upgrade bindings were incorrect on gamepad.
- Fixed an issue where Escape wasn’t able to close the Options UI while gamepad was active.
- Fixed an issue in the inventory when using R to go from the left side to the right side opening the filter UI.
- Fixed an issue where the Cast Bar UI would free in First Person view.
- Fixed an issue when selecting the page indicator on the hero select screen and they would not change the page.
- Fixed an issue where the Cast Bar would show a failed state when building in the Tavern.
- Fixed an issue where the NPC dialogue prompt was not closing properly.
- Removed invisible meshes on Arcane Library to improve performance.
- Fixed multiple gamepad issues when interacting with the Gear Filter.
- Fixed issues when comparing items in the inventory.
- Fixed an issue where focus was removed when having chat opened while respawning.
- Fixed an issue where certain projectiles VFX were missing a deactivation.
- Fixed an issue with projectile impacts not working correctly.
- Fixed an issue where enemies died on clients but were still alive for the host.
- Gamepad tower rotation in build mode is now a hold instead of a press.
- Fixed an issue with gamepad focus not returning during various end game summary screens.
- Fixed an issue where changing difficulties with any map but Deeper Well selected would have multiple highlights.
- Fixed an issue when having one point in a stat not turning green.
- Removed decimal points on the displayed ipower of a hero.
- Fixed an issue where the keybinding display was shown backwards.
- Fixed an issue where hero ability names were not changing when changing your hero.
- Enabled Hero Deck Radial Wheel for LB on gamepad.
- Fixed additional hero creation issues with gamepad.
- Added additional gameplay settings.
- Fixed issues with FPS Limit randomly disappearing.
- Fixed a bug where clients did not see hero spawn animations when hosts swapped characters.
- Fixed an issue where the Squire’s upper body would T-Pose after attacking.
- Fixed an issue with the party bar not displaying correctly on the Session Browser.
- Fixed an issue with longer session names breaking spacing on the Session Browser.
- Fixed an issue where gamepad bindings when creating a session were getting overrode by Map Selection.
- Fixed an issue where hero select screens were not closing properly when Combat Phase started.
- Fixed an issue where filtering by name for weapons wasn’t pulling prefixes.
- Fixed an issue when loot was sold and the amount of gold gained was not truncated.
- Fixed an issue in the inventory that caused the selection indicator to go away.
- Fixed an issue with the code redeem not showing proper bindings.
- Updated the link on the News Bulletin.
- Fixed an issue with the Action Bar still having keyboard icons displayed for quick actions.
- Fixed an issue on Challenge map select where you could navigate to a UI behind it.
- Fixed an issue where spamming “Up” on gamepad during Map Selection removed focus from the screen.
- Fixed an issue with the Language box in the Options menu cutting off the top and bottom of its text.
- Fixed an issue where hero rename and delete actions were not able to be properly executed.
- Fixed an issue with weapons scaling improperly on the hero create UI while swapping between heroes.
- Removed the Inferno Trap hurt animations on affected enemies.
- Added the “Return to Tavern” option for solo players or hosts from the Escape Menu.
- Fixed an issue where achievements based on hero stats were not triggering properly.
- Fixed an issue with the “Defense is the Best Offense” achievement not triggering properly.
- Fixed an issue with the Build Suggestions URL when in any language that was not English.
- Fixed an issue with the sell/upgrade/repair icon not following the cursor while in topdown mode.
- Fixed a gamepad issue where a confirmation binding was missing when creating a hero.
- Fixed a gamepad issue where you could not select the hero name box.
- Fixed a gamepad issue that was not saving default hero names.
- Fixed a gamepad issue where the back bind (B) was shown, but the function was not displayed.
- Fixed an issue when prompting users which version of their profile to use where dates would overlap.
- Fixed an issue where torches were the wrong color on certain maps.
- Added collision on a rock in Ancient Mine.
- Fixed an issue with Reflect Field’s beam displaying improperly while affected by Hero Boost.
- Fixed an issue when binding keys that would lock the keybind.
- Fixed an issue on the Main Menu where input actions were being ignored.
- Fixed an issue where focus was not returned to the Main Menu after confirming a save.
- Added gamepad support allowing navigation to Difficulty and Hardcore selectors.
- Fixed an issue with gamepad having bindings on the Main Menu.
- Updated the Shadow skins for all heroes to show their edges a bit better.
- Added an Aura HP Drain to tooltips.
- Fixed an issue with the initial create hero screen missing default weapons.
- Updated the Golden Corgi description to better match Phil’s company title.
- Updated Tavern Keeper to have a new dialogue tree.
- Updated the Tavern crystal outline color to match other crystals.
- Nativized projectile overlaps to increase performance.
- Reduced blueprint overhead on damage numbers to increase performance.
- Nativized towers attack rate performance to increase performance.
- Added additional sockets for animation purposes to the Siren.
- Added additional sockets for animation purposes to Captain Dreadbones.
- Updated the pause menu to use list entries instead of buttons.
- Disabled post-processing in the Hero Details Scene to increase performance.
- Made it so DPS calculations round to two decimal places.
- Updated the Summit’s Vortex VFX.
- Fixed a performance issue with the Kobold’s SFX.
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