In this update2
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Full Dungeon Defenders: Going Rogue update
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What changed
- Balance
- Performance
- Fixes
- UI and audio
- Gameplay
- Server
Dungeon Defenders: Going Rogue changes
With an early access release comes early access bug fixes and iteration! We aren’t looking to adjust balance while the Dungeon Dash is going on, so these fixes shouldn’t include any nerfs or major changes that affect the competition. Let’s get into it.
Bug Fixes and QoL Improvements
Fixed a handful of crashes that rarely happened, but no more!
Fixed multiplayer visuals issues with Enemy health bars and animations when playing with 3 or 4 players.
Defense duration bar properly updates when modified
Fixed an issue where the Ancient Dragon wouldn't be targeted by some towers and traps
Cleaned up some errant SFX when summoning some defenses
Improved the Ogre’s projectile and impact VFX
Improved lighting in Ramparts and Throne Room
Clients in multiplayer no longer lose Rune stacks on map transition
Updated tooltips to show greater clarity, including: Defense Cooldown, Defense Duration, Ability Cooldown, and Ability Duration
Goblin Mech's Barrage now properly goes on cooldown after using an ability to trigger it.
Fixed damage over time effects persisting longer than intended in multiplayer
Updated the Arcane Surge charging VFX.
Updated the Endless Spires minimap.
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Source
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