Dungeon Defenders

Dungeon Defenders

Moonbase
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Update: 31 Oct, 2013 @ 6:55pm

Tweaked secret hints
Damage volume under fan if you happen to fall through
Fixed lightmap on cables
Added blocking volume around secret room to stop mana falling out
Moved a mesh that was intersecting with another at lower crystal that caused incorrect lighting
Fixed incorrect material on fish
Modified huntress weapon to be a bit more tower stat favoured
Core explosions will now kill every tower type except for EV reflective walls due to a issue with reflective walls being killed by specific methods resulting in the tower not being killed and becoming un-sellable
Fixed some walls not accepting dynamic decals
Added one new person to thanks list and another who I forgot - If I forgot anyone else, sorry!
Tweaked the stat cap on the fish only slightly
Removed the rotation offset on the huntress weapon projectiles, they no longer spread apart at distance
Slightly adjusted the position at which particles being rendered for the huntress weapon
Fixed a small hole under airlock stairs
Replaced some default back face textures with black unit material
Added sound effects to game over cinematic
If you lose a crystal your chances of receiving certain things via luck are lowered this does not affect the other method
Removed a ton of old kismet that was unused
Tweaked value that determines multiplier of lower stat values on pet
Modified max stat values for supreme/ultimate/etc on pet
Adjusted path blockings near stairs so there is no navmesh under stairs where AI could get itself stuck
Placed a few additional craters around the outside
End cinematic game over event players earlier so end-game UI comes up as cinematic ends instead of just after
End cinematic UI telling you you lost now players later
Fixed a few NULL Static meshes that existed erroneously
Modified a few lightmap resolutions on meshes, for some smaller others larger
Resized moon terrain texture to 512x512 rather than using 1024x1024 for file space
Modified some BSP to fill in a hole in the playable area

Update: 31 Oct, 2013 @ 6:55pm

Update: 10 Sep, 2013 @ 7:27am

Replaced fish in map with a static mesh rather than skeletalmesh which was causing some weird issues with materials
Fixed pet rewards, previously best pets rewarded for easy and worse were given to nightmare wins
Increased maximum upgrade value on pets, increased amount of levels
Modified decal positions
Fixed reward notification being spammable
Reimported the correct decal texture
Fixed pet rewards being able to have maximum stats on lower quality but not trans/supreme/ultimates
Increased build timers slightly
Added some new text decals
Fixed stat cap limit on weapon rewards
Pets should no longer spawn with Hero Speed stats
Tweaked max/min reward levels
Tweaked decal textures
Added a kill volume behind the first secret door, no more portal cheating! (other doors have fail safes that don't require killvolumes)
Changed map name colour on intro cinematic, now blue, also plays slightly sooner
Modified Apprentice weapon model it's now slightly thicker to better fit the player hand
Updated Apprentice weapon UI icon to be slightly thicker to match
Tweaked Apprentice UI material to be less intense on colours so the icon is more representative of real colours
Tweaked sounds on mini-game that were playing twice when they shouldn't be
Changed colour blending for the Apprentice weapon FX
Removed some blocking volumes that didn't actually do anything
Enlarged muzzle flash for Apprentice weapon
Shortened intro cinematic length slightly to cut jerking camera anim off
If a crystal dies, it will now also spawn mini-ogres

Update: 10 Sep, 2013 @ 7:25am

Update: 10 Sep, 2013 @ 6:57am

Update: 10 Sep, 2013 @ 6:53am

Update: 8 Sep, 2013 @ 9:34pm

Fixed incorrect pet model when dropped
Increased scale of pet
Fixed incorrect/outdated hint for secret
Removed QR code, because it is not needed
Made secret unlocks a little more obvious (Thanks Ossi + Mischief, NeoNova & ezelking for letting me know!)
Added some collisions so AI cant get its head stuck on trims above of stairs
Added a few cables to break up the scene
Reduced amount of Mana rewarded from mini-game
Changed mana token type rewarded by mini game
Mini-game will only reward mana twice a wave
Made sure that the chests in the room below don't show up on the mini-map to game clients
Added a few awesome testers to thanks list!
Removed mip-map generation from door button texture so it doesn't become un-readable at distance
Hopefully resolved being able to teleport through doors
Added a damage volume to kill AI that gets into the fan, will also hurt players if they get stuck on the bottom
Removed the collision from the trims inside the fan area that resulted in some players/ai getting caught and stuck
Increased music volume
Increased ambient sound volume
Increased sound volume for mini-game and tweaked sound values for some block colours
Fixed secret doors not opening if they touched auras
Applied aura fix to all other interp actors
Fixed a hole in secret room
Adjusted some sound levels so things are more even
Modified a wall mesh to be double sided so it doesn't get lit weirdly
Fixed messed up smoothing groups on central bridge platform model
Tweaked blocking volumes that resulted in "invisible wall" in secret room
Removed collisions on 645 meshes outside of playable areas

Update: 5 Sep, 2013 @ 8:31pm

Added a few more lights behind stairs across map to keep consistent visual
Tweaked a few custom trim models so that they lined up properly with other parts
Set translucency sort on grass
Changed material for Earth so it actually renders (oops!)
Modified kismet for DunDefDanceDance hopefully clients can now play the game in networked matches, however scores probably will be visible to clients
Replaced a lot of set parameters with matinees
Cleaned up kimset
Fixed DDDD reward, as long as you score at least 1 point you should get a token (no promises kismet isn't exactly the best way to make a game)
Tweaked some material scaling on glass panes so they're more matches in texture density
Fixed roof hole - Thanks azurescorch!
Fixed kismet which was using the wrong value to calculate if you actually had enough score to be rewarded
Tweaked the glass floor models translucency sort so that it does not appear distorted by the water below
Tidied up some messy mesh joins
Neatened up billboard positions on minimap should no longer overlap or clip off edge of the screen
Added TowerPrevention volumes so towers/minions can not be built on top of the map and a few areas where they would be out of reach within the level
Player camera will no longer clip through platforms above when you try to build below them
Added pet reward into game, with initial material and setup
Fixed some of the materials for pet reward and set up colouring
Tweaked how the blackholes are displayed no more drawscale 0
Set up ending cinematic and effects
Created duplicate glass material with distortion for outro fx
Adjusted some translucency sorts that caused really weird visual artifacts
Added pet UI icon
Fixed some secret sections
Fishy UI Icon and model now match much better than before
Dropped equipment rating effect from MIC for fish model as it caused the model to bloom
Adjusted the position of a few doors in the lower section so they are much more similar rather than differences in their positions from surroundings
Added a few additional lights in lower doorways
Replaced some fog doors with actual door models
Swapped some models to per-poly collisions for cleaner pawn interaction
Added some additional wall materials that are 2 sided, instead of using 2 sided materials that caused multiple problems
Black holes, if spawned will do damage to players
Swapped the Treasure chest model with a new one that fits the theme much better
Textured new treasure chest model
Added new minimap icon for new chest model
Tweaked some of the door button placements
Modified how you open the final secret section and can obtain a reward
Some changes to the mana totals for the DDDD mini-game
Added some more particle effects to the ending cinematic
Fixed the UI coming up early and cutting off the end cinematic
Additional kismet added for modified secret unlocks
Fixed matinee animation on some security cameras not looping
Adjusted some sections around the secret unlock because had weird camera clipping
Fixed a platform that player camera could clip into and cause issues when building/using flying cams
Placed some missing trims on a few ceiling sections in archways
Tweaked the values of DDDD on some difficulty levels to make it easier
Imported and set-up model for new Monk weapon
Blackholes no longer hurt players, they instead do blackholey things
Added sound for blackholey stuff
Tweaked volume of some existing sounds in level
Added a few more ambient sounds to remove quiet areas
Moved KillZ to make sure blackhole doesn't kill players
Configured all the weapon drop archetypes, particles and materials for the 4 new weapons
Created, textured and imported new forge model
Created modified texture for forge leaderboard
Created all the particle effects for the Apprentice Weapon
Created particle effects for the huntress weapon (warning it's super ott)
Created effects for Monk weapon
Set up most of the values for the weapons, their names and damage values
Forced a single projectile speed on the huntress rifle otherwise the projectile does the weirdest things
Created and set icon for new forge
Tweaked Forge material and imported normal map to give it a bit more detail
Added an enemy only blocking volume to hopefully stop AI glitching under some stairs
Tweaked Forge ambient particle to line up better and appear as if the blackholes suck in the stars rather than crystals emitting them
Fixed projectiles passing through glass floors for definite this time
Spent ages tweaking the stats of the pet reward, should never roll a negative (yeah right RNG)
Fixed door materials being mismatched with signs
Added a spark emitter to broken light
Fixed pet having level number in its name
Ridiculous secret, glhf
Fixed some trigger activation ranges being too small
Tweaked the way distortion is done within the material for the fish bowl
Added some particle effects around the level to make it feel a little more alive
Tweaked secret kismet reward values
Flipped UI icon for sword reward so its easily distinguishable from spear icon
Configured weapon statistics for the huntress gun on nightmare and quality drop accordingly for lower difficulties
Changed huntress weapon to use 2 ammo per shot (because it fires 2 bullets per shot)
Fixed huntress projectile effect because tracers broke
Tweaked how tracers behave, they now fade out upon the bullet hitting a wall rather than instantly being killed
Changed huntress weapon impact decal to better resemble the impact
Tweaked Apprentice weapon stats for nightmare
Modified draw scale values of Apprentice weapon should now be a bit more sensible scale wise
Slightly adjusted colour intensity on Squire and Monk weapon emmisive channel
Set up monk spear stat values accordingly
Configured Squire weapon stat values for nightmare
Fixed squire weapon having ranged damage stat
Imported new model for super secret reward
Tweaked some statistics on weapons
Made decal effects on monk and app weapons smaller
Fixed a broken kismet link that caused score in DDDD mini-game to be incorrectly calculated
Reconfigured DDDD mini-game difficulty values making each difficulty easier
DDDD mini-game difficulty selection no longer affects map reward quality
Tweaked how triggers behaved in mini-game, giving a little bit more leeway on timing
Tweaked reward conditions for secrets
Slightly increased the radius at which the mini-game triggers are activate-able, requires slightly less movement between blocks now
Setup weapon rewards for all difficulties and scaled appropriately
Added many many blocking volumes throughout map to stop dropped weapons and mana being able to fall through walls in certain situations
Fixed unconnected trigger that caused black holes to do their thing when they hadn't been spawned
Modified some spawners to diversify enemies
Added a few additional nightmare mobs
Modified the new forge texture so it's much less gritty and fits the style of everything else more
Fixed mana and loot falling through glass floor
Modified the skydome for low setting users so that no sun appears, making it appear like night-time rather than having a weird sun that casts no light, because its dynamic for high settings
Set "steam" particles to render on medium+high settings only to help low setting performance
Fixed cooking issue giving not cooking shaders properly resulting in default materials on almost everything
Yet again tweaked difficulty of mini-game to make it feel like there's a clear difficulty change in difficulties
Cleaned up some kismet and labelled it for reference
Added an additional pylon to fill in a gap in the navmesh at AI spawn
Created some dynamic pathing so that AI that gets forced along certain routes to crystals isnt forced along long paths after crystal dies
Deleted left over flightpathnodes from previous level
Fixed a few AI stuck spots

Update: 5 Sep, 2013 @ 6:52pm

Fixed section where AI could be knocked onto and couldn't get off of
Fixed section AI could get into and couldn't get out
Added some path blocking volumes around stairs/floors so AI doesn't try to walk up the edges it cant
Increased activation radius of Door triggers
Fixed AI ignoring dynamic paths
Tweaked scale of decals produced by Apprentice Weapon
Tweaked secret values
Removed unused scale models
Fixed some invisible walls
Fixed Mana and loot falling through a few things
Scaled down some textures to lower file size

Update: 5 Sep, 2013 @ 6:52pm

Fixed pathing on some stair cases that were blocked,
Fixed pathing not reaching back of spawns causing enemies to path incorrectly
Tweaked two sided material to not have back face casted shadows
Placed path blocking volumes to make sure AI doesn't get sent to places it shouldn't reach
Easter egg and secrets implemented for good fun
The sun & earth no longer vanish on low settings
Custom Music (Moonrise & Floating In Space) by Purple Planet Music - http://www.purple-planet.com
A multitude of custom environment sound effects from http://SoundSnap.com
Adjusted window material so it looks cooler
Modified some window meshes so they don't break with modified material
Added directions/signs on wall to make it feel a bit more like a used base
Added more to master material and used it for more instanced mats
Cubemap of level for reflections created
Glass material updated with reflections
Changed the red colours to orange and adjusted other materials as required, creates a less harsh theme and feels friendly asnd warm
Made the wall and floor materials "whiter" to feel like a cleaner space station
Made the "environment light" almost black to much better fit actual light conditions on the moon
Fixed some window meshes that were casting shadows causing areas to be lit incorrectly
Finished some missing trims
Low gravity volume allows for a little more float than before
New light meshes textures imported
Set up lighting throughout level
Modified coverage of lightmass importance volume so shadows don't mess up in newer sections
New glass floor/visuals for "main hallway" with a lower level
Fixed some messed up translucency sorting
Lots of enemy spawning changes, amount of enemies, more overall less increase between waves. More on initial wave, added Djinn and Spiders
If a crystal dies the black hole now spawns skeletons/archers/warriors/mages/djinn all 3 spawn the same amount of enemies.
Fixed some out of map exploits (Thanks Malqua!)
Fixed some areas where players could get to that they shouldn't because of no collisions (Thanks again Malqua)
Replaced stock pipes with custom models that fit the environment better
Fixed some collisions that were not blocking weapons
Set BSP backfaces to blackunlit to save some lightmap and improve performance
A few unique trims where modular was harder or not suitable
Modified death hole, no longer death hole
Added new custom fan models replaced old ones
Set meshes to receive decals and dynamic decals
Added a way to actually unlock secret
Some decals added
Tweaked pipe materials added reflection
Modified pipe to use two materials to make join sections more obvious 100000
Sharken are now very limited in non-nightmare modes and mainly a nightmare only mob
Djinn are added to all difficulties
Spiders added for nightmare only
Added flightnodes for djinn
Fixed some more meshes that had pathing issues
If a crystal dies, the black hole now shows up on the minimap, to indicate to the player where it is and that it does something
Increased the crystal health a bit, it's less than other maps because well, your crystals can die here!
Added some blocking volumes below glass floors where mana would fall through otherwise
Custom weapons added to test scaling/set up sockets/archetypes
Tweaked enemy count scaling, now a few more additional mobs per wave
Setup secret room entrance and minimap for it
Tweaks to secret game, sounds added, tweaked some of the floor icon colours and reward calculation
Adjusted translucency sort of moon because outlines were being weird
Hid and disabled sounds/minimap actors that should display at game start
Rebuilt for upload for livestream, but steam fails and workshop broke
New cinematic intro
Fixed physics volumes killing players at start of game (oops!)
Modified some lighting for larger rooms
Added large florescent lights for bigger areas
Added Space fish!
Tweaked some of the light prefabs so they're less intense resulting in overexposed areas
Changed translucency sort priorities on all translucent materials due to how translucency affects distortion
Tweaked material for trim, now has specular
Tweaked sun light and adjusted low detail material for sky to match
Added covers/air ducts to vents that were direct to the outside
Added some more lighting to compliment the new air ducts and vents
Created copies of materials used in particles so they don't end up being cooked incorrectly and displaying black in-game
Tweaked crystal death FX
Tweaked time between death FX and black holes appearing
Adjusted window frame and window glass placements throughout level so they line up much cleaner
Swapped out some frames with other meshes for cleaner more refined look
Added a few more detail pipes
Removed a few meshes that were result of duplication and in places that could not be seen anyway
Added a map wall sign to some walls to help split up colours and add some more variation
An additional wall sign on upper level