Genre: Real Time Strategy (RTS), Strategy, Adventure, Indie
Cannon Brawl
The Kill Cam - Alpha 0.9.2 (1660) - New Build!
For this update I’ve decided to add some context around the new changes, so you can get an idea of our thought process. Maybe it can even help if you one day end up making your own games!
Features/Improvements:
Added progress bars for Minionette, King, and Uncle commander powers (Thanks Wizact, Arsemountain for this idea)!
First pass on a kill cam, every time a structure is destroyed, everything pauses in the game for a few seconds and the camera zooms in on the destruction. This functions as a reward for doing well, gives both players a few seconds to ‘rest’ and catch their breath, and it also provides valuable information about what's been destroyed (which is easy to miss otherwise).
Fixes:
Fixed crash when moving the window between two monitors while loading
Fixed bug where AI would get in a loop building territory balloons trying to reach a mine blocked by enemy territory
Tuning:
Livestream #4 - Battle the Devs - 7pm PST
Hey everyone, tonight is our last livestream for 2013. Of course, we'll be back at it again next year (and at a time more friendly for European watchers).
You can watch here starting at 7pm PST: http://www.twitch.tv/cannonbrawlgame We'll be battling folks so friend petey123567 on Steam if you're up for a duel!
See you there!
New Build - Alpha 0.9.0 (1650) - Nightmares Mode Gets New Art
Here's a nice big holiday update, hope you enjoy:
Features/Improvements:
New look for Nightmare mode, say hello to new much more Nightmare-ish theme for the levels and map.
Insane AI can now better shoot down warheads with lasers
Insane AI is better about protecting his HQ when damaged
Insane AI can now better shoot enemy demolishers
New music for the Rescue themed missions in the campaign
Added a ‘bonus pool’ for ranked match making. Each day you 1 point is generated into your bonus pool. You can redeem bonus points by playing ranked matches which allows you to climb the leaderboards if you are an active player (we'll be tuning/tweaking) this in the coming months.
Leaderboard now displays ‘Rating Point’ scores rather than ELOs. A rating point score is your ELO + redeemed bonus points.
Matchmaking now tries to match you with players inside a small ELO range which grows larger the longer you go without a match.
Fixes:
Fixed bug in which music/sfx volume settings could be reset
Bribed buildings will no longer keep their enemy cooldown bonuses
Tuning:
Increased warhead costs to 55/35/25 from 50/30/25
Increased maximum gold from 300 to 350
Diamond mines now yield 1.5x the value of a gold mine instead of 2.0x
Placing a bank on a diamond mine upgrades it a second time for free
Decreased cooldown on uncle’s ram to 40s from 45s
Increased laser cooldown to 14 from 12
Decreased difficulty slightly of final boss
Let us know about any feedback/bugs you find!
Livestream #3 - Battle the Devs - Tues at 7pm PST
Today, in just an hour and a half at 7pm PST it's time for a 3rd entry in our exciting multipart livestream series: "Battle the Devs!"
Like our first two streams, this action strategy gaming goodness can be found right here at 7pm PST: http://www.twitch.tv/cannonbrawlgame
Jump online for some multiplayer and friend tscactus or petey123567 on steam to fight us on the stream in front of everyone (don't choke!).
Hope to see you there!
Livestream #2 with the Devs - Today (Tues) at 7pm PST
Welcome to the announcement for livestream number two!
We'll be playing some more online multiplayer, fielding questions, and generally have a good time. Thanks to everyone who stopped by last time!
Sounds great, you say, but where can I watch this wonderstream of action strategy game goodness? Right here, 7pm PST: http://www.twitch.tv/cannonbrawlgame
Hope to see you there!
Livestream - Tuesdays at 7pm PST - Chat, Watch, and Play the Devs
Hey guys, the first of our weekly livestreams begins today! At 7pm PST we'll be playing online multiplayer and talking about development, and we welcome everyone to jump in the game and join us.
If you're looking for opponents for multiplayer, this will be the time to play. Looking forward to seeing everyone this Tuesday!
New Build - Alpha 0.8.98 (1615)
Features/Improvements:
Added a 99 second counter to building and pilot select in online multiplayer quick matches.
New players will no longer be matched against very high level players in quick matches
AI in skirmish mode now selects different pilots
Took another pass on the explosion, shot trail, and damage effects
New map for online multiplayer - Mountain Face
Fixes:
Highlighting the shield tower no longer changes shield position
Robot boss no longer acts strangely if all his territory balloons are destroyed
Fixed crash when bribing the cage on the rescue prince mission in nightmare mode
Fixed bug where selecting a level unlocked in campaign but unlocked in nightmare, then choosing nightmare mode would cause strange behavior
Fixed incorrect text for level goal on campaign level 1
Tuning:
Reduced laser cooldown to 12 from 14
Changed laser back to breaking shield rings on the last pulses
Headquarters start at 30hp, instead of silently upgrading from 20 when other structures are upgraded
Let us know about any bugs and feedback in the comments!
New Build - Alpha 0.8.95 (1605) - New World Map!
Hey guys, how about a nice build update before we go to Minecon this weekend? We’re showing the game at Minecon’s indie showcase (and hopefully get some new fodder players for online multiplayer). Stop by and say hi if you’re attending!
Features/Improvements:
New and beautiful level select map art, including a nice reveal for new levels. Beautifully illustrated, it gives a better sense of ‘place’ to the world.
New pass on Demolisher art - now with animated robot legs instead of wheels!
Accelerator clock hands and gears now animate based on it’s buff status
Fixes:
Fixed bug where pilot ability cooldowns would persist while playing campaign through the building/pilot select and loss screens
The diamond mine is now consistent on nightmare mode level 3
Fixed level 3 mountain maker upgrade cost being way too high
Tuning:
Increased Mountain Maker costs to 50/55/60 from 50/45/55
Insane AI now reserves spots near his HQ for defenses
New Alpha Build 0.8.9 (1600) - Nightmare Mode!
Hey guys, I'm back from my honeymoon and have been working away on this newest build update. Remember to restart Steam to force Cannon Brawl to update. We're aiming for future weekly builds with new content. Here's what's new for this week:
Features:
Added a Nightmare Mode difficulty to the campaign which is unlocked once you have completed the normal campaign. Completing each mission rewards you with XP (which will be used for new unlocks in a future update). Completing the entire Nightmare Mode will unlock a new airship pilot - The Uncle! This is our first pass on Nightmare Mode, let us know what you think!
Added new airship pilot, the Uncle, every 45s he can ram an enemy building with his ramming spike for 5 dmg. This power only charges inside your own territory and enemy HQs are immune.
Improved difficulty of Insane AI
Building stats are now displayed on the army select screen
Added a “Highest Rank Achieved’ section on the multiplayer profile
Added a V-Sync option in the settings menu
If online game clocks become too far out of sync, the player farthest ahead will pause and wait for his opponent.
Fixes:
Drill shots now correctly degrade in terrain damage when blocked by shields
Campaign camera turned off for local multiplayer
AI no longer targets his own warheads
Lasers no longer pass through Accelerators or Build Platforms
Fixed another bug realted to missile pathing
Fix able to rush territory through the terrain on bottom on seaside map
Pressing escape while in chat mode will exit chat mode
Tuning:
New Build - Alpha 0.8.88 (1595)
We're back from PAX and this week we’ve got a new map and a bunch more tuning. You guys have mentioned the frost towers needed some work and we agreed! We’ve pushed them more towards an interrupter and AOE damage, they'll probably need more tuning of course and let us know what you think. Here's the full patch notes:
Features:
New map, the Canyon!
World rank is now shown at the end of a multiplayer match
Fixes:
Selling progress bar now resets if you move to a new building
Tinted aim guides to green to help with visibility against bright white backgrounds
Fixed inconsistent gold mine on the valley with some territory balloon placements
Fixed laser bug where it could fire through thick terrain in some cases
Fixed bug where buildings could float in air if they were above a floating platform when the terrain below them was destroyed
Warheads now will partially path to their target when it’s completely blocked with ground rather than flying straight.
Improved pathfinding performance with multiple warheads
Fixed bug where the displayed ELO lost was inconsistent with the actual ELO lost on a surrender
Fixed issue where ‘elo increased’ would show erroneously (although no ELO was actually increased) when playing local multiplayer after first having played online multiplayer
Fixed right shift typing a capital R in text chat
Fixed bug with being able to target HQ on end boss before it’s visible with banks
Tuning
Frost towers now interrupt repairing
Lasers now pass through and destroy territory balloons like normal shots
Mountain maker shots now travel faster
Reduced Bank cost to 50/30/50 from 50/40/75
Increased Bank gold rate to 4/6/8 from 4/5/6
Increased frost tower terrain blast radius to 30 from 35
Increased frost shot speed
Reduced frost tower cooldown to 15 from 18
Increased frost area of affect for all 3 upgrade levels
Increased frost damage to 3/4/5 from 2/3/4
Decreased frost shot freeze time to 3/4/5 from 7/9/12
Increased frost tower range for levels 1 and 2
Decreased frost tower costs to 50/50/80 from 50/70/100
Increased king’s shield recharge time to 40 from 30 seconds
As always, let me know about any bugs, we'll get them fixed asap!