Dwarven Brawl Bros cover
Dwarven Brawl Bros screenshot
Genre: Indie

Dwarven Brawl Bros

1.0.2.2 - Minor tweaks

This update contains various minor tweaks and fixes, most notably making the Teleglove's projectile visible, nerfing Grenade, and boosting Rapier and Pitchfork.

Also, if you like the blood effect and long for more, check out the new bloodfest+ and bloodfest++ values of the blood option! Cheers! :identitycrisis:

Full changelog (1.0.2.2):

  • Baton's knockback explosive knockback multiplier reduced from 2 to 1 with all the basic attacks; 2 to 1.5 with special
  • Teleglove's special attack's time between attacks increased from 2 to 2.2 seconds
  • Teleglove's attacks now have particle effects (projectiles are now visible)
  • Rapier's area-of-hit widened (easier to hit with)
  • Pitchfork's area-of-hit made bigger (easier to hit with)
  • Grenade's movement speed penalty increased from 2% to 6%
  • Grenade's all attacks' damage decreased from 45 to 40
  • Knockback in the "Knock, knock" game mode is now 175% instead of 150%
  • Screen death flash is now brighter
  • Dorf Ball stage is now two tiles wider
  • Added bloodfest+ and bloodfest++ values for the blood amount option (bloodfest is 150%, bloodfest+ is 175%, and bloodfest++ is 200%)

1.0.2.1 - Weapon balancing & Family Arsenal (Happy Hour) mode added

This minor update fixes a few melee weapon balance issues, mainly nerfing Sword and making Rapier and War Hammer more usable. Happy Hour version of the Family Arsenal mode was also (finally) added, meaning that same weapons for everyone with only special attacks game mode is now present.

Some other tweaks and fixes were included as well. Check the changelog below for all the patch notes.

Have a great New Year! Cheers! :dorf: :identitycrisis:

Full changelog (1.0.2.1):

    <*>New game mode: Family Arsenal (Happy Hour) - a combination of Family Arsenal and Happy Hour modes
    <*>Rapier's "ground only" limitation removed
    <*>Sword's main attack's time between attacks increased from 0.48 to 0.5 seconds
    <*>Sword's all basic attack's critical hit (backstab) multiplier reduced from 1.5 to 1.25
    <*>Sword's special attack's horizontal knockback increased from 400 to 500
    <*>War Hammer's movement speed penalty reduced from 12% to 10%
    <*>War Hammer's main attack's damage increased from 50 to 55
    <*>War Hammer's lower attack's damage increased from 45 to 50
    <*>War Hammer's main attack's swing time decreased from 0.24 to 0.22 seconds
    <*>War Hammer's main attack's swing cooldown reduced from 0.68 seconds to 0.6 seconds
    <*>War Hammer's special attack's swing time decreased from 0.22 to 0.2 seconds
    <*>Autostabber's movement speed penalty decreased from 20% to 16%
    <*>Pitchfork's main attack's damage increased from 35 to 40
    <*>Pitchfork's main attack's swing time decreased from 0.14 to 0.13 seconds
    <*>Hand Cannon's projectile now has a sparkle effect similar to the Grenade Launcher grenade
    <*>Low Gravity mode added to the Spiced Modes collection
    <*>Lava pourers are now enabled in Low Gravity mode

    1.0.2 - Content update II - Seemingly single target weapons


    When swinging an axe just doesn't quite cut it. :dorf:

    1.0.2 - Content update II - Seemingly single target weapons


    This content update adds three new weapons, balances many existing weapons, and adds several playability tweaks.

    Weapons!


    There are now 31 weapons (and 124 different attacks) in DBB! Introducing the newest additions:

    Rapier

    Rapier is a high-damage melee weapon and similar to the spear, but has much less area-of-hit and can't be used in the air. It is highly effective against single even-level targets, less so against a group of enemies.

    Sniper Rifle

    Sniper Rifle is similar to its little brother Repeater, but has much higher damage per round and doesn't apply self-knockback to its user. Its biggest disadvantage is its lack of target penetration - making its bullet stop when reaching the first target - and slower rate of fire. It's the perfect firearm for hunting single remote targets.

    Teleglove

    Ranged Dorf Punch. Nuff said. With three-level wave of pure REKT as a special attack

    All of these three weapons have single-target oriented normal attacks, but when it's time for a special, fratricide becomes an option.

    Let me know how you like these! Cheers! :identitycrisis:

    Full changelog (1.0.2.0):


    <*>New weapon - Rapier: spear-type melee weapon that deals medium-high damage and reaches quite far, but lacks air-borne attacks and swing spread
    <*>New weapon - Sniper rifle: single-hit firearm weapon that deals high damage but only hits the first target it reaches
    <*>New weapon - Teleglove: ???
    <*>Autostabber's movement speed reduction decreased from 20% to 15%
    <*>Autostabber's special attack's damage increased from 50 to 60
    <*>Autostabber's main attack's damage increased from 25 to 30
    <*>Halberd's movement speed reduction increased from 12% to 18%
    <*>Pitchfork's special attack's damage increased from 70 to 75
    <*>Pitchfork's special attack's critical (backstab) multiplier increased from 120% to 125%
    <*>Melee-gun's main attack's horizontal knockback halved
    <*>Rocket Launcher's every attacks' tile damage multiplier increased from 150% to 175%
    <*>Rocket Launcher's main attack's and upper attack's time between attack's decreased from 2.7 seconds to 2.4 seconds
    <*>Grenade Launcher's main attack's time between attacks decreased from 1.9 seconds to 1.65 seconds
    <*>Grenade Launcher's upper attack's projectile's fuse time increased from 3 to 4 seconds
    <*>Grenade Launcher's projectiles now emit sparkles (easier to spot)
    <*>Shovel's main attack's time between swings decreased from 0.35 seconds to 0.33 seconds
    <*>Shovel's lower attack's time between swings decreased from 0.5 seconds to 0.4 seconds
    <*>Battle Hook's special attack's damage over time removed (-20 DoT damage)
    <*>Dorf Punch's upper attack's damage increased from 40 to 60
    <*>Dorf Punch's special attack's damage decreased from 90 to 80
    <*>Dorf Punch's upper attack's tile damage multiplier increased from 200% to 400%
    <*>Dynamite's non-special attacks' time between attacks decreased from 2 seconds to 1.9 seconds
    <*>Keg's main attack's time between attacks decreased from 1.6 seconds to 1.5 seconds
    <*>Fire Flask's special attack's time between attacks increased from 2 seconds to 2.2 seconds
    <*>Fists' main attack's time between attacks increased from 0.25 seconds to 0.3 seconds
    <*>Gravity in the low gravity game mode is now 50% of default instead of 25%
    <*>The king now has 400 hp instead of 300 hp in the Overthrow game mode (Guards still have 500, assassins still have 100)
    <*>The "elf" in Identity Crisis game mode now has 300 hp with four players, 350 hp with five players, and 400 hp with six players (+50 each)
    <*>Downward velocity to falling damage multiplier increased from 0.2 to 0.3 (more falling damage dealt)
    <*>Tiles that collide with falling player now take 200% of the falling damage as tile damage (up from 100%)
    <*>Falling damage required for disarming the player increased from 30 to 50
    <*>Music pitch for Happy Hour type modes increased by 20%, also decreasing the countdown length by 20%
    <*>Added an option for always using the player specific helmets regardless of the game mode (this makes it much easier to spot your own character in modes like Dorf Ball)
    <*>Added an option for enabling/disabling helmet knocking by attacks (this also helps with character identification on hectic situations)
    <*>Added more values for normal hit points option: 350, 400, 450 and 500
    <*>Default option value for attack speed multiplier is now 0.8 instead of 0.85 (attack frequency is now higher by default)
    <*>Default option value for player bounciness (against ground) decreased from 30% to 24%
    <*>Default match points to win option value is now 10 instead of 20
    <*>Default option value for mini jumps is now off (tutorial info updated)
    <*>Landing, taking damage, and jump SFXs made a bit quieter
    <*>Happy Hour and My Trusty Weapon (Happy Hour) game modes marked as recommended (seriously, try these if you haven't already)

    1.0.1.4 - Control options, minor weapon balancing

    This minor update adds a few options that allow tweaking player controls. The mini jumping can now be disabled altogether, as well as continuous jumping/attacking when the corresponding button/key is held down. Currently, these settings affect all the players.

    As marginal gameplay changes, both Autostabber's main attack's and Throwing Axe's special attack's damages were increased by 5.

    Full changelog:

    • Added an option for enabling/disabling continuous attacking when the button/key is held down
    • Added an option for enabling/disabling continuous jumping when the button/key is held down
    • Added an option for enabling/disabling minijumping when down is pressed with jump button/key
    • Autostabber's main attack's damage increased from 20 to 25
    • Throwing Axe's special attack's damage increased from 30 to 35

    A few free keys still available for 4-6-player gameplay video makers! (Happy Hour)

    We still have a few keys reserved for the players making 4-6 player gameplay videos in YouTube, Steam or similar platform. If you have an active YouTube channel with local multiplayer videos (ones with few subscribers are okay too!) or similar account, send us an email to apply!

    The contact mail for this is happyhour@dwarvesmightfly.com! :identitycrisis:

    1.0.1.3 - Weapon picking while attacking bug fix, new achievements

    A rare, but fairly critical bug was discovered that allowed players to pick up weapons while attacking and continue the attack of the last held weapon with the newly picked one. This affected the weapons picked on top of the unarmed attack, as in that case weapons were automatically equipped instead. This is now fixed, and weapons can no longer be picked up while an attack is in progress.

    Four new achievements were added too. Three of those are basic match-finishing achievements by player count, but the last one requires a dead dwarf scoring a kill after dying.

    Full changelog:

    • Fixed a bug that allowed picking up weapons while attacking and made possible to perform unarmed attack with the picked weapon
    • Added four new achievements: Two bros, Four Bros, Six Bros, and Dead dorf scoring
    • Dorf Punch's special attack's time between swings increased from 0.25 to 0.35 seconds
    • Fire Flask's special attack's time between swings increased from 1.2 seconds to 1.5 seconds; horizontal shoot force decreased a bit

    Steam Trading Cards & emoticons added!

    Surprise! Steam Trading cards and emoticons are now available for the players of DBB!

    Currently, there are ten cards you can acquire by playing DBB, and six dwarven emoticons to unlock with badges!

    Happy collecting, cheers! :dorf::identitycrisis:

    1.0.1.2 - Hit blood effect tweak and other minor changes

    This minor update changes the hit blood effect slightly to make it look less like a random red blob when players get hit. The dying blood effect remains untouched.

    For those longing for more gore and have a hefty CPU, set the meat count in the options to the newest top value of 16 or 18.

    Full changelog:

    • Hit (non-death) blood particle effect now looks less like a random blob
    • Bow's special attack's hand placement fixed (now matches the other attacks)
    • Added values 16 and 18 for pieces of meat option, and a performance warning
    • Blood effect is now shown on top of Braziers, Torches, and Vases
    • Antialiasing 4x is now the default
    • Minor game mode reordering, Overthrow duplicate removed in the game mode selection screen

    1.0.1.1 - Camera tweaks, slow-on-hit to affect attack cooldowns, tile durability options (new 90% default)

    Slow-on-hit attacks are now more usable: the slowing attacks now affects the target's attack cooldown replenishing as well, slowing the opponent's hit frequency. Before this update, the effect only slowed down the movement speed.

    There is now also an option for controlling the durability multiplier of tiles/stage objects, and the default was set to 90%, meaning tiles bit less durable.

    * Post-update: After uploading this build, I added a few camera tweaks and an option for changing Dorf Ball score to win, the version number is still the same *

    Full changelog:

    • On-hit slow effects now slow down the weapon cooldown speed as well in addition to the movement speed
    • Damageable objects (tiles) by default now have 10% less hit points
    • Added an option for controlling the tile hit point multiplier (from 50% to 200%), doesn't affect overtime-dealt tile damage
    • Mallet's upper attack's upper knockback increased a bit
    • Halberd's main attack's forward knockback decreased a bit
    • Shovel's main attack's target speed reduction on hit increased from 10% to 20%
    • Unarmed's lower attack now applies a speed reduction of 20% to opponent for 1.5 seconds
    • Falling lava length in Scaffold and Shrine stages increased
    • Pixel screen kill text color made a bit more blue, suicide text less bright
    • Camera now follows the targets too high up (by clamping its vertical position) instead of just ignoring them once they pass the threshold
    • Fixed banner sometimes showing through the pixel display's pixel corners
    • Dorf Ball's score goal to win a round can now be adjusted in the options (1-10), default set to 3

    1.0.1.0 - Content update: 3 new weapons, stages, and game modes

    New content has been added into DBB, including three new weapons, stages and game modes.

    Weapons (the best stuff)


    Grenade Launcher
    Fires explode-on-player-touch explosives that have more bounce on them than other explosives

    Pitchfork
    Extremely long reaching melee weapon with moderate damage and speed

    Autostabber
    Extremely fast close-range melee weapon with low single damage but high damage-per-second

    Game modes


    Random weapons, respawn
    All-vs-all respawn mode with random spawn-rolled weapons (like My Trusty Weapon + respawn, but doesn't roll unique weapons)

    Brewer vs Bureau, random weapons, respawn
    Team-vs-team respawn mode with random spawn-rolled weapons

    All-vs-all, low gravity
    25% gravity all-vs-all match (all the physics affected, experimental)

    Three new stages


    Scaffolds, Wavy, and Buried

    Other tweaks and fixes also applied, check the changelog!

    Full changelog:

    • New weapon: Grenade Launcher - Fires explode-on-player-touch explosives that have more bounce on them than other explosives
    • New weapon: Pitchfork - Extremely long reaching melee weapon with moderate damage and speed
    • New weapon: Autostabber - Extremely fast close-range melee weapon with low single damage but high damage-per-second
    • New game mode: Random weapons, respawn - all-vs-all respawn mode with random spawn-rolled weapons
    • New game mode: Brewer vs Bureau, random weapons, respawn - team-vs-team respawn mode with random spawn-rolled weapons
    • New game mode: all-vs-all, low gravity - 25% gravity all-vs-all match (all the physics affected, experimental)
    • Three new stages: Scaffolds, Wavy, and Buried
    • Identity Crisis: "elf's" hit points are now more upscaled by player count: 250 for 4 players (from 200), 300 for 5 players (from 250), and 350 for 6 players (from 300)
    • Identity Crisis: "elf's" extra speed multiplier increased from 20% to 25%
    • Identity Crisis: +2 player count offset for stage scaling is now applied (uses bigger stage variants)
    • Identity Crisis: marked as "experimental"
    • Dorf Ball: the ball now has 0.16 second cooldown between hits
    • Rocket Launcher's main attack's and special's projectile speed decreased by 20%
    • Rocket Launcher's attacks' tile damage multiplier increased from 100% to 150%
    • Weapon collider adjusting
    • Darkened background objects
    • Stage colors tweaked
    • New gameplay option: player bounciness - controls the bounce percentage of players
    • Player default bounce increased from 22% to 30%
    • Camera now keeps the focus on the dead players for a brief moment
    • Explosion force center adjusted further down (makes explosions push players a bit more upwards)
    • Fixed the coffin sprite black hairline visual artifact
    • Pieces of meat now fly a bit more randomly
    • Tile on hit shaking is now more prevalent
    • Game mode order changed, one-vs-many modes are now to the left in the menu


    Have a great weekend, and let us know how you like these, especially the new weapons! Cheers!