The 1.0.1 content update is soon ready, but before that we wanted to fix the throwing axe bug and add a couple of playability tweaks.
The cosmetic throwing axe bug introduced in 1.0.0.9 is now fixed. Additionally, the "respawning on lava" issue was finally figured out: some players instinctuallypress the directional controls while respawning, causing air-walking in one direction, sometimes in the lava. To counteract this habit, player movement and attacking are now disabled until the character has collided with something, or 1.5 seconds has passed.
Weapon balancing never stops. Multiple weapon tweaks were applied, check the changelog.
For the next update, being a content update, there will be 3 new weapon, new stages, and other goodness. Stay tuned.
Full changelog:
Respawning players now have their movement and attacking actions disabled until they have collided with something (to avoid air walking into lava issues)
Round winning players now have their hands raised in the "after round" screen
Keg's main attack no longer freezes the player
Halberd's main attack's swing time decreased from 0.22 to 0.20 seconds
Halberd's main attack's time between swings decreased from 0.65 to 0.6 seconds
Halberd's main attack no longer reaches below feet level
Halberd's upper attack's swing time decreased from 0.15 to 0.13 seconds
Halberd's lower attack redone: swings wider arch and reaches a bit further than the main attack
Halberd's hitting collider now matches the sprite (was way too off the blade, no idea why and since when)
Baton's special attack's swing time decreased from 0.2 to 0.18 seconds
Dagger's lower attack's single DoT damage decreased from 8 to 5
Dagger's special attack's swing time decreased from 0.25 to 0.2 seconds
Melee Gun's special attack's damage increased from 35 to 40
Crossbow's lower attack's time between attack's decreased from 1.9 to 1.7 seconds
Crossbow's lower attack's trigger delay increased from 0 to 0.2 seconds
Mallet's special attack's swing time increased from 0.14 to 0.16 seconds
Added values 12 and 14 for pieces or meat option
Fixed the non-spinning throwing axe bug
1.0.0.9 - Friendly fire on/off option, Zombie Survivor balancing
For those of you who like playing team-based game modes, there is now an option for setting the friendly fire (team damage) off. This makes the players of the same team invulnerable to each other's hits, but still applies the knockback and other weapon effects on hit, so bouncing team mates around the stage is still possible regardles of this setting.
Another focus point of this update is the balancing of the experimental game mode Zombie Survivor. There is now -2 players stage scale offset (scale factor one smaller) applied, making Zombie Survivor game mode scale the stages down, making the gameplay more fair for zombies trying to catch the survivor. The scaling offset is only applied when the "automatic" stage scaling is used, so this can be overridden by choosing the scale factor manually.
The zombies' movement speed reduction was also reduced from 55% to 45%, and their lower attack can now be performed in the air as well.
Zombie Survivor is still marked "experimental", but should now be more balanced. Changing the hit point kill award and the frenzy options can be used to further (un)balance this mode to your liking.
More balancing, were needed will be added later on. If you believe any game mode or a weapon is in need on balancing, let us know!
Full changelog:
Friendly fire on/off setting: Friendly damage can now be turned off in the options, which makes damaging team mates impossible, but still applies the knockback and other hit effects
Zombie Survivor: zombie's movement speed reduction decreased from 55% to 45%
Zombie Survivor: zombie's lower attack can now be performed in the air too
Zombie Survivor: when using automatic stage scaling (default), the stages are scaled down as if there were 2 players less
War Hammer's main attack's swing time increased from 0.22 seconds to 0.24 seconds
War Hammer's special attack swing time increased from 0.18 seconds to 0.22 seconds
Throwing Axe's lower attack's vertical throwing force decreased (from 500 to 450)
Blood particles now have a slight size variance and are on average bit bigger
Randomizing starting positions is now off by default
1.0.0.8 - Weapon collider tweaks, soundtrack now included in the main build
The soundtrack DLC seems to be broken and thus unavailable, so the soundtrack (the theme song) is now included in the main build, and can be found in the main directory's soundtrack folder.
A few weapon colliders were adjusted to better match the sprites, making the Baton reach a bit further, and the Halberd less so.
Full changelog:
Baton hitbox made slightly bigger (hits more easily)
Halberd's and War Hammer's hitboxes made smaller and moved a bit back (effective range decreased)
Fire Flask's and dynamite's hitboxes shapes changed to better match the sprites (generally bigger)
Added the soundtrack (the theme song) into the build (can be found in the base directory's soundtrack folder)
Happy hour! Free copy giveways for streamers/tubers making 4-6 player videos!
For a limited time, we are giving away several Steam copies of DBB for video makers! If you don't own DBB yet, and you are an active YouTuber or streamer, we can provide you with a free copy of DBB for making a let's play or a review video for 4-6 player gameplay.
To apply, contact us via happyhour@dwarvesmightfly.com!
1.0.0.7 - Increase or decrease weapon carry limit option
Some of you have requested changing the number of weapons players can carry with them, mostly wanting it to be lower.
There is now an option that allows changing the weapon carry limit, the default still being 3, to anything from 1 to 5. Setting it to one means that there is no weapon swapping involved in the gameplay, but weapons can of course be replaced normally by dropping the old and picking a new one.
Full changelog:
Option for changing the max held weapon count added: 1-5 weapons can now be set as the limit
Supported player count is now displayed when selecting a game mode/collection
1.0.0.6 - Input checker action feedback (and fighting Murphy's law in the menu)
Even at this stage, post 1.0, the menu system still understandably causes confusion among new players. We try to fix this piece by piece by providing first-timers more in-game/in-menu guidance without making the menu changes confuse veterans in the process.
A few things were tweaked, new players in mind, with this minor update, hopefully aiding players to find their way to tutorial mode or at least getting past the main menu. :-)
For everyone, the input checker is now more usable, as the bindings of each controller and the keyboard can now be checked there as well.
Nothing gameplay related in this update this time.
Full changelog:
Input checker now shows the mapped action of the pressed button (non-axis)
Player count must now be selected again when changing the mode
Title screen's "Press to jump to start" is now "Press any key to start"
Game mode/collection selection screen element reordering
Tutorial now has a "recommended!" text for new players
Test lab now has a "for testing only!" warning
1.0.0.5 - Special attack ready messages - Thanks streamers and tubers!
It is great to find and watch DBB gameplay videos around the internet, and it is even better to see you guys having fun playing it!
By watching these videos, we spotted a couple of minor issues. Some people that go straight to game modes aren't aware of the special attack existing, so to tackle that there is now a "special ready" indicator (on by default) that is shown once the special attack of a weapon becomes available. This is also handy for experienced players, since the textual effect provides instant feedback that is visible through effects. This feature can be turned off in the options though, if found unnecessary.
Completing the tutorial is still recommended, and it only takes a couple of minutes. :-)
Full changelog:
When the special attack is unlocked after a hit, a message stating that is now briefly shown (can be turned off in the options)
Added the aforementioned option for turning on/off "special ready" messages
War Hammer's main attack's arch tweaked (goes lower, looks better)
War Hammer's main attack's time between attacks reduced from 0.72 seconds to 0.68 seconds
Dagger's upper attack's time between attacks increased from 0.32 seconds to 0.42 seconds
This minor update contains some weapon balancing tweaks, notably making the Melee Gun more usable, as its firing attacks (main & special) can now be initiated in the air as well.
If you believe any weapon is in need of balancing, let us know by dropping a message in the weapon balancing thread in the discussions!
The cosmetic particle bug sometimes causing a few in-between spark and blood particles appearing when throwing an explosive or taking damage is now fixed too.
Full changelog:
Fixed explosive fuse particle and blood from briefly appearing at from in-between locations of current and previous position
Baton's upper attack's swing time increased from 0.12 seconds to 0.16 seconds
Battle Staff's main attack's swing time decreased from 0.14 seconds to 0.12 seconds
Battle Staff's upper attack's swing time decreased from 0.15 seconds to 0.13 seconds
War Hammer's lower attack can no longer be performed in the air
Melee Gun's main and special attack can now be performed in the air too
Throwing Axe's main and upper attack's time between attacks increased from 0.6 seconds to 0.7 seconds
Throwing Axe's special's time between attacks increased from 0.92 seconds to 1.22 seconds
Grenade's lower attack's time between attacks increased from 1.75 seconds to 2.0 seconds
Keg's main attack's time between attacks decreased from 1.4 seconds to 1.3
Fire Flask's special attack's time between attacks time increased from 1.0 seconds to 1.2 seconds
Bow's movement speed reduction increased from 8% to 10%
Crossbow's movement speed reduction increased from 8% to 10%
Corrected "Knock, knock" game mode description (no longer showing Finnish translation too)
This minor update adds a controller troubleshooting tool in the button config menu, allowing you to check the functionality of any controller you are about to use. Pressing any button (or keyboard key) in this tool displays the corresponding input device number, and if no input info is shown, the controller isn't detected/on/plugged in.
Two additional values for "blood effect" option were also added, letting you further increase the amount of blood. These settings are quite CPU intensive, but if your machine can handle them, go for it!
Full changelog:
Added an controller number identifying "tool" in the button config menu; detects the number of the controller pressed, for troubleshooting
Added two new blood effect levels: massive and bloodfest; heavier blood effects than with other values, bloodfest being the heaviest (CPU intensive!)
1.0.0.2 - Blood effect adjusting options
Blood effects (combined with corpse meats) were one of the biggest performance killers for older hardware, and even for newer one when playing with 4-6 players and scoring simultaneous kills. This update adds a more precise blood adjusting option that replaces the on/off switch. The default amount is now also lower, but the blood effect gets rendered in front of background tiles, so it is generally more visible, yet less straining for the CPU. If you still find the FPS dipping too much during intensive fights, try the light setting before turning the effect off.
If you want to use the old blood amount setting, choose "heavy" value for the "blood effect" option. The default "normal" is, as said, lighter than it used to be.
Full changelog:
Option for adjusting the blood effect (more than on/off) added: off, light, normal, and heavy options for controlling the amount of blood emitted (replaces the "show blood" option)
Blood amount reduced by default (set this to "heavy" for classic amount of blood)
Blood is now rendered front of background tiles
Hit blood effect now fades faster
Corpse meat count default is now 6 instead of 8
Zombie blood particle now matches other blood particles in shape
Zombie respawn times by player count adjusted in Zombie Survivor mode (1.5 (-0.5) seconds for 4 players, 2 (-1) seconds for 5 players, and 3 (-1) seconds for 6 players)